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Dreamlike Lightning

28-077R – Wicked Thunder

Lightning in a bottle.

Wicked Thunder will break one of your opponent’s higher cost Forwards when she enters the field. Which one? Your opponent gets to choose.

You will also have to break one of your higher cost Forwards as well.

And at 3 points of damage, Wicked Thunder can not be broken by abilities that don’t deal damage. Meaning you get to keep this 9K body on the field just a little while longer.

 

28-078H – Ulmia

For 4CP you can search for a Character that costs 6CP or more.

And, that’s more cards than you can shake a stick at. Or a harp.

Ulmia’s 2nd ability gives Haste to a Forward that costs 6CP or more.

I think I see a pattern here.

I won’t say no to this card.

 

28-079C – Elena (FFBE)

Need a Crystal?

Throw Elena on to the field, and block the first Attacker.

If you already have a Crystal, you can give a Brave Exvius Forward +2000 power and Haste.

And, that’s all you need to know.

Elena is just a Meat Shield that can generate a Crystal.

 

28-080C – Gurdy

This is a great card.

I did play MBM during our Midnight Prerelease, and it was great how easily this deck is played.

Gurdy comes right in and grabs a Moogle Bounty Mayhem Character from the Break Zone and you add it to your hand. That means you can grab another Gurdy from your Break Zone. And, you can keep recycling them.

Why would you need to recycle them?

If you look at Gurdy’s second ability, you will break a Forward. Which Forward? Well that will depend on how many MBM Characters you have on the field.

I have a feeling that Gurdy has a high chance of getting the ban hammer.

28-081L – Kain

Now this is a great card.

Kain will break a Forward whenever he enters the field through a Summon or an ability.

That being said, Kain can Warp on to the field. And, he will Break a Forward.

At 3 points of Damage Kain gains +1000 power, Haste and First Strike.

Now, let’s get to Jump. Kain’s S Ability. Kain will jump out of the field and Remove himself from the game, but then he will come back at the end of the turn. And, when Kain comes back, he will Break one of your opponent’s Forwards.

Kain Warps in, Breaks a Forward, then you play Rinoa (6-041L) which will bounce Kain. And when he comes back you will Break another Character. Then use Kain’s S ability, to Jump out and Jump back in to Break another Forward.

How many Kains can you fit in a deck?

28-082R – Cait Sith EX

Cait Sith is here ready to stall your opponent with his fortune telling.

And, what does your opponent’s fortune come out to?

One of their Forwards is dull.

And, then your fortune says, you can draw a card.

When are we getting the moogle as a card?

 

28-083C – Onion Knight (FFTS)

Onion Knight has one job, and that is to mine for Crystals. They’ll grab one when they enter the field, and another one when they are sent to the Break Zone.

Other than that, Onion Knight will produce 1CP per turn as that is what all Backups do.

Maybe they’ll finally retire the cards they’ve been reprinting since Crystal Dominion.

 

 

 

28-084R – Nono

This is a great card as well, and can be played for Free!

Nono’s cost is reduced by one for each Moogle Bounty Mayhem Character that you control. Meaning that if you already have 6 on the field, Nono is a Free Play!

And, what a Free Play! (Yes, we have to Capitalize Free Play, cause we’re excited.)

Nono comes right in and breaks one of your opponent’s Forwards.

And, after that, you have a Meat Shield on the field, that you will want to get rid of.

Why?

So, you can play another Nono.

And another.

Gurdy, will have his work cut out for him.

28-085C – Baknamy

Another Backup that has a good ability, but that ability is locked by the number of Backups that you control.

That was a mouthful.

Now, that ability breaks a Forward of 3CP or less.

If you can build your Backups fast, you can use this whenever you’d like.

If not then you’ll have to wait.

And, wait.

28-086R – Basch

This Moogle Bounty Mayhem deck just keeps getting better and better.

Basch comes in at 2CP with 5000 power.

If you have 5 MBM Characters on the field, Basch will gain +5000 power and Brave. Giving him a 10K body.

But that’s not all.

If you still need more power, you can discard a Moogle Bounty Mayhem Character and give Bach another 5000 power, for a grand total of 15,000 power.

And, I’m sure there are more ways to bring up his power even more.

28-087H Bahamut SIN

Really?!?

4CP to cast this Summon?

Never mind the extra cost of 2 Crystals, but this is great. I expect this one to be in almost every Lightning deck.

Bahamut SIN comes in and breaks 2 Forwards. Period.

Yeah, you have to pay 2 Crystals to break the second Forward. And, I would pay it with a smile on my face. Every single time.

This card might be the reason we have more Crystal generators in this set.

28-088H – Balthier

MBM.

What’s Moogle Mayhem Bounty? How come I’ve never heard of it?

Anyways, Balthier is here to make MBM a threat. First off, he comes in with Haste.

Second if you have 5 MBM Characters on the field, Balthier will give a Forward Haste every time he attacks.

And, lastly, Whenever a MBM Forward attacks, you will dull a Forward.

That last one by itself is great. I’d pay 5CP just for that ability.

Now, I want to go back and check out all the other MBM cards.

28-089C – Palom

Palom is here to deal some damage.

All you need is a Crystal for when he enters the field.

At only 2CP this might be a steal, cause most of the time, you will be breaking that Forward.

Wait a second.

Since when was Palom in Crystal Chronicles?

I’m going to have to look into this.

28-090C – Fran

And right next to Balthier is Fran who is the perfect card for him. As always.

Fran comes in and grabs a MBM Forward from your Break Zone.

More than likely you will grab Balthier. You will then use Fran’s second ability to play Balthier. Balthier comes in with Haste and attacks. And since you already have 5 MBM cards on the field, Baltheir will give Fran Haste. Balthier will also dull one of your opponent’s Forwards. Fran will now attack. And since Balthier is still on the field, she will dull a Forward as well.

You get all this for a grand total of 5CP, minus the 2CP of grabbing a card from your Break Zone. Actual cost is 3CP.

Not bad.

28-091R – Vorpal Bunny

More MBM.

Vorpal Bunny is a crap shot.

Vorpal Bunny comes in, you choose a Forward of 3CP or less, and you put the top card of your deck into the Break Zone. If it’s a Forward you get to Break that Forward. If it’s not you just picked a Forward for no reason.

Vorpal Bunny also turns into a Forward, giving Balthier an extra shot to dull one of your opponent’s Forwards.

 

28-092C – Montblanc

Montblanc is here to help you play your MBM Monsters on to the field. Or any MBM Character, as long as their cost is 3CP or less.

I mean this is a great card to play early on. And if you play let’s say Gurdy, you’ll grab another card from your Break Zone, and Montblanc will have become a Free Play as well.

He also has this small ability that deals 4000 damage to a Forward of your choosing.

.

28-093H – Lightning

This card is amazing as well. Lots of great cards in this set, and Lightning is no exception.

For 6CP you play Lightning, once she is on the field, you’ll reveal the top 5 cards of your deck. All Odins and Lightnings will be added to your hand. The rest go to the bottom of your deck.

Meaning that if for some reason there are 5 Odins and/or Lightnings, you’ll be up 4CP from the play.

And when Lightning enters the field you may discard a card to break one of your opponent’s Forwards. If that card is named Lightning, then you will also draw a card.

Now picture this.

Mono-Mono-Lightning. Fill your deck up with 30 Lightnings and 20 Odins, and see if that works.

It doesn’t even matter which Lightning cards you grab, cause they’re just fodder for Lightnings ability whenever she attacks.

28-094C – Dragoon

4CP and a Crystal to Break a Forward?

I’ll take it.

And, since we have a bunch of Dragoons that generate Crystals, you’re good to go.

After that you got an 8k body on the field, and you should be good to go.

 

 

.

28-095L – Lumina

Ok, Ok.

This is a wonderful card.

It’s a great card.

It’s Lumina, she can’t get a bad card, can she?

Lumina comes in for 2CP and amd she will break a Forward. Which Forward? Depends on how many Final Fantasy XIII Characters you already have on the field.

This one also comes off of an EX Burst.

And, you can discard a Final Fantasy XIII card, and exchange it with another Final Fantasy XIII card that is in your Break Zone.

What’s not to like?

I’ll take 3. Full Arts.

Electrifying Singles!

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Dreamlike Winds

28-039H – Warrior of Light

For 4CP, Warrior of light will come on in, revealing the top 5 cards of your deck, and playing a Wind Character 2CP or less on to the field.

That’s a good start.

Warrior of Light doesn’t really shine until later in the game.

When you have 5 Wind Backups on the field, Warrior of Light will gain +4000 power, and the ability to not be targeted by your opponent’s abilities.

That’s a 9k body, ready to attack, ready to block, ready to take on Chaos!

28-040C – Sky Samurai

For 2CP and Crystal, Sky Samurai is a great card to play.

First off, she cannot be blocked by a Forward that costs 4CP or more.

Secondly, you can pay a Crystal and give her +3000 power and Haste, meaning she can attack as soon as she enters the field.
And, that is all you need to know.

Now go play this card alongside Warrior of Light.

 

28-041C – Edge

Coming in like a Ninja with Back Attack!

Edge enters the field and deals 4000 damage to a Forward. And since he can come in during your opponent’s turn, Edge can hit the Forward that is attacking for 4000 damage. He probably won’t break that Forward, but it should be enough for your Blocker to Break it.

And if you have received 5 points of damage, whenever Edge deals damage to a Forward the damage increases by 4000, making his enter the field ability deal 8000 damage to a Forward.

And whenever Edge attacks, his damage becomes 11,000!

 

28-042C – Scholar

Gain 2 Crystals.

We’re just going to Copy/Paste again.

“Here we go, a Crystal Generator.

One when Scholar comes in, and one when you use the ability to send her to the Break Zone.

Simple.

Easy to understand.

Not much else going on here.”

28-043R – Gi Nattak

4CP, 8000 power.

Formerly of Cosmo Canyon. But, technically he still lives there.

Gi Nattak has a great ability. Everytime Gi Nattak is dealt damage, you will choose one of your opponent’s Forwards, and cast Doom on it. That Doom counter will break that Forward at the end of your opponent’s turn.

They’ll think twice about trying to get rid of him, or even blocking him for that matter.

He’s not just a Forward, He’s a Gi.

Yeah, that was terrible.

28-044H – Edward

You see this, Edward’s harp is finally working.

At the end of your turn, Edwards will Activate one of your Forwards. It’s like Brave, but different.

And then we have Hastemarch.

Activate all of your Characters. As long as you have two active Wind Backups, and another Edward in your hand, you will be able to Activate all of your Characters during your opponent’s turn. That way even if you miscalculate your plan, and went all out but failed. Edward can give you that second chance.

 

28-045R – Zack

How does a Wind Forward from your Break Zone sound?

Zack comes on in and you can grab that Wind Forward, add it to your hand. And this ability also comes off of an EX Burst. So, you don’t even need to pay 5CP for it, as you might get lucky.

That is not all. Not at all.

You see, Zack also has another ability that reduces the cost of Wind Forwards by 2CP. Yes, it does cost 1 Wind CP for this ability, but you’re getting a discount. 2 cost Forwards now cost 1CP.

It’s like a Buy One Get One Free! On 2 cost Wind Forwards. But not at the same time. One for this turn and one for next turn.

 

28-046C- Zidane

Zidane comes in, looks at the top 5 cards of your deck and grabs a low cost card. 2CP or less.

If you do find one, congratulations, you just paid 1CP for a Backup.

You’ll say, yes but what else does Zidane do.

Remember that pesky Forward or Summon that you had trouble with, and you finally sent it to the Break Zone? You can use Zidane’s second ability to remove that card from the game.

And since you’ll be getting rid of Zidane, you will now be able to play another Backup.

 

28-047C – Summoner

A 2 cost Summoner that will produce CP until you need to grab a Summon from your Break Zone.

Not a bad deal, plus Summoner is one of the few Summons that can get rid of themselves.

Will this Summoner see much use? That depends on what Summons you have in your Break Zone.

I could see a couple of these in a few decks.

 

 

 

28-048H – Sylph

2CP to draw a card.

Add in a Crystal and you can protect one of your Forwards from your opponent’s abilities.

Not bad.

With the 2CP that you get back, you’ll be paying for Sylph with just a Crystal.

Sylph will come in clutch.

 

28-049R – Cluckatrice

Activate a Forward at the end of your turn.

Not just one turn, all of your turns.

This might actually be Edward’s pet from another universe. Yeah, I made that up.

And, Cluckatrice also becomes a Forward with 6000 power.

Now if they only made this card into a Full Art …

 

28-050C – Paine

First off, I will say, I never had Paine as a White Mage.

Ok let’s see here.

At the end of your turns, you can reveal the top card of your deck. And if you find a Final Fantasy X Forward there, you can add it to your hand.

Also, at the end of your turns, you can put Paine into the Break Zone, and play another Paine from your hand on to the field.
We have 8 to choose from. And, I’m guessing that sooner or later, we’re going to get a High Cost Paine, that will pair perfectly with this one.

 

28-051R – Black Cat

You feel lucky?

Black Cat comes in and you can play a 3 cost Character from your hand on to the field. The Bad News? Your opponent gets to do the same thing.

If they don’t have any cards in their hand, you have nothing to worry about.

And, when you’ve received three points of damage, Black Cat will also grab a Character from the Break Zone.

Meaning that you’re actually coming out +2CP.

And, with 8000 power she’ll be sticking around the field for a bit.

28-052L – Marche

This is the first good Marche that we’ve gotten since Opus XI.

And, how good this Marche is depends on how many Backups are on your field. Let’s not forget about Crystals, Marche likes Crystals this time around.

If you have 2 Backups MArche gains +1000 power and Haste.

If you have 5 Backups MArche can’t be blocked by Forwards that cost 3CP or more.

I can just leave that like this, and you’ll agree with me. But, we’re not done.

When Marche deals damage to your opponent, you can pay a Crystal, and when you do, you will draw 2 cards.

I can’t wait to see Ritz’s card.

28-053C – Maria

Oh, well this is interesting.

Maria comes in and searches for a Final Fantasy II Forward and plays it to the field.

And, that is it.

Now, if you decide to search for Guy (28-004C), once he enters the field, you will search for a Warrior or a Rebel and add it to your hand. And, Maria will turn into a Free Play. And, we all like Free Plays.

 

 

28-054L – Yuffie

You can call this a Combo Play. And, the best thing is that you only need one card to do it.

Yuffie comes in and you will Remove 2 cards from your opponent’s Break Zone from the game. You will then gain 2 Crystals.

Once those Crystals are in your hand, you can then use a Crystal to give Yuffie +1000 power and Haste.

You can then use Yuffie to attack your opponent and strike them with 9000 power, which is usually more than enough to break a Forward.

Another Crystal can be used to grant Yuffie protection from your opponent’s abilities, and 2 Crystals can be used to deal a Forward 8000 damage.

We’re going to need a bigger Crystal Generator.

28-055H – Richt

Are the Warriors of the Crystals coming back.

It sure looks like it, and they’re going to become a lot stronger.

Take Richt for example.

When he enters the field, you can pay the extra Crystal and grab a 2 cost Backup from your Break Zone and play it on to the field.

Not only that, but whenever Richt attacks, you will activate 2 of your Backups.

I haven’t seen so much activation in a set since Opus XIV.

28-056C – Leon

I mean, why would you play this card. What am I not seeing?

Leon comes in for 2CP, but if you don’t have Maria on the field or pay an extra 2CP, Leon is sent to the Break Zone.

Sure Leon might have an 8K body, but he is useless.

Wasn’t there a card that said “when one of your Forwards is put into the Break Zone”?

 

 

28-057R – Red XIII

I don’t know if you see it, but I do.

It’s March 13th. Or Marche/XIII.

It’s meant to be. Red XIII will be forming a party with Marche, and then Red XIII will be looking at the top 3 cards of your deck, adding a Final Fantasy VII Character to your hand each time. And, Marche will be dealing damage, and if it hit’s your opponent, you will also draw 2 cards.

Look at that, 3 new cards to start your Main Phase 2.

Yes, there’s a chance you’ll whiff, but we’re looking on the bright side.

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Journey of Ice

27-019H – Yshe

Warriors are getting some good cards.

Yshe here for example, when she, or a Warrior, enters the field she will Dull/Freeze one of your opponent’s Forwards.

And, even though there aren’t that many Warriors in Ice, we did get some in this set, there is that Class Moogle that can produce Ice CP.

Yshe isn’t done yet, when she enters the field, you will reveal the top 3 cards of your deck and add a Warrior to your hand.

Fire/Ice Warriors will become more deadly.

27-020R – Ellone

Just a girl. Que No Doubt.

This is actually the first Ellone that we got in 27 Opus. Always good to be adding new characters. And it looks like Final Fantasy VIII is getting a whole bunch of them.

No enter the field ability, but Ellone’s ability keeps on giving.

You’ll remove Ellone from the game, and you’ll grant one Forward +2000 power, and whenever they attack, they will draw a card, and this does not end at the end of the turn. They’ll be drawing cards for as long as they are on the field.

And, let’s not forget that you can have 3 Ellone’s in your deck. Meaning that you can give that ability to three seperate Forwards, and you’ll be drawing an extra 3 cards per turn.

You’ll have plenty of resources to burn through.

Just remember you can’t end a turn with more than 5 cards in your hand.

27-021C – Ilmatalle

Really.

Add this to your Warrior deck as well.

When Illmatale or a Warrior is chosen by an ability, your opponent will discard a card.

It’s a perfect way to deplete your opponent’s resources.

I’d say for 3CP, this is a great addition.

At 3 points of damage Ilmatelle gains +2000 power.

Not bad.

27-022C – Kall

After seeing Yshe and Ilmatalle, Kall is just the icing on the cake.

He’s a 2 cost Backup that will sit around and do nothing, until you need to use his ability.

And, just what does his ability do?

I’m glad you asked, cause I’m about to tell you.

Kall will grab a Warrior from your Break Zone and add it to your hand.

He’s a recycling guru.

27-023C – Bard

Two abilities for the price of one.

They’re actually the same ability, but with two different targets. Ones a Forward, they other is a Backup. Although your second target will only get hit if you have a Multi-Element Forward on the field.

What exactly is this ability?

Dull/Freeze.

We’re talking about an Ice Backup, what else did you expect Bard to do?

27-024C -Bard

For 1CP you can dull a Forward.

What else can you ask for? This is more than enough to play a Backup real quick, and hopefully stop that overpowered Forward that your opponent controls. At least for one turn.

Now, there is also an extra cost that you can pay when Bard enters the field. 4CP, where one has to be an Earth Crystal Point. Which should be easy to do, as a lot of players have been playing Iced Earth. No not the band. I meant Ice/Earth. Iced Earth does sound better though.

Where was I?

Ah, yes. If you do pay the extra cost, Bard will also Break that Forward.

27-025C – Klara

More Ice Warriors.

Klara will come in and dull 2 Characters. Forwards, Backups, Monsters, you name it, Klara will dull it.
Now if you have at least 3 Warriors on the field, Klara will also Freeze them. Allowing you to act freely, with no worrying on if those 2 Characters will be able to disrupt your plan.

And, when that is all said and done, Klara will play the role of Meat Shield, cause everyone needs a good Meat Shield on the field.

Hey, that rhymes.

27-026C – Gesper

They couldn’t keep Gesper down for long, so now Gesper is back, and he is a War Machine.

He’ll put a stop to two of your opponent’s Forwards when he enters the field, as he will Dull and Freeze them.

And, after Gesper is Activated, you can use his a bility to break a dull Forward.

This card looks good to me, and I don’t see it being banned any time soon.

This is another card that needs the Full Art treatment.

27-027L – Kefka

Que the organ.

For some reason “One Winged Angel” popped in my head instead of “Dancing Mad”.

8CP, is not a lot to pay to play Kefka, but then again you won’t have to. Not if you play your cards right.
Get it?

Yeah, it’s a bad one.

Anywho, Instead of paying 8CP, you can pay one Ice CP, one Earth CP and one Lightning CP produce by Backups, and you an get 63% discount.

You’ll get even a bigger discount once Kefka’s enter the field ability goes off.

Kefka will break on of your opponent’s Forwards, and then depending on how much that Forward cost, you can grab a Backup from your Break Zone of equal cost or less, and play it onto the field. Meaning that if you decide to grab Exdeath (14-080R) from your Break Zone, you would have paid 3CP to play 2 8CP cards onto the field. That’s 13CP that you got for free. And, that’s not even close to finished, because Exdeath will play a 4 cost Forward from your Break Zone onto the field as well. And, we’re not even going to get started on that.

This card has got me thinking.

27-028H – Seymour

Seymour looks like he is ready to get married.

The first time I saw this card, I misread it.

Not that I’m looking at it again, I realized that I should have played this at Prerelease.

When Seymour comes into the field or attacks, you can choose 2 of his 4 abilities.

Dull a Forward, Dull/Freeze 2 Characters, reduce your next Summons cost by 4CP, or your opponent discards a card.

All of these abilities are great, and will allow for some sneak attacks.

All you got to do is find a way to give Seymour Haste. And then you can use all of his abilities in one turn.

Or you can use the same 2 abilities over again.

27-029R – Cid Aulstyne

The Grand Marshall is here for one thing only.

Actually it’s two things.

Dull and Freeze one of your opponent’s Characters, and have your opponent discard a card.

Other than that he’ll stay on the field, ready to attack, or block.

Cause that’s what Forwards do.

27-030H – Squall

The way I see it, is that this Squall is a place holder for another Squall. Which Squall is totally up to you, but this Squall has a job, and he does that job good.

Squall comes in and he’s a gambling man. He’ll reveal the top 3 cards of your deck, and you can add 1 Final Fantasy VIII card to your hand. The rest will go to the bottom of your deck.

You can also use Squall’s ability to play another Squall, like we mentioned from your hand since you’ll be sending Squall to the Break Zone. I’m looking at Squall (16-011L) as the perfect (SeeD) Candidate. Yeah, I know that was terrible.

Let’s not forget that Squall’s first ability also comes off of an EX Burst as well.

27-031H – Moomba

There’s more than one way to play Moomba.

One is by paying it’s cost, the other is by dulling 2 Final Fantasy VIII Forwards.

Moomba will break one Forwards, as long as that Forward is dull or has received damage.

Nothing else to say about this one. Except that we like the art.

Yeah, we needed to fill up some space here.

27-032R – Laguna

Well, this is the card they want you to play with Squall’s ability.

 

If Laguna is played using Squall’s ability, Laguna will break a dull Forward, and your opponent will discard a card. If not, then Laguna does one or the other.

 

Not too sure about this one, but as long as Laguna is being played from Squall’s ability, it can be worth it. Otherwise your 4CP is better spent elsewhere.

 

27-033C – Reaper

A 2 cost Backup that can possibly Break one of your opponent’s Forwards in one turn.

You’ll have to jump through a hoop to get it done, but it is possible.

Reaper enters the field and deals one Forward damage equal to half of it’s power.

Reaper will stay on the field dull. So you will find a way to Activate Reaper.

Once Reaper is activated, you can then use Reaper’s ability to deal the same amount of damage to that Forward.

Meaning that, that Forward is sent to the Break Zone.

27-034R – Rinoa

 

Rinoa is showing you how many Summons you will search for when she enters the field.

 

After that when you cast a Summon, Rinoa will Dull/Freeze one of your opponent’s Characters. And, not just once per turn, any time you cast a Summon.

 

Let’s not forget Vega Blast, where Rinoa will Dull/Freeze 2 Characters. Rinoa does not Dull when she uses this ability as well, meaning that if you have the CP, you can Dull/Freeze your opponent’s whole board, with a couple of Rinoas.

27-035R – Raine

Let’s see now.

Raine will search. That much is for sure.

You can either search for Laguna and add him to your hand.

Or, if you already have Laguna on the field, you can search for Squall and play him onto the field.

Raine’s second ability does have an additional cost, but 2CP to play Emissaries of Light Squall on to the field straight from your deck is a win for me.

27-036L – Locke

Locke is going to change things up for your opponent.

When he enters the field your opponent will draw a card, and then randomly discard a card. That means, they might discard the card they plan on using, putting their plans on hold for a bit.

And, now Locke has a bilites that trigger anytime your opponent discards a card. If it’s a Character, you will Dull/Freeze one of their Characters. Forwards, Backups and Monsters are all eligible to be Dull/Frozen.

If they discard a Summon, you will draw a card.

The best part is that Locke only costs 2CP. And, you will get that back when they discard a Summon.

We won’t even get into the Amano art.

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Tears of the Ice Planet

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25-018C – Gimme Cat

I’m trying to figure out if Gimme Cat is worth playing.

You discard a card so your opponent is forced to discard a card.

Right? Yes.

So, why wouldn’t you just play a Forward or a Backup that will force your opponent to discard a card?

Maybe I’m just not seeing it.

But, you can also just pay 1 Ice CP and put Gimme Cat in the Break Zone, and your opponent will discard a card at random.
I think there’s better options.

25-019C – Necron

This is a little trick play, and you only need Necron to do it.

For 4CP, you can play Necron on to the field, and as long as he is on the field, you will grab one of your opponent’s Forwards. 5CP or less, and remove it from the game.

Now, your plan would be to try and keep Necron on the field, until your next turn. Or you can just find a way to give him Haste.

Next turn, If Necron is still on the board, you will use his ability and send the Removed Forward to the Break Zone. Thus breaking the Forward.

After all is said and done, Necron sticks around as an 8K body.

25-020R – Gippal

We’re getting ready for a Final Fantasy X comeback.

Gippal is reporting for duty.

YRP is coming back, along with Opus XVI Tidus, and that is pretty much all you’ll need.
Gippal gives all of your FFX Characters +2000 power and they cannot be chosen by your opponent’s abilities. That’s half the battle right there.

Gippal will also dull and freeze one of your opponent’s Forwards.

Yes, that last part is just a little bit extra.

I’ll take 3. Full Arts if possible.

25-021R – Chimera Brain

This ain’t a Monster, it’s a Forward that acts like a Monster to get out of sticky situations.
Once per turn if your opponent has any dull Forwards, you can turn Chimera Brain into a Forward and have it attack with 9000 power.

Once Chimera Brain attacks, you will choose one of your opponent’s Forwards and Freeze it.

Which Forward will you choose to Freeze?

The one that’s already dull, that way it won’t activate on the next turn and Chimera Brain can turn into a Forward once again.

You get all this for 3CP. It costs 1CP for each head.

25-022C – Edward

You got 2 ways to get Edward’s abilities to activate. And they both depend on how many cards your opponent has in their hand.

If they have 1 or less, you choose 2 of your opponent’s Forwards and hit them with a Dull/Freeze.

If they have 3 or more, your opponent discards a card from their hand.

One thing is for certain. You won’t be playing Edward if your opponent has 2 cards in their hand.

For a Common this is pretty decent.

25-023C – Kurasame EX

The Instructor turned Forward with his pet Tonberry.

Kurasame comes in and you will flip the top 4 cards of your deck and add a Forward to your hand. The rest will go to the bottom of your deck.

You might say that 6CP is a bit high, but you do get a 9K Meat Shield after that.

And, we already know you won’t be paying 6CP for Kurasame, you’ll be Warping him in for 2CP. You’ll have to wait a turn, but it’s well worth it.

Let’s not forget this ability also comes off of an EX Burst.

25-024H – Zeid

They’ll have a hard time trying to get rid of Zeid.

Whenever Zeid is dealt damage by a Character, be it Backup, Forward or Monster, your opponent will choose one of their dull Characters and place them in the Break Zone.

At 5CP, for an 8K body, Zeid will be able to hold his own against any attacker. And, if you need extra firepower, you can remove 3 ice cards from your Break Zone and give Zeid +3000 power.

Zeid looks like he’ll always be one step ahead, and always breaking dull Characters.
Zeid can also come in with Back Attack.

25-025L – Sephiroth

Now this is a card that will make SOLDIER thrive this set.

Young Sephiroth comes in at 4CP, and gives all the SOLDIERs, besides himself, First Strike.

Why doesn’t he give himself First Strike, you ask?

Well, he already has First Strike, no need to double up on it.

And whenever another Forward with First Strike attacks, your opponent will discard a card. They’ll have an empty hand in no time.

We also have Astral Gate, which will deal a Forward 5000 damage.

This is simple, straight to the point, and something we can all get behind.

25-026C – SOLDIER Candidate

All these SOLDIER Candidates are all Commons, and they are all good cards. Especially since they all work together.

This SOLDIER Candidate is no different.

SOLDIER Candidate comes in and dulls one of your opponent’s Characters, and if you already have a SOLDIER Candidate in your Break Zone you can go ahead and Freeze that Character as well.

And, if you have received 3 points of damage, SOLDIER Candidate gains +3000 power.
That will give you an 8k body for 2CP.

These candidates, are on their way to becoming SOLDIER, and they are just one card away from becoming a great deck.

25-027H – Chadley

Chadley doing scientific research.

Chadley comes in for 2CP, and even though he doesn’t do anything when he enters the field, he will start doing research behind the scenes.

He’ll see what happens to your Forwards during your opponent’s turn, and every time one of your Forwards is sent to the Break Zone, Chadley will gain 1 Research Counter.

When you have 3 Research Counters, Chadley will grab a Forward from your Break Zone and play it onto the field. Yes, the cost of that Forward must be 4CP or less, but we’re pretty sure you’ll have some of those Forwards in your Break Zone.

This is an easy way to bring in a Forward of a different element as you don’t have to worry about paying the cost for that Forward.

I’m sure we’ll have some interesting plays with Chadley.

25-028C – Paladin

You have 2 options, either Dull a Forward, or draw a card.

And that’s what you get for 3CP.

Depending on your situation both options are decent.

If you’re playing this early draw a card.

If your opponent has a Forward on the field that can cause block one of your attackers, dull it.

Good thing is that you can play more than 1 copy.

25-029R – Nooj EX

I remember Nooj, a lot more than I do Gippal or Baralai.

And, that’s all right because Nooj will search for one or the other.

And, if that’s not enough for you, Nooj can also deal 5K damage to all of your opponent’s dull Forwards.

This is where Paladin comes in. You play 3 of them back to back, and Nooj will deal all three of them 5000 damage.

Hopefully you’ll break some.

And, since we know that things don’t always go as planned, Nooj’s first ability also comes off of an EX Burst.

25-030H – Mateus, the Corrupt

Weren’t we just talking about this? Finding ways to get rid of Backups?

If we didn’t earlier, I know we did in past sets.

And, this is what Mateus, the Corrupt does.

You can remove one of your Backups from the game to reduce Mateus, the Corrupt’s cost by 2CP.

Once, you cast Mateus, she’ll Break a dull Forward, and Dull/Freeze another one.

Then you can cast another Mateus, and repeat the cycle, until you run out of Mateus.

Plus, the artwork by Ryoma Ito is amazing as well.

25-031C – Borghen

Borghen’s looking at you like, do you really want to play this card?

You might.

Borghen does one thing and he can do it twice.

Deal a dull Forward 8000 damage.

Once when he comes in, and once when you decide to put him in the Break Zone.

If you can Break a card on the way in, and another on the way out, I’d say this is a good play.

25-032C – Maenad

Did you ever want a way to recycle your Monsters?

Maenad is here to do just that.

Most of the time, your Monsters will be sent to the Break Zone, in order to activate their abilities. Maenad will be able to bring a Monster back at the end of every turn. As long as that Monster was put in the Break Zone on the same turn.

For 5CP this is a bargain, even at 5CP, you’ll be bringing back a Monster left and right.

Now, how to incorporate Maenad into my Bomb deck?

25-033R – Yuna

Half Black Mage, Half Gullwings, All Yuna!

Yuna comes right in and let’s you search for one of the Gullwings.

Now, I was on the fence of her second ability, thinking why would someone use this ability to play a Gullwing from their hand when you can just play the Gullwing from your hand without using the ability?

Then I realized, that you can play this card whenever you’d like. And, you don’t need the element of said Gullwing to play it. Meaning you can splash any color Gullwing and not worry about paying the cost.

Last but not least, we have Blizzara. Choose a Forward Dull/Freeze it, and then your opponent discards a card from their hand.

Effective.

25-034L – Lenne

We haven’t seen Lenne in quite some time. Well the Songstress is back, and she is interesting.

Once you go into your Attack Phase, you’ll be able to remove the top card of your deck from the game, and then you’ll be able to cast it. If you don’t cast it, well, then you’ll lose the card.

You can also remove Lenne from the game, and then remove a Summon from the game, then you can cast that Summon whenever you would like.

I’m kind of mixed on this card.

Let’s just wait to see it in action.

Cool Singles!

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Edward Chris von Muir

The Sensitive prince gaining courage on his journey.

The Damcyan prince who prefers music to conflict. In the guise of a minstrel, Edward wanders from land to land. After meeting Tellah’s daughter Anna, he falls in love with her. Edward brings the girl back to his homeland, but loses her during the Baron army’s attack on Damcyan Castle. Lost in grief, Edward is unable to take action. Cecil reproaches him, inspiring Edward to join the Dark night on his quest. Edward finds courage on the journey, gradually shedding hi weaknesses and becoming a man unafraid to save his comrades

-Taken from the Ultimania

I remember I would just have Edward sing for every battle. Other than that he would just hide and let Cecil take care of everything. Let’s take a look at the cards throughout every Opus.

Looking for Edward?

2-030H – Edward

Well, I can see why no one uses this card anymore.

At 4CP Edward is a Backup that does nothing when he enters the field. His only saving grace is that you can dull a Forward for 2CP, and you can’t even use this ability when he enters the field.

Sure, you can constantly use his ability every turn to try and keep one of your opponent’s Forwards dull throughout the game, but there are much better options and hopefully much better Edwards.

This card is also a Hero.

“Anna, my love I … I will try. But, what would you have me do?”

2-031C – Edward

See, after reading the previous Edward, and now this one, I have to say that this one, the Common card of the two is a whole lot better than the Hero.

Why?

Because this Edward actually does something.

All the Forwards lose Haste for as long as Edward is on the field. No Forwards can gain Haste either.

Which stops all of the Haste Forwards from attacking as soon as they enter the field.

Now if Edward had a little bit more power, this card would have been fantastic.

But, Edward is still a blocker that can block any attack.

“I am the only one… the only one that can save them!”

3-029R – Edward

This is a little better.

The King of Damcyan. This is the only card that has that as his Job. There’s one more that just says King, and all the other’s say Bard.

At 3CP, Edward doesn’t do much, but he does have a couple of decent abilities.

The first ability makes your opponent discard a card from their hand. Which is good. Are you playing a discard deck? Edward will fit right in.

The second ability, won’t have much use, but it’s still there. Escape. It should have been called Hide.

Hide … I mean Escape just makes Edward invincible to your opponent’s Summon or abilities that choose him. But, there aren’t that many abilities that choose Backups, so this might not be as good as we originally thought it would be.

“Tell me you will not let your land suffer the same fate as ours.”

5-031H – Edward

Another 3 cost Backup.

This time Edward comes in and your opponent discards a card from their hand.

That is your instant gratification.

After that Edward is just itching to play his Harp, with his new hit single “Silent Verse”.

Silent Verse will cancel one of your opponent’s Summons.

This is still a good card to have on hand.

“Please! Listen!”

11-028R – Edward

Imagine your opponent having to discard a card every time he breaks one of your Forwards.

This is exactly what Edward’s ability will do.

Your opponent will discard a card, if they Break one of your Forwards during their Attack Phase.

One way around this is if they have no cards in hand during their Attack Phase, but that will leave them vulnerable during your turn, as they won’t have anyway to cast a Summon or pay for abilities.

Leaving you free to do whatever you want, with little to no defense on your opponent’s part.

This is one of the better Edwards if you ask me.

“You’re right. I’m nothing but a coward, just as you say. That’s why I’m just going to stay at Anna’s side. It doesn’t matter anymore … Nothing does!”

17-025C – Edward

If you always wanted to remove a card from your opponent’s Break Zone Edward here can help you.

For the cost of 2CP, you will receive a Backup that once per turn can Remove a card from the Break Zone. And that’s the best part. It’s once per turn. Not put Edwards into the Break Zone. Meaning you can use and reuse Edward’s ability as much as you’d like.

And, if you don’t need use it, you can always just dull Edward for CP.

Either way it’s a win win.

“I see… Sadly, I’m afraid I can’t let you have my Crystal.”

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.

“There’s nothing to fear. Antlions are quite docile. They won’t attack humans.”

 

Where’s Edward?