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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?

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From Nightmares – Thunderbolts and Lightning

19-069R – Emperor (FFL)

5 cost Forward with an S-ability that has a 50% chance to turn the tide in your favor. More than 50% depending on what cards you’re playing. But, if you’re not playing any Summons or Monsters it’s 100%.

Black Box, the abilities of abilities. Depending on what is the top card of your deck you can either deal 8000 damage to all the Forwards. Dull and Freeze all the Characters, or draw 4 cards.

Either of the first 2 will be very beneficial for you.

Add Glauca to the mix and he’s only a 4 cost Forward with a 9K body.

I’ll take 3 and throw them in any Lightning deck.

19-070C – Edge

It’s all about the Shuriken Counters.

Edge comes in with 3 Shuriken Counters, each one can be used to deal 5000 damage to a Forward. He does dull when he uses his ability, but after 3 turns, you can just block a Forward and recast Edge.

This way you can have Edge on the field for most of the game, just dealing 5000 damage a turn. A nice little way to keep your opponent at bay.

 

19-071C – Elgo EX

4 cost Backup that allows you to grab a Multi-Element Forward from your Break Zone.

After that Elgo just stays on the field and produces CP each turn, as any Backup would.

His enter the field ability also comes off as an EX Burst.

 

 

19-072C – Eald’narche

5CP/9K Forward that when she enters the field you can discard a card to Break a Forward.

Any Forward will do.

In total you will be paying 7CP to break the Forward, and then you’re left with a 9K body to deal damage or block attacks.

Almost like an Opus I Odin that will Break a Forward, but you get to keep this card on the field.

19-073C – Kain

Have we had a Kain as a Backup before?

Either way, this one isn’t half bad. Actually pretty useful with Back Attack.

If you have a Forward that is blocking another Forward, and your opponent buffs it to match the your Forwards power, you can play Kain and give your Forward First Strike. That way your attack will go through first. Breaking your opponents Forward.

Other than that, there really isn’t much use for it.

19-074C – Scholar

Cheap Backup to play, and is great when you have 3 points of damage.

When Scholar enters the field you can Break a Forward of cost 3 or less.

Not only that, but Scholar has an ability to deal 8000 damage to a damaged Forward. Most of the time this will break that Forward.

You get all this for 2CP.

 

19-075C – Chimera

If you don’t have a low cost Character on the field when you play Chimera, you don’t need to break it. This can also be a way to get rid of a Backup you don’t need on the field anymore to make way for a new one.

Chimera costs a measly 1CP, and it can also become a Forward.

This is a pretty decent Monster/Forward.

 

 

19-076R – Kuja EX

2CP Backup that Breaks a 2CP Forward or 1CP when he enters the field.

After that you can dull Kuja, chuck him to the Break Zone and dull a Forward.

 

 

 

 

19-077L – Golbez

Archfiends are back. If they weren’t a thing yet, they are now.

Golbez and the Warp Counters. Every time you remove one, you can play an Archfiend from your hand onto the field. They don’t even need to be a certain cost. Any Archfiend will do. And every time you do play an Archfiend, you can draw a card.
After that Golbez gives all the Archfiends +3000 power.

So many awesome cards so far, and so many decks I want to build. And so little time to do so.

19-078C – Jinnai

I don’t see it.

I mean you can pay the 4CP to activate Jinnai, to dull a Forward.

If the cost was a little cheaper, maybe 2CP it would have been better, but for 4CP to activate Jinnai, I believe there are better options to play.

But, Jinnai is only a Common, so that might be why the cost is high.

Other than that Jinnai is a 3CP/7K Forward.

19-079H – Moebius

Did I mention I like the Dream Stooges?

Well if I didn’t, now I did.

Moebius allows you to grab a Dream Stooge from the Break Zone. Which is a good thing.

If you have all the Dream Stooges on the field, they all gain +2000 power, making them a little more difficult to deal with.

I like it and I shall be making a Dream Stooge deck, just to have some fun. Add in Kefka and I can see something fun Happening.

19-080R – Vivi

Mono Lightning?

Might as well play Vivi, if only for the fact that all you’ll have in your hands is Lightning cards.

Simply play Vivi onto the field, reveal your hand and deal a Forward up to 14,000 damage.

It’s simple as that. He’s also a Forward so you can block an attack and then play another Vivi, and rinse and repeat.

Lots of value in this little play. It’s worth a try or 3.

19-081R – Behemoth

A second Behemoth in this set.

This one plays quite different then the Earth one.

When Behemoth enters the field, you can choose a Forward of 5CP or less and send it to the Break Zone.

After that during each of your Attack Phases, Behemoth will dull one of your opponents Forwards.

What you wanted to attack with that Forward? Sorry, he’s dull. Oh you wanted to block with that Forward, Sorry, he’s dull too.

If your opponent doesn’t have an answer for Behemoth, he’ll be playing with one less Forward. One he won’t be able to play again. Unless your dulling a Standard Unit, but why would you want to do that?

Did anyone notice the KO’d Onion Knight on the bottom?

19-082H – Lightning

This beautiful card comes in with Haste, And 9000 power.

It’s an interesting card if I say so myself. Because when she is sent to the Break Zone you can play a Category XIII Character from your hand onto the field.

And her other ability reads, discard Odin, and choose a Forward your opponent controls, break the Forward and Lightning.
Now, if you already have another Lightning in your hand, you can play her onto the field for free. It’ll be almost as she never left.

Who said Lightning doesn’t strike twice? Lightning can strike up to 3 times with this card.

19-083R – Ramuh

Lightning’s Free Forward is here, in the form of Ramuh.

Simply put, Ramuh deals 8000 damage to a 3 cost (or less) Forward.

That is usually more than enough to get rid of the low CP Forwards.

And, since it’s a free play, why not use it. I know I will.

 

 

19-084R – Ricard

Looks like Dragoons got a roll of the dice.

I like these types of cards, that let you reveal the top cards of your deck and hopefully finding what you’re looking for.
You won’t always get what you’re looking for, but there is always a chance.

And with most Dragoons being Lightning. I’m sure you’ll be able to find a Lightning card or two to choose from.

After the roll of the dice, Ricard has an ability that will give a Forward First Strike. You will send Ricard into the Break Zone, and that just means you get to play him again.

19-085C – Dragoon

Dragoon here comes in with Haste, and that is enough for me.

But if you’re playing with 3 different elements, and you paid the cost with 3, you can choose a Forward of cost 3 or less and Break it.

There are Dragoons in almost all of the Elements, which can make it somewhat easy to play.

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From Nightmares : Twisted Fire Starters

19-001R – Ifrit

What a way to start off the set. Coming in at number 1 is a Free Summon.

And everyone likes Free Summons. I know I do.

Once you play a Fire Forward onto the field, Ifrit comes in for free and deals 7000 damage to 1 Forward. Pretty simple. And, it’s even better because it’s free. Add Ifrita to the mix and things can get hot very quickly.

 

19-002L – Ace

Cadets getting back into it with this “Ace”

Ace comes in for 1CP, sure you’ll remove 5 fire cards from your Break Zone when he enters the field, but half the time you’re not going into your Break Zone to grab something.

When Ace attacks you deal 1 Forward 10K damage.

And, with Spiral Gambit, Ace can attack twice and deal 2 Forwards 10K damage. Plus he’ll probably be able to Break another 1 or 2 as well.

Talk about an “Ace” up your sleeve.

OK, I’ll stop now

19-003R – Edgar

Cheap Backup to play. For 2CP Edgar will come in bring his Auto Crossbow, if you need to deal damage to a few of your opponents Forwards.

Edgar is also carrying a Phoenix Down just for Sabin. If by any chance Sabin is sent to the Break Zone, Edgar will just bring him on back, and it’ll be like he never left.

Always good to have a “backup” plan.

 

19-004R – Kukki-Chebukki

Other than the art, this card seems like it’s just a basic card. 3 cost Forward with a 6K body.

Ability is just dealing 2000 points of damage to a Forward.

If it’s broken in the same turn, you can remove it from the game instead.

 

19-005C – Sazh

Haven’t seen Sazh in a while now.

But he comes in, searches for Dajh and has a 5k body.

Cheap searcher, even though Dajh usually only protects Sazh. But, do you really want to play Sazh if you’re now counting Category XIII cards for other abilities?

 

 

19-006C – Tifa

Tifa costs 5CP, but can Warp for 2CP. You just have to wait 3 turns.

And when she finally comes in, Tifa has 9000 power, Brave and can attack twice in the same turn.

Looks like we’re getting more and more cards with the ability to attack twice. Fire is getting most of them.

 

19-007C – Dajh EX

Discard a card draw a card.

Cheap Backup, that buffs Sazh.

Just like we mentioned earlier. Probably not worth playing.

 

 

19-008R – Buffasaur

This monster is waiting to pull the trigger on one of your opponents Forwards. You can deal damage to a Forward that just enters the field, but it comes at a cost.

All you need to do is figure out, if that 8000 damage that you’re going to deal to your opponents Forward, is worth a point of damage for you?

 

 

19-009C – Bomb

Bomb, acting more like a Bomb.

When he takes enough damage, instead of going peacefully, Bomb will Explode and deal damage to 1 Forward. It should have been “all Forwards”, but what do I know.

Any how, When Bomb enters the field you can dull 2 Fire Backups and search for another Bomb (2CP or less) and play it onto the field.

Technically, you can swarm the field with Bombs in no time.

Is there a Bomb deck out there? How many Bomb cards do we already have?

19-010H – Sabin

I mean, this could have been more than just a Hero.

Sabin comes in and if you’re playing a VI themed deck, he will do some Damage. Yes, capitol D. Depending on how many VI characters are in the Break Zone, Sabin will deal that many Forwards, 8000 damage. if there’s 4, then 4 of your opponents Forwards will be dealt damage.

It’s Suplex City here.

Let’s not forget about Sabin’s twin brother. This whole time we didn’t know how strong Sabin’s Enter the Field ability is. But, now that we know. We know that the 2 brothers will be a staple.

19-011C – Miyu

A backup that searches for an Agito Cadet.

Searchers are always welcome, as they allow you to search for a card. IF you don’t want to search for a card then, this isn’t the card for you.

During Pre-Release, I noticed 2 other Agito cadets in Ice and Lightning, all of which are Backups.

Might be useful if you want to run the FFXIII Custom Starter Set with all 3 colors.

19-012C – Monk

Cheap Backup to play.

I also like the fact that you can get rid of him by using his ability. Even if you are just using it to get rid of Monk in order to play the Backup you really need to play.

And that really isn’t a problem, unless you already have 5 Backups on the field.

Who cant use a +4K buff, when your Attacking Forward is Blocked.

19-013C – Lilty

I’ve seen a couple of these types of Forwards in this set. Where if the cost is paid with more than 3 elements, the Forward gains an enter the field ability.

Lilty’s ability is to deal 8000 damage to a Forward.

Lilty also comes in with Brave.

 

 

19-014C – Luneth

A simple 4 cost Backup that deals 5000 damage to all of your opponents Forwards.

I believe with the new Warrior of Light, and all the Warrior of Light Jobs we have this set we’ll see some synergy between all of them.

By itself it’s a decent Backup that can break down your opponents defenses.

 

19-015R – Ruby Weapon

If you remember anything about Final Fantasy VII, it’s that 99% of the people that played it, haven’t beaten Ruby Weapon. Including me.

Ruby Weapon was a pain to deal with because he would remove 2 of the party members and you would have to fight him with 1 Character. Hopefully that Character had Knights of the Round and Phoenix Materia equipped. After that you might have had a chance.

Why am I bringing this up?

Ruby Weapon will remove one of your opponents Forwards with his ability. But, only if they have 2 or more Forwards on the field.

Other than that Ruby Weapon is a 6 cost Forward that has high defense. Considering that any damage dealt to Ruby Weapon is only 1000.

Might be worth a shot, if you need an extra Fire card in your deck.

19-016H – Laragorn

One of the three Dream Stooges. Taking his name from one of the original Stooges Larry. And that’s why I like this card before I even read it. Plus, the Amano art is great as always.

When Laragorn enters the field you can search for a Dream Stooge. Either one of the two, and play it straight to the field. You’re pretty much getting a Buy One Get One Free here.

Laragorn can also grab a Dream Stooge from the Break Zone, and the best part is you don’t have to send Laragorn to the Break Zone to do it.

Maybe, just Maybe the Dream Stooges can become a thing.

19-017R – Leon

I’ve seen plenty of Rebel cards this set.

Leon searches for his sister, Maria, and depending on how many Rebels are on the field, Leon does gain some buffs.
If you have 4 or more Rebels, Leon gains +4000 power and Haste.

You’ll most likely be caught between the choice of playing Leon early to find Maria, or waiting until you have 4 Rebels on the field to play him.

Sure you can also play Leon early on, and then allow him to get broken to play him again, but if he’s already on the field, I don’t see a reason to sacrifice him, unless you need to.

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Resurgence of Power : Ice Opinions

18-018R – Alhanalem

2 cost Backup that can easily remove a Character from the game. If your opponent finds a way to play a card onto the field, simply Dull Alhanalem put Alhanalem into the Break Zone and remove that Character from the game.

Does this ability work with Warp?

Guess we’ll have to find out.

 

18-019R – Weiss

Weiss is an interesting card.

Every time your opponent discards a card because of your Summons or abilities, you’ll be able to choose one of their Characters and Dull and Freeze it. There’s plenty of cards in this set that will allow you to use Weiss effectively. And from previous Opera as well.

Fits perfectly into a Discard deck.

 

18-020C – Quistis

Card with a purpose. Just one purpose, but it does it well.

Play Quistis onto the field. Choose one of your Forwards and have that Forward attack. When that Forward attacks it will do so with +2K power and your opponents will randomly discard a card from their hand.

All that is left for Quistis to do is block an attack and hopefully she’ll be drawn from your deck so she can do it again. And then do it again.

And if Weiss is on the field, you’ll also Dull and Freeze a Character.

18-021R – Cu Chaspel

Cu Chaspel can have some use. Especially if your opponent has no cards in their hand. That way whatever card they grab from the Break Zone, they will have to discard it as you get to keep that card and discard another card.

Cu Chaspel should work good with a Discard deck.

And after your opponent discards a card, Weiss gets to Dull and Freeze a Character.

 

18-022C – Black Mage

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

Cheap Backup to play.

 

 

 

18-023H – Krysta

Krysta enters the field and your opponent discards a card.

Other than that Krysta can turn into a Forward if your opponent has 2 cards or less in their hand.

Pretty decent if you ask me. Weiss makes this card better when he enters the field.

 

 

18-024C – Shiva

For a 1CP Summon this card is actually very usable.

Shiva comes in Dulls and Freezes a Forward.

Now if you pay the extra cost of removing 10 Ice cards from the Break Zone, you can instead, Break that Forward.

Should come in handy late in the game when you have a bunch of cards that you won’t need to re-use, that is if you had a way to get them back.

18-025C – Chime

A 2 cost Backup that might be able to save one of your Forwards.

Dull Chime and give one of your Forwards +1000 Power and First Strike. Hopefully evening their Power and with First Strike your Forward will come out on top.

Only drawback is that your opponent has to have 1 card or less in their hand.

 

 

18-026L – Teodor

Now this is a very interesting card.

Sure, you might look at the high cost to play Teodor, but you can actually play him for 2CP with the Warp ability. For 2CP you can play Teodor, you’ll just have to wait 2 turns before he comes in. And, your opponent might have a way to stop him from coming in.

But, if he does come in, your opponent will Discard 3 cards. 2 cause he enters the field and 1 because he entered using Warp. And that means, he will also have +2000 Power, Haste and First Strike. Since you hand can only have 5 cards at the end of your turn. If you take away 3, they’ll be left with 2, and that is what you need to have Teodor gain his buffs.

I like this card. Might have to use it soon.

18-027C – Nooj

High cost, but when he enters the field, you can Break a dull Forward and have your opponent discard a card.

I mean, I don’t see any drawbacks to this besides the cost. But, what did you expect? Nooj is just a Common that can do some damage. Hence the cost.

 

 

18-028C – Nero EX

This is a great card. Works well with Weiss as Nero searches for Weiss.

That means after you find Weiss, Nero becomes a 2CP Backup. Which in itself is great.

If Nero is on the field when Weiss enters the field your opponent discards a card, allowing you to make use of Weiss’ ability and letting you Dull and Freeze a Character they control.

I’ll take 3, and 3 Weiss.

Should be good for a Shinra deck. Or maybe just a Tsivets deck.

18-029R – Hein

Hein comes in at a high cost, but if used at the right time can help turn things in your favor, if only for a turn.

This 5CP/8K body comes in and Freezes 4 Characters. Sure, they already need to be Dull for this ability to do anything, but it’s still a decent card to play at the right time.

Other than that Hein has protection against any Summons or abilities that can break him without dealing any damage.

 

18-030H – Physalis

For a 2 cost that can potentially have 8000 power, this is a pretty good card in fire (… er Ice?) power. But, that isn’t the reason you’ll be playing Physalis. Well, not the main reason.

Physalis allows you to discard a card and potentially play a better card as you’ll remove the top 2 cards of your deck,and then you’ll be able to play them this turn as if they would have already been in your hand.

 

18-031C – Rune Fencer

The extra cost is worth it as you’ll Dull and Freeze one of your opponents Forwards when Rune Fencer enters the field and each time Rune Fencer attacks.

Sure, it’s a 4 cost Common, but you’ll be able to use the ability once per turn.

 

 

 

18-032C – Phantasmal Girl

The card you need to protect your Manikins.

As long as you have 2CP ready to go, Phantasmal Girl will cancel out any Summons and abilities that target your manikins.
And at only 2CP, this card is a no-brainer. If you’re playing with Manikins, that is.

 

 

18-033R – Yuna

Pair this one with Rune Fencer. Once Yuna enters the field, your opponent will choose 1 Forward they control. Then you get to Dull and Freeze the rest of their Forwards. After that Rune Fencer wither comes in or attacks, and you’ll Dull and Freeze the remaining Forward. Leaving your party to attack without any blockers to fear.

Great Whirl is also a good reason to play Yuna. It might cost 4CP and another Yuna to cast, but once it’s done, you can just Dull Yuna and cast it again without paying a single CP.

 

18-034R – Lasswell

Played in conjunction with Yuna and Rune Fencer. Lasswell comes in and since all the Forwards will have been Dulled and Frozen Lasswell will allow you to draw a card. You don’t even need to play Lasswell the same turn you played Yuna and Rune Fencer. You can play him the turn after and still reap the rewards as all the Forwards will be Frozen.

Now 5000 power might not be a lot, but at 3 points of damage, Lasswell gains +2000 power.

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Magnets

The item you never knew you needed. Final Fantasy Magnets, staying true to the NES 8-bit days we make these magnets to look exactly like they would in Final Fantasy. And, I think they look pretty good, if I say so myself.

We’re starting off with Final Fantasy 1, We made the Warriors of Light. Fighter, Thief, Monk, Black Mage, Red Mage and White Mage. You can get just one or all six. 4 would probably be ideal as that’s how many party members you have in the game. You can set them up to hold up your kids pictures or the bills you need to pay or anything else for that matter.

We’re also offering custom magnets as well. You can choose the base, then change around the color of the clothes, skin and hair color. And, as you know it I always misplace things so, those pics will be up later.

Watch out for the email, that will tell you when they go on sale. So, sign up for the newsletter while you’re at it. That way you won’t miss out on anything,