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Hidden Trials – Limit Break

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23-118H – Ardyn LB

The Chief Minister has grand plans.

Ardyn has found a way to bring himself back from the dead.

Simply put, when Ardyn enters the Break Zone, you can bring an Ardyn from your Limit Break deck onto the field.
The real question is, can you fill up your Limit Break deck with cards that aren’t LB? I doubt it, I’ll have to check out the rules to make sure.

This card is a turn 1 play.

As long as you have a Playset of Ardyns in your Limit Break deck, you’ll be good to go.

23-119R – Vincent LB

Well, Vincent looks like he’s ready to take on the Tsivets.

This is the Limit Break that Vincent starts the game off with, and that suggests that we will be getting the other 3 later on down the line.

Let’s take a look and see what Galian Beast does.

Vincent comes in with First Strike, and when he enters the field, you can throw a Fire Backup into the Break Zone, and deal one of your opponent’s Forwards 9000 damage. You’ll have a good chance at breaking it.

If my calculations are correct, we’ll soon have a Vincent deck equipped with all of his Limit Breaks. Might take a couple of years before we can get it, but it might be fun.

23-120R – Kuja LB

Kuja is a 5 cost Forward with 8000 power and the ability to get out of some of your opponent’s abilities, and maybe some of their Summons.

How?

It’s simple, you can just dull Kuja to Dull the Forward using that ability.

Dull/Freeze that Forward and your opponent will think twice before targeting Kuja.

 

23-121L – Cait Sith LB

Sometimes the first time you look at a card, you think it’s great.

then you look at it again and think, Huh? How is this a Legend.

It’s a decent card, don’t get me wrong, but Freezing all of your opponent’s Backups, and having them discard a card is not what I’d call Legend material.

On a side note, Cait Sith needs you to control 5 Backups in order for his ability to go off.

I’ll take a hard pass on this one.

23-122R – Cid Highwind LB

Roll of the dice. Or is it a flip of the cards?

Cid Highwind comes in on the Highwind, and gives you an airdrop right before he enters the field.

Flip three cards and if you find a Backup add it to your hand. If not well just put all the cards at the bottom of your deck. You might want to use Cid, when you only have 3 cards left. And, you better win before you run out of cards.

Is it worth playing?

Probably. You can just add it to your Limit Break deck, just so you have enough cards in it.

23-123 – Deathgaze LB

That’s a lot to pay to Break a Forward. And, that Forward also needs to be a certain cost in order for this to be effective.

There are 270 Forwards that cost 5CP. Yes, that’s a pretty big amount, but how many of those Forwards actually see play?
And there are only 2 Forwards that cost 10CP.

Unless Bhunivelze, and Garuda start seeing some play, i’d say it’s best to leave this card at home.

Odin (1-124R) costs 7CP and let’s you break any Forward you want.

23-124L – Eiko LB

Have you ever thought that you wish you had a certain Summon at a certain point of the game?

I’m sure you have, we’ve all had.

Well, Eiko here, is here to help you search for that Summon, and once you find it you can remove it from the game.

Not much help there, but once that Summon is removed from the game, you can cast it without paying the cost.

That’s a little bit better.

23-125R – Noctis LB

Even though Noctis costs 6CP, this is probably one of the better Limit Breaks.

Noctis allows you to grab a Forward from your Break Zone. Yes, there are plenty of cards that allow you to do this. The difference is that, you don’t need to rely on luck to draw the card that will grab a Forward from the Break Zone. Noctis is ready to go whenever you’d like, as long as you have the CP to pay for him.

Other than that, he’ll be a 7K body, lingering on the field.

.

23-126L – Edge

Are you Serious? Yes, serious with a capital S.

This card is amazing.

Mono-Lightning and Ninja themed decks are going to dominate in 2024 and beyond.

Might be why I’ve been selling plenty of Ninjas lately.

Edge gives you an advantage for one turn. Every Lightning Forward and Ninja deals 7000 damage to one of your opponent’s Forwards. That might be good enough to wipe the board. It might be good enough to get you the game.

Either way, you’re going to do some damage. Just need to find a way to give Edge Haste.

23-127R – Nyx LB

If you’re playing Mono-Lightning, or Kingsglaive, just throw Nyx into your Limit Break deck.

You’re bound to have a Lightning Character or a Kingsglaive Character hit the Break Zone, and when you do, you might as well play Nyx, for the whopping cost of 1CP. 0CP if you have Regis already on the field.

And, that’s all Nyx does. a glorified Meat Shield, ready to take on your opponent’s Forwards with his 9K body.

10k if you already have Lulu (1-150R) on the field.

You can’t go wrong here.

23-128R – Beatrix LB

Here’s another Knight for the Queen’s Guard.

God save the Queen, and the Forward that will be sent to the Break Zone whenever Beatrix attacks.

As long as you have 3 Knights on the field, Beatrix will be good to go, breaking a Forward once per turn.

It’s as simple as that.

Play Knights, Play Beatrix.

23-129H – Lunafreya LB

Look at the top 5 cards of your deck, and find the one with an EX Burst. Once you add it to your hand the EX Burst will go off.
This can be a great play where you grab a card with a great EX Burst that you can play right away, giving you double the EX, double the Burst. Double the damage. Double Trouble.

Or, you might get a card that you don’t need or want at that point in the game.

Now, I don’t know if these Limit Break cards are bounceable, but if they are, imagine what you can do if you keep bouncing Lunafreya.

23-130H – Luso LB

5CP to play Luso, who also searches for a Standard Unit, of a certain Element. That Element is chosen by you when Luso enters the field.

After that, whenever you play a Standard Unit onto the field, Luso gains +4000 power, giving him a 9k body until the end of the turn.

And, if you’re using Frimelda, you can play a Standard Unit each turn, giving Luso a constant 9K.

And, that’s all I got. I can’t focus anymore.

More Singles?

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Hidden Trials – By Lightning

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23-077H – Azul

The Tsivets are coming strong, and Azul is about to kick some butts.

Azul has Counter, he will Counter any damage dealt to him to one of your opponent’s Forwards.

For the cost of 1 Crystal, Azul can also cast Berserk on a Forward. And, when he does, Azul gains +2000 power.

I’d say that’s a Crystal well spent.

 

23-078C – Alisae

Alisae is like a bloodhound. She’ll help you find the card you need, but only if you can show her what you’re looking for. And, the only way to do that is to already have a card with the same name in your Break Zone.

The only thing Alisae can’t search for will be Standard Units and Summons, everything else is fair game.

I’m sure she has some use, but there are plenty of other cards that’ll search better then she does.

 

23-079R – Estinien

I mean he’s no Opus VI Estinien, or Dawn of Heroes either, but Estinien is still a decent card to play.

Coming in with Haste, Estinien has the ability to attack from the get go, but you already knew that. So, why would we mention that?

It’s simple. Every time Estinien attacks, you get to grab a Scion Forward from your Break Zone. Making Estinien a great play, right away.

And, that’s not all!

At 3 points of Damage Estinien gains +1000 power. Add in Opus I Lulu and Hidden Trials Krile, and you’ll have a Forward that attacks for 11,000.

And this is just a Rare card.

23-080R – Odin EX

If this comes off of an EX Burst it’s great.

If it doesn’t it’s too expensive, and the Opus I Odin, along with the Opus I reprint from Opus VIII. is a couple of CP less.

Why would you play this one? Because you can cast it for 3CP if you remove 6 Lightning cards from your Break Zone. If you have no way of getting them back, then go right ahead.

Breaking a Forward still is a broken Forward your opponent can’t use.

23-081C – Puppetmaster

2 Cost Elemental Lightning Backup.

Puppetmaster is ready for action with his Puppet right behind him ready for orders.

Puppetmaster comes in and dulls a Forward. As with some of the other Backups of this set, he has greater power when you have a full line of Backups on the field. And, when that happens, Puppetmaster dulls all of your opponent’s Forwards.

I’m noticing a lot of great plays being brought in towards the mid-end game.

 

 

23-082H – King

Is this a new thing, where we remove cards to reduce the cost of casting a card?

Because King turns into a 1 cost Hero, if you remove 4 cards from your Break Zone.

And, whenever King attacks, you can discard 2 cards and Break a Forward of your choosing.

King’s cost evens out as the 4CP you save from removing the 4 Characters from your Break Zone.

There’s plenty of ways to get rid of cards, Lightning might become even more fast paced.

23-083H – Queen

Your Savior, Your Queen.

This is a great card. Cadets will be one the rise solely based off of this card.

At the small cost of removing 3 cards from your Break Zone. Queen will give a Class Zero Cadet a 2000 power buff, plus damage dealt to that Forward by your opponent’s abilities will become 0.

This card kinda makes me want to remake that Cadets deck I had made back during Opus XIII.

23-084C – G’raha Tia

At 5CP and 9000 power, G’raha Tia is just a regular Common card.

When he enters the field, and you have another G’raha Tia in the Break Zone, you can remove it from the game and deal 4000 damage to 2 of your opponent’s Forwards. You will also dull them as well.

If this card cost a little bit less, I would say that it’s better.

 

 

23-085R – Krile (XIV)

Look at the new card you’ll be putting in your Scions deck.

Nothing beats a 1K buff across your board. Especially when it comes to the Scions and they already work well together.

And if you still need a little bit of extra power, Krile can give a Scion another 1000 power when it deals damage to a Forward.

Can’t go wrong with that.

 

 

23-086H – Thancred

Thancred, reporting for duty!

Thancred is ready to go from the get go. (If you already have some Scions on the field.) He’ll break one of your opponent’s Forwards as he enters, and he’ll bring back a Forward from the dead as he enters the Break Zone.

Almost like a Viking, but different.

Scions being Scions.

 

 

23-087C – Jack

Yeah, you’re not going to play this card.

Unless there is another card that stated “this and this” if there are so many cards in your Break Zone.

I’m also pretty sure that the other Jacks are much better, I can say that without even looking for them.

Even at 2CP, I wouldn’t play this card.

At least the art is nice.

23-088L – Serah

Mono-Lightning XIII deck Incoming.

Your opponent will be using all their resources to get rid of Serah here.

Once she comes in all of your opponents Forwards will lose 2000 power, and if you have at least another 2 FFXIII Forwards their power will go down by 5000. And, this does not end at the end of the turn. As of my understanding, they lose that power until Serah is removed from the field.

That means that most of your opponent’s Forwards will be unusable. Sure, there will be ways that your opponent can raise the power of their Forwards, but Serah also has Dispel. Dispel removes any power gains that your opponent has given their Forwards until the end of the turn.

I’ll take 3 with all the bells and whistles.

23-089C – SOLDIER Candidate

Now, this is a Candidate I have a use for.

2CP/5K body, with Haste.

If you remember, I have built an all Haste deck, and this one fits perfectly into it.

2CP is perfect for it because you’ll only need to discard 1 card, since I don’t play any Backups. 5000 power isn’t bad, because you’re hoping to win in 2 rounds. And, half the time your opponent will not have any Forwards on the field.

And, most of the low cost Haste cards are Standard Units, SOLDIER Candidate will gain +3000 power, giving her an 8K body, the perfect “Candidate” for a Meat Shield.

23-090C/15-095C – Ninja

You know the drill.

“You’d think they’d at least try and get the serial numbers to match.

Would’ve looked a lot better reading 20-099C/15-099C.

Not that big of a deal but, at least you gain a Crystal when Ninja comes in.

After that you can send Ninja to the Break Zone, and deal a Forward 1000 damage.

*yawn

Maybe if it wasn’t a reprint I’d be more excited.”

23-091C – Fencer (XIII)

There’s a lot of good Monsters in this set.

Fencer is ready to Break a Forward on command, as long as you have an extra Monster on the field, because that extra Monster will be part of the cost you pay for Fencer’s ability to go off.

It’s a cheap play, and as long as the Monster you send to the Break Zone has done it’s job, you’ll be good to go.

 

23-092R – Black Widow

This Monster is interesting.

You’ll need 2 or more Monsters for Black Widow to become a Forward. And when Black Widow does become a Forward, when it attacks, you may put another Monster into the Break Zone, and that will allow Black Widow to deal 9000 damage to a Forward of your choosing.

You can splash Black Widow into your Monster deck with Relm, and after that Black Widow will slowly get rid of your Monsters to play more Monsters.

 

 

23-093C – Mog (XIII-2)

This Moogle makes that XIII Mono-Lightning deck easier to make.

Always good to have a couple of searchers, and this one is better, because you can get rid of Mog once he finds what you’re looking for.

Mog comes in for 2CP, and just hangs out until it’s time for you to use his ability.

After that, you can play Mog once more, and he’ll do the same thing once more.

Yes, this card is needed.

23-094C – Y’shtola

How is this a Common?

If you’re playing a Scions deck, you will be dulling your opponent’s whole front line.

And, this only costs 3CP.

All I see is, you play Y’shtola, and block with her as soon as possible, in order to play her again.

Find a way to grab her from the Break Zone as well, and you’ll be golden. Just like the S(ci)un of the Seventh Dawn … Ok, maybe that wasn’t that great.

23-095R – Rosso

Rosso, the Crimson.

Vincent is in trouble here.

The Tsivets are coming for him and all of his allies, and Rosso is coming hard. For every time she attacks, she deals 4000 damage to one of your opponent’s Forwards.

And, if you have a stash of Crystals, you can use them to give one of your Tsivets Haste, allowing them to go from the get go.
Tsivets might finally have some decent cards to get a fun deck going.

Singles?

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Hidden Trials – By Earth

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23-058C – Dark Knight

Oh wow, these Standard Unit Backups in this set are powerful. Sure, you need to have 5 Backups to get the full effect, but these Backups only cost 2CP.

Dark Knight comes in and gives a Forward. +1000 power and Brave.

If you have 5 Backups, then all of your Forwards gain +1000 power and Brave.

You can go all in swinging left and right with all of your Forwards, and then still have the resources to block your opponent’s attacks.

 

23-059C – Ignis EX

Noctis Is Down!! Hurry Phoenix Down!

That pretty much sums up Ignis.

When he enters the field you can grab a FFXV Character from your Break Zone, and add it to your hand. Not just Noct, but any XV Character that resides in there at that moment.

Best part is that this ability also comes off as an EX Burst.

Might be worth it … it’s always worth it if your grabbing cards from the Break Zone.

23-060L – Vincent

Beautiful card.

Though shall not pay 7CP to cast Vincent. Though shall pay 1CP to Warp Vincent. Vincent is Warp 6 meaning that 3 full turns need to pass before Vincent will enter the field. But the Warp Counters will reduce by one each time a Final Fantasy VII Character enters your field.

A ticking time-bomb, that once it goes off, you will Break one of your opponent’s Forwards and one of their Backups.
If you didn’t Warp Vincent, then you’ll just Break the Forward.

A Vincent worth playing?

23-061H – Warrior of Light

This is great.

If you have the CP, you can play a Standard Unit from the Break Zone at the begining of the Attack Phase. Doesn’t matter whose Attack Phase it is either! Yours. Your opponent’s. You can play that Standard Unit and buff up your defenses, add an attack, or play that Dark Knight from earlier, and give +1000 power and Brave to all of your Forwards.

You can also search for 2 Standard Units when Warrior of Light enters the field and send them to the Break Zone, so they’re ready for you whenever you’ll need them.

You can also splash any element with these Standard Units.

23-062H – Emet-Selch

Here’s one way to search for a high cost Forward.

And when you play a high cost Forward onto the field, Emet-Selch will deal another Forward 8000 damage.

And, that’s about it.

Other than that Emet-Selch costs 4CP, with a 8k body.

At least his ability to deal 8000 damage to a Forward goes off every time a high cost Forward enters the field. Maybe bounce that high cost Forward.

23-063C – Gladiolus

Gladiolus is ready to deal some serious damage, as long as his buddies are around.

Does that mean that this Gladiolus is a better play then the other Gladiolusi (? Gladioluses?)?

Probably not, but it might be fun to play in sealed, if there are more FFXV Characters in this set.

Gladiolus gains +1000 power and Brave if you have at least another FFXV Character on the field. Which you most likely will, or you won’t be playing Gladiolus.

Dawnhammer, Gladiolus’s Special ability that will 99% of the time break a Forward of your choosing.

23-064R – Golem

Would you like to see this Golem’s 3 card trick? He’s been hanging by the Korner with a Kardboard box and 3 cards. Would you like to try your luck?

I bet you do.

Choose a Forward, any Forward.

Now let’s flip over these 3 cards.

Grab one of the Forwards, return the other 2 to the bottom of your deck, and deal your Forwards Power as damage to the Forward that you have chosen.

Didn’t find a Forward?

Well, you’re out of luck.

23-065R – Gogmagog

Two heads are better than 1. 2 Monsters are better than one, too. And Gogmagog, is better with another monster on the field.

We already know that Gogmagog turns into a Forward with another Monster on the field.

So, let’s talk about what Gogmagog can do. Gogmagog can bring itself back from the Break Zone, as long as you remove a Monster in play from the game.

Should be good in any Monster deck.

23-066R – Jessie

Need a quick buff?

Jessie has 2 abilities that will buff you Forward.

The first one, she’ll buff any Final Fantasy VII Forward by 1000 power.

And secondly, If she buffs Cloud, Cloud will gain +2000 power.

Talk about favoritism.

 

23-067R – Shantotto

Do you recycle?

If so, Shantotto can help you get some recycled goods.

Shantotto comes in and grabs 2 Summons from either Break Zone. After that they are yours to keep until the end of the game, casting them whenever you need to.

This works good for you, as if your opponent is known for removing cards from your Break Zone, you can keep a couple of Summons that you know you’ll need later.

It’s like a side, side deck.

23-068C – SOLDIER Candidate

Earth’s Candidate to become a full fledged member of SOLDIER.

These are all pretty decent 2 cost Commons.

SOLDIER Candidate, come in and acts like Atlas?

… or was it Titan?

Well, SOLDIER Candidate comes in and you choose a Forward, and they deal damage to each other.

Might be a good way to get rid of a Forward.

23-069C – Narashima

Just like SOLDIER Candidate, only this time you choose your Forward that you want to trade blows with.

If you got an overpowered Forward, with plenty of buffs, well then this card is for you.

If you ask me, I’d pick Opus VII Fang, with 6 FFXIII Characters on the field, including Opus I Lebreaue. What’s that 11K?

I’m sure you can find a better Forward, but since Narashime is already a Category XIII Character. I stuck with that.

23-070H – Hythlodaeus

At first look I thought we were getting some Organization XIII cards. Then I realized we aren’t.

But, that doesn’t mean this isn’t a good card. In fact I think it’s great.

If Emet-Selch is on the field Hythlodaeus becomes a 3CP Forward with a 9K body.

That’s what you call a cheap Meat Shield. And, that is not the reason you’re playing this one.

You can use Hythlodaeus’s ability to put both her and Emet-Selch into the Break Zone. Then you shuffle your deck reveal the top 4 cards and play all the Characters onto the field.

If you’re lucky and all of your high cost Forwards pop up, you’ll be golden.

Just hope you don’t find any Summons there.

23-071C/15-080C – Geomancer

You know what time it is?

Copy/Paste time.

“Reprint.

Standard Unit.

Crystal.

Brave.

Maybe a Geomancer actually mines for Crystals.”

23-072 Brionac

A 5 cost Forward with 9000 power. Pretty normal for a Common, but during your Main Phase, you can remove 2 Earth cards from your Break Zone, from the game, and Brionac will gain +2000 power and Brave.

Brionac also has an ability that will deal 9000 damage to a Forward, but you’ll need a Crystal for that one.

If all you need is a Meat Shield, to block your opponent’s attacks, Brionac might be a good fit for you.

Best case scenario you find Brionac when you cast Golem.

23-073C – Prompto

Monster Hunter, or Monster Tamer?

Either way Prompto does things to Monsters that not many people do.

He takes pictures.

And those pictures will either Break a Monster, or Bring one back from the Break Zone.

???

Yeah, I got nothing.

23-074C – Wrieg

Here we are.

You can play Wrieg right before you play Prompto.

You’ll get your Monster back, and have a Forward and a Backup to show for it.

Is it worth playing?

I’d say that depends on if the Monster has an ability that goes off when it is put into the Break Zone.

At the very least, you’ll draw 2 Cards.

23-075R – Layle

A self sustainable Forward.

Layle comes in, gains a Crystal.

Layle attacks, gains a Crystal.

Layle attacks again, gains a Crystal.

Layle uses the Crystals when he is attacking and break a Monster or a Forward.

All this for 2CP.

23-076H – Regis

Regis might cost 7CP, but you get so much in return for that.

Regis comes in and you can grab a Final Fantasy XV Forward (of cost 5 or less) from your Break Zone, and play it straight to he field.

That alone will make Regis worth playing, but if you have already received 5 points of damage, you can go ahead and double that. This allows you to grab 2 XV Forwards from your Break Zone and play them straight to the field.

3 Forwards on the field for 7CP? Sounds like a good deal to me!

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Hidden Hope – Take It To the Limit

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22-112R – Zach LB

Zach out first Limit Break card, and I can’t say it’s anything special.

Zach comes in and deals a Forward 3000 damage.

Not much of a Limit Break per se.

Zach will stick around on the field as a body, So, 3CP isn’t terrible, but I’m sure there are better things to do.

 

22-133L – Mont Leonis LB

Now, this is more like it.

Even though I never liked Mont as a character, this is a card I would play.

Now, this will only work if you have 5 Fire Backups on the field when you bring Mont in.

For 8CP, you can grab a 3cost Forward and a 5 cost Forward from your Break Zone and play them straight to the field. They will both come in with Haste as well.

It still is a lot to pay, but you do get a lot in value from it.

8CP, 3LB points, and a Backup that you control.

As a last ditch effort, I will say that it can work. I mean that’s what Limit Breaks are supposed to be. Huge attacks, when you’re on your last legs.

22-114H – Viktora LB

Not bad.

I guess I’ll need to actually play a game with these Limit Break cards. Finding time is the problem.

Viktora needs, a discard deck around her, and you don’t need me to tell you that.

Luckily, Ice has the tools you’ll need to make Viktora a great play. Just like a Dragoon getting ready to Jump.

If your opponent has 2 cards or less in there hand, when Viktora enters the field, you get to choose a Forward and deal it 7000 damage.

And, if your opponent has no cards, Viktora gains +3000 power.

Much better than Zack.

22-115R – Serjes LB

Serjes, the lancer.

Now this was a decent Character in War of the Visions.

And, that is what this card is as well. Decent. Not great, not bad.

When Serjes enters the field, you can either Dull or Freeze a Forward.

And, then he’ll stick around as an extra body on your front line.

 

22-116L – Ace LB

Ace is looking like he will be a powerful card. Once Ace enters the field, Ace deals 1000 damage to all of your opponents Forwards. Just think for a second of what Ace can do if you’re playing Chocobos.

And, that’s not all cause when Ace attacks, you can reveal the top card of your deck, and if it’s a Wind card, which it will be if you’re playing Chocobos, you’ll add it to your hand.

Sure, Ace costs 8CP, but you’ll probably get that CP back, with the extra cards you’ll be drawing.

22-117R – Yuri LB

Yuri comes right in, and searches for Chelinka and Yuri brings Chelinka straight to the field. That way we’re bringing Yuri’s cost down a little bit. Sure, there are only 2 Chelinkas that you can choose, because her cost needs to be 2CP or less.

You’ll most likely be playing Chelinka (22-046R), and if you have another Crystal Chronicles Character on the field, Chelinka will give Yuri Haste, and you’ll be able to attack with Yuri right away.

Las, but not least, if you have 5 Backups on the field, Yuri also gains +4000 power, making him an 8K body.

22-118H – Shantotto LB

Shantotto, going back to her roots.

Shantotto comes in and breaks all the Forwards and all the Monsters. Every last one of them except for Shantotto herself.

If you’re in a pickle, go ahead and cast this Mage. 4CP + 7LB. That’s all of the rest of the cards in your Limit Break deck. Last ditch effort to save yourself.

If you’re just looking to get rid of all of the Forwards, just play Opus I Shantotto instead.

Or you can have both in your deck and use whichever one works better for you.

22-119R – Maat LB

Maat comes right in and gives all of your Forwards +1000 power and Brave.

That might be enough to finish the game for you, and if you end up striking out, at least you’ll still have Forwards that will be able to block.

Maat comes in with Brave himself.

This is a Limit Break card that I would gladly add to my deck.

 

22-120H – Cloud LB

Of course, we have cloud in the first set of Limit Break cards, what’s next Lightning?

Cloud comes in and Breaks a Forward, 3CP or less. After that Cloud will stick around with an 8K body, wheeling and dealing damage to your opponent.

And if you’re feeling a little CP rich, you can use Limit Burst.

For 4 Lightning CP and a Cloud card, you can Break one of your opponent’s Forwards and also deal your opponent 1 point of damage as well.

Do that 7 times and you won the game.

It’s possible.

22-121R – Lightning LB

Well, I was right. Lightning was next.

And when she enters the field, she will look for a Lightning summon.

And that is about it.

You’d think they’d have Lightning do something better.

 

 

22-122L – Tidus LB

I’m trying to think if this is worth it.

If you don’t pay 3CP does that mean you can’t choose any of these effects?

8CP, to Send a Forward to the bottom of it’s owner’s deck, a Backup to the top of it’s owner’s deck and draw 2 cards.

I can’t think of a reason to play this card, but I know I’ve already sold a few of them, so someone thinks that it’s a good play.

 

22-123R – Leo LB

Would you like to draw a card?

Well there’s better ways to get yourself to draw a card than Leo.

Only difference is that you can play Leo at any moment, because you already know that you can just grab him from the Limit Break deck.

Still, Leo will probably just be used to pay for other Limit Breaks.

Like Maat.

22-124H – Little Leela LB

This is a better Limit Break card.

Better than most of the cards we’ve seen in this set.

Little Leela comes in at 5CP with an 8k body.

You’ll say so what, nothing special about that.

And, I’ll say yes, but whenever Little Leela attacks, you will choose one of your opponent’s Forward and it will lose 7000 power until the end of the turn.

Now that makes it better. Better than Leo, better than Zack, better than Yuri, and I hate to say it but, better than Lightning.

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Beyond Destiny – Firestarters

21-001R – Ward EX

Decent Forward to start off the set.

Ward can only be paid for with Fire CP, but 3CP isn’t much for this 8000 body.

Good thing is that Ward will deal 7000 damage to a Forward when he comes in.

This ability also comes off of an EX Burst.

How many Fire FFVIII Characters are we going to get this set?

 

21-002R – Edgar

Edgar is back, but this time he isn’t a Category VI Character. Edgar belongs to the World of Final Fantasy. I’m guessing there will be some synergy with Reynn and Lann. Hey we might even get a new Reynn this set.

Edgar is a great card for playing low cost Characters onto the field. You can play one as soon as Edgar enters the field, and you can also play one with his ability.

It might be an easy way to swarm the field with some low cost Standard Units.

 

21-003R – Flameserpent General Gadalar

What’s this?

A Fire Forward that can attack twice in the same turn? For 4CP? Actually 2CP if you already have a couple of Fire Characters on the field.

Sure, you’ll probably have to pay the cost to activate Flameserpent General Gadalar, but you can also put a Fire Backup into the Break Zone to activate the Serpent General.

This might be a good way of getting rid of some Backups that have done their job when they entered the field, and are now just sitting around, not doing anything worth noting.

I shall be trying this one out.

21-004L – Cyan

That’s a lot of text.

How does 8CP sound for a board wipe? Or close to a board wipe?

Cyan might only cost 3CP, but you can pay with extra CP, up to a maximum of 5CP for a total of 8CP. And, with all of the extra Crystal Points you paid, you gain a Crystal. That gives us 5 Crystals. Which you can use to deal 9000 damage to all of your opponents Forwards.

Sure, you can use the CP for the other abilities, just in case you need to get rid of a Forward that didn’t go down with the 9000 power attack, or buff Cyan with 3000 power so he can withstand an attack.

And, after all is said and done, you still have a Forward with 7000 power on the field.

They need to start printing Amano Full Arts. And, not just for reprints.

21-005C – Black Mage

Still waiting on the FFI 8bit version.

Coming in at 3CP with 7000 power, Black Mage enters the field and if you pay an extra Crystal Point you gain a Crystal.

You can then use that Crystal to give Black Mage +1000 power, and when Black Mage attacks, you can deal 5000 damage to a Forward.

Not bad for a Standard Unit.

 

21-006C – Samurai

Samurai comes in and gives you a Crystal. And if you don’t have that many Backups on the field, you’ll also draw a card.
All we need now is to figure out how to recycle this Samurai.

Or Backups in general.

I’d say play Samurai as early as possible. You also don’t need Rocket Science for that piece of advice.

 

21-007L – Shadow

That is some great art. I’m just sitting here, staring at the card without bothering to read the text at the bottom of it. But, we got to do it.

Shadow 7 cost Forward, with 9000 power.

That’s pretty steep, but you can Warp Shadow in for 1CP. And if you play it properly, You’ll come up +3 on the CP count. Which is probably why you would want to play Shadow.

For 1CP you can Warp Shadow in, and you’ll probably have some FFVI Characters already on the field, so at the end of your turn, Shadow will come in, you’ll discard your hand and draw 2 cards.

But what if you don’t have any cards in your hand?

Well then you’ll just draw 2 cards. Which is what you’re trying to get to.

21-008R – Vermilion Bird l’Cie Caetuna

This is it!

We’ve been looking for a way to get rid of Backups. And we have it right here. For Fire at least. You can put 3 Backups into the Break Zone to deal 2 Forwards 10,000 damage.

All those Backups that have an enter the field ability, will be able to get off the field with Vermilion Bird l’Cie Caetuna’s 2nd ability.

And her first ability will remove a Forward from the game instead of just sending it to the Break Zone.

This one potentially has potential.

21-009C – Warrior

Didn’t we just make a Warrior deck a while ago, featuring Benjamin? I believe we did.

And, this card would be a perfect fit for it.

Warrior, has the ability to dull another Warrior (Name or Job) that you control, and gives him protection. That Warrior cannot be broken. Your opponent can try all they want, but that Warrior will stay on the field.

I like this card. Just a regular Common, but it has it’s uses.

21-010H – Taivas

The Warriors just keep getting better and better.

Taivas will let you, once per turn, toss in a Warrior (Job or Name) of cost 3 or less.

As long as you have a Warrior on your hand, you’ll be able to play him. And, if you don’t Taivas will let you search for one when he enters the field.

 

 

21-011H – Neon

I haven’t played Strangers of Paradise yet, so I don’t know who these Characters are or what they do.

All I know is that Neon, is great for a Fire deck. Giving your Fire Forwards +1000 to the damage they deal to another Forward.
Now the other ability will only work if you have a couple more Strangers of Paradise Forwards on the field. If you do you can choose up to 2 Forwards and deal them 7000 damage. Now it doesn’t say your opponents Forwards, so I’m wondering if there is a Forward whose ability goes off when they get damaged.

21-012H – Bahamut

Our very first Amano Bahamut.

For a second there I thought this would be a Free Summon, but I could only get Bahamut down to 1CP.

1CP to deal 10,000 damage to one Forward isn’t a bad trade off. And if you Break that Forward you’ll actually be removing that Forward from the game. Or RFG as the cool kids say.

This Bahamut is good if you’re going all out on the offensive. Just add Fang (1-020R).

21-013H – Feolthanos

Feolthanos is a card, that you just want to bring out and have him sit on the field as he watches over everything.

Cause once he sees an EX Burst it’s over for your opponent. That’s 3 points of damage, just coming out of no where. And, with no way to block it. Almost no way, Feolthanos looks like a real threat.

Plan of attack would be to bring out Feolthanos, and find a way to protect him at any given cost.

And, if he finally gets broken, Feolthanos will deal 9000 damage to 2 of your opponent’s Forwards.

All this for 5CP.

Yes, I’ll take 3, please.

21-014C – Bomb

Just like a Time Bomb, or a Mine in a Minefield.

Bomb is a a great Bomb.

You can play dull Bomb pay the cost, put Bomb into the Break Zone, deal a Forward 4000 damage, and search for another Bomb and play it onto the field.

I’m thinking it’s time to build a Bomb deck. There are 8 different Bombs, 9 if you count Mom Bomb.

I’m going to have to take a closer look into this.

21-015R – Marilith

4CP/5K body, doesn’t look like a good deal to me.

Marilith does come in and deals 8000 damage to one of your opponents Forwards.

And if you’re playing Mono-Fire you’ll probably give 2 of your Forwards Haste.

I mean, maybe. Maybe not. Probably not.

Prove me wrong.

21-016C – Mutsuki

A decent 3 cost Backup that comes in and deals 5000 damage to one of your opponents Forwards, and if you have another 2 Type-0 Characters on the field, it becomes 8000 damage instead.

It’s a decent attack when she comes in, after that all she does is hang around producing a CP per turn.

Which is still good, if you got rid of one of your opponent’s Forwards with that attack that hit for 8000 damage earlier.

21-017C – Monk

Monk has Warp, and Monk has Brave.

And that is it.

4CP for an 8000 power Forward. You can call Monk a Meat Shield.

But, since you can pay only 1CP to have Monk Warp in, It’s a decent card to have around. If you don’t have something better to play.

 

21-018R – Rain

Rain comes in with Haste, and if you cast Warp instead of paying the cost to play him on the field, Rain deals one of your opponents Forwards 7000 Damage.

You can go ahead and attack right away.

And, you’ll have an extra body to throw around.

This isn’t one of the better Rains.

 

20-019C – Reynn

This Reynn on the other hand, will fit very well in the Bomb deck that I would like to build.

At 2CP, Reynn just hangs out on the board until you want to grab a Monster from the Break Zone. A Bomb in our case, and you play that Monster straight to the field.

“Straight out the Break Zone,
Is a Monsta that’ll smother yo’ foe”

Or something like that.

20-020C – Lehftia

Yes, Yes, Yes!

I do like this card.

2CP, for a +2000 power attack from your Fire Characters or Summons. Yes, this includes Backups and Monsters. I can’t believe this is just a Common, I’ll be throwing this in any Mono-Fire deck that I make, along with Warrior (5-014C) and Lebreau (1-030R)

So, you’ll want to be able to protect Lehftia from all attacks.

Plus, when you get 3 points of damage, when Lehftia enters the field she’ll deal 6000 damage to one of your opponents Forwards. +2000 for a total of 8000.

I’ll take 3.

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