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Blissful Wind

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29-039C – Ahriman

Ahriman pays for itself in the end.

More like a ticking time bomb if you ask me. And, I think I already used that term this set, so that must mean one thing. We have 6 different Monsters in this set that cost 1CP, and they let you draw a card when you use it’s ability.

Ahriman will deal a 5CP Forward (or more) 7000 damage.

Yeah that’s about it. Sounds more like a Bomb to me. That’s what they should have done. 6 different Bombs. Maybe next set.

 

29-040H – Adelle

A 2 cost, 7K body, with Haste that can attack twice in the same turn.

I’ll take it.

Although you do need to discard a card to get that whole effect, but it is worth it.

And, this can be the first card you play. 2 points of damage turn 1 before your opponent even has a chance to answer. If they don’t have a Summon that can get rid of her turn 1, they’re already down 2 points of damage and you haven’t even started playing. You can have the whole game won by turn 2.

Especially if you drew Roche turn 1 as well.

You’ll pretty much play Roche for free, and then play Adelle for 2CP, have them both attack, and well you know the rest.

29-041H – Alexander

A 3CP Summon that deals 5000 damage to 3 of your opponent’s Forwards.

3CP? 3 Forwards?

Coincidence?

I think not.

.

 

29-042R – Wol

You can’t say that you don’t like this card.

Wol is the Assassin that we’ve all been looking for. Especially for those High Powered Forwards taht your opponent controls. All you need to do is find a way to get Wol to deal damage to your opponent.

And, luckily he can do that all by himself. As long as you have Crystals.

Cause you can just use that Crystal to give Wol the ability that states “Wol cannot be blocked”.

I’m already counting my Crystals.

 

29-043R – Aerith

I’m trying to figure this one out.

If a Final Fantasy VII Character is put from your hand or deck into the Break Zone you get to add it back to your hand.

Does that mean, when you pay for a S ability that the card will come back to your hand? If it does then this card is awesome.

If not, and if it’s only to protect your hand from turbo discard then that is good as well.

I would like to see this card in action before I decide if I like it or not.

 

29-044C – Elmyra EX

We have a new job. Sector Five Undercity Resident.

Yeah, that’s it.

Elmyra will search for Aerith.

Elmyra can also protect Aerith whenever she is chosen by your opponent’s abilities.

You can also search for Aerith off of the EX Burst.

 

29-045C – Dancer

Dancer comes right in and reveals the top 5 cards of your deck in search for a 3 cost Forward. Yes, she’s looking for a partner. Ok, that wasn’t my best work. But, that’s besides the point.

If you do find a 3 cost Forward, Dancer just became a 2 cost Forward.

Dancer will activate at the end of your turn. This way you’ll always have a blocker ready to go.

 

 

 

29-046L – Garuda (XVI)

This is not bad. I actually had the Benedikta/Garuda duo in my prerelease deck. Sadly, I didn’t have enough WInd cards in that deck to actually make use of it.

If you’re running Mono-Wind on the other hand, this is a no Brainer.

You play Benedikta, you Prime into Garuda, and you play one of the 2 cards from the top of your deck. And if Garuda deals damage to your opponent, you can run that ability again. And, again.

Aerial Blast? If you have the CP go for it. But, if your opponent finds a way to block it, then you’ll be out of luck as it might leave you with no way to counter if this ability gets blocked or canceled.

Still, it’s a good choice if you have your opponent with 6 points of damage and a big front line.

29-047C – Chloe

And, you thought that, that was it with the Chocobo support.

Guess you were wrong. So was I.

Chloe comes in and every time a Chocobo enters the field she activates. Yes, this only trigger once per turn but, that’s all you’ll need.

Why?

Because, you’re activating her, just to use her ability, which is granting a Character protection from your opponent’s abilities. And, that protection is called, not being able to be chosen by those abilities.

At 2CP, this is a good choice. A great choice.

29-048C – Billy

Oh wow. How is this a common?

Billy comes in for 5CP, Billy searches for a Chocobo of 3CP or less and plays it onto the field. You’ll probably search for Chocobo (6-050) Cause why wouldn’t you? And, if you don’t, I’d like to know which Chocobo you’re searching for.

Oh, and let’s not forget that all your Chocobos gain +3000 power.

And, once again. How is this a Common?

 

 

29-049H – Sophia (SOPFFO)

Sophia is ready to give Stranger of Paradise a shield. One that will reduce damage dealt to SOPFFO Forwards by 1000. Which is good, that could be the difference your Forwards need to not break.

At 4CP, Sophia comes in and grabs a Wind Character from your Break Zone and plays it on to the field. 4CP = 2 casts.

Yes, you’ll need another Stranger on the field for this to work, but you’re probably already have a couple if you’re reading this.

 

 

29-050C – Chocobo

I’d like to see Chocobos make a comeback, and this card, just might help.

First off it’s a Chocobo, and for 3CP you get a Forward with 7000 power. Once Chocobo comes in you can dull a Wind Forward, and that will give Chocobo Haste.

Chocobo can now attack, and when it does, you will look at the top 3 cards of your deck, and add a Chocobo to your hand, bringing Chocobo’s cost down to 1CP.

Pair this with a whole bunch of other Chocobo’s, A Bartz, and that Ace LB from Hidden Hope, and you’ll be set.

 

29-051C – Stray Chocobo

Are you seeing what I’m seeing?

Stray Chocobo, is the perfect Wind Forward to dull when Chocobo 25-050C enters the field.

Why?

Because as soon as you dull Stray Chocobo, Stray Chocobo will activate itself. And that’s not the only thing, Stray Chocobo will also give one of your Forwards +1000 power until the end of the turn.

And, you can give that +1000 power to Chocobo, as it gets ready to attack now that it has Haste.

 

29-052H – Bartz

And, the list goes on.

Bartz enters the field and grabs 2 Chocobos from the Break Zone. And you better be grabbing Stray Chocobo, and then any other Chocobo it doesn’t matter which one, because you’re just going to use it to pay for the cost to cast Stray Chocobo.

Why?

Because when you dull a Chocobo, Bartz gains Haste, and his power becomes 9000. Meaning Bartz can attack, and whenever a Forward you control attacks you can choose one of your opponent’s Forwards and deal it 4000 damage.

Meaning, that if you have a swarm of Chocobos on the field, you can ping to victory!

29-053R – Benedikta

A 4 cost Forward with 8000 power. Pretty normal.

Benedikta comes in and activates 2 of your Wind Backups. And then you can use those Backups to pay the cost to Prime her into Garuda. And what does Garuda do? Well, I heven’t seen it yet.

But, we’re pretty sure it’ll be something good.

Plus Benedikta gains Haste if any Eikon has been removed from the game.

 

 

29-054R – Great Malboro

This is a slight setback for your opponent.

Great Malboro comes in and you will remove 2 cards from your opponent’s hand from the game. The good thing is that you get to take a look at their hand. This way you know what they have, and once you remove those 2 cards, they won’t be able to get them back until the end of their turn.

Meaning that you will know what they can counter, and most of what their next play looks like.

Plus, if you have 5 Backups Great Malboro becomes a Forward, and you can use him to block attacks left and right unitl it is sent to the Break Zone.

After that, you can just play another Great Malboro.

29-055C/15-058C – Dragoon

A lot has changed since Crystal Dominion came out.

But, Dragoon stays the same. Other than the Kain part, we’re sticking to this.

“You’ll need Dragoon to keep Kain on your side.

Other than that he enters the field. Gives you a Crystal. And finally you put him in the Break Zone and he gives 1 Forward First Strike.”

 

 

29-056R – Lucil

Yes, If you’re playing Chocobos, you’re playing Lucil. No questions asked. Period.

Why?

It’s simple really, Lucil is a free play. Once you have 3 Chocobos on the field, Lucil will come in and you will draw a card. Which in turn will be the 2CP that you paid to cast Lucil.

Not only that, you can dull a Chocobo *cough Stray Chocobo cough cough* to make Lucil an 8000 powered Forward.

Add in the Rubi Asami art, and I’ll take 3 Full Arts.

 

29-057L – Luso

Yes, 8CP might seem like a lot to pay for a 5K body, but look at what you’re getting.

You get to search for 3 Forwards that cost 6CP all together. Meaning that you’re paying 2CP for Luso. And, that is cheap. Cause, you’re filling up your board. And they can be any element that you’d like. No restrictions here. Except that they have to be Final Fantasy Tactics Advance 2 Forwards.

Luso can also give Haste to a FFTA2 Forward whenever he attacks.

What’s not to like?

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Resurgence of Power : On Earth

18-052H – Ahriman

Ahriman comes in and breaks any Forward that you choose. Besides Multi-Element. For a 4 cost Monster that can turn into a Forward, this card is good.

Of course, you can only turn Ahriman into a Forward if you already have a Forward with a 9K body on the field.

Shouldn’t be too hard with Earth.

 

18-053C – Delusory Knight

1 cost Forward with 3000 power.

Cheap and effective as a blocker, simply to thwart your opponents attacks.

But, you can also just put Delusory Knight in the Break Zone and give another character protection in that it cannot be broken.

If you got an extra spot why not try it out?

18-054L – Galuf

Coming in with Brave, and 8000 power. Galuf is able to Break a Forward every time he attacks.

And if that’s not enough Fire Power, maybe you need more for some Forwards, he gains 3000 power at 3 points of damage. And, if that still isn’t enough you can remove 3 cards from the Break Zone and give him an additional 3000 power. That’s a total of 14,000 power. There’s not a Forward that can withstand that kind of damage, unless they have buffs, but even then it’s still hard to come by.

 

18-055R – Krile EX

Just lost a card you need to the Break Zone?

Have no fear, Krile here will grab that card back. But, only if it’s a Summon or a Category V Forward.

If you’re playing Krile you’re probably already playing a FFV themed deck for the most part.

I had her in my Pre-Release event and did use her quite a bit.

18-056C – Cait Sith (XI)

Here’s another card almost like Krile.

Cait Sith comes in a lets you grab a Forward from your Break Zone. Any Forward not just a certain Category. But, he doesn’t have the EX Burst like Krile does.

Other than that, Cait Sith is a little more useful after he’s been played. At 3 points of Damage he can produce CP of any element. Where Krile, after she comes in pretty much just sits there.

 

18-057C – Kolka

Simple, yet effective for what Kolka does.

One he enters the field, you can discard a Forward from your hand. After that you deal damage equal to the amount of power that Forward has to a Forward of your choosing.

Maybe you’ll be able to Break a Forward, maybe not.

Might be useful in certain situations.

18-058R – Serafie

A Forward that searches for a Forward when she enters the field. Well not just any Forward, Serafie searches for Tama. And there are 4 different Tamas.

For easiness let’s say you pick this Opus’s Tama. When he enters the field Serafie gains a Gem Counter. Not just for Tama, but for any Forward of cost 2 or less.

Why is that important? If Tama has 2 Gem Counters on her, you can remove them to draw a card.

 

18-059R – Tama

“Tama Can’t Attack,
Tama can’t Block.
Only thing about him is the way that he walks”

He can’t be chosen by Summons or abilities either.

What he can do is cancel one of your opponents Summons or abilities when they are targeting one of your Forwards.

Like a Mini-Amaterasu.

18-060H – Daisy

A meat shield if I do say so myself. Daisy is a better Paladin than Cecil.

Considering that with Warring Spirit and 3 points of Damage, your opponent will have to deal 40,000 damage to Daisy to Break her.

They’re whole front line, all the Summons and all their abilities might not be enough to take Daisy down.

This is where Cait Sith (XI) comes in, as he is able to bring her back from the Break Zone.

18-061R – Tilika EX

Simple Forward that allows you to gain Crystals.

If you need Crystals Tilika is the right card for you, as he allows you to gain a Crystal once per turn.

You can even gain a Crystal off an EX Burst.

Tilika will soon be selling Crystals on the corner in Rebena Te Ra.

18-062R – Nayo

Where did all these AVALANCHE Operatives comes form? I really should finish the FFVII Remake at some point.

Let’s see. Nayo is a decent backup who allows you to give 1 Forward either Brave, or an additional Job. And if you don’t like either of those options you can always just dull Nayo for a Crystal Point.

 

 

18-063C – Hashmal

Earth’s 1 cost Summon, that gives 1 of your Forwards +7000 power.

Now if you decide to pay the extra cost and remove 10 earth cards from the Break Zone, all your Forwards gain +7000 power.
Not too bad, considering most of the cards in your Break Zone are useless.

 

 

18-064 – Geomancer

Discard Geomancer, draw a card. And, that’s about it.

Cheap Backup to play.

 

 

 

18-065C – Polk

Polk looks like he’ll be a decent addition to the AVALANCHE deck. He easily allows you to grab an AVALANCHE Operative from the Break Zone.

Just lost Jesse to the Break Zone grab her back with Polk, Barret too for that matter. Along with the rest of the AVALANCHE cast.

Best part, is that Polk can remove himself from the field. Just use his ability to grant a Forward +2000 power and you’ll be able to recast Polk and get another AVALANCHE Operative from the Break Zone.

18-066C – Beastmaster

Yes, this card is a little interesting.

Considering you can play 3 Beastmasters, That means you can actually cast stop on up to 3 Forwards your opponent controls. While constantly being able to Stop they’re Forwards from attacking or blocking. Those 3 Forwards can be a big chunk of their line, it could also be their whole line.

These cards are definitely worth looking into.

 

18-067C – Yumcax

Here I thought this was a Monster, but nope just a Forward.

Can come in with Warp. No special abilities when he enters the field, but Yumcax has some protection on him, reducing all damage cast on him by 2000. Meaning you’ll have to hit him for 11000 to send Yumcax to the Break Zone.

And, at 3 points of Damage, Yumcax gains Brave and if Yumcax is put in the Break Zone, you get to draw 1 card.

 

18-068R – Rikku

Earth has plenty of ways to help you splash different elements into your deck. Rikku here does just that. If all your Backups are Earth, Rikku enters the field and allows them to produce CP of and Element, which is good.

No more needing specific Backups to help you pay for everything not when you have Earth Backups.

It used to be that only Tyro and Shantotto can produce any element, Rikku has opened the flood gates of CP as … well you know.

Plus she’s a Forward, you might need to find a way to protect her.

I’d say we’ll be seeing this card a lot.

Let’s not forget when you cast a Multi-Element Forward, you can grab an Earth Forward from your Break Zone.