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Dreamlike Limit Break

28-119R – Serah LB

Fire and Ice.

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

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

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

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

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28-120R – Ritz LB

How bad do you need that Crystal?

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

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

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28-121R – Gilgamesh LB

Gilgamesh is here.

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

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

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

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28-122R – Rufus LB

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

Yes, please and thank you.

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

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28-123R – Ashe LB

Might as well just play Ashe from the very start.

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

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

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

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28-124R – Bahamut LB

I don’t know, 9CP is a lot.

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

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

 

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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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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.

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Journey of Limit Breaks

27-113R – Firion LB

Yes, and no.

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

What do I like?

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

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

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

I believe there are better cards to play.

27-114R – Robel Akbel LB

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

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

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

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

27-115R – Shadow Lord LB

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

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

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

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

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

27-116R – The Emperor LB

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

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

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

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

What do we have here?

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

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

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

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

27-118R – Vaan LB

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

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

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

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

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

27-119R – Warrior of Light LB

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

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

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

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27-120R – Terra LB

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

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

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

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

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

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

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

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

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Lightning of Discovery

27-073R – Ardyn EX

The Chief Minister is here to do Chief Minister things.

The more you break your opponent’s Forwards the better Ardyn will be, and the less he’ll cost in the long run.
Let’s start from the beginning.

When Ardyn enters the field he will break one of your opponent’s Forwards. Or one of your own Forwards if your opponent doesn’t have any.

Now whenever your opponent’s Forwards are sent to the Break Zone, Ardyn will reveal the top card of your deck, and if it’s a Lightning card you can add it to your hand. This one also comes off of an EX Burst.

Mono-Lightning anyone?

27-074H – Adel (VIII)

Adel costs 4CP, but you can pay an extra cost to grant her +1000 power and some protection in not being able to be chosen by some of your opponent’s abilities. And this is a lasting effect.

What’s the cost? Another Witch you will remove her from the Break Zone and you’re good to go.

But, what does Adel actually do?

Well, every time she attacks, you choose one of your opponent’s Forwards and you will send it to the Break Zone.

And what happens when we send one of your opponent’s Forwards to the Break Zone? That’s when Ardyn comes in and well you can just read Ardyn again.

I do like it. Mono-Lightning is coming for you!

27-075L – Edea

I took a look, and there aren’t that many Final Fantasy VIII cards of 2CP or less worth playing. I was trying to see if there were any to play Edea Turn 1. The only one that looked decent was Squall (27-060H). When Squall enters the field, you’ll reveal the top 3 cards of your deck and add a Final Fantasy VIII character to your hand.

If this works. You’ll have 2 Characters on the field, and you would only have paid 1CP for it.

And at the end of your turns, you’ll draw a card if you have at least 4 Final Fantasy VIII Characters on the field.

That’s about it.
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27-076C -Kain

No need for introductions. Even as a Common, Kain is still a great card to play.

If you already have cast a Dragoon this turn, Kain’s cost goes down to 2CP.

And, if you saved CP this way, you might as well pay the extra cost of 1 Lightning CP to give Kain Haste and First Strike. Allowing him to attack as soon as he enters the field.

And with Kain’s power at 9000, you’ll be doing plenty of damage to your opponent. Especially with First Strike.

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27-077C – Machinist

Your one cost Standard Unit, Machinist.

Some of these Standard Units are good, and some just fall a little flat.

Take Machinist here, while the ability of dealing a Forward 8000 damage is good, the cost is not so much.

It’s a total of 5CP, to use Machinist’s ability. Which isn’t too bad, it’s just that you can get a similar effect by using less CP.

And yes, you’ll say, but Machinist stays as a Backup and will produce CP per turn.

That’s fair enough, but I will pass. You don’t have to, you can use Machinist and if you beat me using him, I’ll say well he’s not that bad, I guess.

27-078R – Kylma

A 2 cost Backup that Break a Forward. But at what price?

An arm and a leg, that’s the price. 2 cards from the top of your deck, for every CP needed to cast that Forward.

What happens when you’re trying to get rid of Opus XVI Chaos at 11CP? You’re going to remove 22 cards from your deck? That’s just Insane if you ask me. Yes, you don’t have to worry about paying the cost from your hand, but you’re getting rid of cards, that you will probably need later on.

Unless you’re sure you’re going to win the game, by using her ability, I would suggest you stay away from it.

This is a big fat no for me.

27-079H -Gilgamesh

Do you see what I am seeing?

Warriors were already turning up the heat, and now we add Gilgamesh into the mix.

And, I have to say that Gilgamesh is worth every Crystal Point you need to pay to play him.

Gilgamesh gives all of your Warriors, Brave and the ability to attack twice in the same turn.

And, that’s not all, when he enters the field, you will dull 2 of your opponent’s Forwards. Leaving them more suspectable to an attack.

And if that’s not all, Missile Barrage will Break one of your opponent’s Forwards, and give him Haste.

Meaning, that When Gilgamesh enters the field, and you use Missile Barrage, you will dull 2 of your opponent’s Forwards, Break one of their Forwards, and attack twice, and since you have Brave, Gilgamesh will be able to block, just in case you whiffed on the attacks.

This should have been a Legend, with some original artwork.

27-080C – Coeurl

Coeurl is one of the better Monsters that I’ve seen in a while.

Coeurl comes in breaks a Forward.

Coeurl goes to the Break ZOne, breaks a Forward.

That’s all you need to know.

And that is more than enough information to add it to your deck.

I might even add it to my bomb deck.

27-081C – Gladiator

Your best bet is breaking 2 low cost Forwards. One that costs 1CP, and if you have a Multi-Element Forward on the field, you’ll break a 2 cost Forward as well.

There are currently 99 Forwards that cost 1CP, and only a handful of them see any use.

So, I really don’t see Gladiator getting much play.

 

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27-082R – Koana

Just like Edea, Koana comes in and searches for a 2 cost Final Fantasy XIV Character and plays it to the field.

There’s are plenty of cards to choose from.

Koana also has the ability to dull a Forward on command. The best thing about his ability is that you don’t have to send him to the Break Zone, a simple dull will do.

And from what I remember seeing, there are a couple of cards that need Koana on the field, in order to get the full effect.

27-083R – Seifer

Look at Seifer, he’s telling you to “Bring it!” Cause he’s ready, even though he only has 4000 power, he’s ready to do some damage.

When he enters the field, he will Break one of your opponent’s Forwards. 2CP or less. But, if you have a witch on the field, it’ll go up to 5CP.

And let’s not forget his Special ability, where he will Break a Forward. Seifer won’t dull with this ability, so if you have plenty of Seifers in your hand and the CP to pay for it, you can Break as many Forwards as you please.

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27-084R – Thancred

Like we just mentioned earlier some cards need Koana on the field in order to get their full effect.

Thancred here is one such example.

When he enters the field, he will deal 4000 damage to a Forward, if Koana is on the field that damage becomes 7000.
We also have the ability to activate one FFXIV Forward that we control.

Meaning you can use Koana’s ability twice in the same turn. 2 dulls for the price of one.

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27-085L – Zoraal Ja

Now this is a card. Add this to your The Twelve deck, and you will be set to go.

Coming in at 3CP and 7000 power, Zoraal Ja gains +2000 power and Haste if you have at least 4 FFXIV Characters on the field.
And every time he attacks, you will Break one of your opponent’s Forwards.

And when you have received 5 points of damage, Zoraal Ja will break an additional Forward when he attacks.

Breaking 2 Forwards per attack is enough to slowly take down your opponent’s offenses.

Let’s not forget to add Hein in here as well, allowing Zoraal Ja to attack twice in one turn. Is that 4 broken Forwards if you have received 5 points of damage?

27-086H – Nine

We’ve been getting plenty of Cadets in recent sets, and Nine is top notch as always.

From the looks of it Cadets are tri-color, Fire/Wind/Lightning. And Nine is here to show you why.

When he enters the field, if you have a Fire Character, Nine will deal 9000 damage to a Forward, and if you have a Wind Character, Nine will activate all of your Backups.

Either one of these is great, but both together makes putting Nine in your deck, worth every CP you’ll pay for him.

What’s even better, is that if you have 5 Backups and use them to pay for Nine, Nine will become a free play.

And, that is something we here at Kardboard Korner love playing.

Full Arts please.

27-087C – Fujin

It always seems like Seifer, Fujin and Raijin are always on the verge of becoming a force to be, but they always seem to fall flat.

Fujin here, is a great Backup to Seifer and Raijin as she grants them +1000 power.

Is it enough to make them a top tier line up?

Not yet, But, they will one day.

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27-088C – Raijin

And, here is Raijin back to back.

Raijin comes in for 3 CP with 8000 power, plus the 1000 from Fujin we have 9000.

That’s all right so far.

When Raijin enters the field, he will deal 3000 damage to one of your opponent’s Forwards.

And, if you want more.

You can dull Fujin, and deal 5000 damage to one of your opponent’s Forwards.

Does this man that Raijin is using Fujin as a projectile?

27-089H – Ramuh

Well we did get one more Final Fantasy III Summon, I just thought that all six would have been FFIII.

Here we are, The Lord of Thunder is ready to deal 6000 damage to one of your opponent’s Forwards.

After that you will reveal the top 3 cards of your deck, and if you find another Ramuh there, you will add it to your hand, making Ramuh a free play.

Are there enough Ramuhs to make this something that we should build a deck around.

Yes, but is it worth making?

Everything is worth making. At least for one game.

27-090C – Dragoon

If you’re playing Dragoons, Dragoon is worth playing.

For it’s a Dragoon.

It will also let you reveal the top 2 cards of your deck, and if there is a Dragoon there you will add it to your hand.

Yes, this Dragoon will be sent to the Break Zone, but you will get another Dragoon that will take it’s place. Probably.

 

 

Electrifying Singles!