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Busters R’ Us

This could have been a real easy article to write. I could have just said let’s throw Zack into your AVALANCHE deck and call it a day. But, where’s the fun in that?

Although there might be a bunch of cards that are the same, we”re going to try and do this a bit different. A lot different that is.

We’re going to go with 2 different Zacks.

Zack (10-007H), just for the ability to ping damage here and there and at least a couple of time per turn. Pair that with a Summon that Breaks all the Forwards that have damage on them and you got yourself a wipe.

Zack (20-009L) Because it is just a great card, if you’re running anything SOLDIER related. And, we’ll be running at least a couple of Soldiers other than Zack.

We’ll start off with Zack’s mentor Angeal (3-0989R), not only is he a 7K body, but he also searches for Zack when he is sent to the Break Zone. That way you can just keep attacking with Zack and Angeal until they break, just so you can replay them once again.

Next we’ll be handing off the Buster Sword to Cloud (1-187S), and you’ll be saying that there are better Clouds than that, and we’ll say you’re right. But, this is Zack’s deck and Cloud is just helping out. Plus the good Cloud’s are Earth, and we don’t really feel like color fixing.

Time to find Zack’s girlfriend, Aerith (11-139S) this way we’ll be able to grab a couple of FFVII Forwards from the Break Zone.

And as I’m looking for Backups, there aren’t really any, that have anything to do with Zack. So, we’re going to change it. It shall be all Forwards. We might change this again later.

Cue the music.

Bum-Bum Bum-Bum Bum-Bum Bum-Bum

Sephiroth (11-138S), Dulls all the low powered Forwards every time Sephiroth attacks. You have to pay taxes to keep Sephiroth on the field, 3 cards from the Break Zone. You should have these in there, unless you’re opponent finds a way to remove all the cards from your Break Zone.

Roche (14-095H), we’re just grabbing any SOLDIER right now. Roche has always been a great card. You’ll always want to go first with Roche and just play him right away for no CP and swing for a point of damage.

We’re actually going to add a couple of Backups right now.

Class Second Moogle (10-016C) to help us with Ice CP.

Genesis (3-033L), I still love this card, even though I probably haven’t used it in years. Dull and Freeze a Character, and when Genesis deals damage, your opponent discards a card.

Next we’ll add in our generic SOLDIERs. SOLDIER : 3rd Class (10-009C) and SOLDIER : 3rd Class (20-02C). These 2 will search for each other when one enters the field, and when the other exits the field. SOLDIER : 3rd Class (20-032C) also gains a +1K buff for each SOLDIER : 3rd class that you have in the Break Zone.

We’ll add Johnny (20-096C), another Backup to help us grab a Character from the Break Zone, and we can use his ability to grab a FFVII Character from the Break Zone.

Hedgehog Pie (20-019C), just to get all 3 of the Hedgehog Pies out at the same time. After that they are ticking time bombs, that go off when you decide you want them to go off.

Duke Larg (1-057R), Lebreau (1-030R) and Lulu (1-150R). All three for the 1K buff they give to their respective element’s Forwards.

All we need is to throw in some Summons. Knights of the Round isn’t an option, so we’ll just go with Ramuh (15-101R), Shiva (8-032R), Phoenix (3-020H) and Bahamut (16-016C).

That’s pretty much what we have for Zack. Not the greatest.

Forwards

3x – Roche (14-095H)
3x – Angeal (3-098R)
3x – SOLDIER : 3rd Class (10-009C)
3x – Sephiroth (11-138S)
3x – Genesis (3-033L)
3x – Zack (10-007H)
3x – Aerith (11-139S)
3x – SOLDIER : 3rd Class (20-032C)
3x – Zack (20-009L)
3x – Cloud (1-187S)

Backups

3x – Class Second Moogle (10-016C)
3x – Lebreau (1-030R)
2x – Duke Larg (1-057R)
2x – Lulu (1-150R)
3x – Johnny (20-096C)

Summons

1x – Ramuh (15-101R)
1x – Phoenix (3-020H)
1x – Shiva (8-032R)
1x – Bahamut (16-016C)

Monsters

3x – Hedgehog Pie (20-019C)

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Dawn of Heroes : Fiery Thoughts

20-001R – Ardyn

The Chief Minister starts off Dawn of Heroes, and it’s exactly what someone in charge will do.

What do I mean by that?

When Ardyn enters the field, you select 2 Backups that are now useless, as there entering abilities have already been used, and you can put them in the Break Zone, to play 2 new Characters onto the field. And depending what you get, well, it’ll be better than what you already have on the field.

Ardyn is one of those cards that can change the game in your favor.

“… you’ve got to ask yourself one question: Do I feel lucky? Well, do ya, punk?”

20-002H – Auron

Am I reading this right?

Can you use Auron’s ability to deflect the point of damage you’ll receive and just have Auron be dealt 8000 damage.

If so, then I might be wrong, because why would you use Auron’s ability to block a point of Damage, when you can just block the attack itself.

I think I figured it out now, it’s when one of your Forwards are dealt damage, Auron can come in like a guardian a take the hit himself, thus allowing the other Forward to survive the attack.

Either way, Auron will be blocking.

20-003H – Ifrit

A one cost Summon?

Yes, I’ll take it. Why, thank you.

You’re playing Mono-Fire? You’re playing Ifrit.

When you cast Ifrit, you can deal 5000 damage to one Forward. And, if you have more than 5 Fire Characters on the field, it becomes 5000 damage to 2 Forwards.

Or you can pick the same Forward twice and deal it 10,000 damage.

I’d say it’s worth having a few of these.

20-004C – Warrior of Light

Warrior of Light comes in, and you reveal the top 4 cards of your deck. Put 3 at the bottom of your deck and remover the other one from the game. At first you would think that this is part of an extra cost to play this 2 cost Forward, but nope.

The removed card can be cast this turn. So, it’s like drawing an extra card, but you can only use it this turn.

This would have been a great card, if it read, you can pay the cost with any element.

 

20-005C – Garland EX

6 cost Garland here, to provide you with a decent EX Burst. Comes in with Brave and that’s about it.

High cost because Garland is just a common.

I’d probably just keep this card in a deck, just so there is a chance for Garland to pop up, when you get hit for damage.

Other than that ….

 

20-006C – Blacksmith

Blacksmith is the Backup you didn’t know you needed.

The more Forwards you have on the field, the better Blacksmith becomes. For once Blacksmith enters the field, all of your Forwards will deal 7000 damage to one of your opponents Forwards, when they attack this turn.

Imagine, you have 5 Forwards on the field, your opponent has as many as they have, and you just start taking them down one by one.

As long as they don’t have an answer, you’ll be good.

20-007L – The Demon

The Warring Triad is finally here. Now to get Kefka to unleash their power.

The Demon comes in and starts having fun from the get go. And, the fun doesn’t stop there You can also choose one of his abilities every time The Demon attacks.

Just look at these abilities, all set to cause destruction to your opponents plans.

You can either deal damage to 1 Forward, up to as many cards that are in their Break Zone. Plus all those Break Zone cards are removed from the game as well.

Or you can choose an Element and deal 7000 damage to all those Forwards.

Or, you can choose a Job and deal 8000 damage to all of those Forwards.

Mono-Decks and Job Decks watch out. The Demon is coming …. The Demon is HERE!!!!

20-008H – Kefka

I knew there would be a Kefka once I saw the Warring Triad.

Amano art? Check
Warring Triad? Check

Dancing Mad? You will be once you get this card to go off at the end of any turn.

Let’s just say, Kefka will use the Warring Triad to strike down your opponent, just like he struck down Mobliz.

9000 damage to one of your opponents Forwards, for each Magic Counter you remove.

20-009L – Zack

I remember reading somewhere. “Finally a Zack that can be played.” Or something along those lines. If you’re reading this and you are the one that said that, please let me know, so, I can add your name to the quote.

This one will fit right at home with AVALANCHE. You play Zack for 5CP, and every time he attacks you can deal a Forward 5K damage for each SOLDIER you control. Zack and Cloud, that’s 10k right there, and I’m sure you’ll be able to find a couple of SOLDIERs laying around somewhere.

When Zack leaves the field you can play a FFVII Forward of 4CP or less onto the field. With about 100 or so FFVII Forwards that cost up to 4CP there are plenty to choose from, Opus XIV Cloud, Tifa and Barret. If you’re still running AVALANCHE that’s an easy way to get them on the field.

And, let’s not forget Meteor Shots, where you can deal 7000 damage to all of your opponents Forwards.

Let’s keep an eye on this one.

20-010C – Samurai

What a reprint? I wasn’t expecting that. Let’s see what we wrote when Crystal Dominion came out.

“Exchanging 2CP for a Crystal.

Seems like an even trade. Now to find what we’re going to use these Crystals for?

Samurai has no abilities, that consume Crystals, but there are plenty other cards that do. Samurai’s job is to give you a Crystal and then hopefully you’ll find a way to Break Samurai so you can play your real Backups. ”

Huh? What was I even writing, I had to edit it to make sense. In my defense, we didn’t know what Crystals would be doing back then. … Half the time I still don’t know.

Because apparently, if you actually read the card Samurai can put itself in the Break Zone.

20-011R – Jecht

That is a young looking Jecht, looks like he’s Tidus’ age. Actually younger.

This is a great card.

When Jecht is sent to the Break Zone, you can search for a Fire Forward of 7CP or more to play onto the field.

And there are some great cards to play depending on what you’re playing.

Philia (13-129S), Cyan (15-006H), Ramza (18-015R) and The Demon (20-007L).

Which one you chose is up to you. I might go with Philia.

20-012C – Goldsmith

Cheap Backup, that will buff a Forward when Goldsmith enters the field, and when Goldsmiths enters the Break Zone.
+3000 and Brave.

Should be more than enough to take down a Forward, hopefully the attack will go through and deal damage to your opponent.

 

 

20-013C – Culinarian

What else would you expect? A cook needs Fire, and the more Fire you got in the oven the better.

If you got 3 Backups already on the field, this Backup is free.

Other than draft, I really don’t see much use for this card, but I’ve been wrong before. Watch a Forward show up where you discard a Backup for a great ability.

 

 

20-014R – Tifa

We got another Tifa, even though it is only a Rare card, the ability is pretty good.

Whenever a FFVII Character … I read that wrong the first time. For some reason I read attacks. But, it’s still great. Whenever a FFVII Character deals damage to one of your opponent’s Forwards, you get to choose a Forward, and take away their ability to block.

Not it does not say Forward, it says Character. That means Forwards, Backups, and Monsters can be used to deal damage to your opponents Forwards. A simple ability from the back line to deal damage to a Forward will help you get passed that high powered Forward your opponent has, thus making it easier for your attacks to go through.

Somersault? Just a way to deal 8000 damage to a Forward.

20-015C – Morrow EX

Only 1CP if you want to wait a turn, and you probably will.

Why? When Morrow comes in due to Warp, you’ll be able to draw 2 cards. Even though you’ll discard a card when he enters, you’ll still be up a Crystal Point.

You’re getting paid to use this card. Might as well use it.

Let’s not forget Morrow comes in with Haste, and and a 7K body.

Yes, I’ll take it. I’ll find some use for it.

20-016R -Barret EX

This Barret won’t replace the Opus XIV Barret in the AVALANCHE deck. But, it will deal 3000 damage to one of our opponents Forwards x the FFVII Forwards you control.

It could be 3000, it could be 27,000.

I like that this ability can come up as an EX Burst. You might want a couple of these in your deck, just to have Barret pop out when your opponent least expects it.

Catastrophe, 10K damage to a Forward, and Barret doesn’t activate.

You get all this for 3CP.

I’ve seen worse cards for that price.

20-017R – Palom

Kind of looks like this card was drawn with MS Paint. And, I don’t mean that in a bad way.

At 2CP, Palom won’t steal the show this set, but it’s still a decent card if you got the Crystals. That’s why we need the Samurai reprint this set.

Palom will come in and deal a Forward 8000 damage, with the help of a Crystal.

I’m figuring Porom will have a similar enter the field ability, after that they can both be sent to the Break Zone to deal a Forward 10,000 damage.

 

20-018H – Phoinix

We’ll start off by saying, I haven’t gotten that far in FFXIV, before I stopped playing.

Monsters can be hit or miss.

Phoinix enters the field and deals 9000 damage to a Forward. Phoinix one doubles as a Forward, but at the cost of 4 cards from the Break Zone. Half the time if the cards are in the Break Zone, they’re dead cards anyway.

I might give this one a try.

 

20-019C – Hedgehog Pie

You can get 3 Hedgehog Pies on the field in one turn. As long as you got 2 cards in your hand.

After that Hedgehog Pie will sit on the field until the moment that you would like to use his ability to deal 5000 damage to a Forward.

And, since you’ll already have 3 of these on the field, you can spread the love.

 

 

20-020C – Montblanc

Simple Backup, has one job.

Deal 5000 damage to one of your opponents Forwards. Or 8000 damage if you have 5 or more Fire Characters on the field.

After that just chuck Montblanc to the Break Zone when Ardyn enters the field to get 2 new Characters.

 

 

20-021R – Red XIII

Talk about a beast, cause that is what Red XIII is the jury is out on weather he is a cat or a dog, or both maybe?

A 2 cost beast with a 9K body that will take care of most of your opponents attacks.

Of course you won’t be able to play Red XIII unless you have another FFVII Forward on the field, but that shouldn’t be too hard to do.

Only draw back is that. That you can’t play Red XIII without another FFVII Character, meaning you probably won’t be able to play Red XIII turn 1.

When are we going to get a card named Nanaki?