Welcome back Mysidians! This week I had the pleasure of talking to Mohammad Zaiem Ahmad, a fellow member of Card of Ivalice's FFTCG team. Mohammad has had a very successful year, coming second at the Lightning CC and again almost qualifying for Worlds at Gencon. Mohammad is known for playing a mean Mono Water, but don't peg him for a one trick pony or you'll be sorry. Read on for the full interview with Mohammad!
Attention Cadets, I mean Mysidians. Opus IX has landed, and we have new decks to share! I have been working on a lot of different builds, but so far one has been the most fun to play/build, and I just gave it away. That’s right, Type-O Cadets are back #cadetsarecoming. So, watch out, and enjoy this deck tech!
It seems like there is a split as to whether this deck should be 2 or 3 colours. From what I have seen in limited research so far, it is that Wind/Fire seems to be preferred over tricolour. My list is mostly Wind/Fire; however, it adds 10 Lightning cards for a very specific purpose. I definitely believe that there are multiple ways to play Cadets. For example, my friend Phil went 4-0 with Wind/Fire Cadets this week at Locals (I was not in attendance to give him a loss!). But before we get into variations, let's take a look at the list I have been running.
Recently there has been a lot of talk about the banning of cards, since it was announced by Tarou Kageyama that Square Enix is considering some bans with the release of the game’s first named set Opus IX: Lords of Chaos. Today I am going to talk about some of the commonly brought up candidates for bans, and give reasons why they should be banned, and why they shouldn’t.
Disclaimer: I am trying to take both sides of the argument when debating whether these cards deserve a ban or not. I will reveal my personal opinion at the end of the article. You may disagree with some of my points, but I recommend you try this exercise to see for yourself if you can justify either side.
Welcome back Mysidians. It has been a few weeks since I last posted an article as work became very busy for me in the last month. But I am back and writing again, and I am also preparing for the Crystal Cup in Portland next month. Selecting a deck to play has been very difficult. I am unsure if my favourite Mono Earth deck is going to cut it and have been looking at some other choices. I have also been playing Earth/Wind, Fire/Ice, and Mono Wind. While my lists are starting to look a little more refined, for awhile I was trying out different combos and new cards. My testing led to the idea of this article… 7 CP Backups are the best!
Out of the 4 Backups that cost 7 CP currently in the game, only Shantotto is boring and doesn’t warrant discussion #shotsfired. Today I want to talk about 3 Backups that share a common theme. These three Backups all play other cards when they enter the field, although each through different methods. The three backups are:
Greetings Mysidians! I hope you are all as excited as I am for Opus VIII to release next weekend. During the spoiler season for this set, I started to think that Monsters might be a big deal. We kept seeing more and more Monsters spoiled, and boy did they look good in a vacuum. In Opus VII we saw two new types of Monsters, ones that become forwards through conditions, and ones that can be discarded for abilities. These Monsters seemed more like support cards for decks (every Monster cost 2 CP last set except for Condor). This set, I thought Monsters might take more of the centre stage, and the need for Square Enix to print more Monster removal for limited supported that assumption.
In this article I will discuss each Monster and how it might work in practice. I will also review every element’s Monster removal so if Monsters do become significant this set, you know how to tech for them.
Hello Mysidians, welcome to this week’s article. Today I am going to talk about the many options available to players in a Mono Wind Deck. The tricky part about Mono Wind is that there are many fantastic backups that do not remove themselves, so it is impossible to fit them all in one list. Once you have played 5 backups that cannot be removed, any further backups you draw will just be CP. Since Mono Wind is very efficient, you will realistically be able to break and play more backups throughout your matches, so having breakable backups is a must. Not to mention Wind has some fantastic breakable backups in the form of Archer and White Mage.
Hey everyone, if you are looking for some more content, feel free to check out some other articles I worked on below:
Alex is a FFTCG player from Vancouver, Canada. His favourite Final Fantasy is IV and his favourite Elements are Earth and Ice, although he has a soft spot for fire.