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Icelike Oceans

28-020C – Blue Mage

This is a card that we haven’t had something similar in a long time.

Blue Mage gives you a chance to take a peak at your opponent’s hand. Not only that, but you get to choose a card from their hand and send it to the Break Zone.

For 2CP this is a great card to play in any Ice deck.

The only drawback would be that you need 5 Backups to be able to use Blue Mage’s ability. And, since you’re also sending Blue Mage to the Break Zone for this ability, you will now have more room for another Backup.

28-021R – Eald’narche

Discard, Dull and Freeze.

Eald’narche does it all. All at the same time.

Whenever your opponent discards a card, you get to Dull/Freeze one of your opponent’s Characters.

Also if by any chance KAm’lanaut enters the field, Eald’narche can pay a Crystal, and your opponent will discard a couple of cards, meaning that Eald’narche will Dull/Freeze a Character.

Just Rinse and Repeat.

28-022L – Kadaj

How many Remnants can you remove from the game?

Kadaj comes in and you will take one Remnant in your Break Zone and remove it from the game. Now all you got to do is find a way to remove another Remnant from the game.

Why?

Because, if you have 2 Remnants removed from the game, at the end of every turn of yours, your opponent will discard 2 cards.

Talk about Turbo Discard. Kadaj will give you a head start.

And, for the price of a Crystal, you can send a dull Forward to their owner’s hand. Luckily you’ll get 2 Crystals when Kadaj enters the field.

28-023C – Kam’lanaut

Here we go, do you see the Combo and how it works. We’ll explain later.

First off let’s see what Kam’lanaut does.

When he enters the field, Kam’lanaut will Dull/Freeze one of your opponent’s Forwards. You’ll gain a Crystal as well.

Glacier Blade, will break a dull Forward, and you’ll gain another Crystal with it.

So, what’s the Combo?

Eald’narche is already on the field. You play Kam’lanaut and you’ll Dull/Freeze a Forward. and gain a Crystal. You’ll then use that Crystal to have your opponent Discard 2 cards. Once those 2 cards are discarded Eald’narche will Dull/Freeze a Character.

You see, Discard 2 + Dull/Freeze 2 = A great play.

28-024R – Gil Snapper

More Moogle Bounty Mayhem.

These cards look like they’ll cause some Mayhem to your opponent.

As long as Gil Snapper is on the field, all damage dealt to your Forwards 2CP or less, will have their damage reduced by 2000. That could be more than enough to keep them on the field.

Gil Snapper also becomes a Forward with 6000 power, and his first ability does reduce the damage that Gil Snapper takes as well.

You can probably throw Gil Snapper into any deck. Even if he’s not in an Ice deck, I’m sure you’ll find ways to bring him out.

28-025C – Kuja

Kuja is ready to sabotage your opponent. At least for this turn.

Kuja comes right on in and Dull/Freezes 3 of your opponent’s Forwards.

6CP.

And, you will play this card with a smile on your face.

And, you will smile when your opponent can not do anything to block your attacks.

 

28-026C – Clavat

I know I just saw this card.

This comfirms our generic common, that is the same through out all the elements in this set.

We’ll keep it short, or I can just Copy/Paste

“Here we go, a Crystal Generator.

One when Clavat comes in, and one when you use the ability to send her to the Break Zone.

Simple.

Easy to understand.

Not much else going on here.”

28-027C – The Emperor

The Emperor comes in and a dull Forward goes out.

Not only do you send a Dull Forward back to your opponent’s hand, but they will also discard a card from their hand as well.
And that’s about it.

5CP, 8000 power. And after he enters the field, The Emperor becomes a Meat Shield.

And, there’s nothing wrong with that.

 

28-028H – Shiva

A Hero Summon for 2 CP, can’t go wrong with that, even if you do pay the extra cost of a Crystal.

Shiva allows you to choose 2 of her two abilities. Yes, you pay the Crystal if you choose both.

1) Break a damaged Forward.

2) Dull one of your opponent’s Forwards, and your opponent discards a card.

Not bad. Not bad at all.

28-029C – Shantotto

You can’t lose with Shantotto.

For 3CP, Shantotto enters the field and you reveal the top card of your deck.

If it’s and Ice card, your opponent discards a card.

If, it’s any other element, you’ll draw a card.

And, the icing on the cake. You get to see what the top card of your deck is.

 

28-030H – Shuyin

This is interesting.

Shuyin acts more like a Summon than a Forward.

Shuyin comes in and you can either choose a Forward your opponent controls and remove it from the game. Or, you can have your opponent choose 2 cards from their hand and remove them from the game.

You’ll also have to remove Shuyin from the game as well.

So, the question is why did they make Shuyin a Forward?

Unless, there is a card that can bring Shuyin back after he has been removed from the game.

This is a card that I’ll keep my eye on, just because I’m curious to see what people will do with it.

28-031L – Snow

For 5CP you get a Forward that keeps on giving.

Snow has 3 abilities, and you get to choose 2 of them when he enters the field, and whenever Snow attacks.

1) Dull/Freeze 1 Character
2) Reveal the top 2 cards of your deck, add a Final Fantasy XIII card to your hand.
3) The next Final Fantasy XIII card you play is reduced by 2CP.

Plenty of choices here, but I see most people using 1 and 3.

28-032H – Cecil

Paladin Cecil now makes more sense.

Cecil comes in and you can pay the extra cost of removing 3 Forward in your Break Zone from the game. You can then choose one Character, Dull/Freeze. And then, your opponent will discard a card.

And, when your opponent finally breaks Cecil and sends him to the Break Zone, it’s like Cecil finally beat himself at Mt. Ordeals, and comes back as a Paladin.

And, when Paladin Cecil comes in, since Dark Knight Cecil is already in your Break Zone, you’ll draw a card.

28-033C – Sephiroth

At 3CP this Backup is great. Sephiroth is doing Ice things.

When Sephiroth comes in your opponent discards a card.

And, if you ever needed to break a Multi-Element Forward, Sephiroth is here to help you do it.
That’s about it.

Simple, but effective.

 

28-034C – Paladin

There are plenty of ways to have your opponent discard a card this set.

Paladin here is one of them.

Whenever Paladin deals damage to your opponent, your opponent will discard one card.

And, if you pay a Crystal you can also give Paladin +2000 power and Brave, giving him a 9K body.

You can do a lot worse for 3CP.

28-035R – Harley

What else would Harley do?

She searches for a Bard.

*Cough Edward Cough*

And that is about it. Although it doesn’t necessarily say that you have to search for Edward, but we all already know that Edward is a Bard, and Harley is his secretary.

Maybe Bards will become a thing.

28-036R – Yazoo

Removing Remnants, to gain Crystals.

That seems like what the Remnants would do.

Yazoo removes, one Remnant, and gains 2 Crystals. Just like Loz.

Then you can use those Crystals to Dull/Freeze a Character once per turn.

I might finally give the Remnants a spin this set. I’ve been meaning to do it for a long time now. Ever since Opus XI.

28-037H – Yoshikiri

Yoshikiri is looking to spend all those Crystals that you’ve been farming.

When he enters the field, pay a Crystal, and your opponent will discard a card.

Yoshikiri is blocked, and you can then pay a Crystal and your opponent discards a card.

And, if that’s not enough, you can use Yoshikiri’s ability, that will force a Forward to block. So, not only will your opponent discard a card, they will lose a Forward in the process as well.

This will be a fun card. For you. Not your opponent.

28-038R – Loz

I don’t know where to start. So, we’ll just start from the card. Which is what we’re doing anyway.

Loz comes in and you can remove a Remnant from the Break Zone and you’ll gain a couple of Crystals for it.

Now, what does Loz do with these Crystals?

You can use them to give an Ice Forward +2000 power. This can be useful as a counter measure. Give an Attacker that is being blocked +2000 power to Break the Blocker, or the other way around, +2000 power to your blocker to break the attacker.

Are we finally going to be able to get a good Remnant deck going?

Cool Singles!

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Dreamlike Fire

28-001R – Ursula

2CP + 1CP + 1CP = 8000 damage / 2

Or something along those lines.

Ursula comes right on in, and you can pay 1 Fire CP two times. Each time you do Ursula will deal 4000 damage to one of your opponent’s Forwards.

And, if you already have received 3 points of damage, every time she deals damage to a Forward that damage increases by 1000.

Making each hit, 5000 points of damage.

This changes our formula. But, we’ll just leave it like that.

28-002R – Ardyn

This is interesting.

Ardyn is here to deplete everyone of their resources.

At 4CP, and 9000 power, he’ll be hard to get rid of.

At the beginning of each player’s Main Phase 1, you’ll have to put one Character into the Break Zone. If you don’t Ardyn will deal you one point of damage.

And at 3 points of damage, Ardyn will double the damage dealt. So, 1 point of damage will become 2 points of damage.

Ardyn will make your matches much shorter.

28-003C – Garland

Half way to board wipe.

Garland comes along and he’s taking down all of your low cost Forwards. 7000 damage to all the Forwards 2CP and below, is a serious threat, to low cost Forwards.

If the Forwards are 3CP and up, well then you’re out of luck. Even 9000 power won’t be worth the 5CP spent to play Garland.
Maybe one would be good. There are better 5 cost cards out there.

 

28-004C – Guy

Now this is what I’m talking about.

Firion and Co. is getting a great addition to the Final Fantasy II deck. If you don’t have one yet, then it’s probably time to make one.

Guy comes in and grabs either a Warrior or a Rebel from your Break Zone. Which is great because Guy only costs 2CP.

Only drawback, is if you grab a card that isn’t from Final Fantasy II then you’ll have to discard a card.

Guy has been getting some great cards lately.

28-005C – Gunbreaker

3CP and a Crystal in order to get Gunbreaker’s full potential.

That full potential includes 8000 damage dealt to a Forward of your choice.

If all you want is a Meat Shield, then you don’t need to worry about the Crystal.

Yeah, that’s it.

.

 

28-006C – Clavat

Here we go, a Crystal Generator.

One when Clavat comes in, and one when you use the ability to send her to the Break Zone.

Simple.

Easy to understand.

Not much else going on here.

28-007H – Cloud EX

Another Cloud, Another Full Art.

I’m not complaining.

I just like how they’re using his Advent Children outfit for this one.

Cloud has a couple of things going on when he enters the field.

First off, he grabs a Final Fantasy VII Character from the Break Zone.

And then he gives you a Crystal.

Need more Crystals?

Cloud can generate 1 Crystal per turn. And if you don’t need a Crystal, Cloud will give one of your Final Fantasy VII Forwards +2000 power.

Did you notice Cloud’s Job?

28-008C – Amarant

You will play Amarant second.

Or third. You can play him first, but you’ll just end up wasting a card.

Amarant deals a Forward 7000 damage when he enters the field, and that might just be enough to break most Forwards.
3CP, and 9000 power. He’s a great Meat Shield.

And, we’ll leave it at that.

 

28-009C – Jecht EX

Jecht’s first outing as a Backup. I don’t know how well the Starting Blitzball player will take that, but hes got a job to do.

Jecht comes in off the bench, and if your opponent has 3 Forwards on the field, Jecht will deal one 8000 damage.

If not, then the bench is for Jecht, and he’ll give you 1CP per turn.

 

.

28-010R – Jack Garland

Garland is Garland. I think we’ve said that before.

Jack enters the field and deals 8000 damage to a Forward.

And when your opponents plays a Forward, you can put Jack into the Break Zone and deal that Forward 9000 damage.

Jack plays like the Opus V Grenade. Only difference is that Jack will give you 1CP per turn until you decide to use his ability.

 

28-011H – Cecil

This Cecil acts more like a Dark Knight than a Paladin.

And, you need Dark Knight Cecil in order to get Cecil’s full effect.

Cecil enters the field, and if you have a Dark Knight Cecil in your Break Zone, Cecil draws you a card.

But, that’s not the reason we’ll be playing Cecil.

We’ll be playing Cecil for Cecil’s second ability, which whenever one of your Forwards is put into the Break Zone, Cecil will deal one of your opponent’s Forwards 7000 damage. Every time. Not just once per turn.

How many times did we say Cecil?

28-012C – Warrior

End game Backup.

Warrior won’t do anything meaningful, until you have 5 Backups on the field.

But, when you do Warrior will deal 7000 to a Forward of your choosing, he will then proceed to head to the Break Zone giving you room to play one more Backup.

 

 

28-013L – Tifa

Get ready for Final Fantasy VII to re-enter the Meta.

Yes, I base that off of this card. Along with all the other awesome cards we had in previous sets. Tifa is going to take the Meta by storm. If not, then I will say “What do I know?”

Tifa comes in for 3CP, 7000 Power and Brave. And depending on how many Final Fantasy VII Characters you have on the field, Tifa will deal 4000 damage for each one. You got a board full? You can get to 40K damage.

Is it worth mentioning, cause not that many Forward go over 10000 power? Of course it is!

You can also pay the extra cost of 2 Crystals, and Tifa will gain Haste, +2000 power, and the ability to attack twice in the same turn.

Nuff’ said.

I’ll take 3. Full Arts. Always Full Arts.

This card is going to be money.

28-014R – Rogue Tomato

How come I have never heard of Moogle Bounty Mayhem.

And, why is this tomato still in it’s pajamas?

Doesn’t it know that he’s about to be sent to the field? All by himself, with no Forwards to protect him, all so it can deal 4000 damage to a Forward.

Well, Rogue Tomato can become a Forward, but then you won’t be able to use it’s ability.

 

28-015H – Barret

Barret comes in from the get go and deals massive damage. 9000 to one Forward and 7000 to another.

And every time your opponent’s Forwards are sent to the Break Zone, you will gain a Crystal.

You can change Barret’s name to Crystal Generator.

Then there is Focused Shot, which will deal 10,000 damage to 2 Forwards. All you got to do is divide it up however you see fit.

This Barret will fit better into a Warrior Tribal deck. But he does generate the Crystals that Tifa needs.

28-016L – Vivi

Got to say, I’m liking this art. Even though we’ve seen these in the last few sets, Vivi is always a card that I look forward to. I’ve always wanted to build a deck around Vivi, and with this one, I might finally be able to make a decent one.

Let’s get straight to the card.

Vivi comes in for 4CP, and when he enters the field you can divide 7000 damage between any number of Forwards that your opponent controls.

You can deal 7000 to one Forward, or 1000 damage to 7 Forwards. Meaning you can hopefully break a Forward when Vivi comes in.

If you have a Final Fantasy IX Forward on the field alongside Vivi, that damage becomes 10,000 instead. Meaning more fire power for you.
There’s also a little ability that Vivi has that will deal 9000 damage to a Forward.

Only downside is that Vivi only has 5000 power, making him suspectable to your opponent’s damage.

I’ll take 3.

28-017C – Firion

For 2CP, you have a 5000 body that comes in with Haste.

And, if you have another Final Fantasy II Character on the field, Firion gains +2000 power.
And that is all there is to say about this card.

Might be a good first round play if you’re up first. Other than that. Not much going on here.

 

28-018H – Brynhildr

For 2CP this is a great Summon, I would go as far as to say Superb.

Brynhildr will either deal a Forward 5000 damage, 10K if it’s a Multi-Element, or Brynhildr will break a Monster.

And, you don’t have to choose just one. You can use both if you’d like. All you got to do is pay a Crystal.

I’ve been noticing that this set is giving us lots of Crystal play.

 

28-019R – Brute Bomber

The Brute Bomber ,the Arcadian Fighter!

Brute Bomber enters the field and deals 9000 damage to one of your opponent’s Forwards and one of your Forwards. You both get to choose who get’s dealt the damage.

And, at 3 points of damage, all damage that Brute Bomber receives is reduced by 2000.

Making Brute Bomber the perfect choice to deal himself damage.

Just make sure you play him after you already receive those 3 points of damage.

Hot Singles!

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Journey of Light and Dark

27-109L – Cecil

Ok, I’m having trouble understanding this, but from what I do understand, is that Cecil chooses a Forward and they both lose power, less than Cecil’s power.

I’m guessing you target your opponent’s Forwards, and hopefully they lose enough power that they are sent to the Break Zone.

Cecil has 9000 power, so I’m guessing he will break Forwards with 8000 power or less.

Cecil also has another ability which will grant him 10,000 power. Thus making his first ability deadly. For your opponent.
I’m guessing this is what the card does. If it’s not, I’ll revisit it with a revised opinion on it.

27-110H – Bartz

Has anyone ever made a Final Fantasy V deck?

There’s more than enough cards to go about it. And, all of those Standard Units that Final Fantasy V has. You can technically build a deck with nothing but Bartz cards.

Well, we’re here to talk about this Bartz.

The Wanderer, the Warrior of Light.

If you already have 4 Final Fantasy V Characters on the field, Bartz gains Haste, First Strike and Brave.

And, when he enters the field, you can reveal the top 7 cards of your deck and add 2 Final Fantasy V Characters to your hand. Which should be easy, considering you’re playing a Final Fantasy V deck.

This brings Bartz’s cost down to 1CP. And, with 9000 power, Bartz will stick around long enough.

27-111L – Jack Garland

Garland is Garland in all situations. Check.

When Jack enters the field, you will pick one job, and Garland will not be able to be chosen by any abilities coming from that class. Class sounds so much better than Job.

And, at the end of your turn, Jack will remove one Forward with said Job from the game.

You’ll slowly be getting rid of your opponent’s Forwards, and they will be playing catch up to try and get their front lines operating once again.
.

27-112H – Snovlinka

Snovinka comes in and you get to choose from 2 enter the field abilities.

The first one gives Snovlinka Haste, and every time she deals damage to your opponent or to one of their Forwards, you will double that damage.

The second one deals 8000 damage to one of their Forwards.

Both are good abilities, but what if you can do both?

Well the good news is that you can. The bad news is that you’ll need to have 5 points of damage to do so.

And, when you do have 5 points of damage. Her second ability that deals 8000 damage to one of your opponent’s forwards, will now become 16,000 damage to one of your opponent’s Forwards.

Unless you’re opponent has a counter to Snovlinka, you will be breaking a Forward when she enters the field.

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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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Tears of the Water Planet

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25-086R – Abzu

You would think that, if your Job was Corneo’s Pet, you should have some synergy with Don Corneo.

But, that’s not happening. Not with Abzu.

That doesn’t mean that Abzu is a bad card, no Abzu is actually pretty decent.

Abzu doesn’t let your opponent’s Forwards gain any buff to their power.

Abzu is also a Forward and whenever Abzu attacks, one of your opponent’s Forwards lose 5000 power until the end of the turn.

You might break that Forward or you might not. But, Abzu will have a good chance at surviving.

25-087C – Abzu Shoat

I’m seeing doubles, and they can turn into triples.

You can have 3 Abzu Shoats on the field at once, at 1CP each you can have a little bit of fun.

First off you can dull Abzu Shoat and discard a Water card to have one of your opponent’s Forwards lose 1000 power until the end of the turn.

Or you can send Abzu Shoat into the Break Zone, and have one of your opponent’s Forwards lose all of their abilities.

If you have all 3 one the field, and they all use that second ability, you might just be able to crack through your opponent’s defenses.

Let’s see this one in action.

25-088H – Famfrit, the Darkening Cloud

Here’s another way to get rid of a Backup that has lost it’s use after it entered the field.
By removing one of your Water Backups from the game, you will reduce the cost to cast Famfrit by 2CP.

After that, Famfrit will break a Forward that has an Auto ability that was triggered.
Not only that, but you will also draw a card.

And, this my friends makes Famfrit, the Darkening Cloud a Free Play!

I’ll take 3!

25-089R – Cagnazzo

I remember fighting this overgrown turtle.

Coming in at 2CP, Cagnazzo acts more like a Summon than a Forward. When Cagnazzo enters the field, you will choose one of your opponent’s Forwards, and send it back to their hand.

Now, if Golbez is already on the field, you can take that Forward and chuck it into the Break Zone.

And, that’s it.

You’ll have a 5K body on the field, which you will want to find a way to Break Cagnazzo, just so you can replay him.

Imagine having Cagnazzo back when Neo-Exdeath was big.

25-090C – Quacho Queen

2 cost Backup that is also a Common.

Quaho Queen will give a WoFF Forward +1000 power until the end of the turn.

And, that is it.

There’s not much to write about her, so I’m just writing whatever comes to mind, just so it can take up some space.

We don’t want to leave an empty square next to Quacho Queen.

25-091H – Kraken (III)

Now this is a card that you have been waiting for! And, you didn’t even know it.

Kraken reduces the cost of all of your Summons and Monsters by 1CP!

That means you can get more Monsters out, quicker and more efficiently.

Not only that, but Kraken will also remove one of your opponent’s Backups from the game for as long as Kraken is on the field.

This one is going straight into my Bomb deck.

I’ll take 3 of these, and let’s not get into the Amano Art.

25-092C – Cloud of Darkness

A what now?

How is Cloud of Darkness a Common.

Cloud of Darkness comes in for 5CP and sends all of your opponent’s Forwards into the Break Zone!

Except for 2. Your opponent will choose 2 Forwards that they can keep.

All you need after that is find a way to get rid of the other 2 Forwards, you can use Sophie from this set for one, and the other one, well that’s up to you.

Cloud of Darkness also has 8000 power, so she will be able to block a couple of attacks, or deal some damage. Whichever you prefer will work.

25-093C – Corsair

Corsair shall come in and return a 2 cost Forward to their owner’s hand. Your opponent’s Forward that is.

Coming in with 3000 power, Corsair will be able to block an attack, and he will be sent to the Break Zone.

And, that is where you want Corsair to be. In the Break Zone.

Why?

Because you’ll want to find a way to play Corsair from the Break Zone, for when Corsair enters the field, Corsair will once again return one of your opponent’s Forwards to their hand, but they will also draw a card for you.

And, if you can find a way to keep bring Corsair back, you’ll have enough cards in your hand to put your plan into overdrive.

25-094C – White Mage

Here’s your Water Elemental Backup.

White Mage is ready to come in and do what White Mage needs to do.

White Mage will either raise a 1 cost Forward from the Break Zone, and bring it back to your hand.

Or, White Mage will draw you a card.

I can’t think of many 1CP Forwards that would be worth grabbing.

And, I was wrong. There are plenty of 1 cost Forwards worth choosing.

I might even use this one in my Octopus/Pirate deck that is still in the works.

25-095C – Cecil

For 5CP you get a Meat Shield with 9000 power.

Not only that, but whenever your Forwards are dealt damage by your opponent’s abilities, Cecil will reduce that damage by 2000. Hopefully helping your Forwards survive that damage.

I’d say this would be a good card if there is a way to reduce Cecil’s CP.

You can probably play Cecil 20-075L, and switch this one in, Or you can have Rosa 20-125R on the field, which will allow you to draw a card when Cecil enters the field. This would technically make Cecil 3CP.

Other than that, there’s not much to say about this one.

25-096L – Tidus

For 5CP you can return a Backup to your hand, and then the next Final Fantasy X Character that you play, it’s cost will be reduced by 3CP.

There’s 2 cards that I would pick to return to your hand. Rikku (2-071R), as it would be a Free Play to play Rikku back to the field and have her activate all of your Forwards. Or, you can return Brother (1-197S) to your hand and play him back to the field to have you search for a Final Fantasy X Character and add it to your hand.

If you decide to go with Brother, Tidus is now technically a free play.

And, don’t you think that Tidus is done here.

Every time Tidus or a Final Fantasy X Character enters your field, you will choose one of your opponent’s Forwards and they will lose 4000 power.

That will be 4000 from Tidus, and 4000 from Brother one play and you just might break 2 o your opponent’s Forwards.

25-097H – Doctor Cid

Time for some research, and who better than Doctor Cid.

4CP can be paid only with Water CP in order to cast Cid.

And, when he enters the field, you can place one of your opponent’s Forwards and put them at the bottom of their deck. That way the pesky Forward that has been bothering you for some time now, needs plenty of resources to be able to come out again to cause you some more trouble.

And whenever one of your opponent’s Forwards leaves the field, for any reason, Doctor Cid will begin his research and will allow you to draw a card. Once you have that card in hand, the research begins as you decide which card you will discard.

Simple as that.

25-098R – Broden

An owner?

What does Broden own?

I’m sure if you played Final Fantasy VII Rebirth you would know.

But, just saying Owner as a Job Title?

Yeah, this is the second Owner we have had so far. Soon we’ll be able to build a deck.
And as an Owner, Broden doesn’t do anything. He’ll just give you 2 cards and then just stand around taking up space. You’ll want to get rid of him, or don’t even bother playing him.

25-099C – Porom

Don’t like your hand?

Porom is here to help.

She’ll let you change out 1 card, with a new card from the top of your deck.

And, if that didn’t work, you can discard a Palom, draw 2 cards and then discard another card.

Is this a good strategy?

Maybe, Maybe not. But, don’t give up that card that you might need later.

25-100R – Matt

If Matt is here, you know that Glenn and Lucia are around the corner somewhere.

Matt comes in for 2CP, and he will be a good addition to your SOLDIER deck. All SOLDIERs are welcome, as with Matt on the field, all of your SOLDIERs will not be able to be chosen by your opponent’s abilities. This means that I’m 99.99% sure that either Glenn or Lucia, will have All SOLDIERS, cannot be chosen by your opponent’s Summons.

Matt also has the ability to lower a Forwards power by 2000. Which could be the little bit of power that you need to help break that Forward.

He also has First Strike.

25-101L – Meia

Are there enough MOBIUS cards to make this worthwhile? Enough to make a MOBIUS themed deck?

Meia comes in and if you decide to remove a MOBIUS card from the game, your opponent will choose one of their Forwards and they will put it in the Break Zone.

Meia can also reduce the cost of casting a Summon by 1, all you have to do is remove a MOBIUS card from your Break Zone.

I mean, maybe.

I would rather use Meia (16-123L).

25-102C – Rosa EX

Rosa comes in and searches for either Cecil or Ceodore, and brings them home.
Bringing her cost down a notch to 2CP, and she comes with 5000 power as well. Which is not bad.

And, let’s not forget Shell, because Rosa gives her family protection from your opponent’s Summons and abilities, in that they cannot choose Rosa, Cecil or Ceodore.

Are there better Rosas? Yes, but that doesn’t mean that you should ignore this one.

Singles & more!