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Blissful Fire

29-001R/26-003R – Ifrit (XVI)

Really?

We’re starting off with reprint?

I’ll just give you what we said back when Gunslinger in the Abyss came out.

“Priming is back, and it looks like it’s better than ever.

That’s not saying much as this is the second set that we have that has Priming.

Either way, Ifrit needs to be Primed into, by Clive.

First off, when Ifrit is blocked or if he is chosen by an ability, Ifrit deal your opponent 1 point of damage. That means that your opponent will need to find a way to get rid of Ifrit A.S.A.P.

We’re not done yet.

If Clive has primed into Ifrit, Ifrit is nearly untouchable. Because, all damage dealt to Ifrit that is less than Ifrit’s power becomes a big fat 0. Zero! Zero!

Can’t say I didn’t warn you.”

29-002R – Wol

How many Wols are there in this set?

I’ve seen a couple already, and I’m sure I’ll see at least another 3.

But, this one is good. Especially with Samurais. You can just throw him in that deck alongside Tenzen.

Wol comes in with Brave and a 9K body, ready to take down your opponent’s Forwards and also block their attacks.

Let’s not forget about Wol’s Crystal ability which allows you to play a Fire Forward that costs 4CP or less from your hand on to the field. And, you can use that once per turn as long as you have Crystals to pay for it.

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29-003R – Chimera

Decent Monster that becomes a Forward.

And, that means that even if Chimera never becomes a Forward, you’ll still get to use it’s ability thatdeals 7000 damage to a Forward.

Turning Chimera into a Forward is great, as it has an 8K body.

But, if you don’t have 5 Backups on the board, well then, Chimera will just hang out.

And, from the looks of it, we have plenty of Monsters that will become forwards at 5 Backups in this set.

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29-004C – Clive

Well it’s not the Clive we all know.

Clive let’s you draw a card when he or any other Final Fantasy XVI Forward enters the field. And, yes this includes Prime, or at least I would think so. And, once you see what you got, you will put a card from your hand at the bottom of your deck.

Hey, at least it’s not discard a card.

Other than that, Clive has 7000 power and costs 3CP.

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29-005L – Cloud

Beautiful card.

I think I already have this artwork on another card from some old Final Fantasy Art cards. I can’t remember from where, but it’s somewhere, unless we sold it already.

Anyways, on to the card.

When cloud enters the field you can remove 3 Fire or FFVII cards from your Break Zone, and you get to play a weakling. Yes, a weakling. Up to 2CP, and up to 5000 power. I’m sure their are great cards for this, especially since Cloud is a Warrior, and Warrior decks are all that and stuff.

But, we’re not here to talk about that.

We’re here to talk about Power Cleave/Spell Blade.

One ability.
2 Forwards.
Broken.

That sounded better in my head.

29-006C – Samurai

This isn’t bad at all.

4CP to grab a Fire Character from your Break Zone? Sure, this way you can grab Cloud, and use that S ability a couple more times.

But, if you don’t want to grab CLoud, you can always grab a Samurai, and that Samurai will deal one of your opponent’s Forward 3000 damage.

Yep, sounds good.

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29-007C-15-007C – Samurai

Another reprint, but we should have been expecting this one. This Samurai, alongside the other 5 Standard Units, all do the same thing. They give you a Crystal.

And, since we’ve been talking about this card since Crystal Dominion came out, I’ll just leave it at that.

I’m just trying to fill this up with words, so it looks like we have something important to say.

 

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29-008L – Zidane

How many cards, can you cast per turn? Zidane here, will deal 5000 damage for everycard that you cast that was removed from the game. Makes sence?

For 2CP you get a 5k body. And a great ability.

Zidane removes cards from the game. The top 2 cards of your deck to be exact, when he enters the field, and whenever Zidane attacks. You can then play those cards during your turn and deal 5K damage.

You can also pair this with a little Summon called Mind Flayer, which will help with removing your opponent’s cards from the game. And, you still will get the damage Zidane will deal when they come into the field.

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29-009H – Cid Highwind

Cid can Pilot your deck for you. Or at least he can start you off to where you want to go.

Cid comes in and you can play a Final Fantasy VII Forward that costs 4CP or less (*cough Cloud *cough cough) from your hand and play it to the field.

And, whenever another Final Fantasy VII Character enters the field you draw a card. So, 7CP – 4CP = 3CP + 2CP from the card you just drew, Cid’s total cost came down to 1CP. You’ll be positive CP once you play another Final Fantasy VII Forward.

And, a 9K body, Cid will stick around for a while.

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29-010C – Joshua

We already know that Joshua will Prime into Phoenix. But is he playable by himself?

Actually, yes.

For 2CP you can play Joshua and then you can discard a card. Then you get to deal 7000 damage to a Forward. Possible breaking it.

Once that is done, you can them Prime into Phoenix.

We’ll see what Phoenix does when we get to it.

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29-011H – Tifa

Cloud makes a lot more sense now.

Tifa comes in with Haste, and every time she attacks, you can deal a Forward 1000 damage for every Final Fantasy VII Character that is on your field.

Rise and Fall, deals a Forward 3000 damage, and you get to draw a card. You can use this ability up to 3 times this turn. For a total of 9000 damage. This will be used mostly for a bit of ping damage here and there.

But, you won’t be using that, you’ll be using Tifa for Cloud’s S ability.

Cid Highwind >> Cloud >> Tifa >> Cloud’s S ability

29-012H – Neon

Neon is trying to take the place of Amaterasu, and if this card comes in a Full Art as well, which I think it will, you’ll be seeing a big spike in that card.

Neon comes right in for 3CP, and if you have another Strangers of Paradise Character on the field, she will deal a Forward 9000 damage.

But, Amaterasu is a Summon.

Yes, you are correct, but take a look at Neon’s Signature ability.

It’s not cancelling an ability, it’s just changing the damage dealt to your Forward to 0. A big fat 0. Neon is trying but she isn’t taking Amaterasu’s place. And that just means that they can both work together, and Fire’s aggro will be unstoppable.

29-013H – Bahamut

This is a pretty decent Summon, although you can’t cast it as a counter attack, on one of your opponent’s attacks, you can still cause some damage here.

Bahamut deals one of your opponent’s Forwards 10,0000 damage. And, when that Forward is put into the Break Zone, during this turn. You’ll deal your opponent a point of damage as well. As long as they have 5 points of damage or less.

Now you might say that Bahamut costs 6CP and that, that might be a lot to pay, but look at what you’re getting.

Plus let’s not forget about Fang and Caius. Fang can reduce the cost to cast Bahamut by 2CP, and Caius will reduce the cost by 5CP. Caius also searches for Bahamut.

Just throwing that out there.

29-014R – Palom

We have the twins back doing what the twins do best. Twincast.

Well that’s the one option. If you have both Palom and Porom on the field, you can use Palom’s ability and deal one of your opponent’s Forwards 20,000 damage.

If not then you can just use Palom’s first ability and deal 5000, which is still good, depending on what you’re targeting.

Plus, you get a 2 cost Backup that will stick around until you need to use his abilities.

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29-015C – Faris

Oh, wow.

Look at that artwork! It looks like modern day Amano art.

Faris comes in and grabs a Fire or a Water Forward from your Break Zone and plays it straight to the field.

This is not bad at all, you can even throw Faris in your new Final Fantasy VII deck so she can grab Tifa, when your opponent breaks her.

And, after you grabbed that card from the Break Zone, Faris stays on the field as a 8K body. Attacking and Blocking until she is sent to the Break Zone.

You can then replay Faris.

29-016R/26-018H – Phoenix (XVI)

26-018H – Phoenix (XVI)\par

“Phoenix is ready to raise the dead … err the Knocked Out?

Of course your going to prime into Phoenix, cause if you don’t, well, there’s no point in playing this card.

Once Joshua primes into Phoenix, you’ll reveal the top 4 cards of your deck and add a couple of Fire cards or Final Fantasy XVI cards to your hand. Any cards, doesn’t have to be a Character, a Forward, a Summon, or a Monster or anything. just pick the two that you prefer.

Joshua and Phoenix will do well in any Mono-Fire deck. Or a FFXVI deck.

We still have Flames of Rebirth. Simply grab any Final Fantasy XVI Forward in your Break Zone and play it on to the field.

We’ll be seeing plenty of Phoenix.”

29-017C – Braska’s Final Aeon EX

I’m trying to see if it’s worth paying 9CP for Jecht … I mean Braska’s final Aeon.

When Jecht enters the field or leaves the field you will deal one of your opponent’s Forwards 8000 damage. That’s double dipping here.

I would say this is the Prime example of a Meat Shield. 9000 power, and when Braska’s Final Aeon is sent to the Break Zone, he’ll probably take another Forward with him.

If only Braska Could Prime into his Final Aeon.

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29-018C – Bomb

We got a new Bomb!

And this one is pretty Bombesque. If that makes any sense.

Bomb comes in and does nothing. For now.

Bomb is actually a ticking time bomb, waiting for the moment that you will trigger it. And when you do, Bomb will deal a Forward 4000 damage and it will also draw a card for you.

You can’t go wrong with this one.

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29-019C – Lann

I like this.

+1000 power to all the WoFF Forwards. You can’t go wrong with that.

Plus, Lann gives Reynn Haste.

If you’re playing WoFF, it’ll be a good idea to add Lann to your deck.

Hot Singles!

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Darklike Light?

28-115L – Lightning

We just talked about Mono-Mono-Lightning a few days back, and this Lightning is a perfect fit for it.

Why?

Well, because it’ll search for the other Lightning.

But, first things first, we’ll take a look at this card by itself.

2CP, for a 9K body. That’s it. That is cheap. People would be happy to pay that even if Lightning didn’t do anything else.

No enter the field abilities, just a couple of abilities for when she is removed from the game.

First, if Lightning is in your Break Zone you can remove her from the game and search for another Lightning that’s 6CP or less and play it onto the field.

And, when Lightning is removed from the game, you can pay 4CP and remove one of your opponent’s Forwards from the game.

Either way it’s a win.

Hoe much did that Lightning Lightning cost?

28-116H – Louise

From what it looks like, Louise will never see the field. She might if you need a body real quick.

Louise is the Crystal Generator for the Warriors of the Crystal.

Simply put, you discard her from your hand and put her into the Break Zone, and you will gain a Crystal.

After that you’ll play a Warrior of the Crystal, and when that Warrior of the Crystal enters the field, you’ll remove Louise from the Break Zone and gain one more Crystal.

2 Crystals, in one turn. All it cost you was Louise.

Sounds like an even trade.

28-117H – Vayne

2 cards per turn?

Talk about giving your opponent a restraining order. Especially if they’re trying to swarm the field.

Vayne will do good in decks that play high cost cards, as you won’t really be able to play too much of them. The faster you can get Vayne on the field the better your chances.

And when Vayne is sent to the Break Zone, your opponent won’t be able to play any cards this turn. That’s just a little cherry on top.

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28-118L – Golbez

Got Monsters?

Golbez will help you search and play. Any Monster with a cost of 3CP or less. Perfect for my Bombs. They’ll be getting an upgrade.

And as long as Golbez is on the field, whenever a Monster enters the field, you can either Dull or Activate a Character.

We shall rebuild the Bomb Squad! And, it will be better than ever!

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Waterlike Oceans

28-096H – Alexander

Not bad, for 2CP.

Activating all you Forwards at the end of your Main Phase 2 seems like a good idea.

Or you can bait your opponent into trying to break a dull Forward, and then Alexander comes out and activates all of your Forwards, canceling it.

Yeah, that’s a long shot, but it could happen.

And your other choice is to reduce the damage dealt to one of your Forwards by 2000.

This card will work great against Dull/Freeze decks.

28-097H – Vaan

Even with all the Moogle Bounty Mayhem cards we have received. Vaan is here to take that deck over the top.

We, have removal, plenty of it, we have seek and play, but Vaan, he’s different.

Vaan can attack twice in the same turn, making him a Forward worth having on the field at all times.

And, if you ever need more cards, just discard a MBM character and you will draw 2 Cards.

28-098H – Garnet

Garnet comes on in, reveals the top 5 cards of your deck, and you get to grab a Final Fantasy IX Character and add it to your hand, if you find one there.

If you find one Garnet’s total cost will be 2CP, if not then 4CP it is.

After that she has an ongoing effect, that will make all of your opponent’s Summons cost 1 more CP.

And at 3 points of damage, your Summons will cost 1CP less.

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28-099C – Musician

A Backup with a bell?

Musician our elemental Water Backup, that needs 5 Backups on the field in order to use it’s ability.

And, what does that ability do?

It returns one of your opponent’s Forwards to their owner’s hand.

And that’s it.

It can be useful in a pinch, but I prefer abilities that break Characters.

28-100C – Sage

And, right after our Elemental Backup, we get our Water Crystal Backup.

Who does the same thing that the other Crystal Backups of this set do.

Enters the field, gain a Crystal.

Leaves the field, gain a Crystal.

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28-101L – Steiner

First off, these cards look great. Hopefully they’ll fix the foiling on these this set.

Steiner, a 6 cost Forward with 9000 power, that when Steiner enters the field, you can grab a Final Fantasy IX Character from your Break Zone and play it on to the field. Up to 4CP, which is plenty of Characters to choose. Depending on who you choose to play, Steiner’s cost can go down to 2CP.

And, that’s not all.

Nope. Steiner wouldn’t be a Legend if that were it.

All Final Fantasy IX Characters, except Steiner can not be chosen by your opponent’s abilities.

So, how will we protect Steiner?

Just use Alert, which does the same thing for himself, but only lasts until the end of the turn.

28-102R – Princess Sarah

This isn’t bad at all.

Princess Sarah, comes on to the field, and you’ll draw a card and gain a Crystal.

What makes this better than other cards that allow you to draw a card, is that you can look at the top card of your deck.
If you like it, keep it there.

If you don’t, you can send it to the bottom of your deck, and grab the next card.

It’s worth a play, if you have nothing else in your hand.

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28-103C – Astrologian

For 1CP you can gain a Crystal and a Meat Shield.

This card hold much value for your Crystal deck.

Not only does it give you a Crystal for 1CP, you can play 3 of them at the same time, and those 3 will block incoming attacks for you.

You can also use that Crystal to draw a card, but I suggest you put your EX Burst on top, and get a point of damage the next turn.

But, that depends on which EX Burst you put on top.

28-104C – Sorbet

This is your main Backup for MBM.

Also known as a color fixer.

Sorbet, can pay for MBM cards with any element. Making it easier to play all 6 MBM Monsters.

I would Mulligan if I didn’t get this card in my first draw.

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28-105C – Trion

At 5CP and 9K power, you’d think that Trion is just your typical Common Forward. And, I would say you are right.

The only difference is that if you have a Princess on the field, Trion’s cost goes down by 2CP to 3CP.

Which is a lot better that 5.

And every time Trion attacks, you get to draw a card.

And, then you get to discard a card.

That’s a bout it.

28-106R – Hurdy EX

Search for that Forward.

Add it to your hand.

If you haven’t noticed, there are a few MBM cards that search, grab from the Break Zone, or play to the field. And, that’s a good thing.

You’re going to be able to fill up that board very quickly with these cards.

Yes, we’ll take 3. Wait, we already have 3.

28-107R – Pylraster

Dinosaurs are coming back from extinction. We just got our second Dinosaur, and this one increases the damage Dinasours deal to Forwards by 5000.

Since our other Dinosaur doesn’t deal damage, Pylraster can only target itself with his ability.

Pylraster can also become a Forward as well.

Now there is one more target, and that is Bartz (1-081R). So, there is that.

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28-108R – Honey B. Lovely

Hmm, that’s different.

Honey B. Lovely comes in and everybody gets to draw a card.

And, at 3 points of damage, your opponent will then places a card from their hand to the bottom of their deck.

It’s not bad, especially for 2CP, and then you have a Meat Shield to protect you from your opponent’s attackers.

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28-109C – Penelo

You would have thought that this card would have been more than just a Common. A Rare perhaps, but I’m not complaining. Not much.

Penelo comes in and grabs an MBM character from the top 5 cards of your deck.

Which if you’re playing MBM, you’re going to find it 99.99% of the time.

It’s Penelo’s ability that makes her shine.

You can dull 3 MBM Characters, and your opponent will put one of their Forwards into the Break Zone. The good thing is that you can use this as many times as you want during your turn, as long as you have enough MBM Characters on the field.

And, if you need to grant Penelo a little bit of Protection, you can always have Mayakov (15-121R). Who can also play Penelo on to the field.

28-110C – Horne

Horne can become a Free Play quite easily.

If you already have another 2 MBM Characters on the field before Horne comes in you will draw a card.

It’s not bad, it’s just a free way to get another Backup on the board.

And, you can also put Horne into the Break Zone and give one of your MBM Forwards +1000 power.

There are better MBM Backups that you can play. And hopefully we’ll get some new ones in upcoming sets.

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28-111H – Yuna

I’ve been talking about YRP making a comeback for years. And, I’m not stopping now. We need a new YRP deck, and we need it now.

Yuna is here to help. Wind/Water/Gullwings/FFX. That is the basis of the deck, and Once per turn Yuna will search for a Gullwing and you’ll play it on to the field.

And, whenever a Forward of any element except for Water enters the field, you’ll choose a Forward and they will lose 4000 power. Possibly breaking them. Not all of them, but some for sure. Hopefully.

This is also our Gold Signature card, which looks amazing. I’ll be happy of getting a Full Art of this card, even without the Signature.
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28-112C – Lion

Am I reading this right?

When Lions enters the field play a Water Forward of cost 6 or less from your hand onto the field?

Lion costs 4 CP.

You’re getting 2 Forwards worth up to 10CP for 4CP. How is that possible? Actually, I don’t care. I’ll take 3 of these and put them in any deck that uses Water.

And, if you have at least 5 Water Forwards on the field. The Water Forwards gain +1000 power.

What’s not to like?

And, how is this a Common?

28-113R – Leonora

Not bad.

For 3CP and a Summon you can send a Forward to the Break Zone. Your opponent will choose which one, but it’s still one less Forward on their field.

If you don’t have a Summon in your hand, lucky for you that you will draw a card, before you discard a card. Meaning you might find a Summon there.

After that you have a body with 5000 power on the field ready to attack or block.

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28-114L – Rosa

You see this?

Rosa is bringing everyone out to play.

Rosa enters the field for 6CP, and searches for a Final Fantasy IV Forward and adds it to your hand.

After that you can play 2 FFIV Forwards from your hand on to the field. Only thing is that their combined cost has to be 4CP or less. Which isn’t that hard to do, considering we have a plethora of 2 cost Forwards, you should be fine.

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Dreamlike Lightning

28-077R – Wicked Thunder

Lightning in a bottle.

Wicked Thunder will break one of your opponent’s higher cost Forwards when she enters the field. Which one? Your opponent gets to choose.

You will also have to break one of your higher cost Forwards as well.

And at 3 points of damage, Wicked Thunder can not be broken by abilities that don’t deal damage. Meaning you get to keep this 9K body on the field just a little while longer.

 

28-078H – Ulmia

For 4CP you can search for a Character that costs 6CP or more.

And, that’s more cards than you can shake a stick at. Or a harp.

Ulmia’s 2nd ability gives Haste to a Forward that costs 6CP or more.

I think I see a pattern here.

I won’t say no to this card.

 

28-079C – Elena (FFBE)

Need a Crystal?

Throw Elena on to the field, and block the first Attacker.

If you already have a Crystal, you can give a Brave Exvius Forward +2000 power and Haste.

And, that’s all you need to know.

Elena is just a Meat Shield that can generate a Crystal.

 

28-080C – Gurdy

This is a great card.

I did play MBM during our Midnight Prerelease, and it was great how easily this deck is played.

Gurdy comes right in and grabs a Moogle Bounty Mayhem Character from the Break Zone and you add it to your hand. That means you can grab another Gurdy from your Break Zone. And, you can keep recycling them.

Why would you need to recycle them?

If you look at Gurdy’s second ability, you will break a Forward. Which Forward? Well that will depend on how many MBM Characters you have on the field.

I have a feeling that Gurdy has a high chance of getting the ban hammer.

28-081L – Kain

Now this is a great card.

Kain will break a Forward whenever he enters the field through a Summon or an ability.

That being said, Kain can Warp on to the field. And, he will Break a Forward.

At 3 points of Damage Kain gains +1000 power, Haste and First Strike.

Now, let’s get to Jump. Kain’s S Ability. Kain will jump out of the field and Remove himself from the game, but then he will come back at the end of the turn. And, when Kain comes back, he will Break one of your opponent’s Forwards.

Kain Warps in, Breaks a Forward, then you play Rinoa (6-041L) which will bounce Kain. And when he comes back you will Break another Character. Then use Kain’s S ability, to Jump out and Jump back in to Break another Forward.

How many Kains can you fit in a deck?

28-082R – Cait Sith EX

Cait Sith is here ready to stall your opponent with his fortune telling.

And, what does your opponent’s fortune come out to?

One of their Forwards is dull.

And, then your fortune says, you can draw a card.

When are we getting the moogle as a card?

 

28-083C – Onion Knight (FFTS)

Onion Knight has one job, and that is to mine for Crystals. They’ll grab one when they enter the field, and another one when they are sent to the Break Zone.

Other than that, Onion Knight will produce 1CP per turn as that is what all Backups do.

Maybe they’ll finally retire the cards they’ve been reprinting since Crystal Dominion.

 

 

 

28-084R – Nono

This is a great card as well, and can be played for Free!

Nono’s cost is reduced by one for each Moogle Bounty Mayhem Character that you control. Meaning that if you already have 6 on the field, Nono is a Free Play!

And, what a Free Play! (Yes, we have to Capitalize Free Play, cause we’re excited.)

Nono comes right in and breaks one of your opponent’s Forwards.

And, after that, you have a Meat Shield on the field, that you will want to get rid of.

Why?

So, you can play another Nono.

And another.

Gurdy, will have his work cut out for him.

28-085C – Baknamy

Another Backup that has a good ability, but that ability is locked by the number of Backups that you control.

That was a mouthful.

Now, that ability breaks a Forward of 3CP or less.

If you can build your Backups fast, you can use this whenever you’d like.

If not then you’ll have to wait.

And, wait.

28-086R – Basch

This Moogle Bounty Mayhem deck just keeps getting better and better.

Basch comes in at 2CP with 5000 power.

If you have 5 MBM Characters on the field, Basch will gain +5000 power and Brave. Giving him a 10K body.

But that’s not all.

If you still need more power, you can discard a Moogle Bounty Mayhem Character and give Bach another 5000 power, for a grand total of 15,000 power.

And, I’m sure there are more ways to bring up his power even more.

28-087H Bahamut SIN

Really?!?

4CP to cast this Summon?

Never mind the extra cost of 2 Crystals, but this is great. I expect this one to be in almost every Lightning deck.

Bahamut SIN comes in and breaks 2 Forwards. Period.

Yeah, you have to pay 2 Crystals to break the second Forward. And, I would pay it with a smile on my face. Every single time.

This card might be the reason we have more Crystal generators in this set.

28-088H – Balthier

MBM.

What’s Moogle Mayhem Bounty? How come I’ve never heard of it?

Anyways, Balthier is here to make MBM a threat. First off, he comes in with Haste.

Second if you have 5 MBM Characters on the field, Balthier will give a Forward Haste every time he attacks.

And, lastly, Whenever a MBM Forward attacks, you will dull a Forward.

That last one by itself is great. I’d pay 5CP just for that ability.

Now, I want to go back and check out all the other MBM cards.

28-089C – Palom

Palom is here to deal some damage.

All you need is a Crystal for when he enters the field.

At only 2CP this might be a steal, cause most of the time, you will be breaking that Forward.

Wait a second.

Since when was Palom in Crystal Chronicles?

I’m going to have to look into this.

28-090C – Fran

And right next to Balthier is Fran who is the perfect card for him. As always.

Fran comes in and grabs a MBM Forward from your Break Zone.

More than likely you will grab Balthier. You will then use Fran’s second ability to play Balthier. Balthier comes in with Haste and attacks. And since you already have 5 MBM cards on the field, Baltheir will give Fran Haste. Balthier will also dull one of your opponent’s Forwards. Fran will now attack. And since Balthier is still on the field, she will dull a Forward as well.

You get all this for a grand total of 5CP, minus the 2CP of grabbing a card from your Break Zone. Actual cost is 3CP.

Not bad.

28-091R – Vorpal Bunny

More MBM.

Vorpal Bunny is a crap shot.

Vorpal Bunny comes in, you choose a Forward of 3CP or less, and you put the top card of your deck into the Break Zone. If it’s a Forward you get to Break that Forward. If it’s not you just picked a Forward for no reason.

Vorpal Bunny also turns into a Forward, giving Balthier an extra shot to dull one of your opponent’s Forwards.

 

28-092C – Montblanc

Montblanc is here to help you play your MBM Monsters on to the field. Or any MBM Character, as long as their cost is 3CP or less.

I mean this is a great card to play early on. And if you play let’s say Gurdy, you’ll grab another card from your Break Zone, and Montblanc will have become a Free Play as well.

He also has this small ability that deals 4000 damage to a Forward of your choosing.

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28-093H – Lightning

This card is amazing as well. Lots of great cards in this set, and Lightning is no exception.

For 6CP you play Lightning, once she is on the field, you’ll reveal the top 5 cards of your deck. All Odins and Lightnings will be added to your hand. The rest go to the bottom of your deck.

Meaning that if for some reason there are 5 Odins and/or Lightnings, you’ll be up 4CP from the play.

And when Lightning enters the field you may discard a card to break one of your opponent’s Forwards. If that card is named Lightning, then you will also draw a card.

Now picture this.

Mono-Mono-Lightning. Fill your deck up with 30 Lightnings and 20 Odins, and see if that works.

It doesn’t even matter which Lightning cards you grab, cause they’re just fodder for Lightnings ability whenever she attacks.

28-094C – Dragoon

4CP and a Crystal to Break a Forward?

I’ll take it.

And, since we have a bunch of Dragoons that generate Crystals, you’re good to go.

After that you got an 8k body on the field, and you should be good to go.

 

 

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28-095L – Lumina

Ok, Ok.

This is a wonderful card.

It’s a great card.

It’s Lumina, she can’t get a bad card, can she?

Lumina comes in for 2CP and amd she will break a Forward. Which Forward? Depends on how many Final Fantasy XIII Characters you already have on the field.

This one also comes off of an EX Burst.

And, you can discard a Final Fantasy XIII card, and exchange it with another Final Fantasy XIII card that is in your Break Zone.

What’s not to like?

I’ll take 3. Full Arts.

Electrifying Singles!

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Earthlike Oceans

28-058R – Arciela

Earth Backup here, Arciela, the Red Mage hailing from Final Fantasy XI.

Arciela is an extra shot at Breaking a Character.

What I like about Arciela is that, it’s not just Forwards, it any Character. Backups? Yes! Monsters? Sure thing.

I was going to write this card off, but we don’t have too many ways of Breaking Backups.

It’s worth noting that in order for Arciela to Break a Character, you need to play a High cost Final Fantsy XI Forward. I’m pretty sure, we’ll see on in this set.

 

28-059C – Dark Knight

At 2CP, breaking a dull Forward is great.

The draw back is that you need to have 5 Backups on the field in order to use this ability.

But, dark knight is a Common, and only costs 2CP. If there weren’t any draw backs than Dark Knight would have cost a lot more than 2CP.

 

 

28-060R – Angeal

We have a young Angeal on our hands here.

Angeal might be a Soldier, but he acts as a Meat Shield. All of your opponent’s abilities must choose Angeal if possible. Which is something you want to happen. Because you are not playing Angeal to be your Forward, you’re playing Angeal so he can be sent to the Break Zone.

And hopefully deal some damage along the way.

Once Angeal is sent to the Break Zone, you can then decide if you want to remove him from the game. If you do, you will give one of your other Forwards +3000 power.

And, that to me is something that we can all use.

28-061R- Wylk

The true meaning of Warrior of the Crystal.

Wylk gets stronger the more Crystals that you possess.

When he enters the field Wylk will deal a Forward 4000 damage for each Crystal that you have. If you don’t have any Crystals then Wylk doesn’t do anything.

And, whenever Wylk attacks, he gains +1000 power for each Crystal that you have.

Technically, Wylk’s power has no limit.

It would suck if Wylk is put in the Damage Zone, and you don;t have any Crystals to make use of his EX Burst.

28-062C – Vincent

We always knew Vinvent was a beast.

And, this one proves it.

Vincent comes right on, on to the field, and breaks a Forward like it was nothing. Not only that, but he’ll gain a Crystal in the process as well.

Let’s not forget that this ability activates off of an EX Burst as well.

You can then use that Crystal to give Vincent First Strike.

Yeah, Vincent costs 7CP, but he’s worth the price of admission.

28-063H – Kirin

This is better than Opus I Shantotto, but needs a bit more work to get his ability to go off properly.

Shantotto wipes the board to a fresh slate, while Kirin only wipes out your opponent’s Forwards. Plus, he gets to stay on the field as a Forward with a 9K body.

What’s the extra cost?

You just need to remove 4 Forwards in your Break Zone from the game. And, they all need to be of a different element.

Shantotto ain’t got nothing on Kirin.

 

28-064H – Cactuar

Earth’s 2 cost Hero Summon, Cactuar.

Same as the other Summons, you can pay the extra cost of a Crystal, and use both of Cactuar’s abilities instead of just choosing one.

First off Break a Forward that has entered the field, from the Break Zone, by Warp, or any other way than being cast from your opponent’s hand.

The Second stops a Forward from attacking or blocking. Plus you get to draw a card.

Most of the time you’ll be using the second ability to draw a card, and stop your opponent.

28-065R – Cid Pollendina

Didn’t we already have this card? And, didn’t it cost 4CP? And wasn’t it a Wind card?

Yes. Nope. Yes.

We had the same card back in Rebellion’s Call. And it still was 3CP. The only difference is that it was a Wind Backup.

But, it’s still a good card. Searching is always needed.

And, this time it comes with the Full Art treatment.

 

28-066C – White Mage

How about a Revive from White Mage?

Sounds good, you’ll just have to use a Crystal.

And, when you do, you can grab a Forward from your Break Zone.

After that, White Mage will stick around on the field acting as a Paladin, sacrificing himself to block one of your opponent’s attacks.

Hey, at least you grabbed that Forward.

 

28-067C – Despachiaire

I have no clue as to who this is.

Probably cause I only played Final Fantasy XI for a couple of hours.

Anywho, Despachiaire enters the field, and grabs up to 2 Final Fantasy XI cards from the top 5 cards of your deck.

Hopefully making Despachiaire’s cost only 1CP.

After that Despachiaire stays on the field as a Backup, giving you 1CP per turn.

 

28-068R – Flowering Cactoid

More Forward than Monster.

Flowering Cactuar comes in for 2CP and once per turn you can turn it into a Forward with a 6K body.

Even if you’re not attacking, Flowering Cactoid will be a great blocker.

And, at 5 points of damage, you can put Flowering Cactoid into the Break Zone and deal 10,000 damage to one of your opponent’s Forwards. That itself is worth having at least one of these in your deck.

Why do I want to call it Flowering Crockpot?

28-069L – Prishe

As always Prishe is a powerhouse.

And if you have another Prishe in your Break Zone, you can bring Prishe’s cost all the way down to 1CP.

When she enters the field, she goes straight into the offensive. Trading blows with one of your opponent’s Forwards. They’ll deal damage to each other, and for the most part Prishe will survive, as she comes in with 9000 power.

Psychoanima – Prishe becomes unbreakable. Meaning Prishe will stick around for another turn.

 

28-070C – Mira

9 times out of ten, Mira will result in a free play.

And, we like free plays.

Mira comes in for 2CP. And, you get to pick one of two actions.

The first one, play a Monster from your hand on to the field. Any Monster up to 4CP.

And the second, reveal the top 5 cards of your deck and add a Monster to your hand.

She’s not a replacement for Relm, but she’ll steer you in the right direction.

28-071H – Yang

A 3 cost Forward with 9000 power.

Yes, thank you.

Downside? You can only pay with Backups to cast Yang.

Upside? All the extra cards in your hand that you didn’t use to play Yang, are now ammunition for his enter the field ability.
For every card that you discard, Yang will deal 9000 damage to that many of your opponent’s Forwards.

If I did the math right, you can get up to 6 Forwards. In Final Fantasy IV they called this Kick!

28-072L – Rydia

This is amazing. Especially if you’re running a deck with high powered Forwards already. Rydia will give them an extra 2000 power to help them get through your opponent’s attacks.

Yes, that +2000 power is on;y during your opponent’s turn, turning all your Forwards into Meat Shields.

Plus, once per turn Rydia will give herself and another Final Fantasy IV Forward protection against Summons and abilities that choose their target.

We won’t even get into the art.

 

28-073H – Rydia

This is what happens when Leviathan kidnaps Rydia. She grows older in a split second.

And when she does, you get another Full Art that is just as great as the previous one.

Rydia comes in and you reveal the top 2 cards of your deck, if you find a Final Fantasy IV character there, add it to your hand.
You can also put Rydia in the Break Zone and give a Final Fantasy IV Forward +2000 power.

And, when you do that, you can play Young Rydia, because that one is better.

 

28-074C – Rikku

Rikku will come on in and grab a Final Fantasy X Forward 2CP or less from your Break Zone and play it on to the field.
She’ll also deal you a point of damage.

If you ask me, I’d say leave this card alone. There are plenty of cards that will play a Forward from the Break Zone, and there are a lot better Rikkus to play as well.

 

 

28-075C – Lilty

Our elemental Common is back.

Lilty comes in and you gain a Crystal.

Lilty leaves, and you gain a Crystal again.

You can play up to 3 at once, and get rid of 3 at once.

That’s 6 Crystals.

Whatcha gonna do, with all them Crystals?

28-076C – Layle

Lolz for Layle.

This is both good and bad, and even funny. For your opponent not you.

Layle comes in for 3CP, and comes in with 7000 power, and if he is dealt damage, that damage becomes 0. He’s practically indestructible.

But, let’s take a look at his second ability. For 1CP Layle gains tha ability that he can not block. Now, why would we use an ability like that?

You won’t, but your opponent will. They can pay the cost to activate Layle’s ability. Then you will either have to block with another Forward, or take the damage.

I’m going to keep an eye on this card.

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