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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.

d

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Tears of the Wind Planet

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25-035L – Aerith

Aerith comes in for 2CP, and when she does come in you’ll choose a Character and they will lose all of their abilities until your opponent gets rid of Aerith or she gets broken. Spoiler Kind of like how Sephiroth broke her. Oops, Spoiler alert.

When Aerith is put into the Break Zone, you can decide to remover her from the game, allowing you to draw a card.

It might even be another Aerith that you can play once more.

Consider Aerith as a Free Play!

And, we all like Free Plays.

25-036R – King

Here’s a way to get rid of the pesky Forward that is causing you trouble.

King comes in and returns one of your opponent’s Forwards to their hand.

If that’s not enough just make sure you have 5 Cadets on the field and that Forward will go to the bottom of their deck instead.

Either way, your opponent will need to spend resources to get that Forward back on to the field, where they could have used all that CP on something else.

If nothing else, King will slow down your opponent.

After that King is a king sized Meat Shield. Or an attacker. Whichever works best for you.

25-037H – Queen

Mark my words, Cadets will make a comeback.

At least I think so. And, why wouldn’t you? Especially when you have a card like Queen.
Once per turn you can activate 2 Class Zero Cadets Backups.

And then you will be able to use those 2 Backups to make use of Queen’s second ability which will allow you to choose 2 cards in your opponent’s Break Zone and remover them from the game.

This is a great card, especially if your opponent has a tendency of grabbing cards from the Break Zone.

25-038C – Goobbue

I don’t get it.

Why would Goobbue want to protect your Forwards, when it looks so hungry. I would have thought it would be something along the lines of “Goobbue, it’s your Forward and it doesn’t come back until Goobbue leaves the field.”

But, nope.

Goobbue has 2 abilities.

Goobbue will protect a Forward from your opponent’s abilities, and Goobbue will protect your Forward from your opponent’s Summons.

You can use one at a time, or both back to back.

25-039C – Cater EX

Do you like Free Plays?

Well Class Zero has one for you.

Cater.

Cater comes in for 2CP, and if you have another Class Zero Cadet on the field, Cater will draw you a card.

And, that’s it.

If you’re ready to swarm the board, Cater will get you there quicker than you normally would.

25-040H – Chocobo Chick (VII)

Get rid of a Wind Backup to play Chocobo Chick for 1CP.

And with that, you will deal 2000 damage to all of your opponent’s Forwards. You might break some, but odds are that you won’t.

But, this Chocobo Chick just hatched and is not about to stop, because it has one more trick up it’s sleeve.. er .. feathers.

After Chocobo Chick is done dealing damage to all of your opponent’s Forwards, you can play a 2 cost Forward from your hand.

Add this to your Chocobo deck. Or any other deck that has Wind Backups.

25-041C – Thief

I see a pattern here.

One sec, let me check.

Yes, how did I not realize this earlier?

Simple, Fire’s card was a Security Officer rather than a Job from Final Fantasy XI.

A Backup comes in and you get 2 choices. One is draw a card, and the other is to protect a Forward from high cost Forwards.

And, that’s a bout it.

25-042C – Zidane

This is a little bit of De Ja Vu here.

We’ve seen Zidane go into your opponent’s deck before, and he would grab a card and send it to the Break Zone. This time, though, if you do choose a card to discard, your opponent will draw a card.

It’s a decent play for 3CP.

You can also put Zidane in the Break Zone, and when you do, you can take 3 cards from your opponent’s Break Zone and remove them from the game.

This is good if your opponent has a tendency to bring back cards from the Break Zone.

25-043H – Cid Highwind

Two!?!

Cid comes in and searches for 2 Forwards?

How is that possible?

Not that I’m complaining, this is great. The only thing greater would be if this came with custom full art as well.

And, at 5 points of damage you can put Cid into the Break Zone and play a 5CP card from your hand?

You’ll be in the green, with Cid Highwind.

I’ll take 3, and 3 more just to be sure.

25-044C – Ceodore

The Crown Prince of Baron.

For 5CP you get a 9K Forward that has built in protection from your opponent’s abilities that Break a Forward, but does not deal damage.

If you don’t mind waiting a turn, you can Warp Ceodore in for a measly 2CP.

And, when Ceodore enters the field, you can grab a card with Warp from your Break Zone. That will bring the 5CP down to 3CP, or Ceodore will be a Free Play if you decide to Warp him in.

The good thing is that Ceodore can be played in any deck, as he has no synergy with any Final Fantasy IV Characters.

25-045C – Chocobo

A one cost Chocobo, that likes to party. And, this Chocobo will party with anybody.

As you set up your attack and party up, it’s highly likely that Chocobo will be broken.

And, that will be ok, because once Chocobo is put into the Break Zone after partying for a turn, you will be able to search for another Chocobo of 2CP or less and play it on the field.

I would pick Chocobo (6-050C), and then you would play another Chocobo from your hand onto the field.

It’s a Break One Get Two. I like that deal.

25-046C – Nine

I was going to start off on how I won’t use this card, because of the other Nine from Crystal Radiance, but we’re here to talk about this card.

Nine is taking care of the back line this time.

And, he can turn the tide in your favor when your Class Zero Cadets attack. For when one of them does, Nine can give that attacking Forward +1000 power and First Strike.

Now I’m going to have to take a closer look at the rest of the Cadets throughout all of the sets.

It’s not bad, but, you’ll need to find your front line.

25-047R – Barbariccia EX

Here we are with our second Archfiend. Barbariccia.

Barbariccia comes in to the field and grabs an Archfiend from your Break Zone, brining it back to your hand.

And, if Golbez is on the field Barbariccia deals 3000 damage to all of your opponent’s Forwards.

Now, let’s say you have Rinoa (6-041L) and you play her right after Barbariccia, that will be 6000 damage to all of your opponent’s Forwards. There’s a chance you’ll break at least one of them.

25-048R – The Mandragoras

This is a great little group of Monsters that can overwhelm your opponent.

Once per turn you can turn The Madragoras into a Forward, and have them attack. And when they do attack, they will most likely get blocked. And whenever they deal damage to a Forward, no matter how much power that Forward has, they will break it.

And, if the other Forward breaks the Mandagoras and sends them to the Break Zone, your opponent will choose a Forward that they control and they’ll put that Forward into the Break Zone as well.

Is it worth blocking?

You’ll have to find a way to block without breaking The Mandragoras.

That sounds like a band name.

25-049C – Yuffie

There must be something in the water these ninja’s drink.

Yuffie is ready to come out and wreak havoc from the get go. And she’s only a Common that costs 2CP.

And, let’s not forget Haste, cause whenever Yuffie attacks, she will receive a Shuriken Counter, and if she is blocked she will deal whoever blocks her 4000 damage for each Shuriken Counter that she has.

Yuffie might be small, but she is ready to dish it out with most of your opponent’s Forwards.

I’m going to have to take a look at a Ninja themes deck.

25-050R – Lucia

Did I read that right?

At the end of each of your turns activate all the SOLDIERs you control?

This is … I have no words.

SOLDIER wil dominate 2025 and beyond, simply by having Lucia.

And, as a side note you can dull 3 active SOLDIERs and and draw a card.

You can dull them n your Main Phase 2, and they’ll be activated right afterward, and you’ll have an extra card.

Shinra is set on FFTCG Domination.

25-051L – Rem

Is this the first Legend Rem that we’re getting?

Well, I can say Rem didn’t need to be a Legend, but I’ll take it. Rem will come in and searches for a Cadet and plays that Cadet straight to the field.

The only question you need to answer is, Which Cadet are you looking for?

And, when it’s all said and done, you can send Rem to the Break Zone, and you’ll activate all of your Class Zero Cadets.

Are there better Rems to play? I’d say it depends on what you’re trying to do.
Singles?

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Tears of the Ice Planet

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25-018C – Gimme Cat

I’m trying to figure out if Gimme Cat is worth playing.

You discard a card so your opponent is forced to discard a card.

Right? Yes.

So, why wouldn’t you just play a Forward or a Backup that will force your opponent to discard a card?

Maybe I’m just not seeing it.

But, you can also just pay 1 Ice CP and put Gimme Cat in the Break Zone, and your opponent will discard a card at random.
I think there’s better options.

25-019C – Necron

This is a little trick play, and you only need Necron to do it.

For 4CP, you can play Necron on to the field, and as long as he is on the field, you will grab one of your opponent’s Forwards. 5CP or less, and remove it from the game.

Now, your plan would be to try and keep Necron on the field, until your next turn. Or you can just find a way to give him Haste.

Next turn, If Necron is still on the board, you will use his ability and send the Removed Forward to the Break Zone. Thus breaking the Forward.

After all is said and done, Necron sticks around as an 8K body.

25-020R – Gippal

We’re getting ready for a Final Fantasy X comeback.

Gippal is reporting for duty.

YRP is coming back, along with Opus XVI Tidus, and that is pretty much all you’ll need.
Gippal gives all of your FFX Characters +2000 power and they cannot be chosen by your opponent’s abilities. That’s half the battle right there.

Gippal will also dull and freeze one of your opponent’s Forwards.

Yes, that last part is just a little bit extra.

I’ll take 3. Full Arts if possible.

25-021R – Chimera Brain

This ain’t a Monster, it’s a Forward that acts like a Monster to get out of sticky situations.
Once per turn if your opponent has any dull Forwards, you can turn Chimera Brain into a Forward and have it attack with 9000 power.

Once Chimera Brain attacks, you will choose one of your opponent’s Forwards and Freeze it.

Which Forward will you choose to Freeze?

The one that’s already dull, that way it won’t activate on the next turn and Chimera Brain can turn into a Forward once again.

You get all this for 3CP. It costs 1CP for each head.

25-022C – Edward

You got 2 ways to get Edward’s abilities to activate. And they both depend on how many cards your opponent has in their hand.

If they have 1 or less, you choose 2 of your opponent’s Forwards and hit them with a Dull/Freeze.

If they have 3 or more, your opponent discards a card from their hand.

One thing is for certain. You won’t be playing Edward if your opponent has 2 cards in their hand.

For a Common this is pretty decent.

25-023C – Kurasame EX

The Instructor turned Forward with his pet Tonberry.

Kurasame comes in and you will flip the top 4 cards of your deck and add a Forward to your hand. The rest will go to the bottom of your deck.

You might say that 6CP is a bit high, but you do get a 9K Meat Shield after that.

And, we already know you won’t be paying 6CP for Kurasame, you’ll be Warping him in for 2CP. You’ll have to wait a turn, but it’s well worth it.

Let’s not forget this ability also comes off of an EX Burst.

25-024H – Zeid

They’ll have a hard time trying to get rid of Zeid.

Whenever Zeid is dealt damage by a Character, be it Backup, Forward or Monster, your opponent will choose one of their dull Characters and place them in the Break Zone.

At 5CP, for an 8K body, Zeid will be able to hold his own against any attacker. And, if you need extra firepower, you can remove 3 ice cards from your Break Zone and give Zeid +3000 power.

Zeid looks like he’ll always be one step ahead, and always breaking dull Characters.
Zeid can also come in with Back Attack.

25-025L – Sephiroth

Now this is a card that will make SOLDIER thrive this set.

Young Sephiroth comes in at 4CP, and gives all the SOLDIERs, besides himself, First Strike.

Why doesn’t he give himself First Strike, you ask?

Well, he already has First Strike, no need to double up on it.

And whenever another Forward with First Strike attacks, your opponent will discard a card. They’ll have an empty hand in no time.

We also have Astral Gate, which will deal a Forward 5000 damage.

This is simple, straight to the point, and something we can all get behind.

25-026C – SOLDIER Candidate

All these SOLDIER Candidates are all Commons, and they are all good cards. Especially since they all work together.

This SOLDIER Candidate is no different.

SOLDIER Candidate comes in and dulls one of your opponent’s Characters, and if you already have a SOLDIER Candidate in your Break Zone you can go ahead and Freeze that Character as well.

And, if you have received 3 points of damage, SOLDIER Candidate gains +3000 power.
That will give you an 8k body for 2CP.

These candidates, are on their way to becoming SOLDIER, and they are just one card away from becoming a great deck.

25-027H – Chadley

Chadley doing scientific research.

Chadley comes in for 2CP, and even though he doesn’t do anything when he enters the field, he will start doing research behind the scenes.

He’ll see what happens to your Forwards during your opponent’s turn, and every time one of your Forwards is sent to the Break Zone, Chadley will gain 1 Research Counter.

When you have 3 Research Counters, Chadley will grab a Forward from your Break Zone and play it onto the field. Yes, the cost of that Forward must be 4CP or less, but we’re pretty sure you’ll have some of those Forwards in your Break Zone.

This is an easy way to bring in a Forward of a different element as you don’t have to worry about paying the cost for that Forward.

I’m sure we’ll have some interesting plays with Chadley.

25-028C – Paladin

You have 2 options, either Dull a Forward, or draw a card.

And that’s what you get for 3CP.

Depending on your situation both options are decent.

If you’re playing this early draw a card.

If your opponent has a Forward on the field that can cause block one of your attackers, dull it.

Good thing is that you can play more than 1 copy.

25-029R – Nooj EX

I remember Nooj, a lot more than I do Gippal or Baralai.

And, that’s all right because Nooj will search for one or the other.

And, if that’s not enough for you, Nooj can also deal 5K damage to all of your opponent’s dull Forwards.

This is where Paladin comes in. You play 3 of them back to back, and Nooj will deal all three of them 5000 damage.

Hopefully you’ll break some.

And, since we know that things don’t always go as planned, Nooj’s first ability also comes off of an EX Burst.

25-030H – Mateus, the Corrupt

Weren’t we just talking about this? Finding ways to get rid of Backups?

If we didn’t earlier, I know we did in past sets.

And, this is what Mateus, the Corrupt does.

You can remove one of your Backups from the game to reduce Mateus, the Corrupt’s cost by 2CP.

Once, you cast Mateus, she’ll Break a dull Forward, and Dull/Freeze another one.

Then you can cast another Mateus, and repeat the cycle, until you run out of Mateus.

Plus, the artwork by Ryoma Ito is amazing as well.

25-031C – Borghen

Borghen’s looking at you like, do you really want to play this card?

You might.

Borghen does one thing and he can do it twice.

Deal a dull Forward 8000 damage.

Once when he comes in, and once when you decide to put him in the Break Zone.

If you can Break a card on the way in, and another on the way out, I’d say this is a good play.

25-032C – Maenad

Did you ever want a way to recycle your Monsters?

Maenad is here to do just that.

Most of the time, your Monsters will be sent to the Break Zone, in order to activate their abilities. Maenad will be able to bring a Monster back at the end of every turn. As long as that Monster was put in the Break Zone on the same turn.

For 5CP this is a bargain, even at 5CP, you’ll be bringing back a Monster left and right.

Now, how to incorporate Maenad into my Bomb deck?

25-033R – Yuna

Half Black Mage, Half Gullwings, All Yuna!

Yuna comes right in and let’s you search for one of the Gullwings.

Now, I was on the fence of her second ability, thinking why would someone use this ability to play a Gullwing from their hand when you can just play the Gullwing from your hand without using the ability?

Then I realized, that you can play this card whenever you’d like. And, you don’t need the element of said Gullwing to play it. Meaning you can splash any color Gullwing and not worry about paying the cost.

Last but not least, we have Blizzara. Choose a Forward Dull/Freeze it, and then your opponent discards a card from their hand.

Effective.

25-034L – Lenne

We haven’t seen Lenne in quite some time. Well the Songstress is back, and she is interesting.

Once you go into your Attack Phase, you’ll be able to remove the top card of your deck from the game, and then you’ll be able to cast it. If you don’t cast it, well, then you’ll lose the card.

You can also remove Lenne from the game, and then remove a Summon from the game, then you can cast that Summon whenever you would like.

I’m kind of mixed on this card.

Let’s just wait to see it in action.

Cool Singles!

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Edward Chris von Muir

The Sensitive prince gaining courage on his journey.

The Damcyan prince who prefers music to conflict. In the guise of a minstrel, Edward wanders from land to land. After meeting Tellah’s daughter Anna, he falls in love with her. Edward brings the girl back to his homeland, but loses her during the Baron army’s attack on Damcyan Castle. Lost in grief, Edward is unable to take action. Cecil reproaches him, inspiring Edward to join the Dark night on his quest. Edward finds courage on the journey, gradually shedding hi weaknesses and becoming a man unafraid to save his comrades

-Taken from the Ultimania

I remember I would just have Edward sing for every battle. Other than that he would just hide and let Cecil take care of everything. Let’s take a look at the cards throughout every Opus.

Looking for Edward?

2-030H – Edward

Well, I can see why no one uses this card anymore.

At 4CP Edward is a Backup that does nothing when he enters the field. His only saving grace is that you can dull a Forward for 2CP, and you can’t even use this ability when he enters the field.

Sure, you can constantly use his ability every turn to try and keep one of your opponent’s Forwards dull throughout the game, but there are much better options and hopefully much better Edwards.

This card is also a Hero.

“Anna, my love I … I will try. But, what would you have me do?”

2-031C – Edward

See, after reading the previous Edward, and now this one, I have to say that this one, the Common card of the two is a whole lot better than the Hero.

Why?

Because this Edward actually does something.

All the Forwards lose Haste for as long as Edward is on the field. No Forwards can gain Haste either.

Which stops all of the Haste Forwards from attacking as soon as they enter the field.

Now if Edward had a little bit more power, this card would have been fantastic.

But, Edward is still a blocker that can block any attack.

“I am the only one… the only one that can save them!”

3-029R – Edward

This is a little better.

The King of Damcyan. This is the only card that has that as his Job. There’s one more that just says King, and all the other’s say Bard.

At 3CP, Edward doesn’t do much, but he does have a couple of decent abilities.

The first ability makes your opponent discard a card from their hand. Which is good. Are you playing a discard deck? Edward will fit right in.

The second ability, won’t have much use, but it’s still there. Escape. It should have been called Hide.

Hide … I mean Escape just makes Edward invincible to your opponent’s Summon or abilities that choose him. But, there aren’t that many abilities that choose Backups, so this might not be as good as we originally thought it would be.

“Tell me you will not let your land suffer the same fate as ours.”

5-031H – Edward

Another 3 cost Backup.

This time Edward comes in and your opponent discards a card from their hand.

That is your instant gratification.

After that Edward is just itching to play his Harp, with his new hit single “Silent Verse”.

Silent Verse will cancel one of your opponent’s Summons.

This is still a good card to have on hand.

“Please! Listen!”

11-028R – Edward

Imagine your opponent having to discard a card every time he breaks one of your Forwards.

This is exactly what Edward’s ability will do.

Your opponent will discard a card, if they Break one of your Forwards during their Attack Phase.

One way around this is if they have no cards in hand during their Attack Phase, but that will leave them vulnerable during your turn, as they won’t have anyway to cast a Summon or pay for abilities.

Leaving you free to do whatever you want, with little to no defense on your opponent’s part.

This is one of the better Edwards if you ask me.

“You’re right. I’m nothing but a coward, just as you say. That’s why I’m just going to stay at Anna’s side. It doesn’t matter anymore … Nothing does!”

17-025C – Edward

If you always wanted to remove a card from your opponent’s Break Zone Edward here can help you.

For the cost of 2CP, you will receive a Backup that once per turn can Remove a card from the Break Zone. And that’s the best part. It’s once per turn. Not put Edwards into the Break Zone. Meaning you can use and reuse Edward’s ability as much as you’d like.

And, if you don’t need use it, you can always just dull Edward for CP.

Either way it’s a win win.

“I see… Sadly, I’m afraid I can’t let you have my Crystal.”

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.

“There’s nothing to fear. Antlions are quite docile. They won’t attack humans.”

 

Where’s Edward?

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Hidden Legends of Earth

24-055R – Ash

I really need to play Stranger of Paradise at some point.

Ash looks like he is the perfect Meat Shield.

Whenever he blocks, or is blocked he gains +3000 power.

And, since Ash already has Brave, you don’t need to worry about keeping him for defense.

Just add in Enna Kross, and I’m sure there are other cards that will give Ash a buff, and you’ll be set.

Let’s not forget about the Crystal you gain anytime Ash is targeted by Summons and abilities.

24-056C – Cu Sith EX

Well, we kept saying we need a way to remove Backups once their use is gone, and here we have it.

Cu Sith allows you to remove a Backup from the game, and then you can draw a card.

The other ability is to protect one of your Forwards from damage.

Both are pretty decent abilities. And, depending on the situation, wither can make Cu Sith a good play.

If you’re Backup heavy and you like rotating your Backups, once they’ve come in.

I mean once you’ve played the Backup and searched for the card you want, that Backup is taking up the place of another Backup that can come in and have a new ability trigger.

24-057C – Cloud

Really?

They gave Cloud a Violin?

Cloud comes right in and for an additional 3CP, Cloud will Break a dull Forward.

Other than that, there is Braver.

Which allows you to, you guessed it Choose a dull Forward and Break it.

I can’t really see Cloud playing an instrument, he’s probably the kid in the corner too cool to do anything.

24-058R – Titan (XVI)

Titan, coming in with Brave and a 9K body.

This Eikon already has built in protection from being dulled by your opponent.

Yes, you can Prime into Titan, but if you don’t Titan will cost you 6CP, and when he comes in he will deal 9000 damage to one of your opponent’s Forwards. But, they can block it by paying 3CP. Either way you’ll get something out of it.

Now, all we need is to see what Hugo does, and if it is worth Priming into Titan.

It usually is.

24-059R – Cactite

Cactite might look tiny, but he is a huge Monster.

Cactite can easily break a dull Forward regardless of cost. Sure the MS Paint art style might make you think that this card will be worthless, but the 2CP you’ll pay to play Tiny Cactus onto the field is worth it’s weight in gold.

I’m not saying the art is bad, it’s actually pretty cool, just different.

Anyways, whenever one of your Forwards attacks, you can toss Cactite into the Break Zone and break one of your
opponent’s dull Forwards.

Simple as that.

And, you can have 3 of these on the field at the same time.

24-060C – Noctis

The Prince and a his Cello. Or is that a Double Bass?

Any ways, Noctis comes right in and let’s you grab an Earth Forward from your Break Zone, and play it straight to the field.
After that you have a body with 8000 power.

6CP, might be a bit high, but you’ll be playing 2 Forwards.

And that, I think is worth it.

Should you play this card instead of another Noctis, probably not, but you can just throw this one in any Earth deck, and he’ll do fine.

24-061L – Basch

Just place Basch in your deck, and you’ll do great.

5CP is worth playing this card. I’d even pay more for it.

Basch comes in and doesn’t do anything right away, but at the beginning of any Attack Phase, Basch will give all of your Forward +2000 power and Brave. We don’t even need to mention his other ability, because you will probably never use it. I know the chances of me using it is close to none.

What’s the other ability?

Reveal the top 3 cards and add a FFXII card to your hand.

No need for that, not when you have +2000 power and Brave for all of your Forwards.

We forgot to mention that, if you already have 2 Final Fantasy XII Characters on the field, Basch’s cost is reduced by 3.
Making him cost a whopping total of 2CP.

24-062C – Bangaa

I got excited for a moment. I read the card wrong and thought that Bangaa was the perfect fir for Basch.

Rereading the card, Bangaa is still decent, just not as good as I thought.

Bangaa comes in and you draw a card, bringing his cost down to 1CP.

After that depending on how many Earth Backups yoou have on the field, Bangaa will give all of your Forwards +3000 power and Brave until the end of the turn.

You can still use this with Basch when you do have another 3 Backups on the field, giving all of your Forwards +5000 and Brave.

This is where you can use Cu Sith.

24-063H – Hugh Yurg

I always liked the look of these cards.

At 4CP, Hugh Yurg allows you to search for an Earth Forward with the cost of 1CP, and play it straight to the field.

And, once that Forward enters the field, you can choose a Forward and give it +2000 power and Brave.

And, Hugh Yurg isn’t even done.

Not only is Hugh a body with 8000 power, but every time you play a 1 cost Forward on to the field, you will give another Forward +2000 power and Brave.

I think I’m seeing a pattern here.

24-064R – Hugo

The answer is yes.

You should Prime Hugo into Titan.

I mean why wouldn’t you.

You can still play Titan (XVI) right from your deck, but if you Prime into him from Hugo, it’ll cost one less CP, and it’ll also cost your opponent 2CP more. Or not, depending on if they want one of their Forwards to take 8000 damage.

And, once that enter the field ability goes off, Hugo is just a meat Shield, so you might as well Prime into Titan (XVI) as soon as possible.

24-065H – Fenrir

A 2 cost Summon that will allow you to break a card equal to the CP of a card that you discard.

That just means that Fenrir’s cost is 4CP.

That’s about it.

While looking at the artwork, you notice that Eiko is on the card. I was hoping for some synergy between the 2.

It is a beautiful card, and that’s about it for me.

Prove me wrong.

24-066C – White Monk

Just like a ticking time bomb.

White Monk comes in and hangs out on the field, producing 1CP per turn.

And, when the time comes you can send White Monk into the Break Zone and Break a Monster that costs 3CP or less. An Earth Forward needs to have come into your field this turn, in order for you to be able to use this ability.

If you’re playing Earth, I’m pretty sure you’ll be playing Forwards each turn.

Not too shabby.

24-067R – Moogle (SOPFFO)

I can see activation and re-activation.

When a Forward enters the field, you activate Moogle.

Right before that, I hope you used his ability to give another Forward +2000 power until the end of the turn.

Then the aforementioned Forward will come in, where Moogle will activate again, and you will use Moogle’s ability to give +2000 power to one of your Forwards.

Rinse and Repeat.

24-068H – Morse

“– — .-. … .”

3CP, for an 8K body with Brave.

You could stop right there and it would have been a great Common, but Morse isn’t a Common, he’s a Hero. That means there’s more than just that.

When Morse enters or attacks, you can pay an extra Earth Crystal Point and choose one of your opponent’s Forwards, Morse and said Forward will attack each other dealing damage that equals their power.

Let’s not forget that Morse also gains +1000 power at 3 points of damage, and another +1000 power at 5 points.

Add in Basch and Moogle, and Bangaa, and you have a Sharpshooter ready to take down your opponent’s Forwards.

24-069C – Y’shtola EX

The more I see these Theatrhythm cards the more I thin that something is brewing.

I don’t think we’ve had Theatrhythm cards this good. Maybe it’s just me, or maybe I’m right.

Y’shtola comes in and grabs a Forward from your Break Zone, and if that was all she did, Y’shtola would still be a great card.
And, if you have at least 3 Elements on your front lines Y’shtola gains +3000 power making her an 8K body

 

24-070L – Lightning

Another Lightning, I believe we tied the record of consecutive Opuses? Opi? with Lightning. I’m not complaining. I was just expecting a Fang Full Art this set.

This is a great card, if I do say so myself.

And just like plenty of Earth Forwards, you don’t need to play them in their respective Category.

Lightning is a 2 cost Legend that can remove Attacking Forwards or Blocking Forwards from the game. And, once that happens, you will bring Lightning back to your hand, where you can replay her for the next block or her next attack.

You can also end up paying only 1CP of any color to bring Lightning out. As long as you have another card named Lightning in your Break Zone. This means you can splash this Earth Lightning into any deck that you’d like. No need for color fixing.

I’ll take 3.

24-071C – Rulgia

Another Warrior of the Crystal! Are we going to have 6 or is this the last one to make them 4?

Rulgia would have been great if he was a Backup.

Hanging out on the field, giving all of the Warriors of the Crystals +1000 power and Brave.

But, Rulgia is a Forward wth 7000 power, plus the 1000 power that he gives to himself.

The more I see the Crystal Warriors, the more I like them.

Kind of excited to try them out.

24-072C- Leo

Why not just make this card cost 5 Crystal Points instead of you needing to dull 4 active Characters?

Why?

Because, it would be too easy to break Forwards. And, since Leo is just a Common it would have been too easy.

You’ll most likely want to build up your Backups quickly, that way you won’t have to worry about whether or not to use this card.

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