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#ffvi bismarck
redwhitebreeze · 3 years
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Bismarck in ffvi: Friend, look at it it’s so cute
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Bismarck in ffxiv:
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AAAAAAAAAAAAAAAAAAAAA
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jaclynhyde · 7 years
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ff6 update: rediscovered plot, crashed airship due to magic whale flying into it
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eorzeaisnotcrash · 3 years
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(ARR Diary #27) Everybody is awesome
(Did you know Merlwyb turns her head to follow you if you run around examining everything in her office? I’m trying to cheer myself up after all the lag.)
According to the Admiral, the Sahagin didn’t have enough crystals to summon Leviathan till the Serpent Reavers went stealing in Thanalan. Since he’s not actually been summoned yet, we’re invited to join in helping make sure it stays that way. She says Minfilia is 100% welcome as long as she stays next to her.
JoJo needs to go to Camp Skull Valley. Five Maelstrom scouts have gone to check the spawning grounds for where Leviathan might show up, and they haven’t come back yet. I have a strong suspicion that this will end with me recovering more dead bodies and battling another fearsome boss. I am able to find and heal one dude. He begs me to save the comrades who got dragged away to the Serpent’s Tongue. That place has two dead bodies. The description says they’ve been mutilated. Thanks for sharing that, item descriptor... but where are the other two?
I’m not going to say anything if an angry commander wants to do something about her men getting tortured (provided she doesn’t go after the cool guys at Novv’s Nursery), but the Admiral isn’t having it. There is some talk about who needs to do what in the upcoming fighting. JoJo needs to go with Y’shtola to the aetheryte. Y’shtola says it’s been too long since we fought together. I’m glad she’s hyped too!
I Streets-of-Rage my way through the Sapsa Spawning Grounds to find a tired Y’shtola. She says it was just a glancing blow, and we continue till I find out what they’ve done with the last two soldiers. Poor dudes have been tempered, along with some random civilians. Y’shtola is not pleased. Thancred throws a knife at a Sahagin who‘s about to stab her. Yugiri runs up and deals with six guys in ten seconds. One of her daggers can cause explosions! The next group of guys we meet also get either stabbed, or capped by the Admiral. Thancred says he wants to make up for being a liability as Lahabread. I think he’s doing great. Minfilia looks as happy as I feel.
The Sahagin Priest yells some threats and then starts glowing as he waits for Leviathan to show. JoJo and Minfilia start reacting to the Echo. That can’t be good. Merlwyb shoots the priest, but he turns into a glowing ball and possesses the dude standing behind him. Definitely not good. Even after the Admiral shoots all the potential host bodies (her “Die, damn you!” is goals), the glowing ball keeps taunting us.
Leviathan shows up. The annoying priest finds himself disappearing from existence after all. Right after he’s gone, his god leaves, and a few seconds later the Admiral is notified that the ships she had out there as a diversion are gone. She says Leviathan is going to the open sea. Watch this be a tsunami.
To quote Weird Al: Aw man, I hate it when I’m right.
(My first experience with Leviathan was in FFVI. I knew he was out there somewhere, but it was still a shock when he attacked. I thought I could take him based on how I had handled other bosses. I was very wrong, and it took a lot of grinding before I was able to make it right. Bahamut and Ultima Weapon are fearsome, but when I think of Leviathan, I immediately think of people dying horribly. Maybe I should play FFIV after this.)
Yugiri says that these local gods sure are vengeful, and it makes sense the Garleans are so afraid of them. They’re not gods, Yugiri, just egotistical ass- wait, the Empire fears primals? I wonder if there’s a way to exploit this information?
Everyone goes back to the Admiral’s office, and she shares the heartwarming story of how Halfstone was actually a settlement before Leviathan trashed it. That was BEFORE his cultists fed him with all the stolen crystals. A sergeant suggests we obtain a device with a corrupted crystal, which can make the sea around Leviathan a less deadly weapon and the primal threatening as “any other sea serpent.”
How many sea serpents do these people have???
Minfilia takes it upon herself to remind me of that awful filler quest I did for Cid. He and I are cool now, but I still don’t want to repeat that mess. It gets better: we need a lot of crystals, enough to have to connect two ships (apparently Mistbeard did this to carry his loot, and Merlwyb all but says her sergeant is a pirate nerd), and then we have to tie ourselves to Leviathan. YAY. Slafyrsyn looks at JoJo and she nods... then everyone else looks at him, and instead of me getting pimped out to do the crazy job of towing the crystals, he volunteers to do it himself. I will pour one out for him if I survive.
It’s like he’s heard me say that. Slafyrsyn leaves the room and turns to look at JoJo again as he goes. JoJo looks back. What are we communicating to each other right now?
Yugiri says that in her home, they also have godlike beings, although she never really believed that. So I guess if I ever go to Doma, I can look forward to... I dunno, Bismarck and Catoblepas?
A man runs in and says he’s just spoken to a guy who’s fought Leviathan. It better be Wheiskaet and not that liar from the windmill. The Admiral figures I might as well go speak to him while we wait for the double-ship to be completed. I can find him... over at the Grey Fleet. Son of a whore. At least Merlwyb says I can break his legs if he’s full of it.
Trachtoum is doing his usual scam. The poor private sent to speak to him will have to carry some grain to the mill if he wants to hear about Leviathan. He responds that he’s already done four or five chores, so now he’s treated to the usual crock... and made to visualize how big the guy’s dick is, which is something no one needs ever. It’s also a lie, as is rapidly revealed when JoJo walks up to end the nonsense. The private is naturally very angry about handling chocobo poo for nothing. Before I can smash any femurs, Minfilia contacts me to tell me the double-ship is ready and I need to come to the drydocks. I’ll be back to break your legs later, T.
The new ship is called the Whorleater. The guys who have built it say its onboard device will be able to nerf Leviathan, but JoJo might have to run over there herself and turn it on. Thancred, Y’shtola, and Yugiri will fight however many Sahagin try to interfere.
I’d like to say I contributed, but there was lag and I ran around uselessly half the time. At least I didn’t have to watch Slafyrsyn die. The guy who mans the lift compliments me, and Y’shtola congratulates me. Part of me is shocked we didn’t have even more casualties, but overall I feel good. Merlwyb says thank you! She also says Mistbeard deserves props, too, and it’s a *shame* she hasn’t got any employees like him. Slafyrsyn looks away. Hee.
Yugiri offers to teach her martial art to anyone interested in learning. Apparently Robot Pirate Island has an organization where a lucky few get to learn something similar, which explains how Thancred got his cutscene skills, and his colleagues could definitely learn from her. Y’shtola shares how her friend used to live a life of crime. Minfilia laughs and continues the story while Thancred makes the best face ever; one day he ran into Alphinaud’s granddad and from there he went on to learn lots of cool stuff, including fighting. The Admiral is grateful for Yugiri’s help, and although Robot Pirate Island isn’t able to handle many more residents right now, she’ll send some food to Mor Donuts.
JoJo doesn’t watch, but the player gets to: Y’shtola needs to talk to Merlwyb in private (although Yugiri does walk by briefly). She warns her that Leviathan was summoned for the sake of self-preservation, just like with Titan. I have secondhand shame watching this, especially since Y’shtola seems pretty disappointed in the Admiral’s response. Yugiri’s a little unhappy too.
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yehosera · 6 years
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15 deck challenge 2, Ice/Water
This deck is for a series that Vince Scanlan is running alongside myself and Samsonite Prime. The series involves building 15 different decks the second of which is Ice/Water.
Vince’s Facebook Page 
https://www.facebook.com/FFTCGBlog/?ref=br_rs
Sam’s Facebook Page
 https://www.facebook.com/Chocobros-2178614372164500/
Ice/Water
--Generated By FF Decks (www.ffdecks.com)--
Deck Name: 15 Deck Challenge Ice/Water
Created by: yehosera
Forwards (23):
1 Zidane (3-154)
1 Cid Raines (1-192)
3 Kuja (3-030)
3 Locke (4-048)
3 Genesis (3-033)
2 Setzer (4-036)
1 Orphan (5-029)
1 Garnet (3-129)
3 Strago (4-130)
2 Gau (4-123)
3 Steiner (3-137)
Monsters (4):
1 Ghoul (4-029)
1 Green Dragon (4-124)
2 Tonberries (4-132)
Summons (8):
3 Shiva (3-032)
2 Glasya Labolas (5-032)
3 Bismarck (5-133)
Backups (15):
3 Bard (4-027)
1 Cid (WOFF) (4-034)
1 Jihl Nabaat (1-193)
1 Scholar (5-030)
1 Gestahlian Empire Cid (4-026)
1 Mog (XIII-2) (1-196)
1 Green Mage (5-137)
3 Scholar (1-157)
2 Yuna (1-177)
1 Eiko (3-127)
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This deck is very pressure reliant and very weak to removal effects. The core idea is that there are a bunch of cards that put two forwards into play with ease, then the forwards have to be used to pressure out the opponent quickly. The deck does not aim to hit 5 backups, but instead thrives off of 3 with only Genesis and Orphan requiring an even number of backups to be efficient.
Backups
There is not much to say about the backups, they are all just the generic high value backups available to the colours.
Bard, high value towards the end of the game, and even during the mid game if it allows the player to push two damage through (especially if one of them is a Locke/Genesis).
Cid (WOFF), I like playing 1 Ghoul and 1 Cid (WOFF) in any ice deck that can. The ability to pull back Ghoul during the later stages of any game is a high value play that might provide a window to close out a game. In this deck, Cid (WOFF) also doubles up as a combat trick on your turn by being able to pull back Tonberries.
Jihl Nabaat, this deck is highly unlikely to utilise Sadistic Surge, as such only 1 is needed.
Scholar, gets back Locke to use Mirage Dive to apply pressure, or can add back a Cid Raines for when the removal aspect is needed.
Gestahlian Empire Cid, mandatory in any FFVI based deck. Only 1 instead of 2 as FFIX is more of the focus during the early game and cutting a copy provides me with a corner to cut.
Mog (XIII-2), adds Cid Raines and Orphan. This makes the card good during the mid/early game (by getting Cid Raines to impact the board if needed) and Orphan during the late game to close it out. Note: this deck considers turn 6/7 the late game.
Green Mage, as this deck’s lifespan is only about 7 turns, removing the possibility of cards like Monk or any other card that could prevent damage from being done for 1 turn is a big bonus.
Scholar, has massive synergy with Cid Raines (making the opponent discard 2 cards) but the real reason for this card is that in conjunction with Strago, it is possible to simulate a Syldra. Similarly with Gensis/Orphan (if you acquire enough cards in hand) Scholar allows for the effects to be used multiple turns in a row. E.G. Orphan on 1 turn, next turn attacking and oppressing them then using Scholar and playing it again on that same turn to keep 3 down for the following turn. Use the card aggressively to open the path up for the weaker forwards.
Yuna, good card.
Eiko, needed when playing so many FFIX cards.
Monsters
A mini 4 monster package with 2 Gau is a good inclusion to any Water deck. Normally I would play 2x Tonberry 2x Green Dragon, however, as this is not a mono Water deck one slot goes to Ghoul.
Ghoul, a cheap way to close out a game with Cid (WOFF). Coming in thanks to a Gau early on, this card can provide constant cheapish disruption. Ghoul just provides another thing for the opponent to think about when planning their turns out.
Green Dragon. A strong target for Gau when it comes to applying pressure. The main advantage Green Dragon has over a forward is that it is generally a lot harder for the opponent to interact with a Monster than a forward. As this deck is weak to removal, something that is likely to stick is a nice addition.
Tonberries, fantastic at pushing damage through. Simply play it and target the opponent’s biggest forward and attack. In this deck, Tonberries is not for finishing off weakened forwards (I’m not saying don’t do that, just prioritise damage) it is for pushing damage through. For example, the opponent has an 8k forward and you have 2 7k forwards. Instead of attacking first with 1 and if they block in main phase 2 using the Tonberries to finish off the forward, simply play the Tonberry main phase 1 and push 2 damage, then on the following turn if they chose to block with the 8k forward it will die to the second effect. What the aim here is, is to create board states whereby Tonberries disables a forward for 2 turns (almost like a dull freeze effect) for a mere 2 CP and then can be revived via Gau for another 2 turns of oppression.
Summons
Shiva, fantastic card for pushing damage. Don’t be afraid to use the card to simply push 2 damage and not for a lethal push. Avoid using the card defensively, your life total should not matter.
Glasya Labolas. Fantastic Cid Raines synergy (choo choo, discard two). Glasya fills a very unique role as both enabling aggression with it’s Dull and Freeze effects, while also allowing for some defensive options vs more aggressive decks with it’s 7,000 damage to a dull forward and Discard effects. Can be a nifty combat trick with Garnet. Realistically, the card is for paving the way for Locke/Genesis/Kuja while also being able to provide some defence vs faster decks.
Bismark. I was torn between this card and Leviathan. Lev pushes damage, while Bismark controls the board better. Bismark’s greater utility is what allowed it to win the spot over Leviathan. While Leviathan is indefinitely stronger towards the end of the game, the focus should be winning board in the first few, then looking for ways to bypass their forwards once controlling the board is impossible. As such a few cards that actually help with securing the board are needed and a deck made up entirely of ways to bypass isn’t as strong. It is possible to return Ghoul/Genesis/Orphan for multiple dull effects when finding lethal if needed, but this card should just be used for destroying blockers. Mateus is not quite as good simply because Bismark is a Water card and this deck needs more Water cards.
Forwards
Cid Raines, your insurance vs more aggressive decks.
Kuja, a core card for this archetype. Any time Kuja sticks to the board and is not answered, your opponent will take 7 damage VERY quickly. The snowballing effect this card provides is basically unparalleled. Any game T2/3 Kuja + Zidane is played onto the board a lot of decks will struggle to remove the Kuja with ease (remember, Fire is reliant on your hand size to remove early forwards, so try to finish below 3 to avoid Vivi destroying Kuja). Stick Kuja, Genesis their next forward and watch the game slip away from the opponent.
Locke. For games where FFIX cards elude you. FFVI provides a solid base for pressuring the opponent early, however, it is a slower category. Locke is stronger vs slower openings where the card is unlikely to stick so an entry effect is needed to gain value. It is also a strong scouting tool to see what removal options the opponent has for Kuja. Both cards provide a lot of pressure every turn they are left alone and die to exactly the same cards. Where possible, lead with Locke and find out what answer they have, then try to stick the Kuja.
Genesis. Fantastic Ice card.
Setzar. Slower openings are where Setzar shines. Being able to search backups and having a wider toolbox than in mono Ice it is a strong card in this deck. Find Locke for pressure, Strago to snowball a board, and Gau for games where more value is needed. Remember to get Gestahlian Empire Cid with the first Setzar. Also, he has synergy with Cid Raines (if they block Setzar, Lord Raines can finish most forwards off). It is also worth noting, Setzar gets to attack a lot of the time and won’t be blocked. Very often by blocking the Setzar, the opponent will open themselves up for cards like Glasya to gain extreme value/remove their largest blocker to allow cards like Kuja to be free to attack. Lastly, Glasya can kill your own Dull Setzar to disable two blockers. This is useful as often the 6th damage will be done by Setzar as blocking him will disable a key blocker. By saving Glasya/Bismark to break your own Setzars it will often allow Setzar to create “checkmate” situations. Whereby allowing the Setzar to hit will grant you lethal or blocking the Setzar will still allow the player to find lethal. Protect your Setzar and your win % will jump a lot.
Orphan. Shiva with legs.
Garnet. Kinda sticky forward. Has some in built protection. She’s not mandatory, however, the effect is nice and she does provide a decent amount of early pressure with Zidane. She’s also another good scouting forward for removal cards before playing Kuja.
Strago, Leviathan with legs. This card is worse than Leviathan with regards to it’s inability to be cast during the opponent’s turn in this deck. This, however, should not be a problem. As this deck should be the aggressor, the need to break up party attacks with Leviathan is not as strong as the potential to deal damage. Simply playing Strago and turning the board from a 1 vs 1 situation into a 2 vs 0 is very very strong. From the opponent’s perspective, simply playing a forward again is no good, as they have already taken 1 damage and now if they spend their turn playing a forward, Genesis for example (or any other Dull+Freeze/Bismark), will mean they are now on 3 damage and still have no blocker. Strago should be the start of the opponent feeling the game slipping away.
Gau, brings back the array of monsters in the deck for more mid-game value. He also has potential to have 8,000 or more power making him the second biggest forward in the deck! The real strength Gau provides is being able to revive Tonberries or Ghoul to push more damage. Any time his effect says “deal an additional point of damage this turn and potentially one more on the following” he is a strong child.
Steiner. Adds Zidane for double forward pressure asap OR can add Eiko to smoothen out the backup curve. The only fancy trick involving Steiner is placing him in the EX pile.
Zidane is for snowballing your early FFIX forwards into double forward pressure. 2 copies could be played, but a smooth start is so important that the risk of drawing 2 Light cards is simply crippling.
Overall, this deck is EXTREMELY aggressive and has very limited removal options. I cannot stress enough how important it is to get the board and start dealing early damage. The deck can play a more honest game, however, due to how limited it’s removal options are, it can only play a more honest game for the first 6-7 turns before there’s simply nothing left to trade with. So remember, trading is the enemy. Push damage, protect your forwards until ~4/5 damage, then start looking for ways to go over the top.
Once again, I have a joke submission as well.
The True Dirty Rat
https://ffdecks.com/deck/5950754539962368
--Generated By FF Decks (www.ffdecks.com)--
Deck Name: The True Dirty Rat
Created by: yehosera
Forward(22):
2 Mira (4-137)
3 Leon (1-060)
1 Cid Aulstyne (3-036)
3 Relm (4-144)
1 Kefka (4-080)
1 Setzer (4-036)
2 Gau (4-123)
3 Locke (4-048)
1 Lenna (3-144)
3 Celes (4-038)
1 Kam'lanaut (5-148)
1 Kefka (4-147)
Summon(1):
1 Zodiark, Keeper of Precepts (3-147)
Backup(15):
1 Fisher (5-140)
3 Tonbetty (4-131)
1 Cid Raines (5-039)
3 Cid (WOFF) (4-034)
2 Gestahlian Empire Cid (4-026)
1 Baderon (5-132)
1 Chaos (1-184)
1 Scholar (1-157)
1 Scholar (5-030)
1 Artemicion (3-122)
Monster(12):
3 Buccaboo (5-046)
2 Tonberries (4-132)
3 Clione (4-125)
1 Green Dragon (4-124)
3 Schrodinger (5-129)
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Again, this deck is so broken it simply does not need proper formatting. Simply open with Leon + Buccaboo and it’s game over for the opponent. In the ideal world, this deck opens with 2 backups then plays Mira + Buccaboo + Leon and the opponent is forced to play a card OR allow you to play a Leon with no downside. In the event that a character is played then Buccaboo will activate forcing them to discard 2 more cards AND Mira will search another Buccaboo! Making the exchange there beginning of a nightmare. There’s some monsters and stuff ‘cause Buccaboo needs friends or the goblin will get lonely. In the interest of having some win % there’s a copy of Kam’Lanaut. I’m yet to find a deck that Kam’Lanaut on turn 1/2 cannot carry to victory a decent % of the time. The deck has mad consistency, it has a copy of Artemicion AND Baderon, so you should open the 3 card combo like 80% of the time, maybe more. Remember Clione can negate your own Zodiark, thus allowing you to turn Zodiark (normally a dead card) into 2 CP! All it costs you is 4/7 CP a Clione and for another Dark card to not be drawn. Also like half the forwards cost 5+CP so if they play a Vayne be sure to call them a dirty cheater.
Overall, this deck can only lose to the 29EX Burst deck and that’s only when they have Fusoya.
TL;DR Play FFIX forwards and kill people…quickly.
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hrsksky · 6 years
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Espers in World of Final Fantasy
List of known Espers or “summons”. Espers can have familiars or guardians. They can also merge with select humans of their choice. On the other hand, humans can have familiars, and can merge with Cogna to become Cyborg (ie. All Exnine Knights). Cyborgs can merge with other humans.
Bahamut Kingdom: Bahamut Brandelis (From ??? World; Merged with an Exnine Knight aka. a man named “Efrawg”, and some unknown Cogma; 1 of 16 “powerful” Bahamuts), 
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Bahamut Tiababylos (One of the Pleiad; 1 of 16 “powerful” Bahamuts; From World of Dragon Kings), 
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14 other “powerful” Bahamuts, and any other Bahamut variants appeared throughout the franchise.
The Bahamuts were fighting for the title of “King of Bahamut” in their home world. That is why Tiababylos had such a rivalry with Brandelis in the game.
Alexander Kingdom: Alexander Big Bridge (Eiko as its Guardian), 
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Alexander Enna Kros (Creator of the A-Worlds; Merged with a female soldier named Roksanne and her familiar Tama; Merged with a fierce young man named Aris and his familiar Serafie; Takes the physical form of Roksanne in Grimoire),
Fun fact: Enna Kros is actually an anagram for “Roksanne”, the girl Alexander merged with. And it’s also implied that Enna Kros may take the appearance of a man (”Aris”) if you meet her in another A-World.
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Battle Arena Alexander (The entire actual Coliseum in the game; Generates a special mist that can connect to parallel worlds through a possibility array; Guardian is the Master Tonberry),
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and other variants of Alexander in the franchise... (One example I can think of is “Alexandria Alexander” from FFIX).
Proof: There was a scene where Enna Kros was talking with Big Bridge about the times when they were young. They were competing in the Alexander Kingdom for a Godly position. They destroyed a lot of things and made a mess apparently. But Enna Kros won in the end, which explains why she had world-bending God powers but other Alexanders don’t.
Diabolos Kingdom: Diabolos (One of the Pleiad; From Grimoire; Used to serve the twins aka. ”Demon Dyad”; Power of dreams/nightmares),
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The Girl Who Forgot Her Name (Even though she is technically Nene/ねね from Sigma Harmonics, an extraverse, she is actually part Diabolos),
The young man Aris (who is now merged with Enna Kros) caused trouble in the Diabolos Kingdom long ago. The Diabolos-King lost control of his power over fantasy which opened a pathway across universes, allowing the girl to travel to Grimoire and absorbing the king’s powers at the same time.
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and other Diabolos variants from the franchise.
Eden Kingdom: Eden of Balamb (The entire Balamb Garden structure; Guardians - Squall, Quistis, SeeD),
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and other variants of Eden in FF... (ie. Guardian Force Eden from VIII or Fal’cie Eden from XIII).
Leviathan Kingdom: Leviathan (One of the Pleiad; From Grimoire),
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and other variants of Levianthan in FF.
Midgardsormr Kingdom: The Midgardian Ormr (Sleeps beneath Figaro Castle; Edgar as Guardian; Converts Grimoire’s geotic energy into mako),
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and other variants of Midgardsormr in FF.
Odin Kingdom: Odin (One of the Pleiad; From Grimoire; Used to serve the “Demon Dyad”/twins),
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and other Odin variants in FF.
Ragnarok Kingdom: The Lute of Ragnarok (From Grimoire; Guardians - Cornelian people, Warrior of Light, Princess Sarah; Merged with the familiar named Lute; Asleep until woken by Ramuh),
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and other Ragnarok variants in FF.
Valigarmanda Kingdom: Valigarmanda Pellinore (From ????? World; Originally merged with unknown Cogna, and Ex9-III-4 of the Exnine Knights named “Pwyll”; Forcefully merged via copy with the human named Lusse Farna aka Twin’s mom; Can only access a portion of her original power due to Lusse’s will of resistence; Attained some of Lusse’s Breaker abilities),
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and other Valigarmanda variants in FF (ie. FFVI).
Zona Seeker Kingdom: Zona Seeker Segwarides (From ????? World; Originally merged with Ex9-I-3 of the Exnine Knights named “Epona” and some unknown Cogna; Forcefully merged via copy with the human named Rorrik aka Twin’s dad; Can only access a portion of his original power due to Rorrik’s will of resistance; Attained some of Rorrik’s Architect abilities),
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and other Zona Seeker variants in FF (ie. FFVI).
Carbuncle Kingdom: The Unlucky Carbuncle (Originally Hauyn’s pet esper from Grimoire/Nine Wood Hills; A 3rd Exnine Knight named “Ywain” from ????? world forcefully merged with Carbuncle; Ywain was already part-Cyborg before the act; His power is creating visual illusions; His powers are limited due to Carbuncle being a weak vessel; Takes form of the Carbuncle while the Masked Woman is simply a hologram),
In this instance, the human is definitely possessing the esper since the original Carbuncle was on Hauyn’s side. However, with the other Exnine Knights... Did the espers agree to merge with the knights or were they forcibly taken over, like Carbuncle? 
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and other Carbuncle variants in FF.
Ifrit Kingdom: Ifrit (One of the Pleiad; From Grimoire),
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Ifreeta (A different tribe of Ifrit; Has traveled to other A-Worlds before),
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and other Ifrit variations in FF.
Fun Fact: The genderbender version of espers are noted to be extremely rare within their respective kingdoms. 
Shiva Kingdom: Shiva (One of the Pleiad; From Grimoire),
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Shivalry (Has traveled to many different worlds before; Another Shiva tribe),
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and other Shiva variations in FF.
Fun Fact: Apparently, the Nether Nebula, like the Coliseum, is a place where the barrier between worlds are thin. That’s why you meet the main summons in those areas the most. If a human conduit is available, Clever espers can summon themselves there.
Ramuh Kingdom: Ramuh (One of the Pleiad; From Grimoire),
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Remewl (Grimoire Ramuh’s granddaughter; A young Ramuh still learning to grasp her powers),
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and other Ramuh variations in FF.
Fun Facts: The Pleiad guards places like Nether Nebula so that other entities don’t easily come into Grimoire. Though there are times when one or two sneak through.
Question: So apparently there aren’t simply variations of espers in the kingdoms. Espers can somehow reproduce? Could that mean that each Esper Kingdom contains an entire organic population of espers?!? I want to see those worlds!!
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Others: Tycoon and Bismarck may be espers (mentioned in Leviathan’s entry). Rydia has Mist Dragon as her familiar. Eiko’s familiar is Fenrir. Faris’ familiar is Syldra. Terra’s familiar is Maduin (esper in FFVI; familiar in WoFF). Bartz’ familiar is Boko. Gilgamesh’s familiar is Enkidu. Hauyn’s familiar is Siren. Yuna’s familiar is Valefor.
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yehosera · 6 years
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Earth Decks!
This blog will go over two Earth decks. Earth is a colour I usually avoid, but due to it’s recent strength it is not a colour I intend on ignoring. What better way to learn about a colour than to build and play some decks involving said colour!
5 Forwards
Earth has a grand total of 5 premium forwards.
Dadaluma
Raubahn
Ingus
WoL
Cecil
The foundations of any mono Earth + splash another colour should start with looking at how these 5 forwards can be put to use in conjunction with the other colour.
Dadaluma, provides the groundwork for Earth in any deck that can utilise ping damage easily on the Dadaluma. Strong supporting cards, like Miner and Tama, allow the Dadaluma to rip holes into established boards in matchups where the opponent simply cannot handle multiple instances of Dadaluma.
Raubahn, essentially says kill any problem forward. Cards like The Emperor or Kam’La that other colours might struggle to remove, Raubahn provides an easy answer to. Synergy cards like Ingus propel the removal card from a simple removal card to a forward that can straight up remove another forward on entry and stick around to fight more.
Ingus, makes your dudes bigger. Earth isn’t a very good archetype if it does not have the strongest dudes. In addition, pushing cards like Vanille/Calbrena up to power levels whereby they can trade with opposing forwards without any assistance is very strong during the middle stages of the game.
WoL, lets you attack every turn.
Cecil, provides some comeback mechanics if you fall behind early and a powerful EX Burst from 3 damage onwards. In addition, he is a very strong Tama target.
Other noteworthy forwards
Vanille, due to her near infinite presence she is a formidable card, however, she requires at least 8 deck slots to be that strong. If the deck has space for the 8 slots required for her, (2 copies of herself and 6 copies of Hecatoncheir) she is a very potent card
Guy/Yang, both cards cannot be dulled. This makes them strong if the deck you build is weak to Ice cards AND has a way to protect them from the popular Mateus, the Corrupt
Rydia, if your deck is not playing a backup Rydia, she provides some insurance against FFVI and mono Lightning decks by being able to break most of the forwards with Gaea’s Wrath (although the assistance of Hecatoncheir is needed if they are playing Duke Larg). Decks that play Vanille can also play Rydia, as they will have the high number of Earth summons required for Gaea’s Wrath.
Delita, very strong when played with Star Sibyl after playing Shantotto. The card is only really strong because it is an extremely high value target for both Star Sibyl and Tama.
Earth/Wind
https://ffdecks.com/deck/5167947089707008
--Generated By FF Decks (www.ffdecks.com)--
Deck Name: Earth/Wind v1
Created by: yehosera
Forwards (20):
1 Kam'lanaut (5-148)
1 Kefka (4-147)
3 Ingus (5-074)
3 Dadaluma (4-085)
3 Raubahn (4-096)
2 Wol (5-075)
1 Cecil (5-086)
2 Y'shtola (5-068)
1 Zidane (3-056)
3 Barbariccia (3-066) 
Monsters (6):
1 Calbrena (5-079)
3 Cactuar (4-058)
2 Leyak (5-071)
Summons (6):
3 Hecatoncheir (4-093)
3 Diabolos (5-062)
Backups (18):
1 Chaos (1-184)
3 Enna Kros (1-095)
3 Miner (5-082)
3 Star Sibyl (5-091)
1 Shantotto (1-107)
1 Tama (4-086)
3 Archer (1-088)
1 Semih Lafihna (5-059)
2 Maria (1-083)
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The deck is very simple, survive until Dadaluma can clean up house.
The card choices are relatively, however, still deserve some explanation.
The earth forwards are all of the strong ones outlined earlier. There’s a lower Cecil count, because the deck already has comeback mechanics with the Dadaluma and Dadaluma is a higher priority target for the Tama and Miners than Cecil is. Also, a lower priority on WoL, as the opponent shouldn’t really have forwards to block with, so the pushing power that WoL provides isn’t too useful, in addition, your cards can be up to triple buffed so the +2,000 power modification should be almost useless.
There are 6 wind forwards. While Barbariccia normally is useless vs mono coloured decks, the additional Cactuar searcher and the existence of Semih makes dealing 2,000 damage to a forward an easy feat most of the time. Y’shtola and Zidane are the strongest stand alone Wind cards, so the leftover space was dedicated to them.
The two Dark forwards are good for demanding an immediate response from he opponent during the early game, and decent ways of spending CP in the late game. During the early game Kam’La is strong as it searches a 2 CP backup to help make reaching 5 backups an easy feat, and during the later stages Kam’La can get Kefka to provide the player with 2 Forwards over 2 turns. Kefka being an EX Burst is a nice thing, but the real strength is being able to find Cactuar as the deck cannot function without 2 of them on the field.
The summons are the best summons in each colour. 1 Diabolos can come out for a singleton of Asura to help vs Ice decks and Al-Cid decks.
The backups are fairly standard, except Tama takes a spot away from a Shantotto. During the very early phases the Shantotto is better as it clears a board without any conditions, however, during the mid-late stages (whenever 2 Cactuar hit the field), Tama can create a similar effect over 2 turns with the Dadaluma. 2 slots went to Maria over the Semih. The double buffs mean that Raubahn can survive his own effect without assistance from Ingus. The downside to this is that there are only 3 targets for Star Sibyl. This drastically reduces the power level of the card as the game goes on, but Star is mostly there just for securing Kam’La during the early phases or providing the player with a copy of Shantotto for defensive purposes during the early game.
Nothing fancy in the monster section. Just 1 copy of Calbrena over the 3rd Leyak. This lets Kefka fetch Earth CP while also providing a means of prolonging games. A lot of the time, you’ll just have Dadaluma and the Calbrena on the field. Once this happens, you don’t really have anything you need to spend CP on, so the expensive activation cost of the Calbrena is mitigated, also at up to 10,000 power, the revival effect is a joke.
This deck is well rounded and a pain for other decks to handle. If you see a lot of Water decks, remove Calbrena and 2 Maria for Paine and 2 Rikku to mill them out. Vs Ice, there’s Guy + Black Mage as potential additions to make sure that you’re able to survive their really strong onslaught of Dull + Freeze cards during the mid-game, however, as long as a Leyak is drawn, Ice can’t really interact with the forwards in this deck while they’re dull and cannot interact with the Leyak. There aren’t any bad matchups other than Water for this deck, it’s an all round decent deck, you just need them a bit of draw luck as there’s no Dadaluma searchers.
Earth/Water
https://ffdecks.com/deck/5136615571718144
--Generated By FF Decks (www.ffdecks.com)--
Deck Name: Earth/Water v1
Created by: yehosera
Forwards (21):
2 Warrior of Light (2-145)
3 Ingus (5-074)
2 Dadaluma (4-085)
3 Raubahn (4-096)
3 Wol (5-075)
2 Cecil (5-086)
1 Porom (2-136)
1 Refia (5-141)
3 Porom (5-135)
1 Gau (4-123)
Monsters (5):
1 Bangaa Thief (4-088)
3 Adamantoise (4-121)
1 Green Dragon (4-124)
Summons (5):
3 Hecatoncheir (4-093)
2 Bismarck (5-133)
Backups (19):
1 Monk (2-089)
2 Pellinore (3-094)
3 Enna Kros (1-095)
2 Miner (5-082)
3 Shantotto (1-107)
1 Tama (4-086)
1 Leonora (3-143)
3 Aria (III) (5-123)
3 Yuna (1-176)
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Fall behind early, clear their forwards cheaply and efficiently for a couple turns, then snowball the field with Warriors of Light.
Again, for earth forwards the strong ones. A priority this time on the WoL, as Water has natural Warrior of Light synergies, there’s an extra Cecil over a Dadaluma. This time because Water has no innate ways of dealing damage to it’s own cards, the Dadaluma is likely to have it’s effects wasted without the copy of Pellinore being drawn. Also, Water just has more EX Bursts, so it’s more friendly towards taking damage making Cecil a stronger card.
Warriors of Light. The board becomes basically unbreakable if an Ingus/Refia + Warrior of Light is drawn. Any additional cards with the job Warrior of Light turn them into unstoppable behemoths, hell bent on attacking you each turn. WoL, Warrior of Light, Ingus, Refia are basically interchangeable with the While, Red, Black and Pale riders respectively.
Porom is in the deck, mostly because Porom allows the deck to play 4 additional EX Bursts, while also providing a means of filtering towards Adamantoise + Raubahn. It’s really important to play those two cards onto the field at the same time, as that tends to be what starts the snowball, so Porom helping to filter towards the snowballing effects while also providing a strong early game defence is key for not simply dying in the first few turns vs Ice decks. There’s a copy of Gau in the deck as Adamantoise is a REALLY key card for the deck.
There are 5 monsters, all of which can be summoned via Gau. The real reason to play Water with Earth is access to the Adamantoise, turning Raubahn into a monster. 5 CP break their forward, draw a card. Sign me up please. The Tonberries is to help prevent people pushing through your defences before the board is set up with the Warriors of Light of the Apocalypse or WoLotA for short. Bangaa Thief is more of an exploit that currently exists in FFTCG, whereby nobody has nice ways of killing monsters, so by playing the Bangaa Thief it’ll just kind of exist as a 7k phantom forward until the game ends.
The summons can be swapped around. Keep 3 Hecaton, as again with Adamantoise you’ll be clearing away forwards like it’s nothing. The Bismark though, they aren’t particularly potent in this deck, they’ll let you recycle Raubahn, or even save him from his own effect (if you return the Raubahn to your hand, the 9,000 damage is still dealt to their forward). Other than that, it’s a nifty combat trick to keep the Poroms/early forwards from dying too easily in combat. The Bismarks could even become Moogle in this deck. Due to how basically every card costs 4 CP, it’s very likely that on 5 backups 1 will go to waste, so the Moogle filtering towards WoLotA/Raubahn+Adamantoise isn’t something to be discredited.
The backups are very clunky, they can be smoothened out a bit. Only 3 2 CP backups is very low, however, there really aren’t any others that are worth playing in the deck, maybe a Doga to help save the WoLotA during the later stages from some lightning cards. That being said, there are still 3 Aria and 2 Miners that can be played on turn 1. So it’s not too hard to find a backup to start the game on. Even if you don’t find a backup, most of the time Warrior of Light + WoL can just sort of get there without any backups. There are a grand total of 6 reactive backups though, so don’t expect to hit 5 without playing Shantotto+Yuna. They should be a part of your gameplan. Accept losing the board early to two forwards and playing Shantotto off of 3 backups to remove just two forwards as a good play. Sure it’s not the Shantotto clearing 5 forwards it could be, but the deck isn’t very strong at combat during the early phases and doesn’t want to bleed-out to a Setzar + Celes for example. Yuna is exceptional at buying time, as long as she exists in the top 10 or so cards you become incredible difficult to kill. If a player is trying to aggro you out, she can be EX Burst to buy an additional turn (2 cards closer to Shantotto), and if she can be played on a card that has a high initial investment, e.g. Setzar, she’s basically removal. In summary, expect to start shaky, with a single backup, then try to reach 3 backups, then you can start looking to steer your opponent towards a board state whereby Shantotto is good/Yuna is good. Then you can start playing FFTCG/WoLotA simulator.
Overall, this deck is actually a really strong deck. It’s biggest weakness is how binary in function basically every card is. However, they’re all REALLY good at their single functions. So yeah, reach 3 backups, get some cheap stuff down like the baby Warriors of Light/Porom, try to rob them of Tempo with Yuna/Shantotto then start playing WoLotA simulator!
TL;DR Dadaluma, Raubahn, Ingus, Cecil, WoL are the reasons to play Earth
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