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Icelike Oceans

28-020C – Blue Mage

This is a card that we haven’t had something similar in a long time.

Blue Mage gives you a chance to take a peak at your opponent’s hand. Not only that, but you get to choose a card from their hand and send it to the Break Zone.

For 2CP this is a great card to play in any Ice deck.

The only drawback would be that you need 5 Backups to be able to use Blue Mage’s ability. And, since you’re also sending Blue Mage to the Break Zone for this ability, you will now have more room for another Backup.

28-021R – Eald’narche

Discard, Dull and Freeze.

Eald’narche does it all. All at the same time.

Whenever your opponent discards a card, you get to Dull/Freeze one of your opponent’s Characters.

Also if by any chance KAm’lanaut enters the field, Eald’narche can pay a Crystal, and your opponent will discard a couple of cards, meaning that Eald’narche will Dull/Freeze a Character.

Just Rinse and Repeat.

28-022L – Kadaj

How many Remnants can you remove from the game?

Kadaj comes in and you will take one Remnant in your Break Zone and remove it from the game. Now all you got to do is find a way to remove another Remnant from the game.

Why?

Because, if you have 2 Remnants removed from the game, at the end of every turn of yours, your opponent will discard 2 cards.

Talk about Turbo Discard. Kadaj will give you a head start.

And, for the price of a Crystal, you can send a dull Forward to their owner’s hand. Luckily you’ll get 2 Crystals when Kadaj enters the field.

28-023C – Kam’lanaut

Here we go, do you see the Combo and how it works. We’ll explain later.

First off let’s see what Kam’lanaut does.

When he enters the field, Kam’lanaut will Dull/Freeze one of your opponent’s Forwards. You’ll gain a Crystal as well.

Glacier Blade, will break a dull Forward, and you’ll gain another Crystal with it.

So, what’s the Combo?

Eald’narche is already on the field. You play Kam’lanaut and you’ll Dull/Freeze a Forward. and gain a Crystal. You’ll then use that Crystal to have your opponent Discard 2 cards. Once those 2 cards are discarded Eald’narche will Dull/Freeze a Character.

You see, Discard 2 + Dull/Freeze 2 = A great play.

28-024R – Gil Snapper

More Moogle Bounty Mayhem.

These cards look like they’ll cause some Mayhem to your opponent.

As long as Gil Snapper is on the field, all damage dealt to your Forwards 2CP or less, will have their damage reduced by 2000. That could be more than enough to keep them on the field.

Gil Snapper also becomes a Forward with 6000 power, and his first ability does reduce the damage that Gil Snapper takes as well.

You can probably throw Gil Snapper into any deck. Even if he’s not in an Ice deck, I’m sure you’ll find ways to bring him out.

28-025C – Kuja

Kuja is ready to sabotage your opponent. At least for this turn.

Kuja comes right on in and Dull/Freezes 3 of your opponent’s Forwards.

6CP.

And, you will play this card with a smile on your face.

And, you will smile when your opponent can not do anything to block your attacks.

 

28-026C – Clavat

I know I just saw this card.

This comfirms our generic common, that is the same through out all the elements in this set.

We’ll keep it short, or I can just Copy/Paste

“Here we go, a Crystal Generator.

One when Clavat comes in, and one when you use the ability to send her to the Break Zone.

Simple.

Easy to understand.

Not much else going on here.”

28-027C – The Emperor

The Emperor comes in and a dull Forward goes out.

Not only do you send a Dull Forward back to your opponent’s hand, but they will also discard a card from their hand as well.
And that’s about it.

5CP, 8000 power. And after he enters the field, The Emperor becomes a Meat Shield.

And, there’s nothing wrong with that.

 

28-028H – Shiva

A Hero Summon for 2 CP, can’t go wrong with that, even if you do pay the extra cost of a Crystal.

Shiva allows you to choose 2 of her two abilities. Yes, you pay the Crystal if you choose both.

1) Break a damaged Forward.

2) Dull one of your opponent’s Forwards, and your opponent discards a card.

Not bad. Not bad at all.

28-029C – Shantotto

You can’t lose with Shantotto.

For 3CP, Shantotto enters the field and you reveal the top card of your deck.

If it’s and Ice card, your opponent discards a card.

If, it’s any other element, you’ll draw a card.

And, the icing on the cake. You get to see what the top card of your deck is.

 

28-030H – Shuyin

This is interesting.

Shuyin acts more like a Summon than a Forward.

Shuyin comes in and you can either choose a Forward your opponent controls and remove it from the game. Or, you can have your opponent choose 2 cards from their hand and remove them from the game.

You’ll also have to remove Shuyin from the game as well.

So, the question is why did they make Shuyin a Forward?

Unless, there is a card that can bring Shuyin back after he has been removed from the game.

This is a card that I’ll keep my eye on, just because I’m curious to see what people will do with it.

28-031L – Snow

For 5CP you get a Forward that keeps on giving.

Snow has 3 abilities, and you get to choose 2 of them when he enters the field, and whenever Snow attacks.

1) Dull/Freeze 1 Character
2) Reveal the top 2 cards of your deck, add a Final Fantasy XIII card to your hand.
3) The next Final Fantasy XIII card you play is reduced by 2CP.

Plenty of choices here, but I see most people using 1 and 3.

28-032H – Cecil

Paladin Cecil now makes more sense.

Cecil comes in and you can pay the extra cost of removing 3 Forward in your Break Zone from the game. You can then choose one Character, Dull/Freeze. And then, your opponent will discard a card.

And, when your opponent finally breaks Cecil and sends him to the Break Zone, it’s like Cecil finally beat himself at Mt. Ordeals, and comes back as a Paladin.

And, when Paladin Cecil comes in, since Dark Knight Cecil is already in your Break Zone, you’ll draw a card.

28-033C – Sephiroth

At 3CP this Backup is great. Sephiroth is doing Ice things.

When Sephiroth comes in your opponent discards a card.

And, if you ever needed to break a Multi-Element Forward, Sephiroth is here to help you do it.
That’s about it.

Simple, but effective.

 

28-034C – Paladin

There are plenty of ways to have your opponent discard a card this set.

Paladin here is one of them.

Whenever Paladin deals damage to your opponent, your opponent will discard one card.

And, if you pay a Crystal you can also give Paladin +2000 power and Brave, giving him a 9K body.

You can do a lot worse for 3CP.

28-035R – Harley

What else would Harley do?

She searches for a Bard.

*Cough Edward Cough*

And that is about it. Although it doesn’t necessarily say that you have to search for Edward, but we all already know that Edward is a Bard, and Harley is his secretary.

Maybe Bards will become a thing.

28-036R – Yazoo

Removing Remnants, to gain Crystals.

That seems like what the Remnants would do.

Yazoo removes, one Remnant, and gains 2 Crystals. Just like Loz.

Then you can use those Crystals to Dull/Freeze a Character once per turn.

I might finally give the Remnants a spin this set. I’ve been meaning to do it for a long time now. Ever since Opus XI.

28-037H – Yoshikiri

Yoshikiri is looking to spend all those Crystals that you’ve been farming.

When he enters the field, pay a Crystal, and your opponent will discard a card.

Yoshikiri is blocked, and you can then pay a Crystal and your opponent discards a card.

And, if that’s not enough, you can use Yoshikiri’s ability, that will force a Forward to block. So, not only will your opponent discard a card, they will lose a Forward in the process as well.

This will be a fun card. For you. Not your opponent.

28-038R – Loz

I don’t know where to start. So, we’ll just start from the card. Which is what we’re doing anyway.

Loz comes in and you can remove a Remnant from the Break Zone and you’ll gain a couple of Crystals for it.

Now, what does Loz do with these Crystals?

You can use them to give an Ice Forward +2000 power. This can be useful as a counter measure. Give an Attacker that is being blocked +2000 power to Break the Blocker, or the other way around, +2000 power to your blocker to break the attacker.

Are we finally going to be able to get a good Remnant deck going?

Cool Singles!

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Hidden Trials – By Lightning

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23-077H – Azul

The Tsivets are coming strong, and Azul is about to kick some butts.

Azul has Counter, he will Counter any damage dealt to him to one of your opponent’s Forwards.

For the cost of 1 Crystal, Azul can also cast Berserk on a Forward. And, when he does, Azul gains +2000 power.

I’d say that’s a Crystal well spent.

 

23-078C – Alisae

Alisae is like a bloodhound. She’ll help you find the card you need, but only if you can show her what you’re looking for. And, the only way to do that is to already have a card with the same name in your Break Zone.

The only thing Alisae can’t search for will be Standard Units and Summons, everything else is fair game.

I’m sure she has some use, but there are plenty of other cards that’ll search better then she does.

 

23-079R – Estinien

I mean he’s no Opus VI Estinien, or Dawn of Heroes either, but Estinien is still a decent card to play.

Coming in with Haste, Estinien has the ability to attack from the get go, but you already knew that. So, why would we mention that?

It’s simple. Every time Estinien attacks, you get to grab a Scion Forward from your Break Zone. Making Estinien a great play, right away.

And, that’s not all!

At 3 points of Damage Estinien gains +1000 power. Add in Opus I Lulu and Hidden Trials Krile, and you’ll have a Forward that attacks for 11,000.

And this is just a Rare card.

23-080R – Odin EX

If this comes off of an EX Burst it’s great.

If it doesn’t it’s too expensive, and the Opus I Odin, along with the Opus I reprint from Opus VIII. is a couple of CP less.

Why would you play this one? Because you can cast it for 3CP if you remove 6 Lightning cards from your Break Zone. If you have no way of getting them back, then go right ahead.

Breaking a Forward still is a broken Forward your opponent can’t use.

23-081C – Puppetmaster

2 Cost Elemental Lightning Backup.

Puppetmaster is ready for action with his Puppet right behind him ready for orders.

Puppetmaster comes in and dulls a Forward. As with some of the other Backups of this set, he has greater power when you have a full line of Backups on the field. And, when that happens, Puppetmaster dulls all of your opponent’s Forwards.

I’m noticing a lot of great plays being brought in towards the mid-end game.

 

 

23-082H – King

Is this a new thing, where we remove cards to reduce the cost of casting a card?

Because King turns into a 1 cost Hero, if you remove 4 cards from your Break Zone.

And, whenever King attacks, you can discard 2 cards and Break a Forward of your choosing.

King’s cost evens out as the 4CP you save from removing the 4 Characters from your Break Zone.

There’s plenty of ways to get rid of cards, Lightning might become even more fast paced.

23-083H – Queen

Your Savior, Your Queen.

This is a great card. Cadets will be one the rise solely based off of this card.

At the small cost of removing 3 cards from your Break Zone. Queen will give a Class Zero Cadet a 2000 power buff, plus damage dealt to that Forward by your opponent’s abilities will become 0.

This card kinda makes me want to remake that Cadets deck I had made back during Opus XIII.

23-084C – G’raha Tia

At 5CP and 9000 power, G’raha Tia is just a regular Common card.

When he enters the field, and you have another G’raha Tia in the Break Zone, you can remove it from the game and deal 4000 damage to 2 of your opponent’s Forwards. You will also dull them as well.

If this card cost a little bit less, I would say that it’s better.

 

 

23-085R – Krile (XIV)

Look at the new card you’ll be putting in your Scions deck.

Nothing beats a 1K buff across your board. Especially when it comes to the Scions and they already work well together.

And if you still need a little bit of extra power, Krile can give a Scion another 1000 power when it deals damage to a Forward.

Can’t go wrong with that.

 

 

23-086H – Thancred

Thancred, reporting for duty!

Thancred is ready to go from the get go. (If you already have some Scions on the field.) He’ll break one of your opponent’s Forwards as he enters, and he’ll bring back a Forward from the dead as he enters the Break Zone.

Almost like a Viking, but different.

Scions being Scions.

 

 

23-087C – Jack

Yeah, you’re not going to play this card.

Unless there is another card that stated “this and this” if there are so many cards in your Break Zone.

I’m also pretty sure that the other Jacks are much better, I can say that without even looking for them.

Even at 2CP, I wouldn’t play this card.

At least the art is nice.

23-088L – Serah

Mono-Lightning XIII deck Incoming.

Your opponent will be using all their resources to get rid of Serah here.

Once she comes in all of your opponents Forwards will lose 2000 power, and if you have at least another 2 FFXIII Forwards their power will go down by 5000. And, this does not end at the end of the turn. As of my understanding, they lose that power until Serah is removed from the field.

That means that most of your opponent’s Forwards will be unusable. Sure, there will be ways that your opponent can raise the power of their Forwards, but Serah also has Dispel. Dispel removes any power gains that your opponent has given their Forwards until the end of the turn.

I’ll take 3 with all the bells and whistles.

23-089C – SOLDIER Candidate

Now, this is a Candidate I have a use for.

2CP/5K body, with Haste.

If you remember, I have built an all Haste deck, and this one fits perfectly into it.

2CP is perfect for it because you’ll only need to discard 1 card, since I don’t play any Backups. 5000 power isn’t bad, because you’re hoping to win in 2 rounds. And, half the time your opponent will not have any Forwards on the field.

And, most of the low cost Haste cards are Standard Units, SOLDIER Candidate will gain +3000 power, giving her an 8K body, the perfect “Candidate” for a Meat Shield.

23-090C/15-095C – Ninja

You know the drill.

“You’d think they’d at least try and get the serial numbers to match.

Would’ve looked a lot better reading 20-099C/15-099C.

Not that big of a deal but, at least you gain a Crystal when Ninja comes in.

After that you can send Ninja to the Break Zone, and deal a Forward 1000 damage.

*yawn

Maybe if it wasn’t a reprint I’d be more excited.”

23-091C – Fencer (XIII)

There’s a lot of good Monsters in this set.

Fencer is ready to Break a Forward on command, as long as you have an extra Monster on the field, because that extra Monster will be part of the cost you pay for Fencer’s ability to go off.

It’s a cheap play, and as long as the Monster you send to the Break Zone has done it’s job, you’ll be good to go.

 

23-092R – Black Widow

This Monster is interesting.

You’ll need 2 or more Monsters for Black Widow to become a Forward. And when Black Widow does become a Forward, when it attacks, you may put another Monster into the Break Zone, and that will allow Black Widow to deal 9000 damage to a Forward of your choosing.

You can splash Black Widow into your Monster deck with Relm, and after that Black Widow will slowly get rid of your Monsters to play more Monsters.

 

 

23-093C – Mog (XIII-2)

This Moogle makes that XIII Mono-Lightning deck easier to make.

Always good to have a couple of searchers, and this one is better, because you can get rid of Mog once he finds what you’re looking for.

Mog comes in for 2CP, and just hangs out until it’s time for you to use his ability.

After that, you can play Mog once more, and he’ll do the same thing once more.

Yes, this card is needed.

23-094C – Y’shtola

How is this a Common?

If you’re playing a Scions deck, you will be dulling your opponent’s whole front line.

And, this only costs 3CP.

All I see is, you play Y’shtola, and block with her as soon as possible, in order to play her again.

Find a way to grab her from the Break Zone as well, and you’ll be golden. Just like the S(ci)un of the Seventh Dawn … Ok, maybe that wasn’t that great.

23-095R – Rosso

Rosso, the Crimson.

Vincent is in trouble here.

The Tsivets are coming for him and all of his allies, and Rosso is coming hard. For every time she attacks, she deals 4000 damage to one of your opponent’s Forwards.

And, if you have a stash of Crystals, you can use them to give one of your Tsivets Haste, allowing them to go from the get go.
Tsivets might finally have some decent cards to get a fun deck going.

Singles?

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Hidden Trials Midnight Pre-Release

It’s that time once again. Hidden Trials is just around the Korner.

That means that the Hidden Trials Midnight Pre-Release is almost here as well. We’re looking at Friday, July 26th. Technically July, 27th. Just because we will start handing out the Pre-Release Kits for the event at 12AM.

And as usual, we will be giving out an extra kit to the winner. That means you’ll have 2 chances at pulling that Lightning Gold Stamped Signature Full Art. (That’s a mouthful.) Even if you don’t win, you’ll still walk away with something.

2nd and 3rd will split a kit.

4th will receive 3 packs.

5th-8th will each receive a pack each.

The event starts at 12AM, but you can show up from 10PM for free play. Casuals and not just for FFTCG, if you want to play Magic, go ahead. Pokemon, Yu-gi-oh, anything you’d like.

We’ll just leave you with an address here. And, we’ll see you in about a month’s time.

9229 S. Cicero
Oak Lawn, IL 60453

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Purge – 90% Complete

Shop For Singles and More at our TCG Player store.

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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Hidden Hope – Flooding Hope

Shop these Singles and more at our TCG Player store.

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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