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25-035L – Aerith
Aerith comes in for 2CP, and when she does come in you’ll choose a Character and they will lose all of their abilities until your opponent gets rid of Aerith or she gets broken. Spoiler Kind of like how Sephiroth broke her. Oops, Spoiler alert.
When Aerith is put into the Break Zone, you can decide to remover her from the game, allowing you to draw a card.
It might even be another Aerith that you can play once more.
Consider Aerith as a Free Play!
And, we all like Free Plays.
25-036R – King
Here’s a way to get rid of the pesky Forward that is causing you trouble.
King comes in and returns one of your opponent’s Forwards to their hand.
If that’s not enough just make sure you have 5 Cadets on the field and that Forward will go to the bottom of their deck instead.
Either way, your opponent will need to spend resources to get that Forward back on to the field, where they could have used all that CP on something else.
If nothing else, King will slow down your opponent.
After that King is a king sized Meat Shield. Or an attacker. Whichever works best for you.
25-037H – Queen
Mark my words, Cadets will make a comeback.
At least I think so. And, why wouldn’t you? Especially when you have a card like Queen.
Once per turn you can activate 2 Class Zero Cadets Backups.
And then you will be able to use those 2 Backups to make use of Queen’s second ability which will allow you to choose 2 cards in your opponent’s Break Zone and remover them from the game.
This is a great card, especially if your opponent has a tendency of grabbing cards from the Break Zone.
25-038C – Goobbue
I don’t get it.
Why would Goobbue want to protect your Forwards, when it looks so hungry. I would have thought it would be something along the lines of “Goobbue, it’s your Forward and it doesn’t come back until Goobbue leaves the field.”
But, nope.
Goobbue has 2 abilities.
Goobbue will protect a Forward from your opponent’s abilities, and Goobbue will protect your Forward from your opponent’s Summons.
You can use one at a time, or both back to back.
25-039C – Cater EX
Do you like Free Plays?
Well Class Zero has one for you.
Cater.
Cater comes in for 2CP, and if you have another Class Zero Cadet on the field, Cater will draw you a card.
And, that’s it.
If you’re ready to swarm the board, Cater will get you there quicker than you normally would.
25-040H – Chocobo Chick (VII)
Get rid of a Wind Backup to play Chocobo Chick for 1CP.
And with that, you will deal 2000 damage to all of your opponent’s Forwards. You might break some, but odds are that you won’t.
But, this Chocobo Chick just hatched and is not about to stop, because it has one more trick up it’s sleeve.. er .. feathers.
After Chocobo Chick is done dealing damage to all of your opponent’s Forwards, you can play a 2 cost Forward from your hand.
Add this to your Chocobo deck. Or any other deck that has Wind Backups.
25-041C – Thief
I see a pattern here.
One sec, let me check.
…
Yes, how did I not realize this earlier?
Simple, Fire’s card was a Security Officer rather than a Job from Final Fantasy XI.
A Backup comes in and you get 2 choices. One is draw a card, and the other is to protect a Forward from high cost Forwards.
And, that’s a bout it.
25-042C – Zidane
This is a little bit of De Ja Vu here.
We’ve seen Zidane go into your opponent’s deck before, and he would grab a card and send it to the Break Zone. This time, though, if you do choose a card to discard, your opponent will draw a card.
It’s a decent play for 3CP.
You can also put Zidane in the Break Zone, and when you do, you can take 3 cards from your opponent’s Break Zone and remove them from the game.
This is good if your opponent has a tendency to bring back cards from the Break Zone.
25-043H – Cid Highwind
Two!?!
Cid comes in and searches for 2 Forwards?
How is that possible?
Not that I’m complaining, this is great. The only thing greater would be if this came with custom full art as well.
And, at 5 points of damage you can put Cid into the Break Zone and play a 5CP card from your hand?
You’ll be in the green, with Cid Highwind.
I’ll take 3, and 3 more just to be sure.
25-044C – Ceodore
The Crown Prince of Baron.
For 5CP you get a 9K Forward that has built in protection from your opponent’s abilities that Break a Forward, but does not deal damage.
If you don’t mind waiting a turn, you can Warp Ceodore in for a measly 2CP.
And, when Ceodore enters the field, you can grab a card with Warp from your Break Zone. That will bring the 5CP down to 3CP, or Ceodore will be a Free Play if you decide to Warp him in.
The good thing is that Ceodore can be played in any deck, as he has no synergy with any Final Fantasy IV Characters.
25-045C – Chocobo
A one cost Chocobo, that likes to party. And, this Chocobo will party with anybody.
As you set up your attack and party up, it’s highly likely that Chocobo will be broken.
And, that will be ok, because once Chocobo is put into the Break Zone after partying for a turn, you will be able to search for another Chocobo of 2CP or less and play it on the field.
I would pick Chocobo (6-050C), and then you would play another Chocobo from your hand onto the field.
It’s a Break One Get Two. I like that deal.
25-046C – Nine
I was going to start off on how I won’t use this card, because of the other Nine from Crystal Radiance, but we’re here to talk about this card.
Nine is taking care of the back line this time.
And, he can turn the tide in your favor when your Class Zero Cadets attack. For when one of them does, Nine can give that attacking Forward +1000 power and First Strike.
Now I’m going to have to take a closer look at the rest of the Cadets throughout all of the sets.
It’s not bad, but, you’ll need to find your front line.
25-047R – Barbariccia EX
Here we are with our second Archfiend. Barbariccia.
Barbariccia comes in to the field and grabs an Archfiend from your Break Zone, brining it back to your hand.
And, if Golbez is on the field Barbariccia deals 3000 damage to all of your opponent’s Forwards.
Now, let’s say you have Rinoa (6-041L) and you play her right after Barbariccia, that will be 6000 damage to all of your opponent’s Forwards. There’s a chance you’ll break at least one of them.
25-048R – The Mandragoras
This is a great little group of Monsters that can overwhelm your opponent.
Once per turn you can turn The Madragoras into a Forward, and have them attack. And when they do attack, they will most likely get blocked. And whenever they deal damage to a Forward, no matter how much power that Forward has, they will break it.
And, if the other Forward breaks the Mandagoras and sends them to the Break Zone, your opponent will choose a Forward that they control and they’ll put that Forward into the Break Zone as well.
Is it worth blocking?
You’ll have to find a way to block without breaking The Mandragoras.
That sounds like a band name.
25-049C – Yuffie
There must be something in the water these ninja’s drink.
Yuffie is ready to come out and wreak havoc from the get go. And she’s only a Common that costs 2CP.
And, let’s not forget Haste, cause whenever Yuffie attacks, she will receive a Shuriken Counter, and if she is blocked she will deal whoever blocks her 4000 damage for each Shuriken Counter that she has.
Yuffie might be small, but she is ready to dish it out with most of your opponent’s Forwards.
I’m going to have to take a look at a Ninja themes deck.
25-050R – Lucia
Did I read that right?
At the end of each of your turns activate all the SOLDIERs you control?
This is … I have no words.
SOLDIER wil dominate 2025 and beyond, simply by having Lucia.
And, as a side note you can dull 3 active SOLDIERs and and draw a card.
You can dull them n your Main Phase 2, and they’ll be activated right afterward, and you’ll have an extra card.
Shinra is set on FFTCG Domination.
25-051L – Rem
Is this the first Legend Rem that we’re getting?
Well, I can say Rem didn’t need to be a Legend, but I’ll take it. Rem will come in and searches for a Cadet and plays that Cadet straight to the field.
The only question you need to answer is, Which Cadet are you looking for?
And, when it’s all said and done, you can send Rem to the Break Zone, and you’ll activate all of your Class Zero Cadets.
Are there better Rems to play? I’d say it depends on what you’re trying to do.
Singles?