27-127S – Wuk LamatThe more Characters that you have on the field, the stronger Wuk Lamat gets. As a card, not a Forward.
If you have or more Characters, every time your Forwards attack, Wuk Lamat will increase that damage bu 2000 damage. Giving you an constant advantage over your opponent. Add in Fire Backups, like Lebreau (1-030R) and that one Warrior from Opus V. 5-014C which gives your Fire Forwards +2000 power.
And when Wuk Lamat enters the field or attacks, if you have 5 or more Characters, you will deal 7000 damage to one of your opponent’s Forwards.
You’ll want to fill up your board if you want to use Wuk Lamat.
27-123S – Zack
Let your opponent play their Forwards before you decide to play Zack, cause if they have 3 Forwards on the field, Zack will come in with Haste.
And when he enters the field or Attacks, Zack will deal damage to all of your opponent’s Forwards. 1000 for each Backup you control. This will bring you at a max total of 5000 damage.
And, since Zack comes in with Haste, you will be able to deal this damage twice in one turn.
The plan is to get all your Backups in as soon as possible. Then you will play Zack, and then I would say that you have a 90% chance at a board wipe.
27-124S – Cloud
Cloud is here to save the day, at least for a turn.
Cloud comes in for 3CP, and gives all of your Forwards +3000 power and Brave.
And, there you have it. That alone would make Cloud a great card to play, add in the fact that he also gives one of your Forwards protection. That Forward cannot be broken, and cannot be returned to your hand by Summons or abilities.
This way if you ever needed to keep a Forward as safe as possible, Cloud just might get the job done.
27-125S – Luso
This Clan Gully Member, is on his way to building a deck alongside some Mandragoras.
Luso comes in for 1CP, and even though he only has 3000 power, he still can do a lot of damage. Especially if you can find a way to give Luso First Strike. Imagine the possibilities. Brave and First Strike. Luso will become unstoppable. Add in Cloud’s protection and you have a way to chip away at your opponent’s Forwards one by one.
And, Luso isn’t done yet. Whenever he deals damage to your opponent you can either grab a Character from your Break Zone, or you can Deal a Forward 3000 damage. And you know what happens to Forwards that Luso deals damage to.
27-126S – Sphene
Did you need to protect that Break Zone of yours?
Sphene is here to help. She’s actually here to do a lot more than just help.
When Sphene is on the field, your opponent cannot remove any of the cards in your Break Zone. End of story.
You’ll say, yeah that’s pretty good especially if you have a way of grabbing cards from your Break Zone.
Well, Sphene does that too. Once per turn, your turn that is, Sphene will grab a Forward from your Break Zone, and you can add it to your hand.
I’m just thinking we’re going to be recycling Luso.
27-127S – Lightning
A 7 cost Lightning card, named Lightning.
You’ll think that this card is a bit expensive, and I might even agree with you.
Yes, there are cards that will Break an opponent’s Forwards for less CP. And, yes, you can just play Opus I Odin for 7CP and Break any one of your opponent’s Forwards.
But, look at what else Lightning has to offer. She stays on the field as a body with 9000 power. Plus when ever one of your opponent’s Forwards is sent to the Break Zone she grants Haste to one of your own Forwards. Yes, you can choose Lightning for this.
Let’s not forget that you can Break a Forward off of an EX Burst as well.
And that, my friends is that.
27-128S – Charlotte
A New Charlotte, and this one is very playable. Charlotte will put a fork in your opponent’s plans. As two of her abilities will turn your opponent’s plan on their head. (I think that’s what you call it).
All of your opponent’s Forwards cannot use action abilities when Charlotte is on the field, and all of your Forwards cannot be chosen by your opponent’s Summons if they cost 1CP.
That’s not all, the damage Charlotte receives is reduced by 1000. Making it harder for your opponent to try and get rid of her. Add in the 8000 power Charlotte already has, and she’ll stick around on the field for as long as you’d like.
27-129S – Yuna
Yuna comes in and you play a 3 cost Forward from your hand onto the field. Which Tidus costs 3CP? Oh, yeah the one from Emissaries of Light. We’ll just leave that information here.
But, there are plenty of 3 cost Forwards that you can play. Since you don’t have to worry about Element, you can splash in any Forward that you would like.
Yuna will also grab a card from your deck every time she attacks. Making her a Forward that keeps on giving. Over and over again.
I would have expected this card to cost more than just 4CP.

21-061H – Ursula
21-062H – Ash
21-063C – Dark Knight
21-064L – Ingus EX
21-065R – Onion Knight
21-066C – Guy
21-067R – Galuf
21-068C – Qiqirn
21-069C – Krile
21-070C – White Mage
21-071H – Titan
21-072H – Tulien
21-073R – Stoneserpent General Zazarg
21-074L – Neo Exdeath
21-075R – Haveh
21-076C – White Tiger l’Cie Qun’mi
21-077C – Monk
21-078C – Ram
12-079R – Lich
12-080R – Runda
I was between 2 Fusoyas for this deck, and then I just decided to use both of them. Fusoya (20-100R) and Fusoya (9-094L). Both Fusoyas are Summon based. One allowing you to play low cost Summon whenever Fusoya attacks, and the other one let’s you pay for your Summons with CP of any Element. This gives us an idea for part of the deck.



As we take a look at Lumina’s ability it reads, “When Lumina enters the field, you may search for 1 Category XIII Forward and add it to your hand.”

For Backups, we’ll add Lebreau (5-151S). I usually go for the Opus I Lebreau, but we don’t have enough Fire Forwards to warrant that card. Class Second Moogle (10-016C), to help us with Ice CP. Mog (XIII-2) (1-196S), because he acts just like Lumina and searches for a FFXIII Forward. and Jihl Nabaat (1-193S) cause that still is a great card.

On the the card.
At 2CP, this card is a no brainer. And with those abilities, she’s deadly. starting at 4K, but each Earth or Water forward gives her +2K. You can just throw her in a deck with Vikings and call it a day. Now if you control 3 other Forwards that are either Earth or Water, she’ll have 10K. And, at 10K she deals your opponent 1 point of Damage at the end of the turn. Your turn, and your opponents. The game will pretty much take care of itself if you just pass and defend Sophie. 
