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Opus XIV : Earth Review

14-058C – Dark Knight

Play this card and deal yourself 1 point of Damage. If you already have 4 points of Damage, you might as well play this card as 5 points of Damage will give this card Brave.

You’ll have a 9K body with Brave, for a measly 3CP.

Just don’t play this card when you have 6 points of Damage.

 

 

14-059R – Wol

Opus V Wol is better all around. The only reason you’ll play this card is to play anther MOBIUS Forward from your hand at no cost.

At 3 points of Damage he becomes something like a Diet Opus V Wol. It’s similar, but just not the same.

 

 

14-060R – Carbuncle EX

Mono-Earth? Sure, +2K Buff to all the Forwards, and a free card. You’ll becoming out +1 on this transaction.

 

 

 

 

14-061H – Calbrena

Add this one to the Same deck as Carbuncle. Give me Mono Earth and a 9K Calbrena to knock off your socks. And if Calbrena gets broken for whatever reason. You can put her back together by discarding an Earth Backup.

Yes, Please and Thank you!

 

 

14-062L – Titan, Lord of Crags

It looks like Earth has a Diet Shantotto as well, but this one deals your opponent 1 point of Damage as well. I take that back. This card is just as good as Shantotto, just a little different. And this one is also a Forward. Titan can’t break himself, so he’ll be free to attack if he wipes the board.

 

 

 

14-063C – Chichu

Not as good as the other Monsters in this set, with Monster Counters. But, being able to give a Forward +2K power for each Monster Counter on Chichu, might be good.

Did I mention I know a guy named Chichu?

 

 

 

14-064R – Kitone EX

Hmm, War of the Visions has a great Backup. Just the on entry ability is great, you’ll be able to stop a powerful forward in it’s tracks. For one turn at least.

And, “Dream Within a Dream”, 4K Damage to one Forward, and you can recast it, with a single Earth Crystal Point, without paying the S cost.

 

 

 

14-065L – Cloud

Is this the chase card for the set? FFVII, Cloud, Legend, Full Art, they all come together in this one card.

I mean, just look at this card. If your opponent controls any Forwards, Cloud gains 2K. If your opponent didn’t have any Forwards, you wouldn’t need to play Cloud. You could have gotten the job done with Choobo (2-060C)

When Cloud attacks, choose one Forward and that Forward has to Block this turn. So, you can start picking off pesky Forwards that you want to get rid of.

Finally, discard a FFVII card and Cloud gains +1K and he can’t be chosen by Summons or abilities.

At the end of the day, Cloud is an 11K Forward that deals Mass Destruction with his Cross-Slash. Even though there is no ability names Cross-Slash on the card.

14-066C – Kobold

Activate Kobold, each time a Primal enters the field. You can also dull Kobold and give a Forward +1K power. And then activate him and repeat when another Primal enters the field.

I’m guessing not so much.

 

 

14-067H – Shantotto

Made for Earth/Wind decks.

Well thank you Captain Obvious.

Now, is the 5CP worth it to potentially draw another 2 cards?

 

 

14-068C – Dark Elf

Only way to Break this card is with a precise 8000 damage.

Now if you find a way to buff him up to a 9K body, he is unbeatable.

“Kobold, I was wrong about you, come back.”

 

 

14-069R – Noctis

The Prince is back, as a backup.

4CP to grab a XV Forward from the Break Zone and play it onto the field. Sounds like a good deal to me. You can actually grab another Noctis (12-121R) who in turn will let you grab another XV Forward, other than Noctis, from the Break Zone.

You’ll actually gain a Crystal point by doing this. I don’t know if it’s efficient but, it’s something you can do.

 

14-070C – Ba’Gamnan

Time to get rid of that pesky forward you can’t get rid of. Force it to block and attack him with your strongest Forward.
14-071C – Paladin

Don’t like the cards you just drew? Just play Paladin with those 2 cards and hopefully get something better. And if that doesn’t work, Dull and Break and hopefully you’ll get something better once again.

 

14-072R – Hojo

Hojo finally makes his appearance. And he comes with an experiment. A trade off where you can change a Forward you control with a Forward from your Break Zone. Only stipulation is that it’s cost needs to be inferior to the one you removed from the game.

Play a Forward with an upon entry ability, once it’s played out recycle the Forward.

 

 

14-073R – Muraga Fennes EX

At first I thought this card was a Summon. It would have been a decent card if it was. But, now that I’ve seen that it’s a Forward it makes it very playable. I would keep this card on hand, to bring back a forward that has just been broken.

 

 

 

14-074C – Monk

If you’re playing Monks you’re playing this card. And, if you’re playing Monks, you’re playing Sophie (13-119L).

You’ll have plenty of Earth Forwards on the field, so this card should read. When Monk enters the field, choose 1 Forward opponent controls. Break it.

 

 

14-075H – Mont Leonis

For 11CP – 1CP for each Forward you control you can play 1 Earth Forward of Cost 6 or less from your Break Zone.

Now this wouldn’t be one of the first cards you play, but later on in the game when you’ll have 5 Earth Backups, and a bunch of Forwards on the field, you might just play 2CP for Mont.

I thought Mont would have had some synergy with Macherie, but I was wrong.

Oh, well.

14-076C – Lich (IX)

Discard one card Job Chaos and deal one forward 8000 damage. Is it worth it? I’m sure there are Summons that can do this more efficiently. But, for a common I’ll take it.

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Sophie’s Choice

Another great card here, as we move on with our Card of the Week. Sophie a Monk that packs a Punch. But, why is she carrying a weapon?

On the the card.

2CP – Earth/Water
Forward
Job : Monk
Category : Mobius
Legend
4000 Power

“For each Earth Forward other than Sophie you control, Sophie gains +2000 power.

For each Water Forward other than Sophie you control, Sophie gains +2000 power.

At the end of each of your turns, if Sophie has 10000 power or more, draw 1 card and Sophie deals your opponent 1 point of damage.”

At 2CP, this card is a no brainer. And with those abilities, she’s deadly. starting at 4K, but each Earth or Water forward gives her +2K. You can just throw her in a deck with Vikings and call it a day. Now if you control 3 other Forwards that are either Earth or Water, she’ll have 10K. And, at 10K she deals your opponent 1 point of Damage at the end of the turn. Your turn, and your opponents. The game will pretty much take care of itself if you just pass and defend Sophie.

We already said Leila (6-126R) and Vikings, namely Viking (4-133C). You play Leila for 4CP grab a Viking out of your Break Zone and play it onto the field. That takes care of 2 Forwards. Sarah (MOBIUS) (13-118C) would also be a good choice as you can use her first ability when she enters and have Sophie get rid of a pesky Forward your opponent controls.

The quicker you can get Sophie on the field, the quicker you’ll be heading towards victory.

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The Leo King

Here come the King. King Leo, or just Leo as the text says on the card. Hailing from Crystal Chronicles. Kind of gives you an idea on what to play.

On to the Stats.

1CP/Earth
Forward
Job : King
Category : FFCC
3000 Power
Legend

At 1CP, you should be able to play Leo whenever you need to.

“When Leo enters the field, place 1 Kingdom Counter on Leo for each Category FFCC Character you control.

(1)(D), remove X Kingdom Counters from Leo, Choose 1 Forward other than Card Name Leo, Light or Dark in your Break Zone. If its cost is X, play it onto the field. You can only use this ability during your turn and only once per turn.”

The plan would be to play Leo, give him Haste, and have him play the card from the Break Zone onto the field. But, you’ll need to make sure you have enough Category FFCC Characters on the field.

Then attack with Leo for an easy break, and replay him to get another big body on the field. As long as it’s not Leo, or a Light or Dark card, you can play anything you want. Bhunivelze (13-062H) comes to mind right away. Feolthanos (10-098L), Behemoth K (13-079L) are both good choices as well. And if you can get some of these cards on back to back turns, you are very likely to be in a good position.

Now, what are some good FFCC cards to pair with Leo?

Let’s find some searchers. Epitav (6-067R) and Kolka (7-069C) will both let you search for Leo. While Luminous Puma (8-080C) will allow you to grab Leo from the Break Zone. You might as well grab Larkeicus (9-076H) to be able to grab Luminous Puma from the Break Zone or to search for him.

And, since Luminous Puma is a 5 cost, might as well add Mira (4-137L) to the mix. And when Luminous Puma is put from the field into the Break Zone, you can search for a Luminous Puma and add it to your hand. You can add all sorts of Monsters. Especially ones that turn into Forwards.

Now, I think it would be a great idea to play Tyro ((11-072R), as he can also search for Leo, but he will also allow you to dull for any color CP. Allowing you to play any element that you’d like. As all the FFCC Forwards are different elements, this will allow you to bring all the Crystal Chronicles characters into the game for Leo to use his ability. Go ahead and play that Yuri/Chelinka Combo from Opus VII.

You might also want to add Sara (13-093H) to the mix as she will allow you to search for royalty.

Do you think Leo will survive the Opus, and be a card worth playing? Let us know in the comments.

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Opus XIII – Starter Review

13-129S – Philia

Philia is a Monster. But, plays a Forward. There’s a good chance that when Philia enters the field, you’ll most likely have a board wipe. But with Philia’s ability that cancels the Damage dealt by abilities, Philia will be left all alone on the field. But, you will receive 1 point of Damage for your effort.

Now if you have a backup that can give Philia Haste, you will have a free shot at your opponent.

 

 

13-130S – Ran’jit

Unless you’re playing with at least 4 backups, I think Ran’jit is a bit too expensive.

 

 

 

 

 

13-131S – Emet-Selch

4CP to find and play a Forward. Not bad. Now let’s see. What backups did this deck have? Not any good ones. But, I’m sure there’s plenty of 4CP Backups that Emet-Selch can look for.

I think the other Emet-Selch (12-024H) is a better play.

 

 

 

13-132S – Titania

Now this is a card I like. 2CP/8K. Cheap to play with a great on entry ability. Only stipulation is that you have a Forward, a Backup, a Summon, and a Monster in your Break Zone before you can play Titania.

 

 

 

 

13-133S – The Crystal Exarch

The Crystal Exarch is a Forward that keeps on giving. And, the more the match goes on, the more she’ll give. If that makes any sense. And at 5 points of Damage you’ll most likely be breaking a Forward, every time The Crystal Exarch attacks. Which should be all the time. And the Full Art. Beautiful card.

 

 

 

13-134S – Y’shtola

If you’re playing Scions, you’ll get to grab a Forward from your Break Zone and play it straight to the field, depending on how many Scions you have, will determine the card.
I don’t see much play with this card, as there are plenty of options to choose from. I do like Y’shtola (12-119L) better. Perhaps that’s just my style of play. And, I am not good. I just love the cards.

 

 

 

13-135S – Urianger EX

2CP to possibly grab another XIV Character. Not bad, and you can always just use him as a blocker just to replay him.

 

 

 

 

13-136S – Thancred

I like this Thancred. Every time another Scion enters the field, Thancred gains +2K and Brave. Haste, too, if it’s on the same turn Thancred comes in. You’ll usually have a 10K body with Brave to throw around.

And Blasting Zone, will let you Break a Forward without even trying too hard.

 

 

 

13-137S – Innocence

9K with Brave, these Forwards get beefier with every set. And the two abilities Innocence has will send your opponent in a downward spiral. Especially of they’re discarding 2 cards each turn.

 

 

 

 

13-138S – The Oracle of Light

Do you have a Scions deck that needs more power? Well, have I got a card for you. The Oracle of Light here, will give all your Scions +2K. An Upgrade from the mere +1K most Backups give. Not only that The Oracle of Light is also a Forward, but does not count as a Scion.

When The Oracle of Light is broken, you can Remove her from the game and play a Scion from the Break Zone on to the field Dull.

I’ll take 3, Please.

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Opus XIII – Multi-Element Review

13-105R – Lasswell

Your opponent discards a card, and you get to deal extra damage every time a Fire or Ice Forward attacks.

Will go perfect in a Fire/Ice VI Deck

 

 

 

13-106H – Onion Knight

You can just keep recycling Onion Knight, every time he is put into the Break Zone. Plus, deal 9K Damage to three Forwards, by removing 3 Onion Knights from the Break Zone. Doesn’t even have to be this Onion Knight. You could remove any of them, including the 1CP Onion Knights from Opus X.

 

 

 

13-107C – Cater

Most of the time, you will only be using the first ability. Activate 3 Backups to either use the other Backup’s ability, or to add more bodies on the field.

 

 

 

 

13-108L – Llednar

Talk about a way to get your opponent to Discard 2 Cards. And, then you still need to deal with Llednar. Add this to Marche/Ritz and you have a good chance at winning.

 

 

 

 

13-109R – Hope

Freeze and Activate, either way this card packs a punch. Dull a card it is now Frozen.
This is one of the better Hope cards. If not the best one yet. Even beats out the Opus IV Hope (4-068H)

 

 

 

 

13-110H – Unei

Let your opponent pick their poison. They get to choose which Summon you’ll cast.
As for Holy, Holy Moly!!!

Deal a dull Forward 20K Damage. That’s sure to knock anyone out. Even Behemoth K (13-079L). Sacrificing Unei is a worth getting rid of Behemoth K.

 

 

 

13-111C – Delita

This Delita would go well in the Tactics Deck. Although you’ll end up playing 4 different colors, but with Tyro (11-072R) You shouldn’t have a problem getting around that.

 

 

 

 

13-112L – White Tiger l’Cie Nimbus

If you’re playing Ice/Earth, sure. But, I believe Genesis (3-033L) would be a better play.

 

 

 

 

 

13-113R – Gudon

Yes, Please and Thank You.

This card should not be a Rare, it should be at least a Hero.
Brave – Check
Attack twice – Check
Doesn’t Dull – Check

What more can you ask for.

 

13-114H – Kunshira

Early in the game this card is a Beast. 2CP/9K with Haste. And Tempest Spellblade? Add in Behemoth K, and another 44 cards. Doesn’t matter what the other cards will be. You have a winner here.

And, it’s only a Hero

 

 

 

13-115L Golbez

How fast can you get yourself to 6 Damage, and how many Archfiends will you have in your hand? Considering there’s only 4, it’s up to you to find out which one is the best one when your playing with your back against the wall. That’s when we play our best. High risk, high reward.

Technically, you can search for four Forwards of 2CP, and all four of the Archfiends have a variation that is a 2 cost. You won’t even need them to be in your hand as you can just search for them and play them.

Just play all four from this set, and you should be good to go. Definitely worth a try.

13-116C – Lightning

2CP/5K is OK, but other than have her search for Odin, Lightning (5-116H) is a much better play in my opinion.

 

 

 

 

13-117R – Wol

+2K to all Mobius Forwards, plus a way to grab Mobius characters from the Break Zone. This Wol might give Wol (5-075L) a run for his money.

 

 

 

 

13-118C – Sarah (MOBIUS)

Decent card for 2CP, you can either Break a Forward, or Draw a card.

 

 

 

 

 

13-119L – Sophie

This is the card Sarah (Mobius) (13-118C) was made to be paired with. As Sophie gains 2K power for each Earth or Water Forward on the field, you can easily bulk her up to 10K in which she will be able to defeat all Forwards. Minus one or 2.

The real treat comes at the end of the turn. If Sophie has 10K Power or more, you get to Draw a card and your opponent gets 1 point of Damage.

Watch out for that EX Burst.

 

13-120H – Doga

You’ll get 3 cards back if you discard Summons to play Doga. And, with those 3 Summons in your Break Zone, Doga gains 1K.

That would be enough to play him, but there’s more.

9 Summons in your Break Zone means you can cast a Summon when Doga attacks.

 

 

13-121R – Ramza

If you’re playing a Tactics Deck, Ramza seems like he’ll be a good card. Choosing which 2 cards your opponent can choose from in which they have to discard 1.

If you’re not playing Tactics, this Ramza is too expensive, and there are plenty of other Ramza’s to choose from.

 

 

 

13-122H – Aldore Emperor

Most of the time, you’ll be Breaking at least 1 Forward. At Damage 5 it’ll be 2 Forwards. Is the 5CP worth it? I’ll say … Yes. After you’re done with the abilities, you’ll still have a 9K body on the field.

 

 

 

 

13-123L – Nine

If you’re playing Cadets this is a no brainer. You don’t even need to pay the cost to play Nine. Just Dull 2 Cadet Forwards, one Lightning and one Fire, and you have a 9K body to throw around. And every time Nine attacks for 9K, his ability comes into play and one of your opponents Forwards loses 2K for each Class Zero Cadet that you control.

Nine for 9K. Sounds like a special

Nine here, and Cinque (13-007R), shall be the basis of my new Cadets Deck.

 

13-124C – Noel

Hey, might as well use this card to give Nine (13-123L) Haste and 2K. And it’s not just because I’m excited about Nine.

 

 

 

 

13-125R – Yuzuki

Fire, Water, Burn. Have all your Fire Forwards be Damage Free from abilities, and reducing Damage to Water Forwards by 2K.

Does Yuzuki count as both a Fire and a Water Forward?

Not a Cadet but could be a good addition.

 

 

13-126C – Ultimecia

Either way you’ll have an advantage. As you can bring back a card to your hand and recast it for it’s on entry ability. At 2CP it’s a good card to keep on hand.

 

 

 

 

13-127H – Chime

Yes, and if you have enough CP to play this twice in one turn, than Ultimecia (13-126C), will work out well. Dull and Freeze 2 Forwards, and Return another 2 to your opponents hand. There’s a good chance you’ll have a couple of free shots. And, who doesn’t like Free.

 

 

 

13-128L – Celestia

Your opponent will think twice before casting a Summon on your Ice Characters, as it will cause one of there Cards to Dull and Freeze. Just having Celestia on the field should cause your opponent to play a little more cautiously.