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Hidden Hope – Hope On Fire

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22-001R – Auron

Auron’s here, just doing his job as a Guardian, and protecting one of your Forwards just like any Guardian would.

When Auron comes in, you choose a Forward, and the next damage dealt to it becomes 0.

At 2CP this is a card with great value, just because Auron has Back Attack, and that means you can play him during your opponent’s turn.

Let’s say your opponent casts a Summon or ability, Auron can swoop right in and guard the Forward being targeted.

You don’t even need to be playing a FFX themed deck, Auron can hop into any deck that has Fire in it and he’ll do great.

22-002C – Red Mage

Red Mage, your 2 cost Backup that has some pretty good abilities.

1) Choose a Forward of 5CP or less, and take away it’s ability to block.

Or

2) Discard a fire card, chuck Red Mage, and deal a Forward 8000 damage.

Even if Red Mage just had the first ability, I would have said that this card is great.

And, it’s only a Common.

All you have to do is attack, and when your opponent declares a blocker, just dull Red Mage, and take away that block.

22-003R – Ayame

Really?

I see Samurais making a comeback. Where did I put those Tenzens?

Ayame comes in with Brave, at 2CP/5000 power. But, everytime a Samurai enters the field, Ayame gains +4000 power.
Meaning that Ayame’s power can easily rise past 9000. Which is a good thing, because when Ayame attacks, and her power is over 9000, you get to choose one of your opponent’s Forwards and deal it 7000 damage.

Ayame might look small, but she packs a mean punch.

22-004H – Angeal

SOLDIERs Unite!

Angeal, the original Buster Sword wielder, here to help cause more damage to your opponent. I don’t know if that makes any sense, since he doesn’t actually like to use his Buster Sword in fear of ruining it. But, Zack’s life is worth just a little bit more, than his sword.

Angeal enters the field and you can pay (X), which allows you to search for a SOLDIER of cost (X) and play it straight to the field. That means it doesn’t even need to be a Fire SOLDIER. You can also search for Roche, who comes in with Haste and can attack right away.

And, when Roche attacks, the damage increases by 2000, because that is Angeal’s other ability. Add in the fact that if you have taken 3 points of Damage, Roche also gains 3000 Power, making his attack cause 9000 damage.

We won’t even get into the art. I like this card.

22-005R – Ignacio

That’s a big axe.

Ignacio your 5 cost Forward, coming in with 9000 power.

When Ignacio enters the field, you’ll put the top 3 cards of your deck into the Break Zone, and if all of those cards are Fire, you’ll deal one of your opponent’s Forwards 9000 damage.

I mean, .. ok.

Not great. Somewhat … I’ll pass.

22-006H – Garland EX

Is it just me or does Garland look like a dwarf here?

He might look like a dwarf, but this is a great card.

Garland comes in and allows you to grab a Knight from the Break Zone, making garland a 2 cost Forward with 8000 power. You’d think that that’s enough but it is not. When you decide to play that Knight. Or any Knight. You get to choose one of your opponent’s Forwards and hand that Forward 5000 damage.

These cards just keep getting stronger and stronger.

22-007C – Carla

Agito Cadet reporting for duty.

3CP/7000 power.

Carla is a decent Forward. has enough power to hold her own against most Forwards. She also has 2 abilities that can help out when the going gets tough. All you have to do is Dull her. No extra costs for these ones.

You can either deal a Forward 3000 damage, or you can buff an attacking Forward with +2000 power.

Either way she can stop an Attacker or help one of your Forwards.

Carla is a Forward that moonlights as a Backup. Kind of reminds me of Amon from Opus II.

22-008C – Clavat

Cheap Backup to play that allows you to look at the top card of your deck.

If you don’t like what you see, you can place the card at the bottom of your deck. If you do, just leave it where it is.

Bonus Points, Clavat is dressed as a Black Mage.

It could see some use.

 

22-009H – Jecht

Do you know what this is?

It is a Free Card, that will Break a Forward when Jecht enters the field.

I can see Jecht doing great with my Bomb deck, which upon release Jecht will be put in, and something else will be taken out.

Let’s explain. For every Fire Character you control Jecht costs 1 less CP. So, if you have 6 Fire Characters on the field Jecht is free. And when he enters the field, Jecht deals damage to one of your opponent’s Forwards. And they deal damage to each other.

Only thing missing here, is better art.

22-010L – Selphie

Selphie comes in and allows you to search for a FFVIII Forward.

But, that’s not a good reason to make Selphie a Forward. You can do that with a Rare, and it’ll still cost less than 4CP.

Then again, Selphie does a lot more than that.

Once per turn you can give a FFVIII Forward +1000 power, Haste and Brave. That means as long as Selphie is on the field, all of your Finla Fantasy VIII Forwards that come in will be granted Haste and they will be able to attack on the same turn that they came in. No more Summoning Sickness. Selphie has a cure for that.

Oh, and she has 7000 power. 8000 if you use her ability on herself.

22-011C – Warrior

Just your Standard Unit 3 cost Fire Forward with 7000 power.

But, if you have at least a couple of Standard Unit Backups on the field, Warrior gains +2000 power.

Making him a 9k body.

Effectively becoming a Meat Shield.

 

22-012C – Foulander

A Monster that becomes a Forward. That’s becoming more and more normal with every new set.

Foulander here is no exception. And, it deals up to 5000 damage to one of your opponent’s Forwards every time it attacks. Allowing you to soften up your opponent’s front line in the process. And, if you got 3 Foulanders on the field, that’s even better.

Don’t forget that Foulander only costs 1CP.

Throw this in any Fire deck and you’re good to go.

22-013C – Machina

You’re either playing this card early, or you’re not playing it at all.

Unless your board gets wiped and you have to start all over.

Machina does have a decent ability, dealing 7000 damage to a Forward.

Other than that, at least the art looks good.

 

 

22-014R – Belias, the Gigas

This is a great Summon if you want to get rid of a pesky blocker blocking your Attacking Forward. Once that happens, and you cast Belias, your Forward gains +3000 power and First Strike. And if that’s not enough Belias deals your opponent’s Forward 7000 damage. Thus reducing their power and hopefully breaking them.

One way or another your Forward shall survive.

Plus, if you paid with only Backups, you get to draw a card as well.

 

22-015C – Meeth

Meeth sure looks angry.

You would be too if all you did was remove a Backup from the game, to draw 2 cards.

Meeth wanted to come in and party, but one of his friends is forced to leave when he comes in. And that friend was the only reason Meeth wanted to come to this party.

But, for a 2 cost Backup, that lets you get rid of a Backup you don’t need anymore to draw 2 cards, there could be some use to Meeth.

22-016H – Minwu (FFBE)

Not that Minwu, this is the other Minwu from Brave Exvius.

They’re the same, but different.

And, this is a great card.

Bring in a card from the Break Zone, any time you’d like during your turn as long as you don’t have any cards in your hand.
It’s like you’re playing with an extra deck. Plus your Limit Break Deck, you got 3 different places where you can grab a card to cast.

I’ll take 3.

22-017C – Lilyth

Need a Crystal?

Play Lilyth. 2CP with 5000 power.

Not the strongest of cards out there, but if you need Crystals for abilities and what not, Lilyth is a decent play. You get a Crystal and a body that will hang out on the front line until needed.

Let’s not forget Hard Slash. If you look you don’t need to dull Lilyth to use the ability. Meaning if you have 2 Lilyths in hand, you can deal 7000 damage to 2 Forwards and you’ll still be able to attack.

I’ll try this one out.

22-018R – Luartha

At 1CP and a Crystal, Luartha can do some damage (especially if you already have taken 3 points of damage) before your opponent even knows what hit them.

Luartha will come in, and if you pay the Crystal she gains Haste. Once you attack, you can choose one of your opponent’s Forwards and deal it 5000 damage. Thus reducing the Power of a Forward that can break Luartha.

And if you already have taken 3 points of damage, Luartha deals one of your opponent’s Forwards 5000 damage when she enters the field.

I like this card, I shall find some use for it, because you can throw it into any deck that runs Fire, and you’re good to go.

I’ll take 3, preferably foil versions.

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Beyond Destiny – Twistin’ Turbulence

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21-041C – Evil Weapon

Doesn’t look that evil. Evil Weapon looks like he belongs in the hit movie “Ghoulies”.

If you haven’t watched it, you should. If you like 80’s horror movies that aren’t actually that scary.

Let’s see now. Evil Weapon cost a a whole whopping 1CP. And, for what it does is pretty cheap. I know some people just play certain cards just to gain a Crystal. And Evil Weapon here, will give you a Crystal, and also deal 4000 damage to one of your opponent’s Forwards.

Evil Weapon, is more like a side weapon, a pistol to your shotgun. If your Forward doesn’t Break your opponent’s Forward, just use this Evil Weapon to finish it off.

21-042H – Vaan

If you’re playing Mono-Wind, Vaan could be of some use. As he’ll be a free Forward, if you already have 7 Wind Characters on the field.

If not he costs a whopping 7CP to play a Forward with 9000 power.

Not much to say about this one. I’ll probably just leave it on the side to gather dust.

But, not all is bad.

If you already cast 3 cards, you draw a card. So, you might come up with +2CP.

But, is it really worth it?

21-043C – Viera

Now this is a decent card as well.

Play Viera onto the field and grab one of the top 2 cards of your deck. The other one goes to the bottom of your deck.
And when Viera is active on the field, you can dull Viera and do it once again.

3CP for a Backup with a great ability.

You can’t go wrong with Viera.

 

21-044C – Dancer

Technically, this is a free card.

A 4CP Forward, that gets reduced to 2CP if you already have a Dancer on the field. And if you paid the cost with a couple of Backups, you can choose to activate those Backups, by Dancer’s ability. Which goes off once she enters the field.

That brings us to a total of 0CP.

Not bad for an 8000 power Forward.

 

21-045C – Princess Goblin

This is the kind of Backup that everyone likes. A searcher.

Princess Goblin enters the field and allows you to search for a Warrior of Light, or a Princess Sarah.

She comes in does her job, and hopefully gets your board to where you need it to be.

If not, well, at least she’ll provide a Crystal Point once per turn.

 

21-046C – Cid (II)

Cid is here staring at you to make sure that you’re going to play this card.

And, as long as you have cards that can warp in, there’s a 94.38762% chance that you will. Yes, this conclusion came off of extended research and as of December, 5th 2023, this is accurate. It might not be in the next hour or so, but we’re sticking to our research. And stuff.

Cid (II) comes in and you’re searching for a card that Warps.

You Warp that card right away.

Next turn, you’ll be sending Cid to the Break Zone, in order to speed up the Warp process.

Simple, and effective.

I like it.

21-047C – Summoner

Summoner summons a Summon.

Well, that’s what Summoners are supposed to do.

Once Summoner comes in, you get to grab a Wind Summon from your deck.

And, Every time that you cast a Summon, Summoner gains +2000 power. From how I’m reading it, you can cast a couple of Summons and keep stacking that +2000 power on top of the other. Plus. it’s a Standard Unit so you can have 3 of these on the board at any time.

Combine this with Meia (16-123L) and you have a reduced Summon cost. Add in plenty of low cost Summons and you’ll have 3 Summoners who serve as Meat Shields, or attackers.

Meat Shield just sounds better.

21-048L – Princess Sarah

Look no further. If you needed a way to keep Feolthanos on the board, so he can see EX Bursts, Princess Sarah can help you out.

Once per turn you can choose a Forward and that Forward cannot be chosen by EX Bursts.

After that, just dull and discard a Princess to make the next damage dealt to it 0.

Now, you don’t need to have Feolthanos, but I’d say you play these cards together.

 

21-049R – Sarah (Mobius)

Yes, she gives a +1K buff to all of your Forwards.

Yes, she is a 2 cost Backup.

Yes, she is probably good for draft.

No, I will not be playing this card, actually maybe I will.

I would have said to just go ahead and play Opus I Maria, for 3CP and the same buff to all of your Forwards, but what’s stopping you from playing both at the same time.

I started thinking this card wasn’t that great, it’s decent, but I started changing my mind the more I started writing about it.

I might give it a shot.

21-050H – Sophia (SOPFFO)

For a second there I read that Biker Mage.

You can throw Sophia and Summoner in the same deck. Both grab Summons, and when a Summon is cast they both have abilities that can go off.

Sophia here will deal 5000 damage to a Forward when you cast a Summon. Sure, you can only use this once, as you’ll have to dull Sophia, but that 5k can help out. Especially if the Summon you cast has dealt some damage to a Forward but not enough to Break it.

I wouldn’t call this a Hero, more like a Rare.

21-051R – Tiamat

Chocobos are going to make a comeback, just you watch.

I’m just saying that cause I can’t think of another Mono-Wind deck at the moment.

If you are playing Mono-Wind, you will be playing Tiamat. 4CP/8K body, throw in Opus 1 Maria and a bunch of Chocobos, and you have an unstoppable beast.

Hey, that’s pretty much what Tiamat is.

 

21-052R – Niini

This isn’t bad, especially for the cost.

1CP allows you to look at the top card of your deck. If you like what you see, you can keep it there. If not send that card to the bottom of your deck.

If you cast at least 3 cards this turn, you can grab that card, or grab the next one if you already sent it to the bottom of your deck.

Good thing about this is if you can check to see if you have an EX Burst coming up. If you do you can leave it there and when you take Damage you’ll know that you’ll have a surprise for your opponent.

21-053L – Balthier

Even though I’ll probably never play a Sky Pirates deck. This is a great card.

You can probably just throw it in any Mono-Wind deck, and you’ll do great.

Because every time a Wind Character comes in, you’ll be dealing 3000 damage to one of your opponents Forwards. And 3000 is enough to Break some Forwards, and then I’m sure you’ll have a way or two to finish them off.

Now if you’re playing Sky Pirates, Balthier will be able to Activate all of your Characters once per turn. Right at that moment when you get into your Main Phase 2, you can discard a Sky Pirate and have Balthier’s ability go off, and you’re left with a bunch of active Characters, ready to block, and what not.

21-054H – Pandemonium

And, here I thought this was a Backup.

For 2CP this is great card. Summon comes in and if you played a couple of cards this turn Pandemonium will deal 5000 damage to one of your opponent’s high cost Forwards, and Pandemonium searches for a high cost Forward for you.
If Pandemonium is the first card you played, you can pick one or the other.

Still great for 2CP.

 

21-055H – Penelo

These Sky Pirates just keep getting better and better.

Kind of wants me to make a Sky Pirate deck.

Penelo, a 2CP/5000 power Forward. that activates 2 Characters when she enters the field, as long as you have at least 2 Sky Pirates already on the field.

The best part is that when Penelo is sent to the Break Zone you can grab a 3 cost Sky Pirate from your Break Zone and add it to your hand. I think Balthier would be the perfect card to pick.

21-056R – Galeserpent General Najelith

Here we have the pixelated 3d graphics of FFXI. Even though this was on the PS2, the graphics look like they came from the FFVII era. Enough of the art.

It’s actually not that bad of a card.

Galeserpent General Najelith’s cost can be reduced by 2 if you already have a couple of Wind Characters on the field. Thus making her, a 2 cost Forward with 8000 power.

She cannot be chosen by your opponent’s abilities, giving her protection from that, and you can dull her and deal a Forward 4000 damage. This is where Penelo and Balthier come in.

Dull, 4000 damage, activate, Dull, 4000 damage, activate, dull, 4000 damage.

That’s 12,000 damage right there.

21-057R – Fran

Can’t go wrong with 1CP.

Especially since Fran grants protection to Balthier.

And, if Fran is in the Break Zone, you can play Balthier and grab Fran from the Break Zone and play her onto the field. At the small cost of 1 Wind Crystal Point.

Now I kinda, want to see what Balthier does.

 

21-058C – Machina

Finally a Machina that has synergy with your Type-0 Cadets.

And at only 2CP this is a great card.

If you have at least 2 Cadets on the field, Machina has 8000 power, Haste and Machina cannot be chosen by your opponent’s Summons.

Let’s not forget Armor Break, if you need to you can break a high cost Forward.

I do like it. It’s probably time to dust off that old Cadets deck and see what happens when we add Machina.

21-059C – Dragoon

Play Dragoon early, as your second or third Backup. As, that’s when you’ll get the most value from Dragoon.

Once he comes in you’ll gain a Crystal, and if you have 3 or less Backups on the field you get to draw a card. Which makes Dragoon cost a total of 1CP.

And, that is all. Simple, effective and straight to the point.

Not much else going on here.

 

21-060R – Rikku EX

Most of these Wind cards work well together.

Rikku here is another example of why you should be playing Mono-Wind.

When she enters the field, you’ll reveal the top card of your deck, and since it’s a Wind card, and you’re playing Mono-Wind you’ll just go ahead and add that card to your hand.

This also activates as an EX Burst when you get that point of damage, and Rikku pops her head.

And at 3 points of damage, Rikku gains +2000 power making her a 7000 power Forward.

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Crystal Dominion – Fire Review

15-001R/9-002H – Ifrita

Starting off the set with a reprint?

I would too, if it’s Ifrita. Now along with the Ifrita we got in the previous set, It’ll be a lot easier to get Ifrits and Ifritas in your Break Zone.

 

15-002C – Sky Warrior

There’s a reason Sky Warrior is a common.

He costs too much for his abilities. Sure, you can say that he’ll pay you back for the costs if you use him to pay for CP, but I shall pass on this one.

 

 

 

15-003C – Sky Samurai

I would have said this card was a bust, but after playing against it, at the Prerelease, I realized I was wrong. I didn’t even put it in my deck, then I realized that it is a decent card.

Attack, Opponent Blocks, Discard a card for +2K, Break Opponents Forward.

Simple Enough.

 

 

15-004C – Edgar

Need a Backup?

If there is a way to recycle Edgar, he would have been a great card. Actually now that I think about it I know someone will know of a way to break your own Backups. And, that someone need to tell me.

But, Edgar here really shines if you’re playing a Category VI deck. That way, when you choose your Forward, you’ll also deal another Forward 7000 Damage, when you attack.

 

15-005R – Guy

5CP to search for a Rebel, and play it on the field. You can consider Guy as a free play if you pick a 3CP Rebel. Doesn’t even have to be Fire any element will do.

And, what better Rebel to search and play, other than Opus I Maria.

Give Guy +1K. And fill the rest of your deck with Warriors, or job Warrior. Then all you need is to cross out Guy’s name on the card and call him Swan.

 

15-006H – Cyan

Samurai’s getting a whole lot stronger this set.

Cyan and Tenzen will run this set. Just add as many generic Samurai cards as you can, and watch Cyan just manhandle your
opponent. By dealing a Forward 9K, every time a Samurai enters the field.

You won’t even need to play your whole hand. Just enough Samurais to wipe out your opponents Forwards.

 

15-007C – Samurai

Exchanging 2CP for a Crystal.

Seems like an even trade. Now to find what we’re going to use these Crystals for?

Samurai has no abilities, that consume Crystals, but there are plenty other cards that do. Samurai’s job is to give you a Crystal and then hopefully you’ll find a way to Break Samurai so you can play the your real Backups.

 

15-008C – Shadow EX

4CP/8K body that gives you a Crystal when Shadow is put into the Break Zone.

 

 

 

 

15-009C – Bahamut

A four cost Summon that can become a 2 cost Summon with the help of a Crystal.

Plenty of these Summons this set.

Deal a Forward 9K.

Plain and Simple.

 

15-010R – Vargas

The plan is to attack with a weaker Forward first. Once that Forward breaks, you will attack with Vargas and choose 1 of your opponents Forwards and make them block your next attack.

Choose wisely and you will break your opponents Forwards one by one.

Almost like Cyan, but cyan seams to be more effective.

 

15-011L – Palom

Now this look interesting. Palom almost looks like George from Peppa Pig. The way he’s holding that Dinosaur, I mean Dragon. But the card looks interesting as well.

George … I mean Palom here, has an ability that gets stronger after a couple of turns. Palom gains 1EXP Counter at the end of each of your turns. With each EXP Counter Palom gains 1K power.

The longer Palom remains on the field the stronger he gets. I would say that this is a great turn 1 card.

And Palom’s ability. For a total cost of 0CP, Palom can deal either 2K damage or 8K damage to one of your opponents Forwards.

Yes, Please. I’ll take 3.

15-012H – Faris

What a card.

Pirates and Vikings Unite.

Faris and Leila will have a field day with the Vikings, coming in and out and back and forth from the Break Zone and what not. It will work.

Then all you need to do is fill up your deck with a lesser value of 3CP, and give yourself multiple copies of Faris. Not just this one. All the other ones that you can find. And Spam Pirate Storm.

The Vikings will thank you.

15-013L – Firion

Have you got an extra Crystal lying around. Firion here can use it. Buff him up with Haste, First Strike and +1K Power. And, not just for this turn. Have an extra Crystal, give Firion +3K Power. But this one only lasts for 1 turn.

Other than that, there’s not much else to write about.

 

 

15-014H – Brynhildr EX

Deal 5K damage to a Forward and if you break it you win a card. Just grab it from the top of your deck.

 

 

 

 

15-015R – Bwagi

Fire, now will have a way to draw cards. As long as you have Bounty Counters on Bwagi, you’ll be able to draw a card on every turn.

 

 

 

 

15-016C – Bomb

Your Elemental Monsters are here. You know the ones that are practically the same in all elements, but different.

Bomb here, deals a Forward 5K damage, when it enters the field.

After that you can turn Bomb into a Suicide Bomber. Turn him into a Forward and no matter what happens Bomb will end up in the Break Zone.

 

15-017H – Machina

Why does it seem that Machina doesn’t synergize with the rest of the Class Zero Cadets? Could be the same reason I never used him in Type-0.

I can see this card being played early in the game. As soon as you’re opponent plays a couple of cards, you can unleash Machina. And, since he’ll be the only Forwards you have out at the moment. You’ll be able to start swinging, and have Brave for that matter as well.

 

15-018C – Sabin

These commons are getting a little bit more expensive.

But, there’s something about this Fire set with dealing 9K damage to a Forward your opponent controls. And Sabin here is no different.

At the start of every turn, yours and your opponents. You can use Sabin’s ability and deal 9K damage. Next turn another 9K.

 

15-019C – Josef

Simple Rebel searcher. Also works on an EX Burst.

 

 

 

 

15-020R – Rinok

Rinok enters with 2 Bounty Counters.

Now, his ability states that you need to use 1 Bounty Counter to use it, but you can remove the Bounty Counter from any character that has a Bounty Counter on them.

 

 

 

15-021R – General Leo

Hmm, now this is interesting. A card that disallows Summons, and Forwards must always block.

Asta La Vista Summons. So Long, Valefor. See ya Later Phoenix. Not this time Amaterasu. Ain’t going to work Diablos. After a while, Crocodile. You get the point.

Might be worth playing in any deck, just to see your opponent get angry when they can’t cast the summon to save themselves.

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The Honor Roll Society

It’s only fitting that our 9th card of the Week is Nine. And I get to talk about Cinque as well.

On to the Card.

6CP – Lightning/Fire
Forward
Job : Class Zero Cadet
Category : Type-0
Legend
9000 Power

“You can dull 1 active Fire Job Class Zero Cadet Forward and 1 active Lightning Job Class Zero Cadet Forward (instead of paying the CP cost) to cast Nine.

When Nine enters the field or attacks, choose 1 Forward opponent controls. Until the end of the turn, it loses 2000 power for each Job Class Zero Cadet you control.”

You will be playing Cadets.

Fire and Lightning.

Might as well play Wind, that way you’ll have access to all the Class Zero Cadets, but since there is no Class Moogle that helps us with the Crystal Points you will likely play a Light or Dark card. Opus I Chaos and Cosmos will work well depending on, if you’d like to play another Light or Dark card.

And if you play your cards right, no pun intended, you’ll be able to get rid of 2 Forwards when Nine enters the field. All you need is a Fire Cadet and a Lightning Cadet, that you will dull for Nine to enter and after that dull Zaidou (10-091C) to give Nine “Haste and First Strike”. You will likely reduce the opponents Forward’s Power more than enough to send it to the Break Zone.

Can’t have a Class Zero without Ace (9-003L), I never took him out of my party when I was playing, so he should be in this deck. Well, that’s my reasoning. That and that you can grab a couple of Cadets and add them to your hand. Plus the 8K body, and that EX Burst, you’ll be knocking out Forwards left and right.

If Deuce (9-052C) was a Backup she would be a Legend, but she is not but, we’ll still play this one.

Trey (3-064H) is probably a card we can do without.

Cater, might as well choose the Backup (3-009C). (13-107C) might work as well, depending on the situation. Maybe play one of each?

Cinque (13-007R), the card that we wanted to build a deck around a Nine was the Legend to do it. Basically you’ll always have more than 7 Class Zero Cadets for Cinque to gain Brave, and “When Cinque attacks, choose 1 Character opponent controls. Break it.” This card paired with Nine and Ace and your opponent will not know what hit them. Plus that extra 4K for Cinque makes her a beast.

Sice (3-109C) can work. As can Seven (3-057R), and Eight (13-036R). Eight is Free as it does not state on his card that the cost for Eight cannot be reduced to 0. Jack (3-111H) can be decent for 1CP.

Now which Queen shall we play? 3-151S or 3-104C? Queen (3-104C) has a better ring for this deck, as you’re already Breaking Forwards with Nine, Cinque and Ace. And Speedrush, will give you a free attack.

King (3-006R) is the last cadet, giving all you Class Zero Cadet Forwards +1K. King can also be played by just discarding a Class Zero Cadet from your hand. Doesn’t matter what element it is.

And then there is Machina (3-022H), not worth it. And Rem (3-072R) should work good, as should (9-059R).

Now, we need backups because all the Cadets we chose are mostly Forwards. Arecia Al-Rashia (3-097R), will allow you to search for a Type-0 Forward. Moogle (Class Zero) (3-150S) will give all your Cadets +1K. Khalia Chival (10-089C) will let you grab a Cadet from the Break Zone.

Now. I’m guessing these shall be your building blocks. I’ve seen a couple of decks with Golbez (13-115L). As you can search for any 2CP card in your deck.

That’s what we have for Nine. Any ideas? Let us know.