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Memories of Ice

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30-018C – Blue Mage

That’s a first. An Ice Blue Mage.

Nothing wrong with that.

If Blue Mage is the last card you play from your hand, then your opponent will discard a card from their hand.

If Blue Mage was a Forward this would have been well worth it.

 

 

30-019R – Alaya Rundall

Dependent on a Light Forward.

Alaya Rundall will have your opponent discard a card when she enters the field. Once again this will only trigger if you already have a Light Forward on the field.

You can then send Alaya to the Break Zone and give one Final Fantasy Brave Exvius Forward =1000 power until the end of the turn.

For 2CP this is ok. If it was anymore, I would have said there are much better cards out there.

 

30-020R – Omega

A 2 cost Monster that will turn into a Forward when either Player has 5 points of damage.

A Forward with 10,000 power.

Whenever Omega attacks or blocks, Omega will Dull/Freeze one of your opponent’s Forwards. Meaning that Omega can block an attack, and Dull/Freeze the next in line for you.

Omega is a sleeper. Waiting on the side until it’s time to shine.

 

 

30-021H – Gestahlian Empire Cid

Cid is only useful in a 3 element deck.

Once per turn you can use Cid’s ability to have your opponent discard a card in their hand. This ability will only trigger if you remove 3 different elements from your Break Zone.

If you’re not running 3 elements in your deck, Gestahlian Empire Cid is just a vanilla Backup. No better than our Opus I Evoker.

 

 

30-022C – Glenn

Coming in with First Strike and the ability that states. Dull/Freeze a Character, whenever a Forward with First Strike attacks.

Glenn has First Strike.

So, Glenn’s ability will trigger whenever he attacks.

First Strike Warriors? Can it work?

 

 

30-023H – Seymour

Seymour comes on in and casts Dull/Freeze on one of your opponent’s Forwards.

Yes you do need 3 Summons in your Break Zone for this to work, but once you do, you can also remove those 3 Summons from the game, and then you can pick another 2 Forwards, and Dull/Freeze them as well.

I’d say use Seymour in a Summon heavy deck.

You don’t need to be a rocket scientist to understand that.

 

 

30-024C – Styx

Not bad. Not bad at all.

Styx will grab an Ice Forward from your Break Zone.

And, that’s it.

And, all that it will cost you is 1CP.

Play this. I fully support this card.

 

30-025C – Strago

Ok, Just like Styx, Strago does the same thing. retrieve a Final Fantasy VI Character from the Break Zone.

The difference is that Strago costs 3CP. And it is worth it. Because Strago also has a 7K body to block or attack. Whichever you choose.

And, why does this matter?

Because once Strago is sent to the Break Zone, you can play another Strago and grab another Final Fantasy VI Character from your Break Zone.

Just remember, you can’t grab Strago from the Break Zone.

30-026R – Zenos

Zenos will fit right in with the rest of the Heavensward Starter Set.

Zenos will break A Forward when he enters the field. Hopefully it’ll be one of your opponent’s Forwards, but if they don’t control a Warrior of Light, you are out of luck and you’ll have to break one of your own Forwards.

But, all is not lost.

Once a Forward if put into the Break Zone, your opponent discards a card.

 

 

30-027C – Celes

Not bad at all.

Celes is hanging out on your Backline, ready to use her ability.

What’s this ability?

She will cancel an auto-ability. That is the best case scenario. Worst case scenario, she’ll make your opponent pay 3CP in order to cast that ability.

Either way you’re coming out on top.

Every Ice deck will need to make use of this card.

30-028H – Fina

We’re getting a lot of these cards lately.

Fina comes in and reveals the top 3 cards of your deck. You can then add 2 Final Fantasy Brave Exvius cards to your hand. The rest will be sent to your Break Zone.

As always if you’re playing FFBE this is a great card. If not then you already know the story.

And, since we got a whole bunch of new FFBE cards this set. I think it’s worth looking into.

 

 

30-029R – Hraesvelgr

Hraesvelgr does nothing until he is sent to the Break Zone.

And, when he does he will either have your opponent discard 2 cards, deal a dull Forward 10,000 damage, or he will search for himself and play himself on to the field dull.

Either way, this is a good way to keep some pressure on your opponent.

And, what’s to stop you from playing Opus VI Hraesvelgr in it’s place?

 

 

30-030C – Mini Fighter

Playing Fire/Ice? Ice/Wind?

If so Mini Fighter might just be the card that you need.

When Mini Fighter enters the field, you’ll reveal the top 4 cards of your deck and add either a Fire or Wind card to your hand.

The rest go to the bottom of your deck.

This can be useful.

 

30-031C – Mog (XIII-2)

I can see Mog being used. Especially if you know what the top card of your deck is. Luckily we have cards that can show us what the top card is.

In certain situations this will be a great play, but most of the time, Mog will sit in your Backup line, and just give you 1CP per turn.

There are much better Mogs out there.

 

 

30-032L – Roca

Looks like Iced Earth is making a comeback.

Roca doesn’t do anything herself. The magic happens when an Earth Character enters the field.

Because every time one does, Roca’s ability will trigger. And what happens when Roca’s ability triggers? That’s up to you.

You can either break a dull Forward, Dull/Freeze 2 Characters or grab a card from your Break Zone.

And, we all thought Roca was a sifter.

 

30-033C – Roghza Ovis EX

Kind of expensive, but it’s a big body with Brave.

Roghza Ovis enters the field and searches for a Princess.

Any princess will do.

And when you play that Princess, Roghza Ovis will gain +1000 power and Brave.

And that’s all it is. Sure, the 6CP will come down to 4CP when you grab the Princess, and 4CP is a decent price for a 10k body with Brave.

All that’s left to do is give Roghza Ovis, First Strike.

30-034L – Locke

He’s not a thief, he’s a Treasure Hunter.

Cause if Locke was a Thief, he would have been searchable by Marcus.

When Locke is on the field, any card that your opponent discards will be randomly chosen. Meaning that your opponent can’t discard the cards that are useless to them at the moment.

Your opponent will also discard a card when Locke enters the field.

We’re not even done here. At the end of your turn, if your opponent has no cards in their hand, Locke will Freeze a Character. This ability will also draw you a card as well.

Throw this into a Turbo Discard deck, and you’ll be straight.

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Memories of Fire

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30-001H – Auron

Why is Auron always a Hero?

And, why is Fire Hero Auron always the first card of the set?

Nevermind that. Why is it that you can discard 2 Final Fantasy X cards to pay for Auron instead of Paying his cost?

And, why does Auron grab a 2 cost Forward from your Break Zone, and plays it straight to the field?

I like it. This is one of the better Aurons. And this one is a Backup as well. The 5 cost Backup, just turned into a Free Play.

How?

It’s simple you’re paying 4CP by discarding the FFX cards from your hand, you grab a 2 cost Forward from your Break Zone. That’s 2CP back to your hand. And you play that Forward for Free. which is another 2CP, bringing Auraon’s cost to 0.

30-002C – Ifrit EX

A 2 cost Summon that can also come off of an EX Burst.

Ifrit will deal 5000 damage to a Forward.

And, if that Forward is a Multi-Element, that damage becomes 8000.

Not bad for a Common Summon.

 

 

30-003H – Edgar

If you’re playing Mono-Fire, you are playing Edgar. End of story,

Edgar comes in reveals the top 2 cards of your deck, and you can add up to 2 Fire cards to your hand. Thus making the 5CP you spent on Edgar 1CP.

And, Edgar’s ability, deal a Forward 4000 damage. But, if you have 5 Fire Characters on the board that damage becomes 8000.

I’m sticking to it. Mono-Fire and you are set. Why worry about the chances of not getting a hit from the top 2 cards of your deck by playing Fire/Whatever. Play Mono Fire, and Edgar will be flipping his Double-Headed coin whenever he enters the field.

Even Sabin won’t mind.

30-004R – Scorpion Sentinel

I’m not too sure about the wording they’re using, but I know what they’re trying to say.

Scorpion Sentinel is a Monster that becomes a Forward, but only if you don’t have any other Forwards on the field. At 2CP, Scorpion Sentinel gives you a 9K body. That might be all you need to save you from taking damage.

And, when Scorpion Sentinel is sent to the Break Zone, you can choose a Forward and deal it 7000 damage.

Not bad, but not great either.

Maybe play this as a one off.

 

30-005C – Samurai.

Samurai here will look at the top card of your deck, and hopes you find another Samurai.

If you do, add it to your hand.

If you don’t, well then nothing happens.

At 2CP, you got a Backup.

Worst case scenario you use it for 1CP per turn.

Best case, you get a free play.

30-006C – Amarant

Hits like Amarant.
Looks like Amarant.

This must be Amarant. A big attack as soon as he enters the field.

And not only that, but Amarant will also search for a Final Fantasy IX Forward.

High cost, but this Amarant is already better than all the other Amarants.

 

 

30-007L – Jecht

4CP, for a Guardian that is almost indestructible.

First off, Jecht has 9000 power, but his abilities hit harder than that.

10,000 damage to a Forward that tries to use it’s ability against him.

His second ability?

You can remove Jecht or Sin from your Break Zone, and deal a Forward 10,000 damage. You can use this ability once per turn.

Meaning that Jecht is nearly unstoppable.

Now, since we already mentioned Sin. We can actually make a 3 Jecht deck. You have Jecht, Braska’s Final Aeon. and Sin. And none of these cards say that you can’t play them while Jecht is on the field or Vice Versa.

Hmm, I’m going to take a better look at this.

30-008C – Zidane

Zidane comes in and you discard a card to draw a card.

I mean, ok.

And, if the discarded card is a Final Fantasy IX Character *cough Garnet *cough cough. Zidane will also gain +3000 power and Haste.

There are better Zidanes, but this one is still decent. In it’s own way.

 

 

30-009C – Bangaa

We’re getting more Moogle Bounty Mayhem cards this set.

This is getting me excited.

Bangaa comes in and will grab an Ice or Water card from the top 4 cards of your deck.

That’s it?

Well, I guess I got excited for nothing. Not that this is a terrible card, but it just doesn’t help me with my MBM deck.

 

30-010C – Vivi

I don’t get it.

If Final Fantasy IX is on the box, why aren’t we getting some new Final Fantasy IX Legends?

I could use a new Legend Vivi to build a deck around.

But, since we’re not getting that, we’ll just take a look at this Vivi, who searches for a Black Mage.

And, that’s it. Black Mages finally have a card that will search for them. Let’s see where this takes us.

 

30-011R – Blank

This is the card that will make Thieves a great deck.

Blank comes on in and your opponent removes the top card of their deck from the game. This will also trigger if a Job Thief enters the field. IT has to be Job, this won’t work if the card is named Thief.

Ok, that’s good and all, but why would we care of removing the top card of our opponent’s deck from the game?

I’m glad you asked.

Whenever a card is removed from your opponent’s deck, Blank will deal 1 of your opponent’s Forwards 3000 damage for each Job Thief that you control.

So far we have, Blank, Marcus, Zidane, Bel Dat, Paul, Fang and Gutsco to add to your deck. And if all of these Thieves are on the field that will be 21,000 damage to a Forward of your choosing.

And, let’s not forget about Ultima Weapon in this set.

30-012R – Marcus EX

We’re finally getting Tantalus. It’s been 30 sets, and this is the first time we’re getting a Tantalus member other than Zidane.

And, what does Marcus do?

He searches for Zidane …

Well, technically not Zidane, just any thief in your deck. Forward Thief in your deck.

It’s not groundbreaking, but maybe some Thief Tribal deck will become viable. Probably not, but this is the first building block you’ll need to get it going.

Maybe it’s time to dust off Gutsco?

30-013C – Mazurka EX

Mazurka is almost like Blank, but she deals 3000 damage per Backup that you control.

Mazurka’s ability will only trigger once, but her ability will also come off of an EX Burst as well.

At 5CP it is a bit expensive.

But, off of an EX Burst it’s pretty good.

I don’t know if it’s worth having her in your deck though.

 

30-014L – Sabin

This is a great Sabin.

Whenever Sabin attacks, you can play a Final Fantasy VI Character from your hand onto the field.

This alone would make it worth it to play Sabin, but Sabin still has another trick up his sleeve, that has nothing to do with Suplexing a train.

Whenever Sabin is put into the Break Zone, you can put a Fire Character in there instead. Sabin will then return to the field. Meaning that your opponent will have a hard time trying to get rid of Sabin.

Mono Fire VI. That is what I will be working on.

30-015R – Luneth

Luneth, what are you doing here?

All I see is a way to farm Crystals. And that way if by sending your Warriors of Light to the Break Zone. And, you can only get 1 Crystal per turn.

You can then use that 1 Crystal to deal a Forward 5ooo damage.

Eh? I mean .. there’s some use to Luneth.

 

 

30-016H – Lulu

3CP, to either search for Wakka, or play him on to the field from your hand.

Either way Lulu is a steal.

3CP, to play both Lulu and Wakka, yes I’ll take it. Now we just need to find which Wakka to play.

Let’s not forget about Fire. Deal 7000 damage to a Forward. Lulu does not become dull when using this ability.

 

 

30-017C – Leon

Fianlly, a Leon that doesn’t suck.

Leon enters the field and deals 5000 damage for each Rebel that you control.

Yes, you read that right.

Leon costs 4CP, an 8K body, and the ability to break a Forward when he enters the field.

How do I know that he’ll break a Forward? Simple really. If you’re playing Leon, you’ll probably already have Hilda on the field. Along with a Leila. Yes, both from this set.

Your plan of attack would be.

Dull Hilda, play Leon, deal damage to a Forward, then use Leila’s ability to remove Leon, and have your opponent choose one of their Forwards to send to the Break Zone.

Rebels also seem like they’ll be fun to play.

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Fire of Discovery

27-001R – Auron

Auron is sitting in your back line ready to boost one of your Forwards.

Yes, that Forward need to be blocking an attack, in order for him to get the buff. And, that also means that after you declare the block, your opponent has to do something in order for you to be able to use Auron’s ability.

When all that is said and done, Auron will give your Forward a 7000 power buff to help him block your opponent’s attack.

Hopefully you’ll break that Forward.

27-002H – Ifrit EX

For 1CP, this is a great card. I’ll take 3, and from the looks of it, I sense a Full Art. If there is no Full Art we will riot!

Choose a Forward deal it 5000 damage.

If you choose to pay the extra cost of removing an Ifrit from your Break Zone deal it 8000 damage instead.

What’s not to like. I’m sure you’ll have plenty of Ifrit’s that have been summoned, with nothing to do, but wait for the game to end so they can be summoned again.

Can’t go wrong with 1CP.

And, something tells me we’re getting 1CP Hero Summons for all Elements. And, they’ll all be from Final Fantasy III.

27-003C – Viper

Lots of Final Fantasy XIV support this set. Well, what else would you think? Journey of Discovery has Krile on the box.

Viper comes in for 3CP, and deals a Forward 3000 damage.

Now if you got a Multi-Element Forward on the field, that damage becomes 7000.

After that Viper sticks around as a Meat Shield. He might even attack.

 

27-004C -Ace

In and out. That’s what Ace’s job is.

Ace comes in and deals 9000 damage to one of your opponent’s Forwards.

And, if that’s not enough, you can use Ace’s ability to deal 5000 damage to a Forward as well.
Yes Ace costs 6CP.

And, that is all I have to say about this card. You might be better off with a Monster that does something similar.

27-005R – Guy

Ready to bulk up your front line?

Guy is ready.

When Guy enters the field, you will play one Forward from your hand onto the field. Up to 2CP. And, it doesn’t have to be a Fire Forward, it can be any element.

That’s 2 for Tuesday, even though it’s Wednesday today.

And, that is not all, at the end of each of your turns, if you have 4 Forwards on the field, Guy will draw you a card.

Guy will keep on giving for as long as he is on the field, and at 7000 power, your opponent might have a little bit of trouble getting rid of him.

I can see all Fire decks, having at least one.

27-006R – Chaos Advent

Chaos Advent shines when he is put into the Break Zone.

Chaos Advent will reveal the top 7 cards, and you can play one Strangers of Paradise Forward onto the field.

Quick and easy.

Only set back is that, that Forward becomes a Dark card, with the Job Chaos.

Which means you’ll need a Dark Backup that allows you to play more than one Dark card at a time.

You’ll want to play this one early enough where, Chaos Advent can stick around on the field, until needed to find a Strangers of Paradise Forward.

I’m not sure if that makes sense.

27-007H – Gulool Ja Ja

Spread out the Damage when Gulool Ja Ja deals damage to a Forward, you’ll take that damage and deal it once more to another one of your opponent’s Forwards.

You can do this once per turn, so whenever Gulool Ja Ja attacks, or blocks, or when he enters the field when you have received 5 points of damage, Gulool Ja JA deals 7000 damage to one of your opponent’s Forwards, triggering his first ability.

This is an interesting card. It might be the first with this ability unless I missed something, but I think this would have stuck.

27-008C – Gladiator

This is what a Bomb Backup would look like.

And, Gladiator can work great alongside the Bombs.

Perhaps he was training near Jachol, where he learned the technique from the Bombs.

Never the less, for 2CP you get a BAckup,that will give you 1CP once per turn, and if you decide to use Gladiator’s abilty, he will send himself to the Break Zone while dealing 2000 damage to all of your opponent’s Forwards.

I’ll be using a couple of these.

27-009C – Samurai

What do we have here?

A Backup that can break a High cost Forward. And Samurai only costs 1CP! Yeah, there is an extra cost of 3CP to use his ability, and that brings you to a total of 4CP.

The only problem you’ll have is finding the Wind CP to pay for the extra cost. There are no Wind Samurais available at the moment.

But, you can always use Princess Sarah (11-128H) for that Wind CP.

 

27-010L – Xande

Xande is sure tired of these Warriors of Light. And, for that reason when he enters the field, Xande will cast Silence. It’s probably SIlence. All the Forwards of a Job that you name will lose all of their abilities until the end of the turn.

And we’re not even done here.

At the begining of every Attack Phase Xande will deal 9000 damage to one of your opponent’s Forwards, then you will draw a card and discard a card. And, if you discarded a Xande, you will deal 9000 damage to one of your opponent’s Forwards.

Rinse and Repeat.

Yo-u can keep dealing 9000 damage to your opponent’s Forwards for as long as you have a Xande in your hand to discard.

27-011C – Jecht

At 6CP, Jecht is a decent play.

At Warping Speed, Jecht is even better.

For a total of 2CP, you can future proof the board, cause when Jecht enters the field, you can either deal 8000 damage to one of your opponent’s Forwards, or deal 5000 to all of your opponent’s Forwards.

You’ll choose which one you would like to use once Jecht enters the field and you see what your opponent’s board looks like.

Either way, I would say this one is worth playing.

27-012H – Zell EX

Zell is ready to hopefully take down your opponent’s Forwards as soon as he comes in!

5000 damage divided up any way you would like to any number of Forwards your opponent controls.
And, if you have 4 Final Fantasy VIII Characters on the field, that damage becomes 9000. Meaning that you’ll at least break on of your opponent’s Forwards.

At 5 points of Damage Zell gains Haste.

And, let’s now forget that this ability also comes off of an EX Burst.

Zell might be useful in my Bomb deck.

27-013L – Zeromus

Why didn’t this card get the Full Art treatment. If there was any card that deserved it it would be this one.
Zeromus AKA Zemus comes in the field and does nothing. Not until your Characters are chosen by your opponent’s abilities.

When they are, Zeromus becomes the tax man, and tells your opponent to “Pay Up”. And if they don’t they’re Summon or ability will just fizzle and nothing will happen.

And that cost is pretty high. Either 4CP or a Crystal. If they have an abundance of Crystals they’ll be good to go, if not, then Zeromus will be depleting you’re opponents resources. Their top priority will be to find a way to get rid of Zeromus, allowing you to build your board as you see fit.

How much power does Zeromus have? 8000? Maybe, just maybe, Grenade (5-008R) will become even more useful.

27-014H – Terra

Custom Art? Check.

Let’s see what else she does.

Terra enters the field and you reveal the top 2 cards of your deck. You can grab up to 2 cards. One a Fire card, and the other can be either Wind or Lightning. The cards you don’t grab are sent to the Break Zone.
So far so good, you might actually get a Free Play with Terra.

And, we’re not done yet. Whenever you cast a Wind or Lightning card, Terra can deal 8000 damage to one of your opponent’s Forwards. Terra does need to be Active for this ability to take effect.

Other than that Terra has 5000 power, but you’ll most likely keep her active to start dealing 8000 damage left and right.

27-015R – Bakool Ja Ja

Need reinforcement that will be on call?

Bakool Ja Ja is ready to help you out with that.

When he enters the field, and leaves the field, you will remove the top card of your deck from the field, and it will be on standby. Not taking up space in your hand. Just in Purgatory, waiting to see, if you will use it during this game.

Now let’s think about it for a second.

Your best bet would be if a Summon was removed from the game, a constant reminder to your opponent not to do anything stupid.

They always said two heads are better than one.

27-016C – Fire Elemental

Here’s a Monster that will do damage on the way in and on the way out.

When Fire Elemental enters the field, it’s do 5000 damage to one Forward.

When Fire Elemental is put into the Break Zone it’ll deal a Forward 8000 damage.

Not bad, but not great either.

I have a feeling we’ll be getting at least three more of these Monsters, and the other two will have a different name. And, they won’t be from Strangers of Paradise.

27-017R – Luneth

Weren’t we just talking about Warriors of Light?

Well, Xande won’t get much done with Luneth.

When Luneth enters the field, you’ll reveal the top card of your deck, and if it’s a Character, and costs under 3CP, you get to play it on to the field.

Doesn’t matter who it is. Doesn’t matter what element it is. You will play that card onto the field. What’s the chances of you hitting a target Character? Pretty good, cause you’ll be putting your deck together.
Minuet? Luneth grants Haste to all of your low cost Forwards.

Fill your deck up with cards that cost 3CP or less, and “Luneth don’t miss.”

And, this is just a Rare?

27-018C – General Leo

Here’s your Buy One Get One Free Card!

When General Leo enters the field you can play a Standard Unit from your hand on to the field. Up to 5CP. What Standard Units do you play? I’d say it depends on what you’re trying to do, but since General Leo doesn’t specify Element, you can cast any Standard Unit that you would like.

His action ability, is just a little ping of damage, but sometimes that’s all you need.

At the end of the day, General Leo has a 9K body ready to go.

Let’s see what General Leo can do. You play General Leo, Paladin (22-101C) who will play a 2CP Forward from your Break Zone. You’ll grab Sol (16-013H) pay a Crystal and play a 4CP Forward from your hand. Yuna (27-129S) is up next allowing you to play a 3CP Forward. and so forth.

So far we got 4 Forwards on the field for 5CP. 5 if you add in the one that Yuna brings in. I know it’s highly unlikely that this will happen in a game, considering your deck and RNG, but the possibilities are there. And if it finally does happen, you just pulled off the heist of the century. Or at least the heist of Opus XXVII.

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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.

.
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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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?