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Guardians of the Summoner

You already know we’re going to build a FFX Deck with Yuna & Tidus, and the rest of the gang. So, lets get to it.

Starting off with Wakka (16-138S), because that is the best one to try and build around. If it was any other FFX Character we might have gone with the Opus 18 Wakka. But, today it’s Emissaries of Light Wakka. We can probably just grab the Custom Starter Set and call it a day. But, where’s the fun in that?

Since we’re grabbing Lulu (16-135S) first, it looks like that is what we’re doing. But, I promise you we’re not. Lulu will grab a Yuna from the Break Zone, which brings us to our next card.

Yuna (20-117L), I went on a rant when this card was first shown, and nothing has changed. We’re going to use this Yuna. And, fill up on Summons. We’ll grab those Summons later.

Tidus (16-116L), you can’t go wrong with this Tidus, and if you have 3 of them they’ll usually just come right back in your hand. You’ll always attack, and you know it’ll go through because Tidus can’t be blocked.

Kimahri (7-108H), Sure he might be a 6 cost Forward but you can get that cost down to 2, and possibly even one. Just depends on if you want to play Jecht or not. And, we do just to play a cheap Kimahri.

Jecht (20-011R) just so we can break Jecht in order to play Braska’s Final Aeon (11-015L).

And, if we have Braska’s Final Aeon we need Braska (7-121C) as well. No point in having one and not the other.

We need to add our Backups now. Class Fourth Moogle (10-121C), to give us some Fire CP.

Maria (1-083H) to give all of our Forwards a +1000 buff.

Rikku(2-071R), we would have gone with the Emissaries of Light Starter, but we need Backups.

White Mage (8-117C) so we can Activate all of our Forwards if we need to.

Let’s add Yuna (12-105L), doesn’t matter which Yuna you grab, because she’s just fodder for Holy.

All we need next is to fill up on Summons, to give Holy a bite.

Valefor (1-198S), Leviathan (2-140C), Syldra (3-135H), Amaterasu (12-002H), and Sylph (9-047C). You can also choose whichever Summons you like as well, as they are just used to make Holy more Powerful.

Forwards

3x – Wakka (16-138S)
3x – Tidus (16-116L)
3x – Lulu (16-135S)
3x – Jecht (20-011R)
3x – Yuna (20-117L)
3x – Kimahri (7-108H)
3x – Braska’s Final Aeon (11-015L)

Backups

3x – Rikku (2-071R)
3x – White Mage (8-117C)
3x – Class Fourth Moogle (10-121C)
3x – Braska (7-121C)
3x – Maria (1-083H)

Summons

3x – Leviathan (2-140C)
2x – Sylph (9-047C)
3x – Valefor (1-198S)
3x – Amaterasu (12-002H)
3x – Syldra (3-135H)

What would you change?

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The Warriors

Since Benjamin is the only Mystic Quest Character, we’ll have to do this deck a little bit different. We can see that Benjamin is a Warrior, so what better time to do a Warrior tribal deck than now?

We’re starting off with Benjamin (16-076C) well because he is the Warrior that will be built around. How easy is it going to be? I guess we’ll find out.

We’re starting off with a card that we haven’t really used, but looks like the perfect candidate for The Warriors. Maria (17-128L) Giving all of your 2 cost Forwards (or less) +2000 power. And, we know for sure there are plenty of Warriors that cost 2CP. Warrior (2-010C), Warrior (5-014C) and Warrior (8-013C). Plus Maria can turn a Backup into a Forward with 8K power, and if it’s a 2 cost Backup it will also gain another 2000 power. We’ll just add Warrior (11-010C) and Warrior (17-069C). We’ll also add Delita (1-113C) because of this and Wol (13-117R).

Since we have Wol, we’ll add Graff (13-057H) which will give all of your Earth Forwards +2000 power along with your Mobius Characters.

Firion (15-081C) because we have a Rebel in Maria, and that gives Firion a buff and Brave.

Ward (6-001C) as he gives all the Job Warriors +2000 Power.

Warrior of Light (14-004C) all your Standard Units +1000 power, and at 3 points of damage, it will become a total 0f +3000 power.

We need to be able to produce Lightning CP to play Wol, so we’ll grab Class Tenth Moogle (9-074C).

Backups we’re grabbing Miner (5-082C) to grab a Backup and a Forward from the Break Zone, if needed.

Ingus (13-055C), will give a Standard Unit +1000 power and Brave, once per turn.

As for Summons we’ll go with Alexander EX (13-053R) and Titan (17-070R). We’re just going with Summons that will give your Forwards a buff.

Forwards

3x – Delita (1-113C)
2x – Warrior (2-010C)
2x – Warrior (5-014C)
2x – Warrior (8-013C)
3x – Wol (13-117R)
3x – Maria (17-128L)
3x – Graff (13-057H)
3x – Firion (15-081C)
3x – Ward (6-001C)
3x – Warrior of Light (14-004C)
3x – Benjamin (16-073C)

Backups

3x – Class Tenth Moogle (9-074C)
3x – Warrior (11-010C)
3x – Ingus (13-055C)
3x – Warrior (17-069C)
3x – Miner (5-082C)

Summons

3x – Alexander EX (13-053R)
2x – Titan (17-070R)

Plan here is to Swarm your opponent with low cost Forwards that receive Buffs left and right and from across the stream.

What would you do differently?

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The Curious Card of Benjamin

5CP/Earth
Forward
Warrior
Common

Damage 3 ― Benjamin gains +1000 power and Brave.
Damage 5 ― When Benjamin enters the field, choose 1 dull Character opponent controls. Break it.

Let’s take a look at what we wrote when Emissaries of Light came out.

“They finally added a Mystic Quest character to the game. All we need now is 8bit FFI characters. Come on Square-Enix you can do it.

High cost, high power. And Benjamin gets stronger at 3 points of Damage.

Throw him in late in the game and you’ll also Break one of your opponents dull Forwards.”

Can’t say that much has changed since Emissaries of Light came out.

Benjamin is a Common, so he doesn’t have any great abilities to help you out until you get 5 points of damage. But he is a great meat shield, even if he costs 5CP, he’ll still take a hit and stay standing.

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Busters R’ Us

This could have been a real easy article to write. I could have just said let’s throw Zack into your AVALANCHE deck and call it a day. But, where’s the fun in that?

Although there might be a bunch of cards that are the same, we”re going to try and do this a bit different. A lot different that is.

We’re going to go with 2 different Zacks.

Zack (10-007H), just for the ability to ping damage here and there and at least a couple of time per turn. Pair that with a Summon that Breaks all the Forwards that have damage on them and you got yourself a wipe.

Zack (20-009L) Because it is just a great card, if you’re running anything SOLDIER related. And, we’ll be running at least a couple of Soldiers other than Zack.

We’ll start off with Zack’s mentor Angeal (3-0989R), not only is he a 7K body, but he also searches for Zack when he is sent to the Break Zone. That way you can just keep attacking with Zack and Angeal until they break, just so you can replay them once again.

Next we’ll be handing off the Buster Sword to Cloud (1-187S), and you’ll be saying that there are better Clouds than that, and we’ll say you’re right. But, this is Zack’s deck and Cloud is just helping out. Plus the good Cloud’s are Earth, and we don’t really feel like color fixing.

Time to find Zack’s girlfriend, Aerith (11-139S) this way we’ll be able to grab a couple of FFVII Forwards from the Break Zone.

And as I’m looking for Backups, there aren’t really any, that have anything to do with Zack. So, we’re going to change it. It shall be all Forwards. We might change this again later.

Cue the music.

Bum-Bum Bum-Bum Bum-Bum Bum-Bum

Sephiroth (11-138S), Dulls all the low powered Forwards every time Sephiroth attacks. You have to pay taxes to keep Sephiroth on the field, 3 cards from the Break Zone. You should have these in there, unless you’re opponent finds a way to remove all the cards from your Break Zone.

Roche (14-095H), we’re just grabbing any SOLDIER right now. Roche has always been a great card. You’ll always want to go first with Roche and just play him right away for no CP and swing for a point of damage.

We’re actually going to add a couple of Backups right now.

Class Second Moogle (10-016C) to help us with Ice CP.

Genesis (3-033L), I still love this card, even though I probably haven’t used it in years. Dull and Freeze a Character, and when Genesis deals damage, your opponent discards a card.

Next we’ll add in our generic SOLDIERs. SOLDIER : 3rd Class (10-009C) and SOLDIER : 3rd Class (20-02C). These 2 will search for each other when one enters the field, and when the other exits the field. SOLDIER : 3rd Class (20-032C) also gains a +1K buff for each SOLDIER : 3rd class that you have in the Break Zone.

We’ll add Johnny (20-096C), another Backup to help us grab a Character from the Break Zone, and we can use his ability to grab a FFVII Character from the Break Zone.

Hedgehog Pie (20-019C), just to get all 3 of the Hedgehog Pies out at the same time. After that they are ticking time bombs, that go off when you decide you want them to go off.

Duke Larg (1-057R), Lebreau (1-030R) and Lulu (1-150R). All three for the 1K buff they give to their respective element’s Forwards.

All we need is to throw in some Summons. Knights of the Round isn’t an option, so we’ll just go with Ramuh (15-101R), Shiva (8-032R), Phoenix (3-020H) and Bahamut (16-016C).

That’s pretty much what we have for Zack. Not the greatest.

Forwards

3x – Roche (14-095H)
3x – Angeal (3-098R)
3x – SOLDIER : 3rd Class (10-009C)
3x – Sephiroth (11-138S)
3x – Genesis (3-033L)
3x – Zack (10-007H)
3x – Aerith (11-139S)
3x – SOLDIER : 3rd Class (20-032C)
3x – Zack (20-009L)
3x – Cloud (1-187S)

Backups

3x – Class Second Moogle (10-016C)
3x – Lebreau (1-030R)
2x – Duke Larg (1-057R)
2x – Lulu (1-150R)
3x – Johnny (20-096C)

Summons

1x – Ramuh (15-101R)
1x – Phoenix (3-020H)
1x – Shiva (8-032R)
1x – Bahamut (16-016C)

Monsters

3x – Hedgehog Pie (20-019C)

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SOLDIER 1ST Class

Reporting for Duty.

We got a troop of Zack’s here. So, let’s just start off right at the beginning.

Zack (1-012R)

3CP – Fire
Forward
SOLDIER
Rare

“If you control [Card Name (Aerith)], Zach gains +2000 power.

When Zack enters the field, choose 1 Forward opponent controls. Deal it 2000 damage.”

Not much here. The first Zack might have been good back when Opus I came out, but not anymore.

If Aerith is on the field, Zack will have 8000 Power.

And, when he enters the field you can deal a Forward 2000 damage.

Zack (3-012L)

5CP – Fire
Forward
SOLDIER
Legend

“When Zack enters the field, all the Forwards you control gain +2000 power until the end of the turn.

When Zack is put from the field into the Break Zone, you may search for 1 Card Name Cloud of cost 4 or less, and add it to your hand or play it onto the field dull.”

Zack comes in and gives a 2K buff to all of your Forwards.

Sure, Zack costs 5CP, but when he is put into the Break Zone, you can search for Cloud, that costs up to 4CP, and either add it to your hand, or play it onto the field.

Technically, Zack will cost you nothing, because searching for a card to add to your hand is +2CP and playing that Cloud is another +4CP.

Zack EX (4-013C)

3CP – Fire
Backup
SOLDIER
Common

“EX BURST When Zack enters the field, choose 1 Card Name Cloud or Job SOLDIER in your Break Zone. Add it to your hand.”
Just a simple Backup that allows you to grab a card from the Break Zone. Either Cloud, or a SOLDIER.

Not much else to say, but this ability will also activate with an EX Burst.

Zack (10-007H)

4CP – Fire
Forward
SOLDIER
Hero

“When Zack or a Fire Forward enters your field, choose 1 Forward opponent controls. Deal it 2000 damage.

When Zack or a Category VII Forward enters your field, choose 1 Forward opponent controls. Deal it 2000 damage.”

Welcome to Ping City.

Zack enters the field, and deals 2000 damage x 2 to one of your opponents Forwards.

Combine that with another 2000 damage every time a Fire Forward enters the field, and anther 2000 every time a FFVII Forward enters the field.

And if that Forward that enters the field is a FFVII Fire Forward it’s another 2000 x 2.

Now I’m wondering why this card never made it. It’s actually a really good card.

But, what do I know?

Zack (11-007R)

1CP – Fire
Forward
SOLDIER
Rare

“At the end of each of your turns, choose 1 Forward opponent controls. Discard 1 card from your hand. If you do so, deal it 5000 damage.”

An 8k body for 1CP point? Sign me up.

You can just throw this card into any Fire deck, and you’ll have a great Meat Shield, that won’t break the bank.

And if you have a surplus of cards in your hand, you can just discard one at the end of each of your turns and deal 5000 damage to one of your opponents Forwards.

Yes, Yes!! I’ll take 3.

Zack (16-089H)

5CP – Lightning
Forward
SOLDIER
Hero

“If you control a Category VII Character of an Element other than Lightning, the cost required to cast Zack is reduced by 2.

When Zack is put from the field into the Break Zone, you may play 1 Category VII Character from your hand onto the field. If its cost is 5 or more, Zack deals you 1 point of damage.”

Let’s see what we wrote when Emissaries of Light came out.

“Zack looks like he’s ready to save Cloud once again.

He’ll come in take care of all the enemies and when he is ready to be sent to the Break Zone, Cloud will come in and finish the job.

It would have been nice if it was that easy.

But, still a pretty decent card for a FFVII deck.”

Well, maybe.

I mean Zack will most likely cost you 3CP, and with a 9000 body, you should have a great attacker.

Once Zack is broken or sent to the Break Zone, you can play any FFVII Character onto the field, regardless of cost. Although if the cost is over 5CP, Zack will deal you a point of Damage.

Zack EX (19-122C)

5CP – Fire/Lightning
Forward
SOLDIER
Common

“Warp 2 ― (F)(L)

EX BURST When Zack enters the field, choose 1 Forward. Deal it 7000 damage.

When Zack enters the field due to Warp, until the end of the turn, Zack gains Haste, First Strike, and Brave.”

At From Nightmares’s release we wrote,

“You will not play Zack unless you Warp him in.

First of all, it’s a 3CP difference. Paying 5CP to deal 7000 damage to a Forward is too much. You can do more damage with a well placed Summon.

Now, if you do Warp Zack in, he is worth every Crystal Point you pay. All 2 of them.

First off he will deal 7000 damage to a Forward, and when he enters the field, he has Haste, First Strike and Brave.

So, even if he just comes in and attacks. you will most likely deal your opponent 1 point of Damage. After that just keep Blocking until Zack is broken, just so you can Warp him in again.”

For 2CP this is a decent card. And, we’ll stick with what we said.

Zack (20-009L)

5CP – Fire
Forward
SOLDIER
Legend

“When Zack attacks, choose 1 Forward opponent controls. Deal it 5000 damage for each Job SOLDIER you control.

When Zack leaves the field, you may search for 1 Category VII Forward of cost 4 or less and play it onto the field.

Meteor Shots (S)(F)(D) : Deal 7000 damage to all the Forwards opponent controls.”

Dawn of Heroes just recently came out, so not much has changed since then, and we’ll just keep what we said.

“I remember reading somewhere. “Finally a Zack that can be played.” Or something along those lines. If you’re reading this and you are the one that said that, please let me know, so, I can add your name to the quote.

This one will fit right at home with AVALANCHE. You play Zack for 5CP, and every time he attacks you can deal a Forward 5K damage for each SOLDIER you control. Zack and Cloud, that’s 10k right there, and I’m sure you’ll be able to find a couple of SOLDIERs laying around somewhere.

When Zack leaves the field you can play a FFVII Forward of 4CP or less onto the field. With about 100 or so FFVII Forwards that cost up to 4CP there are plenty to choose from, Opus XIV Cloud, Tifa and Barret. If you’re still running AVALANCHE that’s an easy way to get them on the field.

And, let’s not forget Meteor Shots, where you can deal 7000 damage to all of your opponents Forwards.

Let’s keep an eye on this one.”