14-119C – Ardyn
How is this just a common? At 2CP? Is it because it’s Fire/Earth?
Anyway. Ardyn here is a 7K body which comes in with 2 great abilities. You get to choose 1. Either is good. He’ll fit in good with the VII Forwards in this set.
14-120H – Tifa
If you remember from the video when they first revealed this card, we spoke about how Cloud is going to be a great card without knowing what the text was on Cloud’s card. Now that we know. Tifa and Cloud go hand in hand together. So, all you Cloud/Aerith shippers know that you are wrong. It’s Cloud/Tifa.
But, yeah. 3 of these and 3 Clouds, add a Barret and you got yourself a deck. Just throw in the rest of Avalanche and you’re good.
14-121L – Barret
It is highly unlikely that Barret will succumb to Damage, since any Damage dealt to him below 9K becomes 0. And if he is buffed up +X power, I can’t find any Forward that would be able to defeat him, save for a couple.
Now, all the AVALANCHE Operative Forwards gain Haste, and you can discard 1 card and grab an AVALANCHE Operative card from your Break Zone.
You can probably grab Tifa, which in turn will let you grab Cloud.
14-122L – Al-Cid
Al-Cid is up to his usual self here. And, buy that I mean, it’s a great card once again.
You’ll actually play 2 cards when you play Al-Cid on the field, so it’s pretty much a Buy 1 Get 1 Free. #BOGO
Other than that, depending on who enters the field you can Freeze or Dull your opponents Forwards.
14-123C – Sephiroth
Simple Sephiroth.
Simple Power.
Great ability. Second one is better than the first. Should play well with Physalis.
14-124H – Zeromus
Huh? It’s like all these new cards are great and powerful, and then you think, what do I do against this card. How am I going to block if all my cards are dull? How do I get rid of Zeromus? I’d like to see how this plays out.
Ice/Lightning FTW!
14-125L – Vaan
Activate. Activate. And play a Sky Pirate.
And then, activate some more.
14-126C – Aerith
Pick 1
A) Bounce a Forward
B) Protect a Forward
Either way, I still think Opus 1 Aerith is better. But, with all the Wind Activating going on, there might be some room for a different Aerith.
14-127H – Zidane
At 2CP this card should be a Legend.
It’s like this Zidane is Opus I and Opus III combined. And it’s only a Hero. Only a Hero
Think of the Shenanigans you can pull off with this.
Can’t be blocked. Return a Forward to their owner’s hand. Reveal your opponents hand, choose 1 card remove it, and then play it yourself.
I’ll take 3. Foils. Please let us get a Full Art.
14-128H – Prishe
From far away it looks like she’s sticking her tongue out at you.
For an extra 3CP you can play an Wind or an Earth card onto the field.
At 3 points of Damage, Prishe gains Brave and +1K. I like the other Prishe better. Which one? Not this one.
14-129H – Gessho
Another card that reveals your opponents hand, only this time you just remove 1 card from the game.
14-130H – Cloud of Darkness
Do it right, and you’ll have an 8K body played for free.Other than that just Dull and Freeze a Character when she enters the field.

On to the card.
On a closer look. You can see that you cannot play Shiva, Lady of the Frost onto the field if you already have Ysayle out. And that is fine, we won’t get into why, but we’ll say that Shiva, is a leveled up Ysayle. As you can dull Ysayle (14-020R), put her in the Break Zone, and then play Shiva on to the field.
Now, Ysayle (6-022R) will let you search for an Ice Forward. But, since Ysayle (14-020R) is already out you might not play the other one, but this one can be put in the Break Zone to help pay for bouncing Shiva, but you might just be causing more headaches this way.
On to the card.
elements in the Break Zone. Now that can be as simple as 3 Multi-element cards and either a Light or Dark card. But, you’ll want each of these cards to have a purpose in your deck.
Gilgamesh can win you the game in 1 turn. And we can’t forget about Shinryu, Just an amazing Forward as well. These 3 cards are simply amazing, and if put together they are about the same power as Meteor. Or Flare, or Holy. You get the point.
14-021H – Valfodr
14-022H – Kam’lanaut
14-024C – Bard
14-025C – Kuja
14-026R – Kefka EX
14-027R – The Emperor
14-028C – Goblin
14-029R – Shivalry EX
14-030C – Serah
14-031R – Good King Moggle Mog XII
14-032R – Proto fal’Cie Adam
14-033C – Devout
14-034C – Time Mage
14-035C – Don Corneo
14-037C – Moogle (XIV)
14-038H – Lugae
On to the card
That first ability is all you need, as Sophie is Earth/Water she counts as Water. (Correct me if I am wrong.) With her not being able to be broken by abilities or Summons that don’t deal damage, she will most likely not be able to be broken if you have enough Earth and Water Forwards on the field. It is simple as that.
keep saying it, too. Great card, if you play Earth you can splash any other color you’d like as you’ll have a way to pay for it.