Welcome to Lv.1 Onion Knight - the Final Fantasy TCG blog where I jam a big old stick in the rails of the new card hype train for with my unsolicited THOUGHTS and FEELINGS.
So this is a pretty weird thing to admit given the subject matter of this blog, but I've actually been pretty bored with the FFTCG as of late.
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| Look what you've done! Now you have me relating to a XIV character! |
There's a lot of reasons behind this which I don't want to get too much into right now, but I've felt that the game has been pretty stagnant for a while now. Maybe this is just a natural consequence of playing a game for the last 8 years, but to sum up some of my whinging quickly:
- Category decks often feel like they lack a unique identity from each other, and it often feels like certain titles get perpetually blue-balled with half-baked support.
- There's a lack of unique mechanics that feel "Final Fantasy", and locking Priming behind only category XVI feels like a waste. You'll notice this is a direct contradiction to my first complaint, but what I'm saying is, either add more specific mechanics to other categories, or expand Priming to be an effect for other "transforming" characters from other games. Yeah, I know it's called "Priming" which is a XVI thing, but it's not like all the characters with Warp are known to "Warp" in their games, so it's just semantics at this point.
- Most Job-based decks in the meta now largely feel homogeneous, being aggressive mid-rangey control-ish decks with a similar gameplan of "play a card that plays other cards for free" (Knights, Sky Pirates, Warriors, WoL's, Scions). Jobs with unique playstyles like Black Mages, Ninjas, and Dancers have largely been forgotten or get half-cocked support.
- Elemental deck cores haven't really shifted in years. There doesn't feel like there's a ton of flexibility in the cards you play in certain elements, and the choice not to play specific elemental staples feels like a liability. This isn't a complaint that good cards are popular, but rather the lack of better alternatives or effective counters printed in subsequent sets means you feel at least partially "locked-in" when starting to build any deck with that element. Any deviation away from those staples mean's you're just shooting yourself in the foot, rather than having a unique alternate playstyle.
- The strength of certain elemental combinations feels largely dependent on if they get some sort of Tribal support. Certain element combinations still largely feel weak and underused (Wind/Fire, Water/Ice, Fire/Lightning, Lightning/Wind). Running more than 2 elements outside of Earth cores or Tribal decks that easily play free cards, thus can ignore elemental restrictions, feels like a risk.
I was recently given the absolutely sage advice from another player that "If you're not happy with it, you could always play something else." And look, I understand the sentiment of not spending time engaging with something that doesn't feel as fulfilling as it used to. I also get that complaining isn't necessarily productive. I've been playing this game long enough to remember a whole host of fairly petty yet vocal complaints that were annoying to listen to (like Tifa not being a Monk being bad game design. Remember that?). And you know what? I absolutely COULD go play something else. I like Gundam! I like Disney! I tolerate Pokemon! I totally could put my Final Fantasy decks into retirement and go play one of those TCG's instead, and maybe it would be a less frustrating experience for me.
BUT, I also think responding to a player's gripes with "lol play something else then" is a pretty poor response, least of all because it's just telling somebody to shut the hell up while hiding behind the optics of civility. I think that it's okay to be passionate about something, and sometimes passion can lead to people having strong, and sometimes negative opinions on something. Within reason, I don't see what's wrong with that, as long as you don't make it your entire personality. I'm not planning on becoming some "debate me" bro that complains about women in Star Wars or whatever.
I think it's only natural after engaging with something for so long to wish that certain things could be done better, or to wish things felt fresher. I think that there should be space for players to air complaints they have with the game. We all play FFTCG because we're passionate about it for one reason or another, whether it be because we like the individual video games from the series, or really enjoy card games, there's something about the FFTCG that resonates with us. So to dismiss anyone with criticism about the game just feels off to me. Besides, if after writing this blog for 8 years hasn't gotten me a PR package from Square Enix, I think it's okay not to be positive all the time about their products here.
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| This blog is a "Go talk to a wall"-free zone |
Let me make one thing clear: I'm not naive enough to think that anybody in charge of the game's direction or card design reads this blog, or will take anything from it. Hobby Japan ain't uploading my silly ramblings into Google Translate any time soon, and I may share a birthday with Kageyama, but I'm quite sure he has no idea who I am. That being said, I also don't want to give the impression that my gripes are necessarily shared with the player base as a whole either. One of the things that really grinds my gears is when people online aren't able to differentiate between them not having a personal preference for something, and something being bad. Like rather than saying "this just isn't my taste", you get "this thing people like actually SUCKS and I have the MATH to prove it" or whatever.
I don't want to do that here. I'm not saying this to try to shield myself from criticism if anyone disagrees with me either, just that I understand my personal opinions may not necessarily reflect an actual flaw with the game that needs to be fixed for it to be good. It's just things I think would make the game better. If you think I'm wildly off base and the game is just as good if not better than it's ever been, then that's great! I WANT to actually discuss these things with people and share our differing perspectives, and I sure as hell don't want to respond to people like I'm a toxic boss on Kitchen Nightmares telling disgruntled employees "if you don't like it, there's the door". Let's talk about this! Let's disagree about this!
So if I've been so bored playing the FFTCG, what am I doing here then? What was it that got me to crawl out of my little Onion Knight burrow to make a long, ranty blog post?
Card bans, that's what.
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| Me at locals after being slapped around by WoLs and Relm Monsters one too many times |
I think this has been a pretty historic ban list for the FFTCG. In the past, we've only seen cards become restricted if they've created such a toxic, one-sided gameplay environment that an urgent ban or limitation was needed to maintain healthy gameplay balance. So to many, the decision to limit cards like Tyro and Atomos must seem odd, since it's not like they enabled any game-breaking combos in the same way that Light Yuna or Opus I Rikku did. Sure Refia was a little cracked, but so is most of the Warrior of Light deck at this point. Otherwise, they were just strong, consistent cards that saw a lot of use. I've seen a lot of people say that they thought the bans were unnecessary since stuff like Tyro and Atomos "weren't even a problem". So with that in mind, what are my thoughts on these restrictions?
Good. I'm quite happy that these cards were removed from the pool. Given my feelings of the game's stagnation, I'm weirdly excited by the prospect of limiting cards for the purpose of promoting deck diversity - at least if their claims in the post about the bans are to be believed anyway. If I had to take a wild stab in the dark, I'd say the primary motivation for this had something to do with the top decks from Worlds once again being Warriors of Light and Relm Monsters. From a game design perspective, this is pretty embarrassing, since it's proof that even a year's worth of card releases wasn't enough to make other decks competitive.
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| Ahem... |
But as the pool of Monsters expanded and more powerful cards like Tros and Atomos were printed Relm became the perfect swiss-army knife. Now she can flood the board and give you consistent draw power with untargetable Forwards like Blue Wyrm, play non-targeting removal with Quadav that can clear off two Forwards, and access to a draw-loop with Goblin (XI) that can fetch you a Backup in a pinch and give access to consistent ping damage. As more and more low cost monsters were printed, it also made getting the requisite 5 monsters to trigger Relm's once-a-turn bounce effect much more trivial, so you had access to even more removal on top of what your Monsters provided. Once Witch of the Fens was printed though, Water Monster cores became truly back-breaking, since now, the cheap, one-time use Monsters Relm could play could be used as a steady source of removal, even if they couldn't become a Forward like Apkallu.
Like my complaints about Tyro, it's becoming pretty tiresome that only certain elements (Mostly Water and Earth) are the only ones that can comfortably accommodate a dedicated Monster deck, considering that Monsters are, y'know, a staple card category spread across all the elements. And I don't mean "use monsters as utility cards" like Wind does with Evrae or Ice does with Scale Toad - another card I suspect we'll be seeing more of in the future. I mean a full on, in-your-face Monster Mash deck. But I guess since the first wave of Monster support in Opus IV was based Water, it has to stay that way forever, even all this time later.
There's a part of me that can't help but wonder if Atomos got banned because he caught a stray from Relm. Being a 2 cost Monster that was in the top deck at Worlds 2024 certainly didn't help things, but in 2025 there wasn't a single list that ran Atomos at Worlds, even in the Wind-heavy decks. It's honestly pretty surprising that Mono Wind didn't make an appearance at all at Worlds this year, since it's had a pretty steady presence in the competitive scene ever since Storm was introduced as an archetype. But that consistency may have been what played a role in Atomos getting the boot.
With Atomos essentially being a free-energy machine that can go in any deck that can play a 2 cost Monster, it makes sense that the game producers would want to keep that under control for the future. If I may throw my two gil in though, I think Atomos contributed to a playstyle that isn't super fun to go up against. Storm decks are powerful because constantly reactivating your Backups to play more cards means that you can cast a ton of stuff in one turn. I assume the intention was to have players thoughtfully save their combo pieces until they can pull off one big, explosive turn. Atomos giving you 2CP refund on every turn's second cast is already pretty strong and helps enable that. But once you get to Damage 3, Atomos fully reactivating all your Backups in addition to the previous effect means every turn is your big, explosive turn, and there's very little way to interact with it once it gets set up. Combine that with insane draw power from cards like Alexander, Chocolatte, and Chocobo, and you're almost guaranteed to have your combo pieces every turn.
I feel a little less confident speculating on this than I did with Tyro and Relm, but my guess is with cards like the new Vayne, they want to introduce more counterplay to Storm-style decks' constant cast-a-thon. It would be pretty cool if in the future there was an archetype that specifically revolved around only casting 1 card a turn, but that may be the Marvel Snap Player in me taking inspiration from Doom 2099 decks. Getting back on track though, banning Atomos may be more of a case of future-proofing cards coming out in following set from being too cracked, similarly to how Cecil was banned just before Zeromus came out. Only time will tell I guess, but for now, pour one out for the ultimate suckboy.
Gross. Disgusting. Stupid. And those are the nice things
I have to say about Refia. This card was the ultimate coalescence of Warriors
of Light from kind of a disjointed but fun deck to an absolute beast that
consistently topped tournaments. Unlike the other cards on this list, Refia
isn't dead, she's just on house arrest, being limited to one copy per deck. And
if I had to make an educated guess again, if the game designers had the choice
of Limiting 4-color WoL or her, she was going to be the sacrificial lamb. But
she did get a full-art reprint just five sets ago, and we
can't fully get rid of her I guess, so limited she is.
Of course she's still around, but we've pretty quickly seen decks
drop off the map once a key card gets banned. With more Category V support
coming next set (seriously, didn't we JUST get a full-art Faris two sets ago?),
I have the distinct feeling Warrior of Light support won't stop coming anytime
soon. Perhaps limiting Refia was a way of preventing the top deck from getting
even more cracked with future releases, but even without that, I think she just
made the deck too busted in general.
A close friend of mine who usually builds off-the-wall casual
decks built WoL's over the years until he eventually made top cut with the deck
at last years Local Qualifier tournament. Even as somebody who loved the deck,
he still referred to it as "the Refia Slop deck". Giving a deck
that already has NO problems with draw power even more consistency is one
thing. Eliminating the risk of going too wide by reactivating all your WoL
Backups (of which there are now one in each element) so you can always play
your counter Summons, or pop off with 4 color WoL during your Main Phase 2?
Okay, reel it in a little. Converting all of your Warriors of Light into bombs
that can be used for the most effective and permanent ways to deny your
opponent a resource *and* ensure you don't hit an EX burst in the process if
you place it on top of their deck, while *still* having them ready to attack?
Insert the Angry Video Game Nerd's WHAT WERE THEY THINKING clip riiiiight about
there.
She just did way way waaaaay too much for the deck, and that's not
even considering that she pretty much invalidates Ice's whole shtick by
making your WoL cards impossible to Dull and Freeze. I think that Warriors of
Light will still be the game producer's "golden boy" for some time,
but for now, I think it's time for a break. Or, you know, maybe you could print
the Warriors of Darkness from FFXIV so that can be an actual deck? I get that
they don't have official renders of anyone besides Ardbert from that, but maybe
we can take a break from commissioning artwork of characters who just got
new cards two sets ago and give somebody else a chance? I feel like there's
some reason why certain characters don't get new art, but Square Enix's
licensing practices continue to be an enigma.













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