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Journey of Earth

22-055R – Ignis

Ignis is starting Earth off this set.

If Noctis is already on the field, Ignis cost goes down by 2CP, making his cost, you guessed it, 2CP.

He comes in with 7000 power and the ability to cancel an ability that is choosing any member of Noctis & Co.

And that’s about it. I’ve seen the rest of the Final Fantasy XV cards and I must say that they are working well together again.

But, then again, why wouldn’t they?

27-056H – Wuk Lamat

Here’s a free play.

If you’re playing Scions or even “The Twelve” You’ll have a free 9K Forward to play whenever you’d like. Well not whenever you’d like. Whenever you can play her, and if you have 5 XIV Characters already on the field.

Whenever Wuk Lamat declares an attack, you can either break one of your opponent’s Backups that cost 4CP or more, or you can reveal the top card of your deck and if it’s a Final Fantasy XIV Characer, you will add it to your hand.

I’ll take 3. Yes, and I’ll need to find all 12 Playsets of “The Twelve” along with 3 of Rebellion’s Call’s Hein.

27-057H – Erenville

Whats a Gleaner?

Erenville comes right on in and searches for a Final Fantasy XIV Forward. And that is pretty much it.
Erenville can also grab Wuk Lamat from the Break Zone sacrificing himself to save the Princess. Makes sense, right?

And since Erenville is sent to the Break Zone, there should be a spot for him in your deck, as you can take him out when you need to play another Backup.

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27-058R – Karaha-Baruha

A summoner, that will Summon a card. The only problem is that you won’t know what card it will be.
You’ll look at the top 4 cards of your deck and add one to your hand.

There’s also an extra cost to this.

One of those cards will be sent to the Break Zone.

The other two cards go to the bottom of your deck.

Is Karaha-Baruha worth it? I don’t know, there’s plenty of cards that have similar abilities and you don’t have to sack one of the cards in your deck for it.

27-059C – Galuf

If you search for Galuf, or grab him from the Break Zone, you can pay 2CP and play him onto the field.
There’s plenty of cards that can search for Galuf, meaning that you can just throw him into any deck, and play him without worrying about color fixing.

It’s an easy way to get a high-powered body on the field.

Or Meat Shield as I like to call them.

Krile in this set is a good way to grab him.

You’ll get 2 cards on the field for 5CP.

27-060R – Gladiolus

The brawn of the Reteaners.

Gladiolus comes in and you can search for Noctis. This also comes off as an EX Burst.

Meaning you can be grabbing cards even when it’s not your turn.

But, you’d rather not have Gladiolus in your Damage Zone, cause you’ll need as many as you can, just so you can spam Royal Guard over and over.

What does Royal Guard do you ask?

It gives all of your Final Fantasy XV Forwards +5000 power and Brave. Meaning that they will be overpowered. And, we’re not just talking about the good guys either.

I’m liking how FFXV is looking with this set.

27-061C -Krile

One more searcher. We can never have enough of them.

Krile comes in and searches for a Final Fantasy V Forward.

As, we mentioned earlier, Galuf is great candidate for this, as you can play him immediately for 2CP.
You’ll have a Backup and a high-powered on the field turn one.

Anything else?

Nope, that’a about it.

27-062L Krile (XIV)

Is it just me or does it seem like we’re getting cards that need a lot of separate elements to be of any use?

Krile here is just the same. In order for her abilities to be useful, you’ll need at least 3 elements,
If you have 3 elements on the field when she enters, then you will be able to look at the top 4 cards of your deck and add one to your hand.

Her second ability needs 3CP all of a different Element as well, but when you use it, you’ll be able to play a Forward that costs up to 5CP from your hand onto the field. Yes this will be good to use if you don’t have a way of paying for the Elements of the card you want to play. On the other hand, this ability isn’t worth using if you’re paying for a low cast Character. But, you already knew that.

27-063H – Cindy

We all need more Cindy in our decks. And, this Cindy is probably the best one.

When she is on the field she will not only produce Earth CP, but Ice and Lightning as well. Meaning that your Final Fantasy XV deck, can include all these elements, or just one or the other, and it will be easier to navigate.

You’ll say 6CP is kind of high for that, and I’ll tell you that it’s not.

Cause when Cindy enters the field, you will look at the top 5 cards of your deck and add one Earth card, and one Ice or Lightning card to your hand. Bringing her total cost down to 2CP.

I would say a color fixer is worth more than 2CP.

27-064C – Summoner

It’s one CP, plus the extra cost.

Just like the other 1 cost Standard Units who act like Summons, but they like to stick around.

Summoner, allows your opponent to choose which card they get to send to the Break Zone. It could be good, it could be what they wanted.

Now, why would I say that? Cause sometimes, the only reason we play some cards, is because they have an ability that triggers when they get sent to the Break Zone.

So, you better check at what they have on the field before you decide to use Summoner.

It’s still a decent card though.

27-065H – Hashmal, Bringer of Order

You know what this is?

Besides a Summon.

This is your chance to bulk up your deck, if you are playing a Tribal deck. Which tribe? probably Monks as they’re already Earth.

When Hashmal, Bringer of Order is Summoned, you will be able to pick 2 cards out of the top 3 of your deck. You will have to name the Job or which Category you want first. And, then if luck would have it, which it should, you should see the 2 cards that you want to grab. The rest go to the bottom of your deck.

It’s a crap shoot, but most of the time you should come out ahead with 2 extra Crystal Points.

27-066L – Noctis

Noctis is bringing the band back. And, they’re coming back strong.

+2000 power strong.

And when he comes in, the first thing Noctis will do is search for 2 Retainers.

And, then Armiger, deals one of your opponent’s Forward 9000 damage.

Now you’ll ask, why is this a Legend?

And, I’ll say is that this card by itself is not a Legend, but it becomes a Legend when the whole band is on the field.

It’s Noctis’s ability as a leader, that brings it all together.

This might be my next project.

27-067C – Pictomancer (XIV)

This is a card exchanging hand.

Pictomancer waltzes on in, and you can discard a card and break one of your opponent’s Forwards that have the same card as the card that you discarded.

There must be an easier way to say that.

But, yeah that is what happens. And, if you have a Multi-Element card on the field, you will add a card from your Break Zone to your hand, and then you will discard a card.

This is a good way to find a card that has the same amount of CP as the Forward that you want to break.

27-068R – Prompto

Are you reading what I’m reading?

How is this just a Rare?

Prompto gives Noctis Brave, and the ability to attack twice per turn. Which in it’s own would be worth playing Prompto.

And, that is definately not all.

If you have all 4 of the main Final Fantasy XV Characters on the field, during every Attack Phase, Prompto will break your opponent’s Forward. Which one? That all depends. It will always be the Forward with the highest cost, and if there is more than one, your opponent will get to choose which one they discard.

2CP, that’s all this card counts. I’d be happy to pay up to 5CP for a card like this, if you can keep Prompto on the field long enough, he’ll put a big dent in your opponent’s plans.

27-069C – Marsalga

I’m guessing I’ll need to see the other Caledfwich cards to see if they are worth playing.

So far, we know Marsalsa cannot become dull by Summons or abilities.

And if you control another Caledfwlch you’ll grant Marsalga Brave.

And, that is about it.

Just your regular Meat Shield, with 9000 power.
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27-070C – Malboro

It would have been nice, if we were introduced some status ailments thanks to Malboro. Sure we got “can’t block”, but what about Silence, and Sleep.

If I was in charge, I would have made this a Legend having Malboro, induce Dull, Freeze, Can’t block, Can’t attack, loses half it’s power. What else am I forgetting? Oh, yeah to all Forwards.

That would have been a fun card to play, but it also would suck to play against it. Which is why they probably didn’t do it like that.

Malboro will also be good in a Multi-Colored deck. Cause you can put Malboro into the Break Zone, and it will deal 3000 damage x the number of elements you have on the field to one of your opponent’s Forwards.

27-071C – Monk

A two cost Standard Unit that does do much.

But, it does one thing.

It will give an Earth Character +3000 power until the end of the turn.

And, produce CP until you decide to use Monk’s ability.

That’s it, this is just a way to hopefully save one of your Forwards, from an ability, a Summon, an attack, or a block.

Monk has some use, but not a lot.

27-072R – Riddar

Cecil is back … I mean Riddar is here, as a Paladi … Knight.

Riddar is your knight in shining armor, ready to take on the forces of your opponent, as he protects your Forwards from damage cause by your opponent’s abilities.

How will he do this?

Riddar does not take damage from your opponent’s abilities, if you have 3 Forwards on the field.

And, whenever your opponent targets one of your Forwards, you can use Riddar’s ability to change that target to Riddar himself. which in turn will make that damage a big fat Zero.

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