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Blissful Wind

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29-039C – Ahriman

Ahriman pays for itself in the end.

More like a ticking time bomb if you ask me. And, I think I already used that term this set, so that must mean one thing. We have 6 different Monsters in this set that cost 1CP, and they let you draw a card when you use it’s ability.

Ahriman will deal a 5CP Forward (or more) 7000 damage.

Yeah that’s about it. Sounds more like a Bomb to me. That’s what they should have done. 6 different Bombs. Maybe next set.

 

29-040H – Adelle

A 2 cost, 7K body, with Haste that can attack twice in the same turn.

I’ll take it.

Although you do need to discard a card to get that whole effect, but it is worth it.

And, this can be the first card you play. 2 points of damage turn 1 before your opponent even has a chance to answer. If they don’t have a Summon that can get rid of her turn 1, they’re already down 2 points of damage and you haven’t even started playing. You can have the whole game won by turn 2.

Especially if you drew Roche turn 1 as well.

You’ll pretty much play Roche for free, and then play Adelle for 2CP, have them both attack, and well you know the rest.

29-041H – Alexander

A 3CP Summon that deals 5000 damage to 3 of your opponent’s Forwards.

3CP? 3 Forwards?

Coincidence?

I think not.

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29-042R – Wol

You can’t say that you don’t like this card.

Wol is the Assassin that we’ve all been looking for. Especially for those High Powered Forwards taht your opponent controls. All you need to do is find a way to get Wol to deal damage to your opponent.

And, luckily he can do that all by himself. As long as you have Crystals.

Cause you can just use that Crystal to give Wol the ability that states “Wol cannot be blocked”.

I’m already counting my Crystals.

 

29-043R – Aerith

I’m trying to figure this one out.

If a Final Fantasy VII Character is put from your hand or deck into the Break Zone you get to add it back to your hand.

Does that mean, when you pay for a S ability that the card will come back to your hand? If it does then this card is awesome.

If not, and if it’s only to protect your hand from turbo discard then that is good as well.

I would like to see this card in action before I decide if I like it or not.

 

29-044C – Elmyra EX

We have a new job. Sector Five Undercity Resident.

Yeah, that’s it.

Elmyra will search for Aerith.

Elmyra can also protect Aerith whenever she is chosen by your opponent’s abilities.

You can also search for Aerith off of the EX Burst.

 

29-045C – Dancer

Dancer comes right in and reveals the top 5 cards of your deck in search for a 3 cost Forward. Yes, she’s looking for a partner. Ok, that wasn’t my best work. But, that’s besides the point.

If you do find a 3 cost Forward, Dancer just became a 2 cost Forward.

Dancer will activate at the end of your turn. This way you’ll always have a blocker ready to go.

 

 

 

29-046L – Garuda (XVI)

This is not bad. I actually had the Benedikta/Garuda duo in my prerelease deck. Sadly, I didn’t have enough WInd cards in that deck to actually make use of it.

If you’re running Mono-Wind on the other hand, this is a no Brainer.

You play Benedikta, you Prime into Garuda, and you play one of the 2 cards from the top of your deck. And if Garuda deals damage to your opponent, you can run that ability again. And, again.

Aerial Blast? If you have the CP go for it. But, if your opponent finds a way to block it, then you’ll be out of luck as it might leave you with no way to counter if this ability gets blocked or canceled.

Still, it’s a good choice if you have your opponent with 6 points of damage and a big front line.

29-047C – Chloe

And, you thought that, that was it with the Chocobo support.

Guess you were wrong. So was I.

Chloe comes in and every time a Chocobo enters the field she activates. Yes, this only trigger once per turn but, that’s all you’ll need.

Why?

Because, you’re activating her, just to use her ability, which is granting a Character protection from your opponent’s abilities. And, that protection is called, not being able to be chosen by those abilities.

At 2CP, this is a good choice. A great choice.

29-048C – Billy

Oh wow. How is this a common?

Billy comes in for 5CP, Billy searches for a Chocobo of 3CP or less and plays it onto the field. You’ll probably search for Chocobo (6-050) Cause why wouldn’t you? And, if you don’t, I’d like to know which Chocobo you’re searching for.

Oh, and let’s not forget that all your Chocobos gain +3000 power.

And, once again. How is this a Common?

 

 

29-049H – Sophia (SOPFFO)

Sophia is ready to give Stranger of Paradise a shield. One that will reduce damage dealt to SOPFFO Forwards by 1000. Which is good, that could be the difference your Forwards need to not break.

At 4CP, Sophia comes in and grabs a Wind Character from your Break Zone and plays it on to the field. 4CP = 2 casts.

Yes, you’ll need another Stranger on the field for this to work, but you’re probably already have a couple if you’re reading this.

 

 

29-050C – Chocobo

I’d like to see Chocobos make a comeback, and this card, just might help.

First off it’s a Chocobo, and for 3CP you get a Forward with 7000 power. Once Chocobo comes in you can dull a Wind Forward, and that will give Chocobo Haste.

Chocobo can now attack, and when it does, you will look at the top 3 cards of your deck, and add a Chocobo to your hand, bringing Chocobo’s cost down to 1CP.

Pair this with a whole bunch of other Chocobo’s, A Bartz, and that Ace LB from Hidden Hope, and you’ll be set.

 

29-051C – Stray Chocobo

Are you seeing what I’m seeing?

Stray Chocobo, is the perfect Wind Forward to dull when Chocobo 25-050C enters the field.

Why?

Because as soon as you dull Stray Chocobo, Stray Chocobo will activate itself. And that’s not the only thing, Stray Chocobo will also give one of your Forwards +1000 power until the end of the turn.

And, you can give that +1000 power to Chocobo, as it gets ready to attack now that it has Haste.

 

29-052H – Bartz

And, the list goes on.

Bartz enters the field and grabs 2 Chocobos from the Break Zone. And you better be grabbing Stray Chocobo, and then any other Chocobo it doesn’t matter which one, because you’re just going to use it to pay for the cost to cast Stray Chocobo.

Why?

Because when you dull a Chocobo, Bartz gains Haste, and his power becomes 9000. Meaning Bartz can attack, and whenever a Forward you control attacks you can choose one of your opponent’s Forwards and deal it 4000 damage.

Meaning, that if you have a swarm of Chocobos on the field, you can ping to victory!

29-053R – Benedikta

A 4 cost Forward with 8000 power. Pretty normal.

Benedikta comes in and activates 2 of your Wind Backups. And then you can use those Backups to pay the cost to Prime her into Garuda. And what does Garuda do? Well, I heven’t seen it yet.

But, we’re pretty sure it’ll be something good.

Plus Benedikta gains Haste if any Eikon has been removed from the game.

 

 

29-054R – Great Malboro

This is a slight setback for your opponent.

Great Malboro comes in and you will remove 2 cards from your opponent’s hand from the game. The good thing is that you get to take a look at their hand. This way you know what they have, and once you remove those 2 cards, they won’t be able to get them back until the end of their turn.

Meaning that you will know what they can counter, and most of what their next play looks like.

Plus, if you have 5 Backups Great Malboro becomes a Forward, and you can use him to block attacks left and right unitl it is sent to the Break Zone.

After that, you can just play another Great Malboro.

29-055C/15-058C – Dragoon

A lot has changed since Crystal Dominion came out.

But, Dragoon stays the same. Other than the Kain part, we’re sticking to this.

“You’ll need Dragoon to keep Kain on your side.

Other than that he enters the field. Gives you a Crystal. And finally you put him in the Break Zone and he gives 1 Forward First Strike.”

 

 

29-056R – Lucil

Yes, If you’re playing Chocobos, you’re playing Lucil. No questions asked. Period.

Why?

It’s simple really, Lucil is a free play. Once you have 3 Chocobos on the field, Lucil will come in and you will draw a card. Which in turn will be the 2CP that you paid to cast Lucil.

Not only that, you can dull a Chocobo *cough Stray Chocobo cough cough* to make Lucil an 8000 powered Forward.

Add in the Rubi Asami art, and I’ll take 3 Full Arts.

 

29-057L – Luso

Yes, 8CP might seem like a lot to pay for a 5K body, but look at what you’re getting.

You get to search for 3 Forwards that cost 6CP all together. Meaning that you’re paying 2CP for Luso. And, that is cheap. Cause, you’re filling up your board. And they can be any element that you’d like. No restrictions here. Except that they have to be Final Fantasy Tactics Advance 2 Forwards.

Luso can also give Haste to a FFTA2 Forward whenever he attacks.

What’s not to like?

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Blissful Fire

29-001R/26-003R – Ifrit (XVI)

Really?

We’re starting off with reprint?

I’ll just give you what we said back when Gunslinger in the Abyss came out.

“Priming is back, and it looks like it’s better than ever.

That’s not saying much as this is the second set that we have that has Priming.

Either way, Ifrit needs to be Primed into, by Clive.

First off, when Ifrit is blocked or if he is chosen by an ability, Ifrit deal your opponent 1 point of damage. That means that your opponent will need to find a way to get rid of Ifrit A.S.A.P.

We’re not done yet.

If Clive has primed into Ifrit, Ifrit is nearly untouchable. Because, all damage dealt to Ifrit that is less than Ifrit’s power becomes a big fat 0. Zero! Zero!

Can’t say I didn’t warn you.”

29-002R – Wol

How many Wols are there in this set?

I’ve seen a couple already, and I’m sure I’ll see at least another 3.

But, this one is good. Especially with Samurais. You can just throw him in that deck alongside Tenzen.

Wol comes in with Brave and a 9K body, ready to take down your opponent’s Forwards and also block their attacks.

Let’s not forget about Wol’s Crystal ability which allows you to play a Fire Forward that costs 4CP or less from your hand on to the field. And, you can use that once per turn as long as you have Crystals to pay for it.

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29-003R – Chimera

Decent Monster that becomes a Forward.

And, that means that even if Chimera never becomes a Forward, you’ll still get to use it’s ability thatdeals 7000 damage to a Forward.

Turning Chimera into a Forward is great, as it has an 8K body.

But, if you don’t have 5 Backups on the board, well then, Chimera will just hang out.

And, from the looks of it, we have plenty of Monsters that will become forwards at 5 Backups in this set.

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29-004C – Clive

Well it’s not the Clive we all know.

Clive let’s you draw a card when he or any other Final Fantasy XVI Forward enters the field. And, yes this includes Prime, or at least I would think so. And, once you see what you got, you will put a card from your hand at the bottom of your deck.

Hey, at least it’s not discard a card.

Other than that, Clive has 7000 power and costs 3CP.

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29-005L – Cloud

Beautiful card.

I think I already have this artwork on another card from some old Final Fantasy Art cards. I can’t remember from where, but it’s somewhere, unless we sold it already.

Anyways, on to the card.

When cloud enters the field you can remove 3 Fire or FFVII cards from your Break Zone, and you get to play a weakling. Yes, a weakling. Up to 2CP, and up to 5000 power. I’m sure their are great cards for this, especially since Cloud is a Warrior, and Warrior decks are all that and stuff.

But, we’re not here to talk about that.

We’re here to talk about Power Cleave/Spell Blade.

One ability.
2 Forwards.
Broken.

That sounded better in my head.

29-006C – Samurai

This isn’t bad at all.

4CP to grab a Fire Character from your Break Zone? Sure, this way you can grab Cloud, and use that S ability a couple more times.

But, if you don’t want to grab CLoud, you can always grab a Samurai, and that Samurai will deal one of your opponent’s Forward 3000 damage.

Yep, sounds good.

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29-007C-15-007C – Samurai

Another reprint, but we should have been expecting this one. This Samurai, alongside the other 5 Standard Units, all do the same thing. They give you a Crystal.

And, since we’ve been talking about this card since Crystal Dominion came out, I’ll just leave it at that.

I’m just trying to fill this up with words, so it looks like we have something important to say.

 

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29-008L – Zidane

How many cards, can you cast per turn? Zidane here, will deal 5000 damage for everycard that you cast that was removed from the game. Makes sence?

For 2CP you get a 5k body. And a great ability.

Zidane removes cards from the game. The top 2 cards of your deck to be exact, when he enters the field, and whenever Zidane attacks. You can then play those cards during your turn and deal 5K damage.

You can also pair this with a little Summon called Mind Flayer, which will help with removing your opponent’s cards from the game. And, you still will get the damage Zidane will deal when they come into the field.

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29-009H – Cid Highwind

Cid can Pilot your deck for you. Or at least he can start you off to where you want to go.

Cid comes in and you can play a Final Fantasy VII Forward that costs 4CP or less (*cough Cloud *cough cough) from your hand and play it to the field.

And, whenever another Final Fantasy VII Character enters the field you draw a card. So, 7CP – 4CP = 3CP + 2CP from the card you just drew, Cid’s total cost came down to 1CP. You’ll be positive CP once you play another Final Fantasy VII Forward.

And, a 9K body, Cid will stick around for a while.

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29-010C – Joshua

We already know that Joshua will Prime into Phoenix. But is he playable by himself?

Actually, yes.

For 2CP you can play Joshua and then you can discard a card. Then you get to deal 7000 damage to a Forward. Possible breaking it.

Once that is done, you can them Prime into Phoenix.

We’ll see what Phoenix does when we get to it.

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29-011H – Tifa

Cloud makes a lot more sense now.

Tifa comes in with Haste, and every time she attacks, you can deal a Forward 1000 damage for every Final Fantasy VII Character that is on your field.

Rise and Fall, deals a Forward 3000 damage, and you get to draw a card. You can use this ability up to 3 times this turn. For a total of 9000 damage. This will be used mostly for a bit of ping damage here and there.

But, you won’t be using that, you’ll be using Tifa for Cloud’s S ability.

Cid Highwind >> Cloud >> Tifa >> Cloud’s S ability

29-012H – Neon

Neon is trying to take the place of Amaterasu, and if this card comes in a Full Art as well, which I think it will, you’ll be seeing a big spike in that card.

Neon comes right in for 3CP, and if you have another Strangers of Paradise Character on the field, she will deal a Forward 9000 damage.

But, Amaterasu is a Summon.

Yes, you are correct, but take a look at Neon’s Signature ability.

It’s not cancelling an ability, it’s just changing the damage dealt to your Forward to 0. A big fat 0. Neon is trying but she isn’t taking Amaterasu’s place. And that just means that they can both work together, and Fire’s aggro will be unstoppable.

29-013H – Bahamut

This is a pretty decent Summon, although you can’t cast it as a counter attack, on one of your opponent’s attacks, you can still cause some damage here.

Bahamut deals one of your opponent’s Forwards 10,0000 damage. And, when that Forward is put into the Break Zone, during this turn. You’ll deal your opponent a point of damage as well. As long as they have 5 points of damage or less.

Now you might say that Bahamut costs 6CP and that, that might be a lot to pay, but look at what you’re getting.

Plus let’s not forget about Fang and Caius. Fang can reduce the cost to cast Bahamut by 2CP, and Caius will reduce the cost by 5CP. Caius also searches for Bahamut.

Just throwing that out there.

29-014R – Palom

We have the twins back doing what the twins do best. Twincast.

Well that’s the one option. If you have both Palom and Porom on the field, you can use Palom’s ability and deal one of your opponent’s Forwards 20,000 damage.

If not then you can just use Palom’s first ability and deal 5000, which is still good, depending on what you’re targeting.

Plus, you get a 2 cost Backup that will stick around until you need to use his abilities.

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29-015C – Faris

Oh, wow.

Look at that artwork! It looks like modern day Amano art.

Faris comes in and grabs a Fire or a Water Forward from your Break Zone and plays it straight to the field.

This is not bad at all, you can even throw Faris in your new Final Fantasy VII deck so she can grab Tifa, when your opponent breaks her.

And, after you grabbed that card from the Break Zone, Faris stays on the field as a 8K body. Attacking and Blocking until she is sent to the Break Zone.

You can then replay Faris.

29-016R/26-018H – Phoenix (XVI)

26-018H – Phoenix (XVI)\par

“Phoenix is ready to raise the dead … err the Knocked Out?

Of course your going to prime into Phoenix, cause if you don’t, well, there’s no point in playing this card.

Once Joshua primes into Phoenix, you’ll reveal the top 4 cards of your deck and add a couple of Fire cards or Final Fantasy XVI cards to your hand. Any cards, doesn’t have to be a Character, a Forward, a Summon, or a Monster or anything. just pick the two that you prefer.

Joshua and Phoenix will do well in any Mono-Fire deck. Or a FFXVI deck.

We still have Flames of Rebirth. Simply grab any Final Fantasy XVI Forward in your Break Zone and play it on to the field.

We’ll be seeing plenty of Phoenix.”

29-017C – Braska’s Final Aeon EX

I’m trying to see if it’s worth paying 9CP for Jecht … I mean Braska’s final Aeon.

When Jecht enters the field or leaves the field you will deal one of your opponent’s Forwards 8000 damage. That’s double dipping here.

I would say this is the Prime example of a Meat Shield. 9000 power, and when Braska’s Final Aeon is sent to the Break Zone, he’ll probably take another Forward with him.

If only Braska Could Prime into his Final Aeon.

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29-018C – Bomb

We got a new Bomb!

And this one is pretty Bombesque. If that makes any sense.

Bomb comes in and does nothing. For now.

Bomb is actually a ticking time bomb, waiting for the moment that you will trigger it. And when you do, Bomb will deal a Forward 4000 damage and it will also draw a card for you.

You can’t go wrong with this one.

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29-019C – Lann

I like this.

+1000 power to all the WoFF Forwards. You can’t go wrong with that.

Plus, Lann gives Reynn Haste.

If you’re playing WoFF, it’ll be a good idea to add Lann to your deck.

Hot Singles!

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Terra Luck, Cleat Fails, & Windows 11 Breakthroughs

What a week! I finally found a sliver of free time to actually play some Final Fantasy TCG instead of just sorting it. I packed up my Moogle Bounty Mayhem deck and headed over to Game Knight in Summit to check out the setup my buddy Leo has going on.

Most of the usual FFTCG crew was there, and honestly, it was an absolute blast. As for how I actually did? Let’s just say my Moogle Bounty Mayhem didn’t quite break the meta this time, and I walked away with a few losses. But hey, I’ve never claimed to be a world-champion player, and I don’t get to play nearly as much as I’d like to—so I’m strictly blaming it on rust!

The Golden Touch 🃏✨

The real highlight of the night came after the games. I grabbed my Journey of Discovery consolation pack and handed it right over to my daughter, who came along for the ride. She has notorious good luck, so I told Leo right then and there: “She’s pulling the Terra.”

Sure enough, she rips open the pack, and right there on top is Terra! It wasn’t the massive Gold Signature version, but pulling the clean Foil version right on cue gave us a great laugh. We jammed one more casual game and headed home happy.

🚨 Countdown to Midnight: Blissful Eternity Prerelease!

The countdown is officially on! We are just 25 days away from the Blissful Eternity Midnight Prerelease on Friday, July 31st.

We will be dropping a dedicated blog post with every single detail tomorrow, but here is the quick rundown of what you need to know:

  • 9:00 PM: Doors open for casual games, trading, or just hanging out.

  • Midnight (12:00 AM): Pre-release kits hit the tables and the tournament kicks off!

  • The Prizing: Winner takes home a full kit, and absolutely nobody walks away empty-handed.

Hanging Up the Cleats (That I Never Had) ⚽🤕

Outside of the card shop, soccer season is officially spinning up—and I’m coaching the little ones this year!

I took the kids down to the local field down the street for practice, and in a momentary lapse of reason, I decided to show off a bit. I tried to pull off a slick Rabona kick, completely miscalculated, kicked the heel of my own standing foot, and went down hard. Naturally, because I never learn my lesson, I got right back up to try it one more time and promptly tripped right over the ball.

I guess it’s finally time to admit I’m not young anymore and hang up my cleats… which is easy, considering I never actually owned soccer cleats in the first place. And, that means that I can’t hang them up. I’ll be still out there playing.

In Other News… 🖥️

I am slowly but surely making peace with Windows 11. There are definitely still some features that drive me crazy, but I’ve managed to find a few solid workarounds for my documents and layouts. If you’re struggling with the update too, hang in there—there is light at the end of the tunnel!

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Stocking the Shelves: Massive Single Restock is Live!

We’re just going to drop this little announcement right here. We are officially in the zone and actively stocking singles directly onto the website right now. What does that mean for you? More Full Arts for you to get your hands on.

We are digging deep through the vaults for this one—we’re finding everything from Opus IX all the way up to Dreamlike Oceans, and absolutely everything in between. And yes, for everyone asking, that even includes the highly sought-after Legacy Reprints.

Oh, and Promos? Let’s not forget the Promos. We’ve got a sweet stack of them hitting the inventory list today as well.

So, if there is a specific card you’ve been hunting for to finish off your latest deck or polish up your binder collection, now is the time to jump on it. Go lock it down before it heads out the door to someone else who snagged it right out from under your nose!

Are you hunting down any specific Full Arts from the older sets today, or are you strictly focused on cleaning out the remaining Dreamlike Oceans stock?

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Waterlike Oceans

28-096H – Alexander

Not bad, for 2CP.

Activating all you Forwards at the end of your Main Phase 2 seems like a good idea.

Or you can bait your opponent into trying to break a dull Forward, and then Alexander comes out and activates all of your Forwards, canceling it.

Yeah, that’s a long shot, but it could happen.

And your other choice is to reduce the damage dealt to one of your Forwards by 2000.

This card will work great against Dull/Freeze decks.

28-097H – Vaan

Even with all the Moogle Bounty Mayhem cards we have received. Vaan is here to take that deck over the top.

We, have removal, plenty of it, we have seek and play, but Vaan, he’s different.

Vaan can attack twice in the same turn, making him a Forward worth having on the field at all times.

And, if you ever need more cards, just discard a MBM character and you will draw 2 Cards.

28-098H – Garnet

Garnet comes on in, reveals the top 5 cards of your deck, and you get to grab a Final Fantasy IX Character and add it to your hand, if you find one there.

If you find one Garnet’s total cost will be 2CP, if not then 4CP it is.

After that she has an ongoing effect, that will make all of your opponent’s Summons cost 1 more CP.

And at 3 points of damage, your Summons will cost 1CP less.

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28-099C – Musician

A Backup with a bell?

Musician our elemental Water Backup, that needs 5 Backups on the field in order to use it’s ability.

And, what does that ability do?

It returns one of your opponent’s Forwards to their owner’s hand.

And that’s it.

It can be useful in a pinch, but I prefer abilities that break Characters.

28-100C – Sage

And, right after our Elemental Backup, we get our Water Crystal Backup.

Who does the same thing that the other Crystal Backups of this set do.

Enters the field, gain a Crystal.

Leaves the field, gain a Crystal.

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28-101L – Steiner

First off, these cards look great. Hopefully they’ll fix the foiling on these this set.

Steiner, a 6 cost Forward with 9000 power, that when Steiner enters the field, you can grab a Final Fantasy IX Character from your Break Zone and play it on to the field. Up to 4CP, which is plenty of Characters to choose. Depending on who you choose to play, Steiner’s cost can go down to 2CP.

And, that’s not all.

Nope. Steiner wouldn’t be a Legend if that were it.

All Final Fantasy IX Characters, except Steiner can not be chosen by your opponent’s abilities.

So, how will we protect Steiner?

Just use Alert, which does the same thing for himself, but only lasts until the end of the turn.

28-102R – Princess Sarah

This isn’t bad at all.

Princess Sarah, comes on to the field, and you’ll draw a card and gain a Crystal.

What makes this better than other cards that allow you to draw a card, is that you can look at the top card of your deck.
If you like it, keep it there.

If you don’t, you can send it to the bottom of your deck, and grab the next card.

It’s worth a play, if you have nothing else in your hand.

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28-103C – Astrologian

For 1CP you can gain a Crystal and a Meat Shield.

This card hold much value for your Crystal deck.

Not only does it give you a Crystal for 1CP, you can play 3 of them at the same time, and those 3 will block incoming attacks for you.

You can also use that Crystal to draw a card, but I suggest you put your EX Burst on top, and get a point of damage the next turn.

But, that depends on which EX Burst you put on top.

28-104C – Sorbet

This is your main Backup for MBM.

Also known as a color fixer.

Sorbet, can pay for MBM cards with any element. Making it easier to play all 6 MBM Monsters.

I would Mulligan if I didn’t get this card in my first draw.

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28-105C – Trion

At 5CP and 9K power, you’d think that Trion is just your typical Common Forward. And, I would say you are right.

The only difference is that if you have a Princess on the field, Trion’s cost goes down by 2CP to 3CP.

Which is a lot better that 5.

And every time Trion attacks, you get to draw a card.

And, then you get to discard a card.

That’s a bout it.

28-106R – Hurdy EX

Search for that Forward.

Add it to your hand.

If you haven’t noticed, there are a few MBM cards that search, grab from the Break Zone, or play to the field. And, that’s a good thing.

You’re going to be able to fill up that board very quickly with these cards.

Yes, we’ll take 3. Wait, we already have 3.

28-107R – Pylraster

Dinosaurs are coming back from extinction. We just got our second Dinosaur, and this one increases the damage Dinasours deal to Forwards by 5000.

Since our other Dinosaur doesn’t deal damage, Pylraster can only target itself with his ability.

Pylraster can also become a Forward as well.

Now there is one more target, and that is Bartz (1-081R). So, there is that.

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28-108R – Honey B. Lovely

Hmm, that’s different.

Honey B. Lovely comes in and everybody gets to draw a card.

And, at 3 points of damage, your opponent will then places a card from their hand to the bottom of their deck.

It’s not bad, especially for 2CP, and then you have a Meat Shield to protect you from your opponent’s attackers.

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28-109C – Penelo

You would have thought that this card would have been more than just a Common. A Rare perhaps, but I’m not complaining. Not much.

Penelo comes in and grabs an MBM character from the top 5 cards of your deck.

Which if you’re playing MBM, you’re going to find it 99.99% of the time.

It’s Penelo’s ability that makes her shine.

You can dull 3 MBM Characters, and your opponent will put one of their Forwards into the Break Zone. The good thing is that you can use this as many times as you want during your turn, as long as you have enough MBM Characters on the field.

And, if you need to grant Penelo a little bit of Protection, you can always have Mayakov (15-121R). Who can also play Penelo on to the field.

28-110C – Horne

Horne can become a Free Play quite easily.

If you already have another 2 MBM Characters on the field before Horne comes in you will draw a card.

It’s not bad, it’s just a free way to get another Backup on the board.

And, you can also put Horne into the Break Zone and give one of your MBM Forwards +1000 power.

There are better MBM Backups that you can play. And hopefully we’ll get some new ones in upcoming sets.

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28-111H – Yuna

I’ve been talking about YRP making a comeback for years. And, I’m not stopping now. We need a new YRP deck, and we need it now.

Yuna is here to help. Wind/Water/Gullwings/FFX. That is the basis of the deck, and Once per turn Yuna will search for a Gullwing and you’ll play it on to the field.

And, whenever a Forward of any element except for Water enters the field, you’ll choose a Forward and they will lose 4000 power. Possibly breaking them. Not all of them, but some for sure. Hopefully.

This is also our Gold Signature card, which looks amazing. I’ll be happy of getting a Full Art of this card, even without the Signature.
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28-112C – Lion

Am I reading this right?

When Lions enters the field play a Water Forward of cost 6 or less from your hand onto the field?

Lion costs 4 CP.

You’re getting 2 Forwards worth up to 10CP for 4CP. How is that possible? Actually, I don’t care. I’ll take 3 of these and put them in any deck that uses Water.

And, if you have at least 5 Water Forwards on the field. The Water Forwards gain +1000 power.

What’s not to like?

And, how is this a Common?

28-113R – Leonora

Not bad.

For 3CP and a Summon you can send a Forward to the Break Zone. Your opponent will choose which one, but it’s still one less Forward on their field.

If you don’t have a Summon in your hand, lucky for you that you will draw a card, before you discard a card. Meaning you might find a Summon there.

After that you have a body with 5000 power on the field ready to attack or block.

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28-114L – Rosa

You see this?

Rosa is bringing everyone out to play.

Rosa enters the field for 6CP, and searches for a Final Fantasy IV Forward and adds it to your hand.

After that you can play 2 FFIV Forwards from your hand on to the field. Only thing is that their combined cost has to be 4CP or less. Which isn’t that hard to do, considering we have a plethora of 2 cost Forwards, you should be fine.

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