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Hidden Trial – By Water

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23-096C – Akpallu

Pay 1CP to draw a card.

Not bad, at all. If you don’t have anything going on in your hand, might as well play Akpallu to draw another card.

And after Akpallu is on the field, not doing anything, just sitting there, you can then use Akpallu to pay the cost for Fencer (XIII)’s ability and Break one of your opponent’s Forwards.

There are more cards that need another Monster to pay for the cost to use their ability.

I’d say Akpallu is a decent card.

23-097C – Altennia

A simple add-on to your Knight deck.

When a Knight attacks, Altennia gives a Forward +2000 power. Now what will happen when all of your Knights attack? You’ll be handing out +2000 power like candy on Halloween.

It’s like adding 200 horse power to your Knight engine.

 

 

 

23-098C – Alphinaud

Alphinaud is Alisae’s Backup, who will save her from the Break Zone in order to do whatever Alisaie has to do.

If we take Alisaie from Hidden Trials, it’s a pretty decent combo.

Once you have an Alisaie in your Break Zone, you’ll use Alphianaud’s ability and play Alisaie onto the field. Once Alisaie is on the field you can search for a card that has the same name as one of the cards in your Break Zone, and add it to your hand.

Yeah, that’s pretty much it.

Not bad.

23-099C – Urianger

Urianger is already flipping the cards to see what Scions he can find.

I mean yes, .. maybe . . not really.

Depends on what you’re playing.

You can pull this out if you’re drafting Hidden Trials and you’re trying to run Scions.

Other than that, there are far better Uriangers out there.

 

 

23-100L – Young Excenmille

Coming in with 5000 power, Young Excenmille surely loves his Crystals.

You’ll need a constant supply of Crystals to keep Young Excenmille well fed.

Feed him once and he cannot be chosen by your opponents abilities, and his Power will become 9000 until he is sent to the Break Zone.

Feed him once more along with a Water CP, and you can search for a Water Forward of cost 3 or less, and play them straight to the field.

I like it.

23-101C – Dancer

Last Chance to Dance.

Dancer, just like the rest of the Elemental, Class Action, 5 Backup plan, Backups is better played when Dancer is the 5th Backup that enters your field.

When he does, as the 5th Backup on your field, all of your opponent’s Forwards lose 4000 power.

You might break a couple if you’re lucky.

If not, Dancer just chooses one of your opponent’s Forwards, and they lose 2000 power.

23-102R – Gizamaluke

A Monster, the sort of searches for a Monster.

Gizamaluke, comes in and you reveal the top 3 cards of your deck, and grab a Monster, if you find one there. If you do, you just got a Gizamaluke for Free.

Gizamaluke also turns into a Forward if you have another Monster on the field. Technically you can get a 0CP Forward with an 8K body.

 

 

 

23-103C – Quina

My Bombs will get that much stronger.

Because once per turn, whenever a Monster enters the field, I get to draw a card. Doesn’t matter whose turn it is. If a Monster enters the field you get to draw 1 card.

And let’s not forget about the Frog Drop. (Just don’t catch them all, cause then they can’t reproduce and you won’t be able to get 99 frogs.) Once Frog Drop goes off, 1 Forward will lose 3000 power for each Monster that is on the board.

How many Quina’s can you fit in your deck?

23-104H – Witch of the Fens

Here’s a decent card for your Monster deck.

Witch of the Fens comes in, and if you already have a Monster on the field, you can draw a card.

And, let’s not forget about that ability.

Put a Monster in the Break Zone, and one of your opponent’s Forwards will lose 7000 power until the end of the turn.

How many Monsters do you have in that hand of yours?

23-105C – Defender

What there’s no Water SOLDIER Candidate? All we get is a cheap knockoff? And, I was looking forward to making a 6 elemental SOLDIER Candidate deck. Guess I can’t do that now.

*shrugs

Defender can probably be played on his own. No need for the other SOLDIER Candidates. (But, the other ones could be played in their respective element as well.) As before, if you have at least 2 Standard Units in your Break Zone, SOLDI.. . I mean Defender gains +3000 power.

2CP/8K, the true definition of a cheap Meat Shield. And, we mean that in a good way.

Meat Shield here, also does not receive any damage that is less than it’s power. He’ll take a beating and you still won’t be able to get rid of him.

23-106H – Tataru

Tataru pays for Tataru during your next turn.

As long as you have another 3 Scions of the Seventh Dawn on the field, you’ll be able to dull Tataru for an extra card.

And, that is pretty much it. Don’t like your hand? Dull Tataru and hope for the best.

 

 

 

 

23-107L – Frimelda

Frimelda should just get thrown in your Warrior of Light deck.

It’s as simple as that, and if I needed to tell you that, well … You’re Welcome.

This card is pretty straight “Forward”. (No, that just came out, i didn’t think of that.)

You’ll need at least 4 different elements on the field in order to make use of Frimelda. Water can be the 4th element you play when she comes in, and her ability will go off as soon as you enter your Attack Phase. It will also trigger when your opponent goes into their Attack Phase as well.

Double Trouble.

You can either play a Forward that costs 4CP or less onto the field, or you can have one of your opponent’s Forwards lose 2000 power for each element that is on your board.

Choice is yours, bulk up your defenses, or get rid of theirs.

23-108R – Fourchenault

Who would have thunk that Fourchenault would cost Four CP? And, if you have Alisaie and Alphinaud on the field Fourchenault is a Free Play!

Fourchenault’s Enter the Field abilities are great and decent. One is better than the other, but the other has it’s use as well.

First one, return one of your opponent’s Forwards to their hand. Which is good, getting rid of a Forward, even if temporarily is always good. As long as they don’t have an enter the field ability.

The other is Activate a Scion of the Seventh Dawn.

And, when all is said and done, you’ll have an 8K body on the board.

23-109C – Portia

The more I see new Dancers the more I ponder the idea of making a deck. Yes, let’s add one more to the list of decks that I will never make.

For a Common, Portia is a great card. First of all she pays for herself, as if you already have a couple Dancers on the field, you will draw a card. You’ll have a no cost 5K body on the field ready to go to work.

And if you have 4 Dancers on the field, You’ll be able to send one of your opponent’s Forward to the bottom of their deck.

Let’s make Mayakov proud.

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.

2-111C/15-123C – Oracle

It’s straight from the (Re)printers!

And, a Copy/Paste from Dawn of Heroes.

“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.”

2-112H – Young Rahal

Rahal! Where are those Crystals!? Young Excenmille is hungry for those Crystals.

And, that is his job. Feed Yound Excenmille to bring out more Water Forwards onto the field.

How is Younf Rahal going to feed Young Exenmille? You gain 2 Crystals when he enters the field.

And that’s not all. When Young Rahal enters the field or attacks, all your Water Forwards gain +2000 power.

Combine this with Palom and Porom, and you have a decent front line, for almost half the cost.

23-113R – Leviathan

Finally, there is a way to get the one card you needed that ended up in the Damage Zone.

Not only that, but Leviathan let’s you draw a card as well. Only downside would be that you have to return another card back to the Damage Zone, but you probably have a card you don’t need in your hand.

This is one of the better cards in this set.

Leviathan is your insurance policy.

 

23-114R – Lilisette

“A live wire, barely a beginner
But just watch that lady go
She’s on fire, ’cause dancin’ gets her higher
Than anything else she knows”

David Lee Roth, might have been singing about Lilisette, and I wouldn’t blame him.

Lilisette comes in and searches for a Dancer, cause well, it takes 2 to Tango. And, that also comes off as an EX Burst.

Other than that, you have Rousing Samba. An ability that gives all of your Forwards +2000 power, and all of your opponent’s Forwards lose 2000 power, tilting the dance floor in your favor. At least until the end of the turn.

But, that turn can be a Break or Make moment.

The only thing that I would change with this card is the art.

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Hidden Trials – By Wind

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23-039R – Asura

1CP and a Full Art, cant go wrong with that.

When you cast Asura, you activate all of your Forwards. Plus all of your Forwards can’t be returned to your hand and their power can not be decreased until the end of the turn.

You can either play this at the end of your turn, after you attacked with all of your Forwards. This way if you go all out thinking that you’ll win the game, you can still cast Asura and you will be able to block during your next turn.

I’m sure there’s better ways to play Asura, but that’s how I would play it.

23-040L – Adelle

This is wonderful.

Mono-Wind + Adelle = Hard to beat!

With Adelle, you can go all out with all of your Forwards, and if your plan doesn’t work out, you can attack with Adelle and use her ability to Activate all of your Wind Characters.

That way you’ll have your front line ready to block when your opponent decides to attack.

But, maybe they won’t , once they see all of your Forwards activated.

Only drawback is that Adelle won’t activate during your next turn, but since you’re running Wind, I’m sure you’ll find a way to activate Adelle.

23-041C – Jornee

A 2 cost Backup that that shall buff a Forward, and give it some protection as well.

Sure, that Forward needs to cost 3CP or less. But, once per turn, Jornee will give that Forward +1000 power and all damage dealt to that Forward by your opponent’s abilities will become 0.

I mean 2CP, for some damage control is worth it if you ask me.

And, if you don’t, then try it for yourself.

 

23-042C – Vaan

Well, this looks like a decent Vaan.

Vaan comes in, gain a Crystal

Vaan attacks, gain a Crystal.

Life of Crime, double the damage dealt to a Forward by Vaan.

Use the two Crystals Vaan gained from earlier and deal 8000 damage to all of your opponent’s Forwards.

And, they say a Life of Crime doesn’t pay.

23-043R – Venat

A 2 cost Backup, that can search for herself and play herself straight to the field.

Of course, that ability means that you’ll be searching for Venat (23-115L) and you;ll get 2 Crystals for it.

For me, that is worthless as, I will probably never play the other Venat.

Or you can just keep Venat on the field, and use her first ability to cancel a Summon whenever needed.

Now that, I can use.

23-044R – Silver Dragon

I see a pattern here. Monsters that need a Monster to become a Forward.

Silver Dragon becomes a Forward with 9000 power. Which is pretty decent, considering you only paid 2CP for it, but Silver Monster also has the ability, to protect your Monsters from your opponent’s Summons and abilities.

Meaning that you should throw Silver Dragon into any deck running Monsters and Opus XI Relm, as she searches and plays Monsters on to the field, without having to worry about CP.

Yes, Add it to your Monster deck.

23-045C – Samovira

Another Monster.

Samovira is a Winged Demon, waiting on the sidelines until it’s time to unleash his fury on a Forward, or a Monster.

It’s not much to get him on the field, but you’ll have to send Samovira and one other Monster into the Break Zone. Which in return will allow you to Break on of your opponent’s Forwards 5CP and up, or a Monster.

It’s almost like an even trade.

23-046C – SOLDIER Candidate

Another SOLDIER in training.

Just like the other Candidates, this SOLDIER Candidate gains +3000 power if you have a couple of Standard Unit Forwards in your Break Zone.

Now the question I have, is do SOLDIER Candidate’s abilities apply only to each individual card, or do they all get the effects?

 

 

23-047H – Tyro

The Record Keeper returns, and this time he’s grabbing a card from the Break Zone. You’ll need 3 elements in your back line for this to work. If you do, (which you will, because you won’t be playing Tyro if you don’t) Tyro becomes a Free play.

Tyro will also protect one of your Forwards that is being targeted by a Summon, ability or an attack, by reducing the damage dealt to it, all the way down to 0.

I can see it being used, but I don’t see me using it.

 

23-048C – Dr. Mog

“Calling Dr. Howard, Dr. Fine, Dr. Howard, Dr. Mog!”

Search for a Moogle, does that mean Moogles are a thing now?

Are we going to get Killer Moogles from Outer Space?

So, many questions, we need more Moogles.

Dr. Mog also activates a Moogle with his ability.

Good King Moggle Mog might be making a comeback as well.

23-049C – Ninja

We’ve seen plenty of Ninjas already.

This one is a Backup that costs 2CP, and depending on when you play him, you can a decent card, or a really good card.
Ninja will make a Forward unblockable by a Forward that costs 3CP or more.

Ok, not bad.

But, if you have 5 Backups on the field, all of the Forwards that you control gain that ability.

Allowing you to have a semi-open path to your enemy.

23-050H – Noel

It’s not Warp, it’s Ludicrous Speed!

Noel might cost 5CP to play him, but he can come in easily with Warp. You might not even need to wait a whole turn. If you have 3 Final Fantasy XIII Characters on the field, as soon as you get into your Attack Phase, you will remove 1 Warp Counter for each XIII Character on the field.

You can end up playing Noel for 1CP.

After that Noel comes in with Haste and First Strike, and he’s ready to attack with 9000 power.

He’s gone plaid!

23-051L – Hope

Coming in at 3CP with 7000 power.

Hope is a great card, and you probably will never attack with Hope.

All Hope is going to do, is come in to play, pay (x), search for a Final Fantasy XIII Forward and play it onto the field. This is a great way to splash some more elements into that XIII deck that you know you will be building.

Once the new Forward comes in to play, all you’ll need to do is dull Hope, remove him from the game, and bring him back during your next Main Phase 1. You will then pay XCP once more and search for a XIII Forward and play it on to the field, and repeat.

Don’t forget to add Nora EX (1-079R) and Bartholomew (7-060R) to your deck.

23-052R – Maina EX

Finally, Ninjas have a way to search for Ninjas.

4CP to search, making Mainas cost 2CP.

And then Maina also brings protection, for one of your Ninjas, against your Opponent’s Summons and abilities. Simply by dulling 2 active Ninjas.

Let’s make a Ninja deck that will make Vanilla Ice proud.

“Go Ninja, Go Ninja, Go!”

23-053R – Meteion

A rare Backup, that will activate all of your Backups.

And give you a card as well.

Sure, you’ll have to put Meteion into the Break Zone, but she will have served her cause, and then you can play another Meteion, because this one is gone.

All this for 2CP, not bad at all.

 

23-054C – Yuffie

There are Ninjas everywhere, and Yuffie is ready to go.

2CP, 5K body, and the ability to draw a card every time a Ninja deals damage to your opponent.

Plus if you have a couple of Wind CP ready to go, you can just attack with Yuffie, and if anyone tries to block her, just use those 2 Crystal Points to make Yuffie unblockable.

Almost like Opus IV Locke but, instead of paying with a card of the same name, just use two generic Wind Crystal Points.
I can see this being used.

23-055C/15-058C – Dragoon

Reprint of a Reprint.

Dawn of Heroes, Crystal Dominion.

“Crystals and more Crystals.

Use this reprint Dragoon to generate one Crystal and then use his ability to get him off the field.

See, I actually wrote something this time.

No Copy/Paste.

Nope.

I might Copy/Paste this for the next one though.”

23-056C – Luso

Need a way to bring back a Character from the Break Zone?

Luso here might be able to help.

Luso comes in and let’s you grab a Character of 2CP or less from the Break Zone and play it straight to the field.

And Luso’s abilities don’t end there. You can turn Luso into a Monster Hunter, where he will Break a Monster, but Luso will also end up in the Break Zone.

It’s a decent card, has good abilities when Luso enters and exits the field.

Deserves a shot.

23-057H – General Leo

A General needs his army, and so does General Leo.

Only difference is that General Leo’s army is a lot smaller than your average army. General Leo can handle the battle with only 3 soldiers.

When General Leo’s army is on the battlefield, they will give the General +2000 power and protection from your opponent’s Summons.

Other than that, General Leo will also allow you to play a card of 2CP or less from your hand onto the field, when he enters the field.

A leader among low cost Characters!

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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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Emissaries of Light – Thoughts on Fire

16-001R – Vaan

I have been seeing a lot of cards recently that say “if you have cast 3 or more cards this turn”, Which is something that is very possible given the low cost Forwards and Backups that we already have for Sky Pirates.

I just realized that Vaan is a Backup as well, I’ve been looking for how much Power he had and was wondering why it was missing from the card.

Vaan is the Backup that will keep on giving. He comes in and deals Damage to one of your opponents Forwards. 3K or 8K depending on the cards you’ve cast. And after that, he’ll either give you a Crystal Point each turn, cause that’s what Backups do, or he’ll deal 7K Damage to 1 Forward.

16-002H – Ace EX

Another Ace up our sleeve?

Ace here can work good in an Fire/Wind/Lightning Cadet deck. Like the one I’ve been trying to build since Opus XIII.

Deal Damage to a Forward, at least 3K if you have one Element and up to 9000 if you’re playing the aforementioned deck.
And his Power can get up to 10K in the same deck.

Doesn’t mean that you should play the deck that I’m mentioning, simply because it doesn’t exist yet.

16-003C – Elbis EX

Elbis is useless unless you have Morze’s Soiree Member on the field.

Speaking of which, I’ll need to see these other cards before I comment further.

But, I only write down my first impressions of each card, as I read them for the first time.

 

 

16-004C – Onion Knight

Switch out a couple of cards for 2 new ones.

Onion Knight also becomes an attacker because he is a Forward. A 4CP/8K Forward with a pretty decent ability. And, it’s only a Common.

I’m sure we’ll see a couple of Onion Knights in a couple of Decks.

 

 

16-005C – Cloud

Another Backup Cloud.

I mean what’s the point? No one, in their right mind will play a backup Cloud. Even if that reason is that you don’t think Cloud should be a Backup. He’s a Forward, and so, I’ll only play Cloud as a Forward. Then I can use Omni-Slash and defeat Sephiro …

Sorry, got carried away.

For a Common, it’s a decent card. It’s only drawback is that this card is named Cloud.

16-006C – Crimson Hound

3CP to deal 8000 Damage.

After that just chuck Crimson Hound into the Break Zone and look at the top 2 cards of your deck. Then you can play Onion Knight and grab those cards if you’d like.

 

 

 

16-007R – Black Waltz 2

There’s more to this card than just the Beautiful (yes, a capitol B) artwork.

Black Waltz 2 can work wonders all by himself.

Black Waltz 2 discards Black Waltz 2 from your hand. And you deal 4000 Damage for discarding Black Waltz 2 from your hand, and 5000 Damage when you discard a Job Black Mage from your hand.

You’re either Breaking 1 or 2 Forwards with this ability.

16-008C – Black Mage

Black Mage here is pretending to be a Summon. For 3CP you can deal up to 5000 Damage to 1 Forward.

After that Black Mage sticks around to block, or even attack.. The choice is yours.

 

 

 

16-009C – Samurai

Easy way to get back that one Samurai Forward that you just lost.

Especially if that 1 Forward was Cyan (11-003R). Play him onto the field, deal 2000 Damage to all Forwards. Search for another Samurai to add to your hand, and when a couple more Samurais attack, deal 1000 Damage to all the Forwards opponent controls for each Samurai that attacks.

 

 

16-010H – Djinn

How would you make Djinn a Monster?

I guess it’s ok since you can turn him into a Forward when you receive 3 points of Damage. Maybe it’s one of your 3 wishes.
Djinn here will also gives your Fire Forwards +1000 Damage done to the Forwards they attack. Djinn, Warrior (5-014C), Lebreau (1-030R) and Lava Spider (8-022R) will all work together very well.

 

16-011L – Squall

The one card that deserves the Full Art Treatment did not get one.

Anyways, this card is a beast onto itself.

Once Squall attacks he deals 4000 Damage to all of your opponents Forwards, and if that’s not enough, if your opponent chooses to block, Squall will deal an additional 4000 damage to all of your opponents Forwards.

Should I block or take the Damage?

16-012R – Suzaku EX

Part of the Shijin 4.

Every time Suzaku attacks deal 5000 damage to one Forward.

Cost can be paid by and Element if there is a Shijin in the Break Zone.

 

 

16-013H – Sol

Crystals are back once again. And this one is a good one. Play Sol and and pay a Crystal, and you can play a 4CP Forward or less from your hand onto the field.

Sol also gives you a way to gain Crystals every time a party attacks.

And you can use that Crystal you just gained to pay for Sol’s abiity to give 2000 Power to all the Forwards you control.

I’d like to see what kind of Decks people will come up with that will utilize this card.

16-014R – Delita

At 5CP/9K Delita is finally Fire(d) up, after being Earth for so long.

Delita comes in and deals 4000 damage to all the Forwards, even your own. And if any of those Characters gets sent to the Break Zone, you’ll gain a Crystal for each Character.

You can also raise his Power by 2000 if you remove a Forward from the game. A little saving grace, just in case you need it.

 

 

16-015H – Morrow

I had to stop for a second and just look at the art.

Morrow comes in with Haste forms a party and attacks. You discard a card from your hand and you draw 2 Cards. And if it’s late in the game your opponents receives 1 point of Damage as well.

I like this card, and not just for the artwork either. I’ll add it to the AVALANCHE deck from Crystal Dominion and call it a day.

 

16-016C – Bahamut

For a Common, this card is not bad at all.

Deal a Forward up to 12000 Damage. Other than that not much to write about.

 

 

 

16-017R – Ramza

Sol and Delita will bring Ramza in and get him Fired up as well.

And, for the cost of 2 Crystals Ramza becomes “T.G. Cid” 9000 Power with Haste, First Strike and Brave, and he can attack twice in the same turn!

Looks like a Legend to me.

 

 

16-018C – Lilty

Keep Lilty on call, on the field producing CP until you’re ready to use Lilty’s ability.

Once you reach 5 points of Damage, return Lilty to your hand, play Lilty on to the field and put him in the Break Zone to deal 10K Damage to one Forward.

 

 

 

16-019R – Luneth

Not a bad card at all, but how many Warrior of Light decks are actually played?

But, Luneth here will compliment any Warrior of Light card. At the beginning of each Attack Phase, you can either choose a Warrior of Light and boost it with Haste, First Strike and +1K. Or you can strike down one of your opponents Forwards by dealing it 1000 Damage for each Warrior of Light card you control.

 

 

16-020L – Luso

A card to play, when you’re playing with your back against the wall. Luso is not a great card to play during the beginning of your match, Unless you plan on taking Damage left and right just to receive those 6 points of Damage.

Because at 6 points of Damage, in a Mono-Fire Deck, you’ll probably be playing 2 cards onto the field at the beginning of each of your Attack Phases.

 

 

16-021C – Rain

This is not one of the better Rain cards.

Costs too much, for the ability that you are getting.

Probably why this is only a Common as well.

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Clemens’ Chronicle

One of the few Final Fantasy games I haven’t played yet. But, I think that Luso, was a better main character than Mont.

Luso – 16-020L
Forward
Clan Gully Member
FFTA2
Legend
5000 Power

“At the beginning of the Attack Phase during each of your turns, if you have received 5 points of damage or less, shuffle your deck, then reveal the top card of your deck. If it is a Fire Character you may play it onto the field.

Damage 6 – At the beginning of the Attack Phase during each of your turns you may search for 1 Fire Character and play it onto the field.”

Add Luso to any Mono-Fire deck and make it instantly better. Sure, Luso doesn’t have a lot of Power but that’s easily fixed by Lebraeu, and a Lava Spider.

Luso, is currently only searchable by, Cid of Clan Gully (5-103R). There might be another card in this set, but we don’t know about it yet.

Play Luso in a Mono-Fire deck as early as you can. The 6CP cost will pay you back constantly as long as you can keep Luso on the field. You might even want to consider taking a Mulligan, if you don’t pull Luso in your opening hand.