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Dreamlike Winds

28-039H – Warrior of Light

For 4CP, Warrior of light will come on in, revealing the top 5 cards of your deck, and playing a Wind Character 2CP or less on to the field.

That’s a good start.

Warrior of Light doesn’t really shine until later in the game.

When you have 5 Wind Backups on the field, Warrior of Light will gain +4000 power, and the ability to not be targeted by your opponent’s abilities.

That’s a 9k body, ready to attack, ready to block, ready to take on Chaos!

28-040C – Sky Samurai

For 2CP and Crystal, Sky Samurai is a great card to play.

First off, she cannot be blocked by a Forward that costs 4CP or more.

Secondly, you can pay a Crystal and give her +3000 power and Haste, meaning she can attack as soon as she enters the field.
And, that is all you need to know.

Now go play this card alongside Warrior of Light.

 

28-041C – Edge

Coming in like a Ninja with Back Attack!

Edge enters the field and deals 4000 damage to a Forward. And since he can come in during your opponent’s turn, Edge can hit the Forward that is attacking for 4000 damage. He probably won’t break that Forward, but it should be enough for your Blocker to Break it.

And if you have received 5 points of damage, whenever Edge deals damage to a Forward the damage increases by 4000, making his enter the field ability deal 8000 damage to a Forward.

And whenever Edge attacks, his damage becomes 11,000!

 

28-042C – Scholar

Gain 2 Crystals.

We’re just going to Copy/Paste again.

“Here we go, a Crystal Generator.

One when Scholar 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.”

28-043R – Gi Nattak

4CP, 8000 power.

Formerly of Cosmo Canyon. But, technically he still lives there.

Gi Nattak has a great ability. Everytime Gi Nattak is dealt damage, you will choose one of your opponent’s Forwards, and cast Doom on it. That Doom counter will break that Forward at the end of your opponent’s turn.

They’ll think twice about trying to get rid of him, or even blocking him for that matter.

He’s not just a Forward, He’s a Gi.

Yeah, that was terrible.

28-044H – Edward

You see this, Edward’s harp is finally working.

At the end of your turn, Edwards will Activate one of your Forwards. It’s like Brave, but different.

And then we have Hastemarch.

Activate all of your Characters. As long as you have two active Wind Backups, and another Edward in your hand, you will be able to Activate all of your Characters during your opponent’s turn. That way even if you miscalculate your plan, and went all out but failed. Edward can give you that second chance.

 

28-045R – Zack

How does a Wind Forward from your Break Zone sound?

Zack comes on in and you can grab that Wind Forward, add it to your hand. And this ability also comes off of an EX Burst. So, you don’t even need to pay 5CP for it, as you might get lucky.

That is not all. Not at all.

You see, Zack also has another ability that reduces the cost of Wind Forwards by 2CP. Yes, it does cost 1 Wind CP for this ability, but you’re getting a discount. 2 cost Forwards now cost 1CP.

It’s like a Buy One Get One Free! On 2 cost Wind Forwards. But not at the same time. One for this turn and one for next turn.

 

28-046C- Zidane

Zidane comes in, looks at the top 5 cards of your deck and grabs a low cost card. 2CP or less.

If you do find one, congratulations, you just paid 1CP for a Backup.

You’ll say, yes but what else does Zidane do.

Remember that pesky Forward or Summon that you had trouble with, and you finally sent it to the Break Zone? You can use Zidane’s second ability to remove that card from the game.

And since you’ll be getting rid of Zidane, you will now be able to play another Backup.

 

28-047C – Summoner

A 2 cost Summoner that will produce CP until you need to grab a Summon from your Break Zone.

Not a bad deal, plus Summoner is one of the few Summons that can get rid of themselves.

Will this Summoner see much use? That depends on what Summons you have in your Break Zone.

I could see a couple of these in a few decks.

 

 

 

28-048H – Sylph

2CP to draw a card.

Add in a Crystal and you can protect one of your Forwards from your opponent’s abilities.

Not bad.

With the 2CP that you get back, you’ll be paying for Sylph with just a Crystal.

Sylph will come in clutch.

 

28-049R – Cluckatrice

Activate a Forward at the end of your turn.

Not just one turn, all of your turns.

This might actually be Edward’s pet from another universe. Yeah, I made that up.

And, Cluckatrice also becomes a Forward with 6000 power.

Now if they only made this card into a Full Art …

 

28-050C – Paine

First off, I will say, I never had Paine as a White Mage.

Ok let’s see here.

At the end of your turns, you can reveal the top card of your deck. And if you find a Final Fantasy X Forward there, you can add it to your hand.

Also, at the end of your turns, you can put Paine into the Break Zone, and play another Paine from your hand on to the field.
We have 8 to choose from. And, I’m guessing that sooner or later, we’re going to get a High Cost Paine, that will pair perfectly with this one.

 

28-051R – Black Cat

You feel lucky?

Black Cat comes in and you can play a 3 cost Character from your hand on to the field. The Bad News? Your opponent gets to do the same thing.

If they don’t have any cards in their hand, you have nothing to worry about.

And, when you’ve received three points of damage, Black Cat will also grab a Character from the Break Zone.

Meaning that you’re actually coming out +2CP.

And, with 8000 power she’ll be sticking around the field for a bit.

28-052L – Marche

This is the first good Marche that we’ve gotten since Opus XI.

And, how good this Marche is depends on how many Backups are on your field. Let’s not forget about Crystals, Marche likes Crystals this time around.

If you have 2 Backups MArche gains +1000 power and Haste.

If you have 5 Backups MArche can’t be blocked by Forwards that cost 3CP or more.

I can just leave that like this, and you’ll agree with me. But, we’re not done.

When Marche deals damage to your opponent, you can pay a Crystal, and when you do, you will draw 2 cards.

I can’t wait to see Ritz’s card.

28-053C – Maria

Oh, well this is interesting.

Maria comes in and searches for a Final Fantasy II Forward and plays it to the field.

And, that is it.

Now, if you decide to search for Guy (28-004C), once he enters the field, you will search for a Warrior or a Rebel and add it to your hand. And, Maria will turn into a Free Play. And, we all like Free Plays.

 

 

28-054L – Yuffie

You can call this a Combo Play. And, the best thing is that you only need one card to do it.

Yuffie comes in and you will Remove 2 cards from your opponent’s Break Zone from the game. You will then gain 2 Crystals.

Once those Crystals are in your hand, you can then use a Crystal to give Yuffie +1000 power and Haste.

You can then use Yuffie to attack your opponent and strike them with 9000 power, which is usually more than enough to break a Forward.

Another Crystal can be used to grant Yuffie protection from your opponent’s abilities, and 2 Crystals can be used to deal a Forward 8000 damage.

We’re going to need a bigger Crystal Generator.

28-055H – Richt

Are the Warriors of the Crystals coming back.

It sure looks like it, and they’re going to become a lot stronger.

Take Richt for example.

When he enters the field, you can pay the extra Crystal and grab a 2 cost Backup from your Break Zone and play it on to the field.

Not only that, but whenever Richt attacks, you will activate 2 of your Backups.

I haven’t seen so much activation in a set since Opus XIV.

28-056C – Leon

I mean, why would you play this card. What am I not seeing?

Leon comes in for 2CP, but if you don’t have Maria on the field or pay an extra 2CP, Leon is sent to the Break Zone.

Sure Leon might have an 8K body, but he is useless.

Wasn’t there a card that said “when one of your Forwards is put into the Break Zone”?

 

 

28-057R – Red XIII

I don’t know if you see it, but I do.

It’s March 13th. Or Marche/XIII.

It’s meant to be. Red XIII will be forming a party with Marche, and then Red XIII will be looking at the top 3 cards of your deck, adding a Final Fantasy VII Character to your hand each time. And, Marche will be dealing damage, and if it hit’s your opponent, you will also draw 2 cards.

Look at that, 3 new cards to start your Main Phase 2.

Yes, there’s a chance you’ll whiff, but we’re looking on the bright side.

Shop for these Singles and more at our TCG Player Store!

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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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Fire of Discovery

27-001R – Auron

Auron is sitting in your back line ready to boost one of your Forwards.

Yes, that Forward need to be blocking an attack, in order for him to get the buff. And, that also means that after you declare the block, your opponent has to do something in order for you to be able to use Auron’s ability.

When all that is said and done, Auron will give your Forward a 7000 power buff to help him block your opponent’s attack.

Hopefully you’ll break that Forward.

27-002H – Ifrit EX

For 1CP, this is a great card. I’ll take 3, and from the looks of it, I sense a Full Art. If there is no Full Art we will riot!

Choose a Forward deal it 5000 damage.

If you choose to pay the extra cost of removing an Ifrit from your Break Zone deal it 8000 damage instead.

What’s not to like. I’m sure you’ll have plenty of Ifrit’s that have been summoned, with nothing to do, but wait for the game to end so they can be summoned again.

Can’t go wrong with 1CP.

And, something tells me we’re getting 1CP Hero Summons for all Elements. And, they’ll all be from Final Fantasy III.

27-003C – Viper

Lots of Final Fantasy XIV support this set. Well, what else would you think? Journey of Discovery has Krile on the box.

Viper comes in for 3CP, and deals a Forward 3000 damage.

Now if you got a Multi-Element Forward on the field, that damage becomes 7000.

After that Viper sticks around as a Meat Shield. He might even attack.

 

27-004C -Ace

In and out. That’s what Ace’s job is.

Ace comes in and deals 9000 damage to one of your opponent’s Forwards.

And, if that’s not enough, you can use Ace’s ability to deal 5000 damage to a Forward as well.
Yes Ace costs 6CP.

And, that is all I have to say about this card. You might be better off with a Monster that does something similar.

27-005R – Guy

Ready to bulk up your front line?

Guy is ready.

When Guy enters the field, you will play one Forward from your hand onto the field. Up to 2CP. And, it doesn’t have to be a Fire Forward, it can be any element.

That’s 2 for Tuesday, even though it’s Wednesday today.

And, that is not all, at the end of each of your turns, if you have 4 Forwards on the field, Guy will draw you a card.

Guy will keep on giving for as long as he is on the field, and at 7000 power, your opponent might have a little bit of trouble getting rid of him.

I can see all Fire decks, having at least one.

27-006R – Chaos Advent

Chaos Advent shines when he is put into the Break Zone.

Chaos Advent will reveal the top 7 cards, and you can play one Strangers of Paradise Forward onto the field.

Quick and easy.

Only set back is that, that Forward becomes a Dark card, with the Job Chaos.

Which means you’ll need a Dark Backup that allows you to play more than one Dark card at a time.

You’ll want to play this one early enough where, Chaos Advent can stick around on the field, until needed to find a Strangers of Paradise Forward.

I’m not sure if that makes sense.

27-007H – Gulool Ja Ja

Spread out the Damage when Gulool Ja Ja deals damage to a Forward, you’ll take that damage and deal it once more to another one of your opponent’s Forwards.

You can do this once per turn, so whenever Gulool Ja Ja attacks, or blocks, or when he enters the field when you have received 5 points of damage, Gulool Ja JA deals 7000 damage to one of your opponent’s Forwards, triggering his first ability.

This is an interesting card. It might be the first with this ability unless I missed something, but I think this would have stuck.

27-008C – Gladiator

This is what a Bomb Backup would look like.

And, Gladiator can work great alongside the Bombs.

Perhaps he was training near Jachol, where he learned the technique from the Bombs.

Never the less, for 2CP you get a BAckup,that will give you 1CP once per turn, and if you decide to use Gladiator’s abilty, he will send himself to the Break Zone while dealing 2000 damage to all of your opponent’s Forwards.

I’ll be using a couple of these.

27-009C – Samurai

What do we have here?

A Backup that can break a High cost Forward. And Samurai only costs 1CP! Yeah, there is an extra cost of 3CP to use his ability, and that brings you to a total of 4CP.

The only problem you’ll have is finding the Wind CP to pay for the extra cost. There are no Wind Samurais available at the moment.

But, you can always use Princess Sarah (11-128H) for that Wind CP.

 

27-010L – Xande

Xande is sure tired of these Warriors of Light. And, for that reason when he enters the field, Xande will cast Silence. It’s probably SIlence. All the Forwards of a Job that you name will lose all of their abilities until the end of the turn.

And we’re not even done here.

At the begining of every Attack Phase Xande will deal 9000 damage to one of your opponent’s Forwards, then you will draw a card and discard a card. And, if you discarded a Xande, you will deal 9000 damage to one of your opponent’s Forwards.

Rinse and Repeat.

Yo-u can keep dealing 9000 damage to your opponent’s Forwards for as long as you have a Xande in your hand to discard.

27-011C – Jecht

At 6CP, Jecht is a decent play.

At Warping Speed, Jecht is even better.

For a total of 2CP, you can future proof the board, cause when Jecht enters the field, you can either deal 8000 damage to one of your opponent’s Forwards, or deal 5000 to all of your opponent’s Forwards.

You’ll choose which one you would like to use once Jecht enters the field and you see what your opponent’s board looks like.

Either way, I would say this one is worth playing.

27-012H – Zell EX

Zell is ready to hopefully take down your opponent’s Forwards as soon as he comes in!

5000 damage divided up any way you would like to any number of Forwards your opponent controls.
And, if you have 4 Final Fantasy VIII Characters on the field, that damage becomes 9000. Meaning that you’ll at least break on of your opponent’s Forwards.

At 5 points of Damage Zell gains Haste.

And, let’s now forget that this ability also comes off of an EX Burst.

Zell might be useful in my Bomb deck.

27-013L – Zeromus

Why didn’t this card get the Full Art treatment. If there was any card that deserved it it would be this one.
Zeromus AKA Zemus comes in the field and does nothing. Not until your Characters are chosen by your opponent’s abilities.

When they are, Zeromus becomes the tax man, and tells your opponent to “Pay Up”. And if they don’t they’re Summon or ability will just fizzle and nothing will happen.

And that cost is pretty high. Either 4CP or a Crystal. If they have an abundance of Crystals they’ll be good to go, if not, then Zeromus will be depleting you’re opponents resources. Their top priority will be to find a way to get rid of Zeromus, allowing you to build your board as you see fit.

How much power does Zeromus have? 8000? Maybe, just maybe, Grenade (5-008R) will become even more useful.

27-014H – Terra

Custom Art? Check.

Let’s see what else she does.

Terra enters the field and you reveal the top 2 cards of your deck. You can grab up to 2 cards. One a Fire card, and the other can be either Wind or Lightning. The cards you don’t grab are sent to the Break Zone.
So far so good, you might actually get a Free Play with Terra.

And, we’re not done yet. Whenever you cast a Wind or Lightning card, Terra can deal 8000 damage to one of your opponent’s Forwards. Terra does need to be Active for this ability to take effect.

Other than that Terra has 5000 power, but you’ll most likely keep her active to start dealing 8000 damage left and right.

27-015R – Bakool Ja Ja

Need reinforcement that will be on call?

Bakool Ja Ja is ready to help you out with that.

When he enters the field, and leaves the field, you will remove the top card of your deck from the field, and it will be on standby. Not taking up space in your hand. Just in Purgatory, waiting to see, if you will use it during this game.

Now let’s think about it for a second.

Your best bet would be if a Summon was removed from the game, a constant reminder to your opponent not to do anything stupid.

They always said two heads are better than one.

27-016C – Fire Elemental

Here’s a Monster that will do damage on the way in and on the way out.

When Fire Elemental enters the field, it’s do 5000 damage to one Forward.

When Fire Elemental is put into the Break Zone it’ll deal a Forward 8000 damage.

Not bad, but not great either.

I have a feeling we’ll be getting at least three more of these Monsters, and the other two will have a different name. And, they won’t be from Strangers of Paradise.

27-017R – Luneth

Weren’t we just talking about Warriors of Light?

Well, Xande won’t get much done with Luneth.

When Luneth enters the field, you’ll reveal the top card of your deck, and if it’s a Character, and costs under 3CP, you get to play it on to the field.

Doesn’t matter who it is. Doesn’t matter what element it is. You will play that card onto the field. What’s the chances of you hitting a target Character? Pretty good, cause you’ll be putting your deck together.
Minuet? Luneth grants Haste to all of your low cost Forwards.

Fill your deck up with cards that cost 3CP or less, and “Luneth don’t miss.”

And, this is just a Rare?

27-018C – General Leo

Here’s your Buy One Get One Free Card!

When General Leo enters the field you can play a Standard Unit from your hand on to the field. Up to 5CP. What Standard Units do you play? I’d say it depends on what you’re trying to do, but since General Leo doesn’t specify Element, you can cast any Standard Unit that you would like.

His action ability, is just a little ping of damage, but sometimes that’s all you need.

At the end of the day, General Leo has a 9K body ready to go.

Let’s see what General Leo can do. You play General Leo, Paladin (22-101C) who will play a 2CP Forward from your Break Zone. You’ll grab Sol (16-013H) pay a Crystal and play a 4CP Forward from your hand. Yuna (27-129S) is up next allowing you to play a 3CP Forward. and so forth.

So far we got 4 Forwards on the field for 5CP. 5 if you add in the one that Yuna brings in. I know it’s highly unlikely that this will happen in a game, considering your deck and RNG, but the possibilities are there. And if it finally does happen, you just pulled off the heist of the century. Or at least the heist of Opus XXVII.

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26-081C – Aphmau

The Puppetmaster pulls plenty of strings. Even when Aphmau is in the Break Zone, she still can pull strings.

For 2CP you get a tiny body that can block an attack. And, that is about it. Everything else happens in the Break Zone.

You can put Aphmau into the Break Zone to draw a card, and dull one of your opponent’s Forwards.

And, once Aphmau is in the Break Zone, you can remove her from the game and dull another one of your opponent’s Forwards.

And, that is pretty much it.

26-082H – Angeal

SOLDIER, Shinra, The Turks, AVALANCHE.

We’re getting cards for all of these, and all of these themed decks will become that much stronger.

Angeal here, enters the field and grabs 2 SOLDIERs from the Break Zone. Then you can play them without actually paying their cost. Angeal’s ability allows you to play them for 2CP.

And, if that’s not all Angeal has a 9k body, that will keep him around long enough to keep playing all of your SOLDIERs.

26-083H – Elena

One more for the Turks.

Elena is a free play if you have 2 Members of the Turks on the field.

Elena comes in with Haste, making her useful from the get go, allowing her to attack.

She’s not a threat until you receive 3 points of damage. Once you do reach those 3 points of damage, Elena will deal 5000 damage to the Forward that deals damage to her. Making her a superior blocker.

Your opponent will be thinking twice before hitting her with an ability, or blocking her.
Shinra is back and ready to go once again.

26-084H – Vivian

And, here you thought that Final Fantasy XVI and Priming couldn’t get any easier.
Vivian is here to change all that.

For 5CP you get a Backup that does all the work behind the scenes. Namely, Vivian allows you to pay the Priming cost with CP of any element. That right there is worth the price of admission, but, we’re not even close to done.

When Vivian comes in, you can grab a FFXVI Forward from your Break Zone and add it to your hand. You’ll pick one that can Prime. And, once that Forward Primes into an Eikon, you will draw a card.

And, you will draw a card every time you Prime.

Logan Paul ain’t got nothing on Vivian. Much better Prime here, than in the stores.

26-085L – Vrtra

Vrtra is here to cause your opponent suffering.

We’ll start from the top.

Vrtra cannot be chosen by your opponent’s Summons.

Check.

When Vrtra enters the field, Vrtra cannot be chosen by your opponent’s abilites, until the end of their turn.

Check.

That’s all good and all, but that’s not where Vrtra shines.

When a Lightning Forward attacks, you will dull one of your opponent’s Forwards and deal it 7000 damage.

All you have to do is find a way to bounce Vrtra in and out. Maybe something along the lines of Rinoa (6-041L). You’re welcome.

26-086C – Exdeath EX
Of of course Exdeath has an EXburst. Get it? Yeah that was terrible.

The 5 cost Backup that will break a 5 cost Forward.

What else do you need?

Anything?

Nope, that’s enough for me.

The Ex Burst is just the cherry on top.

26-087R – Odin

Odin is here to reclaim his throne from Althyk.

Period.

When Odin is summoned, you can choose one of two options.

The first, break a Forward of cost 4 or less.

The second break an LB of cost 6 or less.

Althyk is 2CP, and that means Odin will break Althyk any day of the week.

Your Summon in shiny armor has arrived once again.

26-088R – Gav

As if Final Fantasy XVI needed some extra help. It’s already doing great with Prime, and now a Character that will search for a Final Fantasy XVI Character. Add in Elwin that will search for either Clive or Joshua, and you have Prime going off left and right.

Needless to say, this is a card that will see plenty of play.

In fact every deck that runs Clive will have at least 3 copies in it.

And 3 more just to be safe. You don’t want to lose these ones.

 

26-089C – Gilgamesh

4CP can mean 4 different elements. But that Warrior of Light does not have Lightning, So, we’ll have to get back to the drawing board. But, if we look at this set, we can settle on “The Twelve”. All elements are in there. I’m thinking that might be a good fit.

You’ll ask what am I even going on about?

It’s simple. Greg here gets better the more you use different elements to pay for him. And with 4CP, like we mentioned you can use up to 4 different elements to pay for him. Each element is a multiplier on the damage Greg will deal to one of your opponent’s Forwards. Meaning, you can deal up to 12K damage when you cast Greg.

Who’s Greg?

26-090C – Xiphos

This was a thorn in my side during Prerelease.

All these Opus XXVI Monsters were.

All you have to do is bring Xiphos in and go to town. Attack as soon as possible. Cause when Xiphos is blocked, your opponent’s Forwards, all of them, will lose 3000 power.

And when Xiphos deals damage, he breaks a 4 cost Forward on it’s way to the Break Zone.
That’s the only downside to this card, it heads to the Break Zone whenever it deals your opponent a point of damage.

Don’t forget, you can have 3 of these on the field at the same time.

And, I suggest you do.

26-091C – Sleipnir

Sleipner is a bit of a sleeper. He’ll only work good if you already have a Dark card in your hand.

If you don’t, then it’s not worth playing Sleipnir. Let him stay in bed and use him for CP.
If you do have a Dark card in your hand, you will draw a card, and if you play that Dark Forward, Sleipnir will gain Haste and 3000 power. Making him an 8K Forward.

After that Sleipnir is just a Meat Shield, staying on the field long enough for you to block an attack.

It’s an ok play if you’re playing Final Fantasy XVI.

26-092H – Serah

How is Serah just a Hero?

Remember that Final Fantasy XIII deck we got a while back? Time to dust it off.

You’ll be wanting to play Serah once you have a couple of Final Fantasy XIII Characters on the field. If you have 2 FFXIII Characters, Serah will break one of your opponent’s Forwards that cost 4CP or less.

And at 3 FFXIII Characters. That’s 2 plus Serah, you’ll be able to deal a point of damage to your opponent. You can use this ability once per turn. And, when Serah deal damage to your opponent, you guessed it, Serah will break one of your opponent’s Forward once again.

You can probably build a whole deck around Serah, and we haven’t even gotten to Lightning yet.

26-093C-15-095C – Ninja

Here’s a reprint, of a reprint, of a reprint.

So, we’re just going to, you guessed it, Copy/Paste from Opus XX – Dawn of Heroes.

“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.”

26-094C – Byregot

More of “The Twelve”, and Byrgot ain’t playing.

Once per turn Byregot can dull a Forward on command. And, that is all you need. Everything else is extra.

And, I do mean extra.

How would you feel with an extra card in your hand? How would you feel if that card was an extra member of “The Twelve”?

Well, you should be able to grab one from the top 5 cards of your deck, considering you are playing “The Twelve”. That’s 36 cards out of 50. And your chances of pulling a card that isn’t “The Twelve” are close to 0. And, if my calculations are correct you have a 92.47% chance of finding a member of “The Twelve”, leaving a 7.53 chance of not finding one.

26-095R – Freya

This card better be a Full Art. Kind of reminds me of the Emissaries of Light Black Waltz trio.

Freya comes in with Haste, and you better have your Dragoons ready, because every time she attacks, you will deal 2000 points of damage x the number of Dragoons you have on the field. And, if you’re playing Dragoons, you’re going to have a lot of Dragoons on the field.

And, if that’s not enough, Freya’s Dragon’s Crest does the same thing. Dealing 2000 damage x the number of Dragoon’s you control. You’ll be using Freya like she’s going out of style. But, she’ll never go out of style.

All you need to do is pair Freya, with Esitinien (6-088L) and you’ll be half way to victory.

26-096C – Mini Fighter

Mini Fighter wielding a Mega Sword. For his size that is the equivalent of Sephiroth’s Masamune. But, Mini Fighter is not Sephiroth, just a miniature version, that can disrupt an ability. Hopefully.

Mini Fighter can dull a Forward and depending on what card you discard to pay for the ability, Freeze it as well.

And, that’s about it. Mini Fighter will also give you 1CP per turn, as Mini Fighter is a Mini Backup.

Ok, I’ll stop now.

26-097R – Rhalgr

If you have 8 of The Twelve out on the field, Rhalgr is a free play. And, what a free play he is!

Coming in at 9K and Haste, Rhalgr is a god in his own right.

But, you’ll ask, why would I pay 8CP for a card even if it does break a Forward, and you get to keep a body on the field that can attack right away?

You should, and you won’t. Rhalgr’s cost is reduced by one for each of The Twelve that is on the field.

I mean, you’re already paying 7CP to play Opus I Odin just to break a Forward. What’s one more CP to have an extra body on the field as well?

26-098L – Lightning
Do you see what’s going on here?

The Farron Sisters is where it’s at!

Lightning comes in for 3CP with 6000 power, and Haste. So far so good. But why is this a Legend?

Let’s take a look. When Lightning form a party and attacks, and deals damage to your opponent, that damage becomes 2 points instead.

Still there? Yeah, Lightning is not done.

When Lightning attacks, you can play a Final Fantasy XIII Forward onto the field, and that Forward will form a party with Lightning to attack.

Where’s Serah? We just mentioned the Farron Sisters. So, naturally you’ll grab Serah. And when Serah enters the field and you control 2 or more Final Fantasy XIII Forwards, Serah will break a Forward of 4CP or less. Lightning and Serah make 2.

And when Serah deals damage to your opponent, Serah will once again break a Forward.

Nuff said.

26-099C – Dragoon

Dragoons are adding a piece to the perfect puzzle.

Faris here, I mean Standard Unit Dragoon that looks like Faris, will grab a Standard Unit from your Break Zone, and depending on how many Dragoons you have on the field, you will be able to play it straight to the field.

If you don’t then you will just add it to your hand.

The good thing is that it does not have to be a card named Dragoon, and since you can play it straight ti the field without paying the cost, you can play a Standard Unit from any element. Including Lanista (26-020C), who will give all of your Forwards +1000 power when they attack.

Keep Dragooning!

26-100R -Llyud

A Lightning card for Warriors? There’s actually a lot more than I thought. I thought Llyud was the first one. (It’s called old age.)

Llyud is ready to go, and so should all of your Warriors.

Whenever any Warrior you control attacks, you get to dull one of your opponent’s Forwards. And this can keep on going on and on. As long as you have Warriors to attack. And if you need more, there’s always a couple of cards that will dull on command.

We’re starting the Dull Warriors, and only Full Fledged members are allowed entrance.

Cleon would be proud. Oh wait, Cleon’s not around. Swan would be proud.

Electrifying Singles!