Showing posts with label Knights. Show all posts
Showing posts with label Knights. Show all posts

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, 




Sunday, June 6, 2021

Opus XIII Tribal Deck Updates - Part I


Hey there all you aspiring job seekers and welcome back to Lv.1 Onion Knight, the FFTCG blog that has been misleading new players with their absolute weasel tactics since 2018. 

Gosh, jobs are so fun aren't they? Okay well in real life they're not particularly fun since most of us have the work equivalent of shoveling Chocobo droppings rather than fighting mighty dragons with spears, but in the FFTCG they sure are fun! It looks like the push to make job-based tribal decks better is here to stay, since Opus XIII brings with it some major updates to jobs that haven't seen any support in quite a few sets. 

Being a low level Onion Knight means that I can only dream of having such job-based competence through my decks, so we're going to be taking a deep dive into into Opus XIII tribal deck updates with a level of expertise rivaled only by the Brady Games guide for Final Fantasy XI. In Part I, we'll be going over some of the jobs that had the biggest overhauls, and Part II will be a combination of tribes that received smaller updates, and how ones that didn't get any direct support can be still be improved with new cards from Opus XIII. 

So let's get this party started by taking a look into the new and improved Knight job! 


"The original Tribal archetype of the FFTCG continues to enjoy the substantial boosts it got from Opus XII, combining them with new Category: Final Fantasy Tactics support to make it even more consistent. Powerful Princess cards like Ovelia and Sara have entered the battlefield to lend their aid to their brave Knights, making their decks into value generating machines. They may be lacking in the raw destructive power and board wiping abilities of other job-based decks, but ample protection and versatile removal will have Knights players raising their swords and shields in victory far easier than before."

So first I would like to acknowledge before anybody else brings it up that yes, the character I chose for this image is technically a Paladin, so it's not part of the Knight archetype. But in Japanese, Paladins from Final Fantasy XI and XIV are called Knights, which is most likely the reason why Knight support cards like Beatrix and Gawain specify job Knight, instead of job or card name Knight - if they did, then Japanese Knight decks would have access to more cards. I just thought that was an interesting tidbit for all of my fellow pedantic nerds in the audience. 

There's also another major controversy about Knights that I would like to take the time to address here today, and I want you guys to brace yourself because this one is a real doozy. 

...

So several people pointed out for my Opus XIII Bingo card that I didn't put a stamp on the "Job: Knight Support" space, my logic being that none of the cards released this set had text that supported the Knight archetype as a whole. But what I failed to take into account was just how much legwork the addition of some really strong new Knights would do to improve the deck overall, even if they didn't "buff" the job like Beatrix does. So you're hearing it here first folks. I was wrong. Yes, I'm incredibly ashamed. 

The stamp is black to commemorate this dark day. 

My humiliating folly aside, it's kind of difficult to talk about the new Opus XIII Knights though without acknowledging that one of their biggest boosts this set actually came from a completely different archetype - Princesses. Princesses have always provided support for Knights going all the way back to the original Ovelia from Opus I. There have been a few attempts at synergy between the two jobs over the years, from the clunky Garland Legend in Opus VI to the Jegran from Opus XII, showing the relationship between Princesses and their Knightly... uh, oppressors? But Princesses finally get a stalwart protector not intent on kidnapping them with the new Agrias. 


Agrias requires a very specific board state to get the most out of her, specifically having Beatrix to reduce her cost by 2 and Ovelia to trigger her first two effects, plus being at Damage 5 if you want to get all three. But considering that both of those cards are things you'd want to get out as quickly as possible in a Knight deck, it's really not hard to get massive value off Agrias.

Getting a 9000 power Forward that nets you a draw, a search, and a 7k power reduction for only 3CP is already pretty scary, but this also makes Agrias one of the best targets for Aegis, since you'll get all her entry effects and you'll get to draw an extra card from Ovelia when she's temporarily sent to the Break Zone!


The new Ramza can be quite the beast in Knights as well, but he faces some pretty stiff competition from the old Opus X Ramza, with both cards requiring a deck heavily invested in Final Fantasy Tactics. Having 5 Category FFT Characters to get Multi-Element Ramza's cost reduction may seem like a tall order, but FFT thankfully has a solid lineup of Backups in Water and Lightning like Duke Goltana, Ovelia, and Simon.

He can do all of this for only 2 CP combining his own cost reduction with Beatrix's, and comes in with a larger 9000 Power body, but Opus X Ramza's ability to recover Ovelias or other key cards from the Break Zone or cheat out any FFT Character is tough to overlook. Really the choice between the two depends on which you want more: the ability to disrupt your opponent's board state or the ability to extend your own plays. Using the latter Ramza also helps the deck stabilize considerably at Damage 5 -  especially if you choose to play Agrias from your hand for free - so he's personally my card of choice for the FFT Knight decks. Of course, there's nothing stopping you from running both, since you can always just bust out more Chirijiraden specials for 7k across the board. 


Oh and hey, speaking of Knights who like to kidnap Princesses, we have a new Multi-Element Delita too. If finding a way to include Fire in the usual Water/Lightning Knight builds seemed like a challenge, then adding Earth and Ice into the mix would appear to be an odd choice. However, hybrid Earth/Water Sophie decks running a smaller Knight shell have been popping up lately, and with Tyro/Shantotto to color fix or Fenrir to play him out for free, he's a great way to recover the deck's valuable 2-cost cards like Sophie, Sarah, Krile, and Nichol. 


Another Ice Knight, Charlotte is also probably best utilized in decks with an Earth core for color fixing rather than in a dedicated Knight deck. Her lightning rod effect and damage reduction are quite nice alongside cards like White Tiger L'cie Nimbus. She's a fantastic card, and I personally like to use her in a Water/Ice lockdown deck, but this Knight will probably be better off going solo than joining up with her fellow shield bearers. 

Combo Ideas


Rain became one of my favorite cards back in Opus VIII, and he still holds up quite nicely in modern Knight decks. Knights are still largely dependent on Beatrix's cost reduction to get the most out of the deck, but combining his boardwide power boost every time he attacks with hers every time a Knight enters the field can quickly make your attack phases become overwhelming. Both of Rain's S-Abilities are quite powerful, so getting him out onto the field for only 1 CP can quickly turn the tide of battle in your favor if you have another copy of him in your hand. 


Considering that the primary Knight colors are Water and Lightning, it's not very difficult to get Opus XII Thancred's abilities firing off effectively. You can use the new Materia to quickly search and play The Oracle Of Light so you can eventually cheat him out from the Break Zone. She's a prime target to choose when you cast Famfrit (3-123R) so she'll hit the Break Zone faster, plus you'll also get an extra draw from Materia's effect when she does. If you choose to run the this combo, then it might actually be a good idea to consider running the new Opus XIII Ramza, since he counts as both a Water and a Lightning card for Thancred's entry-effect. 


Considering that cards like Ovelia, Ramza, and Rain all have powerful S-Abilities, it might not be a bad idea to run a copy or two of Opus XII Relm in your Knight decks. You're going to want to pop off as many of those Aegis's as possible after all, and the EX burst on Relm is just the icing on the cake. 

Favorite Deck Build

"Knights, my boi" by Shifty - The dreams of tri-color Knight players are starting to come true, despite the curious decision not to print more Fire Knights for Gawain to target in this set. You could always run the aforementioned Garland Legend of course. C'mon, you know you've been waiting since Opus VI to bust him out. He'll only cost threeeee... 

"Monks have finally upgraded to Black Belt status in Opus XIII, becoming one of the deadliest tribal decks the FFTCG has seen yet. Taking full advantage of Monk's solid line of low-cost utility Backups and ability to tutor cards both from the hand and Break Zone has helped the deck claw its way to the top - thanks in no small part to the addition of Sophie, whose overwhelming ability to deal damage has been taking the top spot at several major tournaments. Since she needs to be surrounded by her fellow Martial Artists to reach peak enlightenment, Yang and Ursula have jumped back onto the scene to lend their support, with an efficient new Monk Forward helping to build up a large board of furious fighters for very little cost. The Monk deck is packed to the brim with raw strength and combat tricks, but be cautious for cards that can instantly break Forwards regardless of their power, or your opponent just might get an opportunity to sweep the leg."

Well I think "Monks are now top tier" was the last thing anybody was expecting from Opus XIII, but here we are. I have to admit, as somebody who has been playing Monks ever since they pulled a full art Ursula in Opus XI, I was absolutely thrilled to see that they had won the Zanarkand Open, but also slightly annoyed at the thought that now everybody was going to think I was just a filthy net-decker who jumped on the Monk bandwagon. Gosh, the life of an uppity card game contrarian sure is hard! 

In any case, it's kind of incredible how the new Monk cards introduced in Opus XIII have been tailored to make the key cards from older sets reach their full potential. Yang into Ursula into a 2 cost Monk Backup was always an incredibly good combo, but now Yang into Ursula into Sophie is just downright insane. Having better Forward targets for Ursula's ability makes using removal on Monks feel like a waste, since it quickly becomes a game of, "Oh, you were going to destroy my Monk? Well not before I destroy my Monk and use it for my own nefarious gain, sucker." 

The deck is stuffed with so many easily replaced resources that double as responsive removal that it becomes incredibly difficult for a lot of decks to keep up. Being able to use any Monk card as a bomb with Ursula is great, but you also have access to things like the Opus XII Monk Standard Unit Backup, the new Sarah (Mobius), and old reliable Hecatoncheir (4-093R) that take advantage of the fact that your Forwards are more than likely going to be bigger than your opponent's. Boosting power was always more of a way to get over your opponent's Forwards, but now its a freaking win condition with Sophie.

It's funny to think that an archetype that just needed a little bit more love last set rocketed to the top of the pack with the addition of only 3 new job specific cards, but the pieces were already there - they just needed a little extra punch. 

It's hard to know what exactly to say about Sophie because so much has already been said about her: she'd be a damn good card even if she wasn't a Monk (and now finding a way to include Sophie into any deck that can run her is the default for Opus XIII, which should show just how powerful she is). But as I mentioned before, her being a 2CP Monk is extra incredible when used alongside Ursula's ability to recur her from the Break Zone, and even if your opponent manages to get her below 10K power, you can always respond by popping your Monk (2-089C) to get her back over that threshold. 

Seriously though, this card does everything. The damage and extra draw power undeniably make her into a massive threat, but so does the fact that she becomes so difficult for your opponent to manage in general thanks to her boosted power. You can push for more damage by attacking with her (and she'll most likely have Brave with Yang), and she makes one of the best targets for your "fight" mechanics to thin out your opponent's board. I never thought I would find a Monk I liked better than Sabin, but I think we have a contender here. 


Sophie is what pushes the Monk deck over the edge in terms of a powerful new win condition, but the new Yang is what greases the wheels to help the deck set up and keep her going strong. Now Yang has the option of playing any Monk you want from your hand for the measly benchmark of being at 1 damage. Most of the time you're still going to be playing Ursula with Yang, but playing Maat for free and getting to search for any Monk is also a great choice too. 

And speaking of Maat, combining his ability to make Monks unable to be dulled by your opponent's effects with Yang's power boost and Brave to all Monks simultaneously makes the deck significantly more aggressive while still having a strong defense to protect yourself with. This means the only way to get around your Monk Forwards is either making them unable to block, or by outright breaking them, and Ursula can always respond by firing them right back in your opponent's increasingly enraged face.

Most Standard Unit Forwards have a tendency to not be very good unless they're part of a tribal archetype, and even then a majority aren't good enough to be worth including a spot in your deck for. Most, if not all of the previous Monk Forwards tended to be included just because you had no better options, but the new Monk from Opus XIII is often the only one you'll need for modern builds. 

Because there are so many Monk Backups and you can easily play 3 Monks at once with the Yang/Ursula combo, getting this guy down to only 1CP is incredibly easy. The new Monk provides a super cheap way to get your Sophie yet another 2k boost, and you can play multiples of it, giving Monk some serious swarming capabilities. I wish more Standard Unit Forwards were designed like this honestly, because this one is absolutely essential. 

Combo Ideas


Because Sophie is such a priority for Monks, the Mobius package from Opus XIII is a great idea to include in your Monk decks. Every one of these cards can give Sophie a 4k power boost by themselves, and all of them give the deck some unique utility options.

Including Sarah is a no-brainer since she can give Earth decks some much needed draw power or some potent removal. Graff is sexy able to buff your entire board by 2k every attack phase. He's particularly nice for getting your Ursula up to respectable attack values, and since her ability to fire off Monks for damage is based on her own power, it makes it much more efficient. Stitch in Time is just a really versatile S-ability that can be used defensively or offensively, or give your Sophie an emergency power boost if you find your board state reduced. Plus he also gives you an extra draw. Now that's sexy!

Wol is a card I see being run less than the other two, but I've actually really been enjoying him in my Monk builds, and since you're using Tyro/Shantotto/Fenrir to color fix, he's easy to splash in. With him and the other Mobius characters on the field, it quickly becomes a game of, "okay, everybody is at WHAT power now?" Plus he can help recover your Sophies and Sarah's from the Break Zone, or grab Graffs to fire off another Stitch in Time. 


Since Monks are now splashing Water, using Relm to get the deck some Monster Utility is also an option. I know a guy whose going to get really annoyed by this combo (Hi Karan!) but I actually really like using Abyss Worm in Monk decks. At Damage 3, this combo will give Sophie a 7k power boost in one turn, and can make getting rid of Sophie even more frustrating thanks to Unsaganashi's protection. 


Sadly Dark Knight Tribal isn't a thing yet, but Cecil actually makes for a great inclusion in Monk builds. Able to help advance your damage state to where you need it to and get some effective removal in the process, this card can be a good option to consider. Plus if you play him to get to Damage 3, he'll more than likely stick around as yet another big Brave body that helps power up Sophie. 

Favorite Deck Build

Monks Arise Again by Dragodishiv - The deck that launched a thousand ships and saw Ursula rocket up in price, you can't get much more of a pure Monk build than this. A great overall core to base your decks off of if you want to experiment the archetype. 



"Class is back in session for the Cadets of Type-0, and this time they're coming out swinging. Maintaining a big board of these scrappy students has always been a priority for the deck, but it would appear the new additions have been hitting the books because they've learned how to count the total number of Cadet Characters on the field for their effects rather than just Forwards. And speaking of Forwards, the latest crop of freshmen from Opus XIII are all massive improvements of some of the older Cadets whose grades weren't up to snuff anymore, with a newfound focus on efficiency and combo extension. The 3-element tribe still struggles with a lack of archetype specific color-correction, and there's nary a new Backup for them in sight this set, but the improvements to Cadets put them in a much better position to make it to the top of their class."

Boy howdy there are a lot of people out there who want Cadets to be competitive. I don't really know a whole lot of dyed-in-the-wool Type-0 fans, (though I'm a hardcore XI fan, so glass houses I guess) but I know quite a few people who got into them because of their starter deck that released all the way back in Opus III. Being a tri-color deck already makes the archetype rather strange, but there's something undeniably unique about this class of students coming together to form a tribe. 

Unfortunately that uniqueness was largely what held them back from being truly competitive in earlier sets. Most of the original Class Zero Cadets had effects that were largely unrelated to each other, with almost all of them having their true power locked behind S-Abilities. I don't want to undersell them and have people who have been playing them since Opus III calling for my head on a platter: They had the potential to be a powerful deck with some strong combos, they just didn't have a whole lot of built-in consistency.

As I mentioned earlier, one of the biggest hurdles besides the lack of color fixing that Cadets face is being a number-dependent deck with an extremely limited supply of Backups available to them. Other tribal decks like Samurai and Dragoons don't actually have that many themselves, but unlike Cadets they do have access to Standard Unit Backups you can play multiples of at once. I'd argue that the card designers had been pretty good at making category specific support, but they didn't really hit their stride for job-based archetypes until around Opus XI. Because of this, a lot of the choices made for Cadets in Opus IX were incredibly frustrating. 


Cadets got access to a quite a few new cards back then, but only King and the Ace Legend were really sufficient upgrades, with the rest just kind of being worse alternatives to essential cards for the deck. The original Seven is still one of the best Cadets in the game, so you weren't going to lose out on her ability negation or power to make your Class Zero Forwards unblockable just to run a mediocre Backup instead. There were two new versions of Rem, but neither of them were good enough to replace the original's ability to recover cards from the Break Zone. Opus IX Deuce's ability to pump all of your Cadets by 2k for only 1 CP would totally have been great if not for the fact that she was a Forward version of a Backup you absolutely needed to run. They even printed a Backup Ace that would have been completely essential in any other Tribal deck - that is if they didn't print a key Legend of him in the exact same set! 

But thankfully the new cards from Opus XIII are almost all improvements to some of the more outdated Cadets, and give the deck some much needed speed. Many of the Cadets this round are efficient combo extenders that will let you flood the board with Forwards for zero CP, allowing for some interesting long-chain plays in the mid to late game. Because knowing how and when to use your combos is so crucial, Cadets require a high degree of planning and strategy to get the most out of them. Let's take a look into some of the potential uses of the newest members of Class-Zero. 


Cadets get a spicy new Multi-Element Forward in Nine this set, who for some reason I keep getting mixed up with Jack, since they're both blonde anime himbos. Being able to use your own Forwards as a secondary "resource" to pay for Nine is a pretty neat mechanic that we haven't seen used too much, but it's starting to pop up a bit more recently. I think a lot of players tend to be a bit squeamish about this, with the mindset that dulling your own Forwards is what your opponent should be trying to do, not you. But keeping your Backups free and cards in your hand will help keep your options open for potential responses with Summons or playing more Cadets.  

Unlike the Opus IX Ace Legend, Nine counts all Cadet Characters instead of just Forwards, and his effect triggers on entry as well as attack, which means every swing has the potential to reduce a Forward to zero and still demand a block. The biggest issue with Nine is that he requires an already established board to play him for free. Also with no new Lightning Forward Cadets added this set, the pool of cards you have is somewhat limited, with Sice being arguably the best option. When used at the right time though, he has the potential to be one of the most devastating cards in the deck.


Of all the new Cadets released this set, Cater is really the only one who really finds herself in true competition with her previous version, which is a shame because the new one is such a genuinely good card. Not only does she have the potential to net you more CP than the card cost to play in the first place, you also have the option to combo her ping damage with other Cadets effects or take out a small but valuable threat like Krile. But as stated earlier, the deck is so hungry for Backups to boost their numbers that it's hard to justify not running the original, even though she's thoroughly drenched in the stank of old Cadets. 

That being said I'm going to play devils advocate for using the Forward over the Backup here. Yes, taking out the old Cater leaves the deck with only Deuce and Rem for Cadet Backups, and the new one being a Forward makes your numbers harder to maintain for long. But what I really like about the new Cater is that she does a lot to make single turns for Cadets even more devastating, being a key piece to flood the board. She's a great combo extender, can be pitched for either Fire or Wind in a deck that desperately needs more ways to color fix, and is also an ideal target to dull for Nine's effect. I can only hope we see more new Cadet Backups (Trey?? C'mon he has a bow! If that doesn't scream "Backup potential" I don't know what does) sooner rather than later. 


Taking the storm mechanic from Opus XII is something I hope we see more of for Cadets in the future, since they really do want to prioritize getting as many bodies onto the field as possible. Eight also counts himself as the second card cast to get Haste, so playing him after the aforementioned Cater Forward is such a stupidly efficient play. Fast and free on a decently sized body, it's easy to see why Cadet players would go crazy for Eight. 


Cinque is the only new Cadet that doesn't really help you extend your plays, and is most likely the card you'd want to end your combos on since she requires so much investment to get the most out of her. But she's efficient in the sense that most of the time, she'll be clocking in at 9/10k power (assuming you have the Class-0 Moogle out) for only 2CP. 

Getting to 7 Cadet characters would be considerably easier if not for the lack of Backups continuing to rear its ugly head, so if you really want to prioritize getting her second effect, running the Backup Cater might be the better option for you. If you can, you'll be getting such a huge advantage every time you attack with her that you will most likely be in a position to win. It's tough, but would it really be Cadets without an element of high-rolling? 

Combo Ideas


Because whoever has been designing Cadet cards for the past 10 or so sets decided to make color fixing for a tri-color deck as difficult as possible, you're going to want to be running Cosmos (or Chaos, depending on how edgy you're feeling) to help get things running as smoothly as possible. Golbez works within two of the primary Cadet elements to search out any 2CP card in the deck, so I highly recommend popping a few copies of him in your deck to get her onto the field faster. He can also grab you another copy of Seven for more Snakebite Specials, giving you a way to shut down Shantotto and other cards that can disrupt your board. 


If you choose to run the Forward Cater over the Backup, then you might find yourself short on ways to generate Fire CP. Opus V Caetuna sadly doesn't count as a Cadet, but her ability to search out a Type-0 Summon does let you play her as a soft 2CP Backup. Being able to grab a Bahamut Zero from the deck can quickly win the game for you since it's such a disgustingly powerful Summon. Verboten Eidolon is a huge risk since you have to clear out your back row, so only use it if you're absolutely certain you'll win the game through it. 


Okay, so Jack by himself is not really a combo. In fact, he's genuinely quite awful, being a remnant of old 1CP Forward design where the downside to using them was so huge, they were barely worth playing - and this was an H Rarity! Like was Jack the worst Cadet in the game or something? Somebody whose played Type-0 please let me know. 

But despite this I still kind of recommend playing at least one copy of him? He does serve utility in that he's more or less an anthem that boosts a majority of your Cadet's effects for only 1CP, with Opus IX Legend Ace, 2CP Queen and the Deuce Backup all requiring Forwards rather than Characters. You could play him for 1 CP, follow up with the Forward Cater and reactivate all 3 Backups, then dull Jack and Cater to play Nine, netting you three bodies on the field for free. 

Favorite Deck Build

Class Zero Cadets Deck Tech -  A very nice breakdown of the Cadet deck by fellow FFTCG content creator Travis Pfeifer (Pronounced Puh-Fie-Fer). The deck is great, and we also talk about how much we both hate the Wind element, which is how you know he's a real stand-up guy. 


"The Manikin threat was thought to have been defeated long ago, but a brand new wave of these menacing mimicries have emerged from the Void, more powerful than ever before. Though they first appear as no more than pale imitations of the heroes they're based on, these new Manikins use their strength in numbers to overwhelm their opponents, more efficient and deadly than ever. A new pair of Backups make the problem of running a six-color Manikin deck a thing of the past, while simultaneously giving their old master Exdeath new life in the current meta. Being "disposable" units unfortunately means they have to rely on other cards for protection, and don't have too many tricks up their sleeves besides pure swarm tactics. But underestimating these pernicious puppets would be a grave mistake, since the deck's simple learning curve makes it easy for players of all skill levels to bury their foes beneath a flood of Manikins."

I get the feeling that somebody really has a grudge against Cadets, because all of the solutions to the problems that tribal deck had seem to have been given to Manikins instead. To be fair, after being absent from the game for the past ten sets, Manikins were going to need a drastic overhaul to make them any sort of competitive. But wow, does this show how just a few cards can completely transform an outdated archetype into a pretty threatening deck. 

Much like Cadets, Manikins are now a deck that revolves around maintaining a large number of them for their various effects. But while Cadets have effects that get pumped up in power when more of them are on the field, most of the new Manikins need to hit a particular number as a base requirement to get any effect at all. Because Manikins are all cards that you can play multiples of at once, it's actually incredibly easy to hit those numbers though, especially with the new Backups that were printed this set counting towards that number as well. This makes them an incredibly straightforward deck: play as many Manikins as possible, overwhelming your opponent with cheap, spammable cards, then drop a massive Exdeath onto the field at a reduced cost. 

Of course, that simplicity does mean that unlike Cadets, Manikins are not particularly versatile when it comes to the plays they can make. The deck really doesn't have too many combos or techs you can surprise your opponent with, focusing more on aggro with some light removal. Outside of Exdeath, there aren't even too many ways to play them onto the field for free, so the "swarm" element the deck has is mostly because it's cheap to play a lot of them. Having to run six differently colored Forwards would make you think that Manikins would be a nightmare in the consistency department, even with Lady of Antiquity able to color fix for them. But thankfully, Manikins have a strong Earth/Lightning Backup core that helps streamline the deck and give them some decently strong recovery options. 

Unlike their older counterparts, these new cards just seem to focus on being good members of a tribal deck, rather than watered down versions of old Opus I cards. With the exception of Phantasmal Harlequin for a Backup, you really don't have to run any of the older Manikins at all, though if you really want to run three copies of Arborous Simulacrum then knock yourself out. But seriously, just running three copies of all the new Manikins and Exdeath and putting them together with your choice of Earth and Lightning cards is usually all you need to have the deck running smoothly. Here's a closer look into how these new additions helped Manikins make an unexpected comeback in Opus XIII. 


It's really hard to understate just how much Cadets wish they had a Backup like this, since she does a majority of the legwork for the deck. Only costing 2CP and making your Manikins able to be played with any color would have been more than enough already. But the fact that she makes your Exdeath cheaper and can be played in multiples makes her absolutely crucial for the deck. Plus since the new cards count all Job: Manikins for their effects, all you need to do is set up your Backups and the new Forwards will be ready to go even if your board gets wiped. 

Lady of antiquity really is the most important card in the deck in my opinion. If you don't open your hand with her, then you'd better be sure you at least use the next card on this list to get her. 


The other Backup for Manikins in this set (as well as my community spoiler for Opus XIII that made me seriously invested in building a Manikin deck), there's never really a bad time to play Delusory Warlock. Seriously, if you don't draw Lady of Antiquity but do have Warlock, then play him turn one to get her ASAP. Plus the fact that he's also a card you can play multiples of means that you're not locking yourself out of options later in the game, so there's really no wrong time to play him. Your only real restriction is he can't search out himself, or Fleeting Flash I guess. 

The fact that he's a searcher who shares the same bottom text with Lady means that it's really not hard to get your Exdeath down to costing only 3 or 2 CP, netting you some huge value since he'll be absolutely massive and he'll play another Manikin from your hand for free. Just a really well designed card all around. 


I would have thought that Delusory Knight would have had some sort of protection ability, since there aren't any Cecils in the game that let you search for anything. But it's also a good example of how far Manikin design has come to just make the deck better, rather then making them bad versions of the heroes they're based off of for lore sake. A nice substantial 8k body on a soft 2CP card, this card is incredibly efficient, if not slightly harder to play without Lady on the field than Warlock. Still, playing Warlock to search for a Knight that can search for another Warlock, or literally any other piece of the deck you need at the moment is a solid play. 

I know what you guys are thinking though, and I feel the same way: I'm super devastated this card can't search for Ephemeral Vision too. 


At first, it appears that getting the most out of Imaginary Solider would be a tall order, since you need at least 5 other Manikins on the field to make his power or entry ping damage substantial enough to matter, but this card shows just how efficient the new Manikin deck really is. It's actually incredibly easy to stuff your back row with Manikin Backups, and weirdly enough he doesn't exclude himself in his count, so this guy can actually wind up doing 7-8k damage and getting massive for relatively little effort. Great for building up a wall of big blockers or putting pressure on your opponent. 


Paying 4CP for a 5k power Forward doesn't seem great, but considering she's a one-sided Famfrit that gets around targeting, it's a pretty nice piece of removal for the deck. She's personally my favorite card to play for free with Exdeath since she's the highest costing Manikin that can be played with his effect that doesn't also search for a card, though the final new Manikin on this list gives her some serious run for her money.


I'd argue that Counterfeit Youth just might be the most powerful Forward in Manikin decks now because every line of text on him is pretty incredible. Just like Soldier and Wraith, he also counts himself for his effect which makes it easy to start spamming these guys as early as turn 2 depending on how hard you push your board state. Playing an 8k haste Forward that can be played in multiples is just downright gross, but the fact that he also can't be blocked by Forwards that cost 4CP or more means that smartly planning out your removal and attack phases can lead to a quick victory. 

With Exdeath on the field he's 9k, so he's also a really good choice to play from your hand with his effect, and all around a really nice upgrade to the old Fleeting Flash from Opus II. 


He's big! He's mean! He'll turn your tongue green! He's EXDEAAAAATH! Hey wait a second, this isn't a new card! Though since Opus II is now out of print, it was a smart move to add him back into this set. More of this in the future instead of reprinting old Summons or 1CP Evokers please. 

In any case it's pretty spectacular that they managed to make this card relevant eleven sets later and still feel like he's a key piece of the Manikin deck. Just gets stupidly efficient with the new Backups, and leaves you with a big thunder-thighed blocker after your Manikins have rushed your opponent. The only real issue with him is that he's not a Manikin himself, so getting him in your hand when you need him could be more difficult if you don't run something like Gabranth (9-063L) or Aldo to search him out. 

Combo Ideas


Being in Earth and Lightning means running the XV/Kingsglaive package fits along nicely with Manikins, and can offer some good utility that the deck would otherwise lack. Nyx goes along great with fast cards like Counterfeit Youth, with Crowe and Luche giving you more openings to take the win with a large board of Manikin Forwards. You can play more aggressively with Regis even if you would trade Forwards on a block - even attacking with Wraith could prove useful, since your opponent with either get bluffed into taking a point of damage or block her, losing a Forward once she's replayed with Regis. 

Noctis might have a harder time party attacking with such a colorful board of Forwards and few Earth/Lightning Manikins to pair up with for a party attack, but Nyx or Libertus are good alternatives. Plus he can always fetch back more copies of his dad to protect your board with Royal Sigil. 


Considering what a quick and aggressive deck Manikins are, running Behemoth K can put your opponent in an instantaneous loss as soon as they hit Damage 5. Obviously you would also have to be at Damage 5 in order to give him Haste and the extra damage on a block, but even using him earlier is a good way to get in some additional damage while clearing the way for your Knights and Soldiers. 


There are plenty of colors flying around in Manikin decks, and since you're running cards like Tyro, Kimahri (1-103C), and Shantotto (1-107L) in your deck, you can use cards like Jake and Cactuar for single target removal. Even with three different elements, Cactuar can still do 12k damage to something, which should (hopefully) be enough to even take out a pumped up Sophie. 

I'm also not at all biased because Cactuar was my very first community spoiler and I've been waiting since Opus VI for a deck that can use it. You guys know I have way more integrity that that...

Favorite Deck Build

Ol'Fashion Manekins by Stiros - This build is pretty interesting because it runs a few of the older Manikins that still hold up pretty well today, like Capricious Reaper, Fleeting Flash, and Imaginary Brawler. Sadly I've yet to see a good deck that runs Ephemeral Phantom for some reason... 



So that's it for Part I! I'll be back soon(ish) for the second half, but in the meantime let me know which tribe from the FFTCG is your favorite in the FFTCG. Are there any particular combos or deck builds that you think have flown under the radar? I'd love to hear about them. In the meantime I'll be here trying to figure out how to make Engineers work since I finally got my full art Cid Haze. 

Until next time - keep on grinding, 



Sunday, January 31, 2021

New Year, New Job! Exploring Tribal Decks In Opus XII

 

Hello all you burgeoning young Freelancers and welcome to Lv.1 Onion Knight: The Final Fantasy Trading Card Game blog who did get their Sephiroth tin and doesn't feel the slightest bit superior about it or anything.

The busy holiday season is finally over, with the long slog of cold and dreary winter months ahead of us here on the East Coast. Of course, I fully intend to keep warm the way people have since time immemorial - playing my favorite trading card game in front a looping YouTube video of a roaring fireplace. But for now, I wanted to talk about one of my favorite parts of the FFTCG, and that's decks revolving around classic Final Fantasy jobs.

Despite the emergence of the usual boring super consistent Earth/Wind decks popping up at tournaments, it would seem that as a whole, people are discovering what we here at Lv.1 Onion Knight knew all along: Job-specific Tribal decks are awesome. What were once decks that were really only reserved for fun, casual play have seen a major boost in competitiveness thanks to some much-needed additions in Opus XII. As a whole, it seems that the card designers now have a more solid vision for how they want each job to play, which makes building tribal decks feel much more powerful and rewarding while also giving them that extra 'oomph' of Final Fantasy flavor that nerds like myself love. 

Dragoon decks are placing in tournaments and none of us were emotionally ready to handle that. 

But just like in the games, not all jobs are created equal in terms of usability. While several jobs got support in Opus XII, some of them definitely got the better end of the deal when it comes to making their decks really powerful, while a few still need a bit more love to really push them to the next level. So today, we're going to be taking a look at how the cards from the latest set improve upon existing tribal decks, and a few combos that you can experiment with using them. To do this, I'm going to be splitting the jobs into two categories: 

1) Main Jobs: These jobs feel relatively "complete" in terms of overall power and consistency and have a clear win condition they're aiming for. Reasonably competitive, even if they aren't Tier-1. 

2) Sub Jobs: Definitely enough cards to make a fun deck with them, but might be missing one or two key cards to really take them to the next level. Better suited for casual play, though if you manage to win a tournament with them, all the more power to you. 

I'm also only going to be talking about jobs that got direct support in Opus XII, and/or that can reasonably be played as a deck, so no Summoners, Bards, Warriors, Black Mages, Ect. And no Chocobos, because they're not really a playable job from the games, and also I didn't feel like talking about them. 

So without further ado, lets take a look at some jobs!


Samurai


What started as the little archetype that could in Opus XI has now evolved into an absolute monster of a deck. The issues of its slower setup speed and limited consistency have been all but eliminated with new cards from Opus XII, and heavily benefits from the recent improvements to the Fire element. 

Both aggressive and destructive, there's nothing quite as satisfying as burning your opponent's entire board for a non-targeting 7K and boosting the power of your Forwards with every swing. The deck is incredibly reliant on keeping your key cards like Cyan alive, and since they get the most power from the attack phase, the Samurai cards don't have explosive enter the field abilities. Adding Haste with cards like Belias can really help get the most mileage with your Forwards here. Still, this deck can be incredibly hard to set up against, and your opponent may quickly find themselves facing the tip of your blade with no Forwards to protect them. 


Good Lord, now this is an archetype-specific Legend if I ever saw one. The fact that Tenzen will more than likely net you a card at the end of each of your turns as well as when he leaves the field (and notice that also means if he gets returned to your hand or removed from the game, not just sent to the Break Zone), it gives your opponent a very limited window of opportunity to deal with him before he nets you insane value. 

Despite his high cost, playing Tenzen early can really help speed up how quickly you get access to your combo pieces and establish your board. If I can pitch two cards and play him off of two Backups by turn two or three, I'll already get a return on my investment even if my opponent destroys him next turn, assuming I don't whiff the reveal and have a properly costed Samurai in my Break Zone. 


This card could have no effect and it would still be a staple in this deck due to the fact that it's a 2CP Samurai that you can play multiples of. With this, Gosetsu, and the Opus VII Samurai Backup, you're significantly less reliant on needing to keep all your Samurai Forwards alive to get the most out of Cyan's AOE burn. You probably wouldn't want to use the effect of this card since the deck is so dependent on the number of Samurai you have on the field, but it does give you some emergency removal if you need it. 


While Mono-Fire decks are still fairly vulnerable to Summon-based removal, Amaterasu does a lot to help keep your vulnerable little Cyans and Irohas alive. It denies your opponent from getting any value from the entry effects of Forwards, and can shut down a devastating board wipe from Shantotto. Given how little protection the deck has, I highly recommend running three of these and maybe a Terra or two to get the back from the Break Zone. 

Combo Ideas


Blaze may not have the prettiest face, but it's hard to deny that he synergizes extremely well with Samurai decks. You can soften up two of your opponent's Forwards to get them in range of Cyan's burn even without a board full of Samurai, and then he can break himself to clear up space for more Backups while dealing respectable damage. But since neither of his effects specify that he needs to target your opponent's Forwards, you can also target your own Magissa to trigger her search effect. 

Many of the Samurai Forwards cost 3CP, and the ability to search and play them straight from the deck is extremely powerful. Cyan would be the obvious first target for her effect since you'd be getting even more value off his search, but cards like the new Alisae/Alphinaud or Forza are also decent options should you want to include them.


If you want to go absolutely bonkers with AOE damage, then the new Bahamut Forward has an unexpectedly good amount of synergy with Samurai decks as well. This combo does require you to invest more heavily in Summons, but considering how many good options Fire now has, that's hardly a problem. Having Fang and Mootie out make your Bahamut essentially free to play, as well as making the ordinarily clunky Opus VIII Bahamut Summon playable for 1CP. With Amaterasu to prevent entry effects and Bahamut negating Break Zone effects, you also have more options for removal-based protection.

Favorite Deck Build 

Kurosawa's Dragon Maximum - This deck uses the aforementioned Bahamut combo for maximum chaotic destruction. It also uses Caius after I recently talked smack about how he wasn't good, thus making me look like a buffoon. I'm all for it. 

Dragoon


The dream of Dragoon fans everywhere appears to finally have been realized as one of the earliest job archetypes of the FFTCG finally looks like it's hitting its stride - and all it took was one Backup! 

That may sound like a huge exaggeration, but Dragoons are now able to set up much faster thanks to the new 2CP Backup. Since Dragoons are a number-based archetype, you want as many of them on the field as possible. Thankfully, many of them are already fairly cheap, or get cheaper/more powerful with more of them in play. You need to absolutely load your deck with Dragoons to get the most out of their utility, which unfortunately means you'll have to include some members of the tribe that aren't exactly the sharpest spears on the weapon rack. But Dragoons are an incredibly straightforward archetype that is simple to pick up and play. With built in Haste with Barbara, extra draws with Alus, and the ability to wipe boards with Freya's Cherry Blossom, getting the jump on your opponent has never been easier.


I originally dismissed this card as a half-hearted attempt to buff up Dragoons at first glance, but I was a fool. A fool I tell you! It really can't be understated just how much this guy does to speed up this deck, especially since unlike Samurai, Dragoon decks don't seem to have benefited much from other Lightning cards released in this set. 

You're definitely going to want your opening hand to have one of these, since he makes your Opus VIII Dragoons cost one less and makes your Opus VI Dragoons come in with 2K more power. Obviously those numbers will only continue to snowball the more job/name Dragoons you have out, and unlike the Samurai backup from Opus XII, the break ability could actually be useful to recover some of your key pieces like Barbara, though you'll most likely be using it to fetch a Freya from the Break Zone for another Cherry Blossom. Just don't forget King of Burmecia received an errata and can only search for Dragoon Forwards, so sadly this one isn't an eligible target!


Speaking of Burmecia, everybody's favorite rat waifu premiers with a new Dual element card in Opus XII. Even if you run a mono-Lightning build, you can get around her element requirement with Aranea's ability to play a 2-cost from the Break Zone. She has higher-than-average stats as well as two decently relevant abilities to either filter out your hand, or get one of your opponent's Forwards in range to get taken out by one of your Dragoons with First Strike. 

...Buuuut if I'm being totally honest, this Freya will most likely never make it to the field, since you'd really want her to pay the cost for Opus III Freya's Cherry Blossom. With this and the Water Freya from Opus VIII, you have a total of 9 board wipes sitting right in your hot little hands, and unlike Cyan's effect you can use Cherry Blossom at the end of your opponent's turn. Given that you most likely have a ton of Dragoons on the field, that's not a position I would personally like to find myself in. 


From here on out I'm going to refer to this guy as "Ruby Dragoon" thanks to another round of fantastic new artwork from Rubi Asami. At first glance it would look like you'd have a snowball's chance in hell of getting his break effect off, but considering that 75% of your deck is going to be packed with card name/job Dragoons, it's actually not that hard.

Early on in the game you can easily reveal a packed hand to break an opposing Forward and swing in with Haste for a quick point of damage. Plus it's also for no real cost other than giving your opponent the oh-so-valuable information that your Dragoon deck is running a lot of Dragoons. Groundbreaking I know. 

Combo Ideas


Being a fairly simple deck that revolves around spamming Forwards, Dragoons aren't really what I would call a combo-heavy deck. However I had this pulled on me in a match and I thought it was an unusually clever trick. As we discussed, it can seem like a tall order to get enough Dragoons in hand to pull off Ruby Dragoon's break effect. However, if a majority or all of the Forwards in your deck are name/job Dragoon, you have an excellent chance of getting a third draw with Alus' Effect every turn, so that makes it a bit more reasonable. 

But lets say you still don't have enough in your hand after that. Well, you can break your Backup Dragoon to add another one from the Break Zone to your hand. You can also use Crowe's break effect if you don't wan't to reduce the number of Dragoons on the field. 



This one is an oldie but a goodie, and most Lightning players are probably already familiar with this combo even outside of Dragoon decks. Play Cid Previa by pitching King of Burmecia to pay his cost, then use Cid's effect to play King for free. You just got two backups and a search in one go, easy-peasy. If you're feeling extra spicy you can search for Opus IX Kain and put King into the Break Zone for his effect, clearing up space to play another King and presumably getting rid of one of your opponent's Forwards. 

Favorite Deck Build

Shane Duckworth's Dragoon Deck - No Summons. 34 Forwards, all of them Dragoons. I hope you like heights because we're about to jump off into the stratosphere. 

Ninja


Being split across a variety of elements and having very little cohesion, nobody was expecting Ninjas to come together the way it did with the addition of Edge in Opus XI. This deck is able to ramp up at breakneck speeds, playing most of its Ninja Backups for only 1 CP of any element, powering up the Eblan Four's powerful entry effects in the process. With enough Ninjas on the field, Zangetsu can easily dull your opponent's entire field for only 3CP, and Edge will have plenty of Shuriken Counters to quickly remove any Forward standing in your way.

That being said, without Edge on the field the deck can rapidly fall apart, and while it's easy to swarm the field with Ninjas, emptying your hand too quickly can leave you vulnerable to an ill-timed board wipe. Opus XII does little to drastically upgrade Ninjas' playstyle, or cover up any of its weaknesses (though much like for Samurai decks, Amaterasu definitely helps), but instead gives the deck a few new options to play around with. While it may not have seen a massive overhaul, anybody who is looking for a fast, combo heavy deck will appreciate that the Ninja archetype has more than enough tricks up its sleeve to leave your opponent seeing double. 



I think whether or not you choose to include this Ninja in your decks largely comes down to your personal preference. On the one hand, it is another Ninja Backup that can be played for 1CP and you can break it to free up back row space. On the other hand I don't really think it gives multi-color Ninja decks any extra utility, since Hooded Man will usually just activate most of your Forwards at the end of the turn anyway. It does give you an extra layer of protection if you find your entire field dulled, but I think you may get more bang for your buck if your deck has a heavier focus on Wind in general. 


So I guess I'm locked into calling this guy "Ruby Ninja" given what I did for the Rubi Asami Dragoon, and I would hate for you guys to think I'm a hypocrite or something. At first I was a little confused about this card since it doesn't do anything that the Opus VI Lightning Ninja Backup already couldn't at first glance. They both serve the purpose of finishing off a Forward that's been softened up with a Shuriken, but you can be a bit more flexible with Ruby Ninja since you don't already need to have counters available on Edge, since Lightning Ninja specifies its target needs to already be damaged. 

The obvious answer would be that Ruby Ninja lets you do that more which can only be a good thing. But the thing I really like about this card is that it gives more of an incentive to run the Legend Onion Knight from Opus IV, who I (ironically) hadn't been using much before this. There goes all my credibility. 
In any case you can cleanly finish off most Forwards during the Attack Phase by pumping up Onion Knight's swing damage from 3k to 8k. The more damage you have flying around with Ninjas the better, so this is definitely a 3-of staple for multi-color decks.


Now here's where things get interesting. Because so many Ninja Forwards have powerful effects, running cards like Miounne and the Chocobo Summon are a good way to get more uses out of them. But this card not only allows you to return Forwards like Tsukinowa to your hand for later use, but also lets you "upgrade" them into higher cost Forwards. Since you've just played another Ninja (and not like... Hooded Man or something, though I suppose you could), you now have an extra two Shuriken Counters on Edge and presumably another entry effect for only 3CP. Pretty sneaky sis.   

Combo Ideas


One of the reasons I never really ran the Onion Knight package before Opus XII was because the Sage version kind of felt like dead weight in my hand a lot of the time. But because he costs 3CP, he's actually the perfect target for the new Ninja's effect. You can combo Sage's effect with Edge's Shuriken and then swap him out for the Ninja Onion Knight. This lets you target something else with OK's ping ability, set it up for another combo with Edge, and search for another Sage, setting up a revolving door of Onion Knights. 


Don't underestimate just how effective the 1CP Ninjas can be! Edge doesn't have a clause saying that Ninja's cost can't be reduced to zero, so they're free bodies and Shuriken Counters. Also because this particular 1CP Ninja doubles the damage dealt to a Forward, it can make Ruby Ninja's effect do 10K damage on a swing.


So this is less of a combo and more of a suggestion of a card to try, but because Ninjas can play so many cards in one turn, Ashe can help your hand recover at the end of a particularly aggressive turn. Plus since Ninjas ramp up so quickly, it's not hard to get to 5 other characters and give Ashe ability targeting immunity. Who knew that Princesses make for the best Ninjas? 

Favorite Deck Build

Ninja's Caballero Cebolla Version - Pretty much the gold standard for multi-element Ninjas. I get that Izayoi is the least impactful member of the Eblan Four, but I like to run her for extra style points. 

Warrior Of Light



The original multi-color archetype has seen a variety of support through the years, though no previous set has been quite so kind to the Warrior of Light job than Opus XII. With a whopping 8 new cards this set, three of which are Legends, there's definitely more to talk about with WoLs than any other archetype.

Flexible and versatile, you have options galore when it comes to Warriors of Light. Running a four-color deck can be totally viable thanks to the sheer amount of utility, cost reduction, and free plays the deck now has access to. If consistency is your aim, then dual-color decks like Fire/Water have also been used to great success. As you might expect, Warriors of Light benefit most from being a team, and can become an almost insurmountable wall when played with cards like Minwu. That being said, any deck that can specialize in ignoring power with insta-break effects, or cards like Braska's Final Aeon that can ignore damage reduction effects can quickly scatter your party of stalwart defenders. But underestimating the Warriors of Light would be a big mistake, since they now have more than enough bite to send your opponent crawling the back to the darkness from whence they came.  


There have been attempts at given Warriors of Light cohesion before, mostly with Refia and the FFIII crew, but that was nowhere near as good as Faris. Keep in mind that her effect triggers every time a Warrior of Light enters the field, not just when she does, so this can lead to some absolutely massive turns where you flood the board and then cap off for some significant burn damage.

Considering how many Warriors of Light cost 3CP, this can make for some fairly explosive turns. Even in a four color WoL Build, it's not particularly hard to get around her dual-element cost requirement as long as you're running cards like Cosmos, Tyro, or Shantotto. Definitely an essential piece of giving WoL decks some much needed legs. 


Functionally the opposite of Neo Exdeath, it feels like there's never really a bad time to play the new Lenna. She's cheap and big enough that playing her early can help speed up your offensive presence while you play more Backups and continue to generate counters. But playing her with 5 Backups already on the field can lead to some fun shenanigans where you can reactivate her and dump all of your Arise counters in one go and replay multiple Forwards. 

You would think running Haste would be essential with her in order to get her effect off, but with all of the boosting effects WoL have, she will usually come out of the gate with 10 or 11K power, making her pretty difficult to deal with using ping based removal. Once she's done her job, you almost want her to be disposed of, since she's a prime target for Opus V Light Wol's exit effect that plays a 3 cost from the Break Zone. Even if your deck becomes a bit more Light heavy, she's definitely a great inclusion. 


If you were going to have a powerful 1CP Forward, it usually came with some huge drawback, but that design choice appears to have gone out the window with Sol. While he may be small in terms of his power, the amount of search power he gives to the deck can't be understated, and he's pretty much guaranteed to net you a free card on the turn he's played.

Even if he's broken through a block or removal, he's incredibly easy to recur with Lenna, and if your opponent miscalculates how many attacks they can survive, he can easily win you the game. More 1CP cards like this please!   


So... this effect is absurd, right? Like we can all agree on that? The ability to play a majority of the cards in your deck for free is already a pretty gross amount of value, but he's got a huge body and helps set up your deck for party attacks with Sol. The original Opus VII Aigis was already pretty good, but I think this version blows it out of the water. 

The obvious choice of target for Aigis would be Faris since you can just ignore her color requirement, but using her effect to reduce his cost by two can be a cheap way to chain together more of her burn effects. Don't feel like you're obligated to only play 4CP cards - you can get just as much value playing a majority of the 3 cost WoLs with his effect! Also it's interesting to note that his card effect specifies he can play a Job Warrior of Light, not a Forward. Currently the only backup you can play with this effect is the Opus II Arc, but it's something to keep in mind if any more get printed in the future. 


Some people have said that they dislike the artwork on this card, but I've seen some of your playmats and I think it might be a bit premature to take up the mantle of art critic. Just sayin'. Ahem, In any case in a more Summon-heavy deck, Krile lets you use your Break Zone as a sort of second hand and get even more value out of cards like Cu Sith, Amaterasu, or Diabolos. 

My favorite thing about Krile is that she also lets you use your opponent's Break Zone as a third resource to cast Summons from. Since multi-color decks don't have any problems generating whatever CP they need, you can basically recast anything your opponent has already used without worrying about cost. You can also use her effect to "negate" any cards that recover Summons like Terra or Porom by casting them before they can get their greasy little paws on them. But you all know the best way to use Krile: Live the dream and cast that Bahamut Zero from your opponent's Break Zone. 



Hoo boy, it's a pity that Warriors of Darkness didn't get this level of support, because they're just piling on the value here with Dusk. You get more heavily discounted plays with Dusk, but unlike Aigis you aren't locked into only playing Warrior of Light Forwards, so you have a lot more variety in the cards that can be played his his effect, like Alphinaud/Alisaie or even the new multi-element Y'shtola. The S-Ability is just icing on the cake of an already great card. 

But unlike with the case of Aigis, I think that there's still a very strong case for using the older version of Dusk too. If you're using a more Summon heavy deck, you can use Dusk's effect to cast 1CP Cu Siths and essentially negate the cost of using Krile's Dull effect. Plus, reducing the older Dusk's cost with Faris nets you a free card for only 1CP, which is just gravy. 


She may have a high cost, but I don't think I need to explain why the ability to search out two Forwards from the most pertinent Category and Job in Warrior of Light decks is a good effect. The more Warriors of Light you have in your hand, the more cards you can chain with Faris/Aigis/Dusk/ect, so this card does a lot of legwork for setting the deck up. 

Having to break a Backup just to reactivate one Forward may not seem like a great secondary effect outside of avoiding a loss when your blockers are Dull/Frozen. But you can also use Sarah to reactivate Lenna or Krile to use their effects twice in one turn, and leaves a space in your back row open to generate more Arise counters. 


With Party Attacks getting a stronger focus in Opus XII, Bartz plays well with a lot of the new 1CP Forwards while also reaping the benefits of all the Warrior of Light support. While Sol doesn't need Bartz's Haste, combining their Party effects lets you search out both a WoL and play a 1CP straight from the deck. Pretty good for technically one attack. 

If you're going to run this Bartz, you're obviously going to want to change the build that you're running to include more 1CP Forwards. Combining Chocobos with WoLs could be an interesting combination, since Black Chocobo can let you Party attack with Sol without worrying about your fragile value-maker smashing his pretty little face against your opponent's Forwards. Chocobos of Light! Kweh!

Combo Ideas


A Backup that searches for another Backup is a great way to ramp up quickly, and since Princess Goblin can search out your key Light Forwards, you can quickly start setting up your combos. It may seem counter-intuitive to play a Backup that breaks as soon as you play the Light Forward you just fetched, but remember that Lenna will still count Princess Goblin for an Arise Token before she is sent to the Break Zone, and now you have space to generate more with another Backup. 


If you're already going to be using Party Attacks with Sol, there's really no reason I can think of not to run Yuna too. The draw power she provides to this deck is pretty substantial, and you don't even need Aigis on the field to let her and Sol team up. You'll put yourself ahead with Sol's search while simultaneously setting your opponent's board state back with an 8k power reduction, AND they'll still need to deal with the party attack. Just make sure you're not decking yourself out with all this draw power! 

Favorite Deck Build

Warrior of Light (Choushiryuu) Multi-element decks are just more fun. I don't know why, I don't make the rules. I tend to like running a few more Light cards in my deck, with two copies of Lenna, one Refia, one Opus V Light Wol, and Cosmos. You would think this would clog up your hand, and sometimes it does, but it's not as big of a problem as you might think. 

Phew! That was a lot of cards to talk about! But lets take a bit to briefly touch on some of these Subjob archetypes and their current strengths and shortcomings. 


Knight


The first official job-based archetype has gotten plenty of new members to add to its ranks over the years, but is receiving some much-needed mechanic updates for the first time since (arguably) Opus VI. But while Opus XII provides some major buffs to Knights, as a whole the archetype is starting to show its age.

All of the Knight support cards specify that they can only target Job Knights, not card name Knights. Though this is balanced out by having a lot of powerful named characters like Ramza and Agrias in their ranks, they don't have the same amount of consistency as the other archetypes that can rely on a plethora of Standard Unit cards. Combining the effects of Beatrix, Rain, and Steiner can pump your board of Forwards to dizzying heights on your turn, but right now it appears to play like a strange cross between the value of Warriors of Light and the power of Dragoons without fully realizing either.

In the future if Knights could have some way of quickly producing lots of cheap, disposable units that transform into a high-powered army on your turns, that would do a lot to sharpen the blade of these timeworn cavaliers.


Fan-favorite Beatrix makes a long-awaited return to the FFTCG, and with some amazing exclusive artwork to boot. There's no denying that she's intended to provide a similar boost to Knights as Edge did to Ninjas, being cheap, low power Forwards that enable you to play more archetype-specific cards. 

Boosting your entire board by 2k every time a Knight is played can quickly make your board overwhelming, especially when combined with similar boosting effects. But the fact that you can only use her cost-reduction ability once per turn seems to infer that you'd get the most benefit out of it by making your big, expensive Knights like Agrias, Jegran, or Garland cheaper, rather than playing a lot of smaller Knights in one turn. Still, there are a lot of interesting ways to generate value with her effect, and this effect will only continue to get better as more Knights are produced. 


Weirdly enough Steiner is not compatible with Beatrix's cost reduction effect since it has the "can't become zero" clause. Still, he does pair quite nicely with her boosting effect, since for only 2CP you can boost your entire board by a whopping 4k. Combined with cards like Rain and Ovelia, Stiener can become a huge 14k, and if you can also use Rain's Leadership S-Ability to provide Haste, that quickly becomes a frightening prospect. 

There are a ton of pertinent 3CP Forwards, so the option to temporarily remove a threat from the board is also a pretty valuable option. My one gripe with this card is that as good as he is, it can be a tough choice between him and the old 5CP Search Steiner depending on your build. 


Gawain is definitely one of the best targets for Beatrix's cost reduction, since getting to search out two cards for only 2CP is pretty darn massive. Of course the biggest elephant in the room with his effect is that there aren't really a whole lot of Fire Knights, with Garland, Fire Rain, and Steiner being the only viable targets. Being able to fetch more fodder for Light Rain's S-Abilities isn't really a bad use for Gawain's search if you don't mind taking up deck space. 

Gawain's search will definitely get more powerful as more sets are released, and he can even search for Backups if they ever print any. But for now it feels a bit like you'd be going out of your way to make Tricolor Knights work. 


Just so we didn't forget that a good chunk of Knight's primary support is in Lightning, here we have Jegran. Six is a rather hefty cost for a Forward, so saving your Beatrix cost reduction for him would also be wise, especially since he both searches and plays a Job Princess (yet another odd piece of Synergy being pushed for Knights) from the deck. 

If you're going to run Jegran you might as well go full hog and also run Opus VI Garland so all your Knights get Brave. I'm not sure if it will actually help you win more gamesbut hey why not?

Combo Ideas


The popularity of people running Ritz in Mono Fire decks made me see how including an off-color card that can be played by another card's effect is pretty good. There are no other Wind knights, so Jornee is a bit of an odd choice, but she's a searcher that can be played for free, and Gawain just so happens to be a target for her. Bonus points if you reduce Jegran's cost with Beatrix, as mentioned earlier. 


As powerful as 6CP Ramza can be, I actually think that the old Opus IV Ramza better suits the playstyle of swarming the board with smaller Knights to keep triggering Beatrix's boost. If you don't want to have to rely on filling your deck with Fire Rain cards just so you can use Rain's S-Ability more frequently, Ramza can also be used as a substitute to provide haste to your recently pumped up weenies.

You can use the effect at least twice per turn using Claidie's activation effect and arrange for more destructive turns, and potentially more than that if your cards break using your turn. If only there were a Lightning Knight that broke your own cards... Water/Lightning/Earth Ranperre Knights anyone? 

Favorite Deck Build

Knight 3-Color (KrijsKriser) If you're making an effort to include Fire in a deck that uses IX characters, there's no reason not to run Water-L Zidane with some extra haste support. That turn one combo never gets old. 

Monk


Monks made quite the splash in Opus XI, finally getting a Legend that solidified them into a more concrete archetype. Using Monks as resources for Ursula's ability gives the job a fairly unique mechanic. If a win is within reach, you can break as many cards as you need to wipe out your opponent's Forwards, giving it a high-risk, high-reward playstyle. However even with Legend support, Monk's footwork was still a bit lacking, and Opus XII did little to improve their form, adding only a single Backup. 

Despite the new set not doing much to drastically improve an archetype that was finally beginning to show promise, that isn't to say that they don't have any new tricks under their black belts. The final piece of the puzzle that makes Monks super competitive is still missing, but some much needed recursion helps a deck that burns through your own cards to win. While it may take a few more sets of meditating under waterfalls and punching mountains with their bare hands, Monks are an archetype with interesting potential. 


With only one new card, there isn't too much to talk about with Monks, but as Dragoons and Samurai showed, sometimes that can be enough. It goes without saying that this is one of the best Monk Backups as far as contributing to the deck's overall win condition. The fact that it recovers both Forwards and Backups is great, considering how self sacrificial the archetype is. It's frustrating that the cost doesn't allow this one to be played onto the field with Ursula's effect, but there are a few neat combos you can do with this card even without her. 

If it just had the recursion effect then it would still be a perfectly serviceable addition to the deck, but the secondary effect is both great removal and a nice bit of flavor, triggering a "combat" effect that we've seen on a few cards before this. Despite it not being as cheap as the other Monk Backups, I'd say this is too important not to run 3 of. 

Combo Ideas


I'm genuinely surprised that these cards didn't come out in the same set, considering that they have some truly excellent synergy together. Now Luca not only helps put another Monk onto the field after you break her, but she now has a target with a valuable entry effect. Obviously recursion is the name of the game with Monks, so I'd recommend playing Luca as early as possible. Now if only there was a Category IV searcher in Earth, this deck would get a lot more consistent. There's always Opus XIII right? 


At first glance, I thought that White Mage was just a subpar version of Devout that was limited to Earth Forwards. But on second glance it actually has a rather large advantage: You can use its effect on your opponents turn. This card can not only help you recover after a nasty board wipe. But considering that Yang can get you a free Ursula, who can then get play a 2 cost Monk from the Break Zone, you can quickly get three Monks on the field just by sacrificing one Backup, and have them ready to attack once your opponent's turn ends. 


Fenrir is a card that could provide some valuable options for Monk decks - in theory anyway. The main problem with Monk Forwards (and I suppose Earth Forwards in general) is that there aren't a whole lot of impactful 2-Costs available. For Monks, your only job-specific option is the vanilla monk from Opus I, which won't feel great to replay with Fenrir, but it can at least help you extend your plays.

Still, in a deck that wants as much recursion as possible, including Krile is definitely a viable second target, so you can keep reusing your Cu Sith's or Amaterasu's. Plus it's a versatile enough summon that you will probably get use out of one of the other effects. I only hope we finally see more 2CP Monks that are more than just cannon (Chi-blast?) fodder in the future. 


Since a few of the Monks are on the smaller side, Gippal can be a great way to give them a little extra kick, if you'll pardon the pun. In addition, party attacking with Ursula will make it so that you don't have to sacrifice two Monks on your turn in order to get the most damage out of her second ability. Definitely makes your attack phase a much more frightening prospect!


Favorite Deck Build

Ursula Opus XII (victorgar) Simple and to the point, there's a good mix of power boosts and protection in this deck. I prefer to run Fire/Earth, and it has nothing it all to do with the fact that I'm a big gay simp for Sabin and Duncan. 



And that concludes our breakdown of job improvements from Opus XII! Which jobs have you tested out this set and which ones are you hoping get more support in the future? Am I a big friggin' idiot and Monks and Knights are actually amazing while Ninjas are trash? I'll be here dreading the answer to that question while I triple sleeve my full art Ursula. 

Until next time - keep on grinding,