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Dawn of Heroes – Lite Bright

20-127L – Shinryu

Where to start off?

5CP/9000 Power.

Shinryu can be cast technically for free if your opponent controls 3 more Forwards than you do. You’ll pay 2CP, and search for a card. Any card that you’d like.

Coming in with Brave, Shinryu will block almost any attack you throw it him.

And, just take a look at Tidal Wave.

You can cast it during your turn and Wipe Out your opponents Forwards in one simple play. Unless your opponents knows how to surf, they’ll be feeling it for a while.

20-128H – Materia

How many Light Characters do you need?

With Materia you can add as many as you’d like, and still be able to play them all on the field. No, we’re not reinventing the wheel, as this has been done since Opus I.

Materia enters the field and you gain a Crystal.

And with that Crystal, you can grab a Forward from the top 4 cards of your deck. If there’s no Forwards, you are out of luck.
With Materia’s second ability, you can exchange CP for Crystals.

So, if you’re running low, you know where to find them.

Materia is like your local drug dealer, she’ll give you the first Crystal for free, and then charge you, cause she knows you’ll need them.

20-129H – Spiritus

Almost the same as Materia.

Spiritus is working with Crystals, but he does things a little different.

Spiritus will give you a Crystal each turn, as long as you spend at least 2 Crystals each turn. You can always use 1 Crystal to give a Forward +5K Power.

And, with Spiritus on the field, you can play as many Dark Characters onto the field as you’d like.

I really should play Dissidia to figure out what’s going on. I just got easily bored with it.

20-130L – Zenos

I’m having a hard time trying to figure this out.

Let’s start from the top.

Zenos can be played from the Break Zone, but when he comes in from the Break Zone, Zenos will be removed from the game at the end of the turn.

When Zenos comes in you choose 1 Forward of 3 or less and Break it.

When it is put into the Break Zone. This is the part I don’t get. Are we talking about Zenos, or the card that we choose to Break?

I believe it is the Forward you choose to Break, but why would they even mention the card being sent to the Break Zone. (Mind you, this was written in April, when it was first announced.) It might have changed now.

Anyways, whichever card it is, it hits the Break Zone, and then your opponent either discards a card, or Zenos gains Haste.
At least the card looks good, we’ll figure out the rest later.

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Opus XIII – Light/Dark Review

This one will be short, as there is only two cards.

13-103L – Materia

Just like Cosmos (1-183H), Materia will let you play more than just one Light card. You can finally play that Mono-Light Deck you have been dreaming of.

OK, you probably haven’t, but as soon as Materia enters the field, you can pay (X)CP, and search for a Light Forward of the same cost and play it straight to the field. You’ll most likely start off with this Materia early on and then switch over to Materia (6-128H) as you’ll like to have more Backups and there is only a total of 4 Light Backups.

But, we’re not talking about a Light Deck.

Every time a Light Forward is put into the Break Zone you get to Draw 1 card. But, only once per turn.

13-104L – Spiritus

Same thing as Materia (13-103L), but only this time instead of a Light card you get to search and play a Dark Forward.

All Dark Deck. Turn 1 play Spiritus and pay 6CP and search for Neo Exdeath. And there you have it. That is the whole plan for a Mono-Dark.

And every time one of your Dark Forwards gets tossed to the Break Zone, Remove a Forward from the game.

 

I think these two cards will make some interesting Decks to play with.