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Tears of the Wind Planet

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25-035L – Aerith

Aerith comes in for 2CP, and when she does come in you’ll choose a Character and they will lose all of their abilities until your opponent gets rid of Aerith or she gets broken. Spoiler Kind of like how Sephiroth broke her. Oops, Spoiler alert.

When Aerith is put into the Break Zone, you can decide to remover her from the game, allowing you to draw a card.

It might even be another Aerith that you can play once more.

Consider Aerith as a Free Play!

And, we all like Free Plays.

25-036R – King

Here’s a way to get rid of the pesky Forward that is causing you trouble.

King comes in and returns one of your opponent’s Forwards to their hand.

If that’s not enough just make sure you have 5 Cadets on the field and that Forward will go to the bottom of their deck instead.

Either way, your opponent will need to spend resources to get that Forward back on to the field, where they could have used all that CP on something else.

If nothing else, King will slow down your opponent.

After that King is a king sized Meat Shield. Or an attacker. Whichever works best for you.

25-037H – Queen

Mark my words, Cadets will make a comeback.

At least I think so. And, why wouldn’t you? Especially when you have a card like Queen.
Once per turn you can activate 2 Class Zero Cadets Backups.

And then you will be able to use those 2 Backups to make use of Queen’s second ability which will allow you to choose 2 cards in your opponent’s Break Zone and remover them from the game.

This is a great card, especially if your opponent has a tendency of grabbing cards from the Break Zone.

25-038C – Goobbue

I don’t get it.

Why would Goobbue want to protect your Forwards, when it looks so hungry. I would have thought it would be something along the lines of “Goobbue, it’s your Forward and it doesn’t come back until Goobbue leaves the field.”

But, nope.

Goobbue has 2 abilities.

Goobbue will protect a Forward from your opponent’s abilities, and Goobbue will protect your Forward from your opponent’s Summons.

You can use one at a time, or both back to back.

25-039C – Cater EX

Do you like Free Plays?

Well Class Zero has one for you.

Cater.

Cater comes in for 2CP, and if you have another Class Zero Cadet on the field, Cater will draw you a card.

And, that’s it.

If you’re ready to swarm the board, Cater will get you there quicker than you normally would.

25-040H – Chocobo Chick (VII)

Get rid of a Wind Backup to play Chocobo Chick for 1CP.

And with that, you will deal 2000 damage to all of your opponent’s Forwards. You might break some, but odds are that you won’t.

But, this Chocobo Chick just hatched and is not about to stop, because it has one more trick up it’s sleeve.. er .. feathers.

After Chocobo Chick is done dealing damage to all of your opponent’s Forwards, you can play a 2 cost Forward from your hand.

Add this to your Chocobo deck. Or any other deck that has Wind Backups.

25-041C – Thief

I see a pattern here.

One sec, let me check.

Yes, how did I not realize this earlier?

Simple, Fire’s card was a Security Officer rather than a Job from Final Fantasy XI.

A Backup comes in and you get 2 choices. One is draw a card, and the other is to protect a Forward from high cost Forwards.

And, that’s a bout it.

25-042C – Zidane

This is a little bit of De Ja Vu here.

We’ve seen Zidane go into your opponent’s deck before, and he would grab a card and send it to the Break Zone. This time, though, if you do choose a card to discard, your opponent will draw a card.

It’s a decent play for 3CP.

You can also put Zidane in the Break Zone, and when you do, you can take 3 cards from your opponent’s Break Zone and remove them from the game.

This is good if your opponent has a tendency to bring back cards from the Break Zone.

25-043H – Cid Highwind

Two!?!

Cid comes in and searches for 2 Forwards?

How is that possible?

Not that I’m complaining, this is great. The only thing greater would be if this came with custom full art as well.

And, at 5 points of damage you can put Cid into the Break Zone and play a 5CP card from your hand?

You’ll be in the green, with Cid Highwind.

I’ll take 3, and 3 more just to be sure.

25-044C – Ceodore

The Crown Prince of Baron.

For 5CP you get a 9K Forward that has built in protection from your opponent’s abilities that Break a Forward, but does not deal damage.

If you don’t mind waiting a turn, you can Warp Ceodore in for a measly 2CP.

And, when Ceodore enters the field, you can grab a card with Warp from your Break Zone. That will bring the 5CP down to 3CP, or Ceodore will be a Free Play if you decide to Warp him in.

The good thing is that Ceodore can be played in any deck, as he has no synergy with any Final Fantasy IV Characters.

25-045C – Chocobo

A one cost Chocobo, that likes to party. And, this Chocobo will party with anybody.

As you set up your attack and party up, it’s highly likely that Chocobo will be broken.

And, that will be ok, because once Chocobo is put into the Break Zone after partying for a turn, you will be able to search for another Chocobo of 2CP or less and play it on the field.

I would pick Chocobo (6-050C), and then you would play another Chocobo from your hand onto the field.

It’s a Break One Get Two. I like that deal.

25-046C – Nine

I was going to start off on how I won’t use this card, because of the other Nine from Crystal Radiance, but we’re here to talk about this card.

Nine is taking care of the back line this time.

And, he can turn the tide in your favor when your Class Zero Cadets attack. For when one of them does, Nine can give that attacking Forward +1000 power and First Strike.

Now I’m going to have to take a closer look at the rest of the Cadets throughout all of the sets.

It’s not bad, but, you’ll need to find your front line.

25-047R – Barbariccia EX

Here we are with our second Archfiend. Barbariccia.

Barbariccia comes in to the field and grabs an Archfiend from your Break Zone, brining it back to your hand.

And, if Golbez is on the field Barbariccia deals 3000 damage to all of your opponent’s Forwards.

Now, let’s say you have Rinoa (6-041L) and you play her right after Barbariccia, that will be 6000 damage to all of your opponent’s Forwards. There’s a chance you’ll break at least one of them.

25-048R – The Mandragoras

This is a great little group of Monsters that can overwhelm your opponent.

Once per turn you can turn The Madragoras into a Forward, and have them attack. And when they do attack, they will most likely get blocked. And whenever they deal damage to a Forward, no matter how much power that Forward has, they will break it.

And, if the other Forward breaks the Mandagoras and sends them to the Break Zone, your opponent will choose a Forward that they control and they’ll put that Forward into the Break Zone as well.

Is it worth blocking?

You’ll have to find a way to block without breaking The Mandragoras.

That sounds like a band name.

25-049C – Yuffie

There must be something in the water these ninja’s drink.

Yuffie is ready to come out and wreak havoc from the get go. And she’s only a Common that costs 2CP.

And, let’s not forget Haste, cause whenever Yuffie attacks, she will receive a Shuriken Counter, and if she is blocked she will deal whoever blocks her 4000 damage for each Shuriken Counter that she has.

Yuffie might be small, but she is ready to dish it out with most of your opponent’s Forwards.

I’m going to have to take a look at a Ninja themes deck.

25-050R – Lucia

Did I read that right?

At the end of each of your turns activate all the SOLDIERs you control?

This is … I have no words.

SOLDIER wil dominate 2025 and beyond, simply by having Lucia.

And, as a side note you can dull 3 active SOLDIERs and and draw a card.

You can dull them n your Main Phase 2, and they’ll be activated right afterward, and you’ll have an extra card.

Shinra is set on FFTCG Domination.

25-051L – Rem

Is this the first Legend Rem that we’re getting?

Well, I can say Rem didn’t need to be a Legend, but I’ll take it. Rem will come in and searches for a Cadet and plays that Cadet straight to the field.

The only question you need to answer is, Which Cadet are you looking for?

And, when it’s all said and done, you can send Rem to the Break Zone, and you’ll activate all of your Class Zero Cadets.

Are there better Rems to play? I’d say it depends on what you’re trying to do.
Singles?

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Tears of the Fire Planet

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25-001C – Armstrong

What a way to start the set, the first appearance of Armstrong in Final Fantasy TCG. You can consider this the Rookie Card.
Armstrong is a Monster with a strong arm, and he’ll use that arm to deal damage to your opponent’s Forwards.

Once per turn, you can use a Fire Card as Ammo for Armstrong. Each shot will deal 5000 damage to one of your opponent’s Forwards.

And, if you run out of Ammo, you can always just use Armstrong a deal a Forward 7000 damage.

It’s a decent Monster, I’d like to try it out. Hopefully at Prerelease.

25-002C – Iron Eater

I remember trying to build a Warrior deck a while ago, and Iron Eater would have fit right in.

At 3CP, this 8k body doubles as the perfect Meat Shield. Meat Shields are useful. Very useful as they block your opponent’s attacks.

You’ll only be playing Iron Eater if you are already playing Warriors. And, if you already have at least 5 Warriors in your Break Zone.

You’ll like to try and break Iron Eater, just so you can play him again.

25-003C – AVALANCHE Member

For 2CP you get a Forward with 5000 power.

And, when AVALANCHE Member enters the field you can discard a Final Fantasy VII Character, and AVALANCHE Member wil deal a Forward 7000 damage.

It’s like AVALANCHE Member is throwing the FFVII Character to it’s target.

It looks like we’re getting a whole bunch of FFVII Standard Units.

Might be time to get some no name VII decks going.

25-004H – Ifrit

Do you remember, how we keep mentioning that we need ways to remove Backups?

Well, here is another way.

We all know that there are certain Backups, well a lot of Backups that come in and after the ability goes off, you have no more use for them. Ifrit is here to take care of that.

You can remove one of your Fire Backups from the game, in order to reduce Ifrit’s cost by 2CP.

When Ifrit does come in, Ifrit deals 9000 damage to one Forward and 4000 damage to another.

I’d probably just be using this card to recycle my Backups, the damage is just an extra bonus.

And, since you’re playing Ifrit, might as well add Ifrita 9-002H to your deck

25-005H – Ace

I don’t get how this Ace is just a Hero.

You can get Ace down from 6CP to 0CP, just by having Class Zero Cadets, and Fire Characters on the field. The gives you a Free 8K Forward that is ready to deal damage left and right. And, that includes your opponent. Cause if your opponent has less than 5 points of damage, Ace will deal them one point of damage at the end of each of your turns.

I’d say it’s worth paying the 6CP at the start of the game. Then your opponent will be trying to get rid of him before he does too much damage.

And, Jackpot Shot. Ace will deal 2000 damage to a Forward for every Class Zero Cadet and Fire Character that you have on the field.

Cadets are on Fire!

25-006L – Cloud

Of course Cloud is going to be OP!

5CP to play Cloud, and you can say that, that is a great deal, for what you will get in return.

Cloud has 5 abilities, and you get to choose 2 of them when he enters the field.

Deal a Forward 8000 damage. Break a Monster. Remove 2 cards from your opponent’s Break Zone and draw a card. Play a 4 cost or less FFVII Character from your hand onto the field.

You can not go wrong here.

Worse case scenario, you Break a Monster ,and draw a card.

Best case?

You start a Combo going that will fill up your front lines. And, that’s where the ball starts rolling into an AVALANCHE.

25-007R – Glenn

8CP to play Glenn! 8CP?

8CP for 8K power.

Is that worth it? Yes, you should read the whole card before you decide.

Glenn comes in and you can search for not 1, but 2 SOLDIERS and add them to your hand. That brings hid cost down to 4CP and that alone would make the cost well worth paying for.

But, Glenn’s not done yet.

You can then play 2 SOLDIERS of 2CP or less from your hand, straight to the field. And that technically makes Glenn a Free Play!

And, who doesn’t like Free Plays?

And, after all of that, you still have a Meat Shield on the field.

25-008C – Security Officer

Security Officer ready to check your badge when you come to the door.

For 3CP you can draw a card.

Or you can deal 5000 damage to one of your opponent’s Forwards.

You can choose either one.

Or you can choose to play another card.

This would have been a better card if it’s cost was 2CP, and you can play it off of Glenn.

25-009C – Sice

This is what I would call a throwaway card.

I’m not saying that cause I think it’s bad.

I’m saying it because, once you have 5 Cadets on the field, Sice will come in with Haste and deal 3000 damage to one of your opponent’s Forwards.

And, then when she attacks, she’ll deal another 3000 damage to one of your opponent’s Forwards.

She’ll probably get blocked and be sent to the Break Zone, but you already dealt 6000 damage to a Forward. I’d say that’s 1CP well spent.

25-010H – Salamander (III)

3CP plus an extra cost.

And, that extra cost is why you will be playing Salamander. For an extra 5CP, or 2 Crystals, you will be able to deal 9000 damage to 2 of your opponent’s Forwards.

We’ll go with Crystals, because we spent 8CP on Glenn earlier.

The good thing about Salamander’s ability is that it can go off every time that Salamander attacks. All you need to do is find your Crystal Generator, and start stockpiling those Crystals. If you can do that and have 2 Crystals available when Salamander is about to attack, your opponent will have a hard time trying to keep his front line filled.

If you would have asked me, which you didn’t, I would have had some type of Priming going on with Gutsco and Salamander.

25-011C – Deuce

Yes, … well are you playing Cadets?

If you are then Deuce will be of use to you.

When she enters the field, you’ll look at the top 4 cards of your deck, and if there is a Class Zero Cadet there, you can add them to your hand.

What? You’re not playing Cadets?

Then what are you reading this for?

Move Along.

25-012C – Trey

Class Zero reporting for duty!

Even as a Common, Trey will deal enough damage to break a Forward. 2000 x all the Class Zero Cadets that you control. And, if you’re playing Cadets, you’ll most likely have a board full of them by the time you decide to play Trey.

After that, you’ll probably just want to have Trey block a bunch of high-powered Forwards, just so you can play him again.

I’m thinking it’s time to build a new and improved Cadets deck.

25-013C – Palom

The child prodigy returns, but this time there’s nothing special going on.

This time Palom comes as a Backup, which he usually does stay on the back line, since his spells will cause the same amount of damage, whether he is on the front lines or the back lines.

I’ve gone off topic, but you get the picture.

Palom has 2 abilities, one deals 3000 damage, and the other 7000 damage.

And, that’s about it.

25-014L – Volker

We were just talking about Warriors.

Volker here, will be the glue that holds it all together.

At 7CP Volker’s cost might seem a little steep, but look at what you’re getting.

Volker enters the field, and you will search for 2 Warriors. Ok so far so good. That just brought Volker’s cost down by 4CP, thus making him a 3 cost Legend. But, we’re not done yet.

The Next Warrior that you play will have their cost reduced by 3CP. And, that makes Volker a Free Play.

Might we suggest that you grab and play Iron Eater. And then you’ll also be dealing some damage to one of your opponent’s Forwards.

But wait, there’s more!

Any time one of your Warriors gets sent to the Break Zone you will choose one of your opponent’s Forwards and deal it 4000 damage.

Add all this to a 8K body and you have one hell of a Legend.

I’ll take it!

25-015R – Hell House

First Armstrong and now Hell House. We’re building a neighborhood here on the front lines. Or is it the sidelines? Either way the front yard is where your Forwards will be ready to protect you.

Hell House comes in as a Monster, but once per turn Hell House can become a Forward with 7000 power.

At 3 points of damage, whenever Hell House attacks, it will deal 3000 damage to all of your opponents Forwards.

At 5 points of damage, Hell House will deal 5000 points of damage to your opponent’s Forwards whenever it attacks.

Just throw this into any Fire deck, and you’ll do good.

25-016R – Rubicante EX

Now this is interesting. I know that Golbez was spoiled with all of the Archfiends, and if the rest are like Rubicante, I can tell that Golbez and Co. are going to be fun to play. Against them will be a different story.

Rubicante comes in and does nothing. But, whenever Golbez attacks, you can choose a Forward and deal it 8000 damage.
And, let’s take some Final Fantasy IV elements into the TCG by giving Rubicante the ability to be immune to certain elements at certain points. That point is whenever you’d like, as you can just pay the cost of 2CP, one Fire one any color, and Rubicante will not be dealt damage by abilities of that Element.

At 4CP, you get an 8K body that will keep attacking with Golbez.

Oh, and the first ability comes off of an EX Burst as well.

25-017R – Red XIII

At 1CP, any card is worth a shot. At least once.

Red XIII enters the field and gives one of your Forwards +3000 power.

After that, Red XIII is good to block an attack.

You can also play Red XIII from the Break Zone. But, only during your Main Phase, and only if you have at least 2 Final Fantasy VII Forwards on the field.

If for any reason Red XIII leaves the field, he will be removed from the game instead.

Like I said, it’s 1CP. You can try it out and see if it works for you.

Hot Singles!

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Hidden Trials – By Lightning

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23-077H – Azul

The Tsivets are coming strong, and Azul is about to kick some butts.

Azul has Counter, he will Counter any damage dealt to him to one of your opponent’s Forwards.

For the cost of 1 Crystal, Azul can also cast Berserk on a Forward. And, when he does, Azul gains +2000 power.

I’d say that’s a Crystal well spent.

 

23-078C – Alisae

Alisae is like a bloodhound. She’ll help you find the card you need, but only if you can show her what you’re looking for. And, the only way to do that is to already have a card with the same name in your Break Zone.

The only thing Alisae can’t search for will be Standard Units and Summons, everything else is fair game.

I’m sure she has some use, but there are plenty of other cards that’ll search better then she does.

 

23-079R – Estinien

I mean he’s no Opus VI Estinien, or Dawn of Heroes either, but Estinien is still a decent card to play.

Coming in with Haste, Estinien has the ability to attack from the get go, but you already knew that. So, why would we mention that?

It’s simple. Every time Estinien attacks, you get to grab a Scion Forward from your Break Zone. Making Estinien a great play, right away.

And, that’s not all!

At 3 points of Damage Estinien gains +1000 power. Add in Opus I Lulu and Hidden Trials Krile, and you’ll have a Forward that attacks for 11,000.

And this is just a Rare card.

23-080R – Odin EX

If this comes off of an EX Burst it’s great.

If it doesn’t it’s too expensive, and the Opus I Odin, along with the Opus I reprint from Opus VIII. is a couple of CP less.

Why would you play this one? Because you can cast it for 3CP if you remove 6 Lightning cards from your Break Zone. If you have no way of getting them back, then go right ahead.

Breaking a Forward still is a broken Forward your opponent can’t use.

23-081C – Puppetmaster

2 Cost Elemental Lightning Backup.

Puppetmaster is ready for action with his Puppet right behind him ready for orders.

Puppetmaster comes in and dulls a Forward. As with some of the other Backups of this set, he has greater power when you have a full line of Backups on the field. And, when that happens, Puppetmaster dulls all of your opponent’s Forwards.

I’m noticing a lot of great plays being brought in towards the mid-end game.

 

 

23-082H – King

Is this a new thing, where we remove cards to reduce the cost of casting a card?

Because King turns into a 1 cost Hero, if you remove 4 cards from your Break Zone.

And, whenever King attacks, you can discard 2 cards and Break a Forward of your choosing.

King’s cost evens out as the 4CP you save from removing the 4 Characters from your Break Zone.

There’s plenty of ways to get rid of cards, Lightning might become even more fast paced.

23-083H – Queen

Your Savior, Your Queen.

This is a great card. Cadets will be one the rise solely based off of this card.

At the small cost of removing 3 cards from your Break Zone. Queen will give a Class Zero Cadet a 2000 power buff, plus damage dealt to that Forward by your opponent’s abilities will become 0.

This card kinda makes me want to remake that Cadets deck I had made back during Opus XIII.

23-084C – G’raha Tia

At 5CP and 9000 power, G’raha Tia is just a regular Common card.

When he enters the field, and you have another G’raha Tia in the Break Zone, you can remove it from the game and deal 4000 damage to 2 of your opponent’s Forwards. You will also dull them as well.

If this card cost a little bit less, I would say that it’s better.

 

 

23-085R – Krile (XIV)

Look at the new card you’ll be putting in your Scions deck.

Nothing beats a 1K buff across your board. Especially when it comes to the Scions and they already work well together.

And if you still need a little bit of extra power, Krile can give a Scion another 1000 power when it deals damage to a Forward.

Can’t go wrong with that.

 

 

23-086H – Thancred

Thancred, reporting for duty!

Thancred is ready to go from the get go. (If you already have some Scions on the field.) He’ll break one of your opponent’s Forwards as he enters, and he’ll bring back a Forward from the dead as he enters the Break Zone.

Almost like a Viking, but different.

Scions being Scions.

 

 

23-087C – Jack

Yeah, you’re not going to play this card.

Unless there is another card that stated “this and this” if there are so many cards in your Break Zone.

I’m also pretty sure that the other Jacks are much better, I can say that without even looking for them.

Even at 2CP, I wouldn’t play this card.

At least the art is nice.

23-088L – Serah

Mono-Lightning XIII deck Incoming.

Your opponent will be using all their resources to get rid of Serah here.

Once she comes in all of your opponents Forwards will lose 2000 power, and if you have at least another 2 FFXIII Forwards their power will go down by 5000. And, this does not end at the end of the turn. As of my understanding, they lose that power until Serah is removed from the field.

That means that most of your opponent’s Forwards will be unusable. Sure, there will be ways that your opponent can raise the power of their Forwards, but Serah also has Dispel. Dispel removes any power gains that your opponent has given their Forwards until the end of the turn.

I’ll take 3 with all the bells and whistles.

23-089C – SOLDIER Candidate

Now, this is a Candidate I have a use for.

2CP/5K body, with Haste.

If you remember, I have built an all Haste deck, and this one fits perfectly into it.

2CP is perfect for it because you’ll only need to discard 1 card, since I don’t play any Backups. 5000 power isn’t bad, because you’re hoping to win in 2 rounds. And, half the time your opponent will not have any Forwards on the field.

And, most of the low cost Haste cards are Standard Units, SOLDIER Candidate will gain +3000 power, giving her an 8K body, the perfect “Candidate” for a Meat Shield.

23-090C/15-095C – Ninja

You know the drill.

“You’d think they’d at least try and get the serial numbers to match.

Would’ve looked a lot better reading 20-099C/15-099C.

Not that big of a deal but, at least you gain a Crystal when Ninja comes in.

After that you can send Ninja to the Break Zone, and deal a Forward 1000 damage.

*yawn

Maybe if it wasn’t a reprint I’d be more excited.”

23-091C – Fencer (XIII)

There’s a lot of good Monsters in this set.

Fencer is ready to Break a Forward on command, as long as you have an extra Monster on the field, because that extra Monster will be part of the cost you pay for Fencer’s ability to go off.

It’s a cheap play, and as long as the Monster you send to the Break Zone has done it’s job, you’ll be good to go.

 

23-092R – Black Widow

This Monster is interesting.

You’ll need 2 or more Monsters for Black Widow to become a Forward. And when Black Widow does become a Forward, when it attacks, you may put another Monster into the Break Zone, and that will allow Black Widow to deal 9000 damage to a Forward of your choosing.

You can splash Black Widow into your Monster deck with Relm, and after that Black Widow will slowly get rid of your Monsters to play more Monsters.

 

 

23-093C – Mog (XIII-2)

This Moogle makes that XIII Mono-Lightning deck easier to make.

Always good to have a couple of searchers, and this one is better, because you can get rid of Mog once he finds what you’re looking for.

Mog comes in for 2CP, and just hangs out until it’s time for you to use his ability.

After that, you can play Mog once more, and he’ll do the same thing once more.

Yes, this card is needed.

23-094C – Y’shtola

How is this a Common?

If you’re playing a Scions deck, you will be dulling your opponent’s whole front line.

And, this only costs 3CP.

All I see is, you play Y’shtola, and block with her as soon as possible, in order to play her again.

Find a way to grab her from the Break Zone as well, and you’ll be golden. Just like the S(ci)un of the Seventh Dawn … Ok, maybe that wasn’t that great.

23-095R – Rosso

Rosso, the Crimson.

Vincent is in trouble here.

The Tsivets are coming for him and all of his allies, and Rosso is coming hard. For every time she attacks, she deals 4000 damage to one of your opponent’s Forwards.

And, if you have a stash of Crystals, you can use them to give one of your Tsivets Haste, allowing them to go from the get go.
Tsivets might finally have some decent cards to get a fun deck going.

Singles?

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Hidden Hope – Take It To the Limit

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22-112R – Zach LB

Zach out first Limit Break card, and I can’t say it’s anything special.

Zach comes in and deals a Forward 3000 damage.

Not much of a Limit Break per se.

Zach will stick around on the field as a body, So, 3CP isn’t terrible, but I’m sure there are better things to do.

 

22-133L – Mont Leonis LB

Now, this is more like it.

Even though I never liked Mont as a character, this is a card I would play.

Now, this will only work if you have 5 Fire Backups on the field when you bring Mont in.

For 8CP, you can grab a 3cost Forward and a 5 cost Forward from your Break Zone and play them straight to the field. They will both come in with Haste as well.

It still is a lot to pay, but you do get a lot in value from it.

8CP, 3LB points, and a Backup that you control.

As a last ditch effort, I will say that it can work. I mean that’s what Limit Breaks are supposed to be. Huge attacks, when you’re on your last legs.

22-114H – Viktora LB

Not bad.

I guess I’ll need to actually play a game with these Limit Break cards. Finding time is the problem.

Viktora needs, a discard deck around her, and you don’t need me to tell you that.

Luckily, Ice has the tools you’ll need to make Viktora a great play. Just like a Dragoon getting ready to Jump.

If your opponent has 2 cards or less in there hand, when Viktora enters the field, you get to choose a Forward and deal it 7000 damage.

And, if your opponent has no cards, Viktora gains +3000 power.

Much better than Zack.

22-115R – Serjes LB

Serjes, the lancer.

Now this was a decent Character in War of the Visions.

And, that is what this card is as well. Decent. Not great, not bad.

When Serjes enters the field, you can either Dull or Freeze a Forward.

And, then he’ll stick around as an extra body on your front line.

 

22-116L – Ace LB

Ace is looking like he will be a powerful card. Once Ace enters the field, Ace deals 1000 damage to all of your opponents Forwards. Just think for a second of what Ace can do if you’re playing Chocobos.

And, that’s not all cause when Ace attacks, you can reveal the top card of your deck, and if it’s a Wind card, which it will be if you’re playing Chocobos, you’ll add it to your hand.

Sure, Ace costs 8CP, but you’ll probably get that CP back, with the extra cards you’ll be drawing.

22-117R – Yuri LB

Yuri comes right in, and searches for Chelinka and Yuri brings Chelinka straight to the field. That way we’re bringing Yuri’s cost down a little bit. Sure, there are only 2 Chelinkas that you can choose, because her cost needs to be 2CP or less.

You’ll most likely be playing Chelinka (22-046R), and if you have another Crystal Chronicles Character on the field, Chelinka will give Yuri Haste, and you’ll be able to attack with Yuri right away.

Las, but not least, if you have 5 Backups on the field, Yuri also gains +4000 power, making him an 8K body.

22-118H – Shantotto LB

Shantotto, going back to her roots.

Shantotto comes in and breaks all the Forwards and all the Monsters. Every last one of them except for Shantotto herself.

If you’re in a pickle, go ahead and cast this Mage. 4CP + 7LB. That’s all of the rest of the cards in your Limit Break deck. Last ditch effort to save yourself.

If you’re just looking to get rid of all of the Forwards, just play Opus I Shantotto instead.

Or you can have both in your deck and use whichever one works better for you.

22-119R – Maat LB

Maat comes right in and gives all of your Forwards +1000 power and Brave.

That might be enough to finish the game for you, and if you end up striking out, at least you’ll still have Forwards that will be able to block.

Maat comes in with Brave himself.

This is a Limit Break card that I would gladly add to my deck.

 

22-120H – Cloud LB

Of course, we have cloud in the first set of Limit Break cards, what’s next Lightning?

Cloud comes in and Breaks a Forward, 3CP or less. After that Cloud will stick around with an 8K body, wheeling and dealing damage to your opponent.

And if you’re feeling a little CP rich, you can use Limit Burst.

For 4 Lightning CP and a Cloud card, you can Break one of your opponent’s Forwards and also deal your opponent 1 point of damage as well.

Do that 7 times and you won the game.

It’s possible.

22-121R – Lightning LB

Well, I was right. Lightning was next.

And when she enters the field, she will look for a Lightning summon.

And that is about it.

You’d think they’d have Lightning do something better.

 

 

22-122L – Tidus LB

I’m trying to think if this is worth it.

If you don’t pay 3CP does that mean you can’t choose any of these effects?

8CP, to Send a Forward to the bottom of it’s owner’s deck, a Backup to the top of it’s owner’s deck and draw 2 cards.

I can’t think of a reason to play this card, but I know I’ve already sold a few of them, so someone thinks that it’s a good play.

 

22-123R – Leo LB

Would you like to draw a card?

Well there’s better ways to get yourself to draw a card than Leo.

Only difference is that you can play Leo at any moment, because you already know that you can just grab him from the Limit Break deck.

Still, Leo will probably just be used to pay for other Limit Breaks.

Like Maat.

22-124H – Little Leela LB

This is a better Limit Break card.

Better than most of the cards we’ve seen in this set.

Little Leela comes in at 5CP with an 8k body.

You’ll say so what, nothing special about that.

And, I’ll say yes, but whenever Little Leela attacks, you will choose one of your opponent’s Forward and it will lose 7000 power until the end of the turn.

Now that makes it better. Better than Leo, better than Zack, better than Yuri, and I hate to say it but, better than Lightning.

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Hidden Hope – Electricity, Hopefully?

22-073L – Ultimecia

Lightning is starting off with a wonderful card.

Ultimecia protects all the cards in your Break Zone, not allowing your opponent to remove them from the game, which is good, because if you have at least 15 cards in your Break Zone, you will be able to choose 1 of your opponent’s Forwards and take control of it.

Any Forward that you like.

You might also want to stock up an a couple of different variations of Ultimecia as well for Maelstrom. Ultimecia’s ability is great as you don’t need to dull Ultimecia as part of the cost. That means you can keep casting Maelstrom as long as you have an extra Ultimecia on hand. That’s a Forward that loses 10k power everytime you cast Maelstrom.

Ultimecia will do plenty of damage.

22-074R – Alba EX

Here’s another card for that Warrior of Darkness deck.

Alba, coming in at 3CP with a 7K body. When Alba enters the field due to an ability, namely Nacht (22-067L) you get to choose one of your opponent’s Forwards with a cost of 4 or less, and send it to the Break Zone.

Also, when she enters the field, she gives one of your Warriors of Darkness, Haste.

Pretty decent if you ask me, and plays well with the other Warriors of Darkness.

 

 

22-075H – Edea

The Witch, the Sorceress, Edea.

Edea comes into the field, and let’s you search for a Final Fantasy VIII Forward. Searchers are always good, and when it comes from a Forward it makes it even better, because that card will still have some use even after you searched for the Forward.

Edea comes with an 8k body. Which is great.

And another ability that causes one of your opponent’s Forwards to lose 4000 power. 8000 if you have 10 cards in your Break Zone.

Only downside is that you have to discard the top 2 cards of your deck to use this ability, and you don’t know which cards those will be.

22-076R – Odin

3 cost Summon, that breaks a 3, or a 4 cost, Forward or Monster.

Well that is what Odin is known for. Coming down riding his horse from the sky, whipping out Excalibur, and slicing the enemy in half, for an instant K.O.

Plus, if you only paid the cost with Backups you draw a card, making Odin cost just 1CP.

It wouldn’t hurt to have 1 or 2 of these in your deck.

 

 

22-077H – Garuda (III)

Garuda comes in, and you get to pick a number. And after that you’ll get to deal 8000 damage to all of the Forwards that their CP cost is the same as the number you’ve chosen. So, don’t go picking a random number, make sure there are Forwards on the field that have that number as their CP cost.

This is actually a good way to get rid of a bunch of Forwards that came in due to an ability by let’s say Golbez (1-135L). You’ll be able to get rid of all the 2 cost Forwards that just came in. Plus the other 2 cost Forwards that were already on the field.

And the Crystal ability. For the cost of 2 Crystals, you can deal 8000 damage to a Forward of your choosing.

You can’t go wrong with Garuda.

22-078C – Sice

1CP or 3CP or 3CPO?

Either way Sice is a great card. Especially if you can get her in for 1CP. Which you probably will, because the Class Zero Cadets usually come out all together.

Sice enters the field, and depending on how many Class Zero Cadets you have on the field, Sice will sen that Forward to the Break Zone.

And after that, she’ll stick around as an extra body.

I’ll take 3. Simple and effective. Let’s just find a way to bounce Sice a couple of times per turn. I’m sure there must be a way.

22-079L – Seifer

The other Gunblade Wielder.

When Seifer comes in, you can put the top 2 cards of your deck in the Break Zone and, you’ll be able to grab a Final Fantasy VIII Forward from your Break Zone. It’s like paying 4CP to grab that card that you just lost, and you don’t even need to have the extra 4CP in your hand.

Seifer starts to shine when you have at least 10 cards in your Break Zone. Because when you do, every time Seifer attacks, you get to send one of your opponent’s Forwards to the Break Zone. Slowly thinning the enemies front lines, to make it easier for your attacks to go through.

This might be the best Seifer yet.

22-080C – Selkie

The card that let’s you look at the top card of your deck.

If you like it, you can keep it there.

If you don’t send it to the bottom of your deck.

Selkie is part of this set’s Common Card for all elements. Meaning that each Element has this card.

If you need more information. We’ll just Copy/Paste once again.

“Simple, basic and straight to the point.

Selkie comes in for 1CP and allows you to look at the top card of your deck. If you like it you can keep it there. If not send it to the bottom of your deck.

It does have plenty of benefits.

Depending on what you see there, your game plan will change for this turn.

Do you see an EX Burst that will cause plenty of damage to your opponent. Leave it there and take a point of Damage. Do you see the card you need to put your plan into motion, play that card that allows you to draw a card.

Worst case is that you don’t like the card, and you can just recycle it to the bottom.”

22-081R – Diana

“Dirty Dianaaaaa, Nah”

Is it just me or is Diana actually doing one of Michael Jacksons moves?

Woo!

3CP for a 7K body, but you won’t be paying 3CP, because if you do, Diana won’t do much.

Instead you shall play Nacht, look for Diana and another 2 Warriors of Darkness. And, once Nacht attacks, you will play Diana from your hand, and draw a card at the same time. Giving you +2CP when she enters the field due to Nacht’s ability.

After that, you can dull a Warrior of Darkness, and dull a Forward. Any Forward, including yours, which can be like a cancel effect, if your opponent plays a card that says something along the lines of Break an active Forward.

I must say, I like it.

“I know your every move
So won’t you just let me be”

22-082C – Drace

Did you ever find yourself looking for a searcher, the searches for a low cost Forward?

Well if you did, Drace is the right card for you.

Because Drace let’s you search for a Forward that costs 2CP or less.

It’s a great Backup to have.

Only thing that would make Drace better is his cost was 2CP, but then he wouldn’t be a Common.

I’ll take it.

22-083C – Ninja

A ninja with Haste.

For 2CP you can have yourself a great Forward.

Sure, Ninja only has 4000 power, but if you have a couple Standard Unit Backups on the field, Ninja also gains 4000 power, making her total power 8000.

2CP for an 8k body is great in my book.

Now all we have to do is find a couple of Backups that will compliment her.

22-084R – Fujin

If you’re playing Seifer, then Fujin is a must have.

Once you have 10 cards in your Break Zone,which is where you will want to be if you are playing Seifer. Fujin gives Seifer and Raijin, and herself +2000 power and First Strike. Which is great combined with Seifer’s ability to Break a Forward whenever he attacks.

And when Fujin is put from the deck into the Break Zone, you can play Fujin onto the field. So, those abilities that require you to put the top 2 cards of your deck into the Break Zone, have a little upside to them.

The only thing I don’t like with Fujin is the extra cost required when she enters the field, which is the top 2 cards of your deck.

22-085C – Moth Slasher

For 2CP this is a great card.

A Monster that turns into a Forward that searches for itself when it is sent to the Break Zone, and plays itself for free.

What’s not to like.

And, at 3 points of damage Moth Slasher has an 8k body.

Of course you’re putting this in your deck, why wouldn’t you.

22-086C – Yaag Rosch

Yaag Rosch is the protector of Backups, excluding himself.

And, that’s pretty much it. There aren’t even that many cards that can break a Backup.

So, we’ll just talk about the artwork. It’s gorgeous, simple yet it portrays Yaag Rosch perfectly.

We just have to ask him one question.

“Why So Serious?”

Yeah, I’m just trying to take up space here.

22-087R – Raijin

And, finally the last Disciplinary Committee Member.

Now that we have the trio out, we can see what these cards all do together as a team, the Disciplinary Committee.

Same as before you need 10 cards in the Break Zone for everything to work.

Raijin gives the other 2 and himself +2000 power and Haste.

That gives Seifer 11,000 power and Fujin and Raijin 9000 power. Making these 3 a force to be reckoned with. (No wonder Squall and Co. always had trouble with the Disciplinary Committee.)

And, same as before again, If Raijin is put from your deck into the Break Zone, you can play him straight onto the field. But, you’ll have to pay the cost of putting the top 2 cards of your deck into the Break Zone.

Now I do see why these cards are like this. If you’re lucky enough you can have all three members on the field, in one play. And then you’ll be taking everyone on a a little ride as you’ll be breaking Forwards when Seifer attacks, and Fujin and Raijin will just stand around as your blockers, while Seifer gets the job done.

22-088C -Rygdea

I always thought Rygdea was part of the Cavalry.

Rygdea comes in and you get to choose one of 2 abilities. Either break a Forward, 2CP or less, or grab a Lightning character from the Break Zone.

Both are pretty good abilities, I do prefer the second one, but there shall be times you will want to break that pesky Forward that is sitting on the front lines.

This might be a good addition to the FFXIII Custom Starter Set.

 

 

22-089C – Dragoon

Add another Dragoon to the Back line. This one isn’t half bad.

Dragoon enters the field and gives a Forward +3000 power and First Strike.

After that you can pay the cost, discard a Lightning card, put dragoon into the Break Zone, break a 5CP Forward, Play Rygdea, grab Dragoon from the Break Zone, and start all over again.

I mean it could work, but there are better ways than this to Break a Forward.

With Dragoons though, I’d say the second ability is just a bonus.

22-090H – Lulu

How many Summons do you need in your deck in order for Lulu to be effective?

Because if your take away that ability you really don’t have much going on here.

Just a 2 cost Forward with 5000 power.

Maybe I’m missing something, because the cards I don’t think are good, end up becoming great.

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