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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.

Shop for these Singles and more at our TCG Player Store.

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Hidden Hope : Frozen Hope

22-019C – Ice Bomb

I Need More Bombs!

And, this one is pretty good on my opinion.

During your turn, Ice Bomb becomes a Forward, and whenever it attacks, you can Freeze one of your opponents Forwards.
And, if you already have received 3 points of damage, Ice Bomb will also Dull that Forward, thus making said Forward unavailable for your opponent’s next turn.

I’ll take 3, and put them in the Bomb deck.

22-020R – Vallaide

Who would have thought that Green Mages have these kind of abilities. And, what is a Green Mage anyway? I thought they were Red Mages.

Whatever it is Vallaide has a pass, because he’ll kick some …

It’s true. Just use his ability on a Forward, and whenever that forward is dealt damage, it breaks. Just like that.

Sure, you’ll need another way to deal a little bit of damage to said Forward, but that should be easy enough to figure out.

22-021R – Emina

This is what everyone likes. A Backup that searches for a card.

Sure, the card needs to be an Ice Character that costs 2CP or less, and I’m sure there are plenty of good cards to grab.

This technically makes Emina a 2 cost Backup as well.

Search and Play.

 

22-022R – Quistis

Do you remember Opus I Jihl Nabaat?

Well Quistis here, does a much better job than what Jihl Nabaat did.

Of course you’ll have to be playing a FFVIII themed deck, but with a card like this, and plenty of other great FFVIII cards that won’t be hard to do.

Now, what does Quistis do?

Depending on how many FFVIII Forwards you have on the field, you can dull that many of your opponent’s Characters. And if you have 3 or more, you’ll also Freeze them.

And, the artwork? It looks great. Can’t go wrong with a good looking card with a great ability.

22-023C – Bard

Bard, a low cost Backup that will dull a low cast Forward.

And, if you have another Bard (22-023C) on the field, you can use Bard’s other ability and Break that Forward.

Is it worth the price?

Depends on what you’re Breaking.

You can’t go wrong with a 2 cost Backup, that has a couple of decent abilities. Unless your opponent isn’t playing low cost Forwards. Then you might be out of luck.

22-024L – Kurasame

At 7CP, Kurasame is a quite expensive, but he can be worth it depending on how many Ice Backups you have on the field when Kurasame enters.

Go ahead count your Backups.

I’ll wait.

5 Ice Backups, well that is perfect. You shall either Dull and Freeze, 5 of your opponents Characters. Backups? Forwards? Monsters? Yep. Yep and yep.

Or, you can have your opponent discard a card for each Ice Backup that you have.

We said 5, right?

Well your opponent is discarding 5 cards from their hand. And, what was that card that was just released in the Anniversary Collection Set 2024? I don’t have the card in front of me, but I think it said, deal 5000 damage to a Forward every time your opponent discards a card, due to your Summons or abilities.

Now, at that point I’d say it’s very well worth playing Kurasame, as it will put you in a winning position. If you can’t beat your opponent when you made them discard their hand and laid waste to their front line, I think it’s time for you to pick up another game.

I like it.

22-025C – Cloud of Darkness

This is a decent card, for a Common.

Cloud of Darkness comes in, and since you’ll already be playing Discard because you’re already playing Ice, your job will be to have your opponent have as little cards as possible in their hand before you play Cloud of Darkness. Cause when Cloud of Darkness comes in and your opponent has only 2 cards, or less, in their hand, they will send one of their Forwards into the Break Zone.

And, that is pretty much it.

 

22-026C – Seymour EX

Almost like a Summon. Seymour comes in and breaks a dull Character.

After that Seymour will just hang out on the field producing a single Ice CP once per turn.

Good thing is that this ability can come off of an EX Burst as well.

Now, where did I put that card that gets rid of my Backups.

 

 

22-027R – Shiva

Let’s talk about Ice.

It’s so cold, that it will make all of your abilities stop working. Nothing moves, and your opponent’s Characters reset to 0.

No Haste, No First Strike, No Brave, no buffs no nothing.

Plus you get to draw a card if you only paid the cost with your Backups.

The twins are your best bet at starting a frozen empire.

22-028H – Cissnei

The Turks just got a little bit better with Cissnei.

She might not look like much, but in a Turk heavy deck, she’ll be lying in the shadows waiting to attack. And she can attack twice.

Sure, Cissnei comes in dull, but she also comes in with Haste. All you need to do is activate her and she’s ready to go. Luckily, The Turks are here to give a helping hand. (And you thought that they were the bad guys.) Every time a Member of the Turks attacks, you will activate Cissnei.

Here is the battle plan, Cissnei comes in, Reno attacks, Cissnei activates, Cissnei attacks, Rude Attacks, Cissnei activate and attacks again.

For 2CP, you get a 6K body that dual wields Shurikens.

I’ll take it.

22-029R – Jihl Nabaat EX

It’s Jihl, but which Jihl will you like to play?

Is PSICOM going to become a great deck to play? Who will be in it? How many PSICOM cards are there? Why are there so many questions?

After looking up all of PSICOM there are a total of 3 Characters with that Job, One which is Jihl Nabaat. The other 2 are Rygdea and Yaag Rosch.

“Who you gonna call?”

Not the Ghostbusters, that’s for sure. You can flip a coin and see which one you’ll get.

But, at 3CP you get a Forward with 7000 Power, and you get to search for a member of PSICOM.

I’m guessing they’ll be adding more PSICOM members in the next set, Especially since Lightning is on the box.

22-030C – Shinryu Celestia

This is nice, a decent 2 cost Backup that will give one of your Forwards +4000 power.

Sure, you can only use this ability if you have 5 Backups on the field, but you should be trying to get to 5 Backups as soon as you can. Because Backups equals more CP.

Now, if you can find a way to activate Shinryu Celestia after she used her ability, then you can use it again, giving another Forward, or the same Forward, another +4000 power.

 

 

22-031H – Squall

How is Squall just a Hero?

Because he is a Hero. Just play Final Fantasy VIII to see why.

At 4CP/8000 Power, Squall becomes even more powerful, if you have 4 FFVIII Characters on the field. Not only that, but he is protected from your opponent’s abilities that deal damage.

And if you need to get more Final Fantasy VIII Characters on the field, Squall will help you with that as well. During the beginning of each of your Attack Phases, you will be able to play a Final Fantasy VIII Forward from your hand onto the field. Just as long as that Forward costs 4CP or less.

You can get the four Final Fantasy VIII Forward on the field, by the beginning of your next turn, If you play Squall right away. After that, it’ll be easy sailing.

22-032L – Sephiroth

The card that everyone is looking for. Not the one you see, but the one with the Gold Stamped Signature. It is a good looking card.

Now, lets talk about the card itself.

At 3CP with 7000 power, you would think that this card is undeserving of the Legend status. Well, we’re here to tell you that it is. And, that we can see why Squall is just a Hero.

Whenever Sephiroth is in your hand, you can pay 3CP and break one of your opponent’s dull Forwards. Which in itself is a great ability to have. Although you’ll have to remove Sephiroth from the game.

But, that doesn’t mean that Sephiroth is lost, he just went into the Lifestream like he usually does. Once he is in the Lifestream, and only during the turn that he entered the Lifestream, you may play Sephiroth onto the field for his cost. And, once Sephiroth enters the field, your opponent will discard a card from their hand.

Sephiroth will cost you a total of 6CP to play this way. There are a couple of Summons that will Break a dull Forward. One is Titan (21-071H) who will break a dull Forward for 3CP, and Hades (6-038R) who will break it, and have your opponent discard a card from their hand for 5CP. The difference is that Sephiroth stays on the field as a body.

22-033C – Time Mage

Time Mage is a simple 2 cost Standard Unit Backup that is actually pretty good.

Time Mage enters the field, and will Dull/Freeze a Forward, and if you have one more Standard Unit Backup on the field, Time Mage will Dull/Freeze a Character as well.

If you have 3 of these in your hand you can Dull/Freeze up to 6 Characters, and at 2CP each, it will only cost you 6CP or 1P per Character.

That sounds like a steal to me.

22-034H – Medusa

We finally have a new spell. Stone has arrived to Final Fantasy TCG. They’re just calling them Petrification Counters.

Medusa comes in and casts Stone on a Forward. Once that Forward has turned to stone, they cannot attack or block. And they will not be able to turn back to normal once Medusa is gone.

Nope, they will have to use a Gold Needle, and the price for that Gold Needle is 5CP.

This will put a cog in your opponents plans.

22-035C – Yuke

Simple, basic and straight to the point.

Yuke comes in for 1CP and allows you to look at the top card of your deck. If you like it you can keep it there. If not send it to the bottom of your deck.

It does have plenty of benefits.

Depending on what you see there, your game plan will change for this turn.

Do you see an EX Burst that will cause plenty of damage to your opponent. Leave it there and take a point of Damage. Do you see the card you need to put your plan into motion, play that card that allows you to draw a card.

Worst case is that you don’t like the card, and you can just recycle it to the bottom.

22-036C – Rinoa

Final Fantasy VIII, has had some great cards showing up. And, we still haven’t had a Starter Set made for 8.

Good thing is that, we already have plenty of cards to make a great deck. Is Rinoa a good card to add?

Probably not. There are far better Rinoas in other sets, so, I don’t really see you playing this one, unless you’re playing a Discard deck. Or, you just like the art and you’ll just throw it in your FFVIII deck, just to show off with the Full Art. I know I’ve done that before.

If Squall is already on the field when you play Rinoa, her cost goes down to 2CP from 3CP, which makes this card more affordable, and her ability forces your opponent to discard 2 cards.

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Beyond Destiny – Ice Sculptures

21-021C – Red Mage

For 2CP and a Common, I’d like to say that this is a pretty good card.

Red Mage comes in and dull/freezes a Character. Same thing whenever Red Mage forms a party and attacks.

Now you can also play 3 Red Mages, have them all form a party and attack, and then you’ll be Dull/Freezing 3 Characters every turn.

Red Mage might not have a lot of Power, clocking in at 5000, but her ability to Dull/Freeze sure makes up for it.

21-022H – Astos EX

The Dark Elf. I haven’t seen how Astos looks in Strangers of Paradise, and after looking at this card, I have got to say they did a great job. That is very close to what I pictured Astos looking like. I don’t know why, but the art for the Character is spot on.
Anyway, on to the card.

Astos comes in with Brave, and whenever he enters the field of leaves the field you gain a Crystal.

And, if you have 3 Crystals, you can Dull all of your opponent’s Forwards and then deal 9000 damage to all of your opponent’s Forwards.

Astos is a ticking time-bomb.

Play Astos, Play Rinoa (6-041L), Bounce Astos, and you have 3 Crystals. Next turn you use his ability and hopefully you get a board wipe.

21-023L – Ultimecia

There’s a lot of text here. And there isn’t really a way to summarize it, but we’ll try.

Ultimecia comes in, you remove up to 5 Characters from your Break Zone with a cost of 5CP or more. Once they are removed you can Dull/Freeze up to 5 Characters. Your opponent also discards one card.

If you’re playing a deck with a lot of high cost Characters, Ultimecia can do some damage, if not then she isn’t really worth the price of admission.

 

21-024C – Scholar

The 3CP Backup that gives you a Crystal when she enters the field.

Also, if you have 3 Backups or less you’ll also draw a card.

Not Bad. Not Great either, just something to play when you don’t know what else to play.

 

 

21-025R – Kiros

If Ward is here, you know that Kiros is just around the Korner. And Laguna shouldn’t be too far behind.

But, we’re here to talk about Kiros.

All you want to do is warp. Over and over and over.

Not only is the cost cheaper, but when Kiros Warps in you can Dull and Freeze one of your opponents Characters. And, that’s not all. When any Forward Warps in you can Dull and Freeze a Character.

So, keep Kiros safe, and Warp.

21-026C – Bard

I mean, who doesn’t like that ability.

Best part it doesn’t cost anything, so I don’t see a reason not to have Bard on the field. Or at least in your deck.

Bard is a 4 cost Forward with 8000 power. And, once per turn you can use his ability for a total of 0CP. And have a Forward lose all of it’s abilities until the end of the turn.

That Forward that has protection from Summons, or abilities, or damage, well Bard is here to take care of that Forward, and allow your attacks to go through.

21-027L – Griever

That’s one way to search for a Witch. Plus side to this one is that you”ll play the Witch straight to the field.

Considering the cost, you’d probably want to search for a high cost Witch to play straight to the field. Like Edea (2-099L) or Ultimecia (7-133S), or like the one that is probably in this set that I just haven’t seen yet.

If you decide to keep Griever on the field, his ability let’s you break a dull Forward, or have your opponent discard a card.
There’s a tag team here. Griever and Amon (2-098L) Amon dulls and Griever Breaks.

Ice and Lightning do work well together.

21-028H – Shiva

This Shiva is like a reusable Ice Cube.

Once Shiva has been cast, You can remove 4 Ice Cards from your Break Zone, and put Shiva back in the Freezer … I mean your hand.

After that you can just cast Shiva over and over again, until you run out of Ice cards in your Break Zone. But by then you should have Dull/Freezed? all of your opponents Characters. If not proceed to a triple party attack from the 3 Red Mages.

 

21-029R – Squall

Mini-Squall.

Did I mention I have yet to play World of Fina Fantasy?

At first I thought this was a decent card. Then I took a closer look and actually read the card from top to bottom. And for a rare, it’s a great card.

First of all, Clo … I mean Squall comes in and has First Strike. And when he attacks, if you have at least 2 WoFF Characters, your opponent discards a card.

See like I said decent.

But, here’s where it gets good.

Squall attacks, and he gets blocked. You can use his ability to deal 3000 damage to the Forward that is blocking. And with First Strike already on hand, you’re 95% going to come out on top.

21-030C – Snow

Since when is Snow a Martial Artist?

To me he’s always been a Meat Shield that can punch.

Any ho, Snow will turn into a Meat Shield after you get 3 points of damage.

Up until then every time Snow attacks you can, you guessed it, Dull/Freeze a Character. You can just go ahead and party attack with Red Mage.

Plus Snow gets Haste, if you have another WoFF Character on the field.

21-031H – Setzer

“Are you a gambling man, Sandy Claws?”

I like this card, I actually played Ice just to play Setzer. Well not all Ice, it was Fire-Lightning while I splashed 6 Ice cards. I think.

Setzer comes in and you remove 2 Forwards from your Break Zone, from the game. After that you can play those 2 Forwards whenever you’d like.

Sure, if Setzer gets sent to the Break Zone you lose those 2 Forwards but they were already broken to begin with.
I’ll take it, and I’ll figure out how to make it work.

21-032R – Terra

Trying to figure out if this Terra is better than that Terra or the other Terra.

At 5CP, Terra comes in and allows you to search for 2 Ice Summons. And, that brings her cost down to 1CP.

For 1CP this is a great card. 8000 power and Magitek Laser.

What’s Magitek Laser?

Terra’s S Ability, where the cost is another Terra card and a Summon. Any Summon. You can play those 2 cards and deal 9000 damage to a Forward. Which has a decent chance of Breaking that Forward.

Or you can just cast the Summons you searched for.

21-033R – The Girl Who Forgot Her Name

The Searcher you didn’t know you needed. Well now you got it.

The Girl Who Forgot Her Name will search for Squall, and that will give Squall the 2 WoFF Characters he needs to have your opponent discard a card whenever he attacks.

Or if you want to go another route. I still haven’t seen Reynn or Lann so, we’ll have to wait on that.

 

21-034C – Fomor

Don’t F.O.M.O. on Fomor.

???

Never mind.

Fomor is a pretty decent Monster.

Fomor comes in and deals damage. Fomor leaves and deals Damage.

4k here, 4k there. You’d think we’re talking about televisions.

21-035C – Minwu

Minwu looks mad.

I always thought that Minwu was an older White Mage. this card clearly depicts him as a teenager. Nothing wrong with that, it’s just that I always thought that he was older.

Anyway, let’s get to the card.

Minwu comes in and Freezes a Character.

And then you can pay a CP and dull Minwu and send him to the Break Zone to Dull/Freeze a Character.

For a Common this isn’t bad at all, but unless you’re playing a Rebel deck, I don’t see you playing this Minwu, not when you have the Opus I Minwu which suits my play style a little bit more. And, I don’t even have that Minwu in the deck right now.
At least I don’t think so.

21-036H – Y’shtola

We got a new element for Y’shtola. Not only does this card look good, but I believe the Ice Blue suits her well.

Y’shtola here, is perfect for discard decks. The fewer cards your opponent has in their hand the more powerful Y’shtola becomes. 0 being the perfect number of cards that you want in your opponents hand. because each time Y’shtola attacks she’ll deal damage to one of your opponent’s Forwards, for a max of 9000. The damage will decrease by 1000 for each card that your opponent has in their hand.

I’d like to see how this will fit in the Scions deck.

21-037C – Reaper

Here’s a card you can play, right before you have Y’shtola attack.

Reaper comes in and forces your opponent to discard a card. Or you can go ahead and send a dull Forward to the Break Zone. Sure, it’s cost needs to be 3CP or less, but you’re still breaking a card, or forcing your opponent to spend CP in order to counter it.

 

 

21-038R – Rinoa

A decent Backup if you’re plan on using Summons, or if you plan on saving your Summons in the Break Zone, from the chance of your opponent removing your whole Break Zone from the game.

Rinoa comes in removes a Summon from your Break Zone, and then you can use that Summon whenever you’d like.
It’s like an Ace up your sleeve.

 

21-039C – Lufenian

With a Job Title of Lufenian, Lufenian, is a the perfect card to play to start your game.

For 2CP, you play Lufenian, and if Lufenian is the only Backup you control, you’re opponent will discard a card, from their hand. Leaving them with one less card than the number of cards they had in their hand before you decided to play Lufenian.
Thank you, Captain Obvious.

I’m just surprised this isn’t a Standard Unit.

Decent card, Y’shtola will love working with Lufenian.

But, then again, Lufenian only has one job. And, if she doesn’t get it done right away, she’s worthless.

21-040R – Rursan Arbiter

All Ice cards look like they’re working well together.

Lots of discard, and abilities that go off when your opponent has no cards in their hand.

Y’shtola deals a Forward damage, and Cid here, I mean Rursan Arbitar, Breaks one of your opponent’s Forwards.

Now I”m looking at all these cards, and I’m wondering why I didn’t use more Ice at Prerelease.

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Dawn of Heroes : Straight Out the Freezer

20-022C – Alhanalem

I feel like I just wrote about this card.

Alhanalem is a cheap Forward to play. Very cheap. At 1CP and a 3000 body, he can block any attack that you throw at him. Surviving the attack is another story.

Alhanalem also comes with 2 abilities. All you have to do is dull Alhanalem, and you can either Dull or Freeze a Forward.

I don’t see any reason not to have a couple of these laying around.

20-023C – Armourer

The Common card between all the elements.

Let’s just Copy and Paste here.

If you got 3 Backups already on the field, this Backup is free.

Other than draft, I really don’t see much use for this card, but I’ve been wrong before. Watch a Forward show up where you discard a Backup for a great ability.

20-024H – Calbrena

Rerouting damage to the nearest Forward.

Calbrena comes in whenever it wants to come in. Your turn, your opponents turn, or whenever one of your Forwards is being targeted by one of your opponents abilities.

You can now reroute that damage to Calbrena.

And when Calbrena is dealt damage by one of your opponents Forwards, you can deal damage to your opponent equal to Calbrena’s power, which will usually be 7000.

A nice little counter to have in your hand.

20-025C – Juggler

Backup.

Back Attack.

Juggler enters and dulls a Forward.

‘Nuff said.

You can actually play Juggler, when your opponent attacks and dull the Forward that is attacking.

20-026C – Edward EX

The Spoony Bard is back again, as a Backup.

And with his trusty harp, he will take a dull Forward, and break it.

As long as your opponent has 2 Dull Forwards on the field, that is.

For 2CP, I’d say this is a good deal.

 

20-027C – Genesis

We Finally got another Genesis card. We’ve been waiting since Opus III. Let’s see if it’s been worth the wait.

5CP for a 9K body.

Common.

Either Freeze 2 Characters, or have your opponent discard a card.

If Genesis comes in with Warp, you can use both abilities. Warp cost is 2 Ice CP.

It’s worth a try. At least in draft.

20-028R – Cissnei

This is interesting.

Cissnei uses Shuriken Counters, just like Edge.

Cissnei can use Shuriken Counters from other Characters to use her ability.

Edge (11-045H) gains a Shuriken Counter every time a Ninja enters the field.

Are there any Ice Ninja’s. Besides Vanilla Ice in TMNT 2.

We’re either throwing Edge (19-070C) in a Turks deck, or finding a way to put Cissnei in a Ninja deck.

20-029C – Jihl Nabaat

Am I the only one that still likes to play Opus I Jihl Nabaat? If I am, I might not after this set is out, as this Jihl has the same Enter the Field ability, but better.

Jihl comes in and if you pay the extra 2CP you can not only Freeze 2 of your opponents Characters, but dull them as well. That way you won’t need to pick from the dull Characters, cause you will dull the Characters you want to Freeze.

Jihl Nabaat is also a Forward, and if you’re playing Mono-Ice, well she’ll gain +2000 power.

I don’t know how well she’ll do in the XIII Custom Starter Set.

I guess we’re about to find out.

20-030R – Setzer

Setzer deck incoming.

First off, all the FFVI Ice cards look amazing this set.

Setzer comes in and allows all of your VI Forwards to form a party together regardless of element. Combine this with Locke, and get that table of four, to combine their attacks into one big party and get Locke’s ability to go off.

And with a party of 2 you get to dull and freeze a Forward.

Yes, please, I’ll take 3.

Is this a Full Art as well?

20-031R – Celes

If you’re playing Celes, you’re playing Locke, and whole bunch of FFVI Characters. Might be time to dust off my Setzer deck and update it.

Celes gains Haste if Locke is on the field, and Locke gains Haste if Celes is on the field. A win-win for these two.

Other than that, when Celes enters the field, you can dull all of your opponents Forwards, if you have enough FFVI Characters on the field.

And you get that for only 2CP. After that Celes is a 5k body, able to block an attack, get sent to the Break Zone, and then you can just play her again.

20-032C – Soldier : 3rd Class

Cloud’s old SOLDIER buddies are here.

These one’s gain 1000 power for each SOLDIER : 3rd Class in your Break Zone. They also search for each other when they enter the Break Zone, + you get to play them straight to the field.

Pair these SOLDIERs with the Opus III Soldiers and you can have up to 5 SOLDIER : 3rd Class in your Break Zone, to make this Soldier an 11k power house.

 

20-033C – Cerulean Drake

I was going to say, How come I don’t remember Cerulean Drake from FFVII? Then I realized it’s from the Remake.

Cerulean Drake is a 1 cost Monster that will Freeze a Forward when he enters the field.

Not much to write home about, but it does have some abilities that will allow you to dull a Forward, or break a dull Forward.
If you got 2 of these on the field, you can use the abilities back to back and Break an active Forward.

20-034R – Terra

There is a nice combo right here. Along with Lock and a couple more FFVI Characters. And, I probably won’t even scratch the surface here.

Terra comes in and you can grab a Summon from the Break Zone. This makes Terra’s CP go from 4 to 2. And once Terra forms a party and attacks, you’ll be able to cast that Summon for Free.

And along with the Free Summons from the last set. You can cause a lot of damage.

Considering this Terra is only a rare, it’ll be easy to get a playset.

20-035C – Knight

Ice Reprint Standard Unit.

Just find what I wrote for Samurai and change the word Samurai to Knight.

 

 

 

20-036H – Number 24

Number 24? This card is Number 36. They should get their facts straight.

All jokes aside Number 24 in the Royal Rumble is pretty good.

No?

Ok, Number 24 is a great blocker. Just keep a Barrier Counter on him and block any attack that comes your way. Add a Barrier Counter at the beginning of the Main Phase, and you’ll always have a constant supply of Barrier Counters.

Just make sure you keep blocking, because once those Barrier Counters are 3 or more, Number 24 will become dull at the end of each of your turns. But, he should activate during the beginning of your Main Phase, so you should be good.

20-037H – Mateus (FFTA)

2 cost Summon that will either Freeze all of your opponents Forwards, or all of your opponents Backups.

Pick and choose, but the end result will always be the same.

Mateus will be removed from the game.

No way to save this one.

20-038H – Wicked Mask

Chris Isaak would have had a field day with this card.

“Such a Wicked Mask to play”

3 cost Monster that reroutes a Summon from one Character to another Character of your choice. I’m seeing plenty of Counters this set, even if they aren’t called counters.

After Wicked Masks enter the field ability is used, Wicked Mask stays on the field until you decide to turn it into a Forward.

And, let’s not forget – Back Attack.

20-039R – Rude

Correct me if I’m wrong, but you can play an ability if it doesn’t have the dull icon.

I’m 99% sure of that, so that means, Rude enters the field, Dulls and Freezes a Forward. After that you can use Haymaker to Break it.

Only drawback I can find with this card is that, you can only use Backups to pay for this card. Other than that, Shinra should be getting stronger this set.

 

20-040L – Rufus

Rufus, President of Shinra, doing Presidential things.

You can lower the cost to cast Rufus by 2 if both Reno and Rude are in the Break Zone. Making Rufus a 2 cost Forward with a 7K body.

Once Rufus enters the field, you can grab one of the Turks from the Break Zone, making Rufus a Free Card. And, we all like Free cards.

After that whenever Rufus attacks, you can choose from 3 different abilites. Dull and Freeze a Forward, grab a Turk from the Break Zone, or you can make your opponent discard a card.

Rufus is the President that keeps on giving, even after he has been elected.

Doesn’t Weiss (18-019R) have an ability that activates when your opponent discards a card. (hint hint)

20-041R – Reno

Just goes to show you that the Turks are here to stay.

You play Reno for 3 and pay the extra cost to give Reno Haste. After that you can attack with Reno, search for Rude and play Rude onto the field.

It’s almost Buy 1 get 1 Free.

This even works better if you play Rufus first.

Let’s take a look.

Reno and Rude are in the Break Zone. You play Rufus for 2CP and grab Reno from the Break Zone. You play Reno, pay 1CP and give Reno Haste. Reno Attacks and searches for Rude and Rude gets played straight to the field. That’s pretty much comes out to 4CP for 3 Forwards.

Bright Spark? Dulls 2 Forwards.

20-042L – Locke EX

Really?

Now I’m definitely dusting off that Setzer deck.

Locke comes in and you get to grab a FFVI Character from the top 4 cards of your deck. Which should be pretty easy to get since most of your deck should consist of FFVI Characters.

Once Locke is on the field, get as many FFVI Forwards on the field, and form a a party of 4 FFVI Characters. Do that once per turn and your opponent won’t ever have any Forwards to attack or block. Which should work in your favor. Cause, even if you form a party with only 2 FFVI Characters, you’ll still be dealing your opponent a point of damage.

Yes, I’ll take 3. Hopefully we get a Full Art here.

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Emissaries of Light – Opinion on Ice

16-022R – Erwin

Wasn’t I just talking about discard?

Actually I’ve been talking about discard since Physalis came out.

But, Erwin here also comes with 4 or more Job Morze’s Soiree Member stipulation. And this is the second one we’ve seen.

I’m more interested in what other cards I shall find.

 

16-023H – Agrias

This is one Knight I can stand behind.

I’m guessing you’ll already be playing FFT/Knights or some sort, making Agrias a 2CP/8K Forward that gains a Crystal every time she attacks.

I’ll take 3 please.

 

 

16-024H – Vincent

How about a way to stop your opponents Backups from activating?

Vincent here has got your Back(up), dulled up and not being able to activate. Which is a pretty good deal if you ask me. And, that’s not even taking into account his S ability. Making Vincent near invincible to all Damage.

 

 

16-025C – Bard

Another card that you can place on the field, until you need to use his ability. Then you return to hand and replay it, to put Bard into the Break Zone and make your opponent discard 2 cards from their hand.

 

 

 

16-026L – Cloud of Darkness

Removal of the Crystal kind.

Cloud of Darkness + 2 Crystals = 1 Forward removed from game to the 2nd power. Make any sense?

And +2K at 3 points of Damage.

Looks like too much math over here. Is there a Full Art of this card?

16-027C – Black Waltz 1

Same as Black Waltz 2.

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

Black Waltz 1 can work wonders all by himself.

Black Waltz 1 discards Black Waltz 1 from your hand. And you deal 4000 Damage for discarding Black Waltz 1 from your hand, and 7000 Damage to a dull Forward when you discard a Job Black Mage from your hand.

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

Well, almost the same.

16-028C – Shiva

Break a dull Forward.

Depending on what you’re playing your opponent will discard a card from their hand. Sometimes. Not all the time.

Meh.

 

16-029R – Shelke

This card should have been WoFF/VII. Would have made more sense.

I think I like this card. Works just like Meltigemini (8-128R), but Shelke only works in your favor.

There’s something else I wanted to say, but I must have forgotten. Something about Vincent, but I went and looked at that card again and couldn’t remember what it was.

And, don’t forget about Countertek.

16-030L – Shantotto

Shantotto is now Ice??? What has this game come to?!?

This is a great card. Shantotto still does what Shantotto does.

If you’re playing a discard deck, you’re already ahead as you’ll end up paying only 1CP for Shantotto and you’ll grab a card from the Break Zone. Technically they’re paying you to cast Shantotto. If that’s not enough well then, that’s all Shantotto does.

Unless you decide not to play Shantotto and just remove her from the game from your hand, and You’ll dull all your opponents Forwards.

That is all.

16-031R – Scarlet

Scarlet took her sweet time to appear in FFTCG. Only 16 sets.

Interesting.

1CP and dull Scarlet for a Development Counter. Choose 1. Next turn 1CP and dull. Choose 2. And so on and so forth.
The longer Scarlet stays on the field, the harder time your opponent will have getting anything done.

Is Shinra about to become a threat?

Yes, I did base that off of just one card.

16-032H – Serah

You’re playing a XIII deck with Ice? Hmm, just grab the XIII starter set and your set. Either one will do, and throw Serah in there.

That’s the easy way out.

Decent card though. Your opponent discard a card, and you draw a card.

But, what I really want to know is … Are we gonna get a new Fang?

 

16-033C – Celes

Hmm, Celes is taking Jihl Nabaat’s duties. But, for Backups.

Ice is getting good cards.

 

 

 

16-034C – DG Sniper

If you got 2 DG Snipers you can Break a Forward when the second one enters the field.

That is if you have some Crystals stashed away.

 

 

 

16-035C – YKT-63

YKT-63 can play well with DG Sniper.

That way you’ll only need 1 DG Sniper instead of 2.

YKT-63 is also a little cheaper to play.

 

 

16-036C – Devout

Simply play this card for the Crystal, and to have your opponent discard 1 card.

 

 

 

 

16-037R – Babus

This one is a fun card.

Instead of you choosing what this card does, your opponent gets to choose whatever he would like inflicted on him.
I mean, I’d play it just to have them decide on what they get to do. Or not do.

 

 

16-038H – Byblos

We talked about Byblos last month, but now you also get to see all the cards that will play well with Byblos that just came out this set.

It seems like every other Ice card stated, “Your opponent discards 1 card.”

Lots of Ammo, for Byblos in this set.

 

16-039C – Heavy Armored Soldier EX

Here we go, search for a Standard Unit, or more specifically DG Sniper.

5CP is quite high for a search, but you can also search for a Standard Unit off an EX Burst.

 

 

 

16-40R – Mustadio

A free card to play during your opponents turn after you made your opponent discard a card from there hand.
Or even during your own turn. I’m sure you already have plenty of cards in your hand that will cause your opponent to
discard a card from their hand.

Dull a Character when Mustadio enters the field, and gain a Crystal when he is put into the Break Zone.

 

16-041C – Yunalesca

Play Yunalesca to discard a card, to make your opponent discard a card, to play Mustadio.

I’m sure there’s a better use for this.

 

 

 

16-042R – Lasswell

How is this just a Rare?

I would have made Lasswell a Hero.

Every time a Knight enters the field, Dull and Freeze 1 Character?

And at the end of your turns if Knight attacks your opponent discards a card.

All this for only 2CP. 5000 power is easily fixed by Ovelia (1-156C) and Duke Larg (1-057R)