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Journey of Water

27-091R – Adelheid

The Recycling Scholar.

Miner 2.0.

Adelheid let’s you grab 2 Forwards from your Break Zone.

And, that is about it.

All I know is that we can all use more cards that grab cards from the Break Zone.

Yes, you shall play this card.

27-092H – Ultimecia

The Wicked Witch of Water.

Maybe she’s just misunderstood. Especially given some of the fan theories I read over the years, she just might be.
Anyways, Ultimecia is ready to go and for 4CP and 3 cards removed from your Break Zone, and you can gain control of one of your opponent’s Forwards.

You’ll need to pay it’s cost, using any colored CP, if you don’t, you’ll just end up putting that Forward into the Break Zone, which in itself is a great thing too.
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27-093C – Urianger

Just what we needed. Well we always need more Backups like this. Backups that can produce CP from another element.
Urianger does just that as he produces Lightning CP.

What else does he do?

When Urianger enters the field, and Koana is on the field as well, you will draw a card, making Urianger a free play.

 

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27-094C – Garnet

Umm?

Why would they have that as an EX Burst? Putting the top 3 cards of your deck into the Break Zone, for no reason doesn’t seam like a great play to me.

Garnet’s other ability is good though.

You can remove one Summon from your Break Zone, and your opponent will choose one of their Forwards and they will put it in their Break Zone.

This is a decent play, which kind of evens out the cost of the top 3 cards of your deck when she enters the field, but what happens when the top 3 cards of your deck have the cards you need to play?

It’s worth a gamble if you ask me.

27-095H – Gau

Gau is ready to add more power to your Monster deck. Or any other deck for that matter. It’s just that we associate Gau with Monsters.

Gau comes in and you look at the top 5 cards of your deck, and add 2 Characters that cost up to 2CP.

If you succed and find 2 cards, it brings Gau’s cost down to 1CP.

And his ability doubles his power and grants him Brave.

What’s not to like?

27-096C – Chemist

Chemist is moonlighting as an Ice Backup.

Why?

Cause if you pay the extra cost, Chemist will Dull/Freeze 2 of your opponent’s Forwards.

That will explain why you need one Ice CP to pay for the extra cost.

 

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27-097C – Black Mage

Black Mage comes on in and your opponent has to make a decision.

Which Forward will they send to the Break Zone?

All I know, is that that Forward has to cost 2CP or less.

And, if you have a Multi-Element Forward on your field, that chosen Forward can now cost up to 4CP, giving them a bigger selection on who to Break.

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27-098L – The Emperor

The Emperor of Palamecia is back again, doing the same old shtick.

Whenever The Emperor is put into the Break Zone, you can play The Emperor from your hand onto the field. 5CP or less, and we already know that the highest cost for The Emperor is 5CP, so you can play any Emperor that you would like.

Not only that, but you can put The Emperor into the Break Zone yourself when you use his ability. And, it is an ability that you would like to use over and over if you can. What’s that ability? You’ll choose one of your opponent’s Forwards and they will lose 8000 power and their abilities as well.

How many Emperors can you have in your deck before you decide it’s too much?

All I know is that there are 6 The Emperors, that when put in the Break Zone will find a way to play another of your Emperors onto the field.

Can we build a deck around this? I shall give it a try.

27-099H – Gogo

Ever needed a Mime to do Mime-ey things?

Gogo got you covered, (s)he can even go-go dance. Probably.

Gogo can only come in during your opponent’s turn, and when Gogo does come in Gogo will use the same auto ability that your opponent just used.

Gogo practically mimicked what your opponent did.

And that is why Gogo is a mime.

Yeah, don’t got much to say.

27-100R – Schultz EX

You can see Schultz holding a letter. But, what really is in the envelope is a card. Most likely a water card. And when he enters the field you can look at the top 3 cards of your deck. Once you’ve taken a good look at them, you can put them at the top of your deck or the bottom of your deck, in any order that you ‘d like.

Once you do this, you will reveal the top card of your deck, and if it’s a Water card, you can add it to your hand. If it’s not then you struck out. So, make sure you put them back right.

This is a sure draw if you’re playing Mono-Water, if you’re not, then you have a 25% chance of whiffing on this play.

This ability also comes off of an EX Burst.

27-101l – Sin

Sin is a Monster.

If you don’t believe me just take a look at him.

Sin enters the field for a whopping 8CP.

What do we get for that?

Well, Sin will break 2 of your opponent’s Forwards and 1 of their Backups. Send them to the Break Zone. Of course you’ll also have to remove 15 cards from your Break Zone, in order to trigger this ability.

Those 15 cards are already in your Break Zone, so you probably don’t have any use for them anyways.

After everything is done, you’ll have a giant Meat Shield on the field, cause it’ll be hard to get rid of SIn.

27-102R – Tidus

4CP/8000 Power.

Tidus comes in and hands out Guardian Counters like candy.

What do these Counters do?

They reduce the damage taken by 5000. Which will save you from a lot of attacks, Summon or abilities.

You can also use Tidus’s ability to give +1000 power to all of your Forwards.

After that he’s just a Meat Shield, and a good one at that.

Maybe you can use Opus VI Rinoa to bounce Tidus, and hand out even more Guardian Counters.

27-103C – Tonberry

Tonberry comes into the field and he starts stabbing.

Just a small stab at first. One of your opponent’s Forwards loses 2000 power.

And then you have Tonberry’s ability where he will break one of your opponent’s Forwards. You can choose any Forward as long as it has 8000 power or less.

Not bad if you ask me, 3CP to play Tonberry, and you can break one of your Forwards whenever you would like.
If this card has a Full Art, I’ll take 3 of those.

27-104C – Ninja

This Ninja look more like a tank.

Ninja will come in for 2CP, and has a simple enter the field ability which will give one of your Forwards the ability to draw a card if they deal damage to your opponent during this turn.

And, that is all.

You might be able to find some use with Ninja in certain situations, but it’s not a card that you will want to use all the time.
Unless it’s turn one, and you also have Roche, then go right ahead.

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27-105R – Mayakov

Mayakov looks like he’s ready to star in Michael Jackson’s “Thriller”.

Mayakov is a cheap Forward, that gets better the more Dancers you have on the field.

You can dull these Dancers and that is how you pay for Mayakov’s abilities.

One will reduce the power of one of your opponent’s Forwards by 2000, and the other will draw you a card.

And if you don’t like dulling your active Dancers, Mayakov has an ability that will Activate 3 of your Dancers. That way you won’t think too much about whether it’s worth dulling you Dancers or not.

27-106C – Mog (VI)

It’s a cheap play, that can draw you a card.

It’s not like you need all of those cards in your Break Zone, half of those cards, are there for a reason.

What you’ll do is play Mog for 1CP. Remove 5 cards from your Break Zone and draw a card.

You’ll be up by 1CP.

I’m not saying you need to put Mog in every deck, but, there could be some use to him.
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27-107R – Yuna

I’m guessing you can play Yuna with the Tidus in this set. I’m also guessing that you can use this Yuna with a Tidus from any set. Let’s say Emissaries of Light. Cause, who doesn’t like that Tidus.

Yuna comes in and grabs Tidus from your Break Zone.

She also can’t be chosen by your opponent’s Summons.

And, that is all.

Once Yuna grabs Tidus, she has no use anymore, you can use her to block an attack, and play a more useful Yuna.
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27-108H – Leviathan

There’s a lot going on for 5CP.

And, I got to say that it is worth playing this card.

Leviathan comes in and you get to return one of your opponent’s Forwards to their hand. And, that’s not all. Nope, you can also play a 3CP Forward from your hand onto the field.

This brings Leviathan’s cost down to 2CP.

The only thing that would make this card better would be if it came off of an EX Burst.

But, then it would have to be a Legend. And, to date we only have had 6 Legend Summons. None of which are Water.

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Wind of Discovery

27-037C – Red Mage

Since the other 1CP Standard Unit Backups were pretty decent, I saw Red Mage and thought it would be the same. Turns out, he’s not as good as the others. And, that is what you get with Red Mages in general. They’re a Jack of all trades, but they don’t specialize, meaning their abilities will cost more.

Take for example this one. You can break a 4CP Forwards, for a total of 5CP.

It’s a decent ability, but there are cheaper ways to get that same effect.

 

 

27-038C -T-Rexaur

I think we just got our first Dinosaur.

At 5CP T-Rexaur is about to get to work.

As soon as it enters the field, it will activate 2 of your Characters. This can be Forwards, Monsters or Backups. If you have Characters with abilities that you would like to use again, go ahead and play T-Rexaur.

This Dinosaur also has the ability to Break a Forward with 9000 power or more.

Where was T-Rexsaur when we were trying to deal with Neo-Exdeath?

27-039L – Vaan

Am I reading this right?
Vaan comes in and searches for 3 Sky Pirate Forwards?

Or Vaan comes in and searches for 2 Sky Pirate Backups and plays them straight to the field?

At 7CP, this card is cheap.

If you pull Vaan on your first turn, you’ll have 3 cards on the field for 7CP. That is more than worth it. I’m pretty sure, you’ll find some Sky Pirate Backups that will get you going.

This is a card that you can play at any time. Early game, Mid game, late game. Vaan will get you rolling.
This is a great card, and I hate to say it, just because Vaan is one of my least favorite characters. But, this card might just make me want to build a Sky Pirate deck.

Just might.

27-040R – Eight

Are Cadets making a comeback? I’ve seen plenty of Type-0 cards coming out of the last few sets.

Eight is ready to take Cadets further. He comes in with Haste, and whenever he attacks, you will reveal the top 3 cards of your deck and ad one Class Zero Cadet to your hand. And, if you’re playing Cadets, you’ll most likely find at least one. If nothing else, it’s CP you can use to play other cards.

Explosive Fist, Eight will deal 8000 damage to one Forward. The good thing is that you don’t dull Eight to use this ability allowing you to attack with Eight.

I’ll have to revisit Cadets as well.

27-041C – Askah

I was using this card at Midnight Prerelease. And every time I would draw it from my deck, I would play him right away, cause I knew I had a 4 cost Forward in my deck.

That’s 2 Forwards for 5CP. Meaning that I would bulk up my defenses quickly. And then my opponent would spend their resources trying to get rid of these Forwards.

Askah also has another ability, where when he attacks, you will Activate 2 Backups, giving you 2CP for your Main Phase 2, or to have on your opponent’s turn.

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27-042R – Haudrale

A low cost Forward that can search for another Forward when you use his ability.

Any Forward with no restraints.

It’s a decent ability that if Haudrale gets targeted by a Summon or ability, you can use his own ability and bring another Forward to your hand.

And if you find a way to give Haudrale Brave, you can attack with him, and if he is blocked, then you use his ability to send him to the Break Zone instead of just taking the damage.

That way at least you’ll have another card in your hand to show for.

27-043C – Dancer

You’ll pay 3CP to activate 3 Dancers.

Which isn’t bad at all as you’ll get a Backup on the field.

Dancer is technically a free play.

Especially if you Activate the 3 Dancers used to pay for Dancer.

And, that’s a bout it.
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27-044L – G’raha Tia

Ok, that’s a lot of text.

For 5CP G’raha Tia enters the field and you reveal the top 5 cards of your deck. Depending on what elements are there, will decide on what G’raha Tia will do.

3 Elements and G’raha Tia will allow you to draw 2 cards.

5 Elements and your next cast is reduced by 4CP.

8 Elements and you get everything mentioned above, but G’raha Tia will also remove all of the cards on your opponent’s field, and all the cards in their Break Zone. Gone. Nothing left.

The chances of drawing all 8 Elements in the top 5 cards of your deck are slim. Very Slim. But if it does work, you have just won the game. If you don’t win after that, then I don’t know what to tell you.

27-045C – Thief

I just noticed that Galuf’s bandana ties under his nose. It might be a hood, but that should be going under his chin. Now I want to look at the other Final Fantasy V Thief designs to see what’s going on here. Is it his beard that messes everything up?

Anyway, Thief comes right in with Haste none the less, and if you control a Multi-Element Forward, Thief cannot be blocked.

And, I did look at the other FFV Thieves, and only Galuf looks like that. Must be his old age.

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27-046H – Jack Garland

The other Garland, but the same Garland. I really need to play Strangers of Paradise at some point.

At the beginning of your Attack Phase Jack will grab a SoP Forward from your Break Zone, meaning that you will never run on empty.

And, if you have a Dark Forward on the field Jack cannot be chosen by Summons or abilities.

This reminds me. What did we just see in Fire? A little card named Chaos Advent.

I’ll just leave that there.
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27-047H – Wendigo

This is something else. And, I like it.

If you’re playing Wind, just throw 3 Wendigos in there, and you’ll be set.

For 6CP you’ll have 3 Wendigos on the field all at once. Whether the Wendigos are in your deck or in your Break Zone, if you play one, they’ll all come out.

Now I got to look to see if there any other Wendigos, I know the answer is no, but I’ll check anyway.

I would say even if you won’t use this card right now, keep a playset. Just in case we get another Wendigo card later on down the line.

27-048R – Seven

Almost like a Summon.

Seven will come in during your opponent’s turn, and if an auto-ability is triggered by a low cost Forward, Seven will cancel it out.

The best thing about it is that Seven will activate during your turn, meaning that you don’t need to wait a whole turn in order to use her to generate Crystal Points.

Seven also comes as a Full Art.
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27-049R – Balthier

This is the first time Balthier is a Backup.

And, lets just say he does a better job at being a Forward.

Balthier comes in for 2CP and deals 4000 damage to a Forward.

You can also pay the extra cost of 3CP, and deal 4000 damage to another Forward. You can also pick the same Forward to deal it a total of 8000 damage.

It’s not a bad card, just not for Sky Pirates. That doesn’t mean you can’t add Balthier to other Wind decks.

27-050H -Penelo

1CP.

That’s it. 1CP. Penelo allows you to draw a card once per turn, and we always like extra cards.

But that’s not even the reason we’ll be playing Penelo.

We’ll be playing Penelo for her second ability which will cancel an Auto-ability.

Sky Pirates are coming for you. I’m surprised this card didn’t get new original art.

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27-051R – Fran

Fran isn’t doing much, but she is helping out your local Sky Pirates.

Fran sits out in the Back line, and she has one job, and she does a pretty good job at it.

Whenever your Forwards need more power to break one of your opponent’s Forwards, Fran will give it +2000 power.

And, if that’s not enough, Fran will always produce one CP per turn if you decide not to use her buffing expertise.

Yeah, that’s about it.

27-052H – Chaos, Walker of the Wheel

See, I was wrong about the one cost Summons. They are not all from Final Fantasy III. They are all from different games.

Chaos as you would expect is from Final Fantasy XII.

For 1CP you can remover one of your Generic Units from the game and search for another Standard Unit and add it to your hand.

You would probably use this with cards that have a great leaves the field ability. Like Vikings. All you have to do is make sure the text reads “leaves the field” and not is sent to the Break Zone.

27-053C – Lehko Habhoka

A 3 cost Backup that will allow you to grab a card from the top cards of your deck.

Depending on how many Backups you have, will determine how many cards you look at.

This will bring down Lehko Habhoka’s cost down to 1CP. Which is always good.

The rest of the cards go to the bottom of your deck, and during your next turn when you use Lehko Habohka to pay for a Crystal Point, you will have gotten back all the CP used to play Lehko.

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27-054C – Reks

Reks is back.

Yes, he’s back.

And all he has is one job.

Reks will come in, and he won’t be able to do anything on your turn cause he doesn’t have Haste.
During your opponent’s turn, Reks will hopefully survive. You can use him to block an attack, but you want him to make it alive to your turn. Can’t have him die in the beginning of the game again.

Once it’s your turn, you will put Reks into the Break Zone, and you will draw 2 extra cards, giving you a hand that will allow you to do more than you would have.

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Crystal Dominion – Wind P.o.V.

15-043R – Alexander

Reprint Wind Summon. Not bad, but would have been better is it was also an EX Burst

 

 

 

 

15-044L – Vaan

Can you pay both a Wind Crystal Point and a Ice Crystal Point? I believe so. And, that makes Vaan a card to play if you are running Sky Pirates. I might even make a Sky Pirate deck just to play this card.

All Sky Pirates cannot be blocked by any Forward of cost 3 or more. That means with a decent Buff, your Sky Pirates will be unblockable. Well, your opponent will be able to block against them, but they will most likely just have their Forwards broken.

Wind Crystal point to activate all Sky Pirates, and an Ice Crystal Point to reduce a Forwards Power by 2K for each Sky Pirate you control. (Read : break a Forward.)

15-045H – Edge

2CP to protect a Wind Forward from Summons or abilities that target them.

It’s a no brainer.

A Wind Illua. Somewhat, but what Edge lacks in Illua’s Haste and Sheol. He makes up for it in that he is able to change the direction of a Summon or ability onto himself in so that he can save Rydia once again.

It doesn’t matter that all Rydias are Earth. You get what I’m saying.

I sure hope so, cause I lose my thought process easily sometimes.

15-046C – Dancer

Just the ability itself, which allows Dancer to deal 2K damage to all your opponents Forwards. It can be activated by simply attacking with Dancer.

If that won’t work out this turn because there is a more powerful Forward on the field, Just use the other ability to give all your Forwards +1K.

Then the first ability will off at the end of the turn.

 

15-047R – Kytes

A way to save a Sky Pirate.

Is your Sky Pirate being targeted by a Summon or ability, or is he on the receiving end of an attack that is much too powerful for him?

Kytes here can help. By removing Kytes from the game, you can remove your Sky Pirate from the game and then return him to the field at the end of the turn.

Your best bet is to pick a Sky Pirate with a good entry ability.

15-048L – Kain EX

Attack and choose. Draw a card or Activate all the Characters other than Kain?

All the Characters? Characters?

Every time Kain attacks you can Activate your whole board?

Screw the extra card. Get me some blockers, and Edge, Opus I Maria, and anyone else that can help protect Kain.

Oh. And, some characters that will give me Crystals. Don’t want to lose Kain at the end of my turn.

15-049C – Garchimacera

For a moment there I thought that Garchimacera was a Backup. And then, I thought he was a Monster.

And then I thought it was Firebrand, from Gargoyle’s Quest.

But, my friends. This is Garchimacera, and it is a Summon. Reduce the cost by paying a Crystal and Garchimacera will cost

1CP. After that, choose to either Break a Forward of 5CP and up, or return a 1-2CP Forward to their owner’s hand and draw a card.

15-050C – Gigantuar

Enter the field deal a 5CP and up Forward 8K Damage.

After that wait for the perfect moment to turn Gigantuar into a 6K Forward, and have him attack or block and attack, because he will be broken at the end of the turn anyway.

 

 

 

15-051C – Shikaree G

Here to give the Sin Hunters some more Fire Power.

Shikaree G, along with the help of Shikaree Y will make Shikaree G unblockable, and be able to swing for some free Damage.

 

 

 

15-052C – Chocobo

Why just 1 Forward in the party?

There are better Chocobos that give the party far more firepower than this bird.

 

 

 

15-053H – Diablolos

1CP? That is all Diabolos costs? 1CP?

All Forwards Power is now 3000. That is if you already cast 4 cards this turn. Pair this with Ifrita and 6 Ifrits in the Break Zone and you have yourself a board wipe.

Too much work.

 

 

15-054R – Nono

Activate all Moogles?

Are Moogles going to became a new Archtype?

Nono and Good King Moggle Mog XII to be the main players.

Let’s see someone have a crack at it.

 

15-055H – Bartz EX

Bartz enters the field and gains a Crystal. With that Crystal in your possession Bartz gains +2K.

But, if you manage to acquire more Crystals you will be able to save a Job Warrior of Light from the Break Zone.

 

 

15-056R – Filo

Now this is what I call a backup.

Allowing Sky Pirates to produce either Wind or Water CP.

But, that’s not all folks.

Wind Soul. Which Sky Pirate shall we choose? Any one that has high power will do.

Filo also gives you a reason to run 3 copies of Filo (10-059R). 3 more Wind Souls coming right up.

15-057R – Maria

With the Rebel Yell, She want More, more, more.

Are we going to be able to build a decent FFII deck this time around? Maria here beats out Opus I Maria, but only if you’re playing with Rebels.

Maria, gives a buff to all the Rebels and also reduces the damage they take.

I see Rebels in my future.

 

15-058C – Dragoon

You’ll need Dragoon to keep Kain on your side.

Other than that he enters the field. Gives you a Crystal. And finally you put him in the Break Zone and he gives 1 Forward
First Strike.

 

 

15-059C – Llyud

Llyud is ready to fly. How do you even pronounce his name? Lloyd? Leeood? Leroy? Anywho, Llyud here is able to attack and give all your Warriors +3K. And if you have already taken 3 points of Damage he comes in with Haste. Then he’ll attack and
buff the Warriors.

 

 

 

15-060R – Leon

Leon has a look in his eyes that say, play your cards right and you’ll draw a card every time I attack. Llyud would be a great card to play with Leon.

And, like a good brother, Leon grabs his sister from the Break Zone if you have taken 3 points of Damage.

 

 

15-061H – Lehko Habhoka

How likely is it that you will have cast at least 3 cards this turn?

3 is easily done, but 5, might be tricky. But if you can manage to do that you’ll be able to search for an 8CP Character and play them onto the field.

And, until you end up casting 5 cards, you can always dull Lehko Habhoka for 1CP.

 

 

15-062C – Rem

2 cost Backup.

Activates 1 Character when she enters the field, and when she is put into the Break Zone.

You can easily put Rem into the Break Zone to gain a Crystal and activate a Character.

Rem will be in my new Cadets deck.

 

15-063C – Romaa Mihgo

Every time you draw a card, or just the one time?

Makes a big difference.