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Hidden Trials – By Fire

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3-001C – Garland

What a way to start off the set.

A 2 cost Backup that when Garland enters the field, you gain control of one of your opponents Forwards.

Sure, you’ll only have control of that Forward until the end of the turn, but, it is a good way to spoil your opponent’s plans and attack with that Forward, where they’ll either block it and send it to the Break Zone, or you’ll break the blocking Forward, or you’ll deal them a point of Damage.

I’ll take 3 of these.

Now, where did I put that card that recycles Backups? I can’t even remember which one it was.

23-002L – Caius

Caius is making a comeback, and he’s forming a Tag Team with Bahamut. Any Bahamut will do, as Caius will enter the field, you’ll search for Bahamut, and cast Bahamut right away. Most Likely that Bahamut will be a Free Play. As all Bahamuts cost 5CP or less with the exception of the Opus I Bahamut which costs 9CP.

You can play that one for 2CP, if you have Fang on the field, 19-131S or 19-020R, as both of these reduce the cost to cast Bahamut by 2.

Other than that you can cast Raise on Caius as he enters the Break Zone, for the small price of discarding 3 cards from your hand, Caius can came back to the field.

Even Yeul couldn’t see that one coming.

23-003C – Kain

Haste, and First Strike?

Kain is ready to strike!

Remember when we were talking about an all Haste deck? Well, Kain here is the perfect fir for it. Cause, every time he attacks, all of the Forwards with Haste or First Strike gain +2000 power.

Your opponent won’t know what to block, when to block, who to block, where to block, and most importantly, how to block.

Double Jump, is just a regular Jump attack, if it was double, Kain would be dealing damage to 2 Forwards.

23-004R – Kefka

First off, this is a great looking card. Almost reminds you of some Amano art.

Second off, Kefka is here to wreak Havoc on your opponent. Every time he attacks, Kefka deals 4000 damage to one of your opponent’s Forwards.

But, you’ll want to wait until you have 5 points of damage to play Kefka. Cause when you do, Kefka comes in with Haste, +2000 power, and whenever Kefka deals damage to your opponent, or to a Forward they control, you will double the damage Kefka deals to them.

That means 2 cards in the Damage Zone. And, when he attacks, it’s 8000 damage to that Forward that you choose and at least 14,000 damage to the Forward that will block Kefka.

When your back is against the wall, Kefka will do what Kefka does best.

I’ll take 3 Full Arts, Por Favor.

23-005R – Golbez

I don’t know how Golbez is just a Rare.

Golbez has 3 abilities to choose from, each one is better than the other.

Deal 5000 damage to all of your opponent’s Forwards. Break a Forward. And, the one I like the most, Grab a Forward from your Break Zone.

You can start building decks with all different cards, EDH style, and if a Forward ends up in the Break Zone, just use Golbez to grab it back.

All you need to do is protect Golbez, and you’ll never miss a card. Unless it ends up in the Damage Zone, but we have a way to grab cards from there as well.

23-006R – Soulcage

For 2CP you get a Forward with 9000 power. Is there a sale on Soulcage, cause that is dirt cheap. You can’t even get a deal like that at the Goodwill anymore!

Yes, Soulcage is a Monster, and yes, you need another Monster on the field for Soulcage to become a Forward, but that’s not a hard thing to do. Especially with all of these Monster decks that are going around.

And, when you put Soulcage into the Break Zone, you can remove it from the game, and grab a Monster from your Break Zone and add that one to your hand. It’s a win-win.

 

23-007C/15-007C – Samurai

Just Copy/Paste from what we wrote for Dawn of Heroes.

“What? A reprint? I wasn’t expecting that. Let’s see what we wrote when Crystal Dominion came out.

“Exchanging 2CP for a Crystal.

Seems like an even trade. Now to find what we’re going to use these Crystals for?

Samurai has no abilities, that consume Crystals, but there are plenty other cards that do. Samurai’s job is to give you a Crystal and then hopefully you’ll find a way to Break Samurai so you can play your real Backups. ”

Huh? What was I even writing, I had to edit it to make sense. In my defense, we didn’t know what Crystals would be doing back then. … Half the time I still don’t know.

Because apparently, if you actually read the card Samurai can put itself in the Break Zone.”

23-008H – Zidane

Free Zidane!

You play Zidane, and once he enters the field you get to search for 2 FFIX Forwards and, add them to your hand. And, that’s great, you can get rid of him right after, because he only has 5000 power, but that’s still enough to block one of your opponents attacks.

If we get some decent FFIX cards, Zidane would be one of the first cards you would throw into a IX deck.

 

 

23-009H – Zorn & Thorn

Zorn & Thorn, we have a Tag Team right here, going for the World Heavyweight Tag Team Championship Belts.

And how are they going to do that?

It’s simple, they pick their own opponents. Zorn & Thorn attack and they get to pick the Forward that will block them. Over and over. All you need is to give them a buff, and they’ll be that much better.

And, if they are finally sent to the Break Zone, they turn into a Monster. Not a giant monster, just a Monster that costs 2CP or less.

I like it.

It’s kind of like Zorn & Thorn transform into Meltigemini.

Who would have thought?

23-010C – SOLDIER Candidate

First Strike.

I know I’ve seen a SOLDIER Candidates in another element, now I’m wondering if there is one in every element, and if they are all the same. Only one way to find out.

If you have a couple of Standard Unit Forwards in your Break Zone, SOLDIER Candidate gains +3000 power.

Now, the real question is, if it’s only for this SOLDIER Candidate, or all of the SOLDIER Candidates.

I wonder if they met Zack?

23-011L – Terra EX

One of my playmats has the same artwork. If you haven’t seen it, it is a beautiful sight. Terra riding the Magitek Armor ready to … well you should know. I won’t spoil it.

Terra comes in and you can grab a Summon from your Break Zone. then you can cast this Summon for 2CP less than what it costs to normally cast it. You also grab a Summon from your Break Zone when Terra is put into the Break Zone. Making Terra’s final cost a whopping 1CP.

Terra only has 5000 power, but the reason you’ll play her is solely for the reason that, when she is on the field, your opponent cannot remove the Summons in your Break Zone from the game.

And, that is it.

Protect the Summons! Protect the Espers!

23-012C – Tifa

What are those? Maracas?

3CP, 7Kpower and the ability to deal 2000 damage to a Forward every time Tifa attacks.

Let’s not forget about the Crystal you gain whenever Tifa damages a Forward that is sent to the Break Zone.

And, with that Crystal, Tifa gains +2000 power and Haste, giving her a total of 9000 power.

For 3CP, that’s not bad at all. Sure there are better Tifas, but this one also has it’s uses.

23-013C – Morrow

Morrow is a Backup now?

You won’t be playing Morrow, if you have received anything less than 5 points of Damage.

This is a card that you’ll most likely play alongside Kefka (23-004R) As they both shine once you have received 5 points of Damage.

Morrow comes in and deals a Forward 9000 damage.

He’s like a Mini-Summon. Plus, Morrow only costs 1CP.

If this would have been a Forward it would have been twice as better.

23-014H – Nelapa

What?

This is your Summon control.

Your opponent will think twice about casting a Summon, when Nelapa is on the field.

Cause if they do, Nelapa will deal 10,000 damage to a Forward of your choosing, and also deal your opponent 1 point of damage.

With that being said, I can see Nelapa thrown into any deck that deals with Fire. I mean why wouldn’t you. There should be a card that hardly sees any play in that deck anyway.

I’ll take 3 Foil copies.

23-015C – Notsugo

Is it Not-sugo or No-tsugo?

A 1 cost Monster that sacrifices itself and another Monster to deal 9000 damage to one of your opponents Forwards.

Simple and straight to the point.

It might be worth playing in certain situations.

 

23-016R – Bahamut

This is the Bahamut you’re supposed to play with Caius.

You can play this Bahamut, and many other Bahamuts free of charge if you grab him when Caius enters the field.
Removal at it’s finest.

Not just 1 but 2 Forwards are to be removed from the game.

The first one just needs to have 9000 power or less, and the second one should already be in your opponent’s Break Zone.

For a Free card this is great.

23-017C – Parai

Parai searches for a Final Fantasy Legends Character. And, he only costs 2CP.

But, there’s always a but, Parai will deal you one point of damage.

Is it worth it?

Depends on if you have Kefka and Morrow ready to go once you reach 5 points of Damage.

Maybe yes, Maybe no.

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.

 

23-019C – Monk

A one hit wonder.

How big is that one hit?

Depends on how many Backups you control one Monk enters the field.

If you have 5 Backups, that hit will be a whopping 8000 damage dealt to one of your opponent’s Forwards.

If not then it’ll be a measly 4000.

That’s not that bad. There are plenty of Forwards that will go down with a 4K shot.

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Hidden Hope – Electricity, Hopefully?

22-073L – Ultimecia

Lightning is starting off with a wonderful card.

Ultimecia protects all the cards in your Break Zone, not allowing your opponent to remove them from the game, which is good, because if you have at least 15 cards in your Break Zone, you will be able to choose 1 of your opponent’s Forwards and take control of it.

Any Forward that you like.

You might also want to stock up an a couple of different variations of Ultimecia as well for Maelstrom. Ultimecia’s ability is great as you don’t need to dull Ultimecia as part of the cost. That means you can keep casting Maelstrom as long as you have an extra Ultimecia on hand. That’s a Forward that loses 10k power everytime you cast Maelstrom.

Ultimecia will do plenty of damage.

22-074R – Alba EX

Here’s another card for that Warrior of Darkness deck.

Alba, coming in at 3CP with a 7K body. When Alba enters the field due to an ability, namely Nacht (22-067L) you get to choose one of your opponent’s Forwards with a cost of 4 or less, and send it to the Break Zone.

Also, when she enters the field, she gives one of your Warriors of Darkness, Haste.

Pretty decent if you ask me, and plays well with the other Warriors of Darkness.

 

 

22-075H – Edea

The Witch, the Sorceress, Edea.

Edea comes into the field, and let’s you search for a Final Fantasy VIII Forward. Searchers are always good, and when it comes from a Forward it makes it even better, because that card will still have some use even after you searched for the Forward.

Edea comes with an 8k body. Which is great.

And another ability that causes one of your opponent’s Forwards to lose 4000 power. 8000 if you have 10 cards in your Break Zone.

Only downside is that you have to discard the top 2 cards of your deck to use this ability, and you don’t know which cards those will be.

22-076R – Odin

3 cost Summon, that breaks a 3, or a 4 cost, Forward or Monster.

Well that is what Odin is known for. Coming down riding his horse from the sky, whipping out Excalibur, and slicing the enemy in half, for an instant K.O.

Plus, if you only paid the cost with Backups you draw a card, making Odin cost just 1CP.

It wouldn’t hurt to have 1 or 2 of these in your deck.

 

 

22-077H – Garuda (III)

Garuda comes in, and you get to pick a number. And after that you’ll get to deal 8000 damage to all of the Forwards that their CP cost is the same as the number you’ve chosen. So, don’t go picking a random number, make sure there are Forwards on the field that have that number as their CP cost.

This is actually a good way to get rid of a bunch of Forwards that came in due to an ability by let’s say Golbez (1-135L). You’ll be able to get rid of all the 2 cost Forwards that just came in. Plus the other 2 cost Forwards that were already on the field.

And the Crystal ability. For the cost of 2 Crystals, you can deal 8000 damage to a Forward of your choosing.

You can’t go wrong with Garuda.

22-078C – Sice

1CP or 3CP or 3CPO?

Either way Sice is a great card. Especially if you can get her in for 1CP. Which you probably will, because the Class Zero Cadets usually come out all together.

Sice enters the field, and depending on how many Class Zero Cadets you have on the field, Sice will sen that Forward to the Break Zone.

And after that, she’ll stick around as an extra body.

I’ll take 3. Simple and effective. Let’s just find a way to bounce Sice a couple of times per turn. I’m sure there must be a way.

22-079L – Seifer

The other Gunblade Wielder.

When Seifer comes in, you can put the top 2 cards of your deck in the Break Zone and, you’ll be able to grab a Final Fantasy VIII Forward from your Break Zone. It’s like paying 4CP to grab that card that you just lost, and you don’t even need to have the extra 4CP in your hand.

Seifer starts to shine when you have at least 10 cards in your Break Zone. Because when you do, every time Seifer attacks, you get to send one of your opponent’s Forwards to the Break Zone. Slowly thinning the enemies front lines, to make it easier for your attacks to go through.

This might be the best Seifer yet.

22-080C – Selkie

The card that let’s you look at the top card of your deck.

If you like it, you can keep it there.

If you don’t send it to the bottom of your deck.

Selkie is part of this set’s Common Card for all elements. Meaning that each Element has this card.

If you need more information. We’ll just Copy/Paste once again.

“Simple, basic and straight to the point.

Selkie comes in for 1CP and allows you to look at the top card of your deck. If you like it you can keep it there. If not send it to the bottom of your deck.

It does have plenty of benefits.

Depending on what you see there, your game plan will change for this turn.

Do you see an EX Burst that will cause plenty of damage to your opponent. Leave it there and take a point of Damage. Do you see the card you need to put your plan into motion, play that card that allows you to draw a card.

Worst case is that you don’t like the card, and you can just recycle it to the bottom.”

22-081R – Diana

“Dirty Dianaaaaa, Nah”

Is it just me or is Diana actually doing one of Michael Jacksons moves?

Woo!

3CP for a 7K body, but you won’t be paying 3CP, because if you do, Diana won’t do much.

Instead you shall play Nacht, look for Diana and another 2 Warriors of Darkness. And, once Nacht attacks, you will play Diana from your hand, and draw a card at the same time. Giving you +2CP when she enters the field due to Nacht’s ability.

After that, you can dull a Warrior of Darkness, and dull a Forward. Any Forward, including yours, which can be like a cancel effect, if your opponent plays a card that says something along the lines of Break an active Forward.

I must say, I like it.

“I know your every move
So won’t you just let me be”

22-082C – Drace

Did you ever find yourself looking for a searcher, the searches for a low cost Forward?

Well if you did, Drace is the right card for you.

Because Drace let’s you search for a Forward that costs 2CP or less.

It’s a great Backup to have.

Only thing that would make Drace better is his cost was 2CP, but then he wouldn’t be a Common.

I’ll take it.

22-083C – Ninja

A ninja with Haste.

For 2CP you can have yourself a great Forward.

Sure, Ninja only has 4000 power, but if you have a couple Standard Unit Backups on the field, Ninja also gains 4000 power, making her total power 8000.

2CP for an 8k body is great in my book.

Now all we have to do is find a couple of Backups that will compliment her.

22-084R – Fujin

If you’re playing Seifer, then Fujin is a must have.

Once you have 10 cards in your Break Zone,which is where you will want to be if you are playing Seifer. Fujin gives Seifer and Raijin, and herself +2000 power and First Strike. Which is great combined with Seifer’s ability to Break a Forward whenever he attacks.

And when Fujin is put from the deck into the Break Zone, you can play Fujin onto the field. So, those abilities that require you to put the top 2 cards of your deck into the Break Zone, have a little upside to them.

The only thing I don’t like with Fujin is the extra cost required when she enters the field, which is the top 2 cards of your deck.

22-085C – Moth Slasher

For 2CP this is a great card.

A Monster that turns into a Forward that searches for itself when it is sent to the Break Zone, and plays itself for free.

What’s not to like.

And, at 3 points of damage Moth Slasher has an 8k body.

Of course you’re putting this in your deck, why wouldn’t you.

22-086C – Yaag Rosch

Yaag Rosch is the protector of Backups, excluding himself.

And, that’s pretty much it. There aren’t even that many cards that can break a Backup.

So, we’ll just talk about the artwork. It’s gorgeous, simple yet it portrays Yaag Rosch perfectly.

We just have to ask him one question.

“Why So Serious?”

Yeah, I’m just trying to take up space here.

22-087R – Raijin

And, finally the last Disciplinary Committee Member.

Now that we have the trio out, we can see what these cards all do together as a team, the Disciplinary Committee.

Same as before you need 10 cards in the Break Zone for everything to work.

Raijin gives the other 2 and himself +2000 power and Haste.

That gives Seifer 11,000 power and Fujin and Raijin 9000 power. Making these 3 a force to be reckoned with. (No wonder Squall and Co. always had trouble with the Disciplinary Committee.)

And, same as before again, If Raijin is put from your deck into the Break Zone, you can play him straight onto the field. But, you’ll have to pay the cost of putting the top 2 cards of your deck into the Break Zone.

Now I do see why these cards are like this. If you’re lucky enough you can have all three members on the field, in one play. And then you’ll be taking everyone on a a little ride as you’ll be breaking Forwards when Seifer attacks, and Fujin and Raijin will just stand around as your blockers, while Seifer gets the job done.

22-088C -Rygdea

I always thought Rygdea was part of the Cavalry.

Rygdea comes in and you get to choose one of 2 abilities. Either break a Forward, 2CP or less, or grab a Lightning character from the Break Zone.

Both are pretty good abilities, I do prefer the second one, but there shall be times you will want to break that pesky Forward that is sitting on the front lines.

This might be a good addition to the FFXIII Custom Starter Set.

 

 

22-089C – Dragoon

Add another Dragoon to the Back line. This one isn’t half bad.

Dragoon enters the field and gives a Forward +3000 power and First Strike.

After that you can pay the cost, discard a Lightning card, put dragoon into the Break Zone, break a 5CP Forward, Play Rygdea, grab Dragoon from the Break Zone, and start all over again.

I mean it could work, but there are better ways than this to Break a Forward.

With Dragoons though, I’d say the second ability is just a bonus.

22-090H – Lulu

How many Summons do you need in your deck in order for Lulu to be effective?

Because if your take away that ability you really don’t have much going on here.

Just a 2 cost Forward with 5000 power.

Maybe I’m missing something, because the cards I don’t think are good, end up becoming great.

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Hidden Hope – Earth Has Hope

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22-055H – Vossler EX

Did you ever need a card that searches for a King?

Well Vossler here can give you a hand. The Captain comes in a searches for a King, making the 4 cost Vossler a total of 2CP.
And, that is not all.

Every time Vossler attacks, you can then play a Forward and reduce the cost of that Forward by 2CP.

Vossler is a great card to have on the field, making the Forwards you play during Main Phase 2 a lot cheaper.

At the end of the day, you’ll still have an 8k body on the field.

This is a great card if you’re playing a deck that has some royalty in it. You can probably just throw Vossler in the Noctis starter deck, and you’ll be good to go.

22-056R – Exdeath EX

Exdeath with an Ex Burst, makes him EX-Exdeath.

When Exdeath enters the field, Exdeath will take a dull Forward and remove it from the game. Just like -“Spoiler Alert”- Exdeath removed Galuf from Final Fantasy V. End Spoiler

Good thing is that this also comes off as an EX Burst, as Exdeath will be able to get rid of that Forward that just attacked. Combine this with Lilty (22-072C) just to see if Exdeath is coming up next. And, if he is you can choose to let the next damage come through just so you can use his Ex Burst.

22-057R – Carbuncle

This Summon is your backup plan.

Carbuncle dulls one of your Characters and grants it protection.

That Character cannot be broken, and cannot be chosen by your opponent’s Summon or abilities. Making that Character Unbreakable.

When you get this card in your hand tell your opponent to do their worst, because it will just fall flat.

At least for one of their plays.

And if you only paid the cost with Backups, you get to draw a card.

Now if you find a way to activate that Character you can still use it as if it was never dull, and still have that protection on it.

22-058H – Qator Bashtar

Now this is interesting.

When Qator Bashtar enters the field, you get to grab a low powered Forward from the Break Zone and play it onto the field. Although that Forwards Auto-Ability won’t trigger, it still is a free card, making Qator Bashtar’s cost, technically less.

And, anytime you’d like you can put a Backup into the Break Zone, and give one of your Forwards +2000 power.

After that Qator Bashtar will hang out on the field as a body with 8000 power.

We always said that we wanted a way to get rid of our Backups, so that we can play more Backups.

22-059C – Gabranth

Gabranth here is almost like Qator Bashtar, but he will allow you to grab a Backup from the Break Zone, and add it to your hand.

And. what does that mean?

It means that Gabranth is a Free Play. You can pay the cost of 2CP with a Backup, and once Gabranth enters the field, you can grab that same Backup from the Break Zone. It’ll be like it was always in your hand.

But, there’s always a but, It will only work if you have more points of damage than your opponent.

22-060H – Ghido

Here’s a 2 cost Forward with a 10k body, that can’t attack or block.

Ghido will let you draw 2 cards, if you remove 3 Knowledge Counters. You gain 1 Knowledge Counter at the end of each of your turns. Or you can gain 3 Knowledge Counters when a Character you control enters the Break Zone.

You could be drawing an extra 2 cards every turn, sometimes even 4.

Now, I believe that there is a card that removes abilities, and for the life of me, I can’t remember which card it is. But, if you play that card, you can remove Ghido’s ability that doesn’t allow him to Attack or Block.

If you remember which card that is let me know, so I can update this.

22-061L – Gilgamesh

The Praetorian is back! What is a Praetorian anyway?

Gilgamesh, weighing in at 7000 power, but if you have 5 Backups on the field, it goes up 2K to 9000 power. And, the ability to be unbreakable from your opponent’s Summons and abilities that don’t deal damage.

That’s not even all of it.

Every time Gilgamesh attacks, or when he enters the field, you can pay an extra 3CP and break a Forward or a Monster.

This might be one of the better Gilgamesh cards.

22-062R – Glaive EX

The Forward that gives you change.

Glaive comes in and gives all of your Warriors of Darkness a 1k buff, along with Brave. Which in itself is a good reason to play Glaive. If you’re playing a Warrior of Darkness deck, because off the top of my head, I can’t think of the other Warriors of Darkness. All I remember is that they were mentioned in Final Fantasy III. And Glaive is from Final Fantasy Legends, which I believe is Dimension.

Coming in with a 9000 body, Glaive will be hard to get rid of, but when he does, you will be able to grab a Warrior of Darkness from your Break Zone, and add it to your hand.

This second ability also comes off from an EX Burst.

I mean, maybe.

22-063C – Sand Worm

It’s a high cost Monster, And I believe it’s worth all 5CP.

Sand Worm becomes a Forward during your turn, and you’ll usually just pay 5CP for a Forward with 9000 power. That makes the cost just about right. Along with the ability to put Sand Worm into the Break Zone, which allows you to send one of your opponent’s Forwards and send it to the Break Zone.

Is that all?

Nope.

At 3 points of damage, Sand Worm starts to shine. You’ll be able to pick off your opponent’s Forwards one by one. Sand Worm attacks, and you get to pick a Forward, and that Forward must block. And, with 9000 power, there aren’t that many Forwards that will be able to survive Sand Worm’s attack.

I like this one.

22-064C – G Assassin

Assassin with a capital G.

What does the G stand for? I forget.

G Assassin comes in and breaks a dull Forward, as long as you have another Standard Unit on the field. If you’re playing Earth, which you probably are, you can play G Assassin alongside the 2 WRO Members and the WRO Commander from Opus III. Or not. There are plenty of Earth Standard Units that can play well with G Assassin.

3CP with 7000 power.

Not too shabby.

Not at all.

22-065R – Sieghard

Yes, pay the extra cost of dulling 4 Backups.

Sieghard will cost you a total of 7CP, but you’ll get to grab a Forward from the Break Zone and play it straight to the field.

Sure, you’ll dull 4 Backups, but you can search for any Forward. That Forward doesn’t even have to be an Earth Forward either. Any Forward will do as long as it is 6CP or less. And if you grab the Forward that Activates your Backups. Sieghard costs even less.

This is a great deal.

And if you pay a Crystal, Sieghard gains +3000 power and Brave.

22-066C – Summoner

Summoner, summons your Summons from the Break Zone.

Which isn’t that bad, because you’ll pay 2CP for Summoner, and an extra 2CP for the Summon. Which is basically an exchange of CP since that card will be 2CP in your hand, unless you decide to cast it. Makes sense?

After that, you can pay a Crystal Point, dull Summoner, discard an Earth card, and put Summoner in the Break Zone to choose a Summon which you can cast this turn. And that Summons cost will be 3 Crystal Points less.

How many times did we say Summon?

22-067L – Nacht

Warriors of Darkness Unite!!!

Nacht will be making a Warrior of Darkness themed deck pretty good, depending on what the other cards are, and with Glaive that we just saw earlier, it’ll be even better.

Nacht might cost 9CP, but you’ll be grabbing 3 Warriors of Darkness as soon as he enters the field, making Nacht’s total cost be 3CP.

And, during every Attack Phase, right at the beginning, you’ll be able to play a Warrior of Darkness from your hand onto the field. These Forwards will cost 5CP or less, but still, each time you play one, the Nacht’s total cost reduces, and you will be gaining Positive CP in the long run.

And, let’s not forget about Final Thrust. Choose 1 Forward. Break It. ‘Nuff said.

This is a card that keeps on giving.

Why didn’t this card get a Full Art?

22-068R – Prishe

Coming in for 2CP with 5000 power, Prishe is interesting.

She gains a buff, +2000 power every time she is chosen by Summons or abilities. It does not say your opponent’s Summons ot abilities. That means that you can use your own Summons or abilities, that grant Prishe buffs or protection, and she will still receive that +2000 power until the end of the turn.

Plus, if she deals damage to your opponent, you can grab a Character from your Break Zone.

For 2CP this is not a bad card. If it will see play is a different story.

22-069C – Baelo

Baelo is the same as Opus V Miner, but different.

When Baelo enters the field you can grab an Earth Character from your Break Zone. Making his 3CP come down to 1CP. And, during your next turn, Baelo will have paid for himself. Which is what you want your Backups to do.

And, when you’re done with Baelo, you can just send him to the Break Zone, and give one of your Forwards +2000 power until the end of the turn.

After that, you can just play Baelo once again.

22-070C – Ramza

Ramza is a simple card, that doesn’t do much except take up space on the field as an 8000 powered Meat Shield, that can also attack.

That doesn’t mean it’s not worth playing Ramza, because Ramza can be played as a Free card.

Ramza costs 4CP, but if you already have a Job Knight on the field, you can reduce that by 2CP. And if have a Forward that attacked this turn, you can reduce that by another 2CP, making Ramza’s total cost 0CP.

That might be the only reason to play Ramza.

22-071C- Lich

Two abilities for Lich, and they are both pretty decent.

Lich is a Common Forward that will grab a Backup from the Break Zone.

Meaning that Lich’s cost comes down to 2CP.

Lich also gains +1000 power for each Earth Backup that you have on the field.

It’s simple.

Play Lich, discard an Earth Backup from your hand to pay for the cost. Grab that Backup add it back to your hand, and play that Backup to give Lich an extra 1000 power.

That’s pretty much it.

22-072C – Lilty

Didn’t we just write about this?

Sure it was a couple of weeks ago, but let’s just Copy/Paste.

“Simple, basic and straight to the point.

Lilty comes in for 1CP and allows you to look at the top card of your deck. If you like it you can keep it there. If not send it to the bottom of your deck.

It does have plenty of benefits.

Depending on what you see there, your game plan will change for this turn.

Do you see an EX Burst that will cause plenty of damage to your opponent. Leave it there and take a point of Damage. Do you see the card you need to put your plan into motion, play that card that allows you to draw a card.

Worst case is that you don’t like the card, and you can just recycle it to the bottom.”

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Dawn of Heroes – Water Recycling Center

20-106R – Alphinaud

We already spoke about Alphinaud a little in Lightning.

As long as you play Alphinaud, when your opponent has a dull Forward on the field, you’ll be ok.

If not then you will have just wasted 3CP. Which isn’t the worst thing in the world, just an inconvenience.

And at 3 points of damage, Alphinaud gains 3000 power.

By itself, this isn’t the greatest card. But, with Alisaie, this is a great card.

20-107H – Urianger

There’s always removal, and that means you’ll have a place in your Scions deck for Urianger.

When he enters the field, you can search for a XIV Forward and add it to your hand. But, only if one of your cards have been removed from the game.

Other than that Urianger is a 2 Cost with a 5K body.

 

20-108C – O’aka EX

If you don’t have three Backups on the field, you are not playing O’aka.

But, if you do you can play him and draw 2 cards.

And, then discard a card.

Might be good if you’re looking for a card, and ran out of searchers.

I don’t know. Could see some use here or there. Might just end up in a deck as fodder for other cards. But, then why would you put it in a deck if you’ll never use it.

20-109H – Cecil

The other Cecil is better in my opinion.

This Cecil is basically a Crystal Generator.

Once per turn, if Cecil or a FFIV Character enters the field you gain 1 Crystal.

And, you can use that Crystal to give one of your FFIV Forward +1000 power and protection from your Forwards abilities.
Are the Golbez and Cecil decks going to shoot up in value soon?

20-110H – Hippokampos

Monster/Forward that attacks all the Forwards in sight. In other words AoE.

Once Hippokampos is in you can dull 3 Characters and deal 1000 damage to all of your opponents Forwards for every 2 Characters you control.

Sounds like Algebra to me.

At least you’ll be dealing some damage to those pesky Forwards.

 

20-111C – Blugu

For 1CP this is a pretty great card.

On entry Blugu either Fulls or Activates a Forward.

And after that you can choose to cancel an Auto Ability. All you got to do is 1(Wa) CP and dull Blugu and send it to the Break Zone. Voila! Canceled auto ability.

Best part is you can have 3 of them on the field, waiting for the chance to cancel an auto ability.

Wasn’t there someone that can grab monsters from the Break Zone? Infinite supplu of Blugus.

20-112C – Frimelda

Frimelda the recycler, don’t like your hand, just attack with Frimelda.

For every time she attacks, you get to draw a card and then discard a card.

And if that discarded card is a Forward, Frimelda gains 3000 power, and a Forward of your choosing loses 3000 power.
It’s a win-win.

But, you can only attack so many time before you run out of cards.

Nothing to worry about, we got another 49 cards in the deck.

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.

20-114L – The Fiend

After seeing all 3 of the Warring Triad, it’s hard to decide which ones better than the other. Cause they are all better than each other.

The Fiend, has so much potential, he can become an unstoppable force by the time you have taken 5 points of damage.

From the beginning your opponent will cancel the first Summon they cast. At 3 points of damage all abilities choosing The Fiend for the first time will be canceled, and at 5 points of damage, the Fiend gains Brave, + 1000 power and any damage deal to The Fiend will become 0 if that damage is less than The Fiend’s power.

“Finally, The Fiend has come to FFTCG.”

20-115R – Mist

I can’t really think of another reason to play Mist, other than so you can look at the top card of your deck at the end of the turn.

If it’s the end of your turn, you’re hoping to see an EX Burst. If it’s the end of your opponents turn, you’re hoping to see the card that you want to draw.

Kind of like a Fortune teller that allows you to slightly change your future.

And since the Warp cost is 0, you’ll actually come out ahead as you don’t send any cards to the Break Zone.

20-116R – Meliadoul

I don’t know why I got excited when I saw Meliadoul, but I did. We need more Characters that everyone forgot about.
Meliadoul enters the field and casts Dispel on a Forward, even though they don’t call it Dispel, it is Dispel.

And, at 3 points of Damage Meliadoul gains 1000 power.

Support Character Supporting.

 

20-117L – Yuna

This is a Great card. I like it.

This card goes to prove that you only need this Yuna and Emissaries of Light Tidus. And you can probably just fill out the rest of your deck with Summons and Yunas.

In theory it can work. For if Yuna is chosen by your opponents abilities, all you need to do is discard 1 Summon, and you’ll cancel it’s effect.

Whenever you cast a Summon you’ll draw 1 card.

And then we have Holy. A Special ability in which you don’t have to dull Yuna in order to cast it. Read that again. You don’t dull Yuna when you cast Holy!

Think about it. That’s why all you need is Yuna and Tidus. Yuna will just sit back and blast all of your opponents Forwards with Holy. As soon as they enter the field. New Forward coming in, nope react with Holy. If you got at least 3 Summons in your Break Zone, you’ll be fine.

You probably don’t even need Tidus.

Just Yuna. Multiple copies of multiple Yunas. And Spam Holy like there’s no tomorrow!

20-118H – Unicorn

If you’re playing a VI themed deck, you’re probably going to play Unicorn. Not me. Not that I don’t like this card, but I’ll probably be playing Ice/Fire. Unless I find a way to pay for Water CP I’ll leave this Unicorn be a mythological being.

Unicorn comes in, And since you’re playing VI, you’ll have a FFVI Forward on the field that will allow you to use both abilities.
The first being to activate a Forward, and draw a card. The second return a 4 cost or less Forward to your opponents hand.

That sounds like 3 abilities to me.

20-119C/15-123C – Oracle

Didn’t we say recycling center earlier? Maybe we meant the Printers, reprinting cards and such.

Not that I have anything against reprints, I just would rather have a new card that does something similar instead of having reprints.

Anyways, Oracle gives you a Crystal when she comes in, and reduces the next damage dealt to a Forward by 1000.

That’s about it.

20-120C – Fisher

Talk about catching a bite.

You’ll probably draw up to 3 cards with Fisher, if you get it right.

If not you’ll at least draw one card, unless someone decides to RFG your Break Zone, when you put Fisher in there.

Best thing about fishing, is probably the beer.

 

20-121C – Lunafreya

A quick one-two punch, all for 1CP.

You pay the CP. and Warp Lunafreya. When she comes in after a turn and a half, you can disrupt your opponents plans when you send one of their Forwards to their hand and they send one of their Forwards to the Break Zone.

They won’t know what hit them. Especially if you lose count of the Warp Counters. It’ll be Magnificent.

20-122R – Leslie

Let’s see.

Leslie enters the field, you discard a card, and then return one of your opponents Forwards to their hand. If you discarded a FFVII card you also draw a card.

Quickish, easy enough and at almost no cost to you.

Might be good if Lunafreya just warped in as well.

That’ll be 3 Forwards, Sir.

Have a good day.

20-123C – Loporrit

This card is way better than the other cards that let you draw 2 cards and discard a card.

Why?

The answer is quite simple.

You don’t discard a card. You just put it at the bottom of your deck.

And that way you won’t be worried about running out of cards. Not that that happens a lot, but it’s always better to have an extra card or 2 towards the end of a long grueling match.

Yes, I’ll play around with Loporrit. Help me find Yuna faster.

20-124C – Alchemist

Well it’s technically not recycling. It’s just adding more Backups for free.

Why would you want to have 3 Alchemists on the field, when they don’t actually do anything.

Unless that’s your plan.

It might work.

 

20-125R – Rosa

Here is the missing piece for the ultimate FFIV deck.

You can actually splash any element that you’s like, without worrying about how you’re going to pay for the cost. No more relying on Tyro, and how are you going to get Tyro on the field if you’re not playing Earth.

For 1CP you get to play Rosa and draw a card when Cecil enters the field.

All you got to do is find a way to recycle Cecil.

We did say that Water is the Recycling center, right?

20-126C – Wakka

Well, at least we figured out what to do with all those free Backups that we were getting.

You now have a way to use them as fodder for Wakka when he goes into attack mode.

Every time Wakka attacks, he grabs a Backup and throws it like a Blitzball at one of your opponents Forwards for 8000 damage.

Sure 7CP might be a bit much to play Wakka, but it is reduced by 1 for each Backup that you have on the field.

You should be only paying 2CP to get Wakka on the field. Maybe a little bit more.

“Wakka, wakka, wakka”

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Dawn of Heroes – Bucket of Dirt

20-064C – Arkasodara

I like this elephant man.

A simple 3 cost Backup that will either Break one of your opponents dull Forwards, or your opponent will pay 3CP for them to save that Forward.

Either way your opponent will lose part of their strategy due to them having inefficient funds, or due to them being down a Forward that they needed.

I like it, I’ll take it.

20-065H – Antlion (IV)

I remember fighting Antlion in FFIV to in order to get the Sand Pearl to save Rosa from desert fever.

Now the Antlion is back, and it is still angry. Must be all the monsters roaming the Antlion Den.

As a Monster, Antlion doesn’t have a special ability, it just waits for Backups to come and go, so it can turn itself into a Forward.

Once it’s a Forward it is something to deal with. With 9000 power and it’s counter ability, that will deal the same damage it received and deal it to another one of your opponents Forwards. Which one? Anyone you’d like.

Yes, I like it.

20-066R – Ignis

At the time of writing I just finished writing about Gnash.

Well, Ignis is the perfect answer to Gnash, Ignis is also one of the Backups that can be chosen by Gnash.

Ignis enters, and you can chuck a Backup and break one of your opponents Forwards.

Not only that, but on the same turn when you send that Backup to the Break Zone, you can grab a Forward from the Break Zone.

End of the day, Ignis has a way of recycling that Forward you need when he is sent to the Break Zone. After all is said and done, you’ll still have a 9K body on the field.

20-067R – Ifalna

Aerith’s mother. That’s all I’ll say in case there are people living under a rock, and haven’t played FFVII yet.

A great 2 cost Backup, that will grab an Earth Forward from your Break Zone and play it straight to the field.

This is actually really good, especially if all of your Opus XIV Clouds are in the Break Zone, and you have no other way of bringing them back.

We need more cards with support Characters that we haven’t seen yet.

20-068R – Aerith

We’ll have Aerith right next to Ifalna in our Binders.

What ever you do, you’re Warping Aerith in. There is no reason to pay 2CP to make her just a 5K body. Aerith is much more than that. Just ask Zack.

Aerith Warps in and grabs a Forward from your Break Zone.

After she grabs that Forward, that’s when she becomes a 5K body.

The apple doesn’t fall too far from the tree. Both Ifalna and Aerith pretty much have the same ability.

20-069H – Chaos

Oh, this is nice.

Chaos causing Chaos just cause his name is Chaos.

Or something like that.

Chaos is a 6CP Forward, that let’s you search for a 4CP Dark Forward and play it onto the field. This will make Chaos a 2CP/9K body, and depending on which Dark Forward you choose you can probably put some hurt on your opponent. Too bad Sterne Leonis is banned, cause that would have been fun. For you, not your opponent.

And that’s not all.

If Chaos is in the Break Zone you can remove Chaos and 2 Dark Characters from the game to Break a Forward of your choosing.

The OG Dark Lord will take vengeance on the Warriors of Light. Maybe that’s what the 2000 year time loop is for.

*queue Alice Cooper’s “Vengeance is Mine”

20-070C – Leatherworker

Uhm, lots of Earth Backups that get played for free.

Free is usually a good thing, when they have a decent enter the field ability. Or any ability at all.

Where’s the Copy/Paste button when you need it?

 

 

20-071C – Ciaran

Here’s your Crystal pumping machine. As long as Ciaran stays on the field and attacks, you’ll be gaining a Crystal each turn.
He can actually use the Crystals himself and gain a 2K buff until the end of the turn.

Other than that, Dark Sword is a decent Special ability that deals a Forward (3000xpoints of damage you received). And you don’t even need to dull Ciaran in order to use it.

There are 2 different Ciarans meaning you can use this ability up to 5 times in one turn. But, only if all the Ciarans are in your hand.

20-072C – Gigas

A Giant? Let’s call him Andre.

Andre comes in and pretty much stops one of your opponents Forwards. Stuns? That Forward will not be able to Attack or Block until the end of their turn. Allowing your tiny Forwards to get some attacks in without the fear of being blocked by a big body.

Gigas … I mean Andre once he’s done Stopping that big body, can be sent to the Break Zone dealing a Forward 8000 damage on the way.

 

20-073C – Kimahri

This is the same as Auron. Only difference is that it’s Earth, and the art on Auron’s card is way better.

Just use what I said about Auron and change the name to Kimahri. And, the damage to 4000.

 

 

20-074C – Miner

3CP to hopefully find a Backup.

If there is a Backup in the top 5 cards of your deck, then Miner will only cost you 1CP.

I think I like the other Miner better.

At least, if you don’t know what to do, you can always put Miner in the Break Zone and draw a card.

 

20-075L – Cecil

Is 3 CP worth a point of damage?

Depends on what you’re playing. If you need that point of damage to buff up all your Forwards because you just received 5 points of damage then go right ahead.

Besides that, Cecil remains true to his story. As he can turn his Dark Knight self, into a Paladin. All you have to do is cross the mirror. Or get sent to the Break Zone. Whichever one is easier. For when you put Cecil into the Break Zone, you can search for a Paladin Cecil, and play him onto the field.

That Emissaries of Light Cecil, is looking good with this right now.

And Tenebrous Blast, just a special ability that deals 8000 damage to a Forward.

20-076C – Sonon

Let’s see, Melphie searches for Sonon, and if Melphie is in the Break Zone, Sonon gains a 1K buff and Brave.

Not bad, for a common.

You got a 9k body on the field, ready to block all of your opponents attacks.

If Sonon is in the Break Zone, hanging out with Melphie, you can remove them from the game a draw a card.

20-077L – Tifa

Another Tifa?

2 in one set? When was the last time that happened?

All the way back to Opus I? I guess, I always thought that there were a lot more Tifas. Apparently there are only 9.

19 Lightnings but, who’s counting?

1CP for a 9K body? Sure, I’ll take it. When Tifa enters the field you must discard 2 cards.

Tifa already has Brave, and if you pay 2CP she can attack again. And, if you have 2 more CP you can attack again, and again. I see an infinite loop somewhere, where someone will figure out how to keep activating all of their Backups in order to have TIfa attack over and over, til it’s game over.

You can’t discard 2 cards if you don’t have any cards in your hand. *Hint Hint.

20-078H – Noctis

The Prince is back, and is becoming quite a regular.

Noctis comes in, and buffs a Forward with +2000 power and Brave, for the rest of the turn.

After that Noctis will hand around the field, until he is sent to the Break Zone, and when he does get sent to the Break Zone, you can put one of your Characters in the Break Zone and play Noctis on the field with a permanent 2K buff.

 

20-079C/15-080C – Geomancer

Reprint.

Standard Unit.

Crystal.

Brave.

Maybe a Geomancer actually mines for Crystals.

20-080R – Fake

The first time I saw this card I thought it was a Fake, and didn’t pay much attention to it.

And, then I read the card wrong, and had to rewrite this.

For 2CP it’s worth giving a shot. Even if Fake can’t attack or block until it sees 2 points of damage.

2CP for a 10K body, sign me up.

 

20-081H – Fenrir

Is this what I think it is?

A Free Summon?

Yes, why yes it is! But, only sometimes.

Fenrir a 1 cost Summon that protects your Forwards from your opponents Summons.

And, if that Forward costs only 1CP, Fenrir is Free!!!

1CP isn’t that much to pay, but Free is better.

20-082C – Mira EX

The Dark Lord is back to help you find your Monsters.

And she does a good job at it, as long as there is a Monster in the top 5 cards of your deck.

After that she has a 3k body, that will fend off at least one attack. OR you can just put her in the Break Zone, and grant one of your monsters the ability to not be broken.

 

 

20-083R – The Magus Sisters (XIV)

At first I thought this was a Summon.

Then I realized that it is not.

What’s good about them is that your opponent can’t use Haste.

Which isn’t really a bad thing as most players don’t really have a lot of Haste cards. But, if you’re using my Haste deck well, it’ll really put a foil in your plans.

20-084R – Leo

See, this is what a King does, he looks out for his people, before charging them taxes and what not.

Leo, a 6CP Backup that when entering the field searches for a FFCC Forward and plays it onto the field.

Think about it for a second.

You pay 6CP for Leo, Find Yuri and play Yuri onto the field. Then you’ll discard a card, and search for Chelinka and play Chelinka onto the field. If you get this off turn one, you’ll be set for the game.

Oh, and let’s not forget the 1K buff to all the FFCC Forwards.