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Tears of the Limit Break

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25-106R – Machina LB

How much you like this card depends on when you can play it.

Machina is a 2 cost Forward, who’s power will range from 4K – 10K, as every point of damage that you have received gives Machina +1000 power.

This is not bad at all. The only problem I see is that you can’t play Machina if you already have a Forward on the field.

And, that might be the reason Machina is a Limit Break.

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25-107H – Red XIII LB

This is what a Limit Break should be.

Red XIII comes in and he gives all of your Forwards +2000 power until the end of the turn. With all the Final Fantasy VII Characters in this set, I see Red XIII being a great Limit Break to play.

And, since we’re talking about Final Fantasy VII, if you have another 2 FFVII Characters on the field, Red XIII will also gain Haste, First Strike, and Brave.

This will be a great play after a couple of turns. You’ll have a Forward that will be tough to beat.

I do like this one.

25-108R – Kam’lanaut LB

I’m not sure if Kam’lanaut looks more like a Transformer or a Super Hero.

Either way Kam’lanaut will do the same thing once he enters the field. He will break a Forward.

Why am I so sure, that Kam’lanaut will break one of your opponent’s Forwards? Because you wouldn’t be playing it if you didn’t control a Dark Forward.

After that you’ll have a Meat Shield on the field.

Hey, that rhymes.

25-109H – Shuyin LB

Shuyin! What’cha doin?

Looking for Vegnagun, that’s what Shuying is doing!

Shuyin will come in and search for a Dark Forward. If you don’t want Vegnagun, you can always look for Emissaries of Light Chaos, and go that route.

And, hey if you get Vegnagun in your starting hand, you won’t need Shuyin, but it’s always good to have him.

Yeah, I can’t think of anything else.

25-110R – Aerith LB

Here’s a way to make sure you can start your FFVII deck off right.

If your hand isn’t good, and you need to just find Zack or Cloud, Aerith knows where to find them.

You can then play them on to the field, and go along with your plan.

Aerith can also cancel an auto-ability targeting a FFVII Character.

It’s almost as if she’s sacrificing herself to protect the rest.

I’d call Aerith the perfect Meat Shield, but that feels wrong.

25-111H – The Emperor LB

Do you want to draw more card?

The Emperor her will help you out with that.

Every time your opponent searches for a card, or brings a card back from the Break Zone, you get to draw a card. And, there’s no limit on how many cards you can grab.

Since we already know that every deck has a card that searches for cards, and most decks have a way of bringing cards back from the Break Zone, you will draw enough cards to make The Emperor a free play in the long run.

You also get a body on the field with 5000 power.

You’ll want to keep The Emperor on board for as long as you can.

25-112H – Sarah (MOBIUS) LB

We were just talking about MOBIUS, somewhere during this set, and it is getting some love here.

Sarah will come in and if you find a MOBIUS card in the top 4 cards of your deck, you can add it to your hand, if not then all the cards go to the Break Zone.

It can work in your favor, it can also work against you.

But, the real reason you’ll be playing Sarah, is her second ability, in which she reduces the cost of playing your MOBIUS Forwards by 2CP.

And, you get a body, but you’ll probably just be dulling Sarah to help pay for your Forwards.

125-113R – Yang LB

Bring on the Monks!

This is just a way to get an extra Monk on the field.

What am I saying? I gotta read a little better here.

This is a way to get a Forward on the field, any Forward, any Element, any Category, any Job.

As long as you have enough Monks on the field you can even play Mont Leonis (14-075H) and Chaos (16-129L)

Just find a way to break Yang, and play him again, and then play him once again. Since Yangs LB cost is only 1 point, you can play all 3 Yangs if you have them in your Limit Break deck.

25-114R Kain LB

Kain might cost 9CP, but you can bring that cost all the way down to 2CP.

How?

Its simple really.

If you have 3 Dragoons on the field, Kain’s cost comes down to 4CP. And, once Kain enters the field you’ll grab a Forward from your Break Zone. Bringing it down to 2CP, just like we mentioned.

You can grab the Forward you just used to pay for Kain’s cost, or you can grab another one.

Most likely, you’ll be grabbing another one. Probably that Dragoon that was just broken last turn.

Did we mention Kain has First Strike?

If you’re playing Dragoons, you should throw at least one in your Limit Break Deck.

25-115H – Sephiroth LB

This is a fun card to play. I managed to pull it on Prerelease along with a couple of FFVII Legends, but that’s a story for another day.

The high cost of Sephiroth is worth it.

Whenever Sephiroth attacks or when he enters the field, Sephiroth will dull all the Forwards except for himself.

And, at the end of your turn you will break a dull Forward. At the end of your opponent’s turn, you will break another dull Forward. And so on, and so forth.

You will slowly break down your opponent’s front line, but be careful. Once your opponent loses all their Forwards, you’re going to start breaking your own Forwards.

But, then again, if your opponent doesn’t have any Forwards on the field, you’re probably winning the game.

25-116H – Graff LB

The Grand General. Graff looks like he could be a captain, and when I saw it the first thing I thought about is Vikings.

Why Vikings?

Well, when Graff enters the field, choose a Forward you control remove it from the game. If you remove a Viking, you will draw a card.

Which should be a good enough reason to play Graff in your Pirate deck.

And also, whenever Graff attacks, you’ll choose one of your opponent’s Forwards and they lose 4000 power until the end of the turn.

Let’s not forget about Graff’s 9000 power either.

25-117R – Leonora LB

One more card that can search for another card.

A Forward to be exact, A Final Fantasy IV Forward.

Which Forward? Well, that’s up to you.

Leonora can also help protect your Final Fantasy IV Forwards, with her second ability which turns the next damage dealt to them to 0.

Final Fantasy IV now has 2 cards that will search for a FFIV Forward.

We might be on to something here.

25-118H – Golbez LB

We’ve seen all the Archfiends, now let’s take a look at their leader, Golbez.

5CP plus 2LB to play a 9K Golbez.

So far this is meh. Just your regular High Powered Forward.

Now let’s take a look at the ability. Once per turn, you can search for an Archfiend and play it onto the field. Just like that.

Imagine, looking for Cagnazzo, right when you need to get rid of a Forward that you don’t want on the field. Or playing Scarmiglione when one of your Forwards gets attacked and needs to be saved.

And, that was just a couple of Archfiends from this set. Imagine what you can do if you go through all of the Archfiends.

That Golbez VS Cecil deck is looking pretty good right now.

d

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Tears of the Light & Dark Planet

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25-103H – Fusoya

Need to deal 9000 damage to a Forward, look no further, Fusoya here can do just that. And, that’s all he does.

Sure, 9000 damage to a Forward is a lot of damage, and more than half the time you will be breaking that Forward.

The real question though is it worth the cost?

Fusoya is a 2 cost Backup, but you’ll also remove the top 2 cards of your deck from the game when Fusoya enters the field. That’s technically 6CP, and you don’t know what the two cards are that will be removed.

Fusoya also has Flare, which is the same thing.

I know High powered attacks should cost more, but this feels like you’ll be paying more than you have too. Especially since we have Ifrit 25-004H.

25-104L – Yuna

This better be a Full Art.

For 2CP you get access to 3 separate abilities, that can go off at any moment, as long as you have 2 active Forwards.

1) Dull 2 Forwards.

2) Freeze a Character

3) Cancel a Summon or an auto-ability, if your opponent doesn’t pay an extra Crystal Point.

Although Yuna is not over powered, she can still put a stop to parts of your opponent’s strategy.

I don’t think this is ground breaking, considering Yuna is a Legend, but I have been wrong in the past.

Let’s see what happens 3 months from now.

25-105L – Vegnagun

Can we say game over?

Kind of like Emissaries of Light Tidus, there are way to keep Vegnagun out of your Break Zone. At least for the time being. And, after that, there still are some ways to grab Vegnagun back from the Break Zone.

With 10,000 power, Vegnagun is a force to be reckoned with, and having the ability to activate it whenever you’d like, Vegnagun will be ready to deal damage and take damage without worrying about having the War Machine Break.

And, once you already have 2 Vegnuguns in your Break Zone, Vegnagun will break all of your opponent’s Forwards. Leaving the road open for an easy victory.

This is probably where Yuna comes in play to block Vegnaguns abilities.

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Tears of the Water Planet

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25-086R – Abzu

You would think that, if your Job was Corneo’s Pet, you should have some synergy with Don Corneo.

But, that’s not happening. Not with Abzu.

That doesn’t mean that Abzu is a bad card, no Abzu is actually pretty decent.

Abzu doesn’t let your opponent’s Forwards gain any buff to their power.

Abzu is also a Forward and whenever Abzu attacks, one of your opponent’s Forwards lose 5000 power until the end of the turn.

You might break that Forward or you might not. But, Abzu will have a good chance at surviving.

25-087C – Abzu Shoat

I’m seeing doubles, and they can turn into triples.

You can have 3 Abzu Shoats on the field at once, at 1CP each you can have a little bit of fun.

First off you can dull Abzu Shoat and discard a Water card to have one of your opponent’s Forwards lose 1000 power until the end of the turn.

Or you can send Abzu Shoat into the Break Zone, and have one of your opponent’s Forwards lose all of their abilities.

If you have all 3 one the field, and they all use that second ability, you might just be able to crack through your opponent’s defenses.

Let’s see this one in action.

25-088H – Famfrit, the Darkening Cloud

Here’s another way to get rid of a Backup that has lost it’s use after it entered the field.
By removing one of your Water Backups from the game, you will reduce the cost to cast Famfrit by 2CP.

After that, Famfrit will break a Forward that has an Auto ability that was triggered.
Not only that, but you will also draw a card.

And, this my friends makes Famfrit, the Darkening Cloud a Free Play!

I’ll take 3!

25-089R – Cagnazzo

I remember fighting this overgrown turtle.

Coming in at 2CP, Cagnazzo acts more like a Summon than a Forward. When Cagnazzo enters the field, you will choose one of your opponent’s Forwards, and send it back to their hand.

Now, if Golbez is already on the field, you can take that Forward and chuck it into the Break Zone.

And, that’s it.

You’ll have a 5K body on the field, which you will want to find a way to Break Cagnazzo, just so you can replay him.

Imagine having Cagnazzo back when Neo-Exdeath was big.

25-090C – Quacho Queen

2 cost Backup that is also a Common.

Quaho Queen will give a WoFF Forward +1000 power until the end of the turn.

And, that is it.

There’s not much to write about her, so I’m just writing whatever comes to mind, just so it can take up some space.

We don’t want to leave an empty square next to Quacho Queen.

25-091H – Kraken (III)

Now this is a card that you have been waiting for! And, you didn’t even know it.

Kraken reduces the cost of all of your Summons and Monsters by 1CP!

That means you can get more Monsters out, quicker and more efficiently.

Not only that, but Kraken will also remove one of your opponent’s Backups from the game for as long as Kraken is on the field.

This one is going straight into my Bomb deck.

I’ll take 3 of these, and let’s not get into the Amano Art.

25-092C – Cloud of Darkness

A what now?

How is Cloud of Darkness a Common.

Cloud of Darkness comes in for 5CP and sends all of your opponent’s Forwards into the Break Zone!

Except for 2. Your opponent will choose 2 Forwards that they can keep.

All you need after that is find a way to get rid of the other 2 Forwards, you can use Sophie from this set for one, and the other one, well that’s up to you.

Cloud of Darkness also has 8000 power, so she will be able to block a couple of attacks, or deal some damage. Whichever you prefer will work.

25-093C – Corsair

Corsair shall come in and return a 2 cost Forward to their owner’s hand. Your opponent’s Forward that is.

Coming in with 3000 power, Corsair will be able to block an attack, and he will be sent to the Break Zone.

And, that is where you want Corsair to be. In the Break Zone.

Why?

Because you’ll want to find a way to play Corsair from the Break Zone, for when Corsair enters the field, Corsair will once again return one of your opponent’s Forwards to their hand, but they will also draw a card for you.

And, if you can find a way to keep bring Corsair back, you’ll have enough cards in your hand to put your plan into overdrive.

25-094C – White Mage

Here’s your Water Elemental Backup.

White Mage is ready to come in and do what White Mage needs to do.

White Mage will either raise a 1 cost Forward from the Break Zone, and bring it back to your hand.

Or, White Mage will draw you a card.

I can’t think of many 1CP Forwards that would be worth grabbing.

And, I was wrong. There are plenty of 1 cost Forwards worth choosing.

I might even use this one in my Octopus/Pirate deck that is still in the works.

25-095C – Cecil

For 5CP you get a Meat Shield with 9000 power.

Not only that, but whenever your Forwards are dealt damage by your opponent’s abilities, Cecil will reduce that damage by 2000. Hopefully helping your Forwards survive that damage.

I’d say this would be a good card if there is a way to reduce Cecil’s CP.

You can probably play Cecil 20-075L, and switch this one in, Or you can have Rosa 20-125R on the field, which will allow you to draw a card when Cecil enters the field. This would technically make Cecil 3CP.

Other than that, there’s not much to say about this one.

25-096L – Tidus

For 5CP you can return a Backup to your hand, and then the next Final Fantasy X Character that you play, it’s cost will be reduced by 3CP.

There’s 2 cards that I would pick to return to your hand. Rikku (2-071R), as it would be a Free Play to play Rikku back to the field and have her activate all of your Forwards. Or, you can return Brother (1-197S) to your hand and play him back to the field to have you search for a Final Fantasy X Character and add it to your hand.

If you decide to go with Brother, Tidus is now technically a free play.

And, don’t you think that Tidus is done here.

Every time Tidus or a Final Fantasy X Character enters your field, you will choose one of your opponent’s Forwards and they will lose 4000 power.

That will be 4000 from Tidus, and 4000 from Brother one play and you just might break 2 o your opponent’s Forwards.

25-097H – Doctor Cid

Time for some research, and who better than Doctor Cid.

4CP can be paid only with Water CP in order to cast Cid.

And, when he enters the field, you can place one of your opponent’s Forwards and put them at the bottom of their deck. That way the pesky Forward that has been bothering you for some time now, needs plenty of resources to be able to come out again to cause you some more trouble.

And whenever one of your opponent’s Forwards leaves the field, for any reason, Doctor Cid will begin his research and will allow you to draw a card. Once you have that card in hand, the research begins as you decide which card you will discard.

Simple as that.

25-098R – Broden

An owner?

What does Broden own?

I’m sure if you played Final Fantasy VII Rebirth you would know.

But, just saying Owner as a Job Title?

Yeah, this is the second Owner we have had so far. Soon we’ll be able to build a deck.
And as an Owner, Broden doesn’t do anything. He’ll just give you 2 cards and then just stand around taking up space. You’ll want to get rid of him, or don’t even bother playing him.

25-099C – Porom

Don’t like your hand?

Porom is here to help.

She’ll let you change out 1 card, with a new card from the top of your deck.

And, if that didn’t work, you can discard a Palom, draw 2 cards and then discard another card.

Is this a good strategy?

Maybe, Maybe not. But, don’t give up that card that you might need later.

25-100R – Matt

If Matt is here, you know that Glenn and Lucia are around the corner somewhere.

Matt comes in for 2CP, and he will be a good addition to your SOLDIER deck. All SOLDIERs are welcome, as with Matt on the field, all of your SOLDIERs will not be able to be chosen by your opponent’s abilities. This means that I’m 99.99% sure that either Glenn or Lucia, will have All SOLDIERS, cannot be chosen by your opponent’s Summons.

Matt also has the ability to lower a Forwards power by 2000. Which could be the little bit of power that you need to help break that Forward.

He also has First Strike.

25-101L – Meia

Are there enough MOBIUS cards to make this worthwhile? Enough to make a MOBIUS themed deck?

Meia comes in and if you decide to remove a MOBIUS card from the game, your opponent will choose one of their Forwards and they will put it in the Break Zone.

Meia can also reduce the cost of casting a Summon by 1, all you have to do is remove a MOBIUS card from your Break Zone.

I mean, maybe.

I would rather use Meia (16-123L).

25-102C – Rosa EX

Rosa comes in and searches for either Cecil or Ceodore, and brings them home.
Bringing her cost down a notch to 2CP, and she comes with 5000 power as well. Which is not bad.

And, let’s not forget Shell, because Rosa gives her family protection from your opponent’s Summons and abilities, in that they cannot choose Rosa, Cecil or Ceodore.

Are there better Rosas? Yes, but that doesn’t mean that you should ignore this one.

Singles & more!

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Tears of the Lightning Planet

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25-069C – Varghidpolis

I don’t know about you, but Varghidpolis looks like an “armed” turnip.

Yeah, I’m not quitting my day job anytime soon.

Varghidpolis has 2 abilities, just like the other Monsters of the Planet.

1 will deal 1000 damage to a Forward and also dull it. The other deals 1000 damage to a Forward and dulls it.

That’s the same thing. One ability, but 2 ways to pay for it.

At least Varghidpolis is consistent. Plus you then can play Black Belt (25-058C) to break that dull Forward.

25-070C – Eight

3CP for a 7K body. 7? This is Eight, we need to give him 8000 power.

And, you can.

At 3 points of damage Eight gains +1000 power, making his power 8000.

Eight also comes in with Haste, so he can start attacking from the get go.

One more thing. Whenever Eight deals damage to your opponent, Eight will grab a Class Zero Cadet from your Break Zone.

It’s time to start recycling.

25-071R – Scorpion Sentinel

Ever needed a defensive play?

Scorpion Sentinel is here to do just that.

When one of your opponent Forwards attacks, Scorpion Sentinel will come into play, dulling one of their Forwards. Sentinel Scorpion will also become a Forward until the end of the turn, and will be able to block your opponent’s next attack.

You get this for 1CP, which I would say is worth it.

Only thing that would have been better, is if you could have had multiple copies on the field.

25-072R – Kuja

For 2CP you can break one of your opponent’s Forwards.

Yes, you do need to place a Forward in the Break Zone in order to pay for this ability. But it’s worth it..

Imagine, Using Viking (2-132C) or Viking (4-133C) as part of the cost. You’re really only playing these cards so they can block an attack and be sent to the Break Zone just so you can draw a card.

Or, what if your opponent is casting a Summon or ability on one of your Forwards. That Forward is pretty much toast depending on what it’s being hit with, so, why not use Kuja’s ability and use that Forward as part of the cost, and break one of your opponent’s Forwards in the process.

Turn the tides, before they are turned on you!

Or something like that.

25-073L – Zack

Final Fantasy VII will be getting plenty of support. With plenty of Lightning support, even if you throw Zack in a Shinra themed deck, he will become a threat.

Every time Zach attacks, you can bring a Final Fantasy VII Character back from the Break Zone, only requirement is that, that Character costs 2CP or less. Shouldn’t be that hard to find one, even if you keep bringing the same Character in after they attack or block.

Rush Assault? When Zack Attacks, you can use his Signature ability and break one of your opponent’s Forwards! No cost Requirements, no nothing. Just stock up on all Zacks from every Opus.

Yes, please. May I have another?

25-074C – Amarant

For 5CP you get the ability of a Summon and a 9K body.

And, this might just be the best Amarant to date.

Amarant comes in and deals 5000 damage to all of your opponent’s active Forwards. You’ll probably break some of them, and the rest will be weakened enough that when your Forwards attack, they will either Break the Forward or your opponent will decide to let the attack go through just so they can save their Forwards for later.

We need more Final Fantasy IX cards, so we can finally make a decent FFIX deck.

25-075C – Jack

Jack of all trades?

I’m not so sure about that, but Jack can Break some Forwards. One when he comes in, as long as you have 5 Cadets on the field. If not, then Jack will only dull that Forward.

And, once per turn you can use Jack’s Special ability to break a Forward.

Jack’s Special ability is good because you don’t have to send Jack to the Break Zone for it to activate.

Meaning you can use it over and over, as long as you have enough Jacks in your deck.

25-076C – Elite Riot Trooper

Once again our elemental Backups make a return.

This time it is Lightning with Elite Riot Trooper.

At 3CP, Elite Riot Trooper comes on in and you can either draw a card, or deal a 2 cost Forward 7000 damage, which will most likely break that Forward.

As mentioned before, the ability you choose will depend on what part of the game you are at.

And, that’s about it.

25-077C – Cinque

The more Cadets that you have on the field, the better this card becomes.

Cinque enters the field and grabs a Class Zero Cadet and plays them straight to the field. Let’s say you grab Ace (3-153S). You just paid 4CP to get 2 Characters on the field, and Ace’s cost is 6CP. Now when Ace enters the field, You get to play another Class Zero Cadet Forward from your hand. And, if you happen to have Nine (13-123L) in your hand, you’re off to a great start.

And, if you ever need to get rid of Cinque, just so you can play her again, she had an ability that sends her to the Break Zone, and deals a Forward 9000 damage.

Might have to dust off that old Cadets deck.

25-078H – Seven

A 2 cost Backup that can do a couple of things each turn.

For one, she can give Haste to any Class Zero Cadet. All you have to do is dull 2 Active Cadets, It might be worth it, depending on the situation.

And secondly, this one is the better ability of the two, Sadistic Spikes. Every time you use Sadistic SPikes, you will be able to break one of your opponent’s Forwards, as long as their cost is less than the Class Zero Cadets that you control.

Over all, Sadistic Spikes is a good enough reason to use this Seven in your Cadets deck.

25-079C – SOLDIER Candidate

Do you recycle?

This SOLDIER Candidate does. He actually recycles himself to get you another SOLDIER Candidate.

Whenever SOLDIER Candidate gets sent to the Break Zone, you can search for another SOLDIER Candidate and play it onto the field. That way your front line has Backups. No, not those Backups. Backup Forwards.

I already said SOLDIER Candidates are a card away from being great.

And someone is going to find that card, and we’ll have Shinra’s version of Chocobos.

25-080H – Paine

Paine brings the Pain!

Yep, bad puns as usual.

Paine comes right in and deals a 3 cost Forward or less 7000 damage. Which would break most Forwards that cost 3CP or less.

Hold on let me check.

Yep, there are more Forwards than I thought that cost 3CP or less and have more than 7000 power.

Ok, where was I?

Ah yes, when that Forward is put into the Break Zone, Paine gives a Final Fantasy X Forward Haste.

Which can be herself as well, allowing her to attack and hopefully deal some damage, or break another one of your opponent’s Forwards.

It’s a decent Hero, but better Paine’s exist.

25-081R – Baralai

Baralai comes in and grabs a Forward from your Break Zone.

For 3CP that is not bad at all.

Baralai can also break a Forward as well. The cost might be high for this ability, but you can use it any time you’d like as Baralai will already be on the field for it.

I would probably play this card for Baralai’s first ability alone. The second one is just the cherry on top.

 

25-082C – Vivi

Here we are, Vivi comes in with a one-two punch.

For 2CP, Vivi will come into the field and dull one of your opponent’s Forwards.

After that Vivi will just produce 1CP per turn, until you’re ready to use his ability to break a damaged Forward.

It’s 2CP, this is worth it. You can probably find a way or two to activate Vivi as soon as he enters the field.

Get rid of that pesky Forward that’s been bothering you.

25-083H – Adrammelech, the Wroth

Once again you can remove a Lightning Backup from the game and reduce the cost for Adrammelech, the Wroth by 2 CP. Making Adrammelech a 3 cost Summon. Plus you get to remove that Backup that does not serve a purpose anymore.

And what does Adrammelech, the Wroth do?

Well, he .. it.. deals 7000 damage to all of your opponent’s Forwards, possibly braking most of them.

You’ll also receive 1 point of damage as part of the cost of using this Summon.

25-084R Rude

Rude comes in and you can grab a Member of the Turks from your Break Zone and add it to your hand. Bringing Rude’s cost down to 1CP. If that’s not reason enough to play Rude, we got more for you.

At the begining of the Attack Phase, both yours and your opponent’s, Rude will dull one of your opponent’s Forwards.

This means that, you’ll be able to successfully keep one of your opponent’s Forwards incapable of getting anything done.

You should see, what happens if Reno is on the field as well.

25-085L – Reno

Back to Back Turks.

With Reno, anytime a Forward becomes dull due to Summons or abilities, Reno will give a Member of the Turks Haste, and deal one of your opponent’s Forwards 4000 damage.
This is where things get interesting.

If you read Rude, Rude will dull a Forward at the beginning of every Attack Phase, meaning that Reno will give Haste to a Turk, and deal one of your opponent’s Forwards 4000 damage.

You also have EM Flail, which will dull a Forward and deal 5000 damage to another Forward, which in turn will activate Reno’s first ability will go into play once again.

You know your opponent will be trying everything in their power to get rid of Reno. Let’s go back some cards and take a look at Zack once again. “When Zack attacks, choose 1 Category VII Character of cost 2 or less in your Break Zone. Play it onto the field.”

Guess who costs 2CP.

Electrifying Singles!

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Tears of the Earth Planet

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25-052R – Ursula

Here’s a card that Yang LB can play early on.

When Ursula comes in from Yang’s ability she will search for a Monk. Making her a +2CP play.

All that’s left to do is bulk up Ursula a bit and have her attack. For when she does, you will pick a Forward and they will deal damage to each other. Hopefully Ursula has more power than the other Forward. If not, at least she’ll take out a good chunk.

But, maybe you want to break Ursula, just so you can bring her back and search for another Monk.

Or, maybe you should just stick with Opus XI Ursula.

25-053H – Atomos

This will be fun to play.

Just to mention it once more, Atomos has a way of getting rid of your Backups, when you want to make room for them. And, if you do get rid of a Backup Atomos’s cost is reduced by 2CP making him a ! cost Summon.

And, for that 1CP, you will deal damage to one of your Forwards, equal to the amount of cards that you have in your Break Zone.

Period.

Deal 49K damage to that one Forward just because you can.

Yeah, if you have 49 cards in your Break Zone, you’re probably losing the game.

While it’s fun to imagine an attack with that power, it’ll probably never happen.

25-054C – Vincent

At 2CP Vincent is cheap and a card that you can throw into any Earth deck. He plays well alone, which shouldn’t be much of a surprise since he spent most of his life sleeping in a coffin.

Vincent comes in with First Strike, and whenever Vincent attacks, he gains +4000 power, making him a 9K body, which can take down most of the opposition.

Are we done?

Nope, Vincent also has the ability to deal a Forward damage equal to his power. But the cost is high, and I don”t think that I would use that.

But, 2CP for a 9K attack, I’ll pay for that.

25-055C – Wererat

There’s a rat infestation, but not just any rats it’s Wererats.

This one might be of use though.

Wererat comes with 2 abilities. One gives one of your Forwards +1000 power, the other gives that Forward +2000 power.

Depending on the situation, both abilities can help one of your Forwards survive a block, or an attack.

Wererat might be helpful in some situations.

25-056L – Wol

I don’t know, I wouldn’t call this a Legend.

I’d say Wol, is a glorified Meat Shield, that can protect one of your Forwards from being sent to the Break Zone.

But, there is Blurred Strikes which can help you get a couple of cards.

If you decide to use Blurred Strike, you reveal the top 3 cards of your deck and add 2 of them not named Wol to your hand, the rest go to the Break Zone.

I’ve been wrong about cards before.

25-057R – Cutter

All that hardware, just to make Cole Slaw.

Cutter will slice and dice and shred all of your opponent’s dull Forwards, and send them to the Break Zone.

And when you’re done with that. Cutter can turn into a Forward and deal your opponent even more damage.

Which is something you would like to do, to try and get rid of Cutter in order to play it again.

Not a bad Monster, and there are ways to get Cutter back from the Break Zone as well.

25-058C – Black Belt

Your Tears of the Planet basic Backup that exists in all elements.

Black Belt is Earth.

You can either Break a dull Forward with 7000 power or less. Or, you can draw a card.

Black Belt can be useful in different situations, and should be considered for Sealed.
As we’ve said before, for 3CP you can do far worse.

 

25-059C – Cait Sith

This card is interesting. And, you don’t even need Cait Sith to play in a FFVII deck. You can just add him to any Earth deck and you’ll do fine.

Cait Sith comes in and you can play a Character of 2CP or less from your hand straight to the field. Making Cait SIth’s cost come down to 1CP.

And, when you’re done with that, you can just send Cait Sith into the Break Zone and grab a FFVII Character.

Yes, I did say you don’t need to play Cait Sith in a FFVII themed deck, but what’s to stop you from grabbing Cait Sith back from the Break Zone in order to play him again.

25-060H – General EX

How come I don’t remember this Character?

After looking it up I remember battling him, but that’s about it. Minor Boss that gives you Excalibur. But, we’re not talking about Final Fantasy III, were talking about FFTCG!

General comes in with Brave, and 9000 power making him a great Meat Shield.

If General leave the field for any reason, you can grab a Warrior from the Break Zone and add it to your hand.

General does have protection from your opponent’s Summons in that he cannot be chosen by them, and if General is dealt damage by your opponent’s Summons that damage becomes 0.

It’ll be hard to get General to leave the field, but hey you can search for a Warrior if General is in the Damage Zone.

25-061R – Scarmiglione

The Archfiends are getting some great cards this set.

Scarmiglione is the Forward that you never knew you needed.

For 1CP Scarmiglione can come in during your opponent’s turn with Back Attack, protecting one of your Forwards from damage reducing it by 2000. This could be just enough to keep that Forward from breaking.

Now, if that Forward is Golbez, Golbez will not be able to be chosen by your opponent’s Summons or abilities as well.

And, Scarmiglione will only cost you 1CP, that is nothing compared to the Forward that he will save.

Only draw back is that Scarmiglione only has 3000 power, but that can be good as well. All you need to do is block with Scarmiglione in order to send this Archfiend to the Break Zone, just so you can play another Scarmiglione onto the field when needed to.

25-062C – Sophie

Sophie comes in for 4CP, once she’s in you can either play a MOBIUS Forward of 3 or less onto the field, or you can search for 2 Sophies and add them to your hand.

Your total cost will come down to 1CP, or it will be a Free Play. Either way Sophie is a steal, as you’ll have an 8K body on the field.

Notice how I didn’t say Meat Shield?

Well that’s because Sophie has Thor’s Hammer. You can use it to deal some big damage to one of your opponent’s Forwards,and depending on how many Backups you have on the field, Sophie can deal that forward up to 15,000 damage. there’s a 99.9999999% chance that, that Forward will be sent to the Break Zone.

You’ll want to grab a bunch of Sophie’s and add them to your deck.

25-063C – SOLDIER Candidate

We’re getting some more SOLDIER Candidates.

This one comes in with Brave, and for 2CP you get a 5K body.

If you already have a SOLDIER Candidate in your Break Zone, this Candidate gains +2000 power, giving it a 7K body.

And, we’re not even done.

When SOLDIER Candidate attacks, all the SOLDIER Candidates gain +1000 power.

You can have 3 of these on the field at the same time, and if they all attack, all of your SOLDIER Candidates will gain +3000 power before they attack.

SOLDIER might be recruiting some strong Candidates.

25-064C – Dyne

You’re Dyne to know what this card does!

Yeah, that was terrible.

First off you won’t be playing Dyne in the begining of the game.

At least not till you have 5 Backups on the field. Cause if you don’t Dyne is just a high cost Meat Shield.

Once you do have 5 Backups on the field, you can play Dyne and you’ll choose one of your opponent’s Forwards and Dyne and that Forward will deal damage to each other.
So, it would be wise to choose a Forward with less power than Dyne.

And, at 3 points of Damage Dyne gains +1000 power. I would have changed this a little, and say if a certain FFVIII child was on the field. But, that would contain some Spoilers.

25-065R – Tifa

How many Final Fantasy VII Characters can you cast each turn?

Tifa will deal (3000 times each FFVII Character that entered the field this turn) damage to one of your opponent’s Forwards at the begining of every Attack Phase. That could mean that you can be breaking one of their Forwards, once per Attack Phase.

And, that’s not all.

Whenever Tifa attacks, all of your FFVII Forwards gain +2000 power.

You can throw Tifa into any Final Fantasy VII themed deck, and she will do wonders.

25-066L – Barret

6CP?

Yes, and it is worth it.

Barret comes in, and searches for Marlene, or a AVALANCHE Operative of 4 or less, and they go straight to the field. And, if you’re thinking what I’m thinking. You will grab Marlene.

Once Marlene enters the field you will go into your Break Zone and grab Tifa, or Cloud, or Aerith, or Barret, but we’re going to stick with Tifa. Tifa 25-065R to be exact.

This makes Barret a Free Play, as you get your 4CP back when you play Marlene on the field, and the other 2CP come back when you grab Tifa from the Break Zone. Or, Aerith, or Cloud, or Barret.

Now if you followed these instructions, at the begining of the Attack Phase, Tifa will deal 9000 damage to one of your opponent’s Forwards. And, if you already have another 4 Final Fantasy VII Characters on the field, Barret will also deal 9000 damage to one of your opponent’s Forwards.

What’s not to like?

Oh, and Barret has Brave.

25-067H – Rikku

Now this is a card that could see regular play.

Rikku comes in and plays a 3 cost Backup from your hand onto the field. Which in turn turns Rikku into a Free Play. And if the card you play draws you a card, or searches for a card, you’re coming out positive in your CP spending.

And, it doesn’t need to be an Earth Backup or an FFX Backup.

And when that Backup, or any other Backup enters the field, all the FFX Forwards that you control gain +2000 power and Brave.

Now think if you play another Backup. That’s +4000.

25-068C – Luca

We haven’t seen Luca since Opus XI, and she’s back ready to find a 2 cost Character from the top 5 cards of your deck. If you find one congratulations, you just paid 1CP to cast Luca.

Other than that, Luca will give a Forward of 2CP or less +1000 power. You can use this ability once per turn.

I don’t know if this will be much use.

But, there are worse ways to spend 3CP.

Singles?