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Blissful Ice

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29-020R – Astos

I’m liking this Astos. The only thing that would make it better is 8-bit Pixel art. C’mon Square-Enix, give us what we want! Or, at least what Kardboard Korner wants.

Astos a 2cost Forward that will Dull//Freeze one of your opponent’s Forwards.

So far, so good.

Astos will stay on the field, and once he blocks one of your opponent’s attacks and gets sent to the Break Zone, Astos will search for another Astos, and that Astos will be played on to the field dull, means that Astos will Dull//Freeze one of your opponent’s Forwards once again.

3 of these in any Ice deck will be good.

29-021R – Ultima Weapon Origin

Ok, we got a Weapon.

Ultima Weapon is more like a Shotgun. Double Barrel. You are able to deal 2000 damage to all of your opponent’s Forwards.

You can then Activate Ultima Weapon Origin and use that ability again. That’ll bring the total damage to 4000 per Forward. You’ll probably break a few of them, and the others will be on the verge of being broken, so your attacks will go through or you’ll break those Forward when they block.

And, with a 9K body, Ultima Weapon Origin will stick around long enough to be a thorn in your opponent’s side.

 

29-022R – Cray Claw

4CP for a Monster? Are there other Monsters that cost 4CP? Quite a few actually.

Cray Claw comes on in and deals one of your opponent’s Forwards 5000 damage, and depending on how many cards they have in their hand, that damage can go up to 8000. Which is good enough to break a Forward, depending on the Forward that is.

And, if you have 5 Backups on the field, Cray Claw will also become a Forward with 9000 power.

It’s not bad, It’s not great, it’s decent.

 

29-023C – Goblin

A 1 cost Monster.

Cheap.

Deals a dull Forward 3000 damage.

Draws you a card.

That’s about it.

 

29-024H – Shiva

For 5CP you can choose up to 3 abilities, and all of these are good as stand alone, but when you can combine, 3 of the 4 choices, you’re going to cause disruption.

1) Dull/Freeze 2 Forwards
2) Dull/Freeze a Backup
3) Your opponent discards a card
4) All your Ice Forwards gain +3000 power.

Mix and match, and then attack.

 

29-025R/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.”

 

29-026C – Cid Raines

This is where your discard deck will shine a bit more.

Cause every time your opponent discards a card, Cid Raines will Dull/Freeze one of their Characters.

The good thing is that Cid doesn’t need anyone else for this, he can take care of it all by himself as well.

When you have 3 points of damage and Cid enters the field, your opponent discards a card. And, let’s not forget about Seraphic Ray, where your opponent discard a card as well.

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29-027L – Shantotto

This Shantotto looks spicy. And, how does an Ice card have a Fire spell in the art?

Anyway, on to the card. Shantotto being Shantotto, as she comes in and casts Dull//Freeze on all the Characters except for Mages.

That’s a quick way to get the upper hand on your opponent, they won;t be able to block anything this turn, and you can come in swinging. All you need is a way to activate all of your Forwards that aren’t Mages and you can go to town.

Shantotto still has one more ability that Activates once per turn.

Break a dull Forward, Freeze 2 Backups, or have your opponent discard a card.

All of which are good.

Is this the card we need to get a Mage deck going?

29-028C – Jill

What is it with Jill and Freezing your opponent?

Think about it.

Jill and Jihl Nabaat, what do they have in common? They’re both Ice cards and they both Freeze.

But, Jill will also Dull 2 Forwards while Freezing them.

Plus a 7K body that can Prime into Shiva, I’ll take it.

 

29-029R – Xezat

I like this card.

Xezat is the ultimate protection against your opponent’s Summons and abilities. As long as you have a couple of Crystals.

Your opponent must choose Xezat when they are targeting. Meaning that while Xezat will probably be broken, you can use his second ability that costs 2 Crystals, send him to the Break Zone, since he was already going there, and remove one of your opponent’s Forwards from the game.

You can choose the Forward that cast the ability, or choose another Forward cause that ability will fizzle out anyways.

Either way, you’re slowing your opponent down, and Xezat did what he came in to do.

Xezat is also an 8K body.

29-030H – Celes

Yes, put this in any Ice deck.

Celes comes in for 4CP and you can play an Ice Character from your hand onto the field. 3CP or less. That means that you’re only paying 1CP to play Celes.

And if you’ve been playing Ice like it should be played, your opponent will have at least a couple of dull Forwards on the field. That means that Celes can not be chosen by Summons or abilities.

You can also dull 2 of your Forwards, in order to dull one of your opponent’s Forwards, which will add to the total number of Forwards that your opponent has.

Celes also has a 7K body, so she will be sticking around for quite a bit.

29-031C – Onion Knight (FFTS)

I actually used this card at Midnight Prerelease. And, I got to say it won me a match.

Onion Knight, just like in the games, gets stronger later in the game.

Depending on how much damage you have taken. Let’s say at 3 points of damage, Onion Knight gains +2000 power. And at 5 points of Damage, Onion Knight gains +2000 power and First Strike.

This gives Onion Knight a total of 9000 power and First Strike at the end of the game. And, you can have 3 of them on the field at the same time.

Just throw a couple into your Ice decks.

29-032C – Chadley

I’m trying to figure this out. Chadley acts more like a Monster than a Forward. But then again, there are Monsters that act more like a Forward than a Monster.

Chadley has one job, and since he can’t attack or block, that’s all he gets to do.

Every other turn, Chadley will give one of your Forwards +3000 power.

You will be able to use that ability as long as Chadley has a Research Counter on him. If not, then you can just dull Chadley to give him a Research Counter.

 

29-033L – Terra

As much as I want to say that I like this card, I can’t.

I was never one for a Summon deck. I hardly have any Summons in any of my decks for that matter. And Terra here, looks like she needs to be in a Summon heavy deck.

Terra comes in and you an search for a Summon, chuck it into the Break Zone, and then you can choose 2 Characters. Dull/Freeze them.

And then you can put Terra into the Break Zone, and play a Summon that costs 5CP or less for free. Well, technically it’s not free. You’re paying 3CP to use that ability, and you’re getting rid of Terra in the process.

I’ll pass.

29-034C – Tyro EX

And, here I thought they were going to make up for banning Opus XI Tyro.

This time we get Tyro in Ice, and he doesn’t do a lot, but he can grab and Ice Character when he enters the field. And, that’s only if there is an Ice Character in the top 4 cards of your deck.

Other than that this Tyro is just a Backup. that will generate you 1CP per turn.

His ability also comes off of an EX Burst, so that might mean something.

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29-035H – Torgal

This isn’t a Wolf, it’s a sacrificial lamb. That both Clive and Jill will use. Now I haven’t played FFXVI yet, but I think this might be part of the story. Don’t tell me if I’m right or wrong.

Anyways, back to the point. Torgal is a .. you guessed it .. a Free Play! As long as you have Clive or Jill on the field.

All Summons and abilities must choose Torgal, and when he is sent to the Break Zone, your opponent will discard a card.

Plus, Torgal will also act as a Meat Shield. that’s why Torgal is a Forward.

 

29-036C/15-038C – Knight

“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”

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29-037C – MAI

Where was this card when Relm was running on a rampage?

MAI is ready to get rid of those pesky Monsters. At least one of them.

And, at 2CP, this card is a definite yes in your deck, especially if you’re constantly running against Monster decks.

MAI, will break a Monster or return it to it’s owner’s hand.

All you need is a way to either break MAI, or find a way to bounce her off and on the field.

 

29-038H – Mog (VI)

Mog (VI) is the perfect card to play with Celes. Mog will come right in and Break a dull Forward. And when that Forward hits the Break Zone, Mog will draw you a card.

And all this for a Free Play on Mog’s part.

Mog also comes in with a 8K body, meaning he’ll be a little bit of a problem for your opponent. But, you might actually want to send Mog to the Break Zone. That way you’ll be able to play him again, and break one of your opponent’s dull Forwards once again.

Cool Singles!

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The Scions Return: Heavensward Starter Set Incoming

We’ve got some massive news to tack onto the Memories of Life hype train—a brand-new Custom Starter Set is officially headed our way!

Starter sets are always the perfect entry point for new players, but veteran deckbuilders know they also pack some serious heat. The cards inside are built to synergize perfectly right out of the box. Given how dominant Final Fantasy XIV decks have been in past metas, this new release might be exactly what the Scions need to climb right back to the top of the competitive ladder.

Here is the breakdown for the upcoming FINAL FANTASY XIV – Heavensward Custom Starter Set, along with a first look at what these new cards can actually do.

Key Details & Release Date

Mark your calendars—this pre-constructed deck is themed around the critically acclaimed Heavensward expansion and is locked in for release later this autumn:

  • Release Date: October 9, 2026

  • Elements: Ice & Lightning

  • Format: Ready-to-play right out of the box, featuring an intuitive learning curve for beginners alongside high-level strategic options for seasoned competitive players.

What’s in the Box?

This deck isn’t just a standard 50-card pile; it comes fully equipped with a modern setup, including a dedicated Limit Break deck:

  • 58 Cards Total

  • 1 Main Deck (50 cards)

  • 1 LB Deck (8 cards)

  • 2 Quick Start Guides

Newly Illustrated Cards & Card Text Breakdown

The Heavensward set introduces 12 brand-new cards. Collectors take note: 5 of these cards feature exclusive, newly drawn artwork capturing iconic heroes and villains from the expansion.

Even better, we now have a look at how these new cards operate on the field, and the FFXIV tribal synergy is off the charts:

Newly Illustrated Cards (5 Total)

  • [30-121S] Haurchefant (Includes 1 Full Art Premium version!)

    • He breaks an opponent’s Forward if you control 5 FFXIV Characters. Plus, you can send Haurchefant to the Break Zone to completely reduce the next damage dealt to a Forward of your choice to 0. A true protector!

  • [30-127S] Tataru

    •  A pure value engine. If you have at least 4 FFXIV Characters on the field, she draws you a card.

  • [30-128S] Ysayle

    •  Magnificent as always. If you have a full board of Scions or any FFXIV Characters established, she’s highly likely to freeze your opponent’s entire board. Talk about a lockdown piece.

  • [30-129S] Alphinaud

    •  When he enters, he reveals the top 2 cards of your deck and lets you add one to your hand, provided it’s an FFXIV Character. Great consistency tool.

  • [30-130S] Estinien

    • Just Estinien being Estinien. If your opponent controls a Forward with over 9000 power, he gains Haste. Even crazier: every time he attacks, if you control at least 4 FFXIV Characters, he instantly breaks one of your opponent’s Forwards.

Additional New Cards (7 Total)

  • [30-119S] Yeti

  • [30-120S] Emmanellain

  • [30-122S] Nidhogg

  • [30-123S] Count Edmont de Fortemps

  • [30-124S] Dragon-King Thordan

  • [30-126S] Cid Garlond

  • [30-125S] Coeurlregina

The Verdict

Whether you’re a collector chasing that gorgeous Full Art Haurchefant, an FFXIV fan loyal to the Ishgard crew, or a competitor looking to break the Ice/Lightning meta wide open with Estinien and Ysayle, Square Enix is delivering on their promise. This set elevates both visual appeal and on-board power beyond any starter deck we’ve seen to date.

We can’t wait to get these into the shop and onto your tables this October!

What do you think of these card effects? Does Ysayle look like a mandatory inclusion for Ice/Lightning, or are you more excited about Estinien’s Limit Break utility? Let us know in the comments!

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Dreamlike Limit Break

28-119R – Serah LB

Fire and Ice.

Serah comes on in and depending on how many Fire and Ice Characters you have on the field, will determine what she does.
IF you have 3 Fire Characters, Serah will deal a Forward 5000 damage.

If you have 3 Ice Characters, Serah will have your opponent discard a card.

And, if you have 3 and 3 then both of these abilities will go off.

Not bad, but I always feel like these Limit Breaks should be more like a Limit Break.

.

28-120R – Ritz LB

How bad do you need that Crystal?

If you need it right away this is the Limit Break for you.

The cost for it is a bit high, when there are plenty of other cards that will get you a Crystal for much cheaper. The only difference is that Ritz is ready to go when you need her.

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28-121R – Gilgamesh LB

Gilgamesh is here.

Again. And, there’s nothing wrong with that, because we all like Gilgamesh.

Gilgamesh is a your body ready to attack, ready to block, and he won’t take much damage for Gilgamesh has First Strike.

This is a usable Limit Break to have, just in case you need to throw in a big body.

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28-122R – Rufus LB

Rufus comes on in, and if you pay the extra cost of 1 Earth CP and 1 Lightning CP, you can play a Final Fantasy VII Forward from your Break Zone onto the field.

Yes, please and thank you.

Not much else to say. Sure, the cost is a bit high, 7CP total, but you also need to take into account that you can play Rufus, whenever you’d like. You don’t need to hope you’ll draw him during the turn that you need him, because he is sitting there in your Limit Break deck ready to go.

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28-123R – Ashe LB

Might as well just play Ashe from the very start.

You’ll pay 6CP up front, but after that, most of your MBM characters will cost 1CP, but only at the beginning of your Attack Phase.

Let’s not forget that Ashe will look at the top 5 cards of your deck when she enters the field, and then you will select a MBM Character and add it to your hand.

If all goes as planned, Ashe will have paid for herself in two turns.

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28-124R – Bahamut LB

I don’t know, 9CP is a lot.

And, what do you get in return, maybe a broken Forward and a Meat Shield.

Well you’ll get a body on the field, but other than that, I’d leave this one at home.

 

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Icelike Oceans

28-020C – Blue Mage

This is a card that we haven’t had something similar in a long time.

Blue Mage gives you a chance to take a peak at your opponent’s hand. Not only that, but you get to choose a card from their hand and send it to the Break Zone.

For 2CP this is a great card to play in any Ice deck.

The only drawback would be that you need 5 Backups to be able to use Blue Mage’s ability. And, since you’re also sending Blue Mage to the Break Zone for this ability, you will now have more room for another Backup.

28-021R – Eald’narche

Discard, Dull and Freeze.

Eald’narche does it all. All at the same time.

Whenever your opponent discards a card, you get to Dull/Freeze one of your opponent’s Characters.

Also if by any chance KAm’lanaut enters the field, Eald’narche can pay a Crystal, and your opponent will discard a couple of cards, meaning that Eald’narche will Dull/Freeze a Character.

Just Rinse and Repeat.

28-022L – Kadaj

How many Remnants can you remove from the game?

Kadaj comes in and you will take one Remnant in your Break Zone and remove it from the game. Now all you got to do is find a way to remove another Remnant from the game.

Why?

Because, if you have 2 Remnants removed from the game, at the end of every turn of yours, your opponent will discard 2 cards.

Talk about Turbo Discard. Kadaj will give you a head start.

And, for the price of a Crystal, you can send a dull Forward to their owner’s hand. Luckily you’ll get 2 Crystals when Kadaj enters the field.

28-023C – Kam’lanaut

Here we go, do you see the Combo and how it works. We’ll explain later.

First off let’s see what Kam’lanaut does.

When he enters the field, Kam’lanaut will Dull/Freeze one of your opponent’s Forwards. You’ll gain a Crystal as well.

Glacier Blade, will break a dull Forward, and you’ll gain another Crystal with it.

So, what’s the Combo?

Eald’narche is already on the field. You play Kam’lanaut and you’ll Dull/Freeze a Forward. and gain a Crystal. You’ll then use that Crystal to have your opponent Discard 2 cards. Once those 2 cards are discarded Eald’narche will Dull/Freeze a Character.

You see, Discard 2 + Dull/Freeze 2 = A great play.

28-024R – Gil Snapper

More Moogle Bounty Mayhem.

These cards look like they’ll cause some Mayhem to your opponent.

As long as Gil Snapper is on the field, all damage dealt to your Forwards 2CP or less, will have their damage reduced by 2000. That could be more than enough to keep them on the field.

Gil Snapper also becomes a Forward with 6000 power, and his first ability does reduce the damage that Gil Snapper takes as well.

You can probably throw Gil Snapper into any deck. Even if he’s not in an Ice deck, I’m sure you’ll find ways to bring him out.

28-025C – Kuja

Kuja is ready to sabotage your opponent. At least for this turn.

Kuja comes right on in and Dull/Freezes 3 of your opponent’s Forwards.

6CP.

And, you will play this card with a smile on your face.

And, you will smile when your opponent can not do anything to block your attacks.

 

28-026C – Clavat

I know I just saw this card.

This comfirms our generic common, that is the same through out all the elements in this set.

We’ll keep it short, or I can just Copy/Paste

“Here we go, a Crystal Generator.

One when Clavat comes in, and one when you use the ability to send her to the Break Zone.

Simple.

Easy to understand.

Not much else going on here.”

28-027C – The Emperor

The Emperor comes in and a dull Forward goes out.

Not only do you send a Dull Forward back to your opponent’s hand, but they will also discard a card from their hand as well.
And that’s about it.

5CP, 8000 power. And after he enters the field, The Emperor becomes a Meat Shield.

And, there’s nothing wrong with that.

 

28-028H – Shiva

A Hero Summon for 2 CP, can’t go wrong with that, even if you do pay the extra cost of a Crystal.

Shiva allows you to choose 2 of her two abilities. Yes, you pay the Crystal if you choose both.

1) Break a damaged Forward.

2) Dull one of your opponent’s Forwards, and your opponent discards a card.

Not bad. Not bad at all.

28-029C – Shantotto

You can’t lose with Shantotto.

For 3CP, Shantotto enters the field and you reveal the top card of your deck.

If it’s and Ice card, your opponent discards a card.

If, it’s any other element, you’ll draw a card.

And, the icing on the cake. You get to see what the top card of your deck is.

 

28-030H – Shuyin

This is interesting.

Shuyin acts more like a Summon than a Forward.

Shuyin comes in and you can either choose a Forward your opponent controls and remove it from the game. Or, you can have your opponent choose 2 cards from their hand and remove them from the game.

You’ll also have to remove Shuyin from the game as well.

So, the question is why did they make Shuyin a Forward?

Unless, there is a card that can bring Shuyin back after he has been removed from the game.

This is a card that I’ll keep my eye on, just because I’m curious to see what people will do with it.

28-031L – Snow

For 5CP you get a Forward that keeps on giving.

Snow has 3 abilities, and you get to choose 2 of them when he enters the field, and whenever Snow attacks.

1) Dull/Freeze 1 Character
2) Reveal the top 2 cards of your deck, add a Final Fantasy XIII card to your hand.
3) The next Final Fantasy XIII card you play is reduced by 2CP.

Plenty of choices here, but I see most people using 1 and 3.

28-032H – Cecil

Paladin Cecil now makes more sense.

Cecil comes in and you can pay the extra cost of removing 3 Forward in your Break Zone from the game. You can then choose one Character, Dull/Freeze. And then, your opponent will discard a card.

And, when your opponent finally breaks Cecil and sends him to the Break Zone, it’s like Cecil finally beat himself at Mt. Ordeals, and comes back as a Paladin.

And, when Paladin Cecil comes in, since Dark Knight Cecil is already in your Break Zone, you’ll draw a card.

28-033C – Sephiroth

At 3CP this Backup is great. Sephiroth is doing Ice things.

When Sephiroth comes in your opponent discards a card.

And, if you ever needed to break a Multi-Element Forward, Sephiroth is here to help you do it.
That’s about it.

Simple, but effective.

 

28-034C – Paladin

There are plenty of ways to have your opponent discard a card this set.

Paladin here is one of them.

Whenever Paladin deals damage to your opponent, your opponent will discard one card.

And, if you pay a Crystal you can also give Paladin +2000 power and Brave, giving him a 9K body.

You can do a lot worse for 3CP.

28-035R – Harley

What else would Harley do?

She searches for a Bard.

*Cough Edward Cough*

And that is about it. Although it doesn’t necessarily say that you have to search for Edward, but we all already know that Edward is a Bard, and Harley is his secretary.

Maybe Bards will become a thing.

28-036R – Yazoo

Removing Remnants, to gain Crystals.

That seems like what the Remnants would do.

Yazoo removes, one Remnant, and gains 2 Crystals. Just like Loz.

Then you can use those Crystals to Dull/Freeze a Character once per turn.

I might finally give the Remnants a spin this set. I’ve been meaning to do it for a long time now. Ever since Opus XI.

28-037H – Yoshikiri

Yoshikiri is looking to spend all those Crystals that you’ve been farming.

When he enters the field, pay a Crystal, and your opponent will discard a card.

Yoshikiri is blocked, and you can then pay a Crystal and your opponent discards a card.

And, if that’s not enough, you can use Yoshikiri’s ability, that will force a Forward to block. So, not only will your opponent discard a card, they will lose a Forward in the process as well.

This will be a fun card. For you. Not your opponent.

28-038R – Loz

I don’t know where to start. So, we’ll just start from the card. Which is what we’re doing anyway.

Loz comes in and you can remove a Remnant from the Break Zone and you’ll gain a couple of Crystals for it.

Now, what does Loz do with these Crystals?

You can use them to give an Ice Forward +2000 power. This can be useful as a counter measure. Give an Attacker that is being blocked +2000 power to Break the Blocker, or the other way around, +2000 power to your blocker to break the attacker.

Are we finally going to be able to get a good Remnant deck going?

Cool Singles!

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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.
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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.

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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.
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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.

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