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Memories of Heavensward Starters

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30-119S – Yeti

What a dirt cheap Monster/Forward.

For 1CP. you can get a 9K body on the field. This is your absolute definition of a Meat Shield.

And the best part?

You can have 3 of them on the field at all times.

The only drawback, isn’t really a drawback.

You just need to have your opponent discard a card in order for Yeti to become a Forward.

But, you’re playing Ice, there’s plenty of ways to have that happen.

Especially with this deck.

30-120S – Emmanellain

Emmanellain comes in and Freezes a Character.

And, when Emmanellain attacks he will Dull/Freeze a Character, but that’s only if Emmanellain has 7000 power. or more.

How are we going to give hime 7000 power when he only has 5000?

That’s simple.

When you have received 3 points of damage, Emmanellain will gain +2000 power putting him at the 7000 needed to activate his ability everytime he attacks.

30-121S – Haurchefant EX

4CP, and 5 Final Fantasy XIV Characters. Actually 4.

That’s all you need to play Haurchefant and Break one of your opponent’s Forwards. The Best part, is that this also comes off of an EX Burst.

After that Haurchefant stays on the field as an 8K body. Ready to attack, and block your opponent’s Forwards. Normally we would call him a Meat Shield, but Haurchefant is not done yet.

Haurchefant can be put into the Break Zone, and the next damage dealt to one of your Forwards turns into 0, thus making them invinsible, for one attack.

All in all, I like it.

30-122S – Nidhogg

Coming in with Brave and 9000 Power.

Nidhogg is exactly what you expect him to be.

He reduces your opponent’s firepower as soon as he comes in. Forcing your opponent to randomly discard a card from their hand.

But, what we really want to take a look at is Akh Morn. Read it.

Go ahead, I’ll wait.

Choose 3 Forwards. Break them.

And, look at the cost. (S)(I)(I)(D). A Nidhogg card, 2 Ice CP and Dull Nidhogg.

That is asolutely nothing. You can have Nidhogg setup from the very beginning. And don’t forget about Opus VI Nidhogg, if you want some extra cards in hand to use Akh Morn, over and over, and over, and over … 1,2,3,4 .. and over again.

5 times in one game, that’s 15 Forwards broken by Nidhogg.

30-123S – Count Fortemps

Run of the mill Backup that searches for a Final Fantasy XIV Forward.

*cough Nidhogg cough cough.

And, that is all we have to say about this.

 

 

 

30-124S – King Thordan

Also, Archbishop of Ishgard. Since we don’t have one yet, and since we haven’t seen the cards in this set, we’re getting a card named Archbishop of Ishgard in this set. Or later sets.

King Thordan deals a Forward 8000 damage at the start of your attack phase. Meaningm you will probably break one of your opponent’s Forwards before you even start attacking.

And let’s not forget about King Thordan’s ability. It deals 9000 damage to all of your opponent’s Forwards. That means everyone, even the Forwards that cannot be chosen.

Pair this with Nidhogg’s Akh Morn, and you have a board wipe on your hands.

 

30-125S – Coeurl Regina

A Coeurl that will search for a coeurl.

This Monster does not turn into a Forward, nut it will deal 3000 damage to one of your opponent’s Forwards when it heads to the Break Zone. Of course, you’ll have to put Coeurl Regina into the Break Zone yourself for this to happen.

If you can find better Coeurls to search for, you might have something with this card.

 

 

 

30-126S – Cid Garlond

Not bad, grabbing a Final Fantasy XIV Forward from your Break Zone will always be a good play.

And, that is what Cid Garlond does.

After that you’ll want to find a way to get rid of Cid Garlond, just so you can grab another FFXIV Forward from your Break Zone.

And, if your opponent isn’t attacking, you can always use Cid’s ability to give one of your Forwards +3000, and Cid will be sent to the Break Zone.

Meaning you can play another Cid Garlond.

30-127S – Tataru EX

Tataru is a simple Backup that will draw you one card, as long as there are 4 Final Fantasy XIV Characters on the field when she enters the field.

This is a Free Play, boosting your Backup line.

You can also draw a card off of an EX Burst.

And, that is all for Tataru.

 

 

30-128S – Ysayle LB

Ysayle comes in and Freezes as your opponent’s Characters. How many? That depends on how many Final Fantasy XIV Charactars that you have on the field.

And since you’re playing Ysayle, you are most likely playing a FFXIV themed deck.

This is a great play, when your opponent went on an all out attack, but just fell short of the win. You can play Ysayle, Freeze all of your opponent’s Characters, and you will most likely get a free turn.

Meaning you can go all out on an attack, and not have to worry about your opponent responding during their next turn, because, well, all of their Characters will be frozen.

Just hope that they don’t have a card that will activate all of their Forwards.

30-129S – Alphinaud LB

Well this does help a little.

Alphinaud comes in, looks at the top 2 cards of your deck and adds a Final Fantasy XIV Character to your hand, then the rest go to the bottom of your deck.

Just like Ysayle this card will work great if you are playing a Final Fantasy XIV themed deck.

Other than that, Alphinaud cost 5CP, 3 if you find a FFXIV Character in the top 2 cards.

After that, Alphinaud will stick around as a Meat Shield.

I never thought that I would use Alphinaud and Meat Shield in the same sentence.

30-130S – Estinien LB

Everyone’s favorite FFXIV Dragoon.

And, Estinien does not dissapoint once again.

If your opponent has a Forward with over 9000 power Estinien gains Haste.

And, if you have 4 Final Fantasy XIV Characters on the field, Estinien will break one of your opponent’s Forwards everytime that he attacks.

Yes, Estinien does cost 7CP, but so did Opus I Odin, which breaks a Forward for 7CP. This is clearly a better play in my book. I wouldn’t mind paying more CP for this card, since you will be able to Break a Forward once per turn.

And, from the looks of it, it seems like this one will be getting the Full Art treatment.

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Blissful Lightning

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29-077C – Aranea

Dragoons just got a heavy hitter in the form of a Common. What is it with great Common cards in this set?

Aranea comes in for 4CP and a 7K body.

Once she enters the field she will break a Forward whose cost is less then the number of Lighting Characters that you control on the field. And, since you’re playing Dragoons, you’ll probably have enough to Break any of their Forwards.

Odin with a body.

 

 

29-078R – Omega Weapon

This is what a Weapon should look like.

As soon as Omega Weapon enters the field you get to choose between Breaking a Forward, or dealing 5000 damage to all the Forwards.

This is cheaper than Odin. And, Omega Weapon gets to stick around with a 10K body. You don’t see too much of that.

I am liking this.

A little too much.

*Thinking to myself (I can get MBM to 5 Backups really fast.)

Yes!

You have to have at least one Omega Weapon in your deck if you’re running Lightning.

End of story.

29-079C – Kain

Another Dragoon, the almighty Kain.

Don’t believe me? Just ask Cecil.

Kain “jumps” right in and breaks one of your opponent’s Forwards (3CP or less). That’s enough to play this one, but Kain comes in with 9000 power.

You’re getting some bang for your CP.

Oh, and Kain comes in with Haste when you have 5 points of damage.

 

29-080C – Chaos

Ok, this is different. And, it’s diabolical.

You play Chaos on to the field, and your opponent chooses what Chaos will do to them.

Do they want to send 2 Forwards into the Break Zone?

Or.

Do they want to discard 3 cards from their hand?

You just drop Chaos, and your opponent will take care of the rest.

29-081C – Coeurl

Another 1 cost Monster, that will draw you a card on it’s way out.

But, just what does Coeurl do?

It will deal 5000 damage to a 2 cost Forward.

I mean, it could break it, it might not, but most Forwards at 1CP or 2CP don’t have much power.

Might as well.

 

29-082R – Kelger

Can you say Free Play?

That’s what you get with Kelger, if you have Bartz or a Dawn Warrior already on the field.

But, that’s not all.

Kelger gives you a Crystal when he enters the field, and since he came in for Free because you already have a Dawn Warrior on the field, Kelger will give you another Crystal as well.

Meaning you get to play Kelger for Free and you gain 2 Crystals.

What’s not to like?

29-083C – Koru-Moru

Here is a perfect use for Yoran-Oran’s ability.

Koru-Moru, can break a Forward with a cost of up to 4CP. And, Koru-Moru does have 2 abilities for this, and yes one does cost less than the other.

Either way Koru-Moru is a great card to have on the field, with a couple of cards in your hand just incase you have to get rid of a 4 cost Forward.

And, Koru-Moru’s cost is only 2CP, so this is pretty much a no brainer.

 

29-084R – Jessie

Who doesn’t like a card that searches for another card?

Jessie is here, and that is exactly what she does. Searches for a Final Fantasy VII Forward.

And, that is it.

3CP for a Backup.

Yeah, that’s it.

 

29-085R – Cidolfus

The Lightning Dominant that primes into, you guessed it, Ramuh.

For 2CP and another 2CP you can get Cidolfus primed into Ramuh, and when anyone primes into anything, you get to grab a Lightning Summon from your Break Zone.

Ok, I guess.

I’m not really feeling Cidolfus here, nor his Prime buddy Ramuh.

And, since I said that, someone is going to pull out all the stops build a deck around these 2 and win the World Championship.

Lol.

29-086H – Shadow

This is an early play.

Turn 1 to be exact.

Warp Shadow in, play a couple of Backups and you’ll skip your next turn. Or not, you can just wait another 2 turns instead, and you can still play hand.

You’ll get a 9K body, plus a Lightning card of 2CP or less when Shadow does come in.

I’d say this is worth a look at.

1CP for 2 characters is a yes in my book.

I’d wait 4 turns and still be happy to use it.

29-087L – Sephiroth

Que One Winged Angel.

If you have removed a Sephiroth from the game, Sephiroth will cast 3CP less, making him a 2CP/9K body. But even at 5CP, Sephiroth is still a steal of a play.

Plus you can remove a card to draw 2 cards.

Think about it. Haste, First Strike a big body.

What else can you ask for?

I’ll tell you.

Telluric Fury! Break a Forward. Yes, it’s an S ability. Mono-Sephiroth coming in strong. As long as you get Sephiroth on the field, and you have another 46 Sephiroths in your deck (the other 3 slots belong to Aldo), You’ll be breaking Forwards left and right, and your opponent will be trying to figure out a way to keep Forwards on the board.

29-088C – Soldier (FFTS)

I can’t find the right words, but this card is great.

Soldier comes in and is just a regular Forward until he is sent to the Break Zone. And that’s when he becomes capital G for Great.

When Soldier is sent to the Break ZOne, he will choose one Forward and deal it damage equal to his power.

And, if you spent your time giving him +1000 here and there, he’ll be able to take out some of the big boys too.

Damage 3, +1000 power
Opus I Lulu, +1000 power
And, I’m sure there are plenty more ways to buff his power up.

29-089C/15-095C – Ninja

What was I thinking?

What did Pelna do during Crystal Dominion?

“Another simple Backup that should cost you about 1CP.

Later on when you need to, Dull and put Pelna in the Break Zone and give all the FFXV Forwards you control +2K”

One thing is for sure. You’ll gain a Crystal with Ninja.

 

29-090R – Noctis

Will you take a look at this?

Noctis comes in for 3CP, but you can only play him if you already have a Final Fantasy XV Forward on the field.

A 9k body, and every time Noctis attacks, he grabs a retainer from the Break Zone. Every time. Period.

That means you’ll never be short on CP, as you’ll be getting a card back every turn. You can even be grabbing the same card over and over again. Use it to pay for a card, then grab it back so you can use it once more.

Or, you can just grab the card that you need.

 

29-091H – Barnabas (XVI)

Barnabas has one job. Prime into Odin.

Other than that, there are better cards to play for an 8K body. And, most of them cost 4CP.

But, if you will Prime into Odin, then there is no second guessing it. Especially since you can pay 2CP for Barnabas, if you remove the 3 Final Fantasy XVI cards from your Break Zone, and another 2CP to Prime into Odin.

That’s 1CP less than just playing Odin by himself.

 

 

29-092C – Prompto

Keeping up with Noctis, Prompto does just about the same thing. But, Prompto needs to use an S ability in order to do so.

Unlike Noctis though, Prompto will let you draw a card when he enters the field.

And, for 2CP?

That’s a free play right there. You’d be out of your mind not to play this card. Even if you just play Prompto to draw a card, and break him the next turn. It’s worth it.

 

29-093L – Meia EX

Meia will come in and search for a MOBIUS Character, and if the Character you search for is Wol, you will also gain a Crystal, and any MOBIUS Character that enters the field will also have Haste.

For 3CP, I would say that this is a great card to play. Meia also has a 7K body. We just need a Full Art now.

You didn’t hear this here, but I would say it might be time to dust off that Opus V Wol that’s been gathering dust.

 

 

 

29-094H – Ramuh

Deal a Forward 5000 damage.

Ok.

Or, deal a Forward 7000 damage and draw a card.

Only difference is that you’ll use a Ramuh to pay for Ramuh.

And, that turns this into a Free Summon.

And, we all like Free Summons.

29-095H – Ramuh (XVI)

Ok, so we’re seeing Ramuh before we see Cidolfus.

Which means we’re just looking at the second half of the Prime. And that is … uhm .. not what I expected to see.

Why? because you have the extra cost that will let you draw 2 more cards. Hopefully, if they’re both Lightning or FFXVI cards.

I’ll say that Ramuh should only be played if he gets Primed in. If not then I’ll take a pass.

But, he does have Thunderstorm, which deals 5000 damage to 2 of your opponent’s Forwards.

I might change my mind on this card once I see Cidolfus.

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Blissful Wind

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29-039C – Ahriman

Ahriman pays for itself in the end.

More like a ticking time bomb if you ask me. And, I think I already used that term this set, so that must mean one thing. We have 6 different Monsters in this set that cost 1CP, and they let you draw a card when you use it’s ability.

Ahriman will deal a 5CP Forward (or more) 7000 damage.

Yeah that’s about it. Sounds more like a Bomb to me. That’s what they should have done. 6 different Bombs. Maybe next set.

 

29-040H – Adelle

A 2 cost, 7K body, with Haste that can attack twice in the same turn.

I’ll take it.

Although you do need to discard a card to get that whole effect, but it is worth it.

And, this can be the first card you play. 2 points of damage turn 1 before your opponent even has a chance to answer. If they don’t have a Summon that can get rid of her turn 1, they’re already down 2 points of damage and you haven’t even started playing. You can have the whole game won by turn 2.

Especially if you drew Roche turn 1 as well.

You’ll pretty much play Roche for free, and then play Adelle for 2CP, have them both attack, and well you know the rest.

29-041H – Alexander

A 3CP Summon that deals 5000 damage to 3 of your opponent’s Forwards.

3CP? 3 Forwards?

Coincidence?

I think not.

.

 

29-042R – Wol

You can’t say that you don’t like this card.

Wol is the Assassin that we’ve all been looking for. Especially for those High Powered Forwards taht your opponent controls. All you need to do is find a way to get Wol to deal damage to your opponent.

And, luckily he can do that all by himself. As long as you have Crystals.

Cause you can just use that Crystal to give Wol the ability that states “Wol cannot be blocked”.

I’m already counting my Crystals.

 

29-043R – Aerith

I’m trying to figure this one out.

If a Final Fantasy VII Character is put from your hand or deck into the Break Zone you get to add it back to your hand.

Does that mean, when you pay for a S ability that the card will come back to your hand? If it does then this card is awesome.

If not, and if it’s only to protect your hand from turbo discard then that is good as well.

I would like to see this card in action before I decide if I like it or not.

 

29-044C – Elmyra EX

We have a new job. Sector Five Undercity Resident.

Yeah, that’s it.

Elmyra will search for Aerith.

Elmyra can also protect Aerith whenever she is chosen by your opponent’s abilities.

You can also search for Aerith off of the EX Burst.

 

29-045C – Dancer

Dancer comes right in and reveals the top 5 cards of your deck in search for a 3 cost Forward. Yes, she’s looking for a partner. Ok, that wasn’t my best work. But, that’s besides the point.

If you do find a 3 cost Forward, Dancer just became a 2 cost Forward.

Dancer will activate at the end of your turn. This way you’ll always have a blocker ready to go.

 

 

 

29-046L – Garuda (XVI)

This is not bad. I actually had the Benedikta/Garuda duo in my prerelease deck. Sadly, I didn’t have enough WInd cards in that deck to actually make use of it.

If you’re running Mono-Wind on the other hand, this is a no Brainer.

You play Benedikta, you Prime into Garuda, and you play one of the 2 cards from the top of your deck. And if Garuda deals damage to your opponent, you can run that ability again. And, again.

Aerial Blast? If you have the CP go for it. But, if your opponent finds a way to block it, then you’ll be out of luck as it might leave you with no way to counter if this ability gets blocked or canceled.

Still, it’s a good choice if you have your opponent with 6 points of damage and a big front line.

29-047C – Chloe

And, you thought that, that was it with the Chocobo support.

Guess you were wrong. So was I.

Chloe comes in and every time a Chocobo enters the field she activates. Yes, this only trigger once per turn but, that’s all you’ll need.

Why?

Because, you’re activating her, just to use her ability, which is granting a Character protection from your opponent’s abilities. And, that protection is called, not being able to be chosen by those abilities.

At 2CP, this is a good choice. A great choice.

29-048C – Billy

Oh wow. How is this a common?

Billy comes in for 5CP, Billy searches for a Chocobo of 3CP or less and plays it onto the field. You’ll probably search for Chocobo (6-050) Cause why wouldn’t you? And, if you don’t, I’d like to know which Chocobo you’re searching for.

Oh, and let’s not forget that all your Chocobos gain +3000 power.

And, once again. How is this a Common?

 

 

29-049H – Sophia (SOPFFO)

Sophia is ready to give Stranger of Paradise a shield. One that will reduce damage dealt to SOPFFO Forwards by 1000. Which is good, that could be the difference your Forwards need to not break.

At 4CP, Sophia comes in and grabs a Wind Character from your Break Zone and plays it on to the field. 4CP = 2 casts.

Yes, you’ll need another Stranger on the field for this to work, but you’re probably already have a couple if you’re reading this.

 

 

29-050C – Chocobo

I’d like to see Chocobos make a comeback, and this card, just might help.

First off it’s a Chocobo, and for 3CP you get a Forward with 7000 power. Once Chocobo comes in you can dull a Wind Forward, and that will give Chocobo Haste.

Chocobo can now attack, and when it does, you will look at the top 3 cards of your deck, and add a Chocobo to your hand, bringing Chocobo’s cost down to 1CP.

Pair this with a whole bunch of other Chocobo’s, A Bartz, and that Ace LB from Hidden Hope, and you’ll be set.

 

29-051C – Stray Chocobo

Are you seeing what I’m seeing?

Stray Chocobo, is the perfect Wind Forward to dull when Chocobo 25-050C enters the field.

Why?

Because as soon as you dull Stray Chocobo, Stray Chocobo will activate itself. And that’s not the only thing, Stray Chocobo will also give one of your Forwards +1000 power until the end of the turn.

And, you can give that +1000 power to Chocobo, as it gets ready to attack now that it has Haste.

 

29-052H – Bartz

And, the list goes on.

Bartz enters the field and grabs 2 Chocobos from the Break Zone. And you better be grabbing Stray Chocobo, and then any other Chocobo it doesn’t matter which one, because you’re just going to use it to pay for the cost to cast Stray Chocobo.

Why?

Because when you dull a Chocobo, Bartz gains Haste, and his power becomes 9000. Meaning Bartz can attack, and whenever a Forward you control attacks you can choose one of your opponent’s Forwards and deal it 4000 damage.

Meaning, that if you have a swarm of Chocobos on the field, you can ping to victory!

29-053R – Benedikta

A 4 cost Forward with 8000 power. Pretty normal.

Benedikta comes in and activates 2 of your Wind Backups. And then you can use those Backups to pay the cost to Prime her into Garuda. And what does Garuda do? Well, I heven’t seen it yet.

But, we’re pretty sure it’ll be something good.

Plus Benedikta gains Haste if any Eikon has been removed from the game.

 

 

29-054R – Great Malboro

This is a slight setback for your opponent.

Great Malboro comes in and you will remove 2 cards from your opponent’s hand from the game. The good thing is that you get to take a look at their hand. This way you know what they have, and once you remove those 2 cards, they won’t be able to get them back until the end of their turn.

Meaning that you will know what they can counter, and most of what their next play looks like.

Plus, if you have 5 Backups Great Malboro becomes a Forward, and you can use him to block attacks left and right unitl it is sent to the Break Zone.

After that, you can just play another Great Malboro.

29-055C/15-058C – Dragoon

A lot has changed since Crystal Dominion came out.

But, Dragoon stays the same. Other than the Kain part, we’re sticking to this.

“You’ll need Dragoon to keep Kain on your side.

Other than that he enters the field. Gives you a Crystal. And finally you put him in the Break Zone and he gives 1 Forward First Strike.”

 

 

29-056R – Lucil

Yes, If you’re playing Chocobos, you’re playing Lucil. No questions asked. Period.

Why?

It’s simple really, Lucil is a free play. Once you have 3 Chocobos on the field, Lucil will come in and you will draw a card. Which in turn will be the 2CP that you paid to cast Lucil.

Not only that, you can dull a Chocobo *cough Stray Chocobo cough cough* to make Lucil an 8000 powered Forward.

Add in the Rubi Asami art, and I’ll take 3 Full Arts.

 

29-057L – Luso

Yes, 8CP might seem like a lot to pay for a 5K body, but look at what you’re getting.

You get to search for 3 Forwards that cost 6CP all together. Meaning that you’re paying 2CP for Luso. And, that is cheap. Cause, you’re filling up your board. And they can be any element that you’d like. No restrictions here. Except that they have to be Final Fantasy Tactics Advance 2 Forwards.

Luso can also give Haste to a FFTA2 Forward whenever he attacks.

What’s not to like?

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Dreamlike Lightning

28-077R – Wicked Thunder

Lightning in a bottle.

Wicked Thunder will break one of your opponent’s higher cost Forwards when she enters the field. Which one? Your opponent gets to choose.

You will also have to break one of your higher cost Forwards as well.

And at 3 points of damage, Wicked Thunder can not be broken by abilities that don’t deal damage. Meaning you get to keep this 9K body on the field just a little while longer.

 

28-078H – Ulmia

For 4CP you can search for a Character that costs 6CP or more.

And, that’s more cards than you can shake a stick at. Or a harp.

Ulmia’s 2nd ability gives Haste to a Forward that costs 6CP or more.

I think I see a pattern here.

I won’t say no to this card.

 

28-079C – Elena (FFBE)

Need a Crystal?

Throw Elena on to the field, and block the first Attacker.

If you already have a Crystal, you can give a Brave Exvius Forward +2000 power and Haste.

And, that’s all you need to know.

Elena is just a Meat Shield that can generate a Crystal.

 

28-080C – Gurdy

This is a great card.

I did play MBM during our Midnight Prerelease, and it was great how easily this deck is played.

Gurdy comes right in and grabs a Moogle Bounty Mayhem Character from the Break Zone and you add it to your hand. That means you can grab another Gurdy from your Break Zone. And, you can keep recycling them.

Why would you need to recycle them?

If you look at Gurdy’s second ability, you will break a Forward. Which Forward? Well that will depend on how many MBM Characters you have on the field.

I have a feeling that Gurdy has a high chance of getting the ban hammer.

28-081L – Kain

Now this is a great card.

Kain will break a Forward whenever he enters the field through a Summon or an ability.

That being said, Kain can Warp on to the field. And, he will Break a Forward.

At 3 points of Damage Kain gains +1000 power, Haste and First Strike.

Now, let’s get to Jump. Kain’s S Ability. Kain will jump out of the field and Remove himself from the game, but then he will come back at the end of the turn. And, when Kain comes back, he will Break one of your opponent’s Forwards.

Kain Warps in, Breaks a Forward, then you play Rinoa (6-041L) which will bounce Kain. And when he comes back you will Break another Character. Then use Kain’s S ability, to Jump out and Jump back in to Break another Forward.

How many Kains can you fit in a deck?

28-082R – Cait Sith EX

Cait Sith is here ready to stall your opponent with his fortune telling.

And, what does your opponent’s fortune come out to?

One of their Forwards is dull.

And, then your fortune says, you can draw a card.

When are we getting the moogle as a card?

 

28-083C – Onion Knight (FFTS)

Onion Knight has one job, and that is to mine for Crystals. They’ll grab one when they enter the field, and another one when they are sent to the Break Zone.

Other than that, Onion Knight will produce 1CP per turn as that is what all Backups do.

Maybe they’ll finally retire the cards they’ve been reprinting since Crystal Dominion.

 

 

 

28-084R – Nono

This is a great card as well, and can be played for Free!

Nono’s cost is reduced by one for each Moogle Bounty Mayhem Character that you control. Meaning that if you already have 6 on the field, Nono is a Free Play!

And, what a Free Play! (Yes, we have to Capitalize Free Play, cause we’re excited.)

Nono comes right in and breaks one of your opponent’s Forwards.

And, after that, you have a Meat Shield on the field, that you will want to get rid of.

Why?

So, you can play another Nono.

And another.

Gurdy, will have his work cut out for him.

28-085C – Baknamy

Another Backup that has a good ability, but that ability is locked by the number of Backups that you control.

That was a mouthful.

Now, that ability breaks a Forward of 3CP or less.

If you can build your Backups fast, you can use this whenever you’d like.

If not then you’ll have to wait.

And, wait.

28-086R – Basch

This Moogle Bounty Mayhem deck just keeps getting better and better.

Basch comes in at 2CP with 5000 power.

If you have 5 MBM Characters on the field, Basch will gain +5000 power and Brave. Giving him a 10K body.

But that’s not all.

If you still need more power, you can discard a Moogle Bounty Mayhem Character and give Bach another 5000 power, for a grand total of 15,000 power.

And, I’m sure there are more ways to bring up his power even more.

28-087H Bahamut SIN

Really?!?

4CP to cast this Summon?

Never mind the extra cost of 2 Crystals, but this is great. I expect this one to be in almost every Lightning deck.

Bahamut SIN comes in and breaks 2 Forwards. Period.

Yeah, you have to pay 2 Crystals to break the second Forward. And, I would pay it with a smile on my face. Every single time.

This card might be the reason we have more Crystal generators in this set.

28-088H – Balthier

MBM.

What’s Moogle Mayhem Bounty? How come I’ve never heard of it?

Anyways, Balthier is here to make MBM a threat. First off, he comes in with Haste.

Second if you have 5 MBM Characters on the field, Balthier will give a Forward Haste every time he attacks.

And, lastly, Whenever a MBM Forward attacks, you will dull a Forward.

That last one by itself is great. I’d pay 5CP just for that ability.

Now, I want to go back and check out all the other MBM cards.

28-089C – Palom

Palom is here to deal some damage.

All you need is a Crystal for when he enters the field.

At only 2CP this might be a steal, cause most of the time, you will be breaking that Forward.

Wait a second.

Since when was Palom in Crystal Chronicles?

I’m going to have to look into this.

28-090C – Fran

And right next to Balthier is Fran who is the perfect card for him. As always.

Fran comes in and grabs a MBM Forward from your Break Zone.

More than likely you will grab Balthier. You will then use Fran’s second ability to play Balthier. Balthier comes in with Haste and attacks. And since you already have 5 MBM cards on the field, Baltheir will give Fran Haste. Balthier will also dull one of your opponent’s Forwards. Fran will now attack. And since Balthier is still on the field, she will dull a Forward as well.

You get all this for a grand total of 5CP, minus the 2CP of grabbing a card from your Break Zone. Actual cost is 3CP.

Not bad.

28-091R – Vorpal Bunny

More MBM.

Vorpal Bunny is a crap shot.

Vorpal Bunny comes in, you choose a Forward of 3CP or less, and you put the top card of your deck into the Break Zone. If it’s a Forward you get to Break that Forward. If it’s not you just picked a Forward for no reason.

Vorpal Bunny also turns into a Forward, giving Balthier an extra shot to dull one of your opponent’s Forwards.

 

28-092C – Montblanc

Montblanc is here to help you play your MBM Monsters on to the field. Or any MBM Character, as long as their cost is 3CP or less.

I mean this is a great card to play early on. And if you play let’s say Gurdy, you’ll grab another card from your Break Zone, and Montblanc will have become a Free Play as well.

He also has this small ability that deals 4000 damage to a Forward of your choosing.

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28-093H – Lightning

This card is amazing as well. Lots of great cards in this set, and Lightning is no exception.

For 6CP you play Lightning, once she is on the field, you’ll reveal the top 5 cards of your deck. All Odins and Lightnings will be added to your hand. The rest go to the bottom of your deck.

Meaning that if for some reason there are 5 Odins and/or Lightnings, you’ll be up 4CP from the play.

And when Lightning enters the field you may discard a card to break one of your opponent’s Forwards. If that card is named Lightning, then you will also draw a card.

Now picture this.

Mono-Mono-Lightning. Fill your deck up with 30 Lightnings and 20 Odins, and see if that works.

It doesn’t even matter which Lightning cards you grab, cause they’re just fodder for Lightnings ability whenever she attacks.

28-094C – Dragoon

4CP and a Crystal to Break a Forward?

I’ll take it.

And, since we have a bunch of Dragoons that generate Crystals, you’re good to go.

After that you got an 8k body on the field, and you should be good to go.

 

 

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28-095L – Lumina

Ok, Ok.

This is a wonderful card.

It’s a great card.

It’s Lumina, she can’t get a bad card, can she?

Lumina comes in for 2CP and amd she will break a Forward. Which Forward? Depends on how many Final Fantasy XIII Characters you already have on the field.

This one also comes off of an EX Burst.

And, you can discard a Final Fantasy XIII card, and exchange it with another Final Fantasy XIII card that is in your Break Zone.

What’s not to like?

I’ll take 3. Full Arts.

Electrifying Singles!

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Lightning of Discovery

27-073R – Ardyn EX

The Chief Minister is here to do Chief Minister things.

The more you break your opponent’s Forwards the better Ardyn will be, and the less he’ll cost in the long run.
Let’s start from the beginning.

When Ardyn enters the field he will break one of your opponent’s Forwards. Or one of your own Forwards if your opponent doesn’t have any.

Now whenever your opponent’s Forwards are sent to the Break Zone, Ardyn will reveal the top card of your deck, and if it’s a Lightning card you can add it to your hand. This one also comes off of an EX Burst.

Mono-Lightning anyone?

27-074H – Adel (VIII)

Adel costs 4CP, but you can pay an extra cost to grant her +1000 power and some protection in not being able to be chosen by some of your opponent’s abilities. And this is a lasting effect.

What’s the cost? Another Witch you will remove her from the Break Zone and you’re good to go.

But, what does Adel actually do?

Well, every time she attacks, you choose one of your opponent’s Forwards and you will send it to the Break Zone.

And what happens when we send one of your opponent’s Forwards to the Break Zone? That’s when Ardyn comes in and well you can just read Ardyn again.

I do like it. Mono-Lightning is coming for you!

27-075L – Edea

I took a look, and there aren’t that many Final Fantasy VIII cards of 2CP or less worth playing. I was trying to see if there were any to play Edea Turn 1. The only one that looked decent was Squall (27-060H). When Squall enters the field, you’ll reveal the top 3 cards of your deck and add a Final Fantasy VIII character to your hand.

If this works. You’ll have 2 Characters on the field, and you would only have paid 1CP for it.

And at the end of your turns, you’ll draw a card if you have at least 4 Final Fantasy VIII Characters on the field.

That’s about it.
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27-076C -Kain

No need for introductions. Even as a Common, Kain is still a great card to play.

If you already have cast a Dragoon this turn, Kain’s cost goes down to 2CP.

And, if you saved CP this way, you might as well pay the extra cost of 1 Lightning CP to give Kain Haste and First Strike. Allowing him to attack as soon as he enters the field.

And with Kain’s power at 9000, you’ll be doing plenty of damage to your opponent. Especially with First Strike.

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27-077C – Machinist

Your one cost Standard Unit, Machinist.

Some of these Standard Units are good, and some just fall a little flat.

Take Machinist here, while the ability of dealing a Forward 8000 damage is good, the cost is not so much.

It’s a total of 5CP, to use Machinist’s ability. Which isn’t too bad, it’s just that you can get a similar effect by using less CP.

And yes, you’ll say, but Machinist stays as a Backup and will produce CP per turn.

That’s fair enough, but I will pass. You don’t have to, you can use Machinist and if you beat me using him, I’ll say well he’s not that bad, I guess.

27-078R – Kylma

A 2 cost Backup that Break a Forward. But at what price?

An arm and a leg, that’s the price. 2 cards from the top of your deck, for every CP needed to cast that Forward.

What happens when you’re trying to get rid of Opus XVI Chaos at 11CP? You’re going to remove 22 cards from your deck? That’s just Insane if you ask me. Yes, you don’t have to worry about paying the cost from your hand, but you’re getting rid of cards, that you will probably need later on.

Unless you’re sure you’re going to win the game, by using her ability, I would suggest you stay away from it.

This is a big fat no for me.

27-079H -Gilgamesh

Do you see what I am seeing?

Warriors were already turning up the heat, and now we add Gilgamesh into the mix.

And, I have to say that Gilgamesh is worth every Crystal Point you need to pay to play him.

Gilgamesh gives all of your Warriors, Brave and the ability to attack twice in the same turn.

And, that’s not all, when he enters the field, you will dull 2 of your opponent’s Forwards. Leaving them more suspectable to an attack.

And if that’s not all, Missile Barrage will Break one of your opponent’s Forwards, and give him Haste.

Meaning, that When Gilgamesh enters the field, and you use Missile Barrage, you will dull 2 of your opponent’s Forwards, Break one of their Forwards, and attack twice, and since you have Brave, Gilgamesh will be able to block, just in case you whiffed on the attacks.

This should have been a Legend, with some original artwork.

27-080C – Coeurl

Coeurl is one of the better Monsters that I’ve seen in a while.

Coeurl comes in breaks a Forward.

Coeurl goes to the Break ZOne, breaks a Forward.

That’s all you need to know.

And that is more than enough information to add it to your deck.

I might even add it to my bomb deck.

27-081C – Gladiator

Your best bet is breaking 2 low cost Forwards. One that costs 1CP, and if you have a Multi-Element Forward on the field, you’ll break a 2 cost Forward as well.

There are currently 99 Forwards that cost 1CP, and only a handful of them see any use.

So, I really don’t see Gladiator getting much play.

 

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27-082R – Koana

Just like Edea, Koana comes in and searches for a 2 cost Final Fantasy XIV Character and plays it to the field.

There’s are plenty of cards to choose from.

Koana also has the ability to dull a Forward on command. The best thing about his ability is that you don’t have to send him to the Break Zone, a simple dull will do.

And from what I remember seeing, there are a couple of cards that need Koana on the field, in order to get the full effect.

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27-083R – Seifer

Look at Seifer, he’s telling you to “Bring it!” Cause he’s ready, even though he only has 4000 power, he’s ready to do some damage.

When he enters the field, he will Break one of your opponent’s Forwards. 2CP or less. But, if you have a witch on the field, it’ll go up to 5CP.

And let’s not forget his Special ability, where he will Break a Forward. Seifer won’t dull with this ability, so if you have plenty of Seifers in your hand and the CP to pay for it, you can Break as many Forwards as you please.

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27-084R – Thancred

Like we just mentioned earlier some cards need Koana on the field in order to get their full effect.

Thancred here is one such example.

When he enters the field, he will deal 4000 damage to a Forward, if Koana is on the field that damage becomes 7000.
We also have the ability to activate one FFXIV Forward that we control.

Meaning you can use Koana’s ability twice in the same turn. 2 dulls for the price of one.

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27-085L – Zoraal Ja

Now this is a card. Add this to your The Twelve deck, and you will be set to go.

Coming in at 3CP and 7000 power, Zoraal Ja gains +2000 power and Haste if you have at least 4 FFXIV Characters on the field.
And every time he attacks, you will Break one of your opponent’s Forwards.

And when you have received 5 points of damage, Zoraal Ja will break an additional Forward when he attacks.

Breaking 2 Forwards per attack is enough to slowly take down your opponent’s offenses.

Let’s not forget to add Hein in here as well, allowing Zoraal Ja to attack twice in one turn. Is that 4 broken Forwards if you have received 5 points of damage?

27-086H – Nine

We’ve been getting plenty of Cadets in recent sets, and Nine is top notch as always.

From the looks of it Cadets are tri-color, Fire/Wind/Lightning. And Nine is here to show you why.

When he enters the field, if you have a Fire Character, Nine will deal 9000 damage to a Forward, and if you have a Wind Character, Nine will activate all of your Backups.

Either one of these is great, but both together makes putting Nine in your deck, worth every CP you’ll pay for him.

What’s even better, is that if you have 5 Backups and use them to pay for Nine, Nine will become a free play.

And, that is something we here at Kardboard Korner love playing.

Full Arts please.

27-087C – Fujin

It always seems like Seifer, Fujin and Raijin are always on the verge of becoming a force to be, but they always seem to fall flat.

Fujin here, is a great Backup to Seifer and Raijin as she grants them +1000 power.

Is it enough to make them a top tier line up?

Not yet, But, they will one day.

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27-088C – Raijin

And, here is Raijin back to back.

Raijin comes in for 3 CP with 8000 power, plus the 1000 from Fujin we have 9000.

That’s all right so far.

When Raijin enters the field, he will deal 3000 damage to one of your opponent’s Forwards.

And, if you want more.

You can dull Fujin, and deal 5000 damage to one of your opponent’s Forwards.

Does this man that Raijin is using Fujin as a projectile?

27-089H – Ramuh

Well we did get one more Final Fantasy III Summon, I just thought that all six would have been FFIII.

Here we are, The Lord of Thunder is ready to deal 6000 damage to one of your opponent’s Forwards.

After that you will reveal the top 3 cards of your deck, and if you find another Ramuh there, you will add it to your hand, making Ramuh a free play.

Are there enough Ramuhs to make this something that we should build a deck around.

Yes, but is it worth making?

Everything is worth making. At least for one game.

27-090C – Dragoon

If you’re playing Dragoons, Dragoon is worth playing.

For it’s a Dragoon.

It will also let you reveal the top 2 cards of your deck, and if there is a Dragoon there you will add it to your hand.

Yes, this Dragoon will be sent to the Break Zone, but you will get another Dragoon that will take it’s place. Probably.

 

 

Electrifying Singles!