Posted on Leave a comment

Journey of Limit Breaks

27-113R – Firion LB

Yes, and no.

Firion comes on in and he activates 3 of your Backups. Then you’ll look at the top 3 cards of your deck and add one of them to your hand.

What do I like?

That you will reduce the cost to play Firion down to 2CP.

You’ll need 7CP to play him, but you’ll get most of that CP back.

I mean, you can throw it in your Limit Break deck, and maybe you’ll have a use for it.

I believe there are better cards to play.

27-114R – Robel Akbel LB

We’re getting plenty of ways to break Forwards … wait a minute .. a Character? Not just a Forward, but a Backup or a Monster as well?

Take your pick! Robel-Akbel can and will take care of anything that your opponent has placed on the field.

And, the cost isntt that high for what you are getting. If we take into account Opus I Odin that breaks any Forward, which costs 7CP. Robel-Akbel also costs 7CP, and he will send any Character to the Break Zone, plus you’ll have a Meat Shield on the field for after wards.

Yes, you do need a total of 5 Backups on the field, but you should be aiming for that anyway.

27-115R – Shadow Lord LB

If your playing Iced Earth, you’ll be having some fun with Shadow Lord.

You’ll need 4 Ice Characters and 4 Earth Characters on the field to get the full effect of Shadow Lord’s enter the field abilities. And that should be the only time you play him, because if not, well then you’ll be wasting CP.

If you have 4 Ice Characters on the field, Shadow Lord will dull and Freeze 2 of your opponent’s Characters.

If you have 4 Earth Characters on the field, Shadow Lord will grab a Character from your Break Zone, bringing his cost down to 4CP.

There will be moments when Shadow Lord shines, but there will also be plenty of times that he will be useless. Especially in the early game.

27-116R – The Emperor LB

Weren’t we just talking about the Emperor just the other day?

Well, here’s to starting off the recycling of The Emperor with this card right here. Ice/Lightning ready to roll.

Every time the Emperor attacks, you will dull one of your opponent’s Forwards. The Emperor will be able to sneak in attacks from this early on. And, when your opponent has had enough of The Emperor’s shenanigans, and decides to get rid of him, you will search for another Emperor when this Emperor leaves the field.

I shall get to work on this deck.
.

27-117R – Onion Knight LB

What do we have here?

Onion Knight acting like a ninja, that comes with a warranty of sorts. Onion Knight works his magic on the way out, rather than when he enters the field.

When Onion Knight does leave the field, you can play a Dissidia Forward from your hand that costs 4CP. And, you can put Onion Knight into the Break Zone whenever you’d like to Break a Forward of 4CP or less.

Once that happens, you play a Dissidia Forward from your hand.

And there are a lot of Dissidia Forwards to choose from.

27-118R – Vaan LB

Sky Pirates or not, Vaan is a decent Limit Break in all of your Wind/Water decks.

If you have 4 Wind Characters on the field, Vaan will Activate all of your Backups.

If you have 4 Water Characters on the field, Vaan will cause a Forward to lose 8000 power.

Both are good abilities, but I prefer the Wind one Activating all of your Backups, meaning that Vaan’s cost can come down to 2CP and if you have an Opus VIII White Mage on the field. You can then go ahead and Activate all of your Forwards.

This might be a good play for your Main Phase 2, if things didn’t go as planned.

27-119R – Warrior of Light LB

Warrior of Light is ready to bulk up your front line.

When he enters the field, you can search for either a Earth Standard Unit or a Water Standard Unit and play it onto the field.
And, when that Standard Unit enters the field you will draw a card. Only draw back is that you will have to discard a card as well.

You can always play Opus IV Viking and get and additional card when it enters the field. Bringing Warrior of Light’s cost down to 2CP, and you’ll get that 2CP when Viking leaves the field. It’s not a bad play, but there are better ones.

.

27-120R – Terra LB

5CP, plus the extra cost if you want to use her abilities, for a maximum of 7CP.

The first one with the additional cost of 1 Lightning CP will break one of your opponents Forwards.

The second one with the additional cost of 1 Fire CP, will remove all of the cards in your opponent’s Break Zone.
The first one is worth paying for, every single time.

The second one, is worth it if your opponent keeps going into their Break Zone to grab a card that was lost earlier.
Either way, Terra is a good play.
.

27-121R – Locke LB

Locke is ready to roll, and take away your opponent’s resources.

When Locke enters the field, you’ll choose one of your opponent’s Forwards and send them back to their hand. When it is returned to their hand, they will discard a card.

The second ability triggers once per turn, so you can look for different ways to send cards back to their hand. There’s plenty of cards that return cards to your opponent’s hand, you just have to find the right ones.

Other than that, Locke has 8000 power, and should be able to stick around long enough for him to use his ability plenty of times.

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

Posted on Leave a comment

Journey of Ice

27-019H – Yshe

Warriors are getting some good cards.

Yshe here for example, when she, or a Warrior, enters the field she will Dull/Freeze one of your opponent’s Forwards.

And, even though there aren’t that many Warriors in Ice, we did get some in this set, there is that Class Moogle that can produce Ice CP.

Yshe isn’t done yet, when she enters the field, you will reveal the top 3 cards of your deck and add a Warrior to your hand.

Fire/Ice Warriors will become more deadly.

27-020R – Ellone

Just a girl. Que No Doubt.

This is actually the first Ellone that we got in 27 Opus. Always good to be adding new characters. And it looks like Final Fantasy VIII is getting a whole bunch of them.

No enter the field ability, but Ellone’s ability keeps on giving.

You’ll remove Ellone from the game, and you’ll grant one Forward +2000 power, and whenever they attack, they will draw a card, and this does not end at the end of the turn. They’ll be drawing cards for as long as they are on the field.

And, let’s not forget that you can have 3 Ellone’s in your deck. Meaning that you can give that ability to three seperate Forwards, and you’ll be drawing an extra 3 cards per turn.

You’ll have plenty of resources to burn through.

Just remember you can’t end a turn with more than 5 cards in your hand.

27-021C – Ilmatalle

Really.

Add this to your Warrior deck as well.

When Illmatale or a Warrior is chosen by an ability, your opponent will discard a card.

It’s a perfect way to deplete your opponent’s resources.

I’d say for 3CP, this is a great addition.

At 3 points of damage Ilmatelle gains +2000 power.

Not bad.

27-022C – Kall

After seeing Yshe and Ilmatalle, Kall is just the icing on the cake.

He’s a 2 cost Backup that will sit around and do nothing, until you need to use his ability.

And, just what does his ability do?

I’m glad you asked, cause I’m about to tell you.

Kall will grab a Warrior from your Break Zone and add it to your hand.

He’s a recycling guru.

27-023C – Bard

Two abilities for the price of one.

They’re actually the same ability, but with two different targets. Ones a Forward, they other is a Backup. Although your second target will only get hit if you have a Multi-Element Forward on the field.

What exactly is this ability?

Dull/Freeze.

We’re talking about an Ice Backup, what else did you expect Bard to do?

27-024C -Bard

For 1CP you can dull a Forward.

What else can you ask for? This is more than enough to play a Backup real quick, and hopefully stop that overpowered Forward that your opponent controls. At least for one turn.

Now, there is also an extra cost that you can pay when Bard enters the field. 4CP, where one has to be an Earth Crystal Point. Which should be easy to do, as a lot of players have been playing Iced Earth. No not the band. I meant Ice/Earth. Iced Earth does sound better though.

Where was I?

Ah, yes. If you do pay the extra cost, Bard will also Break that Forward.

27-025C – Klara

More Ice Warriors.

Klara will come in and dull 2 Characters. Forwards, Backups, Monsters, you name it, Klara will dull it.
Now if you have at least 3 Warriors on the field, Klara will also Freeze them. Allowing you to act freely, with no worrying on if those 2 Characters will be able to disrupt your plan.

And, when that is all said and done, Klara will play the role of Meat Shield, cause everyone needs a good Meat Shield on the field.

Hey, that rhymes.

27-026C – Gesper

They couldn’t keep Gesper down for long, so now Gesper is back, and he is a War Machine.

He’ll put a stop to two of your opponent’s Forwards when he enters the field, as he will Dull and Freeze them.

And, after Gesper is Activated, you can use his a bility to break a dull Forward.

This card looks good to me, and I don’t see it being banned any time soon.

This is another card that needs the Full Art treatment.

27-027L – Kefka

Que the organ.

For some reason “One Winged Angel” popped in my head instead of “Dancing Mad”.

8CP, is not a lot to pay to play Kefka, but then again you won’t have to. Not if you play your cards right.
Get it?

Yeah, it’s a bad one.

Anywho, Instead of paying 8CP, you can pay one Ice CP, one Earth CP and one Lightning CP produce by Backups, and you an get 63% discount.

You’ll get even a bigger discount once Kefka’s enter the field ability goes off.

Kefka will break on of your opponent’s Forwards, and then depending on how much that Forward cost, you can grab a Backup from your Break Zone of equal cost or less, and play it onto the field. Meaning that if you decide to grab Exdeath (14-080R) from your Break Zone, you would have paid 3CP to play 2 8CP cards onto the field. That’s 13CP that you got for free. And, that’s not even close to finished, because Exdeath will play a 4 cost Forward from your Break Zone onto the field as well. And, we’re not even going to get started on that.

This card has got me thinking.

27-028H – Seymour

Seymour looks like he is ready to get married.

The first time I saw this card, I misread it.

Not that I’m looking at it again, I realized that I should have played this at Prerelease.

When Seymour comes into the field or attacks, you can choose 2 of his 4 abilities.

Dull a Forward, Dull/Freeze 2 Characters, reduce your next Summons cost by 4CP, or your opponent discards a card.

All of these abilities are great, and will allow for some sneak attacks.

All you got to do is find a way to give Seymour Haste. And then you can use all of his abilities in one turn.

Or you can use the same 2 abilities over again.

27-029R – Cid Aulstyne

The Grand Marshall is here for one thing only.

Actually it’s two things.

Dull and Freeze one of your opponent’s Characters, and have your opponent discard a card.

Other than that he’ll stay on the field, ready to attack, or block.

Cause that’s what Forwards do.

27-030H – Squall

The way I see it, is that this Squall is a place holder for another Squall. Which Squall is totally up to you, but this Squall has a job, and he does that job good.

Squall comes in and he’s a gambling man. He’ll reveal the top 3 cards of your deck, and you can add 1 Final Fantasy VIII card to your hand. The rest will go to the bottom of your deck.

You can also use Squall’s ability to play another Squall, like we mentioned from your hand since you’ll be sending Squall to the Break Zone. I’m looking at Squall (16-011L) as the perfect (SeeD) Candidate. Yeah, I know that was terrible.

Let’s not forget that Squall’s first ability also comes off of an EX Burst as well.

27-031H – Moomba

There’s more than one way to play Moomba.

One is by paying it’s cost, the other is by dulling 2 Final Fantasy VIII Forwards.

Moomba will break one Forwards, as long as that Forward is dull or has received damage.

Nothing else to say about this one. Except that we like the art.

Yeah, we needed to fill up some space here.

27-032R – Laguna

Well, this is the card they want you to play with Squall’s ability.

 

If Laguna is played using Squall’s ability, Laguna will break a dull Forward, and your opponent will discard a card. If not, then Laguna does one or the other.

 

Not too sure about this one, but as long as Laguna is being played from Squall’s ability, it can be worth it. Otherwise your 4CP is better spent elsewhere.

 

27-033C – Reaper

A 2 cost Backup that can possibly Break one of your opponent’s Forwards in one turn.

You’ll have to jump through a hoop to get it done, but it is possible.

Reaper enters the field and deals one Forward damage equal to half of it’s power.

Reaper will stay on the field dull. So you will find a way to Activate Reaper.

Once Reaper is activated, you can then use Reaper’s ability to deal the same amount of damage to that Forward.

Meaning that, that Forward is sent to the Break Zone.

27-034R – Rinoa

 

Rinoa is showing you how many Summons you will search for when she enters the field.

 

After that when you cast a Summon, Rinoa will Dull/Freeze one of your opponent’s Characters. And, not just once per turn, any time you cast a Summon.

 

Let’s not forget Vega Blast, where Rinoa will Dull/Freeze 2 Characters. Rinoa does not Dull when she uses this ability as well, meaning that if you have the CP, you can Dull/Freeze your opponent’s whole board, with a couple of Rinoas.

27-035R – Raine

Let’s see now.

Raine will search. That much is for sure.

You can either search for Laguna and add him to your hand.

Or, if you already have Laguna on the field, you can search for Squall and play him onto the field.

Raine’s second ability does have an additional cost, but 2CP to play Emissaries of Light Squall on to the field straight from your deck is a win for me.

27-036L – Locke

Locke is going to change things up for your opponent.

When he enters the field your opponent will draw a card, and then randomly discard a card. That means, they might discard the card they plan on using, putting their plans on hold for a bit.

And, now Locke has a bilites that trigger anytime your opponent discards a card. If it’s a Character, you will Dull/Freeze one of their Characters. Forwards, Backups and Monsters are all eligible to be Dull/Frozen.

If they discard a Summon, you will draw a card.

The best part is that Locke only costs 2CP. And, you will get that back when they discard a Summon.

We won’t even get into the Amano art.

Cool Singles!

Posted on Leave a comment

Gunslinger in the LB Deck

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

26-124R – Amarant LB

Almost looks like Wolverine.

Amarant is ready to break one of your opponent’s Forwards. Just make sure you have enough Fire Power to get the job done.

What’s this Fire Power? Fire Power as we like to call it, not an official term, is the Fire Characters you have on the field. Yes, Fire Power only makes sense with Amarant.

For every 2 Fire Characters you have on the field, Amarant will deal 3000 damage to that Forward.

I’m putting this one straight into my Bomb deck.

26-125R – Heretical Knight Garland LB

Has your opponent got 2 pesky Backups that have some great abilities? Not for you, for your opponent.

Well H.K. Garland is here to give you a hand with that. At least for a turn.

When Heretical Knight Garland enters the field, he will Freeze two of your opponent’s Backups. Hopefully they’re already dull, or this won’t help you one bit.

And, that is it. Freeze 2 Backups, and then all Garland is, is a Meat Shield. Or a body if you prefer that term.

6CP, is kinda high to pay, but you can play H.K. Garland whenever you’d like as he will be waiting in your Limit Break Deck to strike, I mean Freeze your opponent.

26-126R – Yuffie LB

Need more cards?

Yuffie here, along with the help of another 2 Final Fantasy VII Forwards, will steal them …. I mean, hunt one down and bring it to your hand.

That’s more like it. Cause we all know Yuffie isn’t a thief, and stuff.

If that was all, Yuffie would have been a decent card, but she’s not done. Not even close.

You can discard 2 Final Fantasy VII cards from your hand, dull Yuffie, and Break one of your opponent’s Forwards. That comes out to 4CP. That is what we call a cheap Odin.

And, Wind doesn’t have Odin, so Yuffie should be in your Limit Break deck.

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

26-127R – Dark Fina LB

This is what you call a Free Play, or something close to it.

Dark Fina is ready to be cast at a moment’s notice, simply because she is in your Limit Break Deck. But, you already know that.

Yes, she does cost 9CP, but look at what you get in return.

Once she enters the field, you may cast a Summon that costs up to 7CP. There are 3 great candidates here. Odin EX (1-124R), Phoenix (5-019L) and Zeromus, the Condemner. These 3 all cost 7CP, so technically, Dark Fina LB is a free play as you will draw a card whenever you cast a Summon.

Odin will Break a Forward, simple enough.

Your best bet will be either Phoenix or Zeromus. Phoenix will deal a Forward 8000 damage and play a Forward of 3CP or less from the Break Zone onto the field, and Zeromus will add a Forward from your Break Zone to your hand, and your opponent will put one of their Forwards into the Break Zone.

You’ll be up CP with these 2.

Since you’ll be drawing a card when you cast a Summon, I think it’s best to play Dark Fina in a Summon Heavy deck.

But, what do I know?

26-128R – Shantotto LB

In need of a big play?

Shantotto can help, and her cost confirms it!

Shantotto is your trump card whenever you need her. And, we mean whenever. For 9CP she will break 2 of your opponent’s active Forwards.

And, her Limit Break cost isn’t that big either, I would have expected it to be at least 5 considering the damage that she causes.

If you’re playing anything Lightning, it’s worth to have at least one of these in your deck.

26-129R – Refia LB

Refia is ready to be thrown into a WoFF deck, or any deck that has a few World of Final Fantasy Forwards in it.

When Refia steps on to the field, she will grab a WoFF Forward from the Break Zone, and bring that out to the field as well.

And since, this does not say any element, you can splash any Element into your deck, as Refia will be able to play it from the Break Zone.

Is WoFF going to make a comeback?

Only time will tell, but it has got cards that will make a case for it.

26-130H – Lightning

5CP to play Lightning from your Limit Break deck. You’ll need all of your LB points used for Lightning to come in with Haste.

Other than that, Lightning is a glorified Meat Shield, but she does shine when she leaves the field.

Once Lightning leaves the field, you can either play another Lightning that costs 4CP or less from your hand, or you can search for another Lightning.

There are plenty of Lightnings to choose from, all you have to do now is find the perfect one that will work for you.

Singles to Break that Limit!

Posted on Leave a comment

Gunslingers on Ice

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

26-021C – Anabella

The Duchess of Priming.

Yeah, I don’t know much of Final Fantasy XVI, but I do know something about Prime.
No, not the drink. I have no clue about that.

Anabella will dull and Freeze a Character, whenever one of your Characters decides to Prime into an Eikon.

You can do much worse for 2CP.

Prime as much as you’d like, and have Anabella dell and Freeze everyone. One Character at a time.

26-022C – Undead Princess

Looking at this card makes me want to play World of Final Fantasy. Just by having an Undead Princess on the equivalent of Medieval Magitek Armor.

Let’s get to the card.

Undead Princess comes in for 3CP, and when she comes in you gain a Crystal and your opponent discards a card.

Simple, and straight to the point.

And when it’s all done, you have a body with 7000 power to attack or block, cause you’ll want to get rid of this card so you can play it again.

26-023C – Wol

Wol on Ice. That’s a first.

Coming in at 5CP, Wol’s cost can come down by 2CP if your opponent discarded a card this turn due to your playing.

3CP is better than 5CP and 9000 power is a great body on the field.

Wol isn’t done. Not this time.

Whenever he attacks, you can discard 2 cards and break a Forward. It’s like having a Summon ready to go. Those 2 cards is the equivalent to 4CP. Odin from Opus I costs 7CP. And, you can use Wol’s ability once per turn.

Nothing else needs to be said.

26-024C – Musician

This Musician packs some Fire … er … Ice Power.

For 2CP you can deal damage to a dull Forward, once per turn. All you need is some ammo, and that ammo comes in the form of cards.

Once per turn you will be able to dull Musician and pay the cost of discarding one card. Then you can choose a dull Forward and deal it 5000 damage.

If you’re playing Ice/Lightning and you discard a Lightning card, that damage become 7000.

It’s a decent Backup, that when Musician is not in use, he will give you 1CP per turn.

26-025C – Kadaj EX

Even as a Common, Kadaj will be hard to get rid of.

For 3CP you get a body with 9000 power. And, at the end of each of your turns you will remove Kadaj from the game. He won’t be gone for long though as at the end of your opponent’s turn Kadaj will come back to the field.

Kadaj won’t shine until you have at least 3 points of damage, cause when you do have those 3 points of damage, Kadaj will dull one of your opponent’s Forwards. And, since Kadaj returns at the end of your opponent’s turn, that Forward will be dull during your turn.

And this cycle will keep on going on and on.

This Kadaj is a lite version of Opus XI Kadaj.

26-026R – Kuja

You know you always wanted to swap out your Backups. Kuja is here to help you with that.

When Kuja enters the field you can remove one of your Ice Backups from the game. There he helped you and now you can play the new Backup that you wanted cause you didn’t have space for it.

Oh wait, we’re not even done with the first part. When you do remove that Backup, your opponent will discard 2 cards from their hand.

At 5CP, this isn’t a bad play as you’ll be taking away your opponent’s Fire Power, and Kuja has 9000 power. Your opponent will think twice before they try and break Kuja, cause when they choose Kuja with one of their abilities or Summons, they will need to discard a card from their hand.

I’m on the fence about this one. Cause after his first ability goes off, there is no need for your opponent to try and get rid of him, as he’s just another body on the field. Well there is a need, but it won’t be the first course of action.

26-027R – Kujata

Cash or Credit?

How do you want to pay for Kujata?

There’s 2 ways to pay and the result will be the same.

Kujata will break a dull Forward, and that’s about it.

You can either pay 3CP for this, or just dull 2 active Forwards. This means that you can throw Kujata in any deck and you’ll be able to pay for it, without having any Ice CP to spend.

26-028C – Cripshay

The Ice Monster of Gunslinger in the Abyss. Almost sounds like a title.

Cripshay becomes a Forward with 7000 power. And, First Strike.

If, and when Cripshay deals damage to your opponent, you will send Cripshay into the Break Zone, and your opponent will discard 2 cards.

They just might think twice before taking that damage, just so they don’t discard the 2 cards they have in their hand.

But, are those 2 cards worth more than the Forward that will be broken by Cripshay’s 7000 power?

That’s a decision they’ll have to make in the heat of the battle.

26-029R – Shiva (XVI)

Shiva is a great card to play all by herself. You don’t even need Jill to Prime into her. But, you probably should. It’s cheaper in the long run and you get a better ability.

When Shiva comes in you will Freeze all of your opponent’s Forwards. If you Primed into Shiva you will Freeze all of your opponent’s Characters instead.

Ice Age? Yes, let’s have your opponent discard 2 cards from their hand. This works even better if they only have 2 cards in their hand.

Let’s see what Jill does.

26-030C .- Cid (WoFF)

A What now?

Yes that what is with a capitol W.

Every time your opponent uses an EX Burst they’ll discard a card?

Cid just sticks around and waits for your opponent to use an EX Burst, other then that, he’ll just sit back and give you 1CP per turn. That’s not bad at all.

I like the art on these WoFF cards. If you noticed it, we’ve been getting them since Resurgence of Power.

26-031H – Cid Raines

Great card, Great art. What more can you ask for?

If you’re playing a discard deck, Cid Raines is your man.

He will come in for Free, if your opponent discarded a card on the same turn that you want to play Cid.

You’ll want to keep Cid around to thwart your opponent’s plans. When your opponent plays a Forward onto the field from anywhere except their hand, Cid will take that Forward and send it to the Break Zone.

Yes, you do have to sacrifice Cid Raines for this move, but it is a move well worth it.

26-032L – Charlotte

Charlotte is ready to wreck your opponent’s plans. As long as Charlotte is on the field. Your opponent will be 2 steps behind. The only draw back we have here, is that Charlotte costs 5CP, and you can only use Ice CP to pay for her. And that’s not even that big of a deal. You would gladly pay a couple more CP to get Charlotte on the field.

For one she has a little bit of protection going for her. When ever she is chosen by your opponent’s Summons or abilities, your opponent must discard a card, or else that Summon or that ability will be canceled. It’s going to be hard to get rid of Charlotte.

Now, let’s take a look at that final sentence. “When a Character enters your opponent’s field, dull it and Freeze it.”

Your opponent will not be able to use that Character for another turn. That’s 2 turns from when it enters the field. No Blocks, no abilities no nothing. Just a sitting duck. Or a deer caught in the headlights.

You’ll be having some fun with Charlotte here.

26-033C – Summoner

Here we go a decent Backup that will allow you to grab and Ice Summon from the Break Zone and add it to your hand.

This will bring Summoner’s cost down to 1CP, which is even better.

Summoner also has an ability where you can put him in the Break Zone, and your next Summon’s cost will be reduced by 2CP. Mathematically, you’re gaining 1CP by playing Summoner and using his ability.

That’s about it.

26-034L – Jill

Jill has been upgraded to a Legend this time.

When Jill enters the field, and depending on how many Eikons you have removed from the game or in your Break Zone, you will select that many Characters that your opponent controls and you will dull them.

After that Jill will Prime into Shiva and you will Freeze all of your opponent’s Characters.
And, that’s not all.

No, At the begining of your Attack Phase, and at the begining of your opponent’s Attack Phase, Jill will break a dull Forward.

You’ll slowly be able to take down your opponent’s front line, cause you know that they’ll have a dull Forward hanging out. And, if they don’t, you can always bring in Amon 2-098L to dull a Forward once per turn.

26-035R – Snow

Snow is ready for a fight.

And when he enters, the field you can either draw a card, or have your opponent discard a card.

If Snow is brought in by an ability from a Final Fantasy XIII Character you can do both.
Luckily Lightning is ready to cause havok, as she can tag in any Final Fantasy XIII Forward and form a party to attack. In other words perform a tag team maneuver.

You won’t even need Ice CP, just Snow and Lightning. It’s called Thunder Snow.

26-036C/15-038C – Knight

Here’s a reprint, of a reprint, of a reprint.

So, we’re just going to, you guessed it, Copy/Paste from Opus XV Crystal Dominion.

“Knight comes in, hands you a Crystal

Next turn, Knight Dulls himself and puts himself into the Break Zone dulling a 3 cost Forward.

Thus concludes the story of Knight”

26-037H – Halone

Halone will be a card that you’ll play later on in the game, as you’ll need at least Six of “The Twelve” on the field in order for her ability to go off.

Whenever Halone attacks, you get to choose 2 of your opponent’s Characters, and you shall grant them a Dull/Freeze.

Your opponent will also discard a card.

Halone also doubles as a Meat Shield with a 9k body.

 

26-038H – Physalis

This is a Buy one Get one Free deal!

You can either pay 5CP to play Physalis, or you can Warp her for 2CP. She’ll stay out until the end of your turn. As she on;y has one Warp Counter.

If you paid the 5CP, Physalis is just a Meat Shield.

If you Warp her in, you will be able to play another Forward with Warp from your hand onto the field.

This way you’ll get 2 Meat Shields.

This is a great card, you’ll be able to get a couple bodies on the field quickly and cheaply.

26-039H – Star Sibyl

A four cost Backup that will grant you some protection against your opponent’s abilities.

Not great protection, but just enough to have your opponent second guess the action that they are about to take.

Cause if they choose to target one of your Forwards with an ability, they will need to discard a card. Is that card that they discard worth the extra cost to use the ability? Maybe yes, maybe no.

But, if they don’t have any cards in their hand, they won’t need to discard anything.

26-040R – Menphina

Menphina might be your starting point for “The Twelve”.

When she enters the field you can pay X and search for one of the other Twelve and play it onto the field. No add it to your hand, just straight to the field.

Only drawback is that you need to use CP produced from The Twelve, or discarding The Twelve cards. Which shouldn’t be that hard, considering your deck could have up to 36 The Twelve cards in it. And, if you could use any cards, it would have been to easy.

Menphina can also Freeze one of your opponent’s Forwards with her ability.

Hmm, didn’t we just see a card that can Dull Forwards, or did we just mention Amon (2-098L)?

Cool Singles!

Posted on Leave a comment

Tears of the Ice Planet

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

25-018C – Gimme Cat

I’m trying to figure out if Gimme Cat is worth playing.

You discard a card so your opponent is forced to discard a card.

Right? Yes.

So, why wouldn’t you just play a Forward or a Backup that will force your opponent to discard a card?

Maybe I’m just not seeing it.

But, you can also just pay 1 Ice CP and put Gimme Cat in the Break Zone, and your opponent will discard a card at random.
I think there’s better options.

25-019C – Necron

This is a little trick play, and you only need Necron to do it.

For 4CP, you can play Necron on to the field, and as long as he is on the field, you will grab one of your opponent’s Forwards. 5CP or less, and remove it from the game.

Now, your plan would be to try and keep Necron on the field, until your next turn. Or you can just find a way to give him Haste.

Next turn, If Necron is still on the board, you will use his ability and send the Removed Forward to the Break Zone. Thus breaking the Forward.

After all is said and done, Necron sticks around as an 8K body.

25-020R – Gippal

We’re getting ready for a Final Fantasy X comeback.

Gippal is reporting for duty.

YRP is coming back, along with Opus XVI Tidus, and that is pretty much all you’ll need.
Gippal gives all of your FFX Characters +2000 power and they cannot be chosen by your opponent’s abilities. That’s half the battle right there.

Gippal will also dull and freeze one of your opponent’s Forwards.

Yes, that last part is just a little bit extra.

I’ll take 3. Full Arts if possible.

25-021R – Chimera Brain

This ain’t a Monster, it’s a Forward that acts like a Monster to get out of sticky situations.
Once per turn if your opponent has any dull Forwards, you can turn Chimera Brain into a Forward and have it attack with 9000 power.

Once Chimera Brain attacks, you will choose one of your opponent’s Forwards and Freeze it.

Which Forward will you choose to Freeze?

The one that’s already dull, that way it won’t activate on the next turn and Chimera Brain can turn into a Forward once again.

You get all this for 3CP. It costs 1CP for each head.

25-022C – Edward

You got 2 ways to get Edward’s abilities to activate. And they both depend on how many cards your opponent has in their hand.

If they have 1 or less, you choose 2 of your opponent’s Forwards and hit them with a Dull/Freeze.

If they have 3 or more, your opponent discards a card from their hand.

One thing is for certain. You won’t be playing Edward if your opponent has 2 cards in their hand.

For a Common this is pretty decent.

25-023C – Kurasame EX

The Instructor turned Forward with his pet Tonberry.

Kurasame comes in and you will flip the top 4 cards of your deck and add a Forward to your hand. The rest will go to the bottom of your deck.

You might say that 6CP is a bit high, but you do get a 9K Meat Shield after that.

And, we already know you won’t be paying 6CP for Kurasame, you’ll be Warping him in for 2CP. You’ll have to wait a turn, but it’s well worth it.

Let’s not forget this ability also comes off of an EX Burst.

25-024H – Zeid

They’ll have a hard time trying to get rid of Zeid.

Whenever Zeid is dealt damage by a Character, be it Backup, Forward or Monster, your opponent will choose one of their dull Characters and place them in the Break Zone.

At 5CP, for an 8K body, Zeid will be able to hold his own against any attacker. And, if you need extra firepower, you can remove 3 ice cards from your Break Zone and give Zeid +3000 power.

Zeid looks like he’ll always be one step ahead, and always breaking dull Characters.
Zeid can also come in with Back Attack.

25-025L – Sephiroth

Now this is a card that will make SOLDIER thrive this set.

Young Sephiroth comes in at 4CP, and gives all the SOLDIERs, besides himself, First Strike.

Why doesn’t he give himself First Strike, you ask?

Well, he already has First Strike, no need to double up on it.

And whenever another Forward with First Strike attacks, your opponent will discard a card. They’ll have an empty hand in no time.

We also have Astral Gate, which will deal a Forward 5000 damage.

This is simple, straight to the point, and something we can all get behind.

25-026C – SOLDIER Candidate

All these SOLDIER Candidates are all Commons, and they are all good cards. Especially since they all work together.

This SOLDIER Candidate is no different.

SOLDIER Candidate comes in and dulls one of your opponent’s Characters, and if you already have a SOLDIER Candidate in your Break Zone you can go ahead and Freeze that Character as well.

And, if you have received 3 points of damage, SOLDIER Candidate gains +3000 power.
That will give you an 8k body for 2CP.

These candidates, are on their way to becoming SOLDIER, and they are just one card away from becoming a great deck.

25-027H – Chadley

Chadley doing scientific research.

Chadley comes in for 2CP, and even though he doesn’t do anything when he enters the field, he will start doing research behind the scenes.

He’ll see what happens to your Forwards during your opponent’s turn, and every time one of your Forwards is sent to the Break Zone, Chadley will gain 1 Research Counter.

When you have 3 Research Counters, Chadley will grab a Forward from your Break Zone and play it onto the field. Yes, the cost of that Forward must be 4CP or less, but we’re pretty sure you’ll have some of those Forwards in your Break Zone.

This is an easy way to bring in a Forward of a different element as you don’t have to worry about paying the cost for that Forward.

I’m sure we’ll have some interesting plays with Chadley.

25-028C – Paladin

You have 2 options, either Dull a Forward, or draw a card.

And that’s what you get for 3CP.

Depending on your situation both options are decent.

If you’re playing this early draw a card.

If your opponent has a Forward on the field that can cause block one of your attackers, dull it.

Good thing is that you can play more than 1 copy.

25-029R – Nooj EX

I remember Nooj, a lot more than I do Gippal or Baralai.

And, that’s all right because Nooj will search for one or the other.

And, if that’s not enough for you, Nooj can also deal 5K damage to all of your opponent’s dull Forwards.

This is where Paladin comes in. You play 3 of them back to back, and Nooj will deal all three of them 5000 damage.

Hopefully you’ll break some.

And, since we know that things don’t always go as planned, Nooj’s first ability also comes off of an EX Burst.

25-030H – Mateus, the Corrupt

Weren’t we just talking about this? Finding ways to get rid of Backups?

If we didn’t earlier, I know we did in past sets.

And, this is what Mateus, the Corrupt does.

You can remove one of your Backups from the game to reduce Mateus, the Corrupt’s cost by 2CP.

Once, you cast Mateus, she’ll Break a dull Forward, and Dull/Freeze another one.

Then you can cast another Mateus, and repeat the cycle, until you run out of Mateus.

Plus, the artwork by Ryoma Ito is amazing as well.

25-031C – Borghen

Borghen’s looking at you like, do you really want to play this card?

You might.

Borghen does one thing and he can do it twice.

Deal a dull Forward 8000 damage.

Once when he comes in, and once when you decide to put him in the Break Zone.

If you can Break a card on the way in, and another on the way out, I’d say this is a good play.

25-032C – Maenad

Did you ever want a way to recycle your Monsters?

Maenad is here to do just that.

Most of the time, your Monsters will be sent to the Break Zone, in order to activate their abilities. Maenad will be able to bring a Monster back at the end of every turn. As long as that Monster was put in the Break Zone on the same turn.

For 5CP this is a bargain, even at 5CP, you’ll be bringing back a Monster left and right.

Now, how to incorporate Maenad into my Bomb deck?

25-033R – Yuna

Half Black Mage, Half Gullwings, All Yuna!

Yuna comes right in and let’s you search for one of the Gullwings.

Now, I was on the fence of her second ability, thinking why would someone use this ability to play a Gullwing from their hand when you can just play the Gullwing from your hand without using the ability?

Then I realized, that you can play this card whenever you’d like. And, you don’t need the element of said Gullwing to play it. Meaning you can splash any color Gullwing and not worry about paying the cost.

Last but not least, we have Blizzara. Choose a Forward Dull/Freeze it, and then your opponent discards a card from their hand.

Effective.

25-034L – Lenne

We haven’t seen Lenne in quite some time. Well the Songstress is back, and she is interesting.

Once you go into your Attack Phase, you’ll be able to remove the top card of your deck from the game, and then you’ll be able to cast it. If you don’t cast it, well, then you’ll lose the card.

You can also remove Lenne from the game, and then remove a Summon from the game, then you can cast that Summon whenever you would like.

I’m kind of mixed on this card.

Let’s just wait to see it in action.

Cool Singles!