I know some of this was said in the video but still do want to point it out: Tap = Dull Pitch = Discard from Hand for 2CP. You cannot generate CP from Light and Dark cards by discarding them from your hand. Discard Pile/Graveyard = Break Zone Also some keywords and more definitions: Brave = Does not dull when attacking Haste = May attack or activate abilities that require dulling the turn it comes into play First Strike = Does damage before non-first strike forwards Freeze = Does not activate during your next active step EXBURST = If this card is taken as damage, you may trigger the ability of the card that is labeled as EXBURST Search = You may look for a card (sometimes specific cards) in your deck and add it to hand, you must reveal these selected cards to your opponent Damage X = Additional abilities may passively turn on when you've received X points of damage, this can be a triggered ability or something simple like gaining additional power Auto Ability = Usually denoted on cards as "When something happens, do this" Action Ability = These abilities usually have a cost associated with them, and will look like "Cost : Effect" such as "Pay Fire: Gain 1000 Power" Special Ability = This ability can only be activated by paying the costs on the card as well as discarding a card with the same name Each player is allowed a total of 5 backups in play. Each player is allowed any amount of forwards or monsters in play at one time, although there is a uniqueness rule, so be aware of that! Great video!
I was actually thinking of making a video just going over these key terms. Thank you so much for sharing this! That makes it straight and to the point :D
This was the video I needed. Well done and thank you for this. Started as a collector a few weeks ago but thought why not play. This made it a lot less overwhelming. Will be checking out your others very soon.
OCTGN is a free online program that is a good way to test the game out, especially since you don't have to own all the cards. Don't hesitate to reach out if you have questions.
@@japan100100 Yeah it can be a ghost town sometimes. Come join our Discord. We have a section where people post when they are looking for games. discord.gg/ryUfhHhz
13:49 why did emmet-silke get sent to break zone during this phase when his ability activated? I have another Q. 23:55 Thancred was summoned and he has the ability Blasting Zone. In the video you used the attack ability first before dealing attack damage, are you able to choose which action to resolve first? Also it says Power is increased, I just remembered cards have Defense as well. These two always act independently of each other, correct? Is that why the scenario in my 1st Q happened?
At the first mark, Emet is defending against Dark Knight in combat. Emet has no combat effects but DK has an effect that causes it to take extra damage. So it was actually DK's effect that happened that made it die in combat with Emet Selch. Despite having one value of power (8000 for instance) yes, attack power and "health" are technically two separate values. A card of 8k can take 7k damage, and STILL deal it's 8k power to another card in combat. But if it receives 1k or more damage, the total damage matches or exceeds it's Power value and then it's broken. Since Blasting Zone dulls Thancred, you would have to declare the attack first. Once Thancred becomes dull he can no longer declare and attack since Dull Forwards can't attack. Let me know if that clears anything up :)
@@rudrose_tcg I am a little confused on the Blasting Zone part. I have only watched a few video's and read the small rulebook that they include, but doesn't the step to perform abilities occur before the attack declaration step? So you would have to use Blasting Zone before you would normally dull to attack? What am I missing here? Sry like I said I am new but haven't seen anything that states you can use abilities after declaring an attack so just curious where I can find that specific breakdown?
@@vh8542 No apologies needed. If you look at the Advanced Rules 10.1.2.1 it goes over the attack declaration step. But basically, Thancred declares an attack, he is now an attacking forward. Before the Block Declaration step, there is a round of priority (10.1.2.6 in the Advanced Rules) where either player can add summons/abilities to the stack. This is the window I chose to use Thancred's Blasting Zone. Let me know if that doesn't clear it up :)
@@rudrose_tcg ahh I see it now. I'll have to save that adv. rule page, I remember looking at it several years ago when I first bought some fftcg stuff, but forgot it existed lol. Thanks
Party Attacks unfortunately are not covered in the video. Monsters by nature cannot block. However some monsters have a printed power value and have text that lets them become forwards. Once a monster becomes a forward, it now has the ability to block.
I'm trying to understand how persistent damage works, so when my forward attacks an opposing forward, it loses power from the attack, does that power loss last untill the end of my turn or my opponents next turn, and how many times can you block with a card?
While it only shows one number in the corner, pretend it's two separate values. One is your HP, and one is your Attack. If an 8k forward blocks a 4k forward, it will lose 4k HP. But it retains it's 8k attack power. So if it blocks another 4k forward, it will still deal it 8k attack while taking another 4k damage. The two 4k dmg add up to 8k which equals it's Power or "HP" and so it then breaks. There is no limit to the amount of times a forward can block. Let me know if that didn't clarify :)
If an active character gets frozen, and doesn't become dulled by next turn, does the freeze goes away? Or will it come into affect next time that character is dulled?
@@aidendunne8279 Happy to help sir! I have plenty of discussion and Deck Techs on the channel you can check out as well. So this is where it can be a little confusing but it's important to remember two things. 1) Dulling has NOTHING to do with Freezing) 2) When a character is Frozen, it will NOT activate during that owners NEXT active phase. So to answer you directly, yes, once the active phase hits, the Freeze disappears regardless of the state of the forward. Freezing a character that remains active essentially doesn't accomplish anything. Which is why Dulling and Freezing are so synonymous with each other.
For your 2 questions, I have 2 answers. 1) Yes, during what some folks call the Clean Up part of the End Phase, a Forwards Power will reset to it's base value on the card. Note that this is in reference to "Until the End of Turn" effects such as the Crystal Exarch's Ability. The Oracle of Light has a field ability that all Scions Forwards gain 2000, so that is permanent as long as she is on the field. 2) Yes, as long as a Forward is Active, it can block. That's the nice thing is that even though they can't attack right away, they are still able to help protect you.
When you attacked with Brave, then used Thancreds special ability, why did the special ability resolve first? Is it due to the Stack? Would the opponent have had an opportunity to add to the stack after you declared the attack and before you're special ability?
Great question. So attacking has a few steps. Attack Declaration, Block Declaration, Damage Step. There is a round of priority between all of those where you can choose to put abilities/summons on the stack and leave it entirely blank. So in the Thancred instance, you declare an attack and then you retain priority because you are the turn player. At this point, I use the Blasting Zone Special. The game cannot move on to the next step until the stack is empty. So before it ever moves to Block Declaration, the stack has to empty out and Blasting Zone has to attempt to resolve.
Ngl this is very educational, one thing is the video goes a lil too fast with explanation. There's some things I'm confused about CP: Does it deplete when use or is like Lands in MTG? How many cards of the same copy I need in a deck. How many Forwards and backup I need in a deck. How many Support cards I need in a deck. The game looks overwhelming but I wanna play it badly
Glad you liked it! Sorry if it's too fast. You'll have to go back and rewatch certain parts. As for your question. 1)The closest thing to Lands is the backups. Back ups can be dulled to produce one CP of their element. There is no limit to this so if you have cards that let you reactivate backups, you can dull them again to produce another CP. HOWEVER, you can't just store or float CP like you can in Magic. When you Generate Crystal Points, it has to be for a cost you are using right at that moment. 2) There is a limit of 3 cards of the same copy in a deck. You can have 1, 2, or 3, but you can't exceed 3. 3)This is of course super dependent on what deck type you want. There are no hard restrictions on forwards/backups. You COULD put 50 forwards in your deck if you wanted. Generally I find a good balance to be around 25 forwards, 9 summons/monsters, and 16 backups. If you've played Magic it is very similar, you'll just have to learn some of the specific card interactions. Let me know if I need to clarify anything further :)
@@rudrose_tcg thank you :) also one last thing I hear that you can play summons during your opponents turn. Do you need CP in order to play the summon on their turn?
@@That1Smug Yes you will still need the proper amount of CP to cast them. Let's say you are casting the 2 CP Earth Summon Cu Sith. You can either discard an earth card from hand to generate the 2 CP needed, or you could dull two of your active backups(one being earth) to produce the 2 CP needed.
Great video! I have a question in terms of the attack phase. Say I use an effect to raise the power of a forward from say 7000-9000 and then attack my opponent. If they choose to block with a forward that has an attack power of 7000, are both cards destroyed? I only ask because I was sure that attack power and health were independent of one another so raising a cards attack power doesn’t actually raise its health ?? Let me know if I’m way off base 😂
Good question! Yeah it's a little weird how it works but in your situation, no your forward wouldn't be destroyed. It's Power and "Health" would both be 9000. That's really only relevant when talking about damage taken. So if you have a 9k, and it blocks a 5k, it takes 5k damage and deals 9k in return. Then if it blocks a 4k, it will STILL deal 9k in return because that's it's power. However, as the combined 5k + 4k would equal it's power of 9k, it would break afterword. I hope that helps :)
Man wouldn't that be something? No you only draw 2 cards during the Draw Phase of every turn. So if you you end your hand with 0, you are only going to start with 2 cards the next turn. That's one of the strategies/balance of the game is keeping a large hand size vs playing out your resources.
I know some of this was said in the video but still do want to point it out:
Tap = Dull
Pitch = Discard from Hand for 2CP. You cannot generate CP from Light and Dark cards by discarding them from your hand.
Discard Pile/Graveyard = Break Zone
Also some keywords and more definitions:
Brave = Does not dull when attacking
Haste = May attack or activate abilities that require dulling the turn it comes into play
First Strike = Does damage before non-first strike forwards
Freeze = Does not activate during your next active step
EXBURST = If this card is taken as damage, you may trigger the ability of the card that is labeled as EXBURST
Search = You may look for a card (sometimes specific cards) in your deck and add it to hand, you must reveal these selected cards to your opponent
Damage X = Additional abilities may passively turn on when you've received X points of damage, this can be a triggered ability or something simple like gaining additional power
Auto Ability = Usually denoted on cards as "When something happens, do this"
Action Ability = These abilities usually have a cost associated with them, and will look like "Cost : Effect" such as "Pay Fire: Gain 1000 Power"
Special Ability = This ability can only be activated by paying the costs on the card as well as discarding a card with the same name
Each player is allowed a total of 5 backups in play. Each player is allowed any amount of forwards or monsters in play at one time, although there is a uniqueness rule, so be aware of that!
Great video!
I was actually thinking of making a video just going over these key terms. Thank you so much for sharing this! That makes it straight and to the point :D
this was very educational. I appreciate you both for taking the time to make it. I hope to see more from you in the future.
It was my genuine pleasure. Feel free to check out the channel for more Deck Techs and player discussions.
Getting back into the game after a long pause, this was an extremely good refresher
You are welcome your majesty.
This was the video I needed. Well done and thank you for this. Started as a collector a few weeks ago but thought why not play. This made it a lot less overwhelming. Will be checking out your others very soon.
I'm so glad it helped! Thanks for the comment.
This was very educational. I am a collector, but also kind of want to play as well.
OCTGN is a free online program that is a good way to test the game out, especially since you don't have to own all the cards. Don't hesitate to reach out if you have questions.
@@rudrose_tcg Thanks! I downloaded it and it looks good. Just wish there were more people on it lol.
@@japan100100 Yeah it can be a ghost town sometimes. Come join our Discord. We have a section where people post when they are looking for games.
discord.gg/ryUfhHhz
Really appreciate this, cleared up a lot of questions. Well done!
I'm glad. Don't hesitate to ask if you have more.
13:49 why did emmet-silke get sent to break zone during this phase when his ability activated?
I have another Q. 23:55 Thancred was summoned and he has the ability Blasting Zone. In the video you used the attack ability first before dealing attack damage, are you able to choose which action to resolve first?
Also it says Power is increased, I just remembered cards have Defense as well. These two always act independently of each other, correct? Is that why the scenario in my 1st Q happened?
At the first mark, Emet is defending against Dark Knight in combat. Emet has no combat effects but DK has an effect that causes it to take extra damage. So it was actually DK's effect that happened that made it die in combat with Emet Selch.
Despite having one value of power (8000 for instance) yes, attack power and "health" are technically two separate values. A card of 8k can take 7k damage, and STILL deal it's 8k power to another card in combat. But if it receives 1k or more damage, the total damage matches or exceeds it's Power value and then it's broken.
Since Blasting Zone dulls Thancred, you would have to declare the attack first. Once Thancred becomes dull he can no longer declare and attack since Dull Forwards can't attack. Let me know if that clears anything up :)
@@rudrose_tcg I am a little confused on the Blasting Zone part. I have only watched a few video's and read the small rulebook that they include, but doesn't the step to perform abilities occur before the attack declaration step? So you would have to use Blasting Zone before you would normally dull to attack? What am I missing here? Sry like I said I am new but haven't seen anything that states you can use abilities after declaring an attack so just curious where I can find that specific breakdown?
@@vh8542 No apologies needed. If you look at the Advanced Rules 10.1.2.1 it goes over the attack declaration step. But basically, Thancred declares an attack, he is now an attacking forward. Before the Block Declaration step, there is a round of priority (10.1.2.6 in the Advanced Rules) where either player can add summons/abilities to the stack. This is the window I chose to use Thancred's Blasting Zone.
Let me know if that doesn't clear it up :)
@@rudrose_tcg ahh I see it now. I'll have to save that adv. rule page, I remember looking at it several years ago when I first bought some fftcg stuff, but forgot it existed lol.
Thanks
Can Monsters like Flan block as if it were a Forward? Also, did you go over party attacks in this video?
Party Attacks unfortunately are not covered in the video. Monsters by nature cannot block. However some monsters have a printed power value and have text that lets them become forwards. Once a monster becomes a forward, it now has the ability to block.
I like that black playmat, where did you get it?
Thank you! You used to get them at prizes from local qualifiers, I'm not sure if they give them out these days. Pretty sure I got mine back in 2019.
I'm trying to understand how persistent damage works, so when my forward attacks an opposing forward, it loses power from the attack, does that power loss last untill the end of my turn or my opponents next turn, and how many times can you block with a card?
While it only shows one number in the corner, pretend it's two separate values. One is your HP, and one is your Attack. If an 8k forward blocks a 4k forward, it will lose 4k HP. But it retains it's 8k attack power. So if it blocks another 4k forward, it will still deal it 8k attack while taking another 4k damage. The two 4k dmg add up to 8k which equals it's Power or "HP" and so it then breaks.
There is no limit to the amount of times a forward can block. Let me know if that didn't clarify :)
If an active character gets frozen, and doesn't become dulled by next turn, does the freeze goes away? Or will it come into affect next time that character is dulled?
Also, thanks so much! I started during covid, so seeing beginner/tutorial games is mega helpful.
@@aidendunne8279 Happy to help sir! I have plenty of discussion and Deck Techs on the channel you can check out as well. So this is where it can be a little confusing but it's important to remember two things.
1) Dulling has NOTHING to do with Freezing)
2) When a character is Frozen, it will NOT activate during that owners NEXT active phase.
So to answer you directly, yes, once the active phase hits, the Freeze disappears regardless of the state of the forward. Freezing a character that remains active essentially doesn't accomplish anything. Which is why Dulling and Freezing are so synonymous with each other.
@@rudrose_tcg Thanks!
2 questions do Forwards Power reset after you end your turn? And can you block with a forward after you have summoned them and end your turn?
For your 2 questions, I have 2 answers.
1) Yes, during what some folks call the Clean Up part of the End Phase, a Forwards Power will reset to it's base value on the card. Note that this is in reference to "Until the End of Turn" effects such as the Crystal Exarch's Ability. The Oracle of Light has a field ability that all Scions Forwards gain 2000, so that is permanent as long as she is on the field.
2) Yes, as long as a Forward is Active, it can block. That's the nice thing is that even though they can't attack right away, they are still able to help protect you.
@@rudrose_tcg awesome thank you so much really enjoying the game just got into it
@@MotoMiran My pleasure sir! Don't hesitate to ask if you have anymore questions. And check out all the other FFTCG Content on my channel :)
When you attacked with Brave, then used Thancreds special ability, why did the special ability resolve first? Is it due to the Stack? Would the opponent have had an opportunity to add to the stack after you declared the attack and before you're special ability?
Great question. So attacking has a few steps. Attack Declaration, Block Declaration, Damage Step. There is a round of priority between all of those where you can choose to put abilities/summons on the stack and leave it entirely blank.
So in the Thancred instance, you declare an attack and then you retain priority because you are the turn player. At this point, I use the Blasting Zone Special. The game cannot move on to the next step until the stack is empty. So before it ever moves to Block Declaration, the stack has to empty out and Blasting Zone has to attempt to resolve.
@@rudrose_tcg Thank you for the reply. Also you have great content! :)
Ngl this is very educational, one thing is the video goes a lil too fast with explanation. There's some things I'm confused about
CP: Does it deplete when use or is like Lands in MTG?
How many cards of the same copy I need in a deck.
How many Forwards and backup I need in a deck.
How many Support cards I need in a deck.
The game looks overwhelming but I wanna play it badly
Glad you liked it! Sorry if it's too fast. You'll have to go back and rewatch certain parts. As for your question.
1)The closest thing to Lands is the backups. Back ups can be dulled to produce one CP of their element. There is no limit to this so if you have cards that let you reactivate backups, you can dull them again to produce another CP. HOWEVER, you can't just store or float CP like you can in Magic. When you Generate Crystal Points, it has to be for a cost you are using right at that moment.
2) There is a limit of 3 cards of the same copy in a deck. You can have 1, 2, or 3, but you can't exceed 3.
3)This is of course super dependent on what deck type you want. There are no hard restrictions on forwards/backups. You COULD put 50 forwards in your deck if you wanted. Generally I find a good balance to be around 25 forwards, 9 summons/monsters, and 16 backups.
If you've played Magic it is very similar, you'll just have to learn some of the specific card interactions. Let me know if I need to clarify anything further :)
@@rudrose_tcg thank you :) also one last thing I hear that you can play summons during your opponents turn. Do you need CP in order to play the summon on their turn?
@@That1Smug Yes you will still need the proper amount of CP to cast them. Let's say you are casting the 2 CP Earth Summon Cu Sith. You can either discard an earth card from hand to generate the 2 CP needed, or you could dull two of your active backups(one being earth) to produce the 2 CP needed.
Great video! I have a question in terms of the attack phase. Say I use an effect to raise the power of a forward from say 7000-9000 and then attack my opponent. If they choose to block with a forward that has an attack power of 7000, are both cards destroyed? I only ask because I was sure that attack power and health were independent of one another so raising a cards attack power doesn’t actually raise its health ?? Let me know if I’m way off base 😂
Good question! Yeah it's a little weird how it works but in your situation, no your forward wouldn't be destroyed. It's Power and "Health" would both be 9000. That's really only relevant when talking about damage taken. So if you have a 9k, and it blocks a 5k, it takes 5k damage and deals 9k in return. Then if it blocks a 4k, it will STILL deal 9k in return because that's it's power. However, as the combined 5k + 4k would equal it's power of 9k, it would break afterword. I hope that helps :)
So if you play/discard your entire hand, do you draw 5 when it is your turn again?
Man wouldn't that be something? No you only draw 2 cards during the Draw Phase of every turn. So if you you end your hand with 0, you are only going to start with 2 cards the next turn. That's one of the strategies/balance of the game is keeping a large hand size vs playing out your resources.
19:47 oh the loss of innocence 😢😂
Haha, good catch.
🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏 love the ff14 music ahaha , and nice hand shake at the end haha
Glad you liked it! Hope it was helpful!
What the hell!? You told me 40 in a deck!!!!! Thats why it took me months to win ONCE!!
lol you must be thinking of Yugioh my friend :P
25mins, that's confusing as fuck and potentially a game-changing mechanic.
Yeah it sounds like a lot when you are a beginner. It gets "easier" the more you play with it.