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The 5 Best Resonators in Alice Cluster (so Far)

The Twilight Wanderer is upon us! With Dragons, Fairies, and our new Ocean Overlord coming, let’s take a look back and see which Resonators shook the metagame the most both here and abroad.

5. Arthur, the Dead Lord of Vengeance

Any non-Darkness deck that has faced Arthur knows how important is it to keep him off the board. He’s the whole package – a huge body to deal and tank damage with, along with a 400 ATK / 400 DEF stat swing which completely changes combat into your favor. It might not seem much at first, but when your Lancelots can be beaten by Loras, or you can’t play your Cheshire Cats as chump-blockers, you know that you’re at a huge disadvantage.

What puts Arthur over the top is his recursion. You need to remove Arthur from the game to permanently deal with him, otherwise he’ll keep coming back. Costing 4, he’s also a great target for Persephone. This however, is also the primary reason why I can’t rank him higher – there are some cards that are hard counters to Arthur (e.g. Grimm, the Avenger of Fairy Tales, Bedivere, and Savior of Splendor) which are fairly common inclusions. Left unanswered however, he can quickly bring games to a close whether by himself, or with other Darkness Resonators.

And don’t get me started when there are two copies of him on the field…

4. Celestial Wing Seraph

Image of Celestial Wing Seraph
“Hey, is that a baby she’s carrying? Oh wait…”

CWS is pure value that’s more than worth her cost. You get a total of 1800/1800 (you are getting that Dignified Seraph right?) worth of Flying bodies, and the ability to heal certainly helps! For most decks, playing CWS is a point of stabilization, as aggressive decks tend have limited options to get past the two huge angels.

The best part of CWS is that her “enter your field” effect triggers no matter where she came from – whether you raise her from the dead via Genesis Creation, blinked her out and in again via Dream of Juliet, or put into play from your hand from Alice’s Castling, she makes sure that she comes in with company.

As an Angel, she can be searched with Arla’s J-Activate, and given the defensive tools Light has, it is very possible to survive into the mid-game where she can easily take control of the match.

3. Perceval, the Seeker of Holy Grail

Image of Perceval, the Seeker of Holy Grail
Regalias, Knights, and everything nice. That’s what little Percy’s made of.

Ever since they broke into the international competitive scene, Knights of the Round and Regalias have been metagame staples – forever changing the pace of the game and cementing Fire and Light as the go-to colors for aggressive strategies. These decks thrive on consistency, and Percival plays a huge part in it. Digging 5 cards deep into a 40-card deck is a lot of searching power and, when built right, is almost as good as searching for a specific card and getting it.

The Seeker’s role doesn’t end there though – he also has the ability to prevent damage to his fellow Knights of the Round Table and, more importantly, your J-Ruler. All of these advantages for just the cost of one Light Will makes little Percy a definite addition to any deck that uses Regalias, Knights, or both.

2. Guinevere, the Jealous Queen

Image of Guinevere, the Jealous Queen
She’s jealous that you’re using Cheshire Cat in the same deck too.

As if Fire needed any upgrades, we get presented with a Resonator that:

a) Only costs 1.
b) Turns any Resonator into card advantage while improving the quality of your hand.
c) Pushes damage when you desperately need it.

It’s Guinevere’s first ability which makes her stand out. Repeatedly being able to draw into more threats or answers and filter unneeded cards is a welcome ability in any deck. She works best with Resonators that do something when they die such as Rukh Egg and Mozart, or ones with some form of recursion (meaning they can find their way from the graveyard into play, one way or another) such as Cheshire Cat and Rasputin. That aside, she’s flexible in any deck – even some combo decks such as Yamata-Eibon utilize her as an additional way to discard their key pieces, and Alice’s World decks put her in for her unique Resonator type (Queen), and synergy with Morgana, the Wise Servant.

Don’t forget that she can sneak some damage in with her second ability as well. It’s rarely used, but it’s always good to have. The mini Poison Apple-like effect could be enough to close some games (or trade favorably with larger opposing Resonators).

1. Lancelot, the Knight of Mad Demon

Image of Lancelot, the Knight of Mad Demon
Fair.

Lancelot might not be the metagame-defining card in FoW so far (that honor goes to Laevateinn), but he definitely has set a new standard for aggression, which sent other decks scrambling to adapt to. When Knights first came out, it steamrolled nearly every deck it came across in the old metagame (Odd Grimm, Midrange Grimm, Abdul/Scheherazade Control, among others), and a big part of it is due to the Knight of Mad Demon. He simply does a lot for his cost. 600/600 for 2 Will is already great stats and puts him outside of Thunder/Demonflame range. Swiftness on top of that makes him a really strong card, but the ability to shoot 700 damage and pump himself? INSANE!

Did I mention that he can be searched by two of the best search engines in the game (Rukh Egg and Perceval)?

This is what puts Lancelot a league above the rest – he’s a card that can dish out damage and provide field control at the same time while being almost always readily accessible for very little resources. Granted, you have to get him to 1000 ATK, but it can be done very easily with Hector (which can also be searched by either Rukh Egg or Perceval). In the worst case, you have to spend four stones to pump Lancelot, and even then it’s still a fair price to pay. Killing two resonators for three resources (Lancelot + Hector) is a lot of value. Killing an opposing resonator and then hitting your opponent for a fourth of his or her life total is also great value, and Lancelot can easily do either. The “drawback” of him having to attack first each turn is negligible most of the time, as that’s what you’d want him to be doing that anyway.

While there are numerous ways to deal with Lancelot, most of these are ineffective because they either cost the same, or greater as him (which means they have to forfeit their turn 2 or 3 play just to prepare for him early in the game, or risk taking huge damage or being behind in field advantage), or he already did his damage by the time he’s answered (such as Rapid Decay or Bind of Gravity). The fact that he’s so cheap and can easily be searched means that your opponent has to always account for the possibility of being hit with multiple copies and play accordingly.

Finally, he’s godlike with Ame-no-Habakiri. In fact, there’s an interesting deck in the Top 4 of the local Halloween Event here which centers on the setup of Little Red, the True Fairy Tale with Lancelot, Ame-no-Habakiri, and Protection of the Seraph to create a fast, unstoppable beast, and then protecting it with Cancel spells.

Red is having a field day in our top 5, and hopefully we see some of the other colors make the cut with The Twilight Wanderer comes in! Are there any Resonators that you have in mind which didn’t make the list? Let us know at the comments!

Until then!

Card images from http://force-of-will-tcg.wikia.com/ and http://db.fowtcg.us .

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Valentina Shroud Insights and Deck List

Good day to everyone!!

Franz here! I am one of the new contributors of the site 😀 and I’m here to share with you guys about the deck with me and my friend Jolo Obinguar brewed for SKL, though TTW is just a month away we still see potential for this deck in the next cluster. Let me present you some small insight for the deck.

Initially the deck was supposed to be a Valentina Rush, which was inspired by a deck that Matt Kozomor brewed that he posted on the FoW US YouTube channel and on the FoW US Facebook group. But upon playtesting the Valentina Rush was not up par on the current meta here in the Philippines, Decks on our community constantly changes every casual tourney as opponents constantly scouts and finds ways to counter everyones deck.

My friend Jolo saw potential for the deck and insisted that instead of going for a Rush deck why not build a Tempo Deck. Was hesitant at first, but decided to stick with his advice and added a few tweaks. After a week of playtesting I was satisfied with my Valentina Tempo deck, until the weekly casuals which is every Wednesday. My friend Jolo built his own version of my Deck but with his own tweaks by adding a Set of Alice Soldiers and 2 Purplemist.

I was intrigued with the deck, he decided to brew, that constant shroud from Cheshire, Alice Soldier and Purple Mistst it was so OP!
Especially with the help of 4 Shangnri-la on the field, Only way your opponent can destroy this resonators are with Dark Purge and Aqua Tempest (though your enemy casting Aqua tempest would be an advantage on your side if you have laevatin)
I still see potential for this Deck for the TTW cluster, ill will however be using Valentina, the Ruler of Paradise as my Main ruler and Overlord of the Seven Lands, Valentina as my Sideboard Ruler. I will update my post once FoW finishes releasing the spoilers.

So without further adieu heres the Deck List

Ruler:

Valentina, the Princess of Love // Valentina, the Ruler of Paradise

Resonators:
4x Cheshire Cat, the Grinning Remnant
4x Alice’s Little Scout
4x Alice’s soldier
4x Hanzo Hattori
3x Medusa, the Dead Eye of Petrification
2x Little Mermaid of Tragic Love
2x Purplemist, the fantasy dragon

Chants:

4x Shangri-La, the Paradise on the Ocean
1x Foresee
2x Sign to the future
4x Dream of Juliet
3x Gleipnir, the Red Binding of Fate
3x Laevateinn, the demon sword
Stone deck:
4x Magic Stone of Light Vapors
4x Water Magic Stone
1x Moojdart, the Fantasy Stone
1x Little Red, the Pure Stone
Side deck:
1x Blazer Gill Rabus
4x Demonflame
2x Flame King’s shout
2x Deathcythe, the Life Reaper
1x Marybell, the Steel Doll
2x Lunya the liar girl
3x One-Inch Boy

See You Tomorrow!

It’s official: We’re at TamaCon 2015 tomorrow! 😀

Tutorial sessions start from 11am onwards, feel free to ask any of our staff to teach you how to play the game. 🙂

Rulers’ Gauntlet starts from 1pm onwards, and pits you against one of our staff, where you each pick from a selection of five different decks and play against each other. Prizes await the winner!

Finally, packs and single cards will be sold at discounted prizes, so whether you’re new to the game, or a veteran, we have something in store for you! 🙂

Little Rulers

One of the biggest barriers to entry for anyone hoping to start playing FoW locally has been the price and rarity of the Rulers, and in all honesty, I still can’t understand why that’s the case. I was told that in the earlier Cluster, there has been a printing run of Uncommon Rulers, and I think that would have been a better standard to follow through – they are part of the game mechanics (like WoW TCG’s Heroes), so they should be more accessible, and not limited to 2-4 pieces per box. This severely limits the number of players who can gain access to the game, especially without any up-to-date starter decks in sight.

The brute-force solution is to always buy more and hope to open the ones you need (or simply get them all), but not everyone has the time, disposable income, and commitment to do so. Besides, we’re growing the community first, and to tell interested players to shell money from the get-go might not be the best way to entice them into the game.

It’s always my philosophy to try to ease someone in when they want to try out something first rather than asking them to jump the gun. Ease creates comfort, produces less pressure, and generates trust. Surprisingly, the knowledge that they can back out at any time without any big consequences actually drives them to invest deeper into the game once they experience how fun it is.

That’s why I’m a fan of “Common and Uncommon cards only” formats. WoW TCG has their “Lazy Peon”, and M:tG has “Pauper”. They’re relatively cheap formats so players aiming to try the game out can easily join in, the power levels of the cards are generally balanced, cards are more accessible, they have a different metagame from the standard formats, and they are generally good environments to learn the mechanics of the game without committing too much resources.

Which is why I’m irked that FoW rulers are very very rare.

Nevertheless, last month a number of local players and I had a discussion about making a similar format for FoW. Despite this being completely unofficial, they have expressed their interest in trying it out, and voiced their opinions to make it a fun and balanced format.

For now, let’s call it Little Rulers.

Gameplay

Little Rulers follows the same rules as a normal FoW game:
1 Ruler
40-card minimum Main Deck
10-card minimum Magic Stone deck
15-card sideboard

However, there are two major changes in the Little Rulers format:

First is that all cards in both the main deck and magic stone deck must have Common and Uncommon rarity only. That means no Promotional Cards, R, SR, Dual Stones, and True Magic Stones in them.

The second difference is the Ruler selection. Rather than using the standard Ruler/J-Ruler card type, players must select a Resonator that will act as their “Little Ruler”. This particular Resonator is bound by the following rules:

1) It starts off on the Ruler area, face down. The opponent should not know who it is prior to the start of the match.

2) The Resonator acting as the Little Ruler should not have any additional copies of itself in the main deck and sideboard. For example, I picked “Seven Dwarfs” as my Little Ruler, I shouldn’t have any other copies of Seven Dwarfs in my Main deck and Sideboard.

3) The face-down Little Ruler is treated as if it were a Ruler card. That means that it cannot be affected by effects that target Resonators.

4) You can pay the Little Ruler’s Attribute cost to “J-Activate” it – turn it face up and put into your field. This follows the rules of J-Activation – the chase area should be clear, it should be in a recovered state, hasn’t called any stone during the turn, and can only happen once per turn. It retains all printed abilities that it has.

5) A Little Ruler that’s in the field is treated as if it were a J-Ruler card. It can only be affected by spells, abilities, or effects that can target J-Rulers. It can also call Magic Stones.

6) If the Little Ruler dies, it’s returned back, face-up into the Ruler area, and loses all of its abilities. It’s still treated as a Ruler card, and Players can still use it to call Magic Stones.

7) A player cannot change his Little Ruler at any time during the tournament.

8) Each player must have a way to distinguish his Little Ruler card from his Main Deck, Sideboard, and Magic Stone Deck.

And that’s basically it – an accessible format for new players getting into the game, and a new territory to explore for veterans.

Community Development and Moving Forward

Our community grew a little, thanks to the interest of the guys from CIIT (which is an awesome art school btw), but of course, it doesn’t stop there, and I hope this format will help generate more interest into the game and make it more accessible to other people.

Especially with plans for a Little Ruler League.

The Little Ruler League is a bi-weekly tournament series that aims to help newer players get into the standard Force of Will game by having a Ruler as part of the prize structure. A typical Little Ruler looks something like this:

Format: Little Rulers Grimm Cluster (or Origin)
Rules: Bifrost
Entrance Fee: Php150-Php300
Prize Structure: Modified Draft Pick (additional details below)

A Draft Pick prize structure is where the prize packs are opened, the R, SR, Ruler, Special, and True Magic Stone cards are taken out and presented as the prize pool. Players then take turns picking a card they want depending on their final tournament standing. After the last-place player has picked, the order reverses, with him or her picking first until it reaches the first-place player. The process is repeated until all of the prize cards are gone. The opened packs containing commons and uncommons are randomly distributed.

Here’s the major change for the modified draft pick prize rules, exclusive only for Little Rulers League:
– In the event that additional Rulers have been opened from the prize packs and added to the prize pool, the Grand Champion CANNOT get them as his first pick.
– He can however, trade the Ruler that he won from the Tournament for any of the other Rulers in the prize pool, in addition to still being able to pick (a non-Ruler card) first from it.

This change is done in order to uphold one of the goals of the League, which is to provide an alternative way for everyone to acquire the Rulers that they need.

Stay tuned for the first leg of our Little Ruler League, to be announced soon.

Until then!

Just Some Silly Matchup Guide XD

Here’s a little match-up table I’ve made based from playtesting, and watching games. Now, this isn’t the most definitive and extensive guide around, so please do keep the following in mind as you browse:

1) Not all decks are accounted for. Rather the list features a mix of popular Rulers/decks and some brews from our local metagame.

2) Depending on color and composition of each deck, the nature of the match-up can change. Water/Fire/Light Grimm for example, has more threats than Darkness/Light/Wind Grimm, and probably have better chances vs Kaguya and Alucard.

3) Remember that changing your Ruler might affect the deck archetype you’re playing. If you side in Christie and some anti-vampires to your Puss deck, for example, you’re considered Christie control.

4) Not everything is tested extensively (like 20+ games) yet, though I’m confident that the popular match-ups are fairly accurate, having played those repeatedly enough in preparation for our local Open.

5) A number of these match-ups are fairly close, and will boil down to variance, tech cards, and skill of the players. Aggro matchups are more volatile, and tend to go either way.

6) Yes, that’s Pandora control dominating everything. 😛

Matchups
Click image for full size.

If anyone’s interested in the tally of positive matchups each deck has, here it is:

Grimm Control – 5/9
Alucard/Alhazred Control – 6/9
Kaguya Control – 5/9
Puss Musketeers – 3/9
Christie Control – 2/9
Crimson GIrl Aggro – 3/9
Little Red Werewolves – 5/9
Bahamut Burn – 5/9
Snow White Aggro – 4/9
Pandora Control – 7/9

All in all, I can say that it’s a somewhat balanced (and widely open) field where you can pick a deck that you like to play, and possibly do well with it as long as you’re aware of which matchups are bad, and how to sideboard/play against them properly (e.g. don’t feed Resonators blindly to Alucard).

Until then!

Welcome to Friend and FoW!

Hi guys, Friend and FoW (or F&F for short) is my personal blog that chronicles my experience in playing the Japanese-made Force of Will Trading Card Game (or FoWTCG) here in the Philippines (and abroad… someday… hopefully).  With just a year under its belt, the game is still in its infancy here in my country, and it’s slowly picking up the interest of the local cardslingers with its awesome art and equally immersing gameplay.

I personally started my FoW journey a couple of weeks ago, after being introduced to the game by one of the accommodating demo teams, and have liked the game a lot ever since.

And with that, another road to adventure opens before us.