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23-115L – Venat
Ok, this is the third time I’m trying to write about Venat.
And I don’t see anything that Special with this card.
4CP/9K
Strong enough Forward to play, you have your Crystal abilities. One which allows you to remove a Forward from the game when Venat is sent to the Break Zone.
The only thing I like about this card, is that you can search for a card whenever you’d like as long as you have the Crystals to pay for it.
23-116H – Illua
Did you ever think we’d get another Illua as good as Opus V?
I don’t know about you, but this one is up there.
Illua already comes in with Haste, which is always a plus, and depending on how many Backups you have on the field determines her ability.
If you have up to 3 Backups on the field, every time Illua attacks, you choose one of your opponent’s Forward and they lose 5000 power.
If you have at least 4 Backups, Illua becomes unblockable.
Either way you need to get Illua on the field as soon as possible.
23-117L – Chaos
I read this card wrong the first time, I was thinking to myself who would have that many Chaoses in their deck. Then I read Job Chaos, and it makes much more sense now.
Once Chaos comes into the field, remove a mixture of 5 Monsters and Chaos (the Job not the Legend) and your opponent will put one of their Forwards into the Break Zone, they will also discard 2 cards from their hand.
Talk about thinning out a hand.
Flare.
If you got 10 cards left in your deck, and you need 1 point to win the game, you have already one if you got an extra Chaos in your hand. Maybe Amaterasu can stop Chaos and Flare, but other than that 99.99% chance you’re going to win when you cast Flare at that point.