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Hidden Hope – Flooding Hope

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22-091C – Blue Mage

2 cost Backup that let’s you switch out a Monster for the top card of your deck.

And, if you don’t like that card that you drew, you can always, pay a CP, discard that card, and put Blue Mage in the Break Zone, to play that Monster that you discard earlier onto the field.

Yes, the card that you discard, needs to be a Water card.

Or, you can just use that ability to grab a Monster, that you ran out of.

more, like a Backup, Backup plan.

22-092C – Agrias

You can’t go wrong with 1CP.

Not this time. Agrias comes on in and if you have a Couple of Knights on the field you get to send one of your opponent’s Forwards that cost 3CP or less back to their hand. Making them pay the CP once again to get that card out.

And when you have received 3 points of damage, Agrias gains 4000 power, making her a 7k body that you paid for with 1 whole Crystal Point.

I’d say the only thing wrong with this card is that the cards name is Agrias.

22-093R – Anima (X)

Easy way to get rid of one of your opponent’s Forwards, Anima comes in and you remove the Forward from the game. No certain cost, no active, no dull it doesn’t matter. Any forward will do. And for 3CP that is a steal.

But, you’ll also have your opponent draw a card.

And if you only paid with Backups, you’ll also get to draw a card.

I think I’m on the fence with this one.

Some might like this one, some might not. Let’s see what happens.

22-094C – Vaan

Pirates and Vikings just keep getting stronger.

Vaan here, is just a Common, but adds quite a punch, or should we say blast. A Shotgun Blast.

For 2CP, and a couple more Pirates that are already on the field, you get to choose one of your opponent’s Forwards and reduce their power by 8000. Usually that is more than enough to break a Forward.

If it’s not enough, well it’ll be close to enough.

Can’t go wrong with this one. 2CP with 5000 power.

I have yet to play with the Pirates, but it is on my to-do list.

I just need to find the time to do it.

22-095H – Warrior of Light

Warrior of Light, 4 cost Hero that allows you to search for a Standard Unit.

And, then you will play that Standard Unit, and another 3 Standard Units, and you shall find that all of your Forwards gain +2000 power, except Warrior of Light. Add in a bunch of Backups and Forwards that will buff up your Standard Units, and you’ll be running an army of Standard Forwards that will take out anybody and anyone out. Send them straight to the Break Zone.

And, Shield of Light. If all else fails, you can give +5000 power to Warrior of Light giving him a 13,000 body.

Bring in the Drones!

22-096C – Clavat

Last of the 1 0f 6 Backups that are in every element.

Top card, take a look, leave or put it at the bottom of your deck.

They should have renamed these cards Fortune Teller. Or have had Cait Sith. Or Yuna, Rikku and Paine in their Psychic dress-sphere.

I don’t know just trying to take up space here.

 

22-097L – Curilla

This is the card that everybody wanted to try out. Hidden Hope came out and well let’s take a look at it. It’s only been a month or two before we got to it.

Well as you can see from the first line, there is a good reason that Knights are becoming a force to be reckoned with. I just took a look at a recent Qualifier, and Curilla was in 3 of the top 8 decks.

Curilla come in and you can take a look at the top 5 cards of your deck and play 2 Knights onto the field as long as their combined cost is 4CP or less.

And as long as Curilla is on the field, she also gives protection to all Knights from damage that is less than their power. Making Ping damage worthless against your Knights.

But, then again you can always just play Minwu (1-171H) and get the same effect, but for all of your Forwards, not just the Knights.

Imagine that?

22-098H – Siren (V)

“Are you a Gamblin’ man, Sandy?”

If so, you can save your Forwards, if they are chosen by your opponent’s Summons or abilities. Simply Wager the top card of your deck, if it’s not a Forward your Forwards are saved. If it is, you lose that top card.

Clavat, is a good way to determine if you should use the ability.

And, at 3 points of damage, whenever Siren is dealt damage,you can reduce that damage by 1000.

I’d say this is worth a shot.

22-099R – Severo

A 3 cost Backup that will return one of your opponent’s Forwards back to their hand, and Severo will also give you a Crystal for your troubles.

After that Severo just hangs out on the field, producing 1CP per turn as a Backup.

And, if needed you can pay the cost of 3 Water CP, 2CP of any color, dull Severo and put him in the Break Zone to place a Forward of your choosing back at the bottom of it’s owner’s deck.

Seems like a high cost for this, but it might be helpful.

22-100R – Chime

If you got the Backups for this, Chime is a great play.

Draw a card at the end of each of your turns, will help your turns become that much better.

Chime should be the 5th Backup you play as to get a better return with her.

No need to have Chime on the field if you don’t have 5 Backups, as the only reason to play Chime will be to draw that extra card at the end of the turn.

Your board should get bigger than your opponent’s and faster than your opponent’s board.

I’ll take it, I’ll take 3 actually and play it in a Ultros/Pirates deck with a handful of Vikings.

22-101C – Paladin

Now that’s a Standard Unit I can stand behind. The Paladin, a great meat shield if you ask me. And, this meat shield also has a shield.

For 5CP, you get a Forward with Brave and a 7K body, that grabs a 2 cost Forward from the Break Zone and plays it onto the field.

It’s 2 for the price of one.

Yes, you need a couple of Standard Unit Backups on the field for you to be able to use this ability, but that shouldn’t be that hard to do.

22-102C – Piranha

For the price of a Piranha, I shall grant you a card.

Sure, you’ll need 3 points of damage.

Sure, you’ll also need to put Piranha in to the Break Zone.

But, at the end of the day, Piranha shall double the CP used to pay for it.

And, when Piranha enters the field, you will choose a Forward and have it lose 2000 power.

It’s 1CP, it’s worth a shot.

22-103C – Faris

I don’t know if you’d play this Faris over the other Faris, but you can easily break one of your opponent’s Forwards, while drawing a card at the same time.

How do you do that?

It’s quite simple really.

You’ll play Faris, and you’ll choose to remove a Viking, either Viking (2-132C) or Viking (4-133C). Once that Viking is removed, your opponent will choose one of their Forwards and put them in the Break Zone, while you get to draw a card once your Viking leaves the field.

22-104R – Folka

We’re looking at 3 points of damage. Anything less and I’d say it wouldn’t be worth it to play Folka.

Well you could, or you can just remove Folka from the game, and your opponent will only be able to attack once this turn.
Now at 3 points of damage, like we said earlier, Folka becomes nearly unstoppable, when you are on the attacking side. In other words, during your turn.

Folka can’t be chosen by Summons or abilities, and if she is dealt damage, it becomes 0.

All this for 3CP.

You can try throwing a couple into your deck, if you got room for it.

22-105H – Miwa

Coming in with the Back Attack, Miwa is a safety net when you have Summons and abilities that will attack your whole front line.

And, at 5 points of Damage, Miwa will also give all of your Forwards a +2000 power buff.

And at only 2CP, you can not go wrong with that. Just throw in Miwa into any Water deck. If you have no room in your deck, well then you better make some room.

She’ll stick around as a 5k body, where you can just have her block to break herself, and then play another Miwa during your opponents next turn.

22-106R – Yuna

This card is actually called the Tidus Best Bang for your CP special.

We’ll go with the Tidus (16-116L), popular card, and a lot of people should still be playing it, because I don’t see why you wouldn’t.

Let’s start out by playing Yuna onto the field for 2CP, produced by a Water Summon. Then we’ll play Tidus for 1CP, and grab that Water Summon from the Break Zone.

For 1CP, you have 2 Forwards on the field, one of which can not be blocked and extremely hard to break.

I’m sure there are better Yunas to play, but if you’re just looking for a cheaper Tidus, look no further.

22-107C – Yuni

Sap!

Cast Sap! or Attack Down or both.

Yuni can do that for you. And the effects will last just until the end of the turn. It’s 4000 power when Yuni comes in, and 2000 power every time Yuni dulls to cast her ability.

3CP/7k body, Not much else is going on here.

 

22-108H – Lenna

Warrior of Lights … Warriors of Light Unite!

If you ever needed a reason to play Warrior of Light (19-128L), well this isn’t it, but Lenna will help. A little.

If you have to elements already on the field, Lenna will allow you to draw a card when she enters.

And, if you have 4 different elements, Lenna will cause your opponent to place one of his Forwards into the Break Zone.

I’ll leave you with some words of wisdom.

There is no reason to play Lenna in a Mono-Water deck.

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Beyond Destiny – Twisted Transistors

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21-081L – Irvine

Well, I can see why this is a sought out card.

It’s the butterfly on Irvine’s finger. When it flaps it’s wings, it’ll cause your opponent to slowly get discombobulated. In a way, at least.

Irvine enters the field, you remove 2 cards from your opponent’s Break Zone, and it’s off to the races. The butterfly’s flap will give Irvine +2000 power, Haste and First Strike. Meaning Irvine can attack right off the bat, as a 9000 power Forward, and don’t forget First Strike. 99% of the time your opponent will either be sending a Forward to the Break Zone, or getting a point of damage.

And, Armor Break, breaks a Forward or a Monster.

You can’t go wrong with this one.

21-082C – Red Mage

Your Elemental Backup, that’s the same as the other Standard Unit Backups in the other Elements as well.

Maybe in draft, but I don’t see much play outside of it.

Prove me wrong, and I’ll send you a playset on the house.

 

 

21-083H – Ace

Is this Ace better than the rest?

I don’t think so, but I always used Ace when playing Type-0.

Sure the other Aces are better, but this Ace is a Hero.

Ace enters the field and you draw a card if you already have a couple of Cadets on the field. Thus making Ace a 2 cost Forward.

Other than that, you can discard a card, and dull a Forward, and give Ace +1000 power.

I think I’ll pass on this one.

21-084H – Odin

A Summon that will Break over 75% of all Forwards and Monsters. And, it only costs 3CP. You can even reduce that cost to 1CP if you have at least 5 Lightning Characters on the field. Because when you do you get to draw 1 card. And, everyone likes drawing cards.

There is another 2 Odins that will Break any Forward regardless of cost, but Odin (1-124R) costs 7CP. You also have Odin (12-077H) which costs 6CP, and that one’s cost is reduced by 1CP for each Odin in your Break Zone.

Playing this Odin with the Opus XII Odin might be a good idea.

Other than that you got some great Amano art.

21-085H – Emperor Gestahl

More Amano art, and Gestahl is starting to look like “The Wiseman” from the Labyrinth.

For a 2 cost Backup, Emperor Gestahl will allow you to grab a Forward from your Break Zone. Plays like these are always good. Especially if that Forward was the only one that you had. And, let’s not forget about their enter the field ability that will cause havoc on your opponents board.

Ok, let’s not get ahead of ourselves.

Later on you can put Emperor Gestahl into the Break Zone, remove 4 of the same type cards from your opponent’s Break Zone, and draw a card.

I don’t see why not.

“sometimes the way forward is the way back.”

21-086C – Gunbreaker

This isn’t bad at all. And with Gunbreaker being a Standard Unit, you can have 3 of these on the field at the same time. Hopefully you’ll have a pocket full of Crystals, because I can see a board wipe shaping up here.

Every time Gunbreaker attacks, you deal 2000 damage to all of your opponents Forwards. If you have a Crystal, you can deal an additional 2000 damage to all of your opponent’s Forwards.

And, if you have a couple more Gunbreakers and a couple more Crystals, then you’re dealing 12,000 damage to all of your opponent’s Forwards.

Pair this with some Bombs and I see a deck forming.

21-087C – Machinist

What is this? 2CP?

For a 5K Forward?

I can see some use with this one.

Gunbreaker attacks, and then you play Machinist in your Main Phase 2, and deal 5000 damage to one of your opponent’s Forwards.

And, after that, once per turn, you can Dull Machinist and deal 2000 damage to a Forward.

21-088C – Gilgamesh

Que “Battle on the Big Bridge”

You can never go wrong with Gilgamesh, unless he pulls Excalipoor. And this, Gilgamesh is not pulling Excalipoor. Especially, if you got yourself a couple of Crystals on hand, and 3 points of damage. For when you do, Gilgamesh becomes a 9K body, with Haste and Brave, and can also attack twice in the same turn.

Pair this with Estinien (6-088L) and you can have the match over with in a couple of turns.

I like it, the only thing I would change about this card, is give it some Amano Art.

21-089R – Queen

A Forward with Haste, that doesn’t receive damage when attacking?

I’ll take it. It doesn’t matter what else Queen does, this is more than enough.

And, it still gets better. Queen, also, can’t be chosen by Summons or abilities either. And, if for some reason you need to give her more power, just spend 2CP and you’re set. You can even do this part multiple times to keep upping her power.

This will be going straight into the all Haste deck.

 

21-090R – Cloud

You wouldn’t play this Cloud in a FFVII deck, but you might in a WoFF themed deck.

2CP to cast a 5K body, that will maybe, just maybe break one of your opponent’s Forwards. Well, Cloud actually just might. There are plenty of low cost Forwards out there, and if you already have Reynn on the field, to help pay for Cloud, well then you have 2 WoFF Characters on the field. And, there are plenty of 2 cost Forwards to break.

Yeah, that’s about it. Break a Forward, and then you have a tiny meat shield to absorb an attack. Or something like that.

21-091C – Black Knight

Black Knight has 1 job, which can be done twice. Once when Black Knight enters the field, and once when Black Knight enters the Break Zone.

Break a 2 cost Forward or Monster. Which is pretty good considering the cost to play Black Knight is 2CP.

Black Knight will then hang out on the field, but when Black Knight starts heading to the Break Zone, Black Knight will Break any Forward or Monster that your opponent controls.

Sure, costs and blah blah blah, but I’ll give this one a try.

Or two.

21-092R – Man in Black

How come Lightning is getting all these good cards? Half of them are just Commons and Rares.

Like Man in Black here. a 4 cost Rare Forward, with an 8K body.

Ok, you’ll say, that’s just an average card. But upon closer inspection, every Attack Phase, Man in Black, allows you to choose 2 Forwards, and unless your opponent pays 3CP, they can”t attack or block this turn.

Allowing you to march Forward as you pile up cards in your opponent’s Damage Zone.

At 5 points of damage, Man in Black also gains +2000 power. Thus making Man in Black a 10K Forward.

12-093L – Xande

Mono-Lightning mean you’re playing Xande.

Xande might be 5CP, but you can reduce that by one if you have Glauca (11-091R) on the field. And if you have 8 Lightning Characters on the field you can grab a Forward from your Break Zone and play it straight to the field. No cost limit on this one. you can even grab those 10 cost Forwards and just play them straight to the field.

I’d say it’s worth having at least one Xande in your deck if you’re playing Mono-Lightning.

 

21-094C – Shantotto

Hmm.

That is what Shantotto is thinking.

How do I fit into a multi-element deck? One that can play every element, so I can get the most of my Enter the Field ability.

Tyro and Moogles and ….

Worst case scenario you’ll be dealing 3000 damage to one Forward.

Best Case 21,000 damage. I can’t think of any use in trying to find a way to have all the elements one the field, including one Light or Dark Character, but the look on your opponent’s face when you say I’m dealing your Viking 21K damage.

21-095C – Trey EX

Class Zero finally got a card that it needed.

Trey, the Recycler!

A card that will allow you to go into your Break Zone, and grab a Class Zero Cadet.

It’s always good to have a Backup, with a backup plan.

Dynamite Arrow, deal a Forward 9000 damage.

The only bad thing about this card, which isn’t really a bad thing, is that Trey can’t send himself to the Break Zone.

Other than that, you know you’ll be playing Trey in your Cadets deck.

21-096R – Nine

Nine reminds me of Amon from Opus II, which is still a great card.

Once per turn Nine is able to dull a Forward. Reducing your opponent’s numbers down. Allowing you to utilize a bigger attack, than you previously thought you’d be able to pull off. Add Opus II Amon and you’ll double that reduction.

Plus, let’s not forget that Nine has Protect cast on himself, as whenever he takes damage, that damage is reduced by 2000.

Class Zero has gotten some nice cards this set.

21-097R – Neilikka

Are there Brave Exvius decks out there?

Does anyone actually play Brave Exvius decks?

Just wondering, cause if they do they’ll probably play Neilikka here. She gains Haste if you have 2 Brave Exvius Characters on the field.

Neilikka costs 2CP and whenever she attacks she dulls, and deals 3000 damage to one of your opponent’s Forwards.

You can still play this card without any FFBE Characters, dealing damage to a Forward while dulling it is worth the 2CP alone.

21-098R – Palom

I’d say this is a pass.

There are far better Paloms out there.

Sure, this one is Lightning and deals 9000 damage to one of your opponent’s Forwards that cost 3 CP or less.

I’d say the only good thing about this card is that the ability can go off from an EX Burst. And, that’s about it.

Leave this one at home, unless your drafting. Then you might want to use it.

21-099H – Firion

Restrictions, restrictions, restrictions.

What do you expect? If there weren’t restrictions, we’d have so many over powered cards, where the winner would be determined by who goes first.

Or something like that.

I like this card. Should be played in Ice/Lightning. Dull everything in sight, and then you have Firion who can attack twice per turn is your opponent has 4 dull Characters on the field. See it doesn’t even say Forwards. Backups count as well, which more than likely will already be dull do to CP costs and playing cards.

Firion attacks twice, with Brave and +5000 power. making him a Forward with 8000 power. Add in Lulu (1-150R) and Maria (17-128L) and you’re turning Firion into a 11K wrecking machine.

All this for 1CP.

Can’t get more bang, for 1 Crystal Point.

21-100C – Dragoon

I keep telling myself, I should look into these Dragoons. They’re usually the “Cool” Characters. Take Kain, and Fang into consideration. Both great Characters, both are Dragoons. Even though Fang isn’t considered a Dragoon in FFTCG. Not yet any way, but her spear says other wise.

Let’s get back to the card.

Dragoon enters the field and deals either 4000 or 8000 damage to an active Forward. And it all depends on how many Backups you have.

By itself it’s an OK card.

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Beyond Destiny – Twistin’ Turbulence

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21-041C – Evil Weapon

Doesn’t look that evil. Evil Weapon looks like he belongs in the hit movie “Ghoulies”.

If you haven’t watched it, you should. If you like 80’s horror movies that aren’t actually that scary.

Let’s see now. Evil Weapon cost a a whole whopping 1CP. And, for what it does is pretty cheap. I know some people just play certain cards just to gain a Crystal. And Evil Weapon here, will give you a Crystal, and also deal 4000 damage to one of your opponent’s Forwards.

Evil Weapon, is more like a side weapon, a pistol to your shotgun. If your Forward doesn’t Break your opponent’s Forward, just use this Evil Weapon to finish it off.

21-042H – Vaan

If you’re playing Mono-Wind, Vaan could be of some use. As he’ll be a free Forward, if you already have 7 Wind Characters on the field.

If not he costs a whopping 7CP to play a Forward with 9000 power.

Not much to say about this one. I’ll probably just leave it on the side to gather dust.

But, not all is bad.

If you already cast 3 cards, you draw a card. So, you might come up with +2CP.

But, is it really worth it?

21-043C – Viera

Now this is a decent card as well.

Play Viera onto the field and grab one of the top 2 cards of your deck. The other one goes to the bottom of your deck.
And when Viera is active on the field, you can dull Viera and do it once again.

3CP for a Backup with a great ability.

You can’t go wrong with Viera.

 

21-044C – Dancer

Technically, this is a free card.

A 4CP Forward, that gets reduced to 2CP if you already have a Dancer on the field. And if you paid the cost with a couple of Backups, you can choose to activate those Backups, by Dancer’s ability. Which goes off once she enters the field.

That brings us to a total of 0CP.

Not bad for an 8000 power Forward.

 

21-045C – Princess Goblin

This is the kind of Backup that everyone likes. A searcher.

Princess Goblin enters the field and allows you to search for a Warrior of Light, or a Princess Sarah.

She comes in does her job, and hopefully gets your board to where you need it to be.

If not, well, at least she’ll provide a Crystal Point once per turn.

 

21-046C – Cid (II)

Cid is here staring at you to make sure that you’re going to play this card.

And, as long as you have cards that can warp in, there’s a 94.38762% chance that you will. Yes, this conclusion came off of extended research and as of December, 5th 2023, this is accurate. It might not be in the next hour or so, but we’re sticking to our research. And stuff.

Cid (II) comes in and you’re searching for a card that Warps.

You Warp that card right away.

Next turn, you’ll be sending Cid to the Break Zone, in order to speed up the Warp process.

Simple, and effective.

I like it.

21-047C – Summoner

Summoner summons a Summon.

Well, that’s what Summoners are supposed to do.

Once Summoner comes in, you get to grab a Wind Summon from your deck.

And, Every time that you cast a Summon, Summoner gains +2000 power. From how I’m reading it, you can cast a couple of Summons and keep stacking that +2000 power on top of the other. Plus. it’s a Standard Unit so you can have 3 of these on the board at any time.

Combine this with Meia (16-123L) and you have a reduced Summon cost. Add in plenty of low cost Summons and you’ll have 3 Summoners who serve as Meat Shields, or attackers.

Meat Shield just sounds better.

21-048L – Princess Sarah

Look no further. If you needed a way to keep Feolthanos on the board, so he can see EX Bursts, Princess Sarah can help you out.

Once per turn you can choose a Forward and that Forward cannot be chosen by EX Bursts.

After that, just dull and discard a Princess to make the next damage dealt to it 0.

Now, you don’t need to have Feolthanos, but I’d say you play these cards together.

 

21-049R – Sarah (Mobius)

Yes, she gives a +1K buff to all of your Forwards.

Yes, she is a 2 cost Backup.

Yes, she is probably good for draft.

No, I will not be playing this card, actually maybe I will.

I would have said to just go ahead and play Opus I Maria, for 3CP and the same buff to all of your Forwards, but what’s stopping you from playing both at the same time.

I started thinking this card wasn’t that great, it’s decent, but I started changing my mind the more I started writing about it.

I might give it a shot.

21-050H – Sophia (SOPFFO)

For a second there I read that Biker Mage.

You can throw Sophia and Summoner in the same deck. Both grab Summons, and when a Summon is cast they both have abilities that can go off.

Sophia here will deal 5000 damage to a Forward when you cast a Summon. Sure, you can only use this once, as you’ll have to dull Sophia, but that 5k can help out. Especially if the Summon you cast has dealt some damage to a Forward but not enough to Break it.

I wouldn’t call this a Hero, more like a Rare.

21-051R – Tiamat

Chocobos are going to make a comeback, just you watch.

I’m just saying that cause I can’t think of another Mono-Wind deck at the moment.

If you are playing Mono-Wind, you will be playing Tiamat. 4CP/8K body, throw in Opus 1 Maria and a bunch of Chocobos, and you have an unstoppable beast.

Hey, that’s pretty much what Tiamat is.

 

21-052R – Niini

This isn’t bad, especially for the cost.

1CP allows you to look at the top card of your deck. If you like what you see, you can keep it there. If not send that card to the bottom of your deck.

If you cast at least 3 cards this turn, you can grab that card, or grab the next one if you already sent it to the bottom of your deck.

Good thing about this is if you can check to see if you have an EX Burst coming up. If you do you can leave it there and when you take Damage you’ll know that you’ll have a surprise for your opponent.

21-053L – Balthier

Even though I’ll probably never play a Sky Pirates deck. This is a great card.

You can probably just throw it in any Mono-Wind deck, and you’ll do great.

Because every time a Wind Character comes in, you’ll be dealing 3000 damage to one of your opponents Forwards. And 3000 is enough to Break some Forwards, and then I’m sure you’ll have a way or two to finish them off.

Now if you’re playing Sky Pirates, Balthier will be able to Activate all of your Characters once per turn. Right at that moment when you get into your Main Phase 2, you can discard a Sky Pirate and have Balthier’s ability go off, and you’re left with a bunch of active Characters, ready to block, and what not.

21-054H – Pandemonium

And, here I thought this was a Backup.

For 2CP this is great card. Summon comes in and if you played a couple of cards this turn Pandemonium will deal 5000 damage to one of your opponent’s high cost Forwards, and Pandemonium searches for a high cost Forward for you.
If Pandemonium is the first card you played, you can pick one or the other.

Still great for 2CP.

 

21-055H – Penelo

These Sky Pirates just keep getting better and better.

Kind of wants me to make a Sky Pirate deck.

Penelo, a 2CP/5000 power Forward. that activates 2 Characters when she enters the field, as long as you have at least 2 Sky Pirates already on the field.

The best part is that when Penelo is sent to the Break Zone you can grab a 3 cost Sky Pirate from your Break Zone and add it to your hand. I think Balthier would be the perfect card to pick.

21-056R – Galeserpent General Najelith

Here we have the pixelated 3d graphics of FFXI. Even though this was on the PS2, the graphics look like they came from the FFVII era. Enough of the art.

It’s actually not that bad of a card.

Galeserpent General Najelith’s cost can be reduced by 2 if you already have a couple of Wind Characters on the field. Thus making her, a 2 cost Forward with 8000 power.

She cannot be chosen by your opponent’s abilities, giving her protection from that, and you can dull her and deal a Forward 4000 damage. This is where Penelo and Balthier come in.

Dull, 4000 damage, activate, Dull, 4000 damage, activate, dull, 4000 damage.

That’s 12,000 damage right there.

21-057R – Fran

Can’t go wrong with 1CP.

Especially since Fran grants protection to Balthier.

And, if Fran is in the Break Zone, you can play Balthier and grab Fran from the Break Zone and play her onto the field. At the small cost of 1 Wind Crystal Point.

Now I kinda, want to see what Balthier does.

 

21-058C – Machina

Finally a Machina that has synergy with your Type-0 Cadets.

And at only 2CP this is a great card.

If you have at least 2 Cadets on the field, Machina has 8000 power, Haste and Machina cannot be chosen by your opponent’s Summons.

Let’s not forget Armor Break, if you need to you can break a high cost Forward.

I do like it. It’s probably time to dust off that old Cadets deck and see what happens when we add Machina.

21-059C – Dragoon

Play Dragoon early, as your second or third Backup. As, that’s when you’ll get the most value from Dragoon.

Once he comes in you’ll gain a Crystal, and if you have 3 or less Backups on the field you get to draw a card. Which makes Dragoon cost a total of 1CP.

And, that is all. Simple, effective and straight to the point.

Not much else going on here.

 

21-060R – Rikku EX

Most of these Wind cards work well together.

Rikku here is another example of why you should be playing Mono-Wind.

When she enters the field, you’ll reveal the top card of your deck, and since it’s a Wind card, and you’re playing Mono-Wind you’ll just go ahead and add that card to your hand.

This also activates as an EX Burst when you get that point of damage, and Rikku pops her head.

And at 3 points of damage, Rikku gains +2000 power making her a 7000 power Forward.

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Beyond Destiny – Firestarters

21-001R – Ward EX

Decent Forward to start off the set.

Ward can only be paid for with Fire CP, but 3CP isn’t much for this 8000 body.

Good thing is that Ward will deal 7000 damage to a Forward when he comes in.

This ability also comes off of an EX Burst.

How many Fire FFVIII Characters are we going to get this set?

 

21-002R – Edgar

Edgar is back, but this time he isn’t a Category VI Character. Edgar belongs to the World of Final Fantasy. I’m guessing there will be some synergy with Reynn and Lann. Hey we might even get a new Reynn this set.

Edgar is a great card for playing low cost Characters onto the field. You can play one as soon as Edgar enters the field, and you can also play one with his ability.

It might be an easy way to swarm the field with some low cost Standard Units.

 

21-003R – Flameserpent General Gadalar

What’s this?

A Fire Forward that can attack twice in the same turn? For 4CP? Actually 2CP if you already have a couple of Fire Characters on the field.

Sure, you’ll probably have to pay the cost to activate Flameserpent General Gadalar, but you can also put a Fire Backup into the Break Zone to activate the Serpent General.

This might be a good way of getting rid of some Backups that have done their job when they entered the field, and are now just sitting around, not doing anything worth noting.

I shall be trying this one out.

21-004L – Cyan

That’s a lot of text.

How does 8CP sound for a board wipe? Or close to a board wipe?

Cyan might only cost 3CP, but you can pay with extra CP, up to a maximum of 5CP for a total of 8CP. And, with all of the extra Crystal Points you paid, you gain a Crystal. That gives us 5 Crystals. Which you can use to deal 9000 damage to all of your opponents Forwards.

Sure, you can use the CP for the other abilities, just in case you need to get rid of a Forward that didn’t go down with the 9000 power attack, or buff Cyan with 3000 power so he can withstand an attack.

And, after all is said and done, you still have a Forward with 7000 power on the field.

They need to start printing Amano Full Arts. And, not just for reprints.

21-005C – Black Mage

Still waiting on the FFI 8bit version.

Coming in at 3CP with 7000 power, Black Mage enters the field and if you pay an extra Crystal Point you gain a Crystal.

You can then use that Crystal to give Black Mage +1000 power, and when Black Mage attacks, you can deal 5000 damage to a Forward.

Not bad for a Standard Unit.

 

21-006C – Samurai

Samurai comes in and gives you a Crystal. And if you don’t have that many Backups on the field, you’ll also draw a card.
All we need now is to figure out how to recycle this Samurai.

Or Backups in general.

I’d say play Samurai as early as possible. You also don’t need Rocket Science for that piece of advice.

 

21-007L – Shadow

That is some great art. I’m just sitting here, staring at the card without bothering to read the text at the bottom of it. But, we got to do it.

Shadow 7 cost Forward, with 9000 power.

That’s pretty steep, but you can Warp Shadow in for 1CP. And if you play it properly, You’ll come up +3 on the CP count. Which is probably why you would want to play Shadow.

For 1CP you can Warp Shadow in, and you’ll probably have some FFVI Characters already on the field, so at the end of your turn, Shadow will come in, you’ll discard your hand and draw 2 cards.

But what if you don’t have any cards in your hand?

Well then you’ll just draw 2 cards. Which is what you’re trying to get to.

21-008R – Vermilion Bird l’Cie Caetuna

This is it!

We’ve been looking for a way to get rid of Backups. And we have it right here. For Fire at least. You can put 3 Backups into the Break Zone to deal 2 Forwards 10,000 damage.

All those Backups that have an enter the field ability, will be able to get off the field with Vermilion Bird l’Cie Caetuna’s 2nd ability.

And her first ability will remove a Forward from the game instead of just sending it to the Break Zone.

This one potentially has potential.

21-009C – Warrior

Didn’t we just make a Warrior deck a while ago, featuring Benjamin? I believe we did.

And, this card would be a perfect fit for it.

Warrior, has the ability to dull another Warrior (Name or Job) that you control, and gives him protection. That Warrior cannot be broken. Your opponent can try all they want, but that Warrior will stay on the field.

I like this card. Just a regular Common, but it has it’s uses.

21-010H – Taivas

The Warriors just keep getting better and better.

Taivas will let you, once per turn, toss in a Warrior (Job or Name) of cost 3 or less.

As long as you have a Warrior on your hand, you’ll be able to play him. And, if you don’t Taivas will let you search for one when he enters the field.

 

 

21-011H – Neon

I haven’t played Strangers of Paradise yet, so I don’t know who these Characters are or what they do.

All I know is that Neon, is great for a Fire deck. Giving your Fire Forwards +1000 to the damage they deal to another Forward.
Now the other ability will only work if you have a couple more Strangers of Paradise Forwards on the field. If you do you can choose up to 2 Forwards and deal them 7000 damage. Now it doesn’t say your opponents Forwards, so I’m wondering if there is a Forward whose ability goes off when they get damaged.

21-012H – Bahamut

Our very first Amano Bahamut.

For a second there I thought this would be a Free Summon, but I could only get Bahamut down to 1CP.

1CP to deal 10,000 damage to one Forward isn’t a bad trade off. And if you Break that Forward you’ll actually be removing that Forward from the game. Or RFG as the cool kids say.

This Bahamut is good if you’re going all out on the offensive. Just add Fang (1-020R).

21-013H – Feolthanos

Feolthanos is a card, that you just want to bring out and have him sit on the field as he watches over everything.

Cause once he sees an EX Burst it’s over for your opponent. That’s 3 points of damage, just coming out of no where. And, with no way to block it. Almost no way, Feolthanos looks like a real threat.

Plan of attack would be to bring out Feolthanos, and find a way to protect him at any given cost.

And, if he finally gets broken, Feolthanos will deal 9000 damage to 2 of your opponent’s Forwards.

All this for 5CP.

Yes, I’ll take 3, please.

21-014C – Bomb

Just like a Time Bomb, or a Mine in a Minefield.

Bomb is a a great Bomb.

You can play dull Bomb pay the cost, put Bomb into the Break Zone, deal a Forward 4000 damage, and search for another Bomb and play it onto the field.

I’m thinking it’s time to build a Bomb deck. There are 8 different Bombs, 9 if you count Mom Bomb.

I’m going to have to take a closer look into this.

21-015R – Marilith

4CP/5K body, doesn’t look like a good deal to me.

Marilith does come in and deals 8000 damage to one of your opponents Forwards.

And if you’re playing Mono-Fire you’ll probably give 2 of your Forwards Haste.

I mean, maybe. Maybe not. Probably not.

Prove me wrong.

21-016C – Mutsuki

A decent 3 cost Backup that comes in and deals 5000 damage to one of your opponents Forwards, and if you have another 2 Type-0 Characters on the field, it becomes 8000 damage instead.

It’s a decent attack when she comes in, after that all she does is hang around producing a CP per turn.

Which is still good, if you got rid of one of your opponent’s Forwards with that attack that hit for 8000 damage earlier.

21-017C – Monk

Monk has Warp, and Monk has Brave.

And that is it.

4CP for an 8000 power Forward. You can call Monk a Meat Shield.

But, since you can pay only 1CP to have Monk Warp in, It’s a decent card to have around. If you don’t have something better to play.

 

21-018R – Rain

Rain comes in with Haste, and if you cast Warp instead of paying the cost to play him on the field, Rain deals one of your opponents Forwards 7000 Damage.

You can go ahead and attack right away.

And, you’ll have an extra body to throw around.

This isn’t one of the better Rains.

 

20-019C – Reynn

This Reynn on the other hand, will fit very well in the Bomb deck that I would like to build.

At 2CP, Reynn just hangs out on the board until you want to grab a Monster from the Break Zone. A Bomb in our case, and you play that Monster straight to the field.

“Straight out the Break Zone,
Is a Monsta that’ll smother yo’ foe”

Or something like that.

20-020C – Lehftia

Yes, Yes, Yes!

I do like this card.

2CP, for a +2000 power attack from your Fire Characters or Summons. Yes, this includes Backups and Monsters. I can’t believe this is just a Common, I’ll be throwing this in any Mono-Fire deck that I make, along with Warrior (5-014C) and Lebreau (1-030R)

So, you’ll want to be able to protect Lehftia from all attacks.

Plus, when you get 3 points of damage, when Lehftia enters the field she’ll deal 6000 damage to one of your opponents Forwards. +2000 for a total of 8000.

I’ll take 3.

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Dawn of Heroes : Fiery Thoughts

20-001R – Ardyn

The Chief Minister starts off Dawn of Heroes, and it’s exactly what someone in charge will do.

What do I mean by that?

When Ardyn enters the field, you select 2 Backups that are now useless, as there entering abilities have already been used, and you can put them in the Break Zone, to play 2 new Characters onto the field. And depending what you get, well, it’ll be better than what you already have on the field.

Ardyn is one of those cards that can change the game in your favor.

“… you’ve got to ask yourself one question: Do I feel lucky? Well, do ya, punk?”

20-002H – Auron

Am I reading this right?

Can you use Auron’s ability to deflect the point of damage you’ll receive and just have Auron be dealt 8000 damage.

If so, then I might be wrong, because why would you use Auron’s ability to block a point of Damage, when you can just block the attack itself.

I think I figured it out now, it’s when one of your Forwards are dealt damage, Auron can come in like a guardian a take the hit himself, thus allowing the other Forward to survive the attack.

Either way, Auron will be blocking.

20-003H – Ifrit

A one cost Summon?

Yes, I’ll take it. Why, thank you.

You’re playing Mono-Fire? You’re playing Ifrit.

When you cast Ifrit, you can deal 5000 damage to one Forward. And, if you have more than 5 Fire Characters on the field, it becomes 5000 damage to 2 Forwards.

Or you can pick the same Forward twice and deal it 10,000 damage.

I’d say it’s worth having a few of these.

20-004C – Warrior of Light

Warrior of Light comes in, and you reveal the top 4 cards of your deck. Put 3 at the bottom of your deck and remover the other one from the game. At first you would think that this is part of an extra cost to play this 2 cost Forward, but nope.

The removed card can be cast this turn. So, it’s like drawing an extra card, but you can only use it this turn.

This would have been a great card, if it read, you can pay the cost with any element.

 

20-005C – Garland EX

6 cost Garland here, to provide you with a decent EX Burst. Comes in with Brave and that’s about it.

High cost because Garland is just a common.

I’d probably just keep this card in a deck, just so there is a chance for Garland to pop up, when you get hit for damage.

Other than that ….

 

20-006C – Blacksmith

Blacksmith is the Backup you didn’t know you needed.

The more Forwards you have on the field, the better Blacksmith becomes. For once Blacksmith enters the field, all of your Forwards will deal 7000 damage to one of your opponents Forwards, when they attack this turn.

Imagine, you have 5 Forwards on the field, your opponent has as many as they have, and you just start taking them down one by one.

As long as they don’t have an answer, you’ll be good.

20-007L – The Demon

The Warring Triad is finally here. Now to get Kefka to unleash their power.

The Demon comes in and starts having fun from the get go. And, the fun doesn’t stop there You can also choose one of his abilities every time The Demon attacks.

Just look at these abilities, all set to cause destruction to your opponents plans.

You can either deal damage to 1 Forward, up to as many cards that are in their Break Zone. Plus all those Break Zone cards are removed from the game as well.

Or you can choose an Element and deal 7000 damage to all those Forwards.

Or, you can choose a Job and deal 8000 damage to all of those Forwards.

Mono-Decks and Job Decks watch out. The Demon is coming …. The Demon is HERE!!!!

20-008H – Kefka

I knew there would be a Kefka once I saw the Warring Triad.

Amano art? Check
Warring Triad? Check

Dancing Mad? You will be once you get this card to go off at the end of any turn.

Let’s just say, Kefka will use the Warring Triad to strike down your opponent, just like he struck down Mobliz.

9000 damage to one of your opponents Forwards, for each Magic Counter you remove.

20-009L – Zack

I remember reading somewhere. “Finally a Zack that can be played.” Or something along those lines. If you’re reading this and you are the one that said that, please let me know, so, I can add your name to the quote.

This one will fit right at home with AVALANCHE. You play Zack for 5CP, and every time he attacks you can deal a Forward 5K damage for each SOLDIER you control. Zack and Cloud, that’s 10k right there, and I’m sure you’ll be able to find a couple of SOLDIERs laying around somewhere.

When Zack leaves the field you can play a FFVII Forward of 4CP or less onto the field. With about 100 or so FFVII Forwards that cost up to 4CP there are plenty to choose from, Opus XIV Cloud, Tifa and Barret. If you’re still running AVALANCHE that’s an easy way to get them on the field.

And, let’s not forget Meteor Shots, where you can deal 7000 damage to all of your opponents Forwards.

Let’s keep an eye on this one.

20-010C – Samurai

What a reprint? I wasn’t expecting that. Let’s see what we wrote when Crystal Dominion came out.

“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 your real Backups. ”

Huh? What was I even writing, I had to edit it to make sense. In my defense, we didn’t know what Crystals would be doing back then. … Half the time I still don’t know.

Because apparently, if you actually read the card Samurai can put itself in the Break Zone.

20-011R – Jecht

That is a young looking Jecht, looks like he’s Tidus’ age. Actually younger.

This is a great card.

When Jecht is sent to the Break Zone, you can search for a Fire Forward of 7CP or more to play onto the field.

And there are some great cards to play depending on what you’re playing.

Philia (13-129S), Cyan (15-006H), Ramza (18-015R) and The Demon (20-007L).

Which one you chose is up to you. I might go with Philia.

20-012C – Goldsmith

Cheap Backup, that will buff a Forward when Goldsmith enters the field, and when Goldsmiths enters the Break Zone.
+3000 and Brave.

Should be more than enough to take down a Forward, hopefully the attack will go through and deal damage to your opponent.

 

 

20-013C – Culinarian

What else would you expect? A cook needs Fire, and the more Fire you got in the oven the better.

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

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

 

 

20-014R – Tifa

We got another Tifa, even though it is only a Rare card, the ability is pretty good.

Whenever a FFVII Character … I read that wrong the first time. For some reason I read attacks. But, it’s still great. Whenever a FFVII Character deals damage to one of your opponent’s Forwards, you get to choose a Forward, and take away their ability to block.

Not it does not say Forward, it says Character. That means Forwards, Backups, and Monsters can be used to deal damage to your opponents Forwards. A simple ability from the back line to deal damage to a Forward will help you get passed that high powered Forward your opponent has, thus making it easier for your attacks to go through.

Somersault? Just a way to deal 8000 damage to a Forward.

20-015C – Morrow EX

Only 1CP if you want to wait a turn, and you probably will.

Why? When Morrow comes in due to Warp, you’ll be able to draw 2 cards. Even though you’ll discard a card when he enters, you’ll still be up a Crystal Point.

You’re getting paid to use this card. Might as well use it.

Let’s not forget Morrow comes in with Haste, and and a 7K body.

Yes, I’ll take it. I’ll find some use for it.

20-016R -Barret EX

This Barret won’t replace the Opus XIV Barret in the AVALANCHE deck. But, it will deal 3000 damage to one of our opponents Forwards x the FFVII Forwards you control.

It could be 3000, it could be 27,000.

I like that this ability can come up as an EX Burst. You might want a couple of these in your deck, just to have Barret pop out when your opponent least expects it.

Catastrophe, 10K damage to a Forward, and Barret doesn’t activate.

You get all this for 3CP.

I’ve seen worse cards for that price.

20-017R – Palom

Kind of looks like this card was drawn with MS Paint. And, I don’t mean that in a bad way.

At 2CP, Palom won’t steal the show this set, but it’s still a decent card if you got the Crystals. That’s why we need the Samurai reprint this set.

Palom will come in and deal a Forward 8000 damage, with the help of a Crystal.

I’m figuring Porom will have a similar enter the field ability, after that they can both be sent to the Break Zone to deal a Forward 10,000 damage.

 

20-018H – Phoinix

We’ll start off by saying, I haven’t gotten that far in FFXIV, before I stopped playing.

Monsters can be hit or miss.

Phoinix enters the field and deals 9000 damage to a Forward. Phoinix one doubles as a Forward, but at the cost of 4 cards from the Break Zone. Half the time if the cards are in the Break Zone, they’re dead cards anyway.

I might give this one a try.

 

20-019C – Hedgehog Pie

You can get 3 Hedgehog Pies on the field in one turn. As long as you got 2 cards in your hand.

After that Hedgehog Pie will sit on the field until the moment that you would like to use his ability to deal 5000 damage to a Forward.

And, since you’ll already have 3 of these on the field, you can spread the love.

 

 

20-020C – Montblanc

Simple Backup, has one job.

Deal 5000 damage to one of your opponents Forwards. Or 8000 damage if you have 5 or more Fire Characters on the field.

After that just chuck Montblanc to the Break Zone when Ardyn enters the field to get 2 new Characters.

 

 

20-021R – Red XIII

Talk about a beast, cause that is what Red XIII is the jury is out on weather he is a cat or a dog, or both maybe?

A 2 cost beast with a 9K body that will take care of most of your opponents attacks.

Of course you won’t be able to play Red XIII unless you have another FFVII Forward on the field, but that shouldn’t be too hard to do.

Only draw back is that. That you can’t play Red XIII without another FFVII Character, meaning you probably won’t be able to play Red XIII turn 1.

When are we going to get a card named Nanaki?