The choices you make on which cards to ink, when to quest, and when to challenge give the player lots of space to feel in control of their strategy
The trick here is that there is only one copy of the card in the Commander deck but several date options in FINAL FANTASY VII
The seven-ink card is what Sapphire and Steel excels in building towards, before unleashing Simbas mighty attack power - a whopping eight strength when he challenges - and a tough defence of six willpower

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

By extension, if some Pioneer players start tinkering with Dark Confidant, the formats midrange decks could move away from Unholy Annex