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Hidden Trial – By Water

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23-096C – Akpallu

Pay 1CP to draw a card.

Not bad, at all. If you don’t have anything going on in your hand, might as well play Akpallu to draw another card.

And after Akpallu is on the field, not doing anything, just sitting there, you can then use Akpallu to pay the cost for Fencer (XIII)’s ability and Break one of your opponent’s Forwards.

There are more cards that need another Monster to pay for the cost to use their ability.

I’d say Akpallu is a decent card.

23-097C – Altennia

A simple add-on to your Knight deck.

When a Knight attacks, Altennia gives a Forward +2000 power. Now what will happen when all of your Knights attack? You’ll be handing out +2000 power like candy on Halloween.

It’s like adding 200 horse power to your Knight engine.

 

 

 

23-098C – Alphinaud

Alphinaud is Alisae’s Backup, who will save her from the Break Zone in order to do whatever Alisaie has to do.

If we take Alisaie from Hidden Trials, it’s a pretty decent combo.

Once you have an Alisaie in your Break Zone, you’ll use Alphianaud’s ability and play Alisaie onto the field. Once Alisaie is on the field you can search for a card that has the same name as one of the cards in your Break Zone, and add it to your hand.

Yeah, that’s pretty much it.

Not bad.

23-099C – Urianger

Urianger is already flipping the cards to see what Scions he can find.

I mean yes, .. maybe . . not really.

Depends on what you’re playing.

You can pull this out if you’re drafting Hidden Trials and you’re trying to run Scions.

Other than that, there are far better Uriangers out there.

 

 

23-100L – Young Excenmille

Coming in with 5000 power, Young Excenmille surely loves his Crystals.

You’ll need a constant supply of Crystals to keep Young Excenmille well fed.

Feed him once and he cannot be chosen by your opponents abilities, and his Power will become 9000 until he is sent to the Break Zone.

Feed him once more along with a Water CP, and you can search for a Water Forward of cost 3 or less, and play them straight to the field.

I like it.

23-101C – Dancer

Last Chance to Dance.

Dancer, just like the rest of the Elemental, Class Action, 5 Backup plan, Backups is better played when Dancer is the 5th Backup that enters your field.

When he does, as the 5th Backup on your field, all of your opponent’s Forwards lose 4000 power.

You might break a couple if you’re lucky.

If not, Dancer just chooses one of your opponent’s Forwards, and they lose 2000 power.

23-102R – Gizamaluke

A Monster, the sort of searches for a Monster.

Gizamaluke, comes in and you reveal the top 3 cards of your deck, and grab a Monster, if you find one there. If you do, you just got a Gizamaluke for Free.

Gizamaluke also turns into a Forward if you have another Monster on the field. Technically you can get a 0CP Forward with an 8K body.

 

 

 

23-103C – Quina

My Bombs will get that much stronger.

Because once per turn, whenever a Monster enters the field, I get to draw a card. Doesn’t matter whose turn it is. If a Monster enters the field you get to draw 1 card.

And let’s not forget about the Frog Drop. (Just don’t catch them all, cause then they can’t reproduce and you won’t be able to get 99 frogs.) Once Frog Drop goes off, 1 Forward will lose 3000 power for each Monster that is on the board.

How many Quina’s can you fit in your deck?

23-104H – Witch of the Fens

Here’s a decent card for your Monster deck.

Witch of the Fens comes in, and if you already have a Monster on the field, you can draw a card.

And, let’s not forget about that ability.

Put a Monster in the Break Zone, and one of your opponent’s Forwards will lose 7000 power until the end of the turn.

How many Monsters do you have in that hand of yours?

23-105C – Defender

What there’s no Water SOLDIER Candidate? All we get is a cheap knockoff? And, I was looking forward to making a 6 elemental SOLDIER Candidate deck. Guess I can’t do that now.

*shrugs

Defender can probably be played on his own. No need for the other SOLDIER Candidates. (But, the other ones could be played in their respective element as well.) As before, if you have at least 2 Standard Units in your Break Zone, SOLDI.. . I mean Defender gains +3000 power.

2CP/8K, the true definition of a cheap Meat Shield. And, we mean that in a good way.

Meat Shield here, also does not receive any damage that is less than it’s power. He’ll take a beating and you still won’t be able to get rid of him.

23-106H – Tataru

Tataru pays for Tataru during your next turn.

As long as you have another 3 Scions of the Seventh Dawn on the field, you’ll be able to dull Tataru for an extra card.

And, that is pretty much it. Don’t like your hand? Dull Tataru and hope for the best.

 

 

 

 

23-107L – Frimelda

Frimelda should just get thrown in your Warrior of Light deck.

It’s as simple as that, and if I needed to tell you that, well … You’re Welcome.

This card is pretty straight “Forward”. (No, that just came out, i didn’t think of that.)

You’ll need at least 4 different elements on the field in order to make use of Frimelda. Water can be the 4th element you play when she comes in, and her ability will go off as soon as you enter your Attack Phase. It will also trigger when your opponent goes into their Attack Phase as well.

Double Trouble.

You can either play a Forward that costs 4CP or less onto the field, or you can have one of your opponent’s Forwards lose 2000 power for each element that is on your board.

Choice is yours, bulk up your defenses, or get rid of theirs.

23-108R – Fourchenault

Who would have thunk that Fourchenault would cost Four CP? And, if you have Alisaie and Alphinaud on the field Fourchenault is a Free Play!

Fourchenault’s Enter the Field abilities are great and decent. One is better than the other, but the other has it’s use as well.

First one, return one of your opponent’s Forwards to their hand. Which is good, getting rid of a Forward, even if temporarily is always good. As long as they don’t have an enter the field ability.

The other is Activate a Scion of the Seventh Dawn.

And, when all is said and done, you’ll have an 8K body on the board.

23-109C – Portia

The more I see new Dancers the more I ponder the idea of making a deck. Yes, let’s add one more to the list of decks that I will never make.

For a Common, Portia is a great card. First of all she pays for herself, as if you already have a couple Dancers on the field, you will draw a card. You’ll have a no cost 5K body on the field ready to go to work.

And if you have 4 Dancers on the field, You’ll be able to send one of your opponent’s Forward to the bottom of their deck.

Let’s make Mayakov proud.

23-110R – Porom

Porom, the other half of the twin mages.

Same thing here, Porom is a free play if you have Palom already on the field.

And, just like Porom she comes in with 5000 power.

When Porom comes in you can place 2 EXP Counters on a Forward, and that Forward gains a shield of sorts. Damage dealt to that Forward will be reduced by 2000.

You’ll be able to splash one or the other of these twins, as there is no cost to pay, if the other is on the field.

2-111C/15-123C – Oracle

It’s straight from the (Re)printers!

And, a Copy/Paste from Dawn of Heroes.

“Didn’t we say recycling center earlier? Maybe we meant the Printers, reprinting cards and such.

Not that I have anything against reprints, I just would rather have a new card that does something similar instead of having reprints.

Anyways, Oracle gives you a Crystal when she comes in, and reduces the next damage dealt to a Forward by 1000.”

2-112H – Young Rahal

Rahal! Where are those Crystals!? Young Excenmille is hungry for those Crystals.

And, that is his job. Feed Yound Excenmille to bring out more Water Forwards onto the field.

How is Younf Rahal going to feed Young Exenmille? You gain 2 Crystals when he enters the field.

And that’s not all. When Young Rahal enters the field or attacks, all your Water Forwards gain +2000 power.

Combine this with Palom and Porom, and you have a decent front line, for almost half the cost.

23-113R – Leviathan

Finally, there is a way to get the one card you needed that ended up in the Damage Zone.

Not only that, but Leviathan let’s you draw a card as well. Only downside would be that you have to return another card back to the Damage Zone, but you probably have a card you don’t need in your hand.

This is one of the better cards in this set.

Leviathan is your insurance policy.

 

23-114R – Lilisette

“A live wire, barely a beginner
But just watch that lady go
She’s on fire, ’cause dancin’ gets her higher
Than anything else she knows”

David Lee Roth, might have been singing about Lilisette, and I wouldn’t blame him.

Lilisette comes in and searches for a Dancer, cause well, it takes 2 to Tango. And, that also comes off as an EX Burst.

Other than that, you have Rousing Samba. An ability that gives all of your Forwards +2000 power, and all of your opponent’s Forwards lose 2000 power, tilting the dance floor in your favor. At least until the end of the turn.

But, that turn can be a Break or Make moment.

The only thing that I would change with this card is the art.

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Beyond Destiny : Flood Born Warriors

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21-101C – Ashe

OK, Yes, I’ll take it.

What’s not to like? Every time Ashe attacks you draw a card.

I’ll throw Ashe in any deck, just to draw a card when she attacks. Especially with 8000 power. Throw in Wakka (1-180R) and Ashe will have +1K power to keep your opponent on their toes.

And, that’s about it. Simple yet effective … In helping you draw cards.

21-102L – Gau

I won’t say it this time.

The WASP Super fan is here once again, and he is perfect for your Monster deck. I might even put Gau in the Bomb deck I’m going to be building shortly.

Gau’s cost comes down for every Monster that you have on the field. Meaning, you don’t even need to have any Water CP, as long as you have 5 Monsters on the field. Should be simple enough. Especially if you have a swarm of Bombs ready to blow. You’ll just play Gau before they all explode.

Plus, when Gau enters the field you can send one of your opponent’s Forwards to the bottom of their deck, as long as their CP, is equal to, or less than the number of Bombs, … I mean Monsters you control.

Gau can also turn a Monster into a Forward with 8000 power.

It’s at the tip of my tongue, Gimme a Mic!

“I’m a Wild Chi ….”

I’ll stop.

21-103R – Kraken

Is it worth playing Kraken for 5CP?

If you’re playing Mono-Water, probably. If not then I might skip this.

You do draw a card when Kraken enters the field, so technically you’re just paying 3CP for Kraken.

Other than that if you have 7 Water Characters on the field, a Forward of your choosing loses 10,000 power.

This might be worth playing in a Viking deck.

21-104C – Sage

What’s not to like? Sage is a Standard Unit that can Activate a Character once per turn. You can also have three of these on the field at the same time.

Think about this.

You have a Character on the field that deals damage to all of your opponents Forwards. But, you have to dull that Character, cause that’s how most abilities work.

After that you can Activate that Character with Sage, and do it all over again.

And, again.

And, again.

And, one more time, but you can’t activate that Character this time.

That’s 1 ability going off 4 times in one turn.

I’ll take 3. Yes, please.

21-105C – Sahagin

Here we have a great addition to any deck that has Gau.

Especially since Sahagin is a 1CP Monster that will return a Forward to your opponent’s hand. Sure, this Forward, must cost 3CP or less, but with Gau’s help, this Monster can turn into a noble Forward that will happily protect you and your party of Forwards that lead themselves into the hands of your opponent’s party, that have one objective, which is to deal you 7 points of damage.

And, if that doesn’t work out, you can always send Sahagin into the Break Zone to return any Forward to their owner’s hand.

21-106H – Jed

That is not what Samurais look like. And, not even Tenzen can help Jed.

I mean sure Jed’s first ability is decent. Reducing the damage dealt to your Water or SOPFFO Forwards by 1000, but other than that I don’t really see a reason to play Jed.

And whenever I say that, somehow someone will figure out a way to play Jed and make him viable.

All Jed needs is a mustache and glasses.

I’ll lave Jed Flanders alone for now.


21-107R – Springserpent General Mihli Aliapoh

You can get Springserpent General Mihli Vanilli, i mean Aliapoh, down to 2CP if you got a couple of Water Characters on the field.

And, when Mihli Aliapoh is put into the Break Zone, you draw 1 card, thus making the Serpent General a free play when she comes full circle.

And if you have a couple of dull Characters on the field. Mihli here will activate them and give them +1000 power.
Not a bad card. Especially since this can turn into a free play.

21-108R – Ceodore

Little Prince Ceodore.

This is probably the best Ceodore yet. And, I like it.

Why?

Because, Ceodore will give all of the FFIV Forwards +1000 power. Sure, you’ll need Rosa or Cecil on the field to give your Forwards that boost, but then again, you won’t be playing Ceodore without Rosa or Cecil in the first hand.

And if Rosa or Cecil is already on the field, you can spend a Crystal instead of paying 4CP to play Ceodore onto the field.
I see a Wind/Water IV deck coming along nicely.

21-109C – Astrologian

And, you thought Astrology was fake.

This Astrologian, can actually see into the future, and you can change it however you’d like.

Simply put, Astrologian comes out, reads the stars, and as you look at the top 3 cards of your deck, you can add one to your hand. And place the other two at the top and bottom of your deck. Allowing you to place a perfectly good EX Burst at the top of your deck, as you real in your opponent to attack you for a point of damage.

And, if you get tired of Astrologian after this, you can always send her to the Break Zone, and draw a card for your troubles.
I’ll be giving this one a try.


21-110C – Desch

If you really want to play this card, you should play it right after you played Sahagin.

Because other than playing a 9000 body for 2CP, I really don’t see a reason to be playing Desch.

Unless you find the portrait art good, and you want Desch to stare down your opponent, as he tries to intimidate them into playing the wrong cards at the wrong time.

Yeah, that’s about it.


21-111C – Paladin

Water Elemental Backup here.

If you need that Crystal to play Ceodore, Paladin is here to help you.

Other than that, if you play Paladin early on, you can draw a card if there are 3 Backups or less on the field.

And, that concludes Paladin.

 

21-112C – Ninja

It’s been a while since we’ve had a Character with Back Attack.

And we have a nice little Combo here.

First off play Paladin, gain the Crystal.

Use that Crystal to help pay for Ninja, return a Forward to your opponent’s hand.

Play Desch for 2CP.

Yeah, it’s not the greatest.

21-113R – Bikke

Here is a free card for you.

If you have a couple of Pirates, and/or Vikings, Bikke comes in at no extra charge.

0CP for an 8K body.

Plus, he grants protection from your opponent’s abilities to all of your Vikings and Pirates. Named Pirates. Although I can’t think of a Pirate Standard Unit. We might be getting some in the upcoming sets.

It looks like we’re finally getting our Pirates/Vikings deck that most of us have been thinking about since Leila (6-126R).

21-114L – Faris

And, this is the other reason Pirate/Vikings will become a thing.

Imagine swarming the board with Vikings, and all of those Vikings now have 8000 power. You’ll be getting a board full of Meat Shields. As long as those Vikings keep coming, you’ll be drawing cards left and right, and you’ll have plenty of CP to play more Vikings.

Faris can also redirect a Summon or ability choosing her, to one of her sacrificial lambs, just waiting to get knocked out, by Ramuh or any other ability that may come her way.

And that covers it all.

I’ll take 3. Preferably foil.


21-115C – Larsa

Larsa comes in a searches for a high cost Forward.

There’s some use here.

But, I prefer the cards that search for any Forward regardless of cost. Sure there’s not that many, but sometimes cards like Larsa help.

End of the day, Larsa will technically cost you 2CP.

 

21-116H – Leviathan

Umm, .. .

I thought this one would have been better. I mean, it’s not bad, but when you hear Leviathan you just kind of expect more.
If you decide to play Leviathan during your turn, you’ll end up paying 2CP less out of the 6CP it costs to Summon Leviathan.
Leviathan, comes in and grabs a Forward and puts them at the bottom of their owner’s deck. That means you can choose one of your Forwards, if they’re being targeted by Summons or abilities.

After that, you can play a 2 cost Forward from your hand onto the field.

If this cost 4CP, instead of 6CP, where if you play it on your turn for 2CP it would have been great. Still there is some use here.

21-117R – Rhus

Yes, maybe, probably.

Rhus costs 6CP, but it’s actually 4CP. Unless it’s the first turn and you went first.

Rhus’s cost comes down for every card that you drew this turn. If you play your cards right you can play Rhus for 1CP. Shouldn’t be that hard with Vikings.

What’s great about Rhus is that you can discard a card, remove Rhus from the game, and then play Rhus back onto the field at the end of the turn.

You probably won’t need to really use that ability, as Rhus already comes equipped with a 9K body, but if you do, you know that you have a Backup plan.

I like this one. I’ll be trying this one out.

21-118H – Leila

This is a hard one. Which one do we keep?

Opus VI Leila or this one?

We already what Opus VI Leila does, so let’s take a look at this one.

Leila enters the field and you can search for a Viking, or a Pirate and add it to your hand. Giving Leila a total cost of 1CP.

After that whenever one of your Water Forwards attack, you can sap 1000 power from one of your opponent’s Forwards. And if you have enough Water Forwards, which you should, especially with Faris and Bikke, and a handful of Vikings, you should be able to Break a Forward per turn.

This one is a much stronger Leila, but grabbing and playing a Viking from the Break Zone and drawing a card is also good.
Maybe have both of them in a deck.

21-119H – Lenna EX

How is that an EX Burst?

Because it is, all you do is draw a card when Lenna enters the field. So, this 2 cost Lenna is actually a free play. And, we like it.

After that, Lenna has a great ability that doesn’t require you to send Lenna into the Break Zone. And, that is something that we don’t see too often. But, with an ability name like “Raise”, what would you expect? Lenna brings back a low cost Forward from the Break Zone.

It’s always good to carry a Phoenix down.

21-120R – Refia

Introducing your WoFF Reanimator.

Refia enters the field, grabs a WoFF Forward of 4CP or less from the Break Zone, and play them straight to the field. Kind of like Opus VI Leila.

I believe WoFF will be making a comeback. With all these WoFF cards we got this set, some of them are bound to be good.
Once Refia is on the field, and you already got the extra WoFF Forward on the field from the Break Zone, you will be able to dull and pitch Refia to the Break Zone, and reduce damage done to one of your Forwards by 3000.

I see Refia being a staple in future WoFF decks.

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Guardians of the Summoner

You already know we’re going to build a FFX Deck with Yuna & Tidus, and the rest of the gang. So, lets get to it.

Starting off with Wakka (16-138S), because that is the best one to try and build around. If it was any other FFX Character we might have gone with the Opus 18 Wakka. But, today it’s Emissaries of Light Wakka. We can probably just grab the Custom Starter Set and call it a day. But, where’s the fun in that?

Since we’re grabbing Lulu (16-135S) first, it looks like that is what we’re doing. But, I promise you we’re not. Lulu will grab a Yuna from the Break Zone, which brings us to our next card.

Yuna (20-117L), I went on a rant when this card was first shown, and nothing has changed. We’re going to use this Yuna. And, fill up on Summons. We’ll grab those Summons later.

Tidus (16-116L), you can’t go wrong with this Tidus, and if you have 3 of them they’ll usually just come right back in your hand. You’ll always attack, and you know it’ll go through because Tidus can’t be blocked.

Kimahri (7-108H), Sure he might be a 6 cost Forward but you can get that cost down to 2, and possibly even one. Just depends on if you want to play Jecht or not. And, we do just to play a cheap Kimahri.

Jecht (20-011R) just so we can break Jecht in order to play Braska’s Final Aeon (11-015L).

And, if we have Braska’s Final Aeon we need Braska (7-121C) as well. No point in having one and not the other.

We need to add our Backups now. Class Fourth Moogle (10-121C), to give us some Fire CP.

Maria (1-083H) to give all of our Forwards a +1000 buff.

Rikku(2-071R), we would have gone with the Emissaries of Light Starter, but we need Backups.

White Mage (8-117C) so we can Activate all of our Forwards if we need to.

Let’s add Yuna (12-105L), doesn’t matter which Yuna you grab, because she’s just fodder for Holy.

All we need next is to fill up on Summons, to give Holy a bite.

Valefor (1-198S), Leviathan (2-140C), Syldra (3-135H), Amaterasu (12-002H), and Sylph (9-047C). You can also choose whichever Summons you like as well, as they are just used to make Holy more Powerful.

Forwards

3x – Wakka (16-138S)
3x – Tidus (16-116L)
3x – Lulu (16-135S)
3x – Jecht (20-011R)
3x – Yuna (20-117L)
3x – Kimahri (7-108H)
3x – Braska’s Final Aeon (11-015L)

Backups

3x – Rikku (2-071R)
3x – White Mage (8-117C)
3x – Class Fourth Moogle (10-121C)
3x – Braska (7-121C)
3x – Maria (1-083H)

Summons

3x – Leviathan (2-140C)
2x – Sylph (9-047C)
3x – Valefor (1-198S)
3x – Amaterasu (12-002H)
3x – Syldra (3-135H)

What would you change?

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Banon’s Returners

Where do we start?

Well we need to start off with Banon, it’s a deck built around him after all. Now, let’s see what FFVI Characters do we have in Water. None, that actually have anything to do with Banon, actually yes, Gau. Gau does help Banon with the battle at Narshe.

Gau (19-089H), even though Gau isn’t the best place to start building a Banon deck with, he is Water, comes in with Back Attack, and gives a FFVI Forward 1000 power x the FFVI Characters on the board. He’ll most likely help your Forward survive an attack, Summon or ability.

Next we’ll take a look at Edgar and Locke. And, no we’re not going with the Dawn of Heroes setup, that would be too easy. We’ll grab Locke (9-122H), that way we can grab more FFVI Characters, plus the +2000 power he gives to all the FFVI Forwards every time he attacks, is a plus.

Edgar (19-003R), cause we need Backups, and this Edgar can grab Sabin from the Break Zone, which leads us to Sabin (17-017H). Since you’ll probably already have a bunch of FFVI Characters on the field, you’ll probably be only paying 1CP to cast Sabin, or you’ll be grabbing him from the Break Zone with Edgar. We’re taking Sabin for his Chakra ability. And, since both of his abilities don’t require Sabin to dull as part of the payment, well add in another Sabin, anyone as it’ll be mostly used for paying the cost for Chakra, and Aura Cannon. We’ll go with Sabin (15-018C). And if you do decide to play it, during each of your turns you can choose one of your opponent’s Forwards and deal it 9000 damage.

Banon believed Terra would be the catalyst to destroying the Empire, because she is the light in his story. Or so he thinks. We’ll say she’s the fire and add Terra (10-132S). That way you can recycle a Summon, and deal 2000 damage to one of your opponents Forwards every time you cast a Summon.

Let’s not forget that Locke saved Celes and brought her to the Returners as well, and luckily we do have a Water Celes. Celes (11-118L), with 3 abilities to choose from every time she attacks. And, if you have received 3 points of damage, you can choose 2. Celes gains 2000 power, if Celes deals damage to your opponent draw 1 card, or return a Backup to your hand, and a Forward to your opponents hand.

Which leads us to Owzer (11-106H), (I can’t believe I forgot about this card, for my Ultros deck), You can return Owzer to your hand to play him again, and gain control one of your opponents 2 cost Forwards.

We’ll add Class Fourth Moogle (10-121C), to help us pay for Fire CP.

And, since we’re already buffing our Forwards power’s, well buff it some more with Aria (III) (10-108R). And, let’s add Minwu (1-171H) for a little bit of protection.

We’re going to add Ifrit (19-001R) and Leviathan (19-101R) because they are Free Summons. And in case you haven’t noticed, we like Free Summons.

Amaterasu (12-002H), because you need that protection Amaterasu grants.

Unicorn (20-118H), solely because it’s a FFVI Summon. Well, not solely, mostly. Activate a Forward, and Return a a Forward to your opponent’s hand.

Mog (VI) (4-140H), just so you can draw a card, if you have nothing worth playing.

Plan of attack would be to, buff up your FFVI Forwards and attack. Simple as that.

Forwards

3x – Gau (19-089H)
2x – Mog (VI) (4-140H)
3x – Banon (9-111H)
3x – Celes (11-118L)
3x – Locke (9-122H)
3x – Terra (10-132S)
3x – Sabin (17-017H)
3x – Sabin (15-018C)

Backups

3x – Aria (III) (10-108R)
3x – Class Fourth Moogle (10-121C)
3x – Edgar (19-003R)
3x – Minwu (1-171H)
3x – Owzer (11-106H)

Summons

3x – Unicorn (20-118H)
3x – Amaterasu (12-002H)
3x – Ifrit (19-001R)
3x – Leviathan (19-101R)

What would you play different?

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Hokuten – Version 1.02

We’re going to do this a tiny bit different. We already know we’re not building and strong decks. We’re just making decks to have fun with. Zalbaag’s deck will be no different. In fact we’re going to look straight into Final Fantasy Tactics and see what we can come up with. Let’s take a look into the battles.

But, first.

We can’t have a Hokuten Deck without the Lord Commander himself, so we are throwing in 3 copies.

First battle Zalbaag commands Argath (or Algus) to kill Tietra, so we need Argath in. 3 copies because Argath makes your opponent discard a card when he enters the field.

Along with a couple Knights and Black Mages, although the Tactics Knights aren’t great at all. Just bodies that have no abilities. And the Black Mages, are just a little better than the Knights. Maybe we’ll just lave them out.

The next battle Zalbaag is in he is your ally, So, we’ll be adding in Ramza. Two of them to be exact Ramza (3-119L) just for the fact that he gains +1000 power for every Final Fantasy Tactics Forward that you control, and Ramza (7-118L), because he can become a cheap and powerful Forward if you have a lot of Forwards on the field before you play him. And, If this Ramza has over 10,000 power, every time he attacks, you can break one of your opponents Forwards, as long as it is 3CP or less.

Next battle Zalbaag is a part of the Undead. and fights against you with Archaeodaemon and Ultima Demon and we have none of those Monsters as cards yet. I thought this was going to be a lot more interesting than this.

Let’s see what else we can add? How about Dycedarg (4-105R), he is Zalbaag’s brother and do work together. Up until a certain point, I’ll leave that at that. Plus when he enters the Break Zone, he Dycedarg deals 7000 damage to one of your opponents active Forwards.

Next let’s find a way to search for Zalbaag. Aldo (10-086C) allows you to search for a Lightning Forward, and Duke Goltana (1-134R) allows you to search for a Knight. And, since Ramza and Dycedarg are both Knights, I think we finally have a plan for this deck.

Knights it is.

So, we need Ovelia (1-156C) to give all of our knights +1000 power. We’ll also add in Class Sixth Moogle (9-097C) to help us pay for Water. Now that we have water on hand, We shall add Beatrix (12-103H) to lower the cost of our Knights.

Agrias, we need Agrias (7-106L). She costs 6CP but with Beatrix it’ll be 4CP and if you find a 3CP Character it’ll be 1CP.

We’re going to add Princess Sarah (11-128H) just so we can play Argath. We’d take Argath out, but he plays a part in Zalbaag’s story.

That means we have Ice, let’s add some more Ice. Lasswell (16-042R) to dull and Freeze, and have your opponent discard cards. Charlotte (13-023R) cause she is a great Meat Shield.

As for Summons, we’ll take Ixion (17-090R), Leviathan (2-140C) and Shiva (19-022R)

And, there you have it Hokuten V1.02

Forwards

3x – Argath (1-033C)
3x – Beatrix (12-103H)
3x – Charlotte (13-023R)
3x – Lasswell (16-042R)
3x – Zalbaag (1-136C)
3x – Ramza (3-119L)
3x – Dycedarg (4-105R)
3x – Ramza (5-118L)
3x – Agrias (7-106L)

Backups

3x – Princess Sarah (11-128H)
3x – Ovelia (1-156C)
3x – Class Sixth Moogle (9-097C)
3x – Duke Goltanna (1-134R)
3x – Aldo (10-086C)

Summons

3x – Leviathan (2-140C)
3x – Ixion (17-090R)
2x – Shiva (19-022R)

This one does seem a little forced, compared to other deck ideas we have done.