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Hidden Legends of Fire

24-001L – Ifrit (XVI)

Coming in with Haste, Ifrit is ready to deal plenty of damage. You can play Ifrit straight to the field for 7CP or you can Prime Clive into Ifrit for 2CP. But, you’d have to have Clive on the field to do that.

And, we’re not talking about Clive, we’re talking about Ifrit.

And when he does come in, you’re dealing 10K to one of your opponent’s Forwards. If Ifrit deals damage to your opponent, Ifrit will deal another 10K to one of your opponent’s Forwards.

Spitflare?

Deals 10K damage to one of your opponent’s Forwards.

Whatever happens Ifrit will be dealing 10K damage to one of your opponent’s Forwards.

24-002C – Warrior of Light EX

At 3CP Warrior of Light comes in with an EX Burst. And, when it goes off Warrior of Light deals a Forward 5000 damage.

But, where are you at in the game?

Have you seen Bahamut?

Did you find the Rat Tail?

Do you have the power of the Crystals?

If you do, then Warrior of Light deals a Forward 8000 damage.

And, that’s about it. Simple and gives you a reason to produce Crystals.

Well, not really.

24-003H – Cyan

Am I reading this correct?

Cyan enters the field, and you can play a Final Fantasy VI character from your hand onto the field?

Sure it has to be 3CP or less, but you’re getting 2 cards on the field for 4CP. and if you play Gestahlian Empire Cid, you’ll also grab a FFVI Character from your deck, making Cyan’s total cost a whopping +1CP. That’s what it comes out to if you do the math.

Not only that, but Cyan also acts as protection from your opponent’s abilities. Yes, it only works for FFVI Characters, but if you’re playing Cyan you’re playing a VI deck. If you’re not, then you’re not playing Cyan.

Bushido Tempest?

How many cards can you fir into your Break Zone? That’s how much damage Cyan will deal to a Forward.

We also get a beautiful Full Art here.

24-004R – Deadly Nightshade

Looks more like a tomato.

1CP and you got your finger on the trigger. Ready to shoot, whenever one of your Forwards attack.

If you decide to pull that trigger, you’ll put Deadly nightshade into the Break Zone, and deal one of your opponent’s Forwards 7000 damage.

Might be a good way to get rid of a blocker that has more power than your attacking Forward. If not, you can always deal damage to one of your opponent’s other Forwards. 2 birds with 1 tomato.

And, now I’m hungry.

24-005L – Clive

Coming in with Haste, Clive is set to Prime.

As, we don’t know exactly what Priming is yet, we will wait until we write about it. But, I might forget to change this when the set comes out.

Clive gives all the Eikons and Dominants +1000 power, this includes himself.

And, when he deals damage to your opponent, you’ll discard your hand and draw 2 cards.

This is great for when you don’t have any cards in your hand.

24-006C – Clive

Coming in at 2CP with 5000 power, Clive becomes a powerhouse, if another Dominant or an Eikon is removed from the game. Making Clive a 9K Forward with Brave.

You can also use Clive’s ability to deal 5000 damage to a Forward.

That’s about it.

You can do far worse for 2CP.

 

24-007C – Black Mage

2CP and the ability isn’t that bad.

Black Mage can deal 5K damage to one a Forward but, you can only use his ability when a Fire Forward enters the field.
Not the best ability, but low cost and being able to remove Black Mage from the field, all while dealing damage to your opponent, making way for a better Backup to enter your field.

Might be worth playing if you can get Black Mage in early.

 

 

24-008C – Salamander (XII RW) EX

This Salamander looks more like a flying pig. That’s on Fire! Why are all these cards looking like food today. Add some Bacon to that tomato from earlier and now all we need is Lettuce.

But, that’s a conversation for a different time.

Salamander is Summoned and it deals 7000 damage to one Forward, and if you have 5 Backups on the field, 5000 damage to another Forward.

Not bad for 3CP, and an EX Burst on top of that.

Now where are we going to find that Lettuce?

24-009R – Joshua

Now that we’ve seen Joshua, it does not matter if you prime into Phoenix or just play Phoenix outright, if we’re just talking about cost.

(Yes, we wrote about Phoenix first, and we’re not going to edit it, because these are all first impressions.)

With that being said, Joshua is still a good card to play, as you can grab an Eikon or a Dominant from the Break Zone and put it back into your deck.

For 1CP this is a good play. Only downside would be the 3000 power that Joshua has, but, you’ll be Priming into Phoenix as soon as you can, because the only reason you’d be playing Joshua would be to grab that Eikon or Dominant from your Break Zone.

24-010C – Cetia

New Job? I can’t remember Cetia from War of the Visions, but then again, I haven’t played it in over a year. Did the story get better?

Cetia is your 4CP/8K body that is in every set.

If the cost is too high for you, you can always pay 2CP of any element and a Crystal.

You already know that there are going to be more Warriors of the Crystal, by Cetia’s ability to deal a Forward 4000 damage for each Warrior of the Crystal that you have on the field.

What I like is that if you’re paying using a Crystal, you can splash Cetia into any color deck that you’d like.

24-011H – Takatsugu

9CP?

He even looks mad, because his cost is so high.

Well, when Takatsugu enters the field you can search for 2, 2 cost Fire Forwards and you can play them straight to the field.
This might be a decent way to get bodies on the field.

Let’s take a look at his second ability. Which reads when another Forward enters your field, deal 2K damage to a Forward.
And those 2 Forwards come in to play, when Takatsugu enters the field.

So, you get 2 Fire Forwards and deal 2000 damage to 2 Forwards when Takatsugu comes in.

That might be worth 9CP.

It might not be worth 9CP.

It all depends on if you think it’s worth 9CP.

24-012C – Human

Do you have a way to get rid of Backups?

Do you have 4 Fire Backups on the field?

If so, then Human is the right card for you.

Human comes in and allows you to draw a card. And, if you have 4 Fire Backups on the field, Human deals a Forward 7000 damage.

And, that’s about it.

Standard Human Soldier.

Not even a Universal Soldier.

24-013R – Neon

Neon comes in and deals 5K damage to one of your opponent’s Forwards.

5CP is a little bit high, but you get a Crystal.

And, you can use that Crystal right away and deal a Forward 5Kdamage as well.

If you choose the same Forward you’re more than likely to break it.

If not, you can choose another Forward and maybe, you’ll break 2 Forwards in one turn.

Is that the best way to spend 6CP and a Crystal?

Probably not, but it has it’s uses.

And, let’s not get started on the art.

24-014H – Bahamut

2 options.

One is more powerful than the other, but that power comes in at a high cost. And, we’re not just talking about the 5CP you’ll pay to cast Bahamut.

Option A, choose a Forward deal it 20,000 damage. I’m pretty sure nothing will survive that. Unless you’re able to buff one of your Forwards pass the 20K mark, you will have a broken Forward on your hands.

And, Option B, deal 10,000 damage to all of your opponent’s Forwards. This will more than likely break all of your opponent’s Forwards. And it better, because you will be left with just 3 cards in your deck.

Bahamut would be a great end game play.

24-015C – Bahamut EX

A Bahamut Forward?

Of course it’s going to have a high cost. You think they would have let you play Bahamut for cheap. Nope and never.

Bahamut comes in and basically casts Mega Flare on one of your opponent’s Forwards. And, when that Forward is sent to the Break Zone, you will deal your opponent 1 point of damage.

And that is how you you will gain an easy advantage.

Why easy?

Bahamut will be able to attack freely, without worrying about a Forward blocking him, because when they do block and are sent to the Break Zone, you will still deal a point of damage to your opponent.

How can we give Bahamut Brave?

24-016R – Phoenix (XVI)

How is this a Rare?

Every time Phoenix attacks you can grab a Fire Forward of 2CP or less from the Break Zone, and play it onto the field
You don’t even need Joshua to say that you’ll be playing this card. I haven’t seen the Joshua card yet, but I can say you don’t need it. Sure, you can play it, and Prime into Phoenix, but Phoenix is playable all by itself.

I’m already thinking Fire Warriors, and a whole bunch of 2 cost Standard Units alongside Maria (17-128L).

We’ll call it Mono-Fire Standard Unit Warrior and Co.

24-017C – Firion

Firion the Tambourine man is here.

I’m liking these new Theatrhythm cards, each Character is carrying an instrument … Maybe we can get a band going. We’ll start off with covers … I’m getting ahead of myself.

3CP, Firion can gain either First Strike or Brave during every Attack Phase.

Either way, Firion will have 8000 power to attack and block.

Maybe, just maybe we’ll get a Theatrhythm deck going.

24-018R – Josef

Search and Play.

Perfect way to get a 2 cost Rebel on the field. And, I’m thinking of Maria 17-128L, which is a very under rated card if you ask me. But, you’re not and we’re talking about Josef.

Josef is a Backup, costs 5CP, and when you have no more use for him or you need to free up space, you can use his ability and send him to the Break Zone, while you’re also giving a Rebel Forward +2000 power.

Not too shabby.

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Hidden Trial – By Water

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23-096C – Akpallu

Pay 1CP to draw a card.

Not bad, at all. If you don’t have anything going on in your hand, might as well play Akpallu to draw another card.

And after Akpallu is on the field, not doing anything, just sitting there, you can then use Akpallu to pay the cost for Fencer (XIII)’s ability and Break one of your opponent’s Forwards.

There are more cards that need another Monster to pay for the cost to use their ability.

I’d say Akpallu is a decent card.

23-097C – Altennia

A simple add-on to your Knight deck.

When a Knight attacks, Altennia gives a Forward +2000 power. Now what will happen when all of your Knights attack? You’ll be handing out +2000 power like candy on Halloween.

It’s like adding 200 horse power to your Knight engine.

 

 

 

23-098C – Alphinaud

Alphinaud is Alisae’s Backup, who will save her from the Break Zone in order to do whatever Alisaie has to do.

If we take Alisaie from Hidden Trials, it’s a pretty decent combo.

Once you have an Alisaie in your Break Zone, you’ll use Alphianaud’s ability and play Alisaie onto the field. Once Alisaie is on the field you can search for a card that has the same name as one of the cards in your Break Zone, and add it to your hand.

Yeah, that’s pretty much it.

Not bad.

23-099C – Urianger

Urianger is already flipping the cards to see what Scions he can find.

I mean yes, .. maybe . . not really.

Depends on what you’re playing.

You can pull this out if you’re drafting Hidden Trials and you’re trying to run Scions.

Other than that, there are far better Uriangers out there.

 

 

23-100L – Young Excenmille

Coming in with 5000 power, Young Excenmille surely loves his Crystals.

You’ll need a constant supply of Crystals to keep Young Excenmille well fed.

Feed him once and he cannot be chosen by your opponents abilities, and his Power will become 9000 until he is sent to the Break Zone.

Feed him once more along with a Water CP, and you can search for a Water Forward of cost 3 or less, and play them straight to the field.

I like it.

23-101C – Dancer

Last Chance to Dance.

Dancer, just like the rest of the Elemental, Class Action, 5 Backup plan, Backups is better played when Dancer is the 5th Backup that enters your field.

When he does, as the 5th Backup on your field, all of your opponent’s Forwards lose 4000 power.

You might break a couple if you’re lucky.

If not, Dancer just chooses one of your opponent’s Forwards, and they lose 2000 power.

23-102R – Gizamaluke

A Monster, the sort of searches for a Monster.

Gizamaluke, comes in and you reveal the top 3 cards of your deck, and grab a Monster, if you find one there. If you do, you just got a Gizamaluke for Free.

Gizamaluke also turns into a Forward if you have another Monster on the field. Technically you can get a 0CP Forward with an 8K body.

 

 

 

23-103C – Quina

My Bombs will get that much stronger.

Because once per turn, whenever a Monster enters the field, I get to draw a card. Doesn’t matter whose turn it is. If a Monster enters the field you get to draw 1 card.

And let’s not forget about the Frog Drop. (Just don’t catch them all, cause then they can’t reproduce and you won’t be able to get 99 frogs.) Once Frog Drop goes off, 1 Forward will lose 3000 power for each Monster that is on the board.

How many Quina’s can you fit in your deck?

23-104H – Witch of the Fens

Here’s a decent card for your Monster deck.

Witch of the Fens comes in, and if you already have a Monster on the field, you can draw a card.

And, let’s not forget about that ability.

Put a Monster in the Break Zone, and one of your opponent’s Forwards will lose 7000 power until the end of the turn.

How many Monsters do you have in that hand of yours?

23-105C – Defender

What there’s no Water SOLDIER Candidate? All we get is a cheap knockoff? And, I was looking forward to making a 6 elemental SOLDIER Candidate deck. Guess I can’t do that now.

*shrugs

Defender can probably be played on his own. No need for the other SOLDIER Candidates. (But, the other ones could be played in their respective element as well.) As before, if you have at least 2 Standard Units in your Break Zone, SOLDI.. . I mean Defender gains +3000 power.

2CP/8K, the true definition of a cheap Meat Shield. And, we mean that in a good way.

Meat Shield here, also does not receive any damage that is less than it’s power. He’ll take a beating and you still won’t be able to get rid of him.

23-106H – Tataru

Tataru pays for Tataru during your next turn.

As long as you have another 3 Scions of the Seventh Dawn on the field, you’ll be able to dull Tataru for an extra card.

And, that is pretty much it. Don’t like your hand? Dull Tataru and hope for the best.

 

 

 

 

23-107L – Frimelda

Frimelda should just get thrown in your Warrior of Light deck.

It’s as simple as that, and if I needed to tell you that, well … You’re Welcome.

This card is pretty straight “Forward”. (No, that just came out, i didn’t think of that.)

You’ll need at least 4 different elements on the field in order to make use of Frimelda. Water can be the 4th element you play when she comes in, and her ability will go off as soon as you enter your Attack Phase. It will also trigger when your opponent goes into their Attack Phase as well.

Double Trouble.

You can either play a Forward that costs 4CP or less onto the field, or you can have one of your opponent’s Forwards lose 2000 power for each element that is on your board.

Choice is yours, bulk up your defenses, or get rid of theirs.

23-108R – Fourchenault

Who would have thunk that Fourchenault would cost Four CP? And, if you have Alisaie and Alphinaud on the field Fourchenault is a Free Play!

Fourchenault’s Enter the Field abilities are great and decent. One is better than the other, but the other has it’s use as well.

First one, return one of your opponent’s Forwards to their hand. Which is good, getting rid of a Forward, even if temporarily is always good. As long as they don’t have an enter the field ability.

The other is Activate a Scion of the Seventh Dawn.

And, when all is said and done, you’ll have an 8K body on the board.

23-109C – Portia

The more I see new Dancers the more I ponder the idea of making a deck. Yes, let’s add one more to the list of decks that I will never make.

For a Common, Portia is a great card. First of all she pays for herself, as if you already have a couple Dancers on the field, you will draw a card. You’ll have a no cost 5K body on the field ready to go to work.

And if you have 4 Dancers on the field, You’ll be able to send one of your opponent’s Forward to the bottom of their deck.

Let’s make Mayakov proud.

23-110R – Porom

Porom, the other half of the twin mages.

Same thing here, Porom is a free play if you have Palom already on the field.

And, just like Porom she comes in with 5000 power.

When Porom comes in you can place 2 EXP Counters on a Forward, and that Forward gains a shield of sorts. Damage dealt to that Forward will be reduced by 2000.

You’ll be able to splash one or the other of these twins, as there is no cost to pay, if the other is on the field.

2-111C/15-123C – Oracle

It’s straight from the (Re)printers!

And, a Copy/Paste from Dawn of Heroes.

“Didn’t we say recycling center earlier? Maybe we meant the Printers, reprinting cards and such.

Not that I have anything against reprints, I just would rather have a new card that does something similar instead of having reprints.

Anyways, Oracle gives you a Crystal when she comes in, and reduces the next damage dealt to a Forward by 1000.”

2-112H – Young Rahal

Rahal! Where are those Crystals!? Young Excenmille is hungry for those Crystals.

And, that is his job. Feed Yound Excenmille to bring out more Water Forwards onto the field.

How is Younf Rahal going to feed Young Exenmille? You gain 2 Crystals when he enters the field.

And that’s not all. When Young Rahal enters the field or attacks, all your Water Forwards gain +2000 power.

Combine this with Palom and Porom, and you have a decent front line, for almost half the cost.

23-113R – Leviathan

Finally, there is a way to get the one card you needed that ended up in the Damage Zone.

Not only that, but Leviathan let’s you draw a card as well. Only downside would be that you have to return another card back to the Damage Zone, but you probably have a card you don’t need in your hand.

This is one of the better cards in this set.

Leviathan is your insurance policy.

 

23-114R – Lilisette

“A live wire, barely a beginner
But just watch that lady go
She’s on fire, ’cause dancin’ gets her higher
Than anything else she knows”

David Lee Roth, might have been singing about Lilisette, and I wouldn’t blame him.

Lilisette comes in and searches for a Dancer, cause well, it takes 2 to Tango. And, that also comes off as an EX Burst.

Other than that, you have Rousing Samba. An ability that gives all of your Forwards +2000 power, and all of your opponent’s Forwards lose 2000 power, tilting the dance floor in your favor. At least until the end of the turn.

But, that turn can be a Break or Make moment.

The only thing that I would change with this card is the art.

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Hidden Trials – By Wind

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23-039R – Asura

1CP and a Full Art, cant go wrong with that.

When you cast Asura, you activate all of your Forwards. Plus all of your Forwards can’t be returned to your hand and their power can not be decreased until the end of the turn.

You can either play this at the end of your turn, after you attacked with all of your Forwards. This way if you go all out thinking that you’ll win the game, you can still cast Asura and you will be able to block during your next turn.

I’m sure there’s better ways to play Asura, but that’s how I would play it.

23-040L – Adelle

This is wonderful.

Mono-Wind + Adelle = Hard to beat!

With Adelle, you can go all out with all of your Forwards, and if your plan doesn’t work out, you can attack with Adelle and use her ability to Activate all of your Wind Characters.

That way you’ll have your front line ready to block when your opponent decides to attack.

But, maybe they won’t , once they see all of your Forwards activated.

Only drawback is that Adelle won’t activate during your next turn, but since you’re running Wind, I’m sure you’ll find a way to activate Adelle.

23-041C – Jornee

A 2 cost Backup that that shall buff a Forward, and give it some protection as well.

Sure, that Forward needs to cost 3CP or less. But, once per turn, Jornee will give that Forward +1000 power and all damage dealt to that Forward by your opponent’s abilities will become 0.

I mean 2CP, for some damage control is worth it if you ask me.

And, if you don’t, then try it for yourself.

 

23-042C – Vaan

Well, this looks like a decent Vaan.

Vaan comes in, gain a Crystal

Vaan attacks, gain a Crystal.

Life of Crime, double the damage dealt to a Forward by Vaan.

Use the two Crystals Vaan gained from earlier and deal 8000 damage to all of your opponent’s Forwards.

And, they say a Life of Crime doesn’t pay.

23-043R – Venat

A 2 cost Backup, that can search for herself and play herself straight to the field.

Of course, that ability means that you’ll be searching for Venat (23-115L) and you;ll get 2 Crystals for it.

For me, that is worthless as, I will probably never play the other Venat.

Or you can just keep Venat on the field, and use her first ability to cancel a Summon whenever needed.

Now that, I can use.

23-044R – Silver Dragon

I see a pattern here. Monsters that need a Monster to become a Forward.

Silver Dragon becomes a Forward with 9000 power. Which is pretty decent, considering you only paid 2CP for it, but Silver Monster also has the ability, to protect your Monsters from your opponent’s Summons and abilities.

Meaning that you should throw Silver Dragon into any deck running Monsters and Opus XI Relm, as she searches and plays Monsters on to the field, without having to worry about CP.

Yes, Add it to your Monster deck.

23-045C – Samovira

Another Monster.

Samovira is a Winged Demon, waiting on the sidelines until it’s time to unleash his fury on a Forward, or a Monster.

It’s not much to get him on the field, but you’ll have to send Samovira and one other Monster into the Break Zone. Which in return will allow you to Break on of your opponent’s Forwards 5CP and up, or a Monster.

It’s almost like an even trade.

23-046C – SOLDIER Candidate

Another SOLDIER in training.

Just like the other Candidates, this SOLDIER Candidate gains +3000 power if you have a couple of Standard Unit Forwards in your Break Zone.

Now the question I have, is do SOLDIER Candidate’s abilities apply only to each individual card, or do they all get the effects?

 

 

23-047H – Tyro

The Record Keeper returns, and this time he’s grabbing a card from the Break Zone. You’ll need 3 elements in your back line for this to work. If you do, (which you will, because you won’t be playing Tyro if you don’t) Tyro becomes a Free play.

Tyro will also protect one of your Forwards that is being targeted by a Summon, ability or an attack, by reducing the damage dealt to it, all the way down to 0.

I can see it being used, but I don’t see me using it.

 

23-048C – Dr. Mog

“Calling Dr. Howard, Dr. Fine, Dr. Howard, Dr. Mog!”

Search for a Moogle, does that mean Moogles are a thing now?

Are we going to get Killer Moogles from Outer Space?

So, many questions, we need more Moogles.

Dr. Mog also activates a Moogle with his ability.

Good King Moggle Mog might be making a comeback as well.

23-049C – Ninja

We’ve seen plenty of Ninjas already.

This one is a Backup that costs 2CP, and depending on when you play him, you can a decent card, or a really good card.
Ninja will make a Forward unblockable by a Forward that costs 3CP or more.

Ok, not bad.

But, if you have 5 Backups on the field, all of the Forwards that you control gain that ability.

Allowing you to have a semi-open path to your enemy.

23-050H – Noel

It’s not Warp, it’s Ludicrous Speed!

Noel might cost 5CP to play him, but he can come in easily with Warp. You might not even need to wait a whole turn. If you have 3 Final Fantasy XIII Characters on the field, as soon as you get into your Attack Phase, you will remove 1 Warp Counter for each XIII Character on the field.

You can end up playing Noel for 1CP.

After that Noel comes in with Haste and First Strike, and he’s ready to attack with 9000 power.

He’s gone plaid!

23-051L – Hope

Coming in at 3CP with 7000 power.

Hope is a great card, and you probably will never attack with Hope.

All Hope is going to do, is come in to play, pay (x), search for a Final Fantasy XIII Forward and play it onto the field. This is a great way to splash some more elements into that XIII deck that you know you will be building.

Once the new Forward comes in to play, all you’ll need to do is dull Hope, remove him from the game, and bring him back during your next Main Phase 1. You will then pay XCP once more and search for a XIII Forward and play it on to the field, and repeat.

Don’t forget to add Nora EX (1-079R) and Bartholomew (7-060R) to your deck.

23-052R – Maina EX

Finally, Ninjas have a way to search for Ninjas.

4CP to search, making Mainas cost 2CP.

And then Maina also brings protection, for one of your Ninjas, against your Opponent’s Summons and abilities. Simply by dulling 2 active Ninjas.

Let’s make a Ninja deck that will make Vanilla Ice proud.

“Go Ninja, Go Ninja, Go!”

23-053R – Meteion

A rare Backup, that will activate all of your Backups.

And give you a card as well.

Sure, you’ll have to put Meteion into the Break Zone, but she will have served her cause, and then you can play another Meteion, because this one is gone.

All this for 2CP, not bad at all.

 

23-054C – Yuffie

There are Ninjas everywhere, and Yuffie is ready to go.

2CP, 5K body, and the ability to draw a card every time a Ninja deals damage to your opponent.

Plus if you have a couple of Wind CP ready to go, you can just attack with Yuffie, and if anyone tries to block her, just use those 2 Crystal Points to make Yuffie unblockable.

Almost like Opus IV Locke but, instead of paying with a card of the same name, just use two generic Wind Crystal Points.
I can see this being used.

23-055C/15-058C – Dragoon

Reprint of a Reprint.

Dawn of Heroes, Crystal Dominion.

“Crystals and more Crystals.

Use this reprint Dragoon to generate one Crystal and then use his ability to get him off the field.

See, I actually wrote something this time.

No Copy/Paste.

Nope.

I might Copy/Paste this for the next one though.”

23-056C – Luso

Need a way to bring back a Character from the Break Zone?

Luso here might be able to help.

Luso comes in and let’s you grab a Character of 2CP or less from the Break Zone and play it straight to the field.

And Luso’s abilities don’t end there. You can turn Luso into a Monster Hunter, where he will Break a Monster, but Luso will also end up in the Break Zone.

It’s a decent card, has good abilities when Luso enters and exits the field.

Deserves a shot.

23-057H – General Leo

A General needs his army, and so does General Leo.

Only difference is that General Leo’s army is a lot smaller than your average army. General Leo can handle the battle with only 3 soldiers.

When General Leo’s army is on the battlefield, they will give the General +2000 power and protection from your opponent’s Summons.

Other than that, General Leo will also allow you to play a card of 2CP or less from your hand onto the field, when he enters the field.

A leader among low cost Characters!

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Dawn of Heroes – Lite Bright

20-127L – Shinryu

Where to start off?

5CP/9000 Power.

Shinryu can be cast technically for free if your opponent controls 3 more Forwards than you do. You’ll pay 2CP, and search for a card. Any card that you’d like.

Coming in with Brave, Shinryu will block almost any attack you throw it him.

And, just take a look at Tidal Wave.

You can cast it during your turn and Wipe Out your opponents Forwards in one simple play. Unless your opponents knows how to surf, they’ll be feeling it for a while.

20-128H – Materia

How many Light Characters do you need?

With Materia you can add as many as you’d like, and still be able to play them all on the field. No, we’re not reinventing the wheel, as this has been done since Opus I.

Materia enters the field and you gain a Crystal.

And with that Crystal, you can grab a Forward from the top 4 cards of your deck. If there’s no Forwards, you are out of luck.
With Materia’s second ability, you can exchange CP for Crystals.

So, if you’re running low, you know where to find them.

Materia is like your local drug dealer, she’ll give you the first Crystal for free, and then charge you, cause she knows you’ll need them.

20-129H – Spiritus

Almost the same as Materia.

Spiritus is working with Crystals, but he does things a little different.

Spiritus will give you a Crystal each turn, as long as you spend at least 2 Crystals each turn. You can always use 1 Crystal to give a Forward +5K Power.

And, with Spiritus on the field, you can play as many Dark Characters onto the field as you’d like.

I really should play Dissidia to figure out what’s going on. I just got easily bored with it.

20-130L – Zenos

I’m having a hard time trying to figure this out.

Let’s start from the top.

Zenos can be played from the Break Zone, but when he comes in from the Break Zone, Zenos will be removed from the game at the end of the turn.

When Zenos comes in you choose 1 Forward of 3 or less and Break it.

When it is put into the Break Zone. This is the part I don’t get. Are we talking about Zenos, or the card that we choose to Break?

I believe it is the Forward you choose to Break, but why would they even mention the card being sent to the Break Zone. (Mind you, this was written in April, when it was first announced.) It might have changed now.

Anyways, whichever card it is, it hits the Break Zone, and then your opponent either discards a card, or Zenos gains Haste.
At least the card looks good, we’ll figure out the rest later.

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Dawn of Heroes – Spark in the Dark

20-085C – Assassin

1CP/3K body

Perfect if you want to swarm the board. Pay the additional cost and deal a Forward 3000 damage.

After that you can put Assassin into the Break Zone to break that same Forward.

But, then again, put into the Break Zone still confuses me, so I might be wrong on this.

 

20-086H – Alisaie

This card looks good so far, at least in my head. We still need to see it in action.

Alisaie comes in and you can play a 3 cost Scion from the Break Zone onto the field. Right away you get some value from her. Especially if you play her, and grab Alphinaud 20-106R from the Break Zone. You’ll technically only be paying 1CP for Alisaie, and Alphinaud.

And Alisaie’s second ability triggers when a Water Forward (Alphinaud) enters the field. That second ability says that when a Water Forward enters the field you can dull one of your opponents Forwards.

And when that Forward is Alphinaud, your opponents will select one of their dull Forwards and Break it.

Now if that Forward that you dulled is the only dull Forward, then you have chosen the Forward that will be Broken.

20-087R – Angeal

I always have trouble remembering what “Put into the Break Zone” means. And, during every Prerelease, I find myself asking the same question.

Must be old age.

Anyways, Angeal is a 3 cost Forward that likes to Break your opponents Forwards along with a couple of his SOLDIER buddies.

I’d think of Angeal more like a Summon that sticks around. Move over Odin, you ain’t got that strike like Angeal. Or something like that. Cause Angeal will stick around and block an attack or two before he gets sent t the Break Zone.
Angeal can also be put into the Break Zone and give one of your Forwards +3000 power.

20-088L – Estinien

Just looking at this card, you know it’s going to be good.

Warp Estinien in for 1CP. Then he comes in with Haste. And, until the end of the turn he has Brave, and can attack twice in the same turn. And, when he attacks he gains +10,000 power and First Strike.

That’s just … WOW!!!

You’ll want to play Estinien from the get go. Almost like Roche. If you don’t find Estinien in your opening hand, you should just Mulligan and hope to get him on your next draw.

This card will be heading straight to my Haste deck, with Haste.

20-089C – Kadaj

Kadaj is back.

4CP with an 8K body, and an ability that triggers when he enters the field, and enters the Break Zone. (That could be a song title “Enter the Break Zone” or album title.) Kadaj will make a Forward lose power, in other words Kadaj will cast Sap on a Forward.

Once he’s done with that he’ll stay on the field until he gets broken and cast Sap on another Forward. Well, technically it’s not Sap, but it’s close enough.

It’s decent.

20-090H – G’raha Tia

G’raha Tia is a great way to play a Scion onto the field, of an element that you are splashing.

Or any Scion that is not in your hand. As you’ll pay the cost of let’s say Alisaie, and if Alphinaud is already in the Break Zone, you’ll be able to play him as well.

G’raha Tia also gains 3000 power when there is a FFXIV Standard Unit Character on the field.

This is a card I’d like to see in action. And I’ll decide on if I like it or not afterwards. But, it’ll be too late for this article, as I only write my first impressions on each card, and at time of writing release is still a month away.

20-091C – Illusionist

2 cost Backup, that just buffs one of your Forwards attacks by 2000 power for one turn.

Can be used if your in a little pickle, attacking and being blocked by a Forward with a little more power than what you attacked with.

Would I use this card?

Probably not.

 

20-092R – The Emperor

The Emperor has new clothes.

And he’ll change them every time he is put into the Break Zone. He might even change into the same clothes, as you can search for The Emperor and play him onto the field dull. As long as The Emperor has 3CP or less.

With this one there are a total of 6 Emperors to choose from. One which allows you to search for an Emperor of cost 5 or less. Which is the highest CP for any Emperor.

I wonder if we can play The Emperor, the same way that we play Ultros. As the Emperor always seems like he has a way to come back to the field. I’m going to look into this some more at a later date.

We haven’t even mentioned The Emperor’s ability, That requires your opponent to pay 2CP more for their Character’s action abilities. Looks like an easy way to drain your opponent of CP.

I like.

20-093H – Shadow Dragon

You can either pay 3CP to cast Shadow Dragon, or you can use Shadow Dragon as part of the cost to play Golbez. After that you can pay just 1CP of any element and play Shadow Dragon onto the field, straight from the Break Zone.

And, when Shadow Dragon enters the field, you can pick a Forward of 3CP or less and Break it.

Once all is said and done, you can turn Shadow Dragon into a Forward by paying a whopping 0CP.

Sure, it only has 3000 power, but you’re not playing this card so you can have an extra Forward.

Just bring Shadow Dragon out to block, just so you can recast it later.

20-094R – Cor

Cor was a Captain? How come I don’t remember that?

4 cost Lightning Forward with 8000 power.

Nothing to write home about so far.

But, if a King is on the field, Cor gains +2000 power. making him a 10K body.

When Cor is finally sent to the Break Zone, you can remove the top 10 cards of your deck and play Cor back onto the field dull.

Is it worth it? Probably not. Maybe if Cor was a better card, we’d think about it.

20-095C – Weaver

I’m beginning to think that these Backups were solely made to be played in draft.

I don’t think anyone would use these.

But, we have one for every element.

So, I’m writing a bunch of sentences to make it seem like they’re worth writing about.

 

20-096C – Johnny

It was only a matter of time until Johnny showed up. And as you know it Tifa is in this set as well.

Johnny is a decent Backup that can grab a couple of cards from your Break Zone. Easy way to get a couple of Forwards back, or a Backup that was previously sent to the Break Zone.

After that, whenever you need another FFVII Character that was in the Break Zone, Johnny will happily head into the Break Zone to grab them.

Even though he doesn’t specifically search for Tifa, you know that that, that’s what’s really on his mind.

20-097C – Sephiroth

For 7CP you can cast Sephiroth.

Or you can just Warp Sephiroth in for 1CP.

Spoiler alert.

And he’ll Warp down from the sky, thrusting Masamune down one of your opponents Forwards just like he did to …

I stopped myself there, cause sometimes people don’t pay attention to Spoiler warnings.

If you know, you know.

And that’s not all, Zanshin, Special Ability that can be cast without dulling Sephiroth.

depending on how many Sephiroths you have in you hand, you can be breaking low cost Forwards left and right like there’s no tomorrow.

How is this a Common?

20-098R – Chadley

A simple 2 cost ability that will allow you to grab a Forward from the Break Zone.

But, you have to jump through so many hoops just to get to it. But you can eliminate half the process if you already have a Lightning Summon in your hand.

Lets see now.

1 – Play Chadley
2 – Discard a card
3 – Search for a Lightning Summon and add it to your hand.
4 – Next turn/ Dull Chadley
5 – Discard a Summon/
6 – Put Chadley into the Break Zone
7 – Choose a Forward in your Break Zone, add it to your hand.

Is it worth it? Aren’t there better ways of grabbing something from the Break Zone. Sure you can set it up before hand, and Chadley can be used for CP until you need him.

I guess it all depends on whatever you think.

20-099C/15-095C – Ninja

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.

20-100R – Fusoya

Well one thing is for sure.

If you’re playing this card, you’ll have a whole bunch of 1CP and 2CP Summons in your deck. Just so you can spam them whenever you have Fusoya attack.

Isn’t there an Emissaries of Light Braska with an S ability that you can use a Summon instead of Braska?

*hint hint

I think these 2 will go well together.

20-101C – Behemoth

Common Monsters, that can do some damage. Behemoth here is a prime example.

Behemoth enters the field, and deals 7000 damage to one Forward.

Next turn, Behemoth can Break a damaged Forward.

Simple, effective, and probably won’t see much play, even though it is a decent card.

Prove me wrong.

20-102L – Mira

Well Maybe Behemoth will see some play, if it’s only to feed Mira’s ability.

1CP, 1 Monster, 1Miiiir-a

And say good-bye to that Forward that just entered the field. It’s even better if your opponent just spent a fortune on that Forward.

Mira is also able to bring herself back from the Break Zone, all you got to do is sacrifice a Monster, and she returns from the dead.

If you ever needed a reason to make a Monster deck, Mira is it.

20-103H – Ramuh

A 2 cost Summon that will give you 3 choices.

Best part, you can pick up to 2 of the 3 choices.

Which ones should you pick?

The choice is yours.

Dull a Forward, Deal 5000 damage to a Forward, or give Haste to a Forward.

It can also be any Forward that you can choose from.

Dull a Forward attacking, while dealing 5000 damage to another Forward, or even the same Forward.

Or maybe even, dull a Forward blocking and giving Haste to one of your Forwards to attack next.

The possibilities are there.

20-104R – Ramza

All you need is a Crystal in your possession. You don’t even nee to use it. If you don’t have a Crystal then you shouldn’t be playing Ramza. Play another Ramza

Ramza comes in with a Crystal (Maybe that Crystal is a Zodiac Stone.) Ramza gains Haste, and when he is sent to the Break Zone, you can break one of your opponent’s Forwards. Not limited to a certain CP either.

Bring Ramza in and attack right away. Don’t worry if he gets sent to the Break Zone, there’s more Ramzas where that came from.

You can probably find a way to grab him back from the Break Zone.

Ramza Army of One is a go.

As long as he can Shout.

20-105C – Reeve EX

It’s a 3 card trick.

Reeve comes in sets up his little table and shows you the 3 cards. One of which you can add to your deck, the others get sent to the bottom of your deck. Not seeing the light of day again, unless you shuffle your deck.

Ok, I know that’s not how it works.

4CP to grab a card from the top 3 of your deck At least you’ll know what you’ll be missing.

And, why did I always thought it was Reeves?