27-113R – Firion LBYes, 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.
.
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.


08/12
08/14
08/17






Its the Red Wings! Sort of.

Two Summons in this one. Zalera, the Death Seraph (24-026H) and Hecatoncheir (15-082H). You could probably add Cu Sith (10-068C) in here as well.


25-106R – Machina LB
25-107H – Red XIII LB
25-108R – Kam’lanaut LB
25-109H – Shuyin LB
25-110R – Aerith LB
25-111H – The Emperor LB
25-112H – Sarah (MOBIUS) LB
125-113R – Yang LB
25-114R Kain LB
25-115H – Sephiroth LB
25-116H – Graff LB
25-117R – Leonora LB
25-118H – Golbez LB