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teamcalamity · 1 year
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FFTCG ‘From Nightmares’ OpusXIX Set Review
A two for one as Mitch and Tom give their views on the new set!
Fire
Ifrit - 19-001R M: I am a fan of these free summons; I think there is potential with them – that said I think fire is my least favourite as it offers nothing new that the other elements do not get and with fire have such good summons I struggle to see where this would fit in, Hitting your own Magissa is nice, Terra works nicely dealing 9k. Rating 3/5 T: a standard 'every element gets one of these' cards. Fits nicely into an aggressive fire build and combos well with most smaller fire forward entry pings. Decent 3/5 Ace - 19-002L T: I mean it's quite boring but clearly powerful once it starts attacking. The trade off in limitations (mono fire/bz resource) are not too big of a deal. Cheap enough to not worry about having no immediate board impact as your low risk is a high risk for the opponent. Fortunately, there is plenty 'break a 2cp or less' around otherwise this becomes a big problem for you to come up against. 4/5 M: The first of the legends. Ace must remove 5 fire cards which almost limits it to mono fire and the most consistent is Samurai’s, which doesn’t use a name Ace. This all lines up very well and while he doesn’t have haste, it’s not very committal for 1CP, the only issue I can see is having to remove samurais. It’s not my sort of card but I think this could easily see its way into a Fire Samurai deck. Rating 3/5 Edgar - 19-003R M: Ignoring the constant name repeats this set – which is a problem, I struggle to see how this would ever outclass the legend from opus 17. There are many different brothers or even families who could have used this combination, and this would be rated high, because of the name class it’s almost unplayable. Rating 1/5 T: Category support particularly in a 2cp backup is always nice but a VI theme build would surely be using the Edgar legend? Can't see a place for this really. 2/5 Kukki-Chebukki – 19-004R M: This card interests me paired with its partners Cherukiki and Makki-Chebukki. Bringing out 3 forwards in 1 turn for 5 cp is good, even if they forwards are not that great. I think this card has more potential than its wind variant but without Cherukiki, I think drawing this card is bad which hampers it. Rating 2/5 T: 1/3 of the Chebukki package. I think you only really use them as a package, and I'm not sold on the package as it relies too much on the 5cp card. 2/5 Sazh - 19-005C T: Cheap forward to search a backup, I just don't think you want to search it. 2/5 M: I have a theory that they refuse to print good Sazh forwards because the Backup Dajh from opus would make them untargetable. This is another of the cards that proves me right, Dajh isn’t worth searching and because of that, this isn’t worth playing. Rating 1/5 Tifa 19-006C T: Draft card, even then the warp 3 is quite high. 2/5 M: Pack filler which may be nice for draft but these ratings are based on competitive and I don’t see this being used even in aggro. Tifa is a strong name in FFTCG and while her recent showings have been in other elements or bad, this one falls into the bad category. If she was 4 cost, and affected by Zangan, I could see the potential but as she is – unplayable. Rating 1/5 Dajh 19-007C T: As said above you don't need to search this. It's quite a handy effect on its own and EX as well make this a good option to fill out a backup line. The effect on Sazh is irrelevant. 3/5 M: Whenever a card says discard 1 card, I always look at black mages. As this isn’t a cost, it would trigger the 4000 from the discard. That said I don’t think that makes this card useful. Many cards must have a reason to be run to fit in a deck now, Sazh isn’t good for you are looking at your first line of text and I don’t think a small filter is worth running. Rating 2/5 Buffasaur – 19-008R M: Originally this card made no sense to me, dealing 8k to something but the downside of dealing yourself a point of damage. Now I see that they are pushing Lightning Fire self-damage deck again with the new Y’shtola. This is a solid card in that, as any self-damage is appreciated, paired with Yshtola is 12000 and a potential EX burst. Needless to say I’ve come around on this card. Rating 4/5 T: A buffed grenade! A really neat tech card for self damage decks, the fact it has 'may' means you have control of the trigger. One for the deck builders. 4/5 Bomb - 19-009C M: Bombs have never been a viable archetype and while this helps the spam of Bombs does that make it good enough to be viable? No, this doesn’t even search Mom Bomb, and it’s problems like that which I think shows that this deck is not supposed to be top tier. Rating 2/5 T: are bomb decks fun? Yes. are they good? no. Go make a fun deck for locals 2/5 Sabin – 19-010H M: A knock off copy of Xander from last set, with less damage and the caveat of must be FF6. It works well with Edgar but again similar to Edgar, there is no reason for this to be named Sabin as if you want to run an FF6 deck, you would be looking at the Opus 17 Versions. Rating 2/5 T: a solid set of effects, they just don't synergise with the Category at all. Weird card choice. 2/5 Miyu - 19-011C T: A backup that searches another backup. 3/5 M: Fire’s version of Khalia Chival. A real hint that this is the way to play the Dream Stooges, but also works really well in fire lightning. Backups searching Backups will always get a high rating for me and Chival into Miyu into another back up is a strong, even if that search is Ice. Love this card. Rating 5/5 Monk 19-012C T: Monk support making Earth/Fire monks more viable option. Multiple effects on a 2cp backup. 4/5 (in monks) M: This card isn’t that great to me as a standalone card, however what really makes this card excel is Ursula from Opus 11. Not only can you now bring in a monk of different element. On 3 damage this will start killing things also, being able to break it for Ursula and bring it back seems like this could be the start of Fire Earth monks. Do I think it’s there yet? No but it’s close. Rating 4/5 Lilty 19-013C T: The payoff is not worth the restrictions to cast. 1/5 M: A draft card. Won’t see play in competitive. In draft you tend to try for two elements if you are unlucky this card and make it worth running three. Rating 1/5 Luneth 19-014C T: This for me competes with Blaze and Blaze wins the fight easily. The problem with board wiping combos is that you have to wait for it to align and this doesn't have the 'oh shit I need to reset' power behind it. 2/5 M: My problem with 5k damage recently is that unless it is instant speed (via a card like Brynhildr) it is normally too late. The reason this is interesting is that it can pair with Water Faris in an attempt to board clear, the issue is that is competes with the forward Luneth which is competition for the best job Warrior of Light in the game. Rating 2/5 Ruby Weapon – 19-015R M: I wanted to like this card as Ruby Weapon is my favourite of the weapons, however the problem with Fire is that for the most part, it is a proactive deck, wants to remove forwards, put pressure on your opponent and essentially overwhelm. This is the opposite, this is a defender, which is mostly associated with Earth, and even then I don’t think it would be that good. The special does save it a little however not enough to be played. Rating 2/5 T: nice to finally have the weapons in card form. Just think they deserved better. Thematically nice effects but fire has many better options for your big cost cards. 2/5 Laragorn 19-016H T: The Dream Stooges package doesn't immediately strike as overpowering however there is something intriguing about them, particularly as they all have the Hero ranking. One for testing. 3/5 M: The enabler for the dream stooges. It is hard to rate these cards without seeing them in action, however they have strong recursion, meaning that getting all three onto the field should be easy. Keeping them there is the Issue. Which means Curlax is the pay off. I think these could be an interesting play around and certainly worth testing. Rating 3/5 Leon 19-017R M: Running through the Rebels, most of them are playable, the problem I have is with searching a Maria. This deck with the new firion most likely wants Fire Water and with Maria being Wind, Wind Ice or a bad Light card, it forces you to run bad cards. I think they will eventually hit the nail on the head but it’s not there yet. Rating 2/5 T: Rebels have never really hit the mark as a package and I don't see that changing with this latest set of support. They tend to synergise well together but lack the big payoff. 2/5
 Ice Waltrill – 19-018R M: Ice got dicked on previous sets in terms of crystal generators and now they are trying to make up for it. The obvious play is with Norshtalen, as a pseudo-Leila Viking, and because of that comparison I can see this being played in something like Ice Water using Lenna to get back Norshtalen and Waltril for 3 CP and a crystal. Rating 3/5 T: Low risk for decent gains the longer it stays around. I like the crystal mechanic so this opens up some nice options. 3/5 Vincent – 19-019R M: This is finally a good search target off of reeve for ice lightning, which is a good buff once you have the Cait Sith down. Your Exburst Reeves allow for the special too. Freezing your opponents back ups for a turn and freezing when they have a big blocker. I am a huge fan of this card. Rating 5/5 T: Freezing backups is always nice and it's searchable. Wind meta makes its less relevant. 3/5 Umaro – 19-020H M: I do like this Umaro, however it does have tough competition. I think if Water Ice turns into a FF6 heavy deck, this might be the one to play, however my money is on the Opus 11 version. Alternatively, Fire Ice could use this card with another removal card. Able to get two FF6 with Edgar and bring Umaro in for an 8k in a pinch. Rating 3/5 T: I am a fan of Brave cards that threaten additional tricks although I feel this favours more of a defensive trick. The recursion effect is nice as well as you should have no trouble filling you hand with VI characters making this a reliable source of removal. There are also a few VI cards with bz inspired effects that could combo well with this that could inspire some nice plays. (Ghost, Ultros, Kefka (S), Celes). 4/5 Cloud of Darkness – 19-021C M: They finally give Ice a way to easily generate crystals, and then they bring out this. Not to play this card but to remind us that there is a good Cloud of Darkness from Opus 16. This however is garbage. Rating 1/5 T: There is a lack of monster removal around however are any really worth playing this to break? 1/5 Shiva – 19-022R M: Draw a card on an Ice card is rare, but I think while this isn’t good for mono, it may have a place in Ice Wind as a draw option. A free card will stack up the casts and replace itself. While I’m not saying this makes it an auto include, it does at least give the card a chance to prove itself in that deck at least. Rating 3/5 T: draws a card which is always good. A nice little draw cycle for ice just don't ever pay to cast it. 3/5 Snow – 19-023C M: I love the flavour of this card, Snow has always been a defender, and this really works in that it creates that image, however the problem with this card is that due to its element, Ice tends to want to be aggressive. Opus 18 Fang can reduce and even increase Snow’s stats but the value of this card is stopping the back swing which may not compliment a lot of ice’s strategies. Rating 2/5 T: It's nice to see Snow back to his Sentinel roots. I used to like the Opus 1 starter back in the day and this has some of that flavour, unfortunately it just doesn't hit hard enough or have enough protection to be reliable enough defence. 2/5 Sarah (Mobius) – 19-024L M: I think this card has got bad press about it currently and while it is not without faults, there are some benefits from this card. The earlier you play this card the better it is and mainly from the last effect. While your opponent is trying to set up, with their Norshtalen or Fat Chocobo back up, this can make them over pay. I’m not saying this is amazing but it has its place. Rating 3/5 T: 3 very useful effects, particularly the last one. Unanswered this can win you games for sure however we are in Opus 19 now and if you expect a card this obvious to be able to sit around for more than a turn then think again. Taking this to a competitive tournament I'd be surprised if you get to dull it once. 3/5 Sephiroth – 19-025R M: This is in a rough spot as a card name. Ice Lightning recently got a killer legend, and while Mono Ice might welcome the back attack back up, not many other ice decks will. The flavour of this card is on point and could see play as a one of. Rating 2/5 T: At 3/4 damage this really comes to life thanks to back attack. Shame its called Sephiroth. 3/5 Curlax - 19-026H M: Curlax is the best of the three dream stooges as he is the one that can affect your opponent. I think it is important to get him out early as it then forces your opponent to discard every time they kill a Dream Stooge – including Curlax. The combo of the 3 seems to fall apart if you can’t play this card, which could become more of a thing if Leviathan becomes a meta card. Rating 4/5 T: This is the payoff of the dream stooges. As above these need testing to determine their power. There could be something there though. 3/5 Chocobo Eater - 19-027H M: Ice tends not to want to spend a lot of dull and freeze on cheap meaningless forwards, however they will block the swing through. This card remedies a lot of that by being a cheap card to stop stuff. A few cards Ice has (such as Zeromus) can be ruined by Porom, and I think this could definitely help that. Rating 3/5 T: An offensive name to many but very relevant effects in the current climate. If your opponent doesn't have a monster out then this can effectively remove a key card from your opponents game. Category X could make it even more relevant with new Rikku 4/5 Terra – 19-028C M: I love modal cards, I think this isn’t a bad one either. The issue I have is that the card name Terra does have a few good candidates. If you are thinking of a summon heavy deck the Opus 15 one still hits hard. If you are thinking aggro, this may be too expensive. This is one of the hard ones to rate for me. Rating 2.5/5 T: As long as you aren't building around the other Terra cards there is no reason to not run this in ice really. It's not very exciting though. 4/5 Tohno – 19-029C M: I am a big sucker for backups that search back-ups and this could be blank and I’d still try it. I think Ice Lightning is in a place now with the new Vincent and This card that the back up line is essentially fixed with Reeve, Cait Sith, Tohno, Khalia Chival, Restrictor and Nero. With so much searching, you can find your ideal back up number to then slap down forwards and go. Rating 4/5 T: Searchable by Khalia Chival (another backup). That's always a decent value engine to consider. 3/5 Norschtalen – 19-030R M: Originally I wasn’t a fan of Waltril, but since the idea of Ice Water came up I’ve come around to it, which means that this card also goes up in rating. I think playing this off of lenna is good enough spam to make your opponent worry. Rating 3/5 T: Decent effects in principle, just don't think you ever want to use them unless you are all in on Waltrill for your crystals. 2/5 Flan – 19-031C M: For those who missed the mono Ice (and Ice Earth) meta, flans played a big part in this. Being able to generate more resources from the Opus 4 flan allowed decks to keep pressure on. It is a testament to how strong it was that only now are we getting a card name flan. I think this card is good for keeping up with todays meta and offers a cheap blocker for 1cp. One to watch. Rating 3/5 T: People who like flans really like flans. They are probably really happy with this. I don't like flans. 2/5 Yuke - 19-032C M: Another draft card, and with it having a break, be it on a dull forward, it could see play there however from a competitive standpoint its unplayable. Rating 1/5 T: Feels like a draft card and not a bad one for that. 2/5 Lean - 19-033C M: Being able to search a card is really nice, and plays into the new style of ice of depending on opponent’s hand. I think this card could be good in a heavy discard deck, but not so much outside of it. Interested to see what the target people focus on too. Rating 3/5 T: Worthless until a point where ice discard should already be in control. Just not consistent enough to warrant a place. 2/5 Nu Mou - 19-034C M: I like these standard unit cards and for 2 cp this can technically do a lot. Dulling and freezing a character as well as discard on a standard unit is something that really can push ice, specifically mono, to catching up with other elements, however I think it is a long way off yet Rating 3/5. T: Category 13 and multiplay are a positive for this. Can push for a close out. 3/5
 Wind Alexander – 19-035R M: I immediately compare this to the ice version as I think the strongest place for these cards are either Ice Wind or Mono Wind (for this version specifically) and I like this more than the Ice one. More due to the nature of its modal effects. Breaking a 5 cost will hit bismarck and leviathan and with wind being so prevalent the breaking a monster is a lot easier. Rating 4/5 T: You have to think of these in terms of the free cast. Having options makes this even better and both options are good. 4/5 Vayne – 19-036L M: Originally I wasn’t sold on this card, but the more I think about it and specifically paired with Sherlotta from Opus 18 I think this could be a menace. You play Sherlotta, Warp 2. Play Vayne next turn, which then brings in Sherlotta, you draw a card. Meaning you draw a card and set up a big play for this turn. I expect wind to really look into this new option and more than likely adopt it. Rating 4/5 T: The first card to really interact with Warp. Building into warp you get the benefits of speeding up the warp and also the ongoing value gains of the draw aspect. A couple of Vayne hits could be enough to swing the game for you. Really interesting card to build around. 5/5 Wol - 19-037R M: Not really a card that will see play in the meta as there are better ways to search a multi element card, this may see play as a one of if the deck runs many multi elements but I don’t see it personally. Rating 2/5 T: Not feeling this one. If you are going multi element then its probably going to need earth and earth already searches everything you would need in that deck. 2/5 Evrae - 19-038R M: Every set recently wind has had a monster that just absurd, this is that card. For 1 CP which then replaces itself and giving you 1 cp extra each turn is insane. This is only the generating value, but when combined with cards like Chocolatte, or Edward, this card gets even stronger. The abilities to do tap actions twice means that everything has to be moderated and have the once per turn on it in fear that this can excel it. Rating 6/5 T: This doesn't need to exist and certainly not in wind. 1/5 Emerald Weapon – 19-039R M: The underwater Weapon, a wind card? Whose effect only triggers if your opponent is playing Ice or a specific deck which can discard? It’s special is strong but also the slowest. The only way it is useful is surprising your opponent with it coming out on their turn. This card makes no sense to me. Rating 1/5 T: lives at the bottom of the sea, iconic underwater battle, gets put in wind. For that 1/5 Thief - 19-040C M: The token mill card this set, not worth running in competitive or even draft, might be a little fun for some decks but I can’t see where that would be. Rating 1/5 T: Mill fans rejoice! But then calm down as the CP requirements don't really suit mill. 2/5 Cid Highwind – 19-041H M: I thought about this card for a while on what is the best thing to return from your field to your hand and I really struggled, and while I might not have the best answer, the answer they intend in the new Opus 19 Cloud. When that card becomes 2 cost (similar to Ice Wind Locke effect) you can play it down, use Cid to return to hand and then replay with the activated backups. It’s a little slow but I can see if it takes off it will be a monster. Rating 3/5 T: I love the AC artworks and I'm glad they finally have made their way into the game from their chapters counterparts. Effects wise I think there is something abusable here because of the category in question. Not sure what that is though so will sit on the fence. 3/5 White Mage – 19-042C M: Very generic and sometimes very strong. Depending on your deck this could be a lovely compliment to it. Allowing you to get back your Luso, Bismarck, Locke or even Zidane. With hitting 3 damage you can also use it to start stacking up casts, I expect to see this in some decks. Rating 4/5 T: Going big on the multielement theme this set, potentially just as draft filler however this one is actually pretty decent in the long run being able to get back a power card. 3/5 Zu – 19-043C M: With the strong set of monsters Wind has had recently it is a bit of a shock that this is a dud. I wouldn’t even say this is the best Zu, and that says something about this card. I don’t see this ever being picked up unless FFX category makes it relevant. Rating 1/5 T: the other Zu cards are better. Don't see a place for this 1/5 Sarah (Mobius) 19-044R M: This set has a habit of repeating names and I’m really not a fan of that. A booster for Mobius is nice, but with this card being such an important name in the Mobius family I’m not sure it will see play in a Mobius orientated deck. Rating 2/5 T: Mobius gets a surprising amount of support in FFTCG. Obviously name clash is an issue but Mobius tribal is going Earth/Wind so this doesn't register. There are enough cards for this to be worthwhile in that deck. 3/5 Sophie - 19-045H M: I will look at this card because of its warp because I can’t imagine you wanting to pay 4 for this. Now paying 1 warp, the effects are risky, as your opponent can board clear and you get nothing. Activating backups on entry is questionable as you just activated on turn. The time this card gets good is with Vayne. Warp 1, play Vayne. Trigger sophie, Sophie gets warped in. Activate backups, draw a card. That’s strong. Rating 4/5 T: If this wasn't wind I think the warp cost would be higher but we know that wind gets that little bit extra in this game. Combine this with Vayne and the value gets silly. 4/5 Buddy - 19-046C M: A backup searching a backup, always a fan. Not much to say about this but will let you search the new Rikku but also the opus 2 rikku allowing for Fat Chocobo (Opus 16) variants of mono wind to come back into play. Rating 5/5 T: This is a card. Category X moves to the top table. 5/5 Gramps - 19-047C M: Not a card until 5 damage, and even then it will likely be that you have seen a copy of this, which means you need to run multiple, and by then you will be relying on exburst. Seems very convoluted for something so bad. Rating 1/5 T: Feels great on EX Burst but not sure this should have been in your deck in the first place. 2/5 Bartz - 19-048C M: The way I see this, and I may be being harsh. Put this to the bottom of your deck and draw two good cards that you actually want. Not a good card. Rating 1/5 T: Nah. 1/5 Makki-Chebukki – 19-049R M: Out of the two this is my least favourite, and more because I feel like mill has taken a hit recently. With cards like Lenna and Exdeath, this sometimes may not even be worth doing. Like Kukki-Chebukki, this is only worth coming out on Cherukiki and even then, may not be worth it. Rating 2/5 T: You have to rate these as a package as they are not great on their own. Only good coming off the 5 cost one and even then I'm just not sold on it. 2/5 Matoya – 19-050C M: I really like dancers. I'm really happy with this. Honestly - more dancers are always welcome, but there is something that is missing that ties the whole packages together. This isn’t that card but does give the deck more options for killing which is nice. Rating 3/5 T: people who like dancers really like dancers. They are probably really happy with this. I don't like dancers. 2/5 Rikku – 19-051C M: Similar to Cid Kramer of Opus 18, this card allows for category decks to work without limiting itself to an element. The big advantage of this over Cid Kramer, besides FF10 cards being better than FF8, is that Rikku can be searched with cards that the deck would naturally run, such as Opus 2 Paine. I hope this is a trend that they carry on doing and bring out for every Category. Rating 5/5 T: I'm really happy they are doing these type of cards now following on from FF8's Cid Kramer. Category X is just much stronger than 8 so this will be even better. One of Cid's issues was the deck was reliant on seeing him, Rikku has a couple of ways to be searched out so doesn't have that issue. We don't need one for FF7 though thanks. 5/5
 Earth Undead Princess – 19-052C M: I don’t think this card has much of a potential unless there is a card this set that wants a forward to be broken this turn, even then there will be better prospects. Something like Starter Ardyn would love this card if it was in the right element, however as it stands. Rating 1/5 T: I dont't think this is necessarily bad and might have been ok in the past but I think deck space is so limited now there isn't really a place for this sort of combat trick. The nuances of attacking/blocking are sort of gone now as most decks aim to just remove barriers and attack unobstructed. 2/5 Vanille - 19-053C M: I’m a fan of this. There isn’t much competition with the card name and this does a little bit of everything. Forcing your opponents summons to cost two more can really mess with an opponents turn. Forcing your opponent to pay 5 for Amaterasu suddenly feels a lot worse. Rating 4/5 T: Earth's white mage, but not as strong as you need a good target early. 3/5 Vincent - 19-054C M: Another low cost back up with a name that doesn’t have too much competition in the meta. This one to me is less impressive than Vanille but could still be a worth addition, I would say however I feel this is far more meta dependant that Vanille. Rating 3/5 T: 5k is enough to kill a lot of 2cp issues. Early aggro like Palom/Porom, Roche etc can be wiped out nicely on an early backup. It's also a good number to compliment other entry ping ablilities plus has an ongoing effect. Solid. 3/5 Eiko - 19-055R M: Eiko is one of those cards with amazing potential, however I can’t see where it works. There will be some big brained person who finds a way to make this card busted but currently I can’t even work out what summon makes it worth it outside of some crazy loop deck. Rating 3/5 T: I'm a big fan of summoner decks, the main issue has always been name clashes of which this one hits quite hard as you would be sacrificing the searcher. That said this is worth that trade off. 4/5 Graff – 19-056C M: Asmodai 2.0 and they aren’t even hiding it anymore. This is all round a great card for mono earth and I think it could contribute to a resurgence of Mono Earth. Rating 4/5 T: Solid mono earth card, ticks all the boxes for earth which now have a fair amount of straight break. Could be time for a mono earth resurgence and I'm all for it. 4/5 Kefka – 19-057L M: Kefka is a weird card and I think that is the point. Being free when behind is nice, it will force your opponent to not over commit to forwards or at least stem aggro. The free summon when broken means that you have to have a summon which you want to cast on opponent’s turn. I don’t have one in mind but I think this card hinges on that. Rating 3/5 T: There's a lot of text here, reminds me of the mogpod creations people used to come up with. Thankfully this reads a bit better than most of those! That said I'm not sure what to make of it. I predict this to be the sleeper card of the set that will suddenly explode. 3/5 Jenova Synthesis – 19-058R M: Every set, there is one card that I get incredibly hyped about but deep down I know it’s not that good. This set it seems like it is Jenova Synthesis. I am starting to think Earth Wind with Mono Earth back ups are going to be a good deck this set and playing this every so often off of Mont Leonis from Opus 14 will be a big part in that. Rating 4/5 T: Spoiler season sometimes makes me think cards are better than they actually are. I think this is the case for Jenova, so I'm going to sit on the fence. 3/5 Aster Protoflorian – 19-059R M: My immediate thought when I saw this card was how to I get it for free and the most obvious answer is Mira. The problem with this card is that it does nothing when it is on the field. Essentially you are paying 6 cp to play a 5000-power forward that breaks a forward and a backup. If you think that is worth it, then this is a good addition – I’m not so sure but breaking althea could be good. Rating 2.5/5 T: I was initially put off by the costs, but the flexibility is growing on me. This also breaks Althea which could be clutch. 3/5 Animist – 19-060C M: Searching a monster and playing onto the field at the cost of a back up is sketchy to me, unless you need something, but the search a monster on three damage is really good I think. This pairs nicely with Mira and if you can get the self-damage high enough, I don’t see why this card couldn’t see a place somewhere. Rating 2/5 T: Monster themed decks don't get enough love so it's nice to see some support. That said it's too slow relying on a backup to break itself to search a monster. Would have worked better interacting either the breakzone imo. 2/5 Doga – 19-061H M: This card reminds me of Opus 3 Krile, and while I do like that quick influx of Crystals, I’m not sure the other two effects are worth it. I think this card purely relies on you having the need for Crystals, otherwise there are better cards. Rating 2/5 T: In principle this looks banging but it's got so many angles it doesn't really know where it wants to belong which might be its undoing. Summon focused will see you swamped with 2cp forwards, crystal focused and you move away from the multi element needs. If you can get this working though then it could be awesome. 3/5 Nacht – 19-062R M: Can you make a deck that can warp almost every turn? Is this a card you want to wait for your warp to end for it to come in? Do you want the worst type of Exburst in the game? I can’t see this being good and not a fan because of it. Rating 2/5 T: Really great on a warp turn however until then it's just sat in your hand. The times everything aligns will feel great but the lack of consistency will hinder you in the long run. 3/5 Barret – 19-063H M: I’m not sure I like this card, I like the effects but it reminds me of Opus 11 Barret, the effects are good but it’s so slow, because Barret says cast, unless you can activate your back ups this will struggle. I see it in Wind Earth but then you require to draw two multi elements… I just don’t see it, I do like however it gets you a forward back after however. Rating 2/5 T: My initial impressions were very positive on this but now I'm thinking it's just my love of Barret and the art. The cast trigger really hurts it but I still think there is some fun potential there. Its also nice to play some favourite characters outside of the bog standard Avalanche builds. 3/5 Fenrir – 19-064R M: I want to like this card, and I can see in some times it will be a useful card, such as with Garnet. However, the specificity of the module options is something that you can’t rely on even if it is a free card. Rating 2/5 T: Where the other element versions have been easy includes this is super niche. Great when you need it but a waste of deck space when you don't. 2/5 The Deathlord – 19-065C M: I don’t mind this card, I think it can see play for when you need it, I especially like that because it’s characters, you can get yourself a backup back that you just broke, I only really see it being done at an end of a turn. The damage is only an upside because no one is going to force you to do it. Rating 3/5 T: in theory it seems a nice tech but the damage is an issue for me as I see this as a late game play where you might not be able to rely on it. 2/5 Behemoth - 19-066C This is pack fodder, not being able to block or attack for double the cost of this card is not worth it, as a result the card is barely worth talking about. Rating 1/5 T: if was like 9k then maybe but it's just not worth the awkward costs. Cockatrice is a much better option if this is a route you want to go down. 1/5 Monk – 067C M: I thought this might be more than just pack filler based on the name, but the effect tells me others. Rating 1/5 T: always worth considering a new monk but this doesn't really fit. 1/5 Rydia – 19-068R M: As I’ve always said, I love a backup that will search backups and this does that, with the additional search of a summon. Rydia is a highly contested name but with the support Summoners I have hope that Summoners can become good, this will be part of that package. Rating 4/5 T: a 6/5 card if it's not called Rydia. I'm a big fan of summoner decks but the support is so frustrating as it's based around 3 different named cards. Probably a 4 but giving it a 3/5 just because of how sad you will be thinking of the other Rydia you could have played alongside it.
 Lightning Emperor (FFL) – 19-069R M: Cards like this always interest me, because there are applications with the Woff forward monster cards which would allow you to get both effects. This isn’t consistent but I will always keep this card in mind for that day. Until then I don’t think this is good enough unless you can stack your deck with the effect you want. Rating 2/5 T: I don't really know where to start with this. It's so bonkers I think it might just be good. The reality is Shinryu is better. 2/5 Meme potential 5/5 Edge – 19-070C M: Most ninjas rely on Opus 11 Edge to be good, so for an Edge to over take that one, it will have to be something special. This is not. Outside of Ninjas I don’t think this is good enough to warrant a slot in any deck. Rating 1/5 T: hard name clash for ninjas which really need the other Edge to function. This one isn't better. 2/5 Elgo – 19-071C M: I can see this being ran as a one of in some decks if they want a multi-element card. This could easily fit into the new wind lightning that will try Cloud but ultimately this card doesn’t reinvent the wheel. Rating 2/5 T: Exburst makes this worth considering otherwise lightning has more consistent recursion options. 2/5 Eald’narche – 19-072C M: I actually think this card has potential, the problem is that I don’t think it’s good enough to see play. Another discard effect which works with black mages but I think where this shines the most is in draft. Rating 2/5 T: What's with the red squares!? Probably too expensive to see play. 2/5 Kain – 19-073C M: A back attack on a back up is always nice. It has a nice effect when your opponent expects a trade. The thing I think is interesting about this however is dragoons specifically. Kain is a big name, but if you go second, cast this during opponents first turn, you now have a back up and setting up Alus first turn. I am curious to see if this can make a splash there. Rating 4/5 T: This seems tidy, whether or not it's a dragoon deck I'm not sure. 3/5 Scholar – 19-074C M: I think the damage 3 on most of these cards are solid and this is no exception, however the break effect really lets this one down in my opinion. Rating 2/5 T: Solid if not slightly muddled identity. 3/5 Chimera – 19-075C M: A cheap way to proc ranperre which is always nice. Not sure where else you get the value of breaking your own 3 costs or less. But I do like it in that deck. Rating 2/5 T: I can't immediately think of what you want to break with this. If you need that though then it's pretty decent. 2/5 Kuja – 19-076R M: I am a big fan of this card, cards that can help you develop while removing problem cards for your opponent are really strong. Decks that will bring out Palom and Porom early, or Opus 16 Zidane or even the new one. I will stress though, it breaks a 2 cost of any player, meaning if your opponent doesn’t have one and you do… Rating 4/5. T: 2cp backup, EX Burst, breaks a card (2cp forwards are very relevant and not always efficient to remove). What more do you want (maybe upto so you dont frak yourself). 4/5 Golbez – 19-077L M: This card, while the legend, isn’t to be based on it’s power but it’s supporting cast. If the archfiends are good, this will be good. Currently there are no new archfiends to go with this card, they have been too busy printing double Yuna and Tidus. Rating 2/5 T: I love the theme idea of this, how you get the build up of dread as the Archfiends keep coming before Golbez finally arrives. The fact they didn't give us any new Archfiends though is just bizzare. This card is pointless in this set. 2/5 Jinnai – 19-078C M: Am I missing something? Rating 1/5 T: ok then. 1/5 Moebius – 19-079H M: Moebius has the least interesting effects of the three Dream Stooges, but allowing them to be stronger and getting one back seems like a welcome addition to the combo, I think there is something here with these three. Rating 3/5 T: Obviously have to rate these as a package. The recursion effect could see these becoming a bit of a nuisance. You clear them, discard loads and they come straight back. Reminds me a bit of Shikaree where you would go all in to get rid of them just to keep as you see them come back the next turn. 3/5 Vivi – 19-080R M: I’m not sure if Mono lightning needed a Vivi, however there was still an argument to use the Opus 16 black mage one. I have thought about this card as I do love my black mage decks, and the more I think, the more this card strikes me as bad, requiring at least four lightning cards to break a simple 8k. Rating 1/5 T: Finally a good Vivi....oh no wait that was the last one. I'm not a big fan of cards restricted to 1 element and even then the payoff is not that great. Maybe there is something I'm missing as for 1cp it does have a lot of text tbf. 2/5 Behemoth – 19-081R M: The most interesting thing about this card is that it is not multiplay when the others are. Rating 1/5 T: This feels like its in this set as a draft card, otherwise I don't think this ever gets played. 1/5 Lightning – 19-082H M: I like the potentials this card opens up, playing this, being able to swing, discard an odin, get the Opus 17 lightning to move something out of the way, draw a card and then play an ff13 forward. The problem with this style is that the deck requires you to run multiple lightnings which can clog a deck, but with four lightnings in the last two sets, this is more than likely their idea. Rating 3/5 T: Another Lightning! I initially rolled eyes and groaned at this (note: frustrated, not sexual!) however I'm now starting to get on board. FFXIII lacks a bit of identity so maybe this is the one to tie it together. It has flexibility to play XIII cards and other versions of Lightning (alot of which have Haste) is not restricted to main phases or your own turn and the forward doesn't come in dull. I'm actually quite excited by this one. 4/5 Ramuh – 19-083R M: Nice to see that lightning and fire returned to it’s routes with these cards, fire can choose anything but 1000 damage less, and Lightning does more damage but a bullshit restriction. At least it isn’t choosing an active forward. Rating 1/5 T: These one of for each element can be hit or miss. This is a miss. I'm not sure why it has the restriction that other elements didn't have. If it was reduce power instead of damage it would have made more sense. 1/5 Ricard – 19-084R M: A nice addition to the Dragoon back ups line, with very little competition for the name, I think outside of Dragoons however, there is little reason to run this over current cards. Rating 2/5 T: A nice card for Dragoons. 3/5 Dragoon – 19-085C M: This dragoon is weird, with the name you would expect it to fit into dragoon decks, however with the three elements, unless you are going some hybrid wind, water lightning dragoons, this isn’t worth it. Another Draft card. Rating 1/5 T: A bit like the Monk where you have a look and realise it doesn't fit with its job and you'll never play it. 1/5
 Water Ashe – 19-086R M: Ashe is in a weird spot, I think this card is actually good, works really well with Leviathan from Opus 14 and fits into the deck nicely with the job Princess. The problem is that Opus 18 Ashe is so good, being one of the standout cards for mono water last set. If this card finds a home, it won’t be in Mono Water but where its home is, I’m not sure yet. Rating 3/5 T: Easy to dismiss this one but there is something about it that is tingling my senses....I just don't know what it is. With Fran you can bounce and then trigger this every time Fran attacks, is that good? There's also a few water cards that interact with the return to hand trigger (Tros, Leviathan LoW) is there something there? 3/5 Wol – 19-087R A 2 drop 9000 power blocker is nothing something to sniff at. The problem is that to kill forwards outside of blocking, it needs to be running multiple copies and I don’t think its good enough to do that. Sadly, I think because of that it won’t see play. Rating 2/5 T: I wish this was the Tonberry card and it would be pretty fun in terms of flavour. I'm just not sure it's worth the investment in the deck to make it work. There are a lot of Wols available for the special. 2/5 Aerith – 19-088C M: A strong name but not so much in mono water, getting back a light card isn’t such a great effect in this day and age of FFTCG. I don’t really see this as being a card that will see play outside of a deck that wants a light for a specific reason. Rating 2/5 T: On initial view it doesn't seem that great however we are finally getting to see some strong light cards so maybe there could be something in this? 2/5 Gau-19-089H M: I really like the flavour of this card, jumping in helping and then jumping out. Really makes me think about how well some cards can relate to the game and in this case the card feels pretty strong too. Rating 4/5 T: I mentioned earlier about combat tricks not being that much of a thing anymore but when you can have a big swing like this combined with Back Attack it is worth a look. 3/5 Clavat – 19-090C M: Good Draft card, not good Competitive card. Rating 1/5 T: Draft, draft, draft. 2/5 Sapphire Weapon – 19-091R M: Sometimes I think they print bad mini archetypes for fun, this time it has bothered me because I like the weapons. I think there was a lot of potential with them but they seem to have just been given garbage effects for what seems like no reason. Rating 1/5 T: At least this one has some water in the artwork. 2/5 White Mage – 19-092C M: I would have preferred this if it didn’t have the restriction of your opponents forwards returned to hand but otherwise like the others it is pretty solid. Rating 3/5 T: This is pretty solid if not spectacular. Bounce has made a big resurgence recently. 3/5 Strago – 19-093H M: The cycle card for FF6 Ice water, I like this card and think there is a fair amount of potential even if it isn’t relevant on entry. The problem I do see is that it is gated by how good Ice Water FF6 is. Rating 3/5 T: Feel like we only recently had a VI focused release yet here we are again. The card itself is really nice getting effects on entry on break and EX burst. A classic case of category VI getting that little bit extra....oh and a special to boot, why not. 4/5 Sanctuary Keeper – 19-94R M: Another card I am a fan of from water and I feel like this may have more potential because it can do it during either players turn. The 2000 power boost may come in handy but I am looking for dull effects that really let this card shine. This set Sarah (Mobius) may be the most interesting option, allowing you to stop autos multiple times or even dulling. Rating 3/5 T: This is all about recouping the initial investment and possible tempo setback that it brings. Needs to be in a specific deck which focusses on the activation rather than just a generic boosting option. Something like summoners or the new Legend Sarah springs to mind. Category X seems very relevant for it too. 4/5 Sophia-19-095C M: Not sure where this card will fit in, not even sure it’s a good draft card. Rating 1/5 T: Maybe if it was every turn rather than just yours, even then im not sure it interacts with enough things to make it worthwhile. 2/5 Tidus – 19-096C M: Not the best Tidus, and in contention for one of the worst. If you run Tidus this will not be the one that comes to mind. Almost feels like pack filler or for draft even then at 8000 power it might not be worth it. Rating 1/5 T: Why does it cost 6? 2/5 Tonberry – 19-097C M: Water seems to have an occurring theme recently with monsters than replace their costs. Echidna from last set and now this one draws on entry. Granted it must discard a card to become a forward but this allows you to run light and darks without the issue of hand clogging. Rating 3/5 T: Deck space is so limited these days it's hard to justify a spot for this even though all the text is decent enough. 3/5 Yuna – 19-098C M: The first of two Yuna’s this set. I can’t stress how bad I think this card is. A Yuna back up will always have to contend with the opus 1 reduce summons, however I think the 5 cost from Opus 1 may be better than this also. Paying 5 for a card where you don’t even get to choose what gets put into the break zone is shameful. Rating 1/5 T: is this another draft filler? This reads like an early opus card, it could let you choose the forward and it's still not great. 1/5 Josef – 19-099R M: Competes with the back up searcher in fire, but it does have the abilities to be brought off of Guy which will allow you to spam the board a bit easier with Firion as a target. Don’t think it’s better than the searcher however. Rating 2/5 T: The effects are actually quite good but is always going to struggle against the same named searcher for an archetype. Also category II are not the strongest. 2/5 Larsa – 19-100C This card has many applications, my immediate thought was Mono Water’s Ashe from Opus 18 which allows a deck to search for removal, but then I thought about other cards. Being able to search Opus 14 Vaan, this may help the deck in setting up but also have applications after that searching cards like Kytes. It’s an interesting card and hopefully it can help bring back older decks. Rating 4/5 T: Excellent Category support with a relevant name. Larsa is one card that didn't really have a place in the archetype and now it does. 4/5 Leviathan - 19-101R M: I am extremely excited for this card, when a water summon is announced knowing that water can recur their summons easier, you will have to check what is abusable. Using cards which get summons back (Such as 19-120C Garnet) will allow you to get two of these, they cost 0 and then return two forwards to hand, as they are unplayable next turn they will likely be discarded. Stopping key cards, I expect this card to see a lot of play. Rating 5/5 T: water's turn and they get a massive hit. There's not much to say other than it's very powerful, abusable and expect it to be a staple in water. 5/5 Refia – 19-102L M: I have tried like many to make warrior of light work, last set I had my highest success with Fire Wind Warrior of lights, however this set with Refia being water I think it will be time to revisit the original fire water. I think a lot of testing will be needed to see if this card is good but I struggle to have hope as the abilities seem conflict with each other. You need 4, and only then is she good. If I’ve learnt one thing from Warrior of lights. Don’t expect forwards to survive. Rating 2/5 T: I've never really bonded with Warrior of Light decks. I usually feel the cards read well but they just don't interest me. This is the same here, it seems pretty decent I just have no real input on if these is feasible or if this is what they need. 3/5
 Light Tidus – 19-103H M: I think this card is really good, removal on an exburst from a card that doesn’t rely any other set up, this can fit into a lot of decks and just be a super star. The remove 20 is also viable in some decks, It wont be an every game played but it will be an option. Rating 5/5 T: Unique removal ability with an EX to boot. I'm not sure on the remove 20 cards ability though. 4/5 Madeen T: the restriction is an issue but the trade off is big. How many can you realisticly run without causing deck issues. I think it will be dismissed by a lot of people but if you make it work could be nasty. 4/5 M: I want to like Madeen, I think the value for it is good, the effect is strong. The issue is keeping a light forward on board until you have the Madeen. Sometimes you’ll draw them together, sometimes you’ll draw the Madeen before the light card. I’d say if you want this card, run filter. Rating 2/5
 Dark Ark – 19-105H M: I’ve had a lot of thoughts about this card, using Opus 5 Kam’lanaut to search, maybe the return of nidhogg or even using Necron to turn a card to dark and allow this to become cheaper. None of these seem ideal but if there is a way to make this castable and reliable I think this card will be good. Rating 3/5 T: A sort of Nidhogg vibe going on. Dark has some good big cost cards so I could see this getting played. 3/5 Sin T: a shame it has a cast restriction on the enter effect particularly with how the new yuna wants to combo on this. That said it fulfils the big boss flavour that sin deserves. If shouldn't happen much but if you take someone to 6 damage and pass you probably deserve the slapdown that comes next. 4/5 M: If a deck can choose its damage, IE fire lightning decks, this card is something to look at, as a payoff for risk and reward style. When this card is free good, otherwise it’s not worth it. It also can clog a hand, which is something self-damage decks do not want. Rating 2/5
 Multi-Element
Vaan T: it checks all the boxes for effects youd want on a fire wind card. Not sure where it goes though. 3/5 M: Vaan has slowly been making his way into Fire Wind over recent sets and one of the beauties I found with Fire Wind was that you could run the backup searcher Penelo to find a Vaan or Filo backup. This allowed you to pay for water and add some good card. I have no interest in moving away from that and even off of Fran I’m not sure its worth it over other Vaans. Rating 2/5 Zidane -19-108L M: Everyone knows the rating of this card. Cheap, Sees opponent’s hand, Remove’s threats, Haste and I even forgot the unblockable by 3 or more but why not let’s add that. Annoyed with the name but not the worst offender. Rating 5/5 T: An obvious 5 but some cards I just struggle to call 'good'. It's toxic and too unbalanced for the little risk it takes to play it. There is nothing earned by slapping someone up with this unless you enjoy winning at all costs. Scum card, expect to see this everywhere at Materia Cups. 1/5 Cherukiki – 19-109H M: Currently Cherukiki doesn’t have great targets, the best or at least the most potential seem to be in Ice, but I do think this card has a future. One to keep an eye on going forward. Rating 3/5 T: I got excited and checked what dull ability cards this could effect. There isn't too much at the moment so you are really stuck with the chebukkis. Getting 3 forwards for 5cp is decent but not sure they are worth it. 3/5 The Emperor – 19-110H M: I see this as an attempt to get the emperors into as many decks as possible. With warp of any colours this can fit in and have decent effects on a deck. My problem is that it requires that (or to be brought in by an ability) to be useful. I would have rather this have been Ice Earth Specific. Rating 3/5 T: Interesting here is the warp with no element requirement meaning you can slip this in any deck. Giving access to bz removal for every element is nice but that's best used as response to your opponent interacting with thier bz so this will probably stay in Earth/Ice. 3/5 Prishe – 19-111L M: A style of effect we haven’t really seen before, the warp is expensive but this card is good in many situations. Being able to kill a forward via warp and then the added effect is nice, but entering and doing something also. I like this cards utility and hopefully we see more of these style effects. Rating 4/5 T: A really cool design getting an effect for warping plus the warp entry effect which both tie into their respective element. Just how a legend should be. 4/5 Larkeicus – 19-112C M: I think this should be the Ice Earth hero. This card is insane. With the utility of getting any element monster, there are great options, such as Cerberus. On element you can bring back scale toad and the new Aster Protoflorian. Norshtalen even gets this card back. I have a lot of hope for this card and excited to see what people brew with it. Rating 5/5 T: Being able to get back any element monster is crazy good. You just need ways to be able to replay this to make the deck work. 4/5 Gilgamesh – 19-113C M: Sad to say for a multielement card that I see this as pack filler. Maybe FF8 decks using Wind Lightning could use this as a 1 of as they already run the Legend Gilgamesh but I wouldn’t bother with this really. Rating 1/5 T: A mishmash of all the other Gilgamesh cards which results in a jumbled unplayable mess. 1/5 Cloud – 19-114L M: Let’s start with the one bad. Weak to auto cancels as it is all one effect, the cancel hit’s both issues. Now for the good. Everything else. Breaking 2 forwards, being 9k, all of this seems nicely on point for a Cloud. Pair this with Monster Atomos, cast two cards, Atomos activates 2, which Cloud now costs that much. So simple to play this card. Rating 5/5 T: Double break on entry, 9k and cost reduction. A lot to love but you expect no less on a card named Cloud. Nice to branch out of Avalanche a bit. 4/5 Veriaulde – 19-115H M: A dull everything finisher for Wind Lightning. Not sure I’m a fan of this card as I don’t think it offers too much outside of that, but your opponent will have to be aware that Veriaulde can become 9000 power. Rating 2/5 T: This is all about the haste/dull finish move. It's quite a nice card. I'm not sure the threatening 9k by removing cards is something you want to do too much. Hopefully one day we will get a card that allows you to add counters to others. 3/5 Paine T: pretty decent effects in a good category. You probably want to run the searcher paine though so not sure there is a spot for this. 3/5 M: For Paine to be amazing, removing two cards from the breakzone has to have ideal targets, making this card somewhat meta dependant. I do think this card is good and removing any cards can be strong but Paine can be a contested name in some Wind Water lists but I think this wins out in most cases. Rating 3/5 Hilda – 19-117H M: FF2 cards mostly suck, and that really puts me off playing this card. Otherwise, I think it would be pretty strong. The value this card can get mean’s that this card needs to be answers. I think it would be more of a Fire Wind card but keep an eye out for a good Scott and this card becomes playable. Rating 2/5 T: As with all the other FF2 cards it reads well but it's just not a package you want to run. 2/5 Yuna – 19-118L M: I’m excited to try this card; I think there are lots of Synergies this card can provide. Lulu can get this card back. Chocobo and even bismarck can mean that this card with be played multiple turns. Putting a card on top of opponents deck means you can use Opus 16 Zidane to take the card. So many things this card can do. Rating 5/5 T: requires a category focus but fortunately there is no detriment to filling a deck with FFX as they all combo well with each other. A powerful removal ability, do you put on top of deck and steal it with a Zidane/mind flayer or just yeet it to damage, put on bottom so they potentially don't see it again. The damage 5 is more of a bonus. Shame it is a gullwing as that does little some of the nice interactions we have had lately in FFX with summoner/guardians. 4/5 Unei – 19-119L M: This card seems crazy, I love the elements and love the abilities. It has no name clash and can be brought in by a magnitude of ways. Dropping this early is a threat and being able to bring you back a summon mean’s that this card will always have to be answered early. Rating 5/5 T: A cool card that has been matched in the right elements. If you don't answer this and let your opponent start recycling summons you will be in trouble very quickly. 5/5 Garnet – 19-120C M: I’ve always wanted Summoners to work and I often think the main reason they don’t work is the power of the cards are shifted into either Eiko or Rydia. So when I heard there was a common Garnet my eyes rolled, but I was wrong, this card is great, maybe not the star of the show but the enabler. Rating 4/5 T: Great summoner support that's not Eiko or Rydia! Does a great job for summoners with a card name that didn't really have a place in the deck outside of its job. 4/5 Meia – 19-121H M: I feel like Mobius is always a category that you never realise is in your deck until you actually look. This isn’t to say this card is good, but many cards I looked on I was very much like, oh that’s mobius? I don’t like forcing a category unless it’s seemless and Mobius and Meia looks like it needs to be forced. Rating 2/5 T: Mobius gets so much support. Unfortunately this needed to be in wind or a single element to make it worthwhile. 2/5 Zack T: a bit of a nothing card for me, only worth it if you can warp and even then there's better options. Probably being too harsh on a common. 2/5 M: Fire Lightning has an identity with the self-damage high exburst count. Yes, this does 7000 damage. But there are better cards, cards that synergies with other cards in this combination. Not the worst of the 3 but not good. Rating 2/5 Anima – 19-123H M: I don’t want to rant about how bad this card is, so I won’t. Just save yourself some time. Rating 1/5 T: Survive 3 turns and break all forwards, sounds good except it won't survive or your opponent will remove your breakzone for you. You also can't speed this up as it has to be the same instance of Anima to trigger the effect (no rinoa play etc). Can't see this working but not as bad as Mitch says 🙂 2/5 Y’Shtola – 19-124L M: With the self-damage style deck, I think this could work pretty well. Noticing also that this card can kill forwards by just taking damage seems like something that was really underrated by Seifer last set. Fits into self-damage and fits into a Fire Lightning 14 deck. Rating 4/5 T: Let's keep throwing Y'shtolas at you until one sticks?! I thought this was really cool until I realised the unlockable gain was only on the turn it comes in and not on each damage trigger. Ping effect works on either player damage which is quite nice thiugh. 3/5 Mog VI T: Easy to reduce and great value at damage 3. Will need to think about maximising the first strike but this is exciting if it can open up a new deck in water ice. 4/5 M: An ice water card where I think it’s worst deck is Ice Water. Fire Ice will love this card, they tend to run the FF6 back ups and care about the numbers, this will also play into that strategy. Ice Water contests with the legend which in most cases is better than this. Shadow Lord – 19-126C M: I’ve had one experience with this card. It discarded a card, that card was emerald weapon. Bad cards make bad cards look good. Rating 1/5 T: A bit of ice, bit of water. I'll pass though thanks. 2/5 Relm – 19-127L M: So many monsters you can steal from your opponent, and cast Syldra or leviathan twice? Yes please. This can be brought back by the lenna’s and other cards I am missing. Could this help the return of mind flayer? Rating 4/5 T: It's all really cool just a shame it has no ongoing ability. I guess you need to bounce this and replay. 3/5 Warrior of Light T: I appreciate the design of this card very much. Cast restrictions that reward you for overcoming them but still lets you play it in by other means without losing too much of the core of the card. What's more exciting is the chance to steal it with Chaos and then play Ark for free 🤣 4/5 M: I think this card is great. Being able to be brought in for free this card is a powerhouse, but if you manage to cast it? Then you get a better reward. This is how card design should be and I’d like to see more of this style. Looking forward to play-testing with it. Rating 5/5
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teamcalamity · 5 years
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Dear Kimahri, Your Personal Problems Solved
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If you have have an issue you want to raise with Kimahri, a dilemma to solve or just want to have a rage of your own then get in touch via Twitter and Facebook (teamcalamityfftcg), or contact us on email ([email protected]) and get your very own ronso response in the next issue!
Dear Kimahri, there's been a lot of talk about erratas recently, firstly with the Death Machine incident and now the Nono, Serah, Alba debacle. Do you think this is a big problem for the game?
Kimahri surprised errata only noticed now. Cards now stronger though. Kimahri not see big problem. Kimahri wonder what other card wrong?
Dear Kimahri, I have a bit of a problem with my foil consumption. I used to foil responsibly but nowadays I find myself trying to foil everything. Last week I traded a legend for a rare, just because it was foil. I'm worried I'm a foilaholic.
Kimahri like shiny. Shiny good. Kimahri have foil Lulu under pillow. Auron say foil is gateway to more dangerous problem. If buy £300 promo, time to stop.
Dear Kimahri, what did you make of the UK Water Crystal Cup the other week. Did anything surprise you?
Kimahri enjoy new decks in top cut. FF7, FF9 fun watch. Kimahri not surprised with Earth/Wind. Kimahri remember before. Kimahri said Earth/Wind not dead, when stake high player always go degenerate.
Dear Kimahri, the winner of the water crystal cup ran 15 backups and now everyone is losing their shit. Is there really that much difference in 15, 16 or 17 backups?
TCG attract nerd. Nerd like maths. Nerd say 17 statistic good for backup ramp. 15 not consistent. Kimahri think this pile of Shoopuf poo. Nerd normally right though.
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Team Calamity's OP runs every Friday from 7pm at Calamity Comics in Hatfield (North of London). You can also follow us on YouTube, Twitter and Facebook (teamcalamityfftcg), contact us on email ([email protected]).
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teamcalamity · 5 years
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Dear Kimahri - Your Personal Problems Solved
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Another bumper week of submissions for our ever insightful Ronso. If you have your own Dear Kimahri you want to raise get in touch via Twitter and Facebook (teamcalamityfftcg), or contact us on email ([email protected]) and get your very own ronso response in the next issue!
Dear Kimahri, I discovered that Death Machine is utterly broken and made this killer deck. It's currently undefeated, am hoping it might take me places this season. Here it is, what do you think? *edit: ffdecks link removed*
......
Dear Kimahri, I was told that Wind/Water was no longer viable, then I see it win a Regional. Was all this talk just an elaborate ruse? Don't know who to trust anymore.
Kimahri remember. Spira say Yuna bad, then Yuna good. Seymour good, then Seymour bad. Kimahri think for himself. Play own style, make own opinion.
Dear Kimahri, why are all the promos so damn expensive. I'm starting to Ronso Rage about some of the prices I'm seeing online. If I had that kind of money I would rather be spending it on *censored* and *censored* then getting them to *censored* whilst dressed as Yuna and Rikku.
Prices high, don't pay, price go low. People pay, people want. Kimahri think save Gil and take holiday. Mt Gagazet in May, lovely. Not many locals about....
Dear Kimahri, I wrote to you earlier in the week about my Death Machine deck. I need to retract, fucking erratas. Beyond Ronso Raging tbh. Farewell Death Machine.
Kimahri raise spear to Death Machine. Kimarhi neither/either sad or happy. Errata mostly sad, until Dadaluma.
Dear Kimahri, as it's Easter should I make an Ozma deck? He's the closest to an egg I can find.
Kimahri enjoy good egg. Kimahri approve, think of many egg. Kimahri suggest Emperor Xande (holding eggs), Ormi (egg with head), Flan (melty egg), Lulu (hiding two eggs), Josef (look like he sit on egg).
Dear Kimahri, when do you think we will see more job 'girl' in the game. I got excited and bought Wonder Woman sleeves but that job archetype hasn't really kicked off and I want to use the sleeves properly.
Kimahri not sure if Wonder Woman sleeve like Wizard sleeve? Wait for Don Corneo and Cross-dressing Cloud. Then girl deck fun.
Dear Kimahri, why is everything trash?
Kimahri hear this alot. Card not trash, player trash. All card good, player need to be creative. 5cp die to Diabolos. Card is slow. Card not value. Kimahri bored. Only those who try will become.
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Team Calamity's OP runs every Friday from 7pm at Calamity Comics in Hatfield (North of London). You can also follow us on YouTube, Twitter and Facebook (teamcalamityfftcg), contact us on email ([email protected]).
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teamcalamity · 5 years
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Dear Kimahri - Your Personal Problems Solved
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The letters have flown in this week and the ever trusty Kimahri is ready once again to solve all your problems.
As always if you want to get involved then please get in touch via Twitter and Facebook (teamcalamityfftcg), or contact us on email ([email protected]) and get your very own ronso response in the next issue!
Dear Kimahri, you've always been my favourite Ronso and reading your previous articles made me think....is your own Kimahri 'Ronso Rage' (steal an opponents special ability) card now viable?
Hmm, Kimahri think special ability is strong. Kimahri not understand why player not use more special. Is Kimahri viable? Think of current played special ability that Kimahri can gain. Sephiroth, Illua, Gladiolus, Cecil, Lasswell, Nacht, Rain, Lyse, Duncan, Zidane, Lenna. List is big. Kimahri is happy.
Dear Kimahri, a plague is sweeping over FFTCG. A plague of Veritas! I remember during spoiler season people thinking it was meh but now it's in every deck. Like EVERY deck. That guy at the Crystal Cup in Ghent even played it in a Yuri Mono Wind.....and won! A one sided Famfrit, that you can't even kill because it blows up even more shit is just what the game needed. Add in that water players are now Famritting their own Veritas is just making me even more depressed. Make it stop Kimahri!
Kimahri think you are coward like Biran Ronso. Kimahri know many counter. Remove Veritas from game. Yuna laugh like Tidus at Veritas. Kimahri protect Yuna, now Yuna protect Kimahri. Kimahri also think Shantotto, Fenrir and Deathgaze good answer. Kimahri play Earth/Wind. Degenerate Daddy/Cactuar make Veritas player Ronso Rage. Veritas soon run away, like Yenke Ronso.
Dear Kimahri, our weekly OP session takes place on the same night as the MTG lot. They have quite a good turnout, but always look so miserable. Should we try and recruit them over to FFTCG, any tips?
New player always good but Kimahri use caution. MTG many strange players. Kimahri not want to listen to rage over sideboard, rotation and mana weave.
Dear Kimahri, every Opus I tend to play the same deck each week and try to master it. I don't really like trying new decks all the time. However, it now seems like my locals are deliberately tech'ing their decks to counter me as they know what I am playing. What should I do?
Kimahri not afraid of new ideas. Same deck can use new things. Sometimes work, sometimes not. If deck not handle counter then deck not strong anyway. Kimahri think add Veritas x3. Make locals cry like baby Ronso.
Dear Kimahri, some bright spark at my locals decided that for an Easter special this week our OP session should be a pizza party and is ordering in loads of pizzas for everyone. Now don't get me wrong I love a pizza but there is this guy that always insists on reading every card I play out and checking my break zone like every turn. The thought of his greasy pizza fingers corrupting my delicate foil IIlua's has been giving me anxiety attacks all week. Should I just skip this week?
Kimahri feel your Ronso Rage. Kimahri take great pride in card collection. Kimahri not stand for pizza finger. Kimahri ready, Kimahri attack pizza finger. Kimahri suggest make Ronso claw with ice token. Player must protect card at all cost.
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Team Calamity's OP runs every Friday from 7pm at Calamity Comics in Hatfield (North of London). You can also follow us on YouTube, Twitter and Facebook (teamcalamityfftcg), contact us on email ([email protected]).
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teamcalamity · 5 years
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Meme Vs Meta - Meta Discussion
Seeing as there is no new MvM this week we thought it might be a good opportunity to reveal our thought process behind what is Meta and what is not for our Meta portion of Meme v Meta. While it’s not a complicated process, it is worth discussion and community feedback is appreciated.
Firstly, each week we use FFDecks and filter by Major Tournament and use the top 8 to create a graph of the top performing decks of that week, which has been compiled into an excel document. While this might not be a definitive way of deciding what Meta is currently is and what is not, it does give an insight into what is being played most currently.
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To make this easier we compile the information into a graph, this shows far more clearly which decks are being played most and which are not seeing play.
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So with this information we use this to build the basis of what decks should be used for the Meta portion, we have highlighted the top 5 for clarity, however while this works for decks like Mono Lightning where it’s basically a cookie cutter build, the 5th most played deck is actually Earth Lightning, which has been split between Earth Lightning Scions and Earth Lightning Warriors of Darkness, in this case, we would use the most played, which happens to be Scions.
Now don’t worry, we don’t think Scions are Meta (at least not yet) and won’t be appearing on MvM yet, because we also take into consideration last set, with the most played decks that we believe are still viable. These were; Mono water - still present, Wind Water – which we feel is no longer viable and Earth Wind. As a result we have decided that Earth Wind has far more validity in our Meta segments than Earth Lightning, which has only made it into top 5 due to the variety played.
So with that out of the way we can finally compile our list of Meta Decks, next to it is the players confident enough in their skills to pilot for the videos.
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So now I will go into a little bit about each deck and what we can expect to see for the future of Meme Vs Meta in terms of Meta and up and coming decks.
Ice/Earth
This deck was seeing play at the end of Opus 7, with it being piloted by Joshua Freeman-Birch. The ability to attack your opponent’s hand with a second turn Sephiroth, this can dominate a game, backed up with the ability of multiple Shantottos (due to Kuja) this deck has a strong early and an amazing late game. Many have compared it to Mono Ice with Shantotto, however the consistency comes from the Flans and makes this deck one of the first to be on the Meta list.
Mono Water
Mono Water has two variants which we will run, Mono Water Fusoya and Mono Water Veritas, the former has been a regular in our Meta segments; however a new arrival in Mono Water Veritas has emerged and seems just as strong as its counter-part. Piloted to victory at our Calamity Regional (Congratulations to Joe Hill), this deck has also popped up more than Fusoya, if it will continue to be strong, only time will tell.
Wind/Earth
Wind Earth has been strong since Opus 5 with new things being added to it to tweak it slightly ever since, many have claimed this deck has been BDIF (best deck in format) for multiple sets, while there does seem to be a decline in play at the moment, this may just be people trying out new decks before falling back to old faithful. We will continue to play this until we have a more definitive answer on what is Meta.
Fire/Ice
Fire Ice also has multiple variants; however they are less defined than the Mono Water decks, Fire Ice has the ping with dull and freeze (often based around Lasswell) or the FF6 version which is built around the discard of Locke. Both are strong and are seeing play and it is an exciting deck to see, if only for the fact that it is fire.
Mono Lightning
As you can see from the graph, Mono Lightning is by far the most played this set; it was also topping events at the end of last set. There is not much variety in terms of cards for Mono Lightning, as very few run Rufus and crew in regards to the deck and as a result makes the deck linear.
Up and Coming Decks
Mono Earth
Top two of the Paisley Regional were both Mono Earth, this might be more a shout out to Ardyn more than the Mono Earth, however the “boy band” deck which consists of all the characters from Final Fantasy 15, this adds a new engine to Earth and definitely one to watch out for.
Mono Wind
Mono wind has always been at the fringe of play, so much so that we have previously included it in our Meme Vs Meta, the idea of Yuri dominating a game normally is paired with the idea of him being in Wind, however it does appear that this is not enough, however with Fina now, this deck could be on the rise.
Thanks for reading as always, if you have any comments on thought in this then please get in touch.
Team Calamity's OP runs every Friday from 7pm at Calamity Comics in Hatfield (North of London). You can also follow us on YouTube, Twitter and Facebook (teamcalamityfftcg), contact us on email ([email protected]).
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teamcalamity · 5 years
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Dear Kimahri...Your Personal Problems Solved
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Everyone’s favorite Ronso is back and on hand to answer your problems.  
We’ve had quite a few submissions this week, if you have one of your own then please get in touch on Facebook, Twitter or email at [email protected].
Dear Kimahri, I often post questions on the Facebook group if I'm unsure of a ruling.  I usually get the correct response almost immediately, it's great.  What then follows over the next day or so is about 30 more responses saying the exact same thing.  Is it really necessary?
Kimahri happy.  Community good.  Kimahri understand Ronso pride. People must prove themselves.  If answer correct, like answer, not post another answer.
Dear Kimahri, why is it that the card you really need in a match up is always at the bottom of your deck?  This happened to me this week in a crucial game, a top deck Vayne was all I needed.  I survived turn after turn but no Vayne.  At the end of the match I checked and where was the bastard............last fucking card in the deck!
Kimahri know this pain.  Card can be like Jecht.  Jecht not there when Tidus need him.  Jecht taunt Tidus.  Tidus cry.  Don't be Tidus.  Always plan to find Jecht.
Dear Kimahri, see if you can answer this Brain Teaser....
NO. STOP.  KIMAHRI IN RONSO RAGE! NO MORE BRAIN TEASER.  BAD BOY TEASER FUN, NOW RUINED!    
Dear Kimahri,  it's only been a few weeks but I'm already sick of the new Zidane and everyone trying to Sage him turn 1.  It's annoying because I have to deal with it straight away and it messes up my own plans as i'll be damned if I'm letting that fucker draw 2.  I feel like a I'm ready to Ronso Rage whenever I see it.
Zidane player have no honour.  FFTCG have unwritten rule.  Only backup turn 1 and 2. Kimahri think OK if first attack go.  Never let second attack go.
Dear Kimahri, I didn't see a new Meme vs Meta get released this week.  Now I'm worried it might be finished?  I hope not, it's definitely the best FFTCG content out there (second to Dear Kimahri of course!).
Don't be afraid.  MvM not finished.  Small break.  MvM Guardian away.  New MvM will come Monday.
Dear Kimahri, I have an issue and would like your advice.  I'm a bit stuck as I don't want to play 'meta' decks as I find it boring but then if I play a more 'meme' deck I lose a lot and that's not fun either.  What should I do?
Hmmm.  All player must make choice.  FFTCG must be fun.  Must find what is fun for you.  If 'meta' not fun, Kimahri think make own deck and make it strong.  Kimahri believe in 'meme'.  Kimahri not give up.
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If you have have an issue you want to raise, a dilemma to solve or just want to have a rage of your own then get in touch via Twitter and Facebook (teamcalamityfftcg), or contact us on email ([email protected]) and get your very own ronso response in the next issue!
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teamcalamity · 5 years
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Dear Kimahri...Your Personal Problems Solved
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Is something in the game making you rage? Maybe something within the community is getting you down? Got a TCG dilemma you can't solve and don't know where to turn? 
Sound familiar....well the good news is Team Calamity's resident agony ronso, Dear Kimahri, is on hand to solve all your problems.  If anyone knows what it's like to get in a 'Ronso Rage' it's good old Hornless.
We've had lots of letters already so let's get straight into it.
'Dear Kimahri, I love the game but I'm fed up with hitting opponents EX bursts.  I've lost games I should have won just because they hit a lucky EX burst on the 6th damage. It's not fair (except when they go in my favour of course!) I think SE should scrap EX bursts.'
Kimahri says EX good, you bad.  Grow some balls or go play Pokémon with the children.
'Dear Kimahri, I thought we had seen the end of turbo discard with the Gesper bans but then they go release Scale Toad and now scummy discard is on the rise again.'
Hmmm, I not like discard but Kimahri not weak.  Kimahri break monster!
'Dear Kimahri, I was so excited for the new FF7 starter decks but it's been a few weeks since release now and still no deliveries have been made in the UK.  Apparently some mix up at the distributors.  I think it's poor show to still not have been resolved!'
This make me RONSO RAGE!  Kimahri angry!  Kimahri need new Tifa.  Tifa give Kimahri new horn.
'Dear Kimahri, I'm bummed out by regional season this year.  I keep travelling to events but there's never 16 players so no chance of a bye.  Now no one is bothering to go anywhere.  It's ruining regionals and also hurting LGS who are not getting good turnouts.  Depressed.'
Rarrr, Kimahri agree, but also like new ideas. LGS need us, Kimahri protect LGS. Go to Regionals. Have fun.
'Dear Kimahri, there has been a Chocobo in every Opus release....up until now.  Wtf Kageyama. Why, why, why.  I need new Chocobo cards.  I NEED THEM.  All I do now is cry.  I have to take showers all day just to hide the tears.'
I like Chocobo, Chocobo make tasty treat.  Kimahri think you be happy with many Chocobo already.  Don't be like greedy Fat Chocobo.
'Dear Kimahri, Opus VIII was billed as an FF9 focused release, yet there were more FF7 legends in it.  What's that all about?  And now I see Opus IX has another fucking Vincent on the box.  It's a pisstake really.'
Rahaha.  Kimahri laugh, but Legend not everything.  Hero can be strong.  Duncan is legend.  Kimahri is hero, Kimahri is strong.  Kimahri think be happy you not FF8 fan.  
If you have have an issue you want to raise, a dilemma to solve or just want to have a rage of your own then get in touch via Twitter and Facebook (teamcalamityfftcg), or contact us on email ([email protected]) and get your very own ronso response in the next issue!
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Team Calamity's OP runs every Friday from 7pm at Calamity Comics in Hatfield (North of London). You can also follow us on YouTube, Twitter and Facebook (teamcalamityfftcg), contact us on email ([email protected]).
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teamcalamity · 5 years
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Opus Explorations - The Aggro Life
We’re back this week with two new offerings (everyone is in regional mode and keeping their new decks secret it seems haha).  In an unplanned coordination both decks have gone down the aggro route although in slightly different ways. Mitch has served up a fire/lightning Alphinaud mix that opts for fast aggression with lots of removal and combat tricks and I have gone for a fire/water weenie booster that takes cheap and value forward plays and then turns them into Goliaths.  
Thanks for all the feedback from last week, we have changed the format slightly to make it easier to follow.  Below are the summaries and deck links and if you want to know more then a full in depth discussion is also available on the FFDecks page.
Deck Name: Fire Lightning Alphinaud
Elements: Fire, Lightning Key Cards: Zapt, Lava Spider Pros: Very aggressive and can quickly spiral out of control Cons: Weak to board wipes Decklist (Including description of card roles): 
https://ffdecks.com/deck/5163653116461056
Verdict: Featured in this weeks Meme vs Meta on out Youtube channel if you want to see it in action vs Earth/Wind (no spoilers)
https://youtu.be/ALT5GlkKsJo
Deck Name: God of Quistits and Wine
Elements: Fire, Water Key cards: Zidane, Gadot, Lava Spider Pros: Fast, aggressive and fun. Takes small forwards and makes them big and hard to remove.  Can do some wonderful things when all the combos align.   Cons: Reliant on having said combo pieces in place, struggles when they aren't.  Very much a bo1 deck.  Hopefully no one runs Shadow Lord anymore. Decklist (Including description of card roles): 
https://ffdecks.com/deck/6668825378422784 Verdict: Not tournament tried but testing has proved the classic aggro rollercoaster or emotions.  Pray to the 'draw' gods.
Team Calamity's OP runs every Friday from 7pm at Calamity Comics in Hatfield (North of London). You can also follow us on YouTube, Twitter and Facebook (teamcalamityfftcg), contact us on email  ([email protected]). 
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teamcalamity · 5 years
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Opus Explorations - FF9 In Depth
Forwards 2x Lenna : Lenna is a staple in most Fusoya decks, often with a dual access to Ephemeral Summoner and knight, however this deck I have opted for Garnet for reasons I will get into later.
2x Ephemeral Summoner: This card almost single handedly allows Fusoya to work with water, which is a great feat for such a small cost. 
2x Garnet (Opus 8): Originally I was not a fan of this card, a common for my girl? But after recent test, I am sold. Survives Ramuh and Glasya and even we can take advantage of it with Madeen.
3x Zidane (Opus 8): Lenna Target but more of your opener, this card can net you insane value and with Fusoya and other removal you have no problems swinging.
3x Steiner (Opus 3): I was tempted to look at the new Steiner especially with the cute synergy of Steiner with phoenix. However this is such a great card to start ramping it was never really a contest.
2x Vivi (Opus 8): 1 drop kill a forward, with a total of 8 ff9 characters you could got for the 10k ping but 7k is more than enough for a 1 drop.
1x Amarant (Opus8): Everyone’s favourite hated card, this sets “this is why fire is bad” card. I will grant you playing this down might not free amazing, however 7k or break a monster (3 cost or less) on ex will feel insane.
2x Marche (Opus 8): Marche is fires version of Porom and to be honest I can’t fault the card, this card adds to your removal very nicely
2x Cloud (Opus 8): While 10 cards is a lot, he will come in and deal a lot of damage, especially if you Fusoya as much as I do. As a result the game is never too long, giving this card a place in the deck.
2x Lyse: Swinging on 4 damage has never felt so good, the threat of going to 5 damage, being bigger AND Fusoya killing a forward is insane.
2x Ark Angel HM: This card fills a similar role as Zidane and needs to be dealt with, this just helps you warrant more Fusoya’s as they will be taking more damage.
1x Jecht: Jecht will be 1 CP, balance out the damage and provide a big body, what’s not to like? Summons 2x Famfrit: Summons are rather linear due to it being Fusoya, Famfrit for those pesky strong cards like Dadaluma and Y’shtola.
3x Cuchullain: Probably my favourite card to pair with Fusoya, the value you get off of it is insane.
2x Pupu: run out of cards? Drop this and net 2, what’s not to love? Also helps vs the 4 lights you are running
1x Madeen:   This is a board wipe for most decks, however with garnet it isn’t for you, able to proc the cost reduction due to Fusoya also – it’s a very good get out of jail free card and even used for pushing for game.
2x Belias:  With Cards like Zidane and Ark Angel this card will always have a target, even if its first turn. Back ups 3x Fusoya (Light): Primary removal, if you’ve played this game, more than likely you have faced a Fusoya.
2x Artemicion: One of my favourite back-ups in water. Fixes hand very nicely which can be needed if you have more than 1 light in hand.
2x Yuna (2 drop): “best Yuna” is good in this due to the 2 CP Famfrit and Cuch, not to mention its 2 cp.
1x Scholar (Opus 1): Saves your important cards, vs Diabolos and such cards.
2x Eiko (searcher): Searches are always great, especially when you have a searcher for your searcher.
3x Sage (haste): Same as Belias, everyone loves the idea of Zidane and sage, why wouldn’t I?
1x Black Waltz 2: FF9 back up and Ex-Burst? Sign me up. Good to finish off stuff and develop your board
1x Irvine: Ff8 and non Ex-Burst? Sign me up. But seriously a guaranteed set amount of damage is often much better.
1x Lulu: You have a fair few back-ups that don’t really do anything past initial play, this is good to recycle them while popping a forward.
1x Merlwyb: solid turn one but even better for those pesky light cards thst will clog if you are not careful
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teamcalamity · 5 years
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Opus Explorations - FF8 In depth
FF8 is my favourite of the Final Fantasy's and the release of a new Squall sees the perfect excuse to try and get an 8 themed deck into play (I would have tried anyway).  You should by now already be well aware of the issues facing FF8 in FFTCG, Edea is the nuts but is limited to mono lightning, the next 3 best cards are all called Rinoa and the EX searcher can't search the main protagonists' Legend card. If this is going to do well (or at least vaguely OK) then we will have to show some restraint and not go all in on the FF8 characters, bulking out the deck with some strong supporting plays.   I felt the best balance for this was in mono ice, as we can employ some key characters (Squall, Rinoa, Laguna, Ultimecia), take advantage of powerful cards available to the element (Genesis etc) yet still maintain some kind of tangent theme.......Time Compression (aka dull/freeze). This deck is full of dull/freeze mechanics, I personally find full on discard a bit grubby.  We want to be on the front foot so ideally we want to get 2 backups down early and then starting putting pressure on the opponent with our forwards.  We should be able to control their response by locking it down or removing it. I'll start with the FF8 crew..... Squall x2 - Of all the main protagonists, Squall has probably had the roughest deal in terms of the cards he's been given and for some reason he's usually focused on discard.  I'm going for the new one here but you can pick whichever you want (5 drop hero might be a good shout).  This new one is at least on curve at 8k.  His first ability should be fairly easy to get off and is a nice bonus but we will focus more on the second ability with our dull/freeze theme and try and work some ways to make this worthwhile without messing up our own gameplan. Laguna x2 - Weird art but searches Squall so gives us a bit of tempo and might even sneak a point of damage early on.  Also means we can keep Squall at 2 copies and make space for some better ice cards ;) I'd love to see a Laguna backup. Rinoa x3 - I've gone for Opus 2 Rinoa mainly because of her synergy with other VIII forwards.  We should be able to get her some boosts (I want to say pump her) so she might be quite formidable even though that does slightly go against her break effect.  It's still relevant though and awkward for your opponent to play around (fingers crossed full art Yuna is just used for peoples collections).   Ultimecia x2 - Probably a 1 of but with our theme it sucks to see it early and have to ditch it so will go for 2.  Still a relatively new card and has 2 nice effects.  I don't see the 6 damage situation being a strategy we want to pursue as with ice we want to be on the front foot, instead this will help reinforce the advantage. Don't be afraid to play just to get one effect off, we don't mind paying 6 as this might enable Squalls ability as well.  Yes I know, Orphan is a better 6cp ice forward but this is an 8 deck (feel free to swap with Orphan haha) Cid Kramer x0 - He doesn't exist. Why not! In chapters he searched Squall or Seifer and gave them haste.  Can we get that now please. OK our fan service is over, let's look at the rest of the forwards.... Lasswell x2 - 2cp on entry removal option, should be able to attain the 7k, awesome card. Palom x2 - A bit of Opus 8 flavour.  Rich hates this card so I'm desperate to fuck him over with it.  He thinks dulling all the backups is irrelevant...until we follow up with Ultimecia mwah haha!  The effects are all actually decent for a 2cp forward. The freeze will probably be most useful. Garland x2 - Marmite card from spoiler season, I think it's gonna be good so let's give it a spin.  More dull freeze options but with a dull bonus of not choosing.  Opponent is most likely going to dull their lava spider every turn though. Time Mage x2 - More Opus 8 flavours that fit in with the dull freeze theme.  I originally had White Tiger L'Cie as the idea of making opponent pay an extra 3 for a Diabolos is quite appealing.  I've gone for this to give it a try but I'm not sure we need it.  Most likely this will go for Bablizz. Genesis x3 - Don't think this needs explanation. #bangenesis used to be a thing. Kuja x1 - Perfect turn 1 play to generate 2 cp.  We want him in the break zone as he's there for the backup recycling ability.  EX burst is a juicy bonus if it comes up.       Kurasame x2 - We are running all 3 of the Type-0 package so will get the search (EX too) and boosts the other forwards.  If we can get him down for 4cp with Enima we're in Value Town! Next up I'll go through the backups, there are 8 different ones which all have a purpose but only 5 spaces available, hence the Kuja incase we need to get something else in mid/late game.  Legend Aerith ruins the fun slightly so fingers crossed everyone goes for the new forward.  As I said, try and get two cheap backups down early and start playing out forwards to apply pressure. Continue building up the backline as we go. Jihl Nabaat x2 - The Calamity meta makes this quite essential, protects from Fusoya, Alhanalem etc.  I want to play x3 EX Jihl and x3 Cocytus.  Maybe I'll stop being a pussy and go for it. Emina x1 - Playing this turn 1 will feel sweet.  Makes Kurasame and Kazusa 4cp and can be searched.  Once that's done Kuja it away. Cocytus x 2 -  Playing this turn 1 will feel shit.  Sexy Jihl's lazy eye'd cousin.  EX conditions shouldn't be too much of a problem to achieve and if played to field at the right time it's really good.   The Emperor x3 - Have you tried this yet? I reckon probably not.  It's actually bonkers.  Once you are ahead in board state this just hammers home the advantage every turn.  On 5 backups we can happily empty our hand and discard 2 for the effect to break a forward and then follow up with Squall's ability. Duke Larg x 2 - Ice booster, pretty standard and +1k is always nice to have out, particularly with ice's undercurve power. Terra x2 - Dulls a forward when you cast a summon.  Haven't seen this used very much, I think it's underrated. Once it gets going it's so cool.  When I go through the summons I'm going to remind you of this each time, kind of want this at 3. Snow x3 - 3 might be too much but at 2 when you don't see it you wish you had 3. Some people say this is shit, but the reality is if your opponent can't deal with it it's gg.  At 4cp make sure you play it on a turn you will get value out of it with some attacks.  Heca and Alexander are about so this probably won't survive many games.  I'm tempted to run Doctor Cid as a deterrent. Kazusa x2 - We shouldn't have much issue with dulling forwards so let's smash one with 10k.  He breaks himself to dull 2 as well.  A bit telegraphed once they see Emina and Kurasame are out or you search him but we have dulls for days so not much they can do about it. I think most people forget he exists anyway. OK, finally the summons, they are all dull focused and mostly called Shiva.  Remember every time you cast one, Terra can dull something as well. Shiva x3 - An ice staple, can be used on defence or attack.  Dulls 2, oh wait with Terra it dulls 3. Shiva x3 - EX burst and damages a dull forward.  Will be loads of Shiva in the break zone so you should be able to pop whoever you want.  Oh yeah you get an extra dull on top with Terra. Shiva x1 - The EX burst is nice but as a stock cast, 2 freeze is pretty good.....if 1 of the targets is active, Terra dulls it as well. Shiva x2  - The new Shiva! Choose 3 forwards or monsters, dull them and freeze them.  Brutal.  Only in your turn though...booooo.  Imagine being able to dull 4, if only there was a way. Zalera x1 - It's not called Shiva!  4 is the key number at the moment so I've only gone as 1 of.  Doesn't suffer from choosing though.  A nice follow up to a dead Rinoa or a Time Mage.  Terra stacks as well to add someone else to the resolution pot if needed.  Did I mention I like Terra? Hopefully you get some joy out of this or worst case it inspires some new ideas for your own deck.  Maybe one day we'll see a FF8 starter deck.
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teamcalamity · 5 years
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Opus Explorations - FF7 In Depth
Forwards Ark Angel TT - This is absolutely a testing card. I can't decide if its effect is absurdly strong or completely irrelevant. Could be culled after a weeks testing. Ranger - I'm taking Square Enix's hint that with the plethora of new monster cards released this set, we may have to pay a bit more attention to monster destruction (I'm looking at you, Scale Toad). Ranger isn't a great card but represents good value if you can break an opponent's monster. And the 2k on swing damage could be a finisher for barbariccia or diabolos (I'm struggling to justify this card...) Yuffie - This is the most accessible haste forward that wind earth has had access to that doesn't involve any chocobo shenanigans. Yuffie will do exactly what a ninja should do, surprise your opponent with a haste attack. You might not get it off at your weekly locals once people suss out your tactics, but I expect her to do more than a 2cp card should in most "blind" circumstances. Aerith - Absolute unit of a card. Depending on testing, she may end up as a 3 of. Dubbed "Wind-mu" by one of our local players, Aerith gives your Category VII combo pieces some much needed protection. Buy your foils now, the price of this card may rocket in the coming weeks! Cloud - In trying to decide what is the best cloud to play in this deck, I settled on our Opus 4 boi. Ex burst is lush for this deck, the ping damage is great for a 3cp forward, and I aim to pull off a Fina - Blade Beam combo at least once this set, or this deck will be dubbed an utter failure. Y'shtola - Y'sh is a lock in every deck running wind from now until the end of time. That's all that needs to be said. Barbariccia - Extra bit of removal that the deck may or may not need. It's worth may be linked to the success of the new legend Aerith, but it's too early to tell. Future decks could switch this to 4 drop Moogle for some added draw power. Tifa - There is a bit of an awkward dynamic with starter Tifa - I need the Tifa down to proc Clouds enter the field ability, but I need Cloud down to reduce the cost of Tifa. If you can keep another Category VII forward alive a turn, dropping Cloud H and Tifa S on the same turn (and potentially killing a forward) represents great value for your investment, but it might not always work that way. Wol - Swiss Army Knife forward. Does everything. Costs £30 for a reason. Barret - Not a huge fan of the card, but I know Tom will whinge at me if I don't include at least 1 in here. I don't think he'll often survive long enough to create significant value, but I vow to at least play him once before I condemn him to the abyss. Cecil - Extra removal, ex burst and a big body. What's not to love? Fina - Fina is more of a luxury than a necessity in this deck. I'd be lying if I justified her inclusion with any statement other than "blade beam glory play". Summons Alexander - More monster destruction. Could change in the future to the new 4 drop Alexander. Hecatoncheir - Heca gives the deck another type of removal, particularly to deal with an opponent's Y'shtola, Zidane L or Aerith. Diabolos - Yup. Monsters Deathgaze - No idea how good deathgaze will be. The effect is strong but if people begin to run monster destruction for 3cp's as standard, it may not be worth the deck slots. Time will tell. Basilisk - Not owning a 3rd diabolos gives me an excuse to test Basilisk. I firmly expect him to become a 3rd Diabolos after approximately 1 week of testing. Backups Archer - The deck wants to use chip damage as a platform to achieve greater things. There is not much Minwu around at the moment, but Archer is a safe insurance policy should he make a surprise appearance. Godo - Yuffie enabler. 1/3 of the Category VII character fulfillment achieved. Sign me up. Sherlotta - Purely for Blade Beam payment. People much smarter than me will dream up some mad combo plays with this card, but I am a simple person with simple ambitions. Give me fire CP, Mysterious Woman... Jessie - Searcher for the decks jankiest forwards. If it wasnt for Yuffie, she would not be a 3 of. But the quicker you can fulfil the haste criteria, the better. Maria - This deck may not need a booster backup, but Maria is worth including if you cannot create sufficient openings via removal and just have to beat over the top of your opponents forwards. Maria could be cut fodder in the future. Marlene - Ex burst retrieval will be sweet, but otherwise she is included to round out 3 Category VII backups. Miner - You playing Earth? Then you're playing Miner. Shantotto - Default reset button for those "oh shit" moments.
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teamcalamity · 5 years
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Opus Explorations - FF7/FF8/FF9 Theme week
Opus 8 is finally here and brings with it a new FF7 starter deck and a plethora of FF9 characters.  Seeing as it's only just launched and everyone is still tucking into their new boxes it seemed like a perfect opportunity to dip in and celebrate these games with a special themed week before things really get going with the new Opus.  FF8 got one new card woohoo, it's always left out in the cold so we've decided to include it here as well!  Deck submissions this time come from Tom, Mitch and Rich. As usual below is a brief summary of each deck and the list, if you like the sound of it then each deck has a separate ‘in depth’ deck article to read and go balls deep.  One slight caveat is that all decks are untested so no verdicts this time (we only just got our boxes and the starter decks haven’t been delivered to Calamity yet!)  Rich: FF7 Title - Sneak Attack Yuffie Elements - Earth / Wind Key Cards - Yuffie (8-064H), Aerith (8-049L), Tifa (8-144S) Pros - Based on the new FF7 starter deck, so the foundations of the deck are readily accessible. Has a variety of removal (power reduction, ping damage, remove from game, break a dull forward) to deal with tricky forwards. Can fulfil the "3 Category VII characters" condition for Yuffie H purely off of backups. Cons - Lacks the consistency and engine of conventional earth wind (no Star Sybil, Semih Lafinha, Kam'lanaut and Chaos). Purposefully left Dadaluma & Cactuar out of the deck to test Opus 8 cards. Suggestions - https://ffdecks.com/deck/5146282557440000
In Depth review: https://teamcalamity.tumblr.com/post/183648406882/opus-explorations-ff7-in-depth
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Tom: FF8 Title: 'Time Compression' (dull/freeze) . 
Elements: Mono Ice Key cards: Squall, Rinoa, Laguna, Ultimecia Pros: It's mono ice so you have access to inherently powerful cards.  It's different to a standard ice package.  Features a lot of new Opus 8 cards to play with and not being discard focused offers up lots of combos pieces.     Cons: It's mono ice so you have access to inherently powerful cards.  It's different to a standard ice package.  Some people might argue I've wasted 9 of those spaces with FF8 cards.  A lot of stuff is shutdown by the Aerith backups with no way to counter. Suggestions: No one Squall really stands out currently so there's flexibility to use whichever one you fancy.  Really should be running Bablizz. 
https://ffddecks.com/deck/6682144004898816
In Depth review: https://teamcalamity.tumblr.com/post/183648419737/opus-explorations-ff8-in-depth
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Mitch: FF9
Title: Starter Deck please work!
Elements: Fire / Water
Key Cards: Fusoya, Steiner
Pros: Aggressive, Consistent
Cons: Struggles vs Minwu, All Aeriths.
Suggestions: This deck is great for aggression once set up, often using Zidane to keep up the hand
https://ffdecks.com/deck/6655960139431936
In Depth review: https://teamcalamity.tumblr.com/post/183648445187/opus-explorations-ff9-in-depth
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Team Calamity's OP runs every Friday from 7pm at Calamity Comics in Hatfield (North of London). You can also follow us on YouTube, Twitter and Facebook (teamcalamityfftcg), contact us on email  ([email protected]).  
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teamcalamity · 5 years
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Opus Explorations - First Impressions of Planet 8
Welcome to Opus Explorations, a regular feature hoping to provide some inspiration to those of you stuck on the world map, not sure where to turn.
In each installment we will present deck ideas along with a brief summary, a suggested list and the verdict based on actual results when run at Team Calamity OP nights (usually a 4 round Swiss). If the summary sparks a tingle in your loins, then you can access in depth profiles of each deck in separate linked articles.  
With Opus VIII just about to launch, rather than deck lists this time we decided to just go with a few cards we are looking forward to trying (note we haven't seen the full list yet) . If you haven't already then read our previous post which might give you a bit more insight/context into some of the choices we make below...
Rich
Cloud
I might be completely wrong about this card, but I feel that Cloud has the potential to dethrone some of the more frequently played 5 drop fire forwards. Whilst the damage dealt in the early game feels a bit underwhelming, his damage will grow the longer the game goes on. I think the closest comparison to Cloud is Baugavern - except Cloud fits better into dual element decks, replaces the special with the ex burst effect and doesn't damage for a fixed value. And Baugavern by all accounts is a decent card for mono fire, right? The second ability is probably not going to be utilised unless it has the potential to win you the game, but it's mostly going to be risky to just use willy-nilly.
Ultimately, I think Cloud and the presence of efficient finisher damage like Iroha or Rain, could lead the the emergence of an up-tempo mono fire deck that's heavily centred on enter the field effects. Feel free to taunt me 4 weeks after release about how wrong I was, which is often the way when I open my mouth about newly spoiled fire legends...
Lasswell
Lasswell is the card I'm most excited to play this set. It is packed with power that can be problematic for your opponent on a short, medium and long term basis. The most important of Lasswell's effects is his enter the field, as I feel that in today's environment, any card without an enter the field ability is instantly less playable. It's not the most efficient way of generating an on-entry dull and freeze (I'm looking at you, Genesis...), but the efficiency comes from keeping him alive and using the on-swing effect every turn - which for 1 fire cp is nuts.
The special is a bonus more than anything - I imagine that most opponents will immediately respond to Lasswell more than any other forwards due to the pressure he brings, and keeping him alive long enough to use Azure Sky might be problematic.
The one drawback to Lasswell is that he realistically only fits into Fire/Ice decks, and even then I feel like that he requires the deck to be centred around him. Sure - he can be run as a 3 of, and devout'd back if necessary. But I think how the deck runs when Lasswell ISN'T on the field could be an issue. Still, if he performs as well as I think he can, he could be the revival piece to the competitive fire ice decks of yore.
Yuffie
Yuffie represents the ultimate value card, even if it does require a specific setup. Luckily, it will be quite easy to fulfil the 3 Category VII characters requirement via backups - had this card said forwards instead of characters I would feel very different about it.
Despite the necessity of being tied to other Category 7 cards, I think there is a lot you can do with a sneaky Yuffie ninja attack. The 1k AoE on-swing provides a cheap proc for a plethora of other decks (namely Barbarricia and Diabolos in wind, possibly Orlandeau or Opus 5 Ramuh if you feel like getting spicy with Wind Lightning featuring the Turks).
I don't think that Yuffie will be much of a game changer, and she is far from a high impact card. But I think the card represents good value if you meet the criteria and run Godo, and it nailed the flavour of what Yuffie should do in this card game - which does not include being Vincent's or Red XIII's side bitch.
Mitch
Earth – Ardyn. 1 million CP.My pick for earth card is Ardyn. Now I know what some of you are screaming at the screen “but Mitch, the world’s best player, surely you must see that this dies to Famfrit” (*Replace with your favourite way to bone this card) and let’s be honest, if this card couldn’t be removed in any way, this game would just go to deck out and be really boring, god forbid this counter play. I’m under no illusion this card is great verses all match ups and as a result isn’t going to be a 3 of. Just don’t play it vs water…But now I will get to why I like the card; it actually has nothing to do with playing the card. I like it because it forces your opponents to build their deck in a way that they have an out to it, be it Deathgaze, Vayne, Deathgaze, Famfrit or even Deathgaze. This legend will auto win some match ups if they have no easy way to remove. I understand that this card also has “counter play” in that you can break your own characters to stop this beasty from blocking. Okay. Break your stuff. Let’s take earth wind for example, what would they want to break? Cactuar? Nope A back up? Nope, that deck is so refined that it will really struggle to deal with it. Earth Wind can adapt,  but while this is true it that just feeds into my first point.
Lightning – Alphinaud
I know I should of picked the Kpop girls, but honestly they don’t excite me as cards, until they get the support to search or something to make this consistent. I may be wrong but the hype isn’t there for me at the moment.
I also see a lot of promise for mono lightning this set, you have that legend that deals 1k more than a fire legend who shall be shunned (BAD PALOM) and an action that makes this card a kill on sight.
My Card however is Alphinaud, searchable, haste with the right set up, but my interest is more in the deck it opens up. I believe that WOFF monsters, paired with this, lava golem and Urianger will actually become a thing. Urianger can bring back WOFF monsters with this card; it is a cheap aggro deck with a huge aggressive side. Originally I was thinking WOFF monsters would be 9k beasts, but with Alphinaud they won’t even be blocked!
Water – Shitty finger Zidane
I think fire might actually get to see some play this set, finally becoming a game of six colours. Fire got some great cards but it also got cards in other colours that compliment it. Everyone has thought of the Sage on Zidane first turn, and don’t get me wrong, it’s incredible. But I do think Zidane is viable in any water deck.
Zidane, to me, has given something to water which was sorely lacking or at least not strong enough to play and that is an aggressive early game. Everyone knows when you play water they need to set up, but this gives them a different playstyle. Then we come to the ability that it can’t be blocked if you have 6 or more in hand. Keeping 6 in hand before you swing should be viable which forces early removal for your opponent. This allows you to keep your hand up while setting up. Oh by the way, did anyone mention this was good with Fire?
Tom
It's easy to cream over new legends so i'll go for some that are a little less obvious, but I think will be really fun. 
Ice - Palom
2cp Ice forward with discard.....turbo is back!  Well no it's not, thank fuck, but for 2cp you get a multi choice card with all very viable options that you can flex depending on your situation and place a forward on top.  Ground breaking hero, no but I'd love to see ice evolve out from the standard Setzer, Locke VI discard package and I think there's options now to really play around with some different combos/deck setups. 
Fire - Marche
This was spoiled fairly early on and I think has gone under the radar.  Fire was crying out for some consistent value plays and this offers that with an EX to boot (it's searchable too).  I generally don't like cards that force you into mono situations but I like fire so i'll let this pass.  I'd never thought I say it but with Opus 8 buffing fire somewhat, will you be able to find space for this into a mono fire deck?! One to test out for sure.
Earth - Gladiolus  
FF15 slowly crawls it's way into FFTCG, this will probably be one more for fan service.  Limited to Earth CP yes, however, you are going to be running Noctis so that shouldn't be an issue meaning you get a 2cp 9k forward with a dreamy 6 pack.  I also love a special and this one is decent if not a little costly.  You will mainly be running for the cheap body (no pun intended).  Meta defining no, but if you are a fan this will be fun. Depending on the rest of the crew and if we get another Noctis could get interesting.
Peter
Sherlotta 8-053H
Ok so for a 2cp investment, at some point in the game you can cash in Sherlotta. Put her to the break zone to generate 1cp of any element.
You could do this immediately after playing her. For just 2cp! She's certainly my hero of this set.
Let's take a look at the possibilities of this mysterious woman.
Sherlotta will be a card I'll be looking to get 3 foils of, 100%.
Wind is my favourite element and the fact that this card now exists puts wind in a very fun position. You can add any card u want into the deck. You can play Phoenix L, Exodus, Dadaluma and even Opus 2 Yuna. Oh wait... noone plays that anyway :)
From a competitive aspect. Wind is a very popular element choice currently in the meta. Now every wind deck has access to the best bkup in the game. Shantotto. Scary thought huh?
So maybe it will even bring a psycological factor now I'm thinking about it.
As you know Shantotto is like Chaos/Cosmos and taps for any cp. In fact it gains the elements so there's synergy with H Bartz straight away.
I may be mistaken but up til now there isnt a way of playing a 6cp card without discarding from your hand. I feel this is important to mention because you're taxing your hand less which is great for high ceiling turns.
Honestly can't wait to build with this card. I'll be happier than a Catholic priest in an orphanage.
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Team Calamity's OP runs every Friday from 7pm at Calamity Comics in Hatfield (North of London). You can also follow us on YouTube, Twitter and Facebook (teamcalamityfftcg), contact us on email ([email protected]). Alternatively just write anything on the FFTCG Fans Facebook page, Team Calamity's James Stevenson will no doubt comment on it.
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teamcalamity · 5 years
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Okay, newbie. Let's move!
A new competitive season has started, Opus VIII is about to launch and Team Calamity has a blog... BOOYA!!
If you want to see more variety than a dialogue with Squall, topics that hit harder than Sephiroth into the back of a flower girl and tips more useful than Vaan's point in the story, then this is the blog for you.
In this first article we thought it might be best to introduce you to some of the team who will be regular staples on here. Hopefully this brief insight will help put some of their upcoming content into perspective.
First up is our resident judge - Mitch.
How did you first get into FFTCG?
It was a dark time in my life; I had just finished one of my favourite TV series for the 15th time and worst of all I had a piece of apple skin stuck between my teeth. There was no light at the end of the tunnel.
I received a call from the UK Champion (but not world) Peter Sherratt, he spoke to me like a true champion with grace and honour “you alright dickhead?” he told me that he had just gone to a new comic book shop, the infamous Calamity Comics. Peter knew I always had a creepy girlfriend affection for Final Fantasy and our recent card game was now just an OTK shit show. So we thought let’s give it a go.
Pulled Bahamut legend, fire seems strong; I bet this card will be good for a long time, 10000 damage AND removed. Peter got Foil Light Cloud. This card is also future proof, if there’s one thing I know about card games, is that removal is key and this has it in spades…
From that day I was hooked, scratching at my arms for the next fix of spoilers, tapping the vein, breathing FFTCG and dealing with my new addiction.
What style of play do you favour?
I like to win, but more importantly I like to be a smug prick and to do this, I love my combat tricks. Nothing lifts the table up on my side more than doing something your opponent cannot see coming. I also love removal and drawing cards so if someone could explain to me how to play earth that would be great. Thank you.
Biggest hype of Opus 8?
While all the cards aren’t out yet, I am especially excited for Lunafreya, the stuff that she can enable; it means your opponent will not want to kill off some of your best forwards. That said this will all change depending on the new Garnet, if there is one.
Peter - the 2018 UK Champion (not world)
How did you first get into FFTCG?
I played yu gi oh at the time and I saw FF being sold at Calamity Comics in Hatfield.
Eric the store owner said they were doing a tournament on Friday night's (an attempt to remove the magic the gathering crowd) .
I had played FF7 and I've never liked mtg so sounded like a win win for me. All that was left was to convince mitchell to go with me to hold my hand through it all.
Didn't take long to convince him and off we went to go purchase some cardboard crack. First pack I opened....foil Cloud L!! Wooo
First deck I played was fire ice. We didn't have a clue what we were doing but got it after a couple of goes.
Mitch went home that night to learn the rulings. It became an obsession of his for a while. He would wake up in the middle of the night about illegal plays the night before.
What was even better was we convinced our mates Joseph and Azlan to join also. Fucking great game. Needs more cleavage though.
What style of play do you favour?
I really like all 3 of the main tropes. They all have a special place in my heart because of the decks ive played with.
Mono wind has generally been a control deck. Midrange ice is tempo. Discard ice is quite aggressive.
I'm gunna vote for tempo. After a short amount of set up I do love using dull freeze or discard mechanics for those cheap easy wins. It's like eating 20 mcnuggets. You know it's bad but it feels so good.
Biggest hype for Opus 8?
Sherlotta, Fina, Alexander, Lasswell & Time Mage.
The one I will talk about is Time Mage though because I honestly think it's perfect for what ice needs right now.
Wind earth is an awful matchup where we can't choose Zidane, get fucked by big daddy etc etc. So we're investing 5cp for a huge tempo swing. Huge. I'm a big big fan. It's a multicard too so extra copies may be played.
Mono ice will return with a vengeance!!!
Rich - Team Calamity's synergy specialist.
How did you first get into FFTCG?
I have zero history of playing card games, so my interest in FFTCG was purely as someone who had played nearly every game released under the title, who just fancied trying it out. I bought the starter decks on release date to gauge if it was something that I was going to stick with, and pretty soon I was part of the Opus I stock disaster, hunting the shelves of every Toys'r'Us in driving distance trying to find packs (I'm not proud to admit that). Two and a half years, and many £'s later, here I am writing my first blog post after years of being a lurker on the fan page.
What style of play do you favour?
I have always run decks that I find genuinely fun to build, play and tweak. Sometimes that means I run stuff closer to the meta, and sometimes I run more obscure decks. The vast majority of decks that I run revolve around combo cards such as Yuri/Chelinka/Alhanalem or Seifer/Raijin/Fujin. Nothing turns me on more than the text "If you control card name "X"".
Biggest hype for Opus 8?
Just give me 3 Lasswell in foil. I love that the card has been made with a specific purpose in mind (Fire/Ice deck), and all 3 abilities feed into what those elements want to achieve. I'm not quite sure how best to make Lasswell work, but I'm sure someone much smarter than I am will find a way to make him a beast!
Tom - Blog editor, specialist subject the 'Tombo Combo'
How did you first get into FFTCG?
I got into the game by chance around Opus 4. I'd never played a TCG before but out browsing for a cheap PS4 game in the January sales I spotted Cloud and Squall booster packs in the bargain bin at a local game shop. A Final Fantasy card game, what even is that?! Went home, googled it, rushed back the next day, bought the lot and ordered all the starter sets. I still remember opening my first packs and getting so excited by how many shinys I was getting, like one in each pack, I must be so lucky! Next step a venture to Calamity as the only local place to play. I didn't win a game for about 2 months but was having the best time!
What style of play do you favour?
I like to do things differently so for me I'm all about the meme life and unashamedly so. I like to shy away from the meta (to my own detriment) as I get much more enjoyment from doing things myself and if someone tells me something is shit, it just makes me want to play it more. That said I still believe you can meme and be successful and hope to go someway to proving that this competitive season (here's to 0-X at every major tournament this year)
Biggest hype for Opus 8?
Not seen the full list yet but I'm buzzing for the new FF7 starter deck. I'll probably look to take the Earth parts into an Earth/Fire setup maybe utilising the new 15 characters if space. For me a big part of enjoying the game is using characters I actually know of and love so this should fit nicely. I've also got some ideas for a Fire/Water rush style deck and a new Opus launch wouldn't be complete without me trying to make FF8 work (where are you Cid Kramer!).
I hope this is the set where things really open up and we don't see the same few decklists dominating the circuit.
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Team Calamity's OP runs every Friday from 7pm at Calamity Comics in Hatfield (North of London). You can also follow us on YouTube, Twitter and Facebook (teamcalamityfftcg) or contact us on email ([email protected]). Alternatively just write anything on the FFTCG Fans Facebook page, Team Calamity's James Stevenson will no doubt comment on it.
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