Wednesday, February 5, 2025

A Noob's Review of Hidden Legends



Greetings all you denizens of Valisthea, and welcome back to Lv.1 Onion Knight: The Final Fantasy TCG blog whose New Year resolution is to switch over to Materia Hunter.

It's been awhile since I've done a proper review on this blog, and I always feel a bit funny doing them. I usually get them out so far after the set has come out that it doesn't really work as like... an assessment on whether or not I think the set is worth buying. I think all the sets are worth buying, because that means that I have more cards I can play with and more people to play it with. But that doesn't mean I can't think that a set makes some weird choices, or does something exceptionally well, which I always find more satisfying than examining cards as soon as they're revealed. 

I guess it makes more sense for me to think of these articles as more of a "retrospective" more so than a review, and use it as a space to discuss things about the set and the current state of the game that I want to talk about. And hey, the next set ain't coming out til the end of March, so I still got a two month span where this card-based stream of consciousness will be relevant. Thank god for reprint sets giving me a buffer! 

So without further ado, shut up, sit down, and drink your goddamn TEA!


I don't think it would be too big of a stretch to say that the most notable thing about Hidden Legends is the premier of Final Fantasy XVI cards, which is certainly a far heftier announcement than say, the first cards from Final Fantasy Type-0 side story: The Reaper of the Icy Blade. Unlike Type-0 however, the game designers decided not to give Final Fantasy's newest numbered entry a gigantic middle finger and put what I would consider an exceptional amount of care and attention into the Category XVI cards, especially in how they translated the game's mechanics to the cards. 

I was going to put 99 out of 100, but judging by the current price of Clives, I think this is more accurate.  

First of all, I don't think that anyone was expecting that out of all the elements, it would be Ice that enables XVI to color fix their decks. Torgal making it so that the Dominant, Eikon, and priming costs can be paid for with any element gives players an enormous amount of flexibility in how they want to build XVI decks. Unlike other decks with rainbow enabling backups like Morze's Soiree, you don't have to cram every single Dominant and Eikon into your deck to get the full benefit out of them, so you have a lot more room to play around with different shells. The ability to either Prime the Dominant into the Eikon or play the two of them separately ensures that the Eikon's aren't dead draws if you don't happen to have their corresponding Dominant. The fact that a primed character shares both the Dominant and Eikon's names also leaves a lot of room for future design of the XVI cards with Special Abilities. 

Add to the fact that the Light and Dark options are both incredibly solid, and you can reasonably splash the XVI cards into just about any element and style of deck you'd want to try them out in. Revolving a new keyword around a newly introduced title was an extremely sharp move to be sure. But seeing just how good the XVI cards ended up being, there's one question at the forefront of my mind: Why aren't more cards in the FFTCG designed with this level of thematic cohesion? 

Are these guys dating? I finally got a PS5, but I've been too busy playing Marvel Rivals to play XVI. 

While I'm sure that there are some weirdos out there who got into this game solely because they just love spending money on random new TCGs, I'd say it's probably a pretty safe bet that most folks started playing because they're a fan of the Final Fantasy games. Your own lovable Onion Knight for example began playing the game because I saw that there are XI cards, and would like to direct anyone who complains about the use of the game screenshots as card art to kindly flush their head in the nearest toilet. But the point stands that people play the FFTCG because there's at least one game in the series they could pick out as their favorite. While I do think that the FFTCG does a good job of including just about any title and spinoff from the game, it sometimes feels like more could be done to bring more of the series to life with more flavorful game mechanics. 

It's pretty clear from the nonzero number of Kains and Leons in the game that give control of themselves over to your opponent that the game designers are aware of Final Fantasy lore and aren't afraid of putting an additional line of text on them to make them more thematic to the games, even if that text ultimately ends up being stupid. So if XVI can have their own special priming keyword, why can't we see more unique mechanics that are special to other titles? "Because adding in a new keyword for every game would be way too much to remember" I hear you say. To that I would say that unless they do Leviathan's weird baby Dominant, there will never be more than eight named characters in the FFTCG that can be used with the Priming mechanic. We'll get new versions of those characters and their corresponding Eikons for sure, but if a smaller pool of cards can have a whole new keyword dedicated to it, why not other titles? 

While I'm pretty sure I'm the only person who ever visits it these days, the original Final Fantasy TCG Chapters Series Wiki is pretty illuminating when it comes to seeing all the unique keywords and mechanics that didn't transfer over when the game was rebooted back in 2016. While you won't see me shedding any tears over not getting the equipment mechanic, I think there are some things that absolutely could be brought over to the TCG. I think it's great that Final Fantasy VIII finally got a fleshed out category, but one criticism I've heard from players is that much of the game now boils down to "This card plays another card for free", and Squall is pretty much the poster child for this. 

Don't get me wrong, mechanically, the self-mill stuff with Edea and the Disciplinary Committee is both unique and effective. But how much of that effect is a good category VIII effect specifically compared to just being a good Lightning effect? Think how much cooler would it be if the Category VIII cards got special effects when they "Junction" with Summons? What if Category X got Summons that could also become Forwards? Or YRP cards that could Dressphere change into different versions of themselves? With so many games, it seems like a lot of the opportunities to make new mechanics has been left on the floor until now. 

I understand that as a game that revolves around a multi-color mana system, having strong elemental cohesion is probably what takes priority when making new cards. But the stuff we got in this set in XVI shows that you can have your cake and eat it too when it comes to making cards that are both powerful elemental staples and flesh out categories with mechanically unique effects. If anything, it just makes it all the more head-scratching that 24 sets into the game's life cycle, we're still getting more Leons with brainwashing effects. 


It almost feels really weird to think about the fact that Warp cards came out 6 sets ago now, and I think the reason behind that is because so little has been done with it. Normally I wouldn't really think too much to talk about this. After all, it's not like there's a ton of Back Attack cards in the game, and that was introduced as a keyword way back in the FFTCG's second set. But with Hidden Legends introducing a new card that's meant to be a buff to Warp decks, I felt compelled to talk about it here. 

If I may go on a tangent for a bit, there are a couple of clunky L-Rarity cards in this set. While I think Hidden Legends is a solid set overall, it also kind of feels like the card designers nutted their hardest with the XVI Legends, then didn't really know what to do with the rest of them. That's not to say that everything besides the XVI L's are bad per say, but that some of them feel as though they were printed for deck that won't be getting solid support for several more sets. We have seen things like that happen in the past -  Y'shtola was a bit of a dud on release, only to become more and more broken over time with the release of more Water and Lightning Scion cards.  But the fact still stands that the FFTCG can often be hit and miss when it comes to which cards get support and which are left to languish indefinitely. 


I already touched on Leon earlier, who I'm probably more mad about than I should be. Okay, so it's 9K power on a 1 cost body. Cool. Great. But considering that both Warrior and Rebel decks have way better targets that they can play for free with Guy and Taivas, I feel like an L has to do better than just have a low cost and high power. If Leon had an effect that forced him to be chosen by abilities, it could have ended up being a pretty interesting card - a ticking time bomb that you and your opponent keep playing hot potato with. 

Hidden Legends also introduced the new Minwu who makes it so that your Rebels can't be chosen by your opponent's abilities, but don't you want him to be targeted so he can deal damage your opponent? Top things off with a restricted ping effect that is highly reminiscent of Duncan (which wasn't even good back in Opus VIII), and you have a card that is neither good enough to be a generic elemental staple, nor specific enough to empower a more niche tribal deck. It's kind of sad that when Rebels/Category II have been hurting for cohesion for so long, the best place I can recommend playing Leon is in a Bartz/Boko deck.  


Relm on the other hand is a card that has a very usable effect. While having 4 other characters would normally be fairly big ask, Category VI has some of the strongest cohesion in the game, with an easily accessible Backup line. The ability to play 3 cost monsters from the deck with an auto ability is something no other card in the game can do, giving you access to some fairly juicy targets like Exoray, Scale Toad, and Krysta. At the time of writing this article though, both FFDecks and Materia Hunter both have less than ten decks using the new Relm. Even though I'm writing this months after the set's release, nobody is using her. Of course, why would they when the old Relm from Opus XI blows the new one out of the water in just about every way? 

When a card from 13 sets ago feels more like an L than the one from the newest set, it's hard not to compare it unfavorably. I know when the new Relm was revealed, most people thought it was printed because they expect the Opus XI one will soon be banned. But even if that did happen, you would still have a better version of her to run over the Hidden Legends one. Opus XV Relm can search and play any Monster of 5 or less for 2 crystals, so she has access to way more targets without needing to be run in a dedicated Category VI deck. Unlike Warp, the crystal mechanic has seen strong support in recent sets, with cards like Young Excenmille making Opus XV Relm even better. The new Relm is certainly a lot faster, but just so much more limited than either of these older versions.


This finally brings us to Tidus. Unlike Leon or Relm, Tidus's effect is neither bad nor is there any other card that can do what this card does. A 0-cost Forward that provides blanket Summon protection and Haste is the kind of support some other archetypes can still only dream of. The problem with Tidus comes with how Warp has been executed in the game so far. 

Coming between Crystals and Limit Breaks, Warp seems to have been a transitional mechanic that started out pretty promising. Being able to save CP by delaying when the card hit the field seemed like it could make for more interesting decisions around how you make your plays. Do you pay the full cost now and put immediate pressure on your opponent? Or do you save CP this turn for a bigger payoff later? However, Warp cards currently have a lot going against them. 

For one, less and less Warp cards have been printed in recent sets. Two Warp cards in Hidden Legends certainly seems sparse, but it's the same amount that came out in Hidden Trials, with Hidden Hope having a whopping zero. It makes some degree of sense that the three sets introducing the much bigger and more exciting mechanic of Limit Breaks would scale back on stuff like Warp, but that goes out the window when you consider that we've also gotten tons of really strong Crystal support in the "Hidden" trilogy.

Second, for reasons I can't begin to comprehend, the Warp effect is placed on the Stack. Specifically, removing the Warp token on the turn they enter the field is considered an an auto ability, making it vulnerable to being cancelled by Amat. This causes the effect to "miss timing", preventing the Forward from ever hitting the field at all. Priming on the other hand takes place outside of the stack, so like EX bursts, you can't respond to triggering the Priming once the cost has been paid. You can absolutely respond to the Eikon's auto-ability once it's played onto the field, but why is Warp - an effect that takes place in the hand then removes the card from the game - vulnerable because the token removal is an auto ability?The Final Fantasy Crystarium does a way better job breaking down why Warp works the way it does, but whatever, I still think it's stupid. The mechanic, not the Crystarium. Those folks are here doing the lord's work. 


The thing is, as they are now, I don't think that Warp cards are inherently bad. We've seen some very playable Warp cards become staples in some highly competitive decks. I'm just not confident that the card designers really know what they want Warp cards to do - other than the fact that they really wanted to port the Suspend mechanic from MTG. 

Most Warp cards aren't designed in a way that gives you the option of playing them immediately. Cards like Teodor and Ramza have such a prohibitively high printed cost that you would be very unlikely to cast them - and in the case of the former, Teodore's text discourages you from casting him if you want the extra discard. Golbez gives a big boost to Archfiends, but you'd be losing the deck's main engine if you didn't Warp him. The Emperor flat out does nothing if you hard cast him. Again, I want to reiterate that these are all really powerful cards, but that the Warp mechanic is a lot less flexible than it could have been. 


The real power of Warp doesn't seem to be that it saves you CP. It's that you can get a powerful effect if you're willing to wait. But the effect *really* has to be powerful enough to justify using it. They also need to have a short enough wait time where they're not too slow, which is why most of the most played Warp cards tend to have a timer of two turns or less, or have a way of removing their Warp tokens through their own effects. The only other way of removing Warp tokens is through Vayne and Cid II (which is weirdly the third Cid backup that does something with tokens). With Tidus being yet another Warp card in Wind, that does somewhat limit the flexibility of Warp cards. 

Tidus having a Warp cost of Zero does mean you could splash him into whatever element deck you like, but the biggest problem with Tidus isn't his cost or his effect. It's the fact that he is meant to support the Warp archetype while also being a Warp card himself. Having a Warp timer of 5 that reduces every time another card's counter gets removed is kind of klunky. You want to give your other Warp cards coming in Haste, but you also need to play enough other Warp cards to get Tidus out faster. You'd need at least two other Warp cards (or one Warp card with Vayne) to get Tidus out in a minimum of two turns. Weirdly enough, I feel like the best use of Tidus is not to even bother with his Warp effect. Just hard cast him the turn before your other cards come in. He'd grant his buffs to himself even if you didn't Warp him in. 


The only other Warp card introduced this set was Onion Knight, who I think is actually a good example of what Warp cards could be. My natural bias towards other Onion Knights aside, this is a great example of how flexible warp cards can be. He's got a low enough printed cost that you wouldn't mind hard casting him, and you can trigger his secondary Warp effect at any time. Using the Warp to avoid both targeted and AoE removal means that he'll be a persistent threat. He's also a great partner if you did want to Warp in Tidus, since you can remove him at any time to help get rid of Tidus's counters.

Just like I don't think Leon, Relm, and Tidus are inherently trash cards with no hope of improving in future sets, I don't think Warp is a bad mechanic. It's just one that seems to have been given considerably less focus in recent sets. It certainly took them quite a long time to finally find their footing with things like Party attacks, and it's great when older cards to get new life breathed into them. But for every Y'shtola, there are an increasingly growing pile of archetypes and mechanics desperate for support, only for set after set to pass by with them gathering dust. If you're going to take up an L slot that's meant to give support to the Warp mechanic, then maybe there should be more than 5 cards with that mechanic printed in the last year of releases. 

Clarinet Tidus is the most playable Tidus from this set, and he's a Common.  


With my last set review being from Beyond Destiny, I realized that one of the things I haven't talked about yet are Limit Breaks. Considering that not having LB's would put you at a serious disadvantage, I think it's safe to say that LB's are much more impactful than Warp has been. But aside from being an increasingly growing number of things you're obligated to carry around with you, what has the state of Limit Breaks been over the past three sets? 

Well for one, they appear to have been an indirect way of handicapping Wind by giving them the arguably the worst ones. Unless they suddenly start printing a bunch of 10-cost Forwards that you can break with Deathgaze, Wind LB's suffer compared to other elements for being super specific and niche. Like it's almost laughable to think that Leo and Yuri are the same rarity, when one can (and probably should) be played in any deck running water, and the other one requires you to run not just another specific named card, not just a card of 2 or less, but a Forward as well. It's really weird to me that Yuri can't just play any Chelinka, especially since being able to play the Opus XI Backup would help his his requirement to get 5 Backups, but truth be told, I'm not even sure that would be worth it just so you could have a 5-cost 8k Forward. But weirdly enough, I think that the same thing that make Wind's LB's so bad makes certain other LB's so much fun - their specificity. 

Aside from the aforementioned Yuri and Mont Leonis, the LB's introduced two sets ago were all broad enough that you could realistically run them with any deck that shared their element. While I think that it's important to have flexible LB's, if every new one was a one-size-fits all based on their element, it would quickly become predicable what every LB deck would run. Older LB's would just end up getting replaced by newer, better staples, and LB decks would be stuck in a rut of continually escalating power creep. While I don't think we'll be seeing the end of Leo or Tidus any time soon, I am glad that as more LB's have come out, we're seeing a healthy balance of generic elemental staples and ones that compliment more specific decks. 


I think that the LB's I find most exciting are, to the surprise of no one who's familiar with this blog, the ones that are for specific Tribal decks. Samurai quickly became one of my favorite decks back in Opus XI when they became the one deck that saved me from the onslaught of the old Marche/Ritz meta, so seeing them get a new, extremely powerful Limit Break this set was incredibly satisfying - and it's an XI character to boot! Friggin *swoon*! With the Opus XII Tenzen still being one of the most powerful cards you can run in Samurai decks, you could have been forced to choose between which of the two cards you chose to run. But I think that this particular card really showcases how Limit Breaks can deal with one of the biggest issues players have when deck building: Name clash. 

Having LB's in their own separate deck rather than something that you draw into over the course of the game makes it a lot easier to run cards with the same name. If the new LB Tenzen were a regular card, you would have to pitch it to generate CP if you already had the Opus XII Tenzen on the field. But because you can choose when you want to cast your LB cards, you now have two "versions" of Tenzen that you can play out at specific points in the game - Opus XII Tenzen for early game to help build up your board with Samurai, and LB Tenzen after you've set up mid-to-late game. Once you have Cyan on the board, LB Tenzen giving all your Samurai two attacks can make quick work of your opponent's board. The added power boost and Brave is a definitely gilding the lilly a bit, but it also makes it so that smaller Samurai like Iroha or Gosetsu can attack with less risk of them being broken by a bigger blocker. Somebody even ran this in an Earth deck at Worlds 2024, using Hashmal to give their Forwards the Samurai job. Is that weird as hell? Absolutely. But just so, so cool. 

Now do I think Warriors of Light needed a Limit Break when they're one of the most powerful archetypes in the game? Hell friggin' no. But while I do think it would have been cooler if Warrior of Light was a Dragoon specific LB (I see you out there, Goon Squad), his stipulation that you can only cast him with 3 Warrior of Light or Standard Unit Forwards makes this both very specific and yet still incredibly flexible. Since most Dragoons are standard units, you absolutely could use this in a Water/Lightning Dragoon deck. 

I'm currently running LB Warrior of Light in my Dancer deck. Admittedly, the Dancers themselves don't really need WoL's anti-targeting effect when you already have Mayakov, but reducing the damage taken by abilities to zero gives them an added layer of protection from AoE wipes like Susano, and gives you a little more breathing room if you don't happen to have a Lilisette in hand for a Climactic Flourish. Also since WoL's effect protects all of your Forwards and not just Standard Units or Warriors of Light, you can protect key cards like Cecil who wouldn't normally be protected by Mayakov. I'm still hopeful that we'll get a Dancer-specific LB in the future, just please god, make it anyone but Lilisette. 

It's just too many climaxes for one deck. 

Snow is not the sort of LB that will find its way into most Ice decks. The thing is, he's kind of like what Yuri could have been. Serah and Lightning are the cornerstone cards in most XIII-centric decks. In spite of all the support that Category XIII has received in recent sets, a truly mandatory Snow hasn't been included in the party lineup. Being able to side-deck a searcher for two different cards is both very specific and remarkably flexible, and the reason why it works is because of how many strong targets he has. 

Since he searches for any card name Lightning or Serah, you can even grab a Backup if you need to ramp up early. The Ice, Water, and Earth Lightning (wow, that felt weird to type) also make sure that you have tons of different Lightnings you'd want to grab even outside of dedicated XIII decks. By contrast, there is currently one good Chelinka who is not a target for Yuri, a situational one that is a target, and one that isn't worth running over the others even in a FFCC deck. Look I know I'm dunking a lot on the Yuri LB here, but it really was a super strange choice for him to work that way. 


Hidden Legends also introduces the first multi-element LB cards, and I'm a bit torn on these. Multi-element cards are meant to have extra powerful effects, with the restriction that they must be played with all of the correct elements - if you cast them from your hand anyway. A lot of the most played Multi-element cards can usually be cheated out with other effects that play cards, which is why cards like Warrior of Light are so cracked. It's really easy to socket powerful Multi-elements into just about any deck so long as you have a means of cheating them out. 

Limit Breaks have no way of cheating them out, so you're a bit more restricted in how you can use them. I think the lower cost Multi-element LB's from this set are the more successful because they offer more flexibility to not only what effect they provide, but when you can play them. Tonberry, Iron Giant, and Vajradhara-Wu can be valuable at any point in the game, and having a modal effect to choose from makes them the most versatile LB's we've seen so far. By contrast, the Ur-Dragon King, Ultima Weapon, and Magnum Dong are much more restrictive. 

The intention behind these three is clearly to be a sort of "big boss" for LB decks running those two colors, but I don't particularly like how you need to meet a character count to be able to get both of their effects off. The Ur-Dragon king costs a whopping 9 CP, so you'd really better make sure you have the requisite numbers to get both of his effects off. Don't get me wrong, you're absolutely going to run these LBs in any deck that priorities those two elements, and I think it's totally fine to have LBs that are more meant to be late-game closers. I just wish you didn't have to dedicate quite so much effort to making these guys pop off. 

So what is it that I actually prefer? More niche, deck-specific LBs, or more flexible LBs that can be splashed into a wider variety of decks? Well, if I had to choose, I'd say I prefer LB's that are "specifically flexible". I really hope we see more Tribal specific LB's like the upcoming Golbez that can help breathe new life into existing decks, but I still think I prefer Snow's approach to how LB's work, where it's very specific but can still find a home in a lot of different decks. I don't know if that answer made any sense, but I gotta keep some of the mystery alive in this parasocial reader-blogger relationship. After all, a secret makes a woman, woman. 


I actually had a bit of a challenge thinking up what exactly I wanted to say about Hidden Legends. XVI gets top billing, and rightfully so given that it's the newest numbered entry in the franchise. The XVI cards are exceptionally well designed, and the individual Eikons and Dominants are all strong enough that they've quickly become elemental staples, even if you don't want to run a dedicated XVI deck. I truly want to give the card designers credit here for a job well done implementing the Priming mechanic, and I hope we see this level of care with card design in the future. 

However, Hidden Legends is also the set that I've probably spent the least amount of time building decks with. Besides the XVI stuff, there really weren't many cards that excited me enough to really want to build new decks around, or even modify my existing ones with. Your mileage may very depending on the types of decks you build, but to me, Hidden Legends feels like bits and pieces of other archetypes and titles were all kind of crammed together to pad out the XVI stuff. 

The Crystal mechanic probably gets the best support with the FFBE and SOPFFO stuff, and while the former definitely gets more cohesion in terms of being able to reasonably play them all in one deck, cards like Jack Garland and The Emperor are solid Crystal cards. But you also have a bunch of support for titles and archetypes that feel random at best, and incomplete at worst. Basch is a great card for XII decks, and the fact that his effect can draw into two of the most powerful Summons in the game - Cu Sith and Cuchulainn is a huge point in his favor. But there's also next to no real XII support in this set. 

There are dribs and drabs of support for titles like II, VI, and X, but nowhere near the level of cohesion that XVI got. Genesis is a great addition to SOLDIER decks, but what the hell is he doing in this set with no other job SOLDIERs to play him with? If anything this set feels like a nightmare to play in sealed, since quite a few of the Legends in this set would be dead pulls. 

Don't get me wrong, I'm not under the impression that every single card needs to be a piece to a greater engine, and that if they're not, it's a waste of space in a set. Takatsugu does jack all to support Cadets, but he's an exceptionally good card for fire decks, especially since many of the best Fire 2-costs you can play with his effect are also Multi Elements like Zidane and Firion. I guess it's just a stark point of comparison for the rest of the cards in this set when the XVI stuff works so well at supporting so many different kinds of decks. Considering that pulling one Legendary Clive can net you anywhere between a third to half the price of a booster box though, it seems that going all-in on XVI support paid off big time. 

And hey speaking of booster boxes... 

I didn't end up doing a bingo for the last set (and even if I did, let's be honest, I don't think I would have gotten a complete row with how random this set was), but I still want to get back in the swing of doing raffles like I used to. So this time around, I'll be raffling away a booster box of Hidden Legends. What better way to show my appreciation for the FFTCG community than to let them gamble on the chance to pull a foil Clive? 


Here's how you can enter the raffle: 

Raffle Rules: 

1) In order to be eligible for the raffle, you must complete the survey I'll be linking below. Your entry makes you eligible to win the sealed box of Hidden Legends. 

2) The contest is open to both local and international fans, so if you don't happen to be from the US, don't sweat it! I will be in contact with the winners to discuss shipping arrangements.

3) The Raffle submission period will go for one month from the post date of this blog (February 6th), until Friday, February 28th at 8PM EST. I'll announce the winners on Facebook.  

4) I will contact the winner via the email they submit in the survey. If I do not hear back from a winner in one week, I will choose another winner at random, so be sure to submit an email that you check often! 

Enter the Raffle Here!!




My thanks again to everyone who reads this blog. It's pretty wild to think that I've been doing this since 2017, and the game has shown no signs of slowing down yet. Take that everyone who said the game was dead because Tifa wasn't a Monk or whatever the hell people complained about back then. Good luck to everyone who enters the raffle. In the meantime, I'll be playing more Marvel Rivals finally getting around to playing XVI so I can see who the best ships are.

Until next time - Keep on grinding,




Thursday, October 31, 2024

Spoiled Onions: Viera

 

Greetings inhabitants of Ivalice, and welcome to Lv.1 Onion Knight: The Final Fantasy TCG Blog that features the largest collection of Final Fantasy artwork ever in a single game. Ever. This has NEVER been done before by any other game on the market. No siree. 

Happy spooky season everyone! As the leaves begin to fall, and autumn's chill sets in, there's nothing quite as comforting as getting into your coziest sweater, tossing a few logs on the fireplace, and settling in to play some high-stakes competitive card games. But a pumpkin spice lattes aren't the only thing October brings, with ghosts and ghouls shambling out of their hiding places to haunt the living. And among all of the creeps and specters out there, legends speak of one creature that rises out of the Onion patch on Halloween night, flying through the air with new cards to show to all the FFTCG players. 

It's The Mediocre Onion!!

Boy howdy, it sure has been a long time since my last post. A whole two sets have passed with nary a humorous quip or set review in sight from that Onion Knight guy. Well, my patient little scallions, it was quite an eventful few months of "Real Life Stuff", some of it card game related, some of it not. I hosted my first ever Local Qualifier this past summer, which was enough to put me into hibernation alone (though it ended up going surprisingly well!) But to make a long story short, after running this blog for over five years, I really just needed a bit of a break. But thanks to the fine folks over at Square Enix, I'm back from my content-sabbatical with a new spoiler. So let's take a look at Viera from Hidden Legends. 


Backups are kind of a curious thing in the FFTCG, as the game has evolved to a point where a majority of decks seem to want them to take up less deck-real estate than they did in the past. If it's not a searcher or a member of a job/title specific tribal deck, a Backup has to have a pretty big impact to make it into most decks. On top of that, Standard Unit Backups can be pretty hit or miss. While they have the benefit of being able to play multiple of them on the field at once, they're usually just not very strong. This would normally give me very little to talk about, but in the case of Viera, it's actually pretty easy to justify using it as a play extender in Wind-based decks. 

With Viera on the field, you always have the potential to have an additional 2 CP available during your turn. I say "during your turn" because in order to use Viera's effect, you need a Wind Forward to have entered your field during the turn, in spite of the effect not technically being limited to your turn. There are a few exceptions to this, but we'll get into that a bit later. Since the effect doesn't require you to dull Viera, you can use her to generate CP as usual, then break her to activate her effect. In general though, Viera is great for the way she lets you extend your combos, potentially keeping a card in your hand at the cost of one of your Backups. 


Speaking of combo extension, Viera would be a solid addition to everybody's least-favorite deck, Storm. Actually, is Storm still hated as much nowadays, or has stuff like WoL 7 and Chaos decks taken away some of that ire? But uh... In any case, being able to plop down Backups that can generate 2 extra CP can help you get to the required numbers you need to hit Storm cards' casting requirements. You could even Viera alongside Opus 16 Zidane to make sure you get that third cast, giving him Haste and stealing a second card from your opponent's deck. Gross! 


In spite of what I said about Standard Unit Backups earlier, they have actually gotten some support last set, with Limit Breaks like Luso and Cid Highwind making them easier to get them in your hand. Luso being able to search any Job Standard Unit so long as it matches the element of another Character you control means that he can help you ramp up your Backups faster. Cid is also a great way for you to filter your deck for Backups early-game, and Viera would be an excellent target for him. While not a Limit Break, you could also use cards like Opus 22 Warrior of Light to search out Viera. Just make sure you're careful about when you send Viera into the Break Zone so you don't end up losing Warrior of Light's buffing effect with one less Standard Unit on the field. 


Being a 2 cost Wind Backup also makes it a perfect addition for Mono-Wind decks that use Fat Chocobo. I know, I know. Mono Wind is still super unfun to play against. But they comparatively got the worst Limit Break cards, so you know, balance! But yeah, get a free card every turn with Fat Chocobo, play Viera for free with his effect, play a Wind Forward, then use her effect to generate more CP. The Mono-Wind wheel keeps on turning. 


Remember how earlier I said that there were some ways to use Viera's effect outside of your turn? Since the card says it needs a Wind Forward to have entered the field that turn, using Summons or other effects that can play one on your opponent's turn can be a way for you to use Viera's effect outside of yours. You can play Opus 19 Zidane with Phoenix, then reactivate two Backups with Viera. With two extra CP, you can play more Summons or activate any abilities with a cost to catch your opponent off guard.


Forwards with the Back Attack keyword are another way you can use Viera's effect on your opponent's turn. Right now, Mid is one of the only Wind Forwards that have Back Attack, the other being Opus IX Edge but I think of the two, Mid has aged a bit better. Viera also doesn't specify it needs to be broken immediately once the Wind Forward enters. After playing Mid, you could potentially wait to use her effect if you need the extra CP to play something like Mist Dragon or Amaterasu, activate the Power boosting effects of Tyro or Princess Sarah, or even letting you cast Cu Sith before your opponent's turn ends.    

In spite of a relatively simple effect, Viera looks primed to be a pretty solid Backup option in a lot of different decks. What do you guys think? What decks would you want to use Viera in? Leave me a comment and let me know! 

Thanks again to Square Enix for letting me do a spoiler for Hidden Legends! Even though it's been awhile, I'm really glad to be posting on this blog again. You can expect to see some new content from this perpetually Level 1 Onion Knight in the near future. Player interviews! Deck breakdowns! Possibly the return of overly long set reviews! Who knows? All I know is, I promise it won't be as long as it was last time. If it is, my mom will never let me hear the end of it, and I'm telling you, having your mom reminding you that you haven't updated your card game blog in awhile is exactly as bizarre as it sounds (Hi mom!).

Until next time - Keep on Grinding, 



     

Tuesday, March 5, 2024

Spoiled Onions - Ramza

 


Hello to all you survivors of the War of the Lions, and welcome to Lv.1 Onion Knight - The Final Fantasy TCG Blog that was asked to become one of the Knights of the Round but couldn't due to contractual obligations. 

As February gives way to March, the chill of winter gives way to the cautious hope of the coming spring. Some of you may be spending your respective hibernations playing Final Fantasy VII Rebirth. Well I'm not, because I don't have a PS5 and it's nobody else's fault but my own for playing the first part of a three part game on a late stage console. And now I'm here, re-subbing to FFXI on my dusty old rig while everyone else is enjoying the new game. 

... I swear I had a point with this. Something about hope? Perhaps such that has been hidden? It's on the tip of my tongue. 

Ah well, anyway here's a new Ramza. 

Knights are probably one of the most diverse Tribal decks in the FFTCG in terms of colors you can run them in. Originally seeing most of their cards in Water and Lightning, over the years we've seen support for Fire and Ice Knights as well. We've seen a small smattering of Knights in Earth so far, but from what we've seen spoiled from Hidden Hope, it looks like Earth Knights may finally be getting their chance to shine. 


Ramza is pretty interesting in that while he has an initial CP cost of 4, he can  become a free 8K Forward if you meet both of his conditions. The first condition says that Ramza costs two less if you control another Job Knight. This means that he can have his cost reduced by either Forwards or Backup Job Knights. The problem is that before Hidden Hope, the only other Backup Knights besides another Ramza have been Segwarides and Pelinore, both of which are cards which have definitely shown their age since their Debut in Opus III. But now with the reveal of cards like big boi Baelo here, there's actually a good Backup option to get Ramza's cost down - and definitely a way better option for Duke Goltanna to target in a Lightning/Earth Knights deck instead of the old WoFF Backups.  


Ramza's second condition means that you won't be able to get him fully free until your Main Phase 2, since you'll need a Forward you control to attack. However, the effect does not specify that it has to be a Knight that attacks to make him cheaper. If you can attack with any other Forward, then during your Main Phase 2 cast Lasswell, you'll not only have both the conditions to cast Ramza for free, you'll also be able to Dull and Freeze two Characters with Lasswell's effect. Ramza is also a much bulkier than Lasswell, so attacking with him to force a discard is safer as well. Oh hey that rhymes, haha... 


Okay, let me make one thing clear here: I am not recommending that the card you play with Curilla be Ramza. I mean, you totally could, and you'd still end up getting a free Ramza out of the deal regardless. It would probably be better to play out two smaller Knights like Beatrix, Charlotte, or Physalis to name a few. But if you play out Curilla, and two more Knights, then finish your turn playing Ramza for free (assuming you got an attack out), you have a very large board for your opponent to deal with - especially if you have Ovelia to buff your Knights by an extra 1k. That extra power really adds up when you combine it with Curilla's added protection effect!

I'd also like to point out that Ramza can totally be played as a card in any deck that wants to build a wide board or accrue more casts per turn so long as you at least have one Knight Forward or Backup on the field. It will be interesting to see how things play out. My personal thoughts is that Ice/Earth will be the best place to play him, possibly in a deck like this one by Chocobilly. But who knows? Only time will tell if running Earth Knights will be worth it this set. 

And there's my spoiler for Hidden Hope! But of course, it wouldn't be a new spoiler season without a new Bingo wouldn't it? Well, wouldn't it??? Yeah, that's what I *thought*!


Will Hidden Hope be the set where we finally see Angelo make her triumphant debut into the FFTCG? Will Earth Knights become the best version of the Knights deck? Will we finally get to see Dancer Galuf in all his samba glory? Stay tuned to find out - same Onion-time, same Onion-channel! 

Until next time - Keep on grinding, 




Wednesday, January 31, 2024

A Noob's Review of Beyond Destiny

 


Hello all you Strangers of Paradise, and welcome to Lv.1 Onion Knight: The Final Fantasy TCG blog that only knows one thing: I want to kill Chaos. I need to. It's not a hope or a dream. It's like a hunger. A thirst. 

Well a very edgy and happy 2024 to everyone! Though at this point, I suppose it would be more appropriate to wish everyone a happy Valentines day instead of happy New Years. Then again, I guess it would also be weird to call Beyond Destiny a new set when it came out over two months ago, but here we are.

Beyond Destiny is a pretty interesting set, which is about as noncommittal of an assessment of how good or bad something is as you can get. Like could you imagine if there was one of those review quotes on the cover of a DVD that just said "It's pretty interesting", and that was the review? But after playing around with the cards from Beyond Destiny, "interesting" is about an apt a word to describe how I feel about the set as any, and as much as it may sound like a backhanded jab, I promise I mean it as a compliment. Square Enix and Hobby Japan don't pay me enough to lie to you good folks about how I feel about cards. In fact, they don't pay me at all, which is probably why these set reviews always come out so late! 

Beyond Destiny is probably one of the most niche sets to come out in quite some time, with almost every Legend card except maybe Irvine and Neo Exdeath being Tribal support, Mono-Element, or needing more specific deck builds to get the most out of them. I enjoy good staple cards that are easy to put in any deck as much as the next guy, but if there's one thing that gets this old Onion Knight excited to brew decks, it's cards that you need to build an entirely new deck around from scratch in order for them to really pop off. 

So ward off the winter's chill with your favorite hot beverage of choice (I do so enjoy a good tea), and let's talk about some cards that came out back in November. 

As stated before, Tribal decks (decks that revolve around a specific archetype like their job or title, for those of you that are new here) are really my jam in the FFTCG. Final Fantasy as a franchise is so rich with iconic job classes that I'm honestly surprised that the card designers haven't made it their number one priority to make job-specific decks more of an area of focus. As of the time of writing this, we still have yet to have Tribal decks for jobs like Blue Mage, Dark Knight, or Thief. And I'm pretty sure they've never printed a single Dragoon card in the game, which IMO they need to get on that pronto. But Beyond Destiny has a ton of really great support for decks that really needed it like the iconic Warrior class and uh... the equally memorable Pirates/Vikings? 

Name a more iconic Final Fantasy job. I'll wait. 

Okay well that last one maybe wouldn't be my first choice to make into a deck considering that the pool of Vikings in the series to make cards out of is rather shallow. In fact, it's so shallow that outside of the Seeq-specific class from Final Fantasy Tactics A2, there are no more Viking standard units in the entire series! So either Rubi Asami needed to get busy on some new artwork for more Vikings, or the card designers needed to get a little bit inventive. 


Adding the Pirates as support for your Viking cards was really a genius way to flesh out a Vikings deck. The value of Vikings before was that they were cheap, low power Forwards that would draw you an extra card on entry or exit from the field depending on the Viking. Now with the addition of Leila, Faris, and Bikke, your little cheap Vikings become big 8000 power threats that can't be hurt by damaging abilities and reduce power on swing. Faris's second effect also makes her surprisingly difficult to get rid of, since most of the time your opponent won't want to target her and risk you redirecting their removal to a Viking that draws a card on exit. 

While Vikings may not be currently dominating the meta, they're a really fun deck to play with a mechanic that we haven't seen before in the game. I would really love it if tribal decks were designed with this level of inventiveness in the future, since it's a cool way of breathing new life into old cards. 


What is currently dominating the meta right now though, is Warriors. If anybody said that Warrior Tribal would win Worlds before the release of this set, I think people would have looked at you like you'd taken one too many Goblin punches to the head. Sweet daddy Taivas's abilities are quite frankly, utterly insane. The fact that he searches out either a Warrior Forward or a Backup and then plays one for free while ignoring color requirements on each of your turns means that you'll always have whatever you need in the moment and be able to play it instantly - so long as it costs 3 or less. And there are a surprisingly huge amount of options to choose from: Ward can remove an enemy Forward, Mog (VI) can draw and disable searching for a turn, Yuzuki gives you added protection, and Akstar can play two Forwards and give you more board control, just to name a few of the options you have with Warriors. 

Of course I need to mention that combining them with Warriors of Light and Gilgamesh FFBE is what makes them cross over into truly insane territory. I can almost hear the card designers yelling "No no, not like that!" at the decklist that Alex Hancox won worlds with. But Pandora's box can't be unopened, and now we're all sons of bitches. Judging from cards like Tulien and Haveh, I think Warriors were intended to be an aggressive, combat oriented deck in Earth/Fire that could splash other colors. Y'know, just super fun and quirky! But now "Warrior/Warrior of Light 3 Cost Rainbow Aggro Explosion" is the new meta, and I hope you're all proud of yourselves for it. 


Another thing I noticed while drafting during the Pre-release is that there are quite a lot of cards that only require two members with the same Job or Category on the field to get their effects. None of these cards have the restriction of "other than themselves" as part of the requirement either, meaning you only need one other Tribe member. Many of the cards also count all Characters rather than just Forwards, making it much simpler for decks to set up. I think that this is a good move from the card designers, especially as we move forward into a more aggressive meta where taking a long time to set up could be a liability. So as much as I disliked going up against Soiree decks in the past, I don't think it's a bad idea for other Tribes to take a page out of their book with faster setup conditions. 

All in all, I really like the support to niche decks that Beyond Destiny brings to the game. We have a ton of fun stuff to revive old decks, like the new WoFF support, a new way of playing the Sky Pirate package, and the best card ever printed. Hell, we even got the first Type-0 Cadets printed since Opus XIII to not suck total ass! As much as we need more generic elemental staples printed, I really hope we get more sets like this in the future since it makes deck building so much more fun.


Does anybody remember when Light cards used to be bad? Or at least people used to complain all the time that they were in comparison to Dark cards at least. Looking through the list of Light and Dark cards, I'm having a bit of a hard time seeing exactly when there was a shift from "Light cards are weak and Dark cards are strong". Perhaps around Opus XIV with the introduction of Shinryu (a card that ironically might be even more important in today's meta with all the 3-costs) Light cards started to get a bit more aggressive. So with the memory of the days of Nidhogg, Veritas, and Kadaj's dominance a thing of the past, it's kind of cool to see a card like the new Warrior of Light in the modern day.


Warrior of Light just kind of does it all. The fact that he plays any two Characters (not just Forwards! Man poor Kirin...) and can quickly flood the board is difficult enough to get around without a well-timed Amaterasu. But his S-ability literally shielding all your 3 drop Forwards from being targeted means that you can maintain your aggressive presence and push for more damage without much worry if you build around 3-costs. 

As somebody whose played Warriors of Light 4-color Tribal in the past, I assumed that this would be his natural home but it turns out I was thinking too small. Turns out using Gilgamesh (FFBE) with a deck full of 3-drop Multi Element Forwards and the 4-Color Warrior of Light was the true secret sauce for this card. I can't help but be a bit tickled though to see that while people *are* running WoL Tribal with 4 colors, the card they tend to use is actually Darkness Manifest. Don't that just beat all?

I think I may have been one of the few people who immediately knew who this guy was, and would have been absolutely thrilled with whatever effect he had. But man, what a whopper of a card he turned out to be. I can't help but feel a bit of schadenfreude whenever another amazing XI card that becomes a meta staple gets printed, and nobody knows who it is, yet they still have to run this guy in all their decks instead of like... Cloud or something. I really do need to find the guy who keeps making these cards so we can gush about our mutual appreciation for Robel-Akbel and what an amazing story he has while these normies are still trying to tell us how groundbreaking Endwalker was and how deep of a character Emet Selch is. 

This is beauty only PS2 era graphics could convey

Ahem... In any case, I've been waiting for quite a long time for the Serpent Generals to make their appearance in the game, and though the tiniest part of me wishes that they all worked together in one deck like Soiree did, I really can't complain with the final result. Especially since ol' Rug here pretty much redefines how aggressive certain elements can be. 

Even though Rughadjeen can pretty much become a key card of any deck that requires dulling action abilities or on-attack effects, I think Ice was the element that saw the biggest boost from him. With Turbo Discard necessitating the first bans of the game, for a long time it seemed like the card designers were purposely being very conservative with Ice, particularly with discard effects. But now with Rughadjeen, the "pause" that was built into cards like Physalis, Lasswell, and Rufus gets removed, giving you both aggression and flexible control. Being forced to discard two cards in one turn from Rufus is bad enough, but your opponent still has to deal with an attack from a Forward made up to 3k Power bigger by Rughadjeen that has Haste, Brave, and First Strike. Now every card can be 4-color Warrior of Light! 

It's pretty interesting to see just how much more aggressive the meta has become in one set after slower setup decks like Mono-Water took top spots in the past, and how pivotal Light cards have been to that push. Not that I really concern myself with that much here though. I'm here still here trying to figure out how I can actually make a Serpent Generals deck a thing so I can roll up to a tournament in my thirsty Stoneserpent General Zazaarg shirt. 

I've seen some of the things you straight guys have on your playmats. You owe
me this.

And hey, speaking of unhealthy relationships with an underdog title in the series, that segues nicely into our next topic. 

Okay, so that title is actually a lie because there's no way in hell he's ever actually going to shut up about it, but yeah. My boyfriend is what you might call a Squallwife, as in somebody who has an obsession for Final Fantasy VIII so extreme, it borders on religious fanaticism. 

For example, this shrine is to Rinoa's beauty, and the unimaginable terror she inspires only through using her dog as a weapon.   

I'm pretty sure it was him seeing Squall on a pack of Opus II at the Square Enix booth one Comicon that got us into the game in the first place. And much like the game it's based on, I've been hearing on and on every set that Category VIII never gets its fair due. And on both counts, I'm compelled to agree with him. 

I discussed in my set review of Resurgence of Power how it seemed as though they were attempting to give Category VIII a more fleshed out identity with stuff like Cid Kramer and Gilgamesh only to squander that potential with a bunch of stuff that didn't really work together all that well to form a cohesive deck. So when I saw that there was artwork scheduled for Final Fantasy VIII, I tempered my expectations, all the while holding onto the faint glimmer of hope that this was the set that VIII finally got good. And after the full set list for Beyond Destiny was revealed... yeah this isn't the set where the dream of an amazing Category VIII specific deck happens either. Turns out that it actually might be the *next* set, judging from the new Selphie, Quistis, Squall, and Edea spoiled for it. 

Train 🎵 Train ðŸŽµ Take the Pain Away ðŸŽµ

But it turns out that while the cards introduced in this set might not come together to make Category VIII decks a force to be reckoned with, the legends from this set are pretty dang strong, which wild as it may seem, actually makes people use them more! Crazy, right? 

When new cards are spoiled, I really do try my best not to read the comments about it, because it annoys me on a personal level how dumb people can be sometimes when they evaluate cards in a vacuum, and people's comments about how good or bad cardboard is will just ruin my entire day. But of course I juuuuust couldn't help myself after seeing the Griever spoiled as Card of the Week. And lemme tell you, the usual suspects absolutely did not let me down. "Too expensive! Too slow! No good Witches!" and other equally head scratching things were what I saw, to the surprise of nobody but me.

But as it turns out, the new cards from Beyond Destiny came together to make Griever absolutely terrifying in Water/Ice - thanks in no small part to Rughadjeen's ability to give Forwards both Haste and Brave. The deck Masayuki Yamada played in Worlds has been haunting both my dreams and my locals, because thanks to Griever, Turbo Discard is back. 

On first glance this deck looks extremely weird, since it only runs two copies of the new Larsa Backup and no other Backups. But taking a closer look, you'll see that every card in the deck besides Ultimecia is even-costed. This deck is designed to get Greiver out as early as possible with Larsa to ensure he's in your hand. Playing him out turn one gives you opponent precious little time to deal with him before you start using his dull action ability to make them discard. With Rughadjeen's Brave effect, you can still attack with Griever, then dull him. Plus with Water cards like Sage and Rosa, you can keep reactivating him to use his action ability multiple times in one turn. Oh, and not only are Griever's effects not limited to once per turn, they're not limited to your turn either, so you can just keep breaking dull Forwards or forcing discards to your hearts content. 

With stuff like Charlotte and Celestia protecting your Griever, and Sarah (Mobius) to cancel auto abilities it becomes extremely hard to get rid of Griever. Not that it's much better to get rid of him because once you do, Ultimecia gets played from the deck to replace him. You can remove any 5 or more cost Characters from your break zone to Dull/Freeze your opponent's board. Oh, and then she also makes them discard and can't be chosen by Summons. And by them I mean me because this has become my boyfriend's favorite deck and I absolutely hate it. 

Me when I'm trying to be a supportive spouse but I also want to play the goddamn game. 

I don't have quite as much trauma concerning the new Irvine just yet, but in a meta focused on aggro, he lands in a pretty comfortable position for success in aggro. He's a pretty good encapsulation of the kinds of cards that are really powerful in this meta: Haste with a strong on-attack effect and a powerful S-ability for when you need it. With cards like Irvine and Xande introduced in this set, Mono-Lightning Scions has become even more back-breaking. 

What's also back-breaking is the cost of these friggin full arts, and of course my boyfriend needs a playset of them so uh... trades anyone?

It sounds crazy to say but the best way you can make categories better is by actually printing good cards! It would be really cool to see this level of care in the future with all of the categories in the future. It shouldn't feel like there are only a handful of titles that you can really go the "full fantasy" with in order to have a competitive category-focused deck with a real win condition. I get it - the categories that can do that tend to be the more popular ones. But as much as people may scoff about Cadets, I *do* know people who really love Type-0 and would like to see a better deck be possible for it. Printing bad cards costs just as much as printing good ones, so if you do make cards for categories that don't make it into the game quite as much, why not put the care needed into making something that feels satisfying and engaging instead of a bunch of random generic nonsense?

... I just had the eerie feeling that somebody could easily say the same thing about this blog considering that a big chunk of my review was evaluating how well my boyfriend's favorite Final Fantasy series was represented, and to that I say, well make your own damn blog then.  


I think there's a little something for everybody in Beyond Destiny. Rainbow decks have never felt easier to play beyond just Soiree decks or decks running Earth to color fix. But at the same time some popular old staples like Mono Ice, Mono Fire, and Mono Lightning feel more fleshed out. I really like the balance that this set strikes between printing cards that specifically breathe new life into older forgotten decks and creating brand new ones. This set was definitely a lot less focused on elemental power with big bombastic staples you can socket into any deck, but I think printing more specific cards can be a lot more fun - when it's done well of course. 

Aggro is definitely the name of the game with Beyond Destiny, and even elements like Ice and Water that are typically more control focused have shifted to become more "aggressive control" of sorts. The question I've been thinking about lately with the FFTCG is something that maybe I'll touch upon in another article, but if a certain deck is seeing more success, is it even possible to tech against it with individual cards? Or is it more of a situation where Deck A beats Deck B, but is beaten by Deck C? For example, the Attack phase is a lot more important now with lots of Haste cards and On-attack triggers. We also have cards like Magus Sisters and Man in Black in the game that are anti aggro, but even if those kinds of tech options exist, will people use them if they're not on a Backup?

I'll have to discuss this more in depth with somebody both much smarter and much better at the game with me another time. But for now, lets save these very thinkery questions for the Scholars in the audience and raffle away some free swag! 


As we all mournthe loss of Weirdly Sexy Scott and Rebels still not being a fleshed out deck despite being Kageyama's Nepo-baby series, we can still celebrate getting a double Bingo. And with double Bingo comes double prizes! Well it's not really because of the Bingo - I just happened to have an extra prize ready for the raffle that uh... didn't happen for the last set. 

Welp! No point in dwelling on the past! This time around I have a Final Fantasy VII Anniversary Playmat with Tifa promo and Final Fantasy XIV Anniversary playmat with Scions of the Seventh Dawn promos to raffle off to two lucky winners! 


You can thank my boyfriend for the FF VII playmat. He ordered it awhile ago and forgot about it, and upon finding it decided "Eh, I don't want it. You wanna use it for a prize?" What a guy! But his disdain for FFVII is your gain! Here's how you can enter: 

Raffle Rules: 

1) In order to be eligible for the raffle, you must complete the survey I'll be linking below. Your entry makes you eligible to win either the FFVII Playmat with Tifa Promo OR the FFXIV Playmat with Promos. 

2) The contest is open to both local and international fans, so if you don't happen to be from the US, don't sweat it! I will be in contact with the winners to discuss shipping arrangements.

3) The Raffle submission period will go for one month from the post date of this blog (January 31st), until Thursday, February 29th at 8PM EST. I'll announce the winners on Facebook.  

4) I will contact the winner via the email they submit in the survey. If I do not hear back from a winner in one week, I will choose another winner at random, so be sure to submit an email that you check often! 

Enter the Raffle Here!!




Good luck to everyone who enters the raffle! As always thanks again to everyone who shows up to read the inane ramblings of a disgruntled Onion Knight. In the meantime I'll be here putting the Dark Emperor that turns off action abilities into every deck so I can maybe stand a chance at winning against that friggin Griever deck...

Until next time - Keep on grinding,