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Emissaries of Light – Thoughts on Fire

16-001R – Vaan

I have been seeing a lot of cards recently that say “if you have cast 3 or more cards this turn”, Which is something that is very possible given the low cost Forwards and Backups that we already have for Sky Pirates.

I just realized that Vaan is a Backup as well, I’ve been looking for how much Power he had and was wondering why it was missing from the card.

Vaan is the Backup that will keep on giving. He comes in and deals Damage to one of your opponents Forwards. 3K or 8K depending on the cards you’ve cast. And after that, he’ll either give you a Crystal Point each turn, cause that’s what Backups do, or he’ll deal 7K Damage to 1 Forward.

16-002H – Ace EX

Another Ace up our sleeve?

Ace here can work good in an Fire/Wind/Lightning Cadet deck. Like the one I’ve been trying to build since Opus XIII.

Deal Damage to a Forward, at least 3K if you have one Element and up to 9000 if you’re playing the aforementioned deck.
And his Power can get up to 10K in the same deck.

Doesn’t mean that you should play the deck that I’m mentioning, simply because it doesn’t exist yet.

16-003C – Elbis EX

Elbis is useless unless you have Morze’s Soiree Member on the field.

Speaking of which, I’ll need to see these other cards before I comment further.

But, I only write down my first impressions of each card, as I read them for the first time.

 

 

16-004C – Onion Knight

Switch out a couple of cards for 2 new ones.

Onion Knight also becomes an attacker because he is a Forward. A 4CP/8K Forward with a pretty decent ability. And, it’s only a Common.

I’m sure we’ll see a couple of Onion Knights in a couple of Decks.

 

 

16-005C – Cloud

Another Backup Cloud.

I mean what’s the point? No one, in their right mind will play a backup Cloud. Even if that reason is that you don’t think Cloud should be a Backup. He’s a Forward, and so, I’ll only play Cloud as a Forward. Then I can use Omni-Slash and defeat Sephiro …

Sorry, got carried away.

For a Common, it’s a decent card. It’s only drawback is that this card is named Cloud.

16-006C – Crimson Hound

3CP to deal 8000 Damage.

After that just chuck Crimson Hound into the Break Zone and look at the top 2 cards of your deck. Then you can play Onion Knight and grab those cards if you’d like.

 

 

 

16-007R – Black Waltz 2

There’s more to this card than just the Beautiful (yes, a capitol B) artwork.

Black Waltz 2 can work wonders all by himself.

Black Waltz 2 discards Black Waltz 2 from your hand. And you deal 4000 Damage for discarding Black Waltz 2 from your hand, and 5000 Damage when you discard a Job Black Mage from your hand.

You’re either Breaking 1 or 2 Forwards with this ability.

16-008C – Black Mage

Black Mage here is pretending to be a Summon. For 3CP you can deal up to 5000 Damage to 1 Forward.

After that Black Mage sticks around to block, or even attack.. The choice is yours.

 

 

 

16-009C – Samurai

Easy way to get back that one Samurai Forward that you just lost.

Especially if that 1 Forward was Cyan (11-003R). Play him onto the field, deal 2000 Damage to all Forwards. Search for another Samurai to add to your hand, and when a couple more Samurais attack, deal 1000 Damage to all the Forwards opponent controls for each Samurai that attacks.

 

 

16-010H – Djinn

How would you make Djinn a Monster?

I guess it’s ok since you can turn him into a Forward when you receive 3 points of Damage. Maybe it’s one of your 3 wishes.
Djinn here will also gives your Fire Forwards +1000 Damage done to the Forwards they attack. Djinn, Warrior (5-014C), Lebreau (1-030R) and Lava Spider (8-022R) will all work together very well.

 

16-011L – Squall

The one card that deserves the Full Art Treatment did not get one.

Anyways, this card is a beast onto itself.

Once Squall attacks he deals 4000 Damage to all of your opponents Forwards, and if that’s not enough, if your opponent chooses to block, Squall will deal an additional 4000 damage to all of your opponents Forwards.

Should I block or take the Damage?

16-012R – Suzaku EX

Part of the Shijin 4.

Every time Suzaku attacks deal 5000 damage to one Forward.

Cost can be paid by and Element if there is a Shijin in the Break Zone.

 

 

16-013H – Sol

Crystals are back once again. And this one is a good one. Play Sol and and pay a Crystal, and you can play a 4CP Forward or less from your hand onto the field.

Sol also gives you a way to gain Crystals every time a party attacks.

And you can use that Crystal you just gained to pay for Sol’s abiity to give 2000 Power to all the Forwards you control.

I’d like to see what kind of Decks people will come up with that will utilize this card.

16-014R – Delita

At 5CP/9K Delita is finally Fire(d) up, after being Earth for so long.

Delita comes in and deals 4000 damage to all the Forwards, even your own. And if any of those Characters gets sent to the Break Zone, you’ll gain a Crystal for each Character.

You can also raise his Power by 2000 if you remove a Forward from the game. A little saving grace, just in case you need it.

 

 

16-015H – Morrow

I had to stop for a second and just look at the art.

Morrow comes in with Haste forms a party and attacks. You discard a card from your hand and you draw 2 Cards. And if it’s late in the game your opponents receives 1 point of Damage as well.

I like this card, and not just for the artwork either. I’ll add it to the AVALANCHE deck from Crystal Dominion and call it a day.

 

16-016C – Bahamut

For a Common, this card is not bad at all.

Deal a Forward up to 12000 Damage. Other than that not much to write about.

 

 

 

16-017R – Ramza

Sol and Delita will bring Ramza in and get him Fired up as well.

And, for the cost of 2 Crystals Ramza becomes “T.G. Cid” 9000 Power with Haste, First Strike and Brave, and he can attack twice in the same turn!

Looks like a Legend to me.

 

 

16-018C – Lilty

Keep Lilty on call, on the field producing CP until you’re ready to use Lilty’s ability.

Once you reach 5 points of Damage, return Lilty to your hand, play Lilty on to the field and put him in the Break Zone to deal 10K Damage to one Forward.

 

 

 

16-019R – Luneth

Not a bad card at all, but how many Warrior of Light decks are actually played?

But, Luneth here will compliment any Warrior of Light card. At the beginning of each Attack Phase, you can either choose a Warrior of Light and boost it with Haste, First Strike and +1K. Or you can strike down one of your opponents Forwards by dealing it 1000 Damage for each Warrior of Light card you control.

 

 

16-020L – Luso

A card to play, when you’re playing with your back against the wall. Luso is not a great card to play during the beginning of your match, Unless you plan on taking Damage left and right just to receive those 6 points of Damage.

Because at 6 points of Damage, in a Mono-Fire Deck, you’ll probably be playing 2 cards onto the field at the beginning of each of your Attack Phases.

 

 

16-021C – Rain

This is not one of the better Rain cards.

Costs too much, for the ability that you are getting.

Probably why this is only a Common as well.

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Crystal Dominion – Ice Review

15-022C – Amidatelion

Time to Ice your opponent.

Got yourself a way to remove some buffs. More specifically Haste, Brave and First Strike.

You can play Ice/Earth and have Robel-Akbel recycle Amidatelion.

 

 

 

15-023R – Werei

Werei is here, to draw you a card at the end of each of your turns.

Stick him in a discard deck.

 

 

 

 

15-024R – Orphan EX

Orphan here is a one man show, even though he is a Rare. For 5CP you can dull 1 Forward at the beginning of each of your Attack Phases. Hopefully your opponent won’t be playing Feolthanos (10-098L).

A good card to play with Orphan, you ask?

Physalis (13-028L), along with all the other Discard cards you might have available in your possession.

 

15-025C – Scholar

Cast a Summon

Dull Scholar.

Dull a Forward.

In that order.

 

 

15-026C – Kazusa

Just because, Orphan and Kazusa come from the same “Universe” per se, doesn’t mean that they will play well together.
But, they do.

Imagine being able to break a Forward, just because Orphan will be causing your opponent to discard a card at every Attack Phase.

After that 1(I)CP and dull Kazusa, throw him in the Break Zone, and Break one of your opponents Forwards.

 

15-027R – The Emperor

Is there a never ending recycle loop here with the Emperor?

Considering there are 8 The Emperor cards, including this one. You will be able to play Emperors left and right, discard them, revive them, break, search and destroy to bring back The Emperor from the Break Zone.

I lost myself there. It’s all a blur.

All I know is that you will be able to have 24 The Emperors in your deck. Where most of them can interact with each other when they hit the Break Zone.

15-028H – Gogo

I think Gogo will be interesting to play. Doubling down on some abilities by any Forward or Monster. I’d say the only drawback is that you can only use that ability once per turn. I’m sure there will be ways around that, but even so, It’s still a great ability

Gogo, will fit right at home in a FFVI themed deck.

And Mimic, allows you to use another Characters Special ability.

Physalis, I’m looking at you.

 

15-029R – Zalera

Cheap Summon, for a great Break.

Only thing is the Forward you chose needs to be dull already. Not a problem. Once that Forward attacks, it dulls itself, thus allowing you to use Zalera as you see fit.

But, then again this card is just a reprint. We should already know that.

 

 

15-030H – Shiva EX

The Ice version of Ifrita.

The more Shivas in your Break Zone the stronger this Summon gets.

0-1 Dull 1 Forward
2-3 Dull 2 Forwards
4-5 Freeze the dulled Forwards
6 or more, Your opponent discard 2 cards from their hand.

All this for 1 CP.

15-031C – Shiva

Choose one of two. Deal 9K damage to a dull Forward, or give all your Ice Forwards +3K.

Depending on th Situation. You can probably always figure out which one to use. But, the +3K sounds real good. At least for now.

All this for as little as 1CP. If you’re carrying a Crystal that is.

 

 

15-032C – Cid Raines

You usually try and keep your Forwards alive, but Cid Raines here, is definitely a blocker.Just keep him on the field. Till he blocks everything he can, and then … you’ll realize you should just be attacking. That way he’ll either be dealing your opponent Damage, breaking Forwards, or worse case scenario. Cid Raines will be broken and sent to the Break Zone. And then your opponent will discard a card from their hand.

 

 

 

15-033C – Jumbo Flan

Jumbo Flan here has 2 Jobs.

1) Dull and Freeze a Forward.
2) Become a Forward in itself, and strike fast.

Doesn’t matter if Jumbo Flan deals damage or not, because once you turn Jumbo Flan into a Forward, he will Break at the end of the turn.

 

 

15-034R – Snow

We’re getting more than just flurries, here.

Pay a Crystal and either Freeze all the Forwards, or Freeze all the Backups.

Or Bounce Snow with Rinoa, pay an extra Crystal, and Freeze all the Forwards and Backups.

 

 

15-035H – Setzer

With Setzer you’re gambling with the odds on your side. 8 out of 10 times you’ll grab a Character from the top spot of your deck.

Other than that, Setzer will most likely be giving you Crystals at the end of your turn.

 

 

 

15-036H – Celes

This is a great looking card. There better be a Full Art Version.

The Rune Knight Celes has a thing for Locke, as she allows you to search for him when she enters the field. But, if you already have Locke in your hand you’ll just make your opponent discard a card from there hand.

Celes knows all about parties. And when FFVI Forwards form a Party and attack. You can either Freeze 2 Characters, or Find a Category VI Character in your Break Zone.

That Character will be Locke. Any Locke will do, as you’ll already have Locke (4-048L), and using his Special Ability will allow you to slowly chip away at your opponent.

15-037L – Terra

Some more great artwork.

Playing a Summon heavy deck? Terra is the card for you. You might be able to Dull and Freeze your opponents whole board. Might.

But, even if you just dull and Freeze the main pieces of your opponents board, you’ll still be in a good position.

And whenever you cast a summon Dull 1, Freeze 1. 1 Forward, one Backup. Choose and pick.

15-038C – Knight

Knight comes in, hands you a Crystal

Next turn, Knight Dulls himself and puts himself into the Break Zone dulling a 3 cost Forward.

Thus concludes the story of Knight

 

 

15-039C – Mime

It’ll be fun playing with Mime as his Power will change every time another Forward comes in. From the high powered forwards, to the 1000 power. But, it won’t really matter as long as Mime will be able to block a Forward. Does it really matter how much power Mime has?

 

 

 

 

15-040C – Larzos

Hmm, I don’t know. 5CP to Freeze Forward, but it’ll leave you with a 9K body on the field.

When he’s tossed into the Break Zone, you’ll get a Crystal for your troubles.

Larzos is just a common, which is probably why he costs 5CP.

In my opinion, I think there are better options, and worse ones as well.

Now prove me wrong as to why you should play Larzos.

 

15-041L – Lightning

Now this is an interesting card.

For optimum results you’ll want your opponents hand to have 0 cards. and the less cards you have Lightning is even stronger.

1CP/10K body with Haste.

That is what you’re looking at.

There are plenty of cards this set, that’ll help you achieve that

Orphan, Shiva (15-030H), Cid Raines, Celes, and Gogo for when you’re using these abilities. Not to mention cards from previous sets, but you should have a very good chance at achieving no cards in your opponents hand before you play Lightning.

15-042R – Locke EX

This card might …. No, he won’t replace Opus IV Locke, but you might want to throw in a couple if you’re running a FFVI themes deck.

Think about it. Play a VI card. reveal the top card it’s a VI card add it to your hand. Play that VI Card and grab the next VI card. It might work. FFVI themed deck is already a strong deck in my opinion.

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Opus XIV – Water Review

14-096C – Blue Mage

Would have been better if it read, “For each Monster you control … ” But, then it wouldn’t have been a common card.
And if there are no Monsters on the field you can always look for one in your Break Zone when you play this card.

 

 

 

14-097C – Ananta

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

 

 

 

14-098R – Ultimecia

Put a Forward into the Break Zone to grab one of your opponents Forwards of the same cost.

“Hey there, Cloud you look pretty glum over there. Why don’t you just come over here and sit down next to Ultimecia. She needs a Guardian. The other guy didn’t cut it.”

 

 

14-099C – Eiko

Technically, you’re just paying 5CP to search for a Summon.

 

 

 

 

14-100H – Octomammoth

The Monsters are becoming stronger. Why else would this Octomammoth have 8 arms? Well, it has 8 arms to grab to of your opponents Forwards and throw them back at him.

Plus, turning into a Forward isn’t bad either.

 

 

 

14-101R – Ultros

Ultros just won’t go away.

Actually, he does run away, and then comes back stronger. But, are 5 cards worth grabbing Ultros back from the Break Zone. I guess we’ll find out in Opus XV … I mean Crystal Dominion.

 

 

14-102L – Leviathan, Lord of the Whorl

These Primals are Crazy! Yes, with a capitol C.

For 9 CP you can return a Forward, a Backup and a Monster to your opponents hand. And when a Character is returnd to it’s owner’s hand you can choose 1 Forward and it loses 9000 Power.

That’s 3 Forwards if you return all 3.

And, a 9K body. I can’t wait to try these Primals out.

14-103R – Quina

Is it just me, or is this the first card where the head blocks out the line where the name is?

I like how they’re playing into the characters’ themes. Discard a Monster card. Pretty much Quina eats the Monster and gains abilities. Might not be a powerful card, but can draw cards and remove cards for you.

 

 

14-104C – Kraken (IX)

Kraken plays well into Water.

Draw 2 cards if you’ve got another Job Chaos to discard.

 

 

 

14-105C – Corsair

“Do you feel lucky, Punk?

Well. Do you?”

If you do, try your luck here and get a better card than the one that you started off with.

Is it just me, or can you see Clint Eastwood posing for this card?

 

14-106H – Golbez

They’re starting to pump out Golbez cards. But, it’ll never surpass the amount of Cloud or Lightning cards there are.
This card might eventually pay for itself. The longer this card stays on the field the more chances you have of being able to play a Forward on to the field for free.

And Kain, will be having nightmares with Golbez’s ability.

 

 

14-107C – Sahagin (XIV)

Simple Backup, that let’s you see what cards are coming up. That way you can either set up your opponent for an EX Burst, or play the cards you need.

 

 

 

 

14-108H – Jecht

Pair Jecht with Minwu.

Jecht Block will stop your opponent in their tracks.

And when he enters the field during your Main Phase 2, depending on how many Forwards were attacking you can either Break or return a Forward.

 

 

14-109C – Steiner

I don’t see anyone playing this card. Not when all the other Steiner’s are better plays at any given moment.

 

 

 

 

14-110C – Tonberry

Hmm, this one should have been like Mom-Bomb if you ask me. But, instead Tonberry acts like a searcher, where each Monster Counter is counted as 1 card that you can look at.

Because why would Tonberry have anything to do with dealing massive damage? /Sarcasm

 

 

14-111R – Lakshmi, Lady of Bliss

Draw a card at the end of each of your turns. Period

That and if you have 5 or more cards in your hand damage dealt to Lakshmi is reduced by 2K.

Your strategy, if you choose to accept it, is to play your cards down after your attack phase.

 

14-112L – Larsa EX

This is interesting. You can actually grab a card from the Damage Zone and trade it with a card from your hand.
There are now ways to grab any card, from anywhere.

No, need to make sure that the card you’ll need later on is safe.

Larsa’s second ability is like icing on the cake, you should be able to get 3 EX Bursts into your Damage Zone, easily.

 

14-113R – Leviathan EX

Get rid of 2 cards, or get rid of 1 and grab 1 from your Break Zone.

Simple. It’ll be great if Leviathan comes off an EX Burst.

6CP isn’t that high of a cost to remove 2 Forwards from the field, might see limited play if you ask me.

 

 

14-114 – Luzaf

Easy way to get out of a sticky situation. Is one of your Forwards being Targeted by a Summon, or ability? Just have Luzaf enter with his Back Attack and return that Forward to your hand. Your opponent also Breaks one of their Forwards.
I like it.

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Opus XIV – Lightning Review

14-077C – Ovjang

Easy way to grab a Forward of cost 3 or less that was recently broken. Any Forward will do.

But, you’ll probably want to play Aphmau.

 

 

 

14-078H – Trap Door

Trap door, if you walk through it you’ll break a Forward.

Your opponent will think twice before breaking Trap Door.

 

 

 

14-079 – Aphmau

If you grabbed Aphmau from the Break Zone, you can play a card named Aphmau from your hand for 1 Lightning Crystal Point. Doesn’t have to be this one, but there aren’t any other cards named Aphmau.

 

 

 

14-080R – Exdeath

8CP is a bit high. But, you get to do 2 things at once. Break a Forward and grab a Forward from your Break Zone that is 4CP or less.

But, you’re probably going to be playing this card for the ability, Black Hole. For 1 Lightning CP and an Exdeath you can remove 1 Forward from the game.

 

 

14-081C – Puppetmaster

Hmm, this Puppetmaster needs his puppet to dull a Forward.

 

 

 

 

14-082C – Gnath

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

 

 

 

14-083C – Fachan

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

 

 

 

 

14-084C – Schuzelt

For Mono-Lightning this card can be great. Deal a Forward 1000 Damage and then use Grim Reaper to Break it. You can use Grim Reaper more than once.

 

 

 

 

14-085C – Sylph (XIV)

A primal activates Sylph, and sylph can dull and reduce the Damage one of your Forwards takes by 2000.

I’m wondering, what a Primal deck would look like. Every time a Primal enters the field you can activate all of your Backups.

Hmm.. Let me look into it.

 

14-086R – Heidegger

Break a Forward when Heidegger enters the field, but you’ll need to discard 2 cards. 6CP, not bad for it. Cheaper then 8 that Exdeath had.

Next turn, you can pay 1 Lightning CP, and dull Heidegger and put him in the Break Zone to add 1 Forward to your hand. If you find one in the top 5 cards.

Even Heidegger is wondering if this is a good deal.

 

14-087L – Ravana, Savior of the Gnath

Ravana can attack 4 times???

Move over Gilgamesh, Ravana has taken your spot. It doesn’t really matter that Ravana can’t gain Brave when he activates every time a Character is put into the Break Zone. Yours or your opponents.

And the Damage that he is dealt is reduced by 5K.

Gilgamesh and Ravana. Ice/Lightning. The game can be over in 1 turn.

14-088C – Mneejing

This card was probably meant to help Aphmau, but it probably won’t be used for Aphmau.

You can choose any Forward 3CP and under to use it on.

 

 

 

14-089C – Ewen

For 1CP you can Break a damaged Forward.

Nuff said.

 

 

 

14-090R – Ramuh, Lord of Levin

Unless you’re playing Ramuh early on, he is coming in with Haste.

And, you’ll be breaking Forwards left and right. You can have Ramuh on the field and cast Raiden (Revenant Wings)
(10-100C), and Break all the active Forwards your opponent controls.

Remember you heard it here first.

 

14-091R – Ramuh

Same thing as above. If you already control Ramuh, Lord of Levin, you’ll be Breaking 2 Forwards each time you cast this card.

 

 

 

 

14-092C – Dragoon

Are you playing Dragoons? You might want to pass this card, unless you can find a way to play him for cheaper. But then you still have a body on the field.

 

 

 

 

14-093H – Luso EX

I can see some playing this card. For 2CP you get to search for a FFTA2 Character, and if that doesn’t work, at least you have a blocker. That will last through one round.

Engage on the other hand, is the same as his n entry ability, except for the fact that the FFTA2 Character is played straight to the field than to your hand.

 

 

14-094R – Ravus

Plenty of Captains to choose from but, one that stands out is Captain (12-094C). I can see some shenanigans that will come out of these 2 cards.

With that being said, 1CP for a 9K body, is what you would want to play every chance you get.

A Forward losing 5K when he enters either the field or the Break Zone isn’t bad either.

 

14-095H – Roche

Roche. The perfect play Turn 1.

If he is in your hand on your First turn, You will basically, just lay the card down and deal your opponent 1 point of Damage. If not, then there is nothing special about him. Except the first time you fight him in FFVII Remake.

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Opus XIV – Fire Review

14-001C – Amalj’aa

Amal’jaa, number 001. start off the set with a Backup. Who in turn gets activated when a Fire Primal enters the field.
All you do is use Amalj’aa to pay for the Primal, and once the Primal is in, Activate Amalj’aa and dull Amalj’aa to deal 1000 damage to a Forward.

 

 

 

14-002R : Ifrita EX

Everyone loves Ifrita, and by that, I mean I love Ifrita. Just by looking at the text you know you are going to add this one to your deck if you are already playing Ifrita (9-002H). You’ll be heading towards 5 Ifrits/Ifritas in your Break Zone before you know it. You’ll be dealing 7K damage to a Forward while also searching for another Ifrita to add to your hand.

 

 

 

14-003R – Illua

Haste? Check. Illua comes in attacks, right away and you can dull up to 5 Backups. Then you get to choose a Forward deal it up to 15K damage. Should be enough Damage to break it. Illua’s power will also increase 3K for each Backup you dulled, for power reaching up to 18K. Not a bad card if I do say so myself

 

 

 

14-004C : Warrior of Light

Your Standard 4CP/8K body. Gives all your Standard Units +1K. +3K if you received 3 points of Damage. I say this card will see plenty of play.

 

 

 

 

14-005C : Oelde Leonis

Strong card power wise, and when he is broken you choose one Standard Unit from your Break Zone add it to your hand. Could be a useful blocker, but at the 5CP cost is it worth the Standard Unit you’ll pull from the Break Zone. I’m sure someone will say that he is..

 

 

 

14-006R : Ifrit, Lord of the Inferno EX

For a second there, I thought it was a Summon, and decided that he is too expensive to deal a couple of Forwards 4K Damage.

Then I saw that he is a Forward. I was wondering why he had a Job. After that my opinion changed. He counts as an Ifrit for Ifrita. Which all Summons and character abilities deal 1K more Damage. I like it.

Don’t forget Fritt (7-004C) searches for him.

 

14-007L : Garland

As we talked about this card in one of our Box openings on YouTube. Garland is practicly unbeatable. He can still receive a beat down and be broken. But, it’s his abilities that make this a great card. Whenever a Backup, is put in the Break Zone, you get to draw a card. Could be any Backup not just your own.

And let’s not forget about Flare, Break a Forwards and then your opponent puts a Backup in the Break Zone. This as well could be one of your own Forwards. Maybe Break Oelde Leonis to grab a Standard Unit from the Break Zone, and draw a card.

Hmm … What Standard Unit are we looking for?

14-008C – Caius

Cheap Forward to play, and gets an 8K body whenever one of your Forwards is put into the Break Zone. Add, Brave and Caius just might be as good as Caius (5-004R). Now some of you might say that Opus V Caius isn’t that good, but I like him. He does good at what I want him to do.

 

 

 

14-009R – Gabranth

Your Basic 2CP Backup, that doesn’t do anything until you received 5 points of Damage.

After that, you can just Protect a Forward.

 

 

 

14-010H – Gutsco

I like it.

Keep removing cards till Gutsco gets broken, or removed from the game.

After that all the cards removed come back to your hand. And, you can have a lot of cards that you can storm the field with. I will be trying this one out.

 

 

14-011 – Susano, Lord of the Revel

Six Crystal Points to wipe the board, and get a free hit. This is the second board wipe Fire and XIV receives in 2 sets. And all you need to do is get rid of one Backup. You can even get rid of Ranperre. But, I don’t know how that would work out on the stack.

 

 

 

14-012 – Kojin

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

 

 

 

14-013C : Koboloid Yang

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

I’ll take it!

 

 

 

14-014C : Samurai

3CP/7K +2K if you’re playing Samurais.

And Brave.

And, you better fill up your Break Zone with Samurais to get the his on entry ability.

Samurai’s look like they have been getting great support.

 

 

14-015R – Zenos

Personally, I would have thought that this card was at least a Hero. But, it’s just a rare, throw this one in with the Shadowbringers Starter Deck, add Susano and you got yourself a good deck. Could it be that easy? Sometimes, but that’s just a quick tip. You’re welcome.

You can actually call this card Fat Chocobo in red. Or, Fired up Fat Chocobo.

Also gives Haste to all XIV forwards you control.

 

14-016C – Geomancer

Geomancer’s only job is to remove the ability of your opponents Forwards to block … well … you get what I’m trying to say.
Hey, do you see that Bhunivelze with 10K Power?

He’s the only one in between me and victory and all I got on the field is a measly Palom from Opus II with a 1000 Power. What shall I do?

 

 

14-017H – Mom Bomb

I had seen this card early on. And, loved it. Mostly because it’s Amano art.

But, this Monster becomes a 2 cost 8K Forward if you control 3 or more Fire Backups. your opponent will think twice about blocking this one due to the fact that it’ll deal 5K damage to all Forwards, including your own. I like when the cards mimic the games.

 

 

14-018C – Maliris (IX)

Discard one card Job Chaos and deal one forward 8000 damage. Is it worth it? I’m sure there are Summons that can do this more efficiently. But, for a common I’ll take it.

 

 

 

 

14-019R – Red XIII

2CP to play Red XIII, then when he enters the field you can play 1 Fire CP to play Susano? That can’t be right. And it’s just a Rare??? Sure the Forward you play will be removed from the game after the end of the turn, but if you’re wiping the board and getting a point of Damage does it really matter?

You can also Discard Red XIII to get Susano’s ability off.