Posted on Leave a comment

Hidden Legends of Fire

24-001L – Ifrit (XVI)

Coming in with Haste, Ifrit is ready to deal plenty of damage. You can play Ifrit straight to the field for 7CP or you can Prime Clive into Ifrit for 2CP. But, you’d have to have Clive on the field to do that.

And, we’re not talking about Clive, we’re talking about Ifrit.

And when he does come in, you’re dealing 10K to one of your opponent’s Forwards. If Ifrit deals damage to your opponent, Ifrit will deal another 10K to one of your opponent’s Forwards.

Spitflare?

Deals 10K damage to one of your opponent’s Forwards.

Whatever happens Ifrit will be dealing 10K damage to one of your opponent’s Forwards.

24-002C – Warrior of Light EX

At 3CP Warrior of Light comes in with an EX Burst. And, when it goes off Warrior of Light deals a Forward 5000 damage.

But, where are you at in the game?

Have you seen Bahamut?

Did you find the Rat Tail?

Do you have the power of the Crystals?

If you do, then Warrior of Light deals a Forward 8000 damage.

And, that’s about it. Simple and gives you a reason to produce Crystals.

Well, not really.

24-003H – Cyan

Am I reading this correct?

Cyan enters the field, and you can play a Final Fantasy VI character from your hand onto the field?

Sure it has to be 3CP or less, but you’re getting 2 cards on the field for 4CP. and if you play Gestahlian Empire Cid, you’ll also grab a FFVI Character from your deck, making Cyan’s total cost a whopping +1CP. That’s what it comes out to if you do the math.

Not only that, but Cyan also acts as protection from your opponent’s abilities. Yes, it only works for FFVI Characters, but if you’re playing Cyan you’re playing a VI deck. If you’re not, then you’re not playing Cyan.

Bushido Tempest?

How many cards can you fir into your Break Zone? That’s how much damage Cyan will deal to a Forward.

We also get a beautiful Full Art here.

24-004R – Deadly Nightshade

Looks more like a tomato.

1CP and you got your finger on the trigger. Ready to shoot, whenever one of your Forwards attack.

If you decide to pull that trigger, you’ll put Deadly nightshade into the Break Zone, and deal one of your opponent’s Forwards 7000 damage.

Might be a good way to get rid of a blocker that has more power than your attacking Forward. If not, you can always deal damage to one of your opponent’s other Forwards. 2 birds with 1 tomato.

And, now I’m hungry.

24-005L – Clive

Coming in with Haste, Clive is set to Prime.

As, we don’t know exactly what Priming is yet, we will wait until we write about it. But, I might forget to change this when the set comes out.

Clive gives all the Eikons and Dominants +1000 power, this includes himself.

And, when he deals damage to your opponent, you’ll discard your hand and draw 2 cards.

This is great for when you don’t have any cards in your hand.

24-006C – Clive

Coming in at 2CP with 5000 power, Clive becomes a powerhouse, if another Dominant or an Eikon is removed from the game. Making Clive a 9K Forward with Brave.

You can also use Clive’s ability to deal 5000 damage to a Forward.

That’s about it.

You can do far worse for 2CP.

 

24-007C – Black Mage

2CP and the ability isn’t that bad.

Black Mage can deal 5K damage to one a Forward but, you can only use his ability when a Fire Forward enters the field.
Not the best ability, but low cost and being able to remove Black Mage from the field, all while dealing damage to your opponent, making way for a better Backup to enter your field.

Might be worth playing if you can get Black Mage in early.

 

 

24-008C – Salamander (XII RW) EX

This Salamander looks more like a flying pig. That’s on Fire! Why are all these cards looking like food today. Add some Bacon to that tomato from earlier and now all we need is Lettuce.

But, that’s a conversation for a different time.

Salamander is Summoned and it deals 7000 damage to one Forward, and if you have 5 Backups on the field, 5000 damage to another Forward.

Not bad for 3CP, and an EX Burst on top of that.

Now where are we going to find that Lettuce?

24-009R – Joshua

Now that we’ve seen Joshua, it does not matter if you prime into Phoenix or just play Phoenix outright, if we’re just talking about cost.

(Yes, we wrote about Phoenix first, and we’re not going to edit it, because these are all first impressions.)

With that being said, Joshua is still a good card to play, as you can grab an Eikon or a Dominant from the Break Zone and put it back into your deck.

For 1CP this is a good play. Only downside would be the 3000 power that Joshua has, but, you’ll be Priming into Phoenix as soon as you can, because the only reason you’d be playing Joshua would be to grab that Eikon or Dominant from your Break Zone.

24-010C – Cetia

New Job? I can’t remember Cetia from War of the Visions, but then again, I haven’t played it in over a year. Did the story get better?

Cetia is your 4CP/8K body that is in every set.

If the cost is too high for you, you can always pay 2CP of any element and a Crystal.

You already know that there are going to be more Warriors of the Crystal, by Cetia’s ability to deal a Forward 4000 damage for each Warrior of the Crystal that you have on the field.

What I like is that if you’re paying using a Crystal, you can splash Cetia into any color deck that you’d like.

24-011H – Takatsugu

9CP?

He even looks mad, because his cost is so high.

Well, when Takatsugu enters the field you can search for 2, 2 cost Fire Forwards and you can play them straight to the field.
This might be a decent way to get bodies on the field.

Let’s take a look at his second ability. Which reads when another Forward enters your field, deal 2K damage to a Forward.
And those 2 Forwards come in to play, when Takatsugu enters the field.

So, you get 2 Fire Forwards and deal 2000 damage to 2 Forwards when Takatsugu comes in.

That might be worth 9CP.

It might not be worth 9CP.

It all depends on if you think it’s worth 9CP.

24-012C – Human

Do you have a way to get rid of Backups?

Do you have 4 Fire Backups on the field?

If so, then Human is the right card for you.

Human comes in and allows you to draw a card. And, if you have 4 Fire Backups on the field, Human deals a Forward 7000 damage.

And, that’s about it.

Standard Human Soldier.

Not even a Universal Soldier.

24-013R – Neon

Neon comes in and deals 5K damage to one of your opponent’s Forwards.

5CP is a little bit high, but you get a Crystal.

And, you can use that Crystal right away and deal a Forward 5Kdamage as well.

If you choose the same Forward you’re more than likely to break it.

If not, you can choose another Forward and maybe, you’ll break 2 Forwards in one turn.

Is that the best way to spend 6CP and a Crystal?

Probably not, but it has it’s uses.

And, let’s not get started on the art.

24-014H – Bahamut

2 options.

One is more powerful than the other, but that power comes in at a high cost. And, we’re not just talking about the 5CP you’ll pay to cast Bahamut.

Option A, choose a Forward deal it 20,000 damage. I’m pretty sure nothing will survive that. Unless you’re able to buff one of your Forwards pass the 20K mark, you will have a broken Forward on your hands.

And, Option B, deal 10,000 damage to all of your opponent’s Forwards. This will more than likely break all of your opponent’s Forwards. And it better, because you will be left with just 3 cards in your deck.

Bahamut would be a great end game play.

24-015C – Bahamut EX

A Bahamut Forward?

Of course it’s going to have a high cost. You think they would have let you play Bahamut for cheap. Nope and never.

Bahamut comes in and basically casts Mega Flare on one of your opponent’s Forwards. And, when that Forward is sent to the Break Zone, you will deal your opponent 1 point of damage.

And that is how you you will gain an easy advantage.

Why easy?

Bahamut will be able to attack freely, without worrying about a Forward blocking him, because when they do block and are sent to the Break Zone, you will still deal a point of damage to your opponent.

How can we give Bahamut Brave?

24-016R – Phoenix (XVI)

How is this a Rare?

Every time Phoenix attacks you can grab a Fire Forward of 2CP or less from the Break Zone, and play it onto the field
You don’t even need Joshua to say that you’ll be playing this card. I haven’t seen the Joshua card yet, but I can say you don’t need it. Sure, you can play it, and Prime into Phoenix, but Phoenix is playable all by itself.

I’m already thinking Fire Warriors, and a whole bunch of 2 cost Standard Units alongside Maria (17-128L).

We’ll call it Mono-Fire Standard Unit Warrior and Co.

24-017C – Firion

Firion the Tambourine man is here.

I’m liking these new Theatrhythm cards, each Character is carrying an instrument … Maybe we can get a band going. We’ll start off with covers … I’m getting ahead of myself.

3CP, Firion can gain either First Strike or Brave during every Attack Phase.

Either way, Firion will have 8000 power to attack and block.

Maybe, just maybe we’ll get a Theatrhythm deck going.

24-018R – Josef

Search and Play.

Perfect way to get a 2 cost Rebel on the field. And, I’m thinking of Maria 17-128L, which is a very under rated card if you ask me. But, you’re not and we’re talking about Josef.

Josef is a Backup, costs 5CP, and when you have no more use for him or you need to free up space, you can use his ability and send him to the Break Zone, while you’re also giving a Rebel Forward +2000 power.

Not too shabby.

Shop for these Singles and more at our TCG Player Store.

Posted on Leave a comment

Hidden Trials – By Light & Dark

Buy these Singles & More at our TCG Player store.

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?

Posted on Leave a comment

Hidden Trials – By Earth

Shop for these Singles and More at our TCG Player Store.

23-058C – Dark Knight

Oh wow, these Standard Unit Backups in this set are powerful. Sure, you need to have 5 Backups to get the full effect, but these Backups only cost 2CP.

Dark Knight comes in and gives a Forward. +1000 power and Brave.

If you have 5 Backups, then all of your Forwards gain +1000 power and Brave.

You can go all in swinging left and right with all of your Forwards, and then still have the resources to block your opponent’s attacks.

 

23-059C – Ignis EX

Noctis Is Down!! Hurry Phoenix Down!

That pretty much sums up Ignis.

When he enters the field you can grab a FFXV Character from your Break Zone, and add it to your hand. Not just Noct, but any XV Character that resides in there at that moment.

Best part is that this ability also comes off as an EX Burst.

Might be worth it … it’s always worth it if your grabbing cards from the Break Zone.

23-060L – Vincent

Beautiful card.

Though shall not pay 7CP to cast Vincent. Though shall pay 1CP to Warp Vincent. Vincent is Warp 6 meaning that 3 full turns need to pass before Vincent will enter the field. But the Warp Counters will reduce by one each time a Final Fantasy VII Character enters your field.

A ticking time-bomb, that once it goes off, you will Break one of your opponent’s Forwards and one of their Backups.
If you didn’t Warp Vincent, then you’ll just Break the Forward.

A Vincent worth playing?

23-061H – Warrior of Light

This is great.

If you have the CP, you can play a Standard Unit from the Break Zone at the begining of the Attack Phase. Doesn’t matter whose Attack Phase it is either! Yours. Your opponent’s. You can play that Standard Unit and buff up your defenses, add an attack, or play that Dark Knight from earlier, and give +1000 power and Brave to all of your Forwards.

You can also search for 2 Standard Units when Warrior of Light enters the field and send them to the Break Zone, so they’re ready for you whenever you’ll need them.

You can also splash any element with these Standard Units.

23-062H – Emet-Selch

Here’s one way to search for a high cost Forward.

And when you play a high cost Forward onto the field, Emet-Selch will deal another Forward 8000 damage.

And, that’s about it.

Other than that Emet-Selch costs 4CP, with a 8k body.

At least his ability to deal 8000 damage to a Forward goes off every time a high cost Forward enters the field. Maybe bounce that high cost Forward.

23-063C – Gladiolus

Gladiolus is ready to deal some serious damage, as long as his buddies are around.

Does that mean that this Gladiolus is a better play then the other Gladiolusi (? Gladioluses?)?

Probably not, but it might be fun to play in sealed, if there are more FFXV Characters in this set.

Gladiolus gains +1000 power and Brave if you have at least another FFXV Character on the field. Which you most likely will, or you won’t be playing Gladiolus.

Dawnhammer, Gladiolus’s Special ability that will 99% of the time break a Forward of your choosing.

23-064R – Golem

Would you like to see this Golem’s 3 card trick? He’s been hanging by the Korner with a Kardboard box and 3 cards. Would you like to try your luck?

I bet you do.

Choose a Forward, any Forward.

Now let’s flip over these 3 cards.

Grab one of the Forwards, return the other 2 to the bottom of your deck, and deal your Forwards Power as damage to the Forward that you have chosen.

Didn’t find a Forward?

Well, you’re out of luck.

23-065R – Gogmagog

Two heads are better than 1. 2 Monsters are better than one, too. And Gogmagog, is better with another monster on the field.

We already know that Gogmagog turns into a Forward with another Monster on the field.

So, let’s talk about what Gogmagog can do. Gogmagog can bring itself back from the Break Zone, as long as you remove a Monster in play from the game.

Should be good in any Monster deck.

23-066R – Jessie

Need a quick buff?

Jessie has 2 abilities that will buff you Forward.

The first one, she’ll buff any Final Fantasy VII Forward by 1000 power.

And secondly, If she buffs Cloud, Cloud will gain +2000 power.

Talk about favoritism.

 

23-067R – Shantotto

Do you recycle?

If so, Shantotto can help you get some recycled goods.

Shantotto comes in and grabs 2 Summons from either Break Zone. After that they are yours to keep until the end of the game, casting them whenever you need to.

This works good for you, as if your opponent is known for removing cards from your Break Zone, you can keep a couple of Summons that you know you’ll need later.

It’s like a side, side deck.

23-068C – SOLDIER Candidate

Earth’s Candidate to become a full fledged member of SOLDIER.

These are all pretty decent 2 cost Commons.

SOLDIER Candidate, come in and acts like Atlas?

… or was it Titan?

Well, SOLDIER Candidate comes in and you choose a Forward, and they deal damage to each other.

Might be a good way to get rid of a Forward.

23-069C – Narashima

Just like SOLDIER Candidate, only this time you choose your Forward that you want to trade blows with.

If you got an overpowered Forward, with plenty of buffs, well then this card is for you.

If you ask me, I’d pick Opus VII Fang, with 6 FFXIII Characters on the field, including Opus I Lebreaue. What’s that 11K?

I’m sure you can find a better Forward, but since Narashime is already a Category XIII Character. I stuck with that.

23-070H – Hythlodaeus

At first look I thought we were getting some Organization XIII cards. Then I realized we aren’t.

But, that doesn’t mean this isn’t a good card. In fact I think it’s great.

If Emet-Selch is on the field Hythlodaeus becomes a 3CP Forward with a 9K body.

That’s what you call a cheap Meat Shield. And, that is not the reason you’re playing this one.

You can use Hythlodaeus’s ability to put both her and Emet-Selch into the Break Zone. Then you shuffle your deck reveal the top 4 cards and play all the Characters onto the field.

If you’re lucky and all of your high cost Forwards pop up, you’ll be golden.

Just hope you don’t find any Summons there.

23-071C/15-080C – Geomancer

You know what time it is?

Copy/Paste time.

“Reprint.

Standard Unit.

Crystal.

Brave.

Maybe a Geomancer actually mines for Crystals.”

23-072 Brionac

A 5 cost Forward with 9000 power. Pretty normal for a Common, but during your Main Phase, you can remove 2 Earth cards from your Break Zone, from the game, and Brionac will gain +2000 power and Brave.

Brionac also has an ability that will deal 9000 damage to a Forward, but you’ll need a Crystal for that one.

If all you need is a Meat Shield, to block your opponent’s attacks, Brionac might be a good fit for you.

Best case scenario you find Brionac when you cast Golem.

23-073C – Prompto

Monster Hunter, or Monster Tamer?

Either way Prompto does things to Monsters that not many people do.

He takes pictures.

And those pictures will either Break a Monster, or Bring one back from the Break Zone.

???

Yeah, I got nothing.

23-074C – Wrieg

Here we are.

You can play Wrieg right before you play Prompto.

You’ll get your Monster back, and have a Forward and a Backup to show for it.

Is it worth playing?

I’d say that depends on if the Monster has an ability that goes off when it is put into the Break Zone.

At the very least, you’ll draw 2 Cards.

23-075R – Layle

A self sustainable Forward.

Layle comes in, gains a Crystal.

Layle attacks, gains a Crystal.

Layle attacks again, gains a Crystal.

Layle uses the Crystals when he is attacking and break a Monster or a Forward.

All this for 2CP.

23-076H – Regis

Regis might cost 7CP, but you get so much in return for that.

Regis comes in and you can grab a Final Fantasy XV Forward (of cost 5 or less) from your Break Zone, and play it straight to he field.

That alone will make Regis worth playing, but if you have already received 5 points of damage, you can go ahead and double that. This allows you to grab 2 XV Forwards from your Break Zone and play them straight to the field.

3 Forwards on the field for 7CP? Sounds like a good deal to me!

Shop for these Singles and More @ our TCG Player Store.

Posted on Leave a comment

Hidden Trials – By Fire

Shop these Singles and more @ our TCG Player Store.

3-001C – Garland

What a way to start off the set.

A 2 cost Backup that when Garland enters the field, you gain control of one of your opponents Forwards.

Sure, you’ll only have control of that Forward until the end of the turn, but, it is a good way to spoil your opponent’s plans and attack with that Forward, where they’ll either block it and send it to the Break Zone, or you’ll break the blocking Forward, or you’ll deal them a point of Damage.

I’ll take 3 of these.

Now, where did I put that card that recycles Backups? I can’t even remember which one it was.

23-002L – Caius

Caius is making a comeback, and he’s forming a Tag Team with Bahamut. Any Bahamut will do, as Caius will enter the field, you’ll search for Bahamut, and cast Bahamut right away. Most Likely that Bahamut will be a Free Play. As all Bahamuts cost 5CP or less with the exception of the Opus I Bahamut which costs 9CP.

You can play that one for 2CP, if you have Fang on the field, 19-131S or 19-020R, as both of these reduce the cost to cast Bahamut by 2.

Other than that you can cast Raise on Caius as he enters the Break Zone, for the small price of discarding 3 cards from your hand, Caius can came back to the field.

Even Yeul couldn’t see that one coming.

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.

23-004R – Kefka

First off, this is a great looking card. Almost reminds you of some Amano art.

Second off, Kefka is here to wreak Havoc on your opponent. Every time he attacks, Kefka deals 4000 damage to one of your opponent’s Forwards.

But, you’ll want to wait until you have 5 points of damage to play Kefka. Cause when you do, Kefka comes in with Haste, +2000 power, and whenever Kefka deals damage to your opponent, or to a Forward they control, you will double the damage Kefka deals to them.

That means 2 cards in the Damage Zone. And, when he attacks, it’s 8000 damage to that Forward that you choose and at least 14,000 damage to the Forward that will block Kefka.

When your back is against the wall, Kefka will do what Kefka does best.

I’ll take 3 Full Arts, Por Favor.

23-005R – Golbez

I don’t know how Golbez is just a Rare.

Golbez has 3 abilities to choose from, each one is better than the other.

Deal 5000 damage to all of your opponent’s Forwards. Break a Forward. And, the one I like the most, Grab a Forward from your Break Zone.

You can start building decks with all different cards, EDH style, and if a Forward ends up in the Break Zone, just use Golbez to grab it back.

All you need to do is protect Golbez, and you’ll never miss a card. Unless it ends up in the Damage Zone, but we have a way to grab cards from there as well.

23-006R – Soulcage

For 2CP you get a Forward with 9000 power. Is there a sale on Soulcage, cause that is dirt cheap. You can’t even get a deal like that at the Goodwill anymore!

Yes, Soulcage is a Monster, and yes, you need another Monster on the field for Soulcage to become a Forward, but that’s not a hard thing to do. Especially with all of these Monster decks that are going around.

And, when you put Soulcage into the Break Zone, you can remove it from the game, and grab a Monster from your Break Zone and add that one to your hand. It’s a win-win.

 

23-007C/15-007C – Samurai

Just Copy/Paste from what we wrote for Dawn of Heroes.

“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.”

23-008H – Zidane

Free Zidane!

You play Zidane, and once he enters the field you get to search for 2 FFIX Forwards and, add them to your hand. And, that’s great, you can get rid of him right after, because he only has 5000 power, but that’s still enough to block one of your opponents attacks.

If we get some decent FFIX cards, Zidane would be one of the first cards you would throw into a IX deck.

 

 

23-009H – Zorn & Thorn

Zorn & Thorn, we have a Tag Team right here, going for the World Heavyweight Tag Team Championship Belts.

And how are they going to do that?

It’s simple, they pick their own opponents. Zorn & Thorn attack and they get to pick the Forward that will block them. Over and over. All you need is to give them a buff, and they’ll be that much better.

And, if they are finally sent to the Break Zone, they turn into a Monster. Not a giant monster, just a Monster that costs 2CP or less.

I like it.

It’s kind of like Zorn & Thorn transform into Meltigemini.

Who would have thought?

23-010C – SOLDIER Candidate

First Strike.

I know I’ve seen a SOLDIER Candidates in another element, now I’m wondering if there is one in every element, and if they are all the same. Only one way to find out.

If you have a couple of Standard Unit Forwards in your Break Zone, SOLDIER Candidate gains +3000 power.

Now, the real question is, if it’s only for this SOLDIER Candidate, or all of the SOLDIER Candidates.

I wonder if they met Zack?

23-011L – Terra EX

One of my playmats has the same artwork. If you haven’t seen it, it is a beautiful sight. Terra riding the Magitek Armor ready to … well you should know. I won’t spoil it.

Terra comes in and you can grab a Summon from your Break Zone. then you can cast this Summon for 2CP less than what it costs to normally cast it. You also grab a Summon from your Break Zone when Terra is put into the Break Zone. Making Terra’s final cost a whopping 1CP.

Terra only has 5000 power, but the reason you’ll play her is solely for the reason that, when she is on the field, your opponent cannot remove the Summons in your Break Zone from the game.

And, that is it.

Protect the Summons! Protect the Espers!

23-012C – Tifa

What are those? Maracas?

3CP, 7Kpower and the ability to deal 2000 damage to a Forward every time Tifa attacks.

Let’s not forget about the Crystal you gain whenever Tifa damages a Forward that is sent to the Break Zone.

And, with that Crystal, Tifa gains +2000 power and Haste, giving her a total of 9000 power.

For 3CP, that’s not bad at all. Sure there are better Tifas, but this one also has it’s uses.

23-013C – Morrow

Morrow is a Backup now?

You won’t be playing Morrow, if you have received anything less than 5 points of Damage.

This is a card that you’ll most likely play alongside Kefka (23-004R) As they both shine once you have received 5 points of Damage.

Morrow comes in and deals a Forward 9000 damage.

He’s like a Mini-Summon. Plus, Morrow only costs 1CP.

If this would have been a Forward it would have been twice as better.

23-014H – Nelapa

What?

This is your Summon control.

Your opponent will think twice about casting a Summon, when Nelapa is on the field.

Cause if they do, Nelapa will deal 10,000 damage to a Forward of your choosing, and also deal your opponent 1 point of damage.

With that being said, I can see Nelapa thrown into any deck that deals with Fire. I mean why wouldn’t you. There should be a card that hardly sees any play in that deck anyway.

I’ll take 3 Foil copies.

23-015C – Notsugo

Is it Not-sugo or No-tsugo?

A 1 cost Monster that sacrifices itself and another Monster to deal 9000 damage to one of your opponents Forwards.

Simple and straight to the point.

It might be worth playing in certain situations.

 

23-016R – Bahamut

This is the Bahamut you’re supposed to play with Caius.

You can play this Bahamut, and many other Bahamuts free of charge if you grab him when Caius enters the field.
Removal at it’s finest.

Not just 1 but 2 Forwards are to be removed from the game.

The first one just needs to have 9000 power or less, and the second one should already be in your opponent’s Break Zone.

For a Free card this is great.

23-017C – Parai

Parai searches for a Final Fantasy Legends Character. And, he only costs 2CP.

But, there’s always a but, Parai will deal you one point of damage.

Is it worth it?

Depends on if you have Kefka and Morrow ready to go once you reach 5 points of Damage.

Maybe yes, Maybe no.

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.

 

23-019C – Monk

A one hit wonder.

How big is that one hit?

Depends on how many Backups you control one Monk enters the field.

If you have 5 Backups, that hit will be a whopping 8000 damage dealt to one of your opponent’s Forwards.

If not then it’ll be a measly 4000.

That’s not that bad. There are plenty of Forwards that will go down with a 4K shot.

Shop for these Singles and more @ our TCG Player Store.

Posted on Leave a comment

Hidden Hope – Flooding Hope

Shop these Singles and more at our TCG Player store.

22-091C – Blue Mage

2 cost Backup that let’s you switch out a Monster for the top card of your deck.

And, if you don’t like that card that you drew, you can always, pay a CP, discard that card, and put Blue Mage in the Break Zone, to play that Monster that you discard earlier onto the field.

Yes, the card that you discard, needs to be a Water card.

Or, you can just use that ability to grab a Monster, that you ran out of.

more, like a Backup, Backup plan.

22-092C – Agrias

You can’t go wrong with 1CP.

Not this time. Agrias comes on in and if you have a Couple of Knights on the field you get to send one of your opponent’s Forwards that cost 3CP or less back to their hand. Making them pay the CP once again to get that card out.

And when you have received 3 points of damage, Agrias gains 4000 power, making her a 7k body that you paid for with 1 whole Crystal Point.

I’d say the only thing wrong with this card is that the cards name is Agrias.

22-093R – Anima (X)

Easy way to get rid of one of your opponent’s Forwards, Anima comes in and you remove the Forward from the game. No certain cost, no active, no dull it doesn’t matter. Any forward will do. And for 3CP that is a steal.

But, you’ll also have your opponent draw a card.

And if you only paid with Backups, you’ll also get to draw a card.

I think I’m on the fence with this one.

Some might like this one, some might not. Let’s see what happens.

22-094C – Vaan

Pirates and Vikings just keep getting stronger.

Vaan here, is just a Common, but adds quite a punch, or should we say blast. A Shotgun Blast.

For 2CP, and a couple more Pirates that are already on the field, you get to choose one of your opponent’s Forwards and reduce their power by 8000. Usually that is more than enough to break a Forward.

If it’s not enough, well it’ll be close to enough.

Can’t go wrong with this one. 2CP with 5000 power.

I have yet to play with the Pirates, but it is on my to-do list.

I just need to find the time to do it.

22-095H – Warrior of Light

Warrior of Light, 4 cost Hero that allows you to search for a Standard Unit.

And, then you will play that Standard Unit, and another 3 Standard Units, and you shall find that all of your Forwards gain +2000 power, except Warrior of Light. Add in a bunch of Backups and Forwards that will buff up your Standard Units, and you’ll be running an army of Standard Forwards that will take out anybody and anyone out. Send them straight to the Break Zone.

And, Shield of Light. If all else fails, you can give +5000 power to Warrior of Light giving him a 13,000 body.

Bring in the Drones!

22-096C – Clavat

Last of the 1 0f 6 Backups that are in every element.

Top card, take a look, leave or put it at the bottom of your deck.

They should have renamed these cards Fortune Teller. Or have had Cait Sith. Or Yuna, Rikku and Paine in their Psychic dress-sphere.

I don’t know just trying to take up space here.

 

22-097L – Curilla

This is the card that everybody wanted to try out. Hidden Hope came out and well let’s take a look at it. It’s only been a month or two before we got to it.

Well as you can see from the first line, there is a good reason that Knights are becoming a force to be reckoned with. I just took a look at a recent Qualifier, and Curilla was in 3 of the top 8 decks.

Curilla come in and you can take a look at the top 5 cards of your deck and play 2 Knights onto the field as long as their combined cost is 4CP or less.

And as long as Curilla is on the field, she also gives protection to all Knights from damage that is less than their power. Making Ping damage worthless against your Knights.

But, then again you can always just play Minwu (1-171H) and get the same effect, but for all of your Forwards, not just the Knights.

Imagine that?

22-098H – Siren (V)

“Are you a Gamblin’ man, Sandy?”

If so, you can save your Forwards, if they are chosen by your opponent’s Summons or abilities. Simply Wager the top card of your deck, if it’s not a Forward your Forwards are saved. If it is, you lose that top card.

Clavat, is a good way to determine if you should use the ability.

And, at 3 points of damage, whenever Siren is dealt damage,you can reduce that damage by 1000.

I’d say this is worth a shot.

22-099R – Severo

A 3 cost Backup that will return one of your opponent’s Forwards back to their hand, and Severo will also give you a Crystal for your troubles.

After that Severo just hangs out on the field, producing 1CP per turn as a Backup.

And, if needed you can pay the cost of 3 Water CP, 2CP of any color, dull Severo and put him in the Break Zone to place a Forward of your choosing back at the bottom of it’s owner’s deck.

Seems like a high cost for this, but it might be helpful.

22-100R – Chime

If you got the Backups for this, Chime is a great play.

Draw a card at the end of each of your turns, will help your turns become that much better.

Chime should be the 5th Backup you play as to get a better return with her.

No need to have Chime on the field if you don’t have 5 Backups, as the only reason to play Chime will be to draw that extra card at the end of the turn.

Your board should get bigger than your opponent’s and faster than your opponent’s board.

I’ll take it, I’ll take 3 actually and play it in a Ultros/Pirates deck with a handful of Vikings.

22-101C – Paladin

Now that’s a Standard Unit I can stand behind. The Paladin, a great meat shield if you ask me. And, this meat shield also has a shield.

For 5CP, you get a Forward with Brave and a 7K body, that grabs a 2 cost Forward from the Break Zone and plays it onto the field.

It’s 2 for the price of one.

Yes, you need a couple of Standard Unit Backups on the field for you to be able to use this ability, but that shouldn’t be that hard to do.

22-102C – Piranha

For the price of a Piranha, I shall grant you a card.

Sure, you’ll need 3 points of damage.

Sure, you’ll also need to put Piranha in to the Break Zone.

But, at the end of the day, Piranha shall double the CP used to pay for it.

And, when Piranha enters the field, you will choose a Forward and have it lose 2000 power.

It’s 1CP, it’s worth a shot.

22-103C – Faris

I don’t know if you’d play this Faris over the other Faris, but you can easily break one of your opponent’s Forwards, while drawing a card at the same time.

How do you do that?

It’s quite simple really.

You’ll play Faris, and you’ll choose to remove a Viking, either Viking (2-132C) or Viking (4-133C). Once that Viking is removed, your opponent will choose one of their Forwards and put them in the Break Zone, while you get to draw a card once your Viking leaves the field.

22-104R – Folka

We’re looking at 3 points of damage. Anything less and I’d say it wouldn’t be worth it to play Folka.

Well you could, or you can just remove Folka from the game, and your opponent will only be able to attack once this turn.
Now at 3 points of damage, like we said earlier, Folka becomes nearly unstoppable, when you are on the attacking side. In other words, during your turn.

Folka can’t be chosen by Summons or abilities, and if she is dealt damage, it becomes 0.

All this for 3CP.

You can try throwing a couple into your deck, if you got room for it.

22-105H – Miwa

Coming in with the Back Attack, Miwa is a safety net when you have Summons and abilities that will attack your whole front line.

And, at 5 points of Damage, Miwa will also give all of your Forwards a +2000 power buff.

And at only 2CP, you can not go wrong with that. Just throw in Miwa into any Water deck. If you have no room in your deck, well then you better make some room.

She’ll stick around as a 5k body, where you can just have her block to break herself, and then play another Miwa during your opponents next turn.

22-106R – Yuna

This card is actually called the Tidus Best Bang for your CP special.

We’ll go with the Tidus (16-116L), popular card, and a lot of people should still be playing it, because I don’t see why you wouldn’t.

Let’s start out by playing Yuna onto the field for 2CP, produced by a Water Summon. Then we’ll play Tidus for 1CP, and grab that Water Summon from the Break Zone.

For 1CP, you have 2 Forwards on the field, one of which can not be blocked and extremely hard to break.

I’m sure there are better Yunas to play, but if you’re just looking for a cheaper Tidus, look no further.

22-107C – Yuni

Sap!

Cast Sap! or Attack Down or both.

Yuni can do that for you. And the effects will last just until the end of the turn. It’s 4000 power when Yuni comes in, and 2000 power every time Yuni dulls to cast her ability.

3CP/7k body, Not much else is going on here.

 

22-108H – Lenna

Warrior of Lights … Warriors of Light Unite!

If you ever needed a reason to play Warrior of Light (19-128L), well this isn’t it, but Lenna will help. A little.

If you have to elements already on the field, Lenna will allow you to draw a card when she enters.

And, if you have 4 different elements, Lenna will cause your opponent to place one of his Forwards into the Break Zone.

I’ll leave you with some words of wisdom.

There is no reason to play Lenna in a Mono-Water deck.

Shop these Singles and more at our TCG Player store.