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Magnets

The item you never knew you needed. Final Fantasy Magnets, staying true to the NES 8-bit days we make these magnets to look exactly like they would in Final Fantasy. And, I think they look pretty good, if I say so myself.

We’re starting off with Final Fantasy 1, We made the Warriors of Light. Fighter, Thief, Monk, Black Mage, Red Mage and White Mage. You can get just one or all six. 4 would probably be ideal as that’s how many party members you have in the game. You can set them up to hold up your kids pictures or the bills you need to pay or anything else for that matter.

We’re also offering custom magnets as well. You can choose the base, then change around the color of the clothes, skin and hair color. And, as you know it I always misplace things so, those pics will be up later.

Watch out for the email, that will tell you when they go on sale. So, sign up for the newsletter while you’re at it. That way you won’t miss out on anything,

 

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Crystal Dominion – Fire Review

15-001R/9-002H – Ifrita

Starting off the set with a reprint?

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

 

15-002C – Sky Warrior

There’s a reason Sky Warrior is a common.

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

 

 

 

15-003C – Sky Samurai

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

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

Simple Enough.

 

 

15-004C – Edgar

Need a Backup?

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

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

 

15-005R – Guy

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

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

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

 

15-006H – Cyan

Samurai’s getting a whole lot stronger this set.

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

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

 

15-007C – Samurai

Exchanging 2CP for a Crystal.

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

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

 

15-008C – Shadow EX

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

 

 

 

 

15-009C – Bahamut

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

Plenty of these Summons this set.

Deal a Forward 9K.

Plain and Simple.

 

15-010R – Vargas

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

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

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

 

15-011L – Palom

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

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

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

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

Yes, Please. I’ll take 3.

15-012H – Faris

What a card.

Pirates and Vikings Unite.

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

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

The Vikings will thank you.

15-013L – Firion

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

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

 

 

15-014H – Brynhildr EX

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

 

 

 

 

15-015R – Bwagi

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

 

 

 

 

15-016C – Bomb

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

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

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

 

15-017H – Machina

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

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

 

15-018C – Sabin

These commons are getting a little bit more expensive.

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

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

 

15-019C – Josef

Simple Rebel searcher. Also works on an EX Burst.

 

 

 

 

15-020R – Rinok

Rinok enters with 2 Bounty Counters.

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

 

 

 

15-021R – General Leo

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

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

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

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Opus XIV : Earth Review

14-058C – Dark Knight

Play this card and deal yourself 1 point of Damage. If you already have 4 points of Damage, you might as well play this card as 5 points of Damage will give this card Brave.

You’ll have a 9K body with Brave, for a measly 3CP.

Just don’t play this card when you have 6 points of Damage.

 

 

14-059R – Wol

Opus V Wol is better all around. The only reason you’ll play this card is to play anther MOBIUS Forward from your hand at no cost.

At 3 points of Damage he becomes something like a Diet Opus V Wol. It’s similar, but just not the same.

 

 

14-060R – Carbuncle EX

Mono-Earth? Sure, +2K Buff to all the Forwards, and a free card. You’ll becoming out +1 on this transaction.

 

 

 

 

14-061H – Calbrena

Add this one to the Same deck as Carbuncle. Give me Mono Earth and a 9K Calbrena to knock off your socks. And if Calbrena gets broken for whatever reason. You can put her back together by discarding an Earth Backup.

Yes, Please and Thank you!

 

 

14-062L – Titan, Lord of Crags

It looks like Earth has a Diet Shantotto as well, but this one deals your opponent 1 point of Damage as well. I take that back. This card is just as good as Shantotto, just a little different. And this one is also a Forward. Titan can’t break himself, so he’ll be free to attack if he wipes the board.

 

 

 

14-063C – Chichu

Not as good as the other Monsters in this set, with Monster Counters. But, being able to give a Forward +2K power for each Monster Counter on Chichu, might be good.

Did I mention I know a guy named Chichu?

 

 

 

14-064R – Kitone EX

Hmm, War of the Visions has a great Backup. Just the on entry ability is great, you’ll be able to stop a powerful forward in it’s tracks. For one turn at least.

And, “Dream Within a Dream”, 4K Damage to one Forward, and you can recast it, with a single Earth Crystal Point, without paying the S cost.

 

 

 

14-065L – Cloud

Is this the chase card for the set? FFVII, Cloud, Legend, Full Art, they all come together in this one card.

I mean, just look at this card. If your opponent controls any Forwards, Cloud gains 2K. If your opponent didn’t have any Forwards, you wouldn’t need to play Cloud. You could have gotten the job done with Choobo (2-060C)

When Cloud attacks, choose one Forward and that Forward has to Block this turn. So, you can start picking off pesky Forwards that you want to get rid of.

Finally, discard a FFVII card and Cloud gains +1K and he can’t be chosen by Summons or abilities.

At the end of the day, Cloud is an 11K Forward that deals Mass Destruction with his Cross-Slash. Even though there is no ability names Cross-Slash on the card.

14-066C – Kobold

Activate Kobold, each time a Primal enters the field. You can also dull Kobold and give a Forward +1K power. And then activate him and repeat when another Primal enters the field.

I’m guessing not so much.

 

 

14-067H – Shantotto

Made for Earth/Wind decks.

Well thank you Captain Obvious.

Now, is the 5CP worth it to potentially draw another 2 cards?

 

 

14-068C – Dark Elf

Only way to Break this card is with a precise 8000 damage.

Now if you find a way to buff him up to a 9K body, he is unbeatable.

“Kobold, I was wrong about you, come back.”

 

 

14-069R – Noctis

The Prince is back, as a backup.

4CP to grab a XV Forward from the Break Zone and play it onto the field. Sounds like a good deal to me. You can actually grab another Noctis (12-121R) who in turn will let you grab another XV Forward, other than Noctis, from the Break Zone.

You’ll actually gain a Crystal point by doing this. I don’t know if it’s efficient but, it’s something you can do.

 

14-070C – Ba’Gamnan

Time to get rid of that pesky forward you can’t get rid of. Force it to block and attack him with your strongest Forward.
14-071C – Paladin

Don’t like the cards you just drew? Just play Paladin with those 2 cards and hopefully get something better. And if that doesn’t work, Dull and Break and hopefully you’ll get something better once again.

 

14-072R – Hojo

Hojo finally makes his appearance. And he comes with an experiment. A trade off where you can change a Forward you control with a Forward from your Break Zone. Only stipulation is that it’s cost needs to be inferior to the one you removed from the game.

Play a Forward with an upon entry ability, once it’s played out recycle the Forward.

 

 

14-073R – Muraga Fennes EX

At first I thought this card was a Summon. It would have been a decent card if it was. But, now that I’ve seen that it’s a Forward it makes it very playable. I would keep this card on hand, to bring back a forward that has just been broken.

 

 

 

14-074C – Monk

If you’re playing Monks you’re playing this card. And, if you’re playing Monks, you’re playing Sophie (13-119L).

You’ll have plenty of Earth Forwards on the field, so this card should read. When Monk enters the field, choose 1 Forward opponent controls. Break it.

 

 

14-075H – Mont Leonis

For 11CP – 1CP for each Forward you control you can play 1 Earth Forward of Cost 6 or less from your Break Zone.

Now this wouldn’t be one of the first cards you play, but later on in the game when you’ll have 5 Earth Backups, and a bunch of Forwards on the field, you might just play 2CP for Mont.

I thought Mont would have had some synergy with Macherie, but I was wrong.

Oh, well.

14-076C – Lich (IX)

Discard one card Job Chaos and deal one forward 8000 damage. Is it worth it? I’m sure there are Summons that can do this more efficiently. But, for a common I’ll take it.

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Sophie’s Choice

Another great card here, as we move on with our Card of the Week. Sophie a Monk that packs a Punch. But, why is she carrying a weapon?

On the the card.

2CP – Earth/Water
Forward
Job : Monk
Category : Mobius
Legend
4000 Power

“For each Earth Forward other than Sophie you control, Sophie gains +2000 power.

For each Water Forward other than Sophie you control, Sophie gains +2000 power.

At the end of each of your turns, if Sophie has 10000 power or more, draw 1 card and Sophie deals your opponent 1 point of damage.”

At 2CP, this card is a no brainer. And with those abilities, she’s deadly. starting at 4K, but each Earth or Water forward gives her +2K. You can just throw her in a deck with Vikings and call it a day. Now if you control 3 other Forwards that are either Earth or Water, she’ll have 10K. And, at 10K she deals your opponent 1 point of Damage at the end of the turn. Your turn, and your opponents. The game will pretty much take care of itself if you just pass and defend Sophie.

We already said Leila (6-126R) and Vikings, namely Viking (4-133C). You play Leila for 4CP grab a Viking out of your Break Zone and play it onto the field. That takes care of 2 Forwards. Sarah (MOBIUS) (13-118C) would also be a good choice as you can use her first ability when she enters and have Sophie get rid of a pesky Forward your opponent controls.

The quicker you can get Sophie on the field, the quicker you’ll be heading towards victory.

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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.