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25-001C – Armstrong
What a way to start the set, the first appearance of Armstrong in Final Fantasy TCG. You can consider this the Rookie Card.
Armstrong is a Monster with a strong arm, and he’ll use that arm to deal damage to your opponent’s Forwards.
Once per turn, you can use a Fire Card as Ammo for Armstrong. Each shot will deal 5000 damage to one of your opponent’s Forwards.
And, if you run out of Ammo, you can always just use Armstrong a deal a Forward 7000 damage.
It’s a decent Monster, I’d like to try it out. Hopefully at Prerelease.
25-002C – Iron Eater
I remember trying to build a Warrior deck a while ago, and Iron Eater would have fit right in.
At 3CP, this 8k body doubles as the perfect Meat Shield. Meat Shields are useful. Very useful as they block your opponent’s attacks.
You’ll only be playing Iron Eater if you are already playing Warriors. And, if you already have at least 5 Warriors in your Break Zone.
You’ll like to try and break Iron Eater, just so you can play him again.
25-003C – AVALANCHE Member
For 2CP you get a Forward with 5000 power.
And, when AVALANCHE Member enters the field you can discard a Final Fantasy VII Character, and AVALANCHE Member wil deal a Forward 7000 damage.
It’s like AVALANCHE Member is throwing the FFVII Character to it’s target.
It looks like we’re getting a whole bunch of FFVII Standard Units.
Might be time to get some no name VII decks going.
25-004H – Ifrit
Do you remember, how we keep mentioning that we need ways to remove Backups?
Well, here is another way.
We all know that there are certain Backups, well a lot of Backups that come in and after the ability goes off, you have no more use for them. Ifrit is here to take care of that.
You can remove one of your Fire Backups from the game, in order to reduce Ifrit’s cost by 2CP.
When Ifrit does come in, Ifrit deals 9000 damage to one Forward and 4000 damage to another.
I’d probably just be using this card to recycle my Backups, the damage is just an extra bonus.
And, since you’re playing Ifrit, might as well add Ifrita 9-002H to your deck
25-005H – Ace
I don’t get how this Ace is just a Hero.
You can get Ace down from 6CP to 0CP, just by having Class Zero Cadets, and Fire Characters on the field. The gives you a Free 8K Forward that is ready to deal damage left and right. And, that includes your opponent. Cause if your opponent has less than 5 points of damage, Ace will deal them one point of damage at the end of each of your turns.
I’d say it’s worth paying the 6CP at the start of the game. Then your opponent will be trying to get rid of him before he does too much damage.
And, Jackpot Shot. Ace will deal 2000 damage to a Forward for every Class Zero Cadet and Fire Character that you have on the field.
Cadets are on Fire!
25-006L – Cloud
Of course Cloud is going to be OP!
5CP to play Cloud, and you can say that, that is a great deal, for what you will get in return.
Cloud has 5 abilities, and you get to choose 2 of them when he enters the field.
Deal a Forward 8000 damage. Break a Monster. Remove 2 cards from your opponent’s Break Zone and draw a card. Play a 4 cost or less FFVII Character from your hand onto the field.
You can not go wrong here.
Worse case scenario, you Break a Monster ,and draw a card.
Best case?
You start a Combo going that will fill up your front lines. And, that’s where the ball starts rolling into an AVALANCHE.
25-007R – Glenn
8CP to play Glenn! 8CP?
8CP for 8K power.
Is that worth it? Yes, you should read the whole card before you decide.
Glenn comes in and you can search for not 1, but 2 SOLDIERS and add them to your hand. That brings hid cost down to 4CP and that alone would make the cost well worth paying for.
But, Glenn’s not done yet.
You can then play 2 SOLDIERS of 2CP or less from your hand, straight to the field. And that technically makes Glenn a Free Play!
And, who doesn’t like Free Plays?
And, after all of that, you still have a Meat Shield on the field.
25-008C – Security Officer
Security Officer ready to check your badge when you come to the door.
For 3CP you can draw a card.
Or you can deal 5000 damage to one of your opponent’s Forwards.
You can choose either one.
Or you can choose to play another card.
This would have been a better card if it’s cost was 2CP, and you can play it off of Glenn.
25-009C – Sice
This is what I would call a throwaway card.
I’m not saying that cause I think it’s bad.
I’m saying it because, once you have 5 Cadets on the field, Sice will come in with Haste and deal 3000 damage to one of your opponent’s Forwards.
And, then when she attacks, she’ll deal another 3000 damage to one of your opponent’s Forwards.
She’ll probably get blocked and be sent to the Break Zone, but you already dealt 6000 damage to a Forward. I’d say that’s 1CP well spent.
25-010H – Salamander (III)
3CP plus an extra cost.
And, that extra cost is why you will be playing Salamander. For an extra 5CP, or 2 Crystals, you will be able to deal 9000 damage to 2 of your opponent’s Forwards.
We’ll go with Crystals, because we spent 8CP on Glenn earlier.
The good thing about Salamander’s ability is that it can go off every time that Salamander attacks. All you need to do is find your Crystal Generator, and start stockpiling those Crystals. If you can do that and have 2 Crystals available when Salamander is about to attack, your opponent will have a hard time trying to keep his front line filled.
If you would have asked me, which you didn’t, I would have had some type of Priming going on with Gutsco and Salamander.
25-011C – Deuce
Yes, … well are you playing Cadets?
If you are then Deuce will be of use to you.
When she enters the field, you’ll look at the top 4 cards of your deck, and if there is a Class Zero Cadet there, you can add them to your hand.
What? You’re not playing Cadets?
Then what are you reading this for?
Move Along.
25-012C – Trey
Class Zero reporting for duty!
Even as a Common, Trey will deal enough damage to break a Forward. 2000 x all the Class Zero Cadets that you control. And, if you’re playing Cadets, you’ll most likely have a board full of them by the time you decide to play Trey.
After that, you’ll probably just want to have Trey block a bunch of high-powered Forwards, just so you can play him again.
I’m thinking it’s time to build a new and improved Cadets deck.
25-013C – Palom
The child prodigy returns, but this time there’s nothing special going on.
This time Palom comes as a Backup, which he usually does stay on the back line, since his spells will cause the same amount of damage, whether he is on the front lines or the back lines.
I’ve gone off topic, but you get the picture.
Palom has 2 abilities, one deals 3000 damage, and the other 7000 damage.
And, that’s about it.
25-014L – Volker
We were just talking about Warriors.
Volker here, will be the glue that holds it all together.
At 7CP Volker’s cost might seem a little steep, but look at what you’re getting.
Volker enters the field, and you will search for 2 Warriors. Ok so far so good. That just brought Volker’s cost down by 4CP, thus making him a 3 cost Legend. But, we’re not done yet.
The Next Warrior that you play will have their cost reduced by 3CP. And, that makes Volker a Free Play.
Might we suggest that you grab and play Iron Eater. And then you’ll also be dealing some damage to one of your opponent’s Forwards.
But wait, there’s more!
Any time one of your Warriors gets sent to the Break Zone you will choose one of your opponent’s Forwards and deal it 4000 damage.
Add all this to a 8K body and you have one hell of a Legend.
I’ll take it!
25-015R – Hell House
First Armstrong and now Hell House. We’re building a neighborhood here on the front lines. Or is it the sidelines? Either way the front yard is where your Forwards will be ready to protect you.
Hell House comes in as a Monster, but once per turn Hell House can become a Forward with 7000 power.
At 3 points of damage, whenever Hell House attacks, it will deal 3000 damage to all of your opponents Forwards.
At 5 points of damage, Hell House will deal 5000 points of damage to your opponent’s Forwards whenever it attacks.
Just throw this into any Fire deck, and you’ll do good.
25-016R – Rubicante EX
Now this is interesting. I know that Golbez was spoiled with all of the Archfiends, and if the rest are like Rubicante, I can tell that Golbez and Co. are going to be fun to play. Against them will be a different story.
Rubicante comes in and does nothing. But, whenever Golbez attacks, you can choose a Forward and deal it 8000 damage.
And, let’s take some Final Fantasy IV elements into the TCG by giving Rubicante the ability to be immune to certain elements at certain points. That point is whenever you’d like, as you can just pay the cost of 2CP, one Fire one any color, and Rubicante will not be dealt damage by abilities of that Element.
At 4CP, you get an 8K body that will keep attacking with Golbez.
Oh, and the first ability comes off of an EX Burst as well.
25-017R – Red XIII
At 1CP, any card is worth a shot. At least once.
Red XIII enters the field and gives one of your Forwards +3000 power.
After that, Red XIII is good to block an attack.
You can also play Red XIII from the Break Zone. But, only during your Main Phase, and only if you have at least 2 Final Fantasy VII Forwards on the field.
If for any reason Red XIII leaves the field, he will be removed from the game instead.
Like I said, it’s 1CP. You can try it out and see if it works for you.