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Gunslingers on Ice

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26-021C – Anabella

The Duchess of Priming.

Yeah, I don’t know much of Final Fantasy XVI, but I do know something about Prime.
No, not the drink. I have no clue about that.

Anabella will dull and Freeze a Character, whenever one of your Characters decides to Prime into an Eikon.

You can do much worse for 2CP.

Prime as much as you’d like, and have Anabella dell and Freeze everyone. One Character at a time.

26-022C – Undead Princess

Looking at this card makes me want to play World of Final Fantasy. Just by having an Undead Princess on the equivalent of Medieval Magitek Armor.

Let’s get to the card.

Undead Princess comes in for 3CP, and when she comes in you gain a Crystal and your opponent discards a card.

Simple, and straight to the point.

And when it’s all done, you have a body with 7000 power to attack or block, cause you’ll want to get rid of this card so you can play it again.

26-023C – Wol

Wol on Ice. That’s a first.

Coming in at 5CP, Wol’s cost can come down by 2CP if your opponent discarded a card this turn due to your playing.

3CP is better than 5CP and 9000 power is a great body on the field.

Wol isn’t done. Not this time.

Whenever he attacks, you can discard 2 cards and break a Forward. It’s like having a Summon ready to go. Those 2 cards is the equivalent to 4CP. Odin from Opus I costs 7CP. And, you can use Wol’s ability once per turn.

Nothing else needs to be said.

26-024C – Musician

This Musician packs some Fire … er … Ice Power.

For 2CP you can deal damage to a dull Forward, once per turn. All you need is some ammo, and that ammo comes in the form of cards.

Once per turn you will be able to dull Musician and pay the cost of discarding one card. Then you can choose a dull Forward and deal it 5000 damage.

If you’re playing Ice/Lightning and you discard a Lightning card, that damage become 7000.

It’s a decent Backup, that when Musician is not in use, he will give you 1CP per turn.

26-025C – Kadaj EX

Even as a Common, Kadaj will be hard to get rid of.

For 3CP you get a body with 9000 power. And, at the end of each of your turns you will remove Kadaj from the game. He won’t be gone for long though as at the end of your opponent’s turn Kadaj will come back to the field.

Kadaj won’t shine until you have at least 3 points of damage, cause when you do have those 3 points of damage, Kadaj will dull one of your opponent’s Forwards. And, since Kadaj returns at the end of your opponent’s turn, that Forward will be dull during your turn.

And this cycle will keep on going on and on.

This Kadaj is a lite version of Opus XI Kadaj.

26-026R – Kuja

You know you always wanted to swap out your Backups. Kuja is here to help you with that.

When Kuja enters the field you can remove one of your Ice Backups from the game. There he helped you and now you can play the new Backup that you wanted cause you didn’t have space for it.

Oh wait, we’re not even done with the first part. When you do remove that Backup, your opponent will discard 2 cards from their hand.

At 5CP, this isn’t a bad play as you’ll be taking away your opponent’s Fire Power, and Kuja has 9000 power. Your opponent will think twice before they try and break Kuja, cause when they choose Kuja with one of their abilities or Summons, they will need to discard a card from their hand.

I’m on the fence about this one. Cause after his first ability goes off, there is no need for your opponent to try and get rid of him, as he’s just another body on the field. Well there is a need, but it won’t be the first course of action.

26-027R – Kujata

Cash or Credit?

How do you want to pay for Kujata?

There’s 2 ways to pay and the result will be the same.

Kujata will break a dull Forward, and that’s about it.

You can either pay 3CP for this, or just dull 2 active Forwards. This means that you can throw Kujata in any deck and you’ll be able to pay for it, without having any Ice CP to spend.

26-028C – Cripshay

The Ice Monster of Gunslinger in the Abyss. Almost sounds like a title.

Cripshay becomes a Forward with 7000 power. And, First Strike.

If, and when Cripshay deals damage to your opponent, you will send Cripshay into the Break Zone, and your opponent will discard 2 cards.

They just might think twice before taking that damage, just so they don’t discard the 2 cards they have in their hand.

But, are those 2 cards worth more than the Forward that will be broken by Cripshay’s 7000 power?

That’s a decision they’ll have to make in the heat of the battle.

26-029R – Shiva (XVI)

Shiva is a great card to play all by herself. You don’t even need Jill to Prime into her. But, you probably should. It’s cheaper in the long run and you get a better ability.

When Shiva comes in you will Freeze all of your opponent’s Forwards. If you Primed into Shiva you will Freeze all of your opponent’s Characters instead.

Ice Age? Yes, let’s have your opponent discard 2 cards from their hand. This works even better if they only have 2 cards in their hand.

Let’s see what Jill does.

26-030C .- Cid (WoFF)

A What now?

Yes that what is with a capitol W.

Every time your opponent uses an EX Burst they’ll discard a card?

Cid just sticks around and waits for your opponent to use an EX Burst, other then that, he’ll just sit back and give you 1CP per turn. That’s not bad at all.

I like the art on these WoFF cards. If you noticed it, we’ve been getting them since Resurgence of Power.

26-031H – Cid Raines

Great card, Great art. What more can you ask for?

If you’re playing a discard deck, Cid Raines is your man.

He will come in for Free, if your opponent discarded a card on the same turn that you want to play Cid.

You’ll want to keep Cid around to thwart your opponent’s plans. When your opponent plays a Forward onto the field from anywhere except their hand, Cid will take that Forward and send it to the Break Zone.

Yes, you do have to sacrifice Cid Raines for this move, but it is a move well worth it.

26-032L – Charlotte

Charlotte is ready to wreck your opponent’s plans. As long as Charlotte is on the field. Your opponent will be 2 steps behind. The only draw back we have here, is that Charlotte costs 5CP, and you can only use Ice CP to pay for her. And that’s not even that big of a deal. You would gladly pay a couple more CP to get Charlotte on the field.

For one she has a little bit of protection going for her. When ever she is chosen by your opponent’s Summons or abilities, your opponent must discard a card, or else that Summon or that ability will be canceled. It’s going to be hard to get rid of Charlotte.

Now, let’s take a look at that final sentence. “When a Character enters your opponent’s field, dull it and Freeze it.”

Your opponent will not be able to use that Character for another turn. That’s 2 turns from when it enters the field. No Blocks, no abilities no nothing. Just a sitting duck. Or a deer caught in the headlights.

You’ll be having some fun with Charlotte here.

26-033C – Summoner

Here we go a decent Backup that will allow you to grab and Ice Summon from the Break Zone and add it to your hand.

This will bring Summoner’s cost down to 1CP, which is even better.

Summoner also has an ability where you can put him in the Break Zone, and your next Summon’s cost will be reduced by 2CP. Mathematically, you’re gaining 1CP by playing Summoner and using his ability.

That’s about it.

26-034L – Jill

Jill has been upgraded to a Legend this time.

When Jill enters the field, and depending on how many Eikons you have removed from the game or in your Break Zone, you will select that many Characters that your opponent controls and you will dull them.

After that Jill will Prime into Shiva and you will Freeze all of your opponent’s Characters.
And, that’s not all.

No, At the begining of your Attack Phase, and at the begining of your opponent’s Attack Phase, Jill will break a dull Forward.

You’ll slowly be able to take down your opponent’s front line, cause you know that they’ll have a dull Forward hanging out. And, if they don’t, you can always bring in Amon 2-098L to dull a Forward once per turn.

26-035R – Snow

Snow is ready for a fight.

And when he enters, the field you can either draw a card, or have your opponent discard a card.

If Snow is brought in by an ability from a Final Fantasy XIII Character you can do both.
Luckily Lightning is ready to cause havok, as she can tag in any Final Fantasy XIII Forward and form a party to attack. In other words perform a tag team maneuver.

You won’t even need Ice CP, just Snow and Lightning. It’s called Thunder Snow.

26-036C/15-038C – Knight

Here’s a reprint, of a reprint, of a reprint.

So, we’re just going to, you guessed it, Copy/Paste from Opus XV Crystal Dominion.

“Knight comes in, hands you a Crystal

Next turn, Knight Dulls himself and puts himself into the Break Zone dulling a 3 cost Forward.

Thus concludes the story of Knight”

26-037H – Halone

Halone will be a card that you’ll play later on in the game, as you’ll need at least Six of “The Twelve” on the field in order for her ability to go off.

Whenever Halone attacks, you get to choose 2 of your opponent’s Characters, and you shall grant them a Dull/Freeze.

Your opponent will also discard a card.

Halone also doubles as a Meat Shield with a 9k body.

 

26-038H – Physalis

This is a Buy one Get one Free deal!

You can either pay 5CP to play Physalis, or you can Warp her for 2CP. She’ll stay out until the end of your turn. As she on;y has one Warp Counter.

If you paid the 5CP, Physalis is just a Meat Shield.

If you Warp her in, you will be able to play another Forward with Warp from your hand onto the field.

This way you’ll get 2 Meat Shields.

This is a great card, you’ll be able to get a couple bodies on the field quickly and cheaply.

26-039H – Star Sibyl

A four cost Backup that will grant you some protection against your opponent’s abilities.

Not great protection, but just enough to have your opponent second guess the action that they are about to take.

Cause if they choose to target one of your Forwards with an ability, they will need to discard a card. Is that card that they discard worth the extra cost to use the ability? Maybe yes, maybe no.

But, if they don’t have any cards in their hand, they won’t need to discard anything.

26-040R – Menphina

Menphina might be your starting point for “The Twelve”.

When she enters the field you can pay X and search for one of the other Twelve and play it onto the field. No add it to your hand, just straight to the field.

Only drawback is that you need to use CP produced from The Twelve, or discarding The Twelve cards. Which shouldn’t be that hard, considering your deck could have up to 36 The Twelve cards in it. And, if you could use any cards, it would have been to easy.

Menphina can also Freeze one of your opponent’s Forwards with her ability.

Hmm, didn’t we just see a card that can Dull Forwards, or did we just mention Amon (2-098L)?

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Gunslinger in the Fire

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26-001R – Azeyma EX

Whats this “The Twelve” you speak of? Kind of reminds me of Knight of the Round, but I doubt that’s what these Twelve are.

Azeyma comes in and if you have at least 4 of the Twelve on the field she gains Haste and First Strike. That in itself is alright considering Azeyma is a Rare, but we’re not done.

Whenever Azeyma attacks, you get to pick one of your opponent’s Forwards and deal it 2000 damage for each member of the Twelve that you control.

Are we getting Soiree 2.0? I already think The Twelve will be fun to play.

26-002R – Ayame

It feels like I was just talking about Samurais.

Maybe I dreamt about it.

Anyways, Ayame is here to make Samurais better. And, what better way then to reveal the top 2 cards of your deck and hope for Samurais.

If both cards are Samurais you are in luck, as Ayame will let you play a Samurai up to 3CP straight to the field, and add the other Samurai up to 9CP to your hand.

And, if you hit both of those, and the Samurai you play is 3CP, then Ayame has just turned into a Free Play! If not, well then you paid for her.

Ayame also has an S ability where she deals 8000 damage to a Forward.

Samurais might be getting a jumpstart.

26-003R – Ifrit (XVI)

Priming is back, and it looks like it’s better than ever.

That’s not saying much as this is the second set that we have that has Priming.

Either way, Ifrit needs to be Primed into, by Clive.

First off, when Ifrit is blocked or if he is chosen by an ability, Ifrit deal your opponent 1 point of damage. That means that your opponent will need to find a way to get rid of Ifrit A.S.A.P.

We’re not done yet.

If Clive has primed into Ifrit, Ifrit is nearly untouchable. Because, all damage dealt to Ifrit that is less than Ifrit’s power becomes a big fat 0. Zero! Zero!

Can’t say I didn’t warn you.

26-004C – Elwin

Searchers are always great.

They’re even better when they don’t give you a specific Category or Job, just an element.
Elwin here does just that. I’m sure the main idea was for Eldwin to search for Clive, but the Archduke will do so much more. Elwin will search for a Fire Forward.

I don’t even think we had a card that searches for a FIre Forward before this. I will need at least 3 of these.

 

26-005H – Clive

Well Clive is back, along with FFXVI’s Priming!

Since we already know how Priming works, we now get more options. And Clive has plenty of them. When he enters the field, you will remove a card from either player’s Break Zone. That’s not very exciting. That’s cause we skipped the first part of Clive.
Clive gains all the special abilities of the Job Eikon you own removed from the game.
That means that Clive can use the Eikon (S) abilities and deal plenty of damage to your opponent.

Let’s not forget that you will also draw a card when Clive enters the field, making his total cost 1CP!

26-006C – Zack

If you ever needed a reason to throw Zack into a Fire deck, here it is.

For 4CP, you can play Zack and then play another Fire Forward from your hand that costs 3CP or less.

That in itself would be a good enough reason to play Zack, but we’re not done. Not yet.
When ever a Forward enters the field, that Forward will gain +2000 power until the end of the turn. This does exclude Zack.

The good thing is that you don’t need to place Zack in a Final Fantasy VII deck, you can throw him into any Fire deck, let’s say Samurais. Especially Samurais with Haste.

Zack is smiling like that because he’s thinking about all the possibilities for a great Fire deck.

26-007R – Sazh

Sazh comes in with his guns ablaze.

As soon as Sazh steps onto the field, Sazh will deal one of your opponent’s Forwards 4000 damage.

If he was sent in through an ability that came from a Final Fantasy XIII Character, that damage will become 8000.

I believe it was Lightning that brings in a Final Fantasy XIII character and form a party whenever she attacks. Sazh will fit right in there. You’ll be breaking a Character every time Lightning attacks. Maybe even 2 characters.

26-008C/15-007C – Samurai

Here’s a reprint, of a reprint, of a reprint.

So, we’re just going to, you guessed it, Copy/Paste from Opus XV Crystal Dominion.

“Exchanging 2CP for a Crystal.

Seems like an even trade. Now to find what we’re going to use these Crystals for?

Samurai has no abilities, that consume Crystals, but there are plenty other cards that do. Samurai’s job is to give you a Crystal and then hopefully you’ll find a way to Break Samurai so you can play the your real Backups.”

26-009L – Joshua

I feel like I just read this card.

Or, it was another card that was talking about Eikon in the Break Zone, or RFG.

Any way, by the time you play Joshua, you should have enough broken Eikons or Removed Eikons that you can break one of your opponent’s Forwards.

And that’s about it.

How good Joshua is will depend on Phoenix.

26-010C – Onion Knight (FFTS)

What’s Final Fantasy Tactics S?

Onion Knight, a 2 cost Backup that has an ability that needs ammo. That ammo will be a card. You can use any card for this.

This ability deals 3000 damage to one of your opponent’s Forwards.

But, if you discarded an Earth card that damage becomes 6000.

Just a simple Backup, that can deal damage on demand. As long as you have ammo for it.

26-011C – Naji

Well, we got a Naji that isn’t useless.

This one is actually a great Backup.

Naji will search for a Warrior. Either Job or Standard Unit, and you will add it to your hand. Plenty of Warriors to look for. I might even add this one to that Warrior deck that I made a while back.

And, let’s not get started on the art.

 

26-012H – Nald’thal

Part 2 of 12. Yeah, that sounded better in my head.

Depending on how many “The Twelve” cards you have on the field, will determine how good Nald’thal is.

The more you have, the better the card will be that you grab from the Break Zone to play to the field. Which in itself is great. And it looks like Nald’thal will help with color fixing, as it doesn’t include element in the description, just choose a Job The Twelve card from your Break Zone to play to the field.

Better yet, Nald’thal is a Backup that can send itself to the Break Zone, just so you can play another Nald’thal from your hand.

I can’t wait to see the other 10.

26-013C – Byron

The Warden of Port Isolde.

When he enters the field, Byron will grab either Clive or Joshua from the Break Zone and bring them back to your hand.

So far, so good.

On the next turn, if you decide to use Byron’s ability, you will be able to play either Clive or Joshua on to the field. I don’t know if this one is worth it unless you’re strapped for CP, but I would rather pay the 3CP or less for Clive and Joshua and keep Byron on the field.

We can always use a body. And, this one has 7000 power.

26-014L – Faris EX

Faris is back again, and this time she is ready to make your Pirates/Viking deck that much more powerful. Luckily we have Class Fourth Moogle to help with the color fixing for Faris.
When Faris enters the field, she will search for Lenna. Bringing her cost down to 3CP. And, 3CP is a great price for what Faris offers.

Other than being a 9K body that will be hard to get rid of, At the begining of every Attack Phase, Faris will play a Fire or Water Forward onto the field. Which Forwards depends on how many Backups you have. I would suggest at least 3 Backups, that way you can bring any Viking that is in your hand onto the field.

I’m hoping for a Full Art of this Faris, and I’ll take 3 of them as well.

26-015H – Fang

We finally got a Full Art Fang. I’ve been waiting for this since Opus IX, when Full Art cards first came out.

Let’s get to it.

Fang comes right in and searches for a L’Cie. And she also reduces the next L’Cie you play by 1CP. You know you’ll be looking for Lightning. Yes, the Lightning Lightning in this set.

Fang also searches for Bahamut, but in order to grab him, you’ll have to send Fang into the Break Zone. You’d think that they would have added a Bahamut to this set, considering you have a searcher for it, but nope.

That only brings me to one conclusion. We’re getting a new Bahamut next set. Full Art Final Fantasy XIII Summons. You heard it here first.

Fang is technically a free play, with all the cards that you’re searching for. And, the reduced costs that you will be paying will put your CP into the Green.

I’ll take 3. Full Arts.

26-016C – Bugenhagen

Bugenhagen finally makes his way to FFTCG.

And, it’s close to what we expected Bugenhagen to be.

First off, Bugenhagen comes in and you reveal the top 4 cards of your deck, and you can add 1 Final Fantasy VII Character to your hand. This in itself would be worth playing Bugenhagen, especially in a Final Fantasy VII themed deck, but you already knew that.
Next off the real reason you’ll be playing Bugenhagen is his ability to allow you to play Nana … I mean Red XIII from your hand onto the field.

We’ll go with Red XIII (14-019R) for this, then you can play 1CP and play another Forward from your hand onto the field.

And, if that doesn’t work for you, I’m sure we’ll be getting another Red XIII soon enough.

26-017R – Phoenix

Well I can see why Phoenix is just a Rare.

For 3CP you can grab a Fire Forward that costs up to 2CP and play it onto the field. If you don’t want to pay 3CP, you can always dull 2 of your Fire Forwards that are on the field.
This card would have been a lot better if the cost for the Fire Forward was at least 3CP, but then Phoenix wouldn’t be a Rare card.

At least the artwork is spectacular. I like these Final Fantasy IX Summons that we’re getting.

26-018H – Phoenix (XVI)

Phoenix is ready to raise the dead … err the Knocked Out?

Of course your going to prime into Phoenix, cause if you don’t, well, there’s no point in playing this card.

Once Joshua primes into Phoenix, you’ll reveal the top 4 cards of your deck and add a couple of Fire cards or Final Fantasy XVI cards to your hand. Any cards, doesn’t have to be a Character, a Forward, a Summon, or a Monster or anything. just pick the two that you prefer.

Joshua and Phoenix will do well in any Mono-Fire deck. Or a FFXVI deck.

We still have Flames of Rebirth. Simply grab any Final Fantasy XVI Forward in your Break Zone and play it on to the field.

We’ll be seeing plenty of Phoenix.

26-019C – Behemoth

A Monster that becomes a Forward. This isn’t something new, but this Monster comes in with Haste.

So far so good, the question is “Can Behemoth deal damage to your opponent?” Cause that is where these new Monsters will shine.

If Behemoth does deal damage to your opponent, you will send Behemoth to the Break Zone and you will deal 8000 damage to one of your opponent’s Forwards.

You can also have 3 of these on the field at the same time.

26-020C – Lanista

Ready to bulk up your Forwards. Lanista is here to help.

Any time one of your Forwards attack they’ll gain +1000 power to give them that little extra oomph they need to take your opponent out.

And, if you take a better look at this card, it only costs 3CP, and you get an 8K body.
If you have 3 of these on the field, and let’s say 3 Warriors (5-014C) you can get some Fire Forwards with +9000 power. Let’s not forget Lebreau (1-1030R) and that’s 10k.

I’ll be keeping an eye on Lanista.

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Cecil’s Dark Knights

Its the Red Wings! Sort of.

We’re starting off with Dark Knights.

Cecil, of course will be the first card that we’ll be putting in our deck.And, after looking at all of the Cecils available, we decided on 2 different Cecils. This way you can always have a Cecil on the field. Our main Cecil will be Cecil (15-073H). You’ll want a Crystal Generator on the field, before you play this one, or you can just go ahead and take the one point of damage. Because at 3 points of damage, Cecil will search for Cecil when he is sent into the Break Zone. And,as a true Dark Knight, Cecil will deal your opponent 2 points of damage with the help of Souleater.

The other Cecil is Opus I (1-108H). Cecil will be mostly used for the cost to pay for Souleater, but if he is on the field and you receive damage, Cecil will deal one of your opponent’s Forwards 5000 damage.

The rest of the Dark Knights are Graham (8-075C) who will break a Forward when he is put into the Break Zone. Zeid (25-024H) who can come in with Back Attack and every time Zeid is dealt damage, your opponent selects one of their dull Forwards and sends it to the Break Zone. And, Teodor (18-028L) 9CP? Yeah, no. We’re Warping! For 2CP Teodor will enter the field on your next turn. When he enters he field your opponent discards 2 cards, and since Teodor warped into the field, your opponent will discard another card as well.

We have Tilika EX (18-061R) to generate Crystals. Garland (IX) (8-026L) to keep your opponent’s Forwards at bay. 3 different Dark Knights. And a Baron Guardsman.

Our Backups include Tyro (11-072R) just because if you’re playing Earth you should play Tyro. The rest of the Backups include Crystal Generators and Dark Knights. Nothing special going on here.

Two Summons in this one. Zalera, the Death Seraph (24-026H) and Hecatoncheir (15-082H). You could probably add Cu Sith (10-068C) in here as well.

Monsters, just a handful Antlion (11-066C), Behemoth (19-066C) and Seeping Brie (17-073C)

And, the LB deck consists of 3 cards Maat (22-119R), Selh’teus (24-118R) and Noctis (23-125R). There’s still not much of a selection with the Limit Break cards, so we take what we can get.

Well this is what we got. What would you do different?

Let us know in the comments!

Forwards

1-108H – Cecil x3
8-026L – Garland (IX) x1
15-073H – Cecil x3
17-072H – Baron Guardsman x1
18-061R – Tilika EX x2
21-063C – Dark Knight x2
1-054C – Dark Knight x1
2-073C – Dark Knight x1
8-075C – Graham x3
17-082R – Lich x1
25-024H – Zeid x3
18-026L – Teodor x3

Backups

8-070C – Dark Knight x2
15-033C – Knight x2
15-080C – Geomancer x2
23-058C – Dark Knight x3
16-064C – Dark Knight x3
21-024C – Scholar x2
16-036C – Devout x1
11-072R – Tyro EX x3

Summons

24-026H – Zalera, the Death Seraph x2
15-082H – Hecatoncheir x2

Monsters

17-073C – Seeping Brie x1
19-066C – Behemoth x1
11-066C – Antlion x2

Limit Breaks

22-119R – Maat LB x3
24-118R – Selh’teus LB x2
23-125R – Noctis LB

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Tears of the Light & Dark Planet

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25-103H – Fusoya

Need to deal 9000 damage to a Forward, look no further, Fusoya here can do just that. And, that’s all he does.

Sure, 9000 damage to a Forward is a lot of damage, and more than half the time you will be breaking that Forward.

The real question though is it worth the cost?

Fusoya is a 2 cost Backup, but you’ll also remove the top 2 cards of your deck from the game when Fusoya enters the field. That’s technically 6CP, and you don’t know what the two cards are that will be removed.

Fusoya also has Flare, which is the same thing.

I know High powered attacks should cost more, but this feels like you’ll be paying more than you have too. Especially since we have Ifrit 25-004H.

25-104L – Yuna

This better be a Full Art.

For 2CP you get access to 3 separate abilities, that can go off at any moment, as long as you have 2 active Forwards.

1) Dull 2 Forwards.

2) Freeze a Character

3) Cancel a Summon or an auto-ability, if your opponent doesn’t pay an extra Crystal Point.

Although Yuna is not over powered, she can still put a stop to parts of your opponent’s strategy.

I don’t think this is ground breaking, considering Yuna is a Legend, but I have been wrong in the past.

Let’s see what happens 3 months from now.

25-105L – Vegnagun

Can we say game over?

Kind of like Emissaries of Light Tidus, there are way to keep Vegnagun out of your Break Zone. At least for the time being. And, after that, there still are some ways to grab Vegnagun back from the Break Zone.

With 10,000 power, Vegnagun is a force to be reckoned with, and having the ability to activate it whenever you’d like, Vegnagun will be ready to deal damage and take damage without worrying about having the War Machine Break.

And, once you already have 2 Vegnuguns in your Break Zone, Vegnagun will break all of your opponent’s Forwards. Leaving the road open for an easy victory.

This is probably where Yuna comes in play to block Vegnaguns abilities.

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Tears of the Water Planet

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25-086R – Abzu

You would think that, if your Job was Corneo’s Pet, you should have some synergy with Don Corneo.

But, that’s not happening. Not with Abzu.

That doesn’t mean that Abzu is a bad card, no Abzu is actually pretty decent.

Abzu doesn’t let your opponent’s Forwards gain any buff to their power.

Abzu is also a Forward and whenever Abzu attacks, one of your opponent’s Forwards lose 5000 power until the end of the turn.

You might break that Forward or you might not. But, Abzu will have a good chance at surviving.

25-087C – Abzu Shoat

I’m seeing doubles, and they can turn into triples.

You can have 3 Abzu Shoats on the field at once, at 1CP each you can have a little bit of fun.

First off you can dull Abzu Shoat and discard a Water card to have one of your opponent’s Forwards lose 1000 power until the end of the turn.

Or you can send Abzu Shoat into the Break Zone, and have one of your opponent’s Forwards lose all of their abilities.

If you have all 3 one the field, and they all use that second ability, you might just be able to crack through your opponent’s defenses.

Let’s see this one in action.

25-088H – Famfrit, the Darkening Cloud

Here’s another way to get rid of a Backup that has lost it’s use after it entered the field.
By removing one of your Water Backups from the game, you will reduce the cost to cast Famfrit by 2CP.

After that, Famfrit will break a Forward that has an Auto ability that was triggered.
Not only that, but you will also draw a card.

And, this my friends makes Famfrit, the Darkening Cloud a Free Play!

I’ll take 3!

25-089R – Cagnazzo

I remember fighting this overgrown turtle.

Coming in at 2CP, Cagnazzo acts more like a Summon than a Forward. When Cagnazzo enters the field, you will choose one of your opponent’s Forwards, and send it back to their hand.

Now, if Golbez is already on the field, you can take that Forward and chuck it into the Break Zone.

And, that’s it.

You’ll have a 5K body on the field, which you will want to find a way to Break Cagnazzo, just so you can replay him.

Imagine having Cagnazzo back when Neo-Exdeath was big.

25-090C – Quacho Queen

2 cost Backup that is also a Common.

Quaho Queen will give a WoFF Forward +1000 power until the end of the turn.

And, that is it.

There’s not much to write about her, so I’m just writing whatever comes to mind, just so it can take up some space.

We don’t want to leave an empty square next to Quacho Queen.

25-091H – Kraken (III)

Now this is a card that you have been waiting for! And, you didn’t even know it.

Kraken reduces the cost of all of your Summons and Monsters by 1CP!

That means you can get more Monsters out, quicker and more efficiently.

Not only that, but Kraken will also remove one of your opponent’s Backups from the game for as long as Kraken is on the field.

This one is going straight into my Bomb deck.

I’ll take 3 of these, and let’s not get into the Amano Art.

25-092C – Cloud of Darkness

A what now?

How is Cloud of Darkness a Common.

Cloud of Darkness comes in for 5CP and sends all of your opponent’s Forwards into the Break Zone!

Except for 2. Your opponent will choose 2 Forwards that they can keep.

All you need after that is find a way to get rid of the other 2 Forwards, you can use Sophie from this set for one, and the other one, well that’s up to you.

Cloud of Darkness also has 8000 power, so she will be able to block a couple of attacks, or deal some damage. Whichever you prefer will work.

25-093C – Corsair

Corsair shall come in and return a 2 cost Forward to their owner’s hand. Your opponent’s Forward that is.

Coming in with 3000 power, Corsair will be able to block an attack, and he will be sent to the Break Zone.

And, that is where you want Corsair to be. In the Break Zone.

Why?

Because you’ll want to find a way to play Corsair from the Break Zone, for when Corsair enters the field, Corsair will once again return one of your opponent’s Forwards to their hand, but they will also draw a card for you.

And, if you can find a way to keep bring Corsair back, you’ll have enough cards in your hand to put your plan into overdrive.

25-094C – White Mage

Here’s your Water Elemental Backup.

White Mage is ready to come in and do what White Mage needs to do.

White Mage will either raise a 1 cost Forward from the Break Zone, and bring it back to your hand.

Or, White Mage will draw you a card.

I can’t think of many 1CP Forwards that would be worth grabbing.

And, I was wrong. There are plenty of 1 cost Forwards worth choosing.

I might even use this one in my Octopus/Pirate deck that is still in the works.

25-095C – Cecil

For 5CP you get a Meat Shield with 9000 power.

Not only that, but whenever your Forwards are dealt damage by your opponent’s abilities, Cecil will reduce that damage by 2000. Hopefully helping your Forwards survive that damage.

I’d say this would be a good card if there is a way to reduce Cecil’s CP.

You can probably play Cecil 20-075L, and switch this one in, Or you can have Rosa 20-125R on the field, which will allow you to draw a card when Cecil enters the field. This would technically make Cecil 3CP.

Other than that, there’s not much to say about this one.

25-096L – Tidus

For 5CP you can return a Backup to your hand, and then the next Final Fantasy X Character that you play, it’s cost will be reduced by 3CP.

There’s 2 cards that I would pick to return to your hand. Rikku (2-071R), as it would be a Free Play to play Rikku back to the field and have her activate all of your Forwards. Or, you can return Brother (1-197S) to your hand and play him back to the field to have you search for a Final Fantasy X Character and add it to your hand.

If you decide to go with Brother, Tidus is now technically a free play.

And, don’t you think that Tidus is done here.

Every time Tidus or a Final Fantasy X Character enters your field, you will choose one of your opponent’s Forwards and they will lose 4000 power.

That will be 4000 from Tidus, and 4000 from Brother one play and you just might break 2 o your opponent’s Forwards.

25-097H – Doctor Cid

Time for some research, and who better than Doctor Cid.

4CP can be paid only with Water CP in order to cast Cid.

And, when he enters the field, you can place one of your opponent’s Forwards and put them at the bottom of their deck. That way the pesky Forward that has been bothering you for some time now, needs plenty of resources to be able to come out again to cause you some more trouble.

And whenever one of your opponent’s Forwards leaves the field, for any reason, Doctor Cid will begin his research and will allow you to draw a card. Once you have that card in hand, the research begins as you decide which card you will discard.

Simple as that.

25-098R – Broden

An owner?

What does Broden own?

I’m sure if you played Final Fantasy VII Rebirth you would know.

But, just saying Owner as a Job Title?

Yeah, this is the second Owner we have had so far. Soon we’ll be able to build a deck.
And as an Owner, Broden doesn’t do anything. He’ll just give you 2 cards and then just stand around taking up space. You’ll want to get rid of him, or don’t even bother playing him.

25-099C – Porom

Don’t like your hand?

Porom is here to help.

She’ll let you change out 1 card, with a new card from the top of your deck.

And, if that didn’t work, you can discard a Palom, draw 2 cards and then discard another card.

Is this a good strategy?

Maybe, Maybe not. But, don’t give up that card that you might need later.

25-100R – Matt

If Matt is here, you know that Glenn and Lucia are around the corner somewhere.

Matt comes in for 2CP, and he will be a good addition to your SOLDIER deck. All SOLDIERs are welcome, as with Matt on the field, all of your SOLDIERs will not be able to be chosen by your opponent’s abilities. This means that I’m 99.99% sure that either Glenn or Lucia, will have All SOLDIERS, cannot be chosen by your opponent’s Summons.

Matt also has the ability to lower a Forwards power by 2000. Which could be the little bit of power that you need to help break that Forward.

He also has First Strike.

25-101L – Meia

Are there enough MOBIUS cards to make this worthwhile? Enough to make a MOBIUS themed deck?

Meia comes in and if you decide to remove a MOBIUS card from the game, your opponent will choose one of their Forwards and they will put it in the Break Zone.

Meia can also reduce the cost of casting a Summon by 1, all you have to do is remove a MOBIUS card from your Break Zone.

I mean, maybe.

I would rather use Meia (16-123L).

25-102C – Rosa EX

Rosa comes in and searches for either Cecil or Ceodore, and brings them home.
Bringing her cost down a notch to 2CP, and she comes with 5000 power as well. Which is not bad.

And, let’s not forget Shell, because Rosa gives her family protection from your opponent’s Summons and abilities, in that they cannot choose Rosa, Cecil or Ceodore.

Are there better Rosas? Yes, but that doesn’t mean that you should ignore this one.

Singles & more!