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Memories of Ice

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30-018C – Blue Mage

That’s a first. An Ice Blue Mage.

Nothing wrong with that.

If Blue Mage is the last card you play from your hand, then your opponent will discard a card from their hand.

If Blue Mage was a Forward this would have been well worth it.

 

 

30-019R – Alaya Rundall

Dependent on a Light Forward.

Alaya Rundall will have your opponent discard a card when she enters the field. Once again this will only trigger if you already have a Light Forward on the field.

You can then send Alaya to the Break Zone and give one Final Fantasy Brave Exvius Forward =1000 power until the end of the turn.

For 2CP this is ok. If it was anymore, I would have said there are much better cards out there.

 

30-020R – Omega

A 2 cost Monster that will turn into a Forward when either Player has 5 points of damage.

A Forward with 10,000 power.

Whenever Omega attacks or blocks, Omega will Dull/Freeze one of your opponent’s Forwards. Meaning that Omega can block an attack, and Dull/Freeze the next in line for you.

Omega is a sleeper. Waiting on the side until it’s time to shine.

 

 

30-021H – Gestahlian Empire Cid

Cid is only useful in a 3 element deck.

Once per turn you can use Cid’s ability to have your opponent discard a card in their hand. This ability will only trigger if you remove 3 different elements from your Break Zone.

If you’re not running 3 elements in your deck, Gestahlian Empire Cid is just a vanilla Backup. No better than our Opus I Evoker.

 

 

30-022C – Glenn

Coming in with First Strike and the ability that states. Dull/Freeze a Character, whenever a Forward with First Strike attacks.

Glenn has First Strike.

So, Glenn’s ability will trigger whenever he attacks.

First Strike Warriors? Can it work?

 

 

30-023H – Seymour

Seymour comes on in and casts Dull/Freeze on one of your opponent’s Forwards.

Yes you do need 3 Summons in your Break Zone for this to work, but once you do, you can also remove those 3 Summons from the game, and then you can pick another 2 Forwards, and Dull/Freeze them as well.

I’d say use Seymour in a Summon heavy deck.

You don’t need to be a rocket scientist to understand that.

 

 

30-024C – Styx

Not bad. Not bad at all.

Styx will grab an Ice Forward from your Break Zone.

And, that’s it.

And, all that it will cost you is 1CP.

Play this. I fully support this card.

 

30-025C – Strago

Ok, Just like Styx, Strago does the same thing. retrieve a Final Fantasy VI Character from the Break Zone.

The difference is that Strago costs 3CP. And it is worth it. Because Strago also has a 7K body to block or attack. Whichever you choose.

And, why does this matter?

Because once Strago is sent to the Break Zone, you can play another Strago and grab another Final Fantasy VI Character from your Break Zone.

Just remember, you can’t grab Strago from the Break Zone.

30-026R – Zenos

Zenos will fit right in with the rest of the Heavensward Starter Set.

Zenos will break A Forward when he enters the field. Hopefully it’ll be one of your opponent’s Forwards, but if they don’t control a Warrior of Light, you are out of luck and you’ll have to break one of your own Forwards.

But, all is not lost.

Once a Forward if put into the Break Zone, your opponent discards a card.

 

 

30-027C – Celes

Not bad at all.

Celes is hanging out on your Backline, ready to use her ability.

What’s this ability?

She will cancel an auto-ability. That is the best case scenario. Worst case scenario, she’ll make your opponent pay 3CP in order to cast that ability.

Either way you’re coming out on top.

Every Ice deck will need to make use of this card.

30-028H – Fina

We’re getting a lot of these cards lately.

Fina comes in and reveals the top 3 cards of your deck. You can then add 2 Final Fantasy Brave Exvius cards to your hand. The rest will be sent to your Break Zone.

As always if you’re playing FFBE this is a great card. If not then you already know the story.

And, since we got a whole bunch of new FFBE cards this set. I think it’s worth looking into.

 

 

30-029R – Hraesvelgr

Hraesvelgr does nothing until he is sent to the Break Zone.

And, when he does he will either have your opponent discard 2 cards, deal a dull Forward 10,000 damage, or he will search for himself and play himself on to the field dull.

Either way, this is a good way to keep some pressure on your opponent.

And, what’s to stop you from playing Opus VI Hraesvelgr in it’s place?

 

 

30-030C – Mini Fighter

Playing Fire/Ice? Ice/Wind?

If so Mini Fighter might just be the card that you need.

When Mini Fighter enters the field, you’ll reveal the top 4 cards of your deck and add either a Fire or Wind card to your hand.

The rest go to the bottom of your deck.

This can be useful.

 

30-031C – Mog (XIII-2)

I can see Mog being used. Especially if you know what the top card of your deck is. Luckily we have cards that can show us what the top card is.

In certain situations this will be a great play, but most of the time, Mog will sit in your Backup line, and just give you 1CP per turn.

There are much better Mogs out there.

 

 

30-032L – Roca

Looks like Iced Earth is making a comeback.

Roca doesn’t do anything herself. The magic happens when an Earth Character enters the field.

Because every time one does, Roca’s ability will trigger. And what happens when Roca’s ability triggers? That’s up to you.

You can either break a dull Forward, Dull/Freeze 2 Characters or grab a card from your Break Zone.

And, we all thought Roca was a sifter.

 

30-033C – Roghza Ovis EX

Kind of expensive, but it’s a big body with Brave.

Roghza Ovis enters the field and searches for a Princess.

Any princess will do.

And when you play that Princess, Roghza Ovis will gain +1000 power and Brave.

And that’s all it is. Sure, the 6CP will come down to 4CP when you grab the Princess, and 4CP is a decent price for a 10k body with Brave.

All that’s left to do is give Roghza Ovis, First Strike.

30-034L – Locke

He’s not a thief, he’s a Treasure Hunter.

Cause if Locke was a Thief, he would have been searchable by Marcus.

When Locke is on the field, any card that your opponent discards will be randomly chosen. Meaning that your opponent can’t discard the cards that are useless to them at the moment.

Your opponent will also discard a card when Locke enters the field.

We’re not even done here. At the end of your turn, if your opponent has no cards in their hand, Locke will Freeze a Character. This ability will also draw you a card as well.

Throw this into a Turbo Discard deck, and you’ll be straight.

Cool Singles!

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Gunslinger in the Electric Playground

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26-081C – Aphmau

The Puppetmaster pulls plenty of strings. Even when Aphmau is in the Break Zone, she still can pull strings.

For 2CP you get a tiny body that can block an attack. And, that is about it. Everything else happens in the Break Zone.

You can put Aphmau into the Break Zone to draw a card, and dull one of your opponent’s Forwards.

And, once Aphmau is in the Break Zone, you can remove her from the game and dull another one of your opponent’s Forwards.

And, that is pretty much it.

26-082H – Angeal

SOLDIER, Shinra, The Turks, AVALANCHE.

We’re getting cards for all of these, and all of these themed decks will become that much stronger.

Angeal here, enters the field and grabs 2 SOLDIERs from the Break Zone. Then you can play them without actually paying their cost. Angeal’s ability allows you to play them for 2CP.

And, if that’s not all Angeal has a 9k body, that will keep him around long enough to keep playing all of your SOLDIERs.

26-083H – Elena

One more for the Turks.

Elena is a free play if you have 2 Members of the Turks on the field.

Elena comes in with Haste, making her useful from the get go, allowing her to attack.

She’s not a threat until you receive 3 points of damage. Once you do reach those 3 points of damage, Elena will deal 5000 damage to the Forward that deals damage to her. Making her a superior blocker.

Your opponent will be thinking twice before hitting her with an ability, or blocking her.
Shinra is back and ready to go once again.

26-084H – Vivian

And, here you thought that Final Fantasy XVI and Priming couldn’t get any easier.
Vivian is here to change all that.

For 5CP you get a Backup that does all the work behind the scenes. Namely, Vivian allows you to pay the Priming cost with CP of any element. That right there is worth the price of admission, but, we’re not even close to done.

When Vivian comes in, you can grab a FFXVI Forward from your Break Zone and add it to your hand. You’ll pick one that can Prime. And, once that Forward Primes into an Eikon, you will draw a card.

And, you will draw a card every time you Prime.

Logan Paul ain’t got nothing on Vivian. Much better Prime here, than in the stores.

26-085L – Vrtra

Vrtra is here to cause your opponent suffering.

We’ll start from the top.

Vrtra cannot be chosen by your opponent’s Summons.

Check.

When Vrtra enters the field, Vrtra cannot be chosen by your opponent’s abilites, until the end of their turn.

Check.

That’s all good and all, but that’s not where Vrtra shines.

When a Lightning Forward attacks, you will dull one of your opponent’s Forwards and deal it 7000 damage.

All you have to do is find a way to bounce Vrtra in and out. Maybe something along the lines of Rinoa (6-041L). You’re welcome.

26-086C – Exdeath EX
Of of course Exdeath has an EXburst. Get it? Yeah that was terrible.

The 5 cost Backup that will break a 5 cost Forward.

What else do you need?

Anything?

Nope, that’s enough for me.

The Ex Burst is just the cherry on top.

26-087R – Odin

Odin is here to reclaim his throne from Althyk.

Period.

When Odin is summoned, you can choose one of two options.

The first, break a Forward of cost 4 or less.

The second break an LB of cost 6 or less.

Althyk is 2CP, and that means Odin will break Althyk any day of the week.

Your Summon in shiny armor has arrived once again.

26-088R – Gav

As if Final Fantasy XVI needed some extra help. It’s already doing great with Prime, and now a Character that will search for a Final Fantasy XVI Character. Add in Elwin that will search for either Clive or Joshua, and you have Prime going off left and right.

Needless to say, this is a card that will see plenty of play.

In fact every deck that runs Clive will have at least 3 copies in it.

And 3 more just to be safe. You don’t want to lose these ones.

 

26-089C – Gilgamesh

4CP can mean 4 different elements. But that Warrior of Light does not have Lightning, So, we’ll have to get back to the drawing board. But, if we look at this set, we can settle on “The Twelve”. All elements are in there. I’m thinking that might be a good fit.

You’ll ask what am I even going on about?

It’s simple. Greg here gets better the more you use different elements to pay for him. And with 4CP, like we mentioned you can use up to 4 different elements to pay for him. Each element is a multiplier on the damage Greg will deal to one of your opponent’s Forwards. Meaning, you can deal up to 12K damage when you cast Greg.

Who’s Greg?

26-090C – Xiphos

This was a thorn in my side during Prerelease.

All these Opus XXVI Monsters were.

All you have to do is bring Xiphos in and go to town. Attack as soon as possible. Cause when Xiphos is blocked, your opponent’s Forwards, all of them, will lose 3000 power.

And when Xiphos deals damage, he breaks a 4 cost Forward on it’s way to the Break Zone.
That’s the only downside to this card, it heads to the Break Zone whenever it deals your opponent a point of damage.

Don’t forget, you can have 3 of these on the field at the same time.

And, I suggest you do.

26-091C – Sleipnir

Sleipner is a bit of a sleeper. He’ll only work good if you already have a Dark card in your hand.

If you don’t, then it’s not worth playing Sleipnir. Let him stay in bed and use him for CP.
If you do have a Dark card in your hand, you will draw a card, and if you play that Dark Forward, Sleipnir will gain Haste and 3000 power. Making him an 8K Forward.

After that Sleipnir is just a Meat Shield, staying on the field long enough for you to block an attack.

It’s an ok play if you’re playing Final Fantasy XVI.

26-092H – Serah

How is Serah just a Hero?

Remember that Final Fantasy XIII deck we got a while back? Time to dust it off.

You’ll be wanting to play Serah once you have a couple of Final Fantasy XIII Characters on the field. If you have 2 FFXIII Characters, Serah will break one of your opponent’s Forwards that cost 4CP or less.

And at 3 FFXIII Characters. That’s 2 plus Serah, you’ll be able to deal a point of damage to your opponent. You can use this ability once per turn. And, when Serah deal damage to your opponent, you guessed it, Serah will break one of your opponent’s Forward once again.

You can probably build a whole deck around Serah, and we haven’t even gotten to Lightning yet.

26-093C-15-095C – Ninja

Here’s a reprint, of a reprint, of a reprint.

So, we’re just going to, you guessed it, Copy/Paste from Opus XX – Dawn of Heroes.

“You’d think they’d at least try and get the serial numbers to match.

Would’ve looked a lot better reading 20-099C/15-099C.

Not that big of a deal but, at least you gain a Crystal when Ninja comes in.

After that you can send Ninja to the Break Zone, and deal a Forward 1000 damage.

*yawn

Maybe if it wasn’t a reprint I’d be more excited.”

26-094C – Byregot

More of “The Twelve”, and Byrgot ain’t playing.

Once per turn Byregot can dull a Forward on command. And, that is all you need. Everything else is extra.

And, I do mean extra.

How would you feel with an extra card in your hand? How would you feel if that card was an extra member of “The Twelve”?

Well, you should be able to grab one from the top 5 cards of your deck, considering you are playing “The Twelve”. That’s 36 cards out of 50. And your chances of pulling a card that isn’t “The Twelve” are close to 0. And, if my calculations are correct you have a 92.47% chance of finding a member of “The Twelve”, leaving a 7.53 chance of not finding one.

26-095R – Freya

This card better be a Full Art. Kind of reminds me of the Emissaries of Light Black Waltz trio.

Freya comes in with Haste, and you better have your Dragoons ready, because every time she attacks, you will deal 2000 points of damage x the number of Dragoons you have on the field. And, if you’re playing Dragoons, you’re going to have a lot of Dragoons on the field.

And, if that’s not enough, Freya’s Dragon’s Crest does the same thing. Dealing 2000 damage x the number of Dragoon’s you control. You’ll be using Freya like she’s going out of style. But, she’ll never go out of style.

All you need to do is pair Freya, with Esitinien (6-088L) and you’ll be half way to victory.

26-096C – Mini Fighter

Mini Fighter wielding a Mega Sword. For his size that is the equivalent of Sephiroth’s Masamune. But, Mini Fighter is not Sephiroth, just a miniature version, that can disrupt an ability. Hopefully.

Mini Fighter can dull a Forward and depending on what card you discard to pay for the ability, Freeze it as well.

And, that’s about it. Mini Fighter will also give you 1CP per turn, as Mini Fighter is a Mini Backup.

Ok, I’ll stop now.

26-097R – Rhalgr

If you have 8 of The Twelve out on the field, Rhalgr is a free play. And, what a free play he is!

Coming in at 9K and Haste, Rhalgr is a god in his own right.

But, you’ll ask, why would I pay 8CP for a card even if it does break a Forward, and you get to keep a body on the field that can attack right away?

You should, and you won’t. Rhalgr’s cost is reduced by one for each of The Twelve that is on the field.

I mean, you’re already paying 7CP to play Opus I Odin just to break a Forward. What’s one more CP to have an extra body on the field as well?

26-098L – Lightning
Do you see what’s going on here?

The Farron Sisters is where it’s at!

Lightning comes in for 3CP with 6000 power, and Haste. So far so good. But why is this a Legend?

Let’s take a look. When Lightning form a party and attacks, and deals damage to your opponent, that damage becomes 2 points instead.

Still there? Yeah, Lightning is not done.

When Lightning attacks, you can play a Final Fantasy XIII Forward onto the field, and that Forward will form a party with Lightning to attack.

Where’s Serah? We just mentioned the Farron Sisters. So, naturally you’ll grab Serah. And when Serah enters the field and you control 2 or more Final Fantasy XIII Forwards, Serah will break a Forward of 4CP or less. Lightning and Serah make 2.

And when Serah deals damage to your opponent, Serah will once again break a Forward.

Nuff said.

26-099C – Dragoon

Dragoons are adding a piece to the perfect puzzle.

Faris here, I mean Standard Unit Dragoon that looks like Faris, will grab a Standard Unit from your Break Zone, and depending on how many Dragoons you have on the field, you will be able to play it straight to the field.

If you don’t then you will just add it to your hand.

The good thing is that it does not have to be a card named Dragoon, and since you can play it straight ti the field without paying the cost, you can play a Standard Unit from any element. Including Lanista (26-020C), who will give all of your Forwards +1000 power when they attack.

Keep Dragooning!

26-100R -Llyud

A Lightning card for Warriors? There’s actually a lot more than I thought. I thought Llyud was the first one. (It’s called old age.)

Llyud is ready to go, and so should all of your Warriors.

Whenever any Warrior you control attacks, you get to dull one of your opponent’s Forwards. And this can keep on going on and on. As long as you have Warriors to attack. And if you need more, there’s always a couple of cards that will dull on command.

We’re starting the Dull Warriors, and only Full Fledged members are allowed entrance.

Cleon would be proud. Oh wait, Cleon’s not around. Swan would be proud.

Electrifying Singles!