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Gunslinger in the Electric Playground

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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!

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Tears of the Limit Break

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25-106R – Machina LB

How much you like this card depends on when you can play it.

Machina is a 2 cost Forward, who’s power will range from 4K – 10K, as every point of damage that you have received gives Machina +1000 power.

This is not bad at all. The only problem I see is that you can’t play Machina if you already have a Forward on the field.

And, that might be the reason Machina is a Limit Break.

.
25-107H – Red XIII LB

This is what a Limit Break should be.

Red XIII comes in and he gives all of your Forwards +2000 power until the end of the turn. With all the Final Fantasy VII Characters in this set, I see Red XIII being a great Limit Break to play.

And, since we’re talking about Final Fantasy VII, if you have another 2 FFVII Characters on the field, Red XIII will also gain Haste, First Strike, and Brave.

This will be a great play after a couple of turns. You’ll have a Forward that will be tough to beat.

I do like this one.

25-108R – Kam’lanaut LB

I’m not sure if Kam’lanaut looks more like a Transformer or a Super Hero.

Either way Kam’lanaut will do the same thing once he enters the field. He will break a Forward.

Why am I so sure, that Kam’lanaut will break one of your opponent’s Forwards? Because you wouldn’t be playing it if you didn’t control a Dark Forward.

After that you’ll have a Meat Shield on the field.

Hey, that rhymes.

25-109H – Shuyin LB

Shuyin! What’cha doin?

Looking for Vegnagun, that’s what Shuying is doing!

Shuyin will come in and search for a Dark Forward. If you don’t want Vegnagun, you can always look for Emissaries of Light Chaos, and go that route.

And, hey if you get Vegnagun in your starting hand, you won’t need Shuyin, but it’s always good to have him.

Yeah, I can’t think of anything else.

25-110R – Aerith LB

Here’s a way to make sure you can start your FFVII deck off right.

If your hand isn’t good, and you need to just find Zack or Cloud, Aerith knows where to find them.

You can then play them on to the field, and go along with your plan.

Aerith can also cancel an auto-ability targeting a FFVII Character.

It’s almost as if she’s sacrificing herself to protect the rest.

I’d call Aerith the perfect Meat Shield, but that feels wrong.

25-111H – The Emperor LB

Do you want to draw more card?

The Emperor her will help you out with that.

Every time your opponent searches for a card, or brings a card back from the Break Zone, you get to draw a card. And, there’s no limit on how many cards you can grab.

Since we already know that every deck has a card that searches for cards, and most decks have a way of bringing cards back from the Break Zone, you will draw enough cards to make The Emperor a free play in the long run.

You also get a body on the field with 5000 power.

You’ll want to keep The Emperor on board for as long as you can.

25-112H – Sarah (MOBIUS) LB

We were just talking about MOBIUS, somewhere during this set, and it is getting some love here.

Sarah will come in and if you find a MOBIUS card in the top 4 cards of your deck, you can add it to your hand, if not then all the cards go to the Break Zone.

It can work in your favor, it can also work against you.

But, the real reason you’ll be playing Sarah, is her second ability, in which she reduces the cost of playing your MOBIUS Forwards by 2CP.

And, you get a body, but you’ll probably just be dulling Sarah to help pay for your Forwards.

125-113R – Yang LB

Bring on the Monks!

This is just a way to get an extra Monk on the field.

What am I saying? I gotta read a little better here.

This is a way to get a Forward on the field, any Forward, any Element, any Category, any Job.

As long as you have enough Monks on the field you can even play Mont Leonis (14-075H) and Chaos (16-129L)

Just find a way to break Yang, and play him again, and then play him once again. Since Yangs LB cost is only 1 point, you can play all 3 Yangs if you have them in your Limit Break deck.

25-114R Kain LB

Kain might cost 9CP, but you can bring that cost all the way down to 2CP.

How?

Its simple really.

If you have 3 Dragoons on the field, Kain’s cost comes down to 4CP. And, once Kain enters the field you’ll grab a Forward from your Break Zone. Bringing it down to 2CP, just like we mentioned.

You can grab the Forward you just used to pay for Kain’s cost, or you can grab another one.

Most likely, you’ll be grabbing another one. Probably that Dragoon that was just broken last turn.

Did we mention Kain has First Strike?

If you’re playing Dragoons, you should throw at least one in your Limit Break Deck.

25-115H – Sephiroth LB

This is a fun card to play. I managed to pull it on Prerelease along with a couple of FFVII Legends, but that’s a story for another day.

The high cost of Sephiroth is worth it.

Whenever Sephiroth attacks or when he enters the field, Sephiroth will dull all the Forwards except for himself.

And, at the end of your turn you will break a dull Forward. At the end of your opponent’s turn, you will break another dull Forward. And so on, and so forth.

You will slowly break down your opponent’s front line, but be careful. Once your opponent loses all their Forwards, you’re going to start breaking your own Forwards.

But, then again, if your opponent doesn’t have any Forwards on the field, you’re probably winning the game.

25-116H – Graff LB

The Grand General. Graff looks like he could be a captain, and when I saw it the first thing I thought about is Vikings.

Why Vikings?

Well, when Graff enters the field, choose a Forward you control remove it from the game. If you remove a Viking, you will draw a card.

Which should be a good enough reason to play Graff in your Pirate deck.

And also, whenever Graff attacks, you’ll choose one of your opponent’s Forwards and they lose 4000 power until the end of the turn.

Let’s not forget about Graff’s 9000 power either.

25-117R – Leonora LB

One more card that can search for another card.

A Forward to be exact, A Final Fantasy IV Forward.

Which Forward? Well, that’s up to you.

Leonora can also help protect your Final Fantasy IV Forwards, with her second ability which turns the next damage dealt to them to 0.

Final Fantasy IV now has 2 cards that will search for a FFIV Forward.

We might be on to something here.

25-118H – Golbez LB

We’ve seen all the Archfiends, now let’s take a look at their leader, Golbez.

5CP plus 2LB to play a 9K Golbez.

So far this is meh. Just your regular High Powered Forward.

Now let’s take a look at the ability. Once per turn, you can search for an Archfiend and play it onto the field. Just like that.

Imagine, looking for Cagnazzo, right when you need to get rid of a Forward that you don’t want on the field. Or playing Scarmiglione when one of your Forwards gets attacked and needs to be saved.

And, that was just a couple of Archfiends from this set. Imagine what you can do if you go through all of the Archfiends.

That Golbez VS Cecil deck is looking pretty good right now.

d

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Tears of the Water Planet

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25-086R – Abzu

You would think that, if your Job was Corneo’s Pet, you should have some synergy with Don Corneo.

But, that’s not happening. Not with Abzu.

That doesn’t mean that Abzu is a bad card, no Abzu is actually pretty decent.

Abzu doesn’t let your opponent’s Forwards gain any buff to their power.

Abzu is also a Forward and whenever Abzu attacks, one of your opponent’s Forwards lose 5000 power until the end of the turn.

You might break that Forward or you might not. But, Abzu will have a good chance at surviving.

25-087C – Abzu Shoat

I’m seeing doubles, and they can turn into triples.

You can have 3 Abzu Shoats on the field at once, at 1CP each you can have a little bit of fun.

First off you can dull Abzu Shoat and discard a Water card to have one of your opponent’s Forwards lose 1000 power until the end of the turn.

Or you can send Abzu Shoat into the Break Zone, and have one of your opponent’s Forwards lose all of their abilities.

If you have all 3 one the field, and they all use that second ability, you might just be able to crack through your opponent’s defenses.

Let’s see this one in action.

25-088H – Famfrit, the Darkening Cloud

Here’s another way to get rid of a Backup that has lost it’s use after it entered the field.
By removing one of your Water Backups from the game, you will reduce the cost to cast Famfrit by 2CP.

After that, Famfrit will break a Forward that has an Auto ability that was triggered.
Not only that, but you will also draw a card.

And, this my friends makes Famfrit, the Darkening Cloud a Free Play!

I’ll take 3!

25-089R – Cagnazzo

I remember fighting this overgrown turtle.

Coming in at 2CP, Cagnazzo acts more like a Summon than a Forward. When Cagnazzo enters the field, you will choose one of your opponent’s Forwards, and send it back to their hand.

Now, if Golbez is already on the field, you can take that Forward and chuck it into the Break Zone.

And, that’s it.

You’ll have a 5K body on the field, which you will want to find a way to Break Cagnazzo, just so you can replay him.

Imagine having Cagnazzo back when Neo-Exdeath was big.

25-090C – Quacho Queen

2 cost Backup that is also a Common.

Quaho Queen will give a WoFF Forward +1000 power until the end of the turn.

And, that is it.

There’s not much to write about her, so I’m just writing whatever comes to mind, just so it can take up some space.

We don’t want to leave an empty square next to Quacho Queen.

25-091H – Kraken (III)

Now this is a card that you have been waiting for! And, you didn’t even know it.

Kraken reduces the cost of all of your Summons and Monsters by 1CP!

That means you can get more Monsters out, quicker and more efficiently.

Not only that, but Kraken will also remove one of your opponent’s Backups from the game for as long as Kraken is on the field.

This one is going straight into my Bomb deck.

I’ll take 3 of these, and let’s not get into the Amano Art.

25-092C – Cloud of Darkness

A what now?

How is Cloud of Darkness a Common.

Cloud of Darkness comes in for 5CP and sends all of your opponent’s Forwards into the Break Zone!

Except for 2. Your opponent will choose 2 Forwards that they can keep.

All you need after that is find a way to get rid of the other 2 Forwards, you can use Sophie from this set for one, and the other one, well that’s up to you.

Cloud of Darkness also has 8000 power, so she will be able to block a couple of attacks, or deal some damage. Whichever you prefer will work.

25-093C – Corsair

Corsair shall come in and return a 2 cost Forward to their owner’s hand. Your opponent’s Forward that is.

Coming in with 3000 power, Corsair will be able to block an attack, and he will be sent to the Break Zone.

And, that is where you want Corsair to be. In the Break Zone.

Why?

Because you’ll want to find a way to play Corsair from the Break Zone, for when Corsair enters the field, Corsair will once again return one of your opponent’s Forwards to their hand, but they will also draw a card for you.

And, if you can find a way to keep bring Corsair back, you’ll have enough cards in your hand to put your plan into overdrive.

25-094C – White Mage

Here’s your Water Elemental Backup.

White Mage is ready to come in and do what White Mage needs to do.

White Mage will either raise a 1 cost Forward from the Break Zone, and bring it back to your hand.

Or, White Mage will draw you a card.

I can’t think of many 1CP Forwards that would be worth grabbing.

And, I was wrong. There are plenty of 1 cost Forwards worth choosing.

I might even use this one in my Octopus/Pirate deck that is still in the works.

25-095C – Cecil

For 5CP you get a Meat Shield with 9000 power.

Not only that, but whenever your Forwards are dealt damage by your opponent’s abilities, Cecil will reduce that damage by 2000. Hopefully helping your Forwards survive that damage.

I’d say this would be a good card if there is a way to reduce Cecil’s CP.

You can probably play Cecil 20-075L, and switch this one in, Or you can have Rosa 20-125R on the field, which will allow you to draw a card when Cecil enters the field. This would technically make Cecil 3CP.

Other than that, there’s not much to say about this one.

25-096L – Tidus

For 5CP you can return a Backup to your hand, and then the next Final Fantasy X Character that you play, it’s cost will be reduced by 3CP.

There’s 2 cards that I would pick to return to your hand. Rikku (2-071R), as it would be a Free Play to play Rikku back to the field and have her activate all of your Forwards. Or, you can return Brother (1-197S) to your hand and play him back to the field to have you search for a Final Fantasy X Character and add it to your hand.

If you decide to go with Brother, Tidus is now technically a free play.

And, don’t you think that Tidus is done here.

Every time Tidus or a Final Fantasy X Character enters your field, you will choose one of your opponent’s Forwards and they will lose 4000 power.

That will be 4000 from Tidus, and 4000 from Brother one play and you just might break 2 o your opponent’s Forwards.

25-097H – Doctor Cid

Time for some research, and who better than Doctor Cid.

4CP can be paid only with Water CP in order to cast Cid.

And, when he enters the field, you can place one of your opponent’s Forwards and put them at the bottom of their deck. That way the pesky Forward that has been bothering you for some time now, needs plenty of resources to be able to come out again to cause you some more trouble.

And whenever one of your opponent’s Forwards leaves the field, for any reason, Doctor Cid will begin his research and will allow you to draw a card. Once you have that card in hand, the research begins as you decide which card you will discard.

Simple as that.

25-098R – Broden

An owner?

What does Broden own?

I’m sure if you played Final Fantasy VII Rebirth you would know.

But, just saying Owner as a Job Title?

Yeah, this is the second Owner we have had so far. Soon we’ll be able to build a deck.
And as an Owner, Broden doesn’t do anything. He’ll just give you 2 cards and then just stand around taking up space. You’ll want to get rid of him, or don’t even bother playing him.

25-099C – Porom

Don’t like your hand?

Porom is here to help.

She’ll let you change out 1 card, with a new card from the top of your deck.

And, if that didn’t work, you can discard a Palom, draw 2 cards and then discard another card.

Is this a good strategy?

Maybe, Maybe not. But, don’t give up that card that you might need later.

25-100R – Matt

If Matt is here, you know that Glenn and Lucia are around the corner somewhere.

Matt comes in for 2CP, and he will be a good addition to your SOLDIER deck. All SOLDIERs are welcome, as with Matt on the field, all of your SOLDIERs will not be able to be chosen by your opponent’s abilities. This means that I’m 99.99% sure that either Glenn or Lucia, will have All SOLDIERS, cannot be chosen by your opponent’s Summons.

Matt also has the ability to lower a Forwards power by 2000. Which could be the little bit of power that you need to help break that Forward.

He also has First Strike.

25-101L – Meia

Are there enough MOBIUS cards to make this worthwhile? Enough to make a MOBIUS themed deck?

Meia comes in and if you decide to remove a MOBIUS card from the game, your opponent will choose one of their Forwards and they will put it in the Break Zone.

Meia can also reduce the cost of casting a Summon by 1, all you have to do is remove a MOBIUS card from your Break Zone.

I mean, maybe.

I would rather use Meia (16-123L).

25-102C – Rosa EX

Rosa comes in and searches for either Cecil or Ceodore, and brings them home.
Bringing her cost down a notch to 2CP, and she comes with 5000 power as well. Which is not bad.

And, let’s not forget Shell, because Rosa gives her family protection from your opponent’s Summons and abilities, in that they cannot choose Rosa, Cecil or Ceodore.

Are there better Rosas? Yes, but that doesn’t mean that you should ignore this one.

Singles & more!

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Rosa Joanna Farrell

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Peerless beauty, braving dangers for love.

A beautiful White Mage with a talent for the bow. A childhood friend of both Cecil and Kain, Rosa gives her heart to Cecil and assists him on his adventure as a White Mage. She leaves the castle out of concern for Cecil when he vanishes following the mission to Mist Village. Rosa reunites with Cecil, but Golbez takes her prisoner. After Cecil rescues Rosa, the two realize their feelings for one another. They fight side by side until the end.

-Taken from the Ultimania

As we wait for Cecil to find the Sand Ruby for Rosa, we’ll check out all of Rosa’s cards throughout the series.

2-143R – Rosa

Rosa is always ready to protect you.

For 3CP you get a Backup, that whenever one of your Forwards is chosen by one of your opponent’s Summons, you draw a card.

And, maybe that card that you draw will help you cancel your opponent’s Summon.

We also have Protect. You can use this ability and the next time one of your Forwards is dealt damage and that damage is less than their power, that damage becomes 0.

Other than the fact that you can draw a card each time your Forwards are being chosen by your opponent’s Summons, I’d leave this one out.

Opus I Minwu does a better job at protecting your front line.

“I knew you’d come for me.”

2-144C – Rosa

A 1 cost Forward that gives Cecil +1000 power.

And, this time Rosa has Mini-Protect.

By dulling Rosa, you can reduce the damage dealt to one of your Forwards by 1000. It’s not a lot, but sometimes that will be the difference in your Forwards surviving a block. You’ll get to keep your Forward instead of just trading cards with your opponent.

After that, Rosa is a body on the field, until you get the Rosa that you wanted to play from the begining.

“…Uhn … Cecil … Please, Cecil… Be alive!”

5-142H – Rosa EX

This is what happens when you give Rosa the Sand Ruby.

Rosa searches for Cecil and she brings him to your hand. Bringing Rosa’s cost down to 2CP. You can even search for Cecil off of an EX Burst.

You’ll then have a body with 5000 power on the field, which you will be able to reduce the damage dealt to one of your Forwards by 1000, if that Forward is Cecil reduce it by 3000 instead.

Play this with Opus II Cecil, and I think you’ll have something to work with.

“Without me along, who will heal you when you’re hurt?”

9-120L – Rosa

How did I forget about this card?

For 3CP you get a great card. A legend. The White Mage Rosa.

Rosa reduces the damage dealt to all of your Forwards by 1000, Yes, that has been the case with the previous Rosas, but this Rosa is also a great attacker.

If Rosa forms a party and attacks, you will activate Rosa, where she will be able to attack one more time. Which she will form a party and attack. She will activate one more time, but I doubt she’ll be able to attack again. Even though the wording makes it seem like she should be able to.

“I say we Pray!
PRAY.
Pray,
PRAY.
I say we Pray, just to make it today!”

It’s like MC Hammer already knew about this card in the early 90s.

If you’re playing Mono Water, you will be playing this Rosa. Use Pray to activate all of your Forwards. As long as you have an extra Rosa in your hand, you can go all out and attack.

After that you’ll Pray, and activate all of your Forwards, and they’ll be able to block during your opponent’s turn.

“Then why won’t you look at me?”

11-126R – Rosa EX

Rosa stands behind Cecil through the thick and thin. And, if you play her after you play Cecil, Rosa will allow you to draw a card.

And, if you don’t like that card, you can discard it and draw another card.

And, if you don’t like that one, wait till your next turn and discard it, to draw another card one more time.

Teleport. You finally have an answer to board wipes.

If your opponent plays Opus I Shantotto, you can just have Rosa use Teleport, and return all your Characters to your hand.
But, be careful. You might have a very large hand after that.

And, you know what they say about people with large hands.

They wear big gloves.

“No! Not you, too!”

14-057H – Rosa

Great artwork once again. You can tell apart the Amano artwork. I remember seeing a Magic card with his art on it, and recognized it immediately. But, that’s another story.

Just like we said before, activate all the Backups, if you’ve cast 3 cards this turn.

With Fran (14-052C) you’ll also draw 1 card.

All those activations will lead you into a 5th card cast this turn, which you’ll end up playing the top card of your deck. Unless it’s a Summon. Then it just goes back to the tops of your deck.

“I’m not going anywhere.”

16-063R – Rosa

The missing piece of Cecil and Ceodore.

Rosa comes in and keeps feeding Ceodore and Cecil, to power them up just a little bit to help them survive or take down your opponents Forwards.

A simple 2 cost Backup, that will still provide you with 1 CP per turn.

“As long as there is darkness…”

 

17-138S – Rosa

Decent card, better card if Cecil is on the field.

Even though Rosa is a Forward, she plays like a Backup, casting White Magic on your Forwards. Activate and a buff. All for a total of 0CP. You know you’ll be using her ability each turn.

Plus, you have an 8000 powered body. All this for 4CP.

“Cecil! I’ll visit you in your tower later.”

 

20-125R – Rosa

Here is the missing piece for the ultimate FFIV deck.

You can actually splash any element that you’s like, without worrying about how you’re going to pay for the cost. No more relying on Tyro, and how are you going to get Tyro on the field if you’re not playing Earth.

For 1CP you get to play Rosa and draw a card when Cecil enters the field.

All you got to do is find a way to recycle Cecil.

We did say that Water is the Recycling center, right?

Looking for Rosa?

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Kain Highwind

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The prideful Dragoon, unable to show his true feelings.

Commander of Baron’s Dragoons, he is Cecil’s childhood friend and occasional rival. Kain’s secret feelings for his childhood friend Rosa allow Golbez to seize control of his mind and force him to become Cecil’s enemy. Once released from the brainwashing, Kain feels remorse and seeks to atone for his actions by joining the fight against the true mastermind, Zemus.

-Taken from the Ultimania

Commander of the Dragoons, Kain is no stranger to mind tricks, especially when they work against him.

Let’s take a look at all of Kain’s cards.

1-127H – Kain EX

At 6CP, this card is expensive for today’s decks. There are plenty of cards that will do what Kain does, and they will do it better.

But, this is still Kain.

Kain comes in and you choose a Forward and they lose 5000 power. That can be enough to break most Forwards. Especially the low cost ones.

We also have Dragoon’s Pride, which looks more like a Reverse Jump.

Kain will break a Forward, but Kain will not activate during the next Active Phase. Meaning that Kain attacks and then he jumps out of harm’s way.

2-103H – Kain

How did I never really read this card?

This is actually pretty good.

Kain comes in with Haste. You can then use his ability and your opponent will not be able to choose him with their Summons and abilities.

After that, during your next turn, Kain’s power will double. Which turns Kain into a 10K body. 12K if you have Lulu on the field. I’m sure there are also plenty of other ways to increase Kain’s power as well.

2-104R – Kain

How is this Rare, better than the Hero card of the same set?

If Rosa is on the field Kain gains Haste, First Strike and +2000 power. But, that is not the reason you’ll be playing Kain.

As Commander of the Dragoons, all Dragoons gain +2000 power.

You probably don’t even need Rosa to play Kain.

This makes a huge difference in how I see Dragoons.

I might even build a Dragoon deck for myself now.

Just to try it out.

6-090H – Kain

Golbez? There’s no Dark Golbez.

No wait actually there is. But, I doubt your opponent will be playing it. They’ll more than likely be playing Chaos.

For 3CP, you get a 9K body, which is good if your opponent isn’t playing any Dark cards. Cause if they are as soon as that Dark Forward enters the field, Kain gets his brain washed and your opponent takes control of him.

The only way to get him back is to send your opponent’s Dark Forward to the Break Zone.

I like it that it plays into the story, but I’ll pass on this one.

9-084H – Kain

It was something about Kain and Ranperre.

Discard Ranperre before paying the cost to cast Kain to make him 3CP, and then Ranperre plays a Final Fantasy XI Forward from your hand onto the field. Which would turn the tides a bit in your favor.

Other than that, for 3CP you get an 8k body, and when Kain enters the field, one of your opponent’s Forward loses 8000 damage until the end of the turn.

We already know that you will not be paying 8CP to cast Kain. So, is there any other Lightning Backup to toss and get a better effect?

10-134S – Kain

Coming in with Haste, this Kain does not receive damage unless he blocks an attack, or his attack gets blocked.

That means that in order to keep Kain safe, he should not attack or block.

And, we know that’s not going to happen.

Gungnir? Yes, Kain gains +5K power and First Strike until the end of the turn. This gives you another way to keep Kain alive.
Here’s an idea. Fill you deck with 50 Kains. and just keep using Gungnir over and over again.

Hey, it might work.

11-054R – Hooded Man EX

There’s a reason why you can’t play Hooded Man and Kain at the same time. I won’t tell you but, you probably already know.
When Hooded Man comes into play you can grab a Final Fantasy IV Forward from your Break Zone. Which by itself is a great reason to play Hooded Man. Let’s not forget that this comes off as an EX Burst as well.

And, that’s not all. Hooded Man has one more ability that will make him a mainstay in any Final Fantasy IV deck. At the end of every turn, yours and your opponent’s Hooded Man wil activate all of your Final Fantasy IV Forwards.

What’s not to like?

13-073H – Kain

Kain is a great card if you can play him straight from the Break Zone. Cause once he gets broken, he’ll be under your opponents control.

Thancred (12-124L) and Y’shtola (13-134S) can play him straight out of the Break Zone.

15-048L – Kain EX

Attack and choose. Draw a card or Activate all the Characters other than Kain?

All the Characters? Characters?

Every time Kain attacks you can Activate your whole board?

Screw the extra card. Get me some blockers, and Edge, Opus I Maria, and anyone else that can help protect Kain.

Oh. And, some characters that will give me Crystals. Don’t want to lose Kain at the end of my turn.

17-102L – Hooded Man

This time Hooded Man comes in with Haste, and when he enters the field you can remove either a Kain or a Hooded Man from your Break Zone, if you do so, you can activate all of your Backups, and you can draw a card as well. Bringing Hooded Man’s cost down to 2CP.

How is this a Legend?

What am I missing?

You’re just paying to activate your Backups and have a Meat shield on the field.

17-131S – Kain

Haste? Check

Way to reduce the CP cost? Check

Buffs self when attacking? Check

All in all Kain here is a decent card. You might end up only paying 1CP for Kain, and if you do he’s an attacking Forward with 9K power.

 

17-136S – Kain

Kain allows you to grab a FFIV Water Character from the Break Zone.Plenty of Characters that you can choose from.

Other than that he can come in with Haste depending on the field situation.

3CP, 7000 power.

How badly do you need that Water Character in your Break Zone?

 

 

19-073C – Kain

Have we had a Kain as a Backup before?

Either way, this one isn’t half bad. Actually pretty useful with Back Attack.

If you have a Forward that is blocking another Forward, and your opponent buffs it to match the your Forwards power, you can play Kain and give your Forward First Strike. That way your attack will go through first. Breaking your opponents Forward.

Other than that, there really isn’t much use for it.

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.

23-003C – Kain

Haste, and First Strike?

Kain is ready to strike!

Remember when we were talking about an all Haste deck? Well, Kain here is the perfect fir for it. Cause, every time he attacks, all of the Forwards with Haste or First Strike gain +2000 power.

Your opponent won’t know what to block, when to block, who to block, where to block, and most importantly, how to block.

Double Jump, is just a regular Jump attack, if it was double, Kain would be dealing damage to 2 Forwards.

Looking for Kain?