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Memories of Fire

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30-001H – Auron

Why is Auron always a Hero?

And, why is Fire Hero Auron always the first card of the set?

Nevermind that. Why is it that you can discard 2 Final Fantasy X cards to pay for Auron instead of Paying his cost?

And, why does Auron grab a 2 cost Forward from your Break Zone, and plays it straight to the field?

I like it. This is one of the better Aurons. And this one is a Backup as well. The 5 cost Backup, just turned into a Free Play.

How?

It’s simple you’re paying 4CP by discarding the FFX cards from your hand, you grab a 2 cost Forward from your Break Zone. That’s 2CP back to your hand. And you play that Forward for Free. which is another 2CP, bringing Auraon’s cost to 0.

30-002C – Ifrit EX

A 2 cost Summon that can also come off of an EX Burst.

Ifrit will deal 5000 damage to a Forward.

And, if that Forward is a Multi-Element, that damage becomes 8000.

Not bad for a Common Summon.

 

 

30-003H – Edgar

If you’re playing Mono-Fire, you are playing Edgar. End of story,

Edgar comes in reveals the top 2 cards of your deck, and you can add up to 2 Fire cards to your hand. Thus making the 5CP you spent on Edgar 1CP.

And, Edgar’s ability, deal a Forward 4000 damage. But, if you have 5 Fire Characters on the board that damage becomes 8000.

I’m sticking to it. Mono-Fire and you are set. Why worry about the chances of not getting a hit from the top 2 cards of your deck by playing Fire/Whatever. Play Mono Fire, and Edgar will be flipping his Double-Headed coin whenever he enters the field.

Even Sabin won’t mind.

30-004R – Scorpion Sentinel

I’m not too sure about the wording they’re using, but I know what they’re trying to say.

Scorpion Sentinel is a Monster that becomes a Forward, but only if you don’t have any other Forwards on the field. At 2CP, Scorpion Sentinel gives you a 9K body. That might be all you need to save you from taking damage.

And, when Scorpion Sentinel is sent to the Break Zone, you can choose a Forward and deal it 7000 damage.

Not bad, but not great either.

Maybe play this as a one off.

 

30-005C – Samurai.

Samurai here will look at the top card of your deck, and hopes you find another Samurai.

If you do, add it to your hand.

If you don’t, well then nothing happens.

At 2CP, you got a Backup.

Worst case scenario you use it for 1CP per turn.

Best case, you get a free play.

30-006C – Amarant

Hits like Amarant.
Looks like Amarant.

This must be Amarant. A big attack as soon as he enters the field.

And not only that, but Amarant will also search for a Final Fantasy IX Forward.

High cost, but this Amarant is already better than all the other Amarants.

 

 

30-007L – Jecht

4CP, for a Guardian that is almost indestructible.

First off, Jecht has 9000 power, but his abilities hit harder than that.

10,000 damage to a Forward that tries to use it’s ability against him.

His second ability?

You can remove Jecht or Sin from your Break Zone, and deal a Forward 10,000 damage. You can use this ability once per turn.

Meaning that Jecht is nearly unstoppable.

Now, since we already mentioned Sin. We can actually make a 3 Jecht deck. You have Jecht, Braska’s Final Aeon. and Sin. And none of these cards say that you can’t play them while Jecht is on the field or Vice Versa.

Hmm, I’m going to take a better look at this.

30-008C – Zidane

Zidane comes in and you discard a card to draw a card.

I mean, ok.

And, if the discarded card is a Final Fantasy IX Character *cough Garnet *cough cough. Zidane will also gain +3000 power and Haste.

There are better Zidanes, but this one is still decent. In it’s own way.

 

 

30-009C – Bangaa

We’re getting more Moogle Bounty Mayhem cards this set.

This is getting me excited.

Bangaa comes in and will grab an Ice or Water card from the top 4 cards of your deck.

That’s it?

Well, I guess I got excited for nothing. Not that this is a terrible card, but it just doesn’t help me with my MBM deck.

 

30-010C – Vivi

I don’t get it.

If Final Fantasy IX is on the box, why aren’t we getting some new Final Fantasy IX Legends?

I could use a new Legend Vivi to build a deck around.

But, since we’re not getting that, we’ll just take a look at this Vivi, who searches for a Black Mage.

And, that’s it. Black Mages finally have a card that will search for them. Let’s see where this takes us.

 

30-011R – Blank

This is the card that will make Thieves a great deck.

Blank comes on in and your opponent removes the top card of their deck from the game. This will also trigger if a Job Thief enters the field. IT has to be Job, this won’t work if the card is named Thief.

Ok, that’s good and all, but why would we care of removing the top card of our opponent’s deck from the game?

I’m glad you asked.

Whenever a card is removed from your opponent’s deck, Blank will deal 1 of your opponent’s Forwards 3000 damage for each Job Thief that you control.

So far we have, Blank, Marcus, Zidane, Bel Dat, Paul, Fang and Gutsco to add to your deck. And if all of these Thieves are on the field that will be 21,000 damage to a Forward of your choosing.

And, let’s not forget about Ultima Weapon in this set.

30-012R – Marcus EX

We’re finally getting Tantalus. It’s been 30 sets, and this is the first time we’re getting a Tantalus member other than Zidane.

And, what does Marcus do?

He searches for Zidane …

Well, technically not Zidane, just any thief in your deck. Forward Thief in your deck.

It’s not groundbreaking, but maybe some Thief Tribal deck will become viable. Probably not, but this is the first building block you’ll need to get it going.

Maybe it’s time to dust off Gutsco?

30-013C – Mazurka EX

Mazurka is almost like Blank, but she deals 3000 damage per Backup that you control.

Mazurka’s ability will only trigger once, but her ability will also come off of an EX Burst as well.

At 5CP it is a bit expensive.

But, off of an EX Burst it’s pretty good.

I don’t know if it’s worth having her in your deck though.

 

30-014L – Sabin

This is a great Sabin.

Whenever Sabin attacks, you can play a Final Fantasy VI Character from your hand onto the field.

This alone would make it worth it to play Sabin, but Sabin still has another trick up his sleeve, that has nothing to do with Suplexing a train.

Whenever Sabin is put into the Break Zone, you can put a Fire Character in there instead. Sabin will then return to the field. Meaning that your opponent will have a hard time trying to get rid of Sabin.

Mono Fire VI. That is what I will be working on.

30-015R – Luneth

Luneth, what are you doing here?

All I see is a way to farm Crystals. And that way if by sending your Warriors of Light to the Break Zone. And, you can only get 1 Crystal per turn.

You can then use that 1 Crystal to deal a Forward 5ooo damage.

Eh? I mean .. there’s some use to Luneth.

 

 

30-016H – Lulu

3CP, to either search for Wakka, or play him on to the field from your hand.

Either way Lulu is a steal.

3CP, to play both Lulu and Wakka, yes I’ll take it. Now we just need to find which Wakka to play.

Let’s not forget about Fire. Deal 7000 damage to a Forward. Lulu does not become dull when using this ability.

 

 

30-017C – Leon

Fianlly, a Leon that doesn’t suck.

Leon enters the field and deals 5000 damage for each Rebel that you control.

Yes, you read that right.

Leon costs 4CP, an 8K body, and the ability to break a Forward when he enters the field.

How do I know that he’ll break a Forward? Simple really. If you’re playing Leon, you’ll probably already have Hilda on the field. Along with a Leila. Yes, both from this set.

Your plan of attack would be.

Dull Hilda, play Leon, deal damage to a Forward, then use Leila’s ability to remove Leon, and have your opponent choose one of their Forwards to send to the Break Zone.

Rebels also seem like they’ll be fun to play.

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Blissful Eternity LB

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29-119R – Reynn LB

Well, it’s not bad.

Reynn will grab a WoFF Character from the top 5 cards of your deck.

And, then when you’re done with that, you can use her second ability to Play A WoFF Character of 3CP or less from your hand onto the field.

Yep, that’s it.

You can pretty much use Reynn to recycle into Emissaries Reynn. But, that’s up to you.

 

29-120R – Seymour LB

Ok, so Seymour enters the field, and you break one of your Summoners. Now I looked to see if any of these Summoners have an ability that triggers when they are put into the Break Zone, but I found nothing.

So, you’re paying 7CP to break your own Summoner?!?

Yes, that is correct. But, you do get to Break one of your opponent’s dull Forwards and they will also discard a card.

If that’s worth 7CP to you, then I suggest you use this Limit Break, if not, then well you can always just leave it in your LB deck to pay for other LB cards.

 

29-121R – Wind Drake LB

Ok, here’s a way to get a card back to your hand from the Break Zone.

Wind Drake, comes on in and removes a card from your Break Zone. And, when Wind Drake leaves the field, you’ll put that Character in your hand.

This is a pretty decent card, Wind Drake can protect a Character in your Break Zone, from your opponent. I’d say keep a Wind Drake in your deck, and if you see your opponent is using a card that removes cards from your Break Zone. Use Wind Drake to protect at least one Character.

 

 

29-122R – Mika LB

Manipulating your opponent’s Forwards?

Sounds about right.

Mika will force one of your opponent’s Forwards to block this turn. So, if you have Forward that has more power than the other Forward, you’re good to go.

If not, then you just wasted a play.

Used in the right situation, this card can be a good one-two punch.

 

29-123R – Jack Garland LB

Nothing to see here.

Jack Garland is just a Forward sitting on the bench.

Sure, there could be a chance that you’ll need a Forward to play, and it is good to have one available at all times.

Now, if your opponent controls a Monster Jack gains Haste.

Also, Jack cannot be blocked by a Monster, that is a Forward, that is also a Monster, who pretends to be a Forward.

 

29-124R – Auron LB

Simple and straight forward.

This card will go great with Tidus, as a Guardian, he will not fail to block your opponent’s attack, after Tidus has gone all out, but miscalculated. And, now your opponent has a few Forwards ready to attack.

But, not so fast. Auron is here, and since Tidus is already on the field, or another Final Fantasy X Forward, Auraon will gain +2000 power and Brave. Meaning that Auron will give you one more shot at ending the game with Tidus.

And, why isn’t Auron’s hand in a sling?

 

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Fire of Discovery

27-001R – Auron

Auron is sitting in your back line ready to boost one of your Forwards.

Yes, that Forward need to be blocking an attack, in order for him to get the buff. And, that also means that after you declare the block, your opponent has to do something in order for you to be able to use Auron’s ability.

When all that is said and done, Auron will give your Forward a 7000 power buff to help him block your opponent’s attack.

Hopefully you’ll break that Forward.

27-002H – Ifrit EX

For 1CP, this is a great card. I’ll take 3, and from the looks of it, I sense a Full Art. If there is no Full Art we will riot!

Choose a Forward deal it 5000 damage.

If you choose to pay the extra cost of removing an Ifrit from your Break Zone deal it 8000 damage instead.

What’s not to like. I’m sure you’ll have plenty of Ifrit’s that have been summoned, with nothing to do, but wait for the game to end so they can be summoned again.

Can’t go wrong with 1CP.

And, something tells me we’re getting 1CP Hero Summons for all Elements. And, they’ll all be from Final Fantasy III.

27-003C – Viper

Lots of Final Fantasy XIV support this set. Well, what else would you think? Journey of Discovery has Krile on the box.

Viper comes in for 3CP, and deals a Forward 3000 damage.

Now if you got a Multi-Element Forward on the field, that damage becomes 7000.

After that Viper sticks around as a Meat Shield. He might even attack.

 

27-004C -Ace

In and out. That’s what Ace’s job is.

Ace comes in and deals 9000 damage to one of your opponent’s Forwards.

And, if that’s not enough, you can use Ace’s ability to deal 5000 damage to a Forward as well.
Yes Ace costs 6CP.

And, that is all I have to say about this card. You might be better off with a Monster that does something similar.

27-005R – Guy

Ready to bulk up your front line?

Guy is ready.

When Guy enters the field, you will play one Forward from your hand onto the field. Up to 2CP. And, it doesn’t have to be a Fire Forward, it can be any element.

That’s 2 for Tuesday, even though it’s Wednesday today.

And, that is not all, at the end of each of your turns, if you have 4 Forwards on the field, Guy will draw you a card.

Guy will keep on giving for as long as he is on the field, and at 7000 power, your opponent might have a little bit of trouble getting rid of him.

I can see all Fire decks, having at least one.

27-006R – Chaos Advent

Chaos Advent shines when he is put into the Break Zone.

Chaos Advent will reveal the top 7 cards, and you can play one Strangers of Paradise Forward onto the field.

Quick and easy.

Only set back is that, that Forward becomes a Dark card, with the Job Chaos.

Which means you’ll need a Dark Backup that allows you to play more than one Dark card at a time.

You’ll want to play this one early enough where, Chaos Advent can stick around on the field, until needed to find a Strangers of Paradise Forward.

I’m not sure if that makes sense.

27-007H – Gulool Ja Ja

Spread out the Damage when Gulool Ja Ja deals damage to a Forward, you’ll take that damage and deal it once more to another one of your opponent’s Forwards.

You can do this once per turn, so whenever Gulool Ja Ja attacks, or blocks, or when he enters the field when you have received 5 points of damage, Gulool Ja JA deals 7000 damage to one of your opponent’s Forwards, triggering his first ability.

This is an interesting card. It might be the first with this ability unless I missed something, but I think this would have stuck.

27-008C – Gladiator

This is what a Bomb Backup would look like.

And, Gladiator can work great alongside the Bombs.

Perhaps he was training near Jachol, where he learned the technique from the Bombs.

Never the less, for 2CP you get a BAckup,that will give you 1CP once per turn, and if you decide to use Gladiator’s abilty, he will send himself to the Break Zone while dealing 2000 damage to all of your opponent’s Forwards.

I’ll be using a couple of these.

27-009C – Samurai

What do we have here?

A Backup that can break a High cost Forward. And Samurai only costs 1CP! Yeah, there is an extra cost of 3CP to use his ability, and that brings you to a total of 4CP.

The only problem you’ll have is finding the Wind CP to pay for the extra cost. There are no Wind Samurais available at the moment.

But, you can always use Princess Sarah (11-128H) for that Wind CP.

 

27-010L – Xande

Xande is sure tired of these Warriors of Light. And, for that reason when he enters the field, Xande will cast Silence. It’s probably SIlence. All the Forwards of a Job that you name will lose all of their abilities until the end of the turn.

And we’re not even done here.

At the begining of every Attack Phase Xande will deal 9000 damage to one of your opponent’s Forwards, then you will draw a card and discard a card. And, if you discarded a Xande, you will deal 9000 damage to one of your opponent’s Forwards.

Rinse and Repeat.

Yo-u can keep dealing 9000 damage to your opponent’s Forwards for as long as you have a Xande in your hand to discard.

27-011C – Jecht

At 6CP, Jecht is a decent play.

At Warping Speed, Jecht is even better.

For a total of 2CP, you can future proof the board, cause when Jecht enters the field, you can either deal 8000 damage to one of your opponent’s Forwards, or deal 5000 to all of your opponent’s Forwards.

You’ll choose which one you would like to use once Jecht enters the field and you see what your opponent’s board looks like.

Either way, I would say this one is worth playing.

27-012H – Zell EX

Zell is ready to hopefully take down your opponent’s Forwards as soon as he comes in!

5000 damage divided up any way you would like to any number of Forwards your opponent controls.
And, if you have 4 Final Fantasy VIII Characters on the field, that damage becomes 9000. Meaning that you’ll at least break on of your opponent’s Forwards.

At 5 points of Damage Zell gains Haste.

And, let’s now forget that this ability also comes off of an EX Burst.

Zell might be useful in my Bomb deck.

27-013L – Zeromus

Why didn’t this card get the Full Art treatment. If there was any card that deserved it it would be this one.
Zeromus AKA Zemus comes in the field and does nothing. Not until your Characters are chosen by your opponent’s abilities.

When they are, Zeromus becomes the tax man, and tells your opponent to “Pay Up”. And if they don’t they’re Summon or ability will just fizzle and nothing will happen.

And that cost is pretty high. Either 4CP or a Crystal. If they have an abundance of Crystals they’ll be good to go, if not, then Zeromus will be depleting you’re opponents resources. Their top priority will be to find a way to get rid of Zeromus, allowing you to build your board as you see fit.

How much power does Zeromus have? 8000? Maybe, just maybe, Grenade (5-008R) will become even more useful.

27-014H – Terra

Custom Art? Check.

Let’s see what else she does.

Terra enters the field and you reveal the top 2 cards of your deck. You can grab up to 2 cards. One a Fire card, and the other can be either Wind or Lightning. The cards you don’t grab are sent to the Break Zone.
So far so good, you might actually get a Free Play with Terra.

And, we’re not done yet. Whenever you cast a Wind or Lightning card, Terra can deal 8000 damage to one of your opponent’s Forwards. Terra does need to be Active for this ability to take effect.

Other than that Terra has 5000 power, but you’ll most likely keep her active to start dealing 8000 damage left and right.

27-015R – Bakool Ja Ja

Need reinforcement that will be on call?

Bakool Ja Ja is ready to help you out with that.

When he enters the field, and leaves the field, you will remove the top card of your deck from the field, and it will be on standby. Not taking up space in your hand. Just in Purgatory, waiting to see, if you will use it during this game.

Now let’s think about it for a second.

Your best bet would be if a Summon was removed from the game, a constant reminder to your opponent not to do anything stupid.

They always said two heads are better than one.

27-016C – Fire Elemental

Here’s a Monster that will do damage on the way in and on the way out.

When Fire Elemental enters the field, it’s do 5000 damage to one Forward.

When Fire Elemental is put into the Break Zone it’ll deal a Forward 8000 damage.

Not bad, but not great either.

I have a feeling we’ll be getting at least three more of these Monsters, and the other two will have a different name. And, they won’t be from Strangers of Paradise.

27-017R – Luneth

Weren’t we just talking about Warriors of Light?

Well, Xande won’t get much done with Luneth.

When Luneth enters the field, you’ll reveal the top card of your deck, and if it’s a Character, and costs under 3CP, you get to play it on to the field.

Doesn’t matter who it is. Doesn’t matter what element it is. You will play that card onto the field. What’s the chances of you hitting a target Character? Pretty good, cause you’ll be putting your deck together.
Minuet? Luneth grants Haste to all of your low cost Forwards.

Fill your deck up with cards that cost 3CP or less, and “Luneth don’t miss.”

And, this is just a Rare?

27-018C – General Leo

Here’s your Buy One Get One Free Card!

When General Leo enters the field you can play a Standard Unit from your hand on to the field. Up to 5CP. What Standard Units do you play? I’d say it depends on what you’re trying to do, but since General Leo doesn’t specify Element, you can cast any Standard Unit that you would like.

His action ability, is just a little ping of damage, but sometimes that’s all you need.

At the end of the day, General Leo has a 9K body ready to go.

Let’s see what General Leo can do. You play General Leo, Paladin (22-101C) who will play a 2CP Forward from your Break Zone. You’ll grab Sol (16-013H) pay a Crystal and play a 4CP Forward from your hand. Yuna (27-129S) is up next allowing you to play a 3CP Forward. and so forth.

So far we got 4 Forwards on the field for 5CP. 5 if you add in the one that Yuna brings in. I know it’s highly unlikely that this will happen in a game, considering your deck and RNG, but the possibilities are there. And if it finally does happen, you just pulled off the heist of the century. Or at least the heist of Opus XXVII.

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Hidden Hope – Hope On Fire

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22-001R – Auron

Auron’s here, just doing his job as a Guardian, and protecting one of your Forwards just like any Guardian would.

When Auron comes in, you choose a Forward, and the next damage dealt to it becomes 0.

At 2CP this is a card with great value, just because Auron has Back Attack, and that means you can play him during your opponent’s turn.

Let’s say your opponent casts a Summon or ability, Auron can swoop right in and guard the Forward being targeted.

You don’t even need to be playing a FFX themed deck, Auron can hop into any deck that has Fire in it and he’ll do great.

22-002C – Red Mage

Red Mage, your 2 cost Backup that has some pretty good abilities.

1) Choose a Forward of 5CP or less, and take away it’s ability to block.

Or

2) Discard a fire card, chuck Red Mage, and deal a Forward 8000 damage.

Even if Red Mage just had the first ability, I would have said that this card is great.

And, it’s only a Common.

All you have to do is attack, and when your opponent declares a blocker, just dull Red Mage, and take away that block.

22-003R – Ayame

Really?

I see Samurais making a comeback. Where did I put those Tenzens?

Ayame comes in with Brave, at 2CP/5000 power. But, everytime a Samurai enters the field, Ayame gains +4000 power.
Meaning that Ayame’s power can easily rise past 9000. Which is a good thing, because when Ayame attacks, and her power is over 9000, you get to choose one of your opponent’s Forwards and deal it 7000 damage.

Ayame might look small, but she packs a mean punch.

22-004H – Angeal

SOLDIERs Unite!

Angeal, the original Buster Sword wielder, here to help cause more damage to your opponent. I don’t know if that makes any sense, since he doesn’t actually like to use his Buster Sword in fear of ruining it. But, Zack’s life is worth just a little bit more, than his sword.

Angeal enters the field and you can pay (X), which allows you to search for a SOLDIER of cost (X) and play it straight to the field. That means it doesn’t even need to be a Fire SOLDIER. You can also search for Roche, who comes in with Haste and can attack right away.

And, when Roche attacks, the damage increases by 2000, because that is Angeal’s other ability. Add in the fact that if you have taken 3 points of Damage, Roche also gains 3000 Power, making his attack cause 9000 damage.

We won’t even get into the art. I like this card.

22-005R – Ignacio

That’s a big axe.

Ignacio your 5 cost Forward, coming in with 9000 power.

…

When Ignacio enters the field, you’ll put the top 3 cards of your deck into the Break Zone, and if all of those cards are Fire, you’ll deal one of your opponent’s Forwards 9000 damage.

I mean, .. ok.

Not great. Somewhat … I’ll pass.

22-006H – Garland EX

Is it just me or does Garland look like a dwarf here?

He might look like a dwarf, but this is a great card.

Garland comes in and allows you to grab a Knight from the Break Zone, making garland a 2 cost Forward with 8000 power. You’d think that that’s enough but it is not. When you decide to play that Knight. Or any Knight. You get to choose one of your opponent’s Forwards and hand that Forward 5000 damage.

These cards just keep getting stronger and stronger.

22-007C – Carla

Agito Cadet reporting for duty.

3CP/7000 power.

Carla is a decent Forward. has enough power to hold her own against most Forwards. She also has 2 abilities that can help out when the going gets tough. All you have to do is Dull her. No extra costs for these ones.

You can either deal a Forward 3000 damage, or you can buff an attacking Forward with +2000 power.

Either way she can stop an Attacker or help one of your Forwards.

Carla is a Forward that moonlights as a Backup. Kind of reminds me of Amon from Opus II.

22-008C – Clavat

Cheap Backup to play that allows you to look at the top card of your deck.

If you don’t like what you see, you can place the card at the bottom of your deck. If you do, just leave it where it is.

Bonus Points, Clavat is dressed as a Black Mage.

It could see some use.

 

22-009H – Jecht

Do you know what this is?

It is a Free Card, that will Break a Forward when Jecht enters the field.

I can see Jecht doing great with my Bomb deck, which upon release Jecht will be put in, and something else will be taken out.

Let’s explain. For every Fire Character you control Jecht costs 1 less CP. So, if you have 6 Fire Characters on the field Jecht is free. And when he enters the field, Jecht deals damage to one of your opponent’s Forwards. And they deal damage to each other.

Only thing missing here, is better art.

22-010L – Selphie

Selphie comes in and allows you to search for a FFVIII Forward.

But, that’s not a good reason to make Selphie a Forward. You can do that with a Rare, and it’ll still cost less than 4CP.

Then again, Selphie does a lot more than that.

Once per turn you can give a FFVIII Forward +1000 power, Haste and Brave. That means as long as Selphie is on the field, all of your Finla Fantasy VIII Forwards that come in will be granted Haste and they will be able to attack on the same turn that they came in. No more Summoning Sickness. Selphie has a cure for that.

Oh, and she has 7000 power. 8000 if you use her ability on herself.

22-011C – Warrior

Just your Standard Unit 3 cost Fire Forward with 7000 power.

But, if you have at least a couple of Standard Unit Backups on the field, Warrior gains +2000 power.

Making him a 9k body.

Effectively becoming a Meat Shield.

 

22-012C – Foulander

A Monster that becomes a Forward. That’s becoming more and more normal with every new set.

Foulander here is no exception. And, it deals up to 5000 damage to one of your opponent’s Forwards every time it attacks. Allowing you to soften up your opponent’s front line in the process. And, if you got 3 Foulanders on the field, that’s even better.

Don’t forget that Foulander only costs 1CP.

Throw this in any Fire deck and you’re good to go.

22-013C – Machina

You’re either playing this card early, or you’re not playing it at all.

Unless your board gets wiped and you have to start all over.

Machina does have a decent ability, dealing 7000 damage to a Forward.

Other than that, at least the art looks good.

 

 

22-014R – Belias, the Gigas

This is a great Summon if you want to get rid of a pesky blocker blocking your Attacking Forward. Once that happens, and you cast Belias, your Forward gains +3000 power and First Strike. And if that’s not enough Belias deals your opponent’s Forward 7000 damage. Thus reducing their power and hopefully breaking them.

One way or another your Forward shall survive.

Plus, if you paid with only Backups, you get to draw a card as well.

 

22-015C – Meeth

Meeth sure looks angry.

You would be too if all you did was remove a Backup from the game, to draw 2 cards.

Meeth wanted to come in and party, but one of his friends is forced to leave when he comes in. And that friend was the only reason Meeth wanted to come to this party.

But, for a 2 cost Backup, that lets you get rid of a Backup you don’t need anymore to draw 2 cards, there could be some use to Meeth.

22-016H – Minwu (FFBE)

Not that Minwu, this is the other Minwu from Brave Exvius.

They’re the same, but different.

And, this is a great card.

Bring in a card from the Break Zone, any time you’d like during your turn as long as you don’t have any cards in your hand.
It’s like you’re playing with an extra deck. Plus your Limit Break Deck, you got 3 different places where you can grab a card to cast.

I’ll take 3.

22-017C – Lilyth

Need a Crystal?

Play Lilyth. 2CP with 5000 power.

Not the strongest of cards out there, but if you need Crystals for abilities and what not, Lilyth is a decent play. You get a Crystal and a body that will hang out on the front line until needed.

Let’s not forget Hard Slash. If you look you don’t need to dull Lilyth to use the ability. Meaning if you have 2 Lilyths in hand, you can deal 7000 damage to 2 Forwards and you’ll still be able to attack.

I’ll try this one out.

22-018R – Luartha

At 1CP and a Crystal, Luartha can do some damage (especially if you already have taken 3 points of damage) before your opponent even knows what hit them.

Luartha will come in, and if you pay the Crystal she gains Haste. Once you attack, you can choose one of your opponent’s Forwards and deal it 5000 damage. Thus reducing the Power of a Forward that can break Luartha.

And if you already have taken 3 points of damage, Luartha deals one of your opponent’s Forwards 5000 damage when she enters the field.

I like this card, I shall find some use for it, because you can throw it into any deck that runs Fire, and you’re good to go.

I’ll take 3, preferably foil versions.

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Wave 1 – Auron – 1-002R

It’s been a while since we did this, but we’re back at it, with card number 2-002R. Before we start let me give you the links from the guides from the introduction post that will help you guide your way.

“Distinguishing Final Fantasy TCG Opus 1 Wave 1 from Future Waves”

“Differences in Opus I Wave 1 Printing vs Later Waves”

Auron (2-002R), is very easy to distinguish Wave 1 from Wave 2. Especially if you have them side by side. Let’s take a quick look at the cards. Can you tell which one is which?

All you need to do is look at the background picture. The transparency between the two is very noticeable. Wave 1 Auron looks more like the background color of the card, while Wave 2 has a bit of skin coloring. Which you can see better in this picture.