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Hidden Hope – Hope On Fire

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22-001R – Auron

Auron’s here, just doing his job as a Guardian, and protecting one of your Forwards just like any Guardian would.

When Auron comes in, you choose a Forward, and the next damage dealt to it becomes 0.

At 2CP this is a card with great value, just because Auron has Back Attack, and that means you can play him during your opponent’s turn.

Let’s say your opponent casts a Summon or ability, Auron can swoop right in and guard the Forward being targeted.

You don’t even need to be playing a FFX themed deck, Auron can hop into any deck that has Fire in it and he’ll do great.

22-002C – Red Mage

Red Mage, your 2 cost Backup that has some pretty good abilities.

1) Choose a Forward of 5CP or less, and take away it’s ability to block.

Or

2) Discard a fire card, chuck Red Mage, and deal a Forward 8000 damage.

Even if Red Mage just had the first ability, I would have said that this card is great.

And, it’s only a Common.

All you have to do is attack, and when your opponent declares a blocker, just dull Red Mage, and take away that block.

22-003R – Ayame

Really?

I see Samurais making a comeback. Where did I put those Tenzens?

Ayame comes in with Brave, at 2CP/5000 power. But, everytime a Samurai enters the field, Ayame gains +4000 power.
Meaning that Ayame’s power can easily rise past 9000. Which is a good thing, because when Ayame attacks, and her power is over 9000, you get to choose one of your opponent’s Forwards and deal it 7000 damage.

Ayame might look small, but she packs a mean punch.

22-004H – Angeal

SOLDIERs Unite!

Angeal, the original Buster Sword wielder, here to help cause more damage to your opponent. I don’t know if that makes any sense, since he doesn’t actually like to use his Buster Sword in fear of ruining it. But, Zack’s life is worth just a little bit more, than his sword.

Angeal enters the field and you can pay (X), which allows you to search for a SOLDIER of cost (X) and play it straight to the field. That means it doesn’t even need to be a Fire SOLDIER. You can also search for Roche, who comes in with Haste and can attack right away.

And, when Roche attacks, the damage increases by 2000, because that is Angeal’s other ability. Add in the fact that if you have taken 3 points of Damage, Roche also gains 3000 Power, making his attack cause 9000 damage.

We won’t even get into the art. I like this card.

22-005R – Ignacio

That’s a big axe.

Ignacio your 5 cost Forward, coming in with 9000 power.

When Ignacio enters the field, you’ll put the top 3 cards of your deck into the Break Zone, and if all of those cards are Fire, you’ll deal one of your opponent’s Forwards 9000 damage.

I mean, .. ok.

Not great. Somewhat … I’ll pass.

22-006H – Garland EX

Is it just me or does Garland look like a dwarf here?

He might look like a dwarf, but this is a great card.

Garland comes in and allows you to grab a Knight from the Break Zone, making garland a 2 cost Forward with 8000 power. You’d think that that’s enough but it is not. When you decide to play that Knight. Or any Knight. You get to choose one of your opponent’s Forwards and hand that Forward 5000 damage.

These cards just keep getting stronger and stronger.

22-007C – Carla

Agito Cadet reporting for duty.

3CP/7000 power.

Carla is a decent Forward. has enough power to hold her own against most Forwards. She also has 2 abilities that can help out when the going gets tough. All you have to do is Dull her. No extra costs for these ones.

You can either deal a Forward 3000 damage, or you can buff an attacking Forward with +2000 power.

Either way she can stop an Attacker or help one of your Forwards.

Carla is a Forward that moonlights as a Backup. Kind of reminds me of Amon from Opus II.

22-008C – Clavat

Cheap Backup to play that allows you to look at the top card of your deck.

If you don’t like what you see, you can place the card at the bottom of your deck. If you do, just leave it where it is.

Bonus Points, Clavat is dressed as a Black Mage.

It could see some use.

 

22-009H – Jecht

Do you know what this is?

It is a Free Card, that will Break a Forward when Jecht enters the field.

I can see Jecht doing great with my Bomb deck, which upon release Jecht will be put in, and something else will be taken out.

Let’s explain. For every Fire Character you control Jecht costs 1 less CP. So, if you have 6 Fire Characters on the field Jecht is free. And when he enters the field, Jecht deals damage to one of your opponent’s Forwards. And they deal damage to each other.

Only thing missing here, is better art.

22-010L – Selphie

Selphie comes in and allows you to search for a FFVIII Forward.

But, that’s not a good reason to make Selphie a Forward. You can do that with a Rare, and it’ll still cost less than 4CP.

Then again, Selphie does a lot more than that.

Once per turn you can give a FFVIII Forward +1000 power, Haste and Brave. That means as long as Selphie is on the field, all of your Finla Fantasy VIII Forwards that come in will be granted Haste and they will be able to attack on the same turn that they came in. No more Summoning Sickness. Selphie has a cure for that.

Oh, and she has 7000 power. 8000 if you use her ability on herself.

22-011C – Warrior

Just your Standard Unit 3 cost Fire Forward with 7000 power.

But, if you have at least a couple of Standard Unit Backups on the field, Warrior gains +2000 power.

Making him a 9k body.

Effectively becoming a Meat Shield.

 

22-012C – Foulander

A Monster that becomes a Forward. That’s becoming more and more normal with every new set.

Foulander here is no exception. And, it deals up to 5000 damage to one of your opponent’s Forwards every time it attacks. Allowing you to soften up your opponent’s front line in the process. And, if you got 3 Foulanders on the field, that’s even better.

Don’t forget that Foulander only costs 1CP.

Throw this in any Fire deck and you’re good to go.

22-013C – Machina

You’re either playing this card early, or you’re not playing it at all.

Unless your board gets wiped and you have to start all over.

Machina does have a decent ability, dealing 7000 damage to a Forward.

Other than that, at least the art looks good.

 

 

22-014R – Belias, the Gigas

This is a great Summon if you want to get rid of a pesky blocker blocking your Attacking Forward. Once that happens, and you cast Belias, your Forward gains +3000 power and First Strike. And if that’s not enough Belias deals your opponent’s Forward 7000 damage. Thus reducing their power and hopefully breaking them.

One way or another your Forward shall survive.

Plus, if you paid with only Backups, you get to draw a card as well.

 

22-015C – Meeth

Meeth sure looks angry.

You would be too if all you did was remove a Backup from the game, to draw 2 cards.

Meeth wanted to come in and party, but one of his friends is forced to leave when he comes in. And that friend was the only reason Meeth wanted to come to this party.

But, for a 2 cost Backup, that lets you get rid of a Backup you don’t need anymore to draw 2 cards, there could be some use to Meeth.

22-016H – Minwu (FFBE)

Not that Minwu, this is the other Minwu from Brave Exvius.

They’re the same, but different.

And, this is a great card.

Bring in a card from the Break Zone, any time you’d like during your turn as long as you don’t have any cards in your hand.
It’s like you’re playing with an extra deck. Plus your Limit Break Deck, you got 3 different places where you can grab a card to cast.

I’ll take 3.

22-017C – Lilyth

Need a Crystal?

Play Lilyth. 2CP with 5000 power.

Not the strongest of cards out there, but if you need Crystals for abilities and what not, Lilyth is a decent play. You get a Crystal and a body that will hang out on the front line until needed.

Let’s not forget Hard Slash. If you look you don’t need to dull Lilyth to use the ability. Meaning if you have 2 Lilyths in hand, you can deal 7000 damage to 2 Forwards and you’ll still be able to attack.

I’ll try this one out.

22-018R – Luartha

At 1CP and a Crystal, Luartha can do some damage (especially if you already have taken 3 points of damage) before your opponent even knows what hit them.

Luartha will come in, and if you pay the Crystal she gains Haste. Once you attack, you can choose one of your opponent’s Forwards and deal it 5000 damage. Thus reducing the Power of a Forward that can break Luartha.

And if you already have taken 3 points of damage, Luartha deals one of your opponent’s Forwards 5000 damage when she enters the field.

I like this card, I shall find some use for it, because you can throw it into any deck that runs Fire, and you’re good to go.

I’ll take 3, preferably foil versions.

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Breaking the Limit?

Final Fantasy TCG – Anniversary Collection Set 2024 (that’s a mouthful) is just around the Korner. If you haven’t gotten your Pre-Orders in yet, we have some still available.

Pre-Order Here.

What’s on the Soap Box today?

Limit Breaks.

If you can remember they first showed up back in Final Fantasy VII when Cloud took enough damage and unleashed Braver for the first time. Running towards the enemy and then jumping up like a Dragoon, and bringing his sword down as he’s falling to strike at the enemy causing damage.

I had you there for a second.

We’re actually going to talk about the new mechanic that will be introduced in Hidden Hope.

Limit Break cards will actually be set in a side deck that consists of up to 8 cards. These Limit Break cards are only for your side deck. And, can be played at anytime you would normally be able to play them. You’ll be almost like a Black Mage, with spells ready to go. As long as you have enough MP that is. That MP is your side deck as well. Once you pay the cost to cast a Limit Break, you’ll also need to pay for the Limit Break cost as well. You can just take a look at how Toriyama has explained it.

Let’s take a quick look at these cards now.

Zack – 22-112R

Zack enters the field and deals 3000 damage to a Forward. After that he just sticks around the board, hacking a slashing, blocking and attacking. Until he breaks, and gets sent back to the Limit Break deck, but not before stopping by the Break Zone to confirm that he is actually broken.

Ace – 22-116L

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.

Viktora – 22-114H

With Viktora, you’ll want to keep your opponents hand at zero. Make them spend every last CP that they have. And, since Viktora is already a Dragoon, and most Dragoons are Lightning. Ice/Lightning is already good at this, Simply adding Viktora to your side deck will make your main deck that much better.

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Hidden Trials

We have just received word of a new set coming out.

Opus XXIII, Opus 23 or Hidden Trials. Call it whatever you’d like.
And we are excited!

Lightning graces the Booster Box with original artwork. And it sure is looking good. We can already guess on which card will have the Golden Signat … wait, … I don’t believe there is a Golden Signature. It just mentions a Special Card with an original illustration. Let’s keep our fingers crossed.

We do get to see some of the cards, and I can tell you Lightning and Queen just look amazing.

We’re getting a new Tyro as well. This time Tyro is representing Wind, we’ll see how well he does in his new element. It also mentions that Final Fantasy Record Keeper will be a “Featured Title” so, I’m expecting at the very least a bunch of Record Keeper Standard Units, and Maybe just maybe, we’ll get the pixel art cards I’ve been wanting for a long, long time. You heard it here first. January, 11th 2024.

Legacy cards are back. Lightning (15-041L), Rydia (15-083L) and Refia (19-102L). I don’t get why they are just grabbing cards from newer sets, I believe that since they are named Legacy cards they should have come from older sets. At least 10 sets.

But, what do I know.

And with that I’ll just leave the press release here.

Hidden Trials will elevate the ‘Limit Break’ mechanic to new heights thanks to custom-themed cards that can turn the tide of battle, revolutionising the deck-building experience for players.

For the collectors, this Opus will include a very rare, Special Card [23-037R] showcasing an original illustration of FINAL FANTASY XIII Lightning by Miki Yamashita. Additionally, three beloved Legacy cards, Lightning [15-041L], Rydia [15-083L], and Refia [19-102L], are included.

As per tradition, renowned artists have contributed stunning new art pieces to bring the characters to life:

New Art

Rubi Asami, FINAL FANTASY VI / FINAL FANTASY XIII-2

Mihoko Ishii, FINAL FANTASY VII REMAKE

Yuya Ishihata, FINAL FANTASY IX

Ryoma Ito, FINAL FANTASY TACTICS A2: Grimoire of the Rift

Yukihiro Kajimoto, FINAL FANTASY

Gen Kobayashi, DIRGE OF CERBERUS –FINAL FANTASY VII–

Sara Shimokobe, FINAL FANTASY IV

Toshitaka Matsuda, FINAL FANTASY TYPE-0

Fumio Minagawa, FINAL FANTASY XI

Miki Yamashita, FINAL FANTASY XIII

Oreki Genya, FINAL FANTASY TYPE-0

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Beyond Destiny : Finishing Starters

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21-125S – Onion Knight

Coming in with Haste this Onion Knight will bring a tear to your eye.

Meh, I tried.

Onion Knight comes in and if you decide to pay 2 Crystals, you can search for another Dissidia Forward and play them onto the field. Sure, they have to cost 3CP or less, but there are plenty of Dissidia Forwards to choose from.

No need to worry about Elements either.

Sword & Sorcery, is a decent ability that deals 10,000 damage to any Forward that decides to go up against Onion Knight and block him when he attacks.

Did we mention Haste?

21-126S – Cloud

Kingdom Hearts Cloud.

Was wondering when he would make another appearance.

Cloud is pretty straight forward. He enters the field, and deals 3000 damage for each Dissidia Forward that you control to a Forward of your choosing. This also comes off of an EX Burst.

Other than that Cloud is a 5 cost Forward with 9000 power. But, you can get around that. Instead of paying 5CP, you can just pay with 2 Crystals.

21-127S – Firion

Here’s Firion, the Rebel Warrior that will help you stock up on Crystals. That way you can pay for all of the Crystal abilities that the rest of your Deck likes to use. Weather it is paying for Cloud, or having Onion Knight search for a Dissidia Forward, or whatever else the rest of the Starters can do with the help of the Crystals.

Let’s get back to Firion.

Firion enters the field and deals a Forward 3000 damage. And if you have 2 Dissidia Forwards on the field, he’ll deal 7000 damage instead.

And that’s about it.

Sure, you won’t really care about his Entering ability, not when he has a way to acquire Crystals.

21-128S – Shantotto

Here’s another use for all the Crystals Firion will be able to get you.

When Shantotto enters the field, you can pay the additional cost of 2 Crystals, and grab a Dissidia Forward from your Break Zone and play it onto the field. Sure this Forward needs to cost 5CP or less, but it’s a free Forward so who cares.

You will be able to play 2 5CP Forwards for the price of one.

It’s Buy One Get One Free. Or B.O.G.O.

Salvation Scythe, is Dissidia’s answer to Opus I Jihl Nabaat.

Dull and Freeze 3 Characters.

I like it. You don’t even need to play Shantotto in a Dissidia deck. Just throw here in any Dull/Freeze situation to make thinks cooler.

21-129S – Terra

From the looks of it, it’s all about the Crystals.

A Crystal here, a Crystal there, here a Crystal, there a Crystal, everywhere a Crystal.

Terra shall come into the field, and your opponent discards a card. And if you’re playing this starter deck, you’ll probably be gaining a Crystal as well.

And then you can use that Crystal to Dull/Freeze, a Forward and draw a card as well.

Pair Terra with Shantotto and you can Dull/Freeze 4 Forwards.

It’s getting colder by the minute.

21-130S – Noctis

You see what they did there?

They gave you a somewhat cheap Forward with 9000 power, but you have to have a Dissidia Forward on the field in order to play Noctis.

But, you probably already got that covered. You’re playing this Starter Deck.

Well let’s see, Noctis comes in and Breaks a Dull Forward.

And, that’s about it.

It’s all because of the suit Noctis is wearing. And, then he’s pointing to himself, showing off his portrait on the wall.

Yes, we comment on the art when we have nothing else to say. We got to fill up space somehow.

21-131S – Warrior of Light

Here is another Crystal Generator

Warrior of Light comes in and gives you a Crystal, and after that, whenever a Dissidia Forward enters the field Warrior of Light gives you another Crystal. And, then you can use those Crystals and use them to pay for different abilities.

Such as the one right here on the card, that gives Warrior of Light +1000 power, and the ability to not be chosen by your opponent’s abilities. Now, that’s an ability.

Warrior of Light sure reminds me of Cecil. I actually thought it was Cecil until I started reading the card.

21-132S – Cecil

What’s not to like about this card?

Built in protection. Cecil is a Paladin like no other. Or so they say.

4CP/8000 power. Can’t be chosen by abilities, can’t take damage from abilities. A meat Shield at it’s finest.

Cecil also buffs all of the other Dissidia Forwards with +2000 power.

And, if that’s not enough, Paladin Force breaks those pesky high cost Forwards that like to stick around the field more than they should.

Now if Cecil had some FFIV synergy, this card would have been awesome.

21-133S – Tidus

Here’s a card in this deck that pretty much stands by itself, with no need for other Dissidia Characters. Tidus comes in and you return one of your opponent’s Forwards to their hand. And when you return a Forward to their owner’s hand, regardless of it being your or your opponent’s you draw a card and gain a Crystal.

And since there is no need for Dissidia Characters on the field for this ability to go off, you can pretty much play Tidus in any deck.

Sure, he costs 5CP, but you’ll get 2CP back when you return a Forward to your opponent’s hand. Plus, you could be drawing an extra card once per turn, making Tidus cheaper in the long run.

21-134S – Bartz

Bartz is ready to make this Dissidia deck work out. Bartz comes in and allows you to search for a Dissidia Character, add it to your hand. Bartz also gives you a Crystal

4CP, which comes down to 2CP after you draw a card. And if you already have another Crystal in your hand, play Shantotto, and then grab Cloud from the Break Zone.

Or something along those lines.

And, when Bartz is done attacking , and blocking and is sent to the Break Zone, you can remove Bartz from the game and gain an additional Crystal.

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Beyond Destiny – Firestarters

21-001R – Ward EX

Decent Forward to start off the set.

Ward can only be paid for with Fire CP, but 3CP isn’t much for this 8000 body.

Good thing is that Ward will deal 7000 damage to a Forward when he comes in.

This ability also comes off of an EX Burst.

How many Fire FFVIII Characters are we going to get this set?

 

21-002R – Edgar

Edgar is back, but this time he isn’t a Category VI Character. Edgar belongs to the World of Final Fantasy. I’m guessing there will be some synergy with Reynn and Lann. Hey we might even get a new Reynn this set.

Edgar is a great card for playing low cost Characters onto the field. You can play one as soon as Edgar enters the field, and you can also play one with his ability.

It might be an easy way to swarm the field with some low cost Standard Units.

 

21-003R – Flameserpent General Gadalar

What’s this?

A Fire Forward that can attack twice in the same turn? For 4CP? Actually 2CP if you already have a couple of Fire Characters on the field.

Sure, you’ll probably have to pay the cost to activate Flameserpent General Gadalar, but you can also put a Fire Backup into the Break Zone to activate the Serpent General.

This might be a good way of getting rid of some Backups that have done their job when they entered the field, and are now just sitting around, not doing anything worth noting.

I shall be trying this one out.

21-004L – Cyan

That’s a lot of text.

How does 8CP sound for a board wipe? Or close to a board wipe?

Cyan might only cost 3CP, but you can pay with extra CP, up to a maximum of 5CP for a total of 8CP. And, with all of the extra Crystal Points you paid, you gain a Crystal. That gives us 5 Crystals. Which you can use to deal 9000 damage to all of your opponents Forwards.

Sure, you can use the CP for the other abilities, just in case you need to get rid of a Forward that didn’t go down with the 9000 power attack, or buff Cyan with 3000 power so he can withstand an attack.

And, after all is said and done, you still have a Forward with 7000 power on the field.

They need to start printing Amano Full Arts. And, not just for reprints.

21-005C – Black Mage

Still waiting on the FFI 8bit version.

Coming in at 3CP with 7000 power, Black Mage enters the field and if you pay an extra Crystal Point you gain a Crystal.

You can then use that Crystal to give Black Mage +1000 power, and when Black Mage attacks, you can deal 5000 damage to a Forward.

Not bad for a Standard Unit.

 

21-006C – Samurai

Samurai comes in and gives you a Crystal. And if you don’t have that many Backups on the field, you’ll also draw a card.
All we need now is to figure out how to recycle this Samurai.

Or Backups in general.

I’d say play Samurai as early as possible. You also don’t need Rocket Science for that piece of advice.

 

21-007L – Shadow

That is some great art. I’m just sitting here, staring at the card without bothering to read the text at the bottom of it. But, we got to do it.

Shadow 7 cost Forward, with 9000 power.

That’s pretty steep, but you can Warp Shadow in for 1CP. And if you play it properly, You’ll come up +3 on the CP count. Which is probably why you would want to play Shadow.

For 1CP you can Warp Shadow in, and you’ll probably have some FFVI Characters already on the field, so at the end of your turn, Shadow will come in, you’ll discard your hand and draw 2 cards.

But what if you don’t have any cards in your hand?

Well then you’ll just draw 2 cards. Which is what you’re trying to get to.

21-008R – Vermilion Bird l’Cie Caetuna

This is it!

We’ve been looking for a way to get rid of Backups. And we have it right here. For Fire at least. You can put 3 Backups into the Break Zone to deal 2 Forwards 10,000 damage.

All those Backups that have an enter the field ability, will be able to get off the field with Vermilion Bird l’Cie Caetuna’s 2nd ability.

And her first ability will remove a Forward from the game instead of just sending it to the Break Zone.

This one potentially has potential.

21-009C – Warrior

Didn’t we just make a Warrior deck a while ago, featuring Benjamin? I believe we did.

And, this card would be a perfect fit for it.

Warrior, has the ability to dull another Warrior (Name or Job) that you control, and gives him protection. That Warrior cannot be broken. Your opponent can try all they want, but that Warrior will stay on the field.

I like this card. Just a regular Common, but it has it’s uses.

21-010H – Taivas

The Warriors just keep getting better and better.

Taivas will let you, once per turn, toss in a Warrior (Job or Name) of cost 3 or less.

As long as you have a Warrior on your hand, you’ll be able to play him. And, if you don’t Taivas will let you search for one when he enters the field.

 

 

21-011H – Neon

I haven’t played Strangers of Paradise yet, so I don’t know who these Characters are or what they do.

All I know is that Neon, is great for a Fire deck. Giving your Fire Forwards +1000 to the damage they deal to another Forward.
Now the other ability will only work if you have a couple more Strangers of Paradise Forwards on the field. If you do you can choose up to 2 Forwards and deal them 7000 damage. Now it doesn’t say your opponents Forwards, so I’m wondering if there is a Forward whose ability goes off when they get damaged.

21-012H – Bahamut

Our very first Amano Bahamut.

For a second there I thought this would be a Free Summon, but I could only get Bahamut down to 1CP.

1CP to deal 10,000 damage to one Forward isn’t a bad trade off. And if you Break that Forward you’ll actually be removing that Forward from the game. Or RFG as the cool kids say.

This Bahamut is good if you’re going all out on the offensive. Just add Fang (1-020R).

21-013H – Feolthanos

Feolthanos is a card, that you just want to bring out and have him sit on the field as he watches over everything.

Cause once he sees an EX Burst it’s over for your opponent. That’s 3 points of damage, just coming out of no where. And, with no way to block it. Almost no way, Feolthanos looks like a real threat.

Plan of attack would be to bring out Feolthanos, and find a way to protect him at any given cost.

And, if he finally gets broken, Feolthanos will deal 9000 damage to 2 of your opponent’s Forwards.

All this for 5CP.

Yes, I’ll take 3, please.

21-014C – Bomb

Just like a Time Bomb, or a Mine in a Minefield.

Bomb is a a great Bomb.

You can play dull Bomb pay the cost, put Bomb into the Break Zone, deal a Forward 4000 damage, and search for another Bomb and play it onto the field.

I’m thinking it’s time to build a Bomb deck. There are 8 different Bombs, 9 if you count Mom Bomb.

I’m going to have to take a closer look into this.

21-015R – Marilith

4CP/5K body, doesn’t look like a good deal to me.

Marilith does come in and deals 8000 damage to one of your opponents Forwards.

And if you’re playing Mono-Fire you’ll probably give 2 of your Forwards Haste.

I mean, maybe. Maybe not. Probably not.

Prove me wrong.

21-016C – Mutsuki

A decent 3 cost Backup that comes in and deals 5000 damage to one of your opponents Forwards, and if you have another 2 Type-0 Characters on the field, it becomes 8000 damage instead.

It’s a decent attack when she comes in, after that all she does is hang around producing a CP per turn.

Which is still good, if you got rid of one of your opponent’s Forwards with that attack that hit for 8000 damage earlier.

21-017C – Monk

Monk has Warp, and Monk has Brave.

And that is it.

4CP for an 8000 power Forward. You can call Monk a Meat Shield.

But, since you can pay only 1CP to have Monk Warp in, It’s a decent card to have around. If you don’t have something better to play.

 

21-018R – Rain

Rain comes in with Haste, and if you cast Warp instead of paying the cost to play him on the field, Rain deals one of your opponents Forwards 7000 Damage.

You can go ahead and attack right away.

And, you’ll have an extra body to throw around.

This isn’t one of the better Rains.

 

20-019C – Reynn

This Reynn on the other hand, will fit very well in the Bomb deck that I would like to build.

At 2CP, Reynn just hangs out on the board until you want to grab a Monster from the Break Zone. A Bomb in our case, and you play that Monster straight to the field.

“Straight out the Break Zone,
Is a Monsta that’ll smother yo’ foe”

Or something like that.

20-020C – Lehftia

Yes, Yes, Yes!

I do like this card.

2CP, for a +2000 power attack from your Fire Characters or Summons. Yes, this includes Backups and Monsters. I can’t believe this is just a Common, I’ll be throwing this in any Mono-Fire deck that I make, along with Warrior (5-014C) and Lebreau (1-030R)

So, you’ll want to be able to protect Lehftia from all attacks.

Plus, when you get 3 points of damage, when Lehftia enters the field she’ll deal 6000 damage to one of your opponents Forwards. +2000 for a total of 8000.

I’ll take 3.

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