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Gunslingers on Ice

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26-021C – Anabella

The Duchess of Priming.

Yeah, I don’t know much of Final Fantasy XVI, but I do know something about Prime.
No, not the drink. I have no clue about that.

Anabella will dull and Freeze a Character, whenever one of your Characters decides to Prime into an Eikon.

You can do much worse for 2CP.

Prime as much as you’d like, and have Anabella dell and Freeze everyone. One Character at a time.

26-022C – Undead Princess

Looking at this card makes me want to play World of Final Fantasy. Just by having an Undead Princess on the equivalent of Medieval Magitek Armor.

Let’s get to the card.

Undead Princess comes in for 3CP, and when she comes in you gain a Crystal and your opponent discards a card.

Simple, and straight to the point.

And when it’s all done, you have a body with 7000 power to attack or block, cause you’ll want to get rid of this card so you can play it again.

26-023C – Wol

Wol on Ice. That’s a first.

Coming in at 5CP, Wol’s cost can come down by 2CP if your opponent discarded a card this turn due to your playing.

3CP is better than 5CP and 9000 power is a great body on the field.

Wol isn’t done. Not this time.

Whenever he attacks, you can discard 2 cards and break a Forward. It’s like having a Summon ready to go. Those 2 cards is the equivalent to 4CP. Odin from Opus I costs 7CP. And, you can use Wol’s ability once per turn.

Nothing else needs to be said.

26-024C – Musician

This Musician packs some Fire … er … Ice Power.

For 2CP you can deal damage to a dull Forward, once per turn. All you need is some ammo, and that ammo comes in the form of cards.

Once per turn you will be able to dull Musician and pay the cost of discarding one card. Then you can choose a dull Forward and deal it 5000 damage.

If you’re playing Ice/Lightning and you discard a Lightning card, that damage become 7000.

It’s a decent Backup, that when Musician is not in use, he will give you 1CP per turn.

26-025C – Kadaj EX

Even as a Common, Kadaj will be hard to get rid of.

For 3CP you get a body with 9000 power. And, at the end of each of your turns you will remove Kadaj from the game. He won’t be gone for long though as at the end of your opponent’s turn Kadaj will come back to the field.

Kadaj won’t shine until you have at least 3 points of damage, cause when you do have those 3 points of damage, Kadaj will dull one of your opponent’s Forwards. And, since Kadaj returns at the end of your opponent’s turn, that Forward will be dull during your turn.

And this cycle will keep on going on and on.

This Kadaj is a lite version of Opus XI Kadaj.

26-026R – Kuja

You know you always wanted to swap out your Backups. Kuja is here to help you with that.

When Kuja enters the field you can remove one of your Ice Backups from the game. There he helped you and now you can play the new Backup that you wanted cause you didn’t have space for it.

Oh wait, we’re not even done with the first part. When you do remove that Backup, your opponent will discard 2 cards from their hand.

At 5CP, this isn’t a bad play as you’ll be taking away your opponent’s Fire Power, and Kuja has 9000 power. Your opponent will think twice before they try and break Kuja, cause when they choose Kuja with one of their abilities or Summons, they will need to discard a card from their hand.

I’m on the fence about this one. Cause after his first ability goes off, there is no need for your opponent to try and get rid of him, as he’s just another body on the field. Well there is a need, but it won’t be the first course of action.

26-027R – Kujata

Cash or Credit?

How do you want to pay for Kujata?

There’s 2 ways to pay and the result will be the same.

Kujata will break a dull Forward, and that’s about it.

You can either pay 3CP for this, or just dull 2 active Forwards. This means that you can throw Kujata in any deck and you’ll be able to pay for it, without having any Ice CP to spend.

26-028C – Cripshay

The Ice Monster of Gunslinger in the Abyss. Almost sounds like a title.

Cripshay becomes a Forward with 7000 power. And, First Strike.

If, and when Cripshay deals damage to your opponent, you will send Cripshay into the Break Zone, and your opponent will discard 2 cards.

They just might think twice before taking that damage, just so they don’t discard the 2 cards they have in their hand.

But, are those 2 cards worth more than the Forward that will be broken by Cripshay’s 7000 power?

That’s a decision they’ll have to make in the heat of the battle.

26-029R – Shiva (XVI)

Shiva is a great card to play all by herself. You don’t even need Jill to Prime into her. But, you probably should. It’s cheaper in the long run and you get a better ability.

When Shiva comes in you will Freeze all of your opponent’s Forwards. If you Primed into Shiva you will Freeze all of your opponent’s Characters instead.

Ice Age? Yes, let’s have your opponent discard 2 cards from their hand. This works even better if they only have 2 cards in their hand.

Let’s see what Jill does.

26-030C .- Cid (WoFF)

A What now?

Yes that what is with a capitol W.

Every time your opponent uses an EX Burst they’ll discard a card?

Cid just sticks around and waits for your opponent to use an EX Burst, other then that, he’ll just sit back and give you 1CP per turn. That’s not bad at all.

I like the art on these WoFF cards. If you noticed it, we’ve been getting them since Resurgence of Power.

26-031H – Cid Raines

Great card, Great art. What more can you ask for?

If you’re playing a discard deck, Cid Raines is your man.

He will come in for Free, if your opponent discarded a card on the same turn that you want to play Cid.

You’ll want to keep Cid around to thwart your opponent’s plans. When your opponent plays a Forward onto the field from anywhere except their hand, Cid will take that Forward and send it to the Break Zone.

Yes, you do have to sacrifice Cid Raines for this move, but it is a move well worth it.

26-032L – Charlotte

Charlotte is ready to wreck your opponent’s plans. As long as Charlotte is on the field. Your opponent will be 2 steps behind. The only draw back we have here, is that Charlotte costs 5CP, and you can only use Ice CP to pay for her. And that’s not even that big of a deal. You would gladly pay a couple more CP to get Charlotte on the field.

For one she has a little bit of protection going for her. When ever she is chosen by your opponent’s Summons or abilities, your opponent must discard a card, or else that Summon or that ability will be canceled. It’s going to be hard to get rid of Charlotte.

Now, let’s take a look at that final sentence. “When a Character enters your opponent’s field, dull it and Freeze it.”

Your opponent will not be able to use that Character for another turn. That’s 2 turns from when it enters the field. No Blocks, no abilities no nothing. Just a sitting duck. Or a deer caught in the headlights.

You’ll be having some fun with Charlotte here.

26-033C – Summoner

Here we go a decent Backup that will allow you to grab and Ice Summon from the Break Zone and add it to your hand.

This will bring Summoner’s cost down to 1CP, which is even better.

Summoner also has an ability where you can put him in the Break Zone, and your next Summon’s cost will be reduced by 2CP. Mathematically, you’re gaining 1CP by playing Summoner and using his ability.

That’s about it.

26-034L – Jill

Jill has been upgraded to a Legend this time.

When Jill enters the field, and depending on how many Eikons you have removed from the game or in your Break Zone, you will select that many Characters that your opponent controls and you will dull them.

After that Jill will Prime into Shiva and you will Freeze all of your opponent’s Characters.
And, that’s not all.

No, At the begining of your Attack Phase, and at the begining of your opponent’s Attack Phase, Jill will break a dull Forward.

You’ll slowly be able to take down your opponent’s front line, cause you know that they’ll have a dull Forward hanging out. And, if they don’t, you can always bring in Amon 2-098L to dull a Forward once per turn.

26-035R – Snow

Snow is ready for a fight.

And when he enters, the field you can either draw a card, or have your opponent discard a card.

If Snow is brought in by an ability from a Final Fantasy XIII Character you can do both.
Luckily Lightning is ready to cause havok, as she can tag in any Final Fantasy XIII Forward and form a party to attack. In other words perform a tag team maneuver.

You won’t even need Ice CP, just Snow and Lightning. It’s called Thunder Snow.

26-036C/15-038C – Knight

Here’s a reprint, of a reprint, of a reprint.

So, we’re just going to, you guessed it, Copy/Paste from Opus XV Crystal Dominion.

“Knight comes in, hands you a Crystal

Next turn, Knight Dulls himself and puts himself into the Break Zone dulling a 3 cost Forward.

Thus concludes the story of Knight”

26-037H – Halone

Halone will be a card that you’ll play later on in the game, as you’ll need at least Six of “The Twelve” on the field in order for her ability to go off.

Whenever Halone attacks, you get to choose 2 of your opponent’s Characters, and you shall grant them a Dull/Freeze.

Your opponent will also discard a card.

Halone also doubles as a Meat Shield with a 9k body.

 

26-038H – Physalis

This is a Buy one Get one Free deal!

You can either pay 5CP to play Physalis, or you can Warp her for 2CP. She’ll stay out until the end of your turn. As she on;y has one Warp Counter.

If you paid the 5CP, Physalis is just a Meat Shield.

If you Warp her in, you will be able to play another Forward with Warp from your hand onto the field.

This way you’ll get 2 Meat Shields.

This is a great card, you’ll be able to get a couple bodies on the field quickly and cheaply.

26-039H – Star Sibyl

A four cost Backup that will grant you some protection against your opponent’s abilities.

Not great protection, but just enough to have your opponent second guess the action that they are about to take.

Cause if they choose to target one of your Forwards with an ability, they will need to discard a card. Is that card that they discard worth the extra cost to use the ability? Maybe yes, maybe no.

But, if they don’t have any cards in their hand, they won’t need to discard anything.

26-040R – Menphina

Menphina might be your starting point for “The Twelve”.

When she enters the field you can pay X and search for one of the other Twelve and play it onto the field. No add it to your hand, just straight to the field.

Only drawback is that you need to use CP produced from The Twelve, or discarding The Twelve cards. Which shouldn’t be that hard, considering your deck could have up to 36 The Twelve cards in it. And, if you could use any cards, it would have been to easy.

Menphina can also Freeze one of your opponent’s Forwards with her ability.

Hmm, didn’t we just see a card that can Dull Forwards, or did we just mention Amon (2-098L)?

Cool Singles!

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Tears of the Lightning Planet

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25-069C – Varghidpolis

I don’t know about you, but Varghidpolis looks like an “armed” turnip.

Yeah, I’m not quitting my day job anytime soon.

Varghidpolis has 2 abilities, just like the other Monsters of the Planet.

1 will deal 1000 damage to a Forward and also dull it. The other deals 1000 damage to a Forward and dulls it.

That’s the same thing. One ability, but 2 ways to pay for it.

At least Varghidpolis is consistent. Plus you then can play Black Belt (25-058C) to break that dull Forward.

25-070C – Eight

3CP for a 7K body. 7? This is Eight, we need to give him 8000 power.

And, you can.

At 3 points of damage Eight gains +1000 power, making his power 8000.

Eight also comes in with Haste, so he can start attacking from the get go.

One more thing. Whenever Eight deals damage to your opponent, Eight will grab a Class Zero Cadet from your Break Zone.

It’s time to start recycling.

25-071R – Scorpion Sentinel

Ever needed a defensive play?

Scorpion Sentinel is here to do just that.

When one of your opponent Forwards attacks, Scorpion Sentinel will come into play, dulling one of their Forwards. Sentinel Scorpion will also become a Forward until the end of the turn, and will be able to block your opponent’s next attack.

You get this for 1CP, which I would say is worth it.

Only thing that would have been better, is if you could have had multiple copies on the field.

25-072R – Kuja

For 2CP you can break one of your opponent’s Forwards.

Yes, you do need to place a Forward in the Break Zone in order to pay for this ability. But it’s worth it..

Imagine, Using Viking (2-132C) or Viking (4-133C) as part of the cost. You’re really only playing these cards so they can block an attack and be sent to the Break Zone just so you can draw a card.

Or, what if your opponent is casting a Summon or ability on one of your Forwards. That Forward is pretty much toast depending on what it’s being hit with, so, why not use Kuja’s ability and use that Forward as part of the cost, and break one of your opponent’s Forwards in the process.

Turn the tides, before they are turned on you!

Or something like that.

25-073L – Zack

Final Fantasy VII will be getting plenty of support. With plenty of Lightning support, even if you throw Zack in a Shinra themed deck, he will become a threat.

Every time Zach attacks, you can bring a Final Fantasy VII Character back from the Break Zone, only requirement is that, that Character costs 2CP or less. Shouldn’t be that hard to find one, even if you keep bringing the same Character in after they attack or block.

Rush Assault? When Zack Attacks, you can use his Signature ability and break one of your opponent’s Forwards! No cost Requirements, no nothing. Just stock up on all Zacks from every Opus.

Yes, please. May I have another?

25-074C – Amarant

For 5CP you get the ability of a Summon and a 9K body.

And, this might just be the best Amarant to date.

Amarant comes in and deals 5000 damage to all of your opponent’s active Forwards. You’ll probably break some of them, and the rest will be weakened enough that when your Forwards attack, they will either Break the Forward or your opponent will decide to let the attack go through just so they can save their Forwards for later.

We need more Final Fantasy IX cards, so we can finally make a decent FFIX deck.

25-075C – Jack

Jack of all trades?

I’m not so sure about that, but Jack can Break some Forwards. One when he comes in, as long as you have 5 Cadets on the field. If not, then Jack will only dull that Forward.

And, once per turn you can use Jack’s Special ability to break a Forward.

Jack’s Special ability is good because you don’t have to send Jack to the Break Zone for it to activate.

Meaning you can use it over and over, as long as you have enough Jacks in your deck.

25-076C – Elite Riot Trooper

Once again our elemental Backups make a return.

This time it is Lightning with Elite Riot Trooper.

At 3CP, Elite Riot Trooper comes on in and you can either draw a card, or deal a 2 cost Forward 7000 damage, which will most likely break that Forward.

As mentioned before, the ability you choose will depend on what part of the game you are at.

And, that’s about it.

25-077C – Cinque

The more Cadets that you have on the field, the better this card becomes.

Cinque enters the field and grabs a Class Zero Cadet and plays them straight to the field. Let’s say you grab Ace (3-153S). You just paid 4CP to get 2 Characters on the field, and Ace’s cost is 6CP. Now when Ace enters the field, You get to play another Class Zero Cadet Forward from your hand. And, if you happen to have Nine (13-123L) in your hand, you’re off to a great start.

And, if you ever need to get rid of Cinque, just so you can play her again, she had an ability that sends her to the Break Zone, and deals a Forward 9000 damage.

Might have to dust off that old Cadets deck.

25-078H – Seven

A 2 cost Backup that can do a couple of things each turn.

For one, she can give Haste to any Class Zero Cadet. All you have to do is dull 2 Active Cadets, It might be worth it, depending on the situation.

And secondly, this one is the better ability of the two, Sadistic Spikes. Every time you use Sadistic SPikes, you will be able to break one of your opponent’s Forwards, as long as their cost is less than the Class Zero Cadets that you control.

Over all, Sadistic Spikes is a good enough reason to use this Seven in your Cadets deck.

25-079C – SOLDIER Candidate

Do you recycle?

This SOLDIER Candidate does. He actually recycles himself to get you another SOLDIER Candidate.

Whenever SOLDIER Candidate gets sent to the Break Zone, you can search for another SOLDIER Candidate and play it onto the field. That way your front line has Backups. No, not those Backups. Backup Forwards.

I already said SOLDIER Candidates are a card away from being great.

And someone is going to find that card, and we’ll have Shinra’s version of Chocobos.

25-080H – Paine

Paine brings the Pain!

Yep, bad puns as usual.

Paine comes right in and deals a 3 cost Forward or less 7000 damage. Which would break most Forwards that cost 3CP or less.

Hold on let me check.

Yep, there are more Forwards than I thought that cost 3CP or less and have more than 7000 power.

Ok, where was I?

Ah yes, when that Forward is put into the Break Zone, Paine gives a Final Fantasy X Forward Haste.

Which can be herself as well, allowing her to attack and hopefully deal some damage, or break another one of your opponent’s Forwards.

It’s a decent Hero, but better Paine’s exist.

25-081R – Baralai

Baralai comes in and grabs a Forward from your Break Zone.

For 3CP that is not bad at all.

Baralai can also break a Forward as well. The cost might be high for this ability, but you can use it any time you’d like as Baralai will already be on the field for it.

I would probably play this card for Baralai’s first ability alone. The second one is just the cherry on top.

 

25-082C – Vivi

Here we are, Vivi comes in with a one-two punch.

For 2CP, Vivi will come into the field and dull one of your opponent’s Forwards.

After that Vivi will just produce 1CP per turn, until you’re ready to use his ability to break a damaged Forward.

It’s 2CP, this is worth it. You can probably find a way or two to activate Vivi as soon as he enters the field.

Get rid of that pesky Forward that’s been bothering you.

25-083H – Adrammelech, the Wroth

Once again you can remove a Lightning Backup from the game and reduce the cost for Adrammelech, the Wroth by 2 CP. Making Adrammelech a 3 cost Summon. Plus you get to remove that Backup that does not serve a purpose anymore.

And what does Adrammelech, the Wroth do?

Well, he .. it.. deals 7000 damage to all of your opponent’s Forwards, possibly braking most of them.

You’ll also receive 1 point of damage as part of the cost of using this Summon.

25-084R Rude

Rude comes in and you can grab a Member of the Turks from your Break Zone and add it to your hand. Bringing Rude’s cost down to 1CP. If that’s not reason enough to play Rude, we got more for you.

At the begining of the Attack Phase, both yours and your opponent’s, Rude will dull one of your opponent’s Forwards.

This means that, you’ll be able to successfully keep one of your opponent’s Forwards incapable of getting anything done.

You should see, what happens if Reno is on the field as well.

25-085L – Reno

Back to Back Turks.

With Reno, anytime a Forward becomes dull due to Summons or abilities, Reno will give a Member of the Turks Haste, and deal one of your opponent’s Forwards 4000 damage.
This is where things get interesting.

If you read Rude, Rude will dull a Forward at the beginning of every Attack Phase, meaning that Reno will give Haste to a Turk, and deal one of your opponent’s Forwards 4000 damage.

You also have EM Flail, which will dull a Forward and deal 5000 damage to another Forward, which in turn will activate Reno’s first ability will go into play once again.

You know your opponent will be trying everything in their power to get rid of Reno. Let’s go back some cards and take a look at Zack once again. “When Zack attacks, choose 1 Category VII Character of cost 2 or less in your Break Zone. Play it onto the field.”

Guess who costs 2CP.

Electrifying Singles!

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Hidden Trials – Limit Break

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23-118H – Ardyn LB

The Chief Minister has grand plans.

Ardyn has found a way to bring himself back from the dead.

Simply put, when Ardyn enters the Break Zone, you can bring an Ardyn from your Limit Break deck onto the field.
The real question is, can you fill up your Limit Break deck with cards that aren’t LB? I doubt it, I’ll have to check out the rules to make sure.

This card is a turn 1 play.

As long as you have a Playset of Ardyns in your Limit Break deck, you’ll be good to go.

23-119R – Vincent LB

Well, Vincent looks like he’s ready to take on the Tsivets.

This is the Limit Break that Vincent starts the game off with, and that suggests that we will be getting the other 3 later on down the line.

Let’s take a look and see what Galian Beast does.

Vincent comes in with First Strike, and when he enters the field, you can throw a Fire Backup into the Break Zone, and deal one of your opponent’s Forwards 9000 damage. You’ll have a good chance at breaking it.

If my calculations are correct, we’ll soon have a Vincent deck equipped with all of his Limit Breaks. Might take a couple of years before we can get it, but it might be fun.

23-120R – Kuja LB

Kuja is a 5 cost Forward with 8000 power and the ability to get out of some of your opponent’s abilities, and maybe some of their Summons.

How?

It’s simple, you can just dull Kuja to Dull the Forward using that ability.

Dull/Freeze that Forward and your opponent will think twice before targeting Kuja.

 

23-121L – Cait Sith LB

Sometimes the first time you look at a card, you think it’s great.

then you look at it again and think, Huh? How is this a Legend.

It’s a decent card, don’t get me wrong, but Freezing all of your opponent’s Backups, and having them discard a card is not what I’d call Legend material.

On a side note, Cait Sith needs you to control 5 Backups in order for his ability to go off.

I’ll take a hard pass on this one.

23-122R – Cid Highwind LB

Roll of the dice. Or is it a flip of the cards?

Cid Highwind comes in on the Highwind, and gives you an airdrop right before he enters the field.

Flip three cards and if you find a Backup add it to your hand. If not well just put all the cards at the bottom of your deck. You might want to use Cid, when you only have 3 cards left. And, you better win before you run out of cards.

Is it worth playing?

Probably. You can just add it to your Limit Break deck, just so you have enough cards in it.

23-123 – Deathgaze LB

That’s a lot to pay to Break a Forward. And, that Forward also needs to be a certain cost in order for this to be effective.

There are 270 Forwards that cost 5CP. Yes, that’s a pretty big amount, but how many of those Forwards actually see play?
And there are only 2 Forwards that cost 10CP.

Unless Bhunivelze, and Garuda start seeing some play, i’d say it’s best to leave this card at home.

Odin (1-124R) costs 7CP and let’s you break any Forward you want.

23-124L – Eiko LB

Have you ever thought that you wish you had a certain Summon at a certain point of the game?

I’m sure you have, we’ve all had.

Well, Eiko here, is here to help you search for that Summon, and once you find it you can remove it from the game.

Not much help there, but once that Summon is removed from the game, you can cast it without paying the cost.

That’s a little bit better.

23-125R – Noctis LB

Even though Noctis costs 6CP, this is probably one of the better Limit Breaks.

Noctis allows you to grab a Forward from your Break Zone. Yes, there are plenty of cards that allow you to do this. The difference is that, you don’t need to rely on luck to draw the card that will grab a Forward from the Break Zone. Noctis is ready to go whenever you’d like, as long as you have the CP to pay for him.

Other than that, he’ll be a 7K body, lingering on the field.

.

23-126L – Edge

Are you Serious? Yes, serious with a capital S.

This card is amazing.

Mono-Lightning and Ninja themed decks are going to dominate in 2024 and beyond.

Might be why I’ve been selling plenty of Ninjas lately.

Edge gives you an advantage for one turn. Every Lightning Forward and Ninja deals 7000 damage to one of your opponent’s Forwards. That might be good enough to wipe the board. It might be good enough to get you the game.

Either way, you’re going to do some damage. Just need to find a way to give Edge Haste.

23-127R – Nyx LB

If you’re playing Mono-Lightning, or Kingsglaive, just throw Nyx into your Limit Break deck.

You’re bound to have a Lightning Character or a Kingsglaive Character hit the Break Zone, and when you do, you might as well play Nyx, for the whopping cost of 1CP. 0CP if you have Regis already on the field.

And, that’s all Nyx does. a glorified Meat Shield, ready to take on your opponent’s Forwards with his 9K body.

10k if you already have Lulu (1-150R) on the field.

You can’t go wrong here.

23-128R – Beatrix LB

Here’s another Knight for the Queen’s Guard.

God save the Queen, and the Forward that will be sent to the Break Zone whenever Beatrix attacks.

As long as you have 3 Knights on the field, Beatrix will be good to go, breaking a Forward once per turn.

It’s as simple as that.

Play Knights, Play Beatrix.

23-129H – Lunafreya LB

Look at the top 5 cards of your deck, and find the one with an EX Burst. Once you add it to your hand the EX Burst will go off.
This can be a great play where you grab a card with a great EX Burst that you can play right away, giving you double the EX, double the Burst. Double the damage. Double Trouble.

Or, you might get a card that you don’t need or want at that point in the game.

Now, I don’t know if these Limit Break cards are bounceable, but if they are, imagine what you can do if you keep bouncing Lunafreya.

23-130H – Luso LB

5CP to play Luso, who also searches for a Standard Unit, of a certain Element. That Element is chosen by you when Luso enters the field.

After that, whenever you play a Standard Unit onto the field, Luso gains +4000 power, giving him a 9k body until the end of the turn.

And, if you’re using Frimelda, you can play a Standard Unit each turn, giving Luso a constant 9K.

And, that’s all I got. I can’t focus anymore.

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From Nightmares – Thunderbolts and Lightning

19-069R – Emperor (FFL)

5 cost Forward with an S-ability that has a 50% chance to turn the tide in your favor. More than 50% depending on what cards you’re playing. But, if you’re not playing any Summons or Monsters it’s 100%.

Black Box, the abilities of abilities. Depending on what is the top card of your deck you can either deal 8000 damage to all the Forwards. Dull and Freeze all the Characters, or draw 4 cards.

Either of the first 2 will be very beneficial for you.

Add Glauca to the mix and he’s only a 4 cost Forward with a 9K body.

I’ll take 3 and throw them in any Lightning deck.

19-070C – Edge

It’s all about the Shuriken Counters.

Edge comes in with 3 Shuriken Counters, each one can be used to deal 5000 damage to a Forward. He does dull when he uses his ability, but after 3 turns, you can just block a Forward and recast Edge.

This way you can have Edge on the field for most of the game, just dealing 5000 damage a turn. A nice little way to keep your opponent at bay.

 

19-071C – Elgo EX

4 cost Backup that allows you to grab a Multi-Element Forward from your Break Zone.

After that Elgo just stays on the field and produces CP each turn, as any Backup would.

His enter the field ability also comes off as an EX Burst.

 

 

19-072C – Eald’narche

5CP/9K Forward that when she enters the field you can discard a card to Break a Forward.

Any Forward will do.

In total you will be paying 7CP to break the Forward, and then you’re left with a 9K body to deal damage or block attacks.

Almost like an Opus I Odin that will Break a Forward, but you get to keep this card on the field.

19-073C – Kain

Have we had a Kain as a Backup before?

Either way, this one isn’t half bad. Actually pretty useful with Back Attack.

If you have a Forward that is blocking another Forward, and your opponent buffs it to match the your Forwards power, you can play Kain and give your Forward First Strike. That way your attack will go through first. Breaking your opponents Forward.

Other than that, there really isn’t much use for it.

19-074C – Scholar

Cheap Backup to play, and is great when you have 3 points of damage.

When Scholar enters the field you can Break a Forward of cost 3 or less.

Not only that, but Scholar has an ability to deal 8000 damage to a damaged Forward. Most of the time this will break that Forward.

You get all this for 2CP.

 

19-075C – Chimera

If you don’t have a low cost Character on the field when you play Chimera, you don’t need to break it. This can also be a way to get rid of a Backup you don’t need on the field anymore to make way for a new one.

Chimera costs a measly 1CP, and it can also become a Forward.

This is a pretty decent Monster/Forward.

 

 

19-076R – Kuja EX

2CP Backup that Breaks a 2CP Forward or 1CP when he enters the field.

After that you can dull Kuja, chuck him to the Break Zone and dull a Forward.

 

 

 

 

19-077L – Golbez

Archfiends are back. If they weren’t a thing yet, they are now.

Golbez and the Warp Counters. Every time you remove one, you can play an Archfiend from your hand onto the field. They don’t even need to be a certain cost. Any Archfiend will do. And every time you do play an Archfiend, you can draw a card.
After that Golbez gives all the Archfiends +3000 power.

So many awesome cards so far, and so many decks I want to build. And so little time to do so.

19-078C – Jinnai

I don’t see it.

I mean you can pay the 4CP to activate Jinnai, to dull a Forward.

If the cost was a little cheaper, maybe 2CP it would have been better, but for 4CP to activate Jinnai, I believe there are better options to play.

But, Jinnai is only a Common, so that might be why the cost is high.

Other than that Jinnai is a 3CP/7K Forward.

19-079H – Moebius

Did I mention I like the Dream Stooges?

Well if I didn’t, now I did.

Moebius allows you to grab a Dream Stooge from the Break Zone. Which is a good thing.

If you have all the Dream Stooges on the field, they all gain +2000 power, making them a little more difficult to deal with.

I like it and I shall be making a Dream Stooge deck, just to have some fun. Add in Kefka and I can see something fun Happening.

19-080R – Vivi

Mono Lightning?

Might as well play Vivi, if only for the fact that all you’ll have in your hands is Lightning cards.

Simply play Vivi onto the field, reveal your hand and deal a Forward up to 14,000 damage.

It’s simple as that. He’s also a Forward so you can block an attack and then play another Vivi, and rinse and repeat.

Lots of value in this little play. It’s worth a try or 3.

19-081R – Behemoth

A second Behemoth in this set.

This one plays quite different then the Earth one.

When Behemoth enters the field, you can choose a Forward of 5CP or less and send it to the Break Zone.

After that during each of your Attack Phases, Behemoth will dull one of your opponents Forwards.

What you wanted to attack with that Forward? Sorry, he’s dull. Oh you wanted to block with that Forward, Sorry, he’s dull too.

If your opponent doesn’t have an answer for Behemoth, he’ll be playing with one less Forward. One he won’t be able to play again. Unless your dulling a Standard Unit, but why would you want to do that?

Did anyone notice the KO’d Onion Knight on the bottom?

19-082H – Lightning

This beautiful card comes in with Haste, And 9000 power.

It’s an interesting card if I say so myself. Because when she is sent to the Break Zone you can play a Category XIII Character from your hand onto the field.

And her other ability reads, discard Odin, and choose a Forward your opponent controls, break the Forward and Lightning.
Now, if you already have another Lightning in your hand, you can play her onto the field for free. It’ll be almost as she never left.

Who said Lightning doesn’t strike twice? Lightning can strike up to 3 times with this card.

19-083R – Ramuh

Lightning’s Free Forward is here, in the form of Ramuh.

Simply put, Ramuh deals 8000 damage to a 3 cost (or less) Forward.

That is usually more than enough to get rid of the low CP Forwards.

And, since it’s a free play, why not use it. I know I will.

 

 

19-084R – Ricard

Looks like Dragoons got a roll of the dice.

I like these types of cards, that let you reveal the top cards of your deck and hopefully finding what you’re looking for.
You won’t always get what you’re looking for, but there is always a chance.

And with most Dragoons being Lightning. I’m sure you’ll be able to find a Lightning card or two to choose from.

After the roll of the dice, Ricard has an ability that will give a Forward First Strike. You will send Ricard into the Break Zone, and that just means you get to play him again.

19-085C – Dragoon

Dragoon here comes in with Haste, and that is enough for me.

But if you’re playing with 3 different elements, and you paid the cost with 3, you can choose a Forward of cost 3 or less and Break it.

There are Dragoons in almost all of the Elements, which can make it somewhat easy to play.

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Opus XIV – Ice Review

14-020R – Ysayle

Ysayle, works as a place holder for Shiva, Lady of the Frost (14-036L). Other than that, you can use her to play any Ice Forward of 5CP or less, but Shiva makes perfect sense.

7K body for 3CP isn’t bad either.

 

 

 

14-021H – Valfodr

Great monster for a Physalis deck. Or any other Discard deck that you can think of. Your opponent will think twice before trying to Break Valfodr.

 

 

 

 

14-022H – Kam’lanaut

Kam’lanaut has the ability that keeps on giving … your opponent head aches. If you have a full line of Ice Backups you are set to go as everytime Kam’lanaut attacks you’ll be dealing 10K Damage to a dull Forward.

And if you want a little more spice, Light Blade is even stronger as it deals 2K for each Ice Character you control.

 

 

14-023L – Gilgamesh (FFBE)

Now this is a card we’re excited about, we talked about this card in one of our videos when they showed him off.

If you take the time to set Gilgamesh up. and that should be pretty easy especially if you have Don Corneo (11-134S) Just put the top 15 cards of your deck in the Break Zone. Should be enough elements in there to get these abilities off.

After that Gilgamesh woll have +1K power, Haste , First Strike, Brave, Gilgamesh can attack 3 times in the same turn, and everytime he attacks, “Choose one Character, dull it, and Freeze it.”

14-024C – Bard

2 cost Backup that will Dull and Freeze one of your opponents cards, for an Ice Crystal Point.

 

 

 

 

14-025C – Kuja

I’m starting to like how these Final Fantasy Villains play. They’re not all Legends or Heros, but they have some simple abilities that are effective.

Like, Kuja here, once he gets chosen by your opponents Summons or abilities, you choose 1 of their Forwards and Dull them.

But, it’s the 5CP that might make you skip this card.

 

14-026R – Kefka EX

Now, Kefka is a better card than Kuja, for a couple of reasons.

1) You Dull a Forward when he enters the field.

2) He is only 3CP, compared to Kuja’s 5, but he is just a Backup

3) He his ability can come off an EX Burst

 

14-027R – The Emperor

Hailing from Palamecia, the Emperor isn’t that special unless he is in your Break Zone. Form there you can use his ability. By Removing 15 Ice cards from your Break Zone, you can play the Emperor onto the field, and since he entered the field due to an ability, you can look at th top card of your deck, and if it is a Character (any card but a summon) you can add it to your hand.

 

 

14-028C – Goblin

I’d call this a ticking time bomb. Every time it ticks it gets more power. But this time bomb, you can have it go off whenever you choose to.

 

 

 

 

14-029R – Shivalry EX

This is a decent summon that will pair well with Physalis. Choose 1 Forward, +3K Power, Forward breaks Forward, Opponent discard card from hand.

For 2CP this card, can be useful, I can see it getting some play.

 

 

 

14-030C – Serah

Her only task is to take a big hit and to be broken. Her Job might say Saboteur, but it really is Meat Shield.

Depending on the situation you can pick which ability to use.

 

 

 

14-031R – Good King Moggle Mog XII

That’s a big name.

If you remember the battle, you remember that it was all over the place. You had to destroy the Moogles, which in turn let you fight the King. And it would go back and forth till the King was Dead.

Now, everytime Good King Moggle Mog XII gets broken, you can in theory discard 2 Moogles and bring him back to your hand. Now we said in theory, because it can be any 2 cards. Not just moogles.

But at the end of the turn you can search for a 3CP moogle and play it onto the field.

Should be a fun card to play.

14-032R – Proto fal’Cie Adam

Another great card to play with Physalis (13-028L)

The less cards your opponent has, the better this card gets.

Plus the Manipulator Counters can save this card twice.

 

 

14-033C – Devout

Don’t like the cards you just drew? Just play Devout with those 2 cards and hopefully get something better. And if that doesn’t work, Dull and Break and hopefully you’ll get something better once again.

 

 

 

14-034C – Time Mage

Now the wording on the card is a little weird.

Does the ability go off only when Time Mage is dulled by your opponent? Or, does it go off when you attack, and dull him due to attacking as well?

 

 

 

14-035C – Don Corneo

It’s almost like the game.

You get to choose one of three.

Which one piques your interest?

There should be a cross-dressing Cloud somewhere around here.

 

14-036L – Shiva, Lady of the Frost

I like this card. Expect a Card of the Week coming soon.

But, you pretty much play Shiva off of Ysayle. Dull a Forward, then Freeze all the Forwards opponent controls.

And if they get active by an ability or Summon, there’s a way to replay the card.

Or, you can just save that for a later turn.

 

14-037C – Moogle (XIV)

You’ll only play this card with Good King Moggle Mog XII.

 

 

 

 

14-038H – Lugae

This card in my opinion is like equipping a Forward with a stronger weapon. Only difference, is Lugae must be on the field in order for your Forward to gain the 2K and Brave when it enters the field.

I hope that makes sense.

I already like this card.