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Palom & Porom, The Twin Mages

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Dauntless twins. Prodigious mages in the making.

Twin mages with vast magic potential, Palom and Porom trained daily to perfect their skills under the guidance of the Elder. The disobedient Palom often skipped out on his training, which frequently led his more diligent sister Porom to berate him. After Cecil arrives in Mysidia, the twins join the Dark Knight’s part to secretly monitor him. Once they realize Cecil’s trustworthiness, they join him in his fight.

You never know what you’re going to get with these two. One minute they’re spies, the next they’re trying to save you.

 -Taken from the Ultimania

2-015H – Palom

I’m looking at this card and I’m wondering why isn’t anyone using this?

Palom comes in for 3CP with 6000 power. Now, if he comes into the field through the Break Zone, or through Search and Play, Palom deals a Forward 7000 damage.

Up to here, this isn’t a great card.

But, let’s take a look at Comet.

Deal your opponent 1 point of damage.

Comet. That is one hell of an S ability, and the cost isn’t much either. 1 Palom card, dull an active Porom and dull Palom. No extra CP or anything else.

This card is worth a shot, especially if you’re playing with the Twin Mages.

“Blizzard! And that, my friends is how it’s done!”

2-016R – Palom

Here we are.

The perfect card for the previous Palom.

For 1CP you get a Forward that will attack and deal 2000 damage to a Forward.

So far so good.

Now, if Palom damages your opponent, or that Forward that was damaged is put in the break Zone, you can put Palom into the Break Zone, search for another Palom and play it onto the field.

And, there are plenty of Paloms to choose from that have decent Enter the Field abilities. Most just deal damage to one of your opponent’s Forwards. If you play Palom 5-018L you’ll also draw a card.

Give it a shot.

2-135H – Porom

Just like Palom 2-015H, you would like to play Porom off of a Search and Play or from the Break Zone. When she comes in you will return a Forward to it’s owner’s hand. This could be one of your cards as well as it doesn’t specifically say your opponent’s Forwards.

And, the S ability, is meh. You’ll much rather play Palom’s Comet, but if you want to use Pyroblast, you’ll deal a Forward 8000 damage.

That’s about it.

“You would expect him to try a little harder to fool us, wouldn’t you?”

2-136R – Porom

I like this one better than the previous Porom as it gives some sort of protection to the Twin Mages.

Whenever they are targeted by your opponent’s Summons or abilities, you can return them to your hand, instead of breaking them.

You can also just send Porom into the Break Zone, and search for another Porom and play it onto the field. I would probably pick Porom 3-140R, as it activates all of your Forwards.

“It was almost like we’d gained an older brother.”

3-016H – Palom

I can see why this one isn’t being used as much.

Whenever a Forward is dealt damage, that damage increases by 1000. Yes, there are ways to offset this, by playing Maria (1-083H) who gives all of your Forwards +1000 power, but you can also just use a different Palom and keep that +1000 power.
But, we’re not talking about Maria.

Palom does have a decent S ability, that deals damage to 3 of your opponent’s Forwards. 1st one gets 6000 damage, 2nd gets 4000 damage and the third one gets 2000 damage. Add in the damage increase of 1000, and that gives you 7K, 5K and 3K.

You might be able to take out a few Forwards with this ability.

It’s worth a shot.

3-140R – Porom

This card is still playable.

For 4CP you can Activate all of your Forwards. It would be a good idea to keep Porom on hand, and when you think you can win the game, you can go all out with your Forwards. If you don’t manage to win it, then just play Porom and activate all of your Forward in Main Phase 2.

That way, at least you’ll have some blockers on the field.

This alone makes Porom worth playing. Plus you get a Meat Shield after it too.

Curaga, will protect one of your Forwards from damage dealt to it this turn.

“That repulsive brat is my twin brother, Palom.”

5-018L – Palom

This is a great card to play off of Palom 2-016R, and only if Porom is already on the field.

If not, I would suggest to play a different Palom.

Palom comes in, and deals a Forward 7000 damage. And if Palom is on the field you will also draw a card from your deck.
The ability isn’t that great, just deals 1000 damage to a Forward.

You’d think this card would be a lot better, considering it is a Legend.

“Your goody-two-shoes attitude is gettin’ old.”

5-135L – Porom

Hmm…

Just like Palom, I don’t see much use for this.

Porom comes in, you look at the top 3 cards of your deck, grab one and put the other 2 at the bottom.

Ok, that just makes Porom a 2 cost Forward, with 5000 power.

Only thing that might be worth it is Porom’s ability to cancel an action ability.

It’s like a Mini-Amaterasu. Just different.

“Right!”

8-041H – Palom

Here’s something different. Palom is ready to put a cog in your opponent’s gears. Especially if he comes in during your opponent’s turn as a response to anything that your opponent tries to do. How can you do this? Palom 2-016R. Yes, we’re throwing that card everywhere.

Palom will come in and you can both discard a card, you freeze on of your opponent’s Forwards, or you can dull all of their Backups. And, if you’re playing something along the lines of Turbo Discard, they won’t have any moves this turn.

Fire/Ice? It should work.

“Geez. Why are adults so pigheaded?”

9-115R – Porom

Here we have a miniature White Mage, whose sole purpose is to grab a Summon from your Break Zone.

This will also come off as an EX Burst.

Simple. Effective.

And you’ll have a tiny meat shield on the field ready to be sent to the Break zone at all times.

“Tellah, look after Cecil for us!”

11-121C – Porom

If you need to shuffle some cards in your hand, you should play Porom.

You’ll discard a card, and whether it is a Final Fantasy IV Character or not, will determine how many cards you will draw.

Maybe 1, maybe 2.

If it’s 2 you’ll discard another card from your hand.

It’s the old Switcharoo.

Porom also protects a Forward with her ability, which reduces the damage dealt to it, by 2000.

“Break!”

13-013C – Palom

“Cheap Backup with an enter the field ability. Needs Porom to be any good, but then there are a few other Palom cards I would rather play than this one.”

I don’t know if I was wrong on this card, but years later the Foil version of this card is going for a pretty penny.

And, when I look at it right now, I would say the same thing I said back then.

Go figure.

“Break!”

15-011L – Palom

Now this look interesting. Palom almost looks like George from Peppa Pig. The way he’s holding that Dinosaur, I mean Dragon. But the card looks interesting as well.

George … I mean Palom here, has an ability that gets stronger after a couple of turns. Palom gains 1EXP Counter at the end of each of your turns. With each EXP Counter Palom gains 1K power.

The longer Palom remains on the field the stronger he gets. I would say that this is a great turn 1 card.

And Palom’s ability. For a total cost of 0CP, Palom can deal either 2K damage or 8K damage to one of your opponents Forwards.

Yes, Please. I’ll take 3.

15-119L – Porom

“Porom here, getting an EXP Counter Every turn. And Every turn you can choose 1 Forward of 5CP or less and it loses all abilities. And at 3 EXP Counters it’s power becomes 1000.

After that you just use Palom (15-011L) and finish that Forward off. Just Like that.

It’s called Twincast.”

Basically, what that says.

More EXP, more breaks. Just like the game.

20-017R – Palom

Kind of looks like this card was drawn with MS Paint. And, I don’t mean that in a bad way.

At 2CP, Palom won’t steal the show this set, but it’s still a decent card if you got the Crystals. That’s why we need the Samurai reprint this set.

Palom will come in and deal a Forward 8000 damage, with the help of a Crystal.

I’m figuring Porom will have a similar enter the field ability, after that they can both be sent to the Break Zone to deal a Forward 10,000 damage.

“Be thankful that the Mysidian genius Palom is going to help you!”

20-113R – Porom

Lots of recycling here, Water should be called the Recycling Center today. Cards for cards.

We’ll give you a card and then you’ll give us a card back.

More like a trade center?

Anyway Palom’s twin sister Porom comes in or leaves the field, and you get to draw and discard 1 card.

If you discard a FFIV Character you can also get a Crystal. Two for the price of one.

21-098R – Palom

I’d say this is a pass.

There are far better Paloms out there.

Sure, this one is Lightning and deals 9000 damage to one of your opponent’s Forwards that cost 3 CP or less.

I’d say the only good thing about this card is that the ability can go off from an EX Burst. And, that’s about it.

Leave this one at home, unless your drafting. Then you might want to use it.

23-018R – Palom

Palom, one half of the twin mages.

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

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

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

“Grown-ups. They like trouble!”

23-110R – Porom

Porom, the other half of the twin mages.

Same thing here, Porom is a free play if you have Palom already on the field.

And, just like Porom she comes in with 5000 power.

When Porom comes in you can place 2 EXP Counters on a Forward, and that Forward gains a shield of sorts. Damage dealt to that Forward will be reduced by 2000.

You’ll be able to splash one or the other of these twins, as there is no cost to pay, if the other is on the field.

Looking for the Twins?

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Yang Fang Leiden

Level-headed monk with an indomitable will.

A monk and squadron leader from the kingdom of Fabul. He is the strongest monk in his nation and possesses a polite personality, making him quite popular among his people. Yang is attacked by monsters while training on Mt. Hobs and is saved by Ceil’s party. He joins them after learning that his country’s crystal is in danger. After the battle for the Wind Crystal, Yang continues to adventure with Cecil’s party and helps them overcome innumerable hardships. Yang’s personality is both serious and strict, but he is no match for his short-tempered wife.

-Taken from the Ultimania

After much training and trying to dodge his wife’s frying pan, Yang is ready for your decks.

Looking for Yang.?

2-090R – Yang

Yang, an 8000 power Forward that will gain more power with each additional Monk that is on the field. From Backups to Standard Units, you name it. Each Monk gives Yang +1000 power. And, if Yang’s power becomes more than 10,000 Yang will also gain Brave.

Sure, the 5CP you need to play Yang is a bit high, but you’ll be getting a nearly unstoppable Forward that will be wheeling and dealing damage throughout the entire game.

Simply put, just add Monks.

“Uhh…is it time for training already? Let me sleep a little longer.”

2-091C – Yang

The second Yang from Opus II.

This Yang plays like the other Yang, but slightly different.

If there is another Monk, Yang gains 2000 power and Brave. And, that’s it.

Yes, you can only raise Yang’s power once by 2000, but this Yang only costs 2CP compared to the 5CP of the Rare Yang.

Is this better?

Probably not, you’ll much rather spend an extra 3CP to play the other Yang.

“I see. Then I will most humbly accept whatever help you are willing to provide.”

3-095R – Yang

This is more like it.

Yang gains +1K and Brave if you control Ursula. Who’s Ursula? Yang’s daughter, but you’ll only see her in The After Years. Or was she a baby during the events of Final Fantasy IV?

Nope, she is first seen during Final Fantasy IV Interlude. But, we’re not here to talk about that.

When Yang enters the field, you can play Ursula from your hand on to the field. You’ll probably want to grab Ursula (11-064L) which will allow you to grab a 2 cost Monk from your Break Zone and play it onto the field. If you get lucky on turn 1, you can have 3 cards on the field for a whopping 4CP.

Then there’s Kick. Yang’s ability from Final Fantasy IV, where Yang does a Flying Kick to all the enemies, dealing them all damage which equals to half of Yang’s power.

This might be your starting point for a Monk’s deck.

“Ooh, time for training!”

5-095H – Yang

5CP for Hero Yang.

This time if you control 5 or more Earth Characters Yang gains +1ooo power and Brave. This is already not as good as the previous Yangs that we have seen.

The only saving grace to this card is that Yang cannot become dull by your opponent’s Summons of abilities.

Other than that, Yang is just a glorified Meat Shield.

With Brave.

“It has been an honor fighting with you.”

9-075R – Yang

Yang comes on and gives another Forward +2000 power and Brave. If that Forward is a Monk, it will also deal damage to one of your opponent’s Forwards equal to that Monk’s power.

After that Yang once again stays on the front line as a Meat Shield.

At least the artwork is good on this card.

Other than that, you’ll probably want to save that 4CP, and play something else.

“Achoooooooooooooo!”

13-064R – Yang

“If you’re playing Mon…. I already said that. Yang will give your Monks a boost.

High powered Forwards with Brave. Add Enna Kros (1-095R) and they will have an extra 1K.

I saw that Monks already took first place, and Yang was a part of that. ”

That’s what I wrote when Opus XIII came out.

At 1 point of damage Yang comes in, and you play a Monk from your hand. Which could be Ursula as we mentioned before, letting you grab a Monk from the Break Zone and playing it onto the field.

At 3 points of damage, Yang gives all the Monks +1000 power and Brave, making them all unstoppable .. Almost unstoppable.

“Lure the enemies here, then… Smash ’em!”

Where’s Yang?

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Edward Chris von Muir

The Sensitive prince gaining courage on his journey.

The Damcyan prince who prefers music to conflict. In the guise of a minstrel, Edward wanders from land to land. After meeting Tellah’s daughter Anna, he falls in love with her. Edward brings the girl back to his homeland, but loses her during the Baron army’s attack on Damcyan Castle. Lost in grief, Edward is unable to take action. Cecil reproaches him, inspiring Edward to join the Dark night on his quest. Edward finds courage on the journey, gradually shedding hi weaknesses and becoming a man unafraid to save his comrades

-Taken from the Ultimania

I remember I would just have Edward sing for every battle. Other than that he would just hide and let Cecil take care of everything. Let’s take a look at the cards throughout every Opus.

Looking for Edward?

2-030H – Edward

Well, I can see why no one uses this card anymore.

At 4CP Edward is a Backup that does nothing when he enters the field. His only saving grace is that you can dull a Forward for 2CP, and you can’t even use this ability when he enters the field.

Sure, you can constantly use his ability every turn to try and keep one of your opponent’s Forwards dull throughout the game, but there are much better options and hopefully much better Edwards.

This card is also a Hero.

“Anna, my love I … I will try. But, what would you have me do?”

2-031C – Edward

See, after reading the previous Edward, and now this one, I have to say that this one, the Common card of the two is a whole lot better than the Hero.

Why?

Because this Edward actually does something.

All the Forwards lose Haste for as long as Edward is on the field. No Forwards can gain Haste either.

Which stops all of the Haste Forwards from attacking as soon as they enter the field.

Now if Edward had a little bit more power, this card would have been fantastic.

But, Edward is still a blocker that can block any attack.

“I am the only one… the only one that can save them!”

3-029R – Edward

This is a little better.

The King of Damcyan. This is the only card that has that as his Job. There’s one more that just says King, and all the other’s say Bard.

At 3CP, Edward doesn’t do much, but he does have a couple of decent abilities.

The first ability makes your opponent discard a card from their hand. Which is good. Are you playing a discard deck? Edward will fit right in.

The second ability, won’t have much use, but it’s still there. Escape. It should have been called Hide.

Hide … I mean Escape just makes Edward invincible to your opponent’s Summon or abilities that choose him. But, there aren’t that many abilities that choose Backups, so this might not be as good as we originally thought it would be.

“Tell me you will not let your land suffer the same fate as ours.”

5-031H – Edward

Another 3 cost Backup.

This time Edward comes in and your opponent discards a card from their hand.

That is your instant gratification.

After that Edward is just itching to play his Harp, with his new hit single “Silent Verse”.

Silent Verse will cancel one of your opponent’s Summons.

This is still a good card to have on hand.

“Please! Listen!”

11-028R – Edward

Imagine your opponent having to discard a card every time he breaks one of your Forwards.

This is exactly what Edward’s ability will do.

Your opponent will discard a card, if they Break one of your Forwards during their Attack Phase.

One way around this is if they have no cards in hand during their Attack Phase, but that will leave them vulnerable during your turn, as they won’t have anyway to cast a Summon or pay for abilities.

Leaving you free to do whatever you want, with little to no defense on your opponent’s part.

This is one of the better Edwards if you ask me.

“You’re right. I’m nothing but a coward, just as you say. That’s why I’m just going to stay at Anna’s side. It doesn’t matter anymore … Nothing does!”

17-025C – Edward

If you always wanted to remove a card from your opponent’s Break Zone Edward here can help you.

For the cost of 2CP, you will receive a Backup that once per turn can Remove a card from the Break Zone. And that’s the best part. It’s once per turn. Not put Edwards into the Break Zone. Meaning you can use and reuse Edward’s ability as much as you’d like.

And, if you don’t need use it, you can always just dull Edward for CP.

Either way it’s a win win.

“I see… Sadly, I’m afraid I can’t let you have my Crystal.”

20-026C – Edward EX

The Spoony Bard is back again, as a Backup.

And with his trusty harp, he will take a dull Forward, and break it.

As long as your opponent has 2 Dull Forwards on the field, that is.

For 2CP, I’d say this is a good deal.

“There’s nothing to fear. Antlions are quite docile. They won’t attack humans.”

 

Where’s Edward?

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Tellah

The sage who sacrifices all to avenge his daughter.

– An old man who lived in the oasis town of Kaipo with his daughter, Anna. When Anna eloped with Prince Edward, he pursued the couple to Damcyan Castle. Anna was killed during an attack by the armies of Baron, and Tellah vowed revenge against Golbez and the Red Wings under his command. Tellah climbs Mount Ordeals to obtain the power to defeat his foe, mastering Meteor, the sealed magic of legend. When Tellah confronts Golbez in the Tower of Zot, he expends his life force to cast Meteor, perishing soon after.

Taken from the Ultimania.

Tellah gives us one of the most iconic quotes in Final Fantasy. “You spoony bard!”

And with that, we’ll look back on all of Tellah’s cards throughout the series.

“She was not your daughter! Her killer will die by my hand!”

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2-012R – Tellah

Tellah stays on the back line, just waiting to cast Meteor.

It doesn’t specifically say Meteor, but Tellah deals 9000 damage to a Forward, and he is put into the Break Zone.

You can actually recreate the scene from Final Fantasy IV, when Tellah casts Meteor on Golbez, which uses up all of Tellah’s energy that he doesn’t survive casting it.

And, that’s about it.

This might have been a good card when Opus II came out, but I don’t see anyone using this anymore.

“I shall avenge Anna with Meteor!”

5-015H – Tellah

For 3CP you get a Backup, that can deal 7000 damage to a Forward if you decide to break Tellah. Almost like the Opus II Tellah, Tellah does follow along the same lines as before, just slightly weaker.

I know, you’re going to say, but this Tellah is a Hero, and the other one is a Rare, how is this one weaker?

First off it costs less than the Opus II Tellah, and this Tellah has Recall.

With Recall, you get to deal at least 4000 damage to a Forward of your choosing. This damage can technically go up all the way to 44,000. It all depends on the top card of your deck. You’ll remove it from the game and deal 4000 x the cost of the card removed from the game.

You might get lucky you might not. But, imagine seeing the look on your opponent’s face if the top card of your deck is 14-075H Mont Leonis, or Chaos 16-129L. Sure, you don’t want to lose Chaos to this ability, but it might be worth it.

“I brought this… on myself… letting hate consume me so… please… avenge… Anna…”

13-026C – Tellah EX

“Use Ark (8-135H) to help pay for Tellah, Grab Ark back from the Break Zone. Next turn Dull Tellah, Discard Ark, put Tellah in the Break Zone.

Yell “You, Spoony Bard!!!”

Deal 30K Damage to one Forward.”

That’s what we wrote when Opus XIII came out, and I must say that, yes I would still write something along the same lines, so I’ll just leave it at that.

Looking for Tellah?

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Rydia of Mist

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An honest maiden, wise to the value of the heart.

A young summoner, able to call Eidolons from the Feymarch. Rydia bears hatred for Cecil, who indirectly killed her mother and set her village ablaze. But over time she is touched by the Dark Knight’s kindness, and opens her heart to him. Rydia is swallowed by Leviathan, king of the Eidolons, and is taken to the Feymarch, where time flows at a different rate. As a result, she matures into an adult in a very short time. Rydia rushes back to aid Cecil’s party when Golbez attacks them, rejoining their quest for the crystals.

-Taken from the Ultimania

You’ll first meet Rydia after you burned down her whole village, and as she is the sole survivor of Mist Village, she will attack you.

And with that, we’ll get into the cards.

“All that matters is what’s inside us. Isn’t that right, Cecil?”

2-094H – Rydia

Looking to add something a little extra to your Mono-Earth Summon Heavy deck? Well, look no further, Rydia here might be just what you’re looking for.

At 3CP, with a 7K body Rydia might not seem like much wight out the bat, but take a closer look at Gaia’s Wrath.

Gaia’s Wrath deals 7000 damage to every Forward on the field except for Earth Forwards. Which is why we said Mono-Earth.
Now, you’re probably wondering about the Summon Heavy part. Well that’s quite simple.

You can pay the (S) cost of Rydia’s ability with an Earth Summon, instead of another Rydia. Meaning, you might be able to cast Gaia’s Wrath once per turn.

You’ll eventually turn the tides in your favor with that.

“Enough! I can’t watch another person go off to die.”

2-095R – Rydia EX

After you’ve used all of your Summons, Rydia will go into the Feymarch (your Break Zone) and bring back a Summon for you.
Yes, it needs to be an Earth Summon.

And, yes this also comes off of an EX Burst.

And, yes you get this Backup for 4CP.

And, yes that’s about it.

“Coward, You’re a man, aren’t you? A grown man! Stop crying. I have.”

3-096R – Rydia

This one’s much better than the previous Rydia.

For 3CP you can search for any Summon that you’d like, and this Rydia only costs 3CP, making her total cost 1CP.

Sure, you can’t bring a Summon back from the Break Zone, but most of the time you probably won’t need to.

Unless the other 2 copies of that Summon end up in your Damage Zone.

“This battle is ours as much as anyone’s. Cecil said so himself. And having some Eidolons along can’t hurt, can it?”

9-077L -Rydia

Now this is a great card.

That is if you’re playing Summons.

Rydia comes in and you can look at the top 5 cards of your deck, If you find a Summon there you will cast it for free. And, there are a lot of High cost Summons that you can play.

Depending on what you find at the top of your deck, Rydia is the bargain that you’ve been looking for.

We’re not even done yet.

You can also use Rydia’s ability to look at the top X cards of your deck, and if you find a Summon that costs X or less you can cast it.

Yes, this one is more of a crap shoot, but once Rydia’s ability goes off when she enters the field, you’ll be in the money.

After that, everything else is extra.

You can probably just find a way to break Rydia, just to be able to play another Rydia.

“Think it’s sweet of you to say that, hotshot?”

11-083R/PR-051 – Rydia

Remember that time you were thinking of playing Monks, with Ursula and Yang?

Well, this is a card that you would have been playing if you did. And, if you didn’t, this is still a good Final Fantasy IV card.
Rydia gives all of the Final Fantasy IV Forwards, besides herself +1000 power and Brave.

And, if you play here after you already have 3 other FFIV Characters on the field, you can search for a 1 cost Summon, making her total cost 1.

Mono-Earth FFIV Monks with Cecil.

Plus there’s a whole lot of other FFIV Earth Characters that you can play.

Best thing is that you don’t need to limit yourself to Earth. I don’t even know why I started going on about Mono-Earth.

“I’m going to become a summoner just like my mother!”

13-065R – Rydia

“I don’t know if Rydia is cost effective. 6CP to play a summon without paying the cost. I’ll pass.”

I used to be terrible at this.

To be fair, I would probably say something along the same lines.

Unless there is a way to place Summon Counters on Rydia, this is a one trick pony.

I’d say you’re better off using that 6CP to play Opus IX Rydia.

I’ll leave it at that.

“Leave me alone! I hate you!”

15-083L – Rydia

Rydia already has self protection against Summons and abilities.

Rydia gains 2 Growth counters when she or another FFIV Character enters the field.

Rydia can cast a Summon once per turn by paying with Growth counters.

Rydia is a 2CP Forward.

Rydia is a Legend.

I like Rydia (15-083L)

“Are you mad?”

17-083C – Rydia

We all now that Raise is a high cost spell, and that is basically what Rydia is.

For 5CP, you can bring back a Forward that has just been broken, or knocked out, if you want to use the Raise term.

And, that is basically it. You get one chance to use Rydia, unless you have a way to get rid of her after she enters the field.

There are other ways to get a Forward back from the Break Zone, and Rydia is probably not the best one.

“Are you joking? It’s a miracle Zemus didn’t end up using you!”

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.

At least the art work is good.

“That was an awfully fast recovery.”

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.

It seams like they can’t top Opus IX Rydia, or Opus XV Rydia.

Looking for Rydia?