Hey everyone, RB here! Today I’m going to be talking about one of my favorite Summons in the set. This is largely due to another great FINAL FANTASY EXPLORERS original illustration from Gen Kobayashi. He’s been an artist on FINAL FANTASY titles going back to 2004, as well as the Lead Character Art Designer on “The World Ends With You,” but was part of the Design team for FINAL FANTASY EXPLORERS, which makes these FFEX summons a perfect fit. This week’s Card of the Week is Fenrir [12-068H]!
Let’s take a look!
Fenrir is a 5CP Earth Summon from Category FFEX. It reads, “Select up to 2 of the 4 following actions. ‘Choose 1 Light Forward or Dark Forward. Break it.’ ‘Choose 1 Backup of cost 4 or more. Break it.’ ‘Choose 1 Monster. Break it.’ Or ‘Choose 1 Earth Forward of cost 2 in your Break Zone. Play it onto the field dull.’” Summons with multiple choices of effect, commonly referred to by players as “modal” summons, are very popular, and Fenrir [12-068H] should prove no different.
Being able to outright break a Light or Dark Forward is going to be a pretty popular effect, as those are often some of the most powerful and difficult to remove. The best part, though, is that you can still get another choice in addition to that. Its second effect, breaking a high CP cost Backup, can prove to be great against decks that rely on cards like Unei [10-023H], Cid (II) [6-045H], or Snow [7-033R]. With Fenrir existing, players will have to make sure they’re not relying too heavily on high CP backups, since there’s another form of removal for them. The third form of removal Fenrir has is to Break a Monster, with no restriction. This one is very situational, but it’s nice to have Monster removal on a modal summon so you can use it when you need it!
Its fourth effect isn’t removal at all, but can be very useful in turning the tides of battle, or even just a bonus on top of one of the first three removal effects! It could be used in a Category WOFF deck to bring in Serafie [1-109R], allowing you to bring an additional Forward to your hand. Cloud [11-136S] is a popular 2 CP Earth Forward, who typically needs to survive to your next turn to get started using his powerful ability, but with Fenrir you could bring him in during your opponent’s 2nd Main Phase for a better chance he’ll make it into your next turn and can start using his ability right away! Lastly, I think one of the best uses is with Yda [5-158S]. While the Scions of the Seventh Dawn have fallen a bit out of the meta for awhile now, the previous Fenrir, Fenrir [8-081R], saw play in Scions of the Seventh Dawn decks for its Light/Dark removal. Being able to bring in Yda as well can end up being a big boost for the Scions when trying to turn the tides of battle. While she’ll enter play dull, the Scions often have effects based around having other Scions in play, like Thancred [5-107H], so Fenrir can even work as a pseudo-combat trick.
There are plenty of other possibilities for Fenrir [12-068H], especially with all of the options it presents! I’m sure it’ll prove to be a very versatile Summon for fans of the Earth Element! Next week, Tim returns with a shockingly amazing new FFTCG original artwork.
Until next time!