And that makes sense given how similar they are
We developed a workflow that asked concept artists and card artists to pull hallmark character designs from Yoshitaka Amanos original (and legendary) concept art, the original FFVI sprites, and the FFVI Pixel Remaster character portraits, to synthesize the most consistent elements of each characters design into something new. We also encouraged our artists to punch up finer details and bsexplore elements where they thought they could push (fabric, patterns, textures, etc.) Then, we would meet with the Final Fantasy VI review team, and they would give us feedback on what core elements they wanted to preserve and what new elements they were excited about. "It's our hope that the [FF6] character designs should feel like how you 'remember' them..." So they had the four games decided, but when it comes to Commander, thats only half the equation WOTC also needed to figure out which characters would lead each deck

Frankly, terrible in a fight, but thats so far away from what Bruvac is all about, so it really doesnt matter
If youre keen on making a rat typal deck, whether in Commander or another format, heres a look at the best rat cards in Magic
In Tarkir: Dragonstorm we have a cycle of lands that enter tapped unless you control an enemy basic land for the respective land, with an added ability tacked on
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