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Journey of Earth

22-055R – Ignis

Ignis is starting Earth off this set.

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

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

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

But, then again, why wouldn’t they?

27-056H – Wuk Lamat

Here’s a free play.

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

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

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

27-057H – Erenville

Whats a Gleaner?

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

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

.

27-058R – Karaha-Baruha

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

There’s also an extra cost to this.

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

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

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

27-059C – Galuf

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

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

Or Meat Shield as I like to call them.

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

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

27-060R – Gladiolus

The brawn of the Reteaners.

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

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

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

What does Royal Guard do you ask?

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

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

27-061C -Krile

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

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

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

Anything else?

Nope, that’a about it.

27-062L Krile (XIV)

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

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

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

27-063H – Cindy

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

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

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

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

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

27-064C – Summoner

It’s one CP, plus the extra cost.

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

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

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

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

It’s still a decent card though.

27-065H – Hashmal, Bringer of Order

You know what this is?

Besides a Summon.

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

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

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

27-066L – Noctis

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

+2000 power strong.

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

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

Now you’ll ask, why is this a Legend?

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

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

This might be my next project.

27-067C – Pictomancer (XIV)

This is a card exchanging hand.

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

There must be an easier way to say that.

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

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

27-068R – Prompto

Are you reading what I’m reading?

How is this just a Rare?

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

And, that is definately not all.

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

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

27-069C – Marsalga

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

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

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

And, that is about it.

Just your regular Meat Shield, with 9000 power.
.

27-070C – Malboro

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

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

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

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

27-071C – Monk

A two cost Standard Unit that does do much.

But, it does one thing.

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

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

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

Monk has some use, but not a lot.

27-072R – Riddar

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

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

How will he do this?

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

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

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Hidden Hope – Breathing Hope?

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22-037R – Alexander

Oh?
I read this card wrong the first time I read it.

Now that I’m looking at it, this is a great card. Alexander comes in and casts reflect on one of your Forwards, sending that damage to one of your opponent’s Forwards instead. The best thing is that you get to choose the Forward, rather than have it randomly chosen when the damage hits.

And, if you only paid with Backups to cast Alexander, you will also draw a Card, making Alexander a 1 cost Summon.

I’ll gladly add this Alexander to a Wind deck. Probably the best Alexander yet.

22-038C – Wol

Wol has 2 abilities, one which is good, and the other is ok.

The first one will allow you to choose a High cost Forward and send it to the Break Zone. The other allows you to look at the top 5 cards of your deck and add a Wind Character to your hand.

You’ll most likely be playing this card to get rid of that High cost Forward.

I don’t got much else for this.

 

22-039C – Epiornis

This is a Common?

I have to say this is a great card, and at 2 CP it is the perfect monster to have on the field, once you get 3 points of damage.

Why is that?

Well, Epiornis becomes a Forward during your turn. And, Epiornis cannot be bloced by a Forward with a cost of 4CP. That in itself is great. But, if you already have received 3 points of damage, Epiornis cannot be blocked by a Forward of 3CP or less. Thus, making Epiornis unstoppable.

The only way that you can stop Epiornis’s attack, is by a Summon or ability that will deal it damage, or by sending it straight to the Break Zone.

Now, imagine if you have 3 of these on the field.

22-040H – Enkidu

A 3 cost Warrior that will activate 3 of your Backups when he enters the field. Thus making Enkidu a free play.

After that he’ll stick around as a 7K power body, attacking and blocking like he normally would.

This card also sticks to the story, allowing Gilgamesh to call on him when he enters the field. Enkidu must be in the Break Zone when Gilgamesh enters the field. Then you’ll pay 2CP and bring Enkidu in, while activating 3 Backups.

Gilgamesh (7-088L) would be a great choice. You’ll end up only paying 1CP for both Gilgamesh and Enkidu.

You don’t even need to play Wind/Lightning, you can just throw in Enkidu since you won’t need to pay by color if Enkidu is in the Break Zone.

22-041C – Kain

Haste, and First Strike for a Common?

Activate 2 Characters when Kain Attacks?

+1000 power at 3 points of Damage?

How is this a common?

Whatever Rarity Kain has, this card is great. Actually it’s GRRRRREAT!

And, don’t get me started on the artwork, because we’re not here to talk about the artwork.

Just throw Kain into any Wind deck and you’ll do fine.

22-042C – Ranger

Your Standard 2 cost Backup.

Ranger is straight to the point, just like his arrows fly straight towards their target.

Or something like that.

Ranger has 2 abilities. One deals a 2CP Forward 5000 damage, possibly breaking it, and the other breaks a Monster.

Both of these are useful.

And, there aren’t that many ways to get rid of Monsters and Ranger here provides you with a way.

22-043C – Clavat

Simple, basic and straight to the point.

Clavat 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.

22-044R – Cid (FFBE)

Cid has an ability that activates during very Attack Phase, which is something that makes Cid even more valuable as the game goes on.

You can either Activate 2 Characters, or you can grant all of your Forwards protection from all Summons that choose them.
4CP isn’t alot to pay to Activate a couple of Characters once per turn. Plus you get an 8k body that will be hard to get rid of. Because, once Cid is put into the Break Zone, you can pay 3CP and return Cid to the field. That’s cheaper than playing Cid from your hand.

I like this one.

22-045C – Sosha

4 cost Dragoon that turns into a 2CP Forward if you have a Dragoon already on the field.

2CP for an 8k body isn’t bad at all.

Sosha can also throw her spear onto a Forward of your choosing, dealing it 4000 damage. Best thing is that you don’t need to send her to the Break Zone in order to do it. Just dull Sosha and you’ll be dealing 4000 damage.

This is a decent card. Simple, effective and straight to the point.

If you’re playing Dragoons, you should try adding Sosha.

22-046R – Chelinka

Chelinka here to give Yuri some support, granting him Haste. You’ll just need another Crystal Chronicles Character on the field when you play Yuri, so you’ll have a total of 3 FFCC Characters on the field.

Other than that, that is it.

2CP, 5000 power.

 

 

22-047L – Dorgann

The Art of Removal.

Dorgann, has three different abilities that activate when he enters the field, and yes, you guessed it, they all are removal abilities.

Remove a Forward, Remove a Monster, Remove 2 cards from the Break Zone.

You’ll get to choose one of those abilities to activate. But, if you already played another 2 cards before you play Dorgann, you’ll get to use 2 of these abilities instead.

Meaning that you will probably end up paying only 2CP for Dorgann to come into play.

22-048H – Nanaa Mihgo

Yes, Yes, Yes.

I’ll take 3. I’d take more if I would be able to add more to my deck.

Nanaa Mihgo is a Robber, and she’s here to rob some of your cards and use those same cards against you.

That 2 cost Forward in their Break Zone? Check.

The 3 cost Summon in their Break Zone? Check as well.

You won’t even need to pay for the cost either, they just come into play as soon as Nanna Mihgo comes into the field.

Actually, no you don’t want this card. I’ll give you a dollar for your Full Arts. No? It was worth a try.

22-049H – Bartz

Well, Bartz if you’re not in a Warrior of Light deck, you shall be useless. The only thing you’ll have going for you would be a 5000 power body on the field just hanging around with nothing to do.

But, if you are playing a Warrior of Light deck, he becomes a little bit better.

Bartz has the ability to not be chosen by your opponents abilities, if you remove 3 Warrior of Light Characters from your Break Zone, and it lasts until the end of the turn.

The other ability, is the S ability, where you can pay the cost of a card, then you can search for it and play it onto the field. Which is pretty good. You’ll be able to play any Warrior of Light card in your deck straight to the field.

22-050C – Geomancer

Here we are, a decent Standard Unit Forward.

I like this one.

Geomancer has auto protection from your opponent’s abilities. Not all of them just the ones that can choose Geomancer.
And, if you already have a couple of Standard Unit Backups on the field, you get to Activate 3 of your Backups. Which in turn will make Geomancer a 1 cost Forward with an 8k body.

Can’t get much better than that.

22-051R – Hope

Hope is hidden in Hidden Hope.

You would have thought that he would have been on the box art.

Hope comes in and you get to reveal the top 4 cards of your deck, and grabbing a FFXIII Forward from there. If you don’t find one, they all go to the bottom of your deck.

At 2CP that isn’t bad at all. You might get a free play, if you do find a FFXIII Forward there.

And, if you ever needed a way to get rid of a high powered Forward, Hope here is your answer. With Aeroga, you can Break a Forward with at least 9000 power. And, we do have a more than enough targets for Aeroga.

22-052H – Helena Leonis

Helena Leonis was turning into a great Character, and then I stopped playing War of the Visions.

As we can see she is a Green Mage as well. Although she doesn’t have any attacking spells or abilities, she does allow you to look at the top 2 cards of your deck. One is put at the bottom of your deck, the other is removed from the game.

Now, why would you want to pay a Crystal to look at the top 2 cards of your deck, remove 1 and place the other at the bottom of your deck?

Well, the card you removed, you can cast it this turn for it’s cost minus 2 CP.

You might get a free play, which is always good in my book.

22-053C – Lilisette EX

“Put on your red shoes and dance the blues,
To the song they’re playing on the radio”

And, while we’re dancing Lilisette will come into the field, and deal one of your opponent’s Forwards 1000 damage for each Character you control. Forwards, Backups, and Monsters. Anything goes, Tonight.

You’ll most likely break something with Lilisette.

And, if you find a way to bounce her. You can do even more damage.

Let’s not forget this also comes off as an EX Burst.

22-054R – Reddas

Are Sky Pirates making a comeback? Yes, I’m basing this off of this one card, because Reddas is pretty good, and he’s not even a Legend, or a Hero.

If you have 5 Sky Pirates already on the field, Reddas is a free 9k Body, that will grant all of your other Sky Pirates some protection from Summons.

Your opponent will sure have some trouble trying to get rid of this one.

And, that’s all I need to say here, If you’re playing Sky Pirates, you better be playing Reddas.

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Beyond Destiny – Quake Shake

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21-061H – Ursula

Crystals and more Crystals.

Bring us your Crystals.

At least Ursula will give you one when she enters the field. And you can go ahead and use a Crystal to give her +3000 power. And, then you can use another Crystal and give her another +3000 power. And so on and so forth.

Or you can use that Crystal to grant your Forwards some protection from EX Bursts.

I wonder if this counts as EX Bursts that result from damage taken.

Either way, it’s still a good ability to spend a Crystal on.

21-062H – Ash

There’s a Strangers of Paradise Hero in every element. I just realized this.

Ash here, is a great supporting card. As long as you have Forwards with Brave on the field, Ash will give them a +3000 buff. I don’t think I ever thought about having a deck with only Forwards that have Brave. It might actually be a little interesting.
Anyways, Ash can grab a Character from the Break Zone when he enters the field, but only if you have a couple of SOPFFO Forwards already on the field.

And last, but not least, Ash can give another Forward Brave. And, once he gives that Forward Brave, that Forward gets the +3K buff as well.

I like this card. I might have to try it out.

21-063C – Dark Knight

This reminds me of an old card, Dark Knight (1-092C) to be exact.

Dark Knight gains +1000 power for each point of damage you have received. Which along with Enna Kros, and Ash, if you have 6 points of damage, Dark Knight will have a total of 16,000 power. But, only if you use Ash’s ability to give Dark Knight Brave.

Dark Knight also has an ability that will allow you to break a Forward. Sure, he’ll also deal you a point of damage, but, if you’re playing Dark Knight, that’s pretty much what you want. Get to 6 points of damage as fast as you can.

21-064L – Ingus EX

If you have 5 Earth Backups on the field, Ingus costs a total of 1CP.

And, after that, Ingus will search for an Earth Forward.

If you’re playing Mono-Earth you will be playing Ingus.

I mean where else can you hopefully pay 1CP for a 9k body.

And, that’s all I got.

 

21-065R – Onion Knight

It’s been a while since we’ve seen a card with no text.




3CP

9000 Power

Meat Shield at it’s finest.

21-066C – Guy

Guy and Ash should make a Tag Team.

Guy is a simple card, one that talk to animals. And, those animals tell Guy that he should always attack as long as Ash is on the field.

For whenever Guy attacks, he’ll gain +3000 from his ability, and another +3000 from Ash. making Guy hit hard. 11,000 power in one attack.

Not bad.

Not bad at all.

21-067R – Galuf

This is awesome, and it’s just a Rare.

Imagine that.

Galuf gives all of your low cost Forwards +2000 power. And when he enters the field, you can most likely grab a 2 cost Forward from the top 5 cards of your deck, and play it straight to the field.

Galuf costs 4CP, but you’ll probably get the 2CP back if you find a Forward.

Blade of Dawn deals one of your opponents Forwards 8000 damage.

Stick Galuf in a deck with Maria (17-128L) and you’ll be all set ready to go.

Let’s put this idea for a deck on the back burner. Along with the countless other decks I want to try and build.

21-068C – Qiqirn

Roll of the dice?

Qiqirn comes in, checks the top 5 cards of your deck and grabs a Forward from there, while the other cards go to the bottom of your deck.

After that Qiqirn is just a Backup, that had the ability to Break a dull Forward, before heading into the Break Zone.

Don’t tell me you don’t think you’ll find at least one Forward out of the top 5 cards of your deck. Worse case scenario, is that you don’t find a Forward, and you see the card you needed head back to the bottom of the deck.

21-069C – Krile

For 2CP you can discard a Summon, and deal a Forward 8000 damage.

And, after that, you can pay 2CP and grab that same Summon from the Break Zone and add it to your hand.

Recycling at it’s finest.

Krile may not help with your empty soda cans, but, she’ll love to grab some slightly used Summons.

Even Krile can’t believe how bad that one was.

21-070C – White Mage

This is a great card.

At least I think so.

And, is I think so, well then I’m going to persuade you that it is.

You play White Mage for 4CP, and then you a play a 3 cost Forward straight from the Break Zone.

It’s a POGO on a Forward. What’s POGO. Play One, Get One.

Yes, I’ll keep a foil play-set on hand.

21-071H – Titan

When are we going to get some 8bit cards.

If you’re doing a Titan from FFIII at least give us sprites.

Please?

Imagine a Mosaic with 8bit art.

Anyways, Titan simple summon. Either deal a Forward 9000 damage, or break a dull Forward.

21-072H – Tulien

Need a way to make a Forward attack or block? Tulien is here to help you with that.

During your turn you can use his ability and have a Forward attack or block.

Get rid of those pesky Forwards that have low HP and a irritating ability that you want to get rid of.

Plus, when Tulien attacks or blocks, the damage he deals goes up by 2000.

Thus, making Tulien a 3 cost Forward with 9000 power and 7000 HP.

I wonder if that’s how it works?

21-073R – Stoneserpent General Zazarg

You can throw this Serpent General in any Earth deck, and it will make that earth deck, just a little bit better. Throw in Ash as well and you’ll have a body on the field that will be tough to get rid of.

General Zazarg comes in for 2CP, if you already have 2 Earth Characters on the field.

What I like is Stoneserpent General Zazarg’s ability that triggers whenever he is dealt damage by your opponent’s Summons or abilities. What is this ability? You simply get to deal 8000 damage to any Forward.

Maybe you’ll break the Forward dealing damage, before they deal damage.

21-074L – Neo Exdeath

Standing in at 8CP and 10,000 Power.

I don’t know what’s better.

The Amano art or the ability?

Neo Exdeath is a one-sided board wipe. Neo Exdeath will come in, sacrifice to of your Backups, and remove all of your opponents Forwards and Monsters from the game.

‘Nuff said.

21-075R – Haveh

“Haveh your way!”

How is this just a Rare?

Haveh comes in and puts a cog in your opponent’s gears. By canceling power increase from your opponent’s Summons and abilities.

Plus, Haveh gives a nice buff to your Warriors, and he gains, +1000 power and Brave at 3 points of damage. Add in Ash, and your set.

You can actually just throw Haveh into that Warrior tribal deck we made a while ago.

21-076C – White Tiger l’Cie Qun’mi

First time I saw this card I thought it was Lightning, and then I realized it wasn’t. But, since Type-0 and FFXIII are somehow connected through the Fabula Nova Crystallis myth, I believe that White Tiger Qun’mi and Lightning are connected. Sure, I base this off the artwork of this card, and I’ll stop here.

4 cost Forward, with 8000 power. Just a regular Common, but it does have an ability that whenever White Tiger l’Cie Qun’mi is chosen by a Summon or ability she gains +2000 power.

And, this is where Ash comes in. I think Ash might be the best card in Earth this set.

Ash will give White Tiger l’Cie Qun’mi Brave, thus giving her +2000 power and +3000 power. Making her a Forward with 13,000 power.

That’s a big body.

21-077C – Monk

I just realized each element has the same Standard Unit Backup again.

And they all do the same thing.

Monk comes in and gives you a Crystal, and if you have less than 3 Backups on the field, you also draw a card.

And, that pretty much sums it up.

Again.

21-078C – Ram

You can actually use this Monster to buff White Tiger l’Cie Qun’mi, to grant her +5000 power.

Ram doesn’t really do much, he just come in dull, activates during your next turn, where you can use it’s ability, and after that Ram will take a nap, as it does not activate during your next active phase. You’ll have to wait an additional turn in order to use it’s ability once more.

I’d say this one is a Sleeper.

 

12-079R – Lich

7CP for Lich?

Yes, and you’ll be happy to pay for it. Especially if you’re running Mono-Earth. Simply because you can pay the 7CP upfront, and every time Lich is put into the Break Zone, you can discard a card and play Lich back onto the field. Yes, you can only use this ability if you have at least 7 Earth Characters on the field.

Then you’ll ask, Why would I want to pay 7CP for a 9K Forward?

That’s because every time Lich enters the field, his Enter the Field ability goes off, and you can choose one of your opponents Forwards and Break it at the end of the turn. In other words, Lich casts Doom with a tiny bit of time on the counter.

After that find a way to break Lich, discard a card and Voila, you can reuse Doom.

This is a card that will become a problem.

12-080R – Runda

Simple 2 cost Backup, that can cast some Protect, or Shell on one of your Forwards.

If one of them is being targeted by a Summon or ability that causes damage, you can dull Runda, and reduce that damage by 3000.

And, that pretty much sums Runda up.

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Resurgence of Power : On Earth

18-052H – Ahriman

Ahriman comes in and breaks any Forward that you choose. Besides Multi-Element. For a 4 cost Monster that can turn into a Forward, this card is good.

Of course, you can only turn Ahriman into a Forward if you already have a Forward with a 9K body on the field.

Shouldn’t be too hard with Earth.

 

18-053C – Delusory Knight

1 cost Forward with 3000 power.

Cheap and effective as a blocker, simply to thwart your opponents attacks.

But, you can also just put Delusory Knight in the Break Zone and give another character protection in that it cannot be broken.

If you got an extra spot why not try it out?

18-054L – Galuf

Coming in with Brave, and 8000 power. Galuf is able to Break a Forward every time he attacks.

And if that’s not enough Fire Power, maybe you need more for some Forwards, he gains 3000 power at 3 points of damage. And, if that still isn’t enough you can remove 3 cards from the Break Zone and give him an additional 3000 power. That’s a total of 14,000 power. There’s not a Forward that can withstand that kind of damage, unless they have buffs, but even then it’s still hard to come by.

 

18-055R – Krile EX

Just lost a card you need to the Break Zone?

Have no fear, Krile here will grab that card back. But, only if it’s a Summon or a Category V Forward.

If you’re playing Krile you’re probably already playing a FFV themed deck for the most part.

I had her in my Pre-Release event and did use her quite a bit.

18-056C – Cait Sith (XI)

Here’s another card almost like Krile.

Cait Sith comes in a lets you grab a Forward from your Break Zone. Any Forward not just a certain Category. But, he doesn’t have the EX Burst like Krile does.

Other than that, Cait Sith is a little more useful after he’s been played. At 3 points of Damage he can produce CP of any element. Where Krile, after she comes in pretty much just sits there.

 

18-057C – Kolka

Simple, yet effective for what Kolka does.

One he enters the field, you can discard a Forward from your hand. After that you deal damage equal to the amount of power that Forward has to a Forward of your choosing.

Maybe you’ll be able to Break a Forward, maybe not.

Might be useful in certain situations.

18-058R – Serafie

A Forward that searches for a Forward when she enters the field. Well not just any Forward, Serafie searches for Tama. And there are 4 different Tamas.

For easiness let’s say you pick this Opus’s Tama. When he enters the field Serafie gains a Gem Counter. Not just for Tama, but for any Forward of cost 2 or less.

Why is that important? If Tama has 2 Gem Counters on her, you can remove them to draw a card.

 

18-059R – Tama

“Tama Can’t Attack,
Tama can’t Block.
Only thing about him is the way that he walks”

He can’t be chosen by Summons or abilities either.

What he can do is cancel one of your opponents Summons or abilities when they are targeting one of your Forwards.

Like a Mini-Amaterasu.

18-060H – Daisy

A meat shield if I do say so myself. Daisy is a better Paladin than Cecil.

Considering that with Warring Spirit and 3 points of Damage, your opponent will have to deal 40,000 damage to Daisy to Break her.

They’re whole front line, all the Summons and all their abilities might not be enough to take Daisy down.

This is where Cait Sith (XI) comes in, as he is able to bring her back from the Break Zone.

18-061R – Tilika EX

Simple Forward that allows you to gain Crystals.

If you need Crystals Tilika is the right card for you, as he allows you to gain a Crystal once per turn.

You can even gain a Crystal off an EX Burst.

Tilika will soon be selling Crystals on the corner in Rebena Te Ra.

18-062R – Nayo

Where did all these AVALANCHE Operatives comes form? I really should finish the FFVII Remake at some point.

Let’s see. Nayo is a decent backup who allows you to give 1 Forward either Brave, or an additional Job. And if you don’t like either of those options you can always just dull Nayo for a Crystal Point.

 

 

18-063C – Hashmal

Earth’s 1 cost Summon, that gives 1 of your Forwards +7000 power.

Now if you decide to pay the extra cost and remove 10 earth cards from the Break Zone, all your Forwards gain +7000 power.
Not too bad, considering most of the cards in your Break Zone are useless.

 

 

18-064 – Geomancer

Discard Geomancer, draw a card. And, that’s about it.

Cheap Backup to play.

 

 

 

18-065C – Polk

Polk looks like he’ll be a decent addition to the AVALANCHE deck. He easily allows you to grab an AVALANCHE Operative from the Break Zone.

Just lost Jesse to the Break Zone grab her back with Polk, Barret too for that matter. Along with the rest of the AVALANCHE cast.

Best part, is that Polk can remove himself from the field. Just use his ability to grant a Forward +2000 power and you’ll be able to recast Polk and get another AVALANCHE Operative from the Break Zone.

18-066C – Beastmaster

Yes, this card is a little interesting.

Considering you can play 3 Beastmasters, That means you can actually cast stop on up to 3 Forwards your opponent controls. While constantly being able to Stop they’re Forwards from attacking or blocking. Those 3 Forwards can be a big chunk of their line, it could also be their whole line.

These cards are definitely worth looking into.

 

18-067C – Yumcax

Here I thought this was a Monster, but nope just a Forward.

Can come in with Warp. No special abilities when he enters the field, but Yumcax has some protection on him, reducing all damage cast on him by 2000. Meaning you’ll have to hit him for 11000 to send Yumcax to the Break Zone.

And, at 3 points of Damage, Yumcax gains Brave and if Yumcax is put in the Break Zone, you get to draw 1 card.

 

18-068R – Rikku

Earth has plenty of ways to help you splash different elements into your deck. Rikku here does just that. If all your Backups are Earth, Rikku enters the field and allows them to produce CP of and Element, which is good.

No more needing specific Backups to help you pay for everything not when you have Earth Backups.

It used to be that only Tyro and Shantotto can produce any element, Rikku has opened the flood gates of CP as … well you know.

Plus she’s a Forward, you might need to find a way to protect her.

I’d say we’ll be seeing this card a lot.

Let’s not forget when you cast a Multi-Element Forward, you can grab an Earth Forward from your Break Zone.

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Crystal Dominion – Thoughts on Earth

15-064C – Vanille

Vanille is taking over Minfillia duties. Allowing you to grab 2 Forwards from the Break Zone when she enters the field.

Her 6CP cost goes down to 2CP, which is pretty good for a Backup.

15-065C – Scholar

Lost the card that’s supposed to win you the game. Scholar h ere will allow you to retrieve it back from the Break Zone. For a small price that is. What’s the top card of your deck compared to that Legend card that was just broken?

Next turn you’ll be able to shuffle your deck, and the card you retrieved will be closer to the top.

This card should have been a fisherman.

 


15-066C – Galuf

What would you like to do?

Gain a Crystal or Deal a point of Damage?

Odds are 50/50

Is it worth 5CP?

 

15-067R – Gijuk

Search for a Headhunter and then all the Headhunters can do things together. Like place Bounty Counters on each other. Dull and Break Gijuk and you can place 2 Bounty Counters on a Headhunter.

Don’t forget, Gijuk allows you to search for Lani (12-018H)

 

 

15-068R – Gilgamesh

You’re up-cycling Gilgamesh into a stronger Gilgamesh, and you have 8 Gilgamesh to choose from. I’m thinking You play them all, and towards the end, when you have at least 8 Gilgamesh in the Break Zone, you up-cycle to Gilgamesh (7-088L) and you go to town.

Add a Behemoth K or 2 for good measure.

 

 

15-069C – Cu Sith

Don’t like your hand?

Discard 3 Cards and Cu Sith who is already on the field, and draw 4 new cards.

You might get the card you need. You might not.

 

 

15-070R – Cait Sith EX

For 1CP, Ladies and Gentlemen, I’ll give you a chance to draw a card.

But it has to be a Forward. Which isn’t that bad. It’s Like betting on black. There’s a good chance you’ll get a Forward.

And, Since Cait Sith is already a Forward. There really is no drawback of playing him. Worse case scenario, you got yourself a blocker.

 

15-071H – Kefka EX

Just Like the final battle in FFVI. The Returners Vs Kefka, who now has become a God. Normally you would divide your party into 3 groups, and take on Kefka.

Here you divide their Forwards into 3 Groups and they only get to keep 1, while the rest are thrown into the Break Zone.

 

 

15-072R – Cid Sophiar

Freaky Friday Cid Sophiar.

Able to switch around certain abilities between 2 Forwards. Might be a good ability in a pickle.

 

 

 

15-073H – Cecil

The OG Dark Knight. Move over Batman, you ain’t got nothing on Cecil.

If you got a Crystal, you’re good. If not you shall receive 1 point of Damage when Cecil enters the field. Which isn’t too bad, because at 3 points of Damage, when Cecil is broken, you can search for another Cecil and play it onto the field. You’ll need another Crystal for that Cecil as well. Unless you go with another Cecil.

Souleater. Yes, please. Throw in a whole bunch of Cecil’s into your deck just so you can use this ability over and over. And, when it lands you’ll deal your opponent 2 points of Damage. Watch out for those EX Bursts.

15-074C – Zombie

Just in this set alone, Zombie has 7 targets. And, most of them are great ones to choose from, depending on what you’re playing.

Let’s just say, Cait Sith (15-070R) is a good choice. Same Element and you might even draw another card when you play him.

Other than that, Zombie becomes a Forward and breaks at the end of the turn.

 

15-075R – Titan EX

We’ve seen this one before. +2K and deal damage to a Forward. Works good in some situations.

 

 

 

 

15-076C – Titan

What would you do with +10K Power?

You’ll make sure you’re going to deal some Damage. Be it a Forward or to your opponent.

Either that or deal a Forward 7000 damage. Either way Titan here is set on Destruction.

He’s a one cost if you got a Crystal.

 

15-077H – Dadaluma

Here’s your counter attack. Just make sure to block, constantly.

8K damage to a Forward is more than enough to break most forwards. Just have Dadaluma out on the field and your opponent will try and find a way to remove him.

And, at 3 points of Damage he gains Brave and +2000 power

 

 

15-078C – Berserker

This Berserker has gone Berserk.

Of course, he will be attacking every turn, but when he does attack he also gains 5000 power. Every attack phase, Berserker will be attacking for 13000.

There’s almost no Forward that will be able to withstand this attack.

Unless of course, your opponent has the Clan Gully card.

 

15-079R – Ba’Gamnan

Do we have enough pieces for a Headhunter Deck?

Either way you should remember that you can play Lani with all these Headhunters. She’ll add Bounty Counters to Ba’Gamnan, and Bwagi. And she’ll also be able to gain +2K power that Ba’Gamnan can give here if he removes a Bounty Counter.

And with all the Headhunters entering and leaving the field. I’m sure you’ll have at least 4 to Break a dull Character.

 

15-080C – Geomancer

Geomancer here comes in gives you a Crystal, that you can use to play Cecil. After that, Geomancer dulls and heads over to the Break Zone, and gives Cecil Brave on the way out.

 

 

 

 

15-081C – Firion

Yes, the Rebels are coming out. Firion comes in this set as an Earth Forward. Seems he didn’t like Fire this time around.

But, having Firion come in and since you’re already playing Rebels he’ll have Brave, and +X depending on all the buffs he’ll get.

 

 

15-082H – Hecatoncheir

Deal 8K damage to all Forwards. You better have your Forwards buffed up, or your opponent has already taken down your front line.

Hecatoncheir here will take care of the rest.

 

 

 

15-083L – Rydia

Rydia already has self protection against Summons and abilities.

Rydia gains 2 Growth counters when she or another FFIV Character enters the field.

Rydia can cast a Summon once per turn by paying with Growth counters.

Rydia is a 2CP Forward.

Rydia is a Legend.

I like Rydia (15-083L)

15-084 – Robel-Akbel

Robel-Akbel, comes in and Breaks a Forward or a Monster. After that you’ll be grabbing a Backup at the beginning of Main Phase I during each of your turns. Thus, giving you a never ending supply of CP. Your best bet would be to find a 2CP Backup that send itself to the Break Zone with an on entry ability.