28-039H – Warrior of Light
For 4CP, Warrior of light will come on in, revealing the top 5 cards of your deck, and playing a Wind Character 2CP or less on to the field.
That’s a good start.
Warrior of Light doesn’t really shine until later in the game.
When you have 5 Wind Backups on the field, Warrior of Light will gain +4000 power, and the ability to not be targeted by your opponent’s abilities.
That’s a 9k body, ready to attack, ready to block, ready to take on Chaos!
28-040C – Sky Samurai
For 2CP and Crystal, Sky Samurai is a great card to play.
First off, she cannot be blocked by a Forward that costs 4CP or more.
Secondly, you can pay a Crystal and give her +3000 power and Haste, meaning she can attack as soon as she enters the field.
And, that is all you need to know.
Now go play this card alongside Warrior of Light.
28-041C – Edge
Coming in like a Ninja with Back Attack!
Edge enters the field and deals 4000 damage to a Forward. And since he can come in during your opponent’s turn, Edge can hit the Forward that is attacking for 4000 damage. He probably won’t break that Forward, but it should be enough for your Blocker to Break it.
And if you have received 5 points of damage, whenever Edge deals damage to a Forward the damage increases by 4000, making his enter the field ability deal 8000 damage to a Forward.
And whenever Edge attacks, his damage becomes 11,000!
28-042C – Scholar
Gain 2 Crystals.
We’re just going to Copy/Paste again.
“Here we go, a Crystal Generator.
One when Scholar comes in, and one when you use the ability to send her to the Break Zone.
Simple.
Easy to understand.
Not much else going on here.”
28-043R – Gi Nattak
4CP, 8000 power.
Formerly of Cosmo Canyon. But, technically he still lives there.
Gi Nattak has a great ability. Everytime Gi Nattak is dealt damage, you will choose one of your opponent’s Forwards, and cast Doom on it. That Doom counter will break that Forward at the end of your opponent’s turn.
They’ll think twice about trying to get rid of him, or even blocking him for that matter.
He’s not just a Forward, He’s a Gi.
Yeah, that was terrible.
28-044H – Edward
You see this, Edward’s harp is finally working.
At the end of your turn, Edwards will Activate one of your Forwards. It’s like Brave, but different.
And then we have Hastemarch.
Activate all of your Characters. As long as you have two active Wind Backups, and another Edward in your hand, you will be able to Activate all of your Characters during your opponent’s turn. That way even if you miscalculate your plan, and went all out but failed. Edward can give you that second chance.
28-045R – Zack
How does a Wind Forward from your Break Zone sound?
Zack comes on in and you can grab that Wind Forward, add it to your hand. And this ability also comes off of an EX Burst. So, you don’t even need to pay 5CP for it, as you might get lucky.
That is not all. Not at all.
You see, Zack also has another ability that reduces the cost of Wind Forwards by 2CP. Yes, it does cost 1 Wind CP for this ability, but you’re getting a discount. 2 cost Forwards now cost 1CP.
It’s like a Buy One Get One Free! On 2 cost Wind Forwards. But not at the same time. One for this turn and one for next turn.
28-046C- Zidane
Zidane comes in, looks at the top 5 cards of your deck and grabs a low cost card. 2CP or less.
If you do find one, congratulations, you just paid 1CP for a Backup.
You’ll say, yes but what else does Zidane do.
Remember that pesky Forward or Summon that you had trouble with, and you finally sent it to the Break Zone? You can use Zidane’s second ability to remove that card from the game.
And since you’ll be getting rid of Zidane, you will now be able to play another Backup.
28-047C – Summoner
A 2 cost Summoner that will produce CP until you need to grab a Summon from your Break Zone.
Not a bad deal, plus Summoner is one of the few Summons that can get rid of themselves.
Will this Summoner see much use? That depends on what Summons you have in your Break Zone.
I could see a couple of these in a few decks.
28-048H – Sylph
2CP to draw a card.
Add in a Crystal and you can protect one of your Forwards from your opponent’s abilities.
Not bad.
With the 2CP that you get back, you’ll be paying for Sylph with just a Crystal.
Sylph will come in clutch.
28-049R – Cluckatrice
Activate a Forward at the end of your turn.
Not just one turn, all of your turns.
This might actually be Edward’s pet from another universe. Yeah, I made that up.
And, Cluckatrice also becomes a Forward with 6000 power.
Now if they only made this card into a Full Art …
28-050C – Paine
First off, I will say, I never had Paine as a White Mage.
Ok let’s see here.
At the end of your turns, you can reveal the top card of your deck. And if you find a Final Fantasy X Forward there, you can add it to your hand.
Also, at the end of your turns, you can put Paine into the Break Zone, and play another Paine from your hand on to the field.
We have 8 to choose from. And, I’m guessing that sooner or later, we’re going to get a High Cost Paine, that will pair perfectly with this one.
28-051R – Black Cat
You feel lucky?
Black Cat comes in and you can play a 3 cost Character from your hand on to the field. The Bad News? Your opponent gets to do the same thing.
If they don’t have any cards in their hand, you have nothing to worry about.
And, when you’ve received three points of damage, Black Cat will also grab a Character from the Break Zone.
Meaning that you’re actually coming out +2CP.
And, with 8000 power she’ll be sticking around the field for a bit.
28-052L – Marche
This is the first good Marche that we’ve gotten since Opus XI.
And, how good this Marche is depends on how many Backups are on your field. Let’s not forget about Crystals, Marche likes Crystals this time around.
If you have 2 Backups MArche gains +1000 power and Haste.
If you have 5 Backups MArche can’t be blocked by Forwards that cost 3CP or more.
I can just leave that like this, and you’ll agree with me. But, we’re not done.
When Marche deals damage to your opponent, you can pay a Crystal, and when you do, you will draw 2 cards.
I can’t wait to see Ritz’s card.
28-053C – Maria
Oh, well this is interesting.
Maria comes in and searches for a Final Fantasy II Forward and plays it to the field.
And, that is it.
Now, if you decide to search for Guy (28-004C), once he enters the field, you will search for a Warrior or a Rebel and add it to your hand. And, Maria will turn into a Free Play. And, we all like Free Plays.
28-054L – Yuffie
You can call this a Combo Play. And, the best thing is that you only need one card to do it.
Yuffie comes in and you will Remove 2 cards from your opponent’s Break Zone from the game. You will then gain 2 Crystals.
Once those Crystals are in your hand, you can then use a Crystal to give Yuffie +1000 power and Haste.
You can then use Yuffie to attack your opponent and strike them with 9000 power, which is usually more than enough to break a Forward.
Another Crystal can be used to grant Yuffie protection from your opponent’s abilities, and 2 Crystals can be used to deal a Forward 8000 damage.
We’re going to need a bigger Crystal Generator.
28-055H – Richt
Are the Warriors of the Crystals coming back.
It sure looks like it, and they’re going to become a lot stronger.
Take Richt for example.
When he enters the field, you can pay the extra Crystal and grab a 2 cost Backup from your Break Zone and play it on to the field.
Not only that, but whenever Richt attacks, you will activate 2 of your Backups.
I haven’t seen so much activation in a set since Opus XIV.
28-056C – Leon
I mean, why would you play this card. What am I not seeing?
Leon comes in for 2CP, but if you don’t have Maria on the field or pay an extra 2CP, Leon is sent to the Break Zone.
Sure Leon might have an 8K body, but he is useless.
Wasn’t there a card that said “when one of your Forwards is put into the Break Zone”?
28-057R – Red XIII
I don’t know if you see it, but I do.
It’s March 13th. Or Marche/XIII.
It’s meant to be. Red XIII will be forming a party with Marche, and then Red XIII will be looking at the top 3 cards of your deck, adding a Final Fantasy VII Character to your hand each time. And, Marche will be dealing damage, and if it hit’s your opponent, you will also draw 2 cards.
Look at that, 3 new cards to start your Main Phase 2.
Yes, there’s a chance you’ll whiff, but we’re looking on the bright side.




















Midnight Madness: The Dreamlike Oceans Prerelease Guide!
It’s been a wild week at the shop! We’ve been steadily restocking our TCGPlayer and eBay stores, but I’ve noticed a pattern: as soon as the “List” button is hit, the cards are out the door within 24 hours.
Flea Market Finds: Elfen Lied
A Early Valentine’s Gift for You ❤️