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Hidden Hope – Take It To the Limit

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22-112R – Zach LB

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

Zach comes in and deals a Forward 3000 damage.

Not much of a Limit Break per se.

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

 

22-133L – Mont Leonis LB

Now, this is more like it.

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

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

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

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

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

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

22-114H – Viktora LB

Not bad.

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

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

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

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

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

Much better than Zack.

22-115R – Serjes LB

Serjes, the lancer.

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

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

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

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

 

22-116L – Ace LB

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

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

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

22-117R – Yuri LB

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

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

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

22-118H – Shantotto LB

Shantotto, going back to her roots.

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

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

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

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

22-119R – Maat LB

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

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

Maat comes in with Brave himself.

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

 

22-120H – Cloud LB

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

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

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

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

Do that 7 times and you won the game.

It’s possible.

22-121R – Lightning LB

Well, I was right. Lightning was next.

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

And that is about it.

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

 

 

22-122L – Tidus LB

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

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

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

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

 

22-123R – Leo LB

Would you like to draw a card?

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

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

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

Like Maat.

22-124H – Little Leela LB

This is a better Limit Break card.

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

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

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

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

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

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Hidden Hope – Breathing Hope?

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22-037R – Alexander

Oh?
I read this card wrong the first time I read it.

Now that I’m looking at it, this is a great card. Alexander comes in and casts reflect on one of your Forwards, sending that damage to one of your opponent’s Forwards instead. The best thing is that you get to choose the Forward, rather than have it randomly chosen when the damage hits.

And, if you only paid with Backups to cast Alexander, you will also draw a Card, making Alexander a 1 cost Summon.

I’ll gladly add this Alexander to a Wind deck. Probably the best Alexander yet.

22-038C – Wol

Wol has 2 abilities, one which is good, and the other is ok.

The first one will allow you to choose a High cost Forward and send it to the Break Zone. The other allows you to look at the top 5 cards of your deck and add a Wind Character to your hand.

You’ll most likely be playing this card to get rid of that High cost Forward.

I don’t got much else for this.

 

22-039C – Epiornis

This is a Common?

I have to say this is a great card, and at 2 CP it is the perfect monster to have on the field, once you get 3 points of damage.

Why is that?

Well, Epiornis becomes a Forward during your turn. And, Epiornis cannot be bloced by a Forward with a cost of 4CP. That in itself is great. But, if you already have received 3 points of damage, Epiornis cannot be blocked by a Forward of 3CP or less. Thus, making Epiornis unstoppable.

The only way that you can stop Epiornis’s attack, is by a Summon or ability that will deal it damage, or by sending it straight to the Break Zone.

Now, imagine if you have 3 of these on the field.

22-040H – Enkidu

A 3 cost Warrior that will activate 3 of your Backups when he enters the field. Thus making Enkidu a free play.

After that he’ll stick around as a 7K power body, attacking and blocking like he normally would.

This card also sticks to the story, allowing Gilgamesh to call on him when he enters the field. Enkidu must be in the Break Zone when Gilgamesh enters the field. Then you’ll pay 2CP and bring Enkidu in, while activating 3 Backups.

Gilgamesh (7-088L) would be a great choice. You’ll end up only paying 1CP for both Gilgamesh and Enkidu.

You don’t even need to play Wind/Lightning, you can just throw in Enkidu since you won’t need to pay by color if Enkidu is in the Break Zone.

22-041C – Kain

Haste, and First Strike for a Common?

Activate 2 Characters when Kain Attacks?

+1000 power at 3 points of Damage?

How is this a common?

Whatever Rarity Kain has, this card is great. Actually it’s GRRRRREAT!

And, don’t get me started on the artwork, because we’re not here to talk about the artwork.

Just throw Kain into any Wind deck and you’ll do fine.

22-042C – Ranger

Your Standard 2 cost Backup.

Ranger is straight to the point, just like his arrows fly straight towards their target.

Or something like that.

Ranger has 2 abilities. One deals a 2CP Forward 5000 damage, possibly breaking it, and the other breaks a Monster.

Both of these are useful.

And, there aren’t that many ways to get rid of Monsters and Ranger here provides you with a way.

22-043C – Clavat

Simple, basic and straight to the point.

Clavat 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.

22-044R – Cid (FFBE)

Cid has an ability that activates during very Attack Phase, which is something that makes Cid even more valuable as the game goes on.

You can either Activate 2 Characters, or you can grant all of your Forwards protection from all Summons that choose them.
4CP isn’t alot to pay to Activate a couple of Characters once per turn. Plus you get an 8k body that will be hard to get rid of. Because, once Cid is put into the Break Zone, you can pay 3CP and return Cid to the field. That’s cheaper than playing Cid from your hand.

I like this one.

22-045C – Sosha

4 cost Dragoon that turns into a 2CP Forward if you have a Dragoon already on the field.

2CP for an 8k body isn’t bad at all.

Sosha can also throw her spear onto a Forward of your choosing, dealing it 4000 damage. Best thing is that you don’t need to send her to the Break Zone in order to do it. Just dull Sosha and you’ll be dealing 4000 damage.

This is a decent card. Simple, effective and straight to the point.

If you’re playing Dragoons, you should try adding Sosha.

22-046R – Chelinka

Chelinka here to give Yuri some support, granting him Haste. You’ll just need another Crystal Chronicles Character on the field when you play Yuri, so you’ll have a total of 3 FFCC Characters on the field.

Other than that, that is it.

2CP, 5000 power.

 

 

22-047L – Dorgann

The Art of Removal.

Dorgann, has three different abilities that activate when he enters the field, and yes, you guessed it, they all are removal abilities.

Remove a Forward, Remove a Monster, Remove 2 cards from the Break Zone.

You’ll get to choose one of those abilities to activate. But, if you already played another 2 cards before you play Dorgann, you’ll get to use 2 of these abilities instead.

Meaning that you will probably end up paying only 2CP for Dorgann to come into play.

22-048H – Nanaa Mihgo

Yes, Yes, Yes.

I’ll take 3. I’d take more if I would be able to add more to my deck.

Nanaa Mihgo is a Robber, and she’s here to rob some of your cards and use those same cards against you.

That 2 cost Forward in their Break Zone? Check.

The 3 cost Summon in their Break Zone? Check as well.

You won’t even need to pay for the cost either, they just come into play as soon as Nanna Mihgo comes into the field.

Actually, no you don’t want this card. I’ll give you a dollar for your Full Arts. No? It was worth a try.

22-049H – Bartz

Well, Bartz if you’re not in a Warrior of Light deck, you shall be useless. The only thing you’ll have going for you would be a 5000 power body on the field just hanging around with nothing to do.

But, if you are playing a Warrior of Light deck, he becomes a little bit better.

Bartz has the ability to not be chosen by your opponents abilities, if you remove 3 Warrior of Light Characters from your Break Zone, and it lasts until the end of the turn.

The other ability, is the S ability, where you can pay the cost of a card, then you can search for it and play it onto the field. Which is pretty good. You’ll be able to play any Warrior of Light card in your deck straight to the field.

22-050C – Geomancer

Here we are, a decent Standard Unit Forward.

I like this one.

Geomancer has auto protection from your opponent’s abilities. Not all of them just the ones that can choose Geomancer.
And, if you already have a couple of Standard Unit Backups on the field, you get to Activate 3 of your Backups. Which in turn will make Geomancer a 1 cost Forward with an 8k body.

Can’t get much better than that.

22-051R – Hope

Hope is hidden in Hidden Hope.

You would have thought that he would have been on the box art.

Hope comes in and you get to reveal the top 4 cards of your deck, and grabbing a FFXIII Forward from there. If you don’t find one, they all go to the bottom of your deck.

At 2CP that isn’t bad at all. You might get a free play, if you do find a FFXIII Forward there.

And, if you ever needed a way to get rid of a high powered Forward, Hope here is your answer. With Aeroga, you can Break a Forward with at least 9000 power. And, we do have a more than enough targets for Aeroga.

22-052H – Helena Leonis

Helena Leonis was turning into a great Character, and then I stopped playing War of the Visions.

As we can see she is a Green Mage as well. Although she doesn’t have any attacking spells or abilities, she does allow you to look at the top 2 cards of your deck. One is put at the bottom of your deck, the other is removed from the game.

Now, why would you want to pay a Crystal to look at the top 2 cards of your deck, remove 1 and place the other at the bottom of your deck?

Well, the card you removed, you can cast it this turn for it’s cost minus 2 CP.

You might get a free play, which is always good in my book.

22-053C – Lilisette EX

“Put on your red shoes and dance the blues,
To the song they’re playing on the radio”

And, while we’re dancing Lilisette will come into the field, and deal one of your opponent’s Forwards 1000 damage for each Character you control. Forwards, Backups, and Monsters. Anything goes, Tonight.

You’ll most likely break something with Lilisette.

And, if you find a way to bounce her. You can do even more damage.

Let’s not forget this also comes off as an EX Burst.

22-054R – Reddas

Are Sky Pirates making a comeback? Yes, I’m basing this off of this one card, because Reddas is pretty good, and he’s not even a Legend, or a Hero.

If you have 5 Sky Pirates already on the field, Reddas is a free 9k Body, that will grant all of your other Sky Pirates some protection from Summons.

Your opponent will sure have some trouble trying to get rid of this one.

And, that’s all I need to say here, If you’re playing Sky Pirates, you better be playing Reddas.

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Dawn of Heroes – Air, Wind and Gusts

20-043R – Brother

4 cost Forward, 8000 power, that gains another 2000 power if Rikku is on the field.

Just a normal rare here, nothing to see here.

Wait what’s that ability?

Activate all the FFX Characters? Oh, sign me up. Along with Opus II Rikku, we can activate, and reactivate.

Get ready for some traffic.

20-044L – Edge

Just like a true ninja. Edge doesn’t break he just hides in the Break Zone, until he’s ready to come out again. As you can just pay 2CP and a Crystal to play Edge onto the field.

With 3 enter the field abilities, there’s always something that you can do to help yourself out this turn. Buff a Forward, remove 2 cards from either Break Zone, or give Edge Haste.

Luckily when you cast Edge from your hand, you don’t need to choose you can do all 3. If it’s from the Break Zone, or search and play, you can only choose one.

I’d like to see Edge play out.

20-045C – Botanist

Planting Backups like planting seeds.

Time for Copy/Paste

If you got 3 Backups already on the field, this Backup is free.

Other than draft, I really don’t see much use for this card, but I’ve been wrong before. Watch a Forward show up where you discard a Backup for a great ability.

 

20-046C – Ghost (VII)

Who said Ghosts can’t hurt you?

This one clearly can, as when it enters the field, Ghost deals a Forward 3000 damage.

After that, you can remove ghost from the game, remove another Monster from the game, and then play the other Monster onto the field at the end of the turn.

You can either blink a Monster for their enter the field ability, or save a Monster being targeted by an ability or Summon.
I like this one.

20-047H – Jenova Dreamweaver

Is it a Monster? Is it a Forward?

Jenova is both, and does a good job doing it.

Jenova is already protected from Summon, so the only real way to get rid of Jenova is abilities, or just block it with a Forward that has more power.

But, how can you block it when you can also search and remove a Jenova Dreamweaver from the game to deal 7000 damage to all the Forwards your opponent controls?

Either way this is a Monster worth having multiples of.

20-048R – Stiltzkin

2 cost Backup that grants a 2K buff to both Chelinka and Yuri.

Sure they both have to be on the field in order for them to be granted the buff.

I don’t see how that could be a problem, since they both play well together. Especially this set, as all they have to do is keep forming a party and attacking.

 

20-049R – Chelinka

There’s either a really good Yuri card in this set, or we’re bringing it back to Opus VII. Probably not, so I’m guessing at least a decent Yuri.

Chelinka comes in and you can discard a card, search for Yuri and play him straight to the field.

And, as you can see Chelinka is here to party. Cause once she is in a party the damage dealt to the party is 0.

Now where is this Yuri card?

20-050C – Chocobo

Get your Gysahl Greens, this Chocobo is ready to power up. And he will have +4000 power for as long as Chocobo is enjoying the Gysahl Greens.

By Gysahl Greens we mean the Forward that you choose when Chocobo enters the field. Keep that Forward safe and Chocobo will have a 9k body.

 

 

20-051H – Fat Chocobo

You can probably get Fat Chocobo’s cost down to 4 if you’re playing Mono-Wind.

A decent Summon that deals 8000 damage to all of your opponents Forwards.

8CP is a bit much, but it can get you out of a pickle when you really need it.

If only it had an EX Burst attached to it …

 

20-052C – Gnash

Gnash is perfect for Wind.

You should be playing cards left and right. And, after you cast 3 cards, you play Gnash.

For 2 CP you can break a 5 cost, or more, Backup. That’s pretty cheap if you ask me. There are 55 Backups that are 5CP and up, so far, not counting this set. One of them is Tyro, who has become a pretty important card in a lot of decks.

If that’s not enough, you can use Gnash’s ability and send Gnash and another Backup to the Break Zone.

20-053H – Number 128

Number 128 needs damage. At least 4000 of it. After that it can unleash it’s counter attack, and deal 7000 damage to all of your opponents Forwards.

Can’t wait to get damaged?

Just pay the cost for Gale Cut, and you can just deal 7000 damage to all of your opponents Forwards.

Sure the first one is free, but maybe, just maybe you’ll be able to cast it twice this turn. Maybe even 3 if you really need to.

20-054R – Nono

4CP to activate all of your Wind Character?

You can play a card, play Nono, play some cards, Play Brother, play some cards play Opus II Rikku, and I’m sure there are plenty of other Wind Characters that Activate your Characters. Find a way to keep drawing cards and you got yourself ready to beat your opponent during the next round.

I’m sure someones going to come up with an infinite combo, if they haven’t already.

And at the end of any turn, you can activate 1 Forward.

I’ll take 3 please.

20-055C – Prompto

Decked in snow gear and what looks like a machine gun. I haven’t gotten to that point in the game, even though it’s been over 5 years since the game came out. Might also be in one of the DLC episodes too.

Anyways, a 2CP Backup that when Prompto is put into the Break Zone you draw a card. Simply put, it’s a free play.
And, you can also get rid of Prompto yourself, and reduce the damage dealt to a Forward by 5000.

I don’t know if this will be a better card, for the Noctis deck, but it can probably be used in any deck that needs some protection for it’s Forwards.

20-056H – Bel Dat

Adding another card that will allow you to play your opponents cards.

I like these cards as they are part of my main deck. It’s not the greatest deck at the moment, but it’s able to grab your cards and use them against you.

I don’t see any reason for you not to Warp Bel Dat, she Warp’s and each time you remove a Warp Counter your opponent puts the top to cards of their deck in the Break Zone.

And when Bel Dat enters the field, you can remove one of your opponents Forwards from the game, and cast it as if it was your own.

I like it, along with Zidane (16-048H), Mind Flayer (15-120H) and Lani (12-018H). I just need to find a way to play Exdeath (7-087R) onto the field and I’ll be set.

20-057L – The Goddess

The 2nd Member of the Warring Triad. The Goddess comes in and she spells DOOM. Yes, with capital letters. D-O-O-M!!!
Well, something like that.

The goddess comes in and casts Doom on your opponents Forwards.

After that your opponent has 1 turn to figure something out, because it is bye-bye for all of their Forwards.

This can go both ways, as your opponent will probably just start attacking you as they have nothing to lose. It might even go in their favor, when they’re playing with their backs up against the wall.

And at the end of every turn, your opponent removes their Break Zone.

I was on the end of both sides during Prerelease. It certainly adds some spice to the game.

20-058C – Melphie

This isn’t a bad card at all.

For 3CP you can cast Melphie and search for Sonon. Total cost 1CP

1CP for a 7K body isn’t bad at all.

After that she can just stay on the field and whenever a high cost Forward enters the field *cough The Goddess *cough, you can just dull Melphie, and send both Melphie and the other Forward to the Break Zone.

Yes, I’ll take it, if I ever decide to build a Wind deck. Maybe I’ll bring back the Chocobos.

20-059C – Carpenter

I’m lost with all these Free Backups that don’t do anything. I mean you could play them just to have extra Backups on the field.

Or you can just skip them, like the Opus I Evokers.

 

 

 

20-060R – Yuri

There he is.

See, if i read this Yuri card first, I would have said the same thing about Chelinka. And I was right, Yuri here is a decent card. Same as Chelinka you can discard a card and search and play Chelinka straight to the field.

Yuri, too likes to party, and from the looks of it, Chelinka and Yuri are a good pair as always. Sure you can play these 2 independently of each other, but why would you?

When Yuri forms a party and attacks, you can either break a 4CP Forward (or less) or activate all of your Characters. Either way you’re getting a good deal here.

20-061C – Yuffie

More Shuriken Counters, I’m betting big on Cissnei.

Yuffie comes in with 2 Shuriken Counters. And, when she attacks, you can throw a Shuriken at your opponent and deal a Forward 8000 damage.

2CP/5K body, after you use up her Shuriken Counters she can still block.

Or you can just use her to feed Cissnei Shuriken Counters.

 

20-062R – Ritz

Ritz comes in deals a Forward 3000 damage. Then …. I’m not really sure about this, but I’m guessing you just take Ritz and put her in the Break Zone to draw a card. Or do you block and have her sent to the Break Zone and then draw a card?

Either or, if you play this right, you’ll come up ahead with an extra Crystal Point.

1CP for a simple blocker isn’t bad at all. Is the Ritz worth playing over previous Ritz’s? That’s another question for another day. But, probably not.

 

20-063C/15-058C – Dragoon

Crystals and more Crystals.

Use this reprint Dragoon to generate one Crystal and then use his ability to get him off the field.

See, I actually wrote something this time.

No Copy/Paste.

Nope.

I might Copy/Paste this for the next one though.

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Resurgence of Power – Mixing Elements

18-107L – Akstar

A is for Akstar, and he learned the 3-step. I was surprised myself but it’s true. Akstar can dance the Waltz. Just look at all those 3s.

First off Akstar comes in and Dull/Freezes all the Forwards, including your own, that don’t cost 3CP.

When he comes in you can also play a 3 cost Ice or Fire Forward onto the field.

And when he attacks or enters the field you deal 1 Forward 3000 damage for all the 3 cost Forwards that you control.
That’s a whole lot of 3s. Even Akstar himself costs 3CP.

Are we getting new deck ideas, where every card in your hand costs 3CP? Can it work? Someone make this happen.

18-108H – Caius

It seems like Caius cards always have a drawback to them.

Sure, you can get a 2 cost 9K body, but you’ll have to discard your hand when he enters the field.

What can we do then?

Just play your whole hand, and then play Caius last.

Let’s look at his abilities. Whenever Caius attacks, you can either have your opponent discard a card, or double the damage Caius deals either to a Forward or your opponent.

He also comes in with Brave. I might have to try this card out and see how it works.

18-109C – Snow

Snow allows you to possibly cast an extra XIII card, when he enters the field and each time he attacks. Though, you’re not drawing the card, you’re actually removing it from the game, and if you don’t cast it this turn, you will lose it.

You basically have a 50/50 chance of casting or removing.

And, at 3 points of damage, Snow gains Haste and +3000 power.

 

 

18-110H – Xande

Ok, so, we’ll be playing Xande towards the end of our turn. Trying to get as many cards in the Break Zone so we can deal 9000 damage to as many Forwards as we possibly can. 4CP will already be 2 Characters. And if you play any other cards before hand, count those Characters as well.

You can also play Xande from the Break Zone, for the cost of 2CP and 5 Backups. Is it worth it? or are you better off just playing Xande from your hand?

Those 5 Backups are 5 Forwards that you can deal damage to.

 

18-111L – Basch

The question is, Is it worth 1 point of damage to search for a Fire or Earth Character?

I’m sure there are plenty of other cards that will search for the card that you’re looking for, without getting a point of damage.

3 points of damage, Basch gains +1000 power and Brave.

5 points of damage, when Basch attacks you deal 8000 damage to 1 Forward.

You do have an incentive to receive that 1 point of damage. Early on it might be a good idea to use it, but later on I would pass.

Or you can just not pay the extra cost, and play Basch as is.

18-112C – Leon

It looks like more and more cards are dealing you a point of damage.

Just how backed up to the wall do you want to be?

Sure, some cards excel when you’re fighting everything off at 6 points of damage, but why would you need to get there in order to hope that you win.

Anyways, Leon here comes in with Brave.

 

18-113H – Cid Haze

Cid comes in and gives you the ammunition to use his ability on the same turn that he comes in. Reducing the cost of casting your next card by 2. It doesn’t say it cannot become 0, so your next card could be free. After that you play 1 more card.

Once you’ve played your third card, and enter your Attack Phase, you choose 2 of your opponents Characters and you dull and Freeze them.

Farewell to the Blockers that your opponent has set up. At least for this turn.

 

18-114C – Maria

I would be trying to get Maria onto the field as soon as possible. And then just trying to find a way to send her to the Break Zone.

Worst thing that could happen is you block a Forward and your opponent discards a card.

Or, you block a Forward and activate all your Characters. Win/Win

 

 

18-115L – Melvien

I would put Melvien in the same category as Opus XVI Tidus. Even if she is put in the Break Zone, your opponent will never really be able to truly get rid of her.

Every time Melvien is put into the Break Zone, you can simply remove her from the game and put 2 Warp Counters on her. 2 turns later she comes back into the field.

And, every time she enters the field, you can Activate 2 of your Backups and Freeze up to 2 of your opponents Backups.
Not much else to say, but I like this card.

 

18-116L – Sephiroth

Kingdom Hearts Sephiroth is back. And, once again with Back Attack.

No, I didn’t plan that.

Sephiroth is coming, and he has entered Attack Mode. One Winged Angel, Demi-God, and whatever else you’d like to add.
When Sephiroth enters the field he Breaks 1 dull Forward.

And every time he attacks, your opponent will either discard 1 card, or you can Break a Forward of cost 2 or less.
Sephiroth will be leaving bodies left and right.

18-117H – Lightning

The Savior is here. For your deck, not your opponents.

Lightning comes in with Haste and starts attacking left and right, dulling, Breaking and dealing damage across the board leaving no Forward unscathed.

Well, that’s what we’re hoping for.

Every time Lightning attacks, you can pay 1CP to dull a Forward, and then pay 2CP to Break a dull Forward. Which in itself is a good reason to play this card.

I shall be trying out this card. At some point.

And if you don’t want to attack, you can use Lightning’s 3rd ability and have your opponent discard a card.

18-118C – Laguna

High cost to play Laguna, but he might be worth it.

When Laguna enters the field or attacks you can a) Deal an active Forward 5000 damage. or b) Dull a Forward.

I’m thinking there are plenty of cards that can chip away at multiple Forwards, chip damage is making a comeback. Or, maybe I’m just beginning to notice it. I can see FFVIII decks becoming stronger. Ever since Opus XVI. And now with Seifer, Fujin and Raijin, there should be plenty to play with.

Let’s not forget Satellite Laser. Well nothing to crazy, but you can deal 9000 damage to a Forward.

18-119C – Chelinka

Need to break some of these new Monsters that came out this set? Look no further than Chelinka. Chelinka Breaks a Monster when she enters the field.

You can throw her in the new Noctis deck and you’re set.

 

 

 

18-120H – Tifa

Tifa comes in a has Protect already cast on her, reducing the damage dealt to her by 2000. And, that’s a good thing. For when Tifa enters the field she goes 1-on-1 with another Forward. You can choose any Forward you would like.

Meteor Strike, is also pretty good in itself. You are able to deal 8000 damage to 3 Forwards. Cost might be a little high, but it can be worth it.

 

 

18-121L – Fran

I think I said earlier that Sky Pirates will be making a comeback. (Not in this post, probably in Wind.) And, Fran here proves it. Whenever Fran attacks, or enters the field, you can play a FF XII Character of cost 4 or less from your hand onto the field. And, Fran only costs 3CP!

Think about it, you’ll be able to build your offense faster than what you would have. A free card once per turn.

And if Balthier is on the field, Fran gains +1000 power and Brave.

Yes, I shall try out a Sky Pirate deck, all thanks to Fran.

Thank you, Fran.

18-122H – Vanille

2 cost Forward that can cancel an auto-ability. We can never have to many cards like this. Vanille is more of an insurance card. I don’t think you’d be attacking with Vanille unless you knew the attack will go through. But, you’re better off just keeping her active, in order to dull her, when an auto-ability goes off.

Sure, it won’t out right cancel it, your opponent will need to pay an extra 2CP for it to go through.

And when you’re done with Vanille, you can just chuck her to the Break Zone to grab a Backup.

18-123L – Sonon EX

Getting rid of your own Backups is always a plus. Especially when they come in do their on entry ability and then do nothing, but sit around.

Sonon comes in and allows you to remove 2 Backups instead of paying the cost. After that you can replay 2 new Backups and hopefully get another on entry ability.

He can also come in with Back Attack, although I don’t think I’ve ever seen anybody actually use Back Attack, but you can. You can even remove the 2 Backups during your opponents turn.

Sonon also comes in with an EX Burst, hopefully helping your Forward that is blocking or attacking overcome the other Forward.

I can see some use with Sonon.

18-124C – Billy Bob

Billy Bob comes in and let’s you grab a Forward from the Break Zone. Any Forward. Doesn’t have to be a certain Job, Element, or Category. A little different than Search your deck, but will still see plenty of use.

Best part is that Billy Bob is a Common.

After that Billy Bob just hangs out on the field with an 8K body.

 

 

18-125H – Onion Knight

Onion Knight has a lot going on for him.

First off he enters the field and either Breaks a damaged Forward, or return’s a Forward to your opponents hand. Either way your getting rid of one of your opponent’s Forwards.

The best thing though, when Onion Knight is put into the Break Zone, you can pay 1CP and search for another Onion Knight and play it onto the field.

Very Ultros if you ask me.

 

18-126L – Lightning

Another card that doesn’t want to go away.

After Lightning is sent to the Break Zone, you can pay the 2CP, remove a Lightning and an Odin from the Break Zone and then you can play Lightning onto the field.

Sure, it’s the same cost as paying Lightning on to the field, but what if you don’t have a Lightning in your hand. This way you can just simply play her, straight from the Break Zone.

She also comes in with Haste, dulls a Forward when she enters and you draw 1 card.

What’s not to like?

18-127C – Lilisette

Some of these Commons are actually really good.

Take Lilisette her, she Breaks a low cost Forward when she enters the field.

After that she can dance. And, boy does she dance. Once she’s done with her Sensual Dance, your opponents Forwards will all be week at the knees, and will have lost some of there power. Some will have lost it all.

 

 

18-128H – Arciela

How many of your cards do you want to show your opponent?

Depending on the answer, you can either deal 7000 damage to a Forward, draw a card, or both.

But do you really want to show your opponent your hand just to cast the abilities?

I think I’ll take a pass on this one.

 

18-129C – Jecht

Jecht is just a Common, but we already said we have some good Commons this set. This is another one. Once he enters the field you can pay the extra cost and give Jecht Haste, Brave and First Strike. With the 9000 body he can lay waste to a Forward, or deal your opponent a point of damage.

We also have Jecht Beam, that deals a Forward 8000 damage.

Decent card.

 

18-130L – Firion

Low cost, low power. But, if you have at least 5 Characters on the field Firion, gains Haste and whenever he attacks you draw a card.

I don’t know if you’ll be attacking much with Firion, but you can discard a card and give him +2000 power. Depending on what element the card is you can either give Firion First Strike, or activate him.

Not the greatest Legend, but could see some use.

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Resurgence of Power : Break Like the Wind

18-035R – Arc EX

Play Arc, hopefully grab a card from the top 5 cards of your deck.

One thing is for certain though. Arc needs at least 4 different elements on the field to become useful. But, he should play well into a Warrior of Light deck. Faris will be a great addition to it as well.

When you finally have 4 Forwards with different elements on the field, all of your Forwards will gain 2000 power.

 

13-036R – Iris

Fits great into the Noctis deck that recently came out.

For 2CP Iris just keeps on giving, as every time a XV Forward enters the field, Iris will activate, allowing you to use her again for a Crystal Point.

Not only that, but you can use her ability to protect a Forward from one of your opponents abilities.

She will pay for herself after a couple of turns. Think of it as getting interest on the CP you paid to cast her.

18-037C – Delusory Dragoon

Comes in with Haste, and when he comes in he grants another Manikin Haste.

Straight to the point, and that’s about it for this Manikin.

3CP for this card isn’t all that bad either.

 

 

13-038C – Kytes

Sky Pirates making a comeback? Maybe, if Kytes has anything to say about it.

Simply Speaking, Kytes can go from 4CP to technically being cast for 1CP. As if you find a XII Character from the top 3 cards of your deck, Kytes will activate, allowing you to use him for a Crystal Point.

Now, if you decide to use his ability, right after he has been activated, you can Activate 2 of your Characters.

I can see Kytes being played and right away using his ability to activate 2 Characters. It can happen easily.

13-039C – Ranger

Not many Forwards or Monsters that cost 1CP, but those Monsters and Forwards that cost 1CP will be easy to Break with this Ranger in your hand.

 

 

 

 

18-040H – Cerberus

Cerberus has 3 on entry abilities to choose from, and depending on your situation, there will always be a good reason to play him.

1) Get rid of that pesky High Cost Forward that seems to be foiling your plans.
2)Activate all your Backups.
Or
3)Draw a card.

After that you are more than welcome to turn him into a Forward with a 9K body. Just as long as you already cast at least 2 cards this turn.

18-041C – Colkhab

Colkhab does have an interesting ability, but I’m thinking why would any one choose Colkhab as the target of a Summon or ability?

Sure, he is more of a meat shield as his 9K body will show you, but other than that there isn’t really a threat that he poses. Maybe once your at 3 points of Damage and his power becomes 10K, but even then.

There are far more important Forwards that should be dealt with before Colkhab.

But, if you’re able to save a Forward from Extinction might as well.

18-042C – Zhijie

I’m thinking they made this card to make the Opus VIII Final Fantasy VII Starter Set more viable. Especially with the new Yuffie.

Zhijie allows you to search for FFVII Forward, and that is about all he does.

Only problem is that you can only use his ability after he has activated. This would have been a better card if it was an upon entry ability.

 

18-043C – Thief

Discard Thief, draw a card. And, that’s about it.

Cheap Backup to play.

 

 

 

18-044R – Sherlotta

5CP to search for a card. I personally think the cost is too high, but you can search for any card. No restrictions here. I do like that you can use Warp to have her come in for only 2CP. but you’ll have to wait 2 turns for that.

I do like the art though.

 

 

18-045C – Dryad

For 2CP you can easily Break a Forward, depending on how many Wind Characters you control.

But, do you want to pay the extra cost to draw a card? Doesn’t seem like a bad deal to me. Especially if they’re cards you have no use for.

 

 

18-046R – Gnash

“Kevin” Gnash comes in and delivers a Jackknife Powerbomb to an unsuspecting Forward or monster of cost 4 or more. That is if you decide to pay the extra cost, but then again why wouldn’t you.

That alone is worth playing this card.

But that’s not all, on your next turn you can use his ability to deal a Big Boot to a 2 cost or less Forward and break them as well.

18-047H – Bartz

Oh, man!

Just look at that. Bartz is as always a Freelancer first. Thus allowing him to be any Job any time he enters the field. Imagine playing let’s say Cadets. You throw Bartz into the field and say his 3rd Job is Class Zero Cadet. Of course you’ll be playing with a full board of Cadets.

Bartz will gain +2000 power for each Cadet Forward that is on the field, thus making him very hard to beat.

Also, when you choose his 2nd Element, Bartz receives protection, in that he cannot be chosen by Summons and abilities coming from a Character or Summon that has the same element as Bartz.

This is a very interesting card.

18-048R – Poppy

Perfect for Wind/Ice or Wind/Earth. If you don’t believe me just read the card.

Wind Forwards will be getting free strikes, since they cannot be blocked by a Forward of cost 3 or more.

Ice Forwards will gain +1K power and First Strike

Earth Forwards will gain +1K power and Brave.

And Multi-Element Forwards will gain 2 of these 3.

Just throw her in the Noctis Starter Set and you should be good.

18-049R – Yuri

You better have a bunch of Crystal Chronicles Characters if you plan on using Yuri. Well at least another 2.

Yuri cannot be chosen by Summons or abilities. Because he has Self-Protection. But only when his Crystal Chronicles friends are around. If not then he’s just a regular Joe.

But, whenever he attacks, or enters the field, he can activate 2 Crystal Chronicles Characters.

A friend indeed.

18-050L – Yuffie

I really like this card. Had a chance to play with it during the Midnight Pre-Release.

For 5CP Yuffie comes in. She already has Haste so she can attack right away. But, I would let her sit back and attack after all the other Forwards attacked.

Once she attacks, she gains +1000 power, and cannot be chosen by Summons or abilities. Not only that, but she also activates all your Forwards. No more worrying about who is going to block, when they all can.

And Doom of the Living, her special ability is a damage dealer. Dealing 24000 damage to your opponents Forwards. Of course you’d have to choose the Forwards and then divide the 24000 among them.

I’ll take 3 and Zhijie to look for her.

Also a gold stamped auto wouldn’t hurt either.

18-051C – Leafkin

How is this a Common?

It allows you to play a 5 or 6 cost Forward straight from your deck, without paying the cost. Sure, you’ll need to have 3 points of damage to do so, but still.

People would still be playing this card even if that Forward was just added to your hand. Not many cards will allow you to go and search for any Forward you like.

You can splash a card like Behemoth K in a Mono-Wind deck, and that’s only the first card that popped into my head.

I’m sure this card will see plenty of play. I’ll take it and search for Yuffie while I’m at it.