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Opus VII Card of the Week 3 - Krile > News
2018-09-20 10:00:00

Hey everyone! RB here with another Opus VII Card of the Week! This week’s card will not only be another potential Forward to join a Warrior of Light themed deck, but could go great in any Earth deck, Krile [7-068H]!

Krile first appeared in FINAL FANTASY V. She is the granddaughter of the Dawn Warrior known as Galuf. She bonded with a Wind Drake at a young age, and has a mysterious telepathic connection to various magical creatures. Eventually, Krile becomes one of the four Warriors of Light, alongside Bartz, Lenna, and Faris. This particular version of Krile is from the mobile game DISSIDIA FINAL FANTASY OPERA OMNIA. In that game, she can buff all types of elemental damage, and strengthen your allies whenever she casts a spell. I’m sure frequent Card of the Week readers will not be surprised that that is exactly how she works in FFTCG.

Let’s take a look!

Krile [7-068H] is a 4CP Earth Forward with 8000 power and Job Warrior of Light. Much like last week’s Card of the Week, her power is standard for her CP cost, but Krile comes with three abilities as well! Each of them are based around Summons, playing into her mysterious connection with magical creatures. Her first ability allows you to pay for Summons using CP of any Element! Decks that play around with multiple elements get a bit easier with Krile, since you won’t have to worry about having the right element. You could even hypothetically play only Earth Forwards and Backups, but include your favorite Summons from each Element if you wanted!

Of course, regardless of which elements you choose, you’ll want to have lots of Summons available for her other two abilities. Her second ability reads, “When you cast a Summon, choose 1 Forward. It gains +1000 power until the end of the turn.” This gives all of your Summons a slight boost, and there are quite a few that play well with this ability, but we’ll get into that in a bit. Her final ability is an action ability, requiring you to discard 1 Summon from your hand as the cost. If you do, “Until the end of the turn, Krile cannot be chosen by your opponent’s abilities.” Magical creatures will come to Krile’s aid to prevent your opponent’s characters from choosing her with their abilities. This kind of protection will make it pretty difficult to get rid of her, so expect Krile to stick around, or at the very least cause your opponent to attempt to use removal on her.

Warrior of Light [2-145L] instantly comes to mind as a Forward that would do well alongside Krile. While it’s already difficult to remove her, Warrior of Light makes it even tougher thanks to sharing the Job “Warrior of Light.” When Warrior of Light is on the field, all of your Forwards with the Job “Warrior of Light” take 2000 less damage from all sources. This will make it even tougher to remove Krile with damage. Also, you can use Bitter End, Warrior of Light’s special ability, after casting a Summon to make Warrior of Light deal even more damage!

Y’shtola [5-068L] can help protect Krile from your opponent’s Summons and auto-abilities, making your board even more difficult to deal with. If Y’shtola is on your field, you can put her into the Break Zone, and Choose 1 Summon or auto-ability and cancel its effect.

If you’re just focusing on Summons, though, another Forward that could be interesting with Krile’s theme is Garnet [3-129L]. Her three abilities follow similar themes to Krile’s. She cannot be chosen by opposing Summons. Whenever you cast a Summon, all Forwards you control gain +1000 power until the end of the turn. Lastly, you can pay two water CP to Cast 1 Summon of cost 3 or less from your hand without paying its cost. Together you can play quite a few tricks with Summons, and your forwards will continue to grow in power even further any time a Summon is cast.

But what are some Summons that could be especially useful with Krile?

While staying within Krile’s own element, Titan [6-075R] is one of my favorite Summons to include with Krile. For 5 CP, this Earth Summon has you choose a Forward you control and a Forward your opponent controls, the Forward you control gains +2000 power until the end of the turn, and then deals damage equal to its power to the opponent’s Forward! While it’s already very powerful, Krile adds another +1000 power on top, letting you either boost a Forward by +3000 power, or even split it up to make your Forwards stronger across the board.

Along the same lines, just about any combat trick, such as Belias, the Gigas [2-019R] or Bismarck [5-133H] can be incredibly sneaky, since they’re buffed further by Krile’s ability. While they can already cause swings in power on their own, Krile allows you to make more plays safely with these 2 CP cost Summons. It doesn’t matter that they’re Fire and Water respectively, since as mentioned, you can include Summons of any Element!

There have been some incredibly Summon heavy decks that popped up in the past, but most have had a tough time winning major events. Krile may be the push they needed, and I’m excited to see how people may utilize her in the future.

So what do you think? Is the newest Warrior of Light to join FFTCG going to find a home in your deck? Let us know in the comments on our official Facebook page: facebook.com/FinalFantasyTCG!

Kageyama-san will be back next week with a cool new card, see you then!

~RB