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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?

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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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Hidden Trials – By Fire

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3-001C – Garland

What a way to start off the set.

A 2 cost Backup that when Garland enters the field, you gain control of one of your opponents Forwards.

Sure, you’ll only have control of that Forward until the end of the turn, but, it is a good way to spoil your opponent’s plans and attack with that Forward, where they’ll either block it and send it to the Break Zone, or you’ll break the blocking Forward, or you’ll deal them a point of Damage.

I’ll take 3 of these.

Now, where did I put that card that recycles Backups? I can’t even remember which one it was.

23-002L – Caius

Caius is making a comeback, and he’s forming a Tag Team with Bahamut. Any Bahamut will do, as Caius will enter the field, you’ll search for Bahamut, and cast Bahamut right away. Most Likely that Bahamut will be a Free Play. As all Bahamuts cost 5CP or less with the exception of the Opus I Bahamut which costs 9CP.

You can play that one for 2CP, if you have Fang on the field, 19-131S or 19-020R, as both of these reduce the cost to cast Bahamut by 2.

Other than that you can cast Raise on Caius as he enters the Break Zone, for the small price of discarding 3 cards from your hand, Caius can came back to the field.

Even Yeul couldn’t see that one coming.

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.

23-004R – Kefka

First off, this is a great looking card. Almost reminds you of some Amano art.

Second off, Kefka is here to wreak Havoc on your opponent. Every time he attacks, Kefka deals 4000 damage to one of your opponent’s Forwards.

But, you’ll want to wait until you have 5 points of damage to play Kefka. Cause when you do, Kefka comes in with Haste, +2000 power, and whenever Kefka deals damage to your opponent, or to a Forward they control, you will double the damage Kefka deals to them.

That means 2 cards in the Damage Zone. And, when he attacks, it’s 8000 damage to that Forward that you choose and at least 14,000 damage to the Forward that will block Kefka.

When your back is against the wall, Kefka will do what Kefka does best.

I’ll take 3 Full Arts, Por Favor.

23-005R – Golbez

I don’t know how Golbez is just a Rare.

Golbez has 3 abilities to choose from, each one is better than the other.

Deal 5000 damage to all of your opponent’s Forwards. Break a Forward. And, the one I like the most, Grab a Forward from your Break Zone.

You can start building decks with all different cards, EDH style, and if a Forward ends up in the Break Zone, just use Golbez to grab it back.

All you need to do is protect Golbez, and you’ll never miss a card. Unless it ends up in the Damage Zone, but we have a way to grab cards from there as well.

23-006R – Soulcage

For 2CP you get a Forward with 9000 power. Is there a sale on Soulcage, cause that is dirt cheap. You can’t even get a deal like that at the Goodwill anymore!

Yes, Soulcage is a Monster, and yes, you need another Monster on the field for Soulcage to become a Forward, but that’s not a hard thing to do. Especially with all of these Monster decks that are going around.

And, when you put Soulcage into the Break Zone, you can remove it from the game, and grab a Monster from your Break Zone and add that one to your hand. It’s a win-win.

 

23-007C/15-007C – Samurai

Just Copy/Paste from what we wrote for Dawn of Heroes.

“What? A reprint? I wasn’t expecting that. Let’s see what we wrote when Crystal Dominion came out.

“Exchanging 2CP for a Crystal.

Seems like an even trade. Now to find what we’re going to use these Crystals for?

Samurai has no abilities, that consume Crystals, but there are plenty other cards that do. Samurai’s job is to give you a Crystal and then hopefully you’ll find a way to Break Samurai so you can play your real Backups. ”

Huh? What was I even writing, I had to edit it to make sense. In my defense, we didn’t know what Crystals would be doing back then. … Half the time I still don’t know.

Because apparently, if you actually read the card Samurai can put itself in the Break Zone.”

23-008H – Zidane

Free Zidane!

You play Zidane, and once he enters the field you get to search for 2 FFIX Forwards and, add them to your hand. And, that’s great, you can get rid of him right after, because he only has 5000 power, but that’s still enough to block one of your opponents attacks.

If we get some decent FFIX cards, Zidane would be one of the first cards you would throw into a IX deck.

 

 

23-009H – Zorn & Thorn

Zorn & Thorn, we have a Tag Team right here, going for the World Heavyweight Tag Team Championship Belts.

And how are they going to do that?

It’s simple, they pick their own opponents. Zorn & Thorn attack and they get to pick the Forward that will block them. Over and over. All you need is to give them a buff, and they’ll be that much better.

And, if they are finally sent to the Break Zone, they turn into a Monster. Not a giant monster, just a Monster that costs 2CP or less.

I like it.

It’s kind of like Zorn & Thorn transform into Meltigemini.

Who would have thought?

23-010C – SOLDIER Candidate

First Strike.

I know I’ve seen a SOLDIER Candidates in another element, now I’m wondering if there is one in every element, and if they are all the same. Only one way to find out.

If you have a couple of Standard Unit Forwards in your Break Zone, SOLDIER Candidate gains +3000 power.

Now, the real question is, if it’s only for this SOLDIER Candidate, or all of the SOLDIER Candidates.

I wonder if they met Zack?

23-011L – Terra EX

One of my playmats has the same artwork. If you haven’t seen it, it is a beautiful sight. Terra riding the Magitek Armor ready to … well you should know. I won’t spoil it.

Terra comes in and you can grab a Summon from your Break Zone. then you can cast this Summon for 2CP less than what it costs to normally cast it. You also grab a Summon from your Break Zone when Terra is put into the Break Zone. Making Terra’s final cost a whopping 1CP.

Terra only has 5000 power, but the reason you’ll play her is solely for the reason that, when she is on the field, your opponent cannot remove the Summons in your Break Zone from the game.

And, that is it.

Protect the Summons! Protect the Espers!

23-012C – Tifa

What are those? Maracas?

3CP, 7Kpower and the ability to deal 2000 damage to a Forward every time Tifa attacks.

Let’s not forget about the Crystal you gain whenever Tifa damages a Forward that is sent to the Break Zone.

And, with that Crystal, Tifa gains +2000 power and Haste, giving her a total of 9000 power.

For 3CP, that’s not bad at all. Sure there are better Tifas, but this one also has it’s uses.

23-013C – Morrow

Morrow is a Backup now?

You won’t be playing Morrow, if you have received anything less than 5 points of Damage.

This is a card that you’ll most likely play alongside Kefka (23-004R) As they both shine once you have received 5 points of Damage.

Morrow comes in and deals a Forward 9000 damage.

He’s like a Mini-Summon. Plus, Morrow only costs 1CP.

If this would have been a Forward it would have been twice as better.

23-014H – Nelapa

What?

This is your Summon control.

Your opponent will think twice about casting a Summon, when Nelapa is on the field.

Cause if they do, Nelapa will deal 10,000 damage to a Forward of your choosing, and also deal your opponent 1 point of damage.

With that being said, I can see Nelapa thrown into any deck that deals with Fire. I mean why wouldn’t you. There should be a card that hardly sees any play in that deck anyway.

I’ll take 3 Foil copies.

23-015C – Notsugo

Is it Not-sugo or No-tsugo?

A 1 cost Monster that sacrifices itself and another Monster to deal 9000 damage to one of your opponents Forwards.

Simple and straight to the point.

It might be worth playing in certain situations.

 

23-016R – Bahamut

This is the Bahamut you’re supposed to play with Caius.

You can play this Bahamut, and many other Bahamuts free of charge if you grab him when Caius enters the field.
Removal at it’s finest.

Not just 1 but 2 Forwards are to be removed from the game.

The first one just needs to have 9000 power or less, and the second one should already be in your opponent’s Break Zone.

For a Free card this is great.

23-017C – Parai

Parai searches for a Final Fantasy Legends Character. And, he only costs 2CP.

But, there’s always a but, Parai will deal you one point of damage.

Is it worth it?

Depends on if you have Kefka and Morrow ready to go once you reach 5 points of Damage.

Maybe yes, Maybe no.

23-018R – Palom

Palom, one half of the twin mages.

Palom is a free play, if Porom is already on the field.

If not he’ll only cost 2CP. Palom comes in with 5000 power and allows you to place 2 EXP Counters on a Forward. That Forward will gain +2000 power.

And, if the twins work together, I think Porom will be something like this as well.

 

23-019C – Monk

A one hit wonder.

How big is that one hit?

Depends on how many Backups you control one Monk enters the field.

If you have 5 Backups, that hit will be a whopping 8000 damage dealt to one of your opponent’s Forwards.

If not then it’ll be a measly 4000.

That’s not that bad. There are plenty of Forwards that will go down with a 4K shot.

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Hidden Hope – Take It To the Limit

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22-112R – Zach LB

Zach out first Limit Break card, and I can’t say it’s anything special.

Zach comes in and deals a Forward 3000 damage.

Not much of a Limit Break per se.

Zach will stick around on the field as a body, So, 3CP isn’t terrible, but I’m sure there are better things to do.

 

22-133L – Mont Leonis LB

Now, this is more like it.

Even though I never liked Mont as a character, this is a card I would play.

Now, this will only work if you have 5 Fire Backups on the field when you bring Mont in.

For 8CP, you can grab a 3cost Forward and a 5 cost Forward from your Break Zone and play them straight to the field. They will both come in with Haste as well.

It still is a lot to pay, but you do get a lot in value from it.

8CP, 3LB points, and a Backup that you control.

As a last ditch effort, I will say that it can work. I mean that’s what Limit Breaks are supposed to be. Huge attacks, when you’re on your last legs.

22-114H – Viktora LB

Not bad.

I guess I’ll need to actually play a game with these Limit Break cards. Finding time is the problem.

Viktora needs, a discard deck around her, and you don’t need me to tell you that.

Luckily, Ice has the tools you’ll need to make Viktora a great play. Just like a Dragoon getting ready to Jump.

If your opponent has 2 cards or less in there hand, when Viktora enters the field, you get to choose a Forward and deal it 7000 damage.

And, if your opponent has no cards, Viktora gains +3000 power.

Much better than Zack.

22-115R – Serjes LB

Serjes, the lancer.

Now this was a decent Character in War of the Visions.

And, that is what this card is as well. Decent. Not great, not bad.

When Serjes enters the field, you can either Dull or Freeze a Forward.

And, then he’ll stick around as an extra body on your front line.

 

22-116L – Ace LB

Ace is looking like he will be a powerful card. Once Ace enters the field, Ace deals 1000 damage to all of your opponents Forwards. Just think for a second of what Ace can do if you’re playing Chocobos.

And, that’s not all cause when Ace attacks, you can reveal the top card of your deck, and if it’s a Wind card, which it will be if you’re playing Chocobos, you’ll add it to your hand.

Sure, Ace costs 8CP, but you’ll probably get that CP back, with the extra cards you’ll be drawing.

22-117R – Yuri LB

Yuri comes right in, and searches for Chelinka and Yuri brings Chelinka straight to the field. That way we’re bringing Yuri’s cost down a little bit. Sure, there are only 2 Chelinkas that you can choose, because her cost needs to be 2CP or less.

You’ll most likely be playing Chelinka (22-046R), and if you have another Crystal Chronicles Character on the field, Chelinka will give Yuri Haste, and you’ll be able to attack with Yuri right away.

Las, but not least, if you have 5 Backups on the field, Yuri also gains +4000 power, making him an 8K body.

22-118H – Shantotto LB

Shantotto, going back to her roots.

Shantotto comes in and breaks all the Forwards and all the Monsters. Every last one of them except for Shantotto herself.

If you’re in a pickle, go ahead and cast this Mage. 4CP + 7LB. That’s all of the rest of the cards in your Limit Break deck. Last ditch effort to save yourself.

If you’re just looking to get rid of all of the Forwards, just play Opus I Shantotto instead.

Or you can have both in your deck and use whichever one works better for you.

22-119R – Maat LB

Maat comes right in and gives all of your Forwards +1000 power and Brave.

That might be enough to finish the game for you, and if you end up striking out, at least you’ll still have Forwards that will be able to block.

Maat comes in with Brave himself.

This is a Limit Break card that I would gladly add to my deck.

 

22-120H – Cloud LB

Of course, we have cloud in the first set of Limit Break cards, what’s next Lightning?

Cloud comes in and Breaks a Forward, 3CP or less. After that Cloud will stick around with an 8K body, wheeling and dealing damage to your opponent.

And if you’re feeling a little CP rich, you can use Limit Burst.

For 4 Lightning CP and a Cloud card, you can Break one of your opponent’s Forwards and also deal your opponent 1 point of damage as well.

Do that 7 times and you won the game.

It’s possible.

22-121R – Lightning LB

Well, I was right. Lightning was next.

And when she enters the field, she will look for a Lightning summon.

And that is about it.

You’d think they’d have Lightning do something better.

 

 

22-122L – Tidus LB

I’m trying to think if this is worth it.

If you don’t pay 3CP does that mean you can’t choose any of these effects?

8CP, to Send a Forward to the bottom of it’s owner’s deck, a Backup to the top of it’s owner’s deck and draw 2 cards.

I can’t think of a reason to play this card, but I know I’ve already sold a few of them, so someone thinks that it’s a good play.

 

22-123R – Leo LB

Would you like to draw a card?

Well there’s better ways to get yourself to draw a card than Leo.

Only difference is that you can play Leo at any moment, because you already know that you can just grab him from the Limit Break deck.

Still, Leo will probably just be used to pay for other Limit Breaks.

Like Maat.

22-124H – Little Leela LB

This is a better Limit Break card.

Better than most of the cards we’ve seen in this set.

Little Leela comes in at 5CP with an 8k body.

You’ll say so what, nothing special about that.

And, I’ll say yes, but whenever Little Leela attacks, you will choose one of your opponent’s Forward and it will lose 7000 power until the end of the turn.

Now that makes it better. Better than Leo, better than Zack, better than Yuri, and I hate to say it but, better than Lightning.

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Hidden Hope – Electricity, Hopefully?

22-073L – Ultimecia

Lightning is starting off with a wonderful card.

Ultimecia protects all the cards in your Break Zone, not allowing your opponent to remove them from the game, which is good, because if you have at least 15 cards in your Break Zone, you will be able to choose 1 of your opponent’s Forwards and take control of it.

Any Forward that you like.

You might also want to stock up an a couple of different variations of Ultimecia as well for Maelstrom. Ultimecia’s ability is great as you don’t need to dull Ultimecia as part of the cost. That means you can keep casting Maelstrom as long as you have an extra Ultimecia on hand. That’s a Forward that loses 10k power everytime you cast Maelstrom.

Ultimecia will do plenty of damage.

22-074R – Alba EX

Here’s another card for that Warrior of Darkness deck.

Alba, coming in at 3CP with a 7K body. When Alba enters the field due to an ability, namely Nacht (22-067L) you get to choose one of your opponent’s Forwards with a cost of 4 or less, and send it to the Break Zone.

Also, when she enters the field, she gives one of your Warriors of Darkness, Haste.

Pretty decent if you ask me, and plays well with the other Warriors of Darkness.

 

 

22-075H – Edea

The Witch, the Sorceress, Edea.

Edea comes into the field, and let’s you search for a Final Fantasy VIII Forward. Searchers are always good, and when it comes from a Forward it makes it even better, because that card will still have some use even after you searched for the Forward.

Edea comes with an 8k body. Which is great.

And another ability that causes one of your opponent’s Forwards to lose 4000 power. 8000 if you have 10 cards in your Break Zone.

Only downside is that you have to discard the top 2 cards of your deck to use this ability, and you don’t know which cards those will be.

22-076R – Odin

3 cost Summon, that breaks a 3, or a 4 cost, Forward or Monster.

Well that is what Odin is known for. Coming down riding his horse from the sky, whipping out Excalibur, and slicing the enemy in half, for an instant K.O.

Plus, if you only paid the cost with Backups you draw a card, making Odin cost just 1CP.

It wouldn’t hurt to have 1 or 2 of these in your deck.

 

 

22-077H – Garuda (III)

Garuda comes in, and you get to pick a number. And after that you’ll get to deal 8000 damage to all of the Forwards that their CP cost is the same as the number you’ve chosen. So, don’t go picking a random number, make sure there are Forwards on the field that have that number as their CP cost.

This is actually a good way to get rid of a bunch of Forwards that came in due to an ability by let’s say Golbez (1-135L). You’ll be able to get rid of all the 2 cost Forwards that just came in. Plus the other 2 cost Forwards that were already on the field.

And the Crystal ability. For the cost of 2 Crystals, you can deal 8000 damage to a Forward of your choosing.

You can’t go wrong with Garuda.

22-078C – Sice

1CP or 3CP or 3CPO?

Either way Sice is a great card. Especially if you can get her in for 1CP. Which you probably will, because the Class Zero Cadets usually come out all together.

Sice enters the field, and depending on how many Class Zero Cadets you have on the field, Sice will sen that Forward to the Break Zone.

And after that, she’ll stick around as an extra body.

I’ll take 3. Simple and effective. Let’s just find a way to bounce Sice a couple of times per turn. I’m sure there must be a way.

22-079L – Seifer

The other Gunblade Wielder.

When Seifer comes in, you can put the top 2 cards of your deck in the Break Zone and, you’ll be able to grab a Final Fantasy VIII Forward from your Break Zone. It’s like paying 4CP to grab that card that you just lost, and you don’t even need to have the extra 4CP in your hand.

Seifer starts to shine when you have at least 10 cards in your Break Zone. Because when you do, every time Seifer attacks, you get to send one of your opponent’s Forwards to the Break Zone. Slowly thinning the enemies front lines, to make it easier for your attacks to go through.

This might be the best Seifer yet.

22-080C – Selkie

The card that let’s you look at the top card of your deck.

If you like it, you can keep it there.

If you don’t send it to the bottom of your deck.

Selkie is part of this set’s Common Card for all elements. Meaning that each Element has this card.

If you need more information. We’ll just Copy/Paste once again.

“Simple, basic and straight to the point.

Selkie 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.”

22-081R – Diana

“Dirty Dianaaaaa, Nah”

Is it just me or is Diana actually doing one of Michael Jacksons moves?

Woo!

3CP for a 7K body, but you won’t be paying 3CP, because if you do, Diana won’t do much.

Instead you shall play Nacht, look for Diana and another 2 Warriors of Darkness. And, once Nacht attacks, you will play Diana from your hand, and draw a card at the same time. Giving you +2CP when she enters the field due to Nacht’s ability.

After that, you can dull a Warrior of Darkness, and dull a Forward. Any Forward, including yours, which can be like a cancel effect, if your opponent plays a card that says something along the lines of Break an active Forward.

I must say, I like it.

“I know your every move
So won’t you just let me be”

22-082C – Drace

Did you ever find yourself looking for a searcher, the searches for a low cost Forward?

Well if you did, Drace is the right card for you.

Because Drace let’s you search for a Forward that costs 2CP or less.

It’s a great Backup to have.

Only thing that would make Drace better is his cost was 2CP, but then he wouldn’t be a Common.

I’ll take it.

22-083C – Ninja

A ninja with Haste.

For 2CP you can have yourself a great Forward.

Sure, Ninja only has 4000 power, but if you have a couple Standard Unit Backups on the field, Ninja also gains 4000 power, making her total power 8000.

2CP for an 8k body is great in my book.

Now all we have to do is find a couple of Backups that will compliment her.

22-084R – Fujin

If you’re playing Seifer, then Fujin is a must have.

Once you have 10 cards in your Break Zone,which is where you will want to be if you are playing Seifer. Fujin gives Seifer and Raijin, and herself +2000 power and First Strike. Which is great combined with Seifer’s ability to Break a Forward whenever he attacks.

And when Fujin is put from the deck into the Break Zone, you can play Fujin onto the field. So, those abilities that require you to put the top 2 cards of your deck into the Break Zone, have a little upside to them.

The only thing I don’t like with Fujin is the extra cost required when she enters the field, which is the top 2 cards of your deck.

22-085C – Moth Slasher

For 2CP this is a great card.

A Monster that turns into a Forward that searches for itself when it is sent to the Break Zone, and plays itself for free.

What’s not to like.

And, at 3 points of damage Moth Slasher has an 8k body.

Of course you’re putting this in your deck, why wouldn’t you.

22-086C – Yaag Rosch

Yaag Rosch is the protector of Backups, excluding himself.

And, that’s pretty much it. There aren’t even that many cards that can break a Backup.

So, we’ll just talk about the artwork. It’s gorgeous, simple yet it portrays Yaag Rosch perfectly.

We just have to ask him one question.

“Why So Serious?”

Yeah, I’m just trying to take up space here.

22-087R – Raijin

And, finally the last Disciplinary Committee Member.

Now that we have the trio out, we can see what these cards all do together as a team, the Disciplinary Committee.

Same as before you need 10 cards in the Break Zone for everything to work.

Raijin gives the other 2 and himself +2000 power and Haste.

That gives Seifer 11,000 power and Fujin and Raijin 9000 power. Making these 3 a force to be reckoned with. (No wonder Squall and Co. always had trouble with the Disciplinary Committee.)

And, same as before again, If Raijin is put from your deck into the Break Zone, you can play him straight onto the field. But, you’ll have to pay the cost of putting the top 2 cards of your deck into the Break Zone.

Now I do see why these cards are like this. If you’re lucky enough you can have all three members on the field, in one play. And then you’ll be taking everyone on a a little ride as you’ll be breaking Forwards when Seifer attacks, and Fujin and Raijin will just stand around as your blockers, while Seifer gets the job done.

22-088C -Rygdea

I always thought Rygdea was part of the Cavalry.

Rygdea comes in and you get to choose one of 2 abilities. Either break a Forward, 2CP or less, or grab a Lightning character from the Break Zone.

Both are pretty good abilities, I do prefer the second one, but there shall be times you will want to break that pesky Forward that is sitting on the front lines.

This might be a good addition to the FFXIII Custom Starter Set.

 

 

22-089C – Dragoon

Add another Dragoon to the Back line. This one isn’t half bad.

Dragoon enters the field and gives a Forward +3000 power and First Strike.

After that you can pay the cost, discard a Lightning card, put dragoon into the Break Zone, break a 5CP Forward, Play Rygdea, grab Dragoon from the Break Zone, and start all over again.

I mean it could work, but there are better ways than this to Break a Forward.

With Dragoons though, I’d say the second ability is just a bonus.

22-090H – Lulu

How many Summons do you need in your deck in order for Lulu to be effective?

Because if your take away that ability you really don’t have much going on here.

Just a 2 cost Forward with 5000 power.

Maybe I’m missing something, because the cards I don’t think are good, end up becoming great.

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