Showing posts with label Opus VIII. Show all posts
Showing posts with label Opus VIII. Show all posts

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, 



Sunday, March 3, 2019

Spoiled Onions: An Exclusive Opus VIII Spoiler!


Hey there everybody, welcome back to Lv.1 Onion Knight - The Final Fantasy TCG blog that still manages to get spoilers even though they weren't nominated for any awards.

I'm very excited to reveal another spoiler to the community for Opus VIII! So without further ado, lets take a look at a Summon who hasn't been in the FFTCG until now - Fenrir. 


So for those of you who aren't up to snuff with your Norse Mythology, Fenrir is the wolf son of the trickster god Loki, who is destined to kill Odin during Ragnarok - hence my little teaser image of Loki on Facebook. In Final Fantasy, Fenrir is a Summon/Eidolon, though he doesn't tend to show up as much as staples like Ifrit, Shiva, or Ramuh; So far he's only been summonable in Final Fantasy VI, IX, and XI. I guess you could say Fenrir is a... situational Summon. 

As a card, I would consider Fenrir similarly situational. Against the right deck, he can be pretty good for disrupting your opponent's strategies, but he does face pretty heavy competition from other popular Earth Summons. So why should you consider running Fenrir in your deck?

First, why don't we take a look at his effect. For 2 CP he can break any Light or Dark Forward, and if you pay 4 for Fenrir instead, you can remove the target from the game. It's a pity that it wasn't Light or Dark Characters in general - he would probably be a bit more immediately gratifying if he could break your opponent's Fusoya, Chaos, or Cosmos, but that may have been a bit too powerful for a 2 drop summon. Fenrir also has very heavy competition with 2-drop Hecatonchier in Earth decks, who is generally a much more versatile removal piece. Now that I'm done playing devil's advocate though, I think that where Fenrir really shines is as a tech-option to deal with problematic Light and Dark Forwards present in the meta.

So what are some cards that Fenrir would be exceptionally effective against? 


The first thing I thought of when I saw Fenrir was, "This is a Galdes counter." Galdes is a card that sees a lot of play in a variety of decks for good reason. He's extremely hard to deal with and gives your opponent a lot of value when he's sent to the Break Zone. In this instance paying the extra cost for Fenrir to remove Galdes from play would be a good idea, since he only gets his effects if he's sent to the Break Zone. You're not only getting rid of a blocker, but it also prevents him from being revived by cards like Devout or Phoenix-L. 

Light Wol is another example of a card you would rob your opponent of value by removing it from the game. Warrior of Light builds have been getting more popular as of late, which means this guy and Warrior of Light-L have been seeing more play. You might not be able to stop his entry effect with Fenrir, but stopping him from being able to play a 3 cost from the Break Zone on exit is a pretty decent trade-off. 


I think I speak for most FFTCG players when I say that I've been hurt by Yuri one too many times. Yuri is just an all around great card that you can reasonably run in any mono-element deck, and can be super painful to play around. If your opponent has active Backups, using Hecatonchier on this guy might not always be the best course of action, since he can force you to lose your Forward too with his ping damage. Fenrir just outright breaks him without having to fuss too much with having stronger Forwards or damage. The removal effect could also be a good idea if he's being played in Ice or against a deck that runs Latov to prevent his revival. 


Even three sets after his release, my boy Kam'lanaut is still one of the best Dark cards in the game, and he can pose a big threat to mono-element decks. You really only have one turn to deal with him before he locks you out of a lot of options. Fenrir lets you deal with him before he changes elements for only 2cp. In Mono-Earth, it lets you dispose of him cheaper than it would using Opus VI Titan or Yojimbo, and without having to worry about having a Forward stronger than Kam on the field. Hell, even outside of Mono Earth it might be good to run a Fenrir just to quickly dispose of him.

There are a lot of other problematic Light and Dark cards like the Opus II Emperor, Light Vaan, and Nidhogg that Fenrir provides an answer to. I think that Fenrir might be very useful as a one-off option in Earth based decks to deal with Light and Dark threats, and is a card that could become increasingly more relevant over time as more and more Light and Dark Forwards come out in newer sets - especially if they have effects that activate when they're sent into the Break Zone, or have troublesome field effects. 

Think about it this way when trying to decide if he's worth running over other Earth Summons: If 90% of decks right now run Light/Dark Forwards, running him as a tech option might not actually be so "situational" in the end. Psycom Warden is a card that many Earth Decks tech in as an option to deal with problematic monsters, but you aren't always guaranteed to come up against them. Considering how popular Galdes, Yuri, and Kam are in decks of every element, dedicating one slot to a Fenrir doesn't seem like a bad idea.

I was also thinking that Fenrir would be great in the newly introduced Boss Fight Mode if you're playing one of the Hero decks. Since the Villain deck always starts the match out with a Dark Forward, you'd pretty much be guaranteed to break it first turn and really fix your opponents little red wagon if you run 3 Fenrir in your deck. 

Well hey, would you look at that - just like the Summon, Fenrir might not show up often, but in the right place he can leave your foes in shreds.



So what do you guys think of Fenrir? We've only got a few more weeks to go until the set releases, but a lot of the cards we've been shown for Opus VIII look incredible. I hope you guys enjoyed this spoiler article! Now if anybody needs me, I'll be baying at the moon until I can get my hands on these new cards... 

Until next time - Keep on Grinding, 

  

Wednesday, February 20, 2019

Will Opus VIII be the Ninja Opus??


Hey there everybody! Welcome back to Lv.1 Onion Knight: The FFTCG Blog owned by that one bad player who stole your spot drafting at Nationals. Haha, SUCKER!! 

Oh hey would you look at that, It's already Opus VIII Spoiler Season-o'clock again. Where does the time go? I haven't posted in awhile, but I've actually been pretty busy with FFTCG stuff, and not at all huddled up in my room with seasonal depression! Here's what I've been up to:

  • I did another Cactuar Correspondence with the RVA Returners! It was super nice of them to have me back again so I could say "I like Fire" in new and exciting ways and generally contribute nothing of value to the conversation.
  • The FFTCG NYC Team set up our first ever Twin Party System 4-Player Tournament after our Petit Cup! We tested out our new ruleset for the format: Chaos Mode. Big thanks for everyone who participated, and if you want to learn more about the TPS 4-player format or Chaos/Cosmos Mode, you can check it out here!

  • I finished a new round of Spoiler Bingo for Opus VIII. If you didn't get a chance to see it making the rounds on Facebook and Reddit, check it out below!


Hmm but what's this? Looks like some shadowy individuals snuck into Onion Knight Headquarters in the cover of night and hit three specific boxes of cards that haven't been revealed yet... but what could those boxes have in common? 

...

Oh hey, they're all Ninjas. 

Also now my wallet is missing?

Welp! looks like the message is clear: I have to finally do that post about the Ninja archetype I've been meaning to do for awhile now. So with that in mind, I'll be asking the following question: Will Opus VIII be the Ninja Opus?
 

So first, what do I mean by the "Ninja Opus"? In the FFTCG, the job system has been used to varying degrees of success to flesh out deck archetypes. Some jobs, like Moogles, Standard Units, Class Zero Cadets, and Warriors of Light, have had a pretty fair amount of support - enough that you could craft a decently cohesive deck with them, if not a top-tier meta one. 

If you go even deeper than that, you'll find a few subsets of cards that are based off of playable classes from the Final Fantasy games which are connected by their name or job. Of these traditional FF classes, Knights and Dragoons currently have the highest amount of consistent deck building support, with Opus VI being the "Dragoon Opus". Hell, even if there weren't 6 new Dragoon cards printed in that set, Legend Estinien - despite not directly supporting Dragoon builds - is enough to give the archetype a boost by virtue of being an amazingly powerful card that just happens to be a Job: Dragoon. So I'm predicting that Opus VIII will do the same for Job: Ninja-based decks.

So what makes me think this will happen? Well, nothing actually. At least nothing super concrete. But I'm mostly basing this off of the fact that the two new Starter decks that will be coming out with the set have a high chance to feature characters who are Job: Ninja - Yuffie from Final Fantasy VII, and Yugiri, that one lady with the horns and the bad case of plaque psoriasis from Final Fantasy XIV. 
No wonder they decided to add the Viera as a playable race after these guys. 
So why even talk about Ninjas at all? They really haven't emerged as a solid archetype in the game, nor are there any exceptionally strong cards with the Ninja name or job yet. 

Well for one, Ninjas are generally pretty cool. Known in-game for chucking Shuriken at enemies, dual-weilding weapons, and using a variety of magical abilities and illusions to befuddle and enfeeble enemies, the Ninja class appeals to that awkward phase in your life where you wore Naruto headbands to high school (Please tell me that I'm not alone in that...). Plus they're also way less controversial than those Martial Artists Monks.

Also it's a little known fact that Ninjas are one of the few jobs in Final Fantasy that have an innate +1 to their basketball dunking skills, alongside Black and White Mages. 


I feel like there's another job that's known for jumping. Weird.  
Also, there are actually a lot of Ninja cards in the FFTCG. There's been at least one new Ninja card printed every set since Opus I, and at 23 cards total there are officially more Ninjas than Dragoons in the game. So with that in mind, how come out of all the Class-based jobs, Ninja is still not a strongly established deck archetype? What can be done to make Ninjas better? Why don't we take a look at what Job: Ninja is working with currently so we can see what could be done in the future to improve the archetype? 

Ninja Support: Edge and the Eblan Four 





Edge-H and his friends are currently the best pieces of Ninja support, though they're a little bit odd being four separate elements, so you'd be less likely to run all of them in one deck. At first I thought this series of cards was just something that was created to support an archetype from Chapters that the FFTCG designers didn't plan on fully committing to in later sets. Weirdly enough though, Gekkou and Izayoi actually didn't have the effects that let them play another Job/Name Ninja originally, so there was a conscious choice made to give Ninjas more archetype support when porting them from Chapters to Opus III. 

Edge himself would be a strong piece of Ninja deck support if not for one glaring problem: There aren't currently a ton of non-Standard Unit cards with Job: Ninja in the game to take advantage of his effect. Currently the only other cards that can are Onion Knight (Wind), Yuffie, and I guess the Opus I Bartz that has all the jobs technically. Onion Knight-L isn't much use without the Sage Onion Knight, limiting the type of deck you can play it in. Of the three Yuffies, one isn't worth running, the second is more concerned with bypassing blocking forwards rather than getting over them with first strike, and the third is a support card for a wind/earth FF VII deck with Vincent. 

Unlike Knights, who have access to powerful characters like Steiner, Beatrix, and Ramza, most Ninja cards are just Standard Units. Because of this, they would probably benefit more by running them in Water alongside Warrior of Light, who does everything Edge does but gives your SU-Ninjas 2k power instead of 1k. You can always run both, but to me that seems a bit redundant since you'd be dedicating deck space to powering up a few of your forwards with it, whereas cards like Maria-H, Opus II Arc, and Water WoL would boost everything in a Standard Unit build, Ninja or otherwise. 

Another weak point I mentioned earlier is their lack of consistency between elements. Dragoons all have the benefit of being Lightning element cards, and although there are Knights in every element except Wind currently, a majority of their strongest Forwards and support Backups are almost all Water or Lightning, and have the additional benefit of having synergy with the Prince/Princess archetype in Water. Ninjas are kind of all over the place, and though there are slightly more Wind Ninjas, most of them have a variety of effects that don't really work well together - Most people who try to use the Eblan 4 package tend to splash a third element in to make the best of it. 

So if Knight's main schtick is having powerful, beefy forwards and Dragoons is having fast attackers that become stronger with more cards on the field, what should Ninjas excel at? 

Shenanigans, that's what. 

Since Ninjas are a tricky class, why not play them in decks that take advantage of their various combat tricks? Let's take a look at some deck building ideas using the Eblan Four members and/or Edge as a base. 

Gekkou/Izayoi - Phantom Lightflies 


Okay, so I'm gonna start this off with a bold claim - Gekkou is the best Ninja card hands down, and for once I'm not just saying that because he's a big buff bara boi. The fact that he can play any 4 or less Job or name Ninja card on entry is kind of insane already. If you chain him with Izayoi, who can drop another Ninja of 3 or less, Gekkou becomes what, like a plus two in terms of value and he can buff all Ninjas by an extra 1k? Seriously, if you can pull it off two extra bodies for a 5 cost is rediculous, but he's also incredibly flexible since he can play either a Forward or a Backup from your hand. Thankfully, one of the best backups in Fire also happens to be a Ninja as well, so depending on your hand you can build up either your front or back line. 

I think Fire/Water has access to the best Ninja cards in general. The First Strike Fire Forward Ninja can become scary when partnered with Gadot and Water WoL - hell even with one of those on the board it becomes a 2 cost that can take out 8k blockers and potentially get Haste from Gadot. 

The Water Ninja from Opus VII, Izayoi's S-ability, and the Fire Ninja backup's abilities that make enemy Forwards unable to block can leave your opponent wide open. Paired with cards like Dark Zemus and other Fire-Unblockables like Tifa-L, Red Mage, Lann-H, and Opus II Zell, you can consistently swing in uninhibited. You could also use smaller 2 drop forwards like Llendar and Vivi-S for cheap hard to remove forwards, and Water's excellent Standard Unit support helps grab or recur the combo pieces you need.

Opus VIII is also brining us a brand new Water Ninja that really brings the Shenanigans in full force.


8-124C Ninja [FFTA]
(Water)Dull, put Ninja into the break zone: choose 1 Forward your opponent controls. Activate it, and gain control of it until the end of the turn.
(Translation courtesy of Ban's Final Fantasy Corner)

Oh hi there better Shuyin! This slick little bastard is a perfect fit for this build and has one of the best combat tricks we've seen so far. You can either use his effect to remove a blocker from the field, give it Haste with Gadot or Goblin to attack with it, or even grab one of their Forwards to block an attack for you! If that isn't the best example of shenaniganry I don't know what is, but I have the feeling we'll be seeing this guy played in more than just dedicated Ninja decks. 

Oh and hey, wouldn't you know it, he also marks our first Bingo - The Return of an Underused Card Effect - in this case Mind Control, only used by the aforementioned Shuyin so far.

 

Edge/Zangetsu- Gale Twin Break


I think if you want to use First-Strike Edge to the best effect, Wind/Lightning would be a good combination. Zangetsu's ability isn't quite as strong as Gekkou or Izayoi's in terms of overall solid Ninja support, but doing 7k damage to a Forward while Edge is on the field is nothing to scoff at either. Using a Zapt/Ramuh Package, the standard Al-Cid/Sage Onion Knight combo, or power reduction cards like Barbariccia, Black Mage, or Diabolos, you can quickly damage your opponents Forwards, then finish them off with your smaller Ninjas that have First Strike. 

Most of the Ninja forwards are small, so this is a decent way to make them more of a legitimate threat to your opponent's board through trickery. If Edge is off the field, you could also threaten to ram them Mijin-Gakure style into your opponent's Forwards then break them with 1-cost Ramuh or 5-Cost Orlandeau.

Ninja Onion Knight is also a great candidate for Edge's First Strike since he can do up to 11k damage per swing, soften up bigger Forwards to be taken out by your Ninja weenies or the Opus VI Lightning Ninja backup. If your opponent tries to remove Onion Knight, you can just use his Job-Change ability to fizzle the Summon. Even if you have Zangetsu out with no Edge, you can still ping something for 4k to ensure that you'll get Sage Onion Knight's damage effect when it enters the field. 

This build is pretty similar to Lightning/Wind Seifer but, you know, weebier

Edge/Tsukinowa - Wild Moon 


I actually had a deck that used the smaller Wind Ninja with "can't be blocked by X or more" effects awhile back, and I was surprised at how it caught people off guard. I actually prefer the 2-cost Edge for this, since you can get your Tsukinowa's Haste requirement a little easier, and the Valefore-like backup reactivation effect can really help you swarm the field with little guys. Once you get a 1 cost forward like Yuffie or Opus II Ninja with a Spiceacilian on the field, your opponent had better have an answer to deal with them fast, or they'll start racking up damage quickly. 

Many of the other cards that have a similar level-blocking requirement happen to be Job: Thief, so if you wanted to make the ultimate sneaky deck you could pair it with cards like Paul and Nanaa Mihgo for deck milling, or Opus I Zidane who is another great Spiceacilian target since your opponent can't remove him with summons or abilities. Just be sure to have another Spiceacilian or a Shemhazai Summon incase the first one gets removed. 

Running them alongside the Fire unblockable cards I mentioned earlier could also work, and you could include Gekkou to get your Ninjas out faster, even though you'd be getting less value out of him by playing 1 and 2 costs. You could also splash in a bit of lightning so you could run Ninja/Sage Onion Knight and Zangetsu if you wanted to make sure you're getting the most value from your Gekkous. 

Of course, these smaller Forwards are extremely vulnerable to the Yuri/Chelinka Package or Dadaluma/Cactuar, so running some protection like Y'shtola or even your own Yuri/Chelinka in this kind of deck might be a good idea. 

Oh Goddamnit Nanaa Mihgo is a Job: Robber. Here we go again... 

Edge/Izayoi - Do yourself a Favor and Just Play Chocobos


 

Okay okay, that's not really fair. It's not as though there's NOT any synergy using the Wind/Water Standard Units package with Ninjas. If you have either Edge-H or Water WoL out with Maria-H and Backup Arc, your Ninjas can become legitimately scary. The 1-cost Ninja in particular can become difficult for your opponent to play around with only a 2k boost in power, since being able to double his damage dealt on command means he can trade-up with most things, and trading with a 1-cost is something nobody wants to do. 

I just think that the Wind/Water Standard Unit package has better candidates like the aforementioned Chocobos or even using Rangers over the 3 cost Opus I Ninja with her underwhelming "throw weapon" effect.  I think it's missing a few pieces to be worth running like this, and Izayoi's ability is a bit weaker here without consistent blocker removal, though of course, the new Water Ninja works well here too. IMO Ninjas need a few more pieces of wind support to make this deck build idea more cohesive.

Eh... run this if you want a fun, casual deck and you want to see how big your Ninjas can get with Edge and all the other support. Hey, if all else fails, you can use your Ninja Majyyks to turn into a log and abscond before your opponent realizes what happened. Or at least throw your cards at them like they're shuriken or something.

Honorable Mention:


I couldn't really think of a place to put this guy, since he really doesn't synergize too well with the other Eblan Four, but he's actually not a bad card. Obviously he needs to be played in Wind/Fire, and he won't get his extra effect if you play him with Gekkou, but one of our local players made it to the top 8 at the NY Petit Cup with a deck using this guy, so check it out! 



So now that we've seen some of the potential uses for Ninja cards currently, what do they need to really make them into a cohesive deck? 

For one, the lack of a dedicated searcher really hurts Ninja's overall consistency. If you can manage to pull off a Gekkou -> Izayoi -> 3 or less Ninja, then it gives you a big board advantage, but having all the optimal combo pieces you need without a searcher is difficult. The problem with having a searcher with Ninjas though is that unlike Dragoons, Ninjas are all over the place in terms of their element. You could make the searcher a wind element card, but it makes deck construction more complicated since you would have to splash wind just to search out your better fire/water/lightning Ninjas. 

Lets take a look at some cards from Chapters that handle the Ninja archetypes problems in different ways. 


Edge 

Job: Ninja
When Edge enters the Field, you may search for 1 [Card Name (Ninja)] or [Job (Ninja)] and add it to your hand. [Card Name (Ninja)] and [Job (Ninja)] you control gain [Can't be blocked by forwards of cost 4 or More]. 

This Edge is pretty good - He'd be better if he were a backup of course, but I think I prefer the unblockable field effect more than First Strike, since a majority of Ninja cards tend to have lower power anyway.

If I were going to make one major change to this card though to fix the Element issue with Ninjas, I would add "If any CP generated to play Edge was made by a Job/Name Ninja, Edge can be played with CP of any element." or something along those lines. That way you can tuck Edge into any Ninja build, even if it's not focused on Wind, get your searches, and give the lightning/water/fire ninjas an extra unblockable effect.


Edge 

Job: Ninja

First Strike
When Edge Enters the Field, you may play up to one of each [Job (Ninja)] or [Card Name (Ninja)] of cost 1 or less, cost 2 or less, cost 3 or less, and cost 4 or less from your hand onto the field. They all gain Haste until the end of the turn. 

This version of Edge is kind of like Gekkou and Izayoi amped up to 11. With this you could play a variety of Ninja from different elements, including the Eblan Four, and watch as absolute madness ensues. You would want to only be playing Ninja Characters to get the most bang for your buck here, but it gives Ninjas a Golbez-like playstyle. The biggest restriction here is that the Ninjas have to be in your hand, so if I were going to change this card I would have them be playable from the Break Zone too. That might be a little bit too much, but it would give Ninjas a "sneak attack" sort of mechanic while still letting you play Ninjas from 3+ elements. 


Godo 

Job: Ultimate God 

The cost of [Card Name (Ninja)] and [Job (Ninja)] in your hand is reduced by 1. (This can't become 0.)
Dull, Put Godo in the Break Zone: Choose 1 [Card Name (Yuffie)] in your Break Zone. Return it to your hand.

Godo would be a solid 2-cost and a great first turn play for Ninjas. Not a whole lot more to say about it other than a blanket 1 CP reduction would be great for speeding up Ninjas and giving them more unique tools that Knights and Dragoons don't. The relevance of the his second ability would depend on us getting a better Yuffie card that actually care about his cost reduction effect. 




Ninja

Job: Standard Unit

Ability CP WindAbility CP Wind: Until end of turn, the next time Ninja deals damage to a Forward and the next time a Forward deals damage to Ninja, that damage becomes 0. This ability can only be used once a turn.

So my other observation with Ninjas is that most of the Wind Standard Units are either too small to care much about getting over things or need to be paired with specific elements to work best. A 3-Cost 7k gives Ninjas a more substantial body in Wind that doesn't need to be used in a Fire/Wind build. Giving this guy a power boost and First Strike turns him into a legitimate threat, since he can shadow block anything bigger than him for 2 Wind CP. 

Also he's my obligatory "PORT MORE XI CARDS" card. It wouldn't be a Lv.1 Onion Knight article without it. 



That's about it for Ninjas from Chapters I think would help the archetype out. A majority of them used the Equipment mechanic that isn't currently in the FFTCG, and it seems kind of doubtful that we would see it any time soon. I'm really hoping that we'll see some more Ninja support in Opus VIII. Jinnai from Legends is a bit of a stretch, but at this point I'm almost positive we'll see another Yuffie and Yugiri, so that's two more Ninja Heroes than we had before.
Or they could print cards of those characters but they'll be like... Job: Shinobi or something. Oh God. 

Until next time - Keep on Grinding,