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Tears of the Limit Break

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25-106R – Machina LB

How much you like this card depends on when you can play it.

Machina is a 2 cost Forward, who’s power will range from 4K – 10K, as every point of damage that you have received gives Machina +1000 power.

This is not bad at all. The only problem I see is that you can’t play Machina if you already have a Forward on the field.

And, that might be the reason Machina is a Limit Break.

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25-107H – Red XIII LB

This is what a Limit Break should be.

Red XIII comes in and he gives all of your Forwards +2000 power until the end of the turn. With all the Final Fantasy VII Characters in this set, I see Red XIII being a great Limit Break to play.

And, since we’re talking about Final Fantasy VII, if you have another 2 FFVII Characters on the field, Red XIII will also gain Haste, First Strike, and Brave.

This will be a great play after a couple of turns. You’ll have a Forward that will be tough to beat.

I do like this one.

25-108R – Kam’lanaut LB

I’m not sure if Kam’lanaut looks more like a Transformer or a Super Hero.

Either way Kam’lanaut will do the same thing once he enters the field. He will break a Forward.

Why am I so sure, that Kam’lanaut will break one of your opponent’s Forwards? Because you wouldn’t be playing it if you didn’t control a Dark Forward.

After that you’ll have a Meat Shield on the field.

Hey, that rhymes.

25-109H – Shuyin LB

Shuyin! What’cha doin?

Looking for Vegnagun, that’s what Shuying is doing!

Shuyin will come in and search for a Dark Forward. If you don’t want Vegnagun, you can always look for Emissaries of Light Chaos, and go that route.

And, hey if you get Vegnagun in your starting hand, you won’t need Shuyin, but it’s always good to have him.

Yeah, I can’t think of anything else.

25-110R – Aerith LB

Here’s a way to make sure you can start your FFVII deck off right.

If your hand isn’t good, and you need to just find Zack or Cloud, Aerith knows where to find them.

You can then play them on to the field, and go along with your plan.

Aerith can also cancel an auto-ability targeting a FFVII Character.

It’s almost as if she’s sacrificing herself to protect the rest.

I’d call Aerith the perfect Meat Shield, but that feels wrong.

25-111H – The Emperor LB

Do you want to draw more card?

The Emperor her will help you out with that.

Every time your opponent searches for a card, or brings a card back from the Break Zone, you get to draw a card. And, there’s no limit on how many cards you can grab.

Since we already know that every deck has a card that searches for cards, and most decks have a way of bringing cards back from the Break Zone, you will draw enough cards to make The Emperor a free play in the long run.

You also get a body on the field with 5000 power.

You’ll want to keep The Emperor on board for as long as you can.

25-112H – Sarah (MOBIUS) LB

We were just talking about MOBIUS, somewhere during this set, and it is getting some love here.

Sarah will come in and if you find a MOBIUS card in the top 4 cards of your deck, you can add it to your hand, if not then all the cards go to the Break Zone.

It can work in your favor, it can also work against you.

But, the real reason you’ll be playing Sarah, is her second ability, in which she reduces the cost of playing your MOBIUS Forwards by 2CP.

And, you get a body, but you’ll probably just be dulling Sarah to help pay for your Forwards.

125-113R – Yang LB

Bring on the Monks!

This is just a way to get an extra Monk on the field.

What am I saying? I gotta read a little better here.

This is a way to get a Forward on the field, any Forward, any Element, any Category, any Job.

As long as you have enough Monks on the field you can even play Mont Leonis (14-075H) and Chaos (16-129L)

Just find a way to break Yang, and play him again, and then play him once again. Since Yangs LB cost is only 1 point, you can play all 3 Yangs if you have them in your Limit Break deck.

25-114R Kain LB

Kain might cost 9CP, but you can bring that cost all the way down to 2CP.

How?

Its simple really.

If you have 3 Dragoons on the field, Kain’s cost comes down to 4CP. And, once Kain enters the field you’ll grab a Forward from your Break Zone. Bringing it down to 2CP, just like we mentioned.

You can grab the Forward you just used to pay for Kain’s cost, or you can grab another one.

Most likely, you’ll be grabbing another one. Probably that Dragoon that was just broken last turn.

Did we mention Kain has First Strike?

If you’re playing Dragoons, you should throw at least one in your Limit Break Deck.

25-115H – Sephiroth LB

This is a fun card to play. I managed to pull it on Prerelease along with a couple of FFVII Legends, but that’s a story for another day.

The high cost of Sephiroth is worth it.

Whenever Sephiroth attacks or when he enters the field, Sephiroth will dull all the Forwards except for himself.

And, at the end of your turn you will break a dull Forward. At the end of your opponent’s turn, you will break another dull Forward. And so on, and so forth.

You will slowly break down your opponent’s front line, but be careful. Once your opponent loses all their Forwards, you’re going to start breaking your own Forwards.

But, then again, if your opponent doesn’t have any Forwards on the field, you’re probably winning the game.

25-116H – Graff LB

The Grand General. Graff looks like he could be a captain, and when I saw it the first thing I thought about is Vikings.

Why Vikings?

Well, when Graff enters the field, choose a Forward you control remove it from the game. If you remove a Viking, you will draw a card.

Which should be a good enough reason to play Graff in your Pirate deck.

And also, whenever Graff attacks, you’ll choose one of your opponent’s Forwards and they lose 4000 power until the end of the turn.

Let’s not forget about Graff’s 9000 power either.

25-117R – Leonora LB

One more card that can search for another card.

A Forward to be exact, A Final Fantasy IV Forward.

Which Forward? Well, that’s up to you.

Leonora can also help protect your Final Fantasy IV Forwards, with her second ability which turns the next damage dealt to them to 0.

Final Fantasy IV now has 2 cards that will search for a FFIV Forward.

We might be on to something here.

25-118H – Golbez LB

We’ve seen all the Archfiends, now let’s take a look at their leader, Golbez.

5CP plus 2LB to play a 9K Golbez.

So far this is meh. Just your regular High Powered Forward.

Now let’s take a look at the ability. Once per turn, you can search for an Archfiend and play it onto the field. Just like that.

Imagine, looking for Cagnazzo, right when you need to get rid of a Forward that you don’t want on the field. Or playing Scarmiglione when one of your Forwards gets attacked and needs to be saved.

And, that was just a couple of Archfiends from this set. Imagine what you can do if you go through all of the Archfiends.

That Golbez VS Cecil deck is looking pretty good right now.

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Resurgence of Power : Quick as Lightning

18-069C – Red Mage

Discard Red Mae, draw a card. And, that’s about it.

Cheap Backup to play.

 

 

 

18-070C – Aphmau

This one looks interesting. The Puppetmaster is grabbing puppets left and right.

What do I mean?

At the end of the day, Aphmau should cost you 0CP. Simply because, if you grab the first card from the top of your deck, She’ll cost 1CP. After that at 3 points of Damage you can pay 1CP and grab a card from the Break Zone and play it straight to the field.

Plus she’ll produce CP while you wait to get to 3 points of damage.

Let’s see some decks that will make use of this card.

18-071R – August

A King that comes forth when his Knights fail.

August comes in for 0CP if 3 of your Forwards leave the field. Leaving could be Removed from the game, sent to the Break Zone, Broken, or returned to hand. Even if you lose 3 Forwards during your attack phase, you can play August during your Main Phase 2 for 0 cost.

That alone will give you a 10K body for your opponents turn. They will think twice before attacking when he is on the field.
After that when he attacks, August activates himself and August can attack once more, which after that attack he will activate once more.

It’s almost like August has Brave.

18-072C – Kam’lanaut

For a Common this is a pretty good card.

From Kam’lanaut’s 3 abilities, there is only one that would give you a reason to play him. When he attacks, you choose one of your opponents Forwards and you can Dull that Forward.

Now remember, this is just a Common.

The other 2 abilities are, that he cannot be chosen by a Multi-Element Forward’s abilities, and at 2 points of Damage he gains +1000 power.

18-073H – Garuda (III)

I’m caught in the middle with Garuda.

I can see both sides of the card, while it can be a good play if your opponent doesn’t see it coming 5 turns away. That also means your paying 10CP for this play. While it does give you a chance to clear the board if you need to, but there is a card that does this for cheaper. Shantotto, who just removes all the Forwards, for 7CP.

But, if you can get Garuda to come in off of a Warp, and actually work without your opponent preparing for it, well, you’re in luck.

18-074L -Gilgamesh

Coming in with Haste, Gilgamesh is ready to attack. And if he comes in after you have received 3 points of Damage, Gilgamesh also gains Brave, and can attack twice in a turn.

That alone would make me want to play Gilgamesh.

Gilgamesh also has an entry ability in which you remove a number of cards from different elements, allowing you to Break a Forward that has the same cost as the elements you choose.

18-075R – Seifer

How much does a card from the Break Zone, +2000 power and Haste cost? Is it worth a point of damage?

If it’s the beginning of the game, and you don’t have your back against the wall. It might be worth it.

If not, Seifer is just a 3 cost Forward with a 7K body.

And the card you can grab is a Category VIII Forward.

18-076C – Cid Kramer

VIII Themed Decks could become easier to play. Cid comes in and can produce CP of any element for FFVIII cards.

That means you can splash any element you’d like, without worrying about needing certain elements on the board or in your hand to play them.

 

 

18-077R – Cid Sophiar EX

Raise your hat to Cid Sophiar.

Cheap card to play and is technically 0CP as you’ll just grab a Character from the Break Zone.

Sure, you’ll need to be at 3 points of Damage to be able to grab that card, but you can also grab that card off of an EX Burst.
I’d keep 3 of Cid in a deck.

 

18-078R – Cindy

Let’s see. Cindy is moonlighting as a Dark Knight.

We’re starting to see more abilities that deal you a point of damage to use them.

Cindy allows you to dull an opponents Forward for the cost of one point of damage. But, that cost goes away when you have already received 4 points of damage. Simply put, if you’re about to lose a Forward or be dealt a point of damage, it doesn’t make much sense.

If you’re using that ability to dull a Forward using an ability that will wipe out your board or something to that effect, it would be very wise to do so. I’m just rambling here.

Cindy does come in with Haste, and that is always a plus.

18-079R – Fujin

The Disciplinary Committee is here, although they really don’t discipline anyone, they’re just Seifer’s lackeys. And that is perfectly fine. Unless you’re Squall and Co.

Fujin Comes in and gives Seifer and herself +2000 power. And at 3 points of damage she grants another +2000 power and protection from your opponents Summons.

Only drawback is that Seifer has to be on the field to get these effects.

 

18-080C – Hurkan

A bit expensive, but Hurkan can break a Forward when he enters the field.

It also has an ability with a high cost that allows you to break another Forward.

I probably won’t be using it.

 

 

18-081H – Melusine

For 2CP you get to use one of your opponents Forwards until the end of the turn. Cost 4 or less.
Think about it.

Melusine comes in. You gain control of one of your opponents Forwards. You attack. Worst case, you break one of their Forwards. You might even deal them a point of Damage.

After that, just turn Melusine into a Forward and keep attacking until she breaks. After that rinse and repeat.

I’ll take 3.

18-082C – Imitation Despot

If you’re playing Manikins you’re playing this card.

Imitation Despot allows you to grab another Manikin from the Break Zone. And depending how many Manikins are on the field Imitation Despot can cost you 2CP.

Add in an 8K body, and that’s hard to beat.

 

 

18-083R – Raijin

The other member of the Disciplinary Committee, same as Fujin, he gives Seifer and himself +2000 power.

And, at 3 points of Damage, he and Seifer also get another +2000 power and they both can’t be chosen by your opponent’s abilities.

At the end of the day, if Seifer, Fujin, and Raijin are all on the field and you have 3 points of Damage, Seifer will have 15,000 power.

If you ask me, I’d rather play Opus II Seifer (2-110R) instead. Add an Edea to the mix and he’ll be a Monster to deal with.

18-084C – Ramuh

Ramuh is a decent Summon to play, even if you don’t pay the extra cost. Dealing 7000 damage to a Forward will break most Forwards. If you need some extra Zap in your Judgement Bolt, I suggest you remove 10 Lightning cards from your Break Zone and turn that 7000 into 150000.

 

 

 

18-085C – Dragoon

Cheap Backup to play that comes with an extra cost, if you want to use it.

The extra cost is a total of 5CP in which 2 need to be Lightning CP. If you decide to pay it, you can Break a Forward. Any Forward.

Dragoon is like Hurkan, but better. In that Hurkan will only break a Forward up to 5CP, where Dragoon can break any Forward. Good to be played in a pinch, if you have the CP.

Other than that, at 3 points of damage, dragoon gains +3000 power and Haste.

Making him a 2CP/8K body.

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Opus XIV – Ice Review

14-020R – Ysayle

Ysayle, works as a place holder for Shiva, Lady of the Frost (14-036L). Other than that, you can use her to play any Ice Forward of 5CP or less, but Shiva makes perfect sense.

7K body for 3CP isn’t bad either.

 

 

 

14-021H – Valfodr

Great monster for a Physalis deck. Or any other Discard deck that you can think of. Your opponent will think twice before trying to Break Valfodr.

 

 

 

 

14-022H – Kam’lanaut

Kam’lanaut has the ability that keeps on giving … your opponent head aches. If you have a full line of Ice Backups you are set to go as everytime Kam’lanaut attacks you’ll be dealing 10K Damage to a dull Forward.

And if you want a little more spice, Light Blade is even stronger as it deals 2K for each Ice Character you control.

 

 

14-023L – Gilgamesh (FFBE)

Now this is a card we’re excited about, we talked about this card in one of our videos when they showed him off.

If you take the time to set Gilgamesh up. and that should be pretty easy especially if you have Don Corneo (11-134S) Just put the top 15 cards of your deck in the Break Zone. Should be enough elements in there to get these abilities off.

After that Gilgamesh woll have +1K power, Haste , First Strike, Brave, Gilgamesh can attack 3 times in the same turn, and everytime he attacks, “Choose one Character, dull it, and Freeze it.”

14-024C – Bard

2 cost Backup that will Dull and Freeze one of your opponents cards, for an Ice Crystal Point.

 

 

 

 

14-025C – Kuja

I’m starting to like how these Final Fantasy Villains play. They’re not all Legends or Heros, but they have some simple abilities that are effective.

Like, Kuja here, once he gets chosen by your opponents Summons or abilities, you choose 1 of their Forwards and Dull them.

But, it’s the 5CP that might make you skip this card.

 

14-026R – Kefka EX

Now, Kefka is a better card than Kuja, for a couple of reasons.

1) You Dull a Forward when he enters the field.

2) He is only 3CP, compared to Kuja’s 5, but he is just a Backup

3) He his ability can come off an EX Burst

 

14-027R – The Emperor

Hailing from Palamecia, the Emperor isn’t that special unless he is in your Break Zone. Form there you can use his ability. By Removing 15 Ice cards from your Break Zone, you can play the Emperor onto the field, and since he entered the field due to an ability, you can look at th top card of your deck, and if it is a Character (any card but a summon) you can add it to your hand.

 

 

14-028C – Goblin

I’d call this a ticking time bomb. Every time it ticks it gets more power. But this time bomb, you can have it go off whenever you choose to.

 

 

 

 

14-029R – Shivalry EX

This is a decent summon that will pair well with Physalis. Choose 1 Forward, +3K Power, Forward breaks Forward, Opponent discard card from hand.

For 2CP this card, can be useful, I can see it getting some play.

 

 

 

14-030C – Serah

Her only task is to take a big hit and to be broken. Her Job might say Saboteur, but it really is Meat Shield.

Depending on the situation you can pick which ability to use.

 

 

 

14-031R – Good King Moggle Mog XII

That’s a big name.

If you remember the battle, you remember that it was all over the place. You had to destroy the Moogles, which in turn let you fight the King. And it would go back and forth till the King was Dead.

Now, everytime Good King Moggle Mog XII gets broken, you can in theory discard 2 Moogles and bring him back to your hand. Now we said in theory, because it can be any 2 cards. Not just moogles.

But at the end of the turn you can search for a 3CP moogle and play it onto the field.

Should be a fun card to play.

14-032R – Proto fal’Cie Adam

Another great card to play with Physalis (13-028L)

The less cards your opponent has, the better this card gets.

Plus the Manipulator Counters can save this card twice.

 

 

14-033C – Devout

Don’t like the cards you just drew? Just play Devout with those 2 cards and hopefully get something better. And if that doesn’t work, Dull and Break and hopefully you’ll get something better once again.

 

 

 

14-034C – Time Mage

Now the wording on the card is a little weird.

Does the ability go off only when Time Mage is dulled by your opponent? Or, does it go off when you attack, and dull him due to attacking as well?

 

 

 

14-035C – Don Corneo

It’s almost like the game.

You get to choose one of three.

Which one piques your interest?

There should be a cross-dressing Cloud somewhere around here.

 

14-036L – Shiva, Lady of the Frost

I like this card. Expect a Card of the Week coming soon.

But, you pretty much play Shiva off of Ysayle. Dull a Forward, then Freeze all the Forwards opponent controls.

And if they get active by an ability or Summon, there’s a way to replay the card.

Or, you can just save that for a later turn.

 

14-037C – Moogle (XIV)

You’ll only play this card with Good King Moggle Mog XII.

 

 

 

 

14-038H – Lugae

This card in my opinion is like equipping a Forward with a stronger weapon. Only difference, is Lugae must be on the field in order for your Forward to gain the 2K and Brave when it enters the field.

I hope that makes sense.

I already like this card.