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
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.
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.
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.
Favorite Deck Build
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!
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.
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.
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
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.
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.
Favorite Deck Build
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.
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.
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.
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.
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.
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.
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
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.
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 games, but hey why not?
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.
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.
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.
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.
Favorite Deck Build
Monk
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.
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?
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.
Hey, I took up your challenge to create a monk deck that can work.
ReplyDeleteI integrated an ff6 engine that helps deal with the shortcomings of monk.
I guess tyro will be switched out for a whm.
Locke is our personal little tenzen.
Here's the link, what do you think?
https://ffdecks.com/deck/5362556333981696