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Journey of Earth

22-055R – Ignis

Ignis is starting Earth off this set.

If Noctis is already on the field, Ignis cost goes down by 2CP, making his cost, you guessed it, 2CP.

He comes in with 7000 power and the ability to cancel an ability that is choosing any member of Noctis & Co.

And that’s about it. I’ve seen the rest of the Final Fantasy XV cards and I must say that they are working well together again.

But, then again, why wouldn’t they?

27-056H – Wuk Lamat

Here’s a free play.

If you’re playing Scions or even “The Twelve” You’ll have a free 9K Forward to play whenever you’d like. Well not whenever you’d like. Whenever you can play her, and if you have 5 XIV Characters already on the field.

Whenever Wuk Lamat declares an attack, you can either break one of your opponent’s Backups that cost 4CP or more, or you can reveal the top card of your deck and if it’s a Final Fantasy XIV Characer, you will add it to your hand.

I’ll take 3. Yes, and I’ll need to find all 12 Playsets of “The Twelve” along with 3 of Rebellion’s Call’s Hein.

27-057H – Erenville

Whats a Gleaner?

Erenville comes right on in and searches for a Final Fantasy XIV Forward. And that is pretty much it.
Erenville can also grab Wuk Lamat from the Break Zone sacrificing himself to save the Princess. Makes sense, right?

And since Erenville is sent to the Break Zone, there should be a spot for him in your deck, as you can take him out when you need to play another Backup.

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27-058R – Karaha-Baruha

A summoner, that will Summon a card. The only problem is that you won’t know what card it will be.
You’ll look at the top 4 cards of your deck and add one to your hand.

There’s also an extra cost to this.

One of those cards will be sent to the Break Zone.

The other two cards go to the bottom of your deck.

Is Karaha-Baruha worth it? I don’t know, there’s plenty of cards that have similar abilities and you don’t have to sack one of the cards in your deck for it.

27-059C – Galuf

If you search for Galuf, or grab him from the Break Zone, you can pay 2CP and play him onto the field.
There’s plenty of cards that can search for Galuf, meaning that you can just throw him into any deck, and play him without worrying about color fixing.

It’s an easy way to get a high-powered body on the field.

Or Meat Shield as I like to call them.

Krile in this set is a good way to grab him.

You’ll get 2 cards on the field for 5CP.

27-060R – Gladiolus

The brawn of the Reteaners.

Gladiolus comes in and you can search for Noctis. This also comes off as an EX Burst.

Meaning you can be grabbing cards even when it’s not your turn.

But, you’d rather not have Gladiolus in your Damage Zone, cause you’ll need as many as you can, just so you can spam Royal Guard over and over.

What does Royal Guard do you ask?

It gives all of your Final Fantasy XV Forwards +5000 power and Brave. Meaning that they will be overpowered. And, we’re not just talking about the good guys either.

I’m liking how FFXV is looking with this set.

27-061C -Krile

One more searcher. We can never have enough of them.

Krile comes in and searches for a Final Fantasy V Forward.

As, we mentioned earlier, Galuf is great candidate for this, as you can play him immediately for 2CP.
You’ll have a Backup and a high-powered on the field turn one.

Anything else?

Nope, that’a about it.

27-062L Krile (XIV)

Is it just me or does it seem like we’re getting cards that need a lot of separate elements to be of any use?

Krile here is just the same. In order for her abilities to be useful, you’ll need at least 3 elements,
If you have 3 elements on the field when she enters, then you will be able to look at the top 4 cards of your deck and add one to your hand.

Her second ability needs 3CP all of a different Element as well, but when you use it, you’ll be able to play a Forward that costs up to 5CP from your hand onto the field. Yes this will be good to use if you don’t have a way of paying for the Elements of the card you want to play. On the other hand, this ability isn’t worth using if you’re paying for a low cast Character. But, you already knew that.

27-063H – Cindy

We all need more Cindy in our decks. And, this Cindy is probably the best one.

When she is on the field she will not only produce Earth CP, but Ice and Lightning as well. Meaning that your Final Fantasy XV deck, can include all these elements, or just one or the other, and it will be easier to navigate.

You’ll say 6CP is kind of high for that, and I’ll tell you that it’s not.

Cause when Cindy enters the field, you will look at the top 5 cards of your deck and add one Earth card, and one Ice or Lightning card to your hand. Bringing her total cost down to 2CP.

I would say a color fixer is worth more than 2CP.

27-064C – Summoner

It’s one CP, plus the extra cost.

Just like the other 1 cost Standard Units who act like Summons, but they like to stick around.

Summoner, allows your opponent to choose which card they get to send to the Break Zone. It could be good, it could be what they wanted.

Now, why would I say that? Cause sometimes, the only reason we play some cards, is because they have an ability that triggers when they get sent to the Break Zone.

So, you better check at what they have on the field before you decide to use Summoner.

It’s still a decent card though.

27-065H – Hashmal, Bringer of Order

You know what this is?

Besides a Summon.

This is your chance to bulk up your deck, if you are playing a Tribal deck. Which tribe? probably Monks as they’re already Earth.

When Hashmal, Bringer of Order is Summoned, you will be able to pick 2 cards out of the top 3 of your deck. You will have to name the Job or which Category you want first. And, then if luck would have it, which it should, you should see the 2 cards that you want to grab. The rest go to the bottom of your deck.

It’s a crap shoot, but most of the time you should come out ahead with 2 extra Crystal Points.

27-066L – Noctis

Noctis is bringing the band back. And, they’re coming back strong.

+2000 power strong.

And when he comes in, the first thing Noctis will do is search for 2 Retainers.

And, then Armiger, deals one of your opponent’s Forward 9000 damage.

Now you’ll ask, why is this a Legend?

And, I’ll say is that this card by itself is not a Legend, but it becomes a Legend when the whole band is on the field.

It’s Noctis’s ability as a leader, that brings it all together.

This might be my next project.

27-067C – Pictomancer (XIV)

This is a card exchanging hand.

Pictomancer waltzes on in, and you can discard a card and break one of your opponent’s Forwards that have the same card as the card that you discarded.

There must be an easier way to say that.

But, yeah that is what happens. And, if you have a Multi-Element card on the field, you will add a card from your Break Zone to your hand, and then you will discard a card.

This is a good way to find a card that has the same amount of CP as the Forward that you want to break.

27-068R – Prompto

Are you reading what I’m reading?

How is this just a Rare?

Prompto gives Noctis Brave, and the ability to attack twice per turn. Which in it’s own would be worth playing Prompto.

And, that is definately not all.

If you have all 4 of the main Final Fantasy XV Characters on the field, during every Attack Phase, Prompto will break your opponent’s Forward. Which one? That all depends. It will always be the Forward with the highest cost, and if there is more than one, your opponent will get to choose which one they discard.

2CP, that’s all this card counts. I’d be happy to pay up to 5CP for a card like this, if you can keep Prompto on the field long enough, he’ll put a big dent in your opponent’s plans.

27-069C – Marsalga

I’m guessing I’ll need to see the other Caledfwich cards to see if they are worth playing.

So far, we know Marsalsa cannot become dull by Summons or abilities.

And if you control another Caledfwlch you’ll grant Marsalga Brave.

And, that is about it.

Just your regular Meat Shield, with 9000 power.
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27-070C – Malboro

It would have been nice, if we were introduced some status ailments thanks to Malboro. Sure we got “can’t block”, but what about Silence, and Sleep.

If I was in charge, I would have made this a Legend having Malboro, induce Dull, Freeze, Can’t block, Can’t attack, loses half it’s power. What else am I forgetting? Oh, yeah to all Forwards.

That would have been a fun card to play, but it also would suck to play against it. Which is why they probably didn’t do it like that.

Malboro will also be good in a Multi-Colored deck. Cause you can put Malboro into the Break Zone, and it will deal 3000 damage x the number of elements you have on the field to one of your opponent’s Forwards.

27-071C – Monk

A two cost Standard Unit that does do much.

But, it does one thing.

It will give an Earth Character +3000 power until the end of the turn.

And, produce CP until you decide to use Monk’s ability.

That’s it, this is just a way to hopefully save one of your Forwards, from an ability, a Summon, an attack, or a block.

Monk has some use, but not a lot.

27-072R – Riddar

Cecil is back … I mean Riddar is here, as a Paladi … Knight.

Riddar is your knight in shining armor, ready to take on the forces of your opponent, as he protects your Forwards from damage cause by your opponent’s abilities.

How will he do this?

Riddar does not take damage from your opponent’s abilities, if you have 3 Forwards on the field.

And, whenever your opponent targets one of your Forwards, you can use Riddar’s ability to change that target to Riddar himself. which in turn will make that damage a big fat Zero.

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Tears of the Limit Break

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25-106R – Machina LB

How much you like this card depends on when you can play it.

Machina is a 2 cost Forward, who’s power will range from 4K – 10K, as every point of damage that you have received gives Machina +1000 power.

This is not bad at all. The only problem I see is that you can’t play Machina if you already have a Forward on the field.

And, that might be the reason Machina is a Limit Break.

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25-107H – Red XIII LB

This is what a Limit Break should be.

Red XIII comes in and he gives all of your Forwards +2000 power until the end of the turn. With all the Final Fantasy VII Characters in this set, I see Red XIII being a great Limit Break to play.

And, since we’re talking about Final Fantasy VII, if you have another 2 FFVII Characters on the field, Red XIII will also gain Haste, First Strike, and Brave.

This will be a great play after a couple of turns. You’ll have a Forward that will be tough to beat.

I do like this one.

25-108R – Kam’lanaut LB

I’m not sure if Kam’lanaut looks more like a Transformer or a Super Hero.

Either way Kam’lanaut will do the same thing once he enters the field. He will break a Forward.

Why am I so sure, that Kam’lanaut will break one of your opponent’s Forwards? Because you wouldn’t be playing it if you didn’t control a Dark Forward.

After that you’ll have a Meat Shield on the field.

Hey, that rhymes.

25-109H – Shuyin LB

Shuyin! What’cha doin?

Looking for Vegnagun, that’s what Shuying is doing!

Shuyin will come in and search for a Dark Forward. If you don’t want Vegnagun, you can always look for Emissaries of Light Chaos, and go that route.

And, hey if you get Vegnagun in your starting hand, you won’t need Shuyin, but it’s always good to have him.

Yeah, I can’t think of anything else.

25-110R – Aerith LB

Here’s a way to make sure you can start your FFVII deck off right.

If your hand isn’t good, and you need to just find Zack or Cloud, Aerith knows where to find them.

You can then play them on to the field, and go along with your plan.

Aerith can also cancel an auto-ability targeting a FFVII Character.

It’s almost as if she’s sacrificing herself to protect the rest.

I’d call Aerith the perfect Meat Shield, but that feels wrong.

25-111H – The Emperor LB

Do you want to draw more card?

The Emperor her will help you out with that.

Every time your opponent searches for a card, or brings a card back from the Break Zone, you get to draw a card. And, there’s no limit on how many cards you can grab.

Since we already know that every deck has a card that searches for cards, and most decks have a way of bringing cards back from the Break Zone, you will draw enough cards to make The Emperor a free play in the long run.

You also get a body on the field with 5000 power.

You’ll want to keep The Emperor on board for as long as you can.

25-112H – Sarah (MOBIUS) LB

We were just talking about MOBIUS, somewhere during this set, and it is getting some love here.

Sarah will come in and if you find a MOBIUS card in the top 4 cards of your deck, you can add it to your hand, if not then all the cards go to the Break Zone.

It can work in your favor, it can also work against you.

But, the real reason you’ll be playing Sarah, is her second ability, in which she reduces the cost of playing your MOBIUS Forwards by 2CP.

And, you get a body, but you’ll probably just be dulling Sarah to help pay for your Forwards.

125-113R – Yang LB

Bring on the Monks!

This is just a way to get an extra Monk on the field.

What am I saying? I gotta read a little better here.

This is a way to get a Forward on the field, any Forward, any Element, any Category, any Job.

As long as you have enough Monks on the field you can even play Mont Leonis (14-075H) and Chaos (16-129L)

Just find a way to break Yang, and play him again, and then play him once again. Since Yangs LB cost is only 1 point, you can play all 3 Yangs if you have them in your Limit Break deck.

25-114R Kain LB

Kain might cost 9CP, but you can bring that cost all the way down to 2CP.

How?

Its simple really.

If you have 3 Dragoons on the field, Kain’s cost comes down to 4CP. And, once Kain enters the field you’ll grab a Forward from your Break Zone. Bringing it down to 2CP, just like we mentioned.

You can grab the Forward you just used to pay for Kain’s cost, or you can grab another one.

Most likely, you’ll be grabbing another one. Probably that Dragoon that was just broken last turn.

Did we mention Kain has First Strike?

If you’re playing Dragoons, you should throw at least one in your Limit Break Deck.

25-115H – Sephiroth LB

This is a fun card to play. I managed to pull it on Prerelease along with a couple of FFVII Legends, but that’s a story for another day.

The high cost of Sephiroth is worth it.

Whenever Sephiroth attacks or when he enters the field, Sephiroth will dull all the Forwards except for himself.

And, at the end of your turn you will break a dull Forward. At the end of your opponent’s turn, you will break another dull Forward. And so on, and so forth.

You will slowly break down your opponent’s front line, but be careful. Once your opponent loses all their Forwards, you’re going to start breaking your own Forwards.

But, then again, if your opponent doesn’t have any Forwards on the field, you’re probably winning the game.

25-116H – Graff LB

The Grand General. Graff looks like he could be a captain, and when I saw it the first thing I thought about is Vikings.

Why Vikings?

Well, when Graff enters the field, choose a Forward you control remove it from the game. If you remove a Viking, you will draw a card.

Which should be a good enough reason to play Graff in your Pirate deck.

And also, whenever Graff attacks, you’ll choose one of your opponent’s Forwards and they lose 4000 power until the end of the turn.

Let’s not forget about Graff’s 9000 power either.

25-117R – Leonora LB

One more card that can search for another card.

A Forward to be exact, A Final Fantasy IV Forward.

Which Forward? Well, that’s up to you.

Leonora can also help protect your Final Fantasy IV Forwards, with her second ability which turns the next damage dealt to them to 0.

Final Fantasy IV now has 2 cards that will search for a FFIV Forward.

We might be on to something here.

25-118H – Golbez LB

We’ve seen all the Archfiends, now let’s take a look at their leader, Golbez.

5CP plus 2LB to play a 9K Golbez.

So far this is meh. Just your regular High Powered Forward.

Now let’s take a look at the ability. Once per turn, you can search for an Archfiend and play it onto the field. Just like that.

Imagine, looking for Cagnazzo, right when you need to get rid of a Forward that you don’t want on the field. Or playing Scarmiglione when one of your Forwards gets attacked and needs to be saved.

And, that was just a couple of Archfiends from this set. Imagine what you can do if you go through all of the Archfiends.

That Golbez VS Cecil deck is looking pretty good right now.

d

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Tears of the Earth Planet

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25-052R – Ursula

Here’s a card that Yang LB can play early on.

When Ursula comes in from Yang’s ability she will search for a Monk. Making her a +2CP play.

All that’s left to do is bulk up Ursula a bit and have her attack. For when she does, you will pick a Forward and they will deal damage to each other. Hopefully Ursula has more power than the other Forward. If not, at least she’ll take out a good chunk.

But, maybe you want to break Ursula, just so you can bring her back and search for another Monk.

Or, maybe you should just stick with Opus XI Ursula.

25-053H – Atomos

This will be fun to play.

Just to mention it once more, Atomos has a way of getting rid of your Backups, when you want to make room for them. And, if you do get rid of a Backup Atomos’s cost is reduced by 2CP making him a ! cost Summon.

And, for that 1CP, you will deal damage to one of your Forwards, equal to the amount of cards that you have in your Break Zone.

Period.

Deal 49K damage to that one Forward just because you can.

Yeah, if you have 49 cards in your Break Zone, you’re probably losing the game.

While it’s fun to imagine an attack with that power, it’ll probably never happen.

25-054C – Vincent

At 2CP Vincent is cheap and a card that you can throw into any Earth deck. He plays well alone, which shouldn’t be much of a surprise since he spent most of his life sleeping in a coffin.

Vincent comes in with First Strike, and whenever Vincent attacks, he gains +4000 power, making him a 9K body, which can take down most of the opposition.

Are we done?

Nope, Vincent also has the ability to deal a Forward damage equal to his power. But the cost is high, and I don”t think that I would use that.

But, 2CP for a 9K attack, I’ll pay for that.

25-055C – Wererat

There’s a rat infestation, but not just any rats it’s Wererats.

This one might be of use though.

Wererat comes with 2 abilities. One gives one of your Forwards +1000 power, the other gives that Forward +2000 power.

Depending on the situation, both abilities can help one of your Forwards survive a block, or an attack.

Wererat might be helpful in some situations.

25-056L – Wol

I don’t know, I wouldn’t call this a Legend.

I’d say Wol, is a glorified Meat Shield, that can protect one of your Forwards from being sent to the Break Zone.

But, there is Blurred Strikes which can help you get a couple of cards.

If you decide to use Blurred Strike, you reveal the top 3 cards of your deck and add 2 of them not named Wol to your hand, the rest go to the Break Zone.

I’ve been wrong about cards before.

25-057R – Cutter

All that hardware, just to make Cole Slaw.

Cutter will slice and dice and shred all of your opponent’s dull Forwards, and send them to the Break Zone.

And when you’re done with that. Cutter can turn into a Forward and deal your opponent even more damage.

Which is something you would like to do, to try and get rid of Cutter in order to play it again.

Not a bad Monster, and there are ways to get Cutter back from the Break Zone as well.

25-058C – Black Belt

Your Tears of the Planet basic Backup that exists in all elements.

Black Belt is Earth.

You can either Break a dull Forward with 7000 power or less. Or, you can draw a card.

Black Belt can be useful in different situations, and should be considered for Sealed.
As we’ve said before, for 3CP you can do far worse.

 

25-059C – Cait Sith

This card is interesting. And, you don’t even need Cait Sith to play in a FFVII deck. You can just add him to any Earth deck and you’ll do fine.

Cait Sith comes in and you can play a Character of 2CP or less from your hand straight to the field. Making Cait SIth’s cost come down to 1CP.

And, when you’re done with that, you can just send Cait Sith into the Break Zone and grab a FFVII Character.

Yes, I did say you don’t need to play Cait Sith in a FFVII themed deck, but what’s to stop you from grabbing Cait Sith back from the Break Zone in order to play him again.

25-060H – General EX

How come I don’t remember this Character?

After looking it up I remember battling him, but that’s about it. Minor Boss that gives you Excalibur. But, we’re not talking about Final Fantasy III, were talking about FFTCG!

General comes in with Brave, and 9000 power making him a great Meat Shield.

If General leave the field for any reason, you can grab a Warrior from the Break Zone and add it to your hand.

General does have protection from your opponent’s Summons in that he cannot be chosen by them, and if General is dealt damage by your opponent’s Summons that damage becomes 0.

It’ll be hard to get General to leave the field, but hey you can search for a Warrior if General is in the Damage Zone.

25-061R – Scarmiglione

The Archfiends are getting some great cards this set.

Scarmiglione is the Forward that you never knew you needed.

For 1CP Scarmiglione can come in during your opponent’s turn with Back Attack, protecting one of your Forwards from damage reducing it by 2000. This could be just enough to keep that Forward from breaking.

Now, if that Forward is Golbez, Golbez will not be able to be chosen by your opponent’s Summons or abilities as well.

And, Scarmiglione will only cost you 1CP, that is nothing compared to the Forward that he will save.

Only draw back is that Scarmiglione only has 3000 power, but that can be good as well. All you need to do is block with Scarmiglione in order to send this Archfiend to the Break Zone, just so you can play another Scarmiglione onto the field when needed to.

25-062C – Sophie

Sophie comes in for 4CP, once she’s in you can either play a MOBIUS Forward of 3 or less onto the field, or you can search for 2 Sophies and add them to your hand.

Your total cost will come down to 1CP, or it will be a Free Play. Either way Sophie is a steal, as you’ll have an 8K body on the field.

Notice how I didn’t say Meat Shield?

Well that’s because Sophie has Thor’s Hammer. You can use it to deal some big damage to one of your opponent’s Forwards,and depending on how many Backups you have on the field, Sophie can deal that forward up to 15,000 damage. there’s a 99.9999999% chance that, that Forward will be sent to the Break Zone.

You’ll want to grab a bunch of Sophie’s and add them to your deck.

25-063C – SOLDIER Candidate

We’re getting some more SOLDIER Candidates.

This one comes in with Brave, and for 2CP you get a 5K body.

If you already have a SOLDIER Candidate in your Break Zone, this Candidate gains +2000 power, giving it a 7K body.

And, we’re not even done.

When SOLDIER Candidate attacks, all the SOLDIER Candidates gain +1000 power.

You can have 3 of these on the field at the same time, and if they all attack, all of your SOLDIER Candidates will gain +3000 power before they attack.

SOLDIER might be recruiting some strong Candidates.

25-064C – Dyne

You’re Dyne to know what this card does!

Yeah, that was terrible.

First off you won’t be playing Dyne in the begining of the game.

At least not till you have 5 Backups on the field. Cause if you don’t Dyne is just a high cost Meat Shield.

Once you do have 5 Backups on the field, you can play Dyne and you’ll choose one of your opponent’s Forwards and Dyne and that Forward will deal damage to each other.
So, it would be wise to choose a Forward with less power than Dyne.

And, at 3 points of Damage Dyne gains +1000 power. I would have changed this a little, and say if a certain FFVIII child was on the field. But, that would contain some Spoilers.

25-065R – Tifa

How many Final Fantasy VII Characters can you cast each turn?

Tifa will deal (3000 times each FFVII Character that entered the field this turn) damage to one of your opponent’s Forwards at the begining of every Attack Phase. That could mean that you can be breaking one of their Forwards, once per Attack Phase.

And, that’s not all.

Whenever Tifa attacks, all of your FFVII Forwards gain +2000 power.

You can throw Tifa into any Final Fantasy VII themed deck, and she will do wonders.

25-066L – Barret

6CP?

Yes, and it is worth it.

Barret comes in, and searches for Marlene, or a AVALANCHE Operative of 4 or less, and they go straight to the field. And, if you’re thinking what I’m thinking. You will grab Marlene.

Once Marlene enters the field you will go into your Break Zone and grab Tifa, or Cloud, or Aerith, or Barret, but we’re going to stick with Tifa. Tifa 25-065R to be exact.

This makes Barret a Free Play, as you get your 4CP back when you play Marlene on the field, and the other 2CP come back when you grab Tifa from the Break Zone. Or, Aerith, or Cloud, or Barret.

Now if you followed these instructions, at the begining of the Attack Phase, Tifa will deal 9000 damage to one of your opponent’s Forwards. And, if you already have another 4 Final Fantasy VII Characters on the field, Barret will also deal 9000 damage to one of your opponent’s Forwards.

What’s not to like?

Oh, and Barret has Brave.

25-067H – Rikku

Now this is a card that could see regular play.

Rikku comes in and plays a 3 cost Backup from your hand onto the field. Which in turn turns Rikku into a Free Play. And if the card you play draws you a card, or searches for a card, you’re coming out positive in your CP spending.

And, it doesn’t need to be an Earth Backup or an FFX Backup.

And when that Backup, or any other Backup enters the field, all the FFX Forwards that you control gain +2000 power and Brave.

Now think if you play another Backup. That’s +4000.

25-068C – Luca

We haven’t seen Luca since Opus XI, and she’s back ready to find a 2 cost Character from the top 5 cards of your deck. If you find one congratulations, you just paid 1CP to cast Luca.

Other than that, Luca will give a Forward of 2CP or less +1000 power. You can use this ability once per turn.

I don’t know if this will be much use.

But, there are worse ways to spend 3CP.

Singles?

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Yang Fang Leiden

Level-headed monk with an indomitable will.

A monk and squadron leader from the kingdom of Fabul. He is the strongest monk in his nation and possesses a polite personality, making him quite popular among his people. Yang is attacked by monsters while training on Mt. Hobs and is saved by Ceil’s party. He joins them after learning that his country’s crystal is in danger. After the battle for the Wind Crystal, Yang continues to adventure with Cecil’s party and helps them overcome innumerable hardships. Yang’s personality is both serious and strict, but he is no match for his short-tempered wife.

-Taken from the Ultimania

After much training and trying to dodge his wife’s frying pan, Yang is ready for your decks.

Looking for Yang.?

2-090R – Yang

Yang, an 8000 power Forward that will gain more power with each additional Monk that is on the field. From Backups to Standard Units, you name it. Each Monk gives Yang +1000 power. And, if Yang’s power becomes more than 10,000 Yang will also gain Brave.

Sure, the 5CP you need to play Yang is a bit high, but you’ll be getting a nearly unstoppable Forward that will be wheeling and dealing damage throughout the entire game.

Simply put, just add Monks.

“Uhh…is it time for training already? Let me sleep a little longer.”

2-091C – Yang

The second Yang from Opus II.

This Yang plays like the other Yang, but slightly different.

If there is another Monk, Yang gains 2000 power and Brave. And, that’s it.

Yes, you can only raise Yang’s power once by 2000, but this Yang only costs 2CP compared to the 5CP of the Rare Yang.

Is this better?

Probably not, you’ll much rather spend an extra 3CP to play the other Yang.

“I see. Then I will most humbly accept whatever help you are willing to provide.”

3-095R – Yang

This is more like it.

Yang gains +1K and Brave if you control Ursula. Who’s Ursula? Yang’s daughter, but you’ll only see her in The After Years. Or was she a baby during the events of Final Fantasy IV?

Nope, she is first seen during Final Fantasy IV Interlude. But, we’re not here to talk about that.

When Yang enters the field, you can play Ursula from your hand on to the field. You’ll probably want to grab Ursula (11-064L) which will allow you to grab a 2 cost Monk from your Break Zone and play it onto the field. If you get lucky on turn 1, you can have 3 cards on the field for a whopping 4CP.

Then there’s Kick. Yang’s ability from Final Fantasy IV, where Yang does a Flying Kick to all the enemies, dealing them all damage which equals to half of Yang’s power.

This might be your starting point for a Monk’s deck.

“Ooh, time for training!”

5-095H – Yang

5CP for Hero Yang.

This time if you control 5 or more Earth Characters Yang gains +1ooo power and Brave. This is already not as good as the previous Yangs that we have seen.

The only saving grace to this card is that Yang cannot become dull by your opponent’s Summons of abilities.

Other than that, Yang is just a glorified Meat Shield.

With Brave.

“It has been an honor fighting with you.”

9-075R – Yang

Yang comes on and gives another Forward +2000 power and Brave. If that Forward is a Monk, it will also deal damage to one of your opponent’s Forwards equal to that Monk’s power.

After that Yang once again stays on the front line as a Meat Shield.

At least the artwork is good on this card.

Other than that, you’ll probably want to save that 4CP, and play something else.

“Achoooooooooooooo!”

13-064R – Yang

“If you’re playing Mon…. I already said that. Yang will give your Monks a boost.

High powered Forwards with Brave. Add Enna Kros (1-095R) and they will have an extra 1K.

I saw that Monks already took first place, and Yang was a part of that. ”

That’s what I wrote when Opus XIII came out.

At 1 point of damage Yang comes in, and you play a Monk from your hand. Which could be Ursula as we mentioned before, letting you grab a Monk from the Break Zone and playing it onto the field.

At 3 points of damage, Yang gives all the Monks +1000 power and Brave, making them all unstoppable .. Almost unstoppable.

“Lure the enemies here, then… Smash ’em!”

Where’s Yang?

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Hidden Legends of Earth

24-055R – Ash

I really need to play Stranger of Paradise at some point.

Ash looks like he is the perfect Meat Shield.

Whenever he blocks, or is blocked he gains +3000 power.

And, since Ash already has Brave, you don’t need to worry about keeping him for defense.

Just add in Enna Kross, and I’m sure there are other cards that will give Ash a buff, and you’ll be set.

Let’s not forget about the Crystal you gain anytime Ash is targeted by Summons and abilities.

24-056C – Cu Sith EX

Well, we kept saying we need a way to remove Backups once their use is gone, and here we have it.

Cu Sith allows you to remove a Backup from the game, and then you can draw a card.

The other ability is to protect one of your Forwards from damage.

Both are pretty decent abilities. And, depending on the situation, wither can make Cu Sith a good play.

If you’re Backup heavy and you like rotating your Backups, once they’ve come in.

I mean once you’ve played the Backup and searched for the card you want, that Backup is taking up the place of another Backup that can come in and have a new ability trigger.

24-057C – Cloud

Really?

They gave Cloud a Violin?

Cloud comes right in and for an additional 3CP, Cloud will Break a dull Forward.

Other than that, there is Braver.

Which allows you to, you guessed it Choose a dull Forward and Break it.

I can’t really see Cloud playing an instrument, he’s probably the kid in the corner too cool to do anything.

24-058R – Titan (XVI)

Titan, coming in with Brave and a 9K body.

This Eikon already has built in protection from being dulled by your opponent.

Yes, you can Prime into Titan, but if you don’t Titan will cost you 6CP, and when he comes in he will deal 9000 damage to one of your opponent’s Forwards. But, they can block it by paying 3CP. Either way you’ll get something out of it.

Now, all we need is to see what Hugo does, and if it is worth Priming into Titan.

It usually is.

24-059R – Cactite

Cactite might look tiny, but he is a huge Monster.

Cactite can easily break a dull Forward regardless of cost. Sure the MS Paint art style might make you think that this card will be worthless, but the 2CP you’ll pay to play Tiny Cactus onto the field is worth it’s weight in gold.

I’m not saying the art is bad, it’s actually pretty cool, just different.

Anyways, whenever one of your Forwards attacks, you can toss Cactite into the Break Zone and break one of your
opponent’s dull Forwards.

Simple as that.

And, you can have 3 of these on the field at the same time.

24-060C – Noctis

The Prince and a his Cello. Or is that a Double Bass?

Any ways, Noctis comes right in and let’s you grab an Earth Forward from your Break Zone, and play it straight to the field.
After that you have a body with 8000 power.

6CP, might be a bit high, but you’ll be playing 2 Forwards.

And that, I think is worth it.

Should you play this card instead of another Noctis, probably not, but you can just throw this one in any Earth deck, and he’ll do fine.

24-061L – Basch

Just place Basch in your deck, and you’ll do great.

5CP is worth playing this card. I’d even pay more for it.

Basch comes in and doesn’t do anything right away, but at the beginning of any Attack Phase, Basch will give all of your Forward +2000 power and Brave. We don’t even need to mention his other ability, because you will probably never use it. I know the chances of me using it is close to none.

What’s the other ability?

Reveal the top 3 cards and add a FFXII card to your hand.

No need for that, not when you have +2000 power and Brave for all of your Forwards.

We forgot to mention that, if you already have 2 Final Fantasy XII Characters on the field, Basch’s cost is reduced by 3.
Making him cost a whopping total of 2CP.

24-062C – Bangaa

I got excited for a moment. I read the card wrong and thought that Bangaa was the perfect fir for Basch.

Rereading the card, Bangaa is still decent, just not as good as I thought.

Bangaa comes in and you draw a card, bringing his cost down to 1CP.

After that depending on how many Earth Backups yoou have on the field, Bangaa will give all of your Forwards +3000 power and Brave until the end of the turn.

You can still use this with Basch when you do have another 3 Backups on the field, giving all of your Forwards +5000 and Brave.

This is where you can use Cu Sith.

24-063H – Hugh Yurg

I always liked the look of these cards.

At 4CP, Hugh Yurg allows you to search for an Earth Forward with the cost of 1CP, and play it straight to the field.

And, once that Forward enters the field, you can choose a Forward and give it +2000 power and Brave.

And, Hugh Yurg isn’t even done.

Not only is Hugh a body with 8000 power, but every time you play a 1 cost Forward on to the field, you will give another Forward +2000 power and Brave.

I think I’m seeing a pattern here.

24-064R – Hugo

The answer is yes.

You should Prime Hugo into Titan.

I mean why wouldn’t you.

You can still play Titan (XVI) right from your deck, but if you Prime into him from Hugo, it’ll cost one less CP, and it’ll also cost your opponent 2CP more. Or not, depending on if they want one of their Forwards to take 8000 damage.

And, once that enter the field ability goes off, Hugo is just a meat Shield, so you might as well Prime into Titan (XVI) as soon as possible.

24-065H – Fenrir

A 2 cost Summon that will allow you to break a card equal to the CP of a card that you discard.

That just means that Fenrir’s cost is 4CP.

That’s about it.

While looking at the artwork, you notice that Eiko is on the card. I was hoping for some synergy between the 2.

It is a beautiful card, and that’s about it for me.

Prove me wrong.

24-066C – White Monk

Just like a ticking time bomb.

White Monk comes in and hangs out on the field, producing 1CP per turn.

And, when the time comes you can send White Monk into the Break Zone and Break a Monster that costs 3CP or less. An Earth Forward needs to have come into your field this turn, in order for you to be able to use this ability.

If you’re playing Earth, I’m pretty sure you’ll be playing Forwards each turn.

Not too shabby.

24-067R – Moogle (SOPFFO)

I can see activation and re-activation.

When a Forward enters the field, you activate Moogle.

Right before that, I hope you used his ability to give another Forward +2000 power until the end of the turn.

Then the aforementioned Forward will come in, where Moogle will activate again, and you will use Moogle’s ability to give +2000 power to one of your Forwards.

Rinse and Repeat.

24-068H – Morse

“– — .-. … .”

3CP, for an 8K body with Brave.

You could stop right there and it would have been a great Common, but Morse isn’t a Common, he’s a Hero. That means there’s more than just that.

When Morse enters or attacks, you can pay an extra Earth Crystal Point and choose one of your opponent’s Forwards, Morse and said Forward will attack each other dealing damage that equals their power.

Let’s not forget that Morse also gains +1000 power at 3 points of damage, and another +1000 power at 5 points.

Add in Basch and Moogle, and Bangaa, and you have a Sharpshooter ready to take down your opponent’s Forwards.

24-069C – Y’shtola EX

The more I see these Theatrhythm cards the more I thin that something is brewing.

I don’t think we’ve had Theatrhythm cards this good. Maybe it’s just me, or maybe I’m right.

Y’shtola comes in and grabs a Forward from your Break Zone, and if that was all she did, Y’shtola would still be a great card.
And, if you have at least 3 Elements on your front lines Y’shtola gains +3000 power making her an 8K body

 

24-070L – Lightning

Another Lightning, I believe we tied the record of consecutive Opuses? Opi? with Lightning. I’m not complaining. I was just expecting a Fang Full Art this set.

This is a great card, if I do say so myself.

And just like plenty of Earth Forwards, you don’t need to play them in their respective Category.

Lightning is a 2 cost Legend that can remove Attacking Forwards or Blocking Forwards from the game. And, once that happens, you will bring Lightning back to your hand, where you can replay her for the next block or her next attack.

You can also end up paying only 1CP of any color to bring Lightning out. As long as you have another card named Lightning in your Break Zone. This means you can splash this Earth Lightning into any deck that you’d like. No need for color fixing.

I’ll take 3.

24-071C – Rulgia

Another Warrior of the Crystal! Are we going to have 6 or is this the last one to make them 4?

Rulgia would have been great if he was a Backup.

Hanging out on the field, giving all of the Warriors of the Crystals +1000 power and Brave.

But, Rulgia is a Forward wth 7000 power, plus the 1000 power that he gives to himself.

The more I see the Crystal Warriors, the more I like them.

Kind of excited to try them out.

24-072C- Leo

Why not just make this card cost 5 Crystal Points instead of you needing to dull 4 active Characters?

Why?

Because, it would be too easy to break Forwards. And, since Leo is just a Common it would have been too easy.

You’ll most likely want to build up your Backups quickly, that way you won’t have to worry about whether or not to use this card.

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