27-037C – Red MageSince the other 1CP Standard Unit Backups were pretty decent, I saw Red Mage and thought it would be the same. Turns out, he’s not as good as the others. And, that is what you get with Red Mages in general. They’re a Jack of all trades, but they don’t specialize, meaning their abilities will cost more.
Take for example this one. You can break a 4CP Forwards, for a total of 5CP.
It’s a decent ability, but there are cheaper ways to get that same effect.
27-038C -T-Rexaur
I think we just got our first Dinosaur.
At 5CP T-Rexaur is about to get to work.
As soon as it enters the field, it will activate 2 of your Characters. This can be Forwards, Monsters or Backups. If you have Characters with abilities that you would like to use again, go ahead and play T-Rexaur.
This Dinosaur also has the ability to Break a Forward with 9000 power or more.
Where was T-Rexsaur when we were trying to deal with Neo-Exdeath?
27-039L – Vaan
Am I reading this right?
Vaan comes in and searches for 3 Sky Pirate Forwards?
Or Vaan comes in and searches for 2 Sky Pirate Backups and plays them straight to the field?
At 7CP, this card is cheap.
If you pull Vaan on your first turn, you’ll have 3 cards on the field for 7CP. That is more than worth it. I’m pretty sure, you’ll find some Sky Pirate Backups that will get you going.
This is a card that you can play at any time. Early game, Mid game, late game. Vaan will get you rolling.
This is a great card, and I hate to say it, just because Vaan is one of my least favorite characters. But, this card might just make me want to build a Sky Pirate deck.
Just might.
27-040R – Eight
Are Cadets making a comeback? I’ve seen plenty of Type-0 cards coming out of the last few sets.
Eight is ready to take Cadets further. He comes in with Haste, and whenever he attacks, you will reveal the top 3 cards of your deck and ad one Class Zero Cadet to your hand. And, if you’re playing Cadets, you’ll most likely find at least one. If nothing else, it’s CP you can use to play other cards.
Explosive Fist, Eight will deal 8000 damage to one Forward. The good thing is that you don’t dull Eight to use this ability allowing you to attack with Eight.
I’ll have to revisit Cadets as well.
27-041C – Askah
I was using this card at Midnight Prerelease. And every time I would draw it from my deck, I would play him right away, cause I knew I had a 4 cost Forward in my deck.
That’s 2 Forwards for 5CP. Meaning that I would bulk up my defenses quickly. And then my opponent would spend their resources trying to get rid of these Forwards.
Askah also has another ability, where when he attacks, you will Activate 2 Backups, giving you 2CP for your Main Phase 2, or to have on your opponent’s turn.
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27-042R – Haudrale
A low cost Forward that can search for another Forward when you use his ability.
Any Forward with no restraints.
It’s a decent ability that if Haudrale gets targeted by a Summon or ability, you can use his own ability and bring another Forward to your hand.
And if you find a way to give Haudrale Brave, you can attack with him, and if he is blocked, then you use his ability to send him to the Break Zone instead of just taking the damage.
That way at least you’ll have another card in your hand to show for.
27-043C – Dancer
You’ll pay 3CP to activate 3 Dancers.
Which isn’t bad at all as you’ll get a Backup on the field.
Dancer is technically a free play.
Especially if you Activate the 3 Dancers used to pay for Dancer.
And, that’s a bout it.
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27-044L – G’raha Tia
Ok, that’s a lot of text.
For 5CP G’raha Tia enters the field and you reveal the top 5 cards of your deck. Depending on what elements are there, will decide on what G’raha Tia will do.
3 Elements and G’raha Tia will allow you to draw 2 cards.
5 Elements and your next cast is reduced by 4CP.
8 Elements and you get everything mentioned above, but G’raha Tia will also remove all of the cards on your opponent’s field, and all the cards in their Break Zone. Gone. Nothing left.
The chances of drawing all 8 Elements in the top 5 cards of your deck are slim. Very Slim. But if it does work, you have just won the game. If you don’t win after that, then I don’t know what to tell you.
27-045C – Thief
I just noticed that Galuf’s bandana ties under his nose. It might be a hood, but that should be going under his chin. Now I want to look at the other Final Fantasy V Thief designs to see what’s going on here. Is it his beard that messes everything up?
Anyway, Thief comes right in with Haste none the less, and if you control a Multi-Element Forward, Thief cannot be blocked.
And, I did look at the other FFV Thieves, and only Galuf looks like that. Must be his old age.
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27-046H – Jack Garland
The other Garland, but the same Garland. I really need to play Strangers of Paradise at some point.
At the beginning of your Attack Phase Jack will grab a SoP Forward from your Break Zone, meaning that you will never run on empty.
And, if you have a Dark Forward on the field Jack cannot be chosen by Summons or abilities.
This reminds me. What did we just see in Fire? A little card named Chaos Advent.
I’ll just leave that there.
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27-047H – Wendigo
This is something else. And, I like it.
If you’re playing Wind, just throw 3 Wendigos in there, and you’ll be set.
For 6CP you’ll have 3 Wendigos on the field all at once. Whether the Wendigos are in your deck or in your Break Zone, if you play one, they’ll all come out.
Now I got to look to see if there any other Wendigos, I know the answer is no, but I’ll check anyway.
I would say even if you won’t use this card right now, keep a playset. Just in case we get another Wendigo card later on down the line.
27-048R – Seven
Almost like a Summon.
Seven will come in during your opponent’s turn, and if an auto-ability is triggered by a low cost Forward, Seven will cancel it out.
The best thing about it is that Seven will activate during your turn, meaning that you don’t need to wait a whole turn in order to use her to generate Crystal Points.
Seven also comes as a Full Art.
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27-049R – Balthier
This is the first time Balthier is a Backup.
And, lets just say he does a better job at being a Forward.
Balthier comes in for 2CP and deals 4000 damage to a Forward.
You can also pay the extra cost of 3CP, and deal 4000 damage to another Forward. You can also pick the same Forward to deal it a total of 8000 damage.
It’s not a bad card, just not for Sky Pirates. That doesn’t mean you can’t add Balthier to other Wind decks.
27-050H -Penelo
1CP.
That’s it. 1CP. Penelo allows you to draw a card once per turn, and we always like extra cards.
But that’s not even the reason we’ll be playing Penelo.
We’ll be playing Penelo for her second ability which will cancel an Auto-ability.
Sky Pirates are coming for you. I’m surprised this card didn’t get new original art.
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27-051R – Fran
Fran isn’t doing much, but she is helping out your local Sky Pirates.
Fran sits out in the Back line, and she has one job, and she does a pretty good job at it.
Whenever your Forwards need more power to break one of your opponent’s Forwards, Fran will give it +2000 power.
And, if that’s not enough, Fran will always produce one CP per turn if you decide not to use her buffing expertise.
Yeah, that’s about it.
27-052H – Chaos, Walker of the Wheel
See, I was wrong about the one cost Summons. They are not all from Final Fantasy III. They are all from different games.
Chaos as you would expect is from Final Fantasy XII.
For 1CP you can remover one of your Generic Units from the game and search for another Standard Unit and add it to your hand.
You would probably use this with cards that have a great leaves the field ability. Like Vikings. All you have to do is make sure the text reads “leaves the field” and not is sent to the Break Zone.
27-053C – Lehko Habhoka
A 3 cost Backup that will allow you to grab a card from the top cards of your deck.
Depending on how many Backups you have, will determine how many cards you look at.
This will bring down Lehko Habhoka’s cost down to 1CP. Which is always good.
The rest of the cards go to the bottom of your deck, and during your next turn when you use Lehko Habohka to pay for a Crystal Point, you will have gotten back all the CP used to play Lehko.
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27-054C – Reks
Reks is back.
Yes, he’s back.
And all he has is one job.
Reks will come in, and he won’t be able to do anything on your turn cause he doesn’t have Haste.
During your opponent’s turn, Reks will hopefully survive. You can use him to block an attack, but you want him to make it alive to your turn. Can’t have him die in the beginning of the game again.
Once it’s your turn, you will put Reks into the Break Zone, and you will draw 2 extra cards, giving you a hand that will allow you to do more than you would have.
























27-006R – Chaos Advent











What a Prerelease we had!
Just got off the phone with my distributor, and the Kits should be arriving tomorrow. Or the day after. That means, we’ll be doing an unboxing video like we always do. We should get more consistent on videos, but then we think how many times do people want to see us opening the same product?
