And that makes sense given how similar they are
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

If your opponent doesnt play around it and allows you to exile all of their eligible attackers, then thats even better
In Tarkir: Dragonstorm we have a cycle of lands that enter tapped unless you control an enemy basic land for the respective land, with an added ability tacked on
Shang-Chi, Master of Kung Fu Cards like Training Grounds pull together entire archetypes centered on activated abilities, but Shang-Chi, Master of Kung Fu adds the pseudo-haste ability to further bolster the archetype
For just 3 mana and a 1/1 body on top of it, this gives any of blacks tutors a run for their money