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Zalbaag, Lord Commander of the Hokuten

Zalbaag (1-136C)

3CP/5000
Lightning
Forward
Knight

“When Zalbaag enters the field, choose 1 Forward of cost 2. Break it.”

Taking us all the way back to Opus I, as the only Zalbaag card that was printed was printed back when the set first came out. We’ve gotten so many Ramzas, but not a lot of the supporting Characters. We recently got Meliadoul, so there might be hope for more Final Fantasy Tactics Characters. A great T.G. Cid would be a great start.

Let’s take a look at Zalbaag. For 3CP we get a 5K body. Perfect for blocking an attack. I don’t now if Zalbaag will survive, but at least he’ll block the attack from getting you a point of Damage.

Zalbaag also comes in with an Enter the Field ability, which will allow you to Break a 2 cost Forward. That’s not bad at all. Not for a Common, that’s pretty decent.

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Krile’s Splinter

Krile, your Backup Warrior of Light. Taking Galuf’s spot on the team and she does a good job at it. We’re actually going to use 2 Kriles in this deck. Krile (7-068H) and Krile (18-055R). Both of these Kriles work around Summons, and the Resurgence of Power Krile also allows you to grab a FFV Forward from your Break Zone. Thus bringing us to the next Character, Galuf.

You know we had to bring in her Grandfather. And, we are going with Galuf (12-056H), any Forward that has the ability to attack twice in one turn, especially with +10K power, is a go. And when he is sent into the Break Zone, you can search for a 2 cost Earth Forward and play it onto the field.

Next we’ll add Kolka (7-069C) and Tyro (11-072R). Both are Backups and both allow us to search for Krile, or Galuf if Krile is already on the field. And since Tyro allows us to produce CP of a different Element, we will add in the rest of the Warriors of Light.

Bartz (7-059L), cause this is a great card that can attack up to 3 times. You’ll just need some extra Bartzes on hand in order to do so. 3 to be exact. So we’ll just go ahead and add Bartz (19-048C) Because he is easy to recycle back into your deck. And any other Bartz you like, we’ll go with Bartz (12-052H).

Lenna (12-109L), just help us grab a Forward from the Break Zone and play it onto the field. And, Faris to help us grab a FFV Character from the top of your deck when she enters the field. If Lenna is on the field, Faris gains +2000 power.

Ghido (3-131H)? What? Who plays Ghido? Well, Ghido can contact Krile telepathically and that is why he is in here. Ghido is a little bit of a Backup plan that can return high cost Forwards to their owner’s deck.

If we take a look back at Galuf’s ability of searching for an Earth Forward, we are grabbing Ewen (17-080R) and Aerith (16-067L).
We need some more Backups. Let’s get some protection here. Cait Sith (XIV) (6-072C) and Layle (8-088C), both of these cards will protect us from Summons.

Summons are next. We’re bringing in Syldra (3-035H) as it is the only FFV Summon that we have, and it does a pretty decent job so, we’ll keep it.

Fenrir (19-064R), because everyone likes free cards. And Titan (17-070R) to give everyone a 5K boost.

And we’ll grab Objet d’Art (12-064C) which can turn into a Forward, or give all your Forwards +2K and Brave.

Forwards

3x – Ewen (17-080R)
3x – Aerith (16-067L)
3x – Bartz (7-059L)
3x – Galuf (12-056H)
3x – Lenna (12-109L)
3x – Krile (7-068H)
3x – Faris (7-120H)
3x – Bartz (12-052H)

Backups

1x – Cait Sith (XIV (6-072C)
2x – Layle (8-088C)
3x – Ghido (3-131H)
3x – Kolka (7-069C)
3x – Krile (18-055R)
3x – Tyro (11-072R)

Summons

3x – Titan (17-070R)
3x – Fenrir (19-064R)
3x – Syldra (3-135H)

Monsters

2x – Objet d’Art (12-064C)

What would you do differently?

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Wave 1 – Auron – 1-002R

It’s been a while since we did this, but we’re back at it, with card number 2-002R. Before we start let me give you the links from the guides from the introduction post that will help you guide your way.

“Distinguishing Final Fantasy TCG Opus 1 Wave 1 from Future Waves”

“Differences in Opus I Wave 1 Printing vs Later Waves”

Auron (2-002R), is very easy to distinguish Wave 1 from Wave 2. Especially if you have them side by side. Let’s take a quick look at the cards. Can you tell which one is which?

All you need to do is look at the background picture. The transparency between the two is very noticeable. Wave 1 Auron looks more like the background color of the card, while Wave 2 has a bit of skin coloring. Which you can see better in this picture.

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Krile – Card Analysis

Plenty of Kriles to choose from. Well not that many, but we do have 4 different ones.

Krile (3-078H)

2CP/6000
Earth
Forward
Mystic Knight
Hero

“Spellblade: Fira (S)(F): Deal 6000 damage to all the Forwards opponent controls.

Spellblade: Thundara (S)(L): Choose up to 2 damaged Forwards. Break them.”

With 6000 power and 2 abilities, this Krile wouldn’t be more than a Rare these days. Sure you can use both abilities in one turn, if you have the extra Kriles on hand to break a couple of your opponents Forwards.

If you have a hand full of Kriles, you can wipe out all of your opponents Forwards.

I mean, it could work.

Krile (7-068H)

4CP/8000
Earth
Forward
Warrior of Light
Hero

“The cost required to cast your Summons can be paid with CP of any Element.

When you cast a Summon, choose 1 Forward. It gains +1000 power until the end of the turn.

Discard 1 Summon: Until the end of the turn, Krile cannot be chosen by your opponent’s abilities.”

This Krile is great for a Summon based Earth deck. Allowing you to pay for all of your Summons with CP of any element. And, when you do cast a Summon, Krile gives a Forward +1000 power.

Krile also gains protection from your opponents abilities, when you discard a Summon.

Krile (12-061L)

2CP/5000
Earth
Forward
Warrior of Light
Legend

“When Krile enters the field, choose 1 Summon from either player’s Break Zone. You can cast it as though you owned it this turn. If you cast it, remove that Summon from the game after use instead of putting it in the Break Zone.

(1)(D): Choose 1 Summon from either player’s Break Zone. You can cast it as though you owned it this turn. If you cast it, remove that Summon from the game after use instead of putting it in the Break Zone.”

“Does your opponent have that Summon that you forgot to put in your deck, today? Well you can now cast it at will, if your opponent has placed said Summon n the Break Zone! Simply, Play Krile onto the field and grab that Summon to play it right away.

If Krile is already on the field, no worries, just pay the small cost of 1CP if Krile is active, and cast away that Summon like no tomorrow.”

That’s pretty much it. Summon Heavy, on both sides.

Krile EX (18-055R)

4CP
Earth
Backup
Warrior of Light
Rare

EX BURST When Krile enters the field, select 1 of the 2 following actions.

“Choose 1 Summon in your Break Zone. Add it to your hand.”

“Choose 1 Category V Forward in your Break Zone. Add it to your hand.”

I just wrote about this a couple of sets back, let’s see what it was.

“Just lost a card you need to the Break Zone?

Have no fear, Krile here will grab that card back. But, only if it’s a Summon or a Category V Forward.

If you’re playing Krile you’re probably already playing a FFV themed deck for the most part.

I had her in my Pre-Release event and did use her quite a bit.”

Well there you have it. I shall stand behind what I said when Resurgence of Power was first released.

Out of the 4 cards, there are 2 that I like. And, I must say the Legend isn’t one of them. I’m sure plenty of people will disagree with that.

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Dawn of Heroes – Lite Bright

20-127L – Shinryu

Where to start off?

5CP/9000 Power.

Shinryu can be cast technically for free if your opponent controls 3 more Forwards than you do. You’ll pay 2CP, and search for a card. Any card that you’d like.

Coming in with Brave, Shinryu will block almost any attack you throw it him.

And, just take a look at Tidal Wave.

You can cast it during your turn and Wipe Out your opponents Forwards in one simple play. Unless your opponents knows how to surf, they’ll be feeling it for a while.

20-128H – Materia

How many Light Characters do you need?

With Materia you can add as many as you’d like, and still be able to play them all on the field. No, we’re not reinventing the wheel, as this has been done since Opus I.

Materia enters the field and you gain a Crystal.

And with that Crystal, you can grab a Forward from the top 4 cards of your deck. If there’s no Forwards, you are out of luck.
With Materia’s second ability, you can exchange CP for Crystals.

So, if you’re running low, you know where to find them.

Materia is like your local drug dealer, she’ll give you the first Crystal for free, and then charge you, cause she knows you’ll need them.

20-129H – Spiritus

Almost the same as Materia.

Spiritus is working with Crystals, but he does things a little different.

Spiritus will give you a Crystal each turn, as long as you spend at least 2 Crystals each turn. You can always use 1 Crystal to give a Forward +5K Power.

And, with Spiritus on the field, you can play as many Dark Characters onto the field as you’d like.

I really should play Dissidia to figure out what’s going on. I just got easily bored with it.

20-130L – Zenos

I’m having a hard time trying to figure this out.

Let’s start from the top.

Zenos can be played from the Break Zone, but when he comes in from the Break Zone, Zenos will be removed from the game at the end of the turn.

When Zenos comes in you choose 1 Forward of 3 or less and Break it.

When it is put into the Break Zone. This is the part I don’t get. Are we talking about Zenos, or the card that we choose to Break?

I believe it is the Forward you choose to Break, but why would they even mention the card being sent to the Break Zone. (Mind you, this was written in April, when it was first announced.) It might have changed now.

Anyways, whichever card it is, it hits the Break Zone, and then your opponent either discards a card, or Zenos gains Haste.
At least the card looks good, we’ll figure out the rest later.