Limit Break (FINAL FANTASY VII) precon upgrade guide

Cloud, Ex-SOLDIER pays a card for every equipped creature in your attack, and the box ships sixteen Equipment whose printed equip costs add up to 36 mana. Most of the twelve swaps here exist so you never pay it.

Read Cloud's middle line carefully: “draw a card for each equipped attacking creature you control.” That's a per-body count, and Cloud himself only has to be in the attack — he doesn't have to be the one holding anything. Three armed attackers is three cards, every combat. The Treasure rider is the half that cares about size: if Cloud's power is 7 or greater when he attacks, you bank two Treasures on top.

So the deck has two dials. How many creatures carry a sword, and whether somebody is a 7. The box understands both — Puresteel Paladin sets every equip cost to {0} once you have three artifacts, Barret, Avalanche Leader attaches one free every combat and makes a 2/2 Rebel whenever an Equipment arrives, Armory Automaton straps on everything you own by itself — but it also ships Colossus Hammer, three vanilla taplands and a six-mana top end borrowed from other decks. Resolving all 100 cards against Scryfall, moving each of the sixteen Equipment onto a creature once costs 36 mana at their cheapest printed rates. That number, not the quality of the swords, is what the upgrade attacks.

There's also a running joke in the rules text that turns out to be the build-around: seven cards in this box care about the number seven. Cloud banks Treasures at power 7. Tifa, Martial Artist untaps your team and adds a combat when a 7 connects. Bugenhagen, Wise Elder draws you a card each upkeep you control one. Aerith, Last Ancient reanimates outright at 7 life gained, Sephiroth, Fallen Hero turns every modified creature into a base 7/5, Wrecking Ball Arm simply is a 7/7, and Vincent, Vengeful Atoner sprays his combat damage at every other opponent once his power hits 7. One of those seven leaves the deck anyway — the argument is below.

Cloud, Ex-SOLDIER
Cloud, Ex-SOLDIER
Bracket
No floorno Game Changers or land denial
0Game Changers
0Mass land denial
0Extra turns
0Nonland tutors
Mana curve
Mana sources
W22
R22
G23

Upgraded list: 100 cards, 37 lands (9 basic), 25 creatures, average mana value 2.82. Mana sources: 22 white, 22 red, 23 green. No Game Changers and no mass land denial, so the deck sets no bracket floor. How brackets work →

What are the best Limit Break upgrades?

Ranked by how many extra cards Cloud, Ex-SOLDIER ends up seeing. Prices are Scryfall market at the time of writing; hover any card name for the current one.

  1. Sigarda's Aid (~$21.50) — every Equipment spell gains flash and attaches free the moment it enters. One white mana converts all fifteen swords in the upgraded list into end-of-turn plays with no equip cost, for the rest of the game. It's half the budget and the first card I'd buy.
  2. Bruenor Battlehammer (~$1.47) — your first equip each turn costs {0}, and every creature you control gets +2/+0 per Equipment attached to it. A Cloud holding anything at all starts at 6/4 before the sword's own text, so the Treasure rider stops being work.
  3. Ardenn, Intrepid Archaeologist (~$4.44) — at the start of your combat, move any number of Equipment onto one target for free. It piles rather than spreads, but that's exactly what re-arming Cloud after a removal spell looks like, and it ignores every equip cost ever printed.
  4. Sram, Senior Edificer (~$1.99) — a card for every Equipment you cast. The box already runs Puresteel Paladin for this; the deck wants the effect badly enough to want it twice.
  5. Reyav, Master Smith (~$0.23) — every equipped creature you attack with gains double strike. It scales with the same count Cloud reads, and it makes 7-power connects — the trigger Tifa, Martial Artist is waiting on — nearly twice as likely to land.

The other seven adds and all twelve cuts are argued below. The whole package comes to about $43 at Scryfall market.

Seven cards care about the number seven

Cloud is a 4/4, so every 7-payoff in the deck is asking the same question: where does +3 come from?

The box's cleanest answer is one it undersells. Wrecking Ball Arm sets the equipped creature's base power and toughness to 7/7, and its legendary equip rate is {3} — in the upgraded list 18 of the 25 creatures are legends, so the discount is nearly always on. Park it on anyone and Bugenhagen, Wise Elder draws you a card every upkeep from then on. Hero's Blade is the other exact answer: +3/+2 turns Cloud into a 7/6, and the Blade attaches itself free whenever a legendary creature enters — including Cloud, whose own enter trigger is then free to grab a second sword. He can arrive as an armed 7 with haste the turn he's cast.

Bastion Protector makes commanders +2/+2 and indestructible, which puts Cloud one sword of any kind from the threshold. Bruenor Battlehammer does it by arithmetic — +2 per Equipment means two swords on Cloud is 8 or more. And Sephiroth, Fallen Hero does it wholesale: when he attacks, every modified creature you control becomes a base 7/5 until end of turn, which hands Tifa, Martial Artist a whole team of qualifying attackers at once.

What the 7 buys: two Treasures per Cloud attack, a card per upkeep from Bugenhagen, and — the real prize — Tifa's clause. One 7-power creature connecting untaps your board and adds a combat phase. Cloud attacks twice, draws twice, banks four Treasures. Most games this deck wins, that's the turn it won.

What leaves, and the argument for each

The one-sword traps

Colossus Hammer is the most famous card in the deck and the first cut. Equip {8} in a deck whose commander wants swords on three bodies is the wrong tax, and +10/+10 without evasion is a 14/14 Cloud chump-blocked by the same 1/1 forever — the box grants trample on exactly two cards. Yes, Puresteel Paladin equips it for {0}. Its best case needs the one card on the table that already makes every better sword free too.

Explorer's Scope costs the same one mana as Sigarda's Aid. It puts a tapped land in on roughly one attack in three; the Aid changes how the entire deck operates. Same slot, no contest.

Three six-drops from three other decks

Hellkite Tyrant is the only card in all 99 that asks for double red, and the mana base clears that request 80.1% of the time by turn six. Cutting it doesn't just free a slot — it deletes the requirement. The 20-artifact win it advertises belongs to an artifact-theft deck; this deck's artifacts are swords it needs attached, not a count it's racing toward.

Summon: Kujata spends six mana on three chapters of damage, blocking restrictions and a loot. The one thing it does for this deck's plan — being a 7-power body — it does for two of your upkeeps, then the Saga sacrifices itself.

Ultimate Magic: Meteor deals 7 to each creature, and look at what this deck puts on the table: 1/1 Soldiers, 2/2 Rebels, a 4/4 commander wearing +2s. The deck that loses the most boards to this card is the one running it. Austere Command already wipes on your terms — it can take artifacts and enchantments while your creatures stand — and Cloud's Limit Break kills every tapped creature for six at its Omnislash tier.

The middle cards that need the game going wrong

Heidegger, Shinra Executive only makes Soldiers while opponents have more creatures than you, and an attacking deck that's behind on board is already losing. His pump reads the Soldier count — six creatures in the box — and points at one body.

Cait Sith, Fortune Teller impulse-draws one card a turn, tied to your combat. Furious Rise does that for one less mana, and Professional Face-Breaker does it every time anything connects while also making the Treasures Cloud wants.

Vincent, Vengeful Atoner is the seven-card that leaves. He grows one counter per turn of connects, so his power-7 clause switches on around the fourth combat after he lands. Every other 7 in the deck arrives ready; Vincent asks you to wait half the game.

Secret Rendezvous hands three cards to an opponent from an aggro deck that would rather they had fewer blockers in hand. It's also one of six spells asking for double white by turn three, a request the mana base meets 63.9% of the time. The cheapest fix for the white problem turned out to be cutting a double-white card that was half for the enemy anyway.

Three taplands become three Pathways

Radiant Grove, Sacred Peaks and Wooded Ridgeline have no text beyond entering tapped, one per colour pair. Branchloft Pathway, Needleverge Pathway and Cragcrown Pathway are the same three colour pairs, untapped every single time — you pick the face you need. The swap takes the always-tapped count from five lands to two.

The two that stay tapped earn it. Path of Ancestry scrys whenever its mana casts a creature sharing a type with Cloud — Human Soldier Mercenary — and 18 of the 25 creatures here are Humans, so it fires on about three casts in four. I've cut this card from decks where three creatures qualified; this is the other kind of deck. Jungle Shrine makes all three colours, which only Command Tower and Path of Ancestry otherwise do without conditions.

What stays despite appearances

Judge this like a normal 25-creature deck and fifteen single-target attachments look like the trim list. That judgement is exactly backwards here: every armed attacker is a card in Cloud's trigger, so the swords are the engine and the bodies are delivery. A few keeps deserve their specific arguments, because they're the ones most often cut by mistake.

Lightning Greaves stays, with an instruction: equip it last. Equip abilities target, so shroud blocks your own attaching too — a Greaves-first Cloud can never receive another sword. Cloud has haste already; the Greaves belong on Tifa, Martial Artist or Bugenhagen, Wise Elder, creatures opponents want dead and you never re-equip.

Sephiroth, Fallen Hero reads as a five-mana 7/5 with no evasion. He's the deck's only mass-7: one attack makes every modified creature a base 7/5, which is half this deck's rules text switching on at once, and he returns from the graveyard for {3} and a sacrifice.

Unfinished Business is a five-mana sorcery in a deck I just made faster, and it stays because this deck will eat a board wipe — it returns a creature with two Equipment already attached, which is the difference between rebuilding in one turn and three.

Bronze Guardian isn't a Human and doesn't care. Its power is your artifact count — fifteen Equipment, Sol Ring, Arcane Signet, Inspiring Statuary and every Treasure Cloud banks — and it has double strike, so it hits for twice whatever the count says. It also hands every one of those artifacts ward {2}, taxing the sword-removal this strategy actually fears.

Zack Fair is a one-mana 2/2 that dies handing his counters, his sword and indestructible to a teammate. In a deck whose commander re-arms on every recast, a body that passes equipment forward on the way out is the cheapest insurance the box ships.

Skullclamp, obviously. SOLDIER Military Program makes a 1/1 Soldier every combat; the Clamp turns each one into two cards for one mana.

The mana base, before and after

The land count doesn't move — 37 is right for a deck whose average mana value drops to 2.82 — but the arrivals do: untapped lands go from 24 to 27, and always-tapped from five to two.

The honest number is white's. Five spells in the upgraded list still want double white by turn three, Puresteel Paladin the one that matters, and 22 white sources meet that 63.9% of the time against a 90% target. The Pathway swap can't move that figure — it trades tapped duals for untapped ones in the same colour pairs — and I didn't chase it with more land swaps, because the benchmark overstates the problem: of those five spells only Puresteel wants to land on curve, and this deck banks Treasures that pay the difference in real games. Green's double-pip ask is two spells at turn four, 72.8%; red's disappeared when Hellkite Tyrant did.

The upgraded deck, in numbers

Every figure here describes the deck after the twelve swaps, from re-resolving the full list.

The upgraded decklist

All 100 cards after the twelve swaps — hover any name to see the card and its current prices.

“Load into the deck builder” opens this list in your account, pinned to the printings the box shipped, ready to edit or save. “Copy decklist” gives you plain text for Moxfield, Archidekt or Arena — no account needed.

Commander 1

  • Cloud, Ex-SOLDIER

Creatures 24

  • Aerith, Last Ancient
  • Ardenn, Intrepid Archaeologist
  • Armory Automaton
  • Avalanche of Sector 7
  • Barret Wallace
  • Barret, Avalanche Leader
  • Bastion Protector
  • Bronze Guardian
  • Bruenor Battlehammer
  • Bugenhagen, Wise Elder
  • Cid, Freeflier Pilot
  • Elena, Turk Recruit
  • Fervent Champion
  • Helitrooper
  • Professional Face-Breaker
  • Professor Hojo
  • Puresteel Paladin
  • Red XIII, Proud Warrior
  • Reyav, Master Smith
  • Sephiroth, Fallen Hero
  • Sram, Senior Edificer
  • Tifa, Martial Artist
  • Yuffie, Materia Hunter
  • Zack Fair

Instants 8

  • Chaos Warp
  • Clever Concealment
  • Cloud's Limit Break
  • Dispatch
  • Generous Gift
  • Lifestream's Blessing
  • Swords to Plowshares
  • Ultimate Magic: Holy

Sorceries 9

  • Austere Command
  • Cultivate
  • Decimate
  • Harmonize
  • Nature's Lore
  • Rampant Growth
  • Unfinished Business
  • Vandalblast
  • Vanquish the Horde

Artifacts 18

  • Arcane Signet
  • Behemoth Sledge
  • Champion's Helm
  • Conformer Shuriken
  • Conqueror's Flail
  • Darksteel Plate
  • Hero's Blade
  • Hero's Heirloom
  • Inspiring Statuary
  • Lightning Greaves
  • Mask of Memory
  • Maul of the Skyclaves
  • Skullclamp
  • Sol Ring
  • Summoning Materia
  • Sword of the Animist
  • Trailblazer's Boots
  • Wrecking Ball Arm

Enchantments 3

  • Furious Rise
  • Sigarda's Aid
  • SOLDIER Military Program

Lands 37

  • Ash Barrens
  • Battlefield Forge
  • Bonders' Enclave
  • Branchloft Pathway // Boulderloft Pathway
  • Brushland
  • Canopy Vista
  • Cinder Glade
  • Clifftop Retreat
  • Command Tower
  • Cragcrown Pathway // Timbercrown Pathway
  • Evolving Wilds
  • Exotic Orchard
  • Fire-Lit Thicket
  • 3× Forest
  • Fortified Village
  • Furycalm Snarl
  • Game Trail
  • Jungle Shrine
  • Mossfire Valley
  • 3× Mountain
  • Needleverge Pathway // Pillarverge Pathway
  • Path of Ancestry
  • 3× Plains
  • Rootbound Crag
  • Rugged Prairie
  • Scavenger Grounds
  • Slayers' Stronghold
  • Spire of Industry
  • Sungrass Prairie
  • Sunpetal Grove
  • Sunscorched Divide

FAQ

Does Cloud need to be holding a sword himself to draw cards?

No. Cloud, Ex-SOLDIER draws for each equipped attacking creature you control — he counts himself if he's equipped, but an empty-handed Cloud attacking beside three armed creatures still draws three. The power-7 Treasure rider is the only part of his text that wants Cloud personally carrying something.

What's the quickest route to power 7 on Cloud?

Cloud is a 4/4, so the gap is exactly 3. Wrecking Ball Arm sets his base power and toughness to 7/7 for its {3} legendary equip. Hero's Blade grants +3/+2 — precisely 7 — and attaches itself free whenever a legendary creature enters. Bastion Protector makes him a 6/6, where any sword at all clears the bar.

Why does Path of Ancestry stay when this site cuts it elsewhere?

Its scry needs creature casts that share a type with your commander, and Cloud is a Human Soldier Mercenary in a deck where 18 of 25 creatures are Humans. The scry fires on roughly three of every four creature casts here, which buys back the tapped arrival. In decks where only a handful of creatures qualify, it doesn't.

Isn't Colossus Hammer free with Puresteel Paladin out?

With metalcraft, yes — and that's the Hammer's whole case. Without Puresteel Paladin on the table it's an 8-mana equip on a deck with almost no trample, and a 14/14 Cloud with no evasion gets chump-blocked by the same 1/1 every combat. The card needs the one enabler that already makes every other sword free.

Where should Lightning Greaves go?

On a creature that isn't expecting more Equipment, and last in your equip sequence. Equip abilities target, so shroud stops your own attaching too. Cloud already has haste, so the Greaves earn most on Tifa, Martial Artist or Bugenhagen, Wise Elder — pieces opponents want dead and you never re-equip.

How does Tifa, Martial Artist close a game?

Whenever one or more of your 7-power creatures deal combat damage to a player, she untaps all your creatures, and in your first combat phase she adds another combat. Cloud attacks again, draws for every equipped attacker again, and banks two more Treasures. One connected 7 roughly doubles the turn.

Is Sigarda's Aid worth half the upgrade budget?

At $21.50 of a roughly $43 package, it's the one add that touches every Equipment for the rest of the game — each sword casts at instant speed and attaches free on arrival. The other eleven swaps work without it, so it can be the card you add last. If you're spending past this list, Stoneforge Mystic and Embercleave are the next two buys.

Where does the upgraded list sit on the bracket scale?

Same floor as the box: Bracket 1. Neither list runs a Game Changer, mass land denial or extra-turn cards, so the twelve swaps make the deck faster without moving its bracket. You can verify either list with the bracket checker on this site.