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superthatguy62 · 6 months
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The Final Fantasy Trading Card game features characters from all across the franchise on the artwork for the cards. While most of the artwork is recycled from promotional material, there are cards that have unique artwork of the characters, usually following a theme by a specific illustrator.
For Final Fantasy III, Toshitaka Matsuda handled the majority of these cards. Matsuda has two different styles for the cards: While Cid, Doga and Unei had more dynamic, full-body (or close) arts, Luneth, Arc, Refia, Ingus, Sara and Desch are rendered in realistic portrait styles, with Aria having a more stylized portrait as a sort of "in-between. Ingus and Desch are the two most recent III cards in this style.
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fruityfinch · 1 year
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Card 0069 [nice] - Cyrus 🐠
The finished raffle prize for mindlessdog__ on Twitter!
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xzidane · 2 years
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Zidane Tribal card for the Final Fantasy Trading Card Game Tournament ( September 2022 )
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rogueandmage · 5 months
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Honestly, them.
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That's it. That's the post.
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diggerdarckwing · 10 months
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OSS online fftcg single card shop
Wanting to let you all know I’m slowly opening up a online FFTCG singles store and if anyone is in and/or around my area I can also host in person tournaments for FFTCG as well, furthering that I can also host online fun tournaments too
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I can stop whenever I want... Oh, who am I kidding. CAN'T STOP WON'T STOP
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thakyuki · 10 months
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Hey look, Clad on a box!
I recently got into the FFTCG as it has gorgeous art, and grabbed this box for cheap online.
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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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fyvewor · 2 years
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Octgn image packs fftcg
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#OCTGN IMAGE PACKS FFTCG SIMULATOR#
If your vanguard's is 40000 or greater, CC1, and this unit gets +4000 until end of turn. If you do, choose one of your vanguards, and it gets +12000 until end of turn.īurst- GB1: When this unit is placed on (R), if you have a vanguard with "Gallop" in its card name, you may pay the cost. (V): When your G unit Stride, you may pay the cost. (Hand):If you do not have a face up grade 4 card with "Gallop" in its card name on your (V) or G zone, this card cannot be normal called to (R). New cards from the Star Gate EB that were spoiled and they are all Cosmic Heroes Reprints include Grade 1 Shizuku and Megiddo with Bermuda Triangle style artįor Dust's damage effect trigger does activate Includes support for PRISM, Duo, Coral, Riviere, Raindear, Shizuku, and others Some spoilers from the Weekly Vanguard News show on Moontube The Warp is an actual gameplay area (they recommend putting it under your Drop Area and turning the cards sideways so you won't get confused) unlike Removed from the Game. It should also be noted that right now it seems that a card being sent to the Warp is not the same thing as being Removed from the Game (like some of the Cooler Armored Squadron can do). Presumably there will be cards that can interact with the Warp in some capacity. The Warp is a new area which seems to function similarly to the Bind Zone in Vanguard or the Banish zone in Yu-Gi-Oh. Additionally you can only use Over Realm once per turn. Over Realm *X* is a new keyword where if you have at least X cards in your Drop Area (in this case 5), you can send your entire Drop Area to the Warp and play the card for a greatly reduced cost but at the end of the turn you send the card you played with Over Realm to the Warp as well. He also has Over Realm 5 which lets you play him for 1 and if you play him with Over Realm, you can choose any number of Battle Cards without Blocker whose total cost adds up to 5 or less and send them to the Warp. Meanwhile the new Masked Bardock (which is a Masked Saiyan card and NOT a Bardock card) is a Black 5 cost with 20000 and Double Strike. On playing him you can KO a Battle Card if you have a Trunks in your Drop Area and draw 2 cards if you have a Goten in your Drop Area. The new Gotenks is a Green 6 cost with 25000, Double Strike, and combo 0+5000 that can Union-Fusion for 4. Sets 3 + 4 are going to be the Over Realm block. Some things that got confirmed are that the new color is Black, Black cards have no specified costs, and starting from Set 3 the game is adding Blocks. Well the first of the new DBS Deck Box promo cards got revealed. Thread Question: What card do you want a "retrain" of? What card do you wish got archetype-level support? >Free, fanmade browser-based online simulator:
#OCTGN IMAGE PACKS FFTCG SIMULATOR#
>Play online through OCTGN and Tabletop Simulator >Official website (Card List/Search, Rules, FAQ, Errata, Tournament Rules, Card Rulings, etc.): Works pretty well, only has cards released in English. >/vg/ has its own YGO general thread (/dng/), with plenty of room in the OP for all of the available YGO resources A thread for CCGs other than Magic: the Gathering.
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denbanana · 2 years
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Octgn image packs fftcg
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OCTGN IMAGE PACKS FFTCG FOR FREE
OCTGN IMAGE PACKS FFTCG HOW TO
OCTGN IMAGE PACKS FFTCG HOW TO
I know how to turn a computer on and use Word, and surf the web. When people try to teach me they assume I know what an OCTGN string is. I just dont know what to do, or how to do it. Just pack those images, upload them and grow the octgn community for this game.īut thats just my opinion:) Edit: especially as the first cycles are out there already.
OCTGN IMAGE PACKS FFTCG FOR FREE
I would like to add that if you are using the OCTGN software for free and using the images for free, a little effort on your part is a warranted cost to play. Having said that, I agree that it would be nice to have ready-made image packs, especially for busy adults. Others have offered to explain how to add images if you dont subscribe. If you use these images for other purposes, such as website articles, please credit the source.) If you subscribe to OCTGN, you can put each image into OCTGN by viewing its card in the deckbuilder and dragging the image from your browser to the deckbuilders card image area. When you get to 06, change back to 01 and increase the addresss first number. To go to the next image, change the addresss 01 to 02, then 03, and so on. The last time I updated my OCTGN set files, I used the card images from, which stores its images using their objective set number and number within that set. If they actually labelled them the same as they are in OCTGN it would be dead easy, but really when you just save them to your hard drive you just need to rename them with the OCTN string. I blame my lower middle class upbringing, my household didnt even own a computer until 2001. I am not saving and drag n dropping a hundred images manually, no matter how easy. If you already have an account, login here - otherwise create an account for free today. Octgn Image Packs How To Control Cookies.
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iyliss · 1 month
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surprisngly on today's theme new fftcg card. wtf. wtffffffffff.........
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rottenpumpkin13 · 9 months
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I don’t think people care much about FFTCG but I am BEGGING you please look at how grumpy and cute the new Angeal is 😭
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Agreed! 10/10 would squish and chew. Somehow he looks about 300% more done with Genesis and Sephiroth's BS than he does in canon.
But If Zack were to try to pick chibi Angeal up for snuggles he would be met with the baby buster sword right up his nostril 🗡️ 🐽
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fruityfinch · 2 years
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0057!
This card was commissioned by atomicpitou on Twitter!
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ffxiipics · 8 months
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A new Vossler card is being added to the FFTCG booster pack “Beyond Destiny”. Read about it here.
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eorzeas-okayest-smn · 2 months
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My Y'shtolas are on field centers!!!!!
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diggerdarckwing · 1 year
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2024 OSS tournament playmat art
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