Official Rules Document

1. In the Limit Breaker variant, each deck is led by a Legendary Final Fantasy creature designated as that deck’s Party Leader and an instant or sorcery designated as the Limit Break Spell. The Limit Breaker format was created by Mattie Schraeder and based on the Oathbreaker format. The Limit Breaker variant uses all the normal rules for a Magic game, with the following additions.

2. A Limit Breaker game can either be a 1v1 or multiplayer game. The default setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule 806.

3. Each deck has a Legendary creature designated as its “Party Leader”. This designation is not a characteristic of the object represented by the card; rather, it is an attribute of the card itself. The card retains this designation even when it changes zones.

  • 3a. Double-faced cards can be the Party Leader as long as the front face of the card has the type Legendary Creature.
  • 3b. If using the Partner mechanic, you may have two Party Leaders. See rule 702.12
  • 3c. Legendary Creatures that can meld, such as Feng, Fearless l’Cie and Vanille, Cheerful l’Cie, have Partner with each other. See rule 702.124.

4. Each deck has an instant or sorcery designated as a “Limit Break Spell”. The Limit Break Spell must fall within the color identity of the Party Leader. This designation is an attribute of the card itself. The card retains this designation even when it changes zones.

  • 4a. The Limit Break spell may only be cast when its Party Leader is on the battlefield under its owner’s control.
  • 4b. When using the Partner mechanic, each Party Leader will have its own Limit Break Spell. Each Limit Break Spell is limited to its Party Leader’s color identity.
  • 4c. If a Party Leader transforms or melds, it retains its Party Leader status.

5. The Limit Breaker variant uses color identity to determine what cards can be in a deck with a certain Party Leader. The color identity of a card is the color or colors of any mana symbols in that card’s mana cost or rules text, plus any colors defined by its characteristic-defining abilities or color indicator.

  • 5a. Color identity is established before the game begins.
  • 5b. Reminder text is ignored when determining color identity.
  • 5c. The back face of a double-faced card is included when determining a card’s color identity.

6. Each Limit Breaker deck is subject to the following deck construction rules.

  • 6a. Each deck must contain exactly 60 cards, including the Party Leader and Limit Break Spell.
  • 6b. Other than basic lands, each card must have a different English name.
  • 6c. A card can be included in a Limit Breaker deck only if every color in its color identity is also found in the color identity of the deck’s Party Leader.
  • 6d. A card with a basic land type may be included in a Limit Breaker deck only if each color of mana it could produce is included in the color identity of the deck’s Party Leader.
  • 6e. The deck must contain a Party Leader and a Limit Break Spell.
  • 6f. The deck must contain cards that have been printed in a Final Fantasy variant. This includes cards in the FIC, FCA, and FIN set codes, or SLD cards that have had Final Fantasy themed releases.
  • 6g. The Final Fantasy variant of a card is not required. Alternate non-Final Fantasy art is legal. We do, however, encourage Final Fantasy variants whenever possible.
  • 6h. There are currently no banned cards in Limit Breaker.

7. At the start of the game, each player puts their Party Leader and Limit Break Spell from their deck face up into the command zone. Then each player shuffles the remaining 58 cards of their deck so that the cards are in a random order. Those cards become the player’s library.

8. Once the starting player has been determined, each player sets their life total to 20 and draws a hand of seven cards.

9. A player may cast a Party Leader they own from the command zone. A Party Leader cast from the command zone costs an additional for each previous time the player casting it has cast it from the command zone that game. This additional cost is informally known as the “command zone tax”.

10. If a Party Leader would be exiled from anywhere or put into its owner’s hand, graveyard, or library from anywhere, its owner may put it into the command zone instead. This replacement effect may apply more than once to the same event.

11. A player may cast a Limit Break Spell they own from the command zone as long as the associated Party Leader is on the battlefield and under that player’s control. A Limit Break Spell cast from the command zone costs an additional for each previous time the player casting it has cast it from the command zone that game.

12. If a Limit Break Spell would be exiled from anywhere or put into its owner’s hand, graveyard, or library from anywhere, its owner must put it into the command zone instead. This replacement effect may apply more than once to the same event.

  • 12a. If a Limit Break Spell would somehow go anywhere but the command zone or the stack, it instead goes to the command zone. This takes precedence over other replacement effects such as buyback.

13. Abilities that refer to cards owned “outside the game” do not function in Limit Breaker.

14. If another rule or effect refers to your commander, it instead refers to your Party Leader.