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Fly Me to the Moon

Golbez is up next as our card of the week. We skipped a couple of the Opus XIII Legends, because well, Llednar you can just look at Shara, and Spiritus and Materia, well I believe the review we did for them was enough.

Golbez here is ready to take you on with help of the Archfiends, because it’s not worth playing this if you aren’t playing with Archfiends, with your back against the wall.

On to the card

5CP – Lightning/Wind
Forward
Job : Warlock
Category : LOV – IV
Legend
9000 Power

“EX BURST When Golbez enters the field, you may search for 1 card of cost 2 and add it to your hand.

Damage 6 ― When Golbez enters the field, you may search for up to 3 cards of cost 2 and add them to your hand. Then, you may play any number of Job Archfiend from your hand onto the field.”

5 cost, but you get to search for a card. End of the day you’re only paying 3CP for 9K. Which is pretty good. And at 6 Damage, you’re actually up 3CP.

The plan is to flood the board with the 4 Archfiends with your back against the wall, hoping that it’s enough to take down your opponent. Just grab the 4 Archfiends from Opus XIII and call it a day. They are all 2CP of different elements and they all come with some great abilities to slowly pick apart your opponent.

Ideally you would want to play Cagnazzo first, in order for him to get the Water Counters, then you would play Scarmiglione, for next damage dealt is double to one forward. Rubicante to deal that forward a minimum of 10K. And finally Barbaricia to deal 8K to one Forward since you’ll have a total of four Archfiends on the board.

Now, there’s more to it than just Archfiends. You can search for any card 2 cost card. Rikku (2-071R) is a good choice, a good backup to activate all your forwards right before you end your turn so that they can block. Lightning (5-116H) comes in with Haste and leaves the field at the end of the turn. Luso (9-058L), cheap 2CP/5K body that gets stronger for each Forward you have on the field. And if all 4 Archfiends just came in, that’s +5K including Golbez. Kunshira (13-114H) cheap card to play with an amazing ability. Shikaree X (12-044R), Shikaree Y (12-045R), and Shikaree Z (12-046R) the trio from Opus XII, when played correctly can cause you opponent 3 point of Damage.

Then there is Mioune (5-067R) and Chocobo (10-055H), both will let you return Golbez to your hand, in order to play him once again at Damage 6 and search for 4 cards. Now imagine that you can grab up to 16 cards in one turn. Combine that with a Well timed Sheoll from Illua (5-099H), and I believe that you can clear the board and win the game in 1 turn. A little tweaking here and there, but it is possible.

What do you think? Let us know in the comments.

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Special K

Our card of the week, this week is a Behemoth. I can just say add this to any deck and you have a much better chance of winning.

The Lightning Legend, Behemoth K.

5CP/Lightning
Forward
Job : Sage of Hess
Category : FFBE
9000 Power
Legend

I would say that 5CP is a cheap price to pay to play this card.

“When Behemoth K is chosen by a Forward’s ability, break that Forward.

When Behemoth K attacks, Behemoth K gains +3000 power until the end of the turn. Behemoth K deals your opponent 1 point of damage.

Damage 5 ― Behemoth K gains Haste and “When Behemoth K is blocked, Behemoth K deals your opponent 1 point of damage.””

The plan is to close your eyes. Grab 47 random Lightning cards, and you are set.

I could end the article right there, but we might as well talk a little more about this card.

Behemoth K, Is a great card, but gets even better after you’re at 5 points of Damage. With Haste and the ability to deal your opponent 2 points of Damage per turn is just a terrible experience for your opponent. You on the other hand will be loving every minute of it. It’ll probably be just a minute anyway.

Now, we’ll need to search for Behemoth K, and there’s no one better than Aldo (10-086C) who will search for a Lightning forward. Not only will Aldo let you search for Behemoth K, but also for Illua (5-099H). and, everybody loves Illua. And, you can’t forget about Estinien (6-088L). Behemoth K and Estinien is like having Hulk Hogan and “Macho Man” Randy Savage on a tag team. Wait, they were a tag team. The Mega Powers.

Sage (1-133C) is also a good choice to be able to grab Behemoth K from the Break Zone. And Lulu (1-150R) to add 1K power to all the Lightning Forwards.

You can probably add Kunshira (13-114H) to the Mix and have a Forward that will be able to attack twice per turn in the early game. Since Kunshira is a multi-element card you’ll need to add some wind cards to your deck. Just grab those staples and you’ll be all right.

Any ideas on what to pair Behemoth K with? Tell us in the comment section.

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Opus XIII – Starter Review

13-129S – Philia

Philia is a Monster. But, plays a Forward. There’s a good chance that when Philia enters the field, you’ll most likely have a board wipe. But with Philia’s ability that cancels the Damage dealt by abilities, Philia will be left all alone on the field. But, you will receive 1 point of Damage for your effort.

Now if you have a backup that can give Philia Haste, you will have a free shot at your opponent.

 

 

13-130S – Ran’jit

Unless you’re playing with at least 4 backups, I think Ran’jit is a bit too expensive.

 

 

 

 

 

13-131S – Emet-Selch

4CP to find and play a Forward. Not bad. Now let’s see. What backups did this deck have? Not any good ones. But, I’m sure there’s plenty of 4CP Backups that Emet-Selch can look for.

I think the other Emet-Selch (12-024H) is a better play.

 

 

 

13-132S – Titania

Now this is a card I like. 2CP/8K. Cheap to play with a great on entry ability. Only stipulation is that you have a Forward, a Backup, a Summon, and a Monster in your Break Zone before you can play Titania.

 

 

 

 

13-133S – The Crystal Exarch

The Crystal Exarch is a Forward that keeps on giving. And, the more the match goes on, the more she’ll give. If that makes any sense. And at 5 points of Damage you’ll most likely be breaking a Forward, every time The Crystal Exarch attacks. Which should be all the time. And the Full Art. Beautiful card.

 

 

 

13-134S – Y’shtola

If you’re playing Scions, you’ll get to grab a Forward from your Break Zone and play it straight to the field, depending on how many Scions you have, will determine the card.
I don’t see much play with this card, as there are plenty of options to choose from. I do like Y’shtola (12-119L) better. Perhaps that’s just my style of play. And, I am not good. I just love the cards.

 

 

 

13-135S – Urianger EX

2CP to possibly grab another XIV Character. Not bad, and you can always just use him as a blocker just to replay him.

 

 

 

 

13-136S – Thancred

I like this Thancred. Every time another Scion enters the field, Thancred gains +2K and Brave. Haste, too, if it’s on the same turn Thancred comes in. You’ll usually have a 10K body with Brave to throw around.

And Blasting Zone, will let you Break a Forward without even trying too hard.

 

 

 

13-137S – Innocence

9K with Brave, these Forwards get beefier with every set. And the two abilities Innocence has will send your opponent in a downward spiral. Especially of they’re discarding 2 cards each turn.

 

 

 

 

13-138S – The Oracle of Light

Do you have a Scions deck that needs more power? Well, have I got a card for you. The Oracle of Light here, will give all your Scions +2K. An Upgrade from the mere +1K most Backups give. Not only that The Oracle of Light is also a Forward, but does not count as a Scion.

When The Oracle of Light is broken, you can Remove her from the game and play a Scion from the Break Zone on to the field Dull.

I’ll take 3, Please.

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Opus XIII – Multi-Element Review

13-105R – Lasswell

Your opponent discards a card, and you get to deal extra damage every time a Fire or Ice Forward attacks.

Will go perfect in a Fire/Ice VI Deck

 

 

 

13-106H – Onion Knight

You can just keep recycling Onion Knight, every time he is put into the Break Zone. Plus, deal 9K Damage to three Forwards, by removing 3 Onion Knights from the Break Zone. Doesn’t even have to be this Onion Knight. You could remove any of them, including the 1CP Onion Knights from Opus X.

 

 

 

13-107C – Cater

Most of the time, you will only be using the first ability. Activate 3 Backups to either use the other Backup’s ability, or to add more bodies on the field.

 

 

 

 

13-108L – Llednar

Talk about a way to get your opponent to Discard 2 Cards. And, then you still need to deal with Llednar. Add this to Marche/Ritz and you have a good chance at winning.

 

 

 

 

13-109R – Hope

Freeze and Activate, either way this card packs a punch. Dull a card it is now Frozen.
This is one of the better Hope cards. If not the best one yet. Even beats out the Opus IV Hope (4-068H)

 

 

 

 

13-110H – Unei

Let your opponent pick their poison. They get to choose which Summon you’ll cast.
As for Holy, Holy Moly!!!

Deal a dull Forward 20K Damage. That’s sure to knock anyone out. Even Behemoth K (13-079L). Sacrificing Unei is a worth getting rid of Behemoth K.

 

 

 

13-111C – Delita

This Delita would go well in the Tactics Deck. Although you’ll end up playing 4 different colors, but with Tyro (11-072R) You shouldn’t have a problem getting around that.

 

 

 

 

13-112L – White Tiger l’Cie Nimbus

If you’re playing Ice/Earth, sure. But, I believe Genesis (3-033L) would be a better play.

 

 

 

 

 

13-113R – Gudon

Yes, Please and Thank You.

This card should not be a Rare, it should be at least a Hero.
Brave – Check
Attack twice – Check
Doesn’t Dull – Check

What more can you ask for.

 

13-114H – Kunshira

Early in the game this card is a Beast. 2CP/9K with Haste. And Tempest Spellblade? Add in Behemoth K, and another 44 cards. Doesn’t matter what the other cards will be. You have a winner here.

And, it’s only a Hero

 

 

 

13-115L Golbez

How fast can you get yourself to 6 Damage, and how many Archfiends will you have in your hand? Considering there’s only 4, it’s up to you to find out which one is the best one when your playing with your back against the wall. That’s when we play our best. High risk, high reward.

Technically, you can search for four Forwards of 2CP, and all four of the Archfiends have a variation that is a 2 cost. You won’t even need them to be in your hand as you can just search for them and play them.

Just play all four from this set, and you should be good to go. Definitely worth a try.

13-116C – Lightning

2CP/5K is OK, but other than have her search for Odin, Lightning (5-116H) is a much better play in my opinion.

 

 

 

 

13-117R – Wol

+2K to all Mobius Forwards, plus a way to grab Mobius characters from the Break Zone. This Wol might give Wol (5-075L) a run for his money.

 

 

 

 

13-118C – Sarah (MOBIUS)

Decent card for 2CP, you can either Break a Forward, or Draw a card.

 

 

 

 

 

13-119L – Sophie

This is the card Sarah (Mobius) (13-118C) was made to be paired with. As Sophie gains 2K power for each Earth or Water Forward on the field, you can easily bulk her up to 10K in which she will be able to defeat all Forwards. Minus one or 2.

The real treat comes at the end of the turn. If Sophie has 10K Power or more, you get to Draw a card and your opponent gets 1 point of Damage.

Watch out for that EX Burst.

 

13-120H – Doga

You’ll get 3 cards back if you discard Summons to play Doga. And, with those 3 Summons in your Break Zone, Doga gains 1K.

That would be enough to play him, but there’s more.

9 Summons in your Break Zone means you can cast a Summon when Doga attacks.

 

 

13-121R – Ramza

If you’re playing a Tactics Deck, Ramza seems like he’ll be a good card. Choosing which 2 cards your opponent can choose from in which they have to discard 1.

If you’re not playing Tactics, this Ramza is too expensive, and there are plenty of other Ramza’s to choose from.

 

 

 

13-122H – Aldore Emperor

Most of the time, you’ll be Breaking at least 1 Forward. At Damage 5 it’ll be 2 Forwards. Is the 5CP worth it? I’ll say … Yes. After you’re done with the abilities, you’ll still have a 9K body on the field.

 

 

 

 

13-123L – Nine

If you’re playing Cadets this is a no brainer. You don’t even need to pay the cost to play Nine. Just Dull 2 Cadet Forwards, one Lightning and one Fire, and you have a 9K body to throw around. And every time Nine attacks for 9K, his ability comes into play and one of your opponents Forwards loses 2K for each Class Zero Cadet that you control.

Nine for 9K. Sounds like a special

Nine here, and Cinque (13-007R), shall be the basis of my new Cadets Deck.

 

13-124C – Noel

Hey, might as well use this card to give Nine (13-123L) Haste and 2K. And it’s not just because I’m excited about Nine.

 

 

 

 

13-125R – Yuzuki

Fire, Water, Burn. Have all your Fire Forwards be Damage Free from abilities, and reducing Damage to Water Forwards by 2K.

Does Yuzuki count as both a Fire and a Water Forward?

Not a Cadet but could be a good addition.

 

 

13-126C – Ultimecia

Either way you’ll have an advantage. As you can bring back a card to your hand and recast it for it’s on entry ability. At 2CP it’s a good card to keep on hand.

 

 

 

 

13-127H – Chime

Yes, and if you have enough CP to play this twice in one turn, than Ultimecia (13-126C), will work out well. Dull and Freeze 2 Forwards, and Return another 2 to your opponents hand. There’s a good chance you’ll have a couple of free shots. And, who doesn’t like Free.

 

 

 

13-128L – Celestia

Your opponent will think twice before casting a Summon on your Ice Characters, as it will cause one of there Cards to Dull and Freeze. Just having Celestia on the field should cause your opponent to play a little more cautiously.

 

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Opus XIII – Lightning Review

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.