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Earthlike Oceans

28-058R – Arciela

Earth Backup here, Arciela, the Red Mage hailing from Final Fantasy XI.

Arciela is an extra shot at Breaking a Character.

What I like about Arciela is that, it’s not just Forwards, it any Character. Backups? Yes! Monsters? Sure thing.

I was going to write this card off, but we don’t have too many ways of Breaking Backups.

It’s worth noting that in order for Arciela to Break a Character, you need to play a High cost Final Fantsy XI Forward. I’m pretty sure, we’ll see on in this set.

 

28-059C – Dark Knight

At 2CP, breaking a dull Forward is great.

The draw back is that you need to have 5 Backups on the field in order to use this ability.

But, dark knight is a Common, and only costs 2CP. If there weren’t any draw backs than Dark Knight would have cost a lot more than 2CP.

 

 

28-060R – Angeal

We have a young Angeal on our hands here.

Angeal might be a Soldier, but he acts as a Meat Shield. All of your opponent’s abilities must choose Angeal if possible. Which is something you want to happen. Because you are not playing Angeal to be your Forward, you’re playing Angeal so he can be sent to the Break Zone.

And hopefully deal some damage along the way.

Once Angeal is sent to the Break Zone, you can then decide if you want to remove him from the game. If you do, you will give one of your other Forwards +3000 power.

And, that to me is something that we can all use.

28-061R- Wylk

The true meaning of Warrior of the Crystal.

Wylk gets stronger the more Crystals that you possess.

When he enters the field Wylk will deal a Forward 4000 damage for each Crystal that you have. If you don’t have any Crystals then Wylk doesn’t do anything.

And, whenever Wylk attacks, he gains +1000 power for each Crystal that you have.

Technically, Wylk’s power has no limit.

It would suck if Wylk is put in the Damage Zone, and you don;t have any Crystals to make use of his EX Burst.

28-062C – Vincent

We always knew Vinvent was a beast.

And, this one proves it.

Vincent comes right on, on to the field, and breaks a Forward like it was nothing. Not only that, but he’ll gain a Crystal in the process as well.

Let’s not forget that this ability activates off of an EX Burst as well.

You can then use that Crystal to give Vincent First Strike.

Yeah, Vincent costs 7CP, but he’s worth the price of admission.

28-063H – Kirin

This is better than Opus I Shantotto, but needs a bit more work to get his ability to go off properly.

Shantotto wipes the board to a fresh slate, while Kirin only wipes out your opponent’s Forwards. Plus, he gets to stay on the field as a Forward with a 9K body.

What’s the extra cost?

You just need to remove 4 Forwards in your Break Zone from the game. And, they all need to be of a different element.

Shantotto ain’t got nothing on Kirin.

 

28-064H – Cactuar

Earth’s 2 cost Hero Summon, Cactuar.

Same as the other Summons, you can pay the extra cost of a Crystal, and use both of Cactuar’s abilities instead of just choosing one.

First off Break a Forward that has entered the field, from the Break Zone, by Warp, or any other way than being cast from your opponent’s hand.

The Second stops a Forward from attacking or blocking. Plus you get to draw a card.

Most of the time you’ll be using the second ability to draw a card, and stop your opponent.

28-065R – Cid Pollendina

Didn’t we already have this card? And, didn’t it cost 4CP? And wasn’t it a Wind card?

Yes. Nope. Yes.

We had the same card back in Rebellion’s Call. And it still was 3CP. The only difference is that it was a Wind Backup.

But, it’s still a good card. Searching is always needed.

And, this time it comes with the Full Art treatment.

 

28-066C – White Mage

How about a Revive from White Mage?

Sounds good, you’ll just have to use a Crystal.

And, when you do, you can grab a Forward from your Break Zone.

After that, White Mage will stick around on the field acting as a Paladin, sacrificing himself to block one of your opponent’s attacks.

Hey, at least you grabbed that Forward.

 

28-067C – Despachiaire

I have no clue as to who this is.

Probably cause I only played Final Fantasy XI for a couple of hours.

Anywho, Despachiaire enters the field, and grabs up to 2 Final Fantasy XI cards from the top 5 cards of your deck.

Hopefully making Despachiaire’s cost only 1CP.

After that Despachiaire stays on the field as a Backup, giving you 1CP per turn.

 

28-068R – Flowering Cactoid

More Forward than Monster.

Flowering Cactuar comes in for 2CP and once per turn you can turn it into a Forward with a 6K body.

Even if you’re not attacking, Flowering Cactoid will be a great blocker.

And, at 5 points of damage, you can put Flowering Cactoid into the Break Zone and deal 10,000 damage to one of your opponent’s Forwards. That itself is worth having at least one of these in your deck.

Why do I want to call it Flowering Crockpot?

28-069L – Prishe

As always Prishe is a powerhouse.

And if you have another Prishe in your Break Zone, you can bring Prishe’s cost all the way down to 1CP.

When she enters the field, she goes straight into the offensive. Trading blows with one of your opponent’s Forwards. They’ll deal damage to each other, and for the most part Prishe will survive, as she comes in with 9000 power.

Psychoanima – Prishe becomes unbreakable. Meaning Prishe will stick around for another turn.

 

28-070C – Mira

9 times out of ten, Mira will result in a free play.

And, we like free plays.

Mira comes in for 2CP. And, you get to pick one of two actions.

The first one, play a Monster from your hand on to the field. Any Monster up to 4CP.

And the second, reveal the top 5 cards of your deck and add a Monster to your hand.

She’s not a replacement for Relm, but she’ll steer you in the right direction.

28-071H – Yang

A 3 cost Forward with 9000 power.

Yes, thank you.

Downside? You can only pay with Backups to cast Yang.

Upside? All the extra cards in your hand that you didn’t use to play Yang, are now ammunition for his enter the field ability.
For every card that you discard, Yang will deal 9000 damage to that many of your opponent’s Forwards.

If I did the math right, you can get up to 6 Forwards. In Final Fantasy IV they called this Kick!

28-072L – Rydia

This is amazing. Especially if you’re running a deck with high powered Forwards already. Rydia will give them an extra 2000 power to help them get through your opponent’s attacks.

Yes, that +2000 power is on;y during your opponent’s turn, turning all your Forwards into Meat Shields.

Plus, once per turn Rydia will give herself and another Final Fantasy IV Forward protection against Summons and abilities that choose their target.

We won’t even get into the art.

 

28-073H – Rydia

This is what happens when Leviathan kidnaps Rydia. She grows older in a split second.

And when she does, you get another Full Art that is just as great as the previous one.

Rydia comes in and you reveal the top 2 cards of your deck, if you find a Final Fantasy IV character there, add it to your hand.
You can also put Rydia in the Break Zone and give a Final Fantasy IV Forward +2000 power.

And, when you do that, you can play Young Rydia, because that one is better.

 

28-074C – Rikku

Rikku will come on in and grab a Final Fantasy X Forward 2CP or less from your Break Zone and play it on to the field.
She’ll also deal you a point of damage.

If you ask me, I’d say leave this card alone. There are plenty of cards that will play a Forward from the Break Zone, and there are a lot better Rikkus to play as well.

 

 

28-075C – Lilty

Our elemental Common is back.

Lilty comes in and you gain a Crystal.

Lilty leaves, and you gain a Crystal again.

You can play up to 3 at once, and get rid of 3 at once.

That’s 6 Crystals.

Whatcha gonna do, with all them Crystals?

28-076C – Layle

Lolz for Layle.

This is both good and bad, and even funny. For your opponent not you.

Layle comes in for 3CP, and comes in with 7000 power, and if he is dealt damage, that damage becomes 0. He’s practically indestructible.

But, let’s take a look at his second ability. For 1CP Layle gains tha ability that he can not block. Now, why would we use an ability like that?

You won’t, but your opponent will. They can pay the cost to activate Layle’s ability. Then you will either have to block with another Forward, or take the damage.

I’m going to keep an eye on this card.

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Resurgence of Power – Mixing Elements

18-107L – Akstar

A is for Akstar, and he learned the 3-step. I was surprised myself but it’s true. Akstar can dance the Waltz. Just look at all those 3s.

First off Akstar comes in and Dull/Freezes all the Forwards, including your own, that don’t cost 3CP.

When he comes in you can also play a 3 cost Ice or Fire Forward onto the field.

And when he attacks or enters the field you deal 1 Forward 3000 damage for all the 3 cost Forwards that you control.
That’s a whole lot of 3s. Even Akstar himself costs 3CP.

Are we getting new deck ideas, where every card in your hand costs 3CP? Can it work? Someone make this happen.

18-108H – Caius

It seems like Caius cards always have a drawback to them.

Sure, you can get a 2 cost 9K body, but you’ll have to discard your hand when he enters the field.

What can we do then?

Just play your whole hand, and then play Caius last.

Let’s look at his abilities. Whenever Caius attacks, you can either have your opponent discard a card, or double the damage Caius deals either to a Forward or your opponent.

He also comes in with Brave. I might have to try this card out and see how it works.

18-109C – Snow

Snow allows you to possibly cast an extra XIII card, when he enters the field and each time he attacks. Though, you’re not drawing the card, you’re actually removing it from the game, and if you don’t cast it this turn, you will lose it.

You basically have a 50/50 chance of casting or removing.

And, at 3 points of damage, Snow gains Haste and +3000 power.

 

 

18-110H – Xande

Ok, so, we’ll be playing Xande towards the end of our turn. Trying to get as many cards in the Break Zone so we can deal 9000 damage to as many Forwards as we possibly can. 4CP will already be 2 Characters. And if you play any other cards before hand, count those Characters as well.

You can also play Xande from the Break Zone, for the cost of 2CP and 5 Backups. Is it worth it? or are you better off just playing Xande from your hand?

Those 5 Backups are 5 Forwards that you can deal damage to.

 

18-111L – Basch

The question is, Is it worth 1 point of damage to search for a Fire or Earth Character?

I’m sure there are plenty of other cards that will search for the card that you’re looking for, without getting a point of damage.

3 points of damage, Basch gains +1000 power and Brave.

5 points of damage, when Basch attacks you deal 8000 damage to 1 Forward.

You do have an incentive to receive that 1 point of damage. Early on it might be a good idea to use it, but later on I would pass.

Or you can just not pay the extra cost, and play Basch as is.

18-112C – Leon

It looks like more and more cards are dealing you a point of damage.

Just how backed up to the wall do you want to be?

Sure, some cards excel when you’re fighting everything off at 6 points of damage, but why would you need to get there in order to hope that you win.

Anyways, Leon here comes in with Brave.

 

18-113H – Cid Haze

Cid comes in and gives you the ammunition to use his ability on the same turn that he comes in. Reducing the cost of casting your next card by 2. It doesn’t say it cannot become 0, so your next card could be free. After that you play 1 more card.

Once you’ve played your third card, and enter your Attack Phase, you choose 2 of your opponents Characters and you dull and Freeze them.

Farewell to the Blockers that your opponent has set up. At least for this turn.

 

18-114C – Maria

I would be trying to get Maria onto the field as soon as possible. And then just trying to find a way to send her to the Break Zone.

Worst thing that could happen is you block a Forward and your opponent discards a card.

Or, you block a Forward and activate all your Characters. Win/Win

 

 

18-115L – Melvien

I would put Melvien in the same category as Opus XVI Tidus. Even if she is put in the Break Zone, your opponent will never really be able to truly get rid of her.

Every time Melvien is put into the Break Zone, you can simply remove her from the game and put 2 Warp Counters on her. 2 turns later she comes back into the field.

And, every time she enters the field, you can Activate 2 of your Backups and Freeze up to 2 of your opponents Backups.
Not much else to say, but I like this card.

 

18-116L – Sephiroth

Kingdom Hearts Sephiroth is back. And, once again with Back Attack.

No, I didn’t plan that.

Sephiroth is coming, and he has entered Attack Mode. One Winged Angel, Demi-God, and whatever else you’d like to add.
When Sephiroth enters the field he Breaks 1 dull Forward.

And every time he attacks, your opponent will either discard 1 card, or you can Break a Forward of cost 2 or less.
Sephiroth will be leaving bodies left and right.

18-117H – Lightning

The Savior is here. For your deck, not your opponents.

Lightning comes in with Haste and starts attacking left and right, dulling, Breaking and dealing damage across the board leaving no Forward unscathed.

Well, that’s what we’re hoping for.

Every time Lightning attacks, you can pay 1CP to dull a Forward, and then pay 2CP to Break a dull Forward. Which in itself is a good reason to play this card.

I shall be trying out this card. At some point.

And if you don’t want to attack, you can use Lightning’s 3rd ability and have your opponent discard a card.

18-118C – Laguna

High cost to play Laguna, but he might be worth it.

When Laguna enters the field or attacks you can a) Deal an active Forward 5000 damage. or b) Dull a Forward.

I’m thinking there are plenty of cards that can chip away at multiple Forwards, chip damage is making a comeback. Or, maybe I’m just beginning to notice it. I can see FFVIII decks becoming stronger. Ever since Opus XVI. And now with Seifer, Fujin and Raijin, there should be plenty to play with.

Let’s not forget Satellite Laser. Well nothing to crazy, but you can deal 9000 damage to a Forward.

18-119C – Chelinka

Need to break some of these new Monsters that came out this set? Look no further than Chelinka. Chelinka Breaks a Monster when she enters the field.

You can throw her in the new Noctis deck and you’re set.

 

 

 

18-120H – Tifa

Tifa comes in a has Protect already cast on her, reducing the damage dealt to her by 2000. And, that’s a good thing. For when Tifa enters the field she goes 1-on-1 with another Forward. You can choose any Forward you would like.

Meteor Strike, is also pretty good in itself. You are able to deal 8000 damage to 3 Forwards. Cost might be a little high, but it can be worth it.

 

 

18-121L – Fran

I think I said earlier that Sky Pirates will be making a comeback. (Not in this post, probably in Wind.) And, Fran here proves it. Whenever Fran attacks, or enters the field, you can play a FF XII Character of cost 4 or less from your hand onto the field. And, Fran only costs 3CP!

Think about it, you’ll be able to build your offense faster than what you would have. A free card once per turn.

And if Balthier is on the field, Fran gains +1000 power and Brave.

Yes, I shall try out a Sky Pirate deck, all thanks to Fran.

Thank you, Fran.

18-122H – Vanille

2 cost Forward that can cancel an auto-ability. We can never have to many cards like this. Vanille is more of an insurance card. I don’t think you’d be attacking with Vanille unless you knew the attack will go through. But, you’re better off just keeping her active, in order to dull her, when an auto-ability goes off.

Sure, it won’t out right cancel it, your opponent will need to pay an extra 2CP for it to go through.

And when you’re done with Vanille, you can just chuck her to the Break Zone to grab a Backup.

18-123L – Sonon EX

Getting rid of your own Backups is always a plus. Especially when they come in do their on entry ability and then do nothing, but sit around.

Sonon comes in and allows you to remove 2 Backups instead of paying the cost. After that you can replay 2 new Backups and hopefully get another on entry ability.

He can also come in with Back Attack, although I don’t think I’ve ever seen anybody actually use Back Attack, but you can. You can even remove the 2 Backups during your opponents turn.

Sonon also comes in with an EX Burst, hopefully helping your Forward that is blocking or attacking overcome the other Forward.

I can see some use with Sonon.

18-124C – Billy Bob

Billy Bob comes in and let’s you grab a Forward from the Break Zone. Any Forward. Doesn’t have to be a certain Job, Element, or Category. A little different than Search your deck, but will still see plenty of use.

Best part is that Billy Bob is a Common.

After that Billy Bob just hangs out on the field with an 8K body.

 

 

18-125H – Onion Knight

Onion Knight has a lot going on for him.

First off he enters the field and either Breaks a damaged Forward, or return’s a Forward to your opponents hand. Either way your getting rid of one of your opponent’s Forwards.

The best thing though, when Onion Knight is put into the Break Zone, you can pay 1CP and search for another Onion Knight and play it onto the field.

Very Ultros if you ask me.

 

18-126L – Lightning

Another card that doesn’t want to go away.

After Lightning is sent to the Break Zone, you can pay the 2CP, remove a Lightning and an Odin from the Break Zone and then you can play Lightning onto the field.

Sure, it’s the same cost as paying Lightning on to the field, but what if you don’t have a Lightning in your hand. This way you can just simply play her, straight from the Break Zone.

She also comes in with Haste, dulls a Forward when she enters and you draw 1 card.

What’s not to like?

18-127C – Lilisette

Some of these Commons are actually really good.

Take Lilisette her, she Breaks a low cost Forward when she enters the field.

After that she can dance. And, boy does she dance. Once she’s done with her Sensual Dance, your opponents Forwards will all be week at the knees, and will have lost some of there power. Some will have lost it all.

 

 

18-128H – Arciela

How many of your cards do you want to show your opponent?

Depending on the answer, you can either deal 7000 damage to a Forward, draw a card, or both.

But do you really want to show your opponent your hand just to cast the abilities?

I think I’ll take a pass on this one.

 

18-129C – Jecht

Jecht is just a Common, but we already said we have some good Commons this set. This is another one. Once he enters the field you can pay the extra cost and give Jecht Haste, Brave and First Strike. With the 9000 body he can lay waste to a Forward, or deal your opponent a point of damage.

We also have Jecht Beam, that deals a Forward 8000 damage.

Decent card.

 

18-130L – Firion

Low cost, low power. But, if you have at least 5 Characters on the field Firion, gains Haste and whenever he attacks you draw a card.

I don’t know if you’ll be attacking much with Firion, but you can discard a card and give him +2000 power. Depending on what element the card is you can either give Firion First Strike, or activate him.

Not the greatest Legend, but could see some use.