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Here’s to 2024

2023 was our best year yet. We met multiple goals that we had set for ourselves. And, now it’s time to set new goals and and surpass them. We couldn’t have done it without all of you. And, we’re striving to make 2024 a better year. So, …

What’s a good way to start 2024?

Considering that we’re already a week in, we’re already doing better than last year. But, we need to do more. Much more. First off we need to start doing more shows. Cons and Events. We’ll have Hidden Hopes Midnight PreRelease coming up in a couple of months. We’ll be looking into doing more card shows, and more toy shows. We’re looking to do some traveling around here. Get out of the office, stretch our legs, and meet some of you.

Next off, the plan is to change up the website. As you already have seen we’re not listing any new singles on here. Sure you can still buy the ones we have here until we get rid of them. Or until, we get that update done, which with everything that’s going on it might take some time. But, have no fear, if you’re looking to grab some singles, you can just head on over to our TCGPlayerPro store. Where we have all of our singles already on there. And, we’re adding more each day.

We also plan on doing a bunch of Coupons. With one coming shortly. We’ll keep you updated.

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Let’s Get Organized

We decided that we will change the office once again.

Hopefully, it’ll be the last time we do it, because it’s a mess that doesn’t get sorted until months later. I had to crack a box to find a card we sold, because we couldn’t find it. Considering it should have been where all the other FFTCG cards were, but nope. For some reason, all of the Light and Dark card from Beyond Destiny have been misplaced. And, all the Full Arts.

All I know is that they are somewhere. And, we have close to 100,000 cards to go through in order to find it. With more coming in every week, but those are put elsewhere until we are done sorting and listing. Then they go in their respective place of storage, until it needs to be pulled to be sent out to you.

Or You.

Or You, yes you in the back with the hat.

And with that I’d like to let you know that we are buying bulk. Do you have some to sell? If so, let us know. We would love to take those cards off of your hands.

kardboardkorner@gmail.com

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Beyond Destiny : From Dusk ‘Till Dawn

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21-121L – Warrior of Light

If this works as planned, you get to play Warrior of Light for 1CP, if not well, then you paid 7CP. Even if you find just one 3 cost Forward in the top 5 cards of your deck, then Warrior of Light is a decent play.

Other than that, Ultimate Shield is a great ability to counter your opponent’s Summons and abilities. Meaning that Warrior of Light and the 3 cost Forwards you control cannot be targeted by your opponent’s Summons or abilities.

You’ll want to have plenty of Warrior of Light cards in your deck to make use of this ability whenever the need rises.

PS. Really love the art. But, that goes without saying.

21-122H – Skyserpent General Rughadjeen

We’ve seen all the other Serpent Generals, and now it’s time for the final Serpent General. Skyserpent General Rughadjeen, who does not need to be played with any Serpent Generals.

For 4CP you get a 9000 powered Forward with Haste, First Strike and Brave.

And, if that’s not enough, every time the Skyserpent General attacks, you can choose a Forward, give them +1K and Haste, choose one Forward give them +1K and First Strike, and choose one Forward give them +1K and Brave.

It does not say that you have to choose 3 different Forward, you can grant all of these ?upgrades? to one Forward if you’d like.

I’ll take 3 of these, and put General Rughadjeen into my all Haste deck.

21-123H – Darkness Manifest

This card looks good, even without paying with a reduced cost. Sure you can remove a Fire, Wind, Earth and Water Character and pay only 2CP, but that would mean you’re playing a 4 colored deck. Which might be hard to navigate. Although I have seen it done right.

All Darkness Manifest needs to do is stay on the field, and he will slowly chip away at your opponent. Once per turn during the beginning of Main Phase 1, Darkness Manifest will deal your opponent 1 point of Damage.

And, if he ends up leaving the field, you choose one Character, and you can send it to the Break Zone.

Now, all we need to figure out, is how to send Darkness Manifest in and out of the field, without losing him.

21-124L – Jack Garland

Jack Garland is Garland.

Period.

Well that is his last name isn’t it?

3CP/9k body with Brave.

You can just stop there, and you’d have a decent card.

But, this is a Legend.

Jack enters the field and allows you to search for a Strangers of Paradise card, add it to your hand. After that Jack has an action ability that allows you to Break a Dark Character of your choice, at the cost of 1 point of damage.

This is one of those abilities that can be very useful, when playing against an opponent that has multiple Dark cards on the field. The rules state that you can only have 1 Dark Character on the field at any time, but there are a couple of cards that allow you to have more. Break that Dark Character. It’ll either be Chaos or Spiritus. But either way, you get rid of them, and your opponent will have to chuck all the Dark Characters from the field except for 1.

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Beyond Destiny : Flood Born Warriors

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21-101C – Ashe

OK, Yes, I’ll take it.

What’s not to like? Every time Ashe attacks you draw a card.

I’ll throw Ashe in any deck, just to draw a card when she attacks. Especially with 8000 power. Throw in Wakka (1-180R) and Ashe will have +1K power to keep your opponent on their toes.

And, that’s about it. Simple yet effective … In helping you draw cards.

21-102L – Gau

I won’t say it this time.

The WASP Super fan is here once again, and he is perfect for your Monster deck. I might even put Gau in the Bomb deck I’m going to be building shortly.

Gau’s cost comes down for every Monster that you have on the field. Meaning, you don’t even need to have any Water CP, as long as you have 5 Monsters on the field. Should be simple enough. Especially if you have a swarm of Bombs ready to blow. You’ll just play Gau before they all explode.

Plus, when Gau enters the field you can send one of your opponent’s Forwards to the bottom of their deck, as long as their CP, is equal to, or less than the number of Bombs, … I mean Monsters you control.

Gau can also turn a Monster into a Forward with 8000 power.

It’s at the tip of my tongue, Gimme a Mic!

“I’m a Wild Chi ….”

I’ll stop.

21-103R – Kraken

Is it worth playing Kraken for 5CP?

If you’re playing Mono-Water, probably. If not then I might skip this.

You do draw a card when Kraken enters the field, so technically you’re just paying 3CP for Kraken.

Other than that if you have 7 Water Characters on the field, a Forward of your choosing loses 10,000 power.

This might be worth playing in a Viking deck.

21-104C – Sage

What’s not to like? Sage is a Standard Unit that can Activate a Character once per turn. You can also have three of these on the field at the same time.

Think about this.

You have a Character on the field that deals damage to all of your opponents Forwards. But, you have to dull that Character, cause that’s how most abilities work.

After that you can Activate that Character with Sage, and do it all over again.

And, again.

And, again.

And, one more time, but you can’t activate that Character this time.

That’s 1 ability going off 4 times in one turn.

I’ll take 3. Yes, please.

21-105C – Sahagin

Here we have a great addition to any deck that has Gau.

Especially since Sahagin is a 1CP Monster that will return a Forward to your opponent’s hand. Sure, this Forward, must cost 3CP or less, but with Gau’s help, this Monster can turn into a noble Forward that will happily protect you and your party of Forwards that lead themselves into the hands of your opponent’s party, that have one objective, which is to deal you 7 points of damage.

And, if that doesn’t work out, you can always send Sahagin into the Break Zone to return any Forward to their owner’s hand.

21-106H – Jed

That is not what Samurais look like. And, not even Tenzen can help Jed.

I mean sure Jed’s first ability is decent. Reducing the damage dealt to your Water or SOPFFO Forwards by 1000, but other than that I don’t really see a reason to play Jed.

And whenever I say that, somehow someone will figure out a way to play Jed and make him viable.

All Jed needs is a mustache and glasses.

I’ll lave Jed Flanders alone for now.


21-107R – Springserpent General Mihli Aliapoh

You can get Springserpent General Mihli Vanilli, i mean Aliapoh, down to 2CP if you got a couple of Water Characters on the field.

And, when Mihli Aliapoh is put into the Break Zone, you draw 1 card, thus making the Serpent General a free play when she comes full circle.

And if you have a couple of dull Characters on the field. Mihli here will activate them and give them +1000 power.
Not a bad card. Especially since this can turn into a free play.

21-108R – Ceodore

Little Prince Ceodore.

This is probably the best Ceodore yet. And, I like it.

Why?

Because, Ceodore will give all of the FFIV Forwards +1000 power. Sure, you’ll need Rosa or Cecil on the field to give your Forwards that boost, but then again, you won’t be playing Ceodore without Rosa or Cecil in the first hand.

And if Rosa or Cecil is already on the field, you can spend a Crystal instead of paying 4CP to play Ceodore onto the field.
I see a Wind/Water IV deck coming along nicely.

21-109C – Astrologian

And, you thought Astrology was fake.

This Astrologian, can actually see into the future, and you can change it however you’d like.

Simply put, Astrologian comes out, reads the stars, and as you look at the top 3 cards of your deck, you can add one to your hand. And place the other two at the top and bottom of your deck. Allowing you to place a perfectly good EX Burst at the top of your deck, as you real in your opponent to attack you for a point of damage.

And, if you get tired of Astrologian after this, you can always send her to the Break Zone, and draw a card for your troubles.
I’ll be giving this one a try.


21-110C – Desch

If you really want to play this card, you should play it right after you played Sahagin.

Because other than playing a 9000 body for 2CP, I really don’t see a reason to be playing Desch.

Unless you find the portrait art good, and you want Desch to stare down your opponent, as he tries to intimidate them into playing the wrong cards at the wrong time.

Yeah, that’s about it.


21-111C – Paladin

Water Elemental Backup here.

If you need that Crystal to play Ceodore, Paladin is here to help you.

Other than that, if you play Paladin early on, you can draw a card if there are 3 Backups or less on the field.

And, that concludes Paladin.

 

21-112C – Ninja

It’s been a while since we’ve had a Character with Back Attack.

And we have a nice little Combo here.

First off play Paladin, gain the Crystal.

Use that Crystal to help pay for Ninja, return a Forward to your opponent’s hand.

Play Desch for 2CP.

Yeah, it’s not the greatest.

21-113R – Bikke

Here is a free card for you.

If you have a couple of Pirates, and/or Vikings, Bikke comes in at no extra charge.

0CP for an 8K body.

Plus, he grants protection from your opponent’s abilities to all of your Vikings and Pirates. Named Pirates. Although I can’t think of a Pirate Standard Unit. We might be getting some in the upcoming sets.

It looks like we’re finally getting our Pirates/Vikings deck that most of us have been thinking about since Leila (6-126R).

21-114L – Faris

And, this is the other reason Pirate/Vikings will become a thing.

Imagine swarming the board with Vikings, and all of those Vikings now have 8000 power. You’ll be getting a board full of Meat Shields. As long as those Vikings keep coming, you’ll be drawing cards left and right, and you’ll have plenty of CP to play more Vikings.

Faris can also redirect a Summon or ability choosing her, to one of her sacrificial lambs, just waiting to get knocked out, by Ramuh or any other ability that may come her way.

And that covers it all.

I’ll take 3. Preferably foil.


21-115C – Larsa

Larsa comes in a searches for a high cost Forward.

There’s some use here.

But, I prefer the cards that search for any Forward regardless of cost. Sure there’s not that many, but sometimes cards like Larsa help.

End of the day, Larsa will technically cost you 2CP.

 

21-116H – Leviathan

Umm, .. .

I thought this one would have been better. I mean, it’s not bad, but when you hear Leviathan you just kind of expect more.
If you decide to play Leviathan during your turn, you’ll end up paying 2CP less out of the 6CP it costs to Summon Leviathan.
Leviathan, comes in and grabs a Forward and puts them at the bottom of their owner’s deck. That means you can choose one of your Forwards, if they’re being targeted by Summons or abilities.

After that, you can play a 2 cost Forward from your hand onto the field.

If this cost 4CP, instead of 6CP, where if you play it on your turn for 2CP it would have been great. Still there is some use here.

21-117R – Rhus

Yes, maybe, probably.

Rhus costs 6CP, but it’s actually 4CP. Unless it’s the first turn and you went first.

Rhus’s cost comes down for every card that you drew this turn. If you play your cards right you can play Rhus for 1CP. Shouldn’t be that hard with Vikings.

What’s great about Rhus is that you can discard a card, remove Rhus from the game, and then play Rhus back onto the field at the end of the turn.

You probably won’t need to really use that ability, as Rhus already comes equipped with a 9K body, but if you do, you know that you have a Backup plan.

I like this one. I’ll be trying this one out.

21-118H – Leila

This is a hard one. Which one do we keep?

Opus VI Leila or this one?

We already what Opus VI Leila does, so let’s take a look at this one.

Leila enters the field and you can search for a Viking, or a Pirate and add it to your hand. Giving Leila a total cost of 1CP.

After that whenever one of your Water Forwards attack, you can sap 1000 power from one of your opponent’s Forwards. And if you have enough Water Forwards, which you should, especially with Faris and Bikke, and a handful of Vikings, you should be able to Break a Forward per turn.

This one is a much stronger Leila, but grabbing and playing a Viking from the Break Zone and drawing a card is also good.
Maybe have both of them in a deck.

21-119H – Lenna EX

How is that an EX Burst?

Because it is, all you do is draw a card when Lenna enters the field. So, this 2 cost Lenna is actually a free play. And, we like it.

After that, Lenna has a great ability that doesn’t require you to send Lenna into the Break Zone. And, that is something that we don’t see too often. But, with an ability name like “Raise”, what would you expect? Lenna brings back a low cost Forward from the Break Zone.

It’s always good to carry a Phoenix down.

21-120R – Refia

Introducing your WoFF Reanimator.

Refia enters the field, grabs a WoFF Forward of 4CP or less from the Break Zone, and play them straight to the field. Kind of like Opus VI Leila.

I believe WoFF will be making a comeback. With all these WoFF cards we got this set, some of them are bound to be good.
Once Refia is on the field, and you already got the extra WoFF Forward on the field from the Break Zone, you will be able to dull and pitch Refia to the Break Zone, and reduce damage done to one of your Forwards by 3000.

I see Refia being a staple in future WoFF decks.

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