Opus IX Exclusive Spoiler – Bomb!

Hey guys, Opus IX is almost upon us, and I’m here to show you all an EXPLOSIVE new spoiler that I think could see some niche plays and really BLOW UP some fields. Even though I’m usually pretty late into community spoiler season, I like to think I always go out with a BANG.

Okay I’ve run out of puns, it’s Bomb.

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So Bomb’s pretty interesting, in that in your opponent’s turn he’s not actually a forward, and reverts back to being a monster – this is pretty significant as it means you don’t have to worry about him being efficiently removed by an etb ability of your opponent, and they’re probably either going to have to waste spot monster removal on him, or they’re going to have to use a summon on him, either doesn’t sound like great value for your opponent. We’ve seen this “forward during your turn” effect already on the spoiled Tonberry and Goblin cards, it seems like it might be the monster gimmick for this set – I certainly think it’s one of the more playable gimmicks monsters have had so far (please give us ones we can tap for CP I’m sure it would be balanced).

I think this guy could see play in quite a few decks, as it gives fire something that genuinely just straight up survives Fina/Valefor/Chelinka/Alhanalem onslaughts, and something that survives Shantotto. With him being a forward straight away there’s no waiting around to get value off of him like Varuna, he’s good to go straight away, and being a forward can contribute to things like Firion as soon as he enters the field.

Being element Crystal Hunt is really interesting, are we going to see Square Enix branching out into more niche properties to introduce truly new cards to the game? If that’s the case, don’t forget that the Mana series started out as a Final Fantasy game in the West 😉 – Chapters even went to far as to have a Parasite Eve card!

I can see myself definitely giving Bomb a go, especially as he’s somewhat nice vs Veritas’ on death effect, and could even be usable to enable some field wipes in some kind of Fire Monster deck that’s really heavy on Bombs, alongside the new Ifrita we have coming in this set. I know there’s a fire monster deck floating around Australia that would probably love this card – If you have enough Ifrits in your break zone, you can use Ifrita to both break your own Bomb and deal 3k to board, then deal 2k to board with Bomb’s on-death effect, and then follow up with Royal Ripeness to pull off an 8k fieldwipe! Or even combine this with the Bomb from Opus VII to go even further beyond! We can also use this to threaten up a follow up from the newly revealed Chaos (MOBIUS), to follow up with another 5k across the field if they end up blocking Bomb! I think Mono Fire monsters based around boardwipes could certainly be a viable deck, even if it’s not a cutting-edge meta deck. It still doesn’t really let fire get past Y’shtola, though..

One thing that’s worth noting though, and I know I will get asked this a lot, is that Bomb’s on-death effect does NOT work with Iroha, she can only boost things that are on the field at the time. Manasvin Warmech works, though, so go mad with that.

I think the on-death effect is certainly an odd one as you’re literally never blocking with this card, but it does have it’s uses and can help you be the aggressor to threaten “if you block my Bomb, I will blow your entire field”. I’m certainly expecting there to be a fire deck with Ifrita, Ifrits, Fritt, Royal Ripeness and a ridiculous amount of Bombs. Historically whenever I’ve used Bomb cards, I’ve used it in tandem with Blade Beam on Opus IV Cloud for really economical fieldwipes.

If you can make him die in your turn, you can also then activate Opus IX’s Shadow to do another 8k to something?

Do be aware that he does deal 2000 damage to ALL forwards though, so pay attention to that if you’re worried about losing your own things or your opponent pushing back with multiple Valefors/Alhanalem activations on your turn.

Bomb’s cool. I like the “only being a forward during your turn” mechanic we’ve seen in a couple of places now, and it’s certainly nice to see new card mechanics as we move forward throughout the game. Hoping this one sees play, if not just in limited! I’m also very interested to see if Crystal Hunt ends up being a full blown category, or if it ends up being like ‘Special’ and ‘Theatrhythm’.

Thanks for reading, Opus IX is just around the corner now!

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Cid Aulstyne: Oh my god why

Okay so first off let me preface this by saying this is in no way a whining post about Ice getting good cards – I’m happy to see elements get better as it stops the game from stagnating. Spoiler came from JFB over at his twitch channel YehoseraTheHat – please check him out if you want to see iterative changes on decks & plenty of testing with some good explained reasoning all in real time. Good channel.

But at the same time, why does this Cid Aulstyne cost less than the new Irvine???

Right, anyway, let’s have a look at this one.

Cid Aulstyne

So Ice has always been super-tight on good 3 costs, with the deck historically wanting to run Duke Larg, Mog (XIII-2), Edward, and Gestahlian Empire Cid (I did not spell this right first time) as well as probably stuff like Devout or Snow at 4 cost if you want to put a timer on the game or build towards a big-boy Nidhogg/Sephiroth+Rinoa play.

But I don’t see a deck you don’t run this in. Most decks are going to try and hold on to 2-3 cards in a normal gamestate, unless they’re massively advantage based like Mono Water currently is. It can Dull/Freeze or Kill off of EX, and is a much easier curve play to slam down compared to his 5-cost version. It is also less punishing if your opponent wants to turn around and draw in response to the effect, as you’ll still get the Dull/Freeze which might let you go for game.

The gross thing with this card though, is that because you’re obviously not running forward Cid Aulstyne with this card, you run Opus 6 Kuja in that slot instead, which allows you to free up the slot to play another one if these basically whenever you want to. Finding space in the backup line might be tough, but this card is too good not to run. I’m not saying I wish it was a red card, but I am heavily implying it. In Ice/Earth (an extremely popular deck right now), you can even combo this card with the new Vincent to clear the backup out and deal a hefty 8k to a dull forward? And let’s be real here, keeping something dull in Ice is not hard at all, so I wouldn’t be shocked to see this card quickly become a mainstay in Ice/Earth and Mono Ice decks for a few sets, at least.

Ice/Wind is also really looking like it could be a thing next set, and this deck plays into that perfectly also, being a prime Miounne target, and the extra card you draw will likely enable the instant replay of this card, leading to it being used for some really heavy swing turns, or at the least, a couple of Dull/Freezes.

Absolutely love this card, I’m pretty confident it’s among the best spoilers we’ve had for Opus IX so far.

What do you think? Are there any other bits that it combos with?

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Opus X First Details!

From the Final Fantasy TCG Australia Facebook:

Opus X – Ancient Champions releases November 8th

Comprising 130 standard cards + 162 premium cards
10 exclusive cards from the new 2 player starter sets “Wraith VS Knights” plus a whopping 22 special Rare Full Art Cards! Players who go for a full display will also be rewarded with a special promotional card.

As the iconic Warrior of Light figure suggests, Opus 10 features numerous characters whispered of in myth and legend and sees the introduction of the new key word “Damage”, which initiates unique text effects once a player has taken a specified amount of damage. This opens up further tactical options, such as deliberately taking damage or holding off from dealing it in the early game, leading to even more exciting late-game developments than ever seen before! Players & collectors can also expect more original artwork by the renowned artists, as well as the introduction of a new spinoff from the main series: Final fantasy xii revenant wings

伊藤龍馬(Ryoma Ito) FINAL FANTASY XII REVENANT WINGS, FINAL FANTASY XI
泉沢康久(Yasuhisa Izumisawa) World Of Final Fantasy
浅見瑠比(Rubi Asami) Mobius Final Fantasy
上国料勇(Isamu Kamikokuryo)FINAL FANTASY XII
松田俊孝(Toshitaka Matsuda) FINAL FANTASY III
オグロアキラ(Akira Oguro)Final Fantasy IV

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Looks like we have a full art Legend Squall for the box topper, and goddamn his effect is pretty sweet.

Translation provided by Byan of the r/FinalFantasyTCG Discord:

Squall 3CP 7k

SeeD Candidate

ETB: Choose 1 Character, if your opponent has 2 cards or less in their hand, dull it.

Damage 2 ETB: Choose 1 Character, dull it and freeze it

Damage 5 ETB: Choose 1 Forward, if it is dull, deal it 8k damage.

He seems pretty powerful, and shows off the new keyword that was previously mentioned on stream! The thing that I really want to know, is does he gain these abilities as you gain more damage, or do they replace each other? I’m really happy for Ice to get a useful on-curve forward, we’ve had far too many 4CP 7ks, and let’s not forget he’s searchable off of Laguna!

I guess we’ll find out about the new keyword closer to November!

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Thanks for 90k! Midare Setsugekka v1.2 – Mono Fire Deep Dive

So I’ve missed a couple of key milestones for the site and wanted to get something written to say thanks to you guys for reading the site – I hope you enjoy reading it as much as I enjoy writing it. I never figured it would come this far so I thought it only appropriate to do a write-up on a deck I’ve been seeing a lot of personal success with & took me to win Liverpool Regionals 2019.

More after the jump.

Continue reading “Thanks for 90k! Midare Setsugekka v1.2 – Mono Fire Deep Dive”