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Blissful Light – Dark Eternity

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29-115L – Bahamut (XVI)

Hmm, I might have been wrong. And, why do I always mix Bahamut (XVI) up with Odin (XVI)?

We already talked about Prime and Dine Dion, so we’ll get straight to Bahamut.

Bahamut comes in you draw 2 cards, and then discard 2 cards. I mean sure, it’s always good to see if you can add better cards to your hand, but the real reason you’re playing this Bahamut, is for Bahamut’s second ability.

Once per turn Bahamut cancels the first auto-ability triggered from a Forward. This in itself is good, but also take a look at Bahamut’s power. a Whopping 9000. It’s going to take your opponent a whole bunch of CP, just to try and send Bahamut to the Break Zone.

We’ll be keeping an eye on this.

29-116H – Madeen

Talk about a Summon.

Put this in every deck.

Madeen = Odin, but better.

For 3CP you can break a Forward.

Any Forward.

And, if you search for a Light card and remove it from the game, you will not only break that Forward, but you’ll remove it from the game as well.

And, the best part? Your opponent can’t do anything to stop it. Once Madeen is cast, that is it. It’s done.

Period.

PERIOD!

I’ll take 3. Full Arts.

That is all.

29-117H – Ark

Ark is a little pricier than Madeen, but Ark makes up for it in power.

Ark can break 2 Forwards, if your search and remove a dark card from the game.

If not, then you’ll deal the 2 Forwards 8000 damage each. Which most of the time, is enough to Break them anyway.

I do prefer Madeen over Ark.

 

 

29-118L – Odin (XVI)

Yes, this is a great card, and you don’t even need to prime into Odin for him to be playable, but Priming does add to this card.

Odin enters the field and break one of your opponent’s Forwards. That alone is good enough reason to play Odin. He only costs 5CP, which is cheaper than the Odin Summons that break a Forward. And, this Odin will stay on the field as a 9K body.

But, what happens when you prime into Odin?

Every time a one of your opponent’s Characters enter the field, Odin will Dull/Freeze them. Meaning that your opponent will not be able to use the cards that they play, until their next turn.

One thing is for sure, everyone is going to be looking for an answer to Odin. It’s kind of like Neo-Exdeath all over again. Now imagine running both of them together.

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Darklike Light?

28-115L – Lightning

We just talked about Mono-Mono-Lightning a few days back, and this Lightning is a perfect fit for it.

Why?

Well, because it’ll search for the other Lightning.

But, first things first, we’ll take a look at this card by itself.

2CP, for a 9K body. That’s it. That is cheap. People would be happy to pay that even if Lightning didn’t do anything else.

No enter the field abilities, just a couple of abilities for when she is removed from the game.

First, if Lightning is in your Break Zone you can remove her from the game and search for another Lightning that’s 6CP or less and play it onto the field.

And, when Lightning is removed from the game, you can pay 4CP and remove one of your opponent’s Forwards from the game.

Either way it’s a win.

Hoe much did that Lightning Lightning cost?

28-116H – Louise

From what it looks like, Louise will never see the field. She might if you need a body real quick.

Louise is the Crystal Generator for the Warriors of the Crystal.

Simply put, you discard her from your hand and put her into the Break Zone, and you will gain a Crystal.

After that you’ll play a Warrior of the Crystal, and when that Warrior of the Crystal enters the field, you’ll remove Louise from the Break Zone and gain one more Crystal.

2 Crystals, in one turn. All it cost you was Louise.

Sounds like an even trade.

28-117H – Vayne

2 cards per turn?

Talk about giving your opponent a restraining order. Especially if they’re trying to swarm the field.

Vayne will do good in decks that play high cost cards, as you won’t really be able to play too much of them. The faster you can get Vayne on the field the better your chances.

And when Vayne is sent to the Break Zone, your opponent won’t be able to play any cards this turn. That’s just a little cherry on top.

.

28-118L – Golbez

Got Monsters?

Golbez will help you search and play. Any Monster with a cost of 3CP or less. Perfect for my Bombs. They’ll be getting an upgrade.

And as long as Golbez is on the field, whenever a Monster enters the field, you can either Dull or Activate a Character.

We shall rebuild the Bomb Squad! And, it will be better than ever!

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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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Gunslinger in the Dark with a Flashlight

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26-121L – Ra-la

I’m trying to figure out how to start this one. Might as well just jump into it.

Ra-la, The Last Mercy.

Ra-la comes in for 4CP, a Legend, and 9000 power.

So far so good, Ra-la’s abilities make him almost unbeatable. Whenever you receive damage, you can dull Ra-la and that damage is 0.

And, when Ra-la becomes dull, you will break one of your opponent’s Characters.
Are you still there?

You can activate Ra-la whenever you’d like for 2CP.

There’s not much else to say except, I’ll take 3 of these.

Did we mention the Full Art? Yes, please.

26-122H – Ardyn

How close to the edge do you want to be?

Ardyn can be played from the Break Zone free of charge. Well not exactly Free of Charge, you will receive a point of damage. But, you’ll keep all the CP that you have. And, you can only use this when you have 5 points of damage.

And, you can always put Ardyn into the Break Zone, to have one of your opponent’s Forwards lose 8000 power.

There must be something I’m missing.

Maybe someone can fill me in on this card.

26-123L – Zodiark

Zodiark is here with a Vengeance.

Coming in with Haste, and you’ll be able to destroy their Break Zone from the get go. Zodiark will be useful against Yuna’s second ability as she won’t have any cards in her Break Zone to deal all that damage to your Forwards. Yes, you do need to put a Forward into the Break Zone, but it is worth the cost as your front line will not be depleted into oblivion.

The other ability is that your opponent will remove one of the cards from their hand from the game.

Zodiark has 9000 power, so your opponent will have a hard time getting rid of him, and this whole time, you will be getting rid of their resources as well.

Zodiark is definatley worth looking into.

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Tears of the Light & Dark Planet

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25-103H – Fusoya

Need to deal 9000 damage to a Forward, look no further, Fusoya here can do just that. And, that’s all he does.

Sure, 9000 damage to a Forward is a lot of damage, and more than half the time you will be breaking that Forward.

The real question though is it worth the cost?

Fusoya is a 2 cost Backup, but you’ll also remove the top 2 cards of your deck from the game when Fusoya enters the field. That’s technically 6CP, and you don’t know what the two cards are that will be removed.

Fusoya also has Flare, which is the same thing.

I know High powered attacks should cost more, but this feels like you’ll be paying more than you have too. Especially since we have Ifrit 25-004H.

25-104L – Yuna

This better be a Full Art.

For 2CP you get access to 3 separate abilities, that can go off at any moment, as long as you have 2 active Forwards.

1) Dull 2 Forwards.

2) Freeze a Character

3) Cancel a Summon or an auto-ability, if your opponent doesn’t pay an extra Crystal Point.

Although Yuna is not over powered, she can still put a stop to parts of your opponent’s strategy.

I don’t think this is ground breaking, considering Yuna is a Legend, but I have been wrong in the past.

Let’s see what happens 3 months from now.

25-105L – Vegnagun

Can we say game over?

Kind of like Emissaries of Light Tidus, there are way to keep Vegnagun out of your Break Zone. At least for the time being. And, after that, there still are some ways to grab Vegnagun back from the Break Zone.

With 10,000 power, Vegnagun is a force to be reckoned with, and having the ability to activate it whenever you’d like, Vegnagun will be ready to deal damage and take damage without worrying about having the War Machine Break.

And, once you already have 2 Vegnuguns in your Break Zone, Vegnagun will break all of your opponent’s Forwards. Leaving the road open for an easy victory.

This is probably where Yuna comes in play to block Vegnaguns abilities.