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Gutsco – Clan Borzoi

Get ready for Clan Borzoi.

A bunch of thieves ready to take you on to get closer to the Horns of Ice. Well that’s what they were saying earlier, when they came through, looking for some cards to add to their deck.

First things first we’ll need 3 copies of Gutsco, simply because he is the leader of the Clan. When you say it like that it doesn’t sound too great. He’s the leader of Clan Borzoi, at least in FFTA.

First off we need to find a way to search for Gutsco, and I don’t believe there is a way. I might be wrong, but I don’t think there actually is a Fire Searcher. Except for Magissa, but she needs to be hit for 4000 damage before she can use her ability.

Never the less, it is a 3 cost Fire Forward that she searches for an plays straight to the field. So, we will be adding her, just so we can say we got a way to search for Gutsco.

There is also Meeth (7-017H) that can help you search for Gutsco, as long as you discard a card of 3CP. So, we’ll go ahead and add Meeth. If Gutsco is already on the field you can search for a Lieutenant. Lieutenants you ask?

Let’s bring out the Lieutenants. We have Bel Dat (20-056H) to let you play cards from your opponents Break Zone, Zidane (16-048H), to steal cards from your opponents deck, and Paul (6-056H) to slowly destroy cards from your opponents deck, every time he deals damage to your opponent.

Next we’ll just add Capricious Thief, because he’s cheap and can’t be blocked by Forwards that cost 5CP or more. Plus, Capricious Thief (2-059C) has thief in it’s name.

Summons, we picked Amaterasu, because it’s Amaterasu. You can’t go wrong with that.

Diabolos (15-053H) and Valefor (1-198S) Just because they work well together. And, if you do it right, you can clear all of your opponents Forwards from the board. In other words, Board Wipe your opponent!

On to our Backups.

Larkeicus (13-014R) to remove a pesky Forward from the game, for as long as Larkeicus is on the field. Rikku (2-071R) To activate all of your Forwards when she enters the field. Chelinka (15-045R) to give Zidane Brave and the ability to attack twice this turn. Allowing you to grab 2 cards from your opponents deck. White Mage (13-042C) to grab the first Fire card that shows up from your deck as you slowly reveal the cards one by one. Samurai (16-009C) to grab Gutsco from the Break Zone, and play him onto the field. Iedolas (18-131S) for the same reason we added Samurai.

As for the rest of the cards, we just added a bunch of Standard Unit Thieves, just to make sure that Clan Borzoi will obtain the Horns of Ice.

Forwards

2x Thief (4-059C)
3x Capricious thief (2-059C)
3x Paul (6-056H)
3x Zidane (16-048H)
3x Bel Dat (20-056H)
3x Gutsco (14-010H)
3x Magissa (12-017H)

Backups

1x Larkeicus (13-014R)
1x Thief (18-043C)
1x Thief (1-070C)
2x Rikku (2-071R)
1x Thief (3-055C)
1x Thief (5-055C)
3x Meeth (7-052H)
1x Thief (7-052C)
1x Thief (17-048C)
2x Chelinka (11-049R)
2x White Mage (13-042C)
1x Thief (8-052C)
2x Samurai (16-009C)
2x Iedolas (18-131S)

Summons

3x Diabolos (15-053H)
3x Valefor (1-198S)
3x Amaterasu (12-002H)

What would you all do with Gutsco?
Let us know in the comments.

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From Nightmares – Full Colored Monsters Under Your Bed

19-107C – Vaan EX

Anytime you get a card that can Activate all your Backups, you get a card that is worth playing. Even if you don’t like Vaan.

🙂

(That’s probably the first Smiley I used on the Website.)

You actually get to chose between 2 abilities when Vaan enters the field, or off of an EX Burst.

Most of the time you will be activating your Backups, just because that’s what I would do. And when this ability comes off of an EX Burst you’ll probably be dealing a Forward 5000 damage.

19-108L – Zidane

Coming in with Haste, and an ability that he cannot be blocked by Forwards of cost 3 or more, makes Zidane, … Zidane.

This card is a mixture of previous Zidanes, which is a good thing. It’s a mixture of Opus I and Opus III. Which are both great Zidane cards, and that makes this one even better than the other 2 combined. Why? Because Opus I Zidane was 4CP or higher, and this one is 3CP. That’s a whole lot of Forwards added to the list of those that cannot block Zidane.

The other ability allows you to look at your opponent’s hand and discard a card from there. The only drawback to this card, is that your opponent will draw a card when you decide to discard one of his cards.

I’ll take 3 please. Full Arts if available.

19-109H – Cherukiki

What? Really?

Cherukiki, come on over and let’s get all these abilities rolling.

Even for himself (herself? I haven’t played much of FFXI so I’m not so sure.) As soon as Cherukiki comes in you can use the ability and find Kukki-Chebukki and Makki-Chebukki and play them straight to the field.

What? Did I read that right?

For 5CP you can play 3 Forwards onto the field?

Ranperre/Kain anyone? You can pay 3CP for Kain, discard active Ranperre, play Cherukiki for free, bring in Kukki-Chebuki and Makki-Chebukki and you’ll be able to use their action abilities. So, you’ll deal a Forward 2000 damage and they’ll also put the top card of their deck into the Break Zone.

That’s a whole lot of something for only 3CP and a Ranperre.

19-110H – The Emperor

Warp and the abilities will follow.

The Emperor’s abilities will only trigger if he comes in due to an ability. And, Warp counts as an ability, 2CP of any element to play the Emperor. You don’t even need to have Earth or Ice elements in your deck, you can just throw in the Emperor to any deck and he’ll still work.

The two abilities you can choose from are removing all the cards in your opponent’s Break Zone, or grabbing a Forward from your Break Zone.

Either way The Emperor is a 2 cost when he Warps, with a 9k body.

19-111L – Prishe

You’ll pay an extra Crystal Point to get Prishe’s first ability to go off. Is it worth the extra CP to deal a Forward 8000 damage? I would say so. After that Prishe will enter the field on your next turn, and she will Dull and Freeze a Forward and a Backup.

And, that’s about it. I’m having a brain fart, and can’t think of anything else to write.

 

 

 


19-112C – Larkeicus

As per usual, Larkeicus deals with Monsters. Why is this? I don’t know. I should play Crystal Chronicles to find out. I remember buying it back in the day on the GameCube, but that’s a story for another day.

Larkeicus comes in and let’s you recycle a Monster from the Break Zone, bring that Monster out, and play him straight to the field. You can even play that Monster you just used to pay for Larkeicus.

What I like about this ability is that you don’t need the Monster to be of the same Elements as Larkeicus or the deck your playing. You can splash Monsters from all elements, and be able to play them on the field, straight from the Break Zone.

The Doctor is in.

Let’s not forget that Larkeicus is also a Forward. Block with him, and play him again to bring back another Monster.

19-113C – Gilgamesh

Cue, Battle on the Big Bridge.

Everyone’s Favorite, Gilgamesh.

Haste and Brave, and a Warp cost of 2.

It’s a decent play for 2CP. You can throw him in a Wind/Lightning deck, when you don’t have anything else to put in.
Hurricane, for a Gilgamesh card and 3CP you can Break a Forward.

Not bad, if I say so myself. Cause who doesn’t like Breaking Forwards. I just got an idea for a t-shirt. Maybe we’ll get into the T-shirt business as well.

19-114L – Cloud

The chase card of the set.

That’s if you get lucky enough to pull the Gold Signature.

By itself, Cloud is a good card, that can come in a Break 2 of your opponents Forwards. 6 cost with 9000 power.

I’d say it is worth it. Even at 6CP. And, if you already cast 2 cards this turn, you’ll only be paying 2CP for Cloud to come in and cause mayhem.

Will this card change the FFVII engine, or will it just make a new deck completely?

19-115H – Veriaulde

2CP/7K body, Veriaulde is a … I don’t even know.

But, Veriaulde can be devastating to your opponent, if they don’t have an answer for him.

You can be sure that when Veriaulde comes in you will be removing 5 cards from your deck. Once you do that, you’ll have a Guinea Pig Counter on Veriaulde, and once he has a Guinea Pig Counter, every time Veriaulde attacks, you will dull all of your opponents Forwards. Leaving them open to all of your attacks.

And, that is definitely not all! I even used an Exclamation point right there.

At 3 points of damage, Veriaulde gains Haste, which means you don’t need to wait a turn to attack with Veriaulde, and start taking down your opponent, as soon as he comes in.

19-116C – Paine

Paine brings the pain to your opponent’s Break Zone.

Ok, that was terrible.

Paine enters the field and you get to remove 2 cards from your opponents Break Zone, if you already control at least 3 FFX Characters. Which you most likely will. If you’re playing Paine you will be playing some form of YRP. Which used to be a great engine.

I still think older Paine’s are better.

19-117H – Hilda

This is a beautiful card.

Princess Hilda, hopefully it’s not the Lamia Queen, is a great card for a FFII deck. And, depending on Scott she could be good, or really good.

So far there are only 2 Scott’s to choose from. Neither are that great, but might be of use in a FFII deck.

Her second ability is better, allowing you ta grab a FFII Forward from the Break Zone. And, since these are action abilities, you can use them once per turn. If you find a way to activate her, you can use it more than once per turn.

I can see some interesting things with this card.

Now, if we can only get a better Scott.

19-118L – Yuna

Why does it seem that some Characters only get good cards, and others always seem to get a bunch of crap printed?

Yuna here is the former. It is a good card, that gets even better once you have 5 points of damage.

When Yuna enters the field you get to send one of your opponent’s Forwards back to their deck top or bottom, the choice is yours.

At 5 points of damage, you can also search for a FFX Character and play it onto the field.

Now imagine what you can do if you can find a way to bounce Yuna with Opus VI Rinoa?

19-119L – Unei

Here we all thought Unei was an old woman. She’s a Magus so that allows her to transform.

6 cost Unei, comes in with 9000 power. You can reduce the cost by 2 when you removes 2 Summons from your Break Zone, Earth or Water or both.

When she enters the field, you get to return one of your opponent’s Forwards and one Backup and return them to their hand.

It’s a decent play to disrupt your opponent for a turn or 2 until they get their board back the way they wanted it.

Unei also has an action ability, in which you can grab a Summon from the Break Zone.

You can keep grabbing back some of those Free Summons and use them over and over.

19-120C – Garnet

Garnet has one job. And that is to grab a Summon or two from your Break Zone.

After that she is just a body on the field, who will hopefully keep your opponent at bay with her 8000 power.

She can come in with Warp as well.

 

 

19-121H – Meia

Meia is a good card, buffing all of your MOBIUS Forwards, other than Meia with +1000 power and Brave. That in itself is a good enough reason to play Meia.

Other than that you will reveal the top 5 cards of your deck and grab not 1, but up to 2 MOBIUS cards and add them to your hand. Thus possible making Meia a 1 cost Forward with 9000 power.

What’s not to like about that? Any card that buffs your cards is a yes for me.

 

19-122C – Zack EX

You will not play Zack unless you Warp him in.

First of all, it’s a 3CP difference. Paying 5CP to deal 7000 damage to a Forward is too much. You can do more damage with a well placed Summon.

Now, if you do Warp Zack in, he is worth every Crystal Point you pay. All 2 of them.

First off he will deal 7000 damage to a Forward, and when he enters the field, he has Haste, First Strike and Brave.

So, even if he just comes in and attacks. you will most likely deal your opponent 1 point of Damage. After that just keep Blocking until Zack is broken, just so you can Warp him in again.

19-123H – Anima

This is a great card. I like it and I like it some more.

Anima come in and your opponent is racing against time to get Anima off the field before his ability is activated. Once it’s activated it could be game over for your opponent.

Anima comes in and you remove 2 cards from your Break Zone.

After that at the end of your turn, you remove the top card of your deck.

Then at the end of your opponents Turn you remove another card from the top of your deck.

One more time, at the end of your turn you remove the top card of your deck.

Once you have 5 or more cards removed by Anima’s ability, you can bring them all to your hand. And start playing them like you’ve had them this whole time.

Best part is that you’ll wipe the board of all of your opponents Forwards, leaving you with up to 12 cards in your hand, ready to bring the Pain!

19-124L – Y’shtola

Y’shtola must be the reason I’ve been selling a bunch of Opus XIII Urianger over the weekend.

Y’shtola comes in, and if you like she can deal you 1 point of Damage and you in turn can deal your opponent 1 point of damage. It’s an exchange.

Not just that, but whenever anyone takes a point of damage, you’ll choose 1 of your opponents Forwards and deal them 4000 damage.

Now I’m tempted to go look at the Opus VIII FFXIV Starter Set, and see how well it fits into that deck.

19-125H – Mog

Free Mog!!!

Free him into your deck, of any color that you’d like, as long as you have FFVI Characters!!!

And when Mog attacks, they all gain First Strike!!!

What’s not to like?

I just bought a FFVI Playmat with matching sleeves, And I will make myself a FFVI themed deck. Mog and Kefka will be a part of it. Sabin and Edgar as well.

19-126C – Shadow Lord

From the elements I see here, Shadow Lord is just a tall glass of Ice Cold Ice Water.

And his abilities say the same as well.

Shadow Lord comes in, your opponent discards a card, while you draw a card.

Simple as that, but, he is a little pricey. 6CP with no way to reduce the cost. Well, you’ll say it is a Common, what did you expect?

It’s the high cost that might stop us from using this card.

19-127L – Relm

Another VI card, although this one isn’t Free, it still is good.

For 2CP, you can either grab a monster from the Break Zone and play it onto the field, or you can Double Cast a Summon.
Anyway you look at it, you’re getting some value out of this card.

You’re either playing a Monster and Relm for 2CP.

Or you’re playing Relm, and since you just played an Ice Forward, and a Water Forward, you can go right ahead and cast Shiva and Leviathan for Free, and when they enter the Break Zone, you can remove them from the game and cast them again.

That’s a lot of firepower for 2CP.

I’ll take 3 please.

And, why does it look like Relm is driving a Go-Kart with wings?

19-128L – Warrior of Light

The OG WoL, The one with no name, besides the name you give him.

The first Quad-Elemental card, and it is a good one.

We mentioned that with Refia this set, you have a great reason to run a Warrior of Light deck.

Now, with Warrior of Light, you have a better reason to run this deck. Run the 2 together and, you got something on your hands that will keep activating itself.

And, that is what you’re looking for.

Stop your opponents from destroying you.

Warrior of Light is basically a Free card, cause he activates all your Backups, and he can only be played by Backups.

He comes in with Haste, First Strike, and Brave. 10,000 power. You name it Warrior of Light has got it.

Let’s see what people come up with for this card, I’m really curious to see what Warrior of Lights can do.

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When You Wish Upon Akstar

Here we are, our new weekly post that will focus on a particular card. And, we’ll start off with the Fire Legend himself. Akstar (13-002L). Technically he’s not “The” Fire Legend, but he is a Fire Legend.

Let’s take a look.

4CP – Fire
Forward
Job : Mercenary
8000 Power
Legend

4CP/8K not bad, just your average 4 cost Forward.

When Akstar enters the field, choose 1 card with EX Burst in your Damage Zone. You may trigger its EX Burst effect. (This effect is put on the stack.)

Damage 3 ― When Akstar enters the field, you may search for 1 Category FFBE Character other than Card Name Akstar and add it to your hand.

Judging by the text, we need EX Bursts, and Brave Exvius Characters.

For the FFBE we have Rain (13-017H). Physalis (13-028L), Lasswell (13-105R), and Charlotte (13-023R). All of them Forwards, none with an EX Burst. All these characters will be searchable by Akstar once you have received 3 points of Damage.

Rain’s cost is reduced by one CP for each Fire Backup you have on the field. So, it’s only common sense to play only Fire Backups. Larkeicus (13-014R), if only to remove that pesky Forward that’s troubling you. Vivi, a cheap backup with an EX Burst that deals 5K Damage to one of your opponents Forwards. Lebreau (1-030R), because every Mono-Fire deck needs her. Even though we’re splashing a little bit of Ice. Mootie (11-012C), because we have Bahamut (13-012R) and it will help pay for the cost of Bahamut. Class Second Moogle (10-016C), to help us pay for our Ice Forwards, as Class Second Moogle can produce Ice CP. And Lilty (11-020C), to search for an Ice card in our deck.

Now once Rain enters the field or attacks, he’ll be dealing up to 5K Damage to one of your opponents Forwards. You’ll either Break a Forward, or Damage them enough that they won’t block. And if they do they’ll probably just get sent to the Break Zone anyway.

Lasswell, Rain’s buddy, compliments Rain. Because every time Rain attacks Lasswell deals 3K damage to a forward. Not just Rain though, anytime any Fire or Ice Forward attacks. That means if you have 5 Forwards attacking, all of them will allow Lasswell to deal Damage 5 times.

Physalis. Depending on your opponents hand, determines just how good Physalis will be. She might be able to close out some matches for you, as she’ll be able to Dull and Freeze a Forward every time she attacks. You won’t be able to use her ability unless you Discard an Ice card to pay for the 2 Ice CP you need. This might be something we’ll need to fix in this deck.

Charlotte, the meat shield. She’ll be taking most of the Damage from Summons and Abilities, that way Rain, Physalis and Lasswell, will mostly remain protected long enough for them to deal crucial Damage.

The rest of the Forwards we have are : Gadot (1-007R) just to play an extra 2CP Fire Forward from you hand at no extra cost. Morrow (11-013R) and Firion (7-132S) are both the cards you will play. Morrow well because he gets stronger the more Damage you take, and can attack twice at 6 points of Damage. And, Firion because of the EX Burst. You’ll mostly just throw him in to get his ability damage and then just use him as a blocker.

Titania (13-132S), although you’ll have to have a Forward, Backup, Summon and a Monster in your Break Zone to be able to play Titania, Titania will come in Dell and Freeze to Characters and allow your other Forwards to go for the kill.

Fang ( 1-020R), she’s in her to help reduce the cost of Bahamut. that way we’ll be able to play Bahamut for a total cost of 0CP. Now, you’ll say that it can’t become 0. No worries. Mootie will pay 1CP to help cast Bahamut and will activate once Bahamut is cast. And that will give your opponents Forward 8K Damage, which might break it. If not Fang is still on the field to attack for 7K.

Lani (12-018H), I just like this card, and being able to possibly take your opponents top card and cast it as your own is always a plus.

Amaterasu (12-002H), no need to explain this one.

Lava Spider (8-022R), and Grenade (5-008R) are both cards need to be able to play Titania, but they both help as Lava Spider gives your Attacking Forwards +3K, and Grenade will be able to Break a Forward when they enter the field as long as their Power is less than 8K.

Here’s the run down.

Forwards

Gadot (1-007R) x3
Firion (7-132S) x2
Morrow (11-013R) x3
Charlotte (13-023R) x3
Titania (13-132S) x1
Fang (1-020R) x3
Lani (12-018H) x2
Akstar (13-002L) x3
Physalis (13-028L) x3
Lasswell (13-105R) x3
Rain (13-017H) x3

Backups

Larkeicus (13-014R) x2
Vivi (3-018C) x1
Class Second Moogle (10-016C) x3
Lebreau (1-030R) x3
Mootie (11-012C) x2
Lilty (11-020C) x3

Summons

Amaterasu (12-002H) x3
Bahamut (13-012R) x2

Monsters

Lava Spider (8-022R) x1
Grenade (5-008R) x1

You’ll pretty much want to get yourself to 3 points of Damage, and then start your Brave Exvius onslaught. Rain and Physalis will be your main attackers, and you’ll want to keep them on the field for as long as you can.

Any improvements to this Deck? Let us know in the comments.

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Opus XIII – Fire Review

13-001R – Irvine

Weighing in at 2CP-5k. Irvine is an OK Forward, but his ability to deal 5000 damage to another forward, just by putting him in the Break Zone. You can deal unsuspecting damage to your opponents forwards that have just attacked. Might see some play, but this one is not for me.

 

 

 

13-002L – Akstar

The Fire Legend. Actually, just a Mercenary. His enter ability allows you to trigger an EX
Burst in your Damage Zone. Depending on what is in your Damage Zone, will decide if that ability is any good or not. You’ll probably just end up holding that card until you find something good to use. At Damage 3, you can search for 1 FFBE character other than Akstar and add it to your hand. Plenty of cards to choose from, but I would pick 13-017H Rain. I would say that Akstar is a glorified searcher.

 

 

13-003C – Imaginary Soldier

Cloud here, … well he was pretending … (Just like I pretend to know what I’m talking about.)

Basically, you can swarm your field with Manikins, just like Chocobos. But the more Manikins you have Cloud … I mean Imaginary Soldier just gets stronger. It would be pretty easy to pair this one with a couple of Manikins from this set and Opus II and III, just to make him a power house. And depending on when he enters the field, you might be able to Break your opponents strongest Forward. Except Feolthanos and probably a handful more, but it’s a start.

 

13-004C – Clavat

This one won’t see play in a Mono-Fire Deck. You don’t need Big brains to figure that out, but Fire/Ice or Fire/Lightning could work. Well, duh. That’s what the card says. Maybe throw Clavat in a Fire/Ice VI Deck. Or alongside a Class Zero Moogle or .. just don’t see much play for this one. Prove me Wrong.

 

 

 

13-005C – Black Mage

This card will work if you splash a single Lightning or Water card. Because then you’ll now exactly what you’ll end up with. Other than that. NEXT.

 

 

 

 

13-006C – Xande

Xande searches for Xande (10-008L) and at Damage 5, Xande plays 3 cards onto the field from your Break Zone. Nuff said. You can also choose to receive a point of damage to get you closer to 5 points of Damage.

 

 

 

 

13-007R – Cinque

Cinque deserves a spot in your Cadet Deck, play her on the field with Warrior (5-014C) and Lebreau (1-030R), and Cinque could be swinging for 12K with Brave. Break a forward on top of that.

 

 

 

 

13-008R – Vermilion Bird l’Cie Caetuna

I don’t see this one as being better than Vermilion Bird l’Cie Caetuna (6-010H), but in a few circumstances might be able to break one of your opponents forwards.

 

 

 

 

13-009H – Selphie

Make way for the Multi-Element forwards that don’t have Haste, because they now have Haste, if you decide to pay the extra Fire Crystal Point. 2CP/5k decent for what it is, and The End. “This is the end. Beautiful friend.” You can sing that song when you cast this ability.

 

 

 

13-010C – Onion Knight (FFT)

Have three of these tucked away at the end of the game and you’ll have 3 Forwards with 9k and Haste. Go in for a quick strike and you might make it out alive. If not you’ll have a couple of meat shields to take some Damage.

 

 

 

 

13-011C – Iron Giant

1CP/7k body. Monster that turns into a forward at 3 Damage. A cheap forward, with an enter ability that might, but probably won’t, break a forward.

 

 

 

 

13-012R – Bahamut EX

FREE BAHAMUT!!! FREE SUMMON!!! Late in the game, if you’re at 5 points of damage you can basically summon Bahamut EX for free. Yep, because his cost is reduced by 3, if you have Fang (1-020R) on the field his cost is reduced by 2. Although it can’t become 0. That’s where Mootie (11-012C) comes in. Just Dull Mootie and activate it once Bahamut is cast.

FREE BAHAMUT!!! FREE SUMMON!!! #freebahamut

 

 

13-013C – Palom

Cheap Backup with an enter the field ability. Needs Porom to be any good, but then there are a few other Palom cards I would rather play than this one.

 

 

 

 

13-014R – Larkeicus

A Cheaper Deathgaze (IX) (8-056R), but Larkeicus might be harder to remove. I like it, Fire/Wind coming soon. Deathgaze (IX) and Larkeicus Tag Team Champions of the …. It might work.

 

 

 

 

13-015C – Luneth

Need a quick attack, Luneth is your man. Gives Haste to a recently entered Forward. Well not any forward. Just a Standard Unit, or Warrior of Light. Gives you less of a choice. Now if you’d be able to cast it on Braska’s Final Aeon (11-015L) or Neo Exdeath (12-110L) that would be a different story.

 

 

 

13-016H – Rubicante

Just add Golbez (13-115L). Simple counter attack after Rubicante is put into the Break Zone. Up to 8k damage.

 

 

 

 

13-017H – Rain

The real Fire Legend in this set. Just like Lani was in Opus XII. (Well, that’s just my opinion. It should be your as well.) Rain gets cheaper the more backups you have. And the more Backups you have make Rain even more powerful. Up to 5k damage to a Forward every time he attacks, you’ll want to be swinging away A.S.A.P and when you have 3 points of Damage, he’ll also come in with Haste, and deal 5k damage, then attack and deal 5k damage. Might be a quick way to get rid of Illua (5-099H).