Opus IX Legend Re-tread

Hey guys,

As I did my review quite some time ago now (check me out, getting reviews out on time and everything), I thought it would be cool if I re-evaluated the legends that I already reviewed this set, to see if anything changed.

9-003L Ace

Ace – 9-003L

Now, I’ve not seen a massive amount of Aces since this card has come out, but his first effect often feels like it may not be on the card at all. In the games I HAVE seen this guy do something, it’s usually combo’d after you’ve been stupid enough to block a Rem, or you end up taking a Diablos/Diabolos to the face immediately before/after the attack.

His second effect treats him as an on-theme Nael that you effectively always get value off, and all you have to do is make sure you have a metric tonne of Class Zero Cadets in your deck as opposed to going really forward-heavy. I still like this card, I wish I was actually motivated enough to sit down and build cadets. (I even have the build I just haven’t been motivated enough to sit down and make it),

Good card, fun legend.

9-014L Nael

Nael – 9-014L

Nael’s been totally sweet in Mono Fire. She plays a lot better than she reads, especially if you’ve been card counting/have a rough idea of what’s left in your deck and where you put things with Marche to make sure you get that max value hit on her. Her second and third effects don’t really need to be used until the final turn of the game, but they can be great for clearing out dead Vivis, Irvines and Black Waltzes. I enthusiastically shat on this card when first revealed, and since playing with it I’m happy to say I was wrong, and it’s a solid 2-of in my Fire deck. I still think it’s a weird choice if you play under 27 forwards though, and I don’t think I’d be going all in on the ‘Garlean’ engine when running this.

My opinion of Nael echoes my one from the set review, but I’m much more sold on it now.

9-022L Vayne

Vayne – 9-022L

My opinion on this one still hasn’t changed, I think it’s bad.

9-028L Azure Dragon l'Cie Soryu

Azure Dragon l’Cie Soryu – 9-028L

If you can get this guy to survive, he’s amazing. But don’t fall under it’s spell and start going ham with the breaks unless you know you are really far ahead. Drawing an extra card a turn in Ice is pretty dang good, and Soryu lets you do that. Still pretty keen on this one, currently sat on a 3-of in my Mono Ice build. Ideally you want to not be using the break effect unless you are bleeding literally dead cards from your hand, and you want to put Soryu down with a Celes or Edward to cover it.

9-057L Yiazmat

Yiazmat – 9-057L

I was so hype for this card before the set launched, but I find it much harder to build around than expected, especially with the Opus IX meta shift we have had (where in the best decks, all the 5+ cost forwards are effectively free or end the game on the spot). As such I haven’t played with Yiazmat much, but I’ve played against it a fair bit. Having no built in protection it’s a reasonably easy pop as a priority target, but paired with Rikku (who will soon be banned) and Yuri, it’s got some potential. As an EX burst it’s really good though, and if you have the room is probably worth running just for the Bartz/kill a dude/break a Deathgaze effects it has. Is it worth a legend slot? Honestly, not sure, but it’s big, stronk, and has unique effects so it gets a thumbs up from me. Nidhogg is still my 9 cost of choice!

9-058L Luso

Luso – 9-058L

Say it with me: Luso is the best non-Golbez card in a Golbez deck! If your opponent gets an early break on their own Golbez, and then slams down another forward to get Luso fully online, the amount of pressure it can put on is insane. Not only do you have 5 forwards swinging at you, one of them is a 9k First Strike Brave that does an extra point of damage just by declaring an attack. MOM GET THE SHADOW LORDS.

If you’re running Golbez, you need to consider running this.

9-063L Gabranth

Gabranth – 9-036L

Probably my favourite legend in the set, he can let you toolbox a lot of stuff, especially in top-end heavy decks. Currently running him as a 2 of in an FFVII Fire/Earth deck, which allows me to go into Cecil, Cloud or Barret, with the latter two only costing 4 because of Jessie. Sick. I only have one in full art though, and am absolutely desperate for a second. Gotta live that max rarity life. Basically take my original review and crank it up to 11, I love this card.

9-077L Rydia

Rydia – 9-077L

Rydia is a build-around. Like the next legend in this list, she values you jamming your deck full of massive summons you usually wouldn’t run (especially in Earth): That’s your Raidens, your Bahamuts (Opus 1), Zeromus the Condemner, Ark (maybe?). Rydia has a massive amount of potential, and has had some good showings in Japan. It takes a better deckbuilder than me to build around her, but this card is definitely worth having, especially if you want to run something a bit different. I don’t think we’ve seen the full potential of the card, but I think it won’t be long until someone breaks it.

9-094L Fusoya

Fusoya – 0-094L

My opinion of this one has basically remained entirely unchanged since the initial review, it’s very much a Rydia combo piece that allows you to capitalise off of the massive summons you’re likely running.

9-095L Meia

Meia – 9-095L

I… don’t know where Meia fits within the current game. I don’t think she’s good enough for a slot, especially as her effects outside of just dulling something are a bit average. Lightning is currently jam-packed with good stuff (especially that new Kain, hoo boy), and I don’t think it has the room for this card. Lightning/X also doesn’t seem to be too much of a thing either, at least not in situations that could employ Meia.

9-104L Ultros

Ultros – 9-104L

Ultros is a major pain in the arse, combo it with basically any other card in Water and it’s killing something on attack. Nichol followed by an Ultros attack? 2 things dead. Ultros + Cuculainn? Something dies, draw a card. Fusoya > Cuculainn into an Ultros attack? Please deliver me from this evil. Cagnazzo into an Ultros attack? Lets not think about that. If you’re running a field wipe-y Mono Water deck, you’re probably on this guy. Main criticism of him is he’s either an absolute 0 or 3 of, running 1 or 2 benefits you literally nothing.

9-120L Rosa

Rosa – 9-120L

Opinion on this one hasn’t really changed, outside of how much more resilient that -1k to your forwards makes your board. Stuff like Cagnazzo becomes unreasonably hard to kill. Don’t really want to spend all day reeling off things she’s relevant about as my sentiment is largely unchanged, but her damage replacement ability is far more relevant than I gave her credit for – Rosa’s good.

Wol & Chaos (MOBIUS) – 9-121L & 9-123L

Lumped these two in together as my opinion on them is literally unchanged and I have not seen them played competitively at all.

Just a quick one for today, hope you’re all enjoying your weekend. Make sure to follow midgar.blog on facebook, and also check out FFTCG Crystarium for more awesome articles.

Thanks for reading,


More details on Villains & Heroes Starter deck


Looks like the starter deck will contain a few powerful cards that are considered staples in many other decks. You can expect to see:

Looks like it’s going to be a really good starting point for new players, and a worthwhile purchase for established players!

The Villains & Heroes starter deck launches on October 19th, 2018.

Source is here.

Opus VII Spoiler – Bartz

Here’s a look at our first legend of Opus VII!


When Bartz enters the field, choose up to 2 Category V Characters. Activate them.

Spellblade [S]: Choose 1 Forward. Deal it 5000 damage.

Dual-Wield [S]: Until the end of the turn, Bartz gains First Strike and Bartz’s power becomes 10000.

Rapid Fire [S]: Until the end of the turn, Bartz gains Haste, Brave and “Bartz can attack 3 times this turn”. You can only use this ability if Bartz used Spellblade and Dual-Wield this turn.

Opus VI Legends Review


Synergises really well with Water, but pigeonholes you towards playing Water/Fire (or tri-colour). Obvious synergies are Ovelia and the Knights that water brings with it (Steiner and Beatrix being a good pair) as well as Claidie in the event that anything does actually get dulled. Also provides breaks in his Round Edge ability which is something water and fire does not have many of. He’s a solid card, but his merits come from the things that work with him rather than the card himself. He’s certainly not the best legend in the set, and he’s definitely not the worst. Plus there’s loads of Garlands already released, so if you want to spam his S abilities, you could. If that’s what you wanted to do.

19 (1)

I scoffed at Firion first of all, but I’ve grown much more fond of him as more of Opus VI got revealed. Another card I think would work best in Fire/Water (paired with Guy), although he’s feasible in Fire/Wind as well, if you really commit to the FFII/Rebel theme. He’s also a really great way to clear out backups that you may want to get off the field (Opus VI’s Thordan VII being the example that immediately leaps to mind), and a potential 2cp 9k with Haste, First Strike and Brave could steal games. I think he’s a good pick for one of the FFII legendaries, and the art is awesome too.


…It feels like Ice didn’t really need this? I mean, he’s a good card, great card, nice EX burst & a cool (badumtish) effect, but the mono ice lineup is reasonably cramped already. Dull and Freeze off of an auto ability is incredibly potent (as seen on everyone’s favourite Ice 4 cost), and you probably won’t resolve the second effect too much unless you’re lining up a second 1 cost Edward play or a second Jihl Nabaat for more freeze, but you’re looking at quite a bit of lost CP to replay those backups again. The EX burst on top of all this is just the ‘icing’ on the cake. Groan.


Rinoa’s great. She had some fun tricks in pre-release play (replaying Kiros for an instant haste, brave, first strike 9k, or re-playing Nidhogg) but I think Rinoa is one of the cards that will only get better as the game progresses. She essentially has a more flexible & quicker version of Opus 3 Time Mage‘s effect, and if you combine her with Tama to play her from your hand in your opponents turn, you could really catch your opponent off guard. Time Mage had some good applications but was expensive and slow, Rinoa is a faster, cheaper Time Mage that can stab people. And you can revive her with things like Devout, as well. I can’t wait to see what people do with this card as sets go forward, I think the most immediate applications we see will be in Mono Ice, with Rinoa re-playing things like Genesis, Orphan, Cid Raines, or any of the discard forwards. Best card in the set for potential.


Famously errata’d before release, and with good reason. If it wasn’t fixed so that the re-activation could only be applied to Wind forwards, we would be looking at some extremely bad Gesper-based times. There’s still combo opportunity available, but it requires a bit more setup to do. I think Zidane will find a home in most Ice/Wind decks, perhaps we’ll see a resurgence in Nathan Perez Starve style decks thanks to Zidane? If you get Zidane, Genesis and Locke all on the field all attacking, it’s pretty much game over for your opponent.


I am not thrilled with Maria. The art is nice, and the second effect could have some applications in Wind/Lightning decks, but I think she suffers most from being called Maria. And getting super-countered by Emperor. She may possibly have some application in title series decks, but I don’t really like this card too much.


I pulled this in pre-release and immediately traded it for a Garland. I think this was a bit of a weird choice for a Legend slot in earth. It’s basically a less good Miner. You’ll end up with this stuck in play if you can’t break a Light Character or Dark Character (although there is the very niche application you might blow up a Cosmos or Chaos with it) unlike Miner which you can break to pick up a forward from the break zone, as well as the ability to play multiple Miners at once. 9 times out of 10, if you play this Minfilia, it’s gonna stay in play and you’ve just picked up a couple of backups. She also doesn’t beat out Shantotto for the high cost Earth backup slot. The ability to pickup characters rather than backups is a plus, but at the end of the day I’d say it’s a one-of at most. I’m totally happy to be proven wrong!


Leo’s fun! He enables a lot of weird decks to work if you can get him out and bulked up, but if he isn’t buffed up by his effect he is going to die hilariously quickly. He can be played in a Golbez deck (and could be played off of Golbez if only he was 2 cost) to make playing all your different colours a lot easier. Not a whole lot to say about this card, he’s just a good include if you’re building any strange rainbow decks.


As a mono lightning player I’m hilariously biased towards Estinien & Seifer, and I could see Estinien being a really big hitter this opus if he isn’t immediately dealt with by your opponent. Most of the time, your opponent isn’t going to block him, and you can restand him to either attack again or simply leave a blocker up – if you resolve 2 of Estinien’s attacks a turn, you’re putting your opponent on a really short timer. One thing to note though is, he will probably get wrecked by Ashe + Rasler + a combat trick, which is certainly something to keep an eye out for.


Seifer has a really similar ability to Opus 1 Legendary Squall, except in this case bad things happen to your opponent even if they don’t block him. He gets Haste from Raijin, and First Strike from Fujin, and if his effect resolves, it can make it a lot easier to burn things down with cards like Al-Cid or Opus VI Ramuh. Cool card, made better by his backups. I only wish Fujin had been lightning too!


Oh boy. When they released a second Minwu, they needed to release one with a beast of an effect so that people might actually replace the Opus 1 backup Minwu. If his search effect hits, he’s a soft 2 cost with 7k attack power, which is good in itself, but when you attack it opens up a whole world of kickpunching on your opponent. There are currently 66 different cards Minwu can cast for free when he declares an attack. Sixty-six. Some work strangely, or not at all (hello Cactuar), but some are insane. Prepare for Water decks throwing out 4 cost Odins, 4 cost Bahamuts, or their usual array of Leviathans and swinging for free attacks. Good card. Will only get better.


Another legend I pulled at pre-release and I wasn’t thrilled for it. Now, full disclosure I’m not a YRP player (which I assume stands for Yang, Raubahn, Prishe?) so there’s not much in this card for me. Her first effect(s) are pretty nice in that it effectly lowers her cost by allowing you to play a second gullwing forward or search for a second gullwing forward upon playing her, which puts her not too far away from starter deck Ace in that regard (a card I have played and enjoyed playing). You could potentially play Opus 1 Paine off of her effect to recoup some (a lot) of the CP you spent playing Yuna, which is nice. Her second effect is mainly where I take issue with her, her costs seem a bit high and specific for the purpose. 1 cost is fine, activating a forward is great, gaining +1000 is a pretty nice combat trick. Removing 3 summons from the break zone from the game is a bit pants. With the majority of decks running 7-10 summons, you’re realistically gonna resolve this once or maybe twice, and even then you will have needed to have gotten a lot of stuff into your break zone to do so. Looks nuts in foil though.


This one’s easily going to win the “Opus VI award for hilarious mispronunciations.” The first effect is potentially really powerful, and could win you the game. If it backfires though, it could put you really behind with the self-mill of 5 cards. If someone plays this towards the end of the game you can just turtle and let them lose by deckout. The second effect is probably the one people will go for the majority of the time, as it makes Big H a 4 cost 9k. Nice. The last effect will likely be good in the future, but isn’t incredibly relevant right now, as recursion is not as prevalent as it is in other games.


I realise I have an objectively wrong opinion on this card, but I love this card and I want to see it grow up healthy. 9 cost seems a bit high at first glance, but his two effects make up for it, especially in the way they are worded. With how the effects are worded, even if one effect can’t be activated or would fizzle, the other will still resolve. Removing a forward is great. Removing a random card from the opponents hand will either force them to panic spaff their hand or will just remove something. Either is good for you. Also if your opponent ever activates Chaos, Walker of the Wheel against you, you are legally obligated to airhorn as you play Nidhogg for free off of it. One of my favourite cards from previous sets was Raiden, this is a Raiden that can stab people. I love it. I am biased.

So that’s the legends done.
I’m gonna go pass out from the heat.