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Getting Beaten by Magic: The Gathering’s Final Fantasy Set Designer Was a Wild Ride

At Summer Game Fest, I got to play (and get schooled by) the man who turned Cloud, Sephiroth, Aerith, Terra, Yuna and others into Magic cards.

In an air-conditioned tent on a sweltering Los Angeles day at Summer Game Fest, I sat down to play a hand of the card game Magic: The Gathering and drew a handful of characters from Final Fantasy. Sitting across from me was the man who oversaw the process of turning some of the world’s most beloved video game characters into playable cards for what’s shaping up to be Magic’s most popular set ever — already a best seller a month before its release.

Magic: The Gathering is a storied collectible card game made by Wizards of the Coast that’s arguably more popular than it’s ever been since it debuted in 1993. In recent years, the game has ventured into the mainstream by adapting the most popular nerd properties, like Marvel superheroes, Warhammer 40K and Lord of the Rings, into playable cards. These Universes Beyond sets, as they’re called, have had special releases that make them legal only in select formats of the game — meaning you couldn’t bring them to play in tournaments with the most recent sets.

That all changes with the Final Fantasy set, whose cards feature every mainline game from the original Final Fantasy first released in 1987 to Final Fantasy 16 from 2023. The new set is being released in the Standard format, which means players will be able to bring the most famous characters, like Cloud, Sephiroth, Yuna, Lightning, Noctis and Y’shtola, in their decks to play in regular competitions alongside the other newest sets. 

I’m no Magic scrub, but it’s been years since my teen days when I started collecting during the Urza’s Saga and Sixth Edition sets. The game has changed a lot since then, with new keywords and more powerful cards than ever, but the basics remain the same: Take a deck of cards with a mix of mana-generating lands, creatures, artifacts and other spells to battle against your opponent. Untap, upkeep, draw, play, combat, end phase.

As I sit across from Gavin Verhey, principal Magic: The Gathering game designer and set design lead for Final Fantasy, I’m daunted by the task of playing someone who literally oversaw the development of every card in my hand. But I’m comforted that, like me, he’s a huge fan of the Final Fantasy games, as was everyone on the team.

«The good news is we’ve been doing the homework for the past 30 years of our lives,» Verhey said. «I mean, we did play through the games, we all revisited the old ones.» 

Though not everyone on Verhey’s team had played every one of the series’ games, collectively they’d covered them all. For instance, he’s never played the massively multiplayer online Final Fantasy 14, but he pointed to a colleague across the tent at a different table — «Dylan over here, he’s played thousands of hours of 14,» Verhey said.

Turning Final Fantasy icons into playable cards

The first official Universes Beyond set was Warhammer 40K in 2021, but Verhey told me Wizards of the Coast has been working on the Final Fantasy set for about five years, requiring a lot of back-and-forth from the card game maker and Square Enix to get all the details and translations right, along with the extensive design process to adapt the venerable property.

«What really helped us out was that Square Enix has huge Magic players,» Verhey said. 

One of the challenges was to incorporate Final Fantasy 16, which was released in mid-2023, years into the Final Fantasy Magic set’s development. Verhey’s team had precious little time to incorporate the game.

«When it came out, we had a marathon weekend where we’re all gonna play through,» Verhey said. «We’re putting in the chat, we should make this a character, and this a card, and this a card. It was super fun.»

In preparation, Verhey had saved 10 card slots out of the 310-card set for Final Fantasy 16 cards. Their goal was to make sure every game had at least 10 cards and at least one of rare quality, to make sure fans could find some representation from their favorite games. Of course, some more-popular entries in the series got more cards, leading to more from Final Fantasy 6, 7, 10 and 14 — games that make their way on the lists of the best RPGs of all time.

But there were design directives Verhey held to make sure that players would recognize staples of the series even if they hadn’t played every game.

«When I was designing the set of common and uncommon cards, especially common, I wanted to put in things that were generic across many Final Fantasy games, so no matter which ones you played, you’d find a thing you recognize,» Verhey said. «If you’ve played any Final Fantasy game, or even any RPG, you’re like, Yep, there’s the weapons vendor, the item person, there’s the person greeting you when you come into town.»

Many of the most recognizable heroes, like Cloud and Sephiroth, are reserved for the rare and mythic rarity character cards, which are intentionally powerful, yet the latter of which show up only in one of every eight packs of cards. It’s a tough balance, Verhey said — but to make sure players still get these popular heroes in their decks, they splashed them into the art of common and uncommon cards for different spells, artifacts and enchantments. These often depict memorable moments in the games, including, perhaps most infamously, in Final Fantasy 6 where a martial arts character suplexes a train. (I’m not kidding. It’s really a card in the set.)

As I draw more cards, Verhey points out the many details his team made sure to pack into them, including a small indicator near the artist credit that says which game they came from. Even the simplest card in the game, a mana-producing land, evokes the moments and settings from Final Fantasy games — when I drew a basic plains (white) land, it showed the iconic car from Final Fantasy 15, the Regalia, driving up a road. I was instantly brought back to playing the game and its boys road trip adventure (which kicks off with one of the greatest intros of the series). 

Designing Final Fantasy for Magic: The Gathering newcomers

If you have a friend who’s been into Magic: The Gathering, you’ve probably heard a lot about the Final Fantasy set already, and many newcomers are being drawn in by all the hype. I asked Verhey what design decisions they made to make the set as welcoming as they could for folks who’ve never played a game of Magic before (indeed, in addition to the interview, I and other Summer Game Fest attendees were offered introductory demos to learn Magic if we were totally new to the game). 

«One of the things with Final Fantasy, and any Universes Beyond IP, that I think is amazing is we just start that conversation a little further down the road, because if you play Final Fantasy, I don’t need to explain health and mana and strategy and goals as much,» Verhey said.

Verhey also notes that the Starter Kit for the Final Fantasy set is a great entry point for new players, including two premade 60-card decks that are themed around Cloud and Sephiroth, as well as codes to redeem the decks in the Magic: The Gathering Arena online digital version of the game. 

But the team also made design decisions to make the Final Fantasy set easier to grasp for newcomers, too.

«The mechanics in the set, many of them are things that are very approachable, like flashback [being able to cast some spells twice] and landfall mechanics [effects that trigger whenever you play land cards] that players know and have played with for ages,» Verhey said. 

«The new mechanics are stuff like job select, which is a riff on living weapon from [Magic expansion] Mirrodin, which is kind of simple to understand: You get a token and put this [weapon] on it, right?» Verhey continued. «But the flavor really helps you with this because, Oh, it makes sense that a samurai katana would have a hero that comes with it and is holding the katana.»

That doesn’t mean the design process was seamless. Adapting some famous Final Fantasy heroes into a card game was occasionally tricky as Verhey’s team decided how best to translate their abilities onto a card, often going to the teammate who knew that particular game best. Verhey gave an example he had «a heck of a time with»: Kain Highwind, the best friend of the protagonist of Final Fantasy 4, who keeps switching sides with and against the party. After six different attempts at design concepts, he went to a co-worker who knew that game backward and forward, who sent Verhey a design that same day that ended up in the set: If the Kain, Traitorous Dragoon card deals damage to a player, they get control of him. Elegant.

Of the 310 cards in the set, there are some that Verhey is particularly proud of. Esper Terra is a version of the heroine of Final Fantasy 6 and one of the first Saga creatures, a new card type combination introduced in the set, which switches back and forth between normal hero and pumped-up esper (think summons or guardian forces in other FF games) for some turns. Another card, a version of Sephiroth (Fabled Soldier, which flips over to transform into One-Winged Angel), leaves a permanent emblem on the board to represent his lingering presence in Final Fantasy 7, always needling the heroes in that game.

How they balanced Final Fantasy cards for all Magic: The Gathering formats

Clearly, Magic can get complicated, and this intrinsic complexity of cards and interactions is a hallmark of high-tier play and fascinating deck strategies. By making the Final Fantasy set legal in Standard format, Wizards of the Coast is enabling it to affect mainstream play, including competitive tournaments that feature the latest sets before and after Final Fantasy. This includes debuting the aforementioned Saga creatures, which Verhey’s team developed as a way to embody some of the most powerful of Final Fantasy party abilities, like summons, that make a flashy impact for a turn or two. In development, the team tried out a «vanishing» mechanic where a summon-like creature would slowly die over several turns, which was read as a downside.

Instead, Saga creature cards balance that big impact with temporary presence, dependably swinging the pendulum of pressure back to your opponent — after all, you paid mana for something that goes away eventually — but presents an interesting dilemma: Does your opponent block it? Kill it? Spend a spell on it? 

«We balanced [Saga creatures] using the power, toughness and abilities to make sure it would be appropriate, but I think more interesting is, once they’re in play, what happens? They really make gameplay interesting,» Verhey said.

As it was the first Universes Beyond set to be legal in Standard play, Verhey acknowledged that there was pressure to make sure they balanced it well. That meant putting it through the same play design process of other sets, like the recent Tarkir Dragonstorm, with ex-pro Magic players play-testing and iterating the cards. «We put our whole team on it for the balance portion,» Verhey said.

This process will be used for all future Universes Beyond sets, like the upcoming Spider-Man and Avatar: The Last Airbender sets, which will be similarly balanced and legal for Standard and other formats. Wizards of the Coast could always change their mind and pare this back for future sets, but making these new IP adaptations ready to play in tournaments and beyond is the plan for now. 

How Final Fantasy pushes Magic: The Gathering into the future

Unsurprisingly, it’s challenging to pick the IPs to adapt. A separate team from Verhey and his designers chooses which recognizable properties to pick, and one of their filters is deciding whether it’s possible to bring to Magic in the first place. While harmonious, ambitious, aggressive and smart characters match white, black, red and blue mana identities, respectively, some IPs don’t have much to offer green, the color of earth and nature. Other requirements include enough characters and monsters that can make small, medium and large creatures or can fit Magic staples like flying creatures, which are important for supporting play environments like drafts.

Verhey and his team learned a ton from developing the Final Fantasy set, including tackling the arduous task of filtering all the characters into all five colors of mana in Magic, which define play-style and strategy. In the years developing this set, Verhey pioneered what he calls the «snapshot moment,» picking a crucial time in that character’s story for the card they’re making. 

For example, there are multiple Sephiroth character cards. One is included in a Commander premade deck and is white and red mana, depicting a pivotal moment in Final Fantasy 7’s backstory when he discovers his past and angrily burns the town of Nibelheim to the ground. Another, a black mana card, is the Sephiroth that players encounter during the main plot of Final Fantasy 7 as the evil one-winged angel trying to destroy the world.

«They’re two very different moments of Sephiroth’s story that let us show different colors through them, and that separate method is what we’re going to definitely take forward and use in future Universes Beyond sets,» Verhey said. 

It’s a perfect moment in our real-world game of Magic as I sit across from Verhey: He, running the blue and black deck of the Starter Kit, plays his Sephiroth creature card. Noticing he used all his mana, I use an instant spell to kill the villain on his turn, and a turn later, I play my Cloud card, swaggering with confidence that I turned the tide. Sadly, Verhey notices I overcommitted and plays a Magitek Scythe on one of his other creatures, which forces my Cloud to block and get killed. A turn later, he uses a spell card to resurrect Sephiroth to the battlefield and quickly overwhelms me — a fitting, Final Fantasy 7-appropriate end to our match.

Over the weekend, Verhey played a lot of Magic matches with many other Summer Game Fest attendees — some veterans, some newcomers to the game. And what he’s been noticing, this weekend and in the monthslong lead-up to the set’s release, is the joy when fans see cards of their favorite characters and moments from the games.

«I think the biggest thing is remembering that everything has fans,» Verhey said. «There’s 16 games we’re trying to cover here, and every game, people are like, Oh my gosh, this card from Final Fantasy 2 is in here. Or, I can’t believe this card from Final Fantasy 7 is in here. Or, I wish this character from Final Fantasy 8 was in here. People really do care about it, and the missing stuff is really noticed, is really relevant.»

Unfortunately, that meant cutting cards even Verhey wanted, like one for Eiko from Final Fantasy 9, as well as others left on the cutting room floor from Final Fantasy 4 and 5. (I was personally hopeful for more Final Fantasy 8 cards myself.) But within the tight constraints of trying to represent 16 games in a 310-card set, they still managed to cram in enough iconic scenes that respect the beloved idiosyncrasies of a video game series nearing its 40th birthday — things like, yes, being able to kill Final Fantasy 6’s Phantom Train with the Phoenix Down card.

«In this set, [someone asked,] ‘Hey, can you remove — I don’t know why it’s even there — killing an undead thing on your Phoenix Down?'» Verhey said. «I’m like, ‘Absolutely not. That is critical. You cannot touch this.'»

Technologies

Kohler Wants to Put a Tiny Camera in Your Toilet and Analyze the Contents

The company’s new Dekoda toilet accessory is like a little bathroom detective.

Some smart litter boxes can monitor our pets’ habits and health, so having a camera in our human toilet bowls seems inevitable. That’s just what kitchen and bathroom fixture company Kohler has done for its new health and wellness brand, Kohler Health

The $599 Dekoda clamps over the rim like a toilet bowl cleaner, pointing an optical sensor at your excretions and secretions. It then analyzes the images to detect any blood and reviews your gut health and hydration status. Depending on the plan you choose, the subscription fee is between $70 and $156 per year.


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At toilet time, you sign in via a fingerprint sensor so that the device knows who’s using the facilities. (Please wash your hands before signing out or tracking your progress.) Then, check in with the app for the day’s analysis and trends over time. 

Wait until you’re off the pot, though, before you start doomscrolling your health. The device has a removable, rechargeable battery and uses a USB connection. 

Kohler says it secures your data via the aforementioned fingerprint scanner and end-to-end encryption, and notes that the camera uses «discreet optics,» looking only at the results, not your body parts. 

«Dekoda’s sensors see down into your toilet and nowhere else,» the company says. 

Kohler warns that the technology doesn’t work very well with dark toilet colors, which makes sense. I’m sure there could be an upsell model with a light on it. Maybe the company could add an olfactory sensor, since smell reveals a lot about your gut health too. It could track «session» length or buildup under the rim to alert whoever has responsibility to clean it.

Kohler must have been straining to find appropriate lifestyle photos to include with the publicity materials. Many of the images are hilarious, featuring fit-looking men and women drinking water and staring off into space contemplatively — probably thinking about gas.

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Technologies

Who’s Up to Fight Mega-Corporations in the Outer Worlds 2 on Xbox Game Pass?

Save the universe by fighting one CEO at a time in The Outer Worlds 2, plus play other great games coming to Xbox Game Pass in October.

Space is the final frontier, and it’s packed with some devious mega-corporations who are out to make a buck in The Outer Worlds 2. Xbox Game Pass subscribers can fight them in the highly anticipated sequel starting on Oct. 29.

Xbox Game Pass offers hundreds of games you can play on your Xbox Series X, Xbox Series S, Xbox One, Amazon Fire TV, smart TV and PC or mobile device, with prices starting at $10 a month. While all Game Pass tiers offer you a library of games, Game Pass Ultimate ($30 a month) gives you access to the most games, as well as Day 1 games, like Hollow Knight: Silksong, added monthly.

Here are all the games subscribers can play on Game Pass soon. You can also check out other games the company added to the service in October, including Ninja Gaiden 4.


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PowerWash Simulator 2

Game Pass Ultimate and PC Game Pass subscribers can start playing on Oct. 23.

If you’ve ever spent hours watching people on YouTube clean dirty rugs, cars and other grimy objects, you should check out PowerWash Simulator 2. As the name suggests, this sequel is all about blasting away dirt and filth from pools, homes and other objects around town. You have a furry kitty companion, and yes, you can pet them when you’ve finished cleaning.

Bounty Star

Game Pass Ultimate and PC Game Pass subscribers can start playing on Oct. 23.

The American Southwest has devolved into a lawless, post-apocalyptic desert called the Red Expanse in this game. You’re out to clean the place up in this game by taking down major bounties issued by the government, and the best way to do that is by piloting and customizing a giant mech, of course. When you want to nurse your wounds, head back to your run-down garage to rest, grow and cook food and raise animals. It’s like a cozy Armored Core game.

Super Fantasy Kingdom (game preview)

Game Pass Ultimate and PC Game Pass subscribers can start playing on Oct. 24.

After returning from a hunting trip, you find your 8-bit kingdom wrecked in this game. You must rebuild your domain in this roguelite, city builder. But as night falls, hordes of monsters emerge to tear everything back down. Build, mine, cook and grow your home, and prepare to defend it from all dangers.

Halls of Torment

Game Pass Ultimate, Game Pass Premium and PC Game Pass subscribers can start playing on Oct. 28.

Get ready to descend into the deadly Halls of Torment in this retro, horde survival game. You can choose between 11 playable characters, each with their own playstyle, and equip various items and abilities to survive waves of enemies. This game is like Vampire Survivors, so if you like that game give this one a shot.

The Outer Worlds 2

Game Pass Ultimate and PC Game Pass subscribers can start playing on Oct. 29.

Clear your calendar for this sequel to the award-winning sci-fi adventure, The Outer Worlds. This time, you’re an Earth Directorate agent investigating the cause of devastating rifts that could destroy humanity. You have a new ship, new crew, new enemies and mega-corporation goons standing between you and the answers. 

1000xResist

Game Pass Ultimate, Game Pass Premium and PC Game Pass subscribers can start playing on Nov. 4.

One thousand years in the future, humanity is hanging on by a thread after a disease spread by alien occupation forces people to live underground in this sci-fi adventure game. You play as Watcher, and you fulfill your duties well, until one day you make a shocking discovery. This game won a Peabody Award in 2024, and it was nominated for the Nebula Award for Best Game Writing that same year, so get ready for a story like no other.

Football Manager 26

Game Pass Ultimate and PC Game Pass subscribers can start playing on Oct. 29.

Get ready for a more immersive matchday experience in the latest installment of the Football Manager franchise. You can build a star-studded squad with new transfer tools, and this entry features official Premier League licenses and women’s football for the first time in the series’ history.

Game Pass subscribers can play the standard or Console edition of this game. 

Games leaving Game Pass on Oct. 31

While Microsoft is adding those games to Game Pass, it’s also removing three others from the service on Oct. 31. So you still have some time to finish your campaign and any side quests before you have to buy these games separately.

Jusant 
Metal Slug Tactics 
Return to Monkey Island

For more on Xbox, discover other games available on Game Pass now and check out our hands-on review of the gaming service. You can also learn about recent changes to the Game Pass service.

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Technologies

Does Charging Your Phone Overnight Damage the Battery? We Asked the Experts

Modern smartphones are protected against overcharging, but heat and use habits can still degrade your battery over time.

Plugging your phone in before you head to bed might seem like second nature. That way by the time  your alarms go off in the morning, your phone has a full charge and is ready to help you conquer your day. However, over time, your battery will start to degrade. So is keeping your phone plugged in overnight doing damage to the battery?

The short answer is no. Keeping your phone plugged in all the time won’t ruin your battery. Modern smartphones are built with smart charging systems that cut off or taper power once they’re full, preventing the kind of «overcharging damage» that was common in older devices. So if you’re leaving your iPhone or Android on the charger overnight, you can relax.

That said, «won’t ruin your battery» doesn’t mean it has no effect. Batteries naturally degrade with age and use, and how you charge plays a role in how fast that happens. Keeping a phone perpetually at 100% can add extra stress on the battery, especially when paired with heat, which is the real enemy of longevity. 

Understanding when this matters (and when it doesn’t) can help you make small changes to extend your phone’s lifespan.


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The science behind battery wear

Battery health isn’t just about how many times you charge your phone. It’s about how it manages voltage, temperature and maintenance. Lithium-ion batteries age fastest when they’re exposed to extreme levels: 0% and 100%. 

Keeping them near full charge for long stretches puts additional voltage stress on the cathode and electrolyte. That’s why many devices use «trickle charging» or temporarily pause at 100%, topping up only when needed.

Still, the biggest threat isn’t overcharging — it’s heat. When your phone is plugged in and running demanding apps, it produces heat that accelerates chemical wear inside the battery. If you’re gaming, streaming or charging on a hot day, that extra warmth does far more harm than leaving the cable plugged in overnight.

Apple’s take

Apple’s battery guide describes lithium-ion batteries as «consumable components» that naturally lose capacity over time. To slow that decline, iPhones use Optimized Battery Charging, which learns your daily routine and pauses charging at about 80% until just before you typically unplug, reducing time spent at high voltage.

Apple also advises keeping devices between 0 to 35 degrees Celsius (32 to 95 degrees Fahrenheit) and removing certain cases while charging to improve heat dissipation. You can read more on Apple’s official battery support page.

What Samsung (and other Android makers) do

Samsung offers a similar feature called Battery Protect, found in One UI’s battery and device care settings. When enabled, it caps charging at 85%, which helps reduce stress during long charging sessions.

Other Android makers like Google, OnePlus and Xiaomi include comparable options — often called Adaptive Charging, Optimized Charging or Battery Care — that dynamically slow power delivery or limit charge based on your habits. These systems make it safe to leave your phone plugged in for extended periods without fear of overcharging.

When constant charging can hurt

Even with these safeguards, some conditions can accelerate battery wear. As mentioned before, the most common culprit is high temperature. Even for a short period of time, leaving your phone charging in direct sunlight, in a car or under a pillow can push temperatures into unsafe zones.

Heavy use while charging, like gaming or 4K video editing, can also cause temperature spikes that degrade the battery faster. And cheap, uncertified cables or adapters may deliver unstable current that stresses cells. If your battery is already several years old, it’s naturally more sensitive to this kind of strain.

How to charge smarter

You don’t need to overhaul your habits but a few tweaks can help your battery age gracefully. 

Start by turning on your phone’s built-in optimization tools: Optimized Battery Charging on iPhones, Battery Protect on Samsung devices and Adaptive Charging on Google Pixels. These systems learn your routine and adjust charging speed so your phone isn’t sitting at 100% all night.

Keep your phone cool while charging. According to Apple, phone batteries perform best between 62 and 72 degrees Fahrenheit (16 to 22 degrees Celsius). If your phone feels hot, remove its case or move it to a better-ventilated or shaded spot. Avoid tossing it under a pillow or too close to other electronics, like your laptop, and skip wireless chargers that trap heat overnight.

Use quality chargers and cables from your phone’s manufacturer or trusted brands. Those cheap «fast-charge» kits you find online often deliver inconsistent current, which can cause long-term issues.

Finally, don’t obsess over topping off. It’s perfectly fine to plug in your phone during the day for short bursts. Lithium-ion batteries actually prefer frequent, shallow charges rather than deep, full cycles. You don’t need to keep it between 20% and 80% all the time, but just avoid extremes when possible.

The bottom line

Keeping your phone plugged in overnight or on your desk all day won’t destroy its battery. That’s a leftover myth from a different era of tech. Modern phones are smart enough to protect themselves, and features like Optimized Battery Charging or Battery Protect do most of the heavy lifting for you.

Still, no battery lasts forever. The best way to slow the inevitable is to manage heat, use quality chargers and let your phone’s software do its job. Think of it less as «babying» your battery and more as charging with intention. A few mindful habits today can keep your phone running strong for years.

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