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Hidden Legends of Lightning

24-073H – Valigarmanda

Lightning is kicking off things with a Summon, and a beautiful Full Art as well.

Valigarmanda is a 4 cost Summon that comes in dulls a Forward, and Freezes it as well.

That Forward loses 9000 power until the end of the turn, and then Valigarmanda also deals it 9000 damage.

99.99% of the time it will break the Forward that Valigarmanda is targeting.

At the very least, Valigarmanda will disable that Forward for this turn.

24-074C – Odin EX

Odin is ready to break a Forward.

Any Forward?

Yes, any Forward, but the cost might be a bit high for some Forwards.

It’s 5CP to cast Odin, plus the top card of your deck times the CP required to play the Forward that you’re looking to break.

Odin is useful in certain situations, but why not just play the Opus I Odin that will break any Forward for 7CP flat.

No extra charge.

I’ll pass.

24-075C – Guardian

I just realized we have similar Backups in every element.

Guardian comes in and you draw a card.

After that, depending on if you have at least 4 Lightning Backups on the field, Guardian will allow you to choose 2 Forward, and dull them.

Other than that, Guardian is just a simple Backup that will give you a Crystal Point each turn.

But, you already know that.

24-076C – Juggler

Wicked Clowns?

Juggler, the Backup you knew that you might need.

Juggler will come in and hang out until you need to get rid of a 2 cost Forward.

Juggler only costs 2CP, the only draw back if you call it that, is that a Lightning Forward needs to enter your field, in order for Juggler’s ability to go off.

I see some use for this.

Probably, more than some.

24-077H – The Emperor

Who would have thought, that the only reason the Emperor is here is to gain Crystals.

Look at it. The Emperor comes in you gain a Crystal. If your opponent has a Crystal, gain a Crystal. That’s two from the get go.

Add in one more Crystal from another Backup, and you’ll be able to use The Emperor’s second ability.

But, first let’s take a look at the first one. Or, the top one.

Break a Forward that costs 4CP or less.

Yeah, that’s pretty straight forward. Nothing groundbreaking, but very useful.

Now let’s take a look at the second ability.

Go ahead, I’ll wait.

Do you see that? Break all the Forwards and the Monsters opponent controls. That would wipe your opponent’s whole board, leaving it wide open.

If you don’t win the game after that ability goes off, then I don’t know what to tell you.

Plus, we get a Full Art version of this card in the Prerelease Kits.

24-078R – Cidolfus (XVI)

3 cost Forward that allows you to search for a Lightning Summon.

And, that is pretty much it with Cidolfus.

You’ll get a 5K body that sticks around on the field.

Other than that what else is there?

Oh yeah, Priming.

Cidolfus Primes into Ramuh.

What does Ramuh do?

Guess we’ll have to wait to find out.

24-079L – Jack Garland

Jack is ready to turn your opponent’s front line upside down.

All of your opponent’s Forward must attack, and they must block.

This will either leave their front line open for your attacks, or all of your opponent’s Forwards will be broken.
Just make sure you at least have bodies on your field to block the attacks your opponent will be throwing at you.

And, every time one of your opponent’s Characters is put into the Break Zone you will gain a Crystal.

Sooner or later, you’ll have enough Crystals to use the Emperor’s ability to wipe out your opponent.

I’ll take 3.

Full arts preferably.

24-080R – Chime

Here we go, the King’s Minister is here to give you a great deal.

Buy one Get on Free.

Chime comes in and you reveal the top 4 cards of your deck, and play a Character of 2 or less onto the field.

I’d say it’s worth taking a chance on this.

Either way Chime is only 2CP, and you can get some decent value if you find a 2CP Character in the top four cards.

After that, Chime is a 5K body, ready to be taken out, just so you can play Chime once again, and hopefully find another 2CP Character.

24-081R – Noel

This Shadow Hunter is attacking from the shadows.

Noel comes in and he starts going to town. Striking with precision and going back to the shadows from which he came.

Yes, Noel only has 3000 power, but you won’t need to worry about that unless you decide to block with him.

Noel’s attacks will go through, just because he cannot be blocked.

I’ll take 3.

Throw them into your FFXIII deck, and once this Noel is gone, you can play another Noel.

Take your pick. Rebellion’s Call, From Nightmares or Hidden Trials.

All of them will do well.

24-082C – Vivi

Vivi is ready to come in and deal some damage to your opponent’s Forwards.

2000 across the board isn’t much, but let’s not forget about Summons that break damaged Forwards.

Or abilities that dull damaged Forwards, and what not.

Plus, if there is already a damaged Forward on the field, you can use Vivi’s ability and deal it an additional 4000 damage.

After everything is said and done, Vivi sticks around with a 5K body.

24-083H – Firion

Let me start by saying, if you’re playing Lightning you’re playing Firion.

Why? First off, you can only pay with CP produced by Lightning Backups.

Now, once Firion comes in you can pay 2CP more, and give him Haste and First Strike.

Then you can go ahead and attack with Firion.

Now, it’s time to cast Drain. Break a Forward, Activate Firion, and attack one more time.

Firion is going all out here. Time to start building that Rebel deck.

24-084R – Behemoth

Let’s up the stakes.

Behemoth is just that a Behemoth.

No power, unless you make it a Forward, but when a Forward of yours attacks, you can put Behemoth into the Break Zone and give a Forward the ability to deal 2 points of damage to your opponent.

Now, you can give that buff to Noel, who can’t be blocked. Or what about Firion, who can attack twice this turn.

And, that’s just 2 Forwards from this set, think about all of the other cards that can make use of Behemoth here.

24-085C – Mid (XVI)

I like this.

And, it’s only 2CP to bring Mid in.

She’ll stay on the board, and whenever you’d like you can put her in the Break Zone and grab a Forward. 4CP or less and add it to your hand.

That right there would have made this card playable.

But, Mid isn’t done. No. Not at all.

If you grab Cidolfus from the Break Zone, you’ll have a chain of Events that will start to go off one by one.

Let’s see how that will go.

You put Mid into the Break Zone, grab Cidolfus and play him straight to the field. Cidolfus searches for a Lightning Summon. Cidolfus Primes into Ramuh. Ramuh casts a Summon from your hand without paying the cost, and deals one of your opponent’s Forwards 8000 damage.

All that for 2CP plus the cost to Prime into Ramuh.

24-086C – Lightning

Coming in with a 9K body, Lightning is the prefect Meat Shield for your front lines.

You’ll also be able to discard a card and give Lightning Haste and a +1K buff giving her a 10K body, that’ll be tough to break.
And that pretty much covers everything.

You’ll pay a total of 6CP, which includes the discarded card, for a Forward that’s ready to go, from the get go.

 

24-087C – Ranan

Another Warrior of the Crystal.

When Ranan comes in, he grants another Warrior of the Crystal, Haste.

And, that’s about it.

I’ll have to check with the other Warriors of the Crystal to actually see how this deck runs.

 

 

24-088R – Ramuh

Coming in at 5CP, but thankfully you won’t be paying 5CP, you’ll be Priming into Ramuh.

Ramuh comes in and you can cast a Summon from your hand, any element will do, and you won’t have to pay the cost to cast it.

If the Summon you cast is a Lightning Summon, you will deal 8000 damage to a Forward of your choosing, as long as it’s active.

I’d say it’s still worth paying the 5CP to cast Ramuh.

24-089C – Ramza

Ramza stands alone. While leaning up on a tree.

Decent artwork, taken from the game, but what about the card?

If Ramza is sent to the Break Zone, you gain a Crystal. Ok, not bad. You can probably just throw Ramza in just to block and gain a Crystal with him.

And if you need to give Ramza a quick buff, you can remove 2 cards in your Break Zone from the game.

Not bad, for 3CP.

24-090L – Leon

Leon being Leon, almost like Kain going back and forth between the Rebels and the Empire.

Leon comes right in for 1CP, and deals a damaged Forward 4000 damage. Possibly breaking it.

Your opponent has the choice of taking control over Leon, by targeting him with an ability. Once Leon is targeted he will switch sides. You can get Leon back by targeting him with your own abilities.

But, why would you?

You actually want your opponent to have control over Leon, because if they don’t have any other Rebels on their field, Leon will deal them 1 point of damage at the end of their turn.

And, at the end of yours as well.

This is a card that will eat up your opponent from the inside.

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Hidden Hope – Flooding Hope

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22-091C – Blue Mage

2 cost Backup that let’s you switch out a Monster for the top card of your deck.

And, if you don’t like that card that you drew, you can always, pay a CP, discard that card, and put Blue Mage in the Break Zone, to play that Monster that you discard earlier onto the field.

Yes, the card that you discard, needs to be a Water card.

Or, you can just use that ability to grab a Monster, that you ran out of.

more, like a Backup, Backup plan.

22-092C – Agrias

You can’t go wrong with 1CP.

Not this time. Agrias comes on in and if you have a Couple of Knights on the field you get to send one of your opponent’s Forwards that cost 3CP or less back to their hand. Making them pay the CP once again to get that card out.

And when you have received 3 points of damage, Agrias gains 4000 power, making her a 7k body that you paid for with 1 whole Crystal Point.

I’d say the only thing wrong with this card is that the cards name is Agrias.

22-093R – Anima (X)

Easy way to get rid of one of your opponent’s Forwards, Anima comes in and you remove the Forward from the game. No certain cost, no active, no dull it doesn’t matter. Any forward will do. And for 3CP that is a steal.

But, you’ll also have your opponent draw a card.

And if you only paid with Backups, you’ll also get to draw a card.

I think I’m on the fence with this one.

Some might like this one, some might not. Let’s see what happens.

22-094C – Vaan

Pirates and Vikings just keep getting stronger.

Vaan here, is just a Common, but adds quite a punch, or should we say blast. A Shotgun Blast.

For 2CP, and a couple more Pirates that are already on the field, you get to choose one of your opponent’s Forwards and reduce their power by 8000. Usually that is more than enough to break a Forward.

If it’s not enough, well it’ll be close to enough.

Can’t go wrong with this one. 2CP with 5000 power.

I have yet to play with the Pirates, but it is on my to-do list.

I just need to find the time to do it.

22-095H – Warrior of Light

Warrior of Light, 4 cost Hero that allows you to search for a Standard Unit.

And, then you will play that Standard Unit, and another 3 Standard Units, and you shall find that all of your Forwards gain +2000 power, except Warrior of Light. Add in a bunch of Backups and Forwards that will buff up your Standard Units, and you’ll be running an army of Standard Forwards that will take out anybody and anyone out. Send them straight to the Break Zone.

And, Shield of Light. If all else fails, you can give +5000 power to Warrior of Light giving him a 13,000 body.

Bring in the Drones!

22-096C – Clavat

Last of the 1 0f 6 Backups that are in every element.

Top card, take a look, leave or put it at the bottom of your deck.

They should have renamed these cards Fortune Teller. Or have had Cait Sith. Or Yuna, Rikku and Paine in their Psychic dress-sphere.

I don’t know just trying to take up space here.

 

22-097L – Curilla

This is the card that everybody wanted to try out. Hidden Hope came out and well let’s take a look at it. It’s only been a month or two before we got to it.

Well as you can see from the first line, there is a good reason that Knights are becoming a force to be reckoned with. I just took a look at a recent Qualifier, and Curilla was in 3 of the top 8 decks.

Curilla come in and you can take a look at the top 5 cards of your deck and play 2 Knights onto the field as long as their combined cost is 4CP or less.

And as long as Curilla is on the field, she also gives protection to all Knights from damage that is less than their power. Making Ping damage worthless against your Knights.

But, then again you can always just play Minwu (1-171H) and get the same effect, but for all of your Forwards, not just the Knights.

Imagine that?

22-098H – Siren (V)

“Are you a Gamblin’ man, Sandy?”

If so, you can save your Forwards, if they are chosen by your opponent’s Summons or abilities. Simply Wager the top card of your deck, if it’s not a Forward your Forwards are saved. If it is, you lose that top card.

Clavat, is a good way to determine if you should use the ability.

And, at 3 points of damage, whenever Siren is dealt damage,you can reduce that damage by 1000.

I’d say this is worth a shot.

22-099R – Severo

A 3 cost Backup that will return one of your opponent’s Forwards back to their hand, and Severo will also give you a Crystal for your troubles.

After that Severo just hangs out on the field, producing 1CP per turn as a Backup.

And, if needed you can pay the cost of 3 Water CP, 2CP of any color, dull Severo and put him in the Break Zone to place a Forward of your choosing back at the bottom of it’s owner’s deck.

Seems like a high cost for this, but it might be helpful.

22-100R – Chime

If you got the Backups for this, Chime is a great play.

Draw a card at the end of each of your turns, will help your turns become that much better.

Chime should be the 5th Backup you play as to get a better return with her.

No need to have Chime on the field if you don’t have 5 Backups, as the only reason to play Chime will be to draw that extra card at the end of the turn.

Your board should get bigger than your opponent’s and faster than your opponent’s board.

I’ll take it, I’ll take 3 actually and play it in a Ultros/Pirates deck with a handful of Vikings.

22-101C – Paladin

Now that’s a Standard Unit I can stand behind. The Paladin, a great meat shield if you ask me. And, this meat shield also has a shield.

For 5CP, you get a Forward with Brave and a 7K body, that grabs a 2 cost Forward from the Break Zone and plays it onto the field.

It’s 2 for the price of one.

Yes, you need a couple of Standard Unit Backups on the field for you to be able to use this ability, but that shouldn’t be that hard to do.

22-102C – Piranha

For the price of a Piranha, I shall grant you a card.

Sure, you’ll need 3 points of damage.

Sure, you’ll also need to put Piranha in to the Break Zone.

But, at the end of the day, Piranha shall double the CP used to pay for it.

And, when Piranha enters the field, you will choose a Forward and have it lose 2000 power.

It’s 1CP, it’s worth a shot.

22-103C – Faris

I don’t know if you’d play this Faris over the other Faris, but you can easily break one of your opponent’s Forwards, while drawing a card at the same time.

How do you do that?

It’s quite simple really.

You’ll play Faris, and you’ll choose to remove a Viking, either Viking (2-132C) or Viking (4-133C). Once that Viking is removed, your opponent will choose one of their Forwards and put them in the Break Zone, while you get to draw a card once your Viking leaves the field.

22-104R – Folka

We’re looking at 3 points of damage. Anything less and I’d say it wouldn’t be worth it to play Folka.

Well you could, or you can just remove Folka from the game, and your opponent will only be able to attack once this turn.
Now at 3 points of damage, like we said earlier, Folka becomes nearly unstoppable, when you are on the attacking side. In other words, during your turn.

Folka can’t be chosen by Summons or abilities, and if she is dealt damage, it becomes 0.

All this for 3CP.

You can try throwing a couple into your deck, if you got room for it.

22-105H – Miwa

Coming in with the Back Attack, Miwa is a safety net when you have Summons and abilities that will attack your whole front line.

And, at 5 points of Damage, Miwa will also give all of your Forwards a +2000 power buff.

And at only 2CP, you can not go wrong with that. Just throw in Miwa into any Water deck. If you have no room in your deck, well then you better make some room.

She’ll stick around as a 5k body, where you can just have her block to break herself, and then play another Miwa during your opponents next turn.

22-106R – Yuna

This card is actually called the Tidus Best Bang for your CP special.

We’ll go with the Tidus (16-116L), popular card, and a lot of people should still be playing it, because I don’t see why you wouldn’t.

Let’s start out by playing Yuna onto the field for 2CP, produced by a Water Summon. Then we’ll play Tidus for 1CP, and grab that Water Summon from the Break Zone.

For 1CP, you have 2 Forwards on the field, one of which can not be blocked and extremely hard to break.

I’m sure there are better Yunas to play, but if you’re just looking for a cheaper Tidus, look no further.

22-107C – Yuni

Sap!

Cast Sap! or Attack Down or both.

Yuni can do that for you. And the effects will last just until the end of the turn. It’s 4000 power when Yuni comes in, and 2000 power every time Yuni dulls to cast her ability.

3CP/7k body, Not much else is going on here.

 

22-108H – Lenna

Warrior of Lights … Warriors of Light Unite!

If you ever needed a reason to play Warrior of Light (19-128L), well this isn’t it, but Lenna will help. A little.

If you have to elements already on the field, Lenna will allow you to draw a card when she enters.

And, if you have 4 different elements, Lenna will cause your opponent to place one of his Forwards into the Break Zone.

I’ll leave you with some words of wisdom.

There is no reason to play Lenna in a Mono-Water deck.

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Resurgence of Power : Ice Opinions

18-018R – Alhanalem

2 cost Backup that can easily remove a Character from the game. If your opponent finds a way to play a card onto the field, simply Dull Alhanalem put Alhanalem into the Break Zone and remove that Character from the game.

Does this ability work with Warp?

Guess we’ll have to find out.

 

18-019R – Weiss

Weiss is an interesting card.

Every time your opponent discards a card because of your Summons or abilities, you’ll be able to choose one of their Characters and Dull and Freeze it. There’s plenty of cards in this set that will allow you to use Weiss effectively. And from previous Opera as well.

Fits perfectly into a Discard deck.

 

18-020C – Quistis

Card with a purpose. Just one purpose, but it does it well.

Play Quistis onto the field. Choose one of your Forwards and have that Forward attack. When that Forward attacks it will do so with +2K power and your opponents will randomly discard a card from their hand.

All that is left for Quistis to do is block an attack and hopefully she’ll be drawn from your deck so she can do it again. And then do it again.

And if Weiss is on the field, you’ll also Dull and Freeze a Character.

18-021R – Cu Chaspel

Cu Chaspel can have some use. Especially if your opponent has no cards in their hand. That way whatever card they grab from the Break Zone, they will have to discard it as you get to keep that card and discard another card.

Cu Chaspel should work good with a Discard deck.

And after your opponent discards a card, Weiss gets to Dull and Freeze a Character.

 

18-022C – Black Mage

Discard Black Mage, draw a card. And, that’s about it.

Cheap Backup to play.

 

 

 

18-023H – Krysta

Krysta enters the field and your opponent discards a card.

Other than that Krysta can turn into a Forward if your opponent has 2 cards or less in their hand.

Pretty decent if you ask me. Weiss makes this card better when he enters the field.

 

 

18-024C – Shiva

For a 1CP Summon this card is actually very usable.

Shiva comes in Dulls and Freezes a Forward.

Now if you pay the extra cost of removing 10 Ice cards from the Break Zone, you can instead, Break that Forward.

Should come in handy late in the game when you have a bunch of cards that you won’t need to re-use, that is if you had a way to get them back.

18-025C – Chime

A 2 cost Backup that might be able to save one of your Forwards.

Dull Chime and give one of your Forwards +1000 Power and First Strike. Hopefully evening their Power and with First Strike your Forward will come out on top.

Only drawback is that your opponent has to have 1 card or less in their hand.

 

 

18-026L – Teodor

Now this is a very interesting card.

Sure, you might look at the high cost to play Teodor, but you can actually play him for 2CP with the Warp ability. For 2CP you can play Teodor, you’ll just have to wait 2 turns before he comes in. And, your opponent might have a way to stop him from coming in.

But, if he does come in, your opponent will Discard 3 cards. 2 cause he enters the field and 1 because he entered using Warp. And that means, he will also have +2000 Power, Haste and First Strike. Since you hand can only have 5 cards at the end of your turn. If you take away 3, they’ll be left with 2, and that is what you need to have Teodor gain his buffs.

I like this card. Might have to use it soon.

18-027C – Nooj

High cost, but when he enters the field, you can Break a dull Forward and have your opponent discard a card.

I mean, I don’t see any drawbacks to this besides the cost. But, what did you expect? Nooj is just a Common that can do some damage. Hence the cost.

 

 

18-028C – Nero EX

This is a great card. Works well with Weiss as Nero searches for Weiss.

That means after you find Weiss, Nero becomes a 2CP Backup. Which in itself is great.

If Nero is on the field when Weiss enters the field your opponent discards a card, allowing you to make use of Weiss’ ability and letting you Dull and Freeze a Character they control.

I’ll take 3, and 3 Weiss.

Should be good for a Shinra deck. Or maybe just a Tsivets deck.

18-029R – Hein

Hein comes in at a high cost, but if used at the right time can help turn things in your favor, if only for a turn.

This 5CP/8K body comes in and Freezes 4 Characters. Sure, they already need to be Dull for this ability to do anything, but it’s still a decent card to play at the right time.

Other than that Hein has protection against any Summons or abilities that can break him without dealing any damage.

 

18-030H – Physalis

For a 2 cost that can potentially have 8000 power, this is a pretty good card in fire (… er Ice?) power. But, that isn’t the reason you’ll be playing Physalis. Well, not the main reason.

Physalis allows you to discard a card and potentially play a better card as you’ll remove the top 2 cards of your deck,and then you’ll be able to play them this turn as if they would have already been in your hand.

 

18-031C – Rune Fencer

The extra cost is worth it as you’ll Dull and Freeze one of your opponents Forwards when Rune Fencer enters the field and each time Rune Fencer attacks.

Sure, it’s a 4 cost Common, but you’ll be able to use the ability once per turn.

 

 

 

18-032C – Phantasmal Girl

The card you need to protect your Manikins.

As long as you have 2CP ready to go, Phantasmal Girl will cancel out any Summons and abilities that target your manikins.
And at only 2CP, this card is a no-brainer. If you’re playing with Manikins, that is.

 

 

18-033R – Yuna

Pair this one with Rune Fencer. Once Yuna enters the field, your opponent will choose 1 Forward they control. Then you get to Dull and Freeze the rest of their Forwards. After that Rune Fencer wither comes in or attacks, and you’ll Dull and Freeze the remaining Forward. Leaving your party to attack without any blockers to fear.

Great Whirl is also a good reason to play Yuna. It might cost 4CP and another Yuna to cast, but once it’s done, you can just Dull Yuna and cast it again without paying a single CP.

 

18-034R – Lasswell

Played in conjunction with Yuna and Rune Fencer. Lasswell comes in and since all the Forwards will have been Dulled and Frozen Lasswell will allow you to draw a card. You don’t even need to play Lasswell the same turn you played Yuna and Rune Fencer. You can play him the turn after and still reap the rewards as all the Forwards will be Frozen.

Now 5000 power might not be a lot, but at 3 points of damage, Lasswell gains +2000 power.

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Opus XIII – Multi-Element Review

13-105R – Lasswell

Your opponent discards a card, and you get to deal extra damage every time a Fire or Ice Forward attacks.

Will go perfect in a Fire/Ice VI Deck

 

 

 

13-106H – Onion Knight

You can just keep recycling Onion Knight, every time he is put into the Break Zone. Plus, deal 9K Damage to three Forwards, by removing 3 Onion Knights from the Break Zone. Doesn’t even have to be this Onion Knight. You could remove any of them, including the 1CP Onion Knights from Opus X.

 

 

 

13-107C – Cater

Most of the time, you will only be using the first ability. Activate 3 Backups to either use the other Backup’s ability, or to add more bodies on the field.

 

 

 

 

13-108L – Llednar

Talk about a way to get your opponent to Discard 2 Cards. And, then you still need to deal with Llednar. Add this to Marche/Ritz and you have a good chance at winning.

 

 

 

 

13-109R – Hope

Freeze and Activate, either way this card packs a punch. Dull a card it is now Frozen.
This is one of the better Hope cards. If not the best one yet. Even beats out the Opus IV Hope (4-068H)

 

 

 

 

13-110H – Unei

Let your opponent pick their poison. They get to choose which Summon you’ll cast.
As for Holy, Holy Moly!!!

Deal a dull Forward 20K Damage. That’s sure to knock anyone out. Even Behemoth K (13-079L). Sacrificing Unei is a worth getting rid of Behemoth K.

 

 

 

13-111C – Delita

This Delita would go well in the Tactics Deck. Although you’ll end up playing 4 different colors, but with Tyro (11-072R) You shouldn’t have a problem getting around that.

 

 

 

 

13-112L – White Tiger l’Cie Nimbus

If you’re playing Ice/Earth, sure. But, I believe Genesis (3-033L) would be a better play.

 

 

 

 

 

13-113R – Gudon

Yes, Please and Thank You.

This card should not be a Rare, it should be at least a Hero.
Brave – Check
Attack twice – Check
Doesn’t Dull – Check

What more can you ask for.

 

13-114H – Kunshira

Early in the game this card is a Beast. 2CP/9K with Haste. And Tempest Spellblade? Add in Behemoth K, and another 44 cards. Doesn’t matter what the other cards will be. You have a winner here.

And, it’s only a Hero

 

 

 

13-115L Golbez

How fast can you get yourself to 6 Damage, and how many Archfiends will you have in your hand? Considering there’s only 4, it’s up to you to find out which one is the best one when your playing with your back against the wall. That’s when we play our best. High risk, high reward.

Technically, you can search for four Forwards of 2CP, and all four of the Archfiends have a variation that is a 2 cost. You won’t even need them to be in your hand as you can just search for them and play them.

Just play all four from this set, and you should be good to go. Definitely worth a try.

13-116C – Lightning

2CP/5K is OK, but other than have her search for Odin, Lightning (5-116H) is a much better play in my opinion.

 

 

 

 

13-117R – Wol

+2K to all Mobius Forwards, plus a way to grab Mobius characters from the Break Zone. This Wol might give Wol (5-075L) a run for his money.

 

 

 

 

13-118C – Sarah (MOBIUS)

Decent card for 2CP, you can either Break a Forward, or Draw a card.

 

 

 

 

 

13-119L – Sophie

This is the card Sarah (Mobius) (13-118C) was made to be paired with. As Sophie gains 2K power for each Earth or Water Forward on the field, you can easily bulk her up to 10K in which she will be able to defeat all Forwards. Minus one or 2.

The real treat comes at the end of the turn. If Sophie has 10K Power or more, you get to Draw a card and your opponent gets 1 point of Damage.

Watch out for that EX Burst.

 

13-120H – Doga

You’ll get 3 cards back if you discard Summons to play Doga. And, with those 3 Summons in your Break Zone, Doga gains 1K.

That would be enough to play him, but there’s more.

9 Summons in your Break Zone means you can cast a Summon when Doga attacks.

 

 

13-121R – Ramza

If you’re playing a Tactics Deck, Ramza seems like he’ll be a good card. Choosing which 2 cards your opponent can choose from in which they have to discard 1.

If you’re not playing Tactics, this Ramza is too expensive, and there are plenty of other Ramza’s to choose from.

 

 

 

13-122H – Aldore Emperor

Most of the time, you’ll be Breaking at least 1 Forward. At Damage 5 it’ll be 2 Forwards. Is the 5CP worth it? I’ll say … Yes. After you’re done with the abilities, you’ll still have a 9K body on the field.

 

 

 

 

13-123L – Nine

If you’re playing Cadets this is a no brainer. You don’t even need to pay the cost to play Nine. Just Dull 2 Cadet Forwards, one Lightning and one Fire, and you have a 9K body to throw around. And every time Nine attacks for 9K, his ability comes into play and one of your opponents Forwards loses 2K for each Class Zero Cadet that you control.

Nine for 9K. Sounds like a special

Nine here, and Cinque (13-007R), shall be the basis of my new Cadets Deck.

 

13-124C – Noel

Hey, might as well use this card to give Nine (13-123L) Haste and 2K. And it’s not just because I’m excited about Nine.

 

 

 

 

13-125R – Yuzuki

Fire, Water, Burn. Have all your Fire Forwards be Damage Free from abilities, and reducing Damage to Water Forwards by 2K.

Does Yuzuki count as both a Fire and a Water Forward?

Not a Cadet but could be a good addition.

 

 

13-126C – Ultimecia

Either way you’ll have an advantage. As you can bring back a card to your hand and recast it for it’s on entry ability. At 2CP it’s a good card to keep on hand.

 

 

 

 

13-127H – Chime

Yes, and if you have enough CP to play this twice in one turn, than Ultimecia (13-126C), will work out well. Dull and Freeze 2 Forwards, and Return another 2 to your opponents hand. There’s a good chance you’ll have a couple of free shots. And, who doesn’t like Free.

 

 

 

13-128L – Celestia

Your opponent will think twice before casting a Summon on your Ice Characters, as it will cause one of there Cards to Dull and Freeze. Just having Celestia on the field should cause your opponent to play a little more cautiously.