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From Nightmares – The Shadow Figures?

19-103H – Tidus EX

Tidus looks mad, that Yuna didn’t get the same art treatment by Amano this set.

As a card he seems pretty decent. For 4CP you can send a Forward back to your opponent’s deck. At the very bottom of the deck that is. Which is a decent way to get some reprieve from that Forward.

And as long as you have 20 cards in your Break Zone, you can play Tidus onto the field straight from the Break Zone.

You’ll be able to play Tidus,return a Forward, attack or block, and then replay Tidus from the Break Zone to send another Forward back to the bottom of the deck.

It sounds good in my head, let’s see if it plays out.

19-104H – Madeen

Very cheap Summon to play. And it’s a good one. At least I like it. You might not, but this is my opinion.

For 1 whole Crystal Point, you can remove a Forward from the game.

Although you’ll need a Light Forward on the field to cast it, it still is a good card to have in your deck if you do have a Light Forward. If you don’t, then there is no reason to play this card.

 

19-105H – Ark

Free Summon?

You guessed it.

But, you do need to have a 9CP Dark Forward on the field for Ark to be cast for Free. And there are 3 Dark Forwards you can choose from. Nidhogg and Sin x2.

Once you play Ark, you can Break one of your opponent’s Forwards, and that’s not all, they’ll also discard 2 cards from their hand.

That’s what I call a double attack. They won’t know where to run to.

19-106H – Sin

Plenty, and I mean Plenty of Free cards this set.

Of course they all need some requirements to be played for free, but they’re still free.

Sin is free when you have received 6 points of damage. At that point he comes in and since you have 6 points of damage, your opponent will select 3 Forwards or Backups or a combination of the 2 to be sent to the Break Zone.

If Sin is broken, he is removed from the game.

This is your final desperation play. You can probably keep 3 on hand for the end of the game. And if that doesn’t work, well you’re out of luck. You can probably pair Sin with Opus I Tidus for some “Back Against the Wall Shenanigans.”

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From Nightmares – Water and High Tides

19-086R – Ashe EX

More like the Ashetiveator.

I really like this card. As long as you have a copy in your hand and a couple of CP available, you can keep reactivating a Forward once per turn.

The way I would do it would be. I would enter the Attack Phase. And when that attack goes through, I would play Ashe and activate that Forward so it can block.

You can actually play Ashe twice per turn. Play her in your Main Phase 1, return her to your hand during your Attack Phase and then replay her during your Main Phase 2.

The more I think about it, the more I like this card.

19-087R – Wol

Wol can’t attack, but he sure can block.

Weighing in at 2CP/9K power. He will take out some Attackers.

But, it’s Chef’s Knife that we really like. It’s 9000 damage to a Forward that cannot be reduced by other abilities.

So, once per turn you can use Chef’s Knife, then play Ashe, then use Chef’s Knife again, then play Ashe, and use Chef’s Knife once again. But, that will on;y work if you have 3 Wols in your hand. And you can. You can actually have up to 24 Wols in your deck. That’s almost half your deck. Keep your enemy at bay with this Tonberry Suit.

19-088C – Aerith

Aerith has one job, and that is to grab a Light card from the Break Zone. Other than that she’ll just hang out and give you 1CP per turn.

That’s pretty much it for this Aerith, not the best Aerith.

There’s probably a lot of better plays, unless you really need that Light card.

 

 

19-089H – Gau

I’m not going to say it this time.

I’m not. I’m going to try not to.

Gau, is actually pretty good, for what he does.

For 2CP you get a Forward that can come in during your opponents turn and buff another Category VI Character +1K power for every Category VI Character you control.

Throw him in there with the Dream Stooges, and Kefka, and you have a Forward that can block anything your opponent throws at you and survive it.

After that you can put Gau back into your deck and draw a card. Gau is wild like that. He’s a Wild Child.

19-090C – Clavat

Water’s Multi-Elemental Forward.

And by that we mean, if you pay with at least 3 Elements. Each element has had one of these cards, and Clavat is no different.

When she enters the field, if you did pay with at least 3 Elements, your opponent chooses one of their Forwards and sends it packing. Straight to the Break Zone.

Other than that Clavat will allow you to draw a card, and then discard a card when she enters the field.

19-091R – Sapphire Weapon

Another Free Card, this set is spoiling us.

Every Element has a way to cast cards for Free. And, we like free. Even the guy in the back, with the Cloud Signature card in his back pocket. You know he likes FREE too.

It’s not that often that you can play a 9k Body for free. But Sapphire Weapon here can. As long as you have at least 5 Weapon cards in your Break Zone, Sapphire Weapon can come in for free.

You have yourselves a Water deck, just throw in Ruby, and Emerald and just chuck them to pay for other Cards. And when Sapphire show up, you know it’s coming in with a Vengeance. Or something like that.

If Sapphire Weapon gets broken somehow, no worries. You’ll draw 2 cards when you put Sapphire Weapon into the Break Zone.

You might even get lucky and draw another Sapphire Weapon that you can play for free.

19-092C – White Mage

Well, you can sort of count White Mage as a free card, but you still have to pay for it. 2CP, and if you have 3 points of Damage you get to draw a card.

Once she’s on the field, you can use her ability to return one of your opponent’s Forwards to their hand.

Just a little reminder. You’d probably want to get rid of a Forward that doesn’t have an enter the field ability.

 

19-093H – Strago EX

This is interesting, I think I already like this card.

Every time Strago enters the field, or is broken, you get to reveal the top 4 cards of your deck and hopefully you’ll find a FFVI card sitting there that you can add to your hand.

This also works when Strago is found when you take Damage.

And, let’s not forget about Revenge Blast. For each point of Damage you have received, your opponent’s Forward will lose 2000 power.

And with 5 different Stragos available, you might have a hand full of Stragos at 6 points of Damage. At that point you can spam Revenge Blast and take your opponent to Pound Town.

19-094R – Sanctuary Keeper

Who needs Ashe when you have Sanctuary Keeper?

For 3CP, you can have a constant Activation per turn. Not only that, this Activation comes with a +2000 power buff.

You can actually use both Ashe and Sanctuary Keeper, with 24 Wols and spam that Chef’s Knife. My deck is slowly coming into fruition. I’ll have that deck ready in no time.

 

 


19-095C – Sophia

Sophia is the opposite of Sanctuary Keeper.

At the begining of the Attack Phase, Sophia reduces the power of a Forward by 2000.

If you’re already buffing one of your Forwards by 2000, that is a 4000 power difference. Sure it’ll only worked that way if each of you only have 1 Forward on the field, but you get what I’m trying to say. Or not say.

 

19-096C – Tidus EX

Well, for being a high cost card, you’d think you’d get more than just drawing a card or returning a Forward to their owner’s hand.

I’m not seeing it.

The only thing I like is that it can come off from an EX Burst. Which should be a good enough reason to have some in your deck, as you can always use them to pay for Opus I Tidus’s ability.

 

19-097C – Tonberry

I was trying to come up with a different way to start this, but couldn’t.

Tonberry comes in like a Monster and out like a Forward.

When Tonberry comes in you draw a card, then discard a card to make him a Forward. Tonberry is technically a 4 cost Forward, but you only have to pay for 2CP as he provides the other 2CP himself.

But, when Tonberry deals damage to a Forward the Forward is broken regardless of power. He has the real Chef’s Knife, not Wol.

19-098C – Yuna

When Yuna comes in, your opponent selects the card Forward that will be sent to the Break Zone. You’ll be able to remove a Forward, but since your opponent gets to pick which one it might not always work in your favor.

This is one way to get rid of Opus XVI Tidus, but I don’t think your opponent will choose that card when Yuna enters the field. Unless, if it’s the only Forward on the field.

 

 

19-099R – Josef

Are Rebels becoming a thing?

I mean Josef here looks like a good card, especially since you most likely will be playing Firion, which will make Josef a 3CP/9K body Rebel/Monk with a sword. Wait, Monks use swords? Maybe Josef uses it for his Rebel side.

“Rebel, Rebel,
You’ve torn your dress”

Maybe that’s what the sword is for.

Where was I? Ah, yes. And, with Firion still on the field, every time Josef attack, you get to draw 1 card. Who doesn’t like drawing cards. I’ll play Josef and attack for no reason just to draw a card.

And, that’s not all. No, Sir. When Josef enters the field you can also play a Category II Forward from your hand onto the field. Any FFII Character as long as it is 3CP or less. It doesn’t even need to be a Rebel, Rebel.

19-100C – Larsa

A 2 cost Backup that really is a 4 cost.

You’ll probably be discarding a card in order to search for that XII Forward that you’re really looking for. If that Forward is on the field you probably have no use to play this card.

Sure you can reduce damage dealt to a Forward by 2000, but I believe there are better Larsas than this one.

 

19-101R – Leviathan

The Water God comes in as a Free Summon.

No Sacrifices needed.

Leviathan comes in, you return 1 of your opponents Forwards to their hand, and they can’t play it until the end of their next turn.

What I like about this is that they’ll have a dead card in their hands. They won’t be able to play it, and if they draw another one they’ll have 2 dead cards. They might even discard it for CP just so they can play another card.

Might come out in your favor, or you’re just delaying the fact that they can play a Forward with an enter the field ability, that might turn things in their favor. But, this is a card game, and we need cards that will give us a breather when we can get it.
Yes, Free Summons are still good.

19-102L – Refia

If you needed a reason to run a Warrior of Light deck, well now you got one.

Refia will activate all the Warrior of Light cards you have at the beginning of each of your attack phases. That means you can go all out, and attack with all your Forwards, and then during your opponents turn, you will have all your Forwards activated, just in time to start blocking.

Also, once per turn, you can dull 4 Warriors of Light, and put one of your opponents Forward back into their deck. Top or bottom, you get to choose.

And, let’s not forget about the artwork. This is a beautiful card. Only complaint is that this one didn’t come as a full art.

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Wave 1 – Auron – 1-001H

Starting off right at the beginning. This one is not confirmed, but my personal opinion. I noticed this by looking at a graded Wave 1 Foil. The foil pattern is different between the 2 Waves. Here are the two guides from the introduction post that will help you guide your way.

“Distinguishing Final Fantasy TCG Opus 1 Wave 1 from Future Waves”

“Differences in Opus I Wave 1 Printing vs Later Waves”

If you look closely, you can tell that the colors on the cards are a little different. The Wave 1 card looks a little dull compared to Wave 2 which is more vibrant.

Wave 1 is on the left, and Wave 2 is on the right.

First off, I noticed that the whole card is moved up, not just the Crystal. If you take a look at Auron’s boot there is more showing than what is on the Wave 2 card.

Something else I also noticed, but is not consistent on Wave 2 cards. Could be the difference between Wave 2 and Wave 3. There is a little, let’s call it a, blob on the left side of the card. Could just be a printing error, but it is something I noticed when I was studying the cards.

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Resurgence of Power – Mixing Elements

18-107L – Akstar

A is for Akstar, and he learned the 3-step. I was surprised myself but it’s true. Akstar can dance the Waltz. Just look at all those 3s.

First off Akstar comes in and Dull/Freezes all the Forwards, including your own, that don’t cost 3CP.

When he comes in you can also play a 3 cost Ice or Fire Forward onto the field.

And when he attacks or enters the field you deal 1 Forward 3000 damage for all the 3 cost Forwards that you control.
That’s a whole lot of 3s. Even Akstar himself costs 3CP.

Are we getting new deck ideas, where every card in your hand costs 3CP? Can it work? Someone make this happen.

18-108H – Caius

It seems like Caius cards always have a drawback to them.

Sure, you can get a 2 cost 9K body, but you’ll have to discard your hand when he enters the field.

What can we do then?

Just play your whole hand, and then play Caius last.

Let’s look at his abilities. Whenever Caius attacks, you can either have your opponent discard a card, or double the damage Caius deals either to a Forward or your opponent.

He also comes in with Brave. I might have to try this card out and see how it works.

18-109C – Snow

Snow allows you to possibly cast an extra XIII card, when he enters the field and each time he attacks. Though, you’re not drawing the card, you’re actually removing it from the game, and if you don’t cast it this turn, you will lose it.

You basically have a 50/50 chance of casting or removing.

And, at 3 points of damage, Snow gains Haste and +3000 power.

 

 

18-110H – Xande

Ok, so, we’ll be playing Xande towards the end of our turn. Trying to get as many cards in the Break Zone so we can deal 9000 damage to as many Forwards as we possibly can. 4CP will already be 2 Characters. And if you play any other cards before hand, count those Characters as well.

You can also play Xande from the Break Zone, for the cost of 2CP and 5 Backups. Is it worth it? or are you better off just playing Xande from your hand?

Those 5 Backups are 5 Forwards that you can deal damage to.

 

18-111L – Basch

The question is, Is it worth 1 point of damage to search for a Fire or Earth Character?

I’m sure there are plenty of other cards that will search for the card that you’re looking for, without getting a point of damage.

3 points of damage, Basch gains +1000 power and Brave.

5 points of damage, when Basch attacks you deal 8000 damage to 1 Forward.

You do have an incentive to receive that 1 point of damage. Early on it might be a good idea to use it, but later on I would pass.

Or you can just not pay the extra cost, and play Basch as is.

18-112C – Leon

It looks like more and more cards are dealing you a point of damage.

Just how backed up to the wall do you want to be?

Sure, some cards excel when you’re fighting everything off at 6 points of damage, but why would you need to get there in order to hope that you win.

Anyways, Leon here comes in with Brave.

 

18-113H – Cid Haze

Cid comes in and gives you the ammunition to use his ability on the same turn that he comes in. Reducing the cost of casting your next card by 2. It doesn’t say it cannot become 0, so your next card could be free. After that you play 1 more card.

Once you’ve played your third card, and enter your Attack Phase, you choose 2 of your opponents Characters and you dull and Freeze them.

Farewell to the Blockers that your opponent has set up. At least for this turn.

 

18-114C – Maria

I would be trying to get Maria onto the field as soon as possible. And then just trying to find a way to send her to the Break Zone.

Worst thing that could happen is you block a Forward and your opponent discards a card.

Or, you block a Forward and activate all your Characters. Win/Win

 

 

18-115L – Melvien

I would put Melvien in the same category as Opus XVI Tidus. Even if she is put in the Break Zone, your opponent will never really be able to truly get rid of her.

Every time Melvien is put into the Break Zone, you can simply remove her from the game and put 2 Warp Counters on her. 2 turns later she comes back into the field.

And, every time she enters the field, you can Activate 2 of your Backups and Freeze up to 2 of your opponents Backups.
Not much else to say, but I like this card.

 

18-116L – Sephiroth

Kingdom Hearts Sephiroth is back. And, once again with Back Attack.

No, I didn’t plan that.

Sephiroth is coming, and he has entered Attack Mode. One Winged Angel, Demi-God, and whatever else you’d like to add.
When Sephiroth enters the field he Breaks 1 dull Forward.

And every time he attacks, your opponent will either discard 1 card, or you can Break a Forward of cost 2 or less.
Sephiroth will be leaving bodies left and right.

18-117H – Lightning

The Savior is here. For your deck, not your opponents.

Lightning comes in with Haste and starts attacking left and right, dulling, Breaking and dealing damage across the board leaving no Forward unscathed.

Well, that’s what we’re hoping for.

Every time Lightning attacks, you can pay 1CP to dull a Forward, and then pay 2CP to Break a dull Forward. Which in itself is a good reason to play this card.

I shall be trying out this card. At some point.

And if you don’t want to attack, you can use Lightning’s 3rd ability and have your opponent discard a card.

18-118C – Laguna

High cost to play Laguna, but he might be worth it.

When Laguna enters the field or attacks you can a) Deal an active Forward 5000 damage. or b) Dull a Forward.

I’m thinking there are plenty of cards that can chip away at multiple Forwards, chip damage is making a comeback. Or, maybe I’m just beginning to notice it. I can see FFVIII decks becoming stronger. Ever since Opus XVI. And now with Seifer, Fujin and Raijin, there should be plenty to play with.

Let’s not forget Satellite Laser. Well nothing to crazy, but you can deal 9000 damage to a Forward.

18-119C – Chelinka

Need to break some of these new Monsters that came out this set? Look no further than Chelinka. Chelinka Breaks a Monster when she enters the field.

You can throw her in the new Noctis deck and you’re set.

 

 

 

18-120H – Tifa

Tifa comes in a has Protect already cast on her, reducing the damage dealt to her by 2000. And, that’s a good thing. For when Tifa enters the field she goes 1-on-1 with another Forward. You can choose any Forward you would like.

Meteor Strike, is also pretty good in itself. You are able to deal 8000 damage to 3 Forwards. Cost might be a little high, but it can be worth it.

 

 

18-121L – Fran

I think I said earlier that Sky Pirates will be making a comeback. (Not in this post, probably in Wind.) And, Fran here proves it. Whenever Fran attacks, or enters the field, you can play a FF XII Character of cost 4 or less from your hand onto the field. And, Fran only costs 3CP!

Think about it, you’ll be able to build your offense faster than what you would have. A free card once per turn.

And if Balthier is on the field, Fran gains +1000 power and Brave.

Yes, I shall try out a Sky Pirate deck, all thanks to Fran.

Thank you, Fran.

18-122H – Vanille

2 cost Forward that can cancel an auto-ability. We can never have to many cards like this. Vanille is more of an insurance card. I don’t think you’d be attacking with Vanille unless you knew the attack will go through. But, you’re better off just keeping her active, in order to dull her, when an auto-ability goes off.

Sure, it won’t out right cancel it, your opponent will need to pay an extra 2CP for it to go through.

And when you’re done with Vanille, you can just chuck her to the Break Zone to grab a Backup.

18-123L – Sonon EX

Getting rid of your own Backups is always a plus. Especially when they come in do their on entry ability and then do nothing, but sit around.

Sonon comes in and allows you to remove 2 Backups instead of paying the cost. After that you can replay 2 new Backups and hopefully get another on entry ability.

He can also come in with Back Attack, although I don’t think I’ve ever seen anybody actually use Back Attack, but you can. You can even remove the 2 Backups during your opponents turn.

Sonon also comes in with an EX Burst, hopefully helping your Forward that is blocking or attacking overcome the other Forward.

I can see some use with Sonon.

18-124C – Billy Bob

Billy Bob comes in and let’s you grab a Forward from the Break Zone. Any Forward. Doesn’t have to be a certain Job, Element, or Category. A little different than Search your deck, but will still see plenty of use.

Best part is that Billy Bob is a Common.

After that Billy Bob just hangs out on the field with an 8K body.

 

 

18-125H – Onion Knight

Onion Knight has a lot going on for him.

First off he enters the field and either Breaks a damaged Forward, or return’s a Forward to your opponents hand. Either way your getting rid of one of your opponent’s Forwards.

The best thing though, when Onion Knight is put into the Break Zone, you can pay 1CP and search for another Onion Knight and play it onto the field.

Very Ultros if you ask me.

 

18-126L – Lightning

Another card that doesn’t want to go away.

After Lightning is sent to the Break Zone, you can pay the 2CP, remove a Lightning and an Odin from the Break Zone and then you can play Lightning onto the field.

Sure, it’s the same cost as paying Lightning on to the field, but what if you don’t have a Lightning in your hand. This way you can just simply play her, straight from the Break Zone.

She also comes in with Haste, dulls a Forward when she enters and you draw 1 card.

What’s not to like?

18-127C – Lilisette

Some of these Commons are actually really good.

Take Lilisette her, she Breaks a low cost Forward when she enters the field.

After that she can dance. And, boy does she dance. Once she’s done with her Sensual Dance, your opponents Forwards will all be week at the knees, and will have lost some of there power. Some will have lost it all.

 

 

18-128H – Arciela

How many of your cards do you want to show your opponent?

Depending on the answer, you can either deal 7000 damage to a Forward, draw a card, or both.

But do you really want to show your opponent your hand just to cast the abilities?

I think I’ll take a pass on this one.

 

18-129C – Jecht

Jecht is just a Common, but we already said we have some good Commons this set. This is another one. Once he enters the field you can pay the extra cost and give Jecht Haste, Brave and First Strike. With the 9000 body he can lay waste to a Forward, or deal your opponent a point of damage.

We also have Jecht Beam, that deals a Forward 8000 damage.

Decent card.

 

18-130L – Firion

Low cost, low power. But, if you have at least 5 Characters on the field Firion, gains Haste and whenever he attacks you draw a card.

I don’t know if you’ll be attacking much with Firion, but you can discard a card and give him +2000 power. Depending on what element the card is you can either give Firion First Strike, or activate him.

Not the greatest Legend, but could see some use.

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Resurgence of Power : Fire Thoughts

18-001C – Achuka

Achuka almost sounds like the beginning to Kokomo.

First card in the set, Achuka might be a decent backup, but doesn’t look like something that I would use. Then again, I can’t always see how good cards are from the beginning. Sometimes I do, but not always.

Achuka here deals damage when he enters, and then you can dull him and deal some more damage. The damage increases if you have 3 points of Damage.

Achuka, Jamaica, yeah I wanna take ya to a Chocobo.

18-002C – False Stalwart

Simple, comes in with Brave. 2 cost with a 5K body, which can turn into a 7K body, with the help of another Manikin.

Not much to write about, but it’s cheap cost might make it worth it.

Wasn’t there a card that was good with Manikins? Exdeath? Opus 2? I believe it was.

 

 

18-003C – Machinist

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

Cheap Backup to play.

 

 

 

18-004R – Cleome

A Symphonian Musician? That’s a first. She does have Bard skills and with those Melody Counters she does Buff your Forwards and deals damage to your opponents Forwards.

She is also a Forward herself.

Not a bad card for 2CP.

 

18-005C – Salamander

Simple Fire Summon that delivers 5000 damage to all of your opponents Forwards.

Remove 10 Fire cards from the Break Zone to make it 7000 points of damage.

Now if this card would have been an EX Burst, it would have been amazing.

 

 

18-006C – Zell

Coming in with Haste, Zell can attack right away and if you buff him up to over 10k Power, every time he attacks he deals 8000 damage to one of your opponents Forwards.

Don’t have anyway to buff up Zell?

He comes with an ability that if you discard 2 cards, Zell’s power goes up by 3k.

Self-sufficient.

 

18-007C – Selphie EX

Selphie actually costs 2CP as you’ll be getting back a Fire Forward when she is played onto the field. So, if that Fire Forward was just a card you chucked to help get her on the field then, you have just played like I would if you didn’t know what else to do.

Other than that she is a Backup, with the ability to give a Fire Forward you control +3K Power.

You can also get that Fire Forward of off an EX Burst.

 

18-008H – Two-Headed Dragon

Two heads are better then one.

Every time a Fire Forward attacks choose a Forward your opponent controls and deal it 400 Damage. Straight to the point. Especially of you are playing Mono-Fire. Everyone attacks and you slowly start to chip away at your Opponents front lines.

Attack to bring them down. I’m sure you’ll be able to turn things around if the Two-Headed Dragon is on the field.

18-009H – Tidus

Other than the Kingdom Hearts attire, I don’t see why this card is a Hero. For the cost of Tidus I’m pretty sure you can find a better card to play to deal 8000 damage to one Forward.

Not a big fan of this one.

 

 

18-010C – Berserker

Staying true to the Berserker Job. Berserker must attack. As that is the only thing Berserker can do. He goes Berserk.
He also comes with First Strike. Allowing him to deal damage to your opponents Forwards before they get a chance to.
Also when he comes in you can pay a Fire CP and choose a Forward that must block.

Who’s ready for a Berserker deck? I wonder if there’s enough Bereserkers to get this going?

18-011R – Paine EX

Do to the cost I would say that this card is to be solely used for it’s EX Burst. AM I right or Am I wrong?

I mean 6CP for a 9K body is a lot, but this is just a Rare card.

Unless you’re just counting on removing Forwards from the game instead of sending them to the Break Zone, But that’s what Yuna is for.

 

18-012L – Faris

This card is interesting to say the least. Your opponent will be thinking twice before they attack. As when Faris or a Warrior of Light is dealt damage, you get to choose a Forward your opponent controls and deal it 3000 damage.

Imagine what would happen if they use a Summon or ability that deals damage to all your Forwards. You might be getting rid of a couple of their Forwards to say the least.

I wonder what other Warrior of Light cards will be in this set.

 

18-013R – Fang

Fang looks like she is always just a Rare. I’m waiting for the day where they’ll give her her own Legend card. But today is not that day.

Fang will buff all your XIII Forwards by 2. Including herself. She is basically a 2CP/7K because you will probably be playing a XIII focused deck. Why, you ask? It’s simple really, every turn Fang -can reduce the cost of casting a XIII Forward by 2.

But, why is she a thief? My, guess is because of Lightning Returns. But, it still doesn’t make sense. She should be a Commando or a Dragoon. But, what do I know?

18-014R – Meeth

We already knew that we’ll have Multi-element cards this set, and Meeth here is a card that can make use of it.

He’s a 2 cost Backup that will allow you to search for any card other than a Backup if you discard a Multi element card.
I can see use of this one.

 

18-015R – Ramza

See, this is how good cards come along. Especially with the Warp mechanic. Ramza can be easily cast for 2CP, if you want to wait a couple of turns until he enters the field.

And, when he does, you get to bring in another Knight from the Break Zone and play it onto the field. Just like that you can play 2 Knights with the combined cost of up to 12CP for a measly 2CP. Even if they counter Ramza coming in it’s only 2CP that you lost. You can try again.

And we haven’t even gotten to his ability. Dull 4 active Knights and Break one of your opponents Forwards, and deal them 1 point of Damage. What else could you ask for? This should have been the Hero, and Tidus should’ve just been a Rare.

18-016C – Lulu

2 cost Backup. Most will skip this card. Including me. There are better Lulu’s out there although they aren’t Fire.

But, if you like this card you can dull and discard a card to deal 3000 Damage to a Forward. 5000 if it’s a Multi-Element.

 

 

18-017R -Rain

“Here comes the Rain again.”

He’s ready to come in on turn 2 for 3 CP.

And when he you have 3 points of Damage, Rain gets a 1k Buff, and he deals a Forward 5k damage.

Not bad for a card that you can play for 3CP. Even 5CP is worth it for this card.