Monster Preview Roundup

Good Day, Kupo!

Welcome to our Monster Preview round up.

Monsters are coming to FF : TCG in the newest expansion Opus IV.

The expansion is set to release on December 1st with a Pre-Release scheduled a week or so prior. 

Monsters are a new card type treated separately from your Backups and Forwards.

In Chapters* players would often have them float off to the side of the board. 

    So far, Square-Enix has been kind enough to spoil the below cards officially coming to Opus IV.

     

    4-111H Behemoth
    Monster

    Whenever Behemoth receives damage from a forward, Behemoth deals half of the damage to the forward dealing the damage. (rounded up to the nearest 1000 Power)

    1 L: Until the end of the turn, Behemoth becomes a Forward with power of 8000 Power.

    You may only use this ability once per turn.

    **

    We are just getting our feet wet here.  We have a basic destroy card in Dragon.  Feels great that lightning gets this ability.  Certainly secure a sense of safety with 'this' in your deck.  Wind gets a slightly more economical version of Dragon in Ahriman.  This certainly helps wind maintain an early advantage.

    Behemoth makes for a nice shield.  The "may only use once per turn" is a nice change from the original chapters series cards.  Previously you could reset behemoth after taking damage by simply repaying the monster cost.  I have a feeling we will see this restriction on all of the monsters that become forwards.  We already see it on Bomb above.   Each color looks to be getting one.

    Originally we saw the release of Yeoman to round out Chapters* V's Lightning cards.  3 Monsters were released in each color excluding Light and Dark. 

     

    5-124 Yeoman
    Monster

    (Mid-type Armored Soldier)

    After a Forward of yours has dealt damage to the opponent, make all of your name(Yeoman)s Active.
    (W): Choose one Active Forward. Deal 1,000 damage to it.

    Note : If the chosen Forward becomes Dull, it cannot be damaged.

    Yeoman is a very economical way to boost your break damage.  A great way to end a turn and finish off forwards that were just out of reach.  They don't break like backups with similar abilities or have a cost.

    Now let's take a look at the original Chapters versions of the already spoiled lighting cards.

     

    5-111 Dragon

    Monster (Dragon)

     

    (1L), move Dragon to the Break Zone: Choose one Forward of cost 4 or less. Break it.
    (1L), move Dragon to the Break Zone: Choose one Monster of cost 4 or less. Break it.

    5-116 Behemoth

    Monster (Behemoth)

     

    (1L): You can treat Behemoth as a Forward of 8,000 power and ability [When Behemoth receives damage from a Forward, deal half the received damage to to the Forward (rounded up to thousands)] until the end of the turn.

    Note : This ability can be used even after Behemoth is treated as a Forward already. If for example its power is changed for some reason, you can use this ability again and it will return to 8,000.

     Okay, Now let's take a look at the rest of what originated from Chapters V.

     

    5-012 Goblin

    Monster (Goblin)

     

    (W): Choose one Forward you control. It gains Haste until the end of the turn. If it's removed from the field this turn, move Goblin to the Break Zone.

    Note : If the chosen Forward gets removed from the field before this ability comes into effect, it won't be necessary to move Goblin to the Break Zone.

    5-019 Bomb

    Monster (Bomb)

     

    (1F): You can treat Bomb as a Forward of 4,000 power and the ability [Move Bomb to the Break Zone: Deal 3,000 damage to all Forwards] until the end of the turn.

    Note : This ability can be used even after Bomb is treated as a Forward already. If for example its power is changed for some reason, you can use this ability again and it will return to 4,000.

    5-020 Bomb

    Monster (Bomb)

     

    Move Bomb to the Break Zone: Choose one Forward. Deal 4,000 damage to it.

     The Fire monsters are looking great here.  We see Goblin becoming a powerful partner to Zangan, Tifa, and the already haste heavy Mono Fire.  We don't expect much to change in terms of text.  Our only gripe would be 2 bombs. Considering the rich history of monsters and all the cards we have to pull from we are hoping to see a slight change here.  Though they were originally released as a duo.  We will have to wait and see. 

     

    5-031 Ghoul

    Monster (Ghoul)

     

    (2I)(W): Choose one Forward. Make it Dull.

    5-045 Swampmonk

    Monster (Sahagin)

     

    (1I): You can treat Swampmonk as a Forward of 4,000 power and the ability [After Swampmonk has attacked, choose one Forward or Monster. Make it Dull.] until the end of the turn.

    Note : This ability can be used even after Swampmonk is treated as a Forward already. If for example its power is changed for some reason, you can use this ability again and it will return to 4,000. Even if you use it again, its Forward ability does not activate again.

    5-046 Flan

    Monster (Flan)

     

    (1I)(W): Search for a name(Flan) and place it in your hand.
    (W), move Flan to the Break Zone: Your opponent discards a card from their hand. This ability can only be used on your own turn.

     

    Some added utility to Ice.  Ghoul seems a little pricey but having the ability stay on the board is certainly a threat.  Flan helps out mil decks adding some variety.  The theatrythmn Shiva would make an excellent partner here.  Since it seems we are more likely to see a Dissidia Shiva at this point we will have to wait and see how they will pair.  Swampmonk is a welcome addition to aggressive Ice decks (Expect this to be changed to once per turn).  Cid Raines + Swampmonk can easily swing a late game.

     

    5-051 Ahriman

    Monster (Ahriman)

     

    (1Wi), move Ahriman to the Break Zone: Choose one Forward of cost 5 or more. Break it.
    (1Wi), move Ahriman to the Break Zone: Choose one Monster of cost 5 or more. Break it.

    5-057 Koboldroid Yin

    Monster (Imp)

     

    (1Wi): You can treat Koboldroid Yin as a Forward of 2,000 power and ability [Koboldroid Yin cannot be blocked by Forwards of cost 3 or more] until the end of the turn.

    Note  : This ability can be used even after Koboldroid Yin is treated as a Forward already. If for example its power is changed for some reason, you can use this ability again and it will return to 2,000.

    5-058 Cactuar

    Monster (Cactuar)

     

    (W): Choose one Forward. Deal 1,00 damage to it.
    (4Wi)(W), move Cactuar to the Break Zone: Choose one Forward. Deal 10,000 damage to it. Cactuar deals you 1 point of damage.

     Wind is looking as speedy as ever.    Koboldroid Yin is a cheap and situational piercing attack.  We are curious to see how this could effect meta.  In chapters Black Chocobo was heavily favored.  We also like Cactuar for making up small differences.  The secondary ability seems too costly as a break is not guaranteed.  We touched on Ahriman earlier.  We do find it interesting that there was no monster over 3 cost released initially.  Could this change for Opus IV?  May we see a 5 cost monster or higher?    

     

    5-084 Goblin

    Monster (Goblin)

     

    When you don't control any Forwards, move Goblin to the Break Zone.
    (W): Choose one Forward. It gains +1,000 power until the end of the turn.

    Note : This ability cannot be interrupted. The moment you don't have any Forwards Goblin is moved to the Break Zone.

    5-089 Bangaa Thief

    Monster (Bangaa)

     

    (1E): You can treat Bangaa Thief as a Forward of 6,000 power and Brave until the end of the turn.

    Note : This ability can be used even after Bangaa Thief is treated as a Forward already. If for example its power is changed for some reason, you can use this ability again and it will return to 6,000.

    5-094 Magic Pot

    Monster (Magic Pot)

     

    Magic Pot can't be Broken.
    (W), move Magic Pot and a Forward with Level Up to the Break Zone: Search for a card with the same name as the one you sent to the Break Zone and place it to the field in Dull mode.

    Note : It doesn't matter if you can't play the searched card to the field.

     Earth feels right.  Goblin is a cheap and excellent solution for Earth.  As it is reusable the economy over similar summons is great.  Bangaa fills the "create a forward slot" with Brave and a decent mid range Power @ 6000.  Magic Pot will have to see changes if we see this card come over.  We do not currently have a leveling system in the game.  Changing the ability to work with a same named card leaves potential for too many problems down the road.  May we see this card further down the road or will it be completely changed for Opus IV.

     

    5-126 Adamantoise

    Monster (Tortoise)

     

    (1Wa)(W): Choose one Forward. Next damage dealt to it this turn is lessened by 2,000.

    5-129 Green Dragon

    Monster (Dragon)

     

    When Green Dragon is played to the field, choose one Forward. It gains -2,000 power until the end of the turn.
    Move Green Dragon to the Break Zone: Choose one Forward. It gains -2,000 power until the end of the turn.

    5-145 Malboro

    Monster (Malboro)

     

    (1Wa): You can treat Malboro as a Forward of 6,000 power and ability [When Malboro blocks or is blocked, all Forwards your opponent controls gain -2,000 power until the end of the turn.] until the end of the turn.

    Note : This ability can be used even after Malboro is treated as a Forward already. If for example its power is changed for some reason, you can use this ability again and it will return to 6,000.

     

    We can see all of these cards making the cut for Opus IV.  We have confirmation of inclusion of Theatrythmn and Tactics Advance monsters.  We already have Cauis confirmed from XIII-2. 

    After speaking with Square Enix at NYCC and at The Petite Cup, they told me to expect some changes.  In fact we were told to expect something completely new!  What could it be?  Could we see World of Final Fantasy get the Monster treatment? 

    Lastly, we can expect to see an update to the advanced rules of Opus Shortly.  We've added the rules addendum for Monsters from chapters below.  The largest change being Monsters are not "summoning sick" and can use there abilities straight away :

    5. Cards
    • 5.2.3.1.1.4. Monsters don't have any features due to them being Monsters, but they often have special abilities.
    7.8. Field
    • 7.8.2. Forwards, Backups and Monsters exist on the Field. When a controller's Forward, Backup or Monster is played, the controller's Forward, Backup or Monster's card is put on the controller's Field at the same time.
    11.7. Action Abilities
    • 11.7.2.1.2. When using an ability with the Dull icon, if a Forward or Backup doesn't have Haste and you haven't controlled it since the start of the turn, you can't use it. For Monsters, you can use it even if it doesn't have Haste.
    11.8. Special Abilities
    • 11.8.2.1.2. When using an ability with the Dull icon, if a Forward or Backup doesn't have Haste and you haven't controlled it since the start of the turn, you can't use it. For Monsters, you can use it even if it doesn't have Haste.
    15.2.11. Blue Magic
    • 15.2.11.1. Blue Magic is an action ability held by Monsters.

    So, how do you feel about monsters? 

    Are you excited for there addition?  Do you have a favorite that you can't wait to see added?  How do you see them effecting meta?

    Sound off in the comments, Kupo!

    *The original Final Fantasy Trading Card Game only released in japan.  Card art and text is being re-used for many cards.  There have been several changes or "fixes" however.

    **The Behemoth preview came from The September Issue of Gamer Magazine released by Hobby Japan.  Please note that the translation is unofficial and could possibly see a tweak.  For instance Tongari (Tongarry) was originally translated as Tonbetty in FFCC : My life as a Darklord.


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