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Gunslinger in the Earth

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20-061H – Ajido-Marujido

I don’t know how playable this card is.

You need at least 3 elements to get the first ability to go off, and 5 elements for the second ability. Granted if you do pay with 5 elements, both of Ajido-Marujidos abilities will go off.
Now, what do these abilities do?

The first one breaks one of your opponent’s Forwards, while the second one removes one of your opponent’s Forwards from the game.

You likely won’t be able to get the full effect of this card until late in the game, but if you do, you’ll be getting rid of 2 of your opponent’s Forwards leaving a whole in their front line.

Hopefully this will be the card that hands you the game.

If not, then there are plenty of other cards available to use.

20-062R – Apururu

Does anyone actually play a Final Fantasy XI themed deck?

If so what is it? Apururu here might be able to help you out as Apururu will produce CP of any element when paying for a Final Fantasy XI card.

And, at 2CP it’s worth throwing it in your deck.

Why is it that Earth has the most cards that can produce CP of any Element?

I don’t know if Apururu knows the answer, but he might be a decent play.

20-063R -Althyk EX

Why does Althyk look like Odin?

“Any resemblance to actual persons, living or dead, or actual events is purely coincidental”

Althyk enters the field, and if you have at least 4 of “The Twelve” on the field, Althyk will deal one of your opponent’s Forwards 9000 damage, giving you a good chance at breaking that Forward.

And, what does Odin do? Odin breaks them. Well most of the time.

Did we mention this also comes off of an EX Burst?

20-064R – Ignis

Ignis is a Wild Card.

His ability is only as good as the Forwards that you already have on the field.

Once Ignis enters the field, you’ll dull 2 Forwards and deal another Forward damage equal to the power of the other 2 Forwards that you dulled.

It’s a mix and match game.

Do you have enough power to take down that 9000 power body that your opponent has on the field? Have Ignis take him down. If not just hold on to Ignis until you do.

Ignis also gains +2000 power when you have 3 points of damage.

20-065L – Vanille

At 1CP what’s not to like about Vanille.

The art? It’s great. The 4000 power? That’s perfect for her ability.

Vanille works great as a defender. She will block any attack, and if she is sent to the Break Zone, you can then remove her from the game, and Vanille will allow you to grab a Final Fantasy XIII Forward from your Break Zone.

And, if that’s not enough. Once per turn Vanille will look at the top card of your deck, and if it is a Final Fantasy XIII card, you will add that card to your hand.

Like I said, what’s not to like?

20-066L – Vincent

The Gunslinger, Vincent, ready to wreak havoc on you opponent.

Vincent comes in and right from the get go, he will destroy all of your opponent’s Forwards that cost 3CP or less. 99.99% of the time, those Forwards will be sent to the Break Zone. And, I only said 99.99% because we might get a 3 cost Forward with more then 10K. There are plenty of 9K Forwards, and those might make it out alive if you have a card like Maria (1-083H) on the field, who will give all your Forwards +1000 power.

Vincent will also deal 9000 damage to a Forward that targets him with it’s ability.
And, when Vincent is chosen by your opponent’s Summon, Vincent will choose one of your opponent’s Forwards and deal them 9000 damage as well.

If you get this at Prerelease or in draft, you better come out the winner.

Let’s not forget, Vincent also has First Strike!

20-067H – Eiko

If you’ve been wondering why we’ve been getting all these Summons with Eiko on them, we now have your answer.

Not really, but it sounded good.

Eiko will come in and you can grab 4 Summons from your Break Zone and put them on top of your deck. You may now shuffle your deck and reveal the top 4 cards. If you find a Summon, you can cast it without paying the cost.

The rest of the cards are sent into the Break Zone.

You might get a great play, but then again you might lose 3 of the cards that you need. It’s risk vs. reward here.

Eiko then sticks around as a Forward with 5000 power.

20-068C – Gladiator

I think they’re running out of Standard Units. I’ll have to check to make sure, but they introduced an old game, just to use the Jobs.

I don’t mind it, I’m just saying what it looks like to me. I think it’s time to bring the 8bit sprites for cards.

Oh wait. We’re supposed to be talking about Gladiator.

Gladiator is a Backup, that can give one of your Forwards +1000 power until the end of the turn. You’ll need to discard a card for this ability.

And, if the card you discard is a Fire card, then that Forward gains +3000 power.

And, that’s about it.

Now, where are those 8bit cards?

20-069C – BeastMaster

Do you feel lucky?

Play Beastmaster, and when you reveal the top 3 cards of your deck, and if you find a Monster that costs 2CP or less, you can play it on to the field. If not all 3 cards go to the bottom of your deck.

You can also put Beastmaster in the Break Zone and give one of your Monster Forwards +4000 power.

It’s a gamble that will cost you 3CP.

20-070H – Zangan

Zangan makes an appearance after being on hiatus since Opus I. Maybe that’s why he looks angry.

And this one is worth playing.

First off, Zangan will allow you to play a Tifa from your hand onto the field. Tifa’s cost can be no more than 5CP. This allows you to play any TIfa so far, except for the Rebellion’s Call Tifa which costs 6CP.

This would make Zangan a good play all in itself, as you will get 2 cards for the price of one.

But, that is definitely not all that Zangan can do. Zangan allows himself and Tifa to use abilities that dull in the same turn as they come in.

And, Zangan does have an ability as such, when you use it, you will deal 5000 damage to a Forward for each Martial Artist that you have. It will usually be Zangan and Tifa on the field. But, there is also Dadaluma and a Snow card that is a Martial Artist as well. Not to mention Opus I Bartz, who has all the jobs.

A new tribal deck has emerged, and is in the process of being complete.

20-071C – Sheiran

What am I missing?

I don’t remember Sheiran in Final Fantasy VII, unless they just named him in the Remake.
Sheiran enters the field and grabs a Final Fantasy VII Character from the Break Zone. And, if it’s Tifa, her cost is reduced by 3CP.

Was he the doctor that helped Cloud, or was that just nurses? I can’t remember. I just remember Cloud in a wheel chair.

It took me a second to realize that yes, Sheiran grabs a Final Fantasy VII Character from the Break Zone. And, grabbing cards from the Break Zone is always great.

This is why first opinions should always be double checked.

20-072R – Titan

Big Boss Man Titan.

He’s more like a manager.

When you cast Titan, you’ll give one of your Forwards +2000 power, and that Forward will deal damage to one of your opponent’s Forwards that you will choose.

We’ve seen this before, plenty of times. The only difference with this Titan is that you can dull 2 Earth Forwards instead of paying 3CP.

 

20-073C – Dyne

The other man with a machine gun hand.

Dyne comes in for 6CP, and you’re going to want to pay for him with cards from your hand.

Why?

Because the more cards you discard to pay for Dyne, the stronger his attack is.
4000 for each card you discard, bringing it up to a total of 12,000 damage to a Forward.

And, after that attack is done, you have a 9K body on the field. Ready to attack or block.

20-074C – Tama

Tama comes in and you have a decision to make.

Would you like to gain a Crystal?

Or would you like to grab a World of Final Fantasy Character from the Break Zone?
Either way you’re getting something.

Luckily we got Geomancer in this set, and you’ll be ready to use that second ability to grab from your Break Zone.

 

20-075C – Dio

Here’s your “Rainbow in the Park”

Sort of looks like Dio too, if you take away the mustache, and make him shorter. And less buff.

The Park Director is ready to manhandle your opponent, one Forward at a time. Cause when Dio blocks, or gets blocked he gains +3000 power, add in Enna Kros and that’s another +1000 power, and Maria as we mentioned earlier with Vincent, that brings Dio up to +5000 power.

That’s a lot of power.

And, when you have that 12,000 power on Dio, you can choose which Forward will block Dio. Allowing you to slowly take apart your opponent’s front line.

I think Dio along with Vincent will be fun to play with. Not against.

20-076H – Tifa

Are you ready for another 3 Card Trick?

Tifa, Zangan and Cloud, is all you’ll need. Doesn’t matter which Cloud as long as you have Zangan. The only Zangan that we have as of now. Maybe we’ll get another one this set, but I haven’t seen any yet. (Edit : I did, but I already wrote this one)

Zangan will come in and he will search for Tifa. Tifa will get Haste because Zangan is on the field. Since Tifa has Haste, you can go ahead and use her S ability. You can discard any card, because Zangan is on the field. Deal 8000 damage to one of your opponent’s Forwards, and since Cloud is on the field you will Activate Tifa. Rinse and Repeat, until you run out of cards in your hand, or Forwards to target.

Final Fantasy VII will be fun to play once again.

20-077R – Noctis

Noctis is thinking of a plan. How do I get back our fallen comrades?

And, he has figured it out.

When Noctis comes on to the field, he will search for a Final Fantasy XV Character and he will place it on top of your deck.

Now, that doesn’t help much, but if you have received 3 points of damage, Noctis’s second ability comes into play, which states When Noctis enters the field, draw a card. Technically speaking, Noctis grabs a Final Fantasy XV Character from the Break Zone and adds it to your hand.

After that, Noctis is a Meat Shield that will block an attack, and once he enters the Break Zone, you can play him once again.
Extra points if you grab Noctis and repeat, over and over for a blocker that can never be stopped.

It’s like casting Reraise.

20-078C – Nophica

Here we go!

Nophica is able to grab a couple of “The Twelve” from the Break Zone. One on her way in, and one on her way out.

At 4CP this can potentially be a Free Play, and if you play your cards right, it will be a Free Play.

With 8000 power, your opponent will have a little bit of a struggle trying to deal with her, and when they finally do, you can just put Nophica into the Break Zone, to grab the other “The Twelve” member.

The only thing that would make this card better is, if Nophica was able to grab herself from the Break Zone. But, then Nophica would have been more than a Rare.

20-079C-15-080C – Geomancer

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

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

“Geomancer here comes in gives you a Crystal, that you can use to play Cecil. After that, Geomancer dulls and heads over to the Break Zone, and gives Cecil Brave on the way out.”

What was Cecil doing?

At least you can use Geomancer for Tama.

20-080C – Mandragora

Didn’t we already get this card last set? Let me check.

Nope we got a similar card, which combined with this one will leave your opponent hurting.

Mandragora becomes a Forward during your turn and whenever it deals damage to a Forward that Forward breaks. Like the Wind.

And if Mandragora deals damage to your opponent, Mandragora gets sent to the Break Zone, and you can grab a card from your Break Zone and add it to your hand. You can always pick another Mandragora from your Break Zone, rinse and repeat.

We currently have 3 Mandragora type cards. I’ll be keeping an eye on these, maybe someday we’ll be able to make a Madragora deck.

Singles from under the Earth! 

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Gutsco – Clan Borzoi

Get ready for Clan Borzoi.

A bunch of thieves ready to take you on to get closer to the Horns of Ice. Well that’s what they were saying earlier, when they came through, looking for some cards to add to their deck.

First things first we’ll need 3 copies of Gutsco, simply because he is the leader of the Clan. When you say it like that it doesn’t sound too great. He’s the leader of Clan Borzoi, at least in FFTA.

First off we need to find a way to search for Gutsco, and I don’t believe there is a way. I might be wrong, but I don’t think there actually is a Fire Searcher. Except for Magissa, but she needs to be hit for 4000 damage before she can use her ability.

Never the less, it is a 3 cost Fire Forward that she searches for an plays straight to the field. So, we will be adding her, just so we can say we got a way to search for Gutsco.

There is also Meeth (7-017H) that can help you search for Gutsco, as long as you discard a card of 3CP. So, we’ll go ahead and add Meeth. If Gutsco is already on the field you can search for a Lieutenant. Lieutenants you ask?

Let’s bring out the Lieutenants. We have Bel Dat (20-056H) to let you play cards from your opponents Break Zone, Zidane (16-048H), to steal cards from your opponents deck, and Paul (6-056H) to slowly destroy cards from your opponents deck, every time he deals damage to your opponent.

Next we’ll just add Capricious Thief, because he’s cheap and can’t be blocked by Forwards that cost 5CP or more. Plus, Capricious Thief (2-059C) has thief in it’s name.

Summons, we picked Amaterasu, because it’s Amaterasu. You can’t go wrong with that.

Diabolos (15-053H) and Valefor (1-198S) Just because they work well together. And, if you do it right, you can clear all of your opponents Forwards from the board. In other words, Board Wipe your opponent!

On to our Backups.

Larkeicus (13-014R) to remove a pesky Forward from the game, for as long as Larkeicus is on the field. Rikku (2-071R) To activate all of your Forwards when she enters the field. Chelinka (15-045R) to give Zidane Brave and the ability to attack twice this turn. Allowing you to grab 2 cards from your opponents deck. White Mage (13-042C) to grab the first Fire card that shows up from your deck as you slowly reveal the cards one by one. Samurai (16-009C) to grab Gutsco from the Break Zone, and play him onto the field. Iedolas (18-131S) for the same reason we added Samurai.

As for the rest of the cards, we just added a bunch of Standard Unit Thieves, just to make sure that Clan Borzoi will obtain the Horns of Ice.

Forwards

2x Thief (4-059C)
3x Capricious thief (2-059C)
3x Paul (6-056H)
3x Zidane (16-048H)
3x Bel Dat (20-056H)
3x Gutsco (14-010H)
3x Magissa (12-017H)

Backups

1x Larkeicus (13-014R)
1x Thief (18-043C)
1x Thief (1-070C)
2x Rikku (2-071R)
1x Thief (3-055C)
1x Thief (5-055C)
3x Meeth (7-052H)
1x Thief (7-052C)
1x Thief (17-048C)
2x Chelinka (11-049R)
2x White Mage (13-042C)
1x Thief (8-052C)
2x Samurai (16-009C)
2x Iedolas (18-131S)

Summons

3x Diabolos (15-053H)
3x Valefor (1-198S)
3x Amaterasu (12-002H)

What would you all do with Gutsco?
Let us know in the comments.

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Resurgence of Power : On Earth

18-052H – Ahriman

Ahriman comes in and breaks any Forward that you choose. Besides Multi-Element. For a 4 cost Monster that can turn into a Forward, this card is good.

Of course, you can only turn Ahriman into a Forward if you already have a Forward with a 9K body on the field.

Shouldn’t be too hard with Earth.

 

18-053C – Delusory Knight

1 cost Forward with 3000 power.

Cheap and effective as a blocker, simply to thwart your opponents attacks.

But, you can also just put Delusory Knight in the Break Zone and give another character protection in that it cannot be broken.

If you got an extra spot why not try it out?

18-054L – Galuf

Coming in with Brave, and 8000 power. Galuf is able to Break a Forward every time he attacks.

And if that’s not enough Fire Power, maybe you need more for some Forwards, he gains 3000 power at 3 points of damage. And, if that still isn’t enough you can remove 3 cards from the Break Zone and give him an additional 3000 power. That’s a total of 14,000 power. There’s not a Forward that can withstand that kind of damage, unless they have buffs, but even then it’s still hard to come by.

 

18-055R – Krile EX

Just lost a card you need to the Break Zone?

Have no fear, Krile here will grab that card back. But, only if it’s a Summon or a Category V Forward.

If you’re playing Krile you’re probably already playing a FFV themed deck for the most part.

I had her in my Pre-Release event and did use her quite a bit.

18-056C – Cait Sith (XI)

Here’s another card almost like Krile.

Cait Sith comes in a lets you grab a Forward from your Break Zone. Any Forward not just a certain Category. But, he doesn’t have the EX Burst like Krile does.

Other than that, Cait Sith is a little more useful after he’s been played. At 3 points of Damage he can produce CP of any element. Where Krile, after she comes in pretty much just sits there.

 

18-057C – Kolka

Simple, yet effective for what Kolka does.

One he enters the field, you can discard a Forward from your hand. After that you deal damage equal to the amount of power that Forward has to a Forward of your choosing.

Maybe you’ll be able to Break a Forward, maybe not.

Might be useful in certain situations.

18-058R – Serafie

A Forward that searches for a Forward when she enters the field. Well not just any Forward, Serafie searches for Tama. And there are 4 different Tamas.

For easiness let’s say you pick this Opus’s Tama. When he enters the field Serafie gains a Gem Counter. Not just for Tama, but for any Forward of cost 2 or less.

Why is that important? If Tama has 2 Gem Counters on her, you can remove them to draw a card.

 

18-059R – Tama

“Tama Can’t Attack,
Tama can’t Block.
Only thing about him is the way that he walks”

He can’t be chosen by Summons or abilities either.

What he can do is cancel one of your opponents Summons or abilities when they are targeting one of your Forwards.

Like a Mini-Amaterasu.

18-060H – Daisy

A meat shield if I do say so myself. Daisy is a better Paladin than Cecil.

Considering that with Warring Spirit and 3 points of Damage, your opponent will have to deal 40,000 damage to Daisy to Break her.

They’re whole front line, all the Summons and all their abilities might not be enough to take Daisy down.

This is where Cait Sith (XI) comes in, as he is able to bring her back from the Break Zone.

18-061R – Tilika EX

Simple Forward that allows you to gain Crystals.

If you need Crystals Tilika is the right card for you, as he allows you to gain a Crystal once per turn.

You can even gain a Crystal off an EX Burst.

Tilika will soon be selling Crystals on the corner in Rebena Te Ra.

18-062R – Nayo

Where did all these AVALANCHE Operatives comes form? I really should finish the FFVII Remake at some point.

Let’s see. Nayo is a decent backup who allows you to give 1 Forward either Brave, or an additional Job. And if you don’t like either of those options you can always just dull Nayo for a Crystal Point.

 

 

18-063C – Hashmal

Earth’s 1 cost Summon, that gives 1 of your Forwards +7000 power.

Now if you decide to pay the extra cost and remove 10 earth cards from the Break Zone, all your Forwards gain +7000 power.
Not too bad, considering most of the cards in your Break Zone are useless.

 

 

18-064 – Geomancer

Discard Geomancer, draw a card. And, that’s about it.

Cheap Backup to play.

 

 

 

18-065C – Polk

Polk looks like he’ll be a decent addition to the AVALANCHE deck. He easily allows you to grab an AVALANCHE Operative from the Break Zone.

Just lost Jesse to the Break Zone grab her back with Polk, Barret too for that matter. Along with the rest of the AVALANCHE cast.

Best part, is that Polk can remove himself from the field. Just use his ability to grant a Forward +2000 power and you’ll be able to recast Polk and get another AVALANCHE Operative from the Break Zone.

18-066C – Beastmaster

Yes, this card is a little interesting.

Considering you can play 3 Beastmasters, That means you can actually cast stop on up to 3 Forwards your opponent controls. While constantly being able to Stop they’re Forwards from attacking or blocking. Those 3 Forwards can be a big chunk of their line, it could also be their whole line.

These cards are definitely worth looking into.

 

18-067C – Yumcax

Here I thought this was a Monster, but nope just a Forward.

Can come in with Warp. No special abilities when he enters the field, but Yumcax has some protection on him, reducing all damage cast on him by 2000. Meaning you’ll have to hit him for 11000 to send Yumcax to the Break Zone.

And, at 3 points of Damage, Yumcax gains Brave and if Yumcax is put in the Break Zone, you get to draw 1 card.

 

18-068R – Rikku

Earth has plenty of ways to help you splash different elements into your deck. Rikku here does just that. If all your Backups are Earth, Rikku enters the field and allows them to produce CP of and Element, which is good.

No more needing specific Backups to help you pay for everything not when you have Earth Backups.

It used to be that only Tyro and Shantotto can produce any element, Rikku has opened the flood gates of CP as … well you know.

Plus she’s a Forward, you might need to find a way to protect her.

I’d say we’ll be seeing this card a lot.

Let’s not forget when you cast a Multi-Element Forward, you can grab an Earth Forward from your Break Zone.

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Emissaries of Light – Thoughts on Earth

16-064C – Dark Knight

Not the best way to start off with Earth, but you can play 3 Backups in one turn at 3 points of Damage if you already have 3 Dark Knights in your hand.

Not much else to say.

 

 

16-065C – Amber EX

Here is the searcher your Soiree deck needs.

4CP to grab a card.

I’ll need to get all these cards together and figure out what’s going on.

 

 

16-066R – Heretical Knight Garland

I like this card.

Garland buffs up one of your Forwards into a Berserk Behemoth, or something of that nature.

+4K power and Brave, is no laughing matter.

And plus, if you keep enough CP available, Heretical Knight Garland is almost indestructible.

16-067L – Aerith

No need to grab your Phoenix Downs, Aerith will raise herself from the dead.

3 turns is all she needs.

She’ll be back in no time, Block, Attack all you want. You’ll probably be able to get into a rhythm here, and have all 3 Aeriths recycling themselves in a way that as soon as one is broken, remove from the game, and on the next turn, yours or your opponents she’ll be back on the field ready to block. All she needs is Haste.

 

16-068C – Eiko

10K Damage?

That’s a lot for a common Backup.

There might be some use to Eiko.

 

 

16-069C – Ciaran

Low cost Forward that can reach up to 9000 Power.

And, that Special Ability. Gets stronger with each Backup you control.

 

 

 

16-070L – Kirin

Kirin and the Shijin. Sounds like Hootie and the Blowfish.

What you don’t already know is that Kirin has the “Power of Love”. Just ask Doc Brown.

He’ll buff up the Shijin with +1K power, and when he comes in, Kirin allows you to play a 4 cost Forward from the top 5 cards
of your deck. That’s almost like grabbing Marty McFly to play at your Prom.

 

16-071C – Gladiator

Another Backup on Standby.

Keep Gladiator on the field till you have received 5 points of Damage. After that dull, return to your hand, play Gladiator, put him in the Break Zone and give all your Forwards +10K and Brave.

And, this is just a Common.

 

16-072C – Beastmaster

Looking for an Energy drink?

Beastmaster will let you grab a Monster when he enters the field.

Yeah, that one was cornier than the other ones.

 

 

16-073C – Benjamin

They finally added a Mystic Quest character to the game. All we need now is 8bit FFI characters. Come on Square-Enix you can do it.

High cost, high power. And Benjamin gets stronger at 3 points of Damage.

Throw him in late in the game and you’ll also Break one of your opponents dull Forwards.

 

 

16-074C – Cactuar

Break a Forward with this Summon, but Cactuar carries some drawbacks. Unless you want to deal yourself some Damage to get the benefits of all these Earth cards.

 

 

 

 

16-075R – Shinju

I think this card is the base of Soiree, as she allows all the different elements to be paid using any element.

Grab Shinju with Amber and watch Soiree unfold before your very eyes.

 

 

 

16-076R – Sophie

She was banned, but now she’s back with a Vengeance.

Sophie’s first ability comes off of Sophie’s Second ability.

If you’re playing high cost Characters, Sophie will be dealing 10K damage to one of your opponents Forwards. 12K if you have Enna Kros as a Backup.

 

 

16-077R – Terra

Terra might fit in a Fire/Ice Category VI deck. Or you can just go all out and grab all the VI Characters and go 6 element FFVI.

Someone out there, already knows how to use this card, and that person is not me.

 

 

16-078C – Demonolith

I remember a card like this in an earlier Opus, but that was a Summon.

Demonolith stays on the field until you want to see your next draw. And if you ;like it, you can keep it. If not just chuck them to the bottom of your deck, and hope for 2 better cards.

 

 

 

16-079H – Hades

The 2 cost Monsters in this deck are something. Each one I keep seeing is a card you’d easily add to your deck.

Hades here, let’s you discard a Backup to draw a card. And, you already know that there are plenty of Backups whose only purpose is to come in and use their on-entry ability. Now you have a way to get rid of them to play another Backup.

But, that’s not all.

Hades can make some of your opponents Forwards vulnerable.

As, whenever a chosen Forward is dealt Damage, that Forward will be broken, and sent to the Break Zone.

Relm is going to have some fun this Opus.

16-080H – Madam Edel

Madam Edel has been name dropped throughout this set, and now we can finally see what she is made of.

Madam Edel is the Forward your opponent will be trying to remove once she is on the field.

Madam Edel grants Protection to all the Morze’s Soiree Members. No Summons or abilities will be able to lay a finger on them.

And for 4CP, you’ll be able to grab a Morze’s Soiree Member from the Break Zone and play it on the field.

16-081R – Mira

We mentioned Relm earlier, but Mira here, will be able to take the reigns just as well.

Mira comes in and lets you play a Monster onto the field, and it all depends on how much Damage you have received. The more Damage the stronger the Monster.

 

 

16-082H – Mont Leonis

Well, you’re always going to be using that first ability. And, we mean always. There’s no reason not to. It doesn’t cost you any CP, and at the same time it gives Mont protection from damage dealt by Summons and abilities.

Taunting Blade? Yeah, it has some use. Mont attacks and uses the ability to take down the Forwards that are blocking him.

I still don’t like Mont.

16-083H – Layle

Depending on which side you’re on, Layle can either make or break you.

Everyone will attack and block, unless there are no more attackers for the blockers to block.

And, with Brave, Layle will be pulling double duty on both sides.

If you need to, you can always give Layle +1K to help him survive.

 

16-084R – Leslie

Leslie is your infiltrator, allowing him to dispose of your opponents Forwards from the inside. He’ll sit perfectly in a Mono-Earth deck as that will be the only way to be able to pass Leslie on to your opponents field.

Once he is there, your opponent will need to choose 2 Forwards and hopefully they’ll be sent to the Break Zone along with Leslie.