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Purge – 90% Complete

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Well, we finally finished Hidden Hope. A little later than other times, but as things get busier around here, some things need to be held off until we can get to them. Same goes with our Youtube videos. They should start off soon again.

The Purge is almost complete. Just 2 more sets to go. From Nightmares and Dawn of Heroes. After that, we’ll just have our Sealed Boosters, Starter Sets, and Supplies on the Site, until we figure out the next step. Which should be something along the lines of getting our TCG Player store onto the website. That way we won’t have to keep listing the same cards in three different places, dividing up how many copies we have, and figuring out which site gets which cards.

We’re slowly getting ready for Hidden Trials.

This whole time I thought it was coming out at the end of June, and started wondering why we haven’t had Spoilers come out yet. I was looking to get started early on the card reviews, but we’re not getting anything any time soon, as Hidden Trials releases in August.

Haven’t really been playing anything lately. So, I started looking for a copy of Final Fantasy Pixel Remaster. I already have all the games, I just need a way of getting my kids into Final Fantasy, and what better way than to get a copy for my kids. That way we can play all together on their Switch.

Other than that, we are still in buying mode.

We’ll buy your cards be it Final Fantasy TCG, MTG … well those are the 2 that we are mostly interested in. But, we’ll take all of your cards. Flesh and Blood, Dragon Ball, Weiss Schwarz, anything you got. Trading cards that aren’t TCG related as well, from video games, movies, tv series, comics and anything else that you might have that you want to get rid of.

Send us an e-mail @ kardboardkorner@gmail.com

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Did Someone Say Lightning?

We managed to pull some strings and get ourselves a small restock of the Final Fantasy XIII Custom Starter Set. Sure we only got 6 of them, but they are not exactly in print any more.

If you haven’t gotten one yet, what are you waiting for?

This deck is a great starting point for your FFXIII deck. All of the cards already work great together, and with a couple of upgrades to it, you will be unstoppable in no time.

Maybe not that unstoppable, but it’s still a great Starter Set.

Click here to grab them.

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Hidden Hope – Take It To the Limit

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22-112R – Zach LB

Zach out first Limit Break card, and I can’t say it’s anything special.

Zach comes in and deals a Forward 3000 damage.

Not much of a Limit Break per se.

Zach will stick around on the field as a body, So, 3CP isn’t terrible, but I’m sure there are better things to do.

 

22-133L – Mont Leonis LB

Now, this is more like it.

Even though I never liked Mont as a character, this is a card I would play.

Now, this will only work if you have 5 Fire Backups on the field when you bring Mont in.

For 8CP, you can grab a 3cost Forward and a 5 cost Forward from your Break Zone and play them straight to the field. They will both come in with Haste as well.

It still is a lot to pay, but you do get a lot in value from it.

8CP, 3LB points, and a Backup that you control.

As a last ditch effort, I will say that it can work. I mean that’s what Limit Breaks are supposed to be. Huge attacks, when you’re on your last legs.

22-114H – Viktora LB

Not bad.

I guess I’ll need to actually play a game with these Limit Break cards. Finding time is the problem.

Viktora needs, a discard deck around her, and you don’t need me to tell you that.

Luckily, Ice has the tools you’ll need to make Viktora a great play. Just like a Dragoon getting ready to Jump.

If your opponent has 2 cards or less in there hand, when Viktora enters the field, you get to choose a Forward and deal it 7000 damage.

And, if your opponent has no cards, Viktora gains +3000 power.

Much better than Zack.

22-115R – Serjes LB

Serjes, the lancer.

Now this was a decent Character in War of the Visions.

And, that is what this card is as well. Decent. Not great, not bad.

When Serjes enters the field, you can either Dull or Freeze a Forward.

And, then he’ll stick around as an extra body on your front line.

 

22-116L – Ace LB

Ace is looking like he will be a powerful card. Once Ace enters the field, Ace deals 1000 damage to all of your opponents Forwards. Just think for a second of what Ace can do if you’re playing Chocobos.

And, that’s not all cause when Ace attacks, you can reveal the top card of your deck, and if it’s a Wind card, which it will be if you’re playing Chocobos, you’ll add it to your hand.

Sure, Ace costs 8CP, but you’ll probably get that CP back, with the extra cards you’ll be drawing.

22-117R – Yuri LB

Yuri comes right in, and searches for Chelinka and Yuri brings Chelinka straight to the field. That way we’re bringing Yuri’s cost down a little bit. Sure, there are only 2 Chelinkas that you can choose, because her cost needs to be 2CP or less.

You’ll most likely be playing Chelinka (22-046R), and if you have another Crystal Chronicles Character on the field, Chelinka will give Yuri Haste, and you’ll be able to attack with Yuri right away.

Las, but not least, if you have 5 Backups on the field, Yuri also gains +4000 power, making him an 8K body.

22-118H – Shantotto LB

Shantotto, going back to her roots.

Shantotto comes in and breaks all the Forwards and all the Monsters. Every last one of them except for Shantotto herself.

If you’re in a pickle, go ahead and cast this Mage. 4CP + 7LB. That’s all of the rest of the cards in your Limit Break deck. Last ditch effort to save yourself.

If you’re just looking to get rid of all of the Forwards, just play Opus I Shantotto instead.

Or you can have both in your deck and use whichever one works better for you.

22-119R – Maat LB

Maat comes right in and gives all of your Forwards +1000 power and Brave.

That might be enough to finish the game for you, and if you end up striking out, at least you’ll still have Forwards that will be able to block.

Maat comes in with Brave himself.

This is a Limit Break card that I would gladly add to my deck.

 

22-120H – Cloud LB

Of course, we have cloud in the first set of Limit Break cards, what’s next Lightning?

Cloud comes in and Breaks a Forward, 3CP or less. After that Cloud will stick around with an 8K body, wheeling and dealing damage to your opponent.

And if you’re feeling a little CP rich, you can use Limit Burst.

For 4 Lightning CP and a Cloud card, you can Break one of your opponent’s Forwards and also deal your opponent 1 point of damage as well.

Do that 7 times and you won the game.

It’s possible.

22-121R – Lightning LB

Well, I was right. Lightning was next.

And when she enters the field, she will look for a Lightning summon.

And that is about it.

You’d think they’d have Lightning do something better.

 

 

22-122L – Tidus LB

I’m trying to think if this is worth it.

If you don’t pay 3CP does that mean you can’t choose any of these effects?

8CP, to Send a Forward to the bottom of it’s owner’s deck, a Backup to the top of it’s owner’s deck and draw 2 cards.

I can’t think of a reason to play this card, but I know I’ve already sold a few of them, so someone thinks that it’s a good play.

 

22-123R – Leo LB

Would you like to draw a card?

Well there’s better ways to get yourself to draw a card than Leo.

Only difference is that you can play Leo at any moment, because you already know that you can just grab him from the Limit Break deck.

Still, Leo will probably just be used to pay for other Limit Breaks.

Like Maat.

22-124H – Little Leela LB

This is a better Limit Break card.

Better than most of the cards we’ve seen in this set.

Little Leela comes in at 5CP with an 8k body.

You’ll say so what, nothing special about that.

And, I’ll say yes, but whenever Little Leela attacks, you will choose one of your opponent’s Forward and it will lose 7000 power until the end of the turn.

Now that makes it better. Better than Leo, better than Zack, better than Yuri, and I hate to say it but, better than Lightning.

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Hidden Hope – Light/Dark

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22-109H – Eden

Oh wow.

Eden can be a free play.

And, will be if you play your cards right.

You’ll just need to grab all of the Final Fantasy VIII Characters and put them in a deck, which shouldn’t be too hard, considering, all the FFVIII Characters are starting to play well together. And, once you have 8 Category VIII Characters on the field, Eden will become a free play.

Eden is a Summon that 99.99% of the time will break 2 Forwards. Dividing 30,000 damage between to Forwards should be quite easy.

If you’re playing a FFVIII themed deck, you are playing Eden.

22-110L – Citra

Let’s see.

Are you looking to get the most of your Summons?

Citra is here to help, for whenever you cast a Summon, you get to choose one of your opponent’s Forwards and it will lose 2000 power until the end of the turn.

And, that’s not all, cause it never is. Not for Legends.

When Citra comes into the field, you will remove 5 cards from your Break Zone, and when those cards are all of the same element, you can search for a 3 cost Summon, remove it from the game and cast it right away. Getting the Summon to go off, plus Citra’s ability because that Summon was cast.

If you’re playing a Summon heavy deck, you can’t go wrong with Citra.

22-111L – Raegen

Raegen plays like Citra, but different.

Raegen comes in and, you will remove 4 cards from your Break Zone. If there are 4 elements removed from the game, you can search for a Forward of 4CP or less and play it onto the field. Once that Forward hits the field, Raegen’s first ability comes into play. You may choose 1 Forward your opponents controls, and dull it.

That ability is triggered every time a Forward enters your field. 6CP is a decent price for a card that will keep on giving.

I’d say throw Raegen into a Warriors of Light deck, and you’ll be set to go. Maybe even Warriors of Darkness.

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Hidden Hope – Flooding Hope

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22-091C – Blue Mage

2 cost Backup that let’s you switch out a Monster for the top card of your deck.

And, if you don’t like that card that you drew, you can always, pay a CP, discard that card, and put Blue Mage in the Break Zone, to play that Monster that you discard earlier onto the field.

Yes, the card that you discard, needs to be a Water card.

Or, you can just use that ability to grab a Monster, that you ran out of.

more, like a Backup, Backup plan.

22-092C – Agrias

You can’t go wrong with 1CP.

Not this time. Agrias comes on in and if you have a Couple of Knights on the field you get to send one of your opponent’s Forwards that cost 3CP or less back to their hand. Making them pay the CP once again to get that card out.

And when you have received 3 points of damage, Agrias gains 4000 power, making her a 7k body that you paid for with 1 whole Crystal Point.

I’d say the only thing wrong with this card is that the cards name is Agrias.

22-093R – Anima (X)

Easy way to get rid of one of your opponent’s Forwards, Anima comes in and you remove the Forward from the game. No certain cost, no active, no dull it doesn’t matter. Any forward will do. And for 3CP that is a steal.

But, you’ll also have your opponent draw a card.

And if you only paid with Backups, you’ll also get to draw a card.

I think I’m on the fence with this one.

Some might like this one, some might not. Let’s see what happens.

22-094C – Vaan

Pirates and Vikings just keep getting stronger.

Vaan here, is just a Common, but adds quite a punch, or should we say blast. A Shotgun Blast.

For 2CP, and a couple more Pirates that are already on the field, you get to choose one of your opponent’s Forwards and reduce their power by 8000. Usually that is more than enough to break a Forward.

If it’s not enough, well it’ll be close to enough.

Can’t go wrong with this one. 2CP with 5000 power.

I have yet to play with the Pirates, but it is on my to-do list.

I just need to find the time to do it.

22-095H – Warrior of Light

Warrior of Light, 4 cost Hero that allows you to search for a Standard Unit.

And, then you will play that Standard Unit, and another 3 Standard Units, and you shall find that all of your Forwards gain +2000 power, except Warrior of Light. Add in a bunch of Backups and Forwards that will buff up your Standard Units, and you’ll be running an army of Standard Forwards that will take out anybody and anyone out. Send them straight to the Break Zone.

And, Shield of Light. If all else fails, you can give +5000 power to Warrior of Light giving him a 13,000 body.

Bring in the Drones!

22-096C – Clavat

Last of the 1 0f 6 Backups that are in every element.

Top card, take a look, leave or put it at the bottom of your deck.

They should have renamed these cards Fortune Teller. Or have had Cait Sith. Or Yuna, Rikku and Paine in their Psychic dress-sphere.

I don’t know just trying to take up space here.

 

22-097L – Curilla

This is the card that everybody wanted to try out. Hidden Hope came out and well let’s take a look at it. It’s only been a month or two before we got to it.

Well as you can see from the first line, there is a good reason that Knights are becoming a force to be reckoned with. I just took a look at a recent Qualifier, and Curilla was in 3 of the top 8 decks.

Curilla come in and you can take a look at the top 5 cards of your deck and play 2 Knights onto the field as long as their combined cost is 4CP or less.

And as long as Curilla is on the field, she also gives protection to all Knights from damage that is less than their power. Making Ping damage worthless against your Knights.

But, then again you can always just play Minwu (1-171H) and get the same effect, but for all of your Forwards, not just the Knights.

Imagine that?

22-098H – Siren (V)

“Are you a Gamblin’ man, Sandy?”

If so, you can save your Forwards, if they are chosen by your opponent’s Summons or abilities. Simply Wager the top card of your deck, if it’s not a Forward your Forwards are saved. If it is, you lose that top card.

Clavat, is a good way to determine if you should use the ability.

And, at 3 points of damage, whenever Siren is dealt damage,you can reduce that damage by 1000.

I’d say this is worth a shot.

22-099R – Severo

A 3 cost Backup that will return one of your opponent’s Forwards back to their hand, and Severo will also give you a Crystal for your troubles.

After that Severo just hangs out on the field, producing 1CP per turn as a Backup.

And, if needed you can pay the cost of 3 Water CP, 2CP of any color, dull Severo and put him in the Break Zone to place a Forward of your choosing back at the bottom of it’s owner’s deck.

Seems like a high cost for this, but it might be helpful.

22-100R – Chime

If you got the Backups for this, Chime is a great play.

Draw a card at the end of each of your turns, will help your turns become that much better.

Chime should be the 5th Backup you play as to get a better return with her.

No need to have Chime on the field if you don’t have 5 Backups, as the only reason to play Chime will be to draw that extra card at the end of the turn.

Your board should get bigger than your opponent’s and faster than your opponent’s board.

I’ll take it, I’ll take 3 actually and play it in a Ultros/Pirates deck with a handful of Vikings.

22-101C – Paladin

Now that’s a Standard Unit I can stand behind. The Paladin, a great meat shield if you ask me. And, this meat shield also has a shield.

For 5CP, you get a Forward with Brave and a 7K body, that grabs a 2 cost Forward from the Break Zone and plays it onto the field.

It’s 2 for the price of one.

Yes, you need a couple of Standard Unit Backups on the field for you to be able to use this ability, but that shouldn’t be that hard to do.

22-102C – Piranha

For the price of a Piranha, I shall grant you a card.

Sure, you’ll need 3 points of damage.

Sure, you’ll also need to put Piranha in to the Break Zone.

But, at the end of the day, Piranha shall double the CP used to pay for it.

And, when Piranha enters the field, you will choose a Forward and have it lose 2000 power.

It’s 1CP, it’s worth a shot.

22-103C – Faris

I don’t know if you’d play this Faris over the other Faris, but you can easily break one of your opponent’s Forwards, while drawing a card at the same time.

How do you do that?

It’s quite simple really.

You’ll play Faris, and you’ll choose to remove a Viking, either Viking (2-132C) or Viking (4-133C). Once that Viking is removed, your opponent will choose one of their Forwards and put them in the Break Zone, while you get to draw a card once your Viking leaves the field.

22-104R – Folka

We’re looking at 3 points of damage. Anything less and I’d say it wouldn’t be worth it to play Folka.

Well you could, or you can just remove Folka from the game, and your opponent will only be able to attack once this turn.
Now at 3 points of damage, like we said earlier, Folka becomes nearly unstoppable, when you are on the attacking side. In other words, during your turn.

Folka can’t be chosen by Summons or abilities, and if she is dealt damage, it becomes 0.

All this for 3CP.

You can try throwing a couple into your deck, if you got room for it.

22-105H – Miwa

Coming in with the Back Attack, Miwa is a safety net when you have Summons and abilities that will attack your whole front line.

And, at 5 points of Damage, Miwa will also give all of your Forwards a +2000 power buff.

And at only 2CP, you can not go wrong with that. Just throw in Miwa into any Water deck. If you have no room in your deck, well then you better make some room.

She’ll stick around as a 5k body, where you can just have her block to break herself, and then play another Miwa during your opponents next turn.

22-106R – Yuna

This card is actually called the Tidus Best Bang for your CP special.

We’ll go with the Tidus (16-116L), popular card, and a lot of people should still be playing it, because I don’t see why you wouldn’t.

Let’s start out by playing Yuna onto the field for 2CP, produced by a Water Summon. Then we’ll play Tidus for 1CP, and grab that Water Summon from the Break Zone.

For 1CP, you have 2 Forwards on the field, one of which can not be blocked and extremely hard to break.

I’m sure there are better Yunas to play, but if you’re just looking for a cheaper Tidus, look no further.

22-107C – Yuni

Sap!

Cast Sap! or Attack Down or both.

Yuni can do that for you. And the effects will last just until the end of the turn. It’s 4000 power when Yuni comes in, and 2000 power every time Yuni dulls to cast her ability.

3CP/7k body, Not much else is going on here.

 

22-108H – Lenna

Warrior of Lights … Warriors of Light Unite!

If you ever needed a reason to play Warrior of Light (19-128L), well this isn’t it, but Lenna will help. A little.

If you have to elements already on the field, Lenna will allow you to draw a card when she enters.

And, if you have 4 different elements, Lenna will cause your opponent to place one of his Forwards into the Break Zone.

I’ll leave you with some words of wisdom.

There is no reason to play Lenna in a Mono-Water deck.

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