Greetings, Final Fantasy TCG enthusiasts! As we venture into the realm of Beyond Destiny, the latest addition to the ever-evolving landscape of the game, we find ourselves presented with a plethora of new cards that promise to shape the meta and redefine deck-building strategies. In this set review, we’ll be utilizing a comprehensive rating scale to assess the impact and viability of each card, helping you navigate the vast array of possibilities that Beyond Destiny brings to the table.

Our rating scale ranges from 1 to 5, with each tier signifying a different level of influence on deck construction and gameplay. A rating of 5 designates a meta-warping card, one that has the potential to redefine the way decks are built and fundamentally alter the dynamics of the game. On the other end, a rating of 1 designates a card that is deemed unplayable in constructed formats.

A rating of 4 denotes deck-specific staple cards that are essential for their respective archetypes, contributing significantly to the success of those decks. Cards in this category are likely to see consistent play and are key components of their designated strategies.

A rating of 3 signifies strong cards that can find a place in decks that can accommodate their specific requirements, though they may not be universal inclusions. These cards offer notable advantages when integrated into compatible strategies.

A rating of 2 designates average cards that see play primarily when their synergy with specific jobs, categories, or tech aspects align with the deck’s focus. While they may have situational utility, they don’t generally warrant a change in the overall deck strategy.

Throughout this review, we’ll delve into the standout cards of Beyond Destiny, considering their potential impact, synergy within archetypes, and overall versatility.


Card Evaluation Rubric:

5: Meta-Warping
• Description: Cards that redefine deck construction and gameplay, often requiring specific answers or counterplay. They have the potential to shape the meta and are versatile across various decks.
• Examples: Shinryu (20-127L), Warrior of Light (19-128L), Rydia (15-083L), Lightning (19-138S).

4: Deck-Specific Staple
• Description: Essential cards for specific deck archetypes, contributing significantly to their success. These cards are considered staples and should consistently be included in their designated strategies.
• Examples: Al-Cid (14-122L), Cid Haze (18-113H), Madam Edel (16-080H), Squall (18-104H), Hippokampos (20-110H), Alisaie (20-086H).

3: Strong Play
• Description: Strong cards that find a place in decks when their requirements can be accommodated. While not universally included, they offer notable advantages within compatible strategies.
• Examples: The Demon (20-007L), Sara (13-093H), Norschtalen (8-058R).

2: Average Play
• Description: Cards that see play when their synergy, such as job, category, or tech value, aligns with the deck’s focus. They have situational utility but don’t generally change the overall deck strategy.
• Examples: Pavlov (13-046R), Weaker tribal-specific cards like Monk and Samurai backups, Kalmia (18-090R), Yaag Rosch (1-174R).

1: Unplayable
• Description: Cards deemed unplayable in constructed formats due to significant drawbacks or lack of impact.

Fire:

Ward (2): Ward emerges as a compelling option for decks capable of including him, such as Warriors leveraging Taivas, Magissa-focused decks, and mono-fire builds. However, given the abundant availability of damage options within the fire element, Ward doesn’t introduce novel dynamics to mono-element lists. Consequently, he might face challenges securing a spot over alternative choices in those decks.

Edgar (3): Edgar showcases versatility by enabling decks to incorporate dual-element characters and off-element backups. Particularly potent in Warrior of Light decks, Edgar facilitates the early play of characters like Zidane or off-element backups. Careful consideration of the number of viable targets in your deck, however, is paramount when deciding whether to include Edgar.
Flameserpent General Gadalar (1): Lacking haste and not excelling in either an aggressive or defensive role, this card doesn’t stand out as a particularly potent option. Its primary advantage lies in the inherent protection against dull and freeze effects. This attribute, however, is niche and outweighed by stronger and more versatile cards.


Cyan (4): Cyan’s versatility, attributed to the three distinct crystal effects, holds more significance than initially apparent. Although the maximum cost of 8 may seem high, the capacity to generate 5 crystals and deliver repeatable one-sided 9k area-of-effect damage should not be underestimated, especially in decks that focus on generating a substantial number of crystals. The potential impact of this versatility enhances Cyan’s value, making him an asset for decks with a strong emphasis on crystal generation.


Black Mage (1): Black Mage is over costed and could have provided the crystal without paying extra.


Samurai (3): Part of a cycle of similar backups, Samurai is an efficient tool for generating crystals early in the game. I think Samurai is one of the stronger names for this cycle and might lead to successful Samurai decks adopting a crystal strategy with Cyan and the 2cp Samurai backup that also generates a crystal.


Shadow (3): Shadow introduces an intriguing dynamic to consider. The notable advantage of drawing two cards at the end of the turn is noteworthy, but it introduces a challenge in fully capitalizing on the haste provided by Interceptor. Another consideration is the naming issue, as Shadow stands among the limited viable Category VI backups in the fire element. While experimentation with Shadow may occur, it wouldn’t be surprising if he struggles to secure a definitive place in Category VI decks due to these factors.


Vermilion Bird L’cie Caetuna (2): This card presents an intriguing dynamic. Alongside Ranperre it allows for a simultaneous board clear for your opponent while aiding in the development of Shantotto (10-136S) or Teodor (18-026L). Outside of these specific interactions, it’s less likely to find a place in competitive play.


Warrior (2): Good card to play alongside Taivas to protect him as your value engine but won’t see play elsewhere.


Taivas (4): If there ever was a compelling reason to delve into warriors, Taivas certainly embodies it. With the consistent provision of 2-3 CP worth of value each turn, coupled with the ability to search and play protection in the form of the aforementioned warrior, Taivas is a hard to answer value engine that will shape any game where he is played early. Anticipate substantial experimentation within the warrior archetype, and it wouldn’t be astonishing if they emerged as formidable contender in the meta.


Neon (4): I expect Neon to play a role in a wind-fire Jack Garland Strangers of Paradise package alongside Sophia. Neon’s ability to increase damage from fire forwards is noteworthy as it can elevate Braska’s special damage to 8,000 damage. Also strong in mono fire samurais where Cyan (11-003R) appreciates the damage increase for his aoe effect.


Bahamut (4): Bahamut serves as a solution to a historical problem in the fire element, addressing the challenge of countering forwards that prevent damage, such as Rydia. Bahamut’s flexibility shines through, as its 10,000 damage output is sufficient to eliminate formidable threats like Warrior of Light. In testing, Bahamut has proven to be a valuable addition, yielding positive results and demonstrating its efficacy in overcoming previously challenging situations.


Feolthanos (2): Feolthanos joins the ranks of the latest EX Burst counter cards, but honestly, he feels a bit sluggish, awkward, and hard to justify playing. There might be some folks trying him out in fire-ice Verstael decks, but I doubt he’ll get much experimentation beyond that.


Bomb (3): Bomb is a strong and straightforward card that alongside Gau will cause a resurgence in fire-water monster decks that aim to win with a combination of Hien and Hippokampos. I don’t think that Bomb will cause Magissa decks to switch from a summon approach to a monster-based approach, however.


Marilith (3): I have been surprised by Marilith in mono fire decks. Giving 2 forwards haste and removing a blocker is a strong combination that has killed me a few times in testing.
Mutsuki (1): Really should have cost 2.


Monk (1): Warp 2 is bad on the surface and for all that waiting you don’t even end up with card advantage or haste. I don’t really understand this card even in the context of sealed or draft play.
Rain (2): I could see Rain making the cut as a 1 of in Magissa. While he can’t damage Magissa, the potential to remove a blocker and push through damage with haste gives him utility that many other forwards can’t offer.


Reynn (3): This is a great backup that is an updated/upgraded Cid (WOFF). While she can’t compete with the forward Reynn in WOFF decks, she is a great addition to Hippokampos decks to revive and replay the key threat of the deck.


Lehftia (2): Although I want to like Lehftia, I basically view her as gated behind damage 3 so that she can deal 8,000 damage on enter. I imagine that she could put in some work with repeatable damage sources like Braska, but without additional synergy value I expect her to be hard to justify including in decks.

Ice:

Red Mage (2): Probably playable in a turbo ice deck that hand dumps forwards early and fast, but I doubt that deck will be strong or viable in the meta.

Astos (3): Astos proves to be a highly efficient crystal generator, although the lack of haste often hinders the activation of the 3-crystal ability. In practice, Astos synergizes well with haste generators, such as Goblin and wants to be paired with other crystal spenders like Cyan. My take is that Astos finds his true value in a fire-ice crystal deck, and I wouldn’t consider him outside of that specific archetype.

Ultimecia (3): Great card to free play off Griever, but an unexciting card otherwise.

Scholar (2): Great in fire-ice crystals, but generally weak otherwise. I would rate this one somewhat lower than the others in the cycle simply because it lacks the versatility of having a relevant name.

Kiros (2): Kiros adds an intriguing element to the game, allowing you to benefit from playing multiple forwards with warp 1 and having them enter simultaneously, as with combos like Kiros plus Estinien. The current limitation lies in the scarcity of reliable warp 1 cards, however, making this strategy less consistent. While Kiros might not be a standout choice now, he will likely improve over time as more and better warp cards are introduced.

Bard (2): Bard can be seen as a less potent version of Porom, essentially a 4cp 8k alternative. While not reaching the same heights as Porom, Bard becomes a viable option when you specifically require an ability nullifying effect in ice.

Griever (4): Griever may initially appear cumbersome and challenging to utilize, but the ability to both pressure the opponent’s hand and break their forwards creates a potent combination. Notably, this effect isn’t limited to once per turn, allowing Rosa and Sage to repeatedly activate him and amplify his impact. To maximize his effectiveness, pairing Griever with forwards that can dull opposing forwards, such as Sarah Mobius and Gentiana, is crucial. When built around and played early in the game, Griever becomes as formidable, if not more so, than other value engine forwards. Moreover, the prospect of searching for Ultimecia, even in the event of immediate removal, proves advantageous and can make it hard if not impossible for your opponent to deal with effectively.

Shiva (2): I built a Shiva based WOFF deck and didn’t include this card due to lack of EX or synergy with other Shivas. That said, being able to freeze any character is a large enough upside that this card can help close out the game even through monsters which gives it a unique niche that can’t be filled by other cards.

Squall (2): Squall is decent in WOFF, but there’s no incentive to consider him otherwise. Squall lacks the versatility seen in other WOFF forwards due to his dependence on forward Reynn for haste.

Snow (4): Snow stands out as possibly the best WOFF forward to date. The Girl Who Forgot Her Name provides instant access and haste — an exceptional combo. Snow’s ability to dull and freeze characters makes him effective throughout the game and gaining a 3k boost on damage 3 further enhances his strength. Snow’s efficiency and versatility are so impressive that most ice decks should seriously consider adjusting their backup lines to include him.

Setzer (3): Setzer shines as an impressive card, essentially a 3cp Cu Sith on a body with the potential upside of recurring a second forward next turn if not immediately dealt with. In discard strategies, Shantotto (16-030L) might still hold an edge, but in non-discard approaches, Setzer is generally better. Setzer particularly fits better in ice wind helping recur key forwards while increasing cast count.

Terra (4): Terra stands out as a surprisingly robust forward, essentially costing 1 and delivering a dull and freeze effect on entry, thanks to 4cp/0cp Shiva (19-022R). In testing, she influenced my favored WOFF variant to shift from ice/fire towards mono ice with a focus on Shivas. Notably, Terra accelerates the activation of 1cp Shiva’s (15-030H) discard 2 effect faster than any other individual forward ever has.

The Girl Who Forgot Her Name (4): She is more than a generic search backup due to the notably strong interaction with Snow. Ice decks should seriously consider including her and Snow when possible.

Fomor (1): 2cp deal 11k to a dull forward is fine in sealed or draft, but a far cry from playable in constructed.

Minwu (2): Minwu is playable in fire ice if for some reason you want to play Rebels like Guy and Josef, but I would be surprised if that was the best variant or backup engine for the deck.

Y’shtola (3): Y’shtola isn’t as generically good as I originally thought she would be, but she can consistently punish your opponent for playing handless. I have found her best in testing in ice/lightning and haven’t had much success with her otherwise.

Reaper (2): Playable with standard unit synergy, but ice doesn’t have any incentive to play standard unit currently. Will potentially get better over time with more standard unit support in ice.
Rinoa (3): I rather like Rinoa in ice wind and mono ice Shiva WOFF in testing. Recursion backups have historically cost 4cp and have added the card to your hand. Rinoa has the major upside of having the card removed from the game allowing you to save the summon for later while still maintaining 5 other cards in hand.

Lufenian (2): Technically playable as your only backup in some turbo discard deck, but I don’t think a deck like that would be viable in the upcoming meta.

Rursan Arbiter (1): Choosing this over options like Y’shtola seems questionable. Y’shtola not only comes at a lower cost, but breaks the forward and deals damage at the same time.

Wind:

Evil Weapon (2): If you are on wind and want crystals, this card seems very close to Brynhilder. I think this could possibly make it in fire wind DFF crystals, but would be surprised if it saw experimentation outside of that deck.

Vaan (2): Free forwards are always a welcome addition, and Vaan brings extra perks by being a Sky Pirate, category XII, and providing card draw. His primary drawback lies in his speed, being somewhat slow. In initial testing for mono-wind decks, I overestimated Vaan’s impact and mistakenly included 3 copies. Incorporating a single Vaan in most lists makes more sense, however, considering that he doesn’t significantly contribute to surviving the early game, where wind typically faces challenges.

Viera (4): While not as stellar as Lopporit, Viera still stands out as a valuable 3CP wind backup. Offering card draw and selection upon entering the field, along with a break ability, it addresses the need for breakable wind backups. This feature allows wind decks to continue casting backups even in the late game, preventing a situation where they might get stuck on a full backup line with dead backups in hand. What elevates Viera to a 4 is its relevant Category XII, enabling it to be selected with Kytes (18-038C) while activating him. This creates an efficient early-game backup chain, accelerating wind’s game plan and enhancing its ability to contend with early aggression compared to previous mono-wind variants.

Dancer (2): Assuming you’re already considering playing dancers, this Dancer comes free with just 2 backups and has the added advantage of character activation which allows it to activate itself and Lilisette (15-102H) for 2cp. Additionally, in the current context where Balthier encourages wind decks to focus more on characters than summons, the fact that Dancer is a character makes it even more relevant than it would have been in previous sets. This may encourage a hybrid sky pirate/dancer deck. I wouldn’t be surprised if a dancer deck reemerges this set with this new support and synergy.

Princess Goblin (5): It’s a rare occurrence for a backup to earn a perfect 5, but Princess Goblin fundamentally alters the landscape of deck building and gameplay. Goblin, an easily searchable job, can be located with Verena (10-119R) in water and Goblin (17-007C) in fire. Princess Goblin boasts two exceptional search options in Princess Sarah (11-128H) and Warrior of Light (19-128L), with other relevant options for these names also available. These search chains enhance the consistency of Warrior of Light backup lines. Moreover, Princess Goblin finds utility in wind decks seeking to incorporate secondary elements, such as ice wind, historically challenged in getting an ice backup into play. Anticipate Princess Goblin to become a staple in numerous meta decks during this set.

Cid (II) (2): Assuming Golbez is still in the meta, Cid is an auto inclusion that searches Golbez and can accelerate the aggressive gameplan by getting Golbez or a relevant archfiend into play a turn earlier than anticipated. Cid (II) also increases the threat of Teodor (18-026L) in an ice-wind warp strategy as Cid’s break ability to remove a warp counter combined with Vayne (19-036L) could easily catch your opponent off guard requiring them to discard 3 cards to Teodor unexpectedly.

Summoner (2): If you’re wanting to find a particular wind summon, excluding Chocobo, which can be found with Izana (3-049C), Summoner might carve a niche for your deck. I’m skeptical about the presence of impactful enough wind summons, however, to justify the 4-cost investment for a searcher.

Princess Sarah (2): I assume this is intended for a water wind princess deck using Nerine (18-093R) as a value engine to draw a card each turn, but I am skeptical that a princess deck will be viable in the upcoming meta. It is important to note, however, that both abilities are well costed and that she can be found with Princess Goblin.

Sarah Mobius (2): Another backup for water wind princesses, but I wouldn’t consider her otherwise.
Sophia (SOPFFO) (4): Sophia is exclusively played alongside Jack Garland, yet she consistently impresses in testing. When paired with Jack Garland, casting most damage summons becomes potent, capable of eliminating any relevant meta forward. The added advantage of Jack Garland having Brave means these decks often don’t sacrifice an attack to utilize Sophia’s damage ability. Moreover, when combined with Lulu, Sophia essentially grants every summon the ability to break a forward, with Lulu reducing them to 5k and Sophia’s ability dealing 5k damage. Anticipate the presence of Fire/Wind and Earth/Wind SOPFFO decks in the meta, with some attempts at a mono-wind variant featuring Tiamat as well.

Tiamat (3): I think Tiamat is a fine card if you care about his relevant SOPFFO category, not on the level of Marilith, but I would be surprised if this didn’t see play in mono wind summon based cast deck that utilizes Jack Garland, Sophia, and Lulu.

Niini (2): I appreciate 1-cost Wind forwards that can conditionally draw a card, as they contribute to increasing both the wind character count and the cast count. The availability of more 1-cost forwards enhances the likelihood of reaching the highly desirable 7 cast count for Luso earlier in the game. That all said finding room for Nini over more synergistic forwards like 1cp Ritz (20-062R) may be challenging.

Balthier (5): Balthier fundamentally changes how mono wind decks want to be built and played in my opinion. Prior to Balthier, mono wind cast decks predominantly focused on summons to build up their cast counts, but with Balthier they are going to shift some of those summon slots towards forwards and monsters to capitalize on the 3,000 damage on enter effect. This ability when coupled with ping effects from Ritz (20-062R) and Fran (9-055C) helps mono wind overcome a past glaring early game weakness, by giving the element the ability to contest the board in the early turns of the game. Additionally, Balthier’s ability to activate all characters by discarding a Sky Pirate gives wind extra flexibility in combo potential with Bismarck and utility from backups that they draw even after reaching 5 backups. I expect that mono wind decks will almost universally adopt Balthier and that the 3,000-damage effect will have a significant impact on how matches with wind decks play out.

Pandemonium (2): While the initial rating may seem unexpectedly low, as one of my favorite musical songs states, “life is random and unfair, life is pandemonium.” The card faces challenges in synergizing with wind’s new forward-centric focus, especially with Balthier at the forefront. Summon-based strategies, adept at casting cards rapidly for multiple Luso plays, often will find Pandemonium unnecessary or lacking ideal targets. However, the card can still find its niche. Paired with game-changing 5-drops like Yuffie(18-050L), Pandemonium becomes a potent tool, fueling specials while offering the versatility to search for other crucial 5-drops within the deck. In specific contexts, Pandemonium can prove to be an excellent asset.

Penelo (2): Despite a genuine desire to appreciate Penelo, she grapples with a significant name clash problem. In a competitive setting, it’s challenging to argue for the inclusion of this Penelo over other available options like 17-057H in dancers, 15-115H in traditional wind water sky pirate builds, or 9-054C the backup searcher. That said, she might find a playable niche if players are willing to forgo other Penelo options in mono wind Sky Pirates.

Galeserpent General Najelith (1): While not necessarily a terrible card, there isn’t a suitable deck for it. To optimize its potential, you’d ideally pair it with activators such as Rosa and Sage which have superior cards that they can be paired with like Griever.

Fran (2): Another Sky Pirate grappling with name conflicts. Backup Fran (9-055C) synergizes effectively with the new Balthier, enabling Balthier to inflict 3k damage upon entering and Fran dealing 6k on enter. Fran (18-121L), moreover, outshines in a specialized category XII deck. It’s challenging to envision this Fran finding a place in any format where superior alternatives are available.

Machina (2): Decent card that makes it into Class Zero Cadet decks, but not worth considering otherwise. The previous Machinas are also fire so they are off element for the lightning wind variant of the deck that I suspect to occasionally pop up and see experimentation increasing the likelihood of Machina seeing play.

Dragoon (2): A good card for fire/wind DFF crystals and has the added benefit of being a Dragoon which could potentially be relevant in the future.

Rikku (3): Wind really appreciates cards that can be cast prior to cast 3 and Rikku fits the bill with two notable upsides EX Burst and +2,000 power on damage 3. I have been running 3 in my mono wind decks in test games and have really appreciated her as my first or second cast of the turn.

Earth:

Ursula (3): Out of the EX Burst hate printed this set, Ursula certainly is the best at closing out the game since your forwards can’t be chosen by any summon or ability that might stop them from attacking. The added benefit of being category IV for Rydia and crystal IV decks really pushes her up a notch for me. I would be surprised if it wasn’t worth including at least one copy of her in these decks.

Ash (4): Ash, with his monk job, recursion ability, and a substantial 3k pump effect, has proven to be both strong and effective in testing on OCTGN. Warrior of Light (19-128L) and Jack Garland have inherent brave, and monks like Ursula (11-064L), Prishe (17-074L), and Sophie (13-119L) gain considerable benefit from the power boost. Ash’s ability to retrieve another copy of himself adds an additional element of resilience, making him more challenging to permanently remove than other forwards. On OCTGN, my local group has experimented with both earth-wind cast decks and earth-fire warrior decks featuring an SOPFFO package, achieving success. Therefore, Ash shows substantial potential across various decks willing to incorporate an SOPFFO package.

Dark Knight (1): This is one of the more interesting Dark Knights we have seen printed as it can grow itself. I would be a lot more excited for Dark Knight if it had any other additional benefit like Brave or was smaller and cost less like a 2cp 4k.

Ingus (4): Ingus doesn’t require a specific number of earth backups to maximize his search effect, setting him apart from other mono-element support cards like Ash (18-086H). This flexibility ensures that Ingus is always live on EX Burst, a crucial factor against aggressive decks aiming for a quick win. He has demonstrated success in decks featuring Leo (6-084L) + Warrior of Light (19-128L) and Monks. Testing him in Soirees, which often reach 3+ earth backups and value EX Bursts, seems reasonable in theory as well, but I haven’t seen any experimentation with it yet.

Onion Knight (2): I want to rate this card a 1, but if its name, categories, or jobs matter to your deck I could see it possibly included in some hypothetical niche situation. To clarify, the stat to cost ratio has little relevance when rating this card a 2.

Guy (1): I wouldn’t even bother experimenting with this Guy when the premium Opus 15-005R version is available. I think this card is just a random 2 drop for the new Galuf in limited play.

Galuf (3): I honestly could see this rating being a 4 after experimenting with it. I don’t think we have an earth deck that wants to play all 1 and 2 drop forwards, but if such a deck ever pops up Galuf will be one of the key pieces to the deck’s success. I anticipate Galuf improving over time as more powerful 1 and 2 cost earth forwards are printed.

Quiqirn (3): An efficient backup with a great break ability. Not a great card for every earth deck as several of these are more focused on monsters, but if you are playing 18+ forwards Qiqirn is a reasonably strong card to consider including.

Krile (3): Krile has a relevant job and discard effect that can help when playing Warriors of Light. The discard effect also makes it safer to include a Darkness Manifest + Ark (19-105H) package as well as she can discard the Ark to deal 8k early game and recur it later. I also expect her to see play in Chaos (16-129L) + Ark (19-105H) decks as well for similar reasons.

White Mage (3): The efficiency of this recursion effect is kind of crazy. I haven’t tested an updated Black Mage + White Mage combo deck this Opus, but I would strongly consider playing earth to include this White Mage as another way to get and keep the White Mages in play for the combo. Additionally, on the combo turn, White Mage gives you the potential to have a lot more forwards in play to help attack for lethal.

Titan (2): We need effects like this in the game and you may need to include this as a tech card in some metas where early game value engine forwards like Tenzen (12-102L), Taivas, and Griever are running around, but assuming you can wait to deal with these threats, earth has such premium ability removal that you generally don’t need the speed of Titan.
Tulien (3): I anticipate that Tulien will be a lot more annoying than he might appear on the surface for most decks. Assuming the opponent can’t immediately remove him with a summon, you can at worst force one of your opponent’s forwards to attack into Taivas who is relatively large as a 9k. Later in the game, Tulien can start threatening to remove multiple forwards as he can force a block on your turn and an attack on the opponent’s turn. I honestly may be underrating Tulien as I mainly see him as a player in Warrior decks, but the level of game impact might cause him to see experimentation in earth based Warrior of Light (19-128L) decks as being forced to block or attack into Warrior of Light sounds like a nightmare.

Stoneserpent General Zazarg (1): I would argue that a 2cp 8k brave isn’t special in earth and the opponent doesn’t really need to deal him damage with a summon or ability to deal with him as they can just wait for him to participate in combat.

Neo Exdeath (3): This card kind of gets a lot of unwarranted hate in my opinion. Neo Exdeath is a good desperation play that will win you the game on the spot or leave you with a tempo advantage since he is a humongous 10,000 power brave forward. I am heavily considering playing a copy of Neo Exdeath in any earth deck where I expect longer games especially because the upcoming meta is still likely to include monster decks.

Haveh (2): I like having Haveh available, but I can’t see myself wanting to cast Haveh vs most decks. I do still think that I would play one copy in warriors however because like Feolthanos Haveh will likely auto win some matchups.

White Tiger L’cie Qun’mi (1): Can get incredibly large with multiple times of being chosen and is soft immune to 9,000 damage/shrink effects but being only an 8,000 power forward with no additional text is disappointing. I wouldn’t waste any time on this card.

Monk (3): Monks didn’t have a crystal backup before which made it hard to run Robel-Akbel (15-084L). This is a great addition to the Monk backup line and will likely always draw a card as Ursula (11-064L) is often breaking your own Monks anyway.

Ram (2): Despite all the restrictions, this can still pump Yuri (18-049R) in earth wind FFCC which is where I see it potentially seeing experimentation. This is relevant because the inability to choose Yuri limits your opponent’s removal options already. Having some Rams out can further complicate matters and make Yuri into an unremovable threat. On the other hand, Ram may be unnecessary and too clunky and slow in most matchups to warrant playing.

Lich (3): If we want to play Jack Garland and Ash in mono earth, we are going to include Lich. Lich looks annoying to kill and has the added benefit of removing an opposing forward albeit slowly. Great card for the SOPFFO package, but not really worth considering otherwise.

Runda (2): Another card that is fun to play alongside forwards like Yuri (18-049R) who can’t be chosen, but FFCC is tight on backup space as is. If a similar deck that has backup space pops up in the future, however, I could see Runda seeing play in such a list.

Lightning:

Irvine (4): Irvine addresses Lightning’s need for break zone removal, offering it on a suitably sized body that gains advantages like +2,000 power, haste, and first strike from removing two characters. The special is an efficient addition, providing an extra bonus that enhances Irvine’s overall utility. Even without the special, Irvine likely would have found a place in decks due to his other valuable attributes.

Red Mage (2): It is like the rest of the cycle but has a worse name and is in a worse element to benefit off crystals.

Ace (4): If Class Zero Cadets prove to be viable this Opus, it’s likely due to the card advantage generated by Ace. While I haven’t personally tested the deck, it seems that even non-Cadet decks might find value in including Ace, provided their backup line supports it. However, this strategy seems to be primarily applicable to wind and lightning decks.

Odin (3): Efficient removal for mono lightning that hits monsters. Simple but effective.
Emperor Gestahl (2): It serves as a niche tech card, particularly useful in Lightning decks that heavily incorporate dark or light cards, such as Chaos (16-129L) + Ark (19-105H) decks. Outside of these specific strategies, I don’t anticipate the card being widely experimented with.

Gunbreaker (1): There is honestly nothing I like about this card. It would need to be upgraded in several ways to be even close to viable.

Machinist (2): The card combos with and supports itself. I think that if the right combination of factors came together like wanting standard units in a damage-based deck that Machninist would work in that context. That doesn’t exist now, but the card could have some applications in the future.
Gilgamesh (3): There really isn’t a lightning-based crystal deck right now, but if that ever pops up I would be surprised if this didn’t show up as one of their stronger damage pushing forwards. There is some reason to be on crystals also with cards like Ramza (20-104R) benefiting from crystals.

Queen (1): Queen has a lot going against it in my opinion. 3 cost 7k haste is unexciting and having to pay 2cp to pump her is kind of tragic. I don’t even like her in Class Zero Cadets where they want you to play her.

Cloud (3): I have liked Cloud in testing mono ice WOFF. He can come down kind of like Snow and help win the game with Reynn (10-020L) giving him haste.

Black Knight (3): Black Knight breaks a lot of characters on enter and having no cost restriction on breaking when using him later in the game is great as an option. Given that we need monsters to fully utilize the new legend Xande, I have been very happy to run Skeleton (11-095R) and Black Knight.

Man in Black (2): The opponent only must pay 3 once and both of their forwards can attack or block this turn. I could see this being a decent option for closing out a game in an aggressive deck but the risk of it being nothing more than a generic 8,000 power forward dissuades me from rating it any higher.

Xande (4): Xande brings a fundamental shift to how we approach playing and countering lightning decks. With a strong incentive to include monsters for the maximum benefit of his ability, lightning decks must adapt to this new dynamic. Xande’s ability to recur non-lightning forwards, like Chaos (16-129L), adds versatility against mono-element decks. His unrestricted break effect on a forward provides valuable flexibility, especially when compared to the limitations of most lightning removals. While Xande doesn’t directly address lightning’s weaknesses, his presence emphasizes the importance of break zone disruption, making it a crucial consideration in the evolving meta.

Shantotto (1): This doesn’t have to choose an active forward, but I don’t understand why it couldn’t have cost 2.

Trey (3): Great backup to play alongside Ace as it activates his draw ability and adds him back to your hand. The EX and special are both great bonuses for the card. I honestly wish more Class Zero Cadet support was given extra bonuses like this to push the playability of the archetype.

Nine (3): The protection effect is nice, and the dull effect significantly interferes with your opponent’s ability to attack or block. An auto inclusion in any Class Zero Cadet deck.

Neilikka (2): If a ping damage or damaged based deck reemerges, I suspect that she will fit right in. I haven’t tried her out but believe that this is a good direction for designing damage synergy cards.

Palom (2): I feel like I should like Palom, but I don’t. Lightning has premium removal that is less expensive and has superior and more flexible EX Bursts. That said, including a copy or two isn’t necessarily a bad idea if you like that the removal is attached to a forward.

Firion (3): Great card to pair with haste granters like new Rughadjeen, but haste isn’t entirely necessary as Firion is going to provide an immediate dull and force removal from your opponent. I would be surprised if Firion didn’t pop up in aggressive lightning decks throughout the Opus.

Dragoon (3): I would certainly play this in Dragoons as a decent removal tool, but I wouldn’t consider it in other decks due to the restriction of only damaging active forwards and lack of other utility.

Water:

Ashe (1): Why is this card not a princess?

Gau (5): Insane monster support that is free if you have enough monsters. On top of the strong removal effect, Gau effectively has haste and operates as a strong defensive tool allowing your monsters the flexibility to attack or block as needed. I would expect to encounter this card a lot out of a variety of different decks with various element combinations.

Kraken (3): I expect this to see play in mono water SOPFFO lists alongside Jack Garland and Jed but wouldn’t really consider it strong enough generically to see play. The card competes with Ashe and lacks EX Burst so it doesn’t quite do enough for me to want to play it without the additional synergy benefits.

Sage (3): Powerful and essential card for the Griever deck that aims to utilize his dull effects repeatedly. Simple to understand and highly effective card when paired with forwards that have strong repeatable dull abilities.

Sahagin (3): Monsters don’t need haste to use their dull effects the turn you play them and Sahagin’s dull ability is relatively affordable allowing for the potential to bounce two opposing forwards to close out a game. Additionally, the dull effect can bounce your own forward as well letting you save powerful threats like Leviathan, Lord of the Whorl (14-102L) or reusing strong enter effects like Leo (16-126R).

Jed (3): Jed is good and supports the SOPFFO package, but I don’t find him particularly exciting. Anytime we can guarantee non EX Burst damage is nice though and Jed makes that possible.
Springserpent General Mihli Aliapoh (1): I don’t think activating is bad and the card is certainly inexpensive, but the card is slow compared to Rosa and Sage which in my opinion is a death sentence for the card.

Ceodore (3): Great card for crystal category IV. Simple efficient pumper that has the bonus of pumping himself.

Astrologian (3): Great card, but it competes for deck space with Lopporit which has a stronger dull and sacrifice effect which in my opinion gives Lopporit the edge.

Desch (1): Conditional 2cp 9k just isn’t exciting or powerful. Probably could have been cheaper or had more power.

Paladin (3): No relevant name, but it is in an element that benefits significantly from crystals. Will see play in wind water crystal IV for sure and might even show up in other water crystal packages lists alongside Glaciella (17-113L).

Ninja (2): If you are on crystals and running Tros(16-117H) or Tidus (21-133S) I would include Ninja, but I would steer clear of it otherwise.

Bikke (4): A free forward that has a relevant job, category, and provides decent protection for your Vikings and Pirates. No bad text on this card and gives a decent incentive to play the job.

Faris (4): Although I rate Faris highly, deciding when to play Faris is critical to the impact of the card. I only recommend playing her when you either need her to help trigger Refia’s (19-102L) dull 4 effect or when the power boost is necessary for your Vikings and Pirates to attack that turn. In both of these specific contexts, I have had success with her in testing, but timing is everything with Faris.

Larsa (2): Decent searcher that helps out ice water Griever decks finding the name sake card that is also a good option in Fran (18-121L) decks as a decent value backup.

Leviathan (2): Strikes me as a decent summon to play in Rydia (15-083L) + Palom (15-011L) + Porom (15-119L) decks. Also can play other 2 drops if you would prefer not to play the twins like Zidane (19-108L), Sophie (13-119L), and Firion (18-130L)

Rhus (3): I played a mono water summon based deck last opus that ran Lopporit, Moogles, and Pupu with Yuna (20-117L) and Rhus would have fit right in. I don’t think you have to do all that to play him as he is a baseline 4cp 9k with a reasonably strong protection ability, but I would much rather consistently be able to play him for 1 or 2 if I was going to include him in a deck.

Leila (2): This is worse than Leila (6-126R), but if you are willing to run both, this Leila can search for several forwards in Pirate Viking decks.

Lenna (4): Lenna is a crazy backup that shifts how several backup lines can be built while also being strong herself having both an anti-EX Burst field ability and relevant special. Expect to see her in several backup lines and to heavily push decks like Warriors of Light that benefit from her job.

Refia (3): The ability to recur and play Quacho Queen (12-096H) into a forward that is always a monster into Reynn (10-020L) is a strong line of play that I suspect will see experimentation. I doubt that such a deck will be consistent enough to work, but I am unwilling to dismiss Refia given the potential.

Light/Dark:

Warrior of Light (4): I believe it is just a matter of time until someone discovers the right build for this card to heavily impact the meta. That said, I have seen this card pop up in decks probably a lot more than it should be leading to lackluster performance in test games on OCTGN. I think it naturally has a home in Warriors and fire water two element builds of Warriors of Light two decks which feature a lot of 3 cost characters already.

Skyserpent General Rughadjeen (Rug) (4): Another potentially very powerful card that requires some specific deckbuilding considerations to really have his potential realized. I do think Rug will change how ice/lightning is built and played as it allows for the deck to concentrate on more aggressive play patterns that immediately disrupt the opponent as forwards like Firion, Sephiroth (18-116L), Rufus (20-040L), etc. can benefit from both their on-enter abilities and combat/attacking related abilities the turn you play them.

Darkness Manifest (3): A nice addition to any deck that can pay the cost like Warrior of Light (19-128L) decks that run a decent amount of each of these elements already. It isn’t uncommon to see Darkness being cast for 2 as early as turn 2 or 3. Additionally, his cost of 7 makes him a reasonable card to be paired with Ark (19-105H).

Jack Garland (4): Basically, all the SOPFFO deck variants need to play him, and he makes them stronger and more consistent anyway. I really like Jack because he can come down early and slow down aggro to a halt alongside Ash, Neon, Jed, and Sophia. Jack is also arguably the best answer to Chaos, Darkness Manifest, and himself. I think that many mono element decks will appreciate Jack Garland. Although he is a rather simple and fair card the combination of efficient stats and abilities makes him likely to show up in a wide variety of SOPFFO lists.

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