Posted on Leave a comment

From Nightmares – Earth Monsters Under Your Bed

19-052C – Undead Princess

Undead Princess is a cheap Forward to play that can block any attack. Even though she only has 2000 power, she can still block an attack to save you from taking damage.

But, Undead Princess I don’t think Undead Princess is meant to be played as a Forward. You can put her into the Break Zone to give a Forward +4000 power until the end of the turn.

And, once she is in the Break Zone, you can remove her from the game and give an Earth Forward +2000 until the end of the turn.

Undead Princess rises from the grave once again to give you a Buff.

19-053C – Vanille

This is a decent card.

When Vanille comes in, you can go through your opponents Break Zone and remove a card from there. Doesn’t matter which one, just grab a card and remove it. This is good when your opponent has a way of grabbing cards from the Break Zone.
What I really like though, is her ability.

When your opponent casts a Summon, you can dull Vanille, and if they don’t pay 2CP you can cancel the Summon.
Either way, if your opponent pays and it goes through or it gets canceled it is a win for you.

19-054C – Vincent

It looks like we’ve been getting more Vincents in the last couple of sets.

Theatrhythm Vincent is a Backup that deals 5000 damage to a Forward when he enters the field.

And, when you reach 3 points of damage, you can put him in the Break Zone and deal 7000 damage to a Forward.

I always like Backups that have a way to send themselves to the Break Zone, that way you can play another Backup with an enter the field ability.

19-055R – Eiko

Eiko is a Coupon Code. Instead of paying the cost to cast a Summon, you can just dull 3 active Summoners and cast the Summon. You can choose any Summon up to a cost of 7CP. That’s almost all the Summons in the game except for 5.

This also means you can play Summons that are out of your elements. As long as you have Summoners on the field, you are good to go.

Plus, Eiko is only 2CP.

 

19-056C – Graff

Are you playing Mono-Earth?

Then you should be playing Graff.

When he enters the field you can Break a Forward. Any one you’d like.

This effect will only go off if you only paid with Earth CP.

Still a good way to get rid of a pesky Forward.

 

19-057L – Kefka

You heard about Free Summons, what about a Free Forward?

Kefka, the Dancing Mad Mage, is here and he can be played for F-R-E-E.

Just like that if your opponent has 3 or more Forwards on the field, Kefka will come in for Free.

That means you can splash Kefka into any deck without worrying about finding a way to pay the cost as he will be free. Free like a bird, he’s going to fly straight onto the field with a 9K body.

Not only that, but when Kefka is sent to the Break Zone, you can play a Summon from your Break Zone for free as well.
That’s double the free, with no Crystal Points down.

And, let’s not forget about that Amano art.

Yes, I’ll take 3 please.

19-058R – Jenova SYNTHESIS

Big Body, Big ability, and a last name full of capitol letters. I meant CAPITOL letters.

Jenova Synt … SYNTHESIS (you have to yell it out to get the full effect.) comes in and deals damage to all the Forwards your opponent controls, If you have 5 Backups, it’ll be 8000. Pair this with From Nightmares Matoya, and you might have a board wipe.

5CP 9000 power. Could be useful

 

19-059R – Aster Protoflorian

You should be ready to pay 7CP to play Aster Protoflorian. If you don’t you might as well play a different card. You need to get both of his abilities off when he enters the field cause after that all he’ll do is be a decoration on your field.

He’ll also count as a Category XIII Character for certain abilities in the Starter Set.

 

 

 

 

19-060C – Animist

Animist doesn’t do much till you have 3 points of Damage.

Animist does have an ability that lets you play a Monster of 2CP or less straight to the field. That way you can play a Monster without worrying about paying the cost.

And, at 3 points of Damage when Animist enters the field, you can search for a Monster of 4CP or less and add it to your hand.

 

 

 

19-061H – Doga

Looking at the card it took me a second to realize that it was drawn from the top.

Doga will fit good into an Fire/Earth or Earth/Lightning Deck. Or any Earth deck if you have a way to produce Fire or Lightning CP.

When he enters the field, Doga allows you to discard a Summon for to Crystals. You can use those Crystals to cast his abilities. One is to deal 7000 damage to all of your opponents Forwards, the other is to Break a Forward.

As long as Doga stays active, this is a good card to play.

When I first read this card I was thinking how can you fit this into a deck, but then I remembered that there are Backups that pay for different elements. Let’s take Tyro for instance and Class Tenth Moogle.

19-062R – Nacht EX

If you’re Warping, Nacht is a cheap play. If not, he costs 6CP.

Nacht is basically an Opus VI Titan with a body. Once he enters the field you pick 2 Forwards. One of yours and one of your opponent’s, and they deal damage to each other. This ability also comes off of an EX Burst.

 

 

 

 

19-063H – Barret

This Barret can be put in the AVALANCHE deck, but is it a better card than the Barret that is mostly used?

Probably not, but it does have some good things going for it.

If you’re playing a lot of Multi-Element cards it could be of use as when you cast a Multi-Element card you’ll deal 4000 damage to all the Forwards your opponent controls.

After that when he is put into the Break Zone, you can search for a Forward other than Barret and add it to your hand.

19-064R – Fenrir

Your Earth Free Summon.

Free is free. So, you might as well play this.Break a Multi-Element Forward or Break a Light or Dark Forward. The choice is your when Fenrir is cast.

There’s some use for it against some decks, but what about the decks that don’t have Multi-Element Forwards or Light/Dark Forwards?

 

 

 

19-065C – The Deathlord

The Deathlord will bring you closer to your death.

Or something like that.

I thought I found a good Combo, but then I realized it said Characters so you can’t cast Fenrir.

But, you can pull out a Kefka from the Break Zone, and play him straight to the field, if your opponent has more than 3 Forwards on the field. Now the other card can be anything you’d like, but I’m pretty sure there is something good here.

And, I’m sure someone already figured it out.

19-066C – Behemoth

Monsters, Plenty of Monsters.

We like this Monster, well I do at least.

When Behemoth enters the field you can Stop a Forward. They won’t be able to attack or block until the end of the next turn. But, they will be able to cast abilities.

Behemoth can also become a Forward once per turn, for the cost of 1 Earth CP. A 7K body for 1CP isn’t bad at all. Sure you’ll need to pay each turn, but you’ll usually have an extra CP laying around.

19-067C – Monk

Here’s a quick buff to all your Forwards. +2000 power can go a long way, add in Enna Kros from Opus I and you’ll have a 3K buff. Not only that but, you can play up to 3. That means that, technically you can have a 7K buff for all your Forwards.

Is there a way to pull it off? Paying 12 CP in one turn?

Let’s see. 5 Backups plus 7 cards in your hand, 3 are Monks so that leaves 4. Those 4 cards in your hand will pay for 2 of the Monks, while the 5 CP from your Backups will pay for the third. And you have one Backup left, which you’ll probably have no use for.

It can happen. Is it worth it? Probably not, but it would be fun when you pull it off.

Oh, and if you pay for the Monk with 3 different elements, you can choose a Forward, and Monk and the other Forward will deal damage to each other, possibly breaking a Forward.

19-068R – Rydia

A 5 cost Backup, that searches for a Job Summoner, and a Summon.

Both need to be of different elements.

Other than that, the art looks good, almost reminds you of Amano’s work. Sort of.

Posted on Leave a comment

Resurgence of Power – Mixing Elements

18-107L – Akstar

A is for Akstar, and he learned the 3-step. I was surprised myself but it’s true. Akstar can dance the Waltz. Just look at all those 3s.

First off Akstar comes in and Dull/Freezes all the Forwards, including your own, that don’t cost 3CP.

When he comes in you can also play a 3 cost Ice or Fire Forward onto the field.

And when he attacks or enters the field you deal 1 Forward 3000 damage for all the 3 cost Forwards that you control.
That’s a whole lot of 3s. Even Akstar himself costs 3CP.

Are we getting new deck ideas, where every card in your hand costs 3CP? Can it work? Someone make this happen.

18-108H – Caius

It seems like Caius cards always have a drawback to them.

Sure, you can get a 2 cost 9K body, but you’ll have to discard your hand when he enters the field.

What can we do then?

Just play your whole hand, and then play Caius last.

Let’s look at his abilities. Whenever Caius attacks, you can either have your opponent discard a card, or double the damage Caius deals either to a Forward or your opponent.

He also comes in with Brave. I might have to try this card out and see how it works.

18-109C – Snow

Snow allows you to possibly cast an extra XIII card, when he enters the field and each time he attacks. Though, you’re not drawing the card, you’re actually removing it from the game, and if you don’t cast it this turn, you will lose it.

You basically have a 50/50 chance of casting or removing.

And, at 3 points of damage, Snow gains Haste and +3000 power.

 

 

18-110H – Xande

Ok, so, we’ll be playing Xande towards the end of our turn. Trying to get as many cards in the Break Zone so we can deal 9000 damage to as many Forwards as we possibly can. 4CP will already be 2 Characters. And if you play any other cards before hand, count those Characters as well.

You can also play Xande from the Break Zone, for the cost of 2CP and 5 Backups. Is it worth it? or are you better off just playing Xande from your hand?

Those 5 Backups are 5 Forwards that you can deal damage to.

 

18-111L – Basch

The question is, Is it worth 1 point of damage to search for a Fire or Earth Character?

I’m sure there are plenty of other cards that will search for the card that you’re looking for, without getting a point of damage.

3 points of damage, Basch gains +1000 power and Brave.

5 points of damage, when Basch attacks you deal 8000 damage to 1 Forward.

You do have an incentive to receive that 1 point of damage. Early on it might be a good idea to use it, but later on I would pass.

Or you can just not pay the extra cost, and play Basch as is.

18-112C – Leon

It looks like more and more cards are dealing you a point of damage.

Just how backed up to the wall do you want to be?

Sure, some cards excel when you’re fighting everything off at 6 points of damage, but why would you need to get there in order to hope that you win.

Anyways, Leon here comes in with Brave.

 

18-113H – Cid Haze

Cid comes in and gives you the ammunition to use his ability on the same turn that he comes in. Reducing the cost of casting your next card by 2. It doesn’t say it cannot become 0, so your next card could be free. After that you play 1 more card.

Once you’ve played your third card, and enter your Attack Phase, you choose 2 of your opponents Characters and you dull and Freeze them.

Farewell to the Blockers that your opponent has set up. At least for this turn.

 

18-114C – Maria

I would be trying to get Maria onto the field as soon as possible. And then just trying to find a way to send her to the Break Zone.

Worst thing that could happen is you block a Forward and your opponent discards a card.

Or, you block a Forward and activate all your Characters. Win/Win

 

 

18-115L – Melvien

I would put Melvien in the same category as Opus XVI Tidus. Even if she is put in the Break Zone, your opponent will never really be able to truly get rid of her.

Every time Melvien is put into the Break Zone, you can simply remove her from the game and put 2 Warp Counters on her. 2 turns later she comes back into the field.

And, every time she enters the field, you can Activate 2 of your Backups and Freeze up to 2 of your opponents Backups.
Not much else to say, but I like this card.

 

18-116L – Sephiroth

Kingdom Hearts Sephiroth is back. And, once again with Back Attack.

No, I didn’t plan that.

Sephiroth is coming, and he has entered Attack Mode. One Winged Angel, Demi-God, and whatever else you’d like to add.
When Sephiroth enters the field he Breaks 1 dull Forward.

And every time he attacks, your opponent will either discard 1 card, or you can Break a Forward of cost 2 or less.
Sephiroth will be leaving bodies left and right.

18-117H – Lightning

The Savior is here. For your deck, not your opponents.

Lightning comes in with Haste and starts attacking left and right, dulling, Breaking and dealing damage across the board leaving no Forward unscathed.

Well, that’s what we’re hoping for.

Every time Lightning attacks, you can pay 1CP to dull a Forward, and then pay 2CP to Break a dull Forward. Which in itself is a good reason to play this card.

I shall be trying out this card. At some point.

And if you don’t want to attack, you can use Lightning’s 3rd ability and have your opponent discard a card.

18-118C – Laguna

High cost to play Laguna, but he might be worth it.

When Laguna enters the field or attacks you can a) Deal an active Forward 5000 damage. or b) Dull a Forward.

I’m thinking there are plenty of cards that can chip away at multiple Forwards, chip damage is making a comeback. Or, maybe I’m just beginning to notice it. I can see FFVIII decks becoming stronger. Ever since Opus XVI. And now with Seifer, Fujin and Raijin, there should be plenty to play with.

Let’s not forget Satellite Laser. Well nothing to crazy, but you can deal 9000 damage to a Forward.

18-119C – Chelinka

Need to break some of these new Monsters that came out this set? Look no further than Chelinka. Chelinka Breaks a Monster when she enters the field.

You can throw her in the new Noctis deck and you’re set.

 

 

 

18-120H – Tifa

Tifa comes in a has Protect already cast on her, reducing the damage dealt to her by 2000. And, that’s a good thing. For when Tifa enters the field she goes 1-on-1 with another Forward. You can choose any Forward you would like.

Meteor Strike, is also pretty good in itself. You are able to deal 8000 damage to 3 Forwards. Cost might be a little high, but it can be worth it.

 

 

18-121L – Fran

I think I said earlier that Sky Pirates will be making a comeback. (Not in this post, probably in Wind.) And, Fran here proves it. Whenever Fran attacks, or enters the field, you can play a FF XII Character of cost 4 or less from your hand onto the field. And, Fran only costs 3CP!

Think about it, you’ll be able to build your offense faster than what you would have. A free card once per turn.

And if Balthier is on the field, Fran gains +1000 power and Brave.

Yes, I shall try out a Sky Pirate deck, all thanks to Fran.

Thank you, Fran.

18-122H – Vanille

2 cost Forward that can cancel an auto-ability. We can never have to many cards like this. Vanille is more of an insurance card. I don’t think you’d be attacking with Vanille unless you knew the attack will go through. But, you’re better off just keeping her active, in order to dull her, when an auto-ability goes off.

Sure, it won’t out right cancel it, your opponent will need to pay an extra 2CP for it to go through.

And when you’re done with Vanille, you can just chuck her to the Break Zone to grab a Backup.

18-123L – Sonon EX

Getting rid of your own Backups is always a plus. Especially when they come in do their on entry ability and then do nothing, but sit around.

Sonon comes in and allows you to remove 2 Backups instead of paying the cost. After that you can replay 2 new Backups and hopefully get another on entry ability.

He can also come in with Back Attack, although I don’t think I’ve ever seen anybody actually use Back Attack, but you can. You can even remove the 2 Backups during your opponents turn.

Sonon also comes in with an EX Burst, hopefully helping your Forward that is blocking or attacking overcome the other Forward.

I can see some use with Sonon.

18-124C – Billy Bob

Billy Bob comes in and let’s you grab a Forward from the Break Zone. Any Forward. Doesn’t have to be a certain Job, Element, or Category. A little different than Search your deck, but will still see plenty of use.

Best part is that Billy Bob is a Common.

After that Billy Bob just hangs out on the field with an 8K body.

 

 

18-125H – Onion Knight

Onion Knight has a lot going on for him.

First off he enters the field and either Breaks a damaged Forward, or return’s a Forward to your opponents hand. Either way your getting rid of one of your opponent’s Forwards.

The best thing though, when Onion Knight is put into the Break Zone, you can pay 1CP and search for another Onion Knight and play it onto the field.

Very Ultros if you ask me.

 

18-126L – Lightning

Another card that doesn’t want to go away.

After Lightning is sent to the Break Zone, you can pay the 2CP, remove a Lightning and an Odin from the Break Zone and then you can play Lightning onto the field.

Sure, it’s the same cost as paying Lightning on to the field, but what if you don’t have a Lightning in your hand. This way you can just simply play her, straight from the Break Zone.

She also comes in with Haste, dulls a Forward when she enters and you draw 1 card.

What’s not to like?

18-127C – Lilisette

Some of these Commons are actually really good.

Take Lilisette her, she Breaks a low cost Forward when she enters the field.

After that she can dance. And, boy does she dance. Once she’s done with her Sensual Dance, your opponents Forwards will all be week at the knees, and will have lost some of there power. Some will have lost it all.

 

 

18-128H – Arciela

How many of your cards do you want to show your opponent?

Depending on the answer, you can either deal 7000 damage to a Forward, draw a card, or both.

But do you really want to show your opponent your hand just to cast the abilities?

I think I’ll take a pass on this one.

 

18-129C – Jecht

Jecht is just a Common, but we already said we have some good Commons this set. This is another one. Once he enters the field you can pay the extra cost and give Jecht Haste, Brave and First Strike. With the 9000 body he can lay waste to a Forward, or deal your opponent a point of damage.

We also have Jecht Beam, that deals a Forward 8000 damage.

Decent card.

 

18-130L – Firion

Low cost, low power. But, if you have at least 5 Characters on the field Firion, gains Haste and whenever he attacks you draw a card.

I don’t know if you’ll be attacking much with Firion, but you can discard a card and give him +2000 power. Depending on what element the card is you can either give Firion First Strike, or activate him.

Not the greatest Legend, but could see some use.

Posted on Leave a comment

Resurgence of Power : On Earth

18-052H – Ahriman

Ahriman comes in and breaks any Forward that you choose. Besides Multi-Element. For a 4 cost Monster that can turn into a Forward, this card is good.

Of course, you can only turn Ahriman into a Forward if you already have a Forward with a 9K body on the field.

Shouldn’t be too hard with Earth.

 

18-053C – Delusory Knight

1 cost Forward with 3000 power.

Cheap and effective as a blocker, simply to thwart your opponents attacks.

But, you can also just put Delusory Knight in the Break Zone and give another character protection in that it cannot be broken.

If you got an extra spot why not try it out?

18-054L – Galuf

Coming in with Brave, and 8000 power. Galuf is able to Break a Forward every time he attacks.

And if that’s not enough Fire Power, maybe you need more for some Forwards, he gains 3000 power at 3 points of damage. And, if that still isn’t enough you can remove 3 cards from the Break Zone and give him an additional 3000 power. That’s a total of 14,000 power. There’s not a Forward that can withstand that kind of damage, unless they have buffs, but even then it’s still hard to come by.

 

18-055R – Krile EX

Just lost a card you need to the Break Zone?

Have no fear, Krile here will grab that card back. But, only if it’s a Summon or a Category V Forward.

If you’re playing Krile you’re probably already playing a FFV themed deck for the most part.

I had her in my Pre-Release event and did use her quite a bit.

18-056C – Cait Sith (XI)

Here’s another card almost like Krile.

Cait Sith comes in a lets you grab a Forward from your Break Zone. Any Forward not just a certain Category. But, he doesn’t have the EX Burst like Krile does.

Other than that, Cait Sith is a little more useful after he’s been played. At 3 points of Damage he can produce CP of any element. Where Krile, after she comes in pretty much just sits there.

 

18-057C – Kolka

Simple, yet effective for what Kolka does.

One he enters the field, you can discard a Forward from your hand. After that you deal damage equal to the amount of power that Forward has to a Forward of your choosing.

Maybe you’ll be able to Break a Forward, maybe not.

Might be useful in certain situations.

18-058R – Serafie

A Forward that searches for a Forward when she enters the field. Well not just any Forward, Serafie searches for Tama. And there are 4 different Tamas.

For easiness let’s say you pick this Opus’s Tama. When he enters the field Serafie gains a Gem Counter. Not just for Tama, but for any Forward of cost 2 or less.

Why is that important? If Tama has 2 Gem Counters on her, you can remove them to draw a card.

 

18-059R – Tama

“Tama Can’t Attack,
Tama can’t Block.
Only thing about him is the way that he walks”

He can’t be chosen by Summons or abilities either.

What he can do is cancel one of your opponents Summons or abilities when they are targeting one of your Forwards.

Like a Mini-Amaterasu.

18-060H – Daisy

A meat shield if I do say so myself. Daisy is a better Paladin than Cecil.

Considering that with Warring Spirit and 3 points of Damage, your opponent will have to deal 40,000 damage to Daisy to Break her.

They’re whole front line, all the Summons and all their abilities might not be enough to take Daisy down.

This is where Cait Sith (XI) comes in, as he is able to bring her back from the Break Zone.

18-061R – Tilika EX

Simple Forward that allows you to gain Crystals.

If you need Crystals Tilika is the right card for you, as he allows you to gain a Crystal once per turn.

You can even gain a Crystal off an EX Burst.

Tilika will soon be selling Crystals on the corner in Rebena Te Ra.

18-062R – Nayo

Where did all these AVALANCHE Operatives comes form? I really should finish the FFVII Remake at some point.

Let’s see. Nayo is a decent backup who allows you to give 1 Forward either Brave, or an additional Job. And if you don’t like either of those options you can always just dull Nayo for a Crystal Point.

 

 

18-063C – Hashmal

Earth’s 1 cost Summon, that gives 1 of your Forwards +7000 power.

Now if you decide to pay the extra cost and remove 10 earth cards from the Break Zone, all your Forwards gain +7000 power.
Not too bad, considering most of the cards in your Break Zone are useless.

 

 

18-064 – Geomancer

Discard Geomancer, draw a card. And, that’s about it.

Cheap Backup to play.

 

 

 

18-065C – Polk

Polk looks like he’ll be a decent addition to the AVALANCHE deck. He easily allows you to grab an AVALANCHE Operative from the Break Zone.

Just lost Jesse to the Break Zone grab her back with Polk, Barret too for that matter. Along with the rest of the AVALANCHE cast.

Best part, is that Polk can remove himself from the field. Just use his ability to grant a Forward +2000 power and you’ll be able to recast Polk and get another AVALANCHE Operative from the Break Zone.

18-066C – Beastmaster

Yes, this card is a little interesting.

Considering you can play 3 Beastmasters, That means you can actually cast stop on up to 3 Forwards your opponent controls. While constantly being able to Stop they’re Forwards from attacking or blocking. Those 3 Forwards can be a big chunk of their line, it could also be their whole line.

These cards are definitely worth looking into.

 

18-067C – Yumcax

Here I thought this was a Monster, but nope just a Forward.

Can come in with Warp. No special abilities when he enters the field, but Yumcax has some protection on him, reducing all damage cast on him by 2000. Meaning you’ll have to hit him for 11000 to send Yumcax to the Break Zone.

And, at 3 points of Damage, Yumcax gains Brave and if Yumcax is put in the Break Zone, you get to draw 1 card.

 

18-068R – Rikku

Earth has plenty of ways to help you splash different elements into your deck. Rikku here does just that. If all your Backups are Earth, Rikku enters the field and allows them to produce CP of and Element, which is good.

No more needing specific Backups to help you pay for everything not when you have Earth Backups.

It used to be that only Tyro and Shantotto can produce any element, Rikku has opened the flood gates of CP as … well you know.

Plus she’s a Forward, you might need to find a way to protect her.

I’d say we’ll be seeing this card a lot.

Let’s not forget when you cast a Multi-Element Forward, you can grab an Earth Forward from your Break Zone.

Posted on Leave a comment

Resurgence of Power – Starter Thoughts

18-131S – Iedolas

6CP to play a 4CP Fire Forward from the Break Zone. Iedolas will technically cost you 2CP to play. I’m sure you can find plenty 4 cost Fire Forwards with on entry abilities to make Iedolas a great card to play.

After that you can have Iedolas as a Backup until you want to use his ability to deal 7000 damage to a Forward.

 

 

18-132S – Ravus

Captain! Captain?

Ravus here might be a good choice to use with Iedolas, if there are already a couple of Captains in your Break Zone. Deal a Forward 10K Damage and hopefully you’ll break it.

If not, Ravus does gain +1000 Power at 3 points of Damage. Add Opus I Lebraeu and he’ll be a 10K Forward.

 

18-133S – Ignis

Ignis is here to give Noctis and Co. protection from your opponent’s abilities. And technically give them Brave. As all the Characters are activated every time Ignis or Noctis attacks.

You’ll have plenty of CP available to you for Main Phase 2 and your opponents turn as all your Backups will be active.

So, play plenty of Backups.

 

18-134S – Prompto

This is a nice card. If you have the whole party out, Prompto is a 2CP/8K with Haste, and every time he attacks you get to draw 2 cards.

Along with Ignis’ protection from abilities, you can probably add Opus I Maria and your opponent will have a hard time getting rid of Prompto.

 

 

18-135S – Gladiolus

Gladiolus might not have Cyclone, but he can attack for up to 12K just from having Noctis on the field. And if you do, Gladiolus will only cost you 2CP.

At 3 points of Damage Gladiolus gains Brave.

Good blocker to have on hand.

 

 

18-136S – Titan

Hmm?

Well, you cast Titan remove a card a Forward from the Break Zone and deal damage to one of your opponents Forwards for the power of the removed Forward.

I might be missing something here, but I believe there are better Summons.

 

18-137S – Aranea EX

Haste, First Strike and the ability to break 2 of your opponents Forward when she enters. All this for 6CP.

Aranea is more like a Summon that sticks around after it has been cast.

Sure you can keep her on hand until you decide to use her when you get 5 points of Damage. Or you can keep Opus VIII Rinoa on hand and bounce her.

 

18-138S – Glauca

This is an interesting one. Just a regular card until he enters the Break Zone. Where he allows you to search for 2 Captains.

You don’t even need to wait for your opponent to send him there, you can put him in the Break Zone whenever you’d like, and you’ll Dull 2 of your opponents Forwards for doing so.

 

 

18-139S – Noctis EX

Search for a Retainer.

Play that Retainer and deal Damage equal to it’s power to one of your opponents Forwards. But this ability isn’t limited to the Job Class Retainer. It can be used for any Wind or Earth Forward.

Only downfall, which isn’t really a Downfall is that it can only be used once per turn.

 

18-140S – Ardyn

Coming in with Brave and a 9K body Ardyn would be a decent card without his ability. But, with that ability you can play a number of cards for a measly 1CP.

Imagine playing Iedolas or Aranea for 1 CP. And that’s just 2 cards that came in this deck.

I can see decks being made around this card.

Posted on Leave a comment

Opinion on Starters : Rebellion’s Call

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.

 

 

17-132S -Zemus

Kind of plays like Don Corneo from a couple Opus back.

But, as before to remove 7 or 1 cards from your deck is quite the number.

Unless you’re sure you’re going to win this game, it’s best to avoid using these abilities. But, you’re playing Fire. Go on Aggro yourself ahead and hope for the best.

 

17-133S – Scarmiglione

Interesting.

If you’re playing against a Mono-build this card is a perfect choice. If not, it’s still a good choice.

Scarmiglione comes in and you pick an element. Scarmiglione becomes twice as strong against that element.

And, Blood Tap? Yes that damage will increase as well. It’s a Special ability and since you don’t need to dull Scarmiglione, you can keep using it till you run out of Scarmigliones. With this one there are a total of 4 different Scarmiglione. Multiply that by 3, and you can see how many times you’ll be able to use Blood Tap.

17-134S – Baigan EX

Not much here, but Baigan does allow you to search for Golbez.

After that you can put Baigan into the Break Zone to break a Forward.

4CP/8K power. Average card.

 

 

17-135S – Edge

Same thing with Scarmiglione. Edge has an ability that triggers when he enters the field. Depending on how many FFIV Characters you have on the field, Edge can break a Forward. You can quite easily pick apart your opponent using Mirage over and over.

Plenty of Edges to keep on hand for this ability.

 

 

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.

 

 

 

17-137S – Rydia

Search for a couple of Summons, one gets tossed to the Break Zone by your opponent.

After that each time you cast a Summon, you might be able to break one of your opponents Forwards. Especially if they are high cost Summons.

 

 

 

17-138S – Rosa

Decent card, better card if Cecil is on the field.

Even though Rosa is a Forward, she plays like a Backup, casting White Magic on your Forwards. Activate and a buff. All for a total of 0CP. You know you’ll be using her ability each turn.

 

 

17-139S – Cecil

There are better Cecils, but every time I say that, someone comes up with a way that makes this one even better than the other ones.

So, I’ll just say that Cecil here can have up to 10K Power with Brave.

That and if you dull your FFIV Characters, you can dull Forwards and deal damage and stuff.

 

17-140S – Golbez

Same thing with Cecil, but Golbez can act like a Summon as well.

Which unless you’re searching for another Golbez I don’t see the point in not paying the 2CP and keeping Golbez on the field.

But, you might say 6CP is a lot to pay for this card. But so is the 7CP Odin and all he does is break a card.