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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.

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Anniversary Collection Set 2024

What’s that? Announcing a new Anniversary Set, when the Dissidia Collection isn’t even out yet. Well, I’m sure you would do it too. Get on the Hype train, because Shinra SOLDIERS are on the box.

Plenty of Reprints, plenty of Promos, plenty of cards. Means Plenty of reasons to buy this collection. Number 1 being the paper playmat.

The Reprints will range from Opus I all the way to Resurgence of Power.

What I like about these Collections is that it is a great way to get into the game, as many staples are in it. I remember building a deck and just grabbing half the cards from the first Anniversary Collection Set, I just didn’t feel like searching for them.

This is actually coming out sooner than I expected as well. February 2024. That’s only 6 months away, 4 months after the Dissidia set comes out.

https://fftcg.square-enix-games.com/en/news/final-fantasy-trading-card-game-anniversary-collection-set-2024