Hello FFTCG players! Your friendly northern Judge, Brian here for some fancy findings! We're all excited for the latest cards and how they will shift the meta going forward. And of course many of you are eager to dig deep into the value count of cards and find the strongest combo! I too have been pouring over the new cards with each new spoiler, and my imagination has been flying high! Although I'd be lying if I didn't admit I lean towards the clever and fun combos more than the blunt pure value train. As judge, I don't get out to many of the major events with the plan to join/compete, so I tend to keep more on the fun side of deckbuilding. Whenever a new combo comes around, the gears in my head start trying to exploit it. :D So here's a few combos that I can't promise will blow the competition out of the water, but pretty fun ideas to run with new cards! And who knows, maybe one of these will get the gears in your head going and come up with something else!
Warrior of Light
Now the first card that had my mind all abuzz was the Warrior of Light (with beautiful art from Toshitaka Matsuda, I might add) His first ability is not the first time we saw this, but the distinct difference is that we do not lose a forward in the process. Instead, it triggers upon it's playing to the field. Initially the catch seems to be a pretty expensive turn. If you are to play him, then follow up with a self damaging ability, it can empty your hand pretty fast. Not to mention the cost to play him to field to stave off a damage from your attacking opponent!
Now what if it simply was added into your other summon casts? 4cp Bahamut was not a very favored summon due to the self-damaging penalty for the 10,000 damage you get to deal. But when combined with Opus 10 Unei, when you cast Bahamut, Unei's ability will trigger on the stack above him. By targetting Warrior of Light (WoL) to be removed and replayed onto the field, WoL's enter the field ability will also stack above bahamut, thus negating his point of damage, without cancelling the 10,000 damage.
Not too bad eh? Only downside here, is before Unei resolves, your opponent can still respond and break WoL. (preventing his damage protection.) So make sure not to try this at 6 points of damage!
Mira
Now many who first saw this card were excited to be able to turn backups into forwards, however this was usually followed by dismay when they realize it's FFCC characters only. The combo they have intended is for you to use the new Tonbetty to chump block and gain a drawn card when she goes to Break Zone. But unless we see another fancy FFCC card pop up in the upcoming weeks up to release, I think the best bet is just a monster.
This isn't the combo of the year, but another angle to look at the ability. Being able to make Libroarian an 8000 power forward can be an asset in the first place. But lets say you have 1 card left on Libroarian, and you need a blocker. You can have Mira turn him into a forward, and when he goes to the break zone, have him bounce back onto the field by Lunafreya. Which would start his ability again drawing a fresh 4 cards from deck!
AND, Mira's first ability would trigger allowing you to search for any FFCC monster to add to your hand. Again a tad tricky, but could net you a few extra cards!
Don Corneo
As a repulsive character, you gotta admit his abilities fit him quite well. Your first look at his abilities could make anyone who fought against Mill to toss him aside quickly. Sure the ability itself can be helpful in a pinch, however discarding so many cards without benefit can cost you the game. Typically you'd see Don Corneo in rush decks that don't care for end game, but if your opponent survives your initial attack, you could find yourself at a disadvantage by mid to late game.
Unless you turn that into advantage.
There are a few cards across the different elements that get stronger with the more cards in your break zone. Others to note are cards with a reduced cost with each forward in your break zone, like Opus 7 Prishe.
Edge
Ninjas Rejoice! This card will be a very fun one to play. Any card with a built in cost reducer already gives value, in which they attempt to balance it by putting him in the front row. Of course 5000 power may be a fragile forward, but given what this card's 2nd ability can do, you may not be too worried. For each job Ninja or Card Name Ninja other than Edge that enters the field, you place a counter one 'shuriken' counter on him. Then you can remove them from him as you see fit, to deal 3000 damage to a poor target. A friend of mine is asking i hold off on posting this one's specific combo... but let's just say there's INFINITE possibilities out there. ;)
Glauca
And finally...
...need I say more?
That's all for now! Hope you enjoy these ideas. Who knows, maybe one of them turns into inspiration for an awesome deck! (If that totally happens, give us a shout out!)
Thanks again for reading and look forward to the next article!
-Brian
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