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Hidden Hope – Earth Has Hope

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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.”

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Beyond Destiny – Twisted Transistors

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21-081L – Irvine

Well, I can see why this is a sought out card.

It’s the butterfly on Irvine’s finger. When it flaps it’s wings, it’ll cause your opponent to slowly get discombobulated. In a way, at least.

Irvine enters the field, you remove 2 cards from your opponent’s Break Zone, and it’s off to the races. The butterfly’s flap will give Irvine +2000 power, Haste and First Strike. Meaning Irvine can attack right off the bat, as a 9000 power Forward, and don’t forget First Strike. 99% of the time your opponent will either be sending a Forward to the Break Zone, or getting a point of damage.

And, Armor Break, breaks a Forward or a Monster.

You can’t go wrong with this one.

21-082C – Red Mage

Your Elemental Backup, that’s the same as the other Standard Unit Backups in the other Elements as well.

Maybe in draft, but I don’t see much play outside of it.

Prove me wrong, and I’ll send you a playset on the house.

 

 

21-083H – Ace

Is this Ace better than the rest?

I don’t think so, but I always used Ace when playing Type-0.

Sure the other Aces are better, but this Ace is a Hero.

Ace enters the field and you draw a card if you already have a couple of Cadets on the field. Thus making Ace a 2 cost Forward.

Other than that, you can discard a card, and dull a Forward, and give Ace +1000 power.

I think I’ll pass on this one.

21-084H – Odin

A Summon that will Break over 75% of all Forwards and Monsters. And, it only costs 3CP. You can even reduce that cost to 1CP if you have at least 5 Lightning Characters on the field. Because when you do you get to draw 1 card. And, everyone likes drawing cards.

There is another 2 Odins that will Break any Forward regardless of cost, but Odin (1-124R) costs 7CP. You also have Odin (12-077H) which costs 6CP, and that one’s cost is reduced by 1CP for each Odin in your Break Zone.

Playing this Odin with the Opus XII Odin might be a good idea.

Other than that you got some great Amano art.

21-085H – Emperor Gestahl

More Amano art, and Gestahl is starting to look like “The Wiseman” from the Labyrinth.

For a 2 cost Backup, Emperor Gestahl will allow you to grab a Forward from your Break Zone. Plays like these are always good. Especially if that Forward was the only one that you had. And, let’s not forget about their enter the field ability that will cause havoc on your opponents board.

Ok, let’s not get ahead of ourselves.

Later on you can put Emperor Gestahl into the Break Zone, remove 4 of the same type cards from your opponent’s Break Zone, and draw a card.

I don’t see why not.

“sometimes the way forward is the way back.”

21-086C – Gunbreaker

This isn’t bad at all. And with Gunbreaker being a Standard Unit, you can have 3 of these on the field at the same time. Hopefully you’ll have a pocket full of Crystals, because I can see a board wipe shaping up here.

Every time Gunbreaker attacks, you deal 2000 damage to all of your opponents Forwards. If you have a Crystal, you can deal an additional 2000 damage to all of your opponent’s Forwards.

And, if you have a couple more Gunbreakers and a couple more Crystals, then you’re dealing 12,000 damage to all of your opponent’s Forwards.

Pair this with some Bombs and I see a deck forming.

21-087C – Machinist

What is this? 2CP?

For a 5K Forward?

I can see some use with this one.

Gunbreaker attacks, and then you play Machinist in your Main Phase 2, and deal 5000 damage to one of your opponent’s Forwards.

And, after that, once per turn, you can Dull Machinist and deal 2000 damage to a Forward.

21-088C – Gilgamesh

Que “Battle on the Big Bridge”

You can never go wrong with Gilgamesh, unless he pulls Excalipoor. And this, Gilgamesh is not pulling Excalipoor. Especially, if you got yourself a couple of Crystals on hand, and 3 points of damage. For when you do, Gilgamesh becomes a 9K body, with Haste and Brave, and can also attack twice in the same turn.

Pair this with Estinien (6-088L) and you can have the match over with in a couple of turns.

I like it, the only thing I would change about this card, is give it some Amano Art.

21-089R – Queen

A Forward with Haste, that doesn’t receive damage when attacking?

I’ll take it. It doesn’t matter what else Queen does, this is more than enough.

And, it still gets better. Queen, also, can’t be chosen by Summons or abilities either. And, if for some reason you need to give her more power, just spend 2CP and you’re set. You can even do this part multiple times to keep upping her power.

This will be going straight into the all Haste deck.

 

21-090R – Cloud

You wouldn’t play this Cloud in a FFVII deck, but you might in a WoFF themed deck.

2CP to cast a 5K body, that will maybe, just maybe break one of your opponent’s Forwards. Well, Cloud actually just might. There are plenty of low cost Forwards out there, and if you already have Reynn on the field, to help pay for Cloud, well then you have 2 WoFF Characters on the field. And, there are plenty of 2 cost Forwards to break.

Yeah, that’s about it. Break a Forward, and then you have a tiny meat shield to absorb an attack. Or something like that.

21-091C – Black Knight

Black Knight has 1 job, which can be done twice. Once when Black Knight enters the field, and once when Black Knight enters the Break Zone.

Break a 2 cost Forward or Monster. Which is pretty good considering the cost to play Black Knight is 2CP.

Black Knight will then hang out on the field, but when Black Knight starts heading to the Break Zone, Black Knight will Break any Forward or Monster that your opponent controls.

Sure, costs and blah blah blah, but I’ll give this one a try.

Or two.

21-092R – Man in Black

How come Lightning is getting all these good cards? Half of them are just Commons and Rares.

Like Man in Black here. a 4 cost Rare Forward, with an 8K body.

Ok, you’ll say, that’s just an average card. But upon closer inspection, every Attack Phase, Man in Black, allows you to choose 2 Forwards, and unless your opponent pays 3CP, they can”t attack or block this turn.

Allowing you to march Forward as you pile up cards in your opponent’s Damage Zone.

At 5 points of damage, Man in Black also gains +2000 power. Thus making Man in Black a 10K Forward.

12-093L – Xande

Mono-Lightning mean you’re playing Xande.

Xande might be 5CP, but you can reduce that by one if you have Glauca (11-091R) on the field. And if you have 8 Lightning Characters on the field you can grab a Forward from your Break Zone and play it straight to the field. No cost limit on this one. you can even grab those 10 cost Forwards and just play them straight to the field.

I’d say it’s worth having at least one Xande in your deck if you’re playing Mono-Lightning.

 

21-094C – Shantotto

Hmm.

That is what Shantotto is thinking.

How do I fit into a multi-element deck? One that can play every element, so I can get the most of my Enter the Field ability.

Tyro and Moogles and ….

Worst case scenario you’ll be dealing 3000 damage to one Forward.

Best Case 21,000 damage. I can’t think of any use in trying to find a way to have all the elements one the field, including one Light or Dark Character, but the look on your opponent’s face when you say I’m dealing your Viking 21K damage.

21-095C – Trey EX

Class Zero finally got a card that it needed.

Trey, the Recycler!

A card that will allow you to go into your Break Zone, and grab a Class Zero Cadet.

It’s always good to have a Backup, with a backup plan.

Dynamite Arrow, deal a Forward 9000 damage.

The only bad thing about this card, which isn’t really a bad thing, is that Trey can’t send himself to the Break Zone.

Other than that, you know you’ll be playing Trey in your Cadets deck.

21-096R – Nine

Nine reminds me of Amon from Opus II, which is still a great card.

Once per turn Nine is able to dull a Forward. Reducing your opponent’s numbers down. Allowing you to utilize a bigger attack, than you previously thought you’d be able to pull off. Add Opus II Amon and you’ll double that reduction.

Plus, let’s not forget that Nine has Protect cast on himself, as whenever he takes damage, that damage is reduced by 2000.

Class Zero has gotten some nice cards this set.

21-097R – Neilikka

Are there Brave Exvius decks out there?

Does anyone actually play Brave Exvius decks?

Just wondering, cause if they do they’ll probably play Neilikka here. She gains Haste if you have 2 Brave Exvius Characters on the field.

Neilikka costs 2CP and whenever she attacks she dulls, and deals 3000 damage to one of your opponent’s Forwards.

You can still play this card without any FFBE Characters, dealing damage to a Forward while dulling it is worth the 2CP alone.

21-098R – Palom

I’d say this is a pass.

There are far better Paloms out there.

Sure, this one is Lightning and deals 9000 damage to one of your opponent’s Forwards that cost 3 CP or less.

I’d say the only good thing about this card is that the ability can go off from an EX Burst. And, that’s about it.

Leave this one at home, unless your drafting. Then you might want to use it.

21-099H – Firion

Restrictions, restrictions, restrictions.

What do you expect? If there weren’t restrictions, we’d have so many over powered cards, where the winner would be determined by who goes first.

Or something like that.

I like this card. Should be played in Ice/Lightning. Dull everything in sight, and then you have Firion who can attack twice per turn is your opponent has 4 dull Characters on the field. See it doesn’t even say Forwards. Backups count as well, which more than likely will already be dull do to CP costs and playing cards.

Firion attacks twice, with Brave and +5000 power. making him a Forward with 8000 power. Add in Lulu (1-150R) and Maria (17-128L) and you’re turning Firion into a 11K wrecking machine.

All this for 1CP.

Can’t get more bang, for 1 Crystal Point.

21-100C – Dragoon

I keep telling myself, I should look into these Dragoons. They’re usually the “Cool” Characters. Take Kain, and Fang into consideration. Both great Characters, both are Dragoons. Even though Fang isn’t considered a Dragoon in FFTCG. Not yet any way, but her spear says other wise.

Let’s get back to the card.

Dragoon enters the field and deals either 4000 or 8000 damage to an active Forward. And it all depends on how many Backups you have.

By itself it’s an OK card.

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From Nightmares – Full Colored Monsters Under Your Bed

19-107C – Vaan EX

Anytime you get a card that can Activate all your Backups, you get a card that is worth playing. Even if you don’t like Vaan.

🙂

(That’s probably the first Smiley I used on the Website.)

You actually get to chose between 2 abilities when Vaan enters the field, or off of an EX Burst.

Most of the time you will be activating your Backups, just because that’s what I would do. And when this ability comes off of an EX Burst you’ll probably be dealing a Forward 5000 damage.

19-108L – Zidane

Coming in with Haste, and an ability that he cannot be blocked by Forwards of cost 3 or more, makes Zidane, … Zidane.

This card is a mixture of previous Zidanes, which is a good thing. It’s a mixture of Opus I and Opus III. Which are both great Zidane cards, and that makes this one even better than the other 2 combined. Why? Because Opus I Zidane was 4CP or higher, and this one is 3CP. That’s a whole lot of Forwards added to the list of those that cannot block Zidane.

The other ability allows you to look at your opponent’s hand and discard a card from there. The only drawback to this card, is that your opponent will draw a card when you decide to discard one of his cards.

I’ll take 3 please. Full Arts if available.

19-109H – Cherukiki

What? Really?

Cherukiki, come on over and let’s get all these abilities rolling.

Even for himself (herself? I haven’t played much of FFXI so I’m not so sure.) As soon as Cherukiki comes in you can use the ability and find Kukki-Chebukki and Makki-Chebukki and play them straight to the field.

What? Did I read that right?

For 5CP you can play 3 Forwards onto the field?

Ranperre/Kain anyone? You can pay 3CP for Kain, discard active Ranperre, play Cherukiki for free, bring in Kukki-Chebuki and Makki-Chebukki and you’ll be able to use their action abilities. So, you’ll deal a Forward 2000 damage and they’ll also put the top card of their deck into the Break Zone.

That’s a whole lot of something for only 3CP and a Ranperre.

19-110H – The Emperor

Warp and the abilities will follow.

The Emperor’s abilities will only trigger if he comes in due to an ability. And, Warp counts as an ability, 2CP of any element to play the Emperor. You don’t even need to have Earth or Ice elements in your deck, you can just throw in the Emperor to any deck and he’ll still work.

The two abilities you can choose from are removing all the cards in your opponent’s Break Zone, or grabbing a Forward from your Break Zone.

Either way The Emperor is a 2 cost when he Warps, with a 9k body.

19-111L – Prishe

You’ll pay an extra Crystal Point to get Prishe’s first ability to go off. Is it worth the extra CP to deal a Forward 8000 damage? I would say so. After that Prishe will enter the field on your next turn, and she will Dull and Freeze a Forward and a Backup.

And, that’s about it. I’m having a brain fart, and can’t think of anything else to write.

 

 

 


19-112C – Larkeicus

As per usual, Larkeicus deals with Monsters. Why is this? I don’t know. I should play Crystal Chronicles to find out. I remember buying it back in the day on the GameCube, but that’s a story for another day.

Larkeicus comes in and let’s you recycle a Monster from the Break Zone, bring that Monster out, and play him straight to the field. You can even play that Monster you just used to pay for Larkeicus.

What I like about this ability is that you don’t need the Monster to be of the same Elements as Larkeicus or the deck your playing. You can splash Monsters from all elements, and be able to play them on the field, straight from the Break Zone.

The Doctor is in.

Let’s not forget that Larkeicus is also a Forward. Block with him, and play him again to bring back another Monster.

19-113C – Gilgamesh

Cue, Battle on the Big Bridge.

Everyone’s Favorite, Gilgamesh.

Haste and Brave, and a Warp cost of 2.

It’s a decent play for 2CP. You can throw him in a Wind/Lightning deck, when you don’t have anything else to put in.
Hurricane, for a Gilgamesh card and 3CP you can Break a Forward.

Not bad, if I say so myself. Cause who doesn’t like Breaking Forwards. I just got an idea for a t-shirt. Maybe we’ll get into the T-shirt business as well.

19-114L – Cloud

The chase card of the set.

That’s if you get lucky enough to pull the Gold Signature.

By itself, Cloud is a good card, that can come in a Break 2 of your opponents Forwards. 6 cost with 9000 power.

I’d say it is worth it. Even at 6CP. And, if you already cast 2 cards this turn, you’ll only be paying 2CP for Cloud to come in and cause mayhem.

Will this card change the FFVII engine, or will it just make a new deck completely?

19-115H – Veriaulde

2CP/7K body, Veriaulde is a … I don’t even know.

But, Veriaulde can be devastating to your opponent, if they don’t have an answer for him.

You can be sure that when Veriaulde comes in you will be removing 5 cards from your deck. Once you do that, you’ll have a Guinea Pig Counter on Veriaulde, and once he has a Guinea Pig Counter, every time Veriaulde attacks, you will dull all of your opponents Forwards. Leaving them open to all of your attacks.

And, that is definitely not all! I even used an Exclamation point right there.

At 3 points of damage, Veriaulde gains Haste, which means you don’t need to wait a turn to attack with Veriaulde, and start taking down your opponent, as soon as he comes in.

19-116C – Paine

Paine brings the pain to your opponent’s Break Zone.

Ok, that was terrible.

Paine enters the field and you get to remove 2 cards from your opponents Break Zone, if you already control at least 3 FFX Characters. Which you most likely will. If you’re playing Paine you will be playing some form of YRP. Which used to be a great engine.

I still think older Paine’s are better.

19-117H – Hilda

This is a beautiful card.

Princess Hilda, hopefully it’s not the Lamia Queen, is a great card for a FFII deck. And, depending on Scott she could be good, or really good.

So far there are only 2 Scott’s to choose from. Neither are that great, but might be of use in a FFII deck.

Her second ability is better, allowing you ta grab a FFII Forward from the Break Zone. And, since these are action abilities, you can use them once per turn. If you find a way to activate her, you can use it more than once per turn.

I can see some interesting things with this card.

Now, if we can only get a better Scott.

19-118L – Yuna

Why does it seem that some Characters only get good cards, and others always seem to get a bunch of crap printed?

Yuna here is the former. It is a good card, that gets even better once you have 5 points of damage.

When Yuna enters the field you get to send one of your opponent’s Forwards back to their deck top or bottom, the choice is yours.

At 5 points of damage, you can also search for a FFX Character and play it onto the field.

Now imagine what you can do if you can find a way to bounce Yuna with Opus VI Rinoa?

19-119L – Unei

Here we all thought Unei was an old woman. She’s a Magus so that allows her to transform.

6 cost Unei, comes in with 9000 power. You can reduce the cost by 2 when you removes 2 Summons from your Break Zone, Earth or Water or both.

When she enters the field, you get to return one of your opponent’s Forwards and one Backup and return them to their hand.

It’s a decent play to disrupt your opponent for a turn or 2 until they get their board back the way they wanted it.

Unei also has an action ability, in which you can grab a Summon from the Break Zone.

You can keep grabbing back some of those Free Summons and use them over and over.

19-120C – Garnet

Garnet has one job. And that is to grab a Summon or two from your Break Zone.

After that she is just a body on the field, who will hopefully keep your opponent at bay with her 8000 power.

She can come in with Warp as well.

 

 

19-121H – Meia

Meia is a good card, buffing all of your MOBIUS Forwards, other than Meia with +1000 power and Brave. That in itself is a good enough reason to play Meia.

Other than that you will reveal the top 5 cards of your deck and grab not 1, but up to 2 MOBIUS cards and add them to your hand. Thus possible making Meia a 1 cost Forward with 9000 power.

What’s not to like about that? Any card that buffs your cards is a yes for me.

 

19-122C – Zack EX

You will not play Zack unless you Warp him in.

First of all, it’s a 3CP difference. Paying 5CP to deal 7000 damage to a Forward is too much. You can do more damage with a well placed Summon.

Now, if you do Warp Zack in, he is worth every Crystal Point you pay. All 2 of them.

First off he will deal 7000 damage to a Forward, and when he enters the field, he has Haste, First Strike and Brave.

So, even if he just comes in and attacks. you will most likely deal your opponent 1 point of Damage. After that just keep Blocking until Zack is broken, just so you can Warp him in again.

19-123H – Anima

This is a great card. I like it and I like it some more.

Anima come in and your opponent is racing against time to get Anima off the field before his ability is activated. Once it’s activated it could be game over for your opponent.

Anima comes in and you remove 2 cards from your Break Zone.

After that at the end of your turn, you remove the top card of your deck.

Then at the end of your opponents Turn you remove another card from the top of your deck.

One more time, at the end of your turn you remove the top card of your deck.

Once you have 5 or more cards removed by Anima’s ability, you can bring them all to your hand. And start playing them like you’ve had them this whole time.

Best part is that you’ll wipe the board of all of your opponents Forwards, leaving you with up to 12 cards in your hand, ready to bring the Pain!

19-124L – Y’shtola

Y’shtola must be the reason I’ve been selling a bunch of Opus XIII Urianger over the weekend.

Y’shtola comes in, and if you like she can deal you 1 point of Damage and you in turn can deal your opponent 1 point of damage. It’s an exchange.

Not just that, but whenever anyone takes a point of damage, you’ll choose 1 of your opponents Forwards and deal them 4000 damage.

Now I’m tempted to go look at the Opus VIII FFXIV Starter Set, and see how well it fits into that deck.

19-125H – Mog

Free Mog!!!

Free him into your deck, of any color that you’d like, as long as you have FFVI Characters!!!

And when Mog attacks, they all gain First Strike!!!

What’s not to like?

I just bought a FFVI Playmat with matching sleeves, And I will make myself a FFVI themed deck. Mog and Kefka will be a part of it. Sabin and Edgar as well.

19-126C – Shadow Lord

From the elements I see here, Shadow Lord is just a tall glass of Ice Cold Ice Water.

And his abilities say the same as well.

Shadow Lord comes in, your opponent discards a card, while you draw a card.

Simple as that, but, he is a little pricey. 6CP with no way to reduce the cost. Well, you’ll say it is a Common, what did you expect?

It’s the high cost that might stop us from using this card.

19-127L – Relm

Another VI card, although this one isn’t Free, it still is good.

For 2CP, you can either grab a monster from the Break Zone and play it onto the field, or you can Double Cast a Summon.
Anyway you look at it, you’re getting some value out of this card.

You’re either playing a Monster and Relm for 2CP.

Or you’re playing Relm, and since you just played an Ice Forward, and a Water Forward, you can go right ahead and cast Shiva and Leviathan for Free, and when they enter the Break Zone, you can remove them from the game and cast them again.

That’s a lot of firepower for 2CP.

I’ll take 3 please.

And, why does it look like Relm is driving a Go-Kart with wings?

19-128L – Warrior of Light

The OG WoL, The one with no name, besides the name you give him.

The first Quad-Elemental card, and it is a good one.

We mentioned that with Refia this set, you have a great reason to run a Warrior of Light deck.

Now, with Warrior of Light, you have a better reason to run this deck. Run the 2 together and, you got something on your hands that will keep activating itself.

And, that is what you’re looking for.

Stop your opponents from destroying you.

Warrior of Light is basically a Free card, cause he activates all your Backups, and he can only be played by Backups.

He comes in with Haste, First Strike, and Brave. 10,000 power. You name it Warrior of Light has got it.

Let’s see what people come up with for this card, I’m really curious to see what Warrior of Lights can do.

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Resurgence of Power : Quick as Lightning

18-069C – Red Mage

Discard Red Mae, draw a card. And, that’s about it.

Cheap Backup to play.

 

 

 

18-070C – Aphmau

This one looks interesting. The Puppetmaster is grabbing puppets left and right.

What do I mean?

At the end of the day, Aphmau should cost you 0CP. Simply because, if you grab the first card from the top of your deck, She’ll cost 1CP. After that at 3 points of Damage you can pay 1CP and grab a card from the Break Zone and play it straight to the field.

Plus she’ll produce CP while you wait to get to 3 points of damage.

Let’s see some decks that will make use of this card.

18-071R – August

A King that comes forth when his Knights fail.

August comes in for 0CP if 3 of your Forwards leave the field. Leaving could be Removed from the game, sent to the Break Zone, Broken, or returned to hand. Even if you lose 3 Forwards during your attack phase, you can play August during your Main Phase 2 for 0 cost.

That alone will give you a 10K body for your opponents turn. They will think twice before attacking when he is on the field.
After that when he attacks, August activates himself and August can attack once more, which after that attack he will activate once more.

It’s almost like August has Brave.

18-072C – Kam’lanaut

For a Common this is a pretty good card.

From Kam’lanaut’s 3 abilities, there is only one that would give you a reason to play him. When he attacks, you choose one of your opponents Forwards and you can Dull that Forward.

Now remember, this is just a Common.

The other 2 abilities are, that he cannot be chosen by a Multi-Element Forward’s abilities, and at 2 points of Damage he gains +1000 power.

18-073H – Garuda (III)

I’m caught in the middle with Garuda.

I can see both sides of the card, while it can be a good play if your opponent doesn’t see it coming 5 turns away. That also means your paying 10CP for this play. While it does give you a chance to clear the board if you need to, but there is a card that does this for cheaper. Shantotto, who just removes all the Forwards, for 7CP.

But, if you can get Garuda to come in off of a Warp, and actually work without your opponent preparing for it, well, you’re in luck.

18-074L -Gilgamesh

Coming in with Haste, Gilgamesh is ready to attack. And if he comes in after you have received 3 points of Damage, Gilgamesh also gains Brave, and can attack twice in a turn.

That alone would make me want to play Gilgamesh.

Gilgamesh also has an entry ability in which you remove a number of cards from different elements, allowing you to Break a Forward that has the same cost as the elements you choose.

18-075R – Seifer

How much does a card from the Break Zone, +2000 power and Haste cost? Is it worth a point of damage?

If it’s the beginning of the game, and you don’t have your back against the wall. It might be worth it.

If not, Seifer is just a 3 cost Forward with a 7K body.

And the card you can grab is a Category VIII Forward.

18-076C – Cid Kramer

VIII Themed Decks could become easier to play. Cid comes in and can produce CP of any element for FFVIII cards.

That means you can splash any element you’d like, without worrying about needing certain elements on the board or in your hand to play them.

 

 

18-077R – Cid Sophiar EX

Raise your hat to Cid Sophiar.

Cheap card to play and is technically 0CP as you’ll just grab a Character from the Break Zone.

Sure, you’ll need to be at 3 points of Damage to be able to grab that card, but you can also grab that card off of an EX Burst.
I’d keep 3 of Cid in a deck.

 

18-078R – Cindy

Let’s see. Cindy is moonlighting as a Dark Knight.

We’re starting to see more abilities that deal you a point of damage to use them.

Cindy allows you to dull an opponents Forward for the cost of one point of damage. But, that cost goes away when you have already received 4 points of damage. Simply put, if you’re about to lose a Forward or be dealt a point of damage, it doesn’t make much sense.

If you’re using that ability to dull a Forward using an ability that will wipe out your board or something to that effect, it would be very wise to do so. I’m just rambling here.

Cindy does come in with Haste, and that is always a plus.

18-079R – Fujin

The Disciplinary Committee is here, although they really don’t discipline anyone, they’re just Seifer’s lackeys. And that is perfectly fine. Unless you’re Squall and Co.

Fujin Comes in and gives Seifer and herself +2000 power. And at 3 points of damage she grants another +2000 power and protection from your opponents Summons.

Only drawback is that Seifer has to be on the field to get these effects.

 

18-080C – Hurkan

A bit expensive, but Hurkan can break a Forward when he enters the field.

It also has an ability with a high cost that allows you to break another Forward.

I probably won’t be using it.

 

 

18-081H – Melusine

For 2CP you get to use one of your opponents Forwards until the end of the turn. Cost 4 or less.
Think about it.

Melusine comes in. You gain control of one of your opponents Forwards. You attack. Worst case, you break one of their Forwards. You might even deal them a point of Damage.

After that, just turn Melusine into a Forward and keep attacking until she breaks. After that rinse and repeat.

I’ll take 3.

18-082C – Imitation Despot

If you’re playing Manikins you’re playing this card.

Imitation Despot allows you to grab another Manikin from the Break Zone. And depending how many Manikins are on the field Imitation Despot can cost you 2CP.

Add in an 8K body, and that’s hard to beat.

 

 

18-083R – Raijin

The other member of the Disciplinary Committee, same as Fujin, he gives Seifer and himself +2000 power.

And, at 3 points of Damage, he and Seifer also get another +2000 power and they both can’t be chosen by your opponent’s abilities.

At the end of the day, if Seifer, Fujin, and Raijin are all on the field and you have 3 points of Damage, Seifer will have 15,000 power.

If you ask me, I’d rather play Opus II Seifer (2-110R) instead. Add an Edea to the mix and he’ll be a Monster to deal with.

18-084C – Ramuh

Ramuh is a decent Summon to play, even if you don’t pay the extra cost. Dealing 7000 damage to a Forward will break most Forwards. If you need some extra Zap in your Judgement Bolt, I suggest you remove 10 Lightning cards from your Break Zone and turn that 7000 into 150000.

 

 

 

18-085C – Dragoon

Cheap Backup to play that comes with an extra cost, if you want to use it.

The extra cost is a total of 5CP in which 2 need to be Lightning CP. If you decide to pay it, you can Break a Forward. Any Forward.

Dragoon is like Hurkan, but better. In that Hurkan will only break a Forward up to 5CP, where Dragoon can break any Forward. Good to be played in a pinch, if you have the CP.

Other than that, at 3 points of damage, dragoon gains +3000 power and Haste.

Making him a 2CP/8K body.

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Crystal Dominion – Thoughts on Earth

15-064C – Vanille

Vanille is taking over Minfillia duties. Allowing you to grab 2 Forwards from the Break Zone when she enters the field.

Her 6CP cost goes down to 2CP, which is pretty good for a Backup.

15-065C – Scholar

Lost the card that’s supposed to win you the game. Scholar h ere will allow you to retrieve it back from the Break Zone. For a small price that is. What’s the top card of your deck compared to that Legend card that was just broken?

Next turn you’ll be able to shuffle your deck, and the card you retrieved will be closer to the top.

This card should have been a fisherman.

 


15-066C – Galuf

What would you like to do?

Gain a Crystal or Deal a point of Damage?

Odds are 50/50

Is it worth 5CP?

 

15-067R – Gijuk

Search for a Headhunter and then all the Headhunters can do things together. Like place Bounty Counters on each other. Dull and Break Gijuk and you can place 2 Bounty Counters on a Headhunter.

Don’t forget, Gijuk allows you to search for Lani (12-018H)

 

 

15-068R – Gilgamesh

You’re up-cycling Gilgamesh into a stronger Gilgamesh, and you have 8 Gilgamesh to choose from. I’m thinking You play them all, and towards the end, when you have at least 8 Gilgamesh in the Break Zone, you up-cycle to Gilgamesh (7-088L) and you go to town.

Add a Behemoth K or 2 for good measure.

 

 

15-069C – Cu Sith

Don’t like your hand?

Discard 3 Cards and Cu Sith who is already on the field, and draw 4 new cards.

You might get the card you need. You might not.

 

 

15-070R – Cait Sith EX

For 1CP, Ladies and Gentlemen, I’ll give you a chance to draw a card.

But it has to be a Forward. Which isn’t that bad. It’s Like betting on black. There’s a good chance you’ll get a Forward.

And, Since Cait Sith is already a Forward. There really is no drawback of playing him. Worse case scenario, you got yourself a blocker.

 

15-071H – Kefka EX

Just Like the final battle in FFVI. The Returners Vs Kefka, who now has become a God. Normally you would divide your party into 3 groups, and take on Kefka.

Here you divide their Forwards into 3 Groups and they only get to keep 1, while the rest are thrown into the Break Zone.

 

 

15-072R – Cid Sophiar

Freaky Friday Cid Sophiar.

Able to switch around certain abilities between 2 Forwards. Might be a good ability in a pickle.

 

 

 

15-073H – Cecil

The OG Dark Knight. Move over Batman, you ain’t got nothing on Cecil.

If you got a Crystal, you’re good. If not you shall receive 1 point of Damage when Cecil enters the field. Which isn’t too bad, because at 3 points of Damage, when Cecil is broken, you can search for another Cecil and play it onto the field. You’ll need another Crystal for that Cecil as well. Unless you go with another Cecil.

Souleater. Yes, please. Throw in a whole bunch of Cecil’s into your deck just so you can use this ability over and over. And, when it lands you’ll deal your opponent 2 points of Damage. Watch out for those EX Bursts.

15-074C – Zombie

Just in this set alone, Zombie has 7 targets. And, most of them are great ones to choose from, depending on what you’re playing.

Let’s just say, Cait Sith (15-070R) is a good choice. Same Element and you might even draw another card when you play him.

Other than that, Zombie becomes a Forward and breaks at the end of the turn.

 

15-075R – Titan EX

We’ve seen this one before. +2K and deal damage to a Forward. Works good in some situations.

 

 

 

 

15-076C – Titan

What would you do with +10K Power?

You’ll make sure you’re going to deal some Damage. Be it a Forward or to your opponent.

Either that or deal a Forward 7000 damage. Either way Titan here is set on Destruction.

He’s a one cost if you got a Crystal.

 

15-077H – Dadaluma

Here’s your counter attack. Just make sure to block, constantly.

8K damage to a Forward is more than enough to break most forwards. Just have Dadaluma out on the field and your opponent will try and find a way to remove him.

And, at 3 points of Damage he gains Brave and +2000 power

 

 

15-078C – Berserker

This Berserker has gone Berserk.

Of course, he will be attacking every turn, but when he does attack he also gains 5000 power. Every attack phase, Berserker will be attacking for 13000.

There’s almost no Forward that will be able to withstand this attack.

Unless of course, your opponent has the Clan Gully card.

 

15-079R – Ba’Gamnan

Do we have enough pieces for a Headhunter Deck?

Either way you should remember that you can play Lani with all these Headhunters. She’ll add Bounty Counters to Ba’Gamnan, and Bwagi. And she’ll also be able to gain +2K power that Ba’Gamnan can give here if he removes a Bounty Counter.

And with all the Headhunters entering and leaving the field. I’m sure you’ll have at least 4 to Break a dull Character.

 

15-080C – Geomancer

Geomancer here comes in gives you a Crystal, that you can use to play Cecil. After that, Geomancer dulls and heads over to the Break Zone, and gives Cecil Brave on the way out.

 

 

 

 

15-081C – Firion

Yes, the Rebels are coming out. Firion comes in this set as an Earth Forward. Seems he didn’t like Fire this time around.

But, having Firion come in and since you’re already playing Rebels he’ll have Brave, and +X depending on all the buffs he’ll get.

 

 

15-082H – Hecatoncheir

Deal 8K damage to all Forwards. You better have your Forwards buffed up, or your opponent has already taken down your front line.

Hecatoncheir here will take care of the rest.

 

 

 

15-083L – Rydia

Rydia already has self protection against Summons and abilities.

Rydia gains 2 Growth counters when she or another FFIV Character enters the field.

Rydia can cast a Summon once per turn by paying with Growth counters.

Rydia is a 2CP Forward.

Rydia is a Legend.

I like Rydia (15-083L)

15-084 – Robel-Akbel

Robel-Akbel, comes in and Breaks a Forward or a Monster. After that you’ll be grabbing a Backup at the beginning of Main Phase I during each of your turns. Thus, giving you a never ending supply of CP. Your best bet would be to find a 2CP Backup that send itself to the Break Zone with an on entry ability.