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Blissful Earth

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29-058R – Ardyn

Why does Ardyn look like a puppet? A bad one at that.

Ardyn acts as a Meat Shield. One that will attack as well.

First off, Ardyn has Brave, Ardyn cannot become dull by Summons or abilities, and when Ardyn enters the field, Ardyn Cannot be broken until the end of your opponent’s turn.

6CP might be a lot to pay to have Ardyn enter the field, but he sure will stick around long enough to get your money’s worth.

 

29-059H – Ash

Why does Ash remind me of Eddy Gordo?

Ash is bringing Monks to the forefront.

Why? Because when Ash or a monk enters the field, you can choose one of your Forwards and give them +2000 power and Brave.

And, that’s not all.

When Ash enters the field you can search for a Monk, and if you have another SOPFFO Character on the field you can play a Monk onto the field (3CP or less).

And, what does that tell you?

Ash is a free play!

29-060C – Ignis

Why not?

A chance to grab a Final Fantasy XV Character out of the top 5 cards of your deck. If you miss, well at least you have a 7K Meat Shield to stick around on the board.

4CP isn’t bad, and Ignis does have Sagefire, which will break a dull Forward.

No wonder Noctis kept him around all this time.

 

 

29-061L – Vincent

From the looks of it, I am liking this card.

Vincent comes on in and can grab a Final Fantasy VII card from the top 2 cards of your deck. If there are none, then those 2 cards go into your Break Zone.

But, that’s not the reason you’ll play Vincent. You will want to play Vincent for his ability that goes off at the beginning of your Attack Phase.

You can either give Vincent +3000 power and Brave, or you can deal a Forward 6000 damage, possibly breaking it.

I’d personally go for the first option.

29-062R – Wol

OK, this is an upgrade from Opus V Miner.

Wol Comes on in and plays a Backup of 2 or less from your Break Zone onto the field.

And that is a good enough reason to play this card. But, that is not all.

Once per turn Wol can pay a Crystal and he’ll grab a Character from your Break Zone to add to your hand. You can do this once per turn as well. All you need is a Crystal Generator, and you will be set for the whole game.

Let’s not forget that Wol is also a Forward, meaning that not only is he a recycling machine, he can also deal damage.

 

29-063R – Exdeath

MWAHAHAHAHA! (That’s me trying to type an evil laugh.)

This is great.

For 4 CP, you can play a Forward that has no way of being broken by Summon or abilities. The only way to get him off the field is by blocking his attack, with a higher powered Forward.

Either that or finding a way to remove him from the game.

But, that’s what Exdeath wants you to do.

Why?

Because once Exdeath is removed from the game, you will search for Neo Exdeath. And, we all know what Neo Exdeath does.

29-064C – Gargoyle

Our 1 cost Earth Monster is here, and it acts like a shield.

Gargoyle will give a quick block for one of your Forwards. Gargoyle will take 4000 damage off of the attack, and will then be on it’s way to the Break Zone.

But, do not worry. You’ll get to draw a card for your loss.

 

 

 

29-065C – Galuf EX

Simple, but effective.

Galuf comes in grabs a Character from your Break Zone, and then acts like a Meat shield. A Meat Shield with 8000 power. He’ll block your opponent’s attacks left and right until he is broken.

After that, you can just play another Galuf.

It might be time to give Opus V Miner the night off.

 

 

29-066C – Gladiolus

The brawn of the Retainers.

And, it does make sense that Gladiolus has 9000 power. But that cost can be a bit high if you ask me. 5CP would have been more reasonable.

Gladiolus comes in with Brave, and once per turn he can give a Final Fantasy XV Character +2000 power.

Might have been better off as a Backup.

 

 

29-067C – Krile

This is a great card for your Warrior of Light. Play a 6 cost Galuf from your hand onto the field? Yes, please!

Although we still haven’t seen this 6CP Galuf, and I am excited to see it. Don’t ask me why.

And if you don’t have a Galuf, you can always play a Earth Forward that costs 4CP or less instead.

At 2CP, I’ll be putting Krile in any Earth deck. Just because I can.

 

 

29-068L – Titan (XVI)

Titan has a face only a mother (and Hugo) can love.

But this is just a menacing card. Your opponent will be looking to get rid of Titan as fast as possible.

For one, when Titan is on the field,during your turn, your opponent’s Backups are just for show. They can’t produce CP, so they’re just sitting there watching Titan steal their bikes.

But, we’re not done. Cause as soon as Hugo Primes into Titan, you choose 3 of your opponent’s Forwards, and as soon as your Attack Phase starts, each Forward has to pay 1CP or they will be sent to the Break Zone. And, since we can’t use Backups to pay for this, your opponent will be discarding cards from their hand to keep these Forwards alive.

And, we’re not even done her.

Geocrush, the Titan Special. Put it on the menu, because Backups will start dropping like flies here.

29-069C – Dhorgorgang

A 6 cost Backup that can grab you two Forwards.

Nothing wrong with that as it will bring Dhorgorgang’s cost down to 2 CP.

Sure, you can’t search for the Forwards, but any Forwards will be good if you don’t have any on your front lines.

It wouldn’t hurt having one of these in your deck.

 

 

29-070R – Dragon Zombie

Here’s something that can halt your opponent for a turn.

Dragon Zombie comes in and chooses 3 Forwards that can’t attack or block until your opponent’s next turn. Meaning that they have no way to respond to your attacks, or attack you. Which is good, especially if they only have 3 Forwards on the field.

Other than that, this 3 cost Monster, will become a Forward when you have 5 Backups on the field.

That means that Dragon Zombie can be sent to the Break Zone, and you can play another one.

 

29-071R – Hugo

A 3 cost Forward that can’t be broken by most Summon or abilities. This is the definition of a Meat Shield. I mean just look at him, he’ll cover you like no tomorrow.

But, that’s not the reason you’ll play Hugo.

You’re playing Hugo, just to Prime into Titan, and we all know what happens after that.

If you’re playing Earth, throw Hugo/Titan into the mix.

 

 

29-072C/15-080C – Geomancer

Where’s Cecil?

“Geomancer here comes in gives you a Crystal, that you can use to play Cecil. After that, Geomancer dulls and heads over to the Break Zone, and gives Cecil Brave on the way out.”

I can’t remember why I wrote that back in Crystal Dominion.

Must have had a good reason.

 

 

29-073C – Beastmaster

Here’s your Monster recycler.

Beastmaster comes right in and grabs a Monster from your Break Zone.

And, that is it.

You can play 3 at once, grabbing 3 Monsters from your Break Zone.

After that, just a normal attacker in sheep’s clothing.

A male sheep.

A ram.

Just not as powerful as a ram.

29-074H – Moogle Trio

2000 damage for each Forward you control.

And, for 1CP, and this also comes off of an EX Burst?

That’s crazy, throw it in a Swarm deck like, I don’t know maybe Chocobos. and you’ll be getting rid of Forwards like a … I can’t think of anything right now, but you get what I’m trying to say.

Throw this in your deck, you’ll be glad you did.

 

 

29-075H – Yoran-Oran

Well, well well..

I can see it clearly now the Mage …

Mages will become a top tier tribal deck, that will easily take on Dragoons and Samurais. Not to mention Chocobos and whatever other Tribal deck you want to throw at them.

Why would I say that? Just take a look at Yoran-Oran’s first ability. Go ahead, I’ll wait.

You see? Any ability that is cast by a Mage cannot be canceled. CAN NOT!

Then you’ll say, that Yoran-Oran cost 7CP. So, what! YOu can play a Mage Forward that costs 5CP on to the field. And, you don’t even need to have that Mage in your hand. You can search for it.

So, search for Shantotto, and let the games begin.

29-076H – Roche

Roche is back. And he looks better than ever.

But, what does he do?

For 2CP, Roche comes in and nothing. His ability activates when he attacks. Where he trades damage with one of your opponent’s Forwards. But, at 6000 power, that’s not a lot to go on.

Luckily, you can Remove a Roche from the Break Zone, and give Roche 9000 power. Making him the muscle you need for that ability. Roche will then go Berserk, and he will attack every turn whether you like it or not.

Groundbreaking Singles!

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Journey of Earth

22-055R – Ignis

Ignis is starting Earth off this set.

If Noctis is already on the field, Ignis cost goes down by 2CP, making his cost, you guessed it, 2CP.

He comes in with 7000 power and the ability to cancel an ability that is choosing any member of Noctis & Co.

And that’s about it. I’ve seen the rest of the Final Fantasy XV cards and I must say that they are working well together again.

But, then again, why wouldn’t they?

27-056H – Wuk Lamat

Here’s a free play.

If you’re playing Scions or even “The Twelve” You’ll have a free 9K Forward to play whenever you’d like. Well not whenever you’d like. Whenever you can play her, and if you have 5 XIV Characters already on the field.

Whenever Wuk Lamat declares an attack, you can either break one of your opponent’s Backups that cost 4CP or more, or you can reveal the top card of your deck and if it’s a Final Fantasy XIV Characer, you will add it to your hand.

I’ll take 3. Yes, and I’ll need to find all 12 Playsets of “The Twelve” along with 3 of Rebellion’s Call’s Hein.

27-057H – Erenville

Whats a Gleaner?

Erenville comes right on in and searches for a Final Fantasy XIV Forward. And that is pretty much it.
Erenville can also grab Wuk Lamat from the Break Zone sacrificing himself to save the Princess. Makes sense, right?

And since Erenville is sent to the Break Zone, there should be a spot for him in your deck, as you can take him out when you need to play another Backup.

.

27-058R – Karaha-Baruha

A summoner, that will Summon a card. The only problem is that you won’t know what card it will be.
You’ll look at the top 4 cards of your deck and add one to your hand.

There’s also an extra cost to this.

One of those cards will be sent to the Break Zone.

The other two cards go to the bottom of your deck.

Is Karaha-Baruha worth it? I don’t know, there’s plenty of cards that have similar abilities and you don’t have to sack one of the cards in your deck for it.

27-059C – Galuf

If you search for Galuf, or grab him from the Break Zone, you can pay 2CP and play him onto the field.
There’s plenty of cards that can search for Galuf, meaning that you can just throw him into any deck, and play him without worrying about color fixing.

It’s an easy way to get a high-powered body on the field.

Or Meat Shield as I like to call them.

Krile in this set is a good way to grab him.

You’ll get 2 cards on the field for 5CP.

27-060R – Gladiolus

The brawn of the Reteaners.

Gladiolus comes in and you can search for Noctis. This also comes off as an EX Burst.

Meaning you can be grabbing cards even when it’s not your turn.

But, you’d rather not have Gladiolus in your Damage Zone, cause you’ll need as many as you can, just so you can spam Royal Guard over and over.

What does Royal Guard do you ask?

It gives all of your Final Fantasy XV Forwards +5000 power and Brave. Meaning that they will be overpowered. And, we’re not just talking about the good guys either.

I’m liking how FFXV is looking with this set.

27-061C -Krile

One more searcher. We can never have enough of them.

Krile comes in and searches for a Final Fantasy V Forward.

As, we mentioned earlier, Galuf is great candidate for this, as you can play him immediately for 2CP.
You’ll have a Backup and a high-powered on the field turn one.

Anything else?

Nope, that’a about it.

27-062L Krile (XIV)

Is it just me or does it seem like we’re getting cards that need a lot of separate elements to be of any use?

Krile here is just the same. In order for her abilities to be useful, you’ll need at least 3 elements,
If you have 3 elements on the field when she enters, then you will be able to look at the top 4 cards of your deck and add one to your hand.

Her second ability needs 3CP all of a different Element as well, but when you use it, you’ll be able to play a Forward that costs up to 5CP from your hand onto the field. Yes this will be good to use if you don’t have a way of paying for the Elements of the card you want to play. On the other hand, this ability isn’t worth using if you’re paying for a low cast Character. But, you already knew that.

27-063H – Cindy

We all need more Cindy in our decks. And, this Cindy is probably the best one.

When she is on the field she will not only produce Earth CP, but Ice and Lightning as well. Meaning that your Final Fantasy XV deck, can include all these elements, or just one or the other, and it will be easier to navigate.

You’ll say 6CP is kind of high for that, and I’ll tell you that it’s not.

Cause when Cindy enters the field, you will look at the top 5 cards of your deck and add one Earth card, and one Ice or Lightning card to your hand. Bringing her total cost down to 2CP.

I would say a color fixer is worth more than 2CP.

27-064C – Summoner

It’s one CP, plus the extra cost.

Just like the other 1 cost Standard Units who act like Summons, but they like to stick around.

Summoner, allows your opponent to choose which card they get to send to the Break Zone. It could be good, it could be what they wanted.

Now, why would I say that? Cause sometimes, the only reason we play some cards, is because they have an ability that triggers when they get sent to the Break Zone.

So, you better check at what they have on the field before you decide to use Summoner.

It’s still a decent card though.

27-065H – Hashmal, Bringer of Order

You know what this is?

Besides a Summon.

This is your chance to bulk up your deck, if you are playing a Tribal deck. Which tribe? probably Monks as they’re already Earth.

When Hashmal, Bringer of Order is Summoned, you will be able to pick 2 cards out of the top 3 of your deck. You will have to name the Job or which Category you want first. And, then if luck would have it, which it should, you should see the 2 cards that you want to grab. The rest go to the bottom of your deck.

It’s a crap shoot, but most of the time you should come out ahead with 2 extra Crystal Points.

27-066L – Noctis

Noctis is bringing the band back. And, they’re coming back strong.

+2000 power strong.

And when he comes in, the first thing Noctis will do is search for 2 Retainers.

And, then Armiger, deals one of your opponent’s Forward 9000 damage.

Now you’ll ask, why is this a Legend?

And, I’ll say is that this card by itself is not a Legend, but it becomes a Legend when the whole band is on the field.

It’s Noctis’s ability as a leader, that brings it all together.

This might be my next project.

27-067C – Pictomancer (XIV)

This is a card exchanging hand.

Pictomancer waltzes on in, and you can discard a card and break one of your opponent’s Forwards that have the same card as the card that you discarded.

There must be an easier way to say that.

But, yeah that is what happens. And, if you have a Multi-Element card on the field, you will add a card from your Break Zone to your hand, and then you will discard a card.

This is a good way to find a card that has the same amount of CP as the Forward that you want to break.

27-068R – Prompto

Are you reading what I’m reading?

How is this just a Rare?

Prompto gives Noctis Brave, and the ability to attack twice per turn. Which in it’s own would be worth playing Prompto.

And, that is definately not all.

If you have all 4 of the main Final Fantasy XV Characters on the field, during every Attack Phase, Prompto will break your opponent’s Forward. Which one? That all depends. It will always be the Forward with the highest cost, and if there is more than one, your opponent will get to choose which one they discard.

2CP, that’s all this card counts. I’d be happy to pay up to 5CP for a card like this, if you can keep Prompto on the field long enough, he’ll put a big dent in your opponent’s plans.

27-069C – Marsalga

I’m guessing I’ll need to see the other Caledfwich cards to see if they are worth playing.

So far, we know Marsalsa cannot become dull by Summons or abilities.

And if you control another Caledfwlch you’ll grant Marsalga Brave.

And, that is about it.

Just your regular Meat Shield, with 9000 power.
.

27-070C – Malboro

It would have been nice, if we were introduced some status ailments thanks to Malboro. Sure we got “can’t block”, but what about Silence, and Sleep.

If I was in charge, I would have made this a Legend having Malboro, induce Dull, Freeze, Can’t block, Can’t attack, loses half it’s power. What else am I forgetting? Oh, yeah to all Forwards.

That would have been a fun card to play, but it also would suck to play against it. Which is why they probably didn’t do it like that.

Malboro will also be good in a Multi-Colored deck. Cause you can put Malboro into the Break Zone, and it will deal 3000 damage x the number of elements you have on the field to one of your opponent’s Forwards.

27-071C – Monk

A two cost Standard Unit that does do much.

But, it does one thing.

It will give an Earth Character +3000 power until the end of the turn.

And, produce CP until you decide to use Monk’s ability.

That’s it, this is just a way to hopefully save one of your Forwards, from an ability, a Summon, an attack, or a block.

Monk has some use, but not a lot.

27-072R – Riddar

Cecil is back … I mean Riddar is here, as a Paladi … Knight.

Riddar is your knight in shining armor, ready to take on the forces of your opponent, as he protects your Forwards from damage cause by your opponent’s abilities.

How will he do this?

Riddar does not take damage from your opponent’s abilities, if you have 3 Forwards on the field.

And, whenever your opponent targets one of your Forwards, you can use Riddar’s ability to change that target to Riddar himself. which in turn will make that damage a big fat Zero.

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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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Beyond Destiny – Quake Shake

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21-061H – Ursula

Crystals and more Crystals.

Bring us your Crystals.

At least Ursula will give you one when she enters the field. And you can go ahead and use a Crystal to give her +3000 power. And, then you can use another Crystal and give her another +3000 power. And so on and so forth.

Or you can use that Crystal to grant your Forwards some protection from EX Bursts.

I wonder if this counts as EX Bursts that result from damage taken.

Either way, it’s still a good ability to spend a Crystal on.

21-062H – Ash

There’s a Strangers of Paradise Hero in every element. I just realized this.

Ash here, is a great supporting card. As long as you have Forwards with Brave on the field, Ash will give them a +3000 buff. I don’t think I ever thought about having a deck with only Forwards that have Brave. It might actually be a little interesting.
Anyways, Ash can grab a Character from the Break Zone when he enters the field, but only if you have a couple of SOPFFO Forwards already on the field.

And last, but not least, Ash can give another Forward Brave. And, once he gives that Forward Brave, that Forward gets the +3K buff as well.

I like this card. I might have to try it out.

21-063C – Dark Knight

This reminds me of an old card, Dark Knight (1-092C) to be exact.

Dark Knight gains +1000 power for each point of damage you have received. Which along with Enna Kros, and Ash, if you have 6 points of damage, Dark Knight will have a total of 16,000 power. But, only if you use Ash’s ability to give Dark Knight Brave.

Dark Knight also has an ability that will allow you to break a Forward. Sure, he’ll also deal you a point of damage, but, if you’re playing Dark Knight, that’s pretty much what you want. Get to 6 points of damage as fast as you can.

21-064L – Ingus EX

If you have 5 Earth Backups on the field, Ingus costs a total of 1CP.

And, after that, Ingus will search for an Earth Forward.

If you’re playing Mono-Earth you will be playing Ingus.

I mean where else can you hopefully pay 1CP for a 9k body.

And, that’s all I got.

 

21-065R – Onion Knight

It’s been a while since we’ve seen a card with no text.




3CP

9000 Power

Meat Shield at it’s finest.

21-066C – Guy

Guy and Ash should make a Tag Team.

Guy is a simple card, one that talk to animals. And, those animals tell Guy that he should always attack as long as Ash is on the field.

For whenever Guy attacks, he’ll gain +3000 from his ability, and another +3000 from Ash. making Guy hit hard. 11,000 power in one attack.

Not bad.

Not bad at all.

21-067R – Galuf

This is awesome, and it’s just a Rare.

Imagine that.

Galuf gives all of your low cost Forwards +2000 power. And when he enters the field, you can most likely grab a 2 cost Forward from the top 5 cards of your deck, and play it straight to the field.

Galuf costs 4CP, but you’ll probably get the 2CP back if you find a Forward.

Blade of Dawn deals one of your opponents Forwards 8000 damage.

Stick Galuf in a deck with Maria (17-128L) and you’ll be all set ready to go.

Let’s put this idea for a deck on the back burner. Along with the countless other decks I want to try and build.

21-068C – Qiqirn

Roll of the dice?

Qiqirn comes in, checks the top 5 cards of your deck and grabs a Forward from there, while the other cards go to the bottom of your deck.

After that Qiqirn is just a Backup, that had the ability to Break a dull Forward, before heading into the Break Zone.

Don’t tell me you don’t think you’ll find at least one Forward out of the top 5 cards of your deck. Worse case scenario, is that you don’t find a Forward, and you see the card you needed head back to the bottom of the deck.

21-069C – Krile

For 2CP you can discard a Summon, and deal a Forward 8000 damage.

And, after that, you can pay 2CP and grab that same Summon from the Break Zone and add it to your hand.

Recycling at it’s finest.

Krile may not help with your empty soda cans, but, she’ll love to grab some slightly used Summons.

Even Krile can’t believe how bad that one was.

21-070C – White Mage

This is a great card.

At least I think so.

And, is I think so, well then I’m going to persuade you that it is.

You play White Mage for 4CP, and then you a play a 3 cost Forward straight from the Break Zone.

It’s a POGO on a Forward. What’s POGO. Play One, Get One.

Yes, I’ll keep a foil play-set on hand.

21-071H – Titan

When are we going to get some 8bit cards.

If you’re doing a Titan from FFIII at least give us sprites.

Please?

Imagine a Mosaic with 8bit art.

Anyways, Titan simple summon. Either deal a Forward 9000 damage, or break a dull Forward.

21-072H – Tulien

Need a way to make a Forward attack or block? Tulien is here to help you with that.

During your turn you can use his ability and have a Forward attack or block.

Get rid of those pesky Forwards that have low HP and a irritating ability that you want to get rid of.

Plus, when Tulien attacks or blocks, the damage he deals goes up by 2000.

Thus, making Tulien a 3 cost Forward with 9000 power and 7000 HP.

I wonder if that’s how it works?

21-073R – Stoneserpent General Zazarg

You can throw this Serpent General in any Earth deck, and it will make that earth deck, just a little bit better. Throw in Ash as well and you’ll have a body on the field that will be tough to get rid of.

General Zazarg comes in for 2CP, if you already have 2 Earth Characters on the field.

What I like is Stoneserpent General Zazarg’s ability that triggers whenever he is dealt damage by your opponent’s Summons or abilities. What is this ability? You simply get to deal 8000 damage to any Forward.

Maybe you’ll break the Forward dealing damage, before they deal damage.

21-074L – Neo Exdeath

Standing in at 8CP and 10,000 Power.

I don’t know what’s better.

The Amano art or the ability?

Neo Exdeath is a one-sided board wipe. Neo Exdeath will come in, sacrifice to of your Backups, and remove all of your opponents Forwards and Monsters from the game.

‘Nuff said.

21-075R – Haveh

“Haveh your way!”

How is this just a Rare?

Haveh comes in and puts a cog in your opponent’s gears. By canceling power increase from your opponent’s Summons and abilities.

Plus, Haveh gives a nice buff to your Warriors, and he gains, +1000 power and Brave at 3 points of damage. Add in Ash, and your set.

You can actually just throw Haveh into that Warrior tribal deck we made a while ago.

21-076C – White Tiger l’Cie Qun’mi

First time I saw this card I thought it was Lightning, and then I realized it wasn’t. But, since Type-0 and FFXIII are somehow connected through the Fabula Nova Crystallis myth, I believe that White Tiger Qun’mi and Lightning are connected. Sure, I base this off the artwork of this card, and I’ll stop here.

4 cost Forward, with 8000 power. Just a regular Common, but it does have an ability that whenever White Tiger l’Cie Qun’mi is chosen by a Summon or ability she gains +2000 power.

And, this is where Ash comes in. I think Ash might be the best card in Earth this set.

Ash will give White Tiger l’Cie Qun’mi Brave, thus giving her +2000 power and +3000 power. Making her a Forward with 13,000 power.

That’s a big body.

21-077C – Monk

I just realized each element has the same Standard Unit Backup again.

And they all do the same thing.

Monk comes in and gives you a Crystal, and if you have less than 3 Backups on the field, you also draw a card.

And, that pretty much sums it up.

Again.

21-078C – Ram

You can actually use this Monster to buff White Tiger l’Cie Qun’mi, to grant her +5000 power.

Ram doesn’t really do much, he just come in dull, activates during your next turn, where you can use it’s ability, and after that Ram will take a nap, as it does not activate during your next active phase. You’ll have to wait an additional turn in order to use it’s ability once more.

I’d say this one is a Sleeper.

 

12-079R – Lich

7CP for Lich?

Yes, and you’ll be happy to pay for it. Especially if you’re running Mono-Earth. Simply because you can pay the 7CP upfront, and every time Lich is put into the Break Zone, you can discard a card and play Lich back onto the field. Yes, you can only use this ability if you have at least 7 Earth Characters on the field.

Then you’ll ask, Why would I want to pay 7CP for a 9K Forward?

That’s because every time Lich enters the field, his Enter the Field ability goes off, and you can choose one of your opponents Forwards and Break it at the end of the turn. In other words, Lich casts Doom with a tiny bit of time on the counter.

After that find a way to break Lich, discard a card and Voila, you can reuse Doom.

This is a card that will become a problem.

12-080R – Runda

Simple 2 cost Backup, that can cast some Protect, or Shell on one of your Forwards.

If one of them is being targeted by a Summon or ability that causes damage, you can dull Runda, and reduce that damage by 3000.

And, that pretty much sums Runda up.

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Krile’s Splinter

Krile, your Backup Warrior of Light. Taking Galuf’s spot on the team and she does a good job at it. We’re actually going to use 2 Kriles in this deck. Krile (7-068H) and Krile (18-055R). Both of these Kriles work around Summons, and the Resurgence of Power Krile also allows you to grab a FFV Forward from your Break Zone. Thus bringing us to the next Character, Galuf.

You know we had to bring in her Grandfather. And, we are going with Galuf (12-056H), any Forward that has the ability to attack twice in one turn, especially with +10K power, is a go. And when he is sent into the Break Zone, you can search for a 2 cost Earth Forward and play it onto the field.

Next we’ll add Kolka (7-069C) and Tyro (11-072R). Both are Backups and both allow us to search for Krile, or Galuf if Krile is already on the field. And since Tyro allows us to produce CP of a different Element, we will add in the rest of the Warriors of Light.

Bartz (7-059L), cause this is a great card that can attack up to 3 times. You’ll just need some extra Bartzes on hand in order to do so. 3 to be exact. So we’ll just go ahead and add Bartz (19-048C) Because he is easy to recycle back into your deck. And any other Bartz you like, we’ll go with Bartz (12-052H).

Lenna (12-109L), just help us grab a Forward from the Break Zone and play it onto the field. And, Faris to help us grab a FFV Character from the top of your deck when she enters the field. If Lenna is on the field, Faris gains +2000 power.

Ghido (3-131H)? What? Who plays Ghido? Well, Ghido can contact Krile telepathically and that is why he is in here. Ghido is a little bit of a Backup plan that can return high cost Forwards to their owner’s deck.

If we take a look back at Galuf’s ability of searching for an Earth Forward, we are grabbing Ewen (17-080R) and Aerith (16-067L).
We need some more Backups. Let’s get some protection here. Cait Sith (XIV) (6-072C) and Layle (8-088C), both of these cards will protect us from Summons.

Summons are next. We’re bringing in Syldra (3-035H) as it is the only FFV Summon that we have, and it does a pretty decent job so, we’ll keep it.

Fenrir (19-064R), because everyone likes free cards. And Titan (17-070R) to give everyone a 5K boost.

And we’ll grab Objet d’Art (12-064C) which can turn into a Forward, or give all your Forwards +2K and Brave.

Forwards

3x – Ewen (17-080R)
3x – Aerith (16-067L)
3x – Bartz (7-059L)
3x – Galuf (12-056H)
3x – Lenna (12-109L)
3x – Krile (7-068H)
3x – Faris (7-120H)
3x – Bartz (12-052H)

Backups

1x – Cait Sith (XIV (6-072C)
2x – Layle (8-088C)
3x – Ghido (3-131H)
3x – Kolka (7-069C)
3x – Krile (18-055R)
3x – Tyro (11-072R)

Summons

3x – Titan (17-070R)
3x – Fenrir (19-064R)
3x – Syldra (3-135H)

Monsters

2x – Objet d’Art (12-064C)

What would you do differently?