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INTEREST: Magic: The Gathering Game Reveals Final Fantasy VII's Tifa Card




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Minos_Kurumada



Joined: 04 Nov 2015
Posts: 1441
PostPosted: Tue May 06, 2025 8:13 pm Reply with quote
Really cool, but none of the card effects reflect their in-game powers.

For example, Celes should be able to block enemy spells, Zell should have haste, Terra should be able to buff herself, Cloud should have Trample, Tidus should have the ability to avoid damage...

These feel like generic cards with no personality.
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AiddonValentine



Joined: 07 Aug 2006
Posts: 2947
PostPosted: Tue May 06, 2025 9:44 pm Reply with quote
So. We gonna talk about how her mana have the colors of the Italian flag?

-Throws smoke bomb and runs!-
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EmeraldSaucer



Joined: 31 Jan 2025
Posts: 936
PostPosted: Tue May 06, 2025 10:41 pm Reply with quote
Minos_Kurumada wrote:
Really cool, but none of the card effects reflect their in-game powers.

For example, Celes should be able to block enemy spells, Zell should have haste, Terra should be able to buff herself, Cloud should have Trample, Tidus should have the ability to avoid damage...

These feel like generic cards with no personality.


Chocobos also apparently have a landfall theme, because I guess different chocobos being able to cross different terrain means they care about lands? Something they share with Zell for some reason? It really feels like they just had some designs lying around and decided to slap FF names onto them rather than designing a set with FF in mind
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Nionel



Joined: 08 Sep 2004
Posts: 632
Location: Nebraska
PostPosted: Wed May 07, 2025 2:19 am Reply with quote
Minos_Kurumada wrote:
Really cool, but none of the card effects reflect their in-game powers.

For example, Celes should be able to block enemy spells, Zell should have haste, Terra should be able to buff herself, Cloud should have Trample, Tidus should have the ability to avoid damage...

These feel like generic cards with no personality.


I agree completely. The two cards they've shown so far that actually fit the characters they represent are Cecil and Cactuar. Everything else has just felt generic.
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Blaze_1013



Joined: 05 Nov 2024
Posts: 218
PostPosted: Wed May 07, 2025 5:30 am Reply with quote
Minos_Kurumada wrote:
Really cool, but none of the card effects reflect their in-game powers.

For example, Celes should be able to block enemy spells, Zell should have haste, Terra should be able to buff herself, Cloud should have Trample, Tidus should have the ability to avoid damage...

These feel like generic cards with no personality.


You don't have the ability to do that in card design. The obvious thing is that adding text to cards increases their power. Zell is stronger with haste and would be costed differently. You also have the issue of only having so much complexity, and as an extension to that text, you can put on a card. Having straight forward abilities without much extra is important for design, especially for face commanders. The goal of the commander cards is to make for interesting build arounds. For Cloud for example, you need to design in challenges for the players so you shouldn't just give a commander that wants to get big and attack evasion on top of everything else. You need to make players work for it.

I'm not super familiar with a lot of Final Fantasy, but I think it's obvious the flavor they went with for Tidus. It's him playing blitz ball. The counters represent moving the ball around and when something with the ball scores by connecting you get rewarded. It's actually really cool.

Nionel wrote:

I agree completely. The two cards they've shown so far that actually fit the characters they represent are Cecil and Cactuar. Everything else has just felt generic.


You don't think the Tonberry does a good job of capturing how it behaves in game? And I'm sorry, the design for how they're doing summons is INSANELY cool and generic is the last word I'd use to describe it.
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Loogoo T Lexter



Joined: 21 Feb 2025
Posts: 25
PostPosted: Wed May 07, 2025 3:22 pm Reply with quote
Blaze_1013 wrote:
You don't have the ability to do that in card design. The obvious thing is that adding text to cards increases their power. Zell is stronger with haste and would be costed differently. You also have the issue of only having so much complexity, and as an extension to that text, you can put on a card. Having straight forward abilities without much extra is important for design, especially for face commanders. The goal of the commander cards is to make for interesting build arounds. For Cloud for example, you need to design in challenges for the players so you shouldn't just give a commander that wants to get big and attack evasion on top of everything else. You need to make players work for it.

I'm not super familiar with a lot of Final Fantasy, but I think it's obvious the flavor they went with for Tidus. It's him playing blitz ball. The counters represent moving the ball around and when something with the ball scores by connecting you get rewarded. It's actually really cool.



Celes could easily have been given a counterspell mechanic. Or even just Hexproof to symbolize her Runic ability

Zell adding extra land I can see being about haste at least by equating it with ramp (minus removing it at the end of turn). The others not so much though.
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Blaze_1013



Joined: 05 Nov 2024
Posts: 218
PostPosted: Wed May 07, 2025 6:41 pm Reply with quote
Loogoo T Lexter wrote:


Celes could easily have been given a counterspell mechanic. Or even just Hexproof to symbolize her Runic ability

Zell adding extra land I can see being about haste at least by equating it with ramp (minus removing it at the end of turn). The others not so much though.


As I said, you can't keep throwing abilities onto cards. You can only capture so much nuance for a character with two or three abilities. Not to mention Celes already had the limitation of being the secondary face commander of a WBR deck. This meant she would need to play into the theme of the deck and those colors limit her ability to have hexproof (a GU mechanic) or something related to counter spells. Not to mention hexproof on commanders isn't really good gameplay. Plus as I showed with Tidus and it probably being themed around Blitzball, her design probably does tie into some element of her character. I just don't know anything about her to try and figure out what that might be. You can certainly wish she had a different design though, and luckily it should be a safe bet she'll get a second card in the main set.
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EmeraldSaucer



Joined: 31 Jan 2025
Posts: 936
PostPosted: Wed May 07, 2025 6:48 pm Reply with quote
Blaze_1013 wrote:
As I said, you can't keep throwing abilities onto cards.


This really isn't a tenable argument in a post-FIRE design world lol
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Blaze_1013



Joined: 05 Nov 2024
Posts: 218
PostPosted: Wed May 07, 2025 7:23 pm Reply with quote
EmeraldSaucer wrote:
Blaze_1013 wrote:
As I said, you can't keep throwing abilities onto cards.


This really isn't a tenable argument in a post-FIRE design world lol


I could be mistaken, but I think they have been trying to pull back on how wordy cards are. Looking over Dragonstorm the cards in the set don't seem nearly as text heavy as some of the stuff we've had in the past. The Betors of the set are few and far between.
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OpenYourEels4TheNextFeels



Joined: 14 Nov 2023
Posts: 186
PostPosted: Thu May 08, 2025 1:34 am Reply with quote
I'm fairly certain that a lot of the commander cards are a bit more generic ability-wise compared to the main set because the commander decks are going to be drawing in a lot of newer player for the game. For example, they just revealed a main set Zenos Yae Galvus card and it looks SUPER flavorful: https://x.com/FF_XIV_EN/status/1920191951762313640

They also revealed Shantotto's card in Japanese: https://x.com/FFXI_JP/status/1920055179669614638
(Note: she has the creature type dwarf because the Tarutaru are equivalent to the Lalafell in FFXIV, and the Lalafell are referred to as dwarves on the First Reflection.)
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EmeraldSaucer



Joined: 31 Jan 2025
Posts: 936
PostPosted: Thu May 08, 2025 7:18 pm Reply with quote
OpenYourEels4TheNextFeels wrote:
They also revealed Shantotto's card in Japanese: https://x.com/FFXI_JP/status/1920055179669614638
(Note: she has the creature type dwarf because the Tarutaru are equivalent to the Lalafell in FFXIV, and the Lalafell are referred to as dwarves on the First Reflection.)


And that's another flavor fail, Shantotto not being black and just UR because that's generic spellslinger colors for a generic spellslinger card
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Minos_Kurumada



Joined: 04 Nov 2015
Posts: 1441
PostPosted: Thu May 08, 2025 9:08 pm Reply with quote
So, in summary:

They got the Final Fantasy IP rights just to paste JPGs over generic cards instead of trying to design cards to resemble characters.

It's the Marvel vs Capcom "character vs function" stuff again, eh, imagine Sakurai getting Cloud's rights just to give him generic swordsman attacks instead of doing his best to make his Limit Breaks viable in a fighting game.

I don't get how this will make FF fans to want to play Magic, which I suppose, was the idea.

If the real abilities cannot be used for whatever reason then they should not have used the FF IP to begin with.
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gorilla491



Joined: 23 Dec 2005
Posts: 97
PostPosted: Fri May 09, 2025 12:11 am Reply with quote
Celes and Tera look so cool!
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