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Gunslinger in the Fire

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26-001R – Azeyma EX

Whats this “The Twelve” you speak of? Kind of reminds me of Knight of the Round, but I doubt that’s what these Twelve are.

Azeyma comes in and if you have at least 4 of the Twelve on the field she gains Haste and First Strike. That in itself is alright considering Azeyma is a Rare, but we’re not done.

Whenever Azeyma attacks, you get to pick one of your opponent’s Forwards and deal it 2000 damage for each member of the Twelve that you control.

Are we getting Soiree 2.0? I already think The Twelve will be fun to play.

26-002R – Ayame

It feels like I was just talking about Samurais.

Maybe I dreamt about it.

Anyways, Ayame is here to make Samurais better. And, what better way then to reveal the top 2 cards of your deck and hope for Samurais.

If both cards are Samurais you are in luck, as Ayame will let you play a Samurai up to 3CP straight to the field, and add the other Samurai up to 9CP to your hand.

And, if you hit both of those, and the Samurai you play is 3CP, then Ayame has just turned into a Free Play! If not, well then you paid for her.

Ayame also has an S ability where she deals 8000 damage to a Forward.

Samurais might be getting a jumpstart.

26-003R – Ifrit (XVI)

Priming is back, and it looks like it’s better than ever.

That’s not saying much as this is the second set that we have that has Priming.

Either way, Ifrit needs to be Primed into, by Clive.

First off, when Ifrit is blocked or if he is chosen by an ability, Ifrit deal your opponent 1 point of damage. That means that your opponent will need to find a way to get rid of Ifrit A.S.A.P.

We’re not done yet.

If Clive has primed into Ifrit, Ifrit is nearly untouchable. Because, all damage dealt to Ifrit that is less than Ifrit’s power becomes a big fat 0. Zero! Zero!

Can’t say I didn’t warn you.

26-004C – Elwin

Searchers are always great.

They’re even better when they don’t give you a specific Category or Job, just an element.
Elwin here does just that. I’m sure the main idea was for Eldwin to search for Clive, but the Archduke will do so much more. Elwin will search for a Fire Forward.

I don’t even think we had a card that searches for a FIre Forward before this. I will need at least 3 of these.

 

26-005H – Clive

Well Clive is back, along with FFXVI’s Priming!

Since we already know how Priming works, we now get more options. And Clive has plenty of them. When he enters the field, you will remove a card from either player’s Break Zone. That’s not very exciting. That’s cause we skipped the first part of Clive.
Clive gains all the special abilities of the Job Eikon you own removed from the game.
That means that Clive can use the Eikon (S) abilities and deal plenty of damage to your opponent.

Let’s not forget that you will also draw a card when Clive enters the field, making his total cost 1CP!

26-006C – Zack

If you ever needed a reason to throw Zack into a Fire deck, here it is.

For 4CP, you can play Zack and then play another Fire Forward from your hand that costs 3CP or less.

That in itself would be a good enough reason to play Zack, but we’re not done. Not yet.
When ever a Forward enters the field, that Forward will gain +2000 power until the end of the turn. This does exclude Zack.

The good thing is that you don’t need to place Zack in a Final Fantasy VII deck, you can throw him into any Fire deck, let’s say Samurais. Especially Samurais with Haste.

Zack is smiling like that because he’s thinking about all the possibilities for a great Fire deck.

26-007R – Sazh

Sazh comes in with his guns ablaze.

As soon as Sazh steps onto the field, Sazh will deal one of your opponent’s Forwards 4000 damage.

If he was sent in through an ability that came from a Final Fantasy XIII Character, that damage will become 8000.

I believe it was Lightning that brings in a Final Fantasy XIII character and form a party whenever she attacks. Sazh will fit right in there. You’ll be breaking a Character every time Lightning attacks. Maybe even 2 characters.

26-008C/15-007C – Samurai

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.

“Exchanging 2CP for a Crystal.

Seems like an even trade. Now to find what we’re going to use these Crystals for?

Samurai has no abilities, that consume Crystals, but there are plenty other cards that do. Samurai’s job is to give you a Crystal and then hopefully you’ll find a way to Break Samurai so you can play the your real Backups.”

26-009L – Joshua

I feel like I just read this card.

Or, it was another card that was talking about Eikon in the Break Zone, or RFG.

Any way, by the time you play Joshua, you should have enough broken Eikons or Removed Eikons that you can break one of your opponent’s Forwards.

And that’s about it.

How good Joshua is will depend on Phoenix.

26-010C – Onion Knight (FFTS)

What’s Final Fantasy Tactics S?

Onion Knight, a 2 cost Backup that has an ability that needs ammo. That ammo will be a card. You can use any card for this.

This ability deals 3000 damage to one of your opponent’s Forwards.

But, if you discarded an Earth card that damage becomes 6000.

Just a simple Backup, that can deal damage on demand. As long as you have ammo for it.

26-011C – Naji

Well, we got a Naji that isn’t useless.

This one is actually a great Backup.

Naji will search for a Warrior. Either Job or Standard Unit, and you will add it to your hand. Plenty of Warriors to look for. I might even add this one to that Warrior deck that I made a while back.

And, let’s not get started on the art.

 

26-012H – Nald’thal

Part 2 of 12. Yeah, that sounded better in my head.

Depending on how many “The Twelve” cards you have on the field, will determine how good Nald’thal is.

The more you have, the better the card will be that you grab from the Break Zone to play to the field. Which in itself is great. And it looks like Nald’thal will help with color fixing, as it doesn’t include element in the description, just choose a Job The Twelve card from your Break Zone to play to the field.

Better yet, Nald’thal is a Backup that can send itself to the Break Zone, just so you can play another Nald’thal from your hand.

I can’t wait to see the other 10.

26-013C – Byron

The Warden of Port Isolde.

When he enters the field, Byron will grab either Clive or Joshua from the Break Zone and bring them back to your hand.

So far, so good.

On the next turn, if you decide to use Byron’s ability, you will be able to play either Clive or Joshua on to the field. I don’t know if this one is worth it unless you’re strapped for CP, but I would rather pay the 3CP or less for Clive and Joshua and keep Byron on the field.

We can always use a body. And, this one has 7000 power.

26-014L – Faris EX

Faris is back again, and this time she is ready to make your Pirates/Viking deck that much more powerful. Luckily we have Class Fourth Moogle to help with the color fixing for Faris.
When Faris enters the field, she will search for Lenna. Bringing her cost down to 3CP. And, 3CP is a great price for what Faris offers.

Other than being a 9K body that will be hard to get rid of, At the begining of every Attack Phase, Faris will play a Fire or Water Forward onto the field. Which Forwards depends on how many Backups you have. I would suggest at least 3 Backups, that way you can bring any Viking that is in your hand onto the field.

I’m hoping for a Full Art of this Faris, and I’ll take 3 of them as well.

26-015H – Fang

We finally got a Full Art Fang. I’ve been waiting for this since Opus IX, when Full Art cards first came out.

Let’s get to it.

Fang comes right in and searches for a L’Cie. And she also reduces the next L’Cie you play by 1CP. You know you’ll be looking for Lightning. Yes, the Lightning Lightning in this set.

Fang also searches for Bahamut, but in order to grab him, you’ll have to send Fang into the Break Zone. You’d think that they would have added a Bahamut to this set, considering you have a searcher for it, but nope.

That only brings me to one conclusion. We’re getting a new Bahamut next set. Full Art Final Fantasy XIII Summons. You heard it here first.

Fang is technically a free play, with all the cards that you’re searching for. And, the reduced costs that you will be paying will put your CP into the Green.

I’ll take 3. Full Arts.

26-016C – Bugenhagen

Bugenhagen finally makes his way to FFTCG.

And, it’s close to what we expected Bugenhagen to be.

First off, Bugenhagen comes in and you reveal the top 4 cards of your deck, and you can add 1 Final Fantasy VII Character to your hand. This in itself would be worth playing Bugenhagen, especially in a Final Fantasy VII themed deck, but you already knew that.
Next off the real reason you’ll be playing Bugenhagen is his ability to allow you to play Nana … I mean Red XIII from your hand onto the field.

We’ll go with Red XIII (14-019R) for this, then you can play 1CP and play another Forward from your hand onto the field.

And, if that doesn’t work for you, I’m sure we’ll be getting another Red XIII soon enough.

26-017R – Phoenix

Well I can see why Phoenix is just a Rare.

For 3CP you can grab a Fire Forward that costs up to 2CP and play it onto the field. If you don’t want to pay 3CP, you can always dull 2 of your Fire Forwards that are on the field.
This card would have been a lot better if the cost for the Fire Forward was at least 3CP, but then Phoenix wouldn’t be a Rare card.

At least the artwork is spectacular. I like these Final Fantasy IX Summons that we’re getting.

26-018H – Phoenix (XVI)

Phoenix is ready to raise the dead … err the Knocked Out?

Of course your going to prime into Phoenix, cause if you don’t, well, there’s no point in playing this card.

Once Joshua primes into Phoenix, you’ll reveal the top 4 cards of your deck and add a couple of Fire cards or Final Fantasy XVI cards to your hand. Any cards, doesn’t have to be a Character, a Forward, a Summon, or a Monster or anything. just pick the two that you prefer.

Joshua and Phoenix will do well in any Mono-Fire deck. Or a FFXVI deck.

We still have Flames of Rebirth. Simply grab any Final Fantasy XVI Forward in your Break Zone and play it on to the field.

We’ll be seeing plenty of Phoenix.

26-019C – Behemoth

A Monster that becomes a Forward. This isn’t something new, but this Monster comes in with Haste.

So far so good, the question is “Can Behemoth deal damage to your opponent?” Cause that is where these new Monsters will shine.

If Behemoth does deal damage to your opponent, you will send Behemoth to the Break Zone and you will deal 8000 damage to one of your opponent’s Forwards.

You can also have 3 of these on the field at the same time.

26-020C – Lanista

Ready to bulk up your Forwards. Lanista is here to help.

Any time one of your Forwards attack they’ll gain +1000 power to give them that little extra oomph they need to take your opponent out.

And, if you take a better look at this card, it only costs 3CP, and you get an 8K body.
If you have 3 of these on the field, and let’s say 3 Warriors (5-014C) you can get some Fire Forwards with +9000 power. Let’s not forget Lebreau (1-1030R) and that’s 10k.

I’ll be keeping an eye on Lanista.

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Cecil’s Dark Knights

Its the Red Wings! Sort of.

We’re starting off with Dark Knights.

Cecil, of course will be the first card that we’ll be putting in our deck.And, after looking at all of the Cecils available, we decided on 2 different Cecils. This way you can always have a Cecil on the field. Our main Cecil will be Cecil (15-073H). You’ll want a Crystal Generator on the field, before you play this one, or you can just go ahead and take the one point of damage. Because at 3 points of damage, Cecil will search for Cecil when he is sent into the Break Zone. And,as a true Dark Knight, Cecil will deal your opponent 2 points of damage with the help of Souleater.

The other Cecil is Opus I (1-108H). Cecil will be mostly used for the cost to pay for Souleater, but if he is on the field and you receive damage, Cecil will deal one of your opponent’s Forwards 5000 damage.

The rest of the Dark Knights are Graham (8-075C) who will break a Forward when he is put into the Break Zone. Zeid (25-024H) who can come in with Back Attack and every time Zeid is dealt damage, your opponent selects one of their dull Forwards and sends it to the Break Zone. And, Teodor (18-028L) 9CP? Yeah, no. We’re Warping! For 2CP Teodor will enter the field on your next turn. When he enters he field your opponent discards 2 cards, and since Teodor warped into the field, your opponent will discard another card as well.

We have Tilika EX (18-061R) to generate Crystals. Garland (IX) (8-026L) to keep your opponent’s Forwards at bay. 3 different Dark Knights. And a Baron Guardsman.

Our Backups include Tyro (11-072R) just because if you’re playing Earth you should play Tyro. The rest of the Backups include Crystal Generators and Dark Knights. Nothing special going on here.

Two Summons in this one. Zalera, the Death Seraph (24-026H) and Hecatoncheir (15-082H). You could probably add Cu Sith (10-068C) in here as well.

Monsters, just a handful Antlion (11-066C), Behemoth (19-066C) and Seeping Brie (17-073C)

And, the LB deck consists of 3 cards Maat (22-119R), Selh’teus (24-118R) and Noctis (23-125R). There’s still not much of a selection with the Limit Break cards, so we take what we can get.

Well this is what we got. What would you do different?

Let us know in the comments!

Forwards

1-108H – Cecil x3
8-026L – Garland (IX) x1
15-073H – Cecil x3
17-072H – Baron Guardsman x1
18-061R – Tilika EX x2
21-063C – Dark Knight x2
1-054C – Dark Knight x1
2-073C – Dark Knight x1
8-075C – Graham x3
17-082R – Lich x1
25-024H – Zeid x3
18-026L – Teodor x3

Backups

8-070C – Dark Knight x2
15-033C – Knight x2
15-080C – Geomancer x2
23-058C – Dark Knight x3
16-064C – Dark Knight x3
21-024C – Scholar x2
16-036C – Devout x1
11-072R – Tyro EX x3

Summons

24-026H – Zalera, the Death Seraph x2
15-082H – Hecatoncheir x2

Monsters

17-073C – Seeping Brie x1
19-066C – Behemoth x1
11-066C – Antlion x2

Limit Breaks

22-119R – Maat LB x3
24-118R – Selh’teus LB x2
23-125R – Noctis LB

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Hidden Legends Breaking Limits

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24-115R – Tenzen LB

The Samurai is back! This time with a Limit Break ready to go off whenever needed.

And, what a Limit Break.

Tenzen comes in and gives all of the Samurais +3000 power, Brave, and the ability to attack twice in the same turn.

And, we already know how Samurais run. Now just take that same deck, and play Tenzen whenever you can from the the Limit Break deck.

Your Samurais will take down your opponent so fast, that your opponent will mistake them for Ninjas.

After all is said and done, if your opponent still has some life, Tenzen sticks around with a 9K body.

24-116R – Snow LB

Snow comes in and searches for Lightning. Yes, he does search for Serah as well, but we all know that you’re going to grab Lightning.

And, that is all he does.

He’s not even a decent Meat Shield, coming in with only 5000 power.

What Kind of Sentinel is that?

If you need Lightning or Serah, sure. If not, then play Lumina.

24-117R – Zidane LB

4CP for a 5K body.

You’d think you’re overpaying, but this is a Limit Break card, and Zidane cannot be blocked by a 4 cost Forward or higher. Meaning that most of Zidane’s attacks can and will go through to damage your opponent.

Also, when Zidane enters the field, your opponent discards the top 2 cards of their deck, if they are of the same element, Zidane will draw you a card.

If you’re playing any kind of Wind deck, I would keep one of these in your Limit Break deck. It’s LB cost is very low, and we all know that you have filler LB cards in that deck just to pay for the cost of the cards you actually want to use.

24-118R – Selh’teus LB

Can you spell indestructable?

S-E-L-H-T-E-U-S

Selh’teus cannot be broken by your opponent’s Summons of abilities, whether they flat out break a Forward, or if they deal damage to a Forward.

The only way your opponent will be able to get rid of Selh’teus, is by blocking her with a Forward with more power than Selh’teus has. or by returning her to your hand, in which you can just play her again. I think.

I’m not sure if Selh’teus can be returned to your hand. Or what happens to it once it is targeted to be returned to your hand.

24-119R – Gilgamesh LB

Greg?

No, that’s not Greg. Maybe it is, we all know about Gilgamesh and his inter dimensional travel.

When Gilgamesh comes in you can either break a 1 cost Forward, or remove 2 cards from your opponent’s Break Zone.

What to choose?

I’d say it depends on what is in your opponent’s Break Zone, and if your opponent has a way of bringing cards back from the Break Zone.

If you have no use for any one of these abilities, you can always just use Gilgamesh to pay for your other Limit Break cards.

24-120R – Warrior of Light LB

This is a cheap card. For what Warrior of Light does, he is extremely cheap, and I would do great in any tribal deck. Or just about any deck running a bunch of Standard Units.

Warrior of Light will protect all of your other Forwards from most of your opponents abilities.

Your Forward will not be chosen, and if they receive damage that damage will be a big fat 0.

2CP + 1LB will grant you this protection for your other Forwards, and you’ll also have an 8K body.

24-121H – Iron Giant (SOPFFO) LB

How is this a Hero, when all these Rares that we’ve just seen are better?

That is my first thought on Iron Giant.

Iron Giant comes in and you get to either deal 5000 damage to a 2 cost Forward, or deal a dull Forward 7000 damage.

There’s nothing really exciting here.

 

24-122H – Magna Roader LB

Magana Roader, choose one ability or choose both. It all depends on how many Wind and/or Ice Characters that you have on the field.

If it’s 4 Ice Characters, your opponent shows you their hand, and you discard one of those cards.

4 Wind Characters, and Magna Roader comes in with Haste.

If you have 4 Ice and 4 Wind you get both of these.

My question is, who is playing Ice/Wind?

24-123H – Vajradhara Wu LB

Coming from Wutai, Vajradara Wu (or Wu for short) can and will break one of your opponent’s Forwards. and after Wu will stick around as an 8K body.

How will Wu do this?

It’s quite simple really.

Wu will break a damaged Forward, or Wu will deal damage to another Forward equal to it’s power.

And, that is pretty much it.

I’d call Vajradara Wu a Summon that sticks around afterwords.

24-124H – The Ur-Dragon King LB

High cost means High Power, and that is what The Ur-Dragon King brings to the table.

You’ll spend 9CP, 2LB and you’ll need 4 Earth Characters, and 4 Lightning Characters on the field in order to get The Ur-Dragon King’s full effect.

This 9K Meat Shield has 2 abilities that go off when it enters the field.

First one is that you can grab 2 Characters from your Break Zone, bringing Ur-Dragon’s cost down to 5CP. You’ll need 4 Earth Characters for this one.

And, second you can choose one of your opponent’s Forwards and The Ur-Dragon King will break it for you. You’ll need 4 Lightning Characters for this one.

If you have the cards on the field, and sufficient CP to pay for this, I would highly recommend it.

24-125H – Tonberry & Cactuar LB

I really wanted this card to be better.

It’s not bad, I was just hoping for Superhero powers.

What we get is a choice between 2 abilities. Who would have guessed?

First one, break a Forward of 3CP or less, which isn’t bad at all.

The second choice is, look at the top 2 cards of your deck and add one to your hand, while the other one goes to the bottom of your deck.

All we have to do is now is figure out which one is Batman and which one is Robin.

I’d say Tonberry is Batman.

24-126H – Ultima Weapon LB

Fire Water Burns!

Ultima Weapon is one of these Dual Element Limit Break Cards that you know will work.

I can actually just throw it in my Bomb deck, which is filled up with Fire/Water and have the perfect Limit Break to use whenever I feel like it.

Yes, just like most of the other Dual Element LBs, you’ll need 4 Characters of each element to get the full effect.

4 Fire Characters will allow Ultima Weapon to deal 9000 damage to a Forward. If you have 4 Water Characters, Ultima Weapon will break one of your opponent’s Forwards.

What’s not to like?

The cost? It’s only 6CP. Opus I Odin costs 7CP, and only breaks 1 Forward.

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Hidden Legends of Lightning

24-073H – Valigarmanda

Lightning is kicking off things with a Summon, and a beautiful Full Art as well.

Valigarmanda is a 4 cost Summon that comes in dulls a Forward, and Freezes it as well.

That Forward loses 9000 power until the end of the turn, and then Valigarmanda also deals it 9000 damage.

99.99% of the time it will break the Forward that Valigarmanda is targeting.

At the very least, Valigarmanda will disable that Forward for this turn.

24-074C – Odin EX

Odin is ready to break a Forward.

Any Forward?

Yes, any Forward, but the cost might be a bit high for some Forwards.

It’s 5CP to cast Odin, plus the top card of your deck times the CP required to play the Forward that you’re looking to break.

Odin is useful in certain situations, but why not just play the Opus I Odin that will break any Forward for 7CP flat.

No extra charge.

I’ll pass.

24-075C – Guardian

I just realized we have similar Backups in every element.

Guardian comes in and you draw a card.

After that, depending on if you have at least 4 Lightning Backups on the field, Guardian will allow you to choose 2 Forward, and dull them.

Other than that, Guardian is just a simple Backup that will give you a Crystal Point each turn.

But, you already know that.

24-076C – Juggler

Wicked Clowns?

Juggler, the Backup you knew that you might need.

Juggler will come in and hang out until you need to get rid of a 2 cost Forward.

Juggler only costs 2CP, the only draw back if you call it that, is that a Lightning Forward needs to enter your field, in order for Juggler’s ability to go off.

I see some use for this.

Probably, more than some.

24-077H – The Emperor

Who would have thought, that the only reason the Emperor is here is to gain Crystals.

Look at it. The Emperor comes in you gain a Crystal. If your opponent has a Crystal, gain a Crystal. That’s two from the get go.

Add in one more Crystal from another Backup, and you’ll be able to use The Emperor’s second ability.

But, first let’s take a look at the first one. Or, the top one.

Break a Forward that costs 4CP or less.

Yeah, that’s pretty straight forward. Nothing groundbreaking, but very useful.

Now let’s take a look at the second ability.

Go ahead, I’ll wait.

Do you see that? Break all the Forwards and the Monsters opponent controls. That would wipe your opponent’s whole board, leaving it wide open.

If you don’t win the game after that ability goes off, then I don’t know what to tell you.

Plus, we get a Full Art version of this card in the Prerelease Kits.

24-078R – Cidolfus (XVI)

3 cost Forward that allows you to search for a Lightning Summon.

And, that is pretty much it with Cidolfus.

You’ll get a 5K body that sticks around on the field.

Other than that what else is there?

Oh yeah, Priming.

Cidolfus Primes into Ramuh.

What does Ramuh do?

Guess we’ll have to wait to find out.

24-079L – Jack Garland

Jack is ready to turn your opponent’s front line upside down.

All of your opponent’s Forward must attack, and they must block.

This will either leave their front line open for your attacks, or all of your opponent’s Forwards will be broken.
Just make sure you at least have bodies on your field to block the attacks your opponent will be throwing at you.

And, every time one of your opponent’s Characters is put into the Break Zone you will gain a Crystal.

Sooner or later, you’ll have enough Crystals to use the Emperor’s ability to wipe out your opponent.

I’ll take 3.

Full arts preferably.

24-080R – Chime

Here we go, the King’s Minister is here to give you a great deal.

Buy one Get on Free.

Chime comes in and you reveal the top 4 cards of your deck, and play a Character of 2 or less onto the field.

I’d say it’s worth taking a chance on this.

Either way Chime is only 2CP, and you can get some decent value if you find a 2CP Character in the top four cards.

After that, Chime is a 5K body, ready to be taken out, just so you can play Chime once again, and hopefully find another 2CP Character.

24-081R – Noel

This Shadow Hunter is attacking from the shadows.

Noel comes in and he starts going to town. Striking with precision and going back to the shadows from which he came.

Yes, Noel only has 3000 power, but you won’t need to worry about that unless you decide to block with him.

Noel’s attacks will go through, just because he cannot be blocked.

I’ll take 3.

Throw them into your FFXIII deck, and once this Noel is gone, you can play another Noel.

Take your pick. Rebellion’s Call, From Nightmares or Hidden Trials.

All of them will do well.

24-082C – Vivi

Vivi is ready to come in and deal some damage to your opponent’s Forwards.

2000 across the board isn’t much, but let’s not forget about Summons that break damaged Forwards.

Or abilities that dull damaged Forwards, and what not.

Plus, if there is already a damaged Forward on the field, you can use Vivi’s ability and deal it an additional 4000 damage.

After everything is said and done, Vivi sticks around with a 5K body.

24-083H – Firion

Let me start by saying, if you’re playing Lightning you’re playing Firion.

Why? First off, you can only pay with CP produced by Lightning Backups.

Now, once Firion comes in you can pay 2CP more, and give him Haste and First Strike.

Then you can go ahead and attack with Firion.

Now, it’s time to cast Drain. Break a Forward, Activate Firion, and attack one more time.

Firion is going all out here. Time to start building that Rebel deck.

24-084R – Behemoth

Let’s up the stakes.

Behemoth is just that a Behemoth.

No power, unless you make it a Forward, but when a Forward of yours attacks, you can put Behemoth into the Break Zone and give a Forward the ability to deal 2 points of damage to your opponent.

Now, you can give that buff to Noel, who can’t be blocked. Or what about Firion, who can attack twice this turn.

And, that’s just 2 Forwards from this set, think about all of the other cards that can make use of Behemoth here.

24-085C – Mid (XVI)

I like this.

And, it’s only 2CP to bring Mid in.

She’ll stay on the board, and whenever you’d like you can put her in the Break Zone and grab a Forward. 4CP or less and add it to your hand.

That right there would have made this card playable.

But, Mid isn’t done. No. Not at all.

If you grab Cidolfus from the Break Zone, you’ll have a chain of Events that will start to go off one by one.

Let’s see how that will go.

You put Mid into the Break Zone, grab Cidolfus and play him straight to the field. Cidolfus searches for a Lightning Summon. Cidolfus Primes into Ramuh. Ramuh casts a Summon from your hand without paying the cost, and deals one of your opponent’s Forwards 8000 damage.

All that for 2CP plus the cost to Prime into Ramuh.

24-086C – Lightning

Coming in with a 9K body, Lightning is the prefect Meat Shield for your front lines.

You’ll also be able to discard a card and give Lightning Haste and a +1K buff giving her a 10K body, that’ll be tough to break.
And that pretty much covers everything.

You’ll pay a total of 6CP, which includes the discarded card, for a Forward that’s ready to go, from the get go.

 

24-087C – Ranan

Another Warrior of the Crystal.

When Ranan comes in, he grants another Warrior of the Crystal, Haste.

And, that’s about it.

I’ll have to check with the other Warriors of the Crystal to actually see how this deck runs.

 

 

24-088R – Ramuh

Coming in at 5CP, but thankfully you won’t be paying 5CP, you’ll be Priming into Ramuh.

Ramuh comes in and you can cast a Summon from your hand, any element will do, and you won’t have to pay the cost to cast it.

If the Summon you cast is a Lightning Summon, you will deal 8000 damage to a Forward of your choosing, as long as it’s active.

I’d say it’s still worth paying the 5CP to cast Ramuh.

24-089C – Ramza

Ramza stands alone. While leaning up on a tree.

Decent artwork, taken from the game, but what about the card?

If Ramza is sent to the Break Zone, you gain a Crystal. Ok, not bad. You can probably just throw Ramza in just to block and gain a Crystal with him.

And if you need to give Ramza a quick buff, you can remove 2 cards in your Break Zone from the game.

Not bad, for 3CP.

24-090L – Leon

Leon being Leon, almost like Kain going back and forth between the Rebels and the Empire.

Leon comes right in for 1CP, and deals a damaged Forward 4000 damage. Possibly breaking it.

Your opponent has the choice of taking control over Leon, by targeting him with an ability. Once Leon is targeted he will switch sides. You can get Leon back by targeting him with your own abilities.

But, why would you?

You actually want your opponent to have control over Leon, because if they don’t have any other Rebels on their field, Leon will deal them 1 point of damage at the end of their turn.

And, at the end of yours as well.

This is a card that will eat up your opponent from the inside.

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Hidden Trials – By Earth

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23-058C – Dark Knight

Oh wow, these Standard Unit Backups in this set are powerful. Sure, you need to have 5 Backups to get the full effect, but these Backups only cost 2CP.

Dark Knight comes in and gives a Forward. +1000 power and Brave.

If you have 5 Backups, then all of your Forwards gain +1000 power and Brave.

You can go all in swinging left and right with all of your Forwards, and then still have the resources to block your opponent’s attacks.

 

23-059C – Ignis EX

Noctis Is Down!! Hurry Phoenix Down!

That pretty much sums up Ignis.

When he enters the field you can grab a FFXV Character from your Break Zone, and add it to your hand. Not just Noct, but any XV Character that resides in there at that moment.

Best part is that this ability also comes off as an EX Burst.

Might be worth it … it’s always worth it if your grabbing cards from the Break Zone.

23-060L – Vincent

Beautiful card.

Though shall not pay 7CP to cast Vincent. Though shall pay 1CP to Warp Vincent. Vincent is Warp 6 meaning that 3 full turns need to pass before Vincent will enter the field. But the Warp Counters will reduce by one each time a Final Fantasy VII Character enters your field.

A ticking time-bomb, that once it goes off, you will Break one of your opponent’s Forwards and one of their Backups.
If you didn’t Warp Vincent, then you’ll just Break the Forward.

A Vincent worth playing?

23-061H – Warrior of Light

This is great.

If you have the CP, you can play a Standard Unit from the Break Zone at the begining of the Attack Phase. Doesn’t matter whose Attack Phase it is either! Yours. Your opponent’s. You can play that Standard Unit and buff up your defenses, add an attack, or play that Dark Knight from earlier, and give +1000 power and Brave to all of your Forwards.

You can also search for 2 Standard Units when Warrior of Light enters the field and send them to the Break Zone, so they’re ready for you whenever you’ll need them.

You can also splash any element with these Standard Units.

23-062H – Emet-Selch

Here’s one way to search for a high cost Forward.

And when you play a high cost Forward onto the field, Emet-Selch will deal another Forward 8000 damage.

And, that’s about it.

Other than that Emet-Selch costs 4CP, with a 8k body.

At least his ability to deal 8000 damage to a Forward goes off every time a high cost Forward enters the field. Maybe bounce that high cost Forward.

23-063C – Gladiolus

Gladiolus is ready to deal some serious damage, as long as his buddies are around.

Does that mean that this Gladiolus is a better play then the other Gladiolusi (? Gladioluses?)?

Probably not, but it might be fun to play in sealed, if there are more FFXV Characters in this set.

Gladiolus gains +1000 power and Brave if you have at least another FFXV Character on the field. Which you most likely will, or you won’t be playing Gladiolus.

Dawnhammer, Gladiolus’s Special ability that will 99% of the time break a Forward of your choosing.

23-064R – Golem

Would you like to see this Golem’s 3 card trick? He’s been hanging by the Korner with a Kardboard box and 3 cards. Would you like to try your luck?

I bet you do.

Choose a Forward, any Forward.

Now let’s flip over these 3 cards.

Grab one of the Forwards, return the other 2 to the bottom of your deck, and deal your Forwards Power as damage to the Forward that you have chosen.

Didn’t find a Forward?

Well, you’re out of luck.

23-065R – Gogmagog

Two heads are better than 1. 2 Monsters are better than one, too. And Gogmagog, is better with another monster on the field.

We already know that Gogmagog turns into a Forward with another Monster on the field.

So, let’s talk about what Gogmagog can do. Gogmagog can bring itself back from the Break Zone, as long as you remove a Monster in play from the game.

Should be good in any Monster deck.

23-066R – Jessie

Need a quick buff?

Jessie has 2 abilities that will buff you Forward.

The first one, she’ll buff any Final Fantasy VII Forward by 1000 power.

And secondly, If she buffs Cloud, Cloud will gain +2000 power.

Talk about favoritism.

 

23-067R – Shantotto

Do you recycle?

If so, Shantotto can help you get some recycled goods.

Shantotto comes in and grabs 2 Summons from either Break Zone. After that they are yours to keep until the end of the game, casting them whenever you need to.

This works good for you, as if your opponent is known for removing cards from your Break Zone, you can keep a couple of Summons that you know you’ll need later.

It’s like a side, side deck.

23-068C – SOLDIER Candidate

Earth’s Candidate to become a full fledged member of SOLDIER.

These are all pretty decent 2 cost Commons.

SOLDIER Candidate, come in and acts like Atlas?

… or was it Titan?

Well, SOLDIER Candidate comes in and you choose a Forward, and they deal damage to each other.

Might be a good way to get rid of a Forward.

23-069C – Narashima

Just like SOLDIER Candidate, only this time you choose your Forward that you want to trade blows with.

If you got an overpowered Forward, with plenty of buffs, well then this card is for you.

If you ask me, I’d pick Opus VII Fang, with 6 FFXIII Characters on the field, including Opus I Lebreaue. What’s that 11K?

I’m sure you can find a better Forward, but since Narashime is already a Category XIII Character. I stuck with that.

23-070H – Hythlodaeus

At first look I thought we were getting some Organization XIII cards. Then I realized we aren’t.

But, that doesn’t mean this isn’t a good card. In fact I think it’s great.

If Emet-Selch is on the field Hythlodaeus becomes a 3CP Forward with a 9K body.

That’s what you call a cheap Meat Shield. And, that is not the reason you’re playing this one.

You can use Hythlodaeus’s ability to put both her and Emet-Selch into the Break Zone. Then you shuffle your deck reveal the top 4 cards and play all the Characters onto the field.

If you’re lucky and all of your high cost Forwards pop up, you’ll be golden.

Just hope you don’t find any Summons there.

23-071C/15-080C – Geomancer

You know what time it is?

Copy/Paste time.

“Reprint.

Standard Unit.

Crystal.

Brave.

Maybe a Geomancer actually mines for Crystals.”

23-072 Brionac

A 5 cost Forward with 9000 power. Pretty normal for a Common, but during your Main Phase, you can remove 2 Earth cards from your Break Zone, from the game, and Brionac will gain +2000 power and Brave.

Brionac also has an ability that will deal 9000 damage to a Forward, but you’ll need a Crystal for that one.

If all you need is a Meat Shield, to block your opponent’s attacks, Brionac might be a good fit for you.

Best case scenario you find Brionac when you cast Golem.

23-073C – Prompto

Monster Hunter, or Monster Tamer?

Either way Prompto does things to Monsters that not many people do.

He takes pictures.

And those pictures will either Break a Monster, or Bring one back from the Break Zone.

???

Yeah, I got nothing.

23-074C – Wrieg

Here we are.

You can play Wrieg right before you play Prompto.

You’ll get your Monster back, and have a Forward and a Backup to show for it.

Is it worth playing?

I’d say that depends on if the Monster has an ability that goes off when it is put into the Break Zone.

At the very least, you’ll draw 2 Cards.

23-075R – Layle

A self sustainable Forward.

Layle comes in, gains a Crystal.

Layle attacks, gains a Crystal.

Layle attacks again, gains a Crystal.

Layle uses the Crystals when he is attacking and break a Monster or a Forward.

All this for 2CP.

23-076H – Regis

Regis might cost 7CP, but you get so much in return for that.

Regis comes in and you can grab a Final Fantasy XV Forward (of cost 5 or less) from your Break Zone, and play it straight to he field.

That alone will make Regis worth playing, but if you have already received 5 points of damage, you can go ahead and double that. This allows you to grab 2 XV Forwards from your Break Zone and play them straight to the field.

3 Forwards on the field for 7CP? Sounds like a good deal to me!

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