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Tears of the Limit Break

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25-106R – Machina LB

How much you like this card depends on when you can play it.

Machina is a 2 cost Forward, who’s power will range from 4K – 10K, as every point of damage that you have received gives Machina +1000 power.

This is not bad at all. The only problem I see is that you can’t play Machina if you already have a Forward on the field.

And, that might be the reason Machina is a Limit Break.

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25-107H – Red XIII LB

This is what a Limit Break should be.

Red XIII comes in and he gives all of your Forwards +2000 power until the end of the turn. With all the Final Fantasy VII Characters in this set, I see Red XIII being a great Limit Break to play.

And, since we’re talking about Final Fantasy VII, if you have another 2 FFVII Characters on the field, Red XIII will also gain Haste, First Strike, and Brave.

This will be a great play after a couple of turns. You’ll have a Forward that will be tough to beat.

I do like this one.

25-108R – Kam’lanaut LB

I’m not sure if Kam’lanaut looks more like a Transformer or a Super Hero.

Either way Kam’lanaut will do the same thing once he enters the field. He will break a Forward.

Why am I so sure, that Kam’lanaut will break one of your opponent’s Forwards? Because you wouldn’t be playing it if you didn’t control a Dark Forward.

After that you’ll have a Meat Shield on the field.

Hey, that rhymes.

25-109H – Shuyin LB

Shuyin! What’cha doin?

Looking for Vegnagun, that’s what Shuying is doing!

Shuyin will come in and search for a Dark Forward. If you don’t want Vegnagun, you can always look for Emissaries of Light Chaos, and go that route.

And, hey if you get Vegnagun in your starting hand, you won’t need Shuyin, but it’s always good to have him.

Yeah, I can’t think of anything else.

25-110R – Aerith LB

Here’s a way to make sure you can start your FFVII deck off right.

If your hand isn’t good, and you need to just find Zack or Cloud, Aerith knows where to find them.

You can then play them on to the field, and go along with your plan.

Aerith can also cancel an auto-ability targeting a FFVII Character.

It’s almost as if she’s sacrificing herself to protect the rest.

I’d call Aerith the perfect Meat Shield, but that feels wrong.

25-111H – The Emperor LB

Do you want to draw more card?

The Emperor her will help you out with that.

Every time your opponent searches for a card, or brings a card back from the Break Zone, you get to draw a card. And, there’s no limit on how many cards you can grab.

Since we already know that every deck has a card that searches for cards, and most decks have a way of bringing cards back from the Break Zone, you will draw enough cards to make The Emperor a free play in the long run.

You also get a body on the field with 5000 power.

You’ll want to keep The Emperor on board for as long as you can.

25-112H – Sarah (MOBIUS) LB

We were just talking about MOBIUS, somewhere during this set, and it is getting some love here.

Sarah will come in and if you find a MOBIUS card in the top 4 cards of your deck, you can add it to your hand, if not then all the cards go to the Break Zone.

It can work in your favor, it can also work against you.

But, the real reason you’ll be playing Sarah, is her second ability, in which she reduces the cost of playing your MOBIUS Forwards by 2CP.

And, you get a body, but you’ll probably just be dulling Sarah to help pay for your Forwards.

125-113R – Yang LB

Bring on the Monks!

This is just a way to get an extra Monk on the field.

What am I saying? I gotta read a little better here.

This is a way to get a Forward on the field, any Forward, any Element, any Category, any Job.

As long as you have enough Monks on the field you can even play Mont Leonis (14-075H) and Chaos (16-129L)

Just find a way to break Yang, and play him again, and then play him once again. Since Yangs LB cost is only 1 point, you can play all 3 Yangs if you have them in your Limit Break deck.

25-114R Kain LB

Kain might cost 9CP, but you can bring that cost all the way down to 2CP.

How?

Its simple really.

If you have 3 Dragoons on the field, Kain’s cost comes down to 4CP. And, once Kain enters the field you’ll grab a Forward from your Break Zone. Bringing it down to 2CP, just like we mentioned.

You can grab the Forward you just used to pay for Kain’s cost, or you can grab another one.

Most likely, you’ll be grabbing another one. Probably that Dragoon that was just broken last turn.

Did we mention Kain has First Strike?

If you’re playing Dragoons, you should throw at least one in your Limit Break Deck.

25-115H – Sephiroth LB

This is a fun card to play. I managed to pull it on Prerelease along with a couple of FFVII Legends, but that’s a story for another day.

The high cost of Sephiroth is worth it.

Whenever Sephiroth attacks or when he enters the field, Sephiroth will dull all the Forwards except for himself.

And, at the end of your turn you will break a dull Forward. At the end of your opponent’s turn, you will break another dull Forward. And so on, and so forth.

You will slowly break down your opponent’s front line, but be careful. Once your opponent loses all their Forwards, you’re going to start breaking your own Forwards.

But, then again, if your opponent doesn’t have any Forwards on the field, you’re probably winning the game.

25-116H – Graff LB

The Grand General. Graff looks like he could be a captain, and when I saw it the first thing I thought about is Vikings.

Why Vikings?

Well, when Graff enters the field, choose a Forward you control remove it from the game. If you remove a Viking, you will draw a card.

Which should be a good enough reason to play Graff in your Pirate deck.

And also, whenever Graff attacks, you’ll choose one of your opponent’s Forwards and they lose 4000 power until the end of the turn.

Let’s not forget about Graff’s 9000 power either.

25-117R – Leonora LB

One more card that can search for another card.

A Forward to be exact, A Final Fantasy IV Forward.

Which Forward? Well, that’s up to you.

Leonora can also help protect your Final Fantasy IV Forwards, with her second ability which turns the next damage dealt to them to 0.

Final Fantasy IV now has 2 cards that will search for a FFIV Forward.

We might be on to something here.

25-118H – Golbez LB

We’ve seen all the Archfiends, now let’s take a look at their leader, Golbez.

5CP plus 2LB to play a 9K Golbez.

So far this is meh. Just your regular High Powered Forward.

Now let’s take a look at the ability. Once per turn, you can search for an Archfiend and play it onto the field. Just like that.

Imagine, looking for Cagnazzo, right when you need to get rid of a Forward that you don’t want on the field. Or playing Scarmiglione when one of your Forwards gets attacked and needs to be saved.

And, that was just a couple of Archfiends from this set. Imagine what you can do if you go through all of the Archfiends.

That Golbez VS Cecil deck is looking pretty good right now.

d

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Tears of the Wind Planet

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25-035L – Aerith

Aerith comes in for 2CP, and when she does come in you’ll choose a Character and they will lose all of their abilities until your opponent gets rid of Aerith or she gets broken. Spoiler Kind of like how Sephiroth broke her. Oops, Spoiler alert.

When Aerith is put into the Break Zone, you can decide to remover her from the game, allowing you to draw a card.

It might even be another Aerith that you can play once more.

Consider Aerith as a Free Play!

And, we all like Free Plays.

25-036R – King

Here’s a way to get rid of the pesky Forward that is causing you trouble.

King comes in and returns one of your opponent’s Forwards to their hand.

If that’s not enough just make sure you have 5 Cadets on the field and that Forward will go to the bottom of their deck instead.

Either way, your opponent will need to spend resources to get that Forward back on to the field, where they could have used all that CP on something else.

If nothing else, King will slow down your opponent.

After that King is a king sized Meat Shield. Or an attacker. Whichever works best for you.

25-037H – Queen

Mark my words, Cadets will make a comeback.

At least I think so. And, why wouldn’t you? Especially when you have a card like Queen.
Once per turn you can activate 2 Class Zero Cadets Backups.

And then you will be able to use those 2 Backups to make use of Queen’s second ability which will allow you to choose 2 cards in your opponent’s Break Zone and remover them from the game.

This is a great card, especially if your opponent has a tendency of grabbing cards from the Break Zone.

25-038C – Goobbue

I don’t get it.

Why would Goobbue want to protect your Forwards, when it looks so hungry. I would have thought it would be something along the lines of “Goobbue, it’s your Forward and it doesn’t come back until Goobbue leaves the field.”

But, nope.

Goobbue has 2 abilities.

Goobbue will protect a Forward from your opponent’s abilities, and Goobbue will protect your Forward from your opponent’s Summons.

You can use one at a time, or both back to back.

25-039C – Cater EX

Do you like Free Plays?

Well Class Zero has one for you.

Cater.

Cater comes in for 2CP, and if you have another Class Zero Cadet on the field, Cater will draw you a card.

And, that’s it.

If you’re ready to swarm the board, Cater will get you there quicker than you normally would.

25-040H – Chocobo Chick (VII)

Get rid of a Wind Backup to play Chocobo Chick for 1CP.

And with that, you will deal 2000 damage to all of your opponent’s Forwards. You might break some, but odds are that you won’t.

But, this Chocobo Chick just hatched and is not about to stop, because it has one more trick up it’s sleeve.. er .. feathers.

After Chocobo Chick is done dealing damage to all of your opponent’s Forwards, you can play a 2 cost Forward from your hand.

Add this to your Chocobo deck. Or any other deck that has Wind Backups.

25-041C – Thief

I see a pattern here.

One sec, let me check.

Yes, how did I not realize this earlier?

Simple, Fire’s card was a Security Officer rather than a Job from Final Fantasy XI.

A Backup comes in and you get 2 choices. One is draw a card, and the other is to protect a Forward from high cost Forwards.

And, that’s a bout it.

25-042C – Zidane

This is a little bit of De Ja Vu here.

We’ve seen Zidane go into your opponent’s deck before, and he would grab a card and send it to the Break Zone. This time, though, if you do choose a card to discard, your opponent will draw a card.

It’s a decent play for 3CP.

You can also put Zidane in the Break Zone, and when you do, you can take 3 cards from your opponent’s Break Zone and remove them from the game.

This is good if your opponent has a tendency to bring back cards from the Break Zone.

25-043H – Cid Highwind

Two!?!

Cid comes in and searches for 2 Forwards?

How is that possible?

Not that I’m complaining, this is great. The only thing greater would be if this came with custom full art as well.

And, at 5 points of damage you can put Cid into the Break Zone and play a 5CP card from your hand?

You’ll be in the green, with Cid Highwind.

I’ll take 3, and 3 more just to be sure.

25-044C – Ceodore

The Crown Prince of Baron.

For 5CP you get a 9K Forward that has built in protection from your opponent’s abilities that Break a Forward, but does not deal damage.

If you don’t mind waiting a turn, you can Warp Ceodore in for a measly 2CP.

And, when Ceodore enters the field, you can grab a card with Warp from your Break Zone. That will bring the 5CP down to 3CP, or Ceodore will be a Free Play if you decide to Warp him in.

The good thing is that Ceodore can be played in any deck, as he has no synergy with any Final Fantasy IV Characters.

25-045C – Chocobo

A one cost Chocobo, that likes to party. And, this Chocobo will party with anybody.

As you set up your attack and party up, it’s highly likely that Chocobo will be broken.

And, that will be ok, because once Chocobo is put into the Break Zone after partying for a turn, you will be able to search for another Chocobo of 2CP or less and play it on the field.

I would pick Chocobo (6-050C), and then you would play another Chocobo from your hand onto the field.

It’s a Break One Get Two. I like that deal.

25-046C – Nine

I was going to start off on how I won’t use this card, because of the other Nine from Crystal Radiance, but we’re here to talk about this card.

Nine is taking care of the back line this time.

And, he can turn the tide in your favor when your Class Zero Cadets attack. For when one of them does, Nine can give that attacking Forward +1000 power and First Strike.

Now I’m going to have to take a closer look at the rest of the Cadets throughout all of the sets.

It’s not bad, but, you’ll need to find your front line.

25-047R – Barbariccia EX

Here we are with our second Archfiend. Barbariccia.

Barbariccia comes in to the field and grabs an Archfiend from your Break Zone, brining it back to your hand.

And, if Golbez is on the field Barbariccia deals 3000 damage to all of your opponent’s Forwards.

Now, let’s say you have Rinoa (6-041L) and you play her right after Barbariccia, that will be 6000 damage to all of your opponent’s Forwards. There’s a chance you’ll break at least one of them.

25-048R – The Mandragoras

This is a great little group of Monsters that can overwhelm your opponent.

Once per turn you can turn The Madragoras into a Forward, and have them attack. And when they do attack, they will most likely get blocked. And whenever they deal damage to a Forward, no matter how much power that Forward has, they will break it.

And, if the other Forward breaks the Mandagoras and sends them to the Break Zone, your opponent will choose a Forward that they control and they’ll put that Forward into the Break Zone as well.

Is it worth blocking?

You’ll have to find a way to block without breaking The Mandragoras.

That sounds like a band name.

25-049C – Yuffie

There must be something in the water these ninja’s drink.

Yuffie is ready to come out and wreak havoc from the get go. And she’s only a Common that costs 2CP.

And, let’s not forget Haste, cause whenever Yuffie attacks, she will receive a Shuriken Counter, and if she is blocked she will deal whoever blocks her 4000 damage for each Shuriken Counter that she has.

Yuffie might be small, but she is ready to dish it out with most of your opponent’s Forwards.

I’m going to have to take a look at a Ninja themes deck.

25-050R – Lucia

Did I read that right?

At the end of each of your turns activate all the SOLDIERs you control?

This is … I have no words.

SOLDIER wil dominate 2025 and beyond, simply by having Lucia.

And, as a side note you can dull 3 active SOLDIERs and and draw a card.

You can dull them n your Main Phase 2, and they’ll be activated right afterward, and you’ll have an extra card.

Shinra is set on FFTCG Domination.

25-051L – Rem

Is this the first Legend Rem that we’re getting?

Well, I can say Rem didn’t need to be a Legend, but I’ll take it. Rem will come in and searches for a Cadet and plays that Cadet straight to the field.

The only question you need to answer is, Which Cadet are you looking for?

And, when it’s all said and done, you can send Rem to the Break Zone, and you’ll activate all of your Class Zero Cadets.

Are there better Rems to play? I’d say it depends on what you’re trying to do.
Singles?

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Hidden Trials – By Light & Dark

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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.

Singles?

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Hidden Trials – By Earth

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23-058C – Dark Knight

Oh wow, these Standard Unit Backups in this set are powerful. Sure, you need to have 5 Backups to get the full effect, but these Backups only cost 2CP.

Dark Knight comes in and gives a Forward. +1000 power and Brave.

If you have 5 Backups, then all of your Forwards gain +1000 power and Brave.

You can go all in swinging left and right with all of your Forwards, and then still have the resources to block your opponent’s attacks.

 

23-059C – Ignis EX

Noctis Is Down!! Hurry Phoenix Down!

That pretty much sums up Ignis.

When he enters the field you can grab a FFXV Character from your Break Zone, and add it to your hand. Not just Noct, but any XV Character that resides in there at that moment.

Best part is that this ability also comes off as an EX Burst.

Might be worth it … it’s always worth it if your grabbing cards from the Break Zone.

23-060L – Vincent

Beautiful card.

Though shall not pay 7CP to cast Vincent. Though shall pay 1CP to Warp Vincent. Vincent is Warp 6 meaning that 3 full turns need to pass before Vincent will enter the field. But the Warp Counters will reduce by one each time a Final Fantasy VII Character enters your field.

A ticking time-bomb, that once it goes off, you will Break one of your opponent’s Forwards and one of their Backups.
If you didn’t Warp Vincent, then you’ll just Break the Forward.

A Vincent worth playing?

23-061H – Warrior of Light

This is great.

If you have the CP, you can play a Standard Unit from the Break Zone at the begining of the Attack Phase. Doesn’t matter whose Attack Phase it is either! Yours. Your opponent’s. You can play that Standard Unit and buff up your defenses, add an attack, or play that Dark Knight from earlier, and give +1000 power and Brave to all of your Forwards.

You can also search for 2 Standard Units when Warrior of Light enters the field and send them to the Break Zone, so they’re ready for you whenever you’ll need them.

You can also splash any element with these Standard Units.

23-062H – Emet-Selch

Here’s one way to search for a high cost Forward.

And when you play a high cost Forward onto the field, Emet-Selch will deal another Forward 8000 damage.

And, that’s about it.

Other than that Emet-Selch costs 4CP, with a 8k body.

At least his ability to deal 8000 damage to a Forward goes off every time a high cost Forward enters the field. Maybe bounce that high cost Forward.

23-063C – Gladiolus

Gladiolus is ready to deal some serious damage, as long as his buddies are around.

Does that mean that this Gladiolus is a better play then the other Gladiolusi (? Gladioluses?)?

Probably not, but it might be fun to play in sealed, if there are more FFXV Characters in this set.

Gladiolus gains +1000 power and Brave if you have at least another FFXV Character on the field. Which you most likely will, or you won’t be playing Gladiolus.

Dawnhammer, Gladiolus’s Special ability that will 99% of the time break a Forward of your choosing.

23-064R – Golem

Would you like to see this Golem’s 3 card trick? He’s been hanging by the Korner with a Kardboard box and 3 cards. Would you like to try your luck?

I bet you do.

Choose a Forward, any Forward.

Now let’s flip over these 3 cards.

Grab one of the Forwards, return the other 2 to the bottom of your deck, and deal your Forwards Power as damage to the Forward that you have chosen.

Didn’t find a Forward?

Well, you’re out of luck.

23-065R – Gogmagog

Two heads are better than 1. 2 Monsters are better than one, too. And Gogmagog, is better with another monster on the field.

We already know that Gogmagog turns into a Forward with another Monster on the field.

So, let’s talk about what Gogmagog can do. Gogmagog can bring itself back from the Break Zone, as long as you remove a Monster in play from the game.

Should be good in any Monster deck.

23-066R – Jessie

Need a quick buff?

Jessie has 2 abilities that will buff you Forward.

The first one, she’ll buff any Final Fantasy VII Forward by 1000 power.

And secondly, If she buffs Cloud, Cloud will gain +2000 power.

Talk about favoritism.

 

23-067R – Shantotto

Do you recycle?

If so, Shantotto can help you get some recycled goods.

Shantotto comes in and grabs 2 Summons from either Break Zone. After that they are yours to keep until the end of the game, casting them whenever you need to.

This works good for you, as if your opponent is known for removing cards from your Break Zone, you can keep a couple of Summons that you know you’ll need later.

It’s like a side, side deck.

23-068C – SOLDIER Candidate

Earth’s Candidate to become a full fledged member of SOLDIER.

These are all pretty decent 2 cost Commons.

SOLDIER Candidate, come in and acts like Atlas?

… or was it Titan?

Well, SOLDIER Candidate comes in and you choose a Forward, and they deal damage to each other.

Might be a good way to get rid of a Forward.

23-069C – Narashima

Just like SOLDIER Candidate, only this time you choose your Forward that you want to trade blows with.

If you got an overpowered Forward, with plenty of buffs, well then this card is for you.

If you ask me, I’d pick Opus VII Fang, with 6 FFXIII Characters on the field, including Opus I Lebreaue. What’s that 11K?

I’m sure you can find a better Forward, but since Narashime is already a Category XIII Character. I stuck with that.

23-070H – Hythlodaeus

At first look I thought we were getting some Organization XIII cards. Then I realized we aren’t.

But, that doesn’t mean this isn’t a good card. In fact I think it’s great.

If Emet-Selch is on the field Hythlodaeus becomes a 3CP Forward with a 9K body.

That’s what you call a cheap Meat Shield. And, that is not the reason you’re playing this one.

You can use Hythlodaeus’s ability to put both her and Emet-Selch into the Break Zone. Then you shuffle your deck reveal the top 4 cards and play all the Characters onto the field.

If you’re lucky and all of your high cost Forwards pop up, you’ll be golden.

Just hope you don’t find any Summons there.

23-071C/15-080C – Geomancer

You know what time it is?

Copy/Paste time.

“Reprint.

Standard Unit.

Crystal.

Brave.

Maybe a Geomancer actually mines for Crystals.”

23-072 Brionac

A 5 cost Forward with 9000 power. Pretty normal for a Common, but during your Main Phase, you can remove 2 Earth cards from your Break Zone, from the game, and Brionac will gain +2000 power and Brave.

Brionac also has an ability that will deal 9000 damage to a Forward, but you’ll need a Crystal for that one.

If all you need is a Meat Shield, to block your opponent’s attacks, Brionac might be a good fit for you.

Best case scenario you find Brionac when you cast Golem.

23-073C – Prompto

Monster Hunter, or Monster Tamer?

Either way Prompto does things to Monsters that not many people do.

He takes pictures.

And those pictures will either Break a Monster, or Bring one back from the Break Zone.

???

Yeah, I got nothing.

23-074C – Wrieg

Here we are.

You can play Wrieg right before you play Prompto.

You’ll get your Monster back, and have a Forward and a Backup to show for it.

Is it worth playing?

I’d say that depends on if the Monster has an ability that goes off when it is put into the Break Zone.

At the very least, you’ll draw 2 Cards.

23-075R – Layle

A self sustainable Forward.

Layle comes in, gains a Crystal.

Layle attacks, gains a Crystal.

Layle attacks again, gains a Crystal.

Layle uses the Crystals when he is attacking and break a Monster or a Forward.

All this for 2CP.

23-076H – Regis

Regis might cost 7CP, but you get so much in return for that.

Regis comes in and you can grab a Final Fantasy XV Forward (of cost 5 or less) from your Break Zone, and play it straight to he field.

That alone will make Regis worth playing, but if you have already received 5 points of damage, you can go ahead and double that. This allows you to grab 2 XV Forwards from your Break Zone and play them straight to the field.

3 Forwards on the field for 7CP? Sounds like a good deal to me!

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Hidden Trials – By Wind

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23-039R – Asura

1CP and a Full Art, cant go wrong with that.

When you cast Asura, you activate all of your Forwards. Plus all of your Forwards can’t be returned to your hand and their power can not be decreased until the end of the turn.

You can either play this at the end of your turn, after you attacked with all of your Forwards. This way if you go all out thinking that you’ll win the game, you can still cast Asura and you will be able to block during your next turn.

I’m sure there’s better ways to play Asura, but that’s how I would play it.

23-040L – Adelle

This is wonderful.

Mono-Wind + Adelle = Hard to beat!

With Adelle, you can go all out with all of your Forwards, and if your plan doesn’t work out, you can attack with Adelle and use her ability to Activate all of your Wind Characters.

That way you’ll have your front line ready to block when your opponent decides to attack.

But, maybe they won’t , once they see all of your Forwards activated.

Only drawback is that Adelle won’t activate during your next turn, but since you’re running Wind, I’m sure you’ll find a way to activate Adelle.

23-041C – Jornee

A 2 cost Backup that that shall buff a Forward, and give it some protection as well.

Sure, that Forward needs to cost 3CP or less. But, once per turn, Jornee will give that Forward +1000 power and all damage dealt to that Forward by your opponent’s abilities will become 0.

I mean 2CP, for some damage control is worth it if you ask me.

And, if you don’t, then try it for yourself.

 

23-042C – Vaan

Well, this looks like a decent Vaan.

Vaan comes in, gain a Crystal

Vaan attacks, gain a Crystal.

Life of Crime, double the damage dealt to a Forward by Vaan.

Use the two Crystals Vaan gained from earlier and deal 8000 damage to all of your opponent’s Forwards.

And, they say a Life of Crime doesn’t pay.

23-043R – Venat

A 2 cost Backup, that can search for herself and play herself straight to the field.

Of course, that ability means that you’ll be searching for Venat (23-115L) and you;ll get 2 Crystals for it.

For me, that is worthless as, I will probably never play the other Venat.

Or you can just keep Venat on the field, and use her first ability to cancel a Summon whenever needed.

Now that, I can use.

23-044R – Silver Dragon

I see a pattern here. Monsters that need a Monster to become a Forward.

Silver Dragon becomes a Forward with 9000 power. Which is pretty decent, considering you only paid 2CP for it, but Silver Monster also has the ability, to protect your Monsters from your opponent’s Summons and abilities.

Meaning that you should throw Silver Dragon into any deck running Monsters and Opus XI Relm, as she searches and plays Monsters on to the field, without having to worry about CP.

Yes, Add it to your Monster deck.

23-045C – Samovira

Another Monster.

Samovira is a Winged Demon, waiting on the sidelines until it’s time to unleash his fury on a Forward, or a Monster.

It’s not much to get him on the field, but you’ll have to send Samovira and one other Monster into the Break Zone. Which in return will allow you to Break on of your opponent’s Forwards 5CP and up, or a Monster.

It’s almost like an even trade.

23-046C – SOLDIER Candidate

Another SOLDIER in training.

Just like the other Candidates, this SOLDIER Candidate gains +3000 power if you have a couple of Standard Unit Forwards in your Break Zone.

Now the question I have, is do SOLDIER Candidate’s abilities apply only to each individual card, or do they all get the effects?

 

 

23-047H – Tyro

The Record Keeper returns, and this time he’s grabbing a card from the Break Zone. You’ll need 3 elements in your back line for this to work. If you do, (which you will, because you won’t be playing Tyro if you don’t) Tyro becomes a Free play.

Tyro will also protect one of your Forwards that is being targeted by a Summon, ability or an attack, by reducing the damage dealt to it, all the way down to 0.

I can see it being used, but I don’t see me using it.

 

23-048C – Dr. Mog

“Calling Dr. Howard, Dr. Fine, Dr. Howard, Dr. Mog!”

Search for a Moogle, does that mean Moogles are a thing now?

Are we going to get Killer Moogles from Outer Space?

So, many questions, we need more Moogles.

Dr. Mog also activates a Moogle with his ability.

Good King Moggle Mog might be making a comeback as well.

23-049C – Ninja

We’ve seen plenty of Ninjas already.

This one is a Backup that costs 2CP, and depending on when you play him, you can a decent card, or a really good card.
Ninja will make a Forward unblockable by a Forward that costs 3CP or more.

Ok, not bad.

But, if you have 5 Backups on the field, all of the Forwards that you control gain that ability.

Allowing you to have a semi-open path to your enemy.

23-050H – Noel

It’s not Warp, it’s Ludicrous Speed!

Noel might cost 5CP to play him, but he can come in easily with Warp. You might not even need to wait a whole turn. If you have 3 Final Fantasy XIII Characters on the field, as soon as you get into your Attack Phase, you will remove 1 Warp Counter for each XIII Character on the field.

You can end up playing Noel for 1CP.

After that Noel comes in with Haste and First Strike, and he’s ready to attack with 9000 power.

He’s gone plaid!

23-051L – Hope

Coming in at 3CP with 7000 power.

Hope is a great card, and you probably will never attack with Hope.

All Hope is going to do, is come in to play, pay (x), search for a Final Fantasy XIII Forward and play it onto the field. This is a great way to splash some more elements into that XIII deck that you know you will be building.

Once the new Forward comes in to play, all you’ll need to do is dull Hope, remove him from the game, and bring him back during your next Main Phase 1. You will then pay XCP once more and search for a XIII Forward and play it on to the field, and repeat.

Don’t forget to add Nora EX (1-079R) and Bartholomew (7-060R) to your deck.

23-052R – Maina EX

Finally, Ninjas have a way to search for Ninjas.

4CP to search, making Mainas cost 2CP.

And then Maina also brings protection, for one of your Ninjas, against your Opponent’s Summons and abilities. Simply by dulling 2 active Ninjas.

Let’s make a Ninja deck that will make Vanilla Ice proud.

“Go Ninja, Go Ninja, Go!”

23-053R – Meteion

A rare Backup, that will activate all of your Backups.

And give you a card as well.

Sure, you’ll have to put Meteion into the Break Zone, but she will have served her cause, and then you can play another Meteion, because this one is gone.

All this for 2CP, not bad at all.

 

23-054C – Yuffie

There are Ninjas everywhere, and Yuffie is ready to go.

2CP, 5K body, and the ability to draw a card every time a Ninja deals damage to your opponent.

Plus if you have a couple of Wind CP ready to go, you can just attack with Yuffie, and if anyone tries to block her, just use those 2 Crystal Points to make Yuffie unblockable.

Almost like Opus IV Locke but, instead of paying with a card of the same name, just use two generic Wind Crystal Points.
I can see this being used.

23-055C/15-058C – Dragoon

Reprint of a Reprint.

Dawn of Heroes, Crystal Dominion.

“Crystals and more Crystals.

Use this reprint Dragoon to generate one Crystal and then use his ability to get him off the field.

See, I actually wrote something this time.

No Copy/Paste.

Nope.

I might Copy/Paste this for the next one though.”

23-056C – Luso

Need a way to bring back a Character from the Break Zone?

Luso here might be able to help.

Luso comes in and let’s you grab a Character of 2CP or less from the Break Zone and play it straight to the field.

And Luso’s abilities don’t end there. You can turn Luso into a Monster Hunter, where he will Break a Monster, but Luso will also end up in the Break Zone.

It’s a decent card, has good abilities when Luso enters and exits the field.

Deserves a shot.

23-057H – General Leo

A General needs his army, and so does General Leo.

Only difference is that General Leo’s army is a lot smaller than your average army. General Leo can handle the battle with only 3 soldiers.

When General Leo’s army is on the battlefield, they will give the General +2000 power and protection from your opponent’s Summons.

Other than that, General Leo will also allow you to play a card of 2CP or less from your hand onto the field, when he enters the field.

A leader among low cost Characters!

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