Mathing out the appropriate number of actions needed to take down certain opponent characters from time to time is just as important as playing a roster of your own characters who can lead to a big scoring round
Since they focus on premium items, your condition descriptions must be accurate they care about quality
Or perhaps gearing up to defend yourself from becoming their prey
Sacrifice after III.) I Create a 2/2 blue Shapeshifter creature token with changeling

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
This also puts in work against prowess, Underworld Breach, and Lotus Field decks