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Dawn of Heroes – Bucket of Dirt

20-064C – Arkasodara

I like this elephant man.

A simple 3 cost Backup that will either Break one of your opponents dull Forwards, or your opponent will pay 3CP for them to save that Forward.

Either way your opponent will lose part of their strategy due to them having inefficient funds, or due to them being down a Forward that they needed.

I like it, I’ll take it.

20-065H – Antlion (IV)

I remember fighting Antlion in FFIV to in order to get the Sand Pearl to save Rosa from desert fever.

Now the Antlion is back, and it is still angry. Must be all the monsters roaming the Antlion Den.

As a Monster, Antlion doesn’t have a special ability, it just waits for Backups to come and go, so it can turn itself into a Forward.

Once it’s a Forward it is something to deal with. With 9000 power and it’s counter ability, that will deal the same damage it received and deal it to another one of your opponents Forwards. Which one? Anyone you’d like.

Yes, I like it.

20-066R – Ignis

At the time of writing I just finished writing about Gnash.

Well, Ignis is the perfect answer to Gnash, Ignis is also one of the Backups that can be chosen by Gnash.

Ignis enters, and you can chuck a Backup and break one of your opponents Forwards.

Not only that, but on the same turn when you send that Backup to the Break Zone, you can grab a Forward from the Break Zone.

End of the day, Ignis has a way of recycling that Forward you need when he is sent to the Break Zone. After all is said and done, you’ll still have a 9K body on the field.

20-067R – Ifalna

Aerith’s mother. That’s all I’ll say in case there are people living under a rock, and haven’t played FFVII yet.

A great 2 cost Backup, that will grab an Earth Forward from your Break Zone and play it straight to the field.

This is actually really good, especially if all of your Opus XIV Clouds are in the Break Zone, and you have no other way of bringing them back.

We need more cards with support Characters that we haven’t seen yet.

20-068R – Aerith

We’ll have Aerith right next to Ifalna in our Binders.

What ever you do, you’re Warping Aerith in. There is no reason to pay 2CP to make her just a 5K body. Aerith is much more than that. Just ask Zack.

Aerith Warps in and grabs a Forward from your Break Zone.

After she grabs that Forward, that’s when she becomes a 5K body.

The apple doesn’t fall too far from the tree. Both Ifalna and Aerith pretty much have the same ability.

20-069H – Chaos

Oh, this is nice.

Chaos causing Chaos just cause his name is Chaos.

Or something like that.

Chaos is a 6CP Forward, that let’s you search for a 4CP Dark Forward and play it onto the field. This will make Chaos a 2CP/9K body, and depending on which Dark Forward you choose you can probably put some hurt on your opponent. Too bad Sterne Leonis is banned, cause that would have been fun. For you, not your opponent.

And that’s not all.

If Chaos is in the Break Zone you can remove Chaos and 2 Dark Characters from the game to Break a Forward of your choosing.

The OG Dark Lord will take vengeance on the Warriors of Light. Maybe that’s what the 2000 year time loop is for.

*queue Alice Cooper’s “Vengeance is Mine”

20-070C – Leatherworker

Uhm, lots of Earth Backups that get played for free.

Free is usually a good thing, when they have a decent enter the field ability. Or any ability at all.

Where’s the Copy/Paste button when you need it?

 

 

20-071C – Ciaran

Here’s your Crystal pumping machine. As long as Ciaran stays on the field and attacks, you’ll be gaining a Crystal each turn.
He can actually use the Crystals himself and gain a 2K buff until the end of the turn.

Other than that, Dark Sword is a decent Special ability that deals a Forward (3000xpoints of damage you received). And you don’t even need to dull Ciaran in order to use it.

There are 2 different Ciarans meaning you can use this ability up to 5 times in one turn. But, only if all the Ciarans are in your hand.

20-072C – Gigas

A Giant? Let’s call him Andre.

Andre comes in and pretty much stops one of your opponents Forwards. Stuns? That Forward will not be able to Attack or Block until the end of their turn. Allowing your tiny Forwards to get some attacks in without the fear of being blocked by a big body.

Gigas … I mean Andre once he’s done Stopping that big body, can be sent to the Break Zone dealing a Forward 8000 damage on the way.

 

20-073C – Kimahri

This is the same as Auron. Only difference is that it’s Earth, and the art on Auron’s card is way better.

Just use what I said about Auron and change the name to Kimahri. And, the damage to 4000.

 

 

20-074C – Miner

3CP to hopefully find a Backup.

If there is a Backup in the top 5 cards of your deck, then Miner will only cost you 1CP.

I think I like the other Miner better.

At least, if you don’t know what to do, you can always put Miner in the Break Zone and draw a card.

 

20-075L – Cecil

Is 3 CP worth a point of damage?

Depends on what you’re playing. If you need that point of damage to buff up all your Forwards because you just received 5 points of damage then go right ahead.

Besides that, Cecil remains true to his story. As he can turn his Dark Knight self, into a Paladin. All you have to do is cross the mirror. Or get sent to the Break Zone. Whichever one is easier. For when you put Cecil into the Break Zone, you can search for a Paladin Cecil, and play him onto the field.

That Emissaries of Light Cecil, is looking good with this right now.

And Tenebrous Blast, just a special ability that deals 8000 damage to a Forward.

20-076C – Sonon

Let’s see, Melphie searches for Sonon, and if Melphie is in the Break Zone, Sonon gains a 1K buff and Brave.

Not bad, for a common.

You got a 9k body on the field, ready to block all of your opponents attacks.

If Sonon is in the Break Zone, hanging out with Melphie, you can remove them from the game a draw a card.

20-077L – Tifa

Another Tifa?

2 in one set? When was the last time that happened?

All the way back to Opus I? I guess, I always thought that there were a lot more Tifas. Apparently there are only 9.

19 Lightnings but, who’s counting?

1CP for a 9K body? Sure, I’ll take it. When Tifa enters the field you must discard 2 cards.

Tifa already has Brave, and if you pay 2CP she can attack again. And, if you have 2 more CP you can attack again, and again. I see an infinite loop somewhere, where someone will figure out how to keep activating all of their Backups in order to have TIfa attack over and over, til it’s game over.

You can’t discard 2 cards if you don’t have any cards in your hand. *Hint Hint.

20-078H – Noctis

The Prince is back, and is becoming quite a regular.

Noctis comes in, and buffs a Forward with +2000 power and Brave, for the rest of the turn.

After that Noctis will hand around the field, until he is sent to the Break Zone, and when he does get sent to the Break Zone, you can put one of your Characters in the Break Zone and play Noctis on the field with a permanent 2K buff.

 

20-079C/15-080C – Geomancer

Reprint.

Standard Unit.

Crystal.

Brave.

Maybe a Geomancer actually mines for Crystals.

20-080R – Fake

The first time I saw this card I thought it was a Fake, and didn’t pay much attention to it.

And, then I read the card wrong, and had to rewrite this.

For 2CP it’s worth giving a shot. Even if Fake can’t attack or block until it sees 2 points of damage.

2CP for a 10K body, sign me up.

 

20-081H – Fenrir

Is this what I think it is?

A Free Summon?

Yes, why yes it is! But, only sometimes.

Fenrir a 1 cost Summon that protects your Forwards from your opponents Summons.

And, if that Forward costs only 1CP, Fenrir is Free!!!

1CP isn’t that much to pay, but Free is better.

20-082C – Mira EX

The Dark Lord is back to help you find your Monsters.

And she does a good job at it, as long as there is a Monster in the top 5 cards of your deck.

After that she has a 3k body, that will fend off at least one attack. OR you can just put her in the Break Zone, and grant one of your monsters the ability to not be broken.

 

 

20-083R – The Magus Sisters (XIV)

At first I thought this was a Summon.

Then I realized that it is not.

What’s good about them is that your opponent can’t use Haste.

Which isn’t really a bad thing as most players don’t really have a lot of Haste cards. But, if you’re using my Haste deck well, it’ll really put a foil in your plans.

20-084R – Leo

See, this is what a King does, he looks out for his people, before charging them taxes and what not.

Leo, a 6CP Backup that when entering the field searches for a FFCC Forward and plays it onto the field.

Think about it for a second.

You pay 6CP for Leo, Find Yuri and play Yuri onto the field. Then you’ll discard a card, and search for Chelinka and play Chelinka onto the field. If you get this off turn one, you’ll be set for the game.

Oh, and let’s not forget the 1K buff to all the FFCC Forwards.

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From Nightmares – Water and High Tides

19-086R – Ashe EX

More like the Ashetiveator.

I really like this card. As long as you have a copy in your hand and a couple of CP available, you can keep reactivating a Forward once per turn.

The way I would do it would be. I would enter the Attack Phase. And when that attack goes through, I would play Ashe and activate that Forward so it can block.

You can actually play Ashe twice per turn. Play her in your Main Phase 1, return her to your hand during your Attack Phase and then replay her during your Main Phase 2.

The more I think about it, the more I like this card.

19-087R – Wol

Wol can’t attack, but he sure can block.

Weighing in at 2CP/9K power. He will take out some Attackers.

But, it’s Chef’s Knife that we really like. It’s 9000 damage to a Forward that cannot be reduced by other abilities.

So, once per turn you can use Chef’s Knife, then play Ashe, then use Chef’s Knife again, then play Ashe, and use Chef’s Knife once again. But, that will on;y work if you have 3 Wols in your hand. And you can. You can actually have up to 24 Wols in your deck. That’s almost half your deck. Keep your enemy at bay with this Tonberry Suit.

19-088C – Aerith

Aerith has one job, and that is to grab a Light card from the Break Zone. Other than that she’ll just hang out and give you 1CP per turn.

That’s pretty much it for this Aerith, not the best Aerith.

There’s probably a lot of better plays, unless you really need that Light card.

 

 

19-089H – Gau

I’m not going to say it this time.

I’m not. I’m going to try not to.

Gau, is actually pretty good, for what he does.

For 2CP you get a Forward that can come in during your opponents turn and buff another Category VI Character +1K power for every Category VI Character you control.

Throw him in there with the Dream Stooges, and Kefka, and you have a Forward that can block anything your opponent throws at you and survive it.

After that you can put Gau back into your deck and draw a card. Gau is wild like that. He’s a Wild Child.

19-090C – Clavat

Water’s Multi-Elemental Forward.

And by that we mean, if you pay with at least 3 Elements. Each element has had one of these cards, and Clavat is no different.

When she enters the field, if you did pay with at least 3 Elements, your opponent chooses one of their Forwards and sends it packing. Straight to the Break Zone.

Other than that Clavat will allow you to draw a card, and then discard a card when she enters the field.

19-091R – Sapphire Weapon

Another Free Card, this set is spoiling us.

Every Element has a way to cast cards for Free. And, we like free. Even the guy in the back, with the Cloud Signature card in his back pocket. You know he likes FREE too.

It’s not that often that you can play a 9k Body for free. But Sapphire Weapon here can. As long as you have at least 5 Weapon cards in your Break Zone, Sapphire Weapon can come in for free.

You have yourselves a Water deck, just throw in Ruby, and Emerald and just chuck them to pay for other Cards. And when Sapphire show up, you know it’s coming in with a Vengeance. Or something like that.

If Sapphire Weapon gets broken somehow, no worries. You’ll draw 2 cards when you put Sapphire Weapon into the Break Zone.

You might even get lucky and draw another Sapphire Weapon that you can play for free.

19-092C – White Mage

Well, you can sort of count White Mage as a free card, but you still have to pay for it. 2CP, and if you have 3 points of Damage you get to draw a card.

Once she’s on the field, you can use her ability to return one of your opponent’s Forwards to their hand.

Just a little reminder. You’d probably want to get rid of a Forward that doesn’t have an enter the field ability.

 

19-093H – Strago EX

This is interesting, I think I already like this card.

Every time Strago enters the field, or is broken, you get to reveal the top 4 cards of your deck and hopefully you’ll find a FFVI card sitting there that you can add to your hand.

This also works when Strago is found when you take Damage.

And, let’s not forget about Revenge Blast. For each point of Damage you have received, your opponent’s Forward will lose 2000 power.

And with 5 different Stragos available, you might have a hand full of Stragos at 6 points of Damage. At that point you can spam Revenge Blast and take your opponent to Pound Town.

19-094R – Sanctuary Keeper

Who needs Ashe when you have Sanctuary Keeper?

For 3CP, you can have a constant Activation per turn. Not only that, this Activation comes with a +2000 power buff.

You can actually use both Ashe and Sanctuary Keeper, with 24 Wols and spam that Chef’s Knife. My deck is slowly coming into fruition. I’ll have that deck ready in no time.

 

 


19-095C – Sophia

Sophia is the opposite of Sanctuary Keeper.

At the begining of the Attack Phase, Sophia reduces the power of a Forward by 2000.

If you’re already buffing one of your Forwards by 2000, that is a 4000 power difference. Sure it’ll only worked that way if each of you only have 1 Forward on the field, but you get what I’m trying to say. Or not say.

 

19-096C – Tidus EX

Well, for being a high cost card, you’d think you’d get more than just drawing a card or returning a Forward to their owner’s hand.

I’m not seeing it.

The only thing I like is that it can come off from an EX Burst. Which should be a good enough reason to have some in your deck, as you can always use them to pay for Opus I Tidus’s ability.

 

19-097C – Tonberry

I was trying to come up with a different way to start this, but couldn’t.

Tonberry comes in like a Monster and out like a Forward.

When Tonberry comes in you draw a card, then discard a card to make him a Forward. Tonberry is technically a 4 cost Forward, but you only have to pay for 2CP as he provides the other 2CP himself.

But, when Tonberry deals damage to a Forward the Forward is broken regardless of power. He has the real Chef’s Knife, not Wol.

19-098C – Yuna

When Yuna comes in, your opponent selects the card Forward that will be sent to the Break Zone. You’ll be able to remove a Forward, but since your opponent gets to pick which one it might not always work in your favor.

This is one way to get rid of Opus XVI Tidus, but I don’t think your opponent will choose that card when Yuna enters the field. Unless, if it’s the only Forward on the field.

 

 

19-099R – Josef

Are Rebels becoming a thing?

I mean Josef here looks like a good card, especially since you most likely will be playing Firion, which will make Josef a 3CP/9K body Rebel/Monk with a sword. Wait, Monks use swords? Maybe Josef uses it for his Rebel side.

“Rebel, Rebel,
You’ve torn your dress”

Maybe that’s what the sword is for.

Where was I? Ah, yes. And, with Firion still on the field, every time Josef attack, you get to draw 1 card. Who doesn’t like drawing cards. I’ll play Josef and attack for no reason just to draw a card.

And, that’s not all. No, Sir. When Josef enters the field you can also play a Category II Forward from your hand onto the field. Any FFII Character as long as it is 3CP or less. It doesn’t even need to be a Rebel, Rebel.

19-100C – Larsa

A 2 cost Backup that really is a 4 cost.

You’ll probably be discarding a card in order to search for that XII Forward that you’re really looking for. If that Forward is on the field you probably have no use to play this card.

Sure you can reduce damage dealt to a Forward by 2000, but I believe there are better Larsas than this one.

 

19-101R – Leviathan

The Water God comes in as a Free Summon.

No Sacrifices needed.

Leviathan comes in, you return 1 of your opponents Forwards to their hand, and they can’t play it until the end of their next turn.

What I like about this is that they’ll have a dead card in their hands. They won’t be able to play it, and if they draw another one they’ll have 2 dead cards. They might even discard it for CP just so they can play another card.

Might come out in your favor, or you’re just delaying the fact that they can play a Forward with an enter the field ability, that might turn things in their favor. But, this is a card game, and we need cards that will give us a breather when we can get it.
Yes, Free Summons are still good.

19-102L – Refia

If you needed a reason to run a Warrior of Light deck, well now you got one.

Refia will activate all the Warrior of Light cards you have at the beginning of each of your attack phases. That means you can go all out, and attack with all your Forwards, and then during your opponents turn, you will have all your Forwards activated, just in time to start blocking.

Also, once per turn, you can dull 4 Warriors of Light, and put one of your opponents Forward back into their deck. Top or bottom, you get to choose.

And, let’s not forget about the artwork. This is a beautiful card. Only complaint is that this one didn’t come as a full art.

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Emissaries of Light – Thoughts on Earth

16-064C – Dark Knight

Not the best way to start off with Earth, but you can play 3 Backups in one turn at 3 points of Damage if you already have 3 Dark Knights in your hand.

Not much else to say.

 

 

16-065C – Amber EX

Here is the searcher your Soiree deck needs.

4CP to grab a card.

I’ll need to get all these cards together and figure out what’s going on.

 

 

16-066R – Heretical Knight Garland

I like this card.

Garland buffs up one of your Forwards into a Berserk Behemoth, or something of that nature.

+4K power and Brave, is no laughing matter.

And plus, if you keep enough CP available, Heretical Knight Garland is almost indestructible.

16-067L – Aerith

No need to grab your Phoenix Downs, Aerith will raise herself from the dead.

3 turns is all she needs.

She’ll be back in no time, Block, Attack all you want. You’ll probably be able to get into a rhythm here, and have all 3 Aeriths recycling themselves in a way that as soon as one is broken, remove from the game, and on the next turn, yours or your opponents she’ll be back on the field ready to block. All she needs is Haste.

 

16-068C – Eiko

10K Damage?

That’s a lot for a common Backup.

There might be some use to Eiko.

 

 

16-069C – Ciaran

Low cost Forward that can reach up to 9000 Power.

And, that Special Ability. Gets stronger with each Backup you control.

 

 

 

16-070L – Kirin

Kirin and the Shijin. Sounds like Hootie and the Blowfish.

What you don’t already know is that Kirin has the “Power of Love”. Just ask Doc Brown.

He’ll buff up the Shijin with +1K power, and when he comes in, Kirin allows you to play a 4 cost Forward from the top 5 cards
of your deck. That’s almost like grabbing Marty McFly to play at your Prom.

 

16-071C – Gladiator

Another Backup on Standby.

Keep Gladiator on the field till you have received 5 points of Damage. After that dull, return to your hand, play Gladiator, put him in the Break Zone and give all your Forwards +10K and Brave.

And, this is just a Common.

 

16-072C – Beastmaster

Looking for an Energy drink?

Beastmaster will let you grab a Monster when he enters the field.

Yeah, that one was cornier than the other ones.

 

 

16-073C – Benjamin

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.

 

 

16-074C – Cactuar

Break a Forward with this Summon, but Cactuar carries some drawbacks. Unless you want to deal yourself some Damage to get the benefits of all these Earth cards.

 

 

 

 

16-075R – Shinju

I think this card is the base of Soiree, as she allows all the different elements to be paid using any element.

Grab Shinju with Amber and watch Soiree unfold before your very eyes.

 

 

 

16-076R – Sophie

She was banned, but now she’s back with a Vengeance.

Sophie’s first ability comes off of Sophie’s Second ability.

If you’re playing high cost Characters, Sophie will be dealing 10K damage to one of your opponents Forwards. 12K if you have Enna Kros as a Backup.

 

 

16-077R – Terra

Terra might fit in a Fire/Ice Category VI deck. Or you can just go all out and grab all the VI Characters and go 6 element FFVI.

Someone out there, already knows how to use this card, and that person is not me.

 

 

16-078C – Demonolith

I remember a card like this in an earlier Opus, but that was a Summon.

Demonolith stays on the field until you want to see your next draw. And if you ;like it, you can keep it. If not just chuck them to the bottom of your deck, and hope for 2 better cards.

 

 

 

16-079H – Hades

The 2 cost Monsters in this deck are something. Each one I keep seeing is a card you’d easily add to your deck.

Hades here, let’s you discard a Backup to draw a card. And, you already know that there are plenty of Backups whose only purpose is to come in and use their on-entry ability. Now you have a way to get rid of them to play another Backup.

But, that’s not all.

Hades can make some of your opponents Forwards vulnerable.

As, whenever a chosen Forward is dealt Damage, that Forward will be broken, and sent to the Break Zone.

Relm is going to have some fun this Opus.

16-080H – Madam Edel

Madam Edel has been name dropped throughout this set, and now we can finally see what she is made of.

Madam Edel is the Forward your opponent will be trying to remove once she is on the field.

Madam Edel grants Protection to all the Morze’s Soiree Members. No Summons or abilities will be able to lay a finger on them.

And for 4CP, you’ll be able to grab a Morze’s Soiree Member from the Break Zone and play it on the field.

16-081R – Mira

We mentioned Relm earlier, but Mira here, will be able to take the reigns just as well.

Mira comes in and lets you play a Monster onto the field, and it all depends on how much Damage you have received. The more Damage the stronger the Monster.

 

 

16-082H – Mont Leonis

Well, you’re always going to be using that first ability. And, we mean always. There’s no reason not to. It doesn’t cost you any CP, and at the same time it gives Mont protection from damage dealt by Summons and abilities.

Taunting Blade? Yeah, it has some use. Mont attacks and uses the ability to take down the Forwards that are blocking him.

I still don’t like Mont.

16-083H – Layle

Depending on which side you’re on, Layle can either make or break you.

Everyone will attack and block, unless there are no more attackers for the blockers to block.

And, with Brave, Layle will be pulling double duty on both sides.

If you need to, you can always give Layle +1K to help him survive.

 

16-084R – Leslie

Leslie is your infiltrator, allowing him to dispose of your opponents Forwards from the inside. He’ll sit perfectly in a Mono-Earth deck as that will be the only way to be able to pass Leslie on to your opponents field.

Once he is there, your opponent will need to choose 2 Forwards and hopefully they’ll be sent to the Break Zone along with Leslie.

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Opus XIV – Multi-Element Review

14-119C – Ardyn

How is this just a common? At 2CP? Is it because it’s Fire/Earth?

Anyway. Ardyn here is a 7K body which comes in with 2 great abilities. You get to choose 1. Either is good. He’ll fit in good with the VII Forwards in this set.

 

 

 

14-120H – Tifa

If you remember from the video when they first revealed this card, we spoke about how Cloud is going to be a great card without knowing what the text was on Cloud’s card. Now that we know. Tifa and Cloud go hand in hand together. So, all you Cloud/Aerith shippers know that you are wrong. It’s Cloud/Tifa.

But, yeah. 3 of these and 3 Clouds, add a Barret and you got yourself a deck. Just throw in the rest of Avalanche and you’re good.

 

14-121L – Barret

It is highly unlikely that Barret will succumb to Damage, since any Damage dealt to him below 9K becomes 0. And if he is buffed up +X power, I can’t find any Forward that would be able to defeat him, save for a couple.

Now, all the AVALANCHE Operative Forwards gain Haste, and you can discard 1 card and grab an AVALANCHE Operative card from your Break Zone.

You can probably grab Tifa, which in turn will let you grab Cloud.

 

14-122L – Al-Cid

Al-Cid is up to his usual self here. And, buy that I mean, it’s a great card once again.

You’ll actually play 2 cards when you play Al-Cid on the field, so it’s pretty much a Buy 1 Get 1 Free. #BOGO

Other than that, depending on who enters the field you can Freeze or Dull your opponents Forwards.

 

14-123C – Sephiroth

Simple Sephiroth.

Simple Power.

Great ability. Second one is better than the first. Should play well with Physalis.

 

 

14-124H – Zeromus

Huh? It’s like all these new cards are great and powerful, and then you think, what do I do against this card. How am I going to block if all my cards are dull? How do I get rid of Zeromus? I’d like to see how this plays out.

Ice/Lightning FTW!

 

 

14-125L – Vaan

Activate. Activate. And play a Sky Pirate.

And then, activate some more.

 

 

 

14-126C – Aerith

Pick 1

A) Bounce a Forward

B) Protect a Forward

Either way, I still think Opus 1 Aerith is better. But, with all the Wind Activating going on, there might be some room for a different Aerith.

 

14-127H – Zidane

At 2CP this card should be a Legend.

It’s like this Zidane is Opus I and Opus III combined. And it’s only a Hero. Only a Hero

Think of the Shenanigans you can pull off with this.

Can’t be blocked. Return a Forward to their owner’s hand. Reveal your opponents hand, choose 1 card remove it, and then play it yourself.

I’ll take 3. Foils. Please let us get a Full Art.

14-128H – Prishe

From far away it looks like she’s sticking her tongue out at you.

For an extra 3CP you can play an Wind or an Earth card onto the field.

At 3 points of Damage, Prishe gains Brave and +1K. I like the other Prishe better. Which one? Not this one.

 

 

14-129H – Gessho

Another card that reveals your opponents hand, only this time you just remove 1 card from the game.

 

 

 

 

14-130H – Cloud of Darkness

Do it right, and you’ll have an 8K body played for free.Other than that just Dull and Freeze a Character when she enters the field.