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Dreamlike Lightning

28-077R – Wicked Thunder

Lightning in a bottle.

Wicked Thunder will break one of your opponent’s higher cost Forwards when she enters the field. Which one? Your opponent gets to choose.

You will also have to break one of your higher cost Forwards as well.

And at 3 points of damage, Wicked Thunder can not be broken by abilities that don’t deal damage. Meaning you get to keep this 9K body on the field just a little while longer.

 

28-078H – Ulmia

For 4CP you can search for a Character that costs 6CP or more.

And, that’s more cards than you can shake a stick at. Or a harp.

Ulmia’s 2nd ability gives Haste to a Forward that costs 6CP or more.

I think I see a pattern here.

I won’t say no to this card.

 

28-079C – Elena (FFBE)

Need a Crystal?

Throw Elena on to the field, and block the first Attacker.

If you already have a Crystal, you can give a Brave Exvius Forward +2000 power and Haste.

And, that’s all you need to know.

Elena is just a Meat Shield that can generate a Crystal.

 

28-080C – Gurdy

This is a great card.

I did play MBM during our Midnight Prerelease, and it was great how easily this deck is played.

Gurdy comes right in and grabs a Moogle Bounty Mayhem Character from the Break Zone and you add it to your hand. That means you can grab another Gurdy from your Break Zone. And, you can keep recycling them.

Why would you need to recycle them?

If you look at Gurdy’s second ability, you will break a Forward. Which Forward? Well that will depend on how many MBM Characters you have on the field.

I have a feeling that Gurdy has a high chance of getting the ban hammer.

28-081L – Kain

Now this is a great card.

Kain will break a Forward whenever he enters the field through a Summon or an ability.

That being said, Kain can Warp on to the field. And, he will Break a Forward.

At 3 points of Damage Kain gains +1000 power, Haste and First Strike.

Now, let’s get to Jump. Kain’s S Ability. Kain will jump out of the field and Remove himself from the game, but then he will come back at the end of the turn. And, when Kain comes back, he will Break one of your opponent’s Forwards.

Kain Warps in, Breaks a Forward, then you play Rinoa (6-041L) which will bounce Kain. And when he comes back you will Break another Character. Then use Kain’s S ability, to Jump out and Jump back in to Break another Forward.

How many Kains can you fit in a deck?

28-082R – Cait Sith EX

Cait Sith is here ready to stall your opponent with his fortune telling.

And, what does your opponent’s fortune come out to?

One of their Forwards is dull.

And, then your fortune says, you can draw a card.

When are we getting the moogle as a card?

 

28-083C – Onion Knight (FFTS)

Onion Knight has one job, and that is to mine for Crystals. They’ll grab one when they enter the field, and another one when they are sent to the Break Zone.

Other than that, Onion Knight will produce 1CP per turn as that is what all Backups do.

Maybe they’ll finally retire the cards they’ve been reprinting since Crystal Dominion.

 

 

 

28-084R – Nono

This is a great card as well, and can be played for Free!

Nono’s cost is reduced by one for each Moogle Bounty Mayhem Character that you control. Meaning that if you already have 6 on the field, Nono is a Free Play!

And, what a Free Play! (Yes, we have to Capitalize Free Play, cause we’re excited.)

Nono comes right in and breaks one of your opponent’s Forwards.

And, after that, you have a Meat Shield on the field, that you will want to get rid of.

Why?

So, you can play another Nono.

And another.

Gurdy, will have his work cut out for him.

28-085C – Baknamy

Another Backup that has a good ability, but that ability is locked by the number of Backups that you control.

That was a mouthful.

Now, that ability breaks a Forward of 3CP or less.

If you can build your Backups fast, you can use this whenever you’d like.

If not then you’ll have to wait.

And, wait.

28-086R – Basch

This Moogle Bounty Mayhem deck just keeps getting better and better.

Basch comes in at 2CP with 5000 power.

If you have 5 MBM Characters on the field, Basch will gain +5000 power and Brave. Giving him a 10K body.

But that’s not all.

If you still need more power, you can discard a Moogle Bounty Mayhem Character and give Bach another 5000 power, for a grand total of 15,000 power.

And, I’m sure there are more ways to bring up his power even more.

28-087H Bahamut SIN

Really?!?

4CP to cast this Summon?

Never mind the extra cost of 2 Crystals, but this is great. I expect this one to be in almost every Lightning deck.

Bahamut SIN comes in and breaks 2 Forwards. Period.

Yeah, you have to pay 2 Crystals to break the second Forward. And, I would pay it with a smile on my face. Every single time.

This card might be the reason we have more Crystal generators in this set.

28-088H – Balthier

MBM.

What’s Moogle Mayhem Bounty? How come I’ve never heard of it?

Anyways, Balthier is here to make MBM a threat. First off, he comes in with Haste.

Second if you have 5 MBM Characters on the field, Balthier will give a Forward Haste every time he attacks.

And, lastly, Whenever a MBM Forward attacks, you will dull a Forward.

That last one by itself is great. I’d pay 5CP just for that ability.

Now, I want to go back and check out all the other MBM cards.

28-089C – Palom

Palom is here to deal some damage.

All you need is a Crystal for when he enters the field.

At only 2CP this might be a steal, cause most of the time, you will be breaking that Forward.

Wait a second.

Since when was Palom in Crystal Chronicles?

I’m going to have to look into this.

28-090C – Fran

And right next to Balthier is Fran who is the perfect card for him. As always.

Fran comes in and grabs a MBM Forward from your Break Zone.

More than likely you will grab Balthier. You will then use Fran’s second ability to play Balthier. Balthier comes in with Haste and attacks. And since you already have 5 MBM cards on the field, Baltheir will give Fran Haste. Balthier will also dull one of your opponent’s Forwards. Fran will now attack. And since Balthier is still on the field, she will dull a Forward as well.

You get all this for a grand total of 5CP, minus the 2CP of grabbing a card from your Break Zone. Actual cost is 3CP.

Not bad.

28-091R – Vorpal Bunny

More MBM.

Vorpal Bunny is a crap shot.

Vorpal Bunny comes in, you choose a Forward of 3CP or less, and you put the top card of your deck into the Break Zone. If it’s a Forward you get to Break that Forward. If it’s not you just picked a Forward for no reason.

Vorpal Bunny also turns into a Forward, giving Balthier an extra shot to dull one of your opponent’s Forwards.

 

28-092C – Montblanc

Montblanc is here to help you play your MBM Monsters on to the field. Or any MBM Character, as long as their cost is 3CP or less.

I mean this is a great card to play early on. And if you play let’s say Gurdy, you’ll grab another card from your Break Zone, and Montblanc will have become a Free Play as well.

He also has this small ability that deals 4000 damage to a Forward of your choosing.

.

28-093H – Lightning

This card is amazing as well. Lots of great cards in this set, and Lightning is no exception.

For 6CP you play Lightning, once she is on the field, you’ll reveal the top 5 cards of your deck. All Odins and Lightnings will be added to your hand. The rest go to the bottom of your deck.

Meaning that if for some reason there are 5 Odins and/or Lightnings, you’ll be up 4CP from the play.

And when Lightning enters the field you may discard a card to break one of your opponent’s Forwards. If that card is named Lightning, then you will also draw a card.

Now picture this.

Mono-Mono-Lightning. Fill your deck up with 30 Lightnings and 20 Odins, and see if that works.

It doesn’t even matter which Lightning cards you grab, cause they’re just fodder for Lightnings ability whenever she attacks.

28-094C – Dragoon

4CP and a Crystal to Break a Forward?

I’ll take it.

And, since we have a bunch of Dragoons that generate Crystals, you’re good to go.

After that you got an 8k body on the field, and you should be good to go.

 

 

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28-095L – Lumina

Ok, Ok.

This is a wonderful card.

It’s a great card.

It’s Lumina, she can’t get a bad card, can she?

Lumina comes in for 2CP and amd she will break a Forward. Which Forward? Depends on how many Final Fantasy XIII Characters you already have on the field.

This one also comes off of an EX Burst.

And, you can discard a Final Fantasy XIII card, and exchange it with another Final Fantasy XIII card that is in your Break Zone.

What’s not to like?

I’ll take 3. Full Arts.

Electrifying Singles!

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Dawn of Heroes : Fiery Thoughts

20-001R – Ardyn

The Chief Minister starts off Dawn of Heroes, and it’s exactly what someone in charge will do.

What do I mean by that?

When Ardyn enters the field, you select 2 Backups that are now useless, as there entering abilities have already been used, and you can put them in the Break Zone, to play 2 new Characters onto the field. And depending what you get, well, it’ll be better than what you already have on the field.

Ardyn is one of those cards that can change the game in your favor.

“… you’ve got to ask yourself one question: Do I feel lucky? Well, do ya, punk?”

20-002H – Auron

Am I reading this right?

Can you use Auron’s ability to deflect the point of damage you’ll receive and just have Auron be dealt 8000 damage.

If so, then I might be wrong, because why would you use Auron’s ability to block a point of Damage, when you can just block the attack itself.

I think I figured it out now, it’s when one of your Forwards are dealt damage, Auron can come in like a guardian a take the hit himself, thus allowing the other Forward to survive the attack.

Either way, Auron will be blocking.

20-003H – Ifrit

A one cost Summon?

Yes, I’ll take it. Why, thank you.

You’re playing Mono-Fire? You’re playing Ifrit.

When you cast Ifrit, you can deal 5000 damage to one Forward. And, if you have more than 5 Fire Characters on the field, it becomes 5000 damage to 2 Forwards.

Or you can pick the same Forward twice and deal it 10,000 damage.

I’d say it’s worth having a few of these.

20-004C – Warrior of Light

Warrior of Light comes in, and you reveal the top 4 cards of your deck. Put 3 at the bottom of your deck and remover the other one from the game. At first you would think that this is part of an extra cost to play this 2 cost Forward, but nope.

The removed card can be cast this turn. So, it’s like drawing an extra card, but you can only use it this turn.

This would have been a great card, if it read, you can pay the cost with any element.

 

20-005C – Garland EX

6 cost Garland here, to provide you with a decent EX Burst. Comes in with Brave and that’s about it.

High cost because Garland is just a common.

I’d probably just keep this card in a deck, just so there is a chance for Garland to pop up, when you get hit for damage.

Other than that ….

 

20-006C – Blacksmith

Blacksmith is the Backup you didn’t know you needed.

The more Forwards you have on the field, the better Blacksmith becomes. For once Blacksmith enters the field, all of your Forwards will deal 7000 damage to one of your opponents Forwards, when they attack this turn.

Imagine, you have 5 Forwards on the field, your opponent has as many as they have, and you just start taking them down one by one.

As long as they don’t have an answer, you’ll be good.

20-007L – The Demon

The Warring Triad is finally here. Now to get Kefka to unleash their power.

The Demon comes in and starts having fun from the get go. And, the fun doesn’t stop there You can also choose one of his abilities every time The Demon attacks.

Just look at these abilities, all set to cause destruction to your opponents plans.

You can either deal damage to 1 Forward, up to as many cards that are in their Break Zone. Plus all those Break Zone cards are removed from the game as well.

Or you can choose an Element and deal 7000 damage to all those Forwards.

Or, you can choose a Job and deal 8000 damage to all of those Forwards.

Mono-Decks and Job Decks watch out. The Demon is coming …. The Demon is HERE!!!!

20-008H – Kefka

I knew there would be a Kefka once I saw the Warring Triad.

Amano art? Check
Warring Triad? Check

Dancing Mad? You will be once you get this card to go off at the end of any turn.

Let’s just say, Kefka will use the Warring Triad to strike down your opponent, just like he struck down Mobliz.

9000 damage to one of your opponents Forwards, for each Magic Counter you remove.

20-009L – Zack

I remember reading somewhere. “Finally a Zack that can be played.” Or something along those lines. If you’re reading this and you are the one that said that, please let me know, so, I can add your name to the quote.

This one will fit right at home with AVALANCHE. You play Zack for 5CP, and every time he attacks you can deal a Forward 5K damage for each SOLDIER you control. Zack and Cloud, that’s 10k right there, and I’m sure you’ll be able to find a couple of SOLDIERs laying around somewhere.

When Zack leaves the field you can play a FFVII Forward of 4CP or less onto the field. With about 100 or so FFVII Forwards that cost up to 4CP there are plenty to choose from, Opus XIV Cloud, Tifa and Barret. If you’re still running AVALANCHE that’s an easy way to get them on the field.

And, let’s not forget Meteor Shots, where you can deal 7000 damage to all of your opponents Forwards.

Let’s keep an eye on this one.

20-010C – Samurai

What a reprint? I wasn’t expecting that. Let’s see what we wrote when Crystal Dominion came out.

“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 your real Backups. ”

Huh? What was I even writing, I had to edit it to make sense. In my defense, we didn’t know what Crystals would be doing back then. … Half the time I still don’t know.

Because apparently, if you actually read the card Samurai can put itself in the Break Zone.

20-011R – Jecht

That is a young looking Jecht, looks like he’s Tidus’ age. Actually younger.

This is a great card.

When Jecht is sent to the Break Zone, you can search for a Fire Forward of 7CP or more to play onto the field.

And there are some great cards to play depending on what you’re playing.

Philia (13-129S), Cyan (15-006H), Ramza (18-015R) and The Demon (20-007L).

Which one you chose is up to you. I might go with Philia.

20-012C – Goldsmith

Cheap Backup, that will buff a Forward when Goldsmith enters the field, and when Goldsmiths enters the Break Zone.
+3000 and Brave.

Should be more than enough to take down a Forward, hopefully the attack will go through and deal damage to your opponent.

 

 

20-013C – Culinarian

What else would you expect? A cook needs Fire, and the more Fire you got in the oven the better.

If you got 3 Backups already on the field, this Backup is free.

Other than draft, I really don’t see much use for this card, but I’ve been wrong before. Watch a Forward show up where you discard a Backup for a great ability.

 

 

20-014R – Tifa

We got another Tifa, even though it is only a Rare card, the ability is pretty good.

Whenever a FFVII Character … I read that wrong the first time. For some reason I read attacks. But, it’s still great. Whenever a FFVII Character deals damage to one of your opponent’s Forwards, you get to choose a Forward, and take away their ability to block.

Not it does not say Forward, it says Character. That means Forwards, Backups, and Monsters can be used to deal damage to your opponents Forwards. A simple ability from the back line to deal damage to a Forward will help you get passed that high powered Forward your opponent has, thus making it easier for your attacks to go through.

Somersault? Just a way to deal 8000 damage to a Forward.

20-015C – Morrow EX

Only 1CP if you want to wait a turn, and you probably will.

Why? When Morrow comes in due to Warp, you’ll be able to draw 2 cards. Even though you’ll discard a card when he enters, you’ll still be up a Crystal Point.

You’re getting paid to use this card. Might as well use it.

Let’s not forget Morrow comes in with Haste, and and a 7K body.

Yes, I’ll take it. I’ll find some use for it.

20-016R -Barret EX

This Barret won’t replace the Opus XIV Barret in the AVALANCHE deck. But, it will deal 3000 damage to one of our opponents Forwards x the FFVII Forwards you control.

It could be 3000, it could be 27,000.

I like that this ability can come up as an EX Burst. You might want a couple of these in your deck, just to have Barret pop out when your opponent least expects it.

Catastrophe, 10K damage to a Forward, and Barret doesn’t activate.

You get all this for 3CP.

I’ve seen worse cards for that price.

20-017R – Palom

Kind of looks like this card was drawn with MS Paint. And, I don’t mean that in a bad way.

At 2CP, Palom won’t steal the show this set, but it’s still a decent card if you got the Crystals. That’s why we need the Samurai reprint this set.

Palom will come in and deal a Forward 8000 damage, with the help of a Crystal.

I’m figuring Porom will have a similar enter the field ability, after that they can both be sent to the Break Zone to deal a Forward 10,000 damage.

 

20-018H – Phoinix

We’ll start off by saying, I haven’t gotten that far in FFXIV, before I stopped playing.

Monsters can be hit or miss.

Phoinix enters the field and deals 9000 damage to a Forward. Phoinix one doubles as a Forward, but at the cost of 4 cards from the Break Zone. Half the time if the cards are in the Break Zone, they’re dead cards anyway.

I might give this one a try.

 

20-019C – Hedgehog Pie

You can get 3 Hedgehog Pies on the field in one turn. As long as you got 2 cards in your hand.

After that Hedgehog Pie will sit on the field until the moment that you would like to use his ability to deal 5000 damage to a Forward.

And, since you’ll already have 3 of these on the field, you can spread the love.

 

 

20-020C – Montblanc

Simple Backup, has one job.

Deal 5000 damage to one of your opponents Forwards. Or 8000 damage if you have 5 or more Fire Characters on the field.

After that just chuck Montblanc to the Break Zone when Ardyn enters the field to get 2 new Characters.

 

 

20-021R – Red XIII

Talk about a beast, cause that is what Red XIII is the jury is out on weather he is a cat or a dog, or both maybe?

A 2 cost beast with a 9K body that will take care of most of your opponents attacks.

Of course you won’t be able to play Red XIII unless you have another FFVII Forward on the field, but that shouldn’t be too hard to do.

Only draw back is that. That you can’t play Red XIII without another FFVII Character, meaning you probably won’t be able to play Red XIII turn 1.

When are we going to get a card named Nanaki?