Showing posts with label Raffle. Show all posts
Showing posts with label Raffle. Show all posts

Wednesday, January 31, 2024

A Noob's Review of Beyond Destiny

 


Hello all you Strangers of Paradise, and welcome to Lv.1 Onion Knight: The Final Fantasy TCG blog that only knows one thing: I want to kill Chaos. I need to. It's not a hope or a dream. It's like a hunger. A thirst. 

Well a very edgy and happy 2024 to everyone! Though at this point, I suppose it would be more appropriate to wish everyone a happy Valentines day instead of happy New Years. Then again, I guess it would also be weird to call Beyond Destiny a new set when it came out over two months ago, but here we are.

Beyond Destiny is a pretty interesting set, which is about as noncommittal of an assessment of how good or bad something is as you can get. Like could you imagine if there was one of those review quotes on the cover of a DVD that just said "It's pretty interesting", and that was the review? But after playing around with the cards from Beyond Destiny, "interesting" is about an apt a word to describe how I feel about the set as any, and as much as it may sound like a backhanded jab, I promise I mean it as a compliment. Square Enix and Hobby Japan don't pay me enough to lie to you good folks about how I feel about cards. In fact, they don't pay me at all, which is probably why these set reviews always come out so late! 

Beyond Destiny is probably one of the most niche sets to come out in quite some time, with almost every Legend card except maybe Irvine and Neo Exdeath being Tribal support, Mono-Element, or needing more specific deck builds to get the most out of them. I enjoy good staple cards that are easy to put in any deck as much as the next guy, but if there's one thing that gets this old Onion Knight excited to brew decks, it's cards that you need to build an entirely new deck around from scratch in order for them to really pop off. 

So ward off the winter's chill with your favorite hot beverage of choice (I do so enjoy a good tea), and let's talk about some cards that came out back in November. 

As stated before, Tribal decks (decks that revolve around a specific archetype like their job or title, for those of you that are new here) are really my jam in the FFTCG. Final Fantasy as a franchise is so rich with iconic job classes that I'm honestly surprised that the card designers haven't made it their number one priority to make job-specific decks more of an area of focus. As of the time of writing this, we still have yet to have Tribal decks for jobs like Blue Mage, Dark Knight, or Thief. And I'm pretty sure they've never printed a single Dragoon card in the game, which IMO they need to get on that pronto. But Beyond Destiny has a ton of really great support for decks that really needed it like the iconic Warrior class and uh... the equally memorable Pirates/Vikings? 

Name a more iconic Final Fantasy job. I'll wait. 

Okay well that last one maybe wouldn't be my first choice to make into a deck considering that the pool of Vikings in the series to make cards out of is rather shallow. In fact, it's so shallow that outside of the Seeq-specific class from Final Fantasy Tactics A2, there are no more Viking standard units in the entire series! So either Rubi Asami needed to get busy on some new artwork for more Vikings, or the card designers needed to get a little bit inventive. 


Adding the Pirates as support for your Viking cards was really a genius way to flesh out a Vikings deck. The value of Vikings before was that they were cheap, low power Forwards that would draw you an extra card on entry or exit from the field depending on the Viking. Now with the addition of Leila, Faris, and Bikke, your little cheap Vikings become big 8000 power threats that can't be hurt by damaging abilities and reduce power on swing. Faris's second effect also makes her surprisingly difficult to get rid of, since most of the time your opponent won't want to target her and risk you redirecting their removal to a Viking that draws a card on exit. 

While Vikings may not be currently dominating the meta, they're a really fun deck to play with a mechanic that we haven't seen before in the game. I would really love it if tribal decks were designed with this level of inventiveness in the future, since it's a cool way of breathing new life into old cards. 


What is currently dominating the meta right now though, is Warriors. If anybody said that Warrior Tribal would win Worlds before the release of this set, I think people would have looked at you like you'd taken one too many Goblin punches to the head. Sweet daddy Taivas's abilities are quite frankly, utterly insane. The fact that he searches out either a Warrior Forward or a Backup and then plays one for free while ignoring color requirements on each of your turns means that you'll always have whatever you need in the moment and be able to play it instantly - so long as it costs 3 or less. And there are a surprisingly huge amount of options to choose from: Ward can remove an enemy Forward, Mog (VI) can draw and disable searching for a turn, Yuzuki gives you added protection, and Akstar can play two Forwards and give you more board control, just to name a few of the options you have with Warriors. 

Of course I need to mention that combining them with Warriors of Light and Gilgamesh FFBE is what makes them cross over into truly insane territory. I can almost hear the card designers yelling "No no, not like that!" at the decklist that Alex Hancox won worlds with. But Pandora's box can't be unopened, and now we're all sons of bitches. Judging from cards like Tulien and Haveh, I think Warriors were intended to be an aggressive, combat oriented deck in Earth/Fire that could splash other colors. Y'know, just super fun and quirky! But now "Warrior/Warrior of Light 3 Cost Rainbow Aggro Explosion" is the new meta, and I hope you're all proud of yourselves for it. 


Another thing I noticed while drafting during the Pre-release is that there are quite a lot of cards that only require two members with the same Job or Category on the field to get their effects. None of these cards have the restriction of "other than themselves" as part of the requirement either, meaning you only need one other Tribe member. Many of the cards also count all Characters rather than just Forwards, making it much simpler for decks to set up. I think that this is a good move from the card designers, especially as we move forward into a more aggressive meta where taking a long time to set up could be a liability. So as much as I disliked going up against Soiree decks in the past, I don't think it's a bad idea for other Tribes to take a page out of their book with faster setup conditions. 

All in all, I really like the support to niche decks that Beyond Destiny brings to the game. We have a ton of fun stuff to revive old decks, like the new WoFF support, a new way of playing the Sky Pirate package, and the best card ever printed. Hell, we even got the first Type-0 Cadets printed since Opus XIII to not suck total ass! As much as we need more generic elemental staples printed, I really hope we get more sets like this in the future since it makes deck building so much more fun.


Does anybody remember when Light cards used to be bad? Or at least people used to complain all the time that they were in comparison to Dark cards at least. Looking through the list of Light and Dark cards, I'm having a bit of a hard time seeing exactly when there was a shift from "Light cards are weak and Dark cards are strong". Perhaps around Opus XIV with the introduction of Shinryu (a card that ironically might be even more important in today's meta with all the 3-costs) Light cards started to get a bit more aggressive. So with the memory of the days of Nidhogg, Veritas, and Kadaj's dominance a thing of the past, it's kind of cool to see a card like the new Warrior of Light in the modern day.


Warrior of Light just kind of does it all. The fact that he plays any two Characters (not just Forwards! Man poor Kirin...) and can quickly flood the board is difficult enough to get around without a well-timed Amaterasu. But his S-ability literally shielding all your 3 drop Forwards from being targeted means that you can maintain your aggressive presence and push for more damage without much worry if you build around 3-costs. 

As somebody whose played Warriors of Light 4-color Tribal in the past, I assumed that this would be his natural home but it turns out I was thinking too small. Turns out using Gilgamesh (FFBE) with a deck full of 3-drop Multi Element Forwards and the 4-Color Warrior of Light was the true secret sauce for this card. I can't help but be a bit tickled though to see that while people *are* running WoL Tribal with 4 colors, the card they tend to use is actually Darkness Manifest. Don't that just beat all?

I think I may have been one of the few people who immediately knew who this guy was, and would have been absolutely thrilled with whatever effect he had. But man, what a whopper of a card he turned out to be. I can't help but feel a bit of schadenfreude whenever another amazing XI card that becomes a meta staple gets printed, and nobody knows who it is, yet they still have to run this guy in all their decks instead of like... Cloud or something. I really do need to find the guy who keeps making these cards so we can gush about our mutual appreciation for Robel-Akbel and what an amazing story he has while these normies are still trying to tell us how groundbreaking Endwalker was and how deep of a character Emet Selch is. 

This is beauty only PS2 era graphics could convey

Ahem... In any case, I've been waiting for quite a long time for the Serpent Generals to make their appearance in the game, and though the tiniest part of me wishes that they all worked together in one deck like Soiree did, I really can't complain with the final result. Especially since ol' Rug here pretty much redefines how aggressive certain elements can be. 

Even though Rughadjeen can pretty much become a key card of any deck that requires dulling action abilities or on-attack effects, I think Ice was the element that saw the biggest boost from him. With Turbo Discard necessitating the first bans of the game, for a long time it seemed like the card designers were purposely being very conservative with Ice, particularly with discard effects. But now with Rughadjeen, the "pause" that was built into cards like Physalis, Lasswell, and Rufus gets removed, giving you both aggression and flexible control. Being forced to discard two cards in one turn from Rufus is bad enough, but your opponent still has to deal with an attack from a Forward made up to 3k Power bigger by Rughadjeen that has Haste, Brave, and First Strike. Now every card can be 4-color Warrior of Light! 

It's pretty interesting to see just how much more aggressive the meta has become in one set after slower setup decks like Mono-Water took top spots in the past, and how pivotal Light cards have been to that push. Not that I really concern myself with that much here though. I'm here still here trying to figure out how I can actually make a Serpent Generals deck a thing so I can roll up to a tournament in my thirsty Stoneserpent General Zazaarg shirt. 

I've seen some of the things you straight guys have on your playmats. You owe
me this.

And hey, speaking of unhealthy relationships with an underdog title in the series, that segues nicely into our next topic. 

Okay, so that title is actually a lie because there's no way in hell he's ever actually going to shut up about it, but yeah. My boyfriend is what you might call a Squallwife, as in somebody who has an obsession for Final Fantasy VIII so extreme, it borders on religious fanaticism. 

For example, this shrine is to Rinoa's beauty, and the unimaginable terror she inspires only through using her dog as a weapon.   

I'm pretty sure it was him seeing Squall on a pack of Opus II at the Square Enix booth one Comicon that got us into the game in the first place. And much like the game it's based on, I've been hearing on and on every set that Category VIII never gets its fair due. And on both counts, I'm compelled to agree with him. 

I discussed in my set review of Resurgence of Power how it seemed as though they were attempting to give Category VIII a more fleshed out identity with stuff like Cid Kramer and Gilgamesh only to squander that potential with a bunch of stuff that didn't really work together all that well to form a cohesive deck. So when I saw that there was artwork scheduled for Final Fantasy VIII, I tempered my expectations, all the while holding onto the faint glimmer of hope that this was the set that VIII finally got good. And after the full set list for Beyond Destiny was revealed... yeah this isn't the set where the dream of an amazing Category VIII specific deck happens either. Turns out that it actually might be the *next* set, judging from the new Selphie, Quistis, Squall, and Edea spoiled for it. 

Train 🎵 Train ðŸŽµ Take the Pain Away ðŸŽµ

But it turns out that while the cards introduced in this set might not come together to make Category VIII decks a force to be reckoned with, the legends from this set are pretty dang strong, which wild as it may seem, actually makes people use them more! Crazy, right? 

When new cards are spoiled, I really do try my best not to read the comments about it, because it annoys me on a personal level how dumb people can be sometimes when they evaluate cards in a vacuum, and people's comments about how good or bad cardboard is will just ruin my entire day. But of course I juuuuust couldn't help myself after seeing the Griever spoiled as Card of the Week. And lemme tell you, the usual suspects absolutely did not let me down. "Too expensive! Too slow! No good Witches!" and other equally head scratching things were what I saw, to the surprise of nobody but me.

But as it turns out, the new cards from Beyond Destiny came together to make Griever absolutely terrifying in Water/Ice - thanks in no small part to Rughadjeen's ability to give Forwards both Haste and Brave. The deck Masayuki Yamada played in Worlds has been haunting both my dreams and my locals, because thanks to Griever, Turbo Discard is back. 

On first glance this deck looks extremely weird, since it only runs two copies of the new Larsa Backup and no other Backups. But taking a closer look, you'll see that every card in the deck besides Ultimecia is even-costed. This deck is designed to get Greiver out as early as possible with Larsa to ensure he's in your hand. Playing him out turn one gives you opponent precious little time to deal with him before you start using his dull action ability to make them discard. With Rughadjeen's Brave effect, you can still attack with Griever, then dull him. Plus with Water cards like Sage and Rosa, you can keep reactivating him to use his action ability multiple times in one turn. Oh, and not only are Griever's effects not limited to once per turn, they're not limited to your turn either, so you can just keep breaking dull Forwards or forcing discards to your hearts content. 

With stuff like Charlotte and Celestia protecting your Griever, and Sarah (Mobius) to cancel auto abilities it becomes extremely hard to get rid of Griever. Not that it's much better to get rid of him because once you do, Ultimecia gets played from the deck to replace him. You can remove any 5 or more cost Characters from your break zone to Dull/Freeze your opponent's board. Oh, and then she also makes them discard and can't be chosen by Summons. And by them I mean me because this has become my boyfriend's favorite deck and I absolutely hate it. 

Me when I'm trying to be a supportive spouse but I also want to play the goddamn game. 

I don't have quite as much trauma concerning the new Irvine just yet, but in a meta focused on aggro, he lands in a pretty comfortable position for success in aggro. He's a pretty good encapsulation of the kinds of cards that are really powerful in this meta: Haste with a strong on-attack effect and a powerful S-ability for when you need it. With cards like Irvine and Xande introduced in this set, Mono-Lightning Scions has become even more back-breaking. 

What's also back-breaking is the cost of these friggin full arts, and of course my boyfriend needs a playset of them so uh... trades anyone?

It sounds crazy to say but the best way you can make categories better is by actually printing good cards! It would be really cool to see this level of care in the future with all of the categories in the future. It shouldn't feel like there are only a handful of titles that you can really go the "full fantasy" with in order to have a competitive category-focused deck with a real win condition. I get it - the categories that can do that tend to be the more popular ones. But as much as people may scoff about Cadets, I *do* know people who really love Type-0 and would like to see a better deck be possible for it. Printing bad cards costs just as much as printing good ones, so if you do make cards for categories that don't make it into the game quite as much, why not put the care needed into making something that feels satisfying and engaging instead of a bunch of random generic nonsense?

... I just had the eerie feeling that somebody could easily say the same thing about this blog considering that a big chunk of my review was evaluating how well my boyfriend's favorite Final Fantasy series was represented, and to that I say, well make your own damn blog then.  


I think there's a little something for everybody in Beyond Destiny. Rainbow decks have never felt easier to play beyond just Soiree decks or decks running Earth to color fix. But at the same time some popular old staples like Mono Ice, Mono Fire, and Mono Lightning feel more fleshed out. I really like the balance that this set strikes between printing cards that specifically breathe new life into older forgotten decks and creating brand new ones. This set was definitely a lot less focused on elemental power with big bombastic staples you can socket into any deck, but I think printing more specific cards can be a lot more fun - when it's done well of course. 

Aggro is definitely the name of the game with Beyond Destiny, and even elements like Ice and Water that are typically more control focused have shifted to become more "aggressive control" of sorts. The question I've been thinking about lately with the FFTCG is something that maybe I'll touch upon in another article, but if a certain deck is seeing more success, is it even possible to tech against it with individual cards? Or is it more of a situation where Deck A beats Deck B, but is beaten by Deck C? For example, the Attack phase is a lot more important now with lots of Haste cards and On-attack triggers. We also have cards like Magus Sisters and Man in Black in the game that are anti aggro, but even if those kinds of tech options exist, will people use them if they're not on a Backup?

I'll have to discuss this more in depth with somebody both much smarter and much better at the game with me another time. But for now, lets save these very thinkery questions for the Scholars in the audience and raffle away some free swag! 


As we all mournthe loss of Weirdly Sexy Scott and Rebels still not being a fleshed out deck despite being Kageyama's Nepo-baby series, we can still celebrate getting a double Bingo. And with double Bingo comes double prizes! Well it's not really because of the Bingo - I just happened to have an extra prize ready for the raffle that uh... didn't happen for the last set. 

Welp! No point in dwelling on the past! This time around I have a Final Fantasy VII Anniversary Playmat with Tifa promo and Final Fantasy XIV Anniversary playmat with Scions of the Seventh Dawn promos to raffle off to two lucky winners! 


You can thank my boyfriend for the FF VII playmat. He ordered it awhile ago and forgot about it, and upon finding it decided "Eh, I don't want it. You wanna use it for a prize?" What a guy! But his disdain for FFVII is your gain! Here's how you can enter: 

Raffle Rules: 

1) In order to be eligible for the raffle, you must complete the survey I'll be linking below. Your entry makes you eligible to win either the FFVII Playmat with Tifa Promo OR the FFXIV Playmat with Promos. 

2) The contest is open to both local and international fans, 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 one month from the post date of this blog (January 31st), until Thursday, February 29th at 8PM EST. I'll announce the winners on Facebook.  

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

Enter the Raffle Here!!




Good luck to everyone who enters the raffle! As always thanks again to everyone who shows up to read the inane ramblings of a disgruntled Onion Knight. In the meantime I'll be here putting the Dark Emperor that turns off action abilities into every deck so I can maybe stand a chance at winning against that friggin Griever deck...

Until next time - Keep on grinding, 



  

Monday, January 9, 2023

A Noob's Review of Resurgence of Power


Hey there folks, and welcome back to Lv.1 Onion Knight - the Final Fantasy TCG blog with a New Year's resolution to play more card games in lieu of working on any of its other numerous flaws. 

Happy 2023 everyone! I sure hope everybody isn’t so full from the Holidays that they don’t have room for a nice heaping helping of hot takes about Resurgence of Power! Don’t worry, I made sure that these takes were middlingly spicy at best, so as not to cause indigestion after all that roast Behemoth.

I said last time that I skipped out on my review for Rebellion’s Call because I didn’t really find it a super interesting set to talk about outside of my personal frustrations with how card design was handled in that set. But I’m sure you’ll all be happy to know that I actually found Resurgence of Power a much more interesting set to talk about, in spite of Dancer Galuf still not making his debut this time around.

I’m slowly revealing an uncomfortable amount about my preferences to you all in these posts, aren’t I? 

For a while when I was doing these reviews, I tended to talk more about the changes the new set brought to each element, and how I thought it impacted their overall power. This time around, I’m going to step away from that for two reasons: 

1) The return of multi-element cards makes the power of an individual element more difficult to gauge. 

2) I’m generally not running the stuff most other people are or playing in a competitive environment, so my opinions on whether I think an element is good or not tends to skew more to elements I’ve personally enjoyed playing. 

So for this set review, I thought I would go back to how I did things waaaaaay back in my first review for Opus VI and go with more of a pros and cons style review for Resurgence of Power. A “compliment sandwich” if you will, except that I have an equal amount of things that I liked and disliked from this set, so it’s one of those weird sandwiches that has bread in the middle of it. A compliment Big Mac, then. 

So without any further ado, let’s review Resurgence of Power! 

Liked: Multi-Element cards make deck building feel a lot more exciting. 


The last taste that we had of Multi-Element cards was back in Opus XIV, and considering that we all got our tongues properly scorched off by the sheer spiciness of that set, it was probably a good idea to take a break from them for a bit. But I don't think any previous mechanic introduced to the game opens up deck building quite like Multi-Elements do. They're just plain fun, and while I can't speak for anybody else in the FFTCG community, nothing gets me more of a "Oh that looks cool, I want to try that!" reaction than when I'm looking over the new Multi-Element cards. 

While Multi-Elements have the potential to breathe new life into specific element combinations, they're not without their problems. Because there tends to only be one of each rarity type (Excluding Starter Deck cards) printed for each combination, there's a lot more pressure for them to hit it out of the park. If a Multi-Element is underwhelming, it can end up leaving that element in the lurch. Thankfully this time around, it seems like the card designers learned from their introduction and steered clear of making them too specific so that they can't be included in a variety of different decks.


Fire/Water was an element combination that really suffered from this when they were introduced in Opus XII for this exact reason. Three of the four cards introduced were specific to the Knight tribe that didn't have enough cohesion with Fire at the time, and the Legendary was for a completely different tribe with Warriors of Light. But the new Fire/Water cards introduced in Resurgence of Power are simultaneously much more broad, and build upon what was already introduced in previous sets. Along with the introduction of the fantastic new Ramza, Fire/Water Knights got the power boost it needed to be more than just a super niche deck. With cards like Arciela and Firion, you can use your Fire and Water cards in your hand as a way to generate passive value, getting even more of a bonus for Multi-Element cards. 

Even Fran, who is the most specific of the Multi-Element Legends, has a super broad pool of targets to prevent her from being too niche. Only time will tell if this same level of care will be given to the other element combinations in following sets, or if we'll wind up with another Nine, taking up a Legend slot for an tribal deck that the card designers clearly had no real vision for. And with that, I have a handy segue into my first gripe for Resurgence of Power. 

Disliked: Card design feels inconsistent for certain titles and jobs


One of my favorite things about the FFTCG is how many layers you can take into consideration when building a deck. You have Element of course, but you can also base a deck around a specific Job or Category. I don't think anybody got into the FFTCG without being a fan of the games, so being able to make a powerful deck based around your favorite Final Fantasy title feels really good. But sometimes it feels like for certain jobs and titles, a lot more…  well, let’s say foresight has been put into making certain decks more consistent than others.

Now let me make myself clear: I’m not under the impression that every single card printed specifically needs to have tribal synergy. As much as I enjoy building around a tribe, that would limit the amount of decks they could be played in, as well as make having generic staples for element focused decks a lot more difficult. But what becomes frustrating is when the card designers begin to flesh out synergy for a job or title, and then either completely drop them or don't give them the level of care they've shown themselves capable of with other cards. 

Ahem... 

I joked around about how mad I was about the Ranger/White Mage from Rebellion's Call not being a Dancer, but I really did find it aggravating how they would introduce new Dancer support and then not give a deck based around having as many of a specific job on the field as possible some much needed Backup synergy, then turn around and do exactly that for Monk, Samurai, and Dragoon. I was really looking forward to beefing up my Rebel's deck, but for a set named Rebellion's Call, there was no real Rebel support to be found aside from some kind of *eh* protection with Ricard. It just felt like there were some major opportunities in that set that got completely missed. 

I'm well aware that expectations are just premeditated resentments, and that often times, this perception of things being imbalanced is just a consequence of the art assets from the games that are required to be featured in a particular set. Like it wouldn’t make much sense complaining that Avalanche got more support in Resurgence of Power, since Final Fantasy VII Intergrade just so happens to have a lot of Job: Avalanche members as characters in it. But I assume that the card designers do have some degree of control over the kinds of effects they give to each card. So when Morze's Soiree gets a fully fleshed out archetype with super clear lines of play and win conditions in one set while Type-0 Cadets haven't so much as seen a new usable Backup since they were introduced in Opus III, it does make me question why some decks get really solid support and why some are left to languish set after set, even when they do get focus. 


Final Fantasy VIII has traditionally gotten very little love from the FFTCG in the way of Category synergy. That's not to say that there are no good VIII cards - the Squalls printed in the past have traditionally been quite good, and the one printed this set is quite a nice bit of support that can lock down your opponent's Backups when played early, or get pesky Forwards out of the way while buffing up your board mid-to-late game. But VIII fans have long been teased by the promise of Category support over the years with cards like Opus IX Rinoa and uh... Opus XIII Rinoa (it's usually Rinoa that ends up being the tease I suppose...) giving a glimmer of hope that it might someday be fleshed out into a more solid deck. So when VIII appeared to finally be getting focus this set, seeing it have bits and pieces of different strategies without a cohesive vision yet again is somewhat frustrating. 

Cid Kramer is one of the best pieces of title support that VIII could have hoped for - I know Type-0 Cadets would kill to have a cheap Backup that helps playing more than two colors easier! Seifer is also an amazing card that can help VIII play really aggressively with self-damage effects - that Opus XIII Rinoa is a lot more threatening when she can get Haste and dull all of your opponents cards in one swing! But the other cards released in this set don't really create super great synergy with either Cid or Seifer, which seems like a bit of a missed opportunity. Fujin and Raijin feel like they could have done a little bit more than just been a slightly better Logos and Ormi from Opus II, especially considering how little synergy VIII cards have with each other. 


When combined with Cid Kramer's effect, the new Gilgamesh is clearly intended to be the big payoff card of this deck using multiple elements to be able to break higher-cost targets with his effect. It's just frustrating that cards like the new Zell, Selphie, and Laguna don't really work towards this goal, or with Seifer, or even with each other for that matter. They just kind of feel like a bunch of unrelated cards that happen to share a category, once again feeling like we're setting up pieces of something for VIII that ultimately don't end up coming together cohesively. 

Look, I get it. This is a highly specific and largely personal complaint to make about this set. You'll notice that I'm not complaining that like... the new Gullwing's don't all work in one deck or something (though technically you could play Paine  or Rikku for free with the old Opus VI Yuna leading to some interesting deck building ideas...) But cards like the new Squall and Seifer almost seem like a promise for Category VIII synergy that we'll have to wait a little (or quite possibly a lot) longer to see properly fleshed out, and I really would like to see the card designers do a better job fleshing out a tribal deck's identity, rather than picking things up and dropping them while other decks continue to get built up more.

And before you ask, no, I wouldn't consider myself a die hard fan of Final Fantasy VIII. But a lot of people I'm close to are, and because of them, I am now the Lorax who speaks for underdeveloped card game archetypes. 

Liked: The Warp mechanic adds a new layer of strategy to the game 

Resurgence of Power also has the distinction of introducing a new game mechanic in this set, and boy does it introduce a doozy with Warp. The card game equivalent of buying something on layaway at Walmart, the ability to pay a lower cost for a card in order to have it enter the field in a set number of turns is one of the most interesting abilities that the FFTCG has introduced in a while. Don't get me wrong, I like Crystals just fine and all. But they don't allow for the amount of strategy and Criss Angel-style Mindfreakery that Warp does.

Setting a ticking time bomb that threatens to go off in a few turns can quickly change the pacing of a match and imparts a sense of urgency that can completely change the way your opponent plays. Of course, they'll know what's coming for them, giving them a way to either prepare a counter for it or try and play around it, but I don't think this is necessarily a bad thing. There's often a reluctance to give your opponent any insight into what you plan to do, but I can't help but agree with ol' Alfred Hitchcock when he said that you can only create a suspense element by giving someone information about what's coming. And considering that cost of the Warp is usually significantly lower than that of cards with similar effects, the mechanic can make for some interesting plays.  


Let's take the new Garuda for example. I recently got into a debate about the new Garuda card with a friend of mine, who insisted that it was never worth it to use the Warp effect and instead should always be hard-cast for the full 10 CP. His logic was that five turns is just too much time for your opponent to prepare for Garuda, and they won't play Forwards knowing that this thing is coming to blow them up, or they'll just save their cancellation effects for it. And to that I say, that's the point! 

Five turns is a long time for your opponent to not want to play any Forwards, so using the information that Garuda is coming to blow up the board, you can apply pressure and attack aggressively with your own Forwards, or utilize a strategy with Monsters that can become Forwards like Tros or Spectral Keeper. In turn, they're forced to choose between taking more damage or playing Forwards to protect themselves only to lose them in a few turns. They can always cancel it with stuff like Amaterasu and Leviathan, but how many other valuable auto effects are they going to let slide through in order to hold their negate for later?

There are some truly powerful effects attached to these Warp cards the likes of which we've never seen before. The ability to draw three cards off one cast for an initial investment of only two CP with Lunafreya or play a 5-cost Knight from the Break Zone with Ramza is absolutely wild, so maybe that's why they've been a bit conservative with how many cards have the Warp ability in Resurgence of Power. Right now there's not a lot to choose from at the moment, and some elements definitely make out better than others in terms of how powerful their Warp effects are. But hey, who's to say that the ability to search out any card from your deck is stronger than summoning a big tree?

I still love him though. 

Either way, I think that Warp adds a new layer when it comes to planning out turns for both yourself and your opponent, and I'm hoping that we see some creative applications for it in the future.

Disliked: The more things change, the more they stay the same


After Rebellion's call, the new set certainly felt like a breath of fresh air, and got me excited to start brewing decks again. And yet, for as many exciting things that Resurgence of Power introduces, I can't help but feel like it doesn't actually do much to shift the status quo of the game as a whole when it comes to which decks and strategies are the most consistently powerful. 

I don't think it would be too much of a stretch to say that Amaterasu has been one of the most impactful cards ever printed in the FFTCG. The amount of value you get from turning off any auto-ability and destroying the Forward it triggered off of is absolutely bonkers, and the threat that you may be up against a deck that can use it is always something you need to consider when making your plays. As of right now, you can easily make several complete 60-card decks for cheaper than the cost of what getting a playset of three Amaterasu will run you. It is without a doubt, one of the biggest threats that exist in the game right now. 

And they printed a second one with the new Leviathan. 


Well okay, they printed a much more fair one in any case since this one doesn't work on autos triggered by Backups and the added kicker cost to bounce it back isn't something you'll be able to pull off whenever you like. But now we have a new negate Summon to worry about, and this one is in an element where you can reduce the cost to only two CP. Summon-based control is already very difficult to deal with, with only several niche cards like General Leo really doing much to turn them off. The point is, that Amaterasu is already a pain, so essentially printing a second one only creates even more of an environment where any Forward with an auto-ability over the cost of three feels like a massive risk. In a game where managing your resources and hand size are so important, cards like Kirin and Fusoya should feel like they're a massive, powerful play. But depending on if you're up against a deck running one of these two elements or the ever-dominant Mono-Wind which will likely be running Fina, the high price for casting them may not be worth gambling on. 


As a matter of fact, the cost-power curve for Forwards has steadily been going further and further down for the past few sets, and the introduction of the Warp mechanic almost feels like a way to make cards with a high printed cost cards feel less risky. 2 CP Forwards have begun to feel a bit imbalanced, since their not only considerably more speedy to brint out, the risk playing them is massively lower than Forwards that cost 4 or more. Oftentimes they have effects that feel just as impactful as their higher-cost counterparts. It doesn't matter if Noel only has 5000 power considering that by Damage 3, he can instantly break any 4+ cost Character, search for a Forward, or deal a free point of damage. Lightning from the new set ups the ante here by not only being well above curve at 7000 power, but her draw means she's completely free, has built in removal, and has Haste. And all that is even before you consider her ability to replay herself from the Break Zone! 

Traditionally the FFTCG doesn't really like to print answers to threats in new sets - it just prints bigger threats to be dealt with. That and the reluctance to create a more flexible and adaptive ban/limit list may contribute to much of the feelings of "sameiness" in the competitive scene set after set. That may also be why so many people I've spoken to are so burnt out by Wind's continued strength, but we don't need to spend any more time ranting about that. We all know that having a 1 CP boardwipe that is easily achievable in Storm decks and that can be repeated every turn through the likes of Althea/Bismark is stupid. I guess what I'm trying to say is that it would be cool if more answers to powerful techs that have remained powerful every set would be printed, rather than praying that more cards get banned. 

But hey, looks like Mono Water is making a comeback. That's only like, half of Sky Pirates, right?



See? That review wasn't all that spicy now was it? Despite some issues, I definitely think Resurgence of Power is a really fun set to build around, and I really hope that the reintroduction of Multi-Element cards sees some little-used element combinations make a comeback. Personally I'm looking forward to see what Ice/Water will bring in the coming sets, since I had a lot of fun with a lockdown-style deck back in Opus XIII. 

So with my midly picante takes sbout the set aside, lets see how things went with Bingo this time around, shall we?  


Look, I really didn't skip my last set review and Bingo raffle just because I flopped in my guesses to get a Bingo. I really did just need a break for a bit, but maybe it was just Rebellion's Call not passing the vibe check that made me not get a Bingo last round. But lookie now! We got two rows complete this time! 

As much as I would love to give away something like a full-art Yuffie to celebrate this momentous occasion, uh... yeah, that aint happening. I like you guys and all, but being an Onion Knight doesn't quite make enough Gil to pay for something like that, and you all know by now I'm not lucky enough to pull one myself. But in order to ensure the arrival of the spring harvest, the Final Fantasy VII fans must be appeased. So this time around I'm raffling away a 25th Anniversary playmat and Tifa Promo.



Woah, a prize that isn't linked to my own personal misfortune this time? I know, I'm surprised too. Maybe whoever wins this one won't end up afflicted by the Tonberry's curse, but 2023 is just starting after all, so only time will tell.

Raffle Rules: 

1) In order to be eligible for the raffle, you must complete the survey I'll be linking below. Your entry makes you eligible to win the anniversary playmat and promo. 

2) The contest is open to both local and international fans, 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 three weeks from the post date of this blog (January 9th), until Monday, January 30th at 8PM EST, so you have three weeks to enter. I'll announce the winner on Facebook.  

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

Enter the Raffle Here!!

  

 
There you have it! I hope that everyone has a great 2023 full of good pulls, sweet jank builds, and EX Bursts that win you the game. And for anybody who is lucky enough to pull the signed Yuffie, know that I'm coming for you to steal your luck... 

Until next time - keep on grinding, 

 

Saturday, April 30, 2022

A Noob's Set Review of Emissaries of Light


Hello there all you Summoners and Guardians! Why not take a break from your pilgrimage to Zanarkand to listen to a tale from Lv.1 Onion Knight: The Final Fantasy TCG blog that had to make sure that they spelled "Emissaries" correctly like three times when making this banner, so I'm calling the set "Opus XVI" from now on, and you all just kind of have to be cool with that.

Goodness! Fashionably late to the review scene as always here aren't I? I always feel a bit guilty for waiting to put these articles out until I've had time to experiment with the new cards. I sometimes worry that I'm missing out on getting in on the ground floor of the FFTCG algorithm or something while everybody else is reaping that sweet sweet card game influencer clout. Then I remember that in actuality, I'm competing with them to see who makes it onto the front page of FFdecks for the most consecutive days, so slow and steady it is!

I think it's safe to say that Opus XVI was a lot less contentious than the previous set. Having some very easily identifiable and generically good new staples in this set probably did a lot to putting some of the louder detractors at ease. That's not to say that there aren't people who take issue with some of the new cards - and I'm definitely going to talk about that later in this review because I'm sure you can already guess what I'm talking about. But Opus XVI also didn't have to shoulder the burden of being the base set for a whole new resource mechanic, so it probably felt a lot less experimental and more like a return to form compared to Opus XV.

In fact, Crystals were SO not emphasized in this set during spoiler season that most people wondered if this set just dropped the new mechanic like a hot popoto. Turns out they were mostly just hiding in Ice and Fire, which makes sense considering that those elements got the least mileage out of crystals last time. I'm actually a bit curious as to how much each element's synergy with crystals is locked behind the characters planned for a specific set. But that's a question for another time. Specifically in four months when the next set comes out.

I really enjoyed the whole "Story" format for the review that I did last set, so I think I'll be sticking to that this time around. So get in your pajamas and tuck yourself in all snuggly under the covers because it's time for some sensual late-night Onion Knight Emissaries of Light ASMR.


I don't think it's too much of a stretch to say that the most notable feature of Opus XVI is how it plays with Character elements and how it helps address an issue that a lot of players have had with the Final Fantasy TCG in the past - name clash. 

I’m not that experienced with other card games, but I believe name clash (The ability to only have one of a non-generic named character on the field at any time) is an issue that is fairly unique to the FFTCG. For example in let's say, I dunno, Duel Masters, if you want to play more than one “Ballom Emperor, the Emperor of Ballom” or whatever to the field, you can just do that. Wanna have multiple Black Chaos Magician MAX - The Envoy of Dusky Twilight in Yu-Gi-Oh? Go on ahead and live your best life there, champ. I've never played Magic. Can somebody tell me if name clash is an issue in Magic? But because named Characters in the FFTCG have traditionally been printed in one or two specific elements, it leads to a very specific problem: whenever a new card of a Character is printed in the same Element, it results in having to weigh if it is enough of an improvement to justify running it over the original. Unless the new one is so functionally unique that it would be run in very different deck, "This card would be better if it wasn't CHARACTER NAME" becomes a common player complaint. 

For example, the decision to print two Wind Sky Pirate-specific Vaans back-to-back In Opus XIV and XV was quite a strange choice. Sure you could just run both in your deck since they both served different roles for Sky Pirates at different stages of a game. However one was very clearly a key card that was crucial for the deck's engine, while the other one was more of an interesting option you could choose to include if you were feeling spicy. But Opus XVI solves this issue while simultaneously expanding your deck building options with a subtle but brilliant solution - assigning dramatically new elements to many popular characters. 


Even though this is the third Vaan we've gotten in the last three sets, printing him as a Fire Backup allows an already solid Backup package to be used in a whole new range of decks. Combining Filo's ability to make Sky Pirate Backups also generate Wind or Water CP with the new Final Fantasy X starter deck cards makes getting the three colors required to use Braska’s Grand Summon ability much easier than it would have been otherwise. Vaan's ability to generate three elements lets multi-element Warrior of Light decks set up easier without being so dependent on Cosmos. All in all, from Water Marche to Ice Shantotto, there are a lot of new combinations of Titles and Elements for decks that are possible thanks to a few strategic element swaps, and I hope we see more of this in the future. 


Elemental flexibility is a key feature of a lot of the new cards from Opus XVI, and the Black Waltzes are an excellent example of what a diverse array of decks can be created from a package spread across several colors. The new Black Mage archetype can be adapted to fit your preferred playstyle pretty easily. Want to turn 1 CP Zack's forced discard into a 10k burn every turn in Fire/Lightning? You can do that. How about a more control oriented deck using Black Waltz 1's increased damage to dull forwards and combine it with something like Gentiana and Opus 1 Ultimecia to disable auto-abilities? Knock yourself out. Want to get insane value off of discarding your Black Waltzes to get a free draw (or 3) using a wall of White Mages? Weirdly effective. Hell, you can even run Earth/Lightning and use Black Waltz 3 and Vivi's recursion to keep recovering your Robel Akbels in a Monster focused deck

Tribal decks usually lock you into a specific element combination, but Opus XVI does a really great job of keeping your options open, thanks to its focus on using multiple colors in one deck. 


And speaking of running multiple colors, we've gotten our first rainbow decks since Manikins with the Morze's Soiree archetype and Kirin and the four Shijin. 
There's something immensely satisfying about running a deck with 4+ colors, and Soiree makes for a powerful deck that gets more powerful the more members you manage to get on the field. With a pretty sharp line of Backups, it's not very difficult to get the requisite 4 members for some absolutely bonkers effects like Vesvia's 2 card draw, or Merald's unrestricted break. But I gotta say, it's the year of our lord 2022 and Cadets still can't get a Backup that color corrects, but combat butlers get it right out of the gate? Okay...  Justice for Type-0 aside, Madam Edel and her brothel gang have been making waves in the tournament scene lately, proving that even a relatively budget deck like Soiree can be successful with enough synergy.

Kirin and the Shijin are a set of cards that attracted my eye when they were revealed, and not just because it's more XI cards. Okay, that was a big big, absolutely primary reason why I was excited to use these cards. The days of Optical Hats and Kirin's Osode. If you know, you know. 

Anyway, Kirin's ability to play specifically cost 4 Forwards off the top 5 cards of your deck makes him fit in perfectly with Soiree - and that is unsurprisingly where he's found the most use. But I can't help but feel like most people don't get the Shijin because they don't have effects that scale in power with the more of them you have on the field like Soiree does. 
While I would absolutely have loved if each Shijin had that kind of synergy (For example, if Genbu gave ALL of the Shijin and Kirin a 3k damage reduction, Suzaku gave them the ability to do 5k on attack, etc), I think their true power lies in their EX Bursts and ability to efficiently chain into each other rather than their individual effects. 

A hyper-aggressive turn one where you play Kirin into a Shijin, search for another one, play it, and end your turn with 3 Forwards and a card in the element of your choosing makes for a really brutal wall for your opponent to overcome. Yes, it's an extremely risky play that could leave you open to punishment - IF your opponent happens to have an answer in their hand that turn. More than likely they'll only be able to take out one of them that early, and you'll be forcing your opponent to waste resources to make a dent in your board rather than developing their own, unless they really want to slam down that turn 2 Shantotto or something. 


If that's a little too swingy for your tastes, using Kirin and the Shijin with Star Sibyl cranks their efficiency up to 11, especially if you're running Earth/Wind with Semih Lafihna reducing SS's cost to 3. And especially if you're also running the new Wol that draws you a card once per turn when a 5 cost character is played. Play SS for 3 CP, which gets you 2 cards in your hand from the search and the draw. Break SS to play Kirin for free next turn, which draws you another card off Wol, then use Kirin's effect to play a Shijin off the top of your deck, getting you yet another card into your hand. Now Kirin can't be chosen by Summons and Abilities, and you've gotten a board full of big boys to contend with for some weird negative CP cost that I wish I was smart enough to actually calculate. Slap Robel-Akbel in there to keep recurring your Star Sibyls every turn for even more shenanigans. 

But yes, I would really like to make a deck that properly utilizes Kirin and the Shijin without combining them with Soiree. And by that I mean I want somebody else to make it and send it to me, because the best I could do was in fact, just Shijin Soiree aka Shijin Spiral aka Rainbow Royal Rumpusroom PartytownSeriously, help an Onion Knight with a serious lack of imagination out here.

In any case, Opus XVI's focus on multi-element decks makes for some cool and unexpected new deck ideas. But how does the set measure up to previous ones in terms of power? Well for my Opus XV review, I wrote about the difference between cards that function as a Sledgehammer vs a Surgical Knife, and I think I made some pretty good points about the importance of both when it comes to the overall pace of a match. 

... But what about the difference between a Surgical Knife and a Nuclear Bomb? 


In my last set review, I discussed how the Primals represented a huge power creep for the game in terms of just how aggressive a single card could be. In fact, a few of them are likely to become even bigger threats than they already were with the introduction of cards from Opus XVI. However there are some new cards introduced this set that are so wildly broken in terms of the sheer advantage they net you (and their elements as a whole), that I wouldn't be surprised if some card bans will eventually become necessary to help mitigate their power a little bit. 


Let's start with Tidus shall we? Hoo boy where to begin with this card... So usually cards that have extremely powerful effects have some sort of built-in balancing mechanic, such as a higher cost, a Damage restriction, or having to pay more resources beyond the cost of the card. But Tidus comes in and slams card balance with a Blitzball kick to the face. Tidus's power is mostly irrelevant since he straight up can’t be blocked, so he'll continue to net the player an advantage while nullifying your opponents efforts to build up a board. But if you attempt to get rid of him with any single target removal, you give your opponent an absurd 3 card draw AND get one of your Forwards yeeted to the bottom of your deck for good measure. So like... what can you even do about it? 

That being said, you do have some options. One of my favorite FFTCG Youtubers Choco Billy mentioned in one of his videos that cards like Tidus and Cecil that discourage single-target removal will simply lead to increased usage of non-targeting removal, like board-wipes and "select" style removal like Atomos (15-106C) and Luzaf. Good old Amaterasu (a card that is seeing more and more responsibility put on its shoulders these days) can also respond to his auto-trigger. 

However, you could also argue that having to nuke the entire field with high-cost board wipes like Shantotto or Susano specifically to handle one 3CP Forward is pretty unbalanced. And of course, your opponent could always respond to your Shinryu by doing something like casting the new Leviathan for 1 CP off the new Meia, sending him to the deck and triggering his draw effect anyway. Or you know, put him in the deck with their own Typhon. Or save him by bouncing him back to their hand with Chocobo. But c'mon, who's REALLY playing Wind/Water these days? 


And don't get me wrong - Just because Tidus is busted AF doesn't mean that I'm not going to attempt to use him with the exact combo I just described. We've already established that integrity is not something that I aspire to here. I am saying that there are a few cards in Opus XVI where the card designers could have showed just a little bit more restraint though. Maybe remove one line of text there or something. And on that note... 


Lets... just get this over with. 

So complaining about Wind being overpowered is passé now right? I've said it, you've said it, and anybody who isn't a hardcore Wind apologist has said it by now. But it's very difficult to deny that Opus XVI is a set that heavily favors Wind, an Element that people already think is too strong to begin with. That thing I just mentioned about the card designers maybe leaving off one line of text certainly seems to apply to a lot of the Wind cards in this set. 

Cecil, a card that already lets you play any Character costing 4 or less and getting a 2 CP refund if it happens to be a Category IV card now introduces targeting Tax to Wind - an element that already has some of the best protection in the game. Zidane isn't just a cheap, fast threat that can mill 2 cards from the top your opponents deck every turn when combined with Bismark, who will also refund Zidane's cost with the extra draw from his bounce effect. He can also cast anything he removes from your opponent's deck, and hey, lets make the cost payable with any color because why not, right? Atomos doesn't just refund you 2 CP every turn when you meet the very hard requirement of playing two cards in an element that specializes in reactivation. He also activates all of your Backups on attack. Frequently used Backups like Chocolatte and Fiona can be used multiple times every turn, giving Wind more draw and search power with just one Monster. 

So yeah... it's kind of a lot. And it's a lot because Wind already has so many powerful cards that they can combo with to make these new ones even more bonkers.

I understand that this whole spiel does kind of make it seem like I'm suggesting that the other elements got nothing that will help them be competitive, which again, is not the case at all. You could even argue that new additions like Fina and Fat Chocobo only really work in Mono Wind, rather than being practical additions to any deck running Wind in it. But I'd like to take a more in-depth look as to why people - myself included - have complained that Wind is too strong, but this time in a way that's more constructive than "Look at these OP cards! Wind is ruining the game!" if that's even possible.

Really trying my best here guys. 

A lot of people's complaints about Wind lately is that it "Isn't fun" and "doesn't feel good to interact with" which is already a bit of a weird statement to me, because there are lots of interactions in this game that don't feel good if you're on the receiving end of it ("Haha, you just Amaterasu'd my Shantotto! What fun!!"). But I think this links to a larger issue of how much effort one element needs to accomplish the same thing as another, which Wind has a massive advantage in . 

In a game that's all about managing resources, the ability to continuously re-use your Backups to generate seemingly unlimited value for little-to-no cost is a pretty big deal. Reactivation currently has no direct counter outside of cards that outright negate Summons and Auto-Abilities, the pool of which is notoriously small. This makes dealing with Wind's constant resource generation and ability to self-bounce high-impact targets to replay them onto the field difficult. Wind forces your opponent to work harder to interact with their board in a way that seems unfair, especially since it can easily render those attempts useless. You can clear out your opponent's Y'shtola and Unsaganashi, pay the extra 2 CP from Cecil to finally be able to target something, only to have them bounce it back to their hand and draw a card with Chocobo, which yes, feels quite bad.  

So I don't think that Wind is unbeatable or anything, but a lack of answers to its primary mechanics combined its continued prominence in the meta have given people Wind-related trauma. I do think it would be nice to have more direct answers printed in general, so we have more than just Mist Dragon and Amaterasu to rely on. If I have to keep shuffling the Amaterasus I own between multiple decks because it's a three-of staple in any deck running Fire that costs 25 dollars each for some reason, I'm going to lose it. 

But what does an answer to Wind even look like? Is it a Summon that people begrudgingly run in their decks, then complain that running it feels bad because it sits in their hand instead of advancing their plays? We've had Cid Randell for several sets now, but he's not used as universally as you would expect. Shelke can cancel autos with her S-ability and protect your Forwards from power reduction effects while restricting power boosting for your opponent, but I haven't really seen too many people rushing to put her in their Ice decks either. 

A practical solution to Wind's dominance would probably be something like printing a Cu-Chaspel style Backup in Ice that says something along the lines of "Characters that are Frozen can not be activated by Card Effects." with "Forwards that are Frozen can not attack" or something added to make Freeze feel a little more impactful. Beyond that, the only other solution I can think of is more card restrictions in standard play, my suggestion being to ban the Chocobo Summon and restrict Bismark to 1 per deck. That way Wind doesn't have as much access to as many replays and cheap outs, without turning Ice into the only Element that counters Wind.    

Of course, until something like that happens, people are still hoping to find a solution to Wind's dominance. However, Opus XVI may actually have introduced one. 



Whenever people say they want Ice to be good again, I can never quite tell if they're talking about Ice decks in general or Mono-Ice specifically, because people tend to get really dogmatic about that sort of thing. So like, if Wind-Ice takes the top slot this meta, I don't know if that actually counts. But while Ice was once the dominant element in early sets, lately its been having a much harder time seeing use in competitive play. Wind admittedly makes Ice's primary mechanic of Dulling and Freezing useless, but I don't think that's the issue - not completely anyway. 

I think that in recent sets, Ice cards have just been designed with a level of conservatism that hasn't been applied to the other elements. Considering that it was so toxic in early sets that it required the first ever bans to be implemented, I can't really blame the card designers for being a bit more cautious these days. That being said, even players who aren't die hard Ice fans generally agree that the element is long overdue for a comeback.

The cards that have come out in the last few sets are pretty emblematic of the card designers more cautious attitude towards Ice. The speed of the game has increased as the other elements have gotten significantly more aggressive and efficient, and temporarily getting a Forward out of the way with Dull/Freeze is generally worse than just destroying it outright. The ability to Dull/Freeze Characters instead of just Forwards gave them some new options for Backup manipulation. But if Ice was going to get a boost, it really needed something more than just doing 1k more damage to a Dull Forward than a Fire card would to any target. So what was a strategy that Ice could use to help even the odds? 


You see, Wind may be good at protecting their board, but their hand on the other... uh hand, is a different story. Discard has slowly started making a comeback in recent sets, with cards like Werei, Orphan, and Kazusa focusing on giving you more value when your opponent discards. In Opus XVI, cheap, efficient cards like Byblos, Yunalesca, and Lasswell have made it so that your opponent can potentially lose 3 or more cards from their hand in the span of a turn. 

The solution the card designers seem to have found to make Discard a little more fair, is an increased focus on the discard happening during the attack phase. But since the other elements have access to much more draw power than they did in the earlier stages of the game, Discard needs to do more than just limit your opponent's hand size in order to keep up with efficiency. Much like Leviathan, Lord of the Whorl buffs bounce, Ice needs something similar to buff their mechanics. As a result, many of the discard cards this set have an extra effect included with them, such as Devout generating a Crystal, Serah drawing you a card, and Byblos locking down your opponent's board for every card they pitch.


As an element, Ice has traditionally had the least amount of tribal support, and I think that has largely been to its detriment. There's just a lot of consistency that you get with a solid tribal archetype, if the success of Sky Pirates, Monks, and Samurai in the meta are any indication. However, what Ice lacks in job support is usually made up for with strong category synergy, such as with FFVI and VII. So combining Final Fantasy Tactics category support with Ice Knights and having their strategy focus on discard value and crystal generation helps fill multiple gaps that the element had all at once. 

Lasswell is kind of the perfect example of how a tribal support card should be designed. It's weird to say this, but the one downside of tribal decks is that you actually have to run a lot of tribal cards in them (crazy right??). So if your deck needs to fill valuable slots with cards of that tribe, they really need to make an impact to account for the loss of generic good stuff you're replacing them with. With Lasswell, every Knight that enters the field and attacks gives you a substantial benefit, and with cards like Charlotte, you can protect your value machine of Agrias to keep her swinging. Combined with the Fire side of the package using cards like the new Delita, I'd say that Knights are one of the most efficient crystal generating decks in the game right now, which is a nice boost for both elements.  


Of course, you can generate all the crystals in the world, but they're meaningless unless you have something to spend them on. Luckily, both of the Ice Legends this set use the mechanic, probably to compensate for the fact that neither of the Legends of Opus XV did. The new Shantotto gives Ice decks some much needed versatility. In Discard decks, playing her on the field functions as a big payoff. Ice has been sorely lacking in speed compared to some of the other elements, so a big 1 CP Forward that can recover an important card from the Break Zone gives it some much needed efficiency. 

Her secondary effect is probably her biggest selling point though. There aren't too many "hand traps" - cards with effects that can be activated from the hand rather than on the field - in the game so far. So being able to pay 2 CP and a crystal to dull your opponent's entire field straight from the hand gives Ice an out to an aggressive board state that can be used both offensively and defensively. Plus also, dat art right? 

Cloud of Darkness is... interesting. And I know that sounds like a back-handed statement, but it's mostly because I'm a bit torn on her. On the one hand, paying 3 CP for a potential 9k that Removes something from the game is already some very efficient removal. The ability to completely lock your opponent from playing a card to the field at all is something we've never seen before either, and this could completely screw over decks that need a lynch pin Forward to function, like Samurais or Palom/Porom decks. On the other hand, I feel like this card has the opposite issue of Tidus and Cecil where maybe it needed one more line of text onto it to make it the big bomb in Ice that people have been waiting for. The added power is nice and all, but if you had the option of doing this every turn when your opponent discards, it would have really put it over the top. I don't think she's bad at all though. 


Ice cards being more balanced isn't always a bad thing if they can find a way to still sneak powerful effects onto them. I've heard some people say that they don't like Babus because for such a high cost, your opponent shouldn't be the one who chooses the effects. But it would be broken if you could play this on your second or third turn and pick the discard 2 and skip Main Phase effects so your opponent is essentially behind a turn. That would just lead to Turbo Discard again, and only the most wretched of us wants a return to that era. 

Having to be more strategic as to when you play a card isn't a point against it in my opinion. Why would you play Babus on a turn when one of the options would do nothing for you? If you give your opponent 4 options when all of them are bad, it can lead to some interesting mind games that change depending on what stage of the game you're in. 

Discarding 2 cards from one card effect is always going to be painful, so I'm surprised to see an effect that was once exclusive to a 7-Cost Legend now is on multiple cards - including a 2 CP Backup than can be played in multiples like Bard. Sure it does nothing but generate resources for you until Damage 5, so there's a risk that you won't be able to do anything with it. But the payoff that this card offers can potentially be massive, setting up your Lightnings and Squalls for their "both players must have no cards in their hand" effects.

I can certainly understand the desire for more "unfair" Ice cards to be printed, especially since it seems like every other element has had their turn getting some busted cards in the last few sets. But I think any situation that creates a state for your opponent where they just *cant* do anything because of one strategy isn't going to be good for the health of the game. I'm glad to see that they're taking a steady approach to rebalacing discard in a way that feels less toxic than Turbo did. I hope that we start to see Ice popping up in the meta again, if only because there's nothing more satisfying  than watching a serious tournament-minded player spend 10 minutes figuring out the optimal play to make, only to watch them dissolve into a pile of ash when you force them to discard. 

Oh, and as a closing note - this set has Benjamin from Final Fantasy Mystic Quest in it, so I rate this set 11/10.


This set's bingo raffle comes with yet another hilarious tale of woe straight from the Onion patch. I hope you're all properly strapped in for this. 

Have you ever gotten pulls so bad that you think that the devil himself must have packaged these cards just for you? How about having to watch everybody in your group unwrap golden tickets around you like there was a factory error over at Willy Wonka's while you unwrap a cat turd that's been lovingly pressed into the shape of a chocolate bar? Do you have an incredibly fragile ego, a penchant for hyperbole, and a blog to work out these very complex feelings with an audience of confused strangers? Good. Let's begin. 

I think that I end up inadvertently consuming all of my luck predicting cards that are going to be the new set, because I've never been particularly lucky when it comes to card pulls. It's not that I've always gotten garbage per say. I've pulled some of the full arts I wanted from time to time, but I've never got to experience pulling the valuable "money" card from the set. So whenever I go to do prerelease events, I always joke that I'm going to get horrible pulls, partially in the hopes that I'll ironically redirect that bad luck, and partially as a way to not set my expectations too high for what I do end up getting. This time around I joked that the best cards in my set would be a foil Aerith, because pulling a foil version of the box topper always feels like a letdown, and like... a nonfoil Y'shtola or something just because she's not very good in this sealed format with no other Scions to use. 


Well guess what? That's exactly what happened. I spoke it into existence.

This would have been less of a bitter pill to swallow though, if not one, not two, but THREE other people in our group pulled full art Tiduses and Cecils from their kits. Everybody else at least pulled one full art, except for me and the one other guy who just got a foil Chaos in his kit that I could commiserate with. 

Well that certainly sucked, but I was ready to move on. Get a few boxes, do a few pulls, you know, all the usual stuff a person who totally doesn't have a gambling addiction does. You should know right now that my desire to get a valuable card from a pack has nothing to do with owning the card itself though. If I really wanted, I could just buy the card instead of a box and call it a day. I want the experience of opening it myself and knowing what it feels like to experience the love of a deity shining back at you from inside that foil pack. In short, I really wasn't kidding about the whole fragile ego thing.  

Anyway, I had done my pulls - got a full art Kirin and Luneth, and a few other things I had been hoping to grab from this set. But the dark allure that there was still the potential to pull a valuable full art, like so many others around me had already done still tugged at my weary soul like a siren's call. So I bought one more prerelease kit online, since the odds for that are usually better than the boxes are. I joked that it would probably have a full art Vaan Backup in it since I had already pulled two of them, and there was absolutely no way that I would ever be so unlucky that- 


I am the prophet of my own doom. 

"You're complaining about getting the wrong full art?" I know right? I'm sure some of you are going to tell me that you've gotten way worse pulls, and your kit didn't even have cards in it. But we're on almost at the end of this emotional roller coaster of a journey here so just stay with me for a bit. 

So I told myself that was it. I wasn't meant to be one of the lucky few to pull a Cecil or a Tidus or a Lightning Legacy Card, and that I should just buy the rest of the cards I was missing and call it a day. 

Next week at locals... 

I briefly wondered if I should get packs. Not too many. Just like 3 or something. You know, to support the store, give back to the economy and all that. But in the end I decided against it. I had already spent enough money on cards this paycheck, and I should focus on just enjoying the game. We had a pretty good turnout, and a guy in our group who had been away for a year was going to be there. Since he hadn't gotten to use any of the new cards, he bought a few packs of Emissaries of Light and cracked them open. 

And he pulled a full art Cecil. 


Because of this, I am now Lv.1 Tonberry. My undying grudge will live on forever on this blog. May all who read it be poisoned by the rancor that I have cursed your screens with. 

So yeah, all things considered, I think I'm handling myself pretty well, actually. 

Now you're probably wondering why I made you all read through a long and meandering ego trip about me not being luckier with my pulls. That's because this is actually a weird therapy exercise for me, and I will find healing from my ordeals by giving to others the very thing I was denied. 

That's why the raffle prize this time is a full art Cecil! Not one that I pulled from a pack of course. I bought it. With money. Just for you. 


So while I may not have amazing luck, maybe YOU can, dear reader! And it's from a raffle too. Hell, that's even luckier, right? So if you win this, know that you have officially been marked as my better by the gods, and bask in the glory that can only be achieved by winning a rare thing for free. 

In all seriousness, a big thank you to everyone who continues to read Lv.1 Onion Knight and who puts up with posts that are way way too long and have a healthy dose of uh... theatrics included. I always enjoy getting to interact with the community, and doing the Bingo charts is always a lot of fun. Some of you guys seem to want to get a row completed more than I do! 

Raffle Rules: 

1) In order to be eligible for the raffle, you must complete the survey I'll be linking below. Your entry makes you eligible to win the Full Art Cecil. 

2) The contest is open to both local and international fans, 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. (Note: Due to obvious global issues there may be some delays in getting this to you depending on where you live, but I'll be sure to mail it out as soon as possible.)

3) The Raffle submission period will go for three weeks from the post date of this blog (May 1st), until Monday, May 23rd at 8PM EST, so you have three weeks to enter. I'll announce the winner on Facebook.  

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

Enter the Raffle Here!!




Another set down! What do you guys think of the new cards? Do you think Wind will be unstoppable this set, or does Ice or any of the other elements have a chance to knock it off its pedestal? In the meantime, I'll be here with my lantern and my cloak, sharpening my Tonberry knife. What for? Don't worry about it. 

Until next time - keep on grinding,