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Hidden Legends of Lightning

24-073H – Valigarmanda

Lightning is kicking off things with a Summon, and a beautiful Full Art as well.

Valigarmanda is a 4 cost Summon that comes in dulls a Forward, and Freezes it as well.

That Forward loses 9000 power until the end of the turn, and then Valigarmanda also deals it 9000 damage.

99.99% of the time it will break the Forward that Valigarmanda is targeting.

At the very least, Valigarmanda will disable that Forward for this turn.

24-074C – Odin EX

Odin is ready to break a Forward.

Any Forward?

Yes, any Forward, but the cost might be a bit high for some Forwards.

It’s 5CP to cast Odin, plus the top card of your deck times the CP required to play the Forward that you’re looking to break.

Odin is useful in certain situations, but why not just play the Opus I Odin that will break any Forward for 7CP flat.

No extra charge.

I’ll pass.

24-075C – Guardian

I just realized we have similar Backups in every element.

Guardian comes in and you draw a card.

After that, depending on if you have at least 4 Lightning Backups on the field, Guardian will allow you to choose 2 Forward, and dull them.

Other than that, Guardian is just a simple Backup that will give you a Crystal Point each turn.

But, you already know that.

24-076C – Juggler

Wicked Clowns?

Juggler, the Backup you knew that you might need.

Juggler will come in and hang out until you need to get rid of a 2 cost Forward.

Juggler only costs 2CP, the only draw back if you call it that, is that a Lightning Forward needs to enter your field, in order for Juggler’s ability to go off.

I see some use for this.

Probably, more than some.

24-077H – The Emperor

Who would have thought, that the only reason the Emperor is here is to gain Crystals.

Look at it. The Emperor comes in you gain a Crystal. If your opponent has a Crystal, gain a Crystal. That’s two from the get go.

Add in one more Crystal from another Backup, and you’ll be able to use The Emperor’s second ability.

But, first let’s take a look at the first one. Or, the top one.

Break a Forward that costs 4CP or less.

Yeah, that’s pretty straight forward. Nothing groundbreaking, but very useful.

Now let’s take a look at the second ability.

Go ahead, I’ll wait.

Do you see that? Break all the Forwards and the Monsters opponent controls. That would wipe your opponent’s whole board, leaving it wide open.

If you don’t win the game after that ability goes off, then I don’t know what to tell you.

Plus, we get a Full Art version of this card in the Prerelease Kits.

24-078R – Cidolfus (XVI)

3 cost Forward that allows you to search for a Lightning Summon.

And, that is pretty much it with Cidolfus.

You’ll get a 5K body that sticks around on the field.

Other than that what else is there?

Oh yeah, Priming.

Cidolfus Primes into Ramuh.

What does Ramuh do?

Guess we’ll have to wait to find out.

24-079L – Jack Garland

Jack is ready to turn your opponent’s front line upside down.

All of your opponent’s Forward must attack, and they must block.

This will either leave their front line open for your attacks, or all of your opponent’s Forwards will be broken.
Just make sure you at least have bodies on your field to block the attacks your opponent will be throwing at you.

And, every time one of your opponent’s Characters is put into the Break Zone you will gain a Crystal.

Sooner or later, you’ll have enough Crystals to use the Emperor’s ability to wipe out your opponent.

I’ll take 3.

Full arts preferably.

24-080R – Chime

Here we go, the King’s Minister is here to give you a great deal.

Buy one Get on Free.

Chime comes in and you reveal the top 4 cards of your deck, and play a Character of 2 or less onto the field.

I’d say it’s worth taking a chance on this.

Either way Chime is only 2CP, and you can get some decent value if you find a 2CP Character in the top four cards.

After that, Chime is a 5K body, ready to be taken out, just so you can play Chime once again, and hopefully find another 2CP Character.

24-081R – Noel

This Shadow Hunter is attacking from the shadows.

Noel comes in and he starts going to town. Striking with precision and going back to the shadows from which he came.

Yes, Noel only has 3000 power, but you won’t need to worry about that unless you decide to block with him.

Noel’s attacks will go through, just because he cannot be blocked.

I’ll take 3.

Throw them into your FFXIII deck, and once this Noel is gone, you can play another Noel.

Take your pick. Rebellion’s Call, From Nightmares or Hidden Trials.

All of them will do well.

24-082C – Vivi

Vivi is ready to come in and deal some damage to your opponent’s Forwards.

2000 across the board isn’t much, but let’s not forget about Summons that break damaged Forwards.

Or abilities that dull damaged Forwards, and what not.

Plus, if there is already a damaged Forward on the field, you can use Vivi’s ability and deal it an additional 4000 damage.

After everything is said and done, Vivi sticks around with a 5K body.

24-083H – Firion

Let me start by saying, if you’re playing Lightning you’re playing Firion.

Why? First off, you can only pay with CP produced by Lightning Backups.

Now, once Firion comes in you can pay 2CP more, and give him Haste and First Strike.

Then you can go ahead and attack with Firion.

Now, it’s time to cast Drain. Break a Forward, Activate Firion, and attack one more time.

Firion is going all out here. Time to start building that Rebel deck.

24-084R – Behemoth

Let’s up the stakes.

Behemoth is just that a Behemoth.

No power, unless you make it a Forward, but when a Forward of yours attacks, you can put Behemoth into the Break Zone and give a Forward the ability to deal 2 points of damage to your opponent.

Now, you can give that buff to Noel, who can’t be blocked. Or what about Firion, who can attack twice this turn.

And, that’s just 2 Forwards from this set, think about all of the other cards that can make use of Behemoth here.

24-085C – Mid (XVI)

I like this.

And, it’s only 2CP to bring Mid in.

She’ll stay on the board, and whenever you’d like you can put her in the Break Zone and grab a Forward. 4CP or less and add it to your hand.

That right there would have made this card playable.

But, Mid isn’t done. No. Not at all.

If you grab Cidolfus from the Break Zone, you’ll have a chain of Events that will start to go off one by one.

Let’s see how that will go.

You put Mid into the Break Zone, grab Cidolfus and play him straight to the field. Cidolfus searches for a Lightning Summon. Cidolfus Primes into Ramuh. Ramuh casts a Summon from your hand without paying the cost, and deals one of your opponent’s Forwards 8000 damage.

All that for 2CP plus the cost to Prime into Ramuh.

24-086C – Lightning

Coming in with a 9K body, Lightning is the prefect Meat Shield for your front lines.

You’ll also be able to discard a card and give Lightning Haste and a +1K buff giving her a 10K body, that’ll be tough to break.
And that pretty much covers everything.

You’ll pay a total of 6CP, which includes the discarded card, for a Forward that’s ready to go, from the get go.

 

24-087C – Ranan

Another Warrior of the Crystal.

When Ranan comes in, he grants another Warrior of the Crystal, Haste.

And, that’s about it.

I’ll have to check with the other Warriors of the Crystal to actually see how this deck runs.

 

 

24-088R – Ramuh

Coming in at 5CP, but thankfully you won’t be paying 5CP, you’ll be Priming into Ramuh.

Ramuh comes in and you can cast a Summon from your hand, any element will do, and you won’t have to pay the cost to cast it.

If the Summon you cast is a Lightning Summon, you will deal 8000 damage to a Forward of your choosing, as long as it’s active.

I’d say it’s still worth paying the 5CP to cast Ramuh.

24-089C – Ramza

Ramza stands alone. While leaning up on a tree.

Decent artwork, taken from the game, but what about the card?

If Ramza is sent to the Break Zone, you gain a Crystal. Ok, not bad. You can probably just throw Ramza in just to block and gain a Crystal with him.

And if you need to give Ramza a quick buff, you can remove 2 cards in your Break Zone from the game.

Not bad, for 3CP.

24-090L – Leon

Leon being Leon, almost like Kain going back and forth between the Rebels and the Empire.

Leon comes right in for 1CP, and deals a damaged Forward 4000 damage. Possibly breaking it.

Your opponent has the choice of taking control over Leon, by targeting him with an ability. Once Leon is targeted he will switch sides. You can get Leon back by targeting him with your own abilities.

But, why would you?

You actually want your opponent to have control over Leon, because if they don’t have any other Rebels on their field, Leon will deal them 1 point of damage at the end of their turn.

And, at the end of yours as well.

This is a card that will eat up your opponent from the inside.

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Hidden Legends of Earth

24-055R – Ash

I really need to play Stranger of Paradise at some point.

Ash looks like he is the perfect Meat Shield.

Whenever he blocks, or is blocked he gains +3000 power.

And, since Ash already has Brave, you don’t need to worry about keeping him for defense.

Just add in Enna Kross, and I’m sure there are other cards that will give Ash a buff, and you’ll be set.

Let’s not forget about the Crystal you gain anytime Ash is targeted by Summons and abilities.

24-056C – Cu Sith EX

Well, we kept saying we need a way to remove Backups once their use is gone, and here we have it.

Cu Sith allows you to remove a Backup from the game, and then you can draw a card.

The other ability is to protect one of your Forwards from damage.

Both are pretty decent abilities. And, depending on the situation, wither can make Cu Sith a good play.

If you’re Backup heavy and you like rotating your Backups, once they’ve come in.

I mean once you’ve played the Backup and searched for the card you want, that Backup is taking up the place of another Backup that can come in and have a new ability trigger.

24-057C – Cloud

Really?

They gave Cloud a Violin?

Cloud comes right in and for an additional 3CP, Cloud will Break a dull Forward.

Other than that, there is Braver.

Which allows you to, you guessed it Choose a dull Forward and Break it.

I can’t really see Cloud playing an instrument, he’s probably the kid in the corner too cool to do anything.

24-058R – Titan (XVI)

Titan, coming in with Brave and a 9K body.

This Eikon already has built in protection from being dulled by your opponent.

Yes, you can Prime into Titan, but if you don’t Titan will cost you 6CP, and when he comes in he will deal 9000 damage to one of your opponent’s Forwards. But, they can block it by paying 3CP. Either way you’ll get something out of it.

Now, all we need is to see what Hugo does, and if it is worth Priming into Titan.

It usually is.

24-059R – Cactite

Cactite might look tiny, but he is a huge Monster.

Cactite can easily break a dull Forward regardless of cost. Sure the MS Paint art style might make you think that this card will be worthless, but the 2CP you’ll pay to play Tiny Cactus onto the field is worth it’s weight in gold.

I’m not saying the art is bad, it’s actually pretty cool, just different.

Anyways, whenever one of your Forwards attacks, you can toss Cactite into the Break Zone and break one of your
opponent’s dull Forwards.

Simple as that.

And, you can have 3 of these on the field at the same time.

24-060C – Noctis

The Prince and a his Cello. Or is that a Double Bass?

Any ways, Noctis comes right in and let’s you grab an Earth Forward from your Break Zone, and play it straight to the field.
After that you have a body with 8000 power.

6CP, might be a bit high, but you’ll be playing 2 Forwards.

And that, I think is worth it.

Should you play this card instead of another Noctis, probably not, but you can just throw this one in any Earth deck, and he’ll do fine.

24-061L – Basch

Just place Basch in your deck, and you’ll do great.

5CP is worth playing this card. I’d even pay more for it.

Basch comes in and doesn’t do anything right away, but at the beginning of any Attack Phase, Basch will give all of your Forward +2000 power and Brave. We don’t even need to mention his other ability, because you will probably never use it. I know the chances of me using it is close to none.

What’s the other ability?

Reveal the top 3 cards and add a FFXII card to your hand.

No need for that, not when you have +2000 power and Brave for all of your Forwards.

We forgot to mention that, if you already have 2 Final Fantasy XII Characters on the field, Basch’s cost is reduced by 3.
Making him cost a whopping total of 2CP.

24-062C – Bangaa

I got excited for a moment. I read the card wrong and thought that Bangaa was the perfect fir for Basch.

Rereading the card, Bangaa is still decent, just not as good as I thought.

Bangaa comes in and you draw a card, bringing his cost down to 1CP.

After that depending on how many Earth Backups yoou have on the field, Bangaa will give all of your Forwards +3000 power and Brave until the end of the turn.

You can still use this with Basch when you do have another 3 Backups on the field, giving all of your Forwards +5000 and Brave.

This is where you can use Cu Sith.

24-063H – Hugh Yurg

I always liked the look of these cards.

At 4CP, Hugh Yurg allows you to search for an Earth Forward with the cost of 1CP, and play it straight to the field.

And, once that Forward enters the field, you can choose a Forward and give it +2000 power and Brave.

And, Hugh Yurg isn’t even done.

Not only is Hugh a body with 8000 power, but every time you play a 1 cost Forward on to the field, you will give another Forward +2000 power and Brave.

I think I’m seeing a pattern here.

24-064R – Hugo

The answer is yes.

You should Prime Hugo into Titan.

I mean why wouldn’t you.

You can still play Titan (XVI) right from your deck, but if you Prime into him from Hugo, it’ll cost one less CP, and it’ll also cost your opponent 2CP more. Or not, depending on if they want one of their Forwards to take 8000 damage.

And, once that enter the field ability goes off, Hugo is just a meat Shield, so you might as well Prime into Titan (XVI) as soon as possible.

24-065H – Fenrir

A 2 cost Summon that will allow you to break a card equal to the CP of a card that you discard.

That just means that Fenrir’s cost is 4CP.

That’s about it.

While looking at the artwork, you notice that Eiko is on the card. I was hoping for some synergy between the 2.

It is a beautiful card, and that’s about it for me.

Prove me wrong.

24-066C – White Monk

Just like a ticking time bomb.

White Monk comes in and hangs out on the field, producing 1CP per turn.

And, when the time comes you can send White Monk into the Break Zone and Break a Monster that costs 3CP or less. An Earth Forward needs to have come into your field this turn, in order for you to be able to use this ability.

If you’re playing Earth, I’m pretty sure you’ll be playing Forwards each turn.

Not too shabby.

24-067R – Moogle (SOPFFO)

I can see activation and re-activation.

When a Forward enters the field, you activate Moogle.

Right before that, I hope you used his ability to give another Forward +2000 power until the end of the turn.

Then the aforementioned Forward will come in, where Moogle will activate again, and you will use Moogle’s ability to give +2000 power to one of your Forwards.

Rinse and Repeat.

24-068H – Morse

“– — .-. … .”

3CP, for an 8K body with Brave.

You could stop right there and it would have been a great Common, but Morse isn’t a Common, he’s a Hero. That means there’s more than just that.

When Morse enters or attacks, you can pay an extra Earth Crystal Point and choose one of your opponent’s Forwards, Morse and said Forward will attack each other dealing damage that equals their power.

Let’s not forget that Morse also gains +1000 power at 3 points of damage, and another +1000 power at 5 points.

Add in Basch and Moogle, and Bangaa, and you have a Sharpshooter ready to take down your opponent’s Forwards.

24-069C – Y’shtola EX

The more I see these Theatrhythm cards the more I thin that something is brewing.

I don’t think we’ve had Theatrhythm cards this good. Maybe it’s just me, or maybe I’m right.

Y’shtola comes in and grabs a Forward from your Break Zone, and if that was all she did, Y’shtola would still be a great card.
And, if you have at least 3 Elements on your front lines Y’shtola gains +3000 power making her an 8K body

 

24-070L – Lightning

Another Lightning, I believe we tied the record of consecutive Opuses? Opi? with Lightning. I’m not complaining. I was just expecting a Fang Full Art this set.

This is a great card, if I do say so myself.

And just like plenty of Earth Forwards, you don’t need to play them in their respective Category.

Lightning is a 2 cost Legend that can remove Attacking Forwards or Blocking Forwards from the game. And, once that happens, you will bring Lightning back to your hand, where you can replay her for the next block or her next attack.

You can also end up paying only 1CP of any color to bring Lightning out. As long as you have another card named Lightning in your Break Zone. This means you can splash this Earth Lightning into any deck that you’d like. No need for color fixing.

I’ll take 3.

24-071C – Rulgia

Another Warrior of the Crystal! Are we going to have 6 or is this the last one to make them 4?

Rulgia would have been great if he was a Backup.

Hanging out on the field, giving all of the Warriors of the Crystals +1000 power and Brave.

But, Rulgia is a Forward wth 7000 power, plus the 1000 power that he gives to himself.

The more I see the Crystal Warriors, the more I like them.

Kind of excited to try them out.

24-072C- Leo

Why not just make this card cost 5 Crystal Points instead of you needing to dull 4 active Characters?

Why?

Because, it would be too easy to break Forwards. And, since Leo is just a Common it would have been too easy.

You’ll most likely want to build up your Backups quickly, that way you won’t have to worry about whether or not to use this card.

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Hidden Legends of Wind

24-037R – Ashe EX

High cost Forward troubling you?

Ashe will take care of that for you, but not for long. You’ll be able to put that Forward on top of it’s owner’s deck. That means Ashe can also choose one of your Forwards, if you want to get the effect of it’s enter the field ability.

Which can be useful.

Now, if you put your opponent’s Forward on top of their deck, just make sure you deal a point of damage this turn. That way you’ll be able to send that Forward to the Damage Zone and then you won’t have to worry about it again.

This also comes off of an EX Burst.

You can also put Ashe into the Break Zone to activate a Forward while giving it +1K power.

24-038H – Valefor

Valefor makes a comeback, after being on hiatus since Opus I.

At 1CP it looks promising, let’s take a look.

Pay X, reveal the top 7 cards and play a Character of X or less.

I don’t know if I like it.

It’s almost a search and play to the field, but it is limited. And, that’s probably why it only costs 1CP.

It might work here or there, but either Opus I Valefor will work better for me.

24-039C – Vaan

Vaan and his trumpet.

At 5CP, Vaan can become a Activating Machine.

When Vaan enters the field Activate 2 Backups.

When Vaan attacks, Activate 2 Backups.

That’s 4CP right there. You paid 5CP.

One more attack and Vaan will be paying you to be on the field.

Vaan comes with a 9K body, and Aeroga Blade which deals a Forward 9000 damage.

I would play this card. I might even play it at Pre-Release. Midnight Pre-Release to be exact.

24-040C – Viera

Pay 2CP to activate 2 Backups later on.

Viera is more like a bank.

She’ll keep your CP and give them back to you when you need them later on.

In the mean time, Viera will produce 1CP per turn as any Backup will do.

And, when the moment is right, and you would like to use your Backup’s abilities you can use Viera to activate them.

I’d say a definite maybe.

24-041C – Onion Knight

Warp 1 for 1CP instead of paying 3CP! You’re already ahead.

Onion Knight is a recycling machine, ready to be removed and warped back in. This will be perfect if there is ever a threat to Onion Knight.

And at 3 points of Damage Onion Knight gains +1000 power.

That’s a 9K body, that can be recycled back into the game for 1CP.

Let me give this a try.

24-042R – Garuda (XVI)

5CP to activate all of your Backups.

Or, you can just Prime into Garuda with Benedikta. I haven’t seen Benedikta yet, but she’s coming up.

Activating your Backups already seems popular this set. Add in Bismarck, Lord of the Mists. And then you have a way of drawing cards, returning cards to your opponent’s hand. And when you have returned cards to their hand, you hit them with some Ice, and have them discard cards from their hand.

Ice/Wind for 2025

24-043C – Thief

Here’s another way to draw a card. Making Thief a 1 cost Backup

After that, once thief enters the field and if you already have 4 Wind Backups on the field, you can choose 1 of your Forwards, and it cannot be blocked for this turn.

Is it worth it? Having thief take up a spot in your deck for the chance that you might come across the perfect situation in order to use him?

I don’t know, probably better to leave this one out.

 

24-044H – Zidane

Zidane doing Zidane things.

He’s stealing cards from your opponent.

For 3 CP you can grab and Character from your opponent’s Break Zone. Yeah, you do remove it from the game, but you can cast it at any time you would cast it. Makes Sense?

Why is this one better than the other 2 Zidane’s that allow you to grab a card from your opponent?

Simple, you get to choose which one you grab.

And, at 5 points of damage, your Backups produce CP of any color.

I’ll be adding at least one to my deck that plays your deck.

24-045C – Jeume

Jeume, your Wind Warrior of the Crystal.

I was hoping for something better, after seeing Fire and Ice, but we have Jeume.

She’s not bad, she still allows here comrades abilities to go off when she enters the field.

She just doesn’t have any abilities that go off.

Nothing wrong with that, just because she can’t be chosen by your opponent’s abilities.

And, you have an 8K body.

24-046R – Leech Bat

I’m seeing a pattern here. I almost forgot about the Elemental Monsters that are all the same, but different.

Leech Bat hangs around, and when one of your Forwards attack, you can toss it into the Break Zone, making your opponent reveal there hand.

You’ll then pick the card you like, and toss that one to the Break Zone.

Your opponent will then draw a card.

That’s the only thing I don’t like about it.

After that, you’ll play Zidane, remove that card you selected from the game, and now it’s yours to cast whenever you’d like.

24-047R – Sophia (SOPFFO)

Sophia’s Choice.

Was that a band, or a movie?

But, you do need a Crystal in order to choose.

Sophia can either Break a high cost Forward, or she can break a monster.

The choice is yours.

Not Sophie’s. I mean Sophia’s

After that you have a 8K body that’ll hang out on the field.

24-048L – Tidus

“It’s Warping Time”

Coming in like a substitution right when you need him.

You can actually just play Tidus right away from the get go. At 0CP there is no reason not to.

Yes, Tidus has 5 Warp counters, but every time a Warp Counter is removed from a any card that is Warped, Tidus will have a Warp Counter removed from him, making his wait a little bit shorter.

When Tidus finally enters the field, all of your Forwards with Warp will have Haste, and they will not be able to be chosen by your opponent’s Summons.

All this for a grand total of 0CP, because you won’t be paying 5CP. You could, but what’s the fun in that?

24-049C – Nono

I’m just trying to figure out what Nono is doing here.

Nono isn’t bad at all, especially for a Common.

Nono enters the field and deals your opponent 2000 damage. Yes, that’s not a lot, but remember you’re playing Wind. And, what does wind do?

If you’ve been reading this, you already know Wind has been activating Backups this set, and drawing you cards.

And, if Nono is the 3rd card that you have cast this turn, Nono deals your opponent damage equal to his power. 3 points of Damage, gives Nono +2K power.

Add in Opus I Maria, and you’ll be dealing a Forward 8K damage.

All this for 2CP.

24-050C – Bartz

I read this once, and thought it was bad.

Reread it, and realized it’s not that bad.

the first time I understood that you had to have 2 cards removed from the game this turn, then I realized it doesn’t say this turn.

If you have 2 Cards removed from the game, Bartz can come in and Activate 2 Backups.

Like the Backups that you used to play Bartz.

Personally, I think there are better ways to Activate your Backups, but this still might be useful.

24-051R – Benedikta

With 3CP you get a Forward with 8000 power, First Strike and at 3 points of Damage Benedikta gains Haste.

That by itself would make it a decent Common.

Meat and Potatoes, nothing to fancy just a good body, or as I’d like to call it, a Meat Shield.

Benedikta can also Prime into Garuda (XVI) and will then Activate all of your Backups. And, return 2 Forwards to their Owner’s hand.

Benedikta will bring the cost of Garuda down by 1CP.

For a body, you can probably just play Benedikta by herself, usually a card with this much power costs 4CP.

24-052L – Belgemine

Automatic protection from Summons, and the more Summons you cast the better Belgemine is.

Cast 2 Summons, deal 2 Forwards 4000 damage each.

Cast 3 Summons, send 3 of your opponent’s Forwards to the bottom of their deck.

And, once you do that, there’s a good chance that you wiped your opponent’s front lines.

Now it’s time to go all out, and know that this was 1 Crystal Point that was very well spent.

Something tells me that YRP will be making a comeback. Add in that Opus I, Legend, Tidus, and I can see it now.

24-053H – Minwu

The Rebels are about to get a deck. Maybe not this set, but when they do Minwu and Opus XVII Maria will be a part of it. I haven’t really looked into it, but I can see the pieces slowly falling into place. IT just needs that one card the Rebels can all rally behind.

Minwu is a 4 cost Forward with 7000 power.

And, yes it is worth paying 4CP for Minwu, as you will grab a Final Fantasy II Character from the Break Zone and play it onto the field. Their cost just need to be equal or lower than the number of Backups you control, and it can’t be Minwu.

All of your FFII Forwards also cannot be chosen by your opponent’s abilities.

I’m going to be looking into a Final Fantasy II deck.

24-054C – Wing Wraith EX

Although Wing Wraith isn’t that powerful as a Summon, you will still be able to hit your opponent with a quick triple succession of 3000 damage to one of their Forwards.

At only 1CP and an EX Burst.

Wing Wraith deals 3000 damage and searches for another Wing Wraith.

Summon again fellow Summoners.

It’s worth a shot.

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Hidden Legends of Ice

24-019R – Umaro

I don’t see why anyone would play Umaro on to the field, when his ability goes into play when Umaro is in your hand.
For 3CP you can discard Umaro from your hand a break a dull Forward.

That’s it. Plain and Simple.

I mean you can play Umaro on to the field for 2CP, but that’s about it. He’ll just stay on the field producing 1CP per turn.

I’d say Umaro is more like a 3 cost Summon, and he should be treated as such.

24-020C – Ulmia

Can you here the Harps playing your song?

Ulmia is ready to Freeze one of your opponent’s Characters.

And if you got another Final Fantasy XI Forward on the field, Ulmia will make your opponent discard a card.

Ulmia will make Anselmo proud.

“Walk on home, boy!”

Maybe she can take Dime’s spot. Put some Distortion on that Harp.

24-021H – Kurasame

Deja vu?

I think we’ve seen this one before.

This time Kurasame is a Hero though, instead of a Legend.

Kurasame comes in and Freezes your opponent’s Characters. How Many? Depends on how many Backups you have on the field.

And depending on if your opponent has at least 4 dull Characters on the field, Kurasame will draw you a card every time he attacks.

You can run this one and the Hidden Hope Kurasame, and you’ll have 6 Kurasames that will Freeze your opponent’s Characters.

24-022H – Gogo

Gogo is back!

And s/he is better than ever.

Whatever FFVI Deck you’re playing, just throw Gogo into your deck. 3 copies will be perfect.

First line of attack, play Gogo, and protect Gogo at all costs.

Why?

Gogo casts Reraise on one FFVI Forward once per turn.

If a Final Fantasy VI Forward is put into the Break Zone, once per turn Gogo will bring them back!

If that’s not a great card, I don’t know what is.

24-023C – G Deleter

A backup that causes a splash.

Why a splash?

Because G Deleter is Ice splashing in Water.

G Deleter comes in and you draw a card, and if you have 4 Ice Backups, you can dull and Freeze one of your opponent’s Characters.

Not bad for 3CP, and you get 2CP back once he enters the field.

24-024R – Shiva (XVI)

Shiva comes in and you can Break 2 dull Forwards.

And at the end of each of your turns if 2 or more of your opponent’s Forwards are sent to the Break Zone, your opponent discards a card.

You get all of this and a Forward with 9000 power.

You’ll probably just want to Prime into Shiva instead of paying the 7CP.

 

24-025L – Genesis

First off the card is awesome. The art, the abilities and that we’ll finally have a great card to start off a SOLDIER deck.

Genesis comes right in for 5CP. Yeah, it’s your standard 5CP for a 9k body, but you get to choose from 1 of 3 abilities.

Have your opponent discard a card, choose 2 Characters to Dull and Freeze, or have your next SOLDIER’s cost be 3CP less.

The best part is that, you can choose more than once. Every time a SOLDIER enters the field one of Genesis’s abilities will
trigger, allowing you to choose which one you would like to do.

You should keep a playset of Genesis until Tears of the Planet comes out, that way you can use it in a Ice/Lightning deck with that Zack card that was spoiled for the next set.

24-026H – Zalera, the Death Seraph

4CP to break a Forward.

Not bad, when you consider that Summons that break Forwards come in at a high cost.

Zalera does hit a little different. You just choose the cost of the Forward. 4 or less, or 5 or more. After that your opponent will choose which Forward to break.

I wouldn’t say that this is a great card, it is good card, it’s just the chance of using it and getting what you want out of this Summon is slim.

Unless they only have 1 Forward that is 5CP or more, then you’ll know that you’ll hit your target.

24-027C – Shantotto

Shantotto coming in with a trombone, and I’m ready to crack a joke about rust. But, I’ll keep my mouth shut this time.

Shantotto reduces the cost of casting your Summons by 1, add Opus I Yuna to the mix, and all of your Summons cost will be reduced by 2.

And, that’s not all. Shantotto has the ability to Dull/Freeze a Forward if you have already cast a Summon this turn.

If I was a heavy Summon player, I would be playing a Yuna/Shantotto Combo.

24-028R – Jill

Lots of cost reducing in this set.

Jill is no different.

Jill’s cost is reduced by 2 if Clive or Torgal is on the field.

That means for 1CP you can Dull/Freeze one of your opponent’s Forwards, and you’re still left with a 7K body.

After that, you can Prime into Shiva (XVI) and break 2 dull Forwards.

I think we’ll have to see Priming in action before I get excited about it.

24-029C – Squall

Squall acting like he’s Opus IV Viking.

Getting things done when he enters the field and when he leaves the field.

Squall won’t draw you a card, but he will deal a dull Forward 5000 damage. Which can be more than enough to Break it.

And, let’s not forget Rough Divide, which gives Squall +1000 power and First Strike.

And it’s only 3CP!

Given Squall’s 8000 power, it would normally have been 4CP.

This is a decent Common to have.

24-030C – Terra

Theatrhythm is going strong in this set.

Terra comes in and grabs a Summon from the Break Zone.

This also comes off of an EX Burst.

You can then cast that Summon for one less Crystal Point with Shantotto.

After that Terra sticks around as a 5K body, ready to block. Or, attack.

 

24-031R – Torgal

Well here is the main card of your Final Fantasy XVI engine.

Torgal, the Wolf.

I don’t know much about Torgal, except for the fact that most of your FFXVI Forwards can be paid with CP from any element. This includes Priming costs as well.

Being a Backup, it is a little harder to have Torgal sent to the Break Zone, but, there are a couple of cards that can break Backups, but I think Torgal will be just fine.

This will be played.

And, it’s only 2CP.

24-032R – Piscodaemon

Why do I always go to write Psycho Demon when I’m trying to write Piscodaemon?

2 cost Monster that can be sent to the Break Zone when one of your Forwards attack.

And when Piscodaemon is put in the Break Zone, you can choose 2 Characters and Dull/Freeze them.

After that in your Main Phase 2, you can bring in Shiva (XVI) and break those 2 dull Characters. If they’re Forwards. Not Backups.

“Psycho Demon, Qu’est-ce que c’est?”

24-033L – Bhunivelze

Bhunivelze is back. It’s been a long wait since Crystal Radiance to get a new Bhunivelze card.

I can see this card being played in a Monster deck, especially if all those Monsters have effects that go off when the Monsters are sent into the Break Zone.

And, for every Monster or Forward that you’ll put in the Break Zone, your opponent will choose 1 Forward they control and send it to the Break Zone.

Mass Extinction going on here.

This could be Game Over for your opponent.

After all is said and done, you’ll still have a body with 10,000 power.

Just in case your opponent survives the onslaught.

24-034C – Velis EX

Well, this confirms it.

Warriors of the Crystal will be a thing here.

At least for a month or 2, just so everybody can try it out.

All you need is some Crystals to be able to bring in all the Warriors of the Crystal into play without worrying about color fixing.

Let’s talk about Velis now.

Whenever Velis or a WotC (imagine that) comes indull and Freeze one of your opponent’s Forwards.

It will be a bunch of abilities going off at the same time.

I believe it’ll be fun.

24-035C – Mateus (XII RW) EX

2 cost Summon.

2 choices.

Which one will you pick.

Break a dull Forward that costs 3CP or less.

Or.

Dull a Forward, Draw a Card.

Choice is yours.

Ex Burst as well.

24-036C – Nu Mou

Nu Mou, just chilling in your back line until an Ice Forward enters your field.

After that you can put Nu Mou into the Break Zone, and you can Dull and Freeze one of your opponent’s Forwards.

It seems like all the Ice cards were Dull and Freeze and dull and Freeze some more.

But that’s what Ice does.

Now you have more cards to choose from.

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Hidden Trials – By Wind

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23-039R – Asura

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

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

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

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

23-040L – Adelle

This is wonderful.

Mono-Wind + Adelle = Hard to beat!

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

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

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

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

23-041C – Jornee

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

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

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

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

 

23-042C – Vaan

Well, this looks like a decent Vaan.

Vaan comes in, gain a Crystal

Vaan attacks, gain a Crystal.

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

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

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

23-043R – Venat

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

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

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

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

Now that, I can use.

23-044R – Silver Dragon

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

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

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

Yes, Add it to your Monster deck.

23-045C – Samovira

Another Monster.

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

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

It’s almost like an even trade.

23-046C – SOLDIER Candidate

Another SOLDIER in training.

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

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

 

 

23-047H – Tyro

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

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

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

 

23-048C – Dr. Mog

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

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

Are we going to get Killer Moogles from Outer Space?

So, many questions, we need more Moogles.

Dr. Mog also activates a Moogle with his ability.

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

23-049C – Ninja

We’ve seen plenty of Ninjas already.

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

Ok, not bad.

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

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

23-050H – Noel

It’s not Warp, it’s Ludicrous Speed!

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

You can end up playing Noel for 1CP.

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

He’s gone plaid!

23-051L – Hope

Coming in at 3CP with 7000 power.

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

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

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

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

23-052R – Maina EX

Finally, Ninjas have a way to search for Ninjas.

4CP to search, making Mainas cost 2CP.

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

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

“Go Ninja, Go Ninja, Go!”

23-053R – Meteion

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

And give you a card as well.

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

All this for 2CP, not bad at all.

 

23-054C – Yuffie

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

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

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

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

23-055C/15-058C – Dragoon

Reprint of a Reprint.

Dawn of Heroes, Crystal Dominion.

“Crystals and more Crystals.

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

See, I actually wrote something this time.

No Copy/Paste.

Nope.

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

23-056C – Luso

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

Luso here might be able to help.

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

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

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

Deserves a shot.

23-057H – General Leo

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

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

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

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

A leader among low cost Characters!

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