Well then, it's Slayer here again and
Today I though of trying a tutorial video
for the game called Final Fantasy TCG and
This may be good, this may be bad but I swear to you I will try my very best.
It's based on mega hit game series Final Fantasy
Cards have been printed for almost every series of game francise
so if you like any of Final Fantasy
or have liked, this game is worth of trying
I'll be frank
I have played over 8 different card games
And this is first time I feel like there is a great meaning in player's skills for the outcome.
So if you hate pure luck-based games, don't worry. This is just perfect game.
So that those purely by luck won games would not happen.
The game has 3 different card type and I will go through them all.
First we have Forwards. They are the main thing.
With forwards you can hit that 7 damage which is the purpose of game.
So you lose the game once you get 7 damage. Damage comes from the top of your deck.
and they go to the side. When you have 7
you lose
I can count dot fi
If you hit and you aren't blocked
you do 1 damage to opponent
meaning 7 nonblocked attacks and you win.
It's the main goal.
Every card has number printed on the top corner.
And it tells you how much playing it costs.
Or casting. Playing on the field or casting.
I can't talk...
Anyway, at least 1 element or one crystal point has to match with the card.
For example I can pay refia with 1 lightning and 1 water because refia is a water card
Then another important thing is the power.
If Forward's power goes to 0 or it takes damage equal to it's power, it's destroyed
I say it now. lowering power is not the same as dealing damage.
So if you take damage you still do damage to an opposing blocker because they did not decrease your power.
So most important thing is the cost and the power.
And when it get's damage equal to it's power or it's power is reduced to 0 it goes to break zone aka discard pile.
Then we have Backups
I almost forgot. When you play Forward it comes as Active.
And it can block attacks freely.
When you bring backup there's a cost too.
When you play a Backup they come as Dulled meaning tapped.
Meaning you cannot use them unless you can activate them on the same turn.
Forwards cannot attack the same turn they come into the play.
You can use backups on the turn they comes into the play if you can Activate them.
Or if they have some other ability.
Lastly we can summons.
They are like instants in Magic the Gathering, meaning you can cast them anytime as long as you pay the cost.
You can basically interrupt anything with it. Attack, block, another effect.
I will soon explain them.
There is one thing to tag right away. Odin had an EX-BURST.
When you get an EX-BURST to the damage zone
you can play it for free and opponent can't interrupt it in anyway.
They are very handy so if you are making a deck, make sure
there is at least few EX to surprise your opponent. They are only luck-based elements in this game.
When you get EX-BURST to damage zone to turn game over, it's GG.
About the Forwards.
not sure if this zooms in but there is an S-ability.
Character has an ability. Vincent has a Death Penalty
known from the series. Cloud for example has Omnislash
Barret has a Grenade Bomb and so on.
S means you have to discard a card with the same name.
when you use the ability.
in same way you cannot attack
you cannot use abilities which Dulls your character. there's a little arrow indicating it.
You cannot use them in same turn you put them in play. those are 2 things you need to remember.
In addition there may be more. There is number 5 which does not show well
so paying 5 whatever element and discarding a Vincent you can use Vincent's Death Penalty which is
semi-broken. So if you can get Vincent from the booster you can be a very happy panda!
Then few key abilities which Forwards can have.
Just like in Magic, FF has a Haste.
A haste can attack on the same turn they comes to the field or use their effect which Dulls them.
First Strike deals it's damage to an opposing character before that can harm ours.
Let's take an example. Refia and dragoon fight.
Dragoon attacks, Refia blocks.
Normally Refia would do 5k to dragoon and dragoon would do 6k to Refia
But due the First Strike, Dragoon will first do 6k to Refia
kills her before taking any damage so prety handy ability imo.
As demonstrated, attack Dulls a character.
which means it cannot block.
next turn. Dulled Forwards cannot block is what I mean.
But there is exeptions like Guy who has Brave.
Brave is the keyword which keeps your attacking Forward Active even if it attacks.
Then we ask our opponet if he/she will block normally.
Then there is Freeze
Zooming pretty wel...
Freeze means that normally when you would untap/Actipate your Character
Freezed cards don't Activate
next turn. so if they are Freezed,
they just skip their next turn's Activation.
And newest addition is a Back Attack.
They are same thing as Summons meaning you can cast it whenever you like.
to interrupt anything even on opponent's turn.
It's Forward's thing. Summons you can always cast.
Was there anything else?
You can generate CP two ways.
You even discard cards from your hand
Let's say I discard geomancer
it generates 2 CP of the same element meaning I just generated 2 water CP
which means I can play Refia to the field.
In same ways I can discard dragoon to generate 2 lightning CP
which let's me play a red mage to the field.
so now I played 2 cards on the same turn. Another is Backup as Dulled and another is Forward as Active.
And you can play as many cards from your hand as you want
Play things cast summons, use resources,
as much as you basically want and can afford
All but one restriction.
If you have a card in play you cannot play character with the same name.
Meaning if you hafe Refia, you cannot play another one. same with Cloud and so on.
But there is an exception.
Three cards marker at the top corner means you can play all three to the field.
I can have several Red mages on the field.
I can have several dragoons on the field same time
And as seen on dragoon. It's ability costs 1 lightning CP.
So if there is no specific element you can play an ability with what element you like.
But I think there's enough explaining for now.
I really hope this will help.
Oh one more interesting thing.
I will explain all elements and what they can do.
There's 6 elements in game + Light and Dark.
Normally when you disc...why am I explaining it
So...Light. And Dark.
They both work same way. You cannot discard them to generate CP.
And you can play them paying whatever element you want.
If you have Light you cannot have Dark at the same time on the field.
If you have Light you cannot play another Light.
If you have Dark you cannot call another Dark and so on.
Only exceptions ans Cosmos and Chaos.
In addition to generate CP of any element.
They allow you to play multiple of different name Light cards or Dark cards.
But there is a risk. Usually decks use only 1 same name Light/Dark card
because they do not generate CP which can take your game away.
I've stuck several times with too many Light or Dark cards in my hand.
Then let's talk about the elements. 6 elements and first we have Ice.
Ice's speciality is Dull and Freeze
Or mainly Freezing but sometimes dulling.
Freezing I explained so Ice is pretty staling element.
Another one is to deal damage to Dulled Forwards
So if you can Freeze opponent's unit you can totally destroy it.
So there's ice. It punishes too aggressive attacking.
Then Earth. It's main speciality is to rise up power.
Prishe is a perfect candidate to represent element because
Earth is pretty defensive element.
It has some strong effetcs for blocking.
Another thing is Earth dealing a bit of damage.
For example Rydia deals 7k damage to all but Earth.
Earth has some good protective cards.
which prevent your guys from breaking or
protect them from a summon or something like that.
Then we have Wind. Wind's mandatory is activating things.
let's say
Rydia is Dulled and Freezed.
You play a Wind card who can activate it to get hell out of Freeze.
In addition you can attack with your guy and when an opponet comes to an counter attack.
you can play card which activates yours and surprise block it. It can make really good plays.
Wind activates Forwards and Backups. So you can re-use yours resources and get extra blockers.
or use some special ability which have you to Dull the forward.
Another speciality in Wind which is my liking is
Unblockable. For example Yuffie cannot be blocked by Forwards cost 3 or more CP.
Cost of the card is printed there. So if we only have a Vincent blocking.
You can freely attack with Yuffie because of her skill and Vincent is 4 and last when I checked 4 was higher than 3.
I may be wrong :D
Then Fire. Fire's main appetite is
dealing the damage. Little by little or big amounts.
Fire can easily wipe the field and that is why I personaly like it. Not everyone but I do.
Fire is good because it does not care about the position.
Ice deals damage also but only for the dulled units. Fire does it to everyone!
Fire is not a racist. It swing in any way.
Another possibility with fire is support for unblockable.
Tifa for example has ability to prevent 1 blocker when attacking.
In addition, her special ability helps her even more but maybe more in later videos.
Fire also has a minor bonus to buff an attacking units in same way as Earth is with defending units.
Then we have a lightning.
Odin is most fitting here because it tells straight what lightning does. It breaks not deal damage just break.
I almost forgot. Wind destroys 5 CP or more costs.
But lightning breaks 4 CP or less.
In addition, lightning deals damage to active forwards similar to Ice
which deals damage to Dulled units. Lightning does that to Active ones.
In fact most haste characters are ligtning
Meaning those who can attack or use abilities that dulls on the same turn they comes into the play.
Lightning also dulls pretty well.
And Ice freezes in same tone.
This is a good combination example.
Lightning Dulls, Ice Freezes and you stall until you take down your opponent.
Lastly we have Water.
Water is defensive element in some manner.
One example is Minwu-effects.
Those are kind of effects that prevent your Caracters to taking damage that is less than their power.
So they has to be instakilled.
So like fire likes to do a little damage at time. Water is pretty much counter to it.
In addition they have other defensive effects like protecting you from summons, abilities.
Direct abilities to yourself. Cecil...
Lastly, water has mertis to draw cards.
Not sure about the draw advantage as we are speaking the meta
But the best thing in water is that you can adjust your hand pretty well.
Get resources. For example if you do not have right type of element, water will most likely fix it.
But yeah.
I could leave these two heroes to stare at each other till the end of the video.
Good idea, right?
Cloud and Sephiroth. Best friends forever!
Tonight drinking together!
In any case I end this tutor video
And we will soon conduct a exhibition match so enjoy!
Yeah, it's Slayer here again
a little break
we have mister shopkeeper himself in the multiplayer
against us. we will be doing an exhibition match
I'll try to explain move at the time what I am doing
so that you guys get practice into the memory and this will be a good video
Slayer you are bad in everything you do and your are not entertaining, stop at once.
I will take initiative if your are ok with that
Yes
So, often you offer your deck to your opponent to cut, because it's in good sportsmanship
it's even in the rules
First we draw 5 cards as an opening hand
I can show mine if it shows up in the camera
A good starting hand usually includes 1 backup even more.
and some cheap cards you can play
Backups are great because in time you will use all your resources.
I'd almost like to mulligane just for the show but...I can do that.
So you have that kind of hand? Yeah. Good.
I can show mine.
kinda hard to play at the first round anything smart.
These can all be switched out.
Mulligan means that you put all cards drawn into the bottom of your deck and draw 5 new cards.
And you have to go with that. I got some good cards.
Every turn starts with turn player drawing a card and starting player only draws 1 card.
But for the rest of the game we draw 2 cards which means in this game, milling is bit more real.
so if you get mill deck against you, pray the game being short and painless.
I will demonstrate this deck by discarding
Hashimal to generate 2 CP in order to play monk.
After that I will discard warrior of light
to bring out red XIII and because he does not have a haste, he cannot attack yet
meaning I have to give my opponent a turn.
And as said, 2 cards at the beginning.
Yuffie out and cosmos to the field. You can explain if you want.
I explained a bit in the tutoring video but yeah
Backups goes into the play as Dull and cannot be used in the same turn
Cosmos is great because it gives you any element when you tap it.
I hope I can demonstrate tapping backups on my next turn.
I discard to get 4 CP and here we have a Wakka. He brang out Wakka.
Really? Wow. Your turn.
At the beginning of the turn you activate all your things unless they are frozen.
Slayer, your prayers has been heard and indeed answered.
For the show I will play a bit dump but
I discard summoner to generate 2 fire CP
tap my monk to get 1 earth CP meaning I have 3 CP
meaning I can play 3 CP cost Cecil.
I wish I had something to say to your Wakka
Or maybe I have but due to learning nature of this game I cannot rekt your just yet.
So I have to pass my turn because Red can't challenge Wakka.
Would make a great show. I will go ahead and attack. You block? what a surprise!
This and we will play a moogle. He will use it as a water.
Moogle is a summon. Summons will go directly to the break zone after it's effect.
and Moogle allows us to draw 2 cards.
And discard one? Yes.
That was a good decision.
Good time to shout out. There will be more moogles in opus 3.
If you like moogle deck
it's very good.
H-he discards a Cecil??
This is a good card but he used it on geomancer.
Now this is interesting!
I have to check it out. 5k damage when I take damage.
Neither of those will beat Wakka.
Let's go for the show. I will attack with Wakka.
I could block but that does not make any sense. So I will take 1 damage and it's first of my 7.
Dark Knight. Not an EX-BURTS.
Cecil's effect activates giving 5k damage to an opposing Forward each time I take damage.
It's not enough to kill Wakka which is a bit sad.
Then I pass a turn.
That was a very good demonstration.
Because it shows that
If an opponent leaves his field defenseless,
I can come in peace and
I can harrass him a bit. I go to battle. Red will attack first.
Yuna. Not an EX-BURST
And Cecil to second damage.
Got Shuyin. EX-BURST.
Really now? Fine!
So when Shuyin comes into the play you can do what?
Choose a Forward cost of 3 or less opponet controls and return it to the hand.
So you can return either of these to my hand.
If I want.
Why would you not? I will choose that then.
Really now...
Main 2 then. I discard Hecatoncheir to generate 2
Tap monk and Bring Cecil back.
Then we are sad pandas because we had to use an extra resources.
And pass.
As you can see this is not difficult game at all.
The more you play the more tactical it gets.
The more tactical it gets the more you start to understand it.
and it will feel that much cooler game.
But yeah.
2 water. Wind with that.
We'll play Aerith. Oh, wow.
And Aerith let me Activate backups again.
Other than Aerith herself? Yes.
Aerith is a very strong card.
If you play Wind, free tip to you. Play at least 3 Aerith.
Then I continue by playing a cheap Yuna.
Yuck. What will I do with you.
Nothing else. Really? Yeah I don't attack.
He's gone grazy.
There is a valid reason for that.
How many cards do you hold? 1. Only 1?
You know what? We'll declare an attack with Cecil.
I'll take it. A Wakka.
And we also declare attack with Red.
This is a bit dirty.
What is?
I'll demonstrate...Yeah, I'll take it.
Not an EX? Huh.
What a boring guy. Then we'll do
I could have take the bait to see just what happens.
Then I will play a bit different of what I originally planned. I will discard my Belias
I would have used it on Cecil should Wakka dared to challenge him.
And I will bring Warrior of Light.
Warrior of Light is handy not only because it's cheap
but it will also deal double the damage to 4 CP or higher. Meaning if Wakka goes into the attack.
This will deal 10k to him and will receive 8k meaning both of them are destroyed.
But at least I got 4 CP out with just 2 CP character.
Unless Ville plays something sneaky.
Pass.
I sense the Leviathan.
Why do I smell her? Oh I wish.
Could be.
This will go well.
I will play Sylph. Sylph?
He'll play summon named Sylph.
Activate this one and give +1k to all.
We'll attack with Yuna.
I guess I have to take it.
Nothing.
Wakka will defend?
Yes. I will do so. I pass.
Oh, I got a lovely one.
Should I showcase the real battle?
Yeah. There is a fair change to win if you can get rid of Wakka
I though I could.
I will use my whole hand but this is the Final Fantasy.
I discard Yang and Monk to generate 4 CP of earth
I'll play Rauhban. When he comes into the play I Choose 1 of my Forward. I choose Cecil.
Cecil will deal his power to the Wakka meaning 7k damage to him.
Is it ok?
7? Yes. It does not destroy him yet.
Sure? I could just in case do this.
At this point I can use my summon so I'll use another Sylph.
I will activate another Forward and Wakka will too get 1k power leaving him with 2k.
oh dear
You can live another turn. Gratz. I will discard Rosso to generate 2 CP.
I'll cast Brynhild.
Wakka has taken 7k. 7 more is not gonna save it with that 9k power.
You need 3 damage and you only have 1 blocker. Red will attack.
Not and EX. It was another Cosmos.
Next is Cecil.
That's nice!
EX-BURST. Leviathan.
One of the best summons in water btw.
Which one will you return?
That one.
I am defenseless so if you can deal 5 damage, it's gg.
I pass. Riiiight.
Sure will do. Yeah :D
I will discard this fine card and together with one wind I will play Brother.
Brother will search for 1 FFX Forward.
If you play a deck with full of certain characters from a game. FFX
FFVII, FFIV and so on.
If possible I suggest you play 2 or even 3 of that gategory's searcher.
Brother searches for FFX Characters.
In seven, Jessie will search for FFVII Characters and so on.
I suppose you don't have an Aerith in your hand because you are not using her skill.
Yeah. Metagaming at best.
Oh dear, here comes a headache. Rikku.
I have to play it right away.
Minwu goes there. Yeah, snivel.
I was explaining previously about Minwu effects.
This one costs between 6 and 10 so if you get hand on this
keep it in good safe because they are expensive.
Rikku will get 2k when you have yuna and 2 more if you have a rikku
So it's 8k and because you have Yuna
It's not affected...I mean I can't target it with summons.
Not cool.
In addition if you had Paine it would have 2k more power
and resist to the opposing abilities.
It's a strong combination. Not invincible but definitely strong.
FFX starter is...wow.
Pass. Yuna does not attack?
Surprisingly when you have that Cecil.
Oh yeah!
One of us is actually thinking here!
Calm down, Slayer, take it easy now!
Cecil will attack.
I have to block.
So you'll block with Rikku? Yeah. Ok.
I'll discard Warrior of Light to generate 2 fire CP.
And cast Brynhild onto your Yuna.
Yeah. It will kill Yuna.
Rikku drops to 6k, this hits with 7 meaning
suddenly she is weaker and gets send to the break zone.
And I will finish things off with Red XIII
And this does not matter but it's EX-BURST nonetheless.
Is it 7? Yeah, ok.
But this is the Final Fantasy TCG.
Very exiting when you build right kind of deck
find your way to play. And there is no wrong ways to play this game as long as you play combination correctly.
So if you use too much resources on wrong kind of deck, it's your loss.
Thanks for the game and this video is ready to be ended here.
Press the like-button, subscribe
remember to follow me somewhere if you can
Remember to wish for more if this was good enough.
Slayer thanks and quits.
All for community and community for all!
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