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Hidden Hope – Earth Has Hope

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22-055H – Vossler EX

Did you ever need a card that searches for a King?

Well Vossler here can give you a hand. The Captain comes in a searches for a King, making the 4 cost Vossler a total of 2CP.
And, that is not all.

Every time Vossler attacks, you can then play a Forward and reduce the cost of that Forward by 2CP.

Vossler is a great card to have on the field, making the Forwards you play during Main Phase 2 a lot cheaper.

At the end of the day, you’ll still have an 8k body on the field.

This is a great card if you’re playing a deck that has some royalty in it. You can probably just throw Vossler in the Noctis starter deck, and you’ll be good to go.

22-056R – Exdeath EX

Exdeath with an Ex Burst, makes him EX-Exdeath.

When Exdeath enters the field, Exdeath will take a dull Forward and remove it from the game. Just like -“Spoiler Alert”- Exdeath removed Galuf from Final Fantasy V. End Spoiler

Good thing is that this also comes off as an EX Burst, as Exdeath will be able to get rid of that Forward that just attacked. Combine this with Lilty (22-072C) just to see if Exdeath is coming up next. And, if he is you can choose to let the next damage come through just so you can use his Ex Burst.

22-057R – Carbuncle

This Summon is your backup plan.

Carbuncle dulls one of your Characters and grants it protection.

That Character cannot be broken, and cannot be chosen by your opponent’s Summon or abilities. Making that Character Unbreakable.

When you get this card in your hand tell your opponent to do their worst, because it will just fall flat.

At least for one of their plays.

And if you only paid the cost with Backups, you get to draw a card.

Now if you find a way to activate that Character you can still use it as if it was never dull, and still have that protection on it.

22-058H – Qator Bashtar

Now this is interesting.

When Qator Bashtar enters the field, you get to grab a low powered Forward from the Break Zone and play it onto the field. Although that Forwards Auto-Ability won’t trigger, it still is a free card, making Qator Bashtar’s cost, technically less.

And, anytime you’d like you can put a Backup into the Break Zone, and give one of your Forwards +2000 power.

After that Qator Bashtar will hang out on the field as a body with 8000 power.

We always said that we wanted a way to get rid of our Backups, so that we can play more Backups.

22-059C – Gabranth

Gabranth here is almost like Qator Bashtar, but he will allow you to grab a Backup from the Break Zone, and add it to your hand.

And. what does that mean?

It means that Gabranth is a Free Play. You can pay the cost of 2CP with a Backup, and once Gabranth enters the field, you can grab that same Backup from the Break Zone. It’ll be like it was always in your hand.

But, there’s always a but, It will only work if you have more points of damage than your opponent.

22-060H – Ghido

Here’s a 2 cost Forward with a 10k body, that can’t attack or block.

Ghido will let you draw 2 cards, if you remove 3 Knowledge Counters. You gain 1 Knowledge Counter at the end of each of your turns. Or you can gain 3 Knowledge Counters when a Character you control enters the Break Zone.

You could be drawing an extra 2 cards every turn, sometimes even 4.

Now, I believe that there is a card that removes abilities, and for the life of me, I can’t remember which card it is. But, if you play that card, you can remove Ghido’s ability that doesn’t allow him to Attack or Block.

If you remember which card that is let me know, so I can update this.

22-061L – Gilgamesh

The Praetorian is back! What is a Praetorian anyway?

Gilgamesh, weighing in at 7000 power, but if you have 5 Backups on the field, it goes up 2K to 9000 power. And, the ability to be unbreakable from your opponent’s Summons and abilities that don’t deal damage.

That’s not even all of it.

Every time Gilgamesh attacks, or when he enters the field, you can pay an extra 3CP and break a Forward or a Monster.

This might be one of the better Gilgamesh cards.

22-062R – Glaive EX

The Forward that gives you change.

Glaive comes in and gives all of your Warriors of Darkness a 1k buff, along with Brave. Which in itself is a good reason to play Glaive. If you’re playing a Warrior of Darkness deck, because off the top of my head, I can’t think of the other Warriors of Darkness. All I remember is that they were mentioned in Final Fantasy III. And Glaive is from Final Fantasy Legends, which I believe is Dimension.

Coming in with a 9000 body, Glaive will be hard to get rid of, but when he does, you will be able to grab a Warrior of Darkness from your Break Zone, and add it to your hand.

This second ability also comes off from an EX Burst.

I mean, maybe.

22-063C – Sand Worm

It’s a high cost Monster, And I believe it’s worth all 5CP.

Sand Worm becomes a Forward during your turn, and you’ll usually just pay 5CP for a Forward with 9000 power. That makes the cost just about right. Along with the ability to put Sand Worm into the Break Zone, which allows you to send one of your opponent’s Forwards and send it to the Break Zone.

Is that all?

Nope.

At 3 points of damage, Sand Worm starts to shine. You’ll be able to pick off your opponent’s Forwards one by one. Sand Worm attacks, and you get to pick a Forward, and that Forward must block. And, with 9000 power, there aren’t that many Forwards that will be able to survive Sand Worm’s attack.

I like this one.

22-064C – G Assassin

Assassin with a capital G.

What does the G stand for? I forget.

G Assassin comes in and breaks a dull Forward, as long as you have another Standard Unit on the field. If you’re playing Earth, which you probably are, you can play G Assassin alongside the 2 WRO Members and the WRO Commander from Opus III. Or not. There are plenty of Earth Standard Units that can play well with G Assassin.

3CP with 7000 power.

Not too shabby.

Not at all.

22-065R – Sieghard

Yes, pay the extra cost of dulling 4 Backups.

Sieghard will cost you a total of 7CP, but you’ll get to grab a Forward from the Break Zone and play it straight to the field.

Sure, you’ll dull 4 Backups, but you can search for any Forward. That Forward doesn’t even have to be an Earth Forward either. Any Forward will do as long as it is 6CP or less. And if you grab the Forward that Activates your Backups. Sieghard costs even less.

This is a great deal.

And if you pay a Crystal, Sieghard gains +3000 power and Brave.

22-066C – Summoner

Summoner, summons your Summons from the Break Zone.

Which isn’t that bad, because you’ll pay 2CP for Summoner, and an extra 2CP for the Summon. Which is basically an exchange of CP since that card will be 2CP in your hand, unless you decide to cast it. Makes sense?

After that, you can pay a Crystal Point, dull Summoner, discard an Earth card, and put Summoner in the Break Zone to choose a Summon which you can cast this turn. And that Summons cost will be 3 Crystal Points less.

How many times did we say Summon?

22-067L – Nacht

Warriors of Darkness Unite!!!

Nacht will be making a Warrior of Darkness themed deck pretty good, depending on what the other cards are, and with Glaive that we just saw earlier, it’ll be even better.

Nacht might cost 9CP, but you’ll be grabbing 3 Warriors of Darkness as soon as he enters the field, making Nacht’s total cost be 3CP.

And, during every Attack Phase, right at the beginning, you’ll be able to play a Warrior of Darkness from your hand onto the field. These Forwards will cost 5CP or less, but still, each time you play one, the Nacht’s total cost reduces, and you will be gaining Positive CP in the long run.

And, let’s not forget about Final Thrust. Choose 1 Forward. Break It. ‘Nuff said.

This is a card that keeps on giving.

Why didn’t this card get a Full Art?

22-068R – Prishe

Coming in for 2CP with 5000 power, Prishe is interesting.

She gains a buff, +2000 power every time she is chosen by Summons or abilities. It does not say your opponent’s Summons ot abilities. That means that you can use your own Summons or abilities, that grant Prishe buffs or protection, and she will still receive that +2000 power until the end of the turn.

Plus, if she deals damage to your opponent, you can grab a Character from your Break Zone.

For 2CP this is not a bad card. If it will see play is a different story.

22-069C – Baelo

Baelo is the same as Opus V Miner, but different.

When Baelo enters the field you can grab an Earth Character from your Break Zone. Making his 3CP come down to 1CP. And, during your next turn, Baelo will have paid for himself. Which is what you want your Backups to do.

And, when you’re done with Baelo, you can just send him to the Break Zone, and give one of your Forwards +2000 power until the end of the turn.

After that, you can just play Baelo once again.

22-070C – Ramza

Ramza is a simple card, that doesn’t do much except take up space on the field as an 8000 powered Meat Shield, that can also attack.

That doesn’t mean it’s not worth playing Ramza, because Ramza can be played as a Free card.

Ramza costs 4CP, but if you already have a Job Knight on the field, you can reduce that by 2CP. And if have a Forward that attacked this turn, you can reduce that by another 2CP, making Ramza’s total cost 0CP.

That might be the only reason to play Ramza.

22-071C- Lich

Two abilities for Lich, and they are both pretty decent.

Lich is a Common Forward that will grab a Backup from the Break Zone.

Meaning that Lich’s cost comes down to 2CP.

Lich also gains +1000 power for each Earth Backup that you have on the field.

It’s simple.

Play Lich, discard an Earth Backup from your hand to pay for the cost. Grab that Backup add it back to your hand, and play that Backup to give Lich an extra 1000 power.

That’s pretty much it.

22-072C – Lilty

Didn’t we just write about this?

Sure it was a couple of weeks ago, but let’s just Copy/Paste.

“Simple, basic and straight to the point.

Lilty comes in for 1CP and allows you to look at the top card of your deck. If you like it you can keep it there. If not send it to the bottom of your deck.

It does have plenty of benefits.

Depending on what you see there, your game plan will change for this turn.

Do you see an EX Burst that will cause plenty of damage to your opponent. Leave it there and take a point of Damage. Do you see the card you need to put your plan into motion, play that card that allows you to draw a card.

Worst case is that you don’t like the card, and you can just recycle it to the bottom.”

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Hidden Hope – Hope On Fire

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22-001R – Auron

Auron’s here, just doing his job as a Guardian, and protecting one of your Forwards just like any Guardian would.

When Auron comes in, you choose a Forward, and the next damage dealt to it becomes 0.

At 2CP this is a card with great value, just because Auron has Back Attack, and that means you can play him during your opponent’s turn.

Let’s say your opponent casts a Summon or ability, Auron can swoop right in and guard the Forward being targeted.

You don’t even need to be playing a FFX themed deck, Auron can hop into any deck that has Fire in it and he’ll do great.

22-002C – Red Mage

Red Mage, your 2 cost Backup that has some pretty good abilities.

1) Choose a Forward of 5CP or less, and take away it’s ability to block.

Or

2) Discard a fire card, chuck Red Mage, and deal a Forward 8000 damage.

Even if Red Mage just had the first ability, I would have said that this card is great.

And, it’s only a Common.

All you have to do is attack, and when your opponent declares a blocker, just dull Red Mage, and take away that block.

22-003R – Ayame

Really?

I see Samurais making a comeback. Where did I put those Tenzens?

Ayame comes in with Brave, at 2CP/5000 power. But, everytime a Samurai enters the field, Ayame gains +4000 power.
Meaning that Ayame’s power can easily rise past 9000. Which is a good thing, because when Ayame attacks, and her power is over 9000, you get to choose one of your opponent’s Forwards and deal it 7000 damage.

Ayame might look small, but she packs a mean punch.

22-004H – Angeal

SOLDIERs Unite!

Angeal, the original Buster Sword wielder, here to help cause more damage to your opponent. I don’t know if that makes any sense, since he doesn’t actually like to use his Buster Sword in fear of ruining it. But, Zack’s life is worth just a little bit more, than his sword.

Angeal enters the field and you can pay (X), which allows you to search for a SOLDIER of cost (X) and play it straight to the field. That means it doesn’t even need to be a Fire SOLDIER. You can also search for Roche, who comes in with Haste and can attack right away.

And, when Roche attacks, the damage increases by 2000, because that is Angeal’s other ability. Add in the fact that if you have taken 3 points of Damage, Roche also gains 3000 Power, making his attack cause 9000 damage.

We won’t even get into the art. I like this card.

22-005R – Ignacio

That’s a big axe.

Ignacio your 5 cost Forward, coming in with 9000 power.

…

When Ignacio enters the field, you’ll put the top 3 cards of your deck into the Break Zone, and if all of those cards are Fire, you’ll deal one of your opponent’s Forwards 9000 damage.

I mean, .. ok.

Not great. Somewhat … I’ll pass.

22-006H – Garland EX

Is it just me or does Garland look like a dwarf here?

He might look like a dwarf, but this is a great card.

Garland comes in and allows you to grab a Knight from the Break Zone, making garland a 2 cost Forward with 8000 power. You’d think that that’s enough but it is not. When you decide to play that Knight. Or any Knight. You get to choose one of your opponent’s Forwards and hand that Forward 5000 damage.

These cards just keep getting stronger and stronger.

22-007C – Carla

Agito Cadet reporting for duty.

3CP/7000 power.

Carla is a decent Forward. has enough power to hold her own against most Forwards. She also has 2 abilities that can help out when the going gets tough. All you have to do is Dull her. No extra costs for these ones.

You can either deal a Forward 3000 damage, or you can buff an attacking Forward with +2000 power.

Either way she can stop an Attacker or help one of your Forwards.

Carla is a Forward that moonlights as a Backup. Kind of reminds me of Amon from Opus II.

22-008C – Clavat

Cheap Backup to play that allows you to look at the top card of your deck.

If you don’t like what you see, you can place the card at the bottom of your deck. If you do, just leave it where it is.

Bonus Points, Clavat is dressed as a Black Mage.

It could see some use.

 

22-009H – Jecht

Do you know what this is?

It is a Free Card, that will Break a Forward when Jecht enters the field.

I can see Jecht doing great with my Bomb deck, which upon release Jecht will be put in, and something else will be taken out.

Let’s explain. For every Fire Character you control Jecht costs 1 less CP. So, if you have 6 Fire Characters on the field Jecht is free. And when he enters the field, Jecht deals damage to one of your opponent’s Forwards. And they deal damage to each other.

Only thing missing here, is better art.

22-010L – Selphie

Selphie comes in and allows you to search for a FFVIII Forward.

But, that’s not a good reason to make Selphie a Forward. You can do that with a Rare, and it’ll still cost less than 4CP.

Then again, Selphie does a lot more than that.

Once per turn you can give a FFVIII Forward +1000 power, Haste and Brave. That means as long as Selphie is on the field, all of your Finla Fantasy VIII Forwards that come in will be granted Haste and they will be able to attack on the same turn that they came in. No more Summoning Sickness. Selphie has a cure for that.

Oh, and she has 7000 power. 8000 if you use her ability on herself.

22-011C – Warrior

Just your Standard Unit 3 cost Fire Forward with 7000 power.

But, if you have at least a couple of Standard Unit Backups on the field, Warrior gains +2000 power.

Making him a 9k body.

Effectively becoming a Meat Shield.

 

22-012C – Foulander

A Monster that becomes a Forward. That’s becoming more and more normal with every new set.

Foulander here is no exception. And, it deals up to 5000 damage to one of your opponent’s Forwards every time it attacks. Allowing you to soften up your opponent’s front line in the process. And, if you got 3 Foulanders on the field, that’s even better.

Don’t forget that Foulander only costs 1CP.

Throw this in any Fire deck and you’re good to go.

22-013C – Machina

You’re either playing this card early, or you’re not playing it at all.

Unless your board gets wiped and you have to start all over.

Machina does have a decent ability, dealing 7000 damage to a Forward.

Other than that, at least the art looks good.

 

 

22-014R – Belias, the Gigas

This is a great Summon if you want to get rid of a pesky blocker blocking your Attacking Forward. Once that happens, and you cast Belias, your Forward gains +3000 power and First Strike. And if that’s not enough Belias deals your opponent’s Forward 7000 damage. Thus reducing their power and hopefully breaking them.

One way or another your Forward shall survive.

Plus, if you paid with only Backups, you get to draw a card as well.

 

22-015C – Meeth

Meeth sure looks angry.

You would be too if all you did was remove a Backup from the game, to draw 2 cards.

Meeth wanted to come in and party, but one of his friends is forced to leave when he comes in. And that friend was the only reason Meeth wanted to come to this party.

But, for a 2 cost Backup, that lets you get rid of a Backup you don’t need anymore to draw 2 cards, there could be some use to Meeth.

22-016H – Minwu (FFBE)

Not that Minwu, this is the other Minwu from Brave Exvius.

They’re the same, but different.

And, this is a great card.

Bring in a card from the Break Zone, any time you’d like during your turn as long as you don’t have any cards in your hand.
It’s like you’re playing with an extra deck. Plus your Limit Break Deck, you got 3 different places where you can grab a card to cast.

I’ll take 3.

22-017C – Lilyth

Need a Crystal?

Play Lilyth. 2CP with 5000 power.

Not the strongest of cards out there, but if you need Crystals for abilities and what not, Lilyth is a decent play. You get a Crystal and a body that will hang out on the front line until needed.

Let’s not forget Hard Slash. If you look you don’t need to dull Lilyth to use the ability. Meaning if you have 2 Lilyths in hand, you can deal 7000 damage to 2 Forwards and you’ll still be able to attack.

I’ll try this one out.

22-018R – Luartha

At 1CP and a Crystal, Luartha can do some damage (especially if you already have taken 3 points of damage) before your opponent even knows what hit them.

Luartha will come in, and if you pay the Crystal she gains Haste. Once you attack, you can choose one of your opponent’s Forwards and deal it 5000 damage. Thus reducing the Power of a Forward that can break Luartha.

And if you already have taken 3 points of damage, Luartha deals one of your opponent’s Forwards 5000 damage when she enters the field.

I like this card, I shall find some use for it, because you can throw it into any deck that runs Fire, and you’re good to go.

I’ll take 3, preferably foil versions.

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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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Wave 1 : Garland – 1-006H

Garland is here, with another easy one to figure out. All you got to do is remember transparency is key. For some of the cards at least. But first, let me post these two guides.

“Distinguishing Final Fantasy TCG Opus 1 Wave 1 from Future Waves”

“Differences in Opus I Wave 1 Printing vs Later Waves”

We have 2 specimens here, both are Garland, both are Heroes, and both are good looking cards. But, which one is which? Garland Left or Garland Right? Let’s take a look.

If you said right is Wave 1 you are wrong. Left is right. I mean Wave 1. Don’t mean to confuse you there.

A closer look shows us the transparency in the background image.

As you can see on both sides of the card, Garland’s image n the background is more transparent. And sometimes, it’s just that easy.

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Zalbaag, Lord Commander of the Hokuten

Zalbaag (1-136C)

3CP/5000
Lightning
Forward
Knight

“When Zalbaag enters the field, choose 1 Forward of cost 2. Break it.”

Taking us all the way back to Opus I, as the only Zalbaag card that was printed was printed back when the set first came out. We’ve gotten so many Ramzas, but not a lot of the supporting Characters. We recently got Meliadoul, so there might be hope for more Final Fantasy Tactics Characters. A great T.G. Cid would be a great start.

Let’s take a look at Zalbaag. For 3CP we get a 5K body. Perfect for blocking an attack. I don’t now if Zalbaag will survive, but at least he’ll block the attack from getting you a point of Damage.

Zalbaag also comes in with an Enter the Field ability, which will allow you to Break a 2 cost Forward. That’s not bad at all. Not for a Common, that’s pretty decent.