Happy spoiler season Mysidians! Over the last few weeks the floodgates have opened, and we have seen 16 new spoilers for Opus VII released. We have also heard some content creators mention that they have been given spoilers for Opus VIII, so hopefully we can expect more on the way soon.
In this article I will break down my thoughts on each spoiler. Keep in mind that it is very hard to judge cards without seeing the entire set, and even then, some cards can be hard to predict. If you have alternate opinion to mine, that is great! Please share them in the comments so that we can all learn from more perspectives. I have sorted the cards by how they were spoiled. All of my information is from the sources themselves, and the Zodiac Braves, who are compiling a full Opus VIII spoiler list here.
Without further ado, lets get into the cards.
Edit: I had some difficulty copying the full text over from the Spoiler Chart since it was in multiple lines of Excel. I want to apologize for the incomplete assessments and text for some cards. I will be sure to edit my work more closely in the future.
Card of the Week
The following cards have been spoiled on FFTCG NA’s weekly Card of the Week Facebook post. You can find RB’s and Kageyama’s writeups on the official FFTCG website or on the FFTCG NA Facebook page.
When I first saw Lyse my initial thought was that the flavour was pretty on point. I won’t go into any spoilers, but Yda part of her text make perfect sense to me. Her ability to power up your forwards also makes sense, as she is a leader in the Ala Mhigan Resistance in FFXIV and in that role she supports and commands her comrades. It should be noted that Kageyama confirmed when you hit 5 points of damage, Lyse powers up herself.
So how good is a 3 drop 7k sometimes 9k that boosts your other forwards. Well it is about as good as Luneth is, except with more upside for a 2k boost. It is nice that she has a special that is not particularly hard to use (the flavour for this is on point as well as Lyse is a martial artist). Late game Lyse can be very strong, but otherwise she isn’t necessarily doing anything Luneth wasn’t already doing, and Fire with Luneth has not been top tier. I feel like her special could be a trap. Would you really want to run three of her for her special? Warriors of Light are one of the stronger combinations to use in Fire, so if you will likely be using Luneth over her anyway.
I would also like to note that this will not see play in Scions, unless they print more Fire Scions, in which case who knows, but Yda is still most likely better.
This card is pretty cool, so cool it doesn’t even have to face the you. But in all seriousness, this card is pretty great in Title, but hard to use in constructed. Cloud can be the 4th forward you control for this ability, but then your opponent will be able to respond on the stack to kill a FFVII forward, ensuring his ability doesn’t go off.
I think it would be feasible to play this with 2 CP Tifa, or if you are really brave and want to go three colours, Shelke and Tifa, to create a scenario where you go from 2 or 3 forwards to 4 with Cloud dropping down. His second ability is really great, especially since it is an auto-ability. Just look at the Opus VII Auron to see how this Cloud could have really sucked. How good could Cloud be? It will depend on the overall quality of FFVII forwards in Opus VIII as you won’t want to compromise your composition to cater to his abilities.
Opus VIII Promos
The following cards have been shown as promotions for Opus VIII. Cloud will be the legendary full art box topper included in every box of Opus VIII boosters. Bahamut is the full art pre-release promo, every pre-release kit will include a foil full-art Bahamut.
I wish this card did 4000 damage plus 1000 damage for each point of damage you have taken. Either way, it is a nice EX Burst, I mean Black Waltz 2 sees play in Fire and is a great card for killing Vikings or comboing with other sources of damage. Cloud being on curve is nice as well.
His ability that allows you to play him back onto the field is very strong, although the cost is quite high. It has to be that high, or he could return far too many times. While his ping might not always be useful, if we compare him to Vanille, who sees a ton of play, the upside of his effect is apparent. If you never draw to your final 10 cards, the mill is not a big deal. Any card you mill is a card you might not have seen that game anyway. If you were playing an aggressive fire deck this could be dropped on the board to finish off a forward while staying on the offensive, and he is sticky to removal so you can continue to pressure your opponent.
Will he be too costly? Only time will tell, but yeah probably.
This has to be the number one contender for best art for the worst card. Not to say this is an awful card, it has uses, but the artwork for it deserves some crazy game-breaking mega effect. The card takes care of almost anything, and prevents entering the break zone abilities from triggering, but in the current meta we don’t need to kill huge forwards. Maybe if Mono Earth became very dominant, this might see play, but we already have Caetuna to increase the damage of our other Fire summons, including the Theatrhythm Bahamut, which also removes from game. I think this Bahamut’s drawback of having to use Backup CP is too great and it won’t see much play.
Card Gamer Magazine
The following cards were presented in the Japanese “Card Gamer Magazine”. They were spoiled for us on Twitter/Facebook by Ban’s Final Fantasy Corner.
Fire. Hero Rarity, 4 CP Forward. Job Unknown. Category XIV. 8000 Power.
If your opponent controls a Job Warrior of Light Forward, Zenos gains +2000 power, Haste, and Brave. When Zenos deals damage to your opponent, choose 1 Forward your opponent controls. Deal it 5000 damage.
I was very excited to see this guy spoiled as he was a very interesting character from the FFXIV Expansion Stormblood. As the main antagonist of the expansion, he shows unbelievable strength to beat the Warrior of Light early in the story before having a climatic showdown at the end of it. This fits his ability flavour-wise, as he is strong against Warriors of Light.
However, this card may be too niche to see play. If Warriors of Light were a top tier deck, then any Fire deck would run this card for sure. One interesting match up would be against Earth, as pretty much any Earth deck will be running 2-3 copies of WOL.
Edit: Inlcuding his second ability, I think this card has some great applications. If his first ability activates and your opponent cannot block him, you have a lot of ways in Fire to finish off a Forward that Zenos pinged. If Leila-Viking players don't block Zenos, you will just ping them off anyway. I think this has the potential to combo similar to Emperor Xande, but is much easier to play than Xande. Really like this card, but still unsure of how consistent it will be.
Ice. Hero Rarity. 2 CP Forward. Job Unknown. Category IV. 5000 Power.
When Palom enters the field, select 1 of the following 3 actions. "Each player discards one card." "Choose 1 Forward. Freeze it." "Dull all the Backups your opponent controls."
Palom is getting a new element. This felt weird to me at first, but he is a Black Mage, and can cast more than just fire magic. His ability has a lot of utility and would fit nice in a fast ice deck like Turbo Discard. Ideally you will make only your opponent discard if you choose that option. Freezing a forward or dulling all Backups your opponent controls can help close out games on big turns, especially against Wind that wants to cast Diabolos and activate their backups again for a “free cast”. Playing this against Yuri forces your opponent to use his abilities early, in case they were saving them for combat. I really liked the idea of dulling all backups when they printed it on the 2 CP Bard Backup, but it wasn’t a useful enough effect to take up a non-removable Backup slot. At least with Palom, you get a body with it, and that’s a beauty of FFTCG, a 5k forward and a 9k forward both deal 1 point of damage to your opponent.
Ark Angel MR 8-045R
Wind. Rare. 2 CP Forward. Job Unknown. Category XI. 3000 Power.
Ark Angel MR cannot be blocked by a Forward with 7000 power or more.
[Wind][Wind]: Until the end of the turn, Ark Angel MR cannot be targeted by Summons or abilities of your opponent.
Clear aggro card. Easy to get out but less restrictive then some options that can’t be blocked by certain costs. This ensures that if we have a large forward meta, that aggro will have some tools. This card is very weak and can be pinged off too easily, also with Leila-Viking in the meta, it won’t be a viable option. Even though it offers protection from any source of removal, it may not be worth paying unless you have backups set up. Against a good opponent they will not overextend against this ability.
Earth. Legend Rarity. 4 CP Forward. Job: Warrior of Darkness. Category FFL. 8000 Power.
If you control a Job Warrior of Darkness other than Nacht, Nacht gains +1000 power and Brave. [X][X]: Choose 1 Forward or Monster. If its cost is X, break it. You can only use this ability during your turn, once per turn.
Special Ability [S][Earth][Earth]: Choose 1 Forward. Deal it 8000 damage.
This is an interesting card, and his first ability is pretty solid. We don’t have that many FFL forwards (10) yet, but I assume we are getting more this set. If you are running Mono Earth, you are running Asmodai, so there is potential for the two to work together there. Where this card is truly intriguing is in his action ability. I love that it can break monsters, yeah I’m looking at you Cactuar. I don’t know if the ability cost is correct, I have read that it is 2 generic CP and then X specifying the cost of the card you want to break. If that is the case you will want to be set up with backups, otherwise its not worth breaking a Cactuar with this. If that cost is correct, then it will be a pretty expensive ability to break forwards as well. However, since it doesn’t have a dull symbol, it can always threaten you opponent and be used on the stack in a pinch if your opponent overextends (on your turn only of course). It is very nice to see a special without a Dull symbol as that makes it much more powerful. This ability can be placed on the stack during either players turn to act as key removal to foil your opponents plan.
Lightning. Rare. 2 CP Backup. Job Unknown (if its not Turk I will take action). Category VII.
[Dull]: Choose 1 Card Name Rufus or Job Turks you control. Until the end of the turn, it gains +1000 power. Special Ability [S][Lightning][Lightning][Lightning][Dull]: Deal 8000 damage to all active Forwards. You can only use this ability if you control Card Name Reno.
I love that some Shinra employees/Turks are finally entering the game. This card suggests that a Turk archetype could be coming, and we should definitely expect at least Rufus and Reno this set. This also all but confirms that Rufus is a forward, which surprises me. I would assume Reno is a forward as well, so we have a few targets for Rude’s ability. His special is super powerful, and it is cool to see Lightning get a board clear, but it would have to clear a lot of forwards to be worth it, not to mention it is situational since you need Reno. If Reno is a forward, your opponent can really mess up your plans if you try to activate this. The special essentially costs 9 CP, so 2 more than Shantotto, but you can use it during your opponents turn. However, it is not guaranteed to clear the board like Shantotto will.
Water. Common Rarity. 3 CP Forward. Job Unknown (likely Standard Unit). Category FFTA. 5000 Power.
[Water][Dull], put Ninja into the Break Zone: Choose 1 Forward your opponent controls. Activate it, and gain control of it until the end of the turn.
This card ticked me off. If you have read some of my other articles, you will know I recently wrote a piece on Shuyin. This guy is what Shuyin could have been. Yes, you have to sack him to steal your opponents forward, and it is slower than Shuyin. But the unconditional aspect (no power restriction) means that can steal some big forwards and then use something like Famfrit, Delita (4-087R), Kefka (1-104H or 4-080L), or Hecatoncheir (4-093R) to take advantage and go for a massive swing. I think this card will probably be too slow to set up reliably, but I look forward to trying it in a fun deck with Shuyin.
Opus VIII Poster
The cards listed below were all spoiled on an Opus VIII advertisement poster and translated by RB on Facebook. I hope we get promotional material like that in NA!
Water. Rare. 5 CP Forward. Job Summoner. Category IX. 4000 Power.
When Eiko enters the field, you may search for 1 Summon and add it to your hand. When Eiko is put from the field into the Break Zone, draw 1 card.
This is a lot of CP to pay for a very weak forward. Searching any summon is very powerful and has a lot of utility. Once she dies, she essentially costs 1 CP, but I am not sure if that will be too slow or not. You can compare her to Moogle (4-069H), who costs one less but has 2000 more power. Eiko lets you specifically search a summon rather than just draw a card, but you don’t necessarily want to draw summons too early or they might become CP. I am definitely excited to see how people utilize her. Her job is Summoner so Braska will make her a 4 cost. Perhaps she could be part of a Summoner deck once we see more support.
Lightning. Hero Rarity. 3 CP Forward. Warrior of Darkness. Category FFL. 6000 Power.
When Diana enters the field, choose 1 Category FFL Forward other than Card Name Diana in your Break Zone. Add it to your hand.
[Dull]: Choose 1 Category FFL Forward other than Diana you control. It gains +2000 power until the end of the turn..
This is a great card stat wise. Only 1k under curve for power but costs effectively 1 CP. The problem is the lack of targets right now, and the fact that she is Lightning. I feel like she would have worked better in Fire, Water, or Earth. Could you imagine her bringing back more Aigis’s, Sol’s or Asmodai’s for you to play with? She can still do those things, but you will have to play Lightning in your deck. Her second ability is great in an aggressive deck if you needed to push over a big forward to keep threatening with your smaller forwards which could fit in with a fast Warrior of Light build. We definitely need to wait and see what other Warrior of Darkness cards are printed.
Fire. Hero Rarity. 4 CP Forward. Job Clan Leader. Category FFTA. 5000 Power.
EX BURST When Marche enters the field, reveal the top 5 cards of your deck. Add 1 Fire Character among them to your hand and return the other cards to the bottom of your deck in any order.
I love this card. Looking at the top 5 cards of your deck is so much powerful than drawing one card. You can keep him in your opening hand to make sure your curve is consistent. In Mono Fire all the cards you look at are drawable excluding summons. His EX Burst will be very powerful in Mono Fire as well. If you fall behind you will have the chance to draw exactly what you need to turn the tides. He is searchable with Montblanc who is also an EX Burst. This could be the beginning of a Fire engine, but we will see how he plays once the set drops. He is a lot like Porom in Water, but more draw for less flexibility. It would be harder to play this in a dual colour deck.
Ice. Hero Rarity. 4 CP Forward. Job Knight. Category FFBE. 8000 Power.
When Lasswell enters the field or attacks, choose 1 Forward. If it has received damage this turn, dull it and Freeze it.
[Fire]: Choose 1 Forward. Deal it 1000 damage.
Azure Sky [S][Fire][Ice][Dull]: Choose 2 Forwards. Deal 8000 damage to the first Forward and dull and Freeze the other.
This card has great art, multiple powerful effects, and it’s a Knight. Prepare to see everyone play this card. The way his ability is worded, you can damage a forward on the stack to activate his ability. Yes, you have to play Fire with him, or some kind of colour fixer, but I think it will be well worth it. 1 CP is very manageable. If this guy gets too common, I expect we will see more anti-dull in the meta, and possibly Minwu, although that is what I thought about Yuri as well and we haven’t seen that much of an adjustment.
PS This guy is a Dadaluma activator for Ice/Earth decks. Earth can use Shantotto, Chaos/Cosmos, Leo, or Moogle (FFCC) to easily get some ping chains going with his ability. This will add a lot of consistency, as Ice/Earth players will be able to use Terra and Lasswell to piss of their locals opponents.
EDIT: I completely missed adding Lasswell's special ability to the text and my assessment. Thank you to Laurent from The Break Zone for helping me out!
Adding a special to a card helps increase its utility although sometimes it can be a trap to build around it. This special looks pretty awesome though and we do have multiple versions of Lasswell to stack a deck if you really wanted to use this special. I don't think payment is too hefty if you already planned for his action ability. The dull symbol on a special does make it pretty slow, but I think the upside to this special makes it worth it. One important note is that the special reads "choose two Forwards" , this means choosing two forwards is mandatory and you cannot use this ability to dull and freeze one forward to try and close out a match.
Wind. Hero Rarity. 4 CP Forward. Job Yuke. Category FFCC. 5000 Power.
When Veriaulde is put from the field into the Break Zone, choose 1 Wind Monster of Cost 4 or less in your Break Zone. Play it onto the field.
This card is similar to Azul, who has seen very little play (although he did see play at Worlds!) The issue is that the effect is very slow. However, with Azul you had to invest more into a 5 CP forward, this may be easier to play without facing a penalty for not immediately getting value, I believe that is why his power is lower. If you want to get full value out of him, he would have to bring back Condor or Zu. I really like Zu, especially if you play Maria. I would bet that we see a new higher cost Wind monster printed this set to compliment this guy. If you can use any abilities like Delita (4-087R) to recycle this guy for extra value, then he could be very powerful.
Earth. Hero Rarity. 4 CP Forward. Job Retainer. Category XV. 9000 Power.
You can only pay with Earth CP to play Gladiolus onto the field. If you control Card Name Noctis, the cost for playing Gladiolus onto the field is reduced by 2.
Cyclone [S][Earth][Earth][Dull]: Deal 7000 damage to all the Forwards opponent controls.
I think this card is going to be very strong, especially if they print another Noctis. I played around with Zaghnal when it came out, and although I decided it was too conditional and was almost always the first choice for CP, whenever I pulled it off, the advantage of playing a 2 CP 9000 power forward was very strong. In case your Noctis’s aren’t sticking around, this card is safer to play in Mono Earth, but I could see it making it into a dual colour deck, especially if some of the other FFXV characters are printed in different colours. His special is icing on the cake, but is not cheap to cast. The positives about it is that it does not target and it only hit your opponents forward. This could become an aggro board wipe or become a very expensive combo with something like Cyclops.
And that is it! I hope we get more spoilers soon, it is one of my favourite parts of playing a TCG. One of my goals (yes I am that type that writes down little goals for my future) is to eventually be a big enough blog that I would considered for a spoiler, so hopefully I can bring one to you myself someday. Thanks for reading!
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.