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Palom & Porom, The Twin Mages

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Dauntless twins. Prodigious mages in the making.

Twin mages with vast magic potential, Palom and Porom trained daily to perfect their skills under the guidance of the Elder. The disobedient Palom often skipped out on his training, which frequently led his more diligent sister Porom to berate him. After Cecil arrives in Mysidia, the twins join the Dark Knight’s part to secretly monitor him. Once they realize Cecil’s trustworthiness, they join him in his fight.

You never know what you’re going to get with these two. One minute they’re spies, the next they’re trying to save you.

 -Taken from the Ultimania

2-015H – Palom

I’m looking at this card and I’m wondering why isn’t anyone using this?

Palom comes in for 3CP with 6000 power. Now, if he comes into the field through the Break Zone, or through Search and Play, Palom deals a Forward 7000 damage.

Up to here, this isn’t a great card.

But, let’s take a look at Comet.

Deal your opponent 1 point of damage.

Comet. That is one hell of an S ability, and the cost isn’t much either. 1 Palom card, dull an active Porom and dull Palom. No extra CP or anything else.

This card is worth a shot, especially if you’re playing with the Twin Mages.

“Blizzard! And that, my friends is how it’s done!”

2-016R – Palom

Here we are.

The perfect card for the previous Palom.

For 1CP you get a Forward that will attack and deal 2000 damage to a Forward.

So far so good.

Now, if Palom damages your opponent, or that Forward that was damaged is put in the break Zone, you can put Palom into the Break Zone, search for another Palom and play it onto the field.

And, there are plenty of Paloms to choose from that have decent Enter the Field abilities. Most just deal damage to one of your opponent’s Forwards. If you play Palom 5-018L you’ll also draw a card.

Give it a shot.

2-135H – Porom

Just like Palom 2-015H, you would like to play Porom off of a Search and Play or from the Break Zone. When she comes in you will return a Forward to it’s owner’s hand. This could be one of your cards as well as it doesn’t specifically say your opponent’s Forwards.

And, the S ability, is meh. You’ll much rather play Palom’s Comet, but if you want to use Pyroblast, you’ll deal a Forward 8000 damage.

That’s about it.

“You would expect him to try a little harder to fool us, wouldn’t you?”

2-136R – Porom

I like this one better than the previous Porom as it gives some sort of protection to the Twin Mages.

Whenever they are targeted by your opponent’s Summons or abilities, you can return them to your hand, instead of breaking them.

You can also just send Porom into the Break Zone, and search for another Porom and play it onto the field. I would probably pick Porom 3-140R, as it activates all of your Forwards.

“It was almost like we’d gained an older brother.”

3-016H – Palom

I can see why this one isn’t being used as much.

Whenever a Forward is dealt damage, that damage increases by 1000. Yes, there are ways to offset this, by playing Maria (1-083H) who gives all of your Forwards +1000 power, but you can also just use a different Palom and keep that +1000 power.
But, we’re not talking about Maria.

Palom does have a decent S ability, that deals damage to 3 of your opponent’s Forwards. 1st one gets 6000 damage, 2nd gets 4000 damage and the third one gets 2000 damage. Add in the damage increase of 1000, and that gives you 7K, 5K and 3K.

You might be able to take out a few Forwards with this ability.

It’s worth a shot.

3-140R – Porom

This card is still playable.

For 4CP you can Activate all of your Forwards. It would be a good idea to keep Porom on hand, and when you think you can win the game, you can go all out with your Forwards. If you don’t manage to win it, then just play Porom and activate all of your Forward in Main Phase 2.

That way, at least you’ll have some blockers on the field.

This alone makes Porom worth playing. Plus you get a Meat Shield after it too.

Curaga, will protect one of your Forwards from damage dealt to it this turn.

“That repulsive brat is my twin brother, Palom.”

5-018L – Palom

This is a great card to play off of Palom 2-016R, and only if Porom is already on the field.

If not, I would suggest to play a different Palom.

Palom comes in, and deals a Forward 7000 damage. And if Palom is on the field you will also draw a card from your deck.
The ability isn’t that great, just deals 1000 damage to a Forward.

You’d think this card would be a lot better, considering it is a Legend.

“Your goody-two-shoes attitude is gettin’ old.”

5-135L – Porom

Hmm…

Just like Palom, I don’t see much use for this.

Porom comes in, you look at the top 3 cards of your deck, grab one and put the other 2 at the bottom.

Ok, that just makes Porom a 2 cost Forward, with 5000 power.

Only thing that might be worth it is Porom’s ability to cancel an action ability.

It’s like a Mini-Amaterasu. Just different.

“Right!”

8-041H – Palom

Here’s something different. Palom is ready to put a cog in your opponent’s gears. Especially if he comes in during your opponent’s turn as a response to anything that your opponent tries to do. How can you do this? Palom 2-016R. Yes, we’re throwing that card everywhere.

Palom will come in and you can both discard a card, you freeze on of your opponent’s Forwards, or you can dull all of their Backups. And, if you’re playing something along the lines of Turbo Discard, they won’t have any moves this turn.

Fire/Ice? It should work.

“Geez. Why are adults so pigheaded?”

9-115R – Porom

Here we have a miniature White Mage, whose sole purpose is to grab a Summon from your Break Zone.

This will also come off as an EX Burst.

Simple. Effective.

And you’ll have a tiny meat shield on the field ready to be sent to the Break zone at all times.

“Tellah, look after Cecil for us!”

11-121C – Porom

If you need to shuffle some cards in your hand, you should play Porom.

You’ll discard a card, and whether it is a Final Fantasy IV Character or not, will determine how many cards you will draw.

Maybe 1, maybe 2.

If it’s 2 you’ll discard another card from your hand.

It’s the old Switcharoo.

Porom also protects a Forward with her ability, which reduces the damage dealt to it, by 2000.

“Break!”

13-013C – Palom

“Cheap Backup with an enter the field ability. Needs Porom to be any good, but then there are a few other Palom cards I would rather play than this one.”

I don’t know if I was wrong on this card, but years later the Foil version of this card is going for a pretty penny.

And, when I look at it right now, I would say the same thing I said back then.

Go figure.

“Break!”

15-011L – Palom

Now this look interesting. Palom almost looks like George from Peppa Pig. The way he’s holding that Dinosaur, I mean Dragon. But the card looks interesting as well.

George … I mean Palom here, has an ability that gets stronger after a couple of turns. Palom gains 1EXP Counter at the end of each of your turns. With each EXP Counter Palom gains 1K power.

The longer Palom remains on the field the stronger he gets. I would say that this is a great turn 1 card.

And Palom’s ability. For a total cost of 0CP, Palom can deal either 2K damage or 8K damage to one of your opponents Forwards.

Yes, Please. I’ll take 3.

15-119L – Porom

“Porom here, getting an EXP Counter Every turn. And Every turn you can choose 1 Forward of 5CP or less and it loses all abilities. And at 3 EXP Counters it’s power becomes 1000.

After that you just use Palom (15-011L) and finish that Forward off. Just Like that.

It’s called Twincast.”

Basically, what that says.

More EXP, more breaks. Just like the game.

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.

“Be thankful that the Mysidian genius Palom is going to help you!”

20-113R – Porom

Lots of recycling here, Water should be called the Recycling Center today. Cards for cards.

We’ll give you a card and then you’ll give us a card back.

More like a trade center?

Anyway Palom’s twin sister Porom comes in or leaves the field, and you get to draw and discard 1 card.

If you discard a FFIV Character you can also get a Crystal. Two for the price of one.

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.

23-018R – Palom

Palom, one half of the twin mages.

Palom is a free play, if Porom is already on the field.

If not he’ll only cost 2CP. Palom comes in with 5000 power and allows you to place 2 EXP Counters on a Forward. That Forward will gain +2000 power.

And, if the twins work together, I think Porom will be something like this as well.

“Grown-ups. They like trouble!”

23-110R – Porom

Porom, the other half of the twin mages.

Same thing here, Porom is a free play if you have Palom already on the field.

And, just like Porom she comes in with 5000 power.

When Porom comes in you can place 2 EXP Counters on a Forward, and that Forward gains a shield of sorts. Damage dealt to that Forward will be reduced by 2000.

You’ll be able to splash one or the other of these twins, as there is no cost to pay, if the other is on the field.

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Kain Highwind

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The prideful Dragoon, unable to show his true feelings.

Commander of Baron’s Dragoons, he is Cecil’s childhood friend and occasional rival. Kain’s secret feelings for his childhood friend Rosa allow Golbez to seize control of his mind and force him to become Cecil’s enemy. Once released from the brainwashing, Kain feels remorse and seeks to atone for his actions by joining the fight against the true mastermind, Zemus.

-Taken from the Ultimania

Commander of the Dragoons, Kain is no stranger to mind tricks, especially when they work against him.

Let’s take a look at all of Kain’s cards.

1-127H – Kain EX

At 6CP, this card is expensive for today’s decks. There are plenty of cards that will do what Kain does, and they will do it better.

But, this is still Kain.

Kain comes in and you choose a Forward and they lose 5000 power. That can be enough to break most Forwards. Especially the low cost ones.

We also have Dragoon’s Pride, which looks more like a Reverse Jump.

Kain will break a Forward, but Kain will not activate during the next Active Phase. Meaning that Kain attacks and then he jumps out of harm’s way.

2-103H – Kain

How did I never really read this card?

This is actually pretty good.

Kain comes in with Haste. You can then use his ability and your opponent will not be able to choose him with their Summons and abilities.

After that, during your next turn, Kain’s power will double. Which turns Kain into a 10K body. 12K if you have Lulu on the field. I’m sure there are also plenty of other ways to increase Kain’s power as well.

2-104R – Kain

How is this Rare, better than the Hero card of the same set?

If Rosa is on the field Kain gains Haste, First Strike and +2000 power. But, that is not the reason you’ll be playing Kain.

As Commander of the Dragoons, all Dragoons gain +2000 power.

You probably don’t even need Rosa to play Kain.

This makes a huge difference in how I see Dragoons.

I might even build a Dragoon deck for myself now.

Just to try it out.

6-090H – Kain

Golbez? There’s no Dark Golbez.

No wait actually there is. But, I doubt your opponent will be playing it. They’ll more than likely be playing Chaos.

For 3CP, you get a 9K body, which is good if your opponent isn’t playing any Dark cards. Cause if they are as soon as that Dark Forward enters the field, Kain gets his brain washed and your opponent takes control of him.

The only way to get him back is to send your opponent’s Dark Forward to the Break Zone.

I like it that it plays into the story, but I’ll pass on this one.

9-084H – Kain

It was something about Kain and Ranperre.

Discard Ranperre before paying the cost to cast Kain to make him 3CP, and then Ranperre plays a Final Fantasy XI Forward from your hand onto the field. Which would turn the tides a bit in your favor.

Other than that, for 3CP you get an 8k body, and when Kain enters the field, one of your opponent’s Forward loses 8000 damage until the end of the turn.

We already know that you will not be paying 8CP to cast Kain. So, is there any other Lightning Backup to toss and get a better effect?

10-134S – Kain

Coming in with Haste, this Kain does not receive damage unless he blocks an attack, or his attack gets blocked.

That means that in order to keep Kain safe, he should not attack or block.

And, we know that’s not going to happen.

Gungnir? Yes, Kain gains +5K power and First Strike until the end of the turn. This gives you another way to keep Kain alive.
Here’s an idea. Fill you deck with 50 Kains. and just keep using Gungnir over and over again.

Hey, it might work.

11-054R – Hooded Man EX

There’s a reason why you can’t play Hooded Man and Kain at the same time. I won’t tell you but, you probably already know.
When Hooded Man comes into play you can grab a Final Fantasy IV Forward from your Break Zone. Which by itself is a great reason to play Hooded Man. Let’s not forget that this comes off as an EX Burst as well.

And, that’s not all. Hooded Man has one more ability that will make him a mainstay in any Final Fantasy IV deck. At the end of every turn, yours and your opponent’s Hooded Man wil activate all of your Final Fantasy IV Forwards.

What’s not to like?

13-073H – Kain

Kain is a great card if you can play him straight from the Break Zone. Cause once he gets broken, he’ll be under your opponents control.

Thancred (12-124L) and Y’shtola (13-134S) can play him straight out of the Break Zone.

15-048L – Kain EX

Attack and choose. Draw a card or Activate all the Characters other than Kain?

All the Characters? Characters?

Every time Kain attacks you can Activate your whole board?

Screw the extra card. Get me some blockers, and Edge, Opus I Maria, and anyone else that can help protect Kain.

Oh. And, some characters that will give me Crystals. Don’t want to lose Kain at the end of my turn.

17-102L – Hooded Man

This time Hooded Man comes in with Haste, and when he enters the field you can remove either a Kain or a Hooded Man from your Break Zone, if you do so, you can activate all of your Backups, and you can draw a card as well. Bringing Hooded Man’s cost down to 2CP.

How is this a Legend?

What am I missing?

You’re just paying to activate your Backups and have a Meat shield on the field.

17-131S – Kain

Haste? Check

Way to reduce the CP cost? Check

Buffs self when attacking? Check

All in all Kain here is a decent card. You might end up only paying 1CP for Kain, and if you do he’s an attacking Forward with 9K power.

 

17-136S – Kain

Kain allows you to grab a FFIV Water Character from the Break Zone.Plenty of Characters that you can choose from.

Other than that he can come in with Haste depending on the field situation.

3CP, 7000 power.

How badly do you need that Water Character in your Break Zone?

 

 

19-073C – Kain

Have we had a Kain as a Backup before?

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

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

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

22-041C – Kain

Haste, and First Strike for a Common?

Activate 2 Characters when Kain Attacks?

+1000 power at 3 points of Damage?

How is this a common?

Whatever Rarity Kain has, this card is great. Actually it’s GRRRRREAT!

And, don’t get me started on the artwork, because we’re not here to talk about the artwork.

Just throw Kain into any Wind deck and you’ll do fine.

23-003C – Kain

Haste, and First Strike?

Kain is ready to strike!

Remember when we were talking about an all Haste deck? Well, Kain here is the perfect fir for it. Cause, every time he attacks, all of the Forwards with Haste or First Strike gain +2000 power.

Your opponent won’t know what to block, when to block, who to block, where to block, and most importantly, how to block.

Double Jump, is just a regular Jump attack, if it was double, Kain would be dealing damage to 2 Forwards.

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Cecil Harvey

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Compassionate knight troubled by his way of life.

-Captain of Baron’s airship fleet, the Red Wings. Cecil fulfills his duty as a Dark Knight, but eventually leaves his homeland, unable to obey his king’s cruel orders any longer. He begins a battle against Golbez, who appears to be the one pulling the strings behind Baron’s campaign to gather the crystals. On his journey, Cecil faces his demons and is transformed into a holy Paladin. Anguishing over his friend Kain’s betrayal, Cecil is shocked to learn that he and Golbez are actually brothers descended from the Lunerian moon people. Even so, he continues to fight for the future of the Blue Planet and all who live there.

-Taken from the Ultimania

Where do we even start?

Cecil, the main protagonist of Final Fantasy IV. Has 18 different cards. Let’s take a look back down memory lane and check these all out once more.

1-108H – Cecil

Dark Knight of Baron.

3CP, 7000 power.

Not much going on here.

Cecil just waits for you to receive damage. And, and once you do Cecil deals one of your opponent’s Forward 5000 damage.
Isn’t that what Dark Knights do? Receive damage to make their attacks more powerful?

Then why is the damage dealt less than Cecil’s power?

It’s still ok.

Did Dark Knights ever become a thing?

1-162R – Cecil

Cecil had 2 cards in Opus I, and this is the second one.

Coming in at 5CP, with 8000 power, Cecil is the perfect Meat Shield. Literally. Cause, that’s what Paladins are. Glorified Meat Shields.

All of your opponent’s Summons and abilities must choose Cecil. No, ifs, ands, or buts. Period.

This is a card that can go into any Water deck and be useful.

Is it still useful today?

It can be. There might be better cards that will do the same thing for less CP, which I can’t name any off of the top of my head at the moment.

2-129L – Cecil

See this is a much better Paladin. You can see that Opus II Cecil is a major upgrade from Opus I Paladin Cecil.

Still 5CP, but this time Cecil has 9000 power. He is a Legend after all.

Cecil grants all of your Forwards Protection from Summons and abilities that deal damage. Plus he gives all of the Forwards other Forwards on your front line +1000 power.

Only draw back would be that Cecil must block, whenever possible.

But with 9000 power. You should be all right.

5-086L – Cecil EX

We’re only at Opus V, and all of these Cecils keep getting better.

Dark Knight Cecil here is breaking dull Forwards, whenever he enters the field. You can choose any dull Forward as long as it’s cost is equal to or less than the points of damage you have received.

This ability also comes off of an EX Burst.

And Dark, Cecil’s S ability which will break a Forward whose cost is equal to or less than the points of damage you have received. This ability also deals you a point of damage.

You can also just throw 3 of these into your deck, and hope you pull one when you receive damage.

7-135S – Cecil EX

Cecil comes in and activates 2 of your Characters. This also comes off of an EX Burst. Just in case you need to activate a couple of blockers.

If you have received 5 points of damage, Cecil gains +2k power and he can not be chosen by your opponent’s abilities.

Here’s an idea, if you’re playing Earth/Wind, You can play Dark Knight Cecil until you have 5 points of damage, and then find a way to break him, to play this Cecil.

It’ll be like playing Final Fantasy IV. You’ll start off as a Dark Knight, and transform into a Paladin later on in the game.

9-109H – Cecil

You’ll need another couple of Final Fantasy IV Characters on the field if you want to get Cecil’s full power. And, that is Brave and +2000 power for Cecil.

One time per turn you can use Cecil’s ability, we’ll call it Cover. You can choose one of your Forwards, and next time it is dealt damage, you can reduce the damage taken by that Forward by 4000 and deal that damage to Cecil. Allowing your other Forward to survive and live to fight another day. Or turn.

4CP for 10,000 power isn’t bad at all.

 

10-115C – Cecil

I’d say I don’t see anyone playing this Cecil, but then I thought about it and said. I’m 99% right. There will be a couple of people playing this card, just because they aren’t putting it in an FFIV deck.

Cecil is a 2 cost Backup that can be thrown into the Break Zone and reduce the damage dealt to one of your Forwards by 2000.

Yea, …

 

13-060R – Cecil

Not one of the better Cecil’s, but it might be worth the 1 point of Damage to get rid of a forward that’s been causing you trouble. And if that extra point of Damage gives you Brave, and +1K, well you might actually play this card.

 

 

 

 

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.

16-051L – Cecil

For 5CP, you can play Cecil, and another card from your hand that’s 4CP or less. And if that card you play is a FFIV Character, you get to activate 2 Backups. Doing the math that means, if you played a IV cost IV Character (get what I did there?) you’ll actually end up +1CP.

Worst case scenario, you only save 1 Crystal Point, but why would you play a 1 cost when you can play anything up to 4CP.
tenebrous blast

luminous blast

And, the icing on the cake, is that Cecil protects all your Characters. forcing your opponent to pay 2CP just to make sure their Summons and abilities go through.

 

17-050C – Cecil EX

6CP to draw a card?

I think I’ll pass.

I don’t see much use for this. There are plenty of cards that will draw you a card for much less.

Some of those even have better abilities as well.

 

 

17-139S – Cecil

There are better Cecils, but every time I say that, someone comes up with a way that makes this one even better than the other ones.

So, I’ll just say that Cecil here can have up to 10K Power with Brave.

That and if you dull your FFIV Characters, you can dull Forwards and deal damage and stuff.

 

 

20-075L – Cecil

Is 3 CP worth a point of damage?

Depends on what you’re playing. If you need that point of damage to buff up all your Forwards because you just received 5 points of damage then go right ahead.

Besides that, Cecil remains true to his story. As he can turn his Dark Knight self, into a Paladin. All you have to do is cross the mirror. Or get sent to the Break Zone. Whichever one is easier. For when you put Cecil into the Break Zone, you can search for a Paladin Cecil, and play him onto the field.

That Emissaries of Light Cecil, is looking good with this right now.

And Tenebrous Blast, just a special ability that deals 8000 damage to a Forward.

20-109H – Cecil

The other Cecil is better in my opinion.

This Cecil is basically a Crystal Generator.

Once per turn, if Cecil or a FFIV Character enters the field you gain 1 Crystal.

And, you can use that Crystal to give one of your FFIV Forward +1000 power and protection from your Forwards abilities.

Are the Golbez and Cecil decks going to shoot up in value soon?

21-132S – Cecil

What’s not to like about this card?

Built in protection. Cecil is a Paladin like no other. Or so they say.

4CP/8000 power. Can’t be chosen by abilities, can’t take damage from abilities. A meat Shield at it’s finest.

Cecil also buffs all of the other Dissidia Forwards with +2000 power.

And, if that’s not enough, Paladin Force breaks those pesky high cost Forwards that like to stick around the field more than they should.

Now if Cecil had some FFIV synergy, this card would have been awesome.

23-028L – Cecil

Move over Batman, Cecil is the real Dark Knight.

As you can see, all of Cecil’s abilities deal damage to you. Is it worth using these abilities, or even playing Cecil? Well that depends. Do you need to inflict damage upon yourself in order for your deck to get that much stronger.

If the answer is yes, then yes you should play Cecil. Just imagine your back is pinned to the wall, and all of a sudden you reach 5 points of damage and you cast Dark Flame. Most likely, wiping out your opponents front line.

All that’s left is for you to come in a get the win.

24-100C – Cecil

Now, this is how it should be done.

Cecil is the Backup that is always ready to cast Null Damage.

Although you won’t be drawing a card when you cast Cecil, Cecil is only 2CP, compared to the 3CP that Siren costs.

Cecil also has another ability that will Break one of your opponent’s Forwards.

Either way, Cecil is going to get something done, Breaking or Saving.

The choice is up to you.

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Hidden Trials – Limit Break

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23-118H – Ardyn LB

The Chief Minister has grand plans.

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

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

This card is a turn 1 play.

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

23-119R – Vincent LB

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

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

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

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

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

23-120R – Kuja LB

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

How?

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

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

 

23-121L – Cait Sith LB

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

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

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

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

I’ll take a hard pass on this one.

23-122R – Cid Highwind LB

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

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

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

Is it worth playing?

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

23-123 – Deathgaze LB

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

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

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

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

23-124L – Eiko LB

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

I’m sure you have, we’ve all had.

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

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

That’s a little bit better.

23-125R – Noctis LB

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

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

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

.

23-126L – Edge

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

This card is amazing.

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

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

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

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

23-127R – Nyx LB

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

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

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

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

You can’t go wrong here.

23-128R – Beatrix LB

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

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

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

It’s as simple as that.

Play Knights, Play Beatrix.

23-129H – Lunafreya LB

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

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

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

23-130H – Luso LB

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

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

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

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

More Singles?

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Hidden Trials – By Light & Dark

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23-115L – Venat

Ok, this is the third time I’m trying to write about Venat.

And I don’t see anything that Special with this card.

4CP/9K

Strong enough Forward to play, you have your Crystal abilities. One which allows you to remove a Forward from the game when Venat is sent to the Break Zone.

The only thing I like about this card, is that you can search for a card whenever you’d like as long as you have the Crystals to pay for it.

23-116H – Illua

Did you ever think we’d get another Illua as good as Opus V?

I don’t know about you, but this one is up there.

Illua already comes in with Haste, which is always a plus, and depending on how many Backups you have on the field determines her ability.

If you have up to 3 Backups on the field, every time Illua attacks, you choose one of your opponent’s Forward and they lose 5000 power.

If you have at least 4 Backups, Illua becomes unblockable.

Either way you need to get Illua on the field as soon as possible.

23-117L – Chaos

I read this card wrong the first time, I was thinking to myself who would have that many Chaoses in their deck. Then I read Job Chaos, and it makes much more sense now.

Once Chaos comes into the field, remove a mixture of 5 Monsters and Chaos (the Job not the Legend) and your opponent will put one of their Forwards into the Break Zone, they will also discard 2 cards from their hand.

Talk about thinning out a hand.

Flare.

If you got 10 cards left in your deck, and you need 1 point to win the game, you have already one if you got an extra Chaos in your hand. Maybe Amaterasu can stop Chaos and Flare, but other than that 99.99% chance you’re going to win when you cast Flare at that point.

Singles?