13-069C – Red Mage
Maybe I’m wrong about these cards. Might just be a good way to draw a card.
13-070C – Delusory Warlock
Here’s another card that will drop Lightning Exdeath’s CP by 1. And you also get to search for a Manikin. Double win.
13-071R/2-101H – Exdeath
And this whole time I thought this was a new card. I just realized it’s a reprint. No wonder it’s only a rare. They gave this card the treatment Chaos, Walker of the Wheel (3-071H) got. It’s still a good card, and now everyone has a better chance of grabbing this card in a pack to play Manikins.
Exdeath gives all Manikins +1K, and every Manikin gives ExDeath +1K. So, the more Manikins you have, the stronger ExDeath becomes.
The Main Attraction of your Manikin Deck.
13-072R – Odin EX
Coming off of an EX Burst this card is great, and even better after you’ve taken 5 points of Damage as the cost is only 2CP.
I think the 7CP Odin is slight better as you can Break any Forward. Even if the cost is a little higher. Or, you can just play both.
13-073H – Kain
Kain is a great card if you can play him straight from the Break Zone. Cause once he gets broken, he’ll be under your opponents control.
Thancred (12-124L) and Y’shtola (13-134S) can play him straight out of the Break Zone.
13-074C – Clavat
Not bad, breaking a Monster that is also a forward, or returning it to it’s owner’s hand. You can even use it on yourself
Want to return that Chocobo (6-050C) to your hand, to play it and play another Chocobo onto the field? Well, you can.
13-075R – Sakura
4CP to Break a 4CP Forward. Sounds like an even trade.
13-076R – Jake
Don’t see this one getting play when you can play Jake (8-097H).
13-077C – Zemus
At 3 points of Damage this card pays for itself. As you get to grab a Forward and a Backup. Might see some play late game, if you need to grab a couple of cards back.
13-078C – Propagator
Cheap Monster that might break a Forward, but that is highly unlikely. Becomes a Forward with 7k at Damage 3, which might be a reason to play.
13-079L – Behemoth K
Now this Behemoth is a Beast with a capitol B. Attack, Deals Damage, Gains 3K. Only way to get rid of him is with a Summon. Or Shantotto (1-107L). But, you can always just play him again.
Scary Good. I’ll take 3 please.
13-080C – Marach
Just entering the field and Pinging all your opponents Forwards except one that they choose for 4000 Damage is a good reason to play this card. Add in Rapha (13-082C) for an extra 1K every time Marach deals Damage.
13-081H – Lightning
Beautiful artwork. If nothing else that by itself is a reason to play this card. That and the fact that you can either remove a couple of Forwards your opponent controls, or a couple from your Break Zone, until Lightning leaves the field.
Either way you’ll benefit as your opponent won’t be able to play their cards, and you’ll have a couple of extra Forwards in your hand when Lightning leaves the field.
13-082C – Rapha
Combined with Marach (13-080C), these two will make a killer combo. Enter Marach, Deal 5000 Damage to all Forwards except 1. And then Dull Rapha and deal 4000 Damage for a total of 9000 Damage.
Most of the time your opponent will only have one Forward left on the field.
13-083H – Lid
Lid is a mix between Viking (4-133C) and Fat Chocobo (9-051R) in that she can add a Multi-Element card on entry when she leaves the field. Now, it won’t always work as you can only choose the top four cards of your deck.
Other than that she’s a 7K forward.
13-084C – Dragoon
If you’re playing Dragoons, this is a 2CP/8K Forward with Haste. If not, don’t bother.
13-085R – Lumina
3CP to search for a XIII forward. Nothing exciting, but you would think that they would have done something better for Lumina.