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Blissful Eternity LB

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29-119R – Reynn LB

Well, it’s not bad.

Reynn will grab a WoFF Character from the top 5 cards of your deck.

And, then when you’re done with that, you can use her second ability to Play A WoFF Character of 3CP or less from your hand onto the field.

Yep, that’s it.

You can pretty much use Reynn to recycle into Emissaries Reynn. But, that’s up to you.

 

29-120R – Seymour LB

Ok, so Seymour enters the field, and you break one of your Summoners. Now I looked to see if any of these Summoners have an ability that triggers when they are put into the Break Zone, but I found nothing.

So, you’re paying 7CP to break your own Summoner?!?

Yes, that is correct. But, you do get to Break one of your opponent’s dull Forwards and they will also discard a card.

If that’s worth 7CP to you, then I suggest you use this Limit Break, if not, then well you can always just leave it in your LB deck to pay for other LB cards.

 

29-121R – Wind Drake LB

Ok, here’s a way to get a card back to your hand from the Break Zone.

Wind Drake, comes on in and removes a card from your Break Zone. And, when Wind Drake leaves the field, you’ll put that Character in your hand.

This is a pretty decent card, Wind Drake can protect a Character in your Break Zone, from your opponent. I’d say keep a Wind Drake in your deck, and if you see your opponent is using a card that removes cards from your Break Zone. Use Wind Drake to protect at least one Character.

 

 

29-122R – Mika LB

Manipulating your opponent’s Forwards?

Sounds about right.

Mika will force one of your opponent’s Forwards to block this turn. So, if you have Forward that has more power than the other Forward, you’re good to go.

If not, then you just wasted a play.

Used in the right situation, this card can be a good one-two punch.

 

29-123R – Jack Garland LB

Nothing to see here.

Jack Garland is just a Forward sitting on the bench.

Sure, there could be a chance that you’ll need a Forward to play, and it is good to have one available at all times.

Now, if your opponent controls a Monster Jack gains Haste.

Also, Jack cannot be blocked by a Monster, that is a Forward, that is also a Monster, who pretends to be a Forward.

 

29-124R – Auron LB

Simple and straight forward.

This card will go great with Tidus, as a Guardian, he will not fail to block your opponent’s attack, after Tidus has gone all out, but miscalculated. And, now your opponent has a few Forwards ready to attack.

But, not so fast. Auron is here, and since Tidus is already on the field, or another Final Fantasy X Forward, Auraon will gain +2000 power and Brave. Meaning that Auron will give you one more shot at ending the game with Tidus.

And, why isn’t Auron’s hand in a sling?

 

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Dreamlike Fire

28-001R – Ursula

2CP + 1CP + 1CP = 8000 damage / 2

Or something along those lines.

Ursula comes right on in, and you can pay 1 Fire CP two times. Each time you do Ursula will deal 4000 damage to one of your opponent’s Forwards.

And, if you already have received 3 points of damage, every time she deals damage to a Forward that damage increases by 1000.

Making each hit, 5000 points of damage.

This changes our formula. But, we’ll just leave it like that.

28-002R – Ardyn

This is interesting.

Ardyn is here to deplete everyone of their resources.

At 4CP, and 9000 power, he’ll be hard to get rid of.

At the beginning of each player’s Main Phase 1, you’ll have to put one Character into the Break Zone. If you don’t Ardyn will deal you one point of damage.

And at 3 points of damage, Ardyn will double the damage dealt. So, 1 point of damage will become 2 points of damage.

Ardyn will make your matches much shorter.

28-003C – Garland

Half way to board wipe.

Garland comes along and he’s taking down all of your low cost Forwards. 7000 damage to all the Forwards 2CP and below, is a serious threat, to low cost Forwards.

If the Forwards are 3CP and up, well then you’re out of luck. Even 9000 power won’t be worth the 5CP spent to play Garland.
Maybe one would be good. There are better 5 cost cards out there.

 

28-004C – Guy

Now this is what I’m talking about.

Firion and Co. is getting a great addition to the Final Fantasy II deck. If you don’t have one yet, then it’s probably time to make one.

Guy comes in and grabs either a Warrior or a Rebel from your Break Zone. Which is great because Guy only costs 2CP.

Only drawback, is if you grab a card that isn’t from Final Fantasy II then you’ll have to discard a card.

Guy has been getting some great cards lately.

28-005C – Gunbreaker

3CP and a Crystal in order to get Gunbreaker’s full potential.

That full potential includes 8000 damage dealt to a Forward of your choice.

If all you want is a Meat Shield, then you don’t need to worry about the Crystal.

Yeah, that’s it.

.

 

28-006C – Clavat

Here we go, a Crystal Generator.

One when Clavat comes in, and one when you use the ability to send her to the Break Zone.

Simple.

Easy to understand.

Not much else going on here.

28-007H – Cloud EX

Another Cloud, Another Full Art.

I’m not complaining.

I just like how they’re using his Advent Children outfit for this one.

Cloud has a couple of things going on when he enters the field.

First off, he grabs a Final Fantasy VII Character from the Break Zone.

And then he gives you a Crystal.

Need more Crystals?

Cloud can generate 1 Crystal per turn. And if you don’t need a Crystal, Cloud will give one of your Final Fantasy VII Forwards +2000 power.

Did you notice Cloud’s Job?

28-008C – Amarant

You will play Amarant second.

Or third. You can play him first, but you’ll just end up wasting a card.

Amarant deals a Forward 7000 damage when he enters the field, and that might just be enough to break most Forwards.
3CP, and 9000 power. He’s a great Meat Shield.

And, we’ll leave it at that.

 

28-009C – Jecht EX

Jecht’s first outing as a Backup. I don’t know how well the Starting Blitzball player will take that, but hes got a job to do.

Jecht comes in off the bench, and if your opponent has 3 Forwards on the field, Jecht will deal one 8000 damage.

If not, then the bench is for Jecht, and he’ll give you 1CP per turn.

 

.

28-010R – Jack Garland

Garland is Garland. I think we’ve said that before.

Jack enters the field and deals 8000 damage to a Forward.

And when your opponents plays a Forward, you can put Jack into the Break Zone and deal that Forward 9000 damage.

Jack plays like the Opus V Grenade. Only difference is that Jack will give you 1CP per turn until you decide to use his ability.

 

28-011H – Cecil

This Cecil acts more like a Dark Knight than a Paladin.

And, you need Dark Knight Cecil in order to get Cecil’s full effect.

Cecil enters the field, and if you have a Dark Knight Cecil in your Break Zone, Cecil draws you a card.

But, that’s not the reason we’ll be playing Cecil.

We’ll be playing Cecil for Cecil’s second ability, which whenever one of your Forwards is put into the Break Zone, Cecil will deal one of your opponent’s Forwards 7000 damage. Every time. Not just once per turn.

How many times did we say Cecil?

28-012C – Warrior

End game Backup.

Warrior won’t do anything meaningful, until you have 5 Backups on the field.

But, when you do Warrior will deal 7000 to a Forward of your choosing, he will then proceed to head to the Break Zone giving you room to play one more Backup.

 

 

28-013L – Tifa

Get ready for Final Fantasy VII to re-enter the Meta.

Yes, I base that off of this card. Along with all the other awesome cards we had in previous sets. Tifa is going to take the Meta by storm. If not, then I will say “What do I know?”

Tifa comes in for 3CP, 7000 Power and Brave. And depending on how many Final Fantasy VII Characters you have on the field, Tifa will deal 4000 damage for each one. You got a board full? You can get to 40K damage.

Is it worth mentioning, cause not that many Forward go over 10000 power? Of course it is!

You can also pay the extra cost of 2 Crystals, and Tifa will gain Haste, +2000 power, and the ability to attack twice in the same turn.

Nuff’ said.

I’ll take 3. Full Arts. Always Full Arts.

This card is going to be money.

28-014R – Rogue Tomato

How come I have never heard of Moogle Bounty Mayhem.

And, why is this tomato still in it’s pajamas?

Doesn’t it know that he’s about to be sent to the field? All by himself, with no Forwards to protect him, all so it can deal 4000 damage to a Forward.

Well, Rogue Tomato can become a Forward, but then you won’t be able to use it’s ability.

 

28-015H – Barret

Barret comes in from the get go and deals massive damage. 9000 to one Forward and 7000 to another.

And every time your opponent’s Forwards are sent to the Break Zone, you will gain a Crystal.

You can change Barret’s name to Crystal Generator.

Then there is Focused Shot, which will deal 10,000 damage to 2 Forwards. All you got to do is divide it up however you see fit.

This Barret will fit better into a Warrior Tribal deck. But he does generate the Crystals that Tifa needs.

28-016L – Vivi

Got to say, I’m liking this art. Even though we’ve seen these in the last few sets, Vivi is always a card that I look forward to. I’ve always wanted to build a deck around Vivi, and with this one, I might finally be able to make a decent one.

Let’s get straight to the card.

Vivi comes in for 4CP, and when he enters the field you can divide 7000 damage between any number of Forwards that your opponent controls.

You can deal 7000 to one Forward, or 1000 damage to 7 Forwards. Meaning you can hopefully break a Forward when Vivi comes in.

If you have a Final Fantasy IX Forward on the field alongside Vivi, that damage becomes 10,000 instead. Meaning more fire power for you.
There’s also a little ability that Vivi has that will deal 9000 damage to a Forward.

Only downside is that Vivi only has 5000 power, making him suspectable to your opponent’s damage.

I’ll take 3.

28-017C – Firion

For 2CP, you have a 5000 body that comes in with Haste.

And, if you have another Final Fantasy II Character on the field, Firion gains +2000 power.
And that is all there is to say about this card.

Might be a good first round play if you’re up first. Other than that. Not much going on here.

 

28-018H – Brynhildr

For 2CP this is a great Summon, I would go as far as to say Superb.

Brynhildr will either deal a Forward 5000 damage, 10K if it’s a Multi-Element, or Brynhildr will break a Monster.

And, you don’t have to choose just one. You can use both if you’d like. All you got to do is pay a Crystal.

I’ve been noticing that this set is giving us lots of Crystal play.

 

28-019R – Brute Bomber

The Brute Bomber ,the Arcadian Fighter!

Brute Bomber enters the field and deals 9000 damage to one of your opponent’s Forwards and one of your Forwards. You both get to choose who get’s dealt the damage.

And, at 3 points of damage, all damage that Brute Bomber receives is reduced by 2000.

Making Brute Bomber the perfect choice to deal himself damage.

Just make sure you play him after you already receive those 3 points of damage.

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Journey of Light and Dark

27-109L – Cecil

Ok, I’m having trouble understanding this, but from what I do understand, is that Cecil chooses a Forward and they both lose power, less than Cecil’s power.

I’m guessing you target your opponent’s Forwards, and hopefully they lose enough power that they are sent to the Break Zone.

Cecil has 9000 power, so I’m guessing he will break Forwards with 8000 power or less.

Cecil also has another ability which will grant him 10,000 power. Thus making his first ability deadly. For your opponent.
I’m guessing this is what the card does. If it’s not, I’ll revisit it with a revised opinion on it.

27-110H – Bartz

Has anyone ever made a Final Fantasy V deck?

There’s more than enough cards to go about it. And, all of those Standard Units that Final Fantasy V has. You can technically build a deck with nothing but Bartz cards.

Well, we’re here to talk about this Bartz.

The Wanderer, the Warrior of Light.

If you already have 4 Final Fantasy V Characters on the field, Bartz gains Haste, First Strike and Brave.

And, when he enters the field, you can reveal the top 7 cards of your deck and add 2 Final Fantasy V Characters to your hand. Which should be easy, considering you’re playing a Final Fantasy V deck.

This brings Bartz’s cost down to 1CP. And, with 9000 power, Bartz will stick around long enough.

27-111L – Jack Garland

Garland is Garland in all situations. Check.

When Jack enters the field, you will pick one job, and Garland will not be able to be chosen by any abilities coming from that class. Class sounds so much better than Job.

And, at the end of your turn, Jack will remove one Forward with said Job from the game.

You’ll slowly be getting rid of your opponent’s Forwards, and they will be playing catch up to try and get their front lines operating once again.
.

27-112H – Snovlinka

Snovinka comes in and you get to choose from 2 enter the field abilities.

The first one gives Snovlinka Haste, and every time she deals damage to your opponent or to one of their Forwards, you will double that damage.

The second one deals 8000 damage to one of their Forwards.

Both are good abilities, but what if you can do both?

Well the good news is that you can. The bad news is that you’ll need to have 5 points of damage to do so.

And, when you do have 5 points of damage. Her second ability that deals 8000 damage to one of your opponent’s forwards, will now become 16,000 damage to one of your opponent’s Forwards.

Unless you’re opponent has a counter to Snovlinka, you will be breaking a Forward when she enters the field.

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Cecil’s Dark Knights

Its the Red Wings! Sort of.

We’re starting off with Dark Knights.

Cecil, of course will be the first card that we’ll be putting in our deck.And, after looking at all of the Cecils available, we decided on 2 different Cecils. This way you can always have a Cecil on the field. Our main Cecil will be Cecil (15-073H). You’ll want a Crystal Generator on the field, before you play this one, or you can just go ahead and take the one point of damage. Because at 3 points of damage, Cecil will search for Cecil when he is sent into the Break Zone. And,as a true Dark Knight, Cecil will deal your opponent 2 points of damage with the help of Souleater.

The other Cecil is Opus I (1-108H). Cecil will be mostly used for the cost to pay for Souleater, but if he is on the field and you receive damage, Cecil will deal one of your opponent’s Forwards 5000 damage.

The rest of the Dark Knights are Graham (8-075C) who will break a Forward when he is put into the Break Zone. Zeid (25-024H) who can come in with Back Attack and every time Zeid is dealt damage, your opponent selects one of their dull Forwards and sends it to the Break Zone. And, Teodor (18-028L) 9CP? Yeah, no. We’re Warping! For 2CP Teodor will enter the field on your next turn. When he enters he field your opponent discards 2 cards, and since Teodor warped into the field, your opponent will discard another card as well.

We have Tilika EX (18-061R) to generate Crystals. Garland (IX) (8-026L) to keep your opponent’s Forwards at bay. 3 different Dark Knights. And a Baron Guardsman.

Our Backups include Tyro (11-072R) just because if you’re playing Earth you should play Tyro. The rest of the Backups include Crystal Generators and Dark Knights. Nothing special going on here.

Two Summons in this one. Zalera, the Death Seraph (24-026H) and Hecatoncheir (15-082H). You could probably add Cu Sith (10-068C) in here as well.

Monsters, just a handful Antlion (11-066C), Behemoth (19-066C) and Seeping Brie (17-073C)

And, the LB deck consists of 3 cards Maat (22-119R), Selh’teus (24-118R) and Noctis (23-125R). There’s still not much of a selection with the Limit Break cards, so we take what we can get.

Well this is what we got. What would you do different?

Let us know in the comments!

Forwards

1-108H – Cecil x3
8-026L – Garland (IX) x1
15-073H – Cecil x3
17-072H – Baron Guardsman x1
18-061R – Tilika EX x2
21-063C – Dark Knight x2
1-054C – Dark Knight x1
2-073C – Dark Knight x1
8-075C – Graham x3
17-082R – Lich x1
25-024H – Zeid x3
18-026L – Teodor x3

Backups

8-070C – Dark Knight x2
15-033C – Knight x2
15-080C – Geomancer x2
23-058C – Dark Knight x3
16-064C – Dark Knight x3
21-024C – Scholar x2
16-036C – Devout x1
11-072R – Tyro EX x3

Summons

24-026H – Zalera, the Death Seraph x2
15-082H – Hecatoncheir x2

Monsters

17-073C – Seeping Brie x1
19-066C – Behemoth x1
11-066C – Antlion x2

Limit Breaks

22-119R – Maat LB x3
24-118R – Selh’teus LB x2
23-125R – Noctis LB

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Hidden Legends of Lightning

24-073H – Valigarmanda

Lightning is kicking off things with a Summon, and a beautiful Full Art as well.

Valigarmanda is a 4 cost Summon that comes in dulls a Forward, and Freezes it as well.

That Forward loses 9000 power until the end of the turn, and then Valigarmanda also deals it 9000 damage.

99.99% of the time it will break the Forward that Valigarmanda is targeting.

At the very least, Valigarmanda will disable that Forward for this turn.

24-074C – Odin EX

Odin is ready to break a Forward.

Any Forward?

Yes, any Forward, but the cost might be a bit high for some Forwards.

It’s 5CP to cast Odin, plus the top card of your deck times the CP required to play the Forward that you’re looking to break.

Odin is useful in certain situations, but why not just play the Opus I Odin that will break any Forward for 7CP flat.

No extra charge.

I’ll pass.

24-075C – Guardian

I just realized we have similar Backups in every element.

Guardian comes in and you draw a card.

After that, depending on if you have at least 4 Lightning Backups on the field, Guardian will allow you to choose 2 Forward, and dull them.

Other than that, Guardian is just a simple Backup that will give you a Crystal Point each turn.

But, you already know that.

24-076C – Juggler

Wicked Clowns?

Juggler, the Backup you knew that you might need.

Juggler will come in and hang out until you need to get rid of a 2 cost Forward.

Juggler only costs 2CP, the only draw back if you call it that, is that a Lightning Forward needs to enter your field, in order for Juggler’s ability to go off.

I see some use for this.

Probably, more than some.

24-077H – The Emperor

Who would have thought, that the only reason the Emperor is here is to gain Crystals.

Look at it. The Emperor comes in you gain a Crystal. If your opponent has a Crystal, gain a Crystal. That’s two from the get go.

Add in one more Crystal from another Backup, and you’ll be able to use The Emperor’s second ability.

But, first let’s take a look at the first one. Or, the top one.

Break a Forward that costs 4CP or less.

Yeah, that’s pretty straight forward. Nothing groundbreaking, but very useful.

Now let’s take a look at the second ability.

Go ahead, I’ll wait.

Do you see that? Break all the Forwards and the Monsters opponent controls. That would wipe your opponent’s whole board, leaving it wide open.

If you don’t win the game after that ability goes off, then I don’t know what to tell you.

Plus, we get a Full Art version of this card in the Prerelease Kits.

24-078R – Cidolfus (XVI)

3 cost Forward that allows you to search for a Lightning Summon.

And, that is pretty much it with Cidolfus.

You’ll get a 5K body that sticks around on the field.

Other than that what else is there?

Oh yeah, Priming.

Cidolfus Primes into Ramuh.

What does Ramuh do?

Guess we’ll have to wait to find out.

24-079L – Jack Garland

Jack is ready to turn your opponent’s front line upside down.

All of your opponent’s Forward must attack, and they must block.

This will either leave their front line open for your attacks, or all of your opponent’s Forwards will be broken.
Just make sure you at least have bodies on your field to block the attacks your opponent will be throwing at you.

And, every time one of your opponent’s Characters is put into the Break Zone you will gain a Crystal.

Sooner or later, you’ll have enough Crystals to use the Emperor’s ability to wipe out your opponent.

I’ll take 3.

Full arts preferably.

24-080R – Chime

Here we go, the King’s Minister is here to give you a great deal.

Buy one Get on Free.

Chime comes in and you reveal the top 4 cards of your deck, and play a Character of 2 or less onto the field.

I’d say it’s worth taking a chance on this.

Either way Chime is only 2CP, and you can get some decent value if you find a 2CP Character in the top four cards.

After that, Chime is a 5K body, ready to be taken out, just so you can play Chime once again, and hopefully find another 2CP Character.

24-081R – Noel

This Shadow Hunter is attacking from the shadows.

Noel comes in and he starts going to town. Striking with precision and going back to the shadows from which he came.

Yes, Noel only has 3000 power, but you won’t need to worry about that unless you decide to block with him.

Noel’s attacks will go through, just because he cannot be blocked.

I’ll take 3.

Throw them into your FFXIII deck, and once this Noel is gone, you can play another Noel.

Take your pick. Rebellion’s Call, From Nightmares or Hidden Trials.

All of them will do well.

24-082C – Vivi

Vivi is ready to come in and deal some damage to your opponent’s Forwards.

2000 across the board isn’t much, but let’s not forget about Summons that break damaged Forwards.

Or abilities that dull damaged Forwards, and what not.

Plus, if there is already a damaged Forward on the field, you can use Vivi’s ability and deal it an additional 4000 damage.

After everything is said and done, Vivi sticks around with a 5K body.

24-083H – Firion

Let me start by saying, if you’re playing Lightning you’re playing Firion.

Why? First off, you can only pay with CP produced by Lightning Backups.

Now, once Firion comes in you can pay 2CP more, and give him Haste and First Strike.

Then you can go ahead and attack with Firion.

Now, it’s time to cast Drain. Break a Forward, Activate Firion, and attack one more time.

Firion is going all out here. Time to start building that Rebel deck.

24-084R – Behemoth

Let’s up the stakes.

Behemoth is just that a Behemoth.

No power, unless you make it a Forward, but when a Forward of yours attacks, you can put Behemoth into the Break Zone and give a Forward the ability to deal 2 points of damage to your opponent.

Now, you can give that buff to Noel, who can’t be blocked. Or what about Firion, who can attack twice this turn.

And, that’s just 2 Forwards from this set, think about all of the other cards that can make use of Behemoth here.

24-085C – Mid (XVI)

I like this.

And, it’s only 2CP to bring Mid in.

She’ll stay on the board, and whenever you’d like you can put her in the Break Zone and grab a Forward. 4CP or less and add it to your hand.

That right there would have made this card playable.

But, Mid isn’t done. No. Not at all.

If you grab Cidolfus from the Break Zone, you’ll have a chain of Events that will start to go off one by one.

Let’s see how that will go.

You put Mid into the Break Zone, grab Cidolfus and play him straight to the field. Cidolfus searches for a Lightning Summon. Cidolfus Primes into Ramuh. Ramuh casts a Summon from your hand without paying the cost, and deals one of your opponent’s Forwards 8000 damage.

All that for 2CP plus the cost to Prime into Ramuh.

24-086C – Lightning

Coming in with a 9K body, Lightning is the prefect Meat Shield for your front lines.

You’ll also be able to discard a card and give Lightning Haste and a +1K buff giving her a 10K body, that’ll be tough to break.
And that pretty much covers everything.

You’ll pay a total of 6CP, which includes the discarded card, for a Forward that’s ready to go, from the get go.

 

24-087C – Ranan

Another Warrior of the Crystal.

When Ranan comes in, he grants another Warrior of the Crystal, Haste.

And, that’s about it.

I’ll have to check with the other Warriors of the Crystal to actually see how this deck runs.

 

 

24-088R – Ramuh

Coming in at 5CP, but thankfully you won’t be paying 5CP, you’ll be Priming into Ramuh.

Ramuh comes in and you can cast a Summon from your hand, any element will do, and you won’t have to pay the cost to cast it.

If the Summon you cast is a Lightning Summon, you will deal 8000 damage to a Forward of your choosing, as long as it’s active.

I’d say it’s still worth paying the 5CP to cast Ramuh.

24-089C – Ramza

Ramza stands alone. While leaning up on a tree.

Decent artwork, taken from the game, but what about the card?

If Ramza is sent to the Break Zone, you gain a Crystal. Ok, not bad. You can probably just throw Ramza in just to block and gain a Crystal with him.

And if you need to give Ramza a quick buff, you can remove 2 cards in your Break Zone from the game.

Not bad, for 3CP.

24-090L – Leon

Leon being Leon, almost like Kain going back and forth between the Rebels and the Empire.

Leon comes right in for 1CP, and deals a damaged Forward 4000 damage. Possibly breaking it.

Your opponent has the choice of taking control over Leon, by targeting him with an ability. Once Leon is targeted he will switch sides. You can get Leon back by targeting him with your own abilities.

But, why would you?

You actually want your opponent to have control over Leon, because if they don’t have any other Rebels on their field, Leon will deal them 1 point of damage at the end of their turn.

And, at the end of yours as well.

This is a card that will eat up your opponent from the inside.

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