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Starting Your Journey of Discovery

27-127S – Wuk Lamat

The more Characters that you have on the field, the stronger Wuk Lamat gets. As a card, not a Forward.

If you have or more Characters, every time your Forwards attack, Wuk Lamat will increase that damage bu 2000 damage. Giving you an constant advantage over your opponent. Add in Fire Backups, like Lebreau (1-030R) and that one Warrior from Opus V. 5-014C which gives your Fire Forwards +2000 power.

And when Wuk Lamat enters the field or attacks, if you have 5 or more Characters, you will deal 7000 damage to one of your opponent’s Forwards.

You’ll want to fill up your board if you want to use Wuk Lamat.

27-123S – Zack

Let your opponent play their Forwards before you decide to play Zack, cause if they have 3 Forwards on the field, Zack will come in with Haste.

And when he enters the field or Attacks, Zack will deal damage to all of your opponent’s Forwards. 1000 for each Backup you control. This will bring you at a max total of 5000 damage.

And, since Zack comes in with Haste, you will be able to deal this damage twice in one turn.

The plan is to get all your Backups in as soon as possible. Then you will play Zack, and then I would say that you have a 90% chance at a board wipe.

27-124S – Cloud

Cloud is here to save the day, at least for a turn.

Cloud comes in for 3CP, and gives all of your Forwards +3000 power and Brave.

And, there you have it. That alone would make Cloud a great card to play, add in the fact that he also gives one of your Forwards protection. That Forward cannot be broken, and cannot be returned to your hand by Summons or abilities.

This way if you ever needed to keep a Forward as safe as possible, Cloud just might get the job done.

27-125S – Luso

This Clan Gully Member, is on his way to building a deck alongside some Mandragoras.

Luso comes in for 1CP, and even though he only has 3000 power, he still can do a lot of damage. Especially if you can find a way to give Luso First Strike. Imagine the possibilities. Brave and First Strike. Luso will become unstoppable. Add in Cloud’s protection and you have a way to chip away at your opponent’s Forwards one by one.

And, Luso isn’t done yet. Whenever he deals damage to your opponent you can either grab a Character from your Break Zone, or you can Deal a Forward 3000 damage. And you know what happens to Forwards that Luso deals damage to.

27-126S – Sphene

Did you need to protect that Break Zone of yours?

Sphene is here to help. She’s actually here to do a lot more than just help.

When Sphene is on the field, your opponent cannot remove any of the cards in your Break Zone. End of story.

You’ll say, yeah that’s pretty good especially if you have a way of grabbing cards from your Break Zone.
Well, Sphene does that too. Once per turn, your turn that is, Sphene will grab a Forward from your Break Zone, and you can add it to your hand.

I’m just thinking we’re going to be recycling Luso.

27-127S – Lightning

A 7 cost Lightning card, named Lightning.

You’ll think that this card is a bit expensive, and I might even agree with you.

Yes, there are cards that will Break an opponent’s Forwards for less CP. And, yes, you can just play Opus I Odin for 7CP and Break any one of your opponent’s Forwards.

But, look at what else Lightning has to offer. She stays on the field as a body with 9000 power. Plus when ever one of your opponent’s Forwards is sent to the Break Zone she grants Haste to one of your own Forwards. Yes, you can choose Lightning for this.

Let’s not forget that you can Break a Forward off of an EX Burst as well.

And that, my friends is that.

27-128S – Charlotte

A New Charlotte, and this one is very playable. Charlotte will put a fork in your opponent’s plans. As two of her abilities will turn your opponent’s plan on their head. (I think that’s what you call it).

All of your opponent’s Forwards cannot use action abilities when Charlotte is on the field, and all of your Forwards cannot be chosen by your opponent’s Summons if they cost 1CP.

That’s not all, the damage Charlotte receives is reduced by 1000. Making it harder for your opponent to try and get rid of her. Add in the 8000 power Charlotte already has, and she’ll stick around on the field for as long as you’d like.

27-129S – Yuna

Yuna comes in and you play a 3 cost Forward from your hand onto the field. Which Tidus costs 3CP? Oh, yeah the one from Emissaries of Light. We’ll just leave that information here.

But, there are plenty of 3 cost Forwards that you can play. Since you don’t have to worry about Element, you can splash in any Forward that you would like.

Yuna will also grab a card from your deck every time she attacks. Making her a Forward that keeps on giving. Over and over again.

I would have expected this card to cost more than just 4CP.

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Starter Set Vol.1 and Vol.2

We have new Starters announced! And, this time they are not bundled together. You can choose which one you’d rather have. Cloud or Zack? Vol.1 or Vol.2?

From what I can tell, they are not Final Fantasy VII themed decks as the cards that were shown contain Characters from the different series. Lightning, Yuna, Luso, Charlotte, are all included in these sets as well.

Set for release in October 3rd, which gives us a Tentative release date for Opus XXVII for either October 31st, or November 7th.

Both of these sets come with a Full Art Foil of either Zack or Cloud.

And, for the first time these Starter Sets will also include a Limit Break deck as well.

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Hidden Trials – By Wind

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23-039R – Asura

1CP and a Full Art, cant go wrong with that.

When you cast Asura, you activate all of your Forwards. Plus all of your Forwards can’t be returned to your hand and their power can not be decreased until the end of the turn.

You can either play this at the end of your turn, after you attacked with all of your Forwards. This way if you go all out thinking that you’ll win the game, you can still cast Asura and you will be able to block during your next turn.

I’m sure there’s better ways to play Asura, but that’s how I would play it.

23-040L – Adelle

This is wonderful.

Mono-Wind + Adelle = Hard to beat!

With Adelle, you can go all out with all of your Forwards, and if your plan doesn’t work out, you can attack with Adelle and use her ability to Activate all of your Wind Characters.

That way you’ll have your front line ready to block when your opponent decides to attack.

But, maybe they won’t , once they see all of your Forwards activated.

Only drawback is that Adelle won’t activate during your next turn, but since you’re running Wind, I’m sure you’ll find a way to activate Adelle.

23-041C – Jornee

A 2 cost Backup that that shall buff a Forward, and give it some protection as well.

Sure, that Forward needs to cost 3CP or less. But, once per turn, Jornee will give that Forward +1000 power and all damage dealt to that Forward by your opponent’s abilities will become 0.

I mean 2CP, for some damage control is worth it if you ask me.

And, if you don’t, then try it for yourself.

 

23-042C – Vaan

Well, this looks like a decent Vaan.

Vaan comes in, gain a Crystal

Vaan attacks, gain a Crystal.

Life of Crime, double the damage dealt to a Forward by Vaan.

Use the two Crystals Vaan gained from earlier and deal 8000 damage to all of your opponent’s Forwards.

And, they say a Life of Crime doesn’t pay.

23-043R – Venat

A 2 cost Backup, that can search for herself and play herself straight to the field.

Of course, that ability means that you’ll be searching for Venat (23-115L) and you;ll get 2 Crystals for it.

For me, that is worthless as, I will probably never play the other Venat.

Or you can just keep Venat on the field, and use her first ability to cancel a Summon whenever needed.

Now that, I can use.

23-044R – Silver Dragon

I see a pattern here. Monsters that need a Monster to become a Forward.

Silver Dragon becomes a Forward with 9000 power. Which is pretty decent, considering you only paid 2CP for it, but Silver Monster also has the ability, to protect your Monsters from your opponent’s Summons and abilities.

Meaning that you should throw Silver Dragon into any deck running Monsters and Opus XI Relm, as she searches and plays Monsters on to the field, without having to worry about CP.

Yes, Add it to your Monster deck.

23-045C – Samovira

Another Monster.

Samovira is a Winged Demon, waiting on the sidelines until it’s time to unleash his fury on a Forward, or a Monster.

It’s not much to get him on the field, but you’ll have to send Samovira and one other Monster into the Break Zone. Which in return will allow you to Break on of your opponent’s Forwards 5CP and up, or a Monster.

It’s almost like an even trade.

23-046C – SOLDIER Candidate

Another SOLDIER in training.

Just like the other Candidates, this SOLDIER Candidate gains +3000 power if you have a couple of Standard Unit Forwards in your Break Zone.

Now the question I have, is do SOLDIER Candidate’s abilities apply only to each individual card, or do they all get the effects?

 

 

23-047H – Tyro

The Record Keeper returns, and this time he’s grabbing a card from the Break Zone. You’ll need 3 elements in your back line for this to work. If you do, (which you will, because you won’t be playing Tyro if you don’t) Tyro becomes a Free play.

Tyro will also protect one of your Forwards that is being targeted by a Summon, ability or an attack, by reducing the damage dealt to it, all the way down to 0.

I can see it being used, but I don’t see me using it.

 

23-048C – Dr. Mog

“Calling Dr. Howard, Dr. Fine, Dr. Howard, Dr. Mog!”

Search for a Moogle, does that mean Moogles are a thing now?

Are we going to get Killer Moogles from Outer Space?

So, many questions, we need more Moogles.

Dr. Mog also activates a Moogle with his ability.

Good King Moggle Mog might be making a comeback as well.

23-049C – Ninja

We’ve seen plenty of Ninjas already.

This one is a Backup that costs 2CP, and depending on when you play him, you can a decent card, or a really good card.
Ninja will make a Forward unblockable by a Forward that costs 3CP or more.

Ok, not bad.

But, if you have 5 Backups on the field, all of the Forwards that you control gain that ability.

Allowing you to have a semi-open path to your enemy.

23-050H – Noel

It’s not Warp, it’s Ludicrous Speed!

Noel might cost 5CP to play him, but he can come in easily with Warp. You might not even need to wait a whole turn. If you have 3 Final Fantasy XIII Characters on the field, as soon as you get into your Attack Phase, you will remove 1 Warp Counter for each XIII Character on the field.

You can end up playing Noel for 1CP.

After that Noel comes in with Haste and First Strike, and he’s ready to attack with 9000 power.

He’s gone plaid!

23-051L – Hope

Coming in at 3CP with 7000 power.

Hope is a great card, and you probably will never attack with Hope.

All Hope is going to do, is come in to play, pay (x), search for a Final Fantasy XIII Forward and play it onto the field. This is a great way to splash some more elements into that XIII deck that you know you will be building.

Once the new Forward comes in to play, all you’ll need to do is dull Hope, remove him from the game, and bring him back during your next Main Phase 1. You will then pay XCP once more and search for a XIII Forward and play it on to the field, and repeat.

Don’t forget to add Nora EX (1-079R) and Bartholomew (7-060R) to your deck.

23-052R – Maina EX

Finally, Ninjas have a way to search for Ninjas.

4CP to search, making Mainas cost 2CP.

And then Maina also brings protection, for one of your Ninjas, against your Opponent’s Summons and abilities. Simply by dulling 2 active Ninjas.

Let’s make a Ninja deck that will make Vanilla Ice proud.

“Go Ninja, Go Ninja, Go!”

23-053R – Meteion

A rare Backup, that will activate all of your Backups.

And give you a card as well.

Sure, you’ll have to put Meteion into the Break Zone, but she will have served her cause, and then you can play another Meteion, because this one is gone.

All this for 2CP, not bad at all.

 

23-054C – Yuffie

There are Ninjas everywhere, and Yuffie is ready to go.

2CP, 5K body, and the ability to draw a card every time a Ninja deals damage to your opponent.

Plus if you have a couple of Wind CP ready to go, you can just attack with Yuffie, and if anyone tries to block her, just use those 2 Crystal Points to make Yuffie unblockable.

Almost like Opus IV Locke but, instead of paying with a card of the same name, just use two generic Wind Crystal Points.
I can see this being used.

23-055C/15-058C – Dragoon

Reprint of a Reprint.

Dawn of Heroes, Crystal Dominion.

“Crystals and more Crystals.

Use this reprint Dragoon to generate one Crystal and then use his ability to get him off the field.

See, I actually wrote something this time.

No Copy/Paste.

Nope.

I might Copy/Paste this for the next one though.”

23-056C – Luso

Need a way to bring back a Character from the Break Zone?

Luso here might be able to help.

Luso comes in and let’s you grab a Character of 2CP or less from the Break Zone and play it straight to the field.

And Luso’s abilities don’t end there. You can turn Luso into a Monster Hunter, where he will Break a Monster, but Luso will also end up in the Break Zone.

It’s a decent card, has good abilities when Luso enters and exits the field.

Deserves a shot.

23-057H – General Leo

A General needs his army, and so does General Leo.

Only difference is that General Leo’s army is a lot smaller than your average army. General Leo can handle the battle with only 3 soldiers.

When General Leo’s army is on the battlefield, they will give the General +2000 power and protection from your opponent’s Summons.

Other than that, General Leo will also allow you to play a card of 2CP or less from your hand onto the field, when he enters the field.

A leader among low cost Characters!

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Emissaries of Light – Thoughts on Fire

16-001R – Vaan

I have been seeing a lot of cards recently that say “if you have cast 3 or more cards this turn”, Which is something that is very possible given the low cost Forwards and Backups that we already have for Sky Pirates.

I just realized that Vaan is a Backup as well, I’ve been looking for how much Power he had and was wondering why it was missing from the card.

Vaan is the Backup that will keep on giving. He comes in and deals Damage to one of your opponents Forwards. 3K or 8K depending on the cards you’ve cast. And after that, he’ll either give you a Crystal Point each turn, cause that’s what Backups do, or he’ll deal 7K Damage to 1 Forward.

16-002H – Ace EX

Another Ace up our sleeve?

Ace here can work good in an Fire/Wind/Lightning Cadet deck. Like the one I’ve been trying to build since Opus XIII.

Deal Damage to a Forward, at least 3K if you have one Element and up to 9000 if you’re playing the aforementioned deck.
And his Power can get up to 10K in the same deck.

Doesn’t mean that you should play the deck that I’m mentioning, simply because it doesn’t exist yet.

16-003C – Elbis EX

Elbis is useless unless you have Morze’s Soiree Member on the field.

Speaking of which, I’ll need to see these other cards before I comment further.

But, I only write down my first impressions of each card, as I read them for the first time.

 

 

16-004C – Onion Knight

Switch out a couple of cards for 2 new ones.

Onion Knight also becomes an attacker because he is a Forward. A 4CP/8K Forward with a pretty decent ability. And, it’s only a Common.

I’m sure we’ll see a couple of Onion Knights in a couple of Decks.

 

 

16-005C – Cloud

Another Backup Cloud.

I mean what’s the point? No one, in their right mind will play a backup Cloud. Even if that reason is that you don’t think Cloud should be a Backup. He’s a Forward, and so, I’ll only play Cloud as a Forward. Then I can use Omni-Slash and defeat Sephiro …

Sorry, got carried away.

For a Common, it’s a decent card. It’s only drawback is that this card is named Cloud.

16-006C – Crimson Hound

3CP to deal 8000 Damage.

After that just chuck Crimson Hound into the Break Zone and look at the top 2 cards of your deck. Then you can play Onion Knight and grab those cards if you’d like.

 

 

 

16-007R – Black Waltz 2

There’s more to this card than just the Beautiful (yes, a capitol B) artwork.

Black Waltz 2 can work wonders all by himself.

Black Waltz 2 discards Black Waltz 2 from your hand. And you deal 4000 Damage for discarding Black Waltz 2 from your hand, and 5000 Damage when you discard a Job Black Mage from your hand.

You’re either Breaking 1 or 2 Forwards with this ability.

16-008C – Black Mage

Black Mage here is pretending to be a Summon. For 3CP you can deal up to 5000 Damage to 1 Forward.

After that Black Mage sticks around to block, or even attack.. The choice is yours.

 

 

 

16-009C – Samurai

Easy way to get back that one Samurai Forward that you just lost.

Especially if that 1 Forward was Cyan (11-003R). Play him onto the field, deal 2000 Damage to all Forwards. Search for another Samurai to add to your hand, and when a couple more Samurais attack, deal 1000 Damage to all the Forwards opponent controls for each Samurai that attacks.

 

 

16-010H – Djinn

How would you make Djinn a Monster?

I guess it’s ok since you can turn him into a Forward when you receive 3 points of Damage. Maybe it’s one of your 3 wishes.
Djinn here will also gives your Fire Forwards +1000 Damage done to the Forwards they attack. Djinn, Warrior (5-014C), Lebreau (1-030R) and Lava Spider (8-022R) will all work together very well.

 

16-011L – Squall

The one card that deserves the Full Art Treatment did not get one.

Anyways, this card is a beast onto itself.

Once Squall attacks he deals 4000 Damage to all of your opponents Forwards, and if that’s not enough, if your opponent chooses to block, Squall will deal an additional 4000 damage to all of your opponents Forwards.

Should I block or take the Damage?

16-012R – Suzaku EX

Part of the Shijin 4.

Every time Suzaku attacks deal 5000 damage to one Forward.

Cost can be paid by and Element if there is a Shijin in the Break Zone.

 

 

16-013H – Sol

Crystals are back once again. And this one is a good one. Play Sol and and pay a Crystal, and you can play a 4CP Forward or less from your hand onto the field.

Sol also gives you a way to gain Crystals every time a party attacks.

And you can use that Crystal you just gained to pay for Sol’s abiity to give 2000 Power to all the Forwards you control.

I’d like to see what kind of Decks people will come up with that will utilize this card.

16-014R – Delita

At 5CP/9K Delita is finally Fire(d) up, after being Earth for so long.

Delita comes in and deals 4000 damage to all the Forwards, even your own. And if any of those Characters gets sent to the Break Zone, you’ll gain a Crystal for each Character.

You can also raise his Power by 2000 if you remove a Forward from the game. A little saving grace, just in case you need it.

 

 

16-015H – Morrow

I had to stop for a second and just look at the art.

Morrow comes in with Haste forms a party and attacks. You discard a card from your hand and you draw 2 Cards. And if it’s late in the game your opponents receives 1 point of Damage as well.

I like this card, and not just for the artwork either. I’ll add it to the AVALANCHE deck from Crystal Dominion and call it a day.

 

16-016C – Bahamut

For a Common, this card is not bad at all.

Deal a Forward up to 12000 Damage. Other than that not much to write about.

 

 

 

16-017R – Ramza

Sol and Delita will bring Ramza in and get him Fired up as well.

And, for the cost of 2 Crystals Ramza becomes “T.G. Cid” 9000 Power with Haste, First Strike and Brave, and he can attack twice in the same turn!

Looks like a Legend to me.

 

 

16-018C – Lilty

Keep Lilty on call, on the field producing CP until you’re ready to use Lilty’s ability.

Once you reach 5 points of Damage, return Lilty to your hand, play Lilty on to the field and put him in the Break Zone to deal 10K Damage to one Forward.

 

 

 

16-019R – Luneth

Not a bad card at all, but how many Warrior of Light decks are actually played?

But, Luneth here will compliment any Warrior of Light card. At the beginning of each Attack Phase, you can either choose a Warrior of Light and boost it with Haste, First Strike and +1K. Or you can strike down one of your opponents Forwards by dealing it 1000 Damage for each Warrior of Light card you control.

 

 

16-020L – Luso

A card to play, when you’re playing with your back against the wall. Luso is not a great card to play during the beginning of your match, Unless you plan on taking Damage left and right just to receive those 6 points of Damage.

Because at 6 points of Damage, in a Mono-Fire Deck, you’ll probably be playing 2 cards onto the field at the beginning of each of your Attack Phases.

 

 

16-021C – Rain

This is not one of the better Rain cards.

Costs too much, for the ability that you are getting.

Probably why this is only a Common as well.

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Clemens’ Chronicle

One of the few Final Fantasy games I haven’t played yet. But, I think that Luso, was a better main character than Mont.

Luso – 16-020L
Forward
Clan Gully Member
FFTA2
Legend
5000 Power

“At the beginning of the Attack Phase during each of your turns, if you have received 5 points of damage or less, shuffle your deck, then reveal the top card of your deck. If it is a Fire Character you may play it onto the field.

Damage 6 – At the beginning of the Attack Phase during each of your turns you may search for 1 Fire Character and play it onto the field.”

Add Luso to any Mono-Fire deck and make it instantly better. Sure, Luso doesn’t have a lot of Power but that’s easily fixed by Lebraeu, and a Lava Spider.

Luso, is currently only searchable by, Cid of Clan Gully (5-103R). There might be another card in this set, but we don’t know about it yet.

Play Luso in a Mono-Fire deck as early as you can. The 6CP cost will pay you back constantly as long as you can keep Luso on the field. You might even want to consider taking a Mulligan, if you don’t pull Luso in your opening hand.