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22-055H – Vossler EX
Did you ever need a card that searches for a King?
Well Vossler here can give you a hand. The Captain comes in a searches for a King, making the 4 cost Vossler a total of 2CP.
And, that is not all.
Every time Vossler attacks, you can then play a Forward and reduce the cost of that Forward by 2CP.
Vossler is a great card to have on the field, making the Forwards you play during Main Phase 2 a lot cheaper.
At the end of the day, you’ll still have an 8k body on the field.
This is a great card if you’re playing a deck that has some royalty in it. You can probably just throw Vossler in the Noctis starter deck, and you’ll be good to go.
22-056R – Exdeath EX
Exdeath with an Ex Burst, makes him EX-Exdeath.
When Exdeath enters the field, Exdeath will take a dull Forward and remove it from the game. Just like -“Spoiler Alert”- Exdeath removed Galuf from Final Fantasy V. End Spoiler
Good thing is that this also comes off as an EX Burst, as Exdeath will be able to get rid of that Forward that just attacked. Combine this with Lilty (22-072C) just to see if Exdeath is coming up next. And, if he is you can choose to let the next damage come through just so you can use his Ex Burst.
22-057R – Carbuncle
This Summon is your backup plan.
Carbuncle dulls one of your Characters and grants it protection.
That Character cannot be broken, and cannot be chosen by your opponent’s Summon or abilities. Making that Character Unbreakable.
When you get this card in your hand tell your opponent to do their worst, because it will just fall flat.
At least for one of their plays.
And if you only paid the cost with Backups, you get to draw a card.
Now if you find a way to activate that Character you can still use it as if it was never dull, and still have that protection on it.
22-058H – Qator Bashtar
Now this is interesting.
When Qator Bashtar enters the field, you get to grab a low powered Forward from the Break Zone and play it onto the field. Although that Forwards Auto-Ability won’t trigger, it still is a free card, making Qator Bashtar’s cost, technically less.
And, anytime you’d like you can put a Backup into the Break Zone, and give one of your Forwards +2000 power.
After that Qator Bashtar will hang out on the field as a body with 8000 power.
We always said that we wanted a way to get rid of our Backups, so that we can play more Backups.
22-059C – Gabranth
Gabranth here is almost like Qator Bashtar, but he will allow you to grab a Backup from the Break Zone, and add it to your hand.
And. what does that mean?
It means that Gabranth is a Free Play. You can pay the cost of 2CP with a Backup, and once Gabranth enters the field, you can grab that same Backup from the Break Zone. It’ll be like it was always in your hand.
But, there’s always a but, It will only work if you have more points of damage than your opponent.
22-060H – Ghido
Here’s a 2 cost Forward with a 10k body, that can’t attack or block.
Ghido will let you draw 2 cards, if you remove 3 Knowledge Counters. You gain 1 Knowledge Counter at the end of each of your turns. Or you can gain 3 Knowledge Counters when a Character you control enters the Break Zone.
You could be drawing an extra 2 cards every turn, sometimes even 4.
Now, I believe that there is a card that removes abilities, and for the life of me, I can’t remember which card it is. But, if you play that card, you can remove Ghido’s ability that doesn’t allow him to Attack or Block.
If you remember which card that is let me know, so I can update this.
22-061L – Gilgamesh
The Praetorian is back! What is a Praetorian anyway?
Gilgamesh, weighing in at 7000 power, but if you have 5 Backups on the field, it goes up 2K to 9000 power. And, the ability to be unbreakable from your opponent’s Summons and abilities that don’t deal damage.
That’s not even all of it.
Every time Gilgamesh attacks, or when he enters the field, you can pay an extra 3CP and break a Forward or a Monster.
This might be one of the better Gilgamesh cards.
22-062R – Glaive EX
The Forward that gives you change.
Glaive comes in and gives all of your Warriors of Darkness a 1k buff, along with Brave. Which in itself is a good reason to play Glaive. If you’re playing a Warrior of Darkness deck, because off the top of my head, I can’t think of the other Warriors of Darkness. All I remember is that they were mentioned in Final Fantasy III. And Glaive is from Final Fantasy Legends, which I believe is Dimension.
Coming in with a 9000 body, Glaive will be hard to get rid of, but when he does, you will be able to grab a Warrior of Darkness from your Break Zone, and add it to your hand.
This second ability also comes off from an EX Burst.
I mean, maybe.
22-063C – Sand Worm
It’s a high cost Monster, And I believe it’s worth all 5CP.
Sand Worm becomes a Forward during your turn, and you’ll usually just pay 5CP for a Forward with 9000 power. That makes the cost just about right. Along with the ability to put Sand Worm into the Break Zone, which allows you to send one of your opponent’s Forwards and send it to the Break Zone.
Is that all?
Nope.
At 3 points of damage, Sand Worm starts to shine. You’ll be able to pick off your opponent’s Forwards one by one. Sand Worm attacks, and you get to pick a Forward, and that Forward must block. And, with 9000 power, there aren’t that many Forwards that will be able to survive Sand Worm’s attack.
I like this one.
22-064C – G Assassin
Assassin with a capital G.
What does the G stand for? I forget.
G Assassin comes in and breaks a dull Forward, as long as you have another Standard Unit on the field. If you’re playing Earth, which you probably are, you can play G Assassin alongside the 2 WRO Members and the WRO Commander from Opus III. Or not. There are plenty of Earth Standard Units that can play well with G Assassin.
3CP with 7000 power.
Not too shabby.
Not at all.
22-065R – Sieghard
Yes, pay the extra cost of dulling 4 Backups.
Sieghard will cost you a total of 7CP, but you’ll get to grab a Forward from the Break Zone and play it straight to the field.
Sure, you’ll dull 4 Backups, but you can search for any Forward. That Forward doesn’t even have to be an Earth Forward either. Any Forward will do as long as it is 6CP or less. And if you grab the Forward that Activates your Backups. Sieghard costs even less.
This is a great deal.
And if you pay a Crystal, Sieghard gains +3000 power and Brave.
22-066C – Summoner
Summoner, summons your Summons from the Break Zone.
Which isn’t that bad, because you’ll pay 2CP for Summoner, and an extra 2CP for the Summon. Which is basically an exchange of CP since that card will be 2CP in your hand, unless you decide to cast it. Makes sense?
After that, you can pay a Crystal Point, dull Summoner, discard an Earth card, and put Summoner in the Break Zone to choose a Summon which you can cast this turn. And that Summons cost will be 3 Crystal Points less.
How many times did we say Summon?
22-067L – Nacht
Warriors of Darkness Unite!!!
Nacht will be making a Warrior of Darkness themed deck pretty good, depending on what the other cards are, and with Glaive that we just saw earlier, it’ll be even better.
Nacht might cost 9CP, but you’ll be grabbing 3 Warriors of Darkness as soon as he enters the field, making Nacht’s total cost be 3CP.
And, during every Attack Phase, right at the beginning, you’ll be able to play a Warrior of Darkness from your hand onto the field. These Forwards will cost 5CP or less, but still, each time you play one, the Nacht’s total cost reduces, and you will be gaining Positive CP in the long run.
And, let’s not forget about Final Thrust. Choose 1 Forward. Break It. ‘Nuff said.
This is a card that keeps on giving.
Why didn’t this card get a Full Art?
22-068R – Prishe
Coming in for 2CP with 5000 power, Prishe is interesting.
She gains a buff, +2000 power every time she is chosen by Summons or abilities. It does not say your opponent’s Summons ot abilities. That means that you can use your own Summons or abilities, that grant Prishe buffs or protection, and she will still receive that +2000 power until the end of the turn.
Plus, if she deals damage to your opponent, you can grab a Character from your Break Zone.
For 2CP this is not a bad card. If it will see play is a different story.
22-069C – Baelo
Baelo is the same as Opus V Miner, but different.
When Baelo enters the field you can grab an Earth Character from your Break Zone. Making his 3CP come down to 1CP. And, during your next turn, Baelo will have paid for himself. Which is what you want your Backups to do.
And, when you’re done with Baelo, you can just send him to the Break Zone, and give one of your Forwards +2000 power until the end of the turn.
After that, you can just play Baelo once again.
22-070C – Ramza
Ramza is a simple card, that doesn’t do much except take up space on the field as an 8000 powered Meat Shield, that can also attack.
That doesn’t mean it’s not worth playing Ramza, because Ramza can be played as a Free card.
Ramza costs 4CP, but if you already have a Job Knight on the field, you can reduce that by 2CP. And if have a Forward that attacked this turn, you can reduce that by another 2CP, making Ramza’s total cost 0CP.
That might be the only reason to play Ramza.
22-071C- Lich
Two abilities for Lich, and they are both pretty decent.
Lich is a Common Forward that will grab a Backup from the Break Zone.
Meaning that Lich’s cost comes down to 2CP.
Lich also gains +1000 power for each Earth Backup that you have on the field.
It’s simple.
Play Lich, discard an Earth Backup from your hand to pay for the cost. Grab that Backup add it back to your hand, and play that Backup to give Lich an extra 1000 power.
That’s pretty much it.
22-072C – Lilty
Didn’t we just write about this?
Sure it was a couple of weeks ago, but let’s just Copy/Paste.
“Simple, basic and straight to the point.
Lilty comes in for 1CP and allows you to look at the top card of your deck. If you like it you can keep it there. If not send it to the bottom of your deck.
It does have plenty of benefits.
Depending on what you see there, your game plan will change for this turn.
Do you see an EX Burst that will cause plenty of damage to your opponent. Leave it there and take a point of Damage. Do you see the card you need to put your plan into motion, play that card that allows you to draw a card.
Worst case is that you don’t like the card, and you can just recycle it to the bottom.”