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Hidden Trials – By Ice

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23-020C – Red Mage

Red Mage enters the field, and your opponents discards a cards.

The only question is, will they choose the card that they will discard, or are you going to choose the card that they will discard.

The answer lies in how many Backups you have on the field. If it’s 4 or less your opponent will choose. If you have 5, well, the choice is all yours.

Get rid of that one card that you know your opponent has been searching for this whole time.

23-021C – Weiss

Are Tsivets going to be a thing?

They will if Weiss has anything to say about it.

Weiss searches for a Tsivet, yes you have to pay a Crystal for the search, but what else are you going to do with those Crystals. You can’t hoard them forever.

And once another Tsivet enters the field, Weiss will now have +2000 power and Brave.

And, that my friend is not a bad thing.

Unless your name is Vincent.

23-022R – Aemo

Play this card.

Have your opponent sit back and watch as you neutralize their hand, and they lie lifeless on the side of the road as you dissect their board.

Bit much?

That’s pretty much what happens when you use Aemo’s ability.

Cheap Backup, but that ability is .. what’s the word … Bonkers.

Once your opponent removes his hand from the game, you have free reign over the board.

Unless they have enough active Backups on the field, and active Forwards, they will not be doing much this turn.

And, at the end of the turn, they get their hand back.

But, once the damage is done, it’s done.

I’ll take 3. And 3 more just in case.

23-023H – Anima, Eikon of Eikons

Powerful card.

But, it has very limited use.

In order for Anima’s ability to go off, both you and your opponent must have 0 cards in hand.

Is it likely that this will happen?

Yes, If you’re playing Discard, you can have your opponent down to no cards, and then you’ll use up the rest of your cards to play Anima.

Dull/Freeze their whole board, and you won’t have to worry about their next turn either.

23-024R – Shiva EX

Dull/Freeze a Forward.

And if somehow, that Forward deals damage to one of your Forwards or to you, that Damage becomes 0.

Now, I don’t know how a Dull and Frozen Forward can deal damage to you, but I’m sure we’re going to find out shortly.
If not now, then next set.

 

23-025C – Shelke

Here is where your supply of Crystals will come from when you’re running Tsivets.

Shelke should be the first Tsivet you play, if possible.

Shelke will be the one that gives Weiss a Crystal to search for another Tsivet.

And, since you’ll have 2 Tsivets on the field, Weiss will gain +2000 power and Brave.

You can give Shelke that other Crystal, to give herself +3000 power until the end of the turn.

It’s a Common, it’s 2CP, it’s worth it.

23-026C – Jegran

4 cost Common Forward, 8000 power.

That’s your standard cost for a Common with 8000 power.

Jegran has the ability, once put into the Break Zone, to either Break a dull Forward or have your opponent discard 2 cards.

Either way, it’s a bit of help if played at the right moment.

 

23-027C – Jihl Nabaat

Jihl Nabaat, will hang out on the backfield, producing a single Crystal Point, until the time you’ll need to use her ability.

And, what ability is that?

Jihl Nabaat will break a dull Forward, for the cost of a PSICOM Character, and 2 Ice Crystal Points.

There’s plenty of PSICOM Characters that you can use for this.

And, Jihl shall stay on the field, for when you’d like to use her ability once more.

23-028L – Cecil

Move over Batman, Cecil is the real Dark Knight.

As you can see, all of Cecil’s abilities deal damage to you. Is it worth using these abilities, or even playing Cecil? Well that depends. Do you need to inflict damage upon yourself in order for your deck to get that much stronger.

If the answer is yes, then yes you should play Cecil. Just imagine your back is pinned to the wall, and all of a sudden you reach 5 points of damage and you cast Dark Flame. Most likely, wiping out your opponents front line.

All that’s left is for you to come in a get the win.

23-029R – Zenos

Zenos has your opponent’s Break Zone on lock down.

Every time a card leaves your opponent’s Break Zone, your opponent discards a card. It doesn’t matter where that card goes. It could be removed from the game. It could be added to your opponent’s hand, it could be played straight to the field. Whatever the reason, if a card leaves your opponent’s Break Zone they discard a card from their hand.

And, let’s not forget when Zenos enters the field, you get to remove 2 cards from your opponent’s Break Zone.

Guess what happens after that?

23-030C – Serah

Pick one of two, or two of two.

Depends on if you have a Commando on the field.

Serah comes in and you can Dull/Freeze a card, and your opponent discards a card from there hand.

No Commando, no worries. Just add Fang. There should be a Fang in this set. I haven’t seen it yet.

 

22-031C – SOLDIER Candidate

I always wanted to build a SOLDIER deck. And, when I finally do, SOLDIER Candidate will be in it. 3 copies of it.

As long as you have a couple of Standard Units in your Break Zone, SOLDIER Candidate becomes a 2 cost Forward with 8000 power. Cheap, Effective, Meat Shield. What else would you want? You could stop here and it would be a decent card, if only to block your opponent’s attacks.

But, we’re not stopping here, because when SOLDIER Candidate enters the field, you will Dull/Freeze one of your opponent’s Forwards.

I’ll take 3.

22-032H – Drautos

I don’t remember who this is.

But, this does look like a great card.

You’ll need to have 1 or 2 cards in your hand, in order for you to cast Drautos.

For 2CP this is far from bad. It’s actually pretty good. Drautos comes in with a 8k body and Brave. Meaning you’ll be swinging, and swinging because Drautos will still be able to block.

Plus, he comes in with some added protection from your opponent’s Summon and abilities. If they deal damage, that damage will become 0.

22-033C/15-038C – Knight

Reprint of a reprint. We’ll just put down what we wrote during Dawn of Heroes.

“Ice Reprint Standard Unit.

Just find what I wrote for Samurai and change the word Samurai to Knight.”

 

 

 

22-034R – Pacos Amethyst

For some reason I want tacos right now.

Monster Tacos!

Pacos Amethyst won’t do anything except wait around, unless you have another Monster on the field.

If you do Pacos Amethyst becomes an 8k body on your front line.

And if your opponent wants to get rid of Pacos by targeting it with Summons or abilities, well then your opponent will have to discard a card from their hand.

It might be worth it, if you target it with Opus XI Relm.

22-035H – White Tiger l’Cie Nimbus

5 cost Forward with an 8k body, that also searches for a “Brave” Forward.

White Tiger L’cie Nimbus, or Nimbus for short. Does search for a Forward with Brave. Nimbus also has Brave himself.
Nimbus also cannot be chosen by your opponent’s abilities, making Nimbus a meaty Meat Shield that can also attack.

Nothing special, just a big body that searches for a “Brave” body.

 

22-036C – Flan

1CP to have the option to dull a Forward whenever you’d like.

And if you like your Flan with extra Flan, you can remove 3 Flans from your Break Zone, and Break that Forward that Flan just dulled.

It’s the cycle of Flan.

 

 

 

23-037R – Lightning

This whole time I thought that Lightning was a Legend.

Then I read the card, and thought that is not legend material.

And then, I realized Lightning is a Rare card.

Lightning doesn’t do much when she comes in, but at the begining of each Attack Phase Lightning will dull one of your opponent’s Forwards.

It’s not bad, it’s not great, but the art is amazing.

Why else would they put the Golden Signature on this card?

23-038H – Lady Lilith

“Luck be a Lady tonight”

You’ll be lucky if you have 3 Crystals, cause Lady Lilith will seduce one of your opponent’s Forwards with that Crystal and bring them over to your control.

That’s all there is to say.

I might have to go ahead and redo my deck. So, many cards are coming out that allow you to take control of your opponent’s cards.

 

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Hidden Hope : Frozen Hope

22-019C – Ice Bomb

I Need More Bombs!

And, this one is pretty good on my opinion.

During your turn, Ice Bomb becomes a Forward, and whenever it attacks, you can Freeze one of your opponents Forwards.
And, if you already have received 3 points of damage, Ice Bomb will also Dull that Forward, thus making said Forward unavailable for your opponent’s next turn.

I’ll take 3, and put them in the Bomb deck.

22-020R – Vallaide

Who would have thought that Green Mages have these kind of abilities. And, what is a Green Mage anyway? I thought they were Red Mages.

Whatever it is Vallaide has a pass, because he’ll kick some …

It’s true. Just use his ability on a Forward, and whenever that forward is dealt damage, it breaks. Just like that.

Sure, you’ll need another way to deal a little bit of damage to said Forward, but that should be easy enough to figure out.

22-021R – Emina

This is what everyone likes. A Backup that searches for a card.

Sure, the card needs to be an Ice Character that costs 2CP or less, and I’m sure there are plenty of good cards to grab.

This technically makes Emina a 2 cost Backup as well.

Search and Play.

 

22-022R – Quistis

Do you remember Opus I Jihl Nabaat?

Well Quistis here, does a much better job than what Jihl Nabaat did.

Of course you’ll have to be playing a FFVIII themed deck, but with a card like this, and plenty of other great FFVIII cards that won’t be hard to do.

Now, what does Quistis do?

Depending on how many FFVIII Forwards you have on the field, you can dull that many of your opponent’s Characters. And if you have 3 or more, you’ll also Freeze them.

And, the artwork? It looks great. Can’t go wrong with a good looking card with a great ability.

22-023C – Bard

Bard, a low cost Backup that will dull a low cast Forward.

And, if you have another Bard (22-023C) on the field, you can use Bard’s other ability and Break that Forward.

Is it worth the price?

Depends on what you’re Breaking.

You can’t go wrong with a 2 cost Backup, that has a couple of decent abilities. Unless your opponent isn’t playing low cost Forwards. Then you might be out of luck.

22-024L – Kurasame

At 7CP, Kurasame is a quite expensive, but he can be worth it depending on how many Ice Backups you have on the field when Kurasame enters.

Go ahead count your Backups.

I’ll wait.

5 Ice Backups, well that is perfect. You shall either Dull and Freeze, 5 of your opponents Characters. Backups? Forwards? Monsters? Yep. Yep and yep.

Or, you can have your opponent discard a card for each Ice Backup that you have.

We said 5, right?

Well your opponent is discarding 5 cards from their hand. And, what was that card that was just released in the Anniversary Collection Set 2024? I don’t have the card in front of me, but I think it said, deal 5000 damage to a Forward every time your opponent discards a card, due to your Summons or abilities.

Now, at that point I’d say it’s very well worth playing Kurasame, as it will put you in a winning position. If you can’t beat your opponent when you made them discard their hand and laid waste to their front line, I think it’s time for you to pick up another game.

I like it.

22-025C – Cloud of Darkness

This is a decent card, for a Common.

Cloud of Darkness comes in, and since you’ll already be playing Discard because you’re already playing Ice, your job will be to have your opponent have as little cards as possible in their hand before you play Cloud of Darkness. Cause when Cloud of Darkness comes in and your opponent has only 2 cards, or less, in their hand, they will send one of their Forwards into the Break Zone.

And, that is pretty much it.

 

22-026C – Seymour EX

Almost like a Summon. Seymour comes in and breaks a dull Character.

After that Seymour will just hang out on the field producing a single Ice CP once per turn.

Good thing is that this ability can come off of an EX Burst as well.

Now, where did I put that card that gets rid of my Backups.

 

 

22-027R – Shiva

Let’s talk about Ice.

It’s so cold, that it will make all of your abilities stop working. Nothing moves, and your opponent’s Characters reset to 0.

No Haste, No First Strike, No Brave, no buffs no nothing.

Plus you get to draw a card if you only paid the cost with your Backups.

The twins are your best bet at starting a frozen empire.

22-028H – Cissnei

The Turks just got a little bit better with Cissnei.

She might not look like much, but in a Turk heavy deck, she’ll be lying in the shadows waiting to attack. And she can attack twice.

Sure, Cissnei comes in dull, but she also comes in with Haste. All you need to do is activate her and she’s ready to go. Luckily, The Turks are here to give a helping hand. (And you thought that they were the bad guys.) Every time a Member of the Turks attacks, you will activate Cissnei.

Here is the battle plan, Cissnei comes in, Reno attacks, Cissnei activates, Cissnei attacks, Rude Attacks, Cissnei activate and attacks again.

For 2CP, you get a 6K body that dual wields Shurikens.

I’ll take it.

22-029R – Jihl Nabaat EX

It’s Jihl, but which Jihl will you like to play?

Is PSICOM going to become a great deck to play? Who will be in it? How many PSICOM cards are there? Why are there so many questions?

After looking up all of PSICOM there are a total of 3 Characters with that Job, One which is Jihl Nabaat. The other 2 are Rygdea and Yaag Rosch.

“Who you gonna call?”

Not the Ghostbusters, that’s for sure. You can flip a coin and see which one you’ll get.

But, at 3CP you get a Forward with 7000 Power, and you get to search for a member of PSICOM.

I’m guessing they’ll be adding more PSICOM members in the next set, Especially since Lightning is on the box.

22-030C – Shinryu Celestia

This is nice, a decent 2 cost Backup that will give one of your Forwards +4000 power.

Sure, you can only use this ability if you have 5 Backups on the field, but you should be trying to get to 5 Backups as soon as you can. Because Backups equals more CP.

Now, if you can find a way to activate Shinryu Celestia after she used her ability, then you can use it again, giving another Forward, or the same Forward, another +4000 power.

 

 

22-031H – Squall

How is Squall just a Hero?

Because he is a Hero. Just play Final Fantasy VIII to see why.

At 4CP/8000 Power, Squall becomes even more powerful, if you have 4 FFVIII Characters on the field. Not only that, but he is protected from your opponent’s abilities that deal damage.

And if you need to get more Final Fantasy VIII Characters on the field, Squall will help you with that as well. During the beginning of each of your Attack Phases, you will be able to play a Final Fantasy VIII Forward from your hand onto the field. Just as long as that Forward costs 4CP or less.

You can get the four Final Fantasy VIII Forward on the field, by the beginning of your next turn, If you play Squall right away. After that, it’ll be easy sailing.

22-032L – Sephiroth

The card that everyone is looking for. Not the one you see, but the one with the Gold Stamped Signature. It is a good looking card.

Now, lets talk about the card itself.

At 3CP with 7000 power, you would think that this card is undeserving of the Legend status. Well, we’re here to tell you that it is. And, that we can see why Squall is just a Hero.

Whenever Sephiroth is in your hand, you can pay 3CP and break one of your opponent’s dull Forwards. Which in itself is a great ability to have. Although you’ll have to remove Sephiroth from the game.

But, that doesn’t mean that Sephiroth is lost, he just went into the Lifestream like he usually does. Once he is in the Lifestream, and only during the turn that he entered the Lifestream, you may play Sephiroth onto the field for his cost. And, once Sephiroth enters the field, your opponent will discard a card from their hand.

Sephiroth will cost you a total of 6CP to play this way. There are a couple of Summons that will Break a dull Forward. One is Titan (21-071H) who will break a dull Forward for 3CP, and Hades (6-038R) who will break it, and have your opponent discard a card from their hand for 5CP. The difference is that Sephiroth stays on the field as a body.

22-033C – Time Mage

Time Mage is a simple 2 cost Standard Unit Backup that is actually pretty good.

Time Mage enters the field, and will Dull/Freeze a Forward, and if you have one more Standard Unit Backup on the field, Time Mage will Dull/Freeze a Character as well.

If you have 3 of these in your hand you can Dull/Freeze up to 6 Characters, and at 2CP each, it will only cost you 6CP or 1P per Character.

That sounds like a steal to me.

22-034H – Medusa

We finally have a new spell. Stone has arrived to Final Fantasy TCG. They’re just calling them Petrification Counters.

Medusa comes in and casts Stone on a Forward. Once that Forward has turned to stone, they cannot attack or block. And they will not be able to turn back to normal once Medusa is gone.

Nope, they will have to use a Gold Needle, and the price for that Gold Needle is 5CP.

This will put a cog in your opponents plans.

22-035C – Yuke

Simple, basic and straight to the point.

Yuke comes in for 1CP and allows you to look at the top card of your deck. If you like it you can keep it there. If not send it to the bottom of your deck.

It does have plenty of benefits.

Depending on what you see there, your game plan will change for this turn.

Do you see an EX Burst that will cause plenty of damage to your opponent. Leave it there and take a point of Damage. Do you see the card you need to put your plan into motion, play that card that allows you to draw a card.

Worst case is that you don’t like the card, and you can just recycle it to the bottom.

22-036C – Rinoa

Final Fantasy VIII, has had some great cards showing up. And, we still haven’t had a Starter Set made for 8.

Good thing is that, we already have plenty of cards to make a great deck. Is Rinoa a good card to add?

Probably not. There are far better Rinoas in other sets, so, I don’t really see you playing this one, unless you’re playing a Discard deck. Or, you just like the art and you’ll just throw it in your FFVIII deck, just to show off with the Full Art. I know I’ve done that before.

If Squall is already on the field when you play Rinoa, her cost goes down to 2CP from 3CP, which makes this card more affordable, and her ability forces your opponent to discard 2 cards.

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Dawn of Heroes : Straight Out the Freezer

20-022C – Alhanalem

I feel like I just wrote about this card.

Alhanalem is a cheap Forward to play. Very cheap. At 1CP and a 3000 body, he can block any attack that you throw at him. Surviving the attack is another story.

Alhanalem also comes with 2 abilities. All you have to do is dull Alhanalem, and you can either Dull or Freeze a Forward.

I don’t see any reason not to have a couple of these laying around.

20-023C – Armourer

The Common card between all the elements.

Let’s just Copy and Paste here.

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.

20-024H – Calbrena

Rerouting damage to the nearest Forward.

Calbrena comes in whenever it wants to come in. Your turn, your opponents turn, or whenever one of your Forwards is being targeted by one of your opponents abilities.

You can now reroute that damage to Calbrena.

And when Calbrena is dealt damage by one of your opponents Forwards, you can deal damage to your opponent equal to Calbrena’s power, which will usually be 7000.

A nice little counter to have in your hand.

20-025C – Juggler

Backup.

Back Attack.

Juggler enters and dulls a Forward.

‘Nuff said.

You can actually play Juggler, when your opponent attacks and dull the Forward that is attacking.

20-026C – Edward EX

The Spoony Bard is back again, as a Backup.

And with his trusty harp, he will take a dull Forward, and break it.

As long as your opponent has 2 Dull Forwards on the field, that is.

For 2CP, I’d say this is a good deal.

 

20-027C – Genesis

We Finally got another Genesis card. We’ve been waiting since Opus III. Let’s see if it’s been worth the wait.

5CP for a 9K body.

Common.

Either Freeze 2 Characters, or have your opponent discard a card.

If Genesis comes in with Warp, you can use both abilities. Warp cost is 2 Ice CP.

It’s worth a try. At least in draft.

20-028R – Cissnei

This is interesting.

Cissnei uses Shuriken Counters, just like Edge.

Cissnei can use Shuriken Counters from other Characters to use her ability.

Edge (11-045H) gains a Shuriken Counter every time a Ninja enters the field.

Are there any Ice Ninja’s. Besides Vanilla Ice in TMNT 2.

We’re either throwing Edge (19-070C) in a Turks deck, or finding a way to put Cissnei in a Ninja deck.

20-029C – Jihl Nabaat

Am I the only one that still likes to play Opus I Jihl Nabaat? If I am, I might not after this set is out, as this Jihl has the same Enter the Field ability, but better.

Jihl comes in and if you pay the extra 2CP you can not only Freeze 2 of your opponents Characters, but dull them as well. That way you won’t need to pick from the dull Characters, cause you will dull the Characters you want to Freeze.

Jihl Nabaat is also a Forward, and if you’re playing Mono-Ice, well she’ll gain +2000 power.

I don’t know how well she’ll do in the XIII Custom Starter Set.

I guess we’re about to find out.

20-030R – Setzer

Setzer deck incoming.

First off, all the FFVI Ice cards look amazing this set.

Setzer comes in and allows all of your VI Forwards to form a party together regardless of element. Combine this with Locke, and get that table of four, to combine their attacks into one big party and get Locke’s ability to go off.

And with a party of 2 you get to dull and freeze a Forward.

Yes, please, I’ll take 3.

Is this a Full Art as well?

20-031R – Celes

If you’re playing Celes, you’re playing Locke, and whole bunch of FFVI Characters. Might be time to dust off my Setzer deck and update it.

Celes gains Haste if Locke is on the field, and Locke gains Haste if Celes is on the field. A win-win for these two.

Other than that, when Celes enters the field, you can dull all of your opponents Forwards, if you have enough FFVI Characters on the field.

And you get that for only 2CP. After that Celes is a 5k body, able to block an attack, get sent to the Break Zone, and then you can just play her again.

20-032C – Soldier : 3rd Class

Cloud’s old SOLDIER buddies are here.

These one’s gain 1000 power for each SOLDIER : 3rd Class in your Break Zone. They also search for each other when they enter the Break Zone, + you get to play them straight to the field.

Pair these SOLDIERs with the Opus III Soldiers and you can have up to 5 SOLDIER : 3rd Class in your Break Zone, to make this Soldier an 11k power house.

 

20-033C – Cerulean Drake

I was going to say, How come I don’t remember Cerulean Drake from FFVII? Then I realized it’s from the Remake.

Cerulean Drake is a 1 cost Monster that will Freeze a Forward when he enters the field.

Not much to write home about, but it does have some abilities that will allow you to dull a Forward, or break a dull Forward.
If you got 2 of these on the field, you can use the abilities back to back and Break an active Forward.

20-034R – Terra

There is a nice combo right here. Along with Lock and a couple more FFVI Characters. And, I probably won’t even scratch the surface here.

Terra comes in and you can grab a Summon from the Break Zone. This makes Terra’s CP go from 4 to 2. And once Terra forms a party and attacks, you’ll be able to cast that Summon for Free.

And along with the Free Summons from the last set. You can cause a lot of damage.

Considering this Terra is only a rare, it’ll be easy to get a playset.

20-035C – Knight

Ice Reprint Standard Unit.

Just find what I wrote for Samurai and change the word Samurai to Knight.

 

 

 

20-036H – Number 24

Number 24? This card is Number 36. They should get their facts straight.

All jokes aside Number 24 in the Royal Rumble is pretty good.

No?

Ok, Number 24 is a great blocker. Just keep a Barrier Counter on him and block any attack that comes your way. Add a Barrier Counter at the beginning of the Main Phase, and you’ll always have a constant supply of Barrier Counters.

Just make sure you keep blocking, because once those Barrier Counters are 3 or more, Number 24 will become dull at the end of each of your turns. But, he should activate during the beginning of your Main Phase, so you should be good.

20-037H – Mateus (FFTA)

2 cost Summon that will either Freeze all of your opponents Forwards, or all of your opponents Backups.

Pick and choose, but the end result will always be the same.

Mateus will be removed from the game.

No way to save this one.

20-038H – Wicked Mask

Chris Isaak would have had a field day with this card.

“Such a Wicked Mask to play”

3 cost Monster that reroutes a Summon from one Character to another Character of your choice. I’m seeing plenty of Counters this set, even if they aren’t called counters.

After Wicked Masks enter the field ability is used, Wicked Mask stays on the field until you decide to turn it into a Forward.

And, let’s not forget – Back Attack.

20-039R – Rude

Correct me if I’m wrong, but you can play an ability if it doesn’t have the dull icon.

I’m 99% sure of that, so that means, Rude enters the field, Dulls and Freezes a Forward. After that you can use Haymaker to Break it.

Only drawback I can find with this card is that, you can only use Backups to pay for this card. Other than that, Shinra should be getting stronger this set.

 

20-040L – Rufus

Rufus, President of Shinra, doing Presidential things.

You can lower the cost to cast Rufus by 2 if both Reno and Rude are in the Break Zone. Making Rufus a 2 cost Forward with a 7K body.

Once Rufus enters the field, you can grab one of the Turks from the Break Zone, making Rufus a Free Card. And, we all like Free cards.

After that whenever Rufus attacks, you can choose from 3 different abilites. Dull and Freeze a Forward, grab a Turk from the Break Zone, or you can make your opponent discard a card.

Rufus is the President that keeps on giving, even after he has been elected.

Doesn’t Weiss (18-019R) have an ability that activates when your opponent discards a card. (hint hint)

20-041R – Reno

Just goes to show you that the Turks are here to stay.

You play Reno for 3 and pay the extra cost to give Reno Haste. After that you can attack with Reno, search for Rude and play Rude onto the field.

It’s almost Buy 1 get 1 Free.

This even works better if you play Rufus first.

Let’s take a look.

Reno and Rude are in the Break Zone. You play Rufus for 2CP and grab Reno from the Break Zone. You play Reno, pay 1CP and give Reno Haste. Reno Attacks and searches for Rude and Rude gets played straight to the field. That’s pretty much comes out to 4CP for 3 Forwards.

Bright Spark? Dulls 2 Forwards.

20-042L – Locke EX

Really?

Now I’m definitely dusting off that Setzer deck.

Locke comes in and you get to grab a FFVI Character from the top 4 cards of your deck. Which should be pretty easy to get since most of your deck should consist of FFVI Characters.

Once Locke is on the field, get as many FFVI Forwards on the field, and form a a party of 4 FFVI Characters. Do that once per turn and your opponent won’t ever have any Forwards to attack or block. Which should work in your favor. Cause, even if you form a party with only 2 FFVI Characters, you’ll still be dealing your opponent a point of damage.

Yes, I’ll take 3. Hopefully we get a Full Art here.

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Lumina – Deck

As we take a look at Lumina’s ability it reads, “When Lumina enters the field, you may search for 1 Category XIII Forward and add it to your hand.”

That simply means, we need to fill up this deck with as many FFXIII Forwards that we can. And we do have a lot to choose from. But, we’re going to keep this as Characteristic as possible. We’ll Start off with Lightning and Serah. In the beginning I was trying not to use Lightning (19-138S), but for a deck filled with FFXIII Forwards, you need to use this card. Buffs and draws, and damage.

Serah? We went with Serah (16-032H). Ice Forward, that if played after you have 2 Ice Characters on the field, your opponent discards a card. If you have a XIII Forward you draw a card.

Moving on forward. Noel (19-136S) is our next Forward. Coming in with Haste and a buff for every FFXIII Character you control. Cid Raines (19-135S) is also here. You can tell we’re pretty much using the FFXIII Custom Starter Set for most of it. (If it ain’t broke, don’t fix it.) So, we’ll just add Vanille (19-129S), Fang (19-131S), and Snow (19-132S) to round it out.

And, that’s still not enough. Especially cause there’s hardly any Lightning Forwards and Lumina is Lightning. We’ll just roll the dice and grab Lightning (19-082H), Anima (11-099H) and Cid Raines (19-135S), Yes they are all FFXIII Forwards. This way Lightning’s abilities will go off, and so will Serah’s when she enters the field, and also Noel’s. These 3 will be your main attackers.

For Backups, we’ll add Lebreau (5-151S). I usually go for the Opus I Lebreau, but we don’t have enough Fire Forwards to warrant that card. Class Second Moogle (10-016C), to help us with Ice CP. Mog (XIII-2) (1-196S), because he acts just like Lumina and searches for a FFXIII Forward. and Jihl Nabaat (1-193S) cause that still is a great card.

As For Summon, we’re just grabbing Bahamut, because with Fang on the field he becomes a Free Summon. And both Odins for Lightning’s (19-082H) ability.

All in all, this deck is made to get as many Forwards out on the field as fast as possible. After that just keep attacking and attacking, with at least 3 Forwards per turn.

Or something like that.

Deck List

Forwards

Noel (19-136S) x3
Lightning (19-138S) x3
Serah (16-032H) x3
Vanille (19-129S) x3
Anima (11-099H) x3
Fang (19-131S) x3
Snow (19-132S) x3
Lightning (19-082H) x3
Cid Raines (19-135S) x3

Backups

Jihl Nabaat (1-193S) x3
Lebreau (5-151S) x3
Class Second Moogle (10-016C) x3
Mog (XIII-2) (1-196S) x3
Lumina (13-085R) x3

Summons

Odin (15-090H) x3
Odin (13-072R) x3
Bahamut (19-130S) x2