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Blissful Earth

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29-058R – Ardyn

Why does Ardyn look like a puppet? A bad one at that.

Ardyn acts as a Meat Shield. One that will attack as well.

First off, Ardyn has Brave, Ardyn cannot become dull by Summons or abilities, and when Ardyn enters the field, Ardyn Cannot be broken until the end of your opponent’s turn.

6CP might be a lot to pay to have Ardyn enter the field, but he sure will stick around long enough to get your money’s worth.

 

29-059H – Ash

Why does Ash remind me of Eddy Gordo?

Ash is bringing Monks to the forefront.

Why? Because when Ash or a monk enters the field, you can choose one of your Forwards and give them +2000 power and Brave.

And, that’s not all.

When Ash enters the field you can search for a Monk, and if you have another SOPFFO Character on the field you can play a Monk onto the field (3CP or less).

And, what does that tell you?

Ash is a free play!

29-060C – Ignis

Why not?

A chance to grab a Final Fantasy XV Character out of the top 5 cards of your deck. If you miss, well at least you have a 7K Meat Shield to stick around on the board.

4CP isn’t bad, and Ignis does have Sagefire, which will break a dull Forward.

No wonder Noctis kept him around all this time.

 

 

29-061L – Vincent

From the looks of it, I am liking this card.

Vincent comes on in and can grab a Final Fantasy VII card from the top 2 cards of your deck. If there are none, then those 2 cards go into your Break Zone.

But, that’s not the reason you’ll play Vincent. You will want to play Vincent for his ability that goes off at the beginning of your Attack Phase.

You can either give Vincent +3000 power and Brave, or you can deal a Forward 6000 damage, possibly breaking it.

I’d personally go for the first option.

29-062R – Wol

OK, this is an upgrade from Opus V Miner.

Wol Comes on in and plays a Backup of 2 or less from your Break Zone onto the field.

And that is a good enough reason to play this card. But, that is not all.

Once per turn Wol can pay a Crystal and he’ll grab a Character from your Break Zone to add to your hand. You can do this once per turn as well. All you need is a Crystal Generator, and you will be set for the whole game.

Let’s not forget that Wol is also a Forward, meaning that not only is he a recycling machine, he can also deal damage.

 

29-063R – Exdeath

MWAHAHAHAHA! (That’s me trying to type an evil laugh.)

This is great.

For 4 CP, you can play a Forward that has no way of being broken by Summon or abilities. The only way to get him off the field is by blocking his attack, with a higher powered Forward.

Either that or finding a way to remove him from the game.

But, that’s what Exdeath wants you to do.

Why?

Because once Exdeath is removed from the game, you will search for Neo Exdeath. And, we all know what Neo Exdeath does.

29-064C – Gargoyle

Our 1 cost Earth Monster is here, and it acts like a shield.

Gargoyle will give a quick block for one of your Forwards. Gargoyle will take 4000 damage off of the attack, and will then be on it’s way to the Break Zone.

But, do not worry. You’ll get to draw a card for your loss.

 

 

 

29-065C – Galuf EX

Simple, but effective.

Galuf comes in grabs a Character from your Break Zone, and then acts like a Meat shield. A Meat Shield with 8000 power. He’ll block your opponent’s attacks left and right until he is broken.

After that, you can just play another Galuf.

It might be time to give Opus V Miner the night off.

 

 

29-066C – Gladiolus

The brawn of the Retainers.

And, it does make sense that Gladiolus has 9000 power. But that cost can be a bit high if you ask me. 5CP would have been more reasonable.

Gladiolus comes in with Brave, and once per turn he can give a Final Fantasy XV Character +2000 power.

Might have been better off as a Backup.

 

 

29-067C – Krile

This is a great card for your Warrior of Light. Play a 6 cost Galuf from your hand onto the field? Yes, please!

Although we still haven’t seen this 6CP Galuf, and I am excited to see it. Don’t ask me why.

And if you don’t have a Galuf, you can always play a Earth Forward that costs 4CP or less instead.

At 2CP, I’ll be putting Krile in any Earth deck. Just because I can.

 

 

29-068L – Titan (XVI)

Titan has a face only a mother (and Hugo) can love.

But this is just a menacing card. Your opponent will be looking to get rid of Titan as fast as possible.

For one, when Titan is on the field,during your turn, your opponent’s Backups are just for show. They can’t produce CP, so they’re just sitting there watching Titan steal their bikes.

But, we’re not done. Cause as soon as Hugo Primes into Titan, you choose 3 of your opponent’s Forwards, and as soon as your Attack Phase starts, each Forward has to pay 1CP or they will be sent to the Break Zone. And, since we can’t use Backups to pay for this, your opponent will be discarding cards from their hand to keep these Forwards alive.

And, we’re not even done her.

Geocrush, the Titan Special. Put it on the menu, because Backups will start dropping like flies here.

29-069C – Dhorgorgang

A 6 cost Backup that can grab you two Forwards.

Nothing wrong with that as it will bring Dhorgorgang’s cost down to 2 CP.

Sure, you can’t search for the Forwards, but any Forwards will be good if you don’t have any on your front lines.

It wouldn’t hurt having one of these in your deck.

 

 

29-070R – Dragon Zombie

Here’s something that can halt your opponent for a turn.

Dragon Zombie comes in and chooses 3 Forwards that can’t attack or block until your opponent’s next turn. Meaning that they have no way to respond to your attacks, or attack you. Which is good, especially if they only have 3 Forwards on the field.

Other than that, this 3 cost Monster, will become a Forward when you have 5 Backups on the field.

That means that Dragon Zombie can be sent to the Break Zone, and you can play another one.

 

29-071R – Hugo

A 3 cost Forward that can’t be broken by most Summon or abilities. This is the definition of a Meat Shield. I mean just look at him, he’ll cover you like no tomorrow.

But, that’s not the reason you’ll play Hugo.

You’re playing Hugo, just to Prime into Titan, and we all know what happens after that.

If you’re playing Earth, throw Hugo/Titan into the mix.

 

 

29-072C/15-080C – Geomancer

Where’s Cecil?

“Geomancer here comes in gives you a Crystal, that you can use to play Cecil. After that, Geomancer dulls and heads over to the Break Zone, and gives Cecil Brave on the way out.”

I can’t remember why I wrote that back in Crystal Dominion.

Must have had a good reason.

 

 

29-073C – Beastmaster

Here’s your Monster recycler.

Beastmaster comes right in and grabs a Monster from your Break Zone.

And, that is it.

You can play 3 at once, grabbing 3 Monsters from your Break Zone.

After that, just a normal attacker in sheep’s clothing.

A male sheep.

A ram.

Just not as powerful as a ram.

29-074H – Moogle Trio

2000 damage for each Forward you control.

And, for 1CP, and this also comes off of an EX Burst?

That’s crazy, throw it in a Swarm deck like, I don’t know maybe Chocobos. and you’ll be getting rid of Forwards like a … I can’t think of anything right now, but you get what I’m trying to say.

Throw this in your deck, you’ll be glad you did.

 

 

29-075H – Yoran-Oran

Well, well well..

I can see it clearly now the Mage …

Mages will become a top tier tribal deck, that will easily take on Dragoons and Samurais. Not to mention Chocobos and whatever other Tribal deck you want to throw at them.

Why would I say that? Just take a look at Yoran-Oran’s first ability. Go ahead, I’ll wait.

You see? Any ability that is cast by a Mage cannot be canceled. CAN NOT!

Then you’ll say, that Yoran-Oran cost 7CP. So, what! YOu can play a Mage Forward that costs 5CP on to the field. And, you don’t even need to have that Mage in your hand. You can search for it.

So, search for Shantotto, and let the games begin.

29-076H – Roche

Roche is back. And he looks better than ever.

But, what does he do?

For 2CP, Roche comes in and nothing. His ability activates when he attacks. Where he trades damage with one of your opponent’s Forwards. But, at 6000 power, that’s not a lot to go on.

Luckily, you can Remove a Roche from the Break Zone, and give Roche 9000 power. Making him the muscle you need for that ability. Roche will then go Berserk, and he will attack every turn whether you like it or not.

Groundbreaking Singles!

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Dreamlike Fire

28-001R – Ursula

2CP + 1CP + 1CP = 8000 damage / 2

Or something along those lines.

Ursula comes right on in, and you can pay 1 Fire CP two times. Each time you do Ursula will deal 4000 damage to one of your opponent’s Forwards.

And, if you already have received 3 points of damage, every time she deals damage to a Forward that damage increases by 1000.

Making each hit, 5000 points of damage.

This changes our formula. But, we’ll just leave it like that.

28-002R – Ardyn

This is interesting.

Ardyn is here to deplete everyone of their resources.

At 4CP, and 9000 power, he’ll be hard to get rid of.

At the beginning of each player’s Main Phase 1, you’ll have to put one Character into the Break Zone. If you don’t Ardyn will deal you one point of damage.

And at 3 points of damage, Ardyn will double the damage dealt. So, 1 point of damage will become 2 points of damage.

Ardyn will make your matches much shorter.

28-003C – Garland

Half way to board wipe.

Garland comes along and he’s taking down all of your low cost Forwards. 7000 damage to all the Forwards 2CP and below, is a serious threat, to low cost Forwards.

If the Forwards are 3CP and up, well then you’re out of luck. Even 9000 power won’t be worth the 5CP spent to play Garland.
Maybe one would be good. There are better 5 cost cards out there.

 

28-004C – Guy

Now this is what I’m talking about.

Firion and Co. is getting a great addition to the Final Fantasy II deck. If you don’t have one yet, then it’s probably time to make one.

Guy comes in and grabs either a Warrior or a Rebel from your Break Zone. Which is great because Guy only costs 2CP.

Only drawback, is if you grab a card that isn’t from Final Fantasy II then you’ll have to discard a card.

Guy has been getting some great cards lately.

28-005C – Gunbreaker

3CP and a Crystal in order to get Gunbreaker’s full potential.

That full potential includes 8000 damage dealt to a Forward of your choice.

If all you want is a Meat Shield, then you don’t need to worry about the Crystal.

Yeah, that’s it.

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28-006C – Clavat

Here we go, a Crystal Generator.

One when Clavat comes in, and one when you use the ability to send her to the Break Zone.

Simple.

Easy to understand.

Not much else going on here.

28-007H – Cloud EX

Another Cloud, Another Full Art.

I’m not complaining.

I just like how they’re using his Advent Children outfit for this one.

Cloud has a couple of things going on when he enters the field.

First off, he grabs a Final Fantasy VII Character from the Break Zone.

And then he gives you a Crystal.

Need more Crystals?

Cloud can generate 1 Crystal per turn. And if you don’t need a Crystal, Cloud will give one of your Final Fantasy VII Forwards +2000 power.

Did you notice Cloud’s Job?

28-008C – Amarant

You will play Amarant second.

Or third. You can play him first, but you’ll just end up wasting a card.

Amarant deals a Forward 7000 damage when he enters the field, and that might just be enough to break most Forwards.
3CP, and 9000 power. He’s a great Meat Shield.

And, we’ll leave it at that.

 

28-009C – Jecht EX

Jecht’s first outing as a Backup. I don’t know how well the Starting Blitzball player will take that, but hes got a job to do.

Jecht comes in off the bench, and if your opponent has 3 Forwards on the field, Jecht will deal one 8000 damage.

If not, then the bench is for Jecht, and he’ll give you 1CP per turn.

 

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28-010R – Jack Garland

Garland is Garland. I think we’ve said that before.

Jack enters the field and deals 8000 damage to a Forward.

And when your opponents plays a Forward, you can put Jack into the Break Zone and deal that Forward 9000 damage.

Jack plays like the Opus V Grenade. Only difference is that Jack will give you 1CP per turn until you decide to use his ability.

 

28-011H – Cecil

This Cecil acts more like a Dark Knight than a Paladin.

And, you need Dark Knight Cecil in order to get Cecil’s full effect.

Cecil enters the field, and if you have a Dark Knight Cecil in your Break Zone, Cecil draws you a card.

But, that’s not the reason we’ll be playing Cecil.

We’ll be playing Cecil for Cecil’s second ability, which whenever one of your Forwards is put into the Break Zone, Cecil will deal one of your opponent’s Forwards 7000 damage. Every time. Not just once per turn.

How many times did we say Cecil?

28-012C – Warrior

End game Backup.

Warrior won’t do anything meaningful, until you have 5 Backups on the field.

But, when you do Warrior will deal 7000 to a Forward of your choosing, he will then proceed to head to the Break Zone giving you room to play one more Backup.

 

 

28-013L – Tifa

Get ready for Final Fantasy VII to re-enter the Meta.

Yes, I base that off of this card. Along with all the other awesome cards we had in previous sets. Tifa is going to take the Meta by storm. If not, then I will say “What do I know?”

Tifa comes in for 3CP, 7000 Power and Brave. And depending on how many Final Fantasy VII Characters you have on the field, Tifa will deal 4000 damage for each one. You got a board full? You can get to 40K damage.

Is it worth mentioning, cause not that many Forward go over 10000 power? Of course it is!

You can also pay the extra cost of 2 Crystals, and Tifa will gain Haste, +2000 power, and the ability to attack twice in the same turn.

Nuff’ said.

I’ll take 3. Full Arts. Always Full Arts.

This card is going to be money.

28-014R – Rogue Tomato

How come I have never heard of Moogle Bounty Mayhem.

And, why is this tomato still in it’s pajamas?

Doesn’t it know that he’s about to be sent to the field? All by himself, with no Forwards to protect him, all so it can deal 4000 damage to a Forward.

Well, Rogue Tomato can become a Forward, but then you won’t be able to use it’s ability.

 

28-015H – Barret

Barret comes in from the get go and deals massive damage. 9000 to one Forward and 7000 to another.

And every time your opponent’s Forwards are sent to the Break Zone, you will gain a Crystal.

You can change Barret’s name to Crystal Generator.

Then there is Focused Shot, which will deal 10,000 damage to 2 Forwards. All you got to do is divide it up however you see fit.

This Barret will fit better into a Warrior Tribal deck. But he does generate the Crystals that Tifa needs.

28-016L – Vivi

Got to say, I’m liking this art. Even though we’ve seen these in the last few sets, Vivi is always a card that I look forward to. I’ve always wanted to build a deck around Vivi, and with this one, I might finally be able to make a decent one.

Let’s get straight to the card.

Vivi comes in for 4CP, and when he enters the field you can divide 7000 damage between any number of Forwards that your opponent controls.

You can deal 7000 to one Forward, or 1000 damage to 7 Forwards. Meaning you can hopefully break a Forward when Vivi comes in.

If you have a Final Fantasy IX Forward on the field alongside Vivi, that damage becomes 10,000 instead. Meaning more fire power for you.
There’s also a little ability that Vivi has that will deal 9000 damage to a Forward.

Only downside is that Vivi only has 5000 power, making him suspectable to your opponent’s damage.

I’ll take 3.

28-017C – Firion

For 2CP, you have a 5000 body that comes in with Haste.

And, if you have another Final Fantasy II Character on the field, Firion gains +2000 power.
And that is all there is to say about this card.

Might be a good first round play if you’re up first. Other than that. Not much going on here.

 

28-018H – Brynhildr

For 2CP this is a great Summon, I would go as far as to say Superb.

Brynhildr will either deal a Forward 5000 damage, 10K if it’s a Multi-Element, or Brynhildr will break a Monster.

And, you don’t have to choose just one. You can use both if you’d like. All you got to do is pay a Crystal.

I’ve been noticing that this set is giving us lots of Crystal play.

 

28-019R – Brute Bomber

The Brute Bomber ,the Arcadian Fighter!

Brute Bomber enters the field and deals 9000 damage to one of your opponent’s Forwards and one of your Forwards. You both get to choose who get’s dealt the damage.

And, at 3 points of damage, all damage that Brute Bomber receives is reduced by 2000.

Making Brute Bomber the perfect choice to deal himself damage.

Just make sure you play him after you already receive those 3 points of damage.

Hot Singles!

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Lightning of Discovery

27-073R – Ardyn EX

The Chief Minister is here to do Chief Minister things.

The more you break your opponent’s Forwards the better Ardyn will be, and the less he’ll cost in the long run.
Let’s start from the beginning.

When Ardyn enters the field he will break one of your opponent’s Forwards. Or one of your own Forwards if your opponent doesn’t have any.

Now whenever your opponent’s Forwards are sent to the Break Zone, Ardyn will reveal the top card of your deck, and if it’s a Lightning card you can add it to your hand. This one also comes off of an EX Burst.

Mono-Lightning anyone?

27-074H – Adel (VIII)

Adel costs 4CP, but you can pay an extra cost to grant her +1000 power and some protection in not being able to be chosen by some of your opponent’s abilities. And this is a lasting effect.

What’s the cost? Another Witch you will remove her from the Break Zone and you’re good to go.

But, what does Adel actually do?

Well, every time she attacks, you choose one of your opponent’s Forwards and you will send it to the Break Zone.

And what happens when we send one of your opponent’s Forwards to the Break Zone? That’s when Ardyn comes in and well you can just read Ardyn again.

I do like it. Mono-Lightning is coming for you!

27-075L – Edea

I took a look, and there aren’t that many Final Fantasy VIII cards of 2CP or less worth playing. I was trying to see if there were any to play Edea Turn 1. The only one that looked decent was Squall (27-060H). When Squall enters the field, you’ll reveal the top 3 cards of your deck and add a Final Fantasy VIII character to your hand.

If this works. You’ll have 2 Characters on the field, and you would only have paid 1CP for it.

And at the end of your turns, you’ll draw a card if you have at least 4 Final Fantasy VIII Characters on the field.

That’s about it.
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27-076C -Kain

No need for introductions. Even as a Common, Kain is still a great card to play.

If you already have cast a Dragoon this turn, Kain’s cost goes down to 2CP.

And, if you saved CP this way, you might as well pay the extra cost of 1 Lightning CP to give Kain Haste and First Strike. Allowing him to attack as soon as he enters the field.

And with Kain’s power at 9000, you’ll be doing plenty of damage to your opponent. Especially with First Strike.

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27-077C – Machinist

Your one cost Standard Unit, Machinist.

Some of these Standard Units are good, and some just fall a little flat.

Take Machinist here, while the ability of dealing a Forward 8000 damage is good, the cost is not so much.

It’s a total of 5CP, to use Machinist’s ability. Which isn’t too bad, it’s just that you can get a similar effect by using less CP.

And yes, you’ll say, but Machinist stays as a Backup and will produce CP per turn.

That’s fair enough, but I will pass. You don’t have to, you can use Machinist and if you beat me using him, I’ll say well he’s not that bad, I guess.

27-078R – Kylma

A 2 cost Backup that Break a Forward. But at what price?

An arm and a leg, that’s the price. 2 cards from the top of your deck, for every CP needed to cast that Forward.

What happens when you’re trying to get rid of Opus XVI Chaos at 11CP? You’re going to remove 22 cards from your deck? That’s just Insane if you ask me. Yes, you don’t have to worry about paying the cost from your hand, but you’re getting rid of cards, that you will probably need later on.

Unless you’re sure you’re going to win the game, by using her ability, I would suggest you stay away from it.

This is a big fat no for me.

27-079H -Gilgamesh

Do you see what I am seeing?

Warriors were already turning up the heat, and now we add Gilgamesh into the mix.

And, I have to say that Gilgamesh is worth every Crystal Point you need to pay to play him.

Gilgamesh gives all of your Warriors, Brave and the ability to attack twice in the same turn.

And, that’s not all, when he enters the field, you will dull 2 of your opponent’s Forwards. Leaving them more suspectable to an attack.

And if that’s not all, Missile Barrage will Break one of your opponent’s Forwards, and give him Haste.

Meaning, that When Gilgamesh enters the field, and you use Missile Barrage, you will dull 2 of your opponent’s Forwards, Break one of their Forwards, and attack twice, and since you have Brave, Gilgamesh will be able to block, just in case you whiffed on the attacks.

This should have been a Legend, with some original artwork.

27-080C – Coeurl

Coeurl is one of the better Monsters that I’ve seen in a while.

Coeurl comes in breaks a Forward.

Coeurl goes to the Break ZOne, breaks a Forward.

That’s all you need to know.

And that is more than enough information to add it to your deck.

I might even add it to my bomb deck.

27-081C – Gladiator

Your best bet is breaking 2 low cost Forwards. One that costs 1CP, and if you have a Multi-Element Forward on the field, you’ll break a 2 cost Forward as well.

There are currently 99 Forwards that cost 1CP, and only a handful of them see any use.

So, I really don’t see Gladiator getting much play.

 

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27-082R – Koana

Just like Edea, Koana comes in and searches for a 2 cost Final Fantasy XIV Character and plays it to the field.

There’s are plenty of cards to choose from.

Koana also has the ability to dull a Forward on command. The best thing about his ability is that you don’t have to send him to the Break Zone, a simple dull will do.

And from what I remember seeing, there are a couple of cards that need Koana on the field, in order to get the full effect.

27-083R – Seifer

Look at Seifer, he’s telling you to “Bring it!” Cause he’s ready, even though he only has 4000 power, he’s ready to do some damage.

When he enters the field, he will Break one of your opponent’s Forwards. 2CP or less. But, if you have a witch on the field, it’ll go up to 5CP.

And let’s not forget his Special ability, where he will Break a Forward. Seifer won’t dull with this ability, so if you have plenty of Seifers in your hand and the CP to pay for it, you can Break as many Forwards as you please.

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27-084R – Thancred

Like we just mentioned earlier some cards need Koana on the field in order to get their full effect.

Thancred here is one such example.

When he enters the field, he will deal 4000 damage to a Forward, if Koana is on the field that damage becomes 7000.
We also have the ability to activate one FFXIV Forward that we control.

Meaning you can use Koana’s ability twice in the same turn. 2 dulls for the price of one.

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27-085L – Zoraal Ja

Now this is a card. Add this to your The Twelve deck, and you will be set to go.

Coming in at 3CP and 7000 power, Zoraal Ja gains +2000 power and Haste if you have at least 4 FFXIV Characters on the field.
And every time he attacks, you will Break one of your opponent’s Forwards.

And when you have received 5 points of damage, Zoraal Ja will break an additional Forward when he attacks.

Breaking 2 Forwards per attack is enough to slowly take down your opponent’s offenses.

Let’s not forget to add Hein in here as well, allowing Zoraal Ja to attack twice in one turn. Is that 4 broken Forwards if you have received 5 points of damage?

27-086H – Nine

We’ve been getting plenty of Cadets in recent sets, and Nine is top notch as always.

From the looks of it Cadets are tri-color, Fire/Wind/Lightning. And Nine is here to show you why.

When he enters the field, if you have a Fire Character, Nine will deal 9000 damage to a Forward, and if you have a Wind Character, Nine will activate all of your Backups.

Either one of these is great, but both together makes putting Nine in your deck, worth every CP you’ll pay for him.

What’s even better, is that if you have 5 Backups and use them to pay for Nine, Nine will become a free play.

And, that is something we here at Kardboard Korner love playing.

Full Arts please.

27-087C – Fujin

It always seems like Seifer, Fujin and Raijin are always on the verge of becoming a force to be, but they always seem to fall flat.

Fujin here, is a great Backup to Seifer and Raijin as she grants them +1000 power.

Is it enough to make them a top tier line up?

Not yet, But, they will one day.

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27-088C – Raijin

And, here is Raijin back to back.

Raijin comes in for 3 CP with 8000 power, plus the 1000 from Fujin we have 9000.

That’s all right so far.

When Raijin enters the field, he will deal 3000 damage to one of your opponent’s Forwards.

And, if you want more.

You can dull Fujin, and deal 5000 damage to one of your opponent’s Forwards.

Does this man that Raijin is using Fujin as a projectile?

27-089H – Ramuh

Well we did get one more Final Fantasy III Summon, I just thought that all six would have been FFIII.

Here we are, The Lord of Thunder is ready to deal 6000 damage to one of your opponent’s Forwards.

After that you will reveal the top 3 cards of your deck, and if you find another Ramuh there, you will add it to your hand, making Ramuh a free play.

Are there enough Ramuhs to make this something that we should build a deck around.

Yes, but is it worth making?

Everything is worth making. At least for one game.

27-090C – Dragoon

If you’re playing Dragoons, Dragoon is worth playing.

For it’s a Dragoon.

It will also let you reveal the top 2 cards of your deck, and if there is a Dragoon there you will add it to your hand.

Yes, this Dragoon will be sent to the Break Zone, but you will get another Dragoon that will take it’s place. Probably.

 

 

Electrifying Singles!

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Gunslinger in the Dark with a Flashlight

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26-121L – Ra-la

I’m trying to figure out how to start this one. Might as well just jump into it.

Ra-la, The Last Mercy.

Ra-la comes in for 4CP, a Legend, and 9000 power.

So far so good, Ra-la’s abilities make him almost unbeatable. Whenever you receive damage, you can dull Ra-la and that damage is 0.

And, when Ra-la becomes dull, you will break one of your opponent’s Characters.
Are you still there?

You can activate Ra-la whenever you’d like for 2CP.

There’s not much else to say except, I’ll take 3 of these.

Did we mention the Full Art? Yes, please.

26-122H – Ardyn

How close to the edge do you want to be?

Ardyn can be played from the Break Zone free of charge. Well not exactly Free of Charge, you will receive a point of damage. But, you’ll keep all the CP that you have. And, you can only use this when you have 5 points of damage.

And, you can always put Ardyn into the Break Zone, to have one of your opponent’s Forwards lose 8000 power.

There must be something I’m missing.

Maybe someone can fill me in on this card.

26-123L – Zodiark

Zodiark is here with a Vengeance.

Coming in with Haste, and you’ll be able to destroy their Break Zone from the get go. Zodiark will be useful against Yuna’s second ability as she won’t have any cards in her Break Zone to deal all that damage to your Forwards. Yes, you do need to put a Forward into the Break Zone, but it is worth the cost as your front line will not be depleted into oblivion.

The other ability is that your opponent will remove one of the cards from their hand from the game.

Zodiark has 9000 power, so your opponent will have a hard time getting rid of him, and this whole time, you will be getting rid of their resources as well.

Zodiark is definatley worth looking into.

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Hidden Trials – Limit Break

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23-118H – Ardyn LB

The Chief Minister has grand plans.

Ardyn has found a way to bring himself back from the dead.

Simply put, when Ardyn enters the Break Zone, you can bring an Ardyn from your Limit Break deck onto the field.
The real question is, can you fill up your Limit Break deck with cards that aren’t LB? I doubt it, I’ll have to check out the rules to make sure.

This card is a turn 1 play.

As long as you have a Playset of Ardyns in your Limit Break deck, you’ll be good to go.

23-119R – Vincent LB

Well, Vincent looks like he’s ready to take on the Tsivets.

This is the Limit Break that Vincent starts the game off with, and that suggests that we will be getting the other 3 later on down the line.

Let’s take a look and see what Galian Beast does.

Vincent comes in with First Strike, and when he enters the field, you can throw a Fire Backup into the Break Zone, and deal one of your opponent’s Forwards 9000 damage. You’ll have a good chance at breaking it.

If my calculations are correct, we’ll soon have a Vincent deck equipped with all of his Limit Breaks. Might take a couple of years before we can get it, but it might be fun.

23-120R – Kuja LB

Kuja is a 5 cost Forward with 8000 power and the ability to get out of some of your opponent’s abilities, and maybe some of their Summons.

How?

It’s simple, you can just dull Kuja to Dull the Forward using that ability.

Dull/Freeze that Forward and your opponent will think twice before targeting Kuja.

 

23-121L – Cait Sith LB

Sometimes the first time you look at a card, you think it’s great.

then you look at it again and think, Huh? How is this a Legend.

It’s a decent card, don’t get me wrong, but Freezing all of your opponent’s Backups, and having them discard a card is not what I’d call Legend material.

On a side note, Cait Sith needs you to control 5 Backups in order for his ability to go off.

I’ll take a hard pass on this one.

23-122R – Cid Highwind LB

Roll of the dice. Or is it a flip of the cards?

Cid Highwind comes in on the Highwind, and gives you an airdrop right before he enters the field.

Flip three cards and if you find a Backup add it to your hand. If not well just put all the cards at the bottom of your deck. You might want to use Cid, when you only have 3 cards left. And, you better win before you run out of cards.

Is it worth playing?

Probably. You can just add it to your Limit Break deck, just so you have enough cards in it.

23-123 – Deathgaze LB

That’s a lot to pay to Break a Forward. And, that Forward also needs to be a certain cost in order for this to be effective.

There are 270 Forwards that cost 5CP. Yes, that’s a pretty big amount, but how many of those Forwards actually see play?
And there are only 2 Forwards that cost 10CP.

Unless Bhunivelze, and Garuda start seeing some play, i’d say it’s best to leave this card at home.

Odin (1-124R) costs 7CP and let’s you break any Forward you want.

23-124L – Eiko LB

Have you ever thought that you wish you had a certain Summon at a certain point of the game?

I’m sure you have, we’ve all had.

Well, Eiko here, is here to help you search for that Summon, and once you find it you can remove it from the game.

Not much help there, but once that Summon is removed from the game, you can cast it without paying the cost.

That’s a little bit better.

23-125R – Noctis LB

Even though Noctis costs 6CP, this is probably one of the better Limit Breaks.

Noctis allows you to grab a Forward from your Break Zone. Yes, there are plenty of cards that allow you to do this. The difference is that, you don’t need to rely on luck to draw the card that will grab a Forward from the Break Zone. Noctis is ready to go whenever you’d like, as long as you have the CP to pay for him.

Other than that, he’ll be a 7K body, lingering on the field.

.

23-126L – Edge

Are you Serious? Yes, serious with a capital S.

This card is amazing.

Mono-Lightning and Ninja themed decks are going to dominate in 2024 and beyond.

Might be why I’ve been selling plenty of Ninjas lately.

Edge gives you an advantage for one turn. Every Lightning Forward and Ninja deals 7000 damage to one of your opponent’s Forwards. That might be good enough to wipe the board. It might be good enough to get you the game.

Either way, you’re going to do some damage. Just need to find a way to give Edge Haste.

23-127R – Nyx LB

If you’re playing Mono-Lightning, or Kingsglaive, just throw Nyx into your Limit Break deck.

You’re bound to have a Lightning Character or a Kingsglaive Character hit the Break Zone, and when you do, you might as well play Nyx, for the whopping cost of 1CP. 0CP if you have Regis already on the field.

And, that’s all Nyx does. a glorified Meat Shield, ready to take on your opponent’s Forwards with his 9K body.

10k if you already have Lulu (1-150R) on the field.

You can’t go wrong here.

23-128R – Beatrix LB

Here’s another Knight for the Queen’s Guard.

God save the Queen, and the Forward that will be sent to the Break Zone whenever Beatrix attacks.

As long as you have 3 Knights on the field, Beatrix will be good to go, breaking a Forward once per turn.

It’s as simple as that.

Play Knights, Play Beatrix.

23-129H – Lunafreya LB

Look at the top 5 cards of your deck, and find the one with an EX Burst. Once you add it to your hand the EX Burst will go off.
This can be a great play where you grab a card with a great EX Burst that you can play right away, giving you double the EX, double the Burst. Double the damage. Double Trouble.

Or, you might get a card that you don’t need or want at that point in the game.

Now, I don’t know if these Limit Break cards are bounceable, but if they are, imagine what you can do if you keep bouncing Lunafreya.

23-130H – Luso LB

5CP to play Luso, who also searches for a Standard Unit, of a certain Element. That Element is chosen by you when Luso enters the field.

After that, whenever you play a Standard Unit onto the field, Luso gains +4000 power, giving him a 9k body until the end of the turn.

And, if you’re using Frimelda, you can play a Standard Unit each turn, giving Luso a constant 9K.

And, that’s all I got. I can’t focus anymore.

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