Posted on Leave a comment

Emissaries of Light – Thoughts on Fire

16-001R – Vaan

I have been seeing a lot of cards recently that say “if you have cast 3 or more cards this turn”, Which is something that is very possible given the low cost Forwards and Backups that we already have for Sky Pirates.

I just realized that Vaan is a Backup as well, I’ve been looking for how much Power he had and was wondering why it was missing from the card.

Vaan is the Backup that will keep on giving. He comes in and deals Damage to one of your opponents Forwards. 3K or 8K depending on the cards you’ve cast. And after that, he’ll either give you a Crystal Point each turn, cause that’s what Backups do, or he’ll deal 7K Damage to 1 Forward.

16-002H – Ace EX

Another Ace up our sleeve?

Ace here can work good in an Fire/Wind/Lightning Cadet deck. Like the one I’ve been trying to build since Opus XIII.

Deal Damage to a Forward, at least 3K if you have one Element and up to 9000 if you’re playing the aforementioned deck.
And his Power can get up to 10K in the same deck.

Doesn’t mean that you should play the deck that I’m mentioning, simply because it doesn’t exist yet.

16-003C – Elbis EX

Elbis is useless unless you have Morze’s Soiree Member on the field.

Speaking of which, I’ll need to see these other cards before I comment further.

But, I only write down my first impressions of each card, as I read them for the first time.

 

 

16-004C – Onion Knight

Switch out a couple of cards for 2 new ones.

Onion Knight also becomes an attacker because he is a Forward. A 4CP/8K Forward with a pretty decent ability. And, it’s only a Common.

I’m sure we’ll see a couple of Onion Knights in a couple of Decks.

 

 

16-005C – Cloud

Another Backup Cloud.

I mean what’s the point? No one, in their right mind will play a backup Cloud. Even if that reason is that you don’t think Cloud should be a Backup. He’s a Forward, and so, I’ll only play Cloud as a Forward. Then I can use Omni-Slash and defeat Sephiro …

Sorry, got carried away.

For a Common, it’s a decent card. It’s only drawback is that this card is named Cloud.

16-006C – Crimson Hound

3CP to deal 8000 Damage.

After that just chuck Crimson Hound into the Break Zone and look at the top 2 cards of your deck. Then you can play Onion Knight and grab those cards if you’d like.

 

 

 

16-007R – Black Waltz 2

There’s more to this card than just the Beautiful (yes, a capitol B) artwork.

Black Waltz 2 can work wonders all by himself.

Black Waltz 2 discards Black Waltz 2 from your hand. And you deal 4000 Damage for discarding Black Waltz 2 from your hand, and 5000 Damage when you discard a Job Black Mage from your hand.

You’re either Breaking 1 or 2 Forwards with this ability.

16-008C – Black Mage

Black Mage here is pretending to be a Summon. For 3CP you can deal up to 5000 Damage to 1 Forward.

After that Black Mage sticks around to block, or even attack.. The choice is yours.

 

 

 

16-009C – Samurai

Easy way to get back that one Samurai Forward that you just lost.

Especially if that 1 Forward was Cyan (11-003R). Play him onto the field, deal 2000 Damage to all Forwards. Search for another Samurai to add to your hand, and when a couple more Samurais attack, deal 1000 Damage to all the Forwards opponent controls for each Samurai that attacks.

 

 

16-010H – Djinn

How would you make Djinn a Monster?

I guess it’s ok since you can turn him into a Forward when you receive 3 points of Damage. Maybe it’s one of your 3 wishes.
Djinn here will also gives your Fire Forwards +1000 Damage done to the Forwards they attack. Djinn, Warrior (5-014C), Lebreau (1-030R) and Lava Spider (8-022R) will all work together very well.

 

16-011L – Squall

The one card that deserves the Full Art Treatment did not get one.

Anyways, this card is a beast onto itself.

Once Squall attacks he deals 4000 Damage to all of your opponents Forwards, and if that’s not enough, if your opponent chooses to block, Squall will deal an additional 4000 damage to all of your opponents Forwards.

Should I block or take the Damage?

16-012R – Suzaku EX

Part of the Shijin 4.

Every time Suzaku attacks deal 5000 damage to one Forward.

Cost can be paid by and Element if there is a Shijin in the Break Zone.

 

 

16-013H – Sol

Crystals are back once again. And this one is a good one. Play Sol and and pay a Crystal, and you can play a 4CP Forward or less from your hand onto the field.

Sol also gives you a way to gain Crystals every time a party attacks.

And you can use that Crystal you just gained to pay for Sol’s abiity to give 2000 Power to all the Forwards you control.

I’d like to see what kind of Decks people will come up with that will utilize this card.

16-014R – Delita

At 5CP/9K Delita is finally Fire(d) up, after being Earth for so long.

Delita comes in and deals 4000 damage to all the Forwards, even your own. And if any of those Characters gets sent to the Break Zone, you’ll gain a Crystal for each Character.

You can also raise his Power by 2000 if you remove a Forward from the game. A little saving grace, just in case you need it.

 

 

16-015H – Morrow

I had to stop for a second and just look at the art.

Morrow comes in with Haste forms a party and attacks. You discard a card from your hand and you draw 2 Cards. And if it’s late in the game your opponents receives 1 point of Damage as well.

I like this card, and not just for the artwork either. I’ll add it to the AVALANCHE deck from Crystal Dominion and call it a day.

 

16-016C – Bahamut

For a Common, this card is not bad at all.

Deal a Forward up to 12000 Damage. Other than that not much to write about.

 

 

 

16-017R – Ramza

Sol and Delita will bring Ramza in and get him Fired up as well.

And, for the cost of 2 Crystals Ramza becomes “T.G. Cid” 9000 Power with Haste, First Strike and Brave, and he can attack twice in the same turn!

Looks like a Legend to me.

 

 

16-018C – Lilty

Keep Lilty on call, on the field producing CP until you’re ready to use Lilty’s ability.

Once you reach 5 points of Damage, return Lilty to your hand, play Lilty on to the field and put him in the Break Zone to deal 10K Damage to one Forward.

 

 

 

16-019R – Luneth

Not a bad card at all, but how many Warrior of Light decks are actually played?

But, Luneth here will compliment any Warrior of Light card. At the beginning of each Attack Phase, you can either choose a Warrior of Light and boost it with Haste, First Strike and +1K. Or you can strike down one of your opponents Forwards by dealing it 1000 Damage for each Warrior of Light card you control.

 

 

16-020L – Luso

A card to play, when you’re playing with your back against the wall. Luso is not a great card to play during the beginning of your match, Unless you plan on taking Damage left and right just to receive those 6 points of Damage.

Because at 6 points of Damage, in a Mono-Fire Deck, you’ll probably be playing 2 cards onto the field at the beginning of each of your Attack Phases.

 

 

16-021C – Rain

This is not one of the better Rain cards.

Costs too much, for the ability that you are getting.

Probably why this is only a Common as well.

Leave a Reply

Your email address will not be published. Required fields are marked *