Multi-Element Decks for Nationals!

Multi-Element Decks for Nationals!

Meta Potion here, you all voted for this and we listened!

Here is the Gauntlet according to us at Meta Potion. Let us continue with the 5 Multi-Element decks now! Be sure to check out our Mono Element Article here if you are interested!

Expect to see these decks or variations of them at North American Nationals or your next event:

  • Lightning/Ice
  • Fire/Ice
  • Water/Wind
  • Water/Light
  • Golbez

Ice / Lightning

Deck History: あずさ - Osaka 41 man tournament, placed 2nd.

Forwards (27)

Backups (17)

Summons (6)

This element combination has done extremely well since Opus 2, these 2 elements work extremely well together, you get the Dull/Haste effects from Lightning, Dull/Freeze effects from Ice, toss in the Al-Cid combo and this deck archetype is a beast. This deck has consistently been doing well throughout the life of Opus 3. It may have not won as many events as Mono Water or other archetypes but it's definitely done well enough to earn its slot of respect to test for Nats. This deck has a lot of the same line of plays as Ice does. However, due to the fact it also has Lightning, you need to be weary of them giving their forwards haste as well!

Here are 5 key cards you should expect when facing Ice / Lightning:

Beware of the following interactions the deck has access too:

  • Similar to Ice, you need to watch out for the Rinoa tricks and the pressure it provides. Don’t forget, Lightning can give Rinoa haste!
  • Legendary Kuja: This has the ability to dull & freeze when he attacks. Don’t get caught off guard by this trick. Remember, he does not get shut off by 4 drop Dark Emperor.
  • Typical Al-Cid + Onion Knight combo: You will see in almost every Lightning element deck.
  • Red Mage: Hands down one of the best backups. The ability to give any forward you play haste can win the game.
  • Cyclops: This is a combat trick most likely used while attacking with weaker forwards and making you 2nd guess yourself if they have cyclops in hand or not.

Fire / Ice

Deck History: Joshua Freeman-Birch, 106 player OCTGN tournament, placed Top 2. 

Forwards (24)

Backups (18)

Summons (8)

Fire/Ice is always that archetype if you are not ready for it; it can ruin your day. With recent Top 4 finishes in the OCTGN tournament, and top 8 finishes across the world, we had to include this in our Meta review. This deck excels at discard effects while pressuring your opponent with very value forwards that are very efficient. Such as: Shelke>Vivi>Zidane combo or Cards like Rinoa/Shiva to dull your opponent for the small forwards to get through, or even Squall>Laguna with devout. This deck runs cards like: Red Mage (Fire), Shiva, Rinoa, and Vivi. Opus 1 Red Mage (Fire): To make 1 of your forwards not be able to block. Shiva: 2 drop from Opus 3 to dull 2 forwards. It even has the combat trick of attacking with Rinoa (You don’t block so Rinoa does not die) then using 2 drop Vivi (if it's already in play) to break Rinoa to dull your board anyways and get in for game. Watch out for this decks tricks when preparing for Nationals!

Here are 5 key cards you should expect when facing Fire / Ice:

Beware of the following interactions the deck has access too:

  • Belias: This card can be used after playing a forward like Legend Kuja to  give it haste and dull/freeze your board with his ability. Or Belias on Genesis to gain haste, so he can deal a point of damage and also make you discard a card.
  • Starter Zidane: This is very good in this deck because he is cheaper to cast with Vivi in play. It can either make you discard a card, or aid the deck in gaining tempo by drawing an extra card  and applying a threat.
  • Red Mage: Fairly self explanatory. Makes your forward not be able to block and can open up lines where they can attack with Genesis, or for the win.

Wind / Water

Deck History: Matt Pogora, 106 player OCTGN tournament, placed Top 4

Forwards (23)

Backups (17)

Summons (10)

This archetype normally finds its way to become a monster near the end of every format. We saw this happen in Opus 1 and Opus 2. Dare I say we see it in Opus 3? We fully expect this archetype to have an uprising for NA Nationals. It not only packs Wind tricks, but it is also mixed with the FF9 Engine, and we know Water is already good. It also got some new additions to its arsenal. One spicy addition is Opus 3 Wind Zidane, that lets you choose a card from your opponent's hand and make them discard it. Another is Chaos Walker, which combined with 5 drop Yuna is a 3 cost removal Summon! This deck also has the alternate win condition vs. the long-game being in 2 drop Rikku backup that mill's your opponent. Don’t get caught by surprise and forget this deck when preparing for Nationals!

Here are 5 key cards you should expect when facing Wind / Water:

Beware of the following interactions the deck has access too:

  • In the long game, you need to watch out for the Rikku. Milling over time, this deck surprisingly wins a lot of games this way.
  • Paine: Helps draw cards and can also ready backups. This could possibly lead into a double mill turn.
  • Trey: Is a beat stick that is hard to deal with. Be careful for tricks like Sylph to make him untargetable by Summons.
  • Garnet: Just a sneaky combat trick that buffs all your opponents forwards by +1k just for casting a Summon. Keep in mind, she can also play other summons of cost 3 or less for 2 Water CP.

Water / Light

Deck History: Kurosawa - Osaka 41 player tournament, placed 1st.

Forwards (24)

Backups (17)

Summons (9)

This archetype is still new to many and most are unsure how to play it. That being said, a quick rundown of how the deck plays. Its focus is to play as aggressive as possible early on, poke 4-5 damage, and set up a board to eventually Ultima + haste its way to victory. Many times this is done with 2 Light forwards in play. It has a ton of card cycling to ensure the consistency of all the Light cards, and Eiko backup to regain Ultima late game if needed.

Here are 5 key cards you should expect when facing Water / Light:

Beware of the following interactions the deck has access too:

  • This deck likes to win by getting a few Light Forwards on the board. Getting you to 3-4 damage and then casting Ultima.
  • Moogle: Is this deck's key filter card. Be careful if you see it starting to pitch extra Light cards or even summons to fuel the Eiko Backup.
  • Cosmos: By far the most important card the deck wants to see. Without this, it can not flood the board w/ Light forwards.
  • Ghis: Another key card in the deck. It helps it play all the off-color forwards of 3 cost or less, along with cycling cards in the deck.


Deck History: -Player Unknown-, 86 player Singapore Tournament, placed 7th

Forwards (27)

Backups (16)

Summons (7)

This archetype has been in the meta since Opus 1. Sometimes it falls off, but it always finds its way back into the Meta (With 3 top 8 in latest Singapore tournament and a few in Japan’s latest tournaments). Golbez can be built many ways. Rather that be archfiends and utilize the Opus 2 Golbez, or the “Normal” Golbez utilizing Opus 1 version to get 4, 2 drops, after it breaks. You never want to discount this deck from any  big event.

Here are 5 key cards you should expect when facing Golbez:

Beware of the following interactions the deck has access too:

  • Rare Delita from Opus 1: This should be no stranger to anyone. This is one of the main ways the deck can break its own Golbez and grab its 2 drop forwards.

  • Kefka: The ultimate value backup that makes all the weaker 2 drops from Golbez and turn them into huge beatsticks.
  • Gippal: A forward alternative to Kefka, and gives the golbez deck enough power on their 2 drops to guarantee damage to push through.
  • Golbez: Well this is no surprise to anyone it's the name of the deck! The card grabs 2 drops of 4 different elements puts them into play. An extreme value play in most cases.
  • Shantotto: A good card for the Golbez player to use if they want to clear the board for that last point of damage. They bounce Onion Knight (2 drop), or have a haste forward, then shantotto the board and play a haste 2 drop to win the game.

That's it for now! Let us know in the comments below or on our Facebook page if you agree/disagree and let's spark a nice discussion! Let us not forget any sneaky decks people forget to test on the way to Nationals! 

-Matt Okimoto