Posted on Leave a comment

From Nightmares – Starter Opinions

19-129S – Vanille EX

Search for Lightning. Or Fang. Or Hope, But who wants to search for Hope. Yes, I am still biased on Hope from his character in the first game. He was a child, but he was a spoiled brat. I won’t get in to it here.

3 cost 7K body, with Imperilga which will double the damage dealt to a Forward your opponent controls. And 2000 damage to all of your opponents Forwards, which is technically 4K.

I’m losing track of this card.

19-130S – Bahamut

There are ways to cast Bahamut for Free, and everyone loves free Summons. I know I do. All you need is 3 XIII characters and one of them being Fang.

When Bahamut is cast, deal a Forward 10,000 damage, and if it is broken, remove it from the game instead.

Nuff’ said.

19-131S – Fang

Plenty of things to go through to have Fang deal 2 points of Damage.

Is it worth to go through all of this for that? I believe so.

Fang comes in with Haste, and although you won’t be able to attack twice in a turn. Meaning that Fang won’t attack after she casts Bahamut for free.

But, if your opponent blocks Fang, then you cast Bahamut on that Forward, which in turn will most likely break it, Fang’s attack will go through for 2 point of Damage.

I’ll take 3.

19-132S – Snow

Snow comes in and if Lightning is on the field, Snow grants protection from Summons. to himself and to Lightning.

Now, when Snow enters the field you can either have your opponent discard a card, or if you have his fiance on the field you can dull and Freeze 3 of your opponents Characters.

Freeze those Backups, so they can’t reproduce.

 

19-133S – Serah EX

Let’s search for Mog (XIII-2).

Just the new one that costs 1CP.

And, if you play that Mog, or any moogle, you get to activate or dull 2 Characters.

And with Froststrike, you get to deal a Forward 8000 damage. And, if you play a Moogle after that, and have an extra Serah in your hand. You get to recast Froststrike.

 

19-134S – Mog (XIII-2)

Look at the grin on his face. And, those teeth. Razor Sharp.

But, he’s just a Moogle, and he does grant Serah protection from Summons and abilities. For the low cost of 1CP you have a terrible blocker, but that’s OK. You don’t need much power to block an attack.

Plus, Mog also gives a XIII Forward +2K power.

 

 

19-135S – Cid Raines

High cost Forward, but has same bite to it.

Considering Cid Raines is a L’Cie, that isn’t much of a surprise.

Cid Raines shall come in and break one of your opponents Forwards.

And the more points of damage you receive, Cid becomes even more powerful. At 3 points Cid gains +1000 power and First Strike.

His true power comes out, when you have your back against the wall. Every time Cid Raines attacks, you get to choose a Forward your opponent controls, and send it broken down to the Break Zone.

19-136S – Noel

This is a nice card. 2CP comes in with Haste, and depending on how many XIII Characters you have on the field, Noel gains that much power, X 1000.

Just a simple Forward, but every time one of your opponents Forward’s leaves the field, you get to dull another one of their Forwards. Which is good, in that you will either slow down their attacks, or leave them open for yours.

 

19-137S – Hope

Well, this Hope is pretty decent. Especially if you’re playing a XIII themed deck, and if you aren’t, you wouldn’t be playing this.

Hope comes in and either searches for a XIII Forward or deals damage to one of your opponents Forwards. How much damage? Depends on how many XIII Characters you control.

I do see this XIII deck coming out strong. And, this might be the first Hope card I like.

 

19-138S – Lightning

Such a great card. comes in with Haste, and all these abilities that come into play when Category XIII Forwards attack.
If 1 attacks, all your Forwards gain +1000 power.

If 2 attack, you draw 1 card.

And, if 3 attack, you deal your opponent 1 point of damage.

Plus Lightning comes in with Haste, so you can use these abilities right away.

It’s a good addition to any deck, if you ask me. And, if you don’t, it still is.

Posted on Leave a comment

Emissaries of Light – Thoughts on Fire

16-001R – Vaan

I have been seeing a lot of cards recently that say “if you have cast 3 or more cards this turn”, Which is something that is very possible given the low cost Forwards and Backups that we already have for Sky Pirates.

I just realized that Vaan is a Backup as well, I’ve been looking for how much Power he had and was wondering why it was missing from the card.

Vaan is the Backup that will keep on giving. He comes in and deals Damage to one of your opponents Forwards. 3K or 8K depending on the cards you’ve cast. And after that, he’ll either give you a Crystal Point each turn, cause that’s what Backups do, or he’ll deal 7K Damage to 1 Forward.

16-002H – Ace EX

Another Ace up our sleeve?

Ace here can work good in an Fire/Wind/Lightning Cadet deck. Like the one I’ve been trying to build since Opus XIII.

Deal Damage to a Forward, at least 3K if you have one Element and up to 9000 if you’re playing the aforementioned deck.
And his Power can get up to 10K in the same deck.

Doesn’t mean that you should play the deck that I’m mentioning, simply because it doesn’t exist yet.

16-003C – Elbis EX

Elbis is useless unless you have Morze’s Soiree Member on the field.

Speaking of which, I’ll need to see these other cards before I comment further.

But, I only write down my first impressions of each card, as I read them for the first time.

 

 

16-004C – Onion Knight

Switch out a couple of cards for 2 new ones.

Onion Knight also becomes an attacker because he is a Forward. A 4CP/8K Forward with a pretty decent ability. And, it’s only a Common.

I’m sure we’ll see a couple of Onion Knights in a couple of Decks.

 

 

16-005C – Cloud

Another Backup Cloud.

I mean what’s the point? No one, in their right mind will play a backup Cloud. Even if that reason is that you don’t think Cloud should be a Backup. He’s a Forward, and so, I’ll only play Cloud as a Forward. Then I can use Omni-Slash and defeat Sephiro …

Sorry, got carried away.

For a Common, it’s a decent card. It’s only drawback is that this card is named Cloud.

16-006C – Crimson Hound

3CP to deal 8000 Damage.

After that just chuck Crimson Hound into the Break Zone and look at the top 2 cards of your deck. Then you can play Onion Knight and grab those cards if you’d like.

 

 

 

16-007R – Black Waltz 2

There’s more to this card than just the Beautiful (yes, a capitol B) artwork.

Black Waltz 2 can work wonders all by himself.

Black Waltz 2 discards Black Waltz 2 from your hand. And you deal 4000 Damage for discarding Black Waltz 2 from your hand, and 5000 Damage when you discard a Job Black Mage from your hand.

You’re either Breaking 1 or 2 Forwards with this ability.

16-008C – Black Mage

Black Mage here is pretending to be a Summon. For 3CP you can deal up to 5000 Damage to 1 Forward.

After that Black Mage sticks around to block, or even attack.. The choice is yours.

 

 

 

16-009C – Samurai

Easy way to get back that one Samurai Forward that you just lost.

Especially if that 1 Forward was Cyan (11-003R). Play him onto the field, deal 2000 Damage to all Forwards. Search for another Samurai to add to your hand, and when a couple more Samurais attack, deal 1000 Damage to all the Forwards opponent controls for each Samurai that attacks.

 

 

16-010H – Djinn

How would you make Djinn a Monster?

I guess it’s ok since you can turn him into a Forward when you receive 3 points of Damage. Maybe it’s one of your 3 wishes.
Djinn here will also gives your Fire Forwards +1000 Damage done to the Forwards they attack. Djinn, Warrior (5-014C), Lebreau (1-030R) and Lava Spider (8-022R) will all work together very well.

 

16-011L – Squall

The one card that deserves the Full Art Treatment did not get one.

Anyways, this card is a beast onto itself.

Once Squall attacks he deals 4000 Damage to all of your opponents Forwards, and if that’s not enough, if your opponent chooses to block, Squall will deal an additional 4000 damage to all of your opponents Forwards.

Should I block or take the Damage?

16-012R – Suzaku EX

Part of the Shijin 4.

Every time Suzaku attacks deal 5000 damage to one Forward.

Cost can be paid by and Element if there is a Shijin in the Break Zone.

 

 

16-013H – Sol

Crystals are back once again. And this one is a good one. Play Sol and and pay a Crystal, and you can play a 4CP Forward or less from your hand onto the field.

Sol also gives you a way to gain Crystals every time a party attacks.

And you can use that Crystal you just gained to pay for Sol’s abiity to give 2000 Power to all the Forwards you control.

I’d like to see what kind of Decks people will come up with that will utilize this card.

16-014R – Delita

At 5CP/9K Delita is finally Fire(d) up, after being Earth for so long.

Delita comes in and deals 4000 damage to all the Forwards, even your own. And if any of those Characters gets sent to the Break Zone, you’ll gain a Crystal for each Character.

You can also raise his Power by 2000 if you remove a Forward from the game. A little saving grace, just in case you need it.

 

 

16-015H – Morrow

I had to stop for a second and just look at the art.

Morrow comes in with Haste forms a party and attacks. You discard a card from your hand and you draw 2 Cards. And if it’s late in the game your opponents receives 1 point of Damage as well.

I like this card, and not just for the artwork either. I’ll add it to the AVALANCHE deck from Crystal Dominion and call it a day.

 

16-016C – Bahamut

For a Common, this card is not bad at all.

Deal a Forward up to 12000 Damage. Other than that not much to write about.

 

 

 

16-017R – Ramza

Sol and Delita will bring Ramza in and get him Fired up as well.

And, for the cost of 2 Crystals Ramza becomes “T.G. Cid” 9000 Power with Haste, First Strike and Brave, and he can attack twice in the same turn!

Looks like a Legend to me.

 

 

16-018C – Lilty

Keep Lilty on call, on the field producing CP until you’re ready to use Lilty’s ability.

Once you reach 5 points of Damage, return Lilty to your hand, play Lilty on to the field and put him in the Break Zone to deal 10K Damage to one Forward.

 

 

 

16-019R – Luneth

Not a bad card at all, but how many Warrior of Light decks are actually played?

But, Luneth here will compliment any Warrior of Light card. At the beginning of each Attack Phase, you can either choose a Warrior of Light and boost it with Haste, First Strike and +1K. Or you can strike down one of your opponents Forwards by dealing it 1000 Damage for each Warrior of Light card you control.

 

 

16-020L – Luso

A card to play, when you’re playing with your back against the wall. Luso is not a great card to play during the beginning of your match, Unless you plan on taking Damage left and right just to receive those 6 points of Damage.

Because at 6 points of Damage, in a Mono-Fire Deck, you’ll probably be playing 2 cards onto the field at the beginning of each of your Attack Phases.

 

 

16-021C – Rain

This is not one of the better Rain cards.

Costs too much, for the ability that you are getting.

Probably why this is only a Common as well.

Posted on Leave a comment

Emissaries of Light, Thoughts on Starters

16-131S – Jecht

A FFX Starter Set with a card that deals damage to a Forward for each Category X character you have? Who would have thought?

Jecht shines a little more than that. You can put Jecht into the Break Zone and search for a Light or Dark card. You’d think it’s to search for Tidus, which can be true, but Jecht is here to find himself. And bring Sin into your hand, and pretty much break a Forward.

 

 

16-132S – Bahamut

Another Bahamut for a “Free” play. That is if you got 10 Fire cards, or FFX Characters in your Break Zone, and Mootie (11-012C) on the field.

Other than that, you’ll most likely remove a Forward from the game. Be it your opponents or your own.

 

 

16-133S – Braska

A 2 cost Forward with an easily accessible Special ability that deals 7K Damage to a Forward. And you don’t dull Braska when it goes off. So depending on how many Summons you have in your hand, you can start shooting down Forwards left and right. (Correct me if I’m wrong on this)

Braska’s second ability is a little trickier to pull off, due to the Elements needed to activate it. But it is very well worth the cost, as it deals your opponent one point of Damage.

 

16-034S – Yuna

Plenty of Yunas to choose from.

Play a 1CP or 2CP card from the Break Zone onto the field. Activate all the Backups you control. and All the Guardians gain +2000 Power. Now, all three of these abilities will only go off, if Yuna enters the field when you have 5 points of Damage.

 

 

16-135S – Lulu

I don’t know. Something tells me this card would have been better as a Backup. Being a Forward means that Lulu can be easily broken by your opponent.

But, then again Lulu comes with some built in protection. In case you haven’t noticed.

Lulu enters the field. You search for Yuna, or a Summon if Yuna is already on the field. When Lulu attacks and your opponent Blocks her, all you have to do is cast a Summon. Doesn’t matter which one. Because when that Summon is cast you can choose the Attacking Forward and turn his Power 5K. And since Yuna is already on the field, Lulu gains +2K power, thus making her 7K and successfully beating your opponents Forward which now has 5000 power.

16-136S – Auron

Auron has turned into a Meat Shield, as all Summons and abilities must choose him. And, that’s ok. Because other than just blocking your opponents Forwards, or taking a hit from Summons and abilities. Auron will let you draw a card when he enters the Break Zone.

 

 

 

16-137S – Rikku

I like this Rikku.

Because once per turn you’ll be able to get rid of one of your opponent’s Forwards.

And depending on if Yuna is on the field or not, you’ll be drawing a card as well.

 

 

16-138S – Wakka

I don’t know. I still think the Opus I Wakka was the best one. Same can be said about Shantotto.

But, being able to Break a Forward for a couple of Reel counters isn’t too shabby.

 

 

 

16-139S – Tidus

Tidus really puts this whole Starter Set together. You’ll either be playing Tidus for free, or you’ll be playing him early on to start getting all the pieces out, as you’ll be searching for Jecht, Yuna or Wakka.

And that is not all.

+2K to all the Forwards, every time the Tidus attacks.

Oh, and did I mention that this one comes as a Full Art Foil?

16-140S – Sin

Sin does what Sin does.

Destroy everything.

Unless you already have received 6 points of Damage.

I can already hear everyone complain about the unoriginal artwork for Sin.

Posted on Leave a comment

Crystal Dominion – Fire Review

15-001R/9-002H – Ifrita

Starting off the set with a reprint?

I would too, if it’s Ifrita. Now along with the Ifrita we got in the previous set, It’ll be a lot easier to get Ifrits and Ifritas in your Break Zone.

 

15-002C – Sky Warrior

There’s a reason Sky Warrior is a common.

He costs too much for his abilities. Sure, you can say that he’ll pay you back for the costs if you use him to pay for CP, but I shall pass on this one.

 

 

 

15-003C – Sky Samurai

I would have said this card was a bust, but after playing against it, at the Prerelease, I realized I was wrong. I didn’t even put it in my deck, then I realized that it is a decent card.

Attack, Opponent Blocks, Discard a card for +2K, Break Opponents Forward.

Simple Enough.

 

 

15-004C – Edgar

Need a Backup?

If there is a way to recycle Edgar, he would have been a great card. Actually now that I think about it I know someone will know of a way to break your own Backups. And, that someone need to tell me.

But, Edgar here really shines if you’re playing a Category VI deck. That way, when you choose your Forward, you’ll also deal another Forward 7000 Damage, when you attack.

 

15-005R – Guy

5CP to search for a Rebel, and play it on the field. You can consider Guy as a free play if you pick a 3CP Rebel. Doesn’t even have to be Fire any element will do.

And, what better Rebel to search and play, other than Opus I Maria.

Give Guy +1K. And fill the rest of your deck with Warriors, or job Warrior. Then all you need is to cross out Guy’s name on the card and call him Swan.

 

15-006H – Cyan

Samurai’s getting a whole lot stronger this set.

Cyan and Tenzen will run this set. Just add as many generic Samurai cards as you can, and watch Cyan just manhandle your
opponent. By dealing a Forward 9K, every time a Samurai enters the field.

You won’t even need to play your whole hand. Just enough Samurais to wipe out your opponents Forwards.

 

15-007C – Samurai

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.

 

15-008C – Shadow EX

4CP/8K body that gives you a Crystal when Shadow is put into the Break Zone.

 

 

 

 

15-009C – Bahamut

A four cost Summon that can become a 2 cost Summon with the help of a Crystal.

Plenty of these Summons this set.

Deal a Forward 9K.

Plain and Simple.

 

15-010R – Vargas

The plan is to attack with a weaker Forward first. Once that Forward breaks, you will attack with Vargas and choose 1 of your opponents Forwards and make them block your next attack.

Choose wisely and you will break your opponents Forwards one by one.

Almost like Cyan, but cyan seams to be more effective.

 

15-011L – Palom

Now this look interesting. Palom almost looks like George from Peppa Pig. The way he’s holding that Dinosaur, I mean Dragon. But the card looks interesting as well.

George … I mean Palom here, has an ability that gets stronger after a couple of turns. Palom gains 1EXP Counter at the end of each of your turns. With each EXP Counter Palom gains 1K power.

The longer Palom remains on the field the stronger he gets. I would say that this is a great turn 1 card.

And Palom’s ability. For a total cost of 0CP, Palom can deal either 2K damage or 8K damage to one of your opponents Forwards.

Yes, Please. I’ll take 3.

15-012H – Faris

What a card.

Pirates and Vikings Unite.

Faris and Leila will have a field day with the Vikings, coming in and out and back and forth from the Break Zone and what not. It will work.

Then all you need to do is fill up your deck with a lesser value of 3CP, and give yourself multiple copies of Faris. Not just this one. All the other ones that you can find. And Spam Pirate Storm.

The Vikings will thank you.

15-013L – Firion

Have you got an extra Crystal lying around. Firion here can use it. Buff him up with Haste, First Strike and +1K Power. And, not just for this turn. Have an extra Crystal, give Firion +3K Power. But this one only lasts for 1 turn.

Other than that, there’s not much else to write about.

 

 

15-014H – Brynhildr EX

Deal 5K damage to a Forward and if you break it you win a card. Just grab it from the top of your deck.

 

 

 

 

15-015R – Bwagi

Fire, now will have a way to draw cards. As long as you have Bounty Counters on Bwagi, you’ll be able to draw a card on every turn.

 

 

 

 

15-016C – Bomb

Your Elemental Monsters are here. You know the ones that are practically the same in all elements, but different.

Bomb here, deals a Forward 5K damage, when it enters the field.

After that you can turn Bomb into a Suicide Bomber. Turn him into a Forward and no matter what happens Bomb will end up in the Break Zone.

 

15-017H – Machina

Why does it seem that Machina doesn’t synergize with the rest of the Class Zero Cadets? Could be the same reason I never used him in Type-0.

I can see this card being played early in the game. As soon as you’re opponent plays a couple of cards, you can unleash Machina. And, since he’ll be the only Forwards you have out at the moment. You’ll be able to start swinging, and have Brave for that matter as well.

 

15-018C – Sabin

These commons are getting a little bit more expensive.

But, there’s something about this Fire set with dealing 9K damage to a Forward your opponent controls. And Sabin here is no different.

At the start of every turn, yours and your opponents. You can use Sabin’s ability and deal 9K damage. Next turn another 9K.

 

15-019C – Josef

Simple Rebel searcher. Also works on an EX Burst.

 

 

 

 

15-020R – Rinok

Rinok enters with 2 Bounty Counters.

Now, his ability states that you need to use 1 Bounty Counter to use it, but you can remove the Bounty Counter from any character that has a Bounty Counter on them.

 

 

 

15-021R – General Leo

Hmm, now this is interesting. A card that disallows Summons, and Forwards must always block.

Asta La Vista Summons. So Long, Valefor. See ya Later Phoenix. Not this time Amaterasu. Ain’t going to work Diablos. After a while, Crocodile. You get the point.

Might be worth playing in any deck, just to see your opponent get angry when they can’t cast the summon to save themselves.

Posted on Leave a comment

FFX Custom Starter Deck

We got some news today. Final Fantasy X Custom Starter Set. Set for release in 2022. These usually come out a month before the new set comes out. Crystal Dominion is November, so “Opus XVI” (we’ll just call it that till we get the official name for it), should be coming out in February. That means this deck will be out in January 2022.

Comes with a 50 card Wind/Water deck, and another 50 cards that you would be able to change around as you see fit. 24 pre-configured Fire cards, that you’ll be able to switch out Wind or Water with. The rest of the cards will be 7 Fire, 7 Wind, 8 Water, and 4 cards will be Light and Dark. Probably 2 Light and 2 Dark.

There will be 10 new Starter cards that come in this deck, and since they are numbered, we know that “Opus XVI” will have 140 cards. But, we’re not here for that. Here’s the list.

Jecht – 16-131S Fire
Bahamut – 16-132S Fire
Braska – 16-133S Fire
Yuna – 16-134S Wind
Lulu – 16-135S Wind
Auron – 16-136S Water
Rikku – 16-137S Water
Wakka – 16-138S Water
Tidus – 16-139S Light
Sin – 16-140S Dark

Now let’s take a look at that Tidus card, real quick. Even though we won’t get it for another 4-5 months. This card is money. You’ll most likely come out ahead cost wise. You’ll be searching for a card, and depending on the FFX Forwards you have on the field, you’ll be up 2CP.

And when Tidus attacks all your Forwards gain +2K Power. I might dust off the Opus I FFX Starter deck and just add this card to it. Rikku (1-201S) will be pretty much unbeatable.