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Tears of the Wind Planet

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25-035L – Aerith

Aerith comes in for 2CP, and when she does come in you’ll choose a Character and they will lose all of their abilities until your opponent gets rid of Aerith or she gets broken. Spoiler Kind of like how Sephiroth broke her. Oops, Spoiler alert.

When Aerith is put into the Break Zone, you can decide to remover her from the game, allowing you to draw a card.

It might even be another Aerith that you can play once more.

Consider Aerith as a Free Play!

And, we all like Free Plays.

25-036R – King

Here’s a way to get rid of the pesky Forward that is causing you trouble.

King comes in and returns one of your opponent’s Forwards to their hand.

If that’s not enough just make sure you have 5 Cadets on the field and that Forward will go to the bottom of their deck instead.

Either way, your opponent will need to spend resources to get that Forward back on to the field, where they could have used all that CP on something else.

If nothing else, King will slow down your opponent.

After that King is a king sized Meat Shield. Or an attacker. Whichever works best for you.

25-037H – Queen

Mark my words, Cadets will make a comeback.

At least I think so. And, why wouldn’t you? Especially when you have a card like Queen.
Once per turn you can activate 2 Class Zero Cadets Backups.

And then you will be able to use those 2 Backups to make use of Queen’s second ability which will allow you to choose 2 cards in your opponent’s Break Zone and remover them from the game.

This is a great card, especially if your opponent has a tendency of grabbing cards from the Break Zone.

25-038C – Goobbue

I don’t get it.

Why would Goobbue want to protect your Forwards, when it looks so hungry. I would have thought it would be something along the lines of “Goobbue, it’s your Forward and it doesn’t come back until Goobbue leaves the field.”

But, nope.

Goobbue has 2 abilities.

Goobbue will protect a Forward from your opponent’s abilities, and Goobbue will protect your Forward from your opponent’s Summons.

You can use one at a time, or both back to back.

25-039C – Cater EX

Do you like Free Plays?

Well Class Zero has one for you.

Cater.

Cater comes in for 2CP, and if you have another Class Zero Cadet on the field, Cater will draw you a card.

And, that’s it.

If you’re ready to swarm the board, Cater will get you there quicker than you normally would.

25-040H – Chocobo Chick (VII)

Get rid of a Wind Backup to play Chocobo Chick for 1CP.

And with that, you will deal 2000 damage to all of your opponent’s Forwards. You might break some, but odds are that you won’t.

But, this Chocobo Chick just hatched and is not about to stop, because it has one more trick up it’s sleeve.. er .. feathers.

After Chocobo Chick is done dealing damage to all of your opponent’s Forwards, you can play a 2 cost Forward from your hand.

Add this to your Chocobo deck. Or any other deck that has Wind Backups.

25-041C – Thief

I see a pattern here.

One sec, let me check.

Yes, how did I not realize this earlier?

Simple, Fire’s card was a Security Officer rather than a Job from Final Fantasy XI.

A Backup comes in and you get 2 choices. One is draw a card, and the other is to protect a Forward from high cost Forwards.

And, that’s a bout it.

25-042C – Zidane

This is a little bit of De Ja Vu here.

We’ve seen Zidane go into your opponent’s deck before, and he would grab a card and send it to the Break Zone. This time, though, if you do choose a card to discard, your opponent will draw a card.

It’s a decent play for 3CP.

You can also put Zidane in the Break Zone, and when you do, you can take 3 cards from your opponent’s Break Zone and remove them from the game.

This is good if your opponent has a tendency to bring back cards from the Break Zone.

25-043H – Cid Highwind

Two!?!

Cid comes in and searches for 2 Forwards?

How is that possible?

Not that I’m complaining, this is great. The only thing greater would be if this came with custom full art as well.

And, at 5 points of damage you can put Cid into the Break Zone and play a 5CP card from your hand?

You’ll be in the green, with Cid Highwind.

I’ll take 3, and 3 more just to be sure.

25-044C – Ceodore

The Crown Prince of Baron.

For 5CP you get a 9K Forward that has built in protection from your opponent’s abilities that Break a Forward, but does not deal damage.

If you don’t mind waiting a turn, you can Warp Ceodore in for a measly 2CP.

And, when Ceodore enters the field, you can grab a card with Warp from your Break Zone. That will bring the 5CP down to 3CP, or Ceodore will be a Free Play if you decide to Warp him in.

The good thing is that Ceodore can be played in any deck, as he has no synergy with any Final Fantasy IV Characters.

25-045C – Chocobo

A one cost Chocobo, that likes to party. And, this Chocobo will party with anybody.

As you set up your attack and party up, it’s highly likely that Chocobo will be broken.

And, that will be ok, because once Chocobo is put into the Break Zone after partying for a turn, you will be able to search for another Chocobo of 2CP or less and play it on the field.

I would pick Chocobo (6-050C), and then you would play another Chocobo from your hand onto the field.

It’s a Break One Get Two. I like that deal.

25-046C – Nine

I was going to start off on how I won’t use this card, because of the other Nine from Crystal Radiance, but we’re here to talk about this card.

Nine is taking care of the back line this time.

And, he can turn the tide in your favor when your Class Zero Cadets attack. For when one of them does, Nine can give that attacking Forward +1000 power and First Strike.

Now I’m going to have to take a closer look at the rest of the Cadets throughout all of the sets.

It’s not bad, but, you’ll need to find your front line.

25-047R – Barbariccia EX

Here we are with our second Archfiend. Barbariccia.

Barbariccia comes in to the field and grabs an Archfiend from your Break Zone, brining it back to your hand.

And, if Golbez is on the field Barbariccia deals 3000 damage to all of your opponent’s Forwards.

Now, let’s say you have Rinoa (6-041L) and you play her right after Barbariccia, that will be 6000 damage to all of your opponent’s Forwards. There’s a chance you’ll break at least one of them.

25-048R – The Mandragoras

This is a great little group of Monsters that can overwhelm your opponent.

Once per turn you can turn The Madragoras into a Forward, and have them attack. And when they do attack, they will most likely get blocked. And whenever they deal damage to a Forward, no matter how much power that Forward has, they will break it.

And, if the other Forward breaks the Mandagoras and sends them to the Break Zone, your opponent will choose a Forward that they control and they’ll put that Forward into the Break Zone as well.

Is it worth blocking?

You’ll have to find a way to block without breaking The Mandragoras.

That sounds like a band name.

25-049C – Yuffie

There must be something in the water these ninja’s drink.

Yuffie is ready to come out and wreak havoc from the get go. And she’s only a Common that costs 2CP.

And, let’s not forget Haste, cause whenever Yuffie attacks, she will receive a Shuriken Counter, and if she is blocked she will deal whoever blocks her 4000 damage for each Shuriken Counter that she has.

Yuffie might be small, but she is ready to dish it out with most of your opponent’s Forwards.

I’m going to have to take a look at a Ninja themes deck.

25-050R – Lucia

Did I read that right?

At the end of each of your turns activate all the SOLDIERs you control?

This is … I have no words.

SOLDIER wil dominate 2025 and beyond, simply by having Lucia.

And, as a side note you can dull 3 active SOLDIERs and and draw a card.

You can dull them n your Main Phase 2, and they’ll be activated right afterward, and you’ll have an extra card.

Shinra is set on FFTCG Domination.

25-051L – Rem

Is this the first Legend Rem that we’re getting?

Well, I can say Rem didn’t need to be a Legend, but I’ll take it. Rem will come in and searches for a Cadet and plays that Cadet straight to the field.

The only question you need to answer is, Which Cadet are you looking for?

And, when it’s all said and done, you can send Rem to the Break Zone, and you’ll activate all of your Class Zero Cadets.

Are there better Rems to play? I’d say it depends on what you’re trying to do.
Singles?

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Fly Me to the Moon

Golbez is up next as our card of the week. We skipped a couple of the Opus XIII Legends, because well, Llednar you can just look at Shara, and Spiritus and Materia, well I believe the review we did for them was enough.

Golbez here is ready to take you on with help of the Archfiends, because it’s not worth playing this if you aren’t playing with Archfiends, with your back against the wall.

On to the card

5CP – Lightning/Wind
Forward
Job : Warlock
Category : LOV – IV
Legend
9000 Power

“EX BURST When Golbez enters the field, you may search for 1 card of cost 2 and add it to your hand.

Damage 6 ― When Golbez enters the field, you may search for up to 3 cards of cost 2 and add them to your hand. Then, you may play any number of Job Archfiend from your hand onto the field.”

5 cost, but you get to search for a card. End of the day you’re only paying 3CP for 9K. Which is pretty good. And at 6 Damage, you’re actually up 3CP.

The plan is to flood the board with the 4 Archfiends with your back against the wall, hoping that it’s enough to take down your opponent. Just grab the 4 Archfiends from Opus XIII and call it a day. They are all 2CP of different elements and they all come with some great abilities to slowly pick apart your opponent.

Ideally you would want to play Cagnazzo first, in order for him to get the Water Counters, then you would play Scarmiglione, for next damage dealt is double to one forward. Rubicante to deal that forward a minimum of 10K. And finally Barbaricia to deal 8K to one Forward since you’ll have a total of four Archfiends on the board.

Now, there’s more to it than just Archfiends. You can search for any card 2 cost card. Rikku (2-071R) is a good choice, a good backup to activate all your forwards right before you end your turn so that they can block. Lightning (5-116H) comes in with Haste and leaves the field at the end of the turn. Luso (9-058L), cheap 2CP/5K body that gets stronger for each Forward you have on the field. And if all 4 Archfiends just came in, that’s +5K including Golbez. Kunshira (13-114H) cheap card to play with an amazing ability. Shikaree X (12-044R), Shikaree Y (12-045R), and Shikaree Z (12-046R) the trio from Opus XII, when played correctly can cause you opponent 3 point of Damage.

Then there is Mioune (5-067R) and Chocobo (10-055H), both will let you return Golbez to your hand, in order to play him once again at Damage 6 and search for 4 cards. Now imagine that you can grab up to 16 cards in one turn. Combine that with a Well timed Sheoll from Illua (5-099H), and I believe that you can clear the board and win the game in 1 turn. A little tweaking here and there, but it is possible.

What do you think? Let us know in the comments.

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Opus XIII – Wind Review

13-035C – Arc

It’s like casting Protect on the fly. But, only on 2 Job Types. Probably won’t be used much.

 

 

 

 

 

13-036R – Eight

3CP/7K Eight should’ve had 8K. No? Ok, but, he gets cheaper if you play Cadets. 1CP/7K. Even Free!!! And, a 7K body at that. And if you already cast 2 cards this turn he comes in with Haste. This card should be played in almost every Cadets deck.

 

 

 

 

13-037C – Ochu

Just a simple card to re-Activate 2 Backups. If you got room in your deck add it. Plays well with Chocobos.

/sidenote : Also becomes a Forward

 

 

 

13-038H – Cid Haze

I didn’t realize how many Cid’s there are. Or Engineers. At first glance, I thought this card would be so-so. There are 17 Engineers including Cid Haze. And, 11 Cids. 12 if you count Cindy.

You can probably put together an Engineer deck. And have Cid Haze attack to Activate all of your cards. It might work. Or a Cid Deck. Who wants to build a Cid deck.

 

 

13-039C – Cid Pollendina EX

Searches for Cid Haze (13-038H). That’s all you need to know. Very important part of your Engineer Deck.

 

 

 

 

13-040L – Shara EX

Ritz (11-063L) just got stronger. I’m sure it’ll be easy enough to stack on those Viera Counters, making Ritz unbeatable.

 

 

 

 

13-041C – White Mage

Quick way to pretty much cast Protect. And the fact that you don’t have to Dull, means you can cast it on White Mage before he attacks.

 

 

 

 

13-042C – White Mage

Once again we Copy, Paste

“This card will work if you splash a single Fire or Ice card. Because then you’ll now exactly what you’ll end up with. Other than that. NEXT.”

 

 

 

13-043C – Stiltzkin

A 1 Cost Forward, or Monster. I took a look and there is 77 different cards to choose from.

Like Ochu (13-037C) just to name one.

 

 

 

 

13-044C – Selkie

I prefer the second ability on this card. Now to find a Wind/Earth deck to play it in.

 

 

 

 

 

13-045R – Dryad EX

Decent Summon. Casts off an EX Burst and at 5 points of damage becomes 5 times more powerful. Plus, you get to draw a card.

 

 

 

 

13-046R – Pavlov

I like the artwork on this card. It stands out, just like his ability to activate 2 FFCC characters. Yuri (7-128H) being one of them and Chelinka being the other. And, deal some Damage.

 

 

 

 

13-047H – Barbariccia

You just might be able to clear the board with her enter ability. And play Golbez at the end of both yours and your opponents turn. And Golbez is …. well, you’ll have to wait till we get there.

 

 

 

 

13-048H – Balthier

This card was made to play Fran (10-060L) from the Break Zone. And since Balthier will already be on the field when she enters, She will turn into a tough forward to beat. You can also use Balthier’s second ability. By dulling to Active Sky Pirates to give Fran +2K and Haste.

So, at the very least Fran will come in with Haste, and 10K Power.

So many Ideas for decks, not enough time. Or cards.

 

13-049C – Counterfeit Youth

Basically, if you control 4 or more Manikins, this card becomes a powerhouse.

 

 

 

 

 

13-050R – Mid

Mid can be thrown in the mix during your opponents turn with Back Attack, and potentially save one of your Forwards with her Enter Ability.

 

 

 

 

13-051R – Mog (FFBE)

Need a FFBE Forward, than this card is for you. Nothing else to write about.