Showing posts with label Final Fantasy Trading Card Game. Show all posts
Showing posts with label Final Fantasy Trading Card Game. Show all posts

Sunday, October 4, 2020

Spoiled Onions: An Exclusive Opus XII Spoiler - Glaive

 


Hey there all you Warriors of Light, Darkness, and everything in between! Welcome back to Lv.1 Onion Knight: The Final Fantasy TCG blog that hopes that they'll soon be able to get back to getting wrecked at card games in person again. That Reunion playmat isn't going to lose itself you know! 

Well it sure has been forever and a day since the last round of community spoilers, but at long last Opus XII is right around the corner! I know that there are a lot of people who wished that there was more time to play around with the last set, but personally I'm super pumped to get some new cards in my sweaty little Onion Knight clutches again. So why don't we take a look at one of those new cards right now: Glaive! 

I can already hear people groaning that this isn't Ardbert or the other XIV Warriors of Darkness. Well, I can't say they aren't going to be in this set, but it looks like the original Final Fantasy Legends characters are making a return in Opus XII. We haven't seen any support for Warriors of Darkness since back in Opus VIII, so lets take a look at Glaive's second entry into the FFTCG. 

The resident big boy of the Warriors of Darkness from Final Fantasy Legends/Dimensions has an effect that's as straightforward as his blunt personality. He's an 8k Earth Forward with Brave that gives all other Category FFL Forwards an extra 1000 power and Brave themselves. At Damage 3, his effect simply gives him an additional 1k power himself.

It's hardly anything we haven't seen in the game before. There are several cards from past sets that have given Forwards from a specific category Brave, but Glaive has more going for him than meets the eye by comparison. 

Glaive seems to combine elements from each of the other Brave-granting cards that makes him one of the strongest boostForwards. Like Ignis, he gives an additional 1k boost in addition to the blanket Brave effect. Like Auron he starts with a more powerful 8k body, and like Cyan he has the Brave keyword himself. Getting to Damage-3 is incredibly easy, so most of the time he'll be a big beefy 9k too. It's rare for a card to provide solid buffs to multiple Forwards without having one of the smaller bodies on the field - Even Lyse is stuck at 7k until you get to 5 points of damage. Him being a soft 9k also makes him less susceptible to removal like most boosting Forwards usually are. 

The biggest issue with using this Glaive in the existing Warrior of Darkness deck is weirdly enough, the other Warriors of Darkness - specifically his Opus VIII counterpart. 


In the old Lightning/Earth Warrior of Darkness deck, Opus VIII Glaive's ability to search for Diana off of an EX Burst was an efficient way to get one of the deck's best recursion tools in your hand quickly. Opus's XII Glaive's effect is also redundant with Nacht, who can give himself the Brave keyword by having any other Warrior of Darkness on the field. There's something to be said about giving your Diana the ability to attack and stay active so you can threaten her pump effect for another card though. 

That being said, the uses of Opus XII Glaive will depend on what other FFL/Warriors of Darkness get printed in this set. I think considering that we've seen Aigis spoiled already, it's a fairly safe bet that we'll also see the remaining FFL characters in this set. It's hard to tell just how the new Glaive will fit into Warrior Of Darkness or even Category Final Fantasy Legends decks in the Opus XII meta without knowing the other cards in the set. But the fact that he's one of the first cards that can provide strong buffs to a category's Forwards without a frail body makes for some interesting possibilities. Who knows, he might just end up being better alongside Sol, Dusk, and Sarah this time around. 

Saturday, August 1, 2020

Opus Vs Chapters: 10 Cards With Major Overhauls


Greetings FFTCG fans, and welcome to Lv.1 Onion Knight: The Final Fantasy Trading Card Game blog that everybody is super fortunate didn't get invited to the Influencer Cup because then you guys would be looking at a full-art Chocobo Chick promo. 

So how is everybody doing out there? Missing playing games in person with physical cards just yet? Wondering if your play space will still be there once all of this is over, and that you'll never get promos ever again? Not that I've been doing that of course. That would be a horribly unproductive way to spend my time. 

Instead I've been doing stuff like hosting my first ever online tournament and finally getting around to beating the Final Fantasy VII remake. I think it might have actually become one of my favorite games in the series (which is strange because I didn't actually care too much for the original, sorry FFVII fans...). But playing the remake and the state of the world currently has me thinking a lot about alternate realities.

"And how just like real life, your choices are mostly irrelevant except for which outfit you end up wearing in the end." 
So what does that have to do with the FFTCG? Well I've always been interested in the original series of cards that came out in Japan before the game was rebooted for a global release: The Chapters series. I've talked about it a few times before on this blog. One of my earliest posts actually talked about cards that I wished would have been brought over to the FFTCG in newer sets. And by looking into those old cards, it was almost like exploring a world that could have been. In many ways what we ended up with was significantly better, and in a few ways there were changes I would say were questionable. But either way, its an interesting look into how we ended up with what we know today as the Final Fantasy Trading Card Game.

So today I thought that I would showcase 10 popular cards that experienced significant changes being ported from Chapters to the Opus Series. Kageyama went into this a bit with his awesome entry in the "From the Producer Special", but I thought it would be neat to take a look at the changes from the perspective of a player. 

I'm well aware that the Chapters series may as well have existed in a different dimension for how different everything was, and pointing out how a card from a completely different environment would function in the meta that developed here is mostly a moot point. But also I'm not trying to make a big statement about how things should have been or that things would have been better one way or another. I just think it's cool to speculate how cards would have performed if they came into the FFTCG totally unchanged - which a lot of cards did! 

"Probably a bunch of comments about how outrageous it is that the Primals from XIV still arent in the game yet Tifa." 
So before we get started, here's some things to keep in mind when looking at the cards I chose: 

  • I wanted to pick well-known cards that had a more substantial change than just a slight power adjustment or just an element change, since otherwise there wouldn't be much to talk about.
  • I didn't include any Chapters cards that were ported to the Opus Series but originally had effects that are as of right now exclusive to Chapters like Blue Magic, Junctioning, Level Up, Equipment, ect. 
  • If an Opus card has the same artwork in Chapters but has such a wildly different effect that they're basically two totally different cards, I didn't include them.
  • The numbering of the list is totally arbitrary and has nothing to do with how powerful or meta relevant I think they are. 
Also I want to shout out that the translations of the Chapters cards are courtesy of the fine people who documented the original card releases at the FFTCG wiki. 

With that out of the way, let's take a look into the world that might have been! 

#10: Rinoa


Chapters Effect:

3CP Wind Forward - 7000 Power
Job: Witch 

For each Job: Witch other than Rinoa you control, Rinoa gains +1000 power.
When Rinoa is put from the field into the Break Zone, activate all the characters you control.

Shooting Star [S]◆◆◆: Choose 1 Forward of cost 5 or more. Break it.

Rinoa is one of my favorite cards from Chapters because she's the card game equivalent of looking into a parallel universe that is eerily similar to our own but just different enough to be unnerving. The two of them are pretty much the polar opposites of each other and yet bizarrely similar in terms of their function as an attack deterrent.

For long time before Opus VI introduced the time-mage style Rinoa, the Opus II Rinoa was one of Ice's most powerful tools. Her ability to dull your opponent's entire field when she enters the Break Zone meant that just having her on the field was enough to discourage them from attacking and leaving themselves wide open next turn. You could also be more aggressive with her too, since blocking her with a more powerful Forward would also leave them with a dulled field.


Wind Rinoa on the other hand activates all the characters you control when she's sent to the Break Zone, so she functions like a more powerful Opus VI Guy. Both versions of Rinoa are great at making your opponent reluctant to attack, but I think that Ice-Rinoa's S-Ability was the better of the two. There are still very few ways to freeze your opponent's Backups even 11 sets into the game, but having a Diabolos break effect on a Forward isn't too bad either.

The thing I find the most interesting about Wind Rinoa though is the switch from a general category VIII focus to making her into a Witch. She suddenly goes from having synergy with Squall and the other Ice VIII characters and ends up being more at home in a Seifer deck with other witches like Edea. I guess she ended up dumping Squall and going back to Seifer, who is obviously the superior choice. So much for true love eh? 

#9: Illua


Chapters Effect:

3CP Dark Forward - 7000 Power
Job: Nightshade

Effect: Haste.
Sheol [S]: Activate all the Forwards you control. They gain Haste and First Strike until end of turn. All the Forwards opponent controls lose 2000 Power, Haste and First Strike until end of turn.

Illua is one of those cards that was run in a majority of Lightning decks as soon as it was released back in Opus V. I distinctly remember she was one of the few "big" Hero cards that would sell for more than a lot of the Legends at the time. She's the perfect combination of speed and protection, with her pesky "bubble" that would avoid all single target effects and a powerful S-Ability that ensures that your opponent will never feel safe swinging into a field of dulled Forwards. Plus she was easy to cheat out as part of the famous Al-Cid combo. 

But I think that most people would agree that it's the "bubble" aspect that makes Illua such a popular card because it helps her stick around for so long. So it's weird to think of a world where she just straight up has every effect but that one in Chapters.

Her being a Dark card isn't super surprising because there was a trend in Chapters to make the main hero characters Light and the villains Dark. Unlike in the Opus Series, the sets weren't limited to only two Light and Dark cards each, so there were a lot more of them in general. But with such heavy competition for Dark cards, I'm not sure that Chapters Illua would have been strong enough to beat out the competing cards like Veritas, Galdes, or Kamlanaut in our meta.

Her main selling point without the bubble would be that she's a 3-drop 7K Forward that gets Haste without any conditions, which still doesn't exist in the Opus Series. Her S-Ability is also slightly buffed as well, not only giving your Forwards First Strike, but also removing Haste and First Strike from your opponent's Forwards.

But yeah, what do you guys think? Is Illua really Illua without her protection? Would this card have seen use in the Opus Series? Oh, and if seeing Illua sans bubble isn't enough to blow your mind, there also wasn't an Al-Cid combo in Chapters. Think about that one for a bit.

#8: Semih Lafinha


Chapters Effect: 

2CP Wind Backup
Job: Warrior Guardian  

Effect: Star Sibyl you control can't be chosen as the target of opponent's effects.
◆◆◆: Choose 1 Forward. Deal it 1000 damage.

So awhile back I remember there were a few articles and videos that went over cards that people thought should be banned, probably because we were in the middle of the Veritas/Porom meta and we were all really emotionally damaged from it. In any case, it wasn't Star Sibyl who made it onto some of those lists, but her main girl Semih Lafihna. Also it might have been before Dadaluma got banned where Earth/Wind was a bit more dominant. 

Star Sibyl is one of those cards that's already powerful enough to enable a lot of different deck engines, but being able to make her cost 2 CP less with Semih's effect makes it possible for Earth/Wind to ramp up insanely fast. I remember being told when playing an Earth/Wind deck that if my opening hand didn't have Semih, it was usually a good idea to mulligan to try and get her. That's how important she was to the deck. 

So it's really bizarre to think that she might not have had the effect that reduced Star Sibyl's cost and instead just made it so that she couldn't be targeted. Had Semih's effect not been changed, Star Sibyl l still would have been an extremely powerful card. But protecting a card you intend to break yourself probably wouldn't have seen too much use in a match. 

The thing is, Semih Lafihna had to change because Star Sibyl became a completely different card in the Opus Series. Back in Chapters, she was originally a 2 CP Light Backup that made it so your Forwards couldn't be chosen by the effects of your opponents Forwards or Backups, which you would probably want to keep safe from your opponents Archers and Hecatonchiers with Semih's effect. Obviously this is a totally insane level of protection for a card that is both incredibly cheap and easy to splash into any deck, so she had to be changed into the Earth card we know and love today. 

So what's cool about Semih's change isn't so much that she got a new effect, but that it was dictated by changes to a totally different card! Also if her job had stayed the same, she wouldn't have been searchable with Hugh Yurgh. Womp. 

#7: Llednar




Chapters Effect:


2CP Earth Forward - 5000 Power 

Job: Biskmatar

Whenever Llednar Blocks or is Blocked, if opponent doesn't pay (3), Llednar can't be Broken until end of turn. Whenever Llednar is chosen as the target of opponent's effects, if opponent doesn't pay (3), Llednar can't be Broken until end of turn.

Llednar has always been a pretty interesting card in the Opus Series, since for a long time he and Sabin (who also came out in Opus IV) were the closest things to "protection" that Fire had going for it. Forcing your opponent to pay two more CP in just about any situation can pretty much act as a pseudo-discard effect if your opponent doesn't have any active backups. But it's funny how a change of one CP can make a card go from "good" to "insane". 

Llednar's low power puts him in range of a lot of low-cost removal effects, but do you really want that 3 CP Summon to suddenly cost 6? Or to attack just to have Llednar block and force you to discard two cards from your hand just to get rid of a 5K power Forward? Making the cost to break Llednar go from even to odd makes his efficiency kind of scary, since your opponent would be paying more than you paid to play him just to get rid of him. He's still weak to things like Fina's AOE removal, but can you imagine blocking something like Braska's Final Aeon and forcing your opponent to pitch two cards for it? 

Llednar was actually the first card that made me want to look into the Chapters series after finding out about his original effect. That's why I really wanted to talk about him on this list, even if he's not the most popular card. He does seem to be enjoying some more usage though with the rise of the Marche/Ritz Combo, so that's pretty cool!

Also, can anybody explain to me just what the heck a "Biskmatar" is? Like I get that was his job in the game but what is it? 


#6: Vayne

Chapters Effect: 

4CP Ice Forward - 8000 Power
Job: Consul 

Forwards of cost 5 or more don't become Active during their controller's Active Phase.
Mech Wave [S] ◆◆◆◆: Dull all Forwards of cost 5 or more opponent controls.

Vayne is an important card in the Opus Series because he serves as a check for big, powerful threats with higher costs. Back when Veritas was running rampant in almost every deck, Vayne was one of the most reliable counters, letting you just keep it permanently dulled rather than deal with its "deathrattle" effect. He's one of the Opus Series cards that comes and goes as he's needed depending on what the biggest threats are in a particular set. 

In chapters though, Vayne was a much clunkier card to use, since he would only prevent cards of cost 5 or more from reactivating, rather than also dulling them all on entry. Instead he was reliant on using his S-ability for that which made him significantly slower, especially since it came with a pretty hefty CP cost. While he still kept them locked down after that, it meant you had to be much more responsive with Vayne, waiting until your opponents high-cost Forwards were already dull before you played him. Of course, that means you needed to use his S-ability or other cards with dulling effects to handle anything with Brave. 

As he was, Vayne was probably much more in line with his character as a tactician, requiring the right timing to have the biggest impact. It's funny that he was given such a dramatic boost in speed, especially considering he was printed so early in the Opus Series lifespan, but I think we ended up with a much better card as a result.

#5: Y'shtola

Chapters Effect: 

3CP Wind Forward - 7000 Power 
Effect: Y'shtola must be chosen as a target of opponent's effects if able.

When Y'shtola is chosen as the target of a character of cost 5 or more or a Summon, if you control a [Job (Scion of the Seventh Dawn)] other than Y'shtola or a [Job (Standard Unit)], Cancel it's effect.

Oh Y'shtola... the card that was such a powerful one-card answer to the rise of Mono-Fire that they had to completely change the way that damage reduction effects worked in Opus XI. I'm totally not bitter about the one time that my Summon-heavy ping deck got completely walled by one Y'shtola or anything like that. You guys know I'm way too fair and unbiased for that. 

In any case I know I said earlier that I wasn't going to discuss cards that had completely different effects than their Opus counterparts. But I feel like these cards have the same basic idea of protection with a different execution, so it totally still counts. Hah! Self-imposed rules are for suckers!

Looking at the Chapters version of Y'shtola, she almost reads more like a reverse Feolthanos, forcing your opponent to target her but negating the effects of characters cost 5 or more. She also appears to negate the effects of any Summon that targets her so long as you control another Scion or a... Standard Unit? Yeah, they were really pushing for Scion/Standard Unit builds in Chapters, which we'll see more of a bit later. 

In spite of being dependent on having an established board with specific jobs on the field, I'd go out on a limb to say that the card we ended up with is considerably more fair. She's still extremely powerful, but having to send her to the Break Zone to cancel an auto effect prevents her from locking down your opponent's options too much at least. 

The million Gil question though is if we had gotten a Y'shtola with this effect, how would she work if you also had Feolthanos out on the field? Speaking of which... 

#4: Feolthanos 

Chapters Effect: 

7CP Dark Forward - 9000 Power
Job: Aegyl 

Effect: Brave - Opponent must choose Feolthanos as the target of effects if able. When Feolthanos is chosen by your opponent's Summon of cost 4 or less
or an ability of their Character of cost 4 or less, cancel its effect. When you receive damage from a Forward opponent controls, you may discard 1 card. If you do, Break it.

Feolthanos is the only card on this list with a totally different "form" than the card from Chapters, but we got new artwork featuring washboard abs and the most motorboatable male chest in the FFTCG instead. Thanks Ryoma Ito! 

In any case, it's clear from the cost, power, and effect that this was the card that was the template for what we ended up with in the Opus Series. Dark cards have a history of being notoriously powerful, and I think being able to socket this into any deck would have been way too much. I've heard in the past that some people think that 7CP is too powerful for a purely defensive effect. But perhaps taking the Brave keyword off this big guy was the right call, since you could realistically attack with him every turn and still have a beefy blocker available. 

The solution most people have to Feolthanos in the Opus Series if you're not running cards with a CP cost of 5 or more is to try and punch over him with a bigger Forward. But as you can see even that wasn't safe in Chapters, since your attack going through meant that you'd most likely lose the one Forward strong enough to get over Feolthanos due to his break effect. The combination of making effects fizzle, being able to continuously attack, and insta-break any attacking Forward is a pretty overwhelming combination. 

Despite some pretty substantial nerfs though, there was one big buff that the Opus Series version got, which is obviously the ability to cancel effects of cards that cost 5 or less instead of 4. Otherwise he would have been absolutely useless to counter one of the most popular and widely used summons in the Opus Series - Mobius Diabolos. So it's a bit funny to see how effects need to be changed not only to scale them back, but specifically to address new threats that weren't present in Chapters. 


#3: Caius

Chapters Effect: 

5CP Fire Forward - 9000 Power
Job: Guardian 

Effect: When Caius is put in the Break Zone from the Field, you may remove 1 [Card Name (Bahamut)] in the Break Zone from the game. If you do, put Caius on the Field Dulled. Dull, Discard 1 [Card Name (Bahamut)] from your hand: Choose 1 Forward or 1 Monster. Break it.

One of my earliest memories of getting involved with the FFTCG was my first night participating in a casual event with the NYC crew. I was a fresh faced newbie and everybody was eager to give me new cards under the guise of helping me build my collection. Now I know that was just an opportunity for them to dump excess bulk cards, but I appreciated it nonetheless! In any case I remember opening a pack and finding Caius and asking if he was any good since he had the Legend rarity. 

"Uh Yeah... He's... He's fine." was the very polite response I got from somebody who didn't want to crush the hopes and dreams of a new player.

Okay, so it's not really charitable to say that Caius is a bad card. Depending on future Bahamut cards that get printed, he could end up being relevant with stuff like Mootie (though if you use Caius's effect instead of just casting the Bahamut,  you're not really getting any bonus from Mootie outside the initial search). But now Fire has Braska's Final Aeon who just deals damage so much more efficiently that I don't really think that Caius will get his day in the sun. That's what makes knowing his original effect even more heartbreaking because this card would have been an absolute beast in the Opus Series. 

Much like Y'shtola, Caius's effects fall into the "same idea, different execution" category. Anybody who's played the FFTCG for awhile will notice right away that his first effect is basically the same as Opus I Vanille's, only using Bahamut instead of Hecatoncheir. Having a big powerful Forward that's also sticky is threatening enough, but his secondary effect is also significantly better.

Being able to break any Forward or Monster by pitching a Bahamut and dulling Caius is way more versatile than only being able to use the effect on an attack. Plus you're potentially netting more value from the Bahamut than you would by casting it if you're getting rid of a particularly large Forward. By contrast, in the Opus Series Caius you're dealing less damage than the Bahamut would have done since none of the ones we have right now deal less than 8000 damage even though you're saving some CP by not having to cast it.

I think that the time that Opus Caius could have been powerful is long past. I guess the point I'm trying to make is that Fire could have had better cards available sooner rather than going through the long slog of weird clunky ones we were getting for awhile. #JusticeforCaius. 

#2: Minfilia 

Chapters Effect: 

4CP Earth Backup (No EX) 
Job: Scion of the Seventh Dawn

Effect: When Minfilia enters the Field, you may search for 1 [Job (Scion of the Seventh Dawn)] or 1 [Job (Standard Unit)] and add it to your hand. [Job (Scion of the Seventh Dawn)] and [Job (Standard Unit)] you control gain 1000 Power.

At number 2 we have Minfilia of the Scions of the Seventh Dawn, a card that ended up becoming a bit of a meme awhile back when somebody included four of them in their deck at a major tournament. Whoops! In any case it's pretty clear that Minfilia is a major component of Scion decks, being their primary searcher and helping to get your Ydas and Earth Y'shtolas online. The break effect is really just icing on the cake. 

But what's interesting about how this card changed was that she went from a card that could be used in a much wider range of decks to one that could realistically be played in one specific archetype. Again, we see the "Adventurer Recruitment" theme with the Standard Unit Focus. But the ability to search out either Standard Units or Scions and give both jobs an extra +1000 power boost meant that we could have possibly combined something like Chocobos with Scions for some interesting deck brews.

But I wanted to talk about this card specifically because back in Chapters, the Scions deck as we knew it didn't exist like it does in the Opus Series. Most of the key characters were split between Earth, Fire, Ice, and Water, rather than having a consistent Lightning/Earth split, so it was much more complicated to build (From what I've seen, Chapters seemed to have a bit of an issue with color and title consistency in general). If I had to guess, the Standard Unit focus was probably included as both a thematic element for XIV's story as well as a way to give the deck a bit more consistency. Considering how long Scions were present in the Opus meta, I'd say it was definitely the better call to ditch the Standard Unit focus. 

#1: Zidane 

Chapters Effect: 

3CP Light Forward - 4000 Power
Job: Bandit 

Effect: When Zidane enters the Field, opponent shows their hand. Choose 1 card from this. Opponent discards it. If opponent's hand has 2 cards or less, Zidane gains 5000 Power.

I don't think it's too far of a stretch that after Valefore,  Zidane is probably the card that most people want banned from the game. And really it's pretty hard to argue with that. The ability to look at your opponent's hand is rare enough in the Opus Series, but then getting to pluck any card you want and send it to the break zone is incredibly disruptive. Plus when your opponent has two cards or less, he becomes a sizable 7000 Power, all for a measly 3 CP. It's by far one of the most powerful cards in the game. 

Now imagine that he became a 9000 power Forward and could be played in every single deck. 

Yeah... it's pretty obvious that as bad as Zidane is in the current meta, he could have been significantly worse. A lot of the complaints about Light cards is that they don't seem to have the same level of power that Dark cards have. I'm almost positive though that if the Chapters version of Zidane made it into the Opus series as-is, people would find a way to fit him in most decks. 3 CP for a card that can easily become a massive 9K body that also disrupts any deck as early as turn 2 is absolutely absurd. So no matter how you feel about current OP cards in the game, remember we could have experienced the "Light Zidane" meta. 

Oh and for the job purists out there, it's important to note that in English there isn't much distinction between a Thief and a Bandit. In Japanese though you have ç›œè³Š (Bandit/Rogue, etc), æ³¥æ£’ (Robber/Burglar) and ã‚·ãƒ¼ãƒ• (Thief) which have all been used as the job for a few different cards you could classify as a "Thief". So maybe be a bit more lenient with the translators on how they choose to classify cards in the Opus Series. Just saying... 



And there you have it! An unnecessarily deep dive into cards from the Chapters series! Did anybody collect cards from Chapters before? Is there a card that you know of that had a major change when it was ported to the Opus Series that you think would have been meta defining? Let me know in the comments or on social media! For the time being I'll be here trying to figure out which choices I need to make to get that date with Barret. 

Until next time - Keep On Grinding, 



Wednesday, August 21, 2019

A Noob's Opus IX Set Review & Bingo Raffle!


Hey there folks, and welcome back to Lv.1 Onion Knight - The FFTCG blog that hates losing but still won't lower themselves to playing Water/Wind.

Opus IX has been out for about a month now, and the lateness of this review has absolutely nothing to do with the fact that I've been playing Fire Emblem: Three Houses nonstop and refusing to leave my room like a recluse so that I can get a sense of validation and camaraderie from a bunch of fictional anime teenagers.


Bernadetta is my spirit animal. 
But I played it so much that my Switch broke and needed to be sent in for repairs (I wish I was joking…) so now that I’ve been freed from my shackles, lets talk about some cards! 

Much like in my Opus VII review, this set as a whole was a little difficult for me to figure out exactly how I felt about it without getting the time to test the new cards out first. Because honestly Opus IX as a whole feels... reeaaaalllly weird.

When the set was first revealed in its entirety, the general consensus was that it was on a comparative power level to Opus III, the red-headed stepchild of the Final Fantasy TCG. I don't think that's a super fair assessment honestly (in fact I'd argue that of all the previous sets, it's Opus IV that's aged the poorest out of all of them), since Opus III has a lot of the really strong cards that are 3-of staples in some of the top decks in the meta scene right now like Lenna, Genesis, Cagnazzo, Zidane-H, and Famfrit. I think that many of the cards in Opus IX have similar potential to be extremely powerful, and might have strength that isn’t obvious at first glance. Overall I really do enjoy the fact that Opus IX is a set that's more about building new decks and experimenting with new combinations and types of abilities, rather than continuously ramping up the power of existing ones.

BUT that doesn't mean that there weren’t also some decisions made in Opus IX that I find to be utterly baffling.


Remember when everybody was like "Noooo, not Veritas! He's too strong!"? What fools we were...
Porom being a degenerate little monster aside, I think one of the things that contributes to the weirdness of this set is that it focuses on setting up a lot of smaller 2-3 card "mini engines" rather than consistent deck support. When cards started getting revealed and we had a new Cecil that specifically mentioned needing a specific amount of Category IV characters, I thought that it would be Final Fantasy IV's time to get fleshed out to create a solid category-centric deck like VI, VII, IX, and XV had been in Opus VIII. Seeing the new Quistis that scryed for Category VIII Forwards and was finally in Ice made me think that we'd see a heavy Fire/Ice VIII focus with perhaps a new Zell or Forward Selphie to take advantage of her SeeD Candidate boosting effect.

Instead, the IV Characters all remained split across the multiple elements they had been previously, with no "engine" being established between them. There were only 9 VIII cards in this set with no Legend support and only one new fire card who wasn't even a SeeD candidate Forward. Instead, the set has a heavy Type-0 focus but does nothing to address the issue of the cadets being split across three colors - in fact, of the color correcting Moogles that were chosen to be printed, any of the cadet-centric element combinations are conspicuously absent. Space was committed to adding new Job: Sky Pirates in this set, but they're still a mess that have no real synergy with each other and didn't add any really solid Forwards (Vaan's effect is particularly head scratching considering that there are only three other Sky Pirate Forwards and the new Fran who is actually pretty solid, is a Backup. So the implication is that you're running Reddas, Balthier, and... all jobs Bartz? Okay...) to incentivize running them outside of a XII title deck.

New Sky Pirate cards in a nutshell.
In general there are a lot of choices like this that really make Opus IX feel like it was part of a set that got cut in half and the rest of it will come out in Opus X.

That being said, this set has consistently surprised me the more that I've experimented with it. I think that there's a lot more than meets the eye when it comes to the overall power level of some of the cards in this set that was really easy to overlook when coming off the heels of Opus VIII, which was a bit less "techy".

But just because something is a tech doesn't mean it can't enable some really great stuff, or that these cards won’t find a deck that can truly take advantage of their value (Remember, there was a good chunk of time where Opus VII Sephiroth was worth less than ten dollars). Even though the IV cards I mentioned didn't set up an "engine", I was genuinely taken by surprise by a mono-water IV deck at locals - Remember how Cagnazzo and Porom are category IV? Having Cecil as a 10K brave that can "cover" cards that are already difficult to deal with makes for a surprisingly effective but different mono-water build. Cecil and the new Legendary Rosa also work well with making Earth’s bigger forwards tankier, in particular with Legendary Noctis by letting him trigger his “fight” mechanic much more safely. I think that in general, cards that are more defensive tend to be severely undervalued by the FFTCG community compared to more aggressive removal or control based cards, but if we’ve learned anything from the early days of the Opus IX meta, it’s how effective just denying your opponent the ability to win the game can be.

Opus IX also does a great job at showcasing just how much adding one or two really solid cards can completely change how you build decks, even if they aren’t Legends. There may not have been many new Category VIII cards in this set, but adding the new Rinoa as a linchpin card was a really smart move on the card designer’s part that bizarrely makes her significantly more valuable than Opus VI Rinoa in category VIII centric decks. The cards that they added in this set not only do a fantastic job of solidifying existing Fire/Ice VIII builds, but they also make running Ice/Lightning VIII an option that wasn’t really feasible before now.

Hell, the new Ace is apparently enough of a consistency boost for wind/fire cadets that they've been making appearances at LQ's, and this is only in the first month of the set's release. And Sky Pirates… well Sky Pirates are still kind of a mess. But hey, it’s been confirmed that Final Fantasy XII: Revenant Wings will be making its TCG debut in Opus X so there’s always hope that they’ll add some weird tertiary character from that game that finally makes it a solid archetype in constructed. It’ll probably be like… a big bird guy or something, I dunno.

I think that there are quite a few cards that have a lot of potential, and with a bit of experimentation there are some great new builds that can really change up the meta. Of course, that all hinges on how willing the playerbase is to experiment and try new things outside of the obvious which...

Yeah, I can already see somebody hysterically typing "UH, WHY WOULD I TRY NEW STUFF IF I'M TRYING TO WIN?" as though they're a talking head on a reality TV show and they're telling the audience about how they're not here to make friends or whatever. If that's the case, well, then I guess we'll see you in Opus X. Try not to take the loss of Rikku-H milling too hard okay? 

AW NO, SORRY TOO SOON??
In general I really like what Opus IX is setting up for future sets, and I’d highly recommend snatching up as many copies of the Legends you can while they’re still cheap. With the new Wraith Vs Knight 2 player deck coming out in a matter of weeks, it could end up changing what the chase cards are for the set.

While we’re on the subject of chase cards, one of the things that I love about the set is the introduction of full-art foil variants in packs. And with that smooth segue, why don’t we get to the part of this post most of you actually care about – the Opus IX Bingo Raffle!




For the fourth set in a row, I’ve managed to avoid the shame of embarrassment and make enough correct predictions to make a complete row in Bingo! To both celebrate and to say thanks to the FFTCG community members who continue to humor me by reading my dinky little blog, I’ve gotten my hands on a few awesome prizes to raffle away. So what can you win this time?

Prize A: Gabranth Full Art Foil


Gabranth is probably my favorite card from Opus IX, and IMO is one of the strongest cards in the set considering how many relevant targets he can search for and how easily he can be fit into a wide variety of decks. I’m once again partnering with my bro Nicola at Envy Games (check his site out for great deals on singles!) for prize support.

I… actually really want to keep this for myself, but this is the sacrifice that I make in order to continue being the pillar of the FFTCG community that I am. Heavy is the crown.

I'm keeping the letter he sent with the card though. You can never take that away from me. 

Prize B: Final Fantasy XIV Charms (set of 2)




Also making a return for prize support is local NY artist and my favorite person to play FFTCG with, Rena Shen, who was cool enough to provide me with some adorable Final Fantasy XIV charms she made that feature her artwork. You’ll be able to select which set you’d like to receive if you’re picked as a winner: Hien & Estinien, Scholar Fairies Eos & Selene, and Ser Aymeric who is paired with a pin of Lord Haurchefant from the Heavensward expansion.



I'll pick one winner per set, so in total there will be 4 prize winners. So how do you enter the raffle? 

Raffle Rules: 

1) In order to be eligible for the raffles, you must complete the survey I'll be linking below. Your entry makes you eligible to win either prize from each category, but there will be a separate winner announced for each. Each winner will be chosen at random. 

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

3) The Raffle submission period will go for 11 days from the post date of this blog (August 21st - September 1st), and I will announce the winners via Facebook on Sunday the 1st at 8PM EST. 

4) I will contact the winners via the email they submit in the survey. If I do not hear back from a winner in 48 hours, I will choose another winner at random, so be sure to submit an email that you check often! 

5) You will be able to select which XIV Charm Set you want from the survey if you win that prize. You won't be able to change which Job pin you'll receive after you submit the survey, so choose wisely! 

Okay then, now that everybody is up to speed, if you want to enter the raffle then click the link below! 

Enter the Raffles Here!!



So there you have it everyone! Good luck to everyone who enters the raffle and thanks so much again to everyone who helps make Opus Bingo a success. I always love reading everybody's comments about the categories they're hoping get picked in future sets. Who knows, maybe next time Aranea might actually be in it? I don't actually care for her personally but it's becoming a matter of personal pride that she hasn't made an appearance for a lot of people it seems. 

For my next post, I'm going to be trying some content that's a bit of a departure from what I usually do, but I need a bit of time to figure out how I want to do it. I'm really excited to show it off though, so keep your eyes peeled! 

Until next time - Keep on Grinding, 



Wednesday, March 27, 2019

Back to Basics: A Noob's Opus VIII Review


Hey there everyone, and welcome back to Lv.1 Onion Knight - The FFTCG blog that probably won't be chosen by a crystal to become a Warrior of Light any time soon. 

In what felt like both an excruciating long time and no time at all, Opus VIII is finally out. Last time I did a set review like this, I wasn't entirely sure what I thought about it. Opus VII was a fairly experimental set, and while it had a lot of good pieces in it overall, it kind of felt a bit like the awkward middle child of FFTCG sets. Opus III still probably has that dubious honor, but you get what I'm saying - It was kind of a weird set.

A set where two pre-teens are more terrifying than Sin or Sephiroth. 
Opus VIII was different. As more and more of the set was revealed, I became hyped to a frenzied level where I couldn't wait to get my hands on new cards and building decks. I stayed up until 2AM the night before prerelease just talking with my boyfriend about cards we were looking forward to. Now that everything is out I figured I would do another one of my janky reviews for it, because I know everybody is just dying to hear what I have to say about it. I'm super qualified now: I posted match pairings and did the equivalent of handing out cake and juice at my local Petit Cup. 

First off let me say that this review is not going to be a slavishly long analysis of every card in the set where I rank every single card by some arbitrary rating system I came up with - not that I've ever done that before but if you're new here then, I dunno, sorry? Honestly, I find that outright saying a card is “bad” or that it “won’t see play” before even trying it in a deck is kind of a counterintuitive and uninteresting way to look at new cards. Part of the fun of a new set for me is coming up with new combo and deck ideas, so I would honestly rather focus my energies on that. If anybody were to read an article of mine, I would prefer they be inspired to try something new rather than discouraged from experimenting with new builds just because of my opinion. Maybe that approach ends up being more informative in the end but I'm trying this newfangled "positivity" thing for a change.

I'm sorry for saying all that bad stuff about you in my Opus VI review, Dark Lord. Kageyama said you're good. Now can you please stop cursing my pulls?

And honestly I think it’s a little too early in the release cycle for me personally to get into details about individual cards and how I think they’ll perform in a theoretical vaccum in a way that won’t just be my kneejerk reaction - I absolutely hated Duncan at first, but just this weekend somebody topped a tournament with an FFVI centric deck that used him as a key card, and now I'm  excited to try him out. So now I’m just going with my gut on how I feel about the set as a whole and some of the broader aspects of it on a personal level. 

Now that I’ve established that this is going to be some milquetoast review, what do I think of the set? 

I can say without any hesitation this time that Opus VIII is genuinely good - it gets back to the basics of having solid elemental support while still pushing them into promising new directions. There's also a lot more mono-element deck support in this set than we've had in the last few Opuses, and does a lot to help solidify their individual niches: This can be both a good and a bad thing as I'll talk about in a bit, but overall the set comes off as a big step up in power - not quite on the level of Opus V, but pretty darn close.

The focus on monsters seems a lot more successful than they have in the past few sets as well. The introduction of monsters that do something when they enter and exit the field does a lot to speed them up, and the ones that stick around on the board like Scale Toad, Death Machine, and Lava spider do a lot to give you an advantage. I do kind of wonder what happened to the "discard from hand" monster effects they introduced in Opus VII, but I like that they're continuing to experiment with them. 



Let's take a minute to talk about Fire, the element that everybody was hoping would finally be made incredible by this set. So, was it?

No.


Leading up to the release of Opus VIII, things were really looking up for Fire this set. If you wanted my opinion on highest value Rare in this set, it would be Ark Angel HM, whose double hit effect would be great even if he didn’t get an extra 3k on attack. He’s also a perfect fit for Fire’s kit with Haste and Unblockable effects, even if you don’t play him alongside Volker.


I don't want to take responsibility for this but like... you're welcome.

With the reveal of cards like Lava Spider, Golem, Marche, and Yotsuyu, it was looking like Fire was finally transitioning to be the fast paced aggro element we’ve been hoping for. But once the full set was spoiled, it was clear that there wasn’t enough there to elevate Fire to become a top tier meta element. A big, obviously impactful, unfair Fire Legend is still something we’re going to have to keep waiting for, and without that, I’ve heard a lot of people say that the Fire cards in this set do more to enhance other elements they’re paired with rather than make Fire truly incredible. As a Mono Fire apologist, I’d have to agree with that, but honestly is that really a bad thing?

Even if all this set did for Fire was just turn it into a solid "subjob" for other elements, if that’s enough that Fire sees more play in general, I would say it’s a definite plus for the element overall. Deck combinations like Fire/Lightning and Fire/Ice were pretty niche and generally underplayed, but now I think we’ll be seeing some interesting new builds – Personally I think Fire/Water looks amazing with the addition of the new IX cards, and I think Lunafreya gives Fire’s big boys that tend to be vulnerable to removal the protection they sorely need. Cloud also gives Fire a recursive body with Pseudo-negation that can punish your opponent, which IMO are all great effects that interact nicely with other element's effects. 

Even though Lava Spider’s attack boost doesn’t last until the end of the turn, it helps push a new kind of aggressive playstyle we haven’t seen too much of yet. It effectively turns all of your smaller forwards into cheap removal spells that you can threaten to trade up into your opponent’s more valuable blockers or force them to take damage. Forwards like Llednar and Rosso become a lot more troublesome to deal with if you have a spider on the board. Opus VI Goblin becomes a 2 drop 9k nuke. Paravir now lets you maintain your board presence of smaller forwards while taking out your opponents in a one-turn rush. Even if Mono Fire isn’t quite up to par with the other elements just yet, I think Opus VIII set does a lot of really great things for Fire’s overall playability… with one notable exception, and that's the lack of impactful summons. 




Did Wind really need this Summon? Like I know a lot of people have already gushed about how amazing/broken this card is, but it really is kind of overkill that you can break any Forward, Backup, or Monster with the only restriction being that it needs to cost 4 or more. Sure that means it can't target stuff like Y'shtola, Ashe or other problematic 3 drops, but the fact that this Summon is so versatile makes that restriction kind of a non-issue, which makes it all the more disappointing that we keep getting Fire Summons the look like this:


Ironically the Chapter's version of this Summon is amazing.

Just as much as this set gives Fire some new options in terms of playstyle, it really exacerbates that a new design philosophy is needed when it comes to Fire Summons that isn't "undercosted big ping number with unnecessary restriction to play it". The fact is that no matter how high the damage, having to put so much effort into playing these Fire Summons isn't worth it when the other elements now have access to Summons that can dispose of a Forward more efficiently, like the aforementioned Alexander, and the new Leviathan XI for Water. 

Speaking of those two elements, in comparison to Fire, the design process for for Wind and Water lately seems to just be adding more and more to them to the point of them being unnecessarily amazing at everything. It's getting more and more difficult to say that Fire is meant to be the "aggressive element" when other elements are equally good at being aggressive in addition to having a full defensive package to fall back on, -and- being super cost efficient. I think if Opus VIII has shown us anything is that Fire really benefits from a bit more versatility, and hopefully we'll see some more versatile Fire Summons in the future, but I think for now the cards in this set are a really good step in the right direction.

Oh and finally, on a personal note,I love this set because surprise surprise, it has a big focus on XI, as well as IX which together automatically make this my favorite set of any of them by like... a huge margin. I guess you can automatically discount everything I said about the set because I have a gigantic, unreasonable bias but who cares? Now I have a foil set of the Ark Angels and XI summons, AND this did end up being the Ninja Opus like I predicted, so the real winner of this set is me if you think about it.
Name a more iconic quintet of soulless eldritch monstrosities. Go ahead. I'll wait. 


And that's it for my thoughts on Opus VIII! Is it strange that there's less to say about a really good set than there is about a lukewarm one? What do you guys think about the set? Are there any cards you're really looking forward to using?

Before I got, I wanted to share with everybody the final results for Opus VIII Bingo: We cut it really close this time but we managed to get a row completed, and for once it's not the central row! 


So what am I going to do this time to celebrate another successful Bingo? Well, you'll have to wait a bit to find out: I'm going to be heading overseas for a brief stay in Japan, so when I get back I'll set up another raffle. Who knows, maybe I'll bring back something awesome to give away to you guys? *wink wink* In the mean time, I'll be outside Hobby Japan's office, pressing my face against the window and crying while I beg them to make a modal Fire Summon. That or to give me a Lunafreya, since even after two boxes I still haven't pulled one...

Until next time, Keep on Grinding,