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Prime, New Flavor of Play

Well, I think I figured it out what Prime is.

Now this is just an assumption, and we won’t know until Square-Enix actually tells us what Prime is.

From what I’m seeing with Clive, and Ifrit It seems that Prime is used to level up your Characters. Kind of like Pokemon. Clive can Prime into Ifrit for the cost of 2CP one of which has to be Fire.

Thus turning Clive into Ifrit.

Will Clive be sent to the Break Zone after this? Will Ifrit have the abilities of both cards? There’s still are a lot of questions, but I think this can be a new and interesting way to play.

What are your thoughts on this? Am I hitting the nail on the head, or do you think that Prime will be something completely different?

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Banon’s Returners

Where do we start?

Well we need to start off with Banon, it’s a deck built around him after all. Now, let’s see what FFVI Characters do we have in Water. None, that actually have anything to do with Banon, actually yes, Gau. Gau does help Banon with the battle at Narshe.

Gau (19-089H), even though Gau isn’t the best place to start building a Banon deck with, he is Water, comes in with Back Attack, and gives a FFVI Forward 1000 power x the FFVI Characters on the board. He’ll most likely help your Forward survive an attack, Summon or ability.

Next we’ll take a look at Edgar and Locke. And, no we’re not going with the Dawn of Heroes setup, that would be too easy. We’ll grab Locke (9-122H), that way we can grab more FFVI Characters, plus the +2000 power he gives to all the FFVI Forwards every time he attacks, is a plus.

Edgar (19-003R), cause we need Backups, and this Edgar can grab Sabin from the Break Zone, which leads us to Sabin (17-017H). Since you’ll probably already have a bunch of FFVI Characters on the field, you’ll probably be only paying 1CP to cast Sabin, or you’ll be grabbing him from the Break Zone with Edgar. We’re taking Sabin for his Chakra ability. And, since both of his abilities don’t require Sabin to dull as part of the payment, well add in another Sabin, anyone as it’ll be mostly used for paying the cost for Chakra, and Aura Cannon. We’ll go with Sabin (15-018C). And if you do decide to play it, during each of your turns you can choose one of your opponent’s Forwards and deal it 9000 damage.

Banon believed Terra would be the catalyst to destroying the Empire, because she is the light in his story. Or so he thinks. We’ll say she’s the fire and add Terra (10-132S). That way you can recycle a Summon, and deal 2000 damage to one of your opponents Forwards every time you cast a Summon.

Let’s not forget that Locke saved Celes and brought her to the Returners as well, and luckily we do have a Water Celes. Celes (11-118L), with 3 abilities to choose from every time she attacks. And, if you have received 3 points of damage, you can choose 2. Celes gains 2000 power, if Celes deals damage to your opponent draw 1 card, or return a Backup to your hand, and a Forward to your opponents hand.

Which leads us to Owzer (11-106H), (I can’t believe I forgot about this card, for my Ultros deck), You can return Owzer to your hand to play him again, and gain control one of your opponents 2 cost Forwards.

We’ll add Class Fourth Moogle (10-121C), to help us pay for Fire CP.

And, since we’re already buffing our Forwards power’s, well buff it some more with Aria (III) (10-108R). And, let’s add Minwu (1-171H) for a little bit of protection.

We’re going to add Ifrit (19-001R) and Leviathan (19-101R) because they are Free Summons. And in case you haven’t noticed, we like Free Summons.

Amaterasu (12-002H), because you need that protection Amaterasu grants.

Unicorn (20-118H), solely because it’s a FFVI Summon. Well, not solely, mostly. Activate a Forward, and Return a a Forward to your opponent’s hand.

Mog (VI) (4-140H), just so you can draw a card, if you have nothing worth playing.

Plan of attack would be to, buff up your FFVI Forwards and attack. Simple as that.

Forwards

3x – Gau (19-089H)
2x – Mog (VI) (4-140H)
3x – Banon (9-111H)
3x – Celes (11-118L)
3x – Locke (9-122H)
3x – Terra (10-132S)
3x – Sabin (17-017H)
3x – Sabin (15-018C)

Backups

3x – Aria (III) (10-108R)
3x – Class Fourth Moogle (10-121C)
3x – Edgar (19-003R)
3x – Minwu (1-171H)
3x – Owzer (11-106H)

Summons

3x – Unicorn (20-118H)
3x – Amaterasu (12-002H)
3x – Ifrit (19-001R)
3x – Leviathan (19-101R)

What would you play different?

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Wave 1 : Ifrit EX (1-004C)

It’s time to turn the heat up with Ifrit, because Ifrit EX, has no sure signs of pointing out which Wave Ifrit is. So, we’ll have to look at the two guides below to help us out. Let me go ahead and give you the links from the guides from the introduction post that will help you guide your way.

“Distinguishing Final Fantasy TCG Opus 1 Wave 1 from Future Waves”

“Differences in Opus I Wave 1 Printing vs Later Waves”

They both look the same, don’t they?


But, there is tiny differences that we can point out. The Crystal being the first one. The one on the Wave 1 is closer to the top edge than the Wave 2 Ifrit. Also, the colors on the card are a little different as well. Ifrit’s body has a lighter shade for Wave 1 and darker for Wave 2.

And, lastly the Category box. If you look closely you can see the shading of the blue color, Wave 1 has a white tint, while Wave 2 looks like it has a purple tint.

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Dawn of Heroes : Fiery Thoughts

20-001R – Ardyn

The Chief Minister starts off Dawn of Heroes, and it’s exactly what someone in charge will do.

What do I mean by that?

When Ardyn enters the field, you select 2 Backups that are now useless, as there entering abilities have already been used, and you can put them in the Break Zone, to play 2 new Characters onto the field. And depending what you get, well, it’ll be better than what you already have on the field.

Ardyn is one of those cards that can change the game in your favor.

“… you’ve got to ask yourself one question: Do I feel lucky? Well, do ya, punk?”

20-002H – Auron

Am I reading this right?

Can you use Auron’s ability to deflect the point of damage you’ll receive and just have Auron be dealt 8000 damage.

If so, then I might be wrong, because why would you use Auron’s ability to block a point of Damage, when you can just block the attack itself.

I think I figured it out now, it’s when one of your Forwards are dealt damage, Auron can come in like a guardian a take the hit himself, thus allowing the other Forward to survive the attack.

Either way, Auron will be blocking.

20-003H – Ifrit

A one cost Summon?

Yes, I’ll take it. Why, thank you.

You’re playing Mono-Fire? You’re playing Ifrit.

When you cast Ifrit, you can deal 5000 damage to one Forward. And, if you have more than 5 Fire Characters on the field, it becomes 5000 damage to 2 Forwards.

Or you can pick the same Forward twice and deal it 10,000 damage.

I’d say it’s worth having a few of these.

20-004C – Warrior of Light

Warrior of Light comes in, and you reveal the top 4 cards of your deck. Put 3 at the bottom of your deck and remover the other one from the game. At first you would think that this is part of an extra cost to play this 2 cost Forward, but nope.

The removed card can be cast this turn. So, it’s like drawing an extra card, but you can only use it this turn.

This would have been a great card, if it read, you can pay the cost with any element.

 

20-005C – Garland EX

6 cost Garland here, to provide you with a decent EX Burst. Comes in with Brave and that’s about it.

High cost because Garland is just a common.

I’d probably just keep this card in a deck, just so there is a chance for Garland to pop up, when you get hit for damage.

Other than that ….

 

20-006C – Blacksmith

Blacksmith is the Backup you didn’t know you needed.

The more Forwards you have on the field, the better Blacksmith becomes. For once Blacksmith enters the field, all of your Forwards will deal 7000 damage to one of your opponents Forwards, when they attack this turn.

Imagine, you have 5 Forwards on the field, your opponent has as many as they have, and you just start taking them down one by one.

As long as they don’t have an answer, you’ll be good.

20-007L – The Demon

The Warring Triad is finally here. Now to get Kefka to unleash their power.

The Demon comes in and starts having fun from the get go. And, the fun doesn’t stop there You can also choose one of his abilities every time The Demon attacks.

Just look at these abilities, all set to cause destruction to your opponents plans.

You can either deal damage to 1 Forward, up to as many cards that are in their Break Zone. Plus all those Break Zone cards are removed from the game as well.

Or you can choose an Element and deal 7000 damage to all those Forwards.

Or, you can choose a Job and deal 8000 damage to all of those Forwards.

Mono-Decks and Job Decks watch out. The Demon is coming …. The Demon is HERE!!!!

20-008H – Kefka

I knew there would be a Kefka once I saw the Warring Triad.

Amano art? Check
Warring Triad? Check

Dancing Mad? You will be once you get this card to go off at the end of any turn.

Let’s just say, Kefka will use the Warring Triad to strike down your opponent, just like he struck down Mobliz.

9000 damage to one of your opponents Forwards, for each Magic Counter you remove.

20-009L – Zack

I remember reading somewhere. “Finally a Zack that can be played.” Or something along those lines. If you’re reading this and you are the one that said that, please let me know, so, I can add your name to the quote.

This one will fit right at home with AVALANCHE. You play Zack for 5CP, and every time he attacks you can deal a Forward 5K damage for each SOLDIER you control. Zack and Cloud, that’s 10k right there, and I’m sure you’ll be able to find a couple of SOLDIERs laying around somewhere.

When Zack leaves the field you can play a FFVII Forward of 4CP or less onto the field. With about 100 or so FFVII Forwards that cost up to 4CP there are plenty to choose from, Opus XIV Cloud, Tifa and Barret. If you’re still running AVALANCHE that’s an easy way to get them on the field.

And, let’s not forget Meteor Shots, where you can deal 7000 damage to all of your opponents Forwards.

Let’s keep an eye on this one.

20-010C – Samurai

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.

20-011R – Jecht

That is a young looking Jecht, looks like he’s Tidus’ age. Actually younger.

This is a great card.

When Jecht is sent to the Break Zone, you can search for a Fire Forward of 7CP or more to play onto the field.

And there are some great cards to play depending on what you’re playing.

Philia (13-129S), Cyan (15-006H), Ramza (18-015R) and The Demon (20-007L).

Which one you chose is up to you. I might go with Philia.

20-012C – Goldsmith

Cheap Backup, that will buff a Forward when Goldsmith enters the field, and when Goldsmiths enters the Break Zone.
+3000 and Brave.

Should be more than enough to take down a Forward, hopefully the attack will go through and deal damage to your opponent.

 

 

20-013C – Culinarian

What else would you expect? A cook needs Fire, and the more Fire you got in the oven the better.

If you got 3 Backups already on the field, this Backup is free.

Other than draft, I really don’t see much use for this card, but I’ve been wrong before. Watch a Forward show up where you discard a Backup for a great ability.

 

 

20-014R – Tifa

We got another Tifa, even though it is only a Rare card, the ability is pretty good.

Whenever a FFVII Character … I read that wrong the first time. For some reason I read attacks. But, it’s still great. Whenever a FFVII Character deals damage to one of your opponent’s Forwards, you get to choose a Forward, and take away their ability to block.

Not it does not say Forward, it says Character. That means Forwards, Backups, and Monsters can be used to deal damage to your opponents Forwards. A simple ability from the back line to deal damage to a Forward will help you get passed that high powered Forward your opponent has, thus making it easier for your attacks to go through.

Somersault? Just a way to deal 8000 damage to a Forward.

20-015C – Morrow EX

Only 1CP if you want to wait a turn, and you probably will.

Why? When Morrow comes in due to Warp, you’ll be able to draw 2 cards. Even though you’ll discard a card when he enters, you’ll still be up a Crystal Point.

You’re getting paid to use this card. Might as well use it.

Let’s not forget Morrow comes in with Haste, and and a 7K body.

Yes, I’ll take it. I’ll find some use for it.

20-016R -Barret EX

This Barret won’t replace the Opus XIV Barret in the AVALANCHE deck. But, it will deal 3000 damage to one of our opponents Forwards x the FFVII Forwards you control.

It could be 3000, it could be 27,000.

I like that this ability can come up as an EX Burst. You might want a couple of these in your deck, just to have Barret pop out when your opponent least expects it.

Catastrophe, 10K damage to a Forward, and Barret doesn’t activate.

You get all this for 3CP.

I’ve seen worse cards for that price.

20-017R – Palom

Kind of looks like this card was drawn with MS Paint. And, I don’t mean that in a bad way.

At 2CP, Palom won’t steal the show this set, but it’s still a decent card if you got the Crystals. That’s why we need the Samurai reprint this set.

Palom will come in and deal a Forward 8000 damage, with the help of a Crystal.

I’m figuring Porom will have a similar enter the field ability, after that they can both be sent to the Break Zone to deal a Forward 10,000 damage.

 

20-018H – Phoinix

We’ll start off by saying, I haven’t gotten that far in FFXIV, before I stopped playing.

Monsters can be hit or miss.

Phoinix enters the field and deals 9000 damage to a Forward. Phoinix one doubles as a Forward, but at the cost of 4 cards from the Break Zone. Half the time if the cards are in the Break Zone, they’re dead cards anyway.

I might give this one a try.

 

20-019C – Hedgehog Pie

You can get 3 Hedgehog Pies on the field in one turn. As long as you got 2 cards in your hand.

After that Hedgehog Pie will sit on the field until the moment that you would like to use his ability to deal 5000 damage to a Forward.

And, since you’ll already have 3 of these on the field, you can spread the love.

 

 

20-020C – Montblanc

Simple Backup, has one job.

Deal 5000 damage to one of your opponents Forwards. Or 8000 damage if you have 5 or more Fire Characters on the field.

After that just chuck Montblanc to the Break Zone when Ardyn enters the field to get 2 new Characters.

 

 

20-021R – Red XIII

Talk about a beast, cause that is what Red XIII is the jury is out on weather he is a cat or a dog, or both maybe?

A 2 cost beast with a 9K body that will take care of most of your opponents attacks.

Of course you won’t be able to play Red XIII unless you have another FFVII Forward on the field, but that shouldn’t be too hard to do.

Only draw back is that. That you can’t play Red XIII without another FFVII Character, meaning you probably won’t be able to play Red XIII turn 1.

When are we going to get a card named Nanaki?

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From Nightmares : Twisted Fire Starters

19-001R – Ifrit

What a way to start off the set. Coming in at number 1 is a Free Summon.

And everyone likes Free Summons. I know I do.

Once you play a Fire Forward onto the field, Ifrit comes in for free and deals 7000 damage to 1 Forward. Pretty simple. And, it’s even better because it’s free. Add Ifrita to the mix and things can get hot very quickly.

 

19-002L – Ace

Cadets getting back into it with this “Ace”

Ace comes in for 1CP, sure you’ll remove 5 fire cards from your Break Zone when he enters the field, but half the time you’re not going into your Break Zone to grab something.

When Ace attacks you deal 1 Forward 10K damage.

And, with Spiral Gambit, Ace can attack twice and deal 2 Forwards 10K damage. Plus he’ll probably be able to Break another 1 or 2 as well.

Talk about an “Ace” up your sleeve.

OK, I’ll stop now

19-003R – Edgar

Cheap Backup to play. For 2CP Edgar will come in bring his Auto Crossbow, if you need to deal damage to a few of your opponents Forwards.

Edgar is also carrying a Phoenix Down just for Sabin. If by any chance Sabin is sent to the Break Zone, Edgar will just bring him on back, and it’ll be like he never left.

Always good to have a “backup” plan.

 

19-004R – Kukki-Chebukki

Other than the art, this card seems like it’s just a basic card. 3 cost Forward with a 6K body.

Ability is just dealing 2000 points of damage to a Forward.

If it’s broken in the same turn, you can remove it from the game instead.

 

19-005C – Sazh

Haven’t seen Sazh in a while now.

But he comes in, searches for Dajh and has a 5k body.

Cheap searcher, even though Dajh usually only protects Sazh. But, do you really want to play Sazh if you’re now counting Category XIII cards for other abilities?

 

 

19-006C – Tifa

Tifa costs 5CP, but can Warp for 2CP. You just have to wait 3 turns.

And when she finally comes in, Tifa has 9000 power, Brave and can attack twice in the same turn.

Looks like we’re getting more and more cards with the ability to attack twice. Fire is getting most of them.

 

19-007C – Dajh EX

Discard a card draw a card.

Cheap Backup, that buffs Sazh.

Just like we mentioned earlier. Probably not worth playing.

 

 

19-008R – Buffasaur

This monster is waiting to pull the trigger on one of your opponents Forwards. You can deal damage to a Forward that just enters the field, but it comes at a cost.

All you need to do is figure out, if that 8000 damage that you’re going to deal to your opponents Forward, is worth a point of damage for you?

 

 

19-009C – Bomb

Bomb, acting more like a Bomb.

When he takes enough damage, instead of going peacefully, Bomb will Explode and deal damage to 1 Forward. It should have been “all Forwards”, but what do I know.

Any how, When Bomb enters the field you can dull 2 Fire Backups and search for another Bomb (2CP or less) and play it onto the field.

Technically, you can swarm the field with Bombs in no time.

Is there a Bomb deck out there? How many Bomb cards do we already have?

19-010H – Sabin

I mean, this could have been more than just a Hero.

Sabin comes in and if you’re playing a VI themed deck, he will do some Damage. Yes, capitol D. Depending on how many VI characters are in the Break Zone, Sabin will deal that many Forwards, 8000 damage. if there’s 4, then 4 of your opponents Forwards will be dealt damage.

It’s Suplex City here.

Let’s not forget about Sabin’s twin brother. This whole time we didn’t know how strong Sabin’s Enter the Field ability is. But, now that we know. We know that the 2 brothers will be a staple.

19-011C – Miyu

A backup that searches for an Agito Cadet.

Searchers are always welcome, as they allow you to search for a card. IF you don’t want to search for a card then, this isn’t the card for you.

During Pre-Release, I noticed 2 other Agito cadets in Ice and Lightning, all of which are Backups.

Might be useful if you want to run the FFXIII Custom Starter Set with all 3 colors.

19-012C – Monk

Cheap Backup to play.

I also like the fact that you can get rid of him by using his ability. Even if you are just using it to get rid of Monk in order to play the Backup you really need to play.

And that really isn’t a problem, unless you already have 5 Backups on the field.

Who cant use a +4K buff, when your Attacking Forward is Blocked.

19-013C – Lilty

I’ve seen a couple of these types of Forwards in this set. Where if the cost is paid with more than 3 elements, the Forward gains an enter the field ability.

Lilty’s ability is to deal 8000 damage to a Forward.

Lilty also comes in with Brave.

 

 

19-014C – Luneth

A simple 4 cost Backup that deals 5000 damage to all of your opponents Forwards.

I believe with the new Warrior of Light, and all the Warrior of Light Jobs we have this set we’ll see some synergy between all of them.

By itself it’s a decent Backup that can break down your opponents defenses.

 

19-015R – Ruby Weapon

If you remember anything about Final Fantasy VII, it’s that 99% of the people that played it, haven’t beaten Ruby Weapon. Including me.

Ruby Weapon was a pain to deal with because he would remove 2 of the party members and you would have to fight him with 1 Character. Hopefully that Character had Knights of the Round and Phoenix Materia equipped. After that you might have had a chance.

Why am I bringing this up?

Ruby Weapon will remove one of your opponents Forwards with his ability. But, only if they have 2 or more Forwards on the field.

Other than that Ruby Weapon is a 6 cost Forward that has high defense. Considering that any damage dealt to Ruby Weapon is only 1000.

Might be worth a shot, if you need an extra Fire card in your deck.

19-016H – Laragorn

One of the three Dream Stooges. Taking his name from one of the original Stooges Larry. And that’s why I like this card before I even read it. Plus, the Amano art is great as always.

When Laragorn enters the field you can search for a Dream Stooge. Either one of the two, and play it straight to the field. You’re pretty much getting a Buy One Get One Free here.

Laragorn can also grab a Dream Stooge from the Break Zone, and the best part is you don’t have to send Laragorn to the Break Zone to do it.

Maybe, just Maybe the Dream Stooges can become a thing.

19-017R – Leon

I’ve seen plenty of Rebel cards this set.

Leon searches for his sister, Maria, and depending on how many Rebels are on the field, Leon does gain some buffs.
If you have 4 or more Rebels, Leon gains +4000 power and Haste.

You’ll most likely be caught between the choice of playing Leon early to find Maria, or waiting until you have 4 Rebels on the field to play him.

Sure you can also play Leon early on, and then allow him to get broken to play him again, but if he’s already on the field, I don’t see a reason to sacrifice him, unless you need to.