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.


































































