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Memories of Heavensward Starters

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30-119S – Yeti

What a dirt cheap Monster/Forward.

For 1CP. you can get a 9K body on the field. This is your absolute definition of a Meat Shield.

And the best part?

You can have 3 of them on the field at all times.

The only drawback, isn’t really a drawback.

You just need to have your opponent discard a card in order for Yeti to become a Forward.

But, you’re playing Ice, there’s plenty of ways to have that happen.

Especially with this deck.

30-120S – Emmanellain

Emmanellain comes in and Freezes a Character.

And, when Emmanellain attacks he will Dull/Freeze a Character, but that’s only if Emmanellain has 7000 power. or more.

How are we going to give hime 7000 power when he only has 5000?

That’s simple.

When you have received 3 points of damage, Emmanellain will gain +2000 power putting him at the 7000 needed to activate his ability everytime he attacks.

30-121S – Haurchefant EX

4CP, and 5 Final Fantasy XIV Characters. Actually 4.

That’s all you need to play Haurchefant and Break one of your opponent’s Forwards. The Best part, is that this also comes off of an EX Burst.

After that Haurchefant stays on the field as an 8K body. Ready to attack, and block your opponent’s Forwards. Normally we would call him a Meat Shield, but Haurchefant is not done yet.

Haurchefant can be put into the Break Zone, and the next damage dealt to one of your Forwards turns into 0, thus making them invinsible, for one attack.

All in all, I like it.

30-122S – Nidhogg

Coming in with Brave and 9000 Power.

Nidhogg is exactly what you expect him to be.

He reduces your opponent’s firepower as soon as he comes in. Forcing your opponent to randomly discard a card from their hand.

But, what we really want to take a look at is Akh Morn. Read it.

Go ahead, I’ll wait.

Choose 3 Forwards. Break them.

And, look at the cost. (S)(I)(I)(D). A Nidhogg card, 2 Ice CP and Dull Nidhogg.

That is asolutely nothing. You can have Nidhogg setup from the very beginning. And don’t forget about Opus VI Nidhogg, if you want some extra cards in hand to use Akh Morn, over and over, and over, and over … 1,2,3,4 .. and over again.

5 times in one game, that’s 15 Forwards broken by Nidhogg.

30-123S – Count Fortemps

Run of the mill Backup that searches for a Final Fantasy XIV Forward.

*cough Nidhogg cough cough.

And, that is all we have to say about this.

 

 

 

30-124S – King Thordan

Also, Archbishop of Ishgard. Since we don’t have one yet, and since we haven’t seen the cards in this set, we’re getting a card named Archbishop of Ishgard in this set. Or later sets.

King Thordan deals a Forward 8000 damage at the start of your attack phase. Meaningm you will probably break one of your opponent’s Forwards before you even start attacking.

And let’s not forget about King Thordan’s ability. It deals 9000 damage to all of your opponent’s Forwards. That means everyone, even the Forwards that cannot be chosen.

Pair this with Nidhogg’s Akh Morn, and you have a board wipe on your hands.

 

30-125S – Coeurl Regina

A Coeurl that will search for a coeurl.

This Monster does not turn into a Forward, nut it will deal 3000 damage to one of your opponent’s Forwards when it heads to the Break Zone. Of course, you’ll have to put Coeurl Regina into the Break Zone yourself for this to happen.

If you can find better Coeurls to search for, you might have something with this card.

 

 

 

30-126S – Cid Garlond

Not bad, grabbing a Final Fantasy XIV Forward from your Break Zone will always be a good play.

And, that is what Cid Garlond does.

After that you’ll want to find a way to get rid of Cid Garlond, just so you can grab another FFXIV Forward from your Break Zone.

And, if your opponent isn’t attacking, you can always use Cid’s ability to give one of your Forwards +3000, and Cid will be sent to the Break Zone.

Meaning you can play another Cid Garlond.

30-127S – Tataru EX

Tataru is a simple Backup that will draw you one card, as long as there are 4 Final Fantasy XIV Characters on the field when she enters the field.

This is a Free Play, boosting your Backup line.

You can also draw a card off of an EX Burst.

And, that is all for Tataru.

 

 

30-128S – Ysayle LB

Ysayle comes in and Freezes as your opponent’s Characters. How many? That depends on how many Final Fantasy XIV Charactars that you have on the field.

And since you’re playing Ysayle, you are most likely playing a FFXIV themed deck.

This is a great play, when your opponent went on an all out attack, but just fell short of the win. You can play Ysayle, Freeze all of your opponent’s Characters, and you will most likely get a free turn.

Meaning you can go all out on an attack, and not have to worry about your opponent responding during their next turn, because, well, all of their Characters will be frozen.

Just hope that they don’t have a card that will activate all of their Forwards.

30-129S – Alphinaud LB

Well this does help a little.

Alphinaud comes in, looks at the top 2 cards of your deck and adds a Final Fantasy XIV Character to your hand, then the rest go to the bottom of your deck.

Just like Ysayle this card will work great if you are playing a Final Fantasy XIV themed deck.

Other than that, Alphinaud cost 5CP, 3 if you find a FFXIV Character in the top 2 cards.

After that, Alphinaud will stick around as a Meat Shield.

I never thought that I would use Alphinaud and Meat Shield in the same sentence.

30-130S – Estinien LB

Everyone’s favorite FFXIV Dragoon.

And, Estinien does not dissapoint once again.

If your opponent has a Forward with over 9000 power Estinien gains Haste.

And, if you have 4 Final Fantasy XIV Characters on the field, Estinien will break one of your opponent’s Forwards everytime that he attacks.

Yes, Estinien does cost 7CP, but so did Opus I Odin, which breaks a Forward for 7CP. This is clearly a better play in my book. I wouldn’t mind paying more CP for this card, since you will be able to Break a Forward once per turn.

And, from the looks of it, it seems like this one will be getting the Full Art treatment.

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Blissful Eternity LB

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29-119R – Reynn LB

Well, it’s not bad.

Reynn will grab a WoFF Character from the top 5 cards of your deck.

And, then when you’re done with that, you can use her second ability to Play A WoFF Character of 3CP or less from your hand onto the field.

Yep, that’s it.

You can pretty much use Reynn to recycle into Emissaries Reynn. But, that’s up to you.

 

29-120R – Seymour LB

Ok, so Seymour enters the field, and you break one of your Summoners. Now I looked to see if any of these Summoners have an ability that triggers when they are put into the Break Zone, but I found nothing.

So, you’re paying 7CP to break your own Summoner?!?

Yes, that is correct. But, you do get to Break one of your opponent’s dull Forwards and they will also discard a card.

If that’s worth 7CP to you, then I suggest you use this Limit Break, if not, then well you can always just leave it in your LB deck to pay for other LB cards.

 

29-121R – Wind Drake LB

Ok, here’s a way to get a card back to your hand from the Break Zone.

Wind Drake, comes on in and removes a card from your Break Zone. And, when Wind Drake leaves the field, you’ll put that Character in your hand.

This is a pretty decent card, Wind Drake can protect a Character in your Break Zone, from your opponent. I’d say keep a Wind Drake in your deck, and if you see your opponent is using a card that removes cards from your Break Zone. Use Wind Drake to protect at least one Character.

 

 

29-122R – Mika LB

Manipulating your opponent’s Forwards?

Sounds about right.

Mika will force one of your opponent’s Forwards to block this turn. So, if you have Forward that has more power than the other Forward, you’re good to go.

If not, then you just wasted a play.

Used in the right situation, this card can be a good one-two punch.

 

29-123R – Jack Garland LB

Nothing to see here.

Jack Garland is just a Forward sitting on the bench.

Sure, there could be a chance that you’ll need a Forward to play, and it is good to have one available at all times.

Now, if your opponent controls a Monster Jack gains Haste.

Also, Jack cannot be blocked by a Monster, that is a Forward, that is also a Monster, who pretends to be a Forward.

 

29-124R – Auron LB

Simple and straight forward.

This card will go great with Tidus, as a Guardian, he will not fail to block your opponent’s attack, after Tidus has gone all out, but miscalculated. And, now your opponent has a few Forwards ready to attack.

But, not so fast. Auron is here, and since Tidus is already on the field, or another Final Fantasy X Forward, Auraon will gain +2000 power and Brave. Meaning that Auron will give you one more shot at ending the game with Tidus.

And, why isn’t Auron’s hand in a sling?

 

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Dreamlike Limit Break

28-119R – Serah LB

Fire and Ice.

Serah comes on in and depending on how many Fire and Ice Characters you have on the field, will determine what she does.
IF you have 3 Fire Characters, Serah will deal a Forward 5000 damage.

If you have 3 Ice Characters, Serah will have your opponent discard a card.

And, if you have 3 and 3 then both of these abilities will go off.

Not bad, but I always feel like these Limit Breaks should be more like a Limit Break.

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28-120R – Ritz LB

How bad do you need that Crystal?

If you need it right away this is the Limit Break for you.

The cost for it is a bit high, when there are plenty of other cards that will get you a Crystal for much cheaper. The only difference is that Ritz is ready to go when you need her.

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28-121R – Gilgamesh LB

Gilgamesh is here.

Again. And, there’s nothing wrong with that, because we all like Gilgamesh.

Gilgamesh is a your body ready to attack, ready to block, and he won’t take much damage for Gilgamesh has First Strike.

This is a usable Limit Break to have, just in case you need to throw in a big body.

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28-122R – Rufus LB

Rufus comes on in, and if you pay the extra cost of 1 Earth CP and 1 Lightning CP, you can play a Final Fantasy VII Forward from your Break Zone onto the field.

Yes, please and thank you.

Not much else to say. Sure, the cost is a bit high, 7CP total, but you also need to take into account that you can play Rufus, whenever you’d like. You don’t need to hope you’ll draw him during the turn that you need him, because he is sitting there in your Limit Break deck ready to go.

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28-123R – Ashe LB

Might as well just play Ashe from the very start.

You’ll pay 6CP up front, but after that, most of your MBM characters will cost 1CP, but only at the beginning of your Attack Phase.

Let’s not forget that Ashe will look at the top 5 cards of your deck when she enters the field, and then you will select a MBM Character and add it to your hand.

If all goes as planned, Ashe will have paid for herself in two turns.

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28-124R – Bahamut LB

I don’t know, 9CP is a lot.

And, what do you get in return, maybe a broken Forward and a Meat Shield.

Well you’ll get a body on the field, but other than that, I’d leave this one at home.

 

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Journey of Limit Breaks

27-113R – Firion LB

Yes, and no.

Firion comes on in and he activates 3 of your Backups. Then you’ll look at the top 3 cards of your deck and add one of them to your hand.

What do I like?

That you will reduce the cost to play Firion down to 2CP.

You’ll need 7CP to play him, but you’ll get most of that CP back.

I mean, you can throw it in your Limit Break deck, and maybe you’ll have a use for it.

I believe there are better cards to play.

27-114R – Robel Akbel LB

We’re getting plenty of ways to break Forwards … wait a minute .. a Character? Not just a Forward, but a Backup or a Monster as well?

Take your pick! Robel-Akbel can and will take care of anything that your opponent has placed on the field.

And, the cost isntt that high for what you are getting. If we take into account Opus I Odin that breaks any Forward, which costs 7CP. Robel-Akbel also costs 7CP, and he will send any Character to the Break Zone, plus you’ll have a Meat Shield on the field for after wards.

Yes, you do need a total of 5 Backups on the field, but you should be aiming for that anyway.

27-115R – Shadow Lord LB

If your playing Iced Earth, you’ll be having some fun with Shadow Lord.

You’ll need 4 Ice Characters and 4 Earth Characters on the field to get the full effect of Shadow Lord’s enter the field abilities. And that should be the only time you play him, because if not, well then you’ll be wasting CP.

If you have 4 Ice Characters on the field, Shadow Lord will dull and Freeze 2 of your opponent’s Characters.

If you have 4 Earth Characters on the field, Shadow Lord will grab a Character from your Break Zone, bringing his cost down to 4CP.

There will be moments when Shadow Lord shines, but there will also be plenty of times that he will be useless. Especially in the early game.

27-116R – The Emperor LB

Weren’t we just talking about the Emperor just the other day?

Well, here’s to starting off the recycling of The Emperor with this card right here. Ice/Lightning ready to roll.

Every time the Emperor attacks, you will dull one of your opponent’s Forwards. The Emperor will be able to sneak in attacks from this early on. And, when your opponent has had enough of The Emperor’s shenanigans, and decides to get rid of him, you will search for another Emperor when this Emperor leaves the field.

I shall get to work on this deck.
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27-117R – Onion Knight LB

What do we have here?

Onion Knight acting like a ninja, that comes with a warranty of sorts. Onion Knight works his magic on the way out, rather than when he enters the field.

When Onion Knight does leave the field, you can play a Dissidia Forward from your hand that costs 4CP. And, you can put Onion Knight into the Break Zone whenever you’d like to Break a Forward of 4CP or less.

Once that happens, you play a Dissidia Forward from your hand.

And there are a lot of Dissidia Forwards to choose from.

27-118R – Vaan LB

Sky Pirates or not, Vaan is a decent Limit Break in all of your Wind/Water decks.

If you have 4 Wind Characters on the field, Vaan will Activate all of your Backups.

If you have 4 Water Characters on the field, Vaan will cause a Forward to lose 8000 power.

Both are good abilities, but I prefer the Wind one Activating all of your Backups, meaning that Vaan’s cost can come down to 2CP and if you have an Opus VIII White Mage on the field. You can then go ahead and Activate all of your Forwards.

This might be a good play for your Main Phase 2, if things didn’t go as planned.

27-119R – Warrior of Light LB

Warrior of Light is ready to bulk up your front line.

When he enters the field, you can search for either a Earth Standard Unit or a Water Standard Unit and play it onto the field.
And, when that Standard Unit enters the field you will draw a card. Only draw back is that you will have to discard a card as well.

You can always play Opus IV Viking and get and additional card when it enters the field. Bringing Warrior of Light’s cost down to 2CP, and you’ll get that 2CP when Viking leaves the field. It’s not a bad play, but there are better ones.

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27-120R – Terra LB

5CP, plus the extra cost if you want to use her abilities, for a maximum of 7CP.

The first one with the additional cost of 1 Lightning CP will break one of your opponents Forwards.

The second one with the additional cost of 1 Fire CP, will remove all of the cards in your opponent’s Break Zone.
The first one is worth paying for, every single time.

The second one, is worth it if your opponent keeps going into their Break Zone to grab a card that was lost earlier.
Either way, Terra is a good play.
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27-121R – Locke LB

Locke is ready to roll, and take away your opponent’s resources.

When Locke enters the field, you’ll choose one of your opponent’s Forwards and send them back to their hand. When it is returned to their hand, they will discard a card.

The second ability triggers once per turn, so you can look for different ways to send cards back to their hand. There’s plenty of cards that return cards to your opponent’s hand, you just have to find the right ones.

Other than that, Locke has 8000 power, and should be able to stick around long enough for him to use his ability plenty of times.

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Gunslinger in the LB Deck

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26-124R – Amarant LB

Almost looks like Wolverine.

Amarant is ready to break one of your opponent’s Forwards. Just make sure you have enough Fire Power to get the job done.

What’s this Fire Power? Fire Power as we like to call it, not an official term, is the Fire Characters you have on the field. Yes, Fire Power only makes sense with Amarant.

For every 2 Fire Characters you have on the field, Amarant will deal 3000 damage to that Forward.

I’m putting this one straight into my Bomb deck.

26-125R – Heretical Knight Garland LB

Has your opponent got 2 pesky Backups that have some great abilities? Not for you, for your opponent.

Well H.K. Garland is here to give you a hand with that. At least for a turn.

When Heretical Knight Garland enters the field, he will Freeze two of your opponent’s Backups. Hopefully they’re already dull, or this won’t help you one bit.

And, that is it. Freeze 2 Backups, and then all Garland is, is a Meat Shield. Or a body if you prefer that term.

6CP, is kinda high to pay, but you can play H.K. Garland whenever you’d like as he will be waiting in your Limit Break Deck to strike, I mean Freeze your opponent.

26-126R – Yuffie LB

Need more cards?

Yuffie here, along with the help of another 2 Final Fantasy VII Forwards, will steal them …. I mean, hunt one down and bring it to your hand.

That’s more like it. Cause we all know Yuffie isn’t a thief, and stuff.

If that was all, Yuffie would have been a decent card, but she’s not done. Not even close.

You can discard 2 Final Fantasy VII cards from your hand, dull Yuffie, and Break one of your opponent’s Forwards. That comes out to 4CP. That is what we call a cheap Odin.

And, Wind doesn’t have Odin, so Yuffie should be in your Limit Break deck.

And, let’s not get started on the art.

26-127R – Dark Fina LB

This is what you call a Free Play, or something close to it.

Dark Fina is ready to be cast at a moment’s notice, simply because she is in your Limit Break Deck. But, you already know that.

Yes, she does cost 9CP, but look at what you get in return.

Once she enters the field, you may cast a Summon that costs up to 7CP. There are 3 great candidates here. Odin EX (1-124R), Phoenix (5-019L) and Zeromus, the Condemner. These 3 all cost 7CP, so technically, Dark Fina LB is a free play as you will draw a card whenever you cast a Summon.

Odin will Break a Forward, simple enough.

Your best bet will be either Phoenix or Zeromus. Phoenix will deal a Forward 8000 damage and play a Forward of 3CP or less from the Break Zone onto the field, and Zeromus will add a Forward from your Break Zone to your hand, and your opponent will put one of their Forwards into the Break Zone.

You’ll be up CP with these 2.

Since you’ll be drawing a card when you cast a Summon, I think it’s best to play Dark Fina in a Summon Heavy deck.

But, what do I know?

26-128R – Shantotto LB

In need of a big play?

Shantotto can help, and her cost confirms it!

Shantotto is your trump card whenever you need her. And, we mean whenever. For 9CP she will break 2 of your opponent’s active Forwards.

And, her Limit Break cost isn’t that big either, I would have expected it to be at least 5 considering the damage that she causes.

If you’re playing anything Lightning, it’s worth to have at least one of these in your deck.

26-129R – Refia LB

Refia is ready to be thrown into a WoFF deck, or any deck that has a few World of Final Fantasy Forwards in it.

When Refia steps on to the field, she will grab a WoFF Forward from the Break Zone, and bring that out to the field as well.

And since, this does not say any element, you can splash any Element into your deck, as Refia will be able to play it from the Break Zone.

Is WoFF going to make a comeback?

Only time will tell, but it has got cards that will make a case for it.

26-130H – Lightning

5CP to play Lightning from your Limit Break deck. You’ll need all of your LB points used for Lightning to come in with Haste.

Other than that, Lightning is a glorified Meat Shield, but she does shine when she leaves the field.

Once Lightning leaves the field, you can either play another Lightning that costs 4CP or less from your hand, or you can search for another Lightning.

There are plenty of Lightnings to choose from, all you have to do now is find the perfect one that will work for you.

Singles to Break that Limit!