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Waterlike Oceans

28-096H – Alexander

Not bad, for 2CP.

Activating all you Forwards at the end of your Main Phase 2 seems like a good idea.

Or you can bait your opponent into trying to break a dull Forward, and then Alexander comes out and activates all of your Forwards, canceling it.

Yeah, that’s a long shot, but it could happen.

And your other choice is to reduce the damage dealt to one of your Forwards by 2000.

This card will work great against Dull/Freeze decks.

28-097H – Vaan

Even with all the Moogle Bounty Mayhem cards we have received. Vaan is here to take that deck over the top.

We, have removal, plenty of it, we have seek and play, but Vaan, he’s different.

Vaan can attack twice in the same turn, making him a Forward worth having on the field at all times.

And, if you ever need more cards, just discard a MBM character and you will draw 2 Cards.

28-098H – Garnet

Garnet comes on in, reveals the top 5 cards of your deck, and you get to grab a Final Fantasy IX Character and add it to your hand, if you find one there.

If you find one Garnet’s total cost will be 2CP, if not then 4CP it is.

After that she has an ongoing effect, that will make all of your opponent’s Summons cost 1 more CP.

And at 3 points of damage, your Summons will cost 1CP less.

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28-099C – Musician

A Backup with a bell?

Musician our elemental Water Backup, that needs 5 Backups on the field in order to use it’s ability.

And, what does that ability do?

It returns one of your opponent’s Forwards to their owner’s hand.

And that’s it.

It can be useful in a pinch, but I prefer abilities that break Characters.

28-100C – Sage

And, right after our Elemental Backup, we get our Water Crystal Backup.

Who does the same thing that the other Crystal Backups of this set do.

Enters the field, gain a Crystal.

Leaves the field, gain a Crystal.

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28-101L – Steiner

First off, these cards look great. Hopefully they’ll fix the foiling on these this set.

Steiner, a 6 cost Forward with 9000 power, that when Steiner enters the field, you can grab a Final Fantasy IX Character from your Break Zone and play it on to the field. Up to 4CP, which is plenty of Characters to choose. Depending on who you choose to play, Steiner’s cost can go down to 2CP.

And, that’s not all.

Nope. Steiner wouldn’t be a Legend if that were it.

All Final Fantasy IX Characters, except Steiner can not be chosen by your opponent’s abilities.

So, how will we protect Steiner?

Just use Alert, which does the same thing for himself, but only lasts until the end of the turn.

28-102R – Princess Sarah

This isn’t bad at all.

Princess Sarah, comes on to the field, and you’ll draw a card and gain a Crystal.

What makes this better than other cards that allow you to draw a card, is that you can look at the top card of your deck.
If you like it, keep it there.

If you don’t, you can send it to the bottom of your deck, and grab the next card.

It’s worth a play, if you have nothing else in your hand.

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28-103C – Astrologian

For 1CP you can gain a Crystal and a Meat Shield.

This card hold much value for your Crystal deck.

Not only does it give you a Crystal for 1CP, you can play 3 of them at the same time, and those 3 will block incoming attacks for you.

You can also use that Crystal to draw a card, but I suggest you put your EX Burst on top, and get a point of damage the next turn.

But, that depends on which EX Burst you put on top.

28-104C – Sorbet

This is your main Backup for MBM.

Also known as a color fixer.

Sorbet, can pay for MBM cards with any element. Making it easier to play all 6 MBM Monsters.

I would Mulligan if I didn’t get this card in my first draw.

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28-105C – Trion

At 5CP and 9K power, you’d think that Trion is just your typical Common Forward. And, I would say you are right.

The only difference is that if you have a Princess on the field, Trion’s cost goes down by 2CP to 3CP.

Which is a lot better that 5.

And every time Trion attacks, you get to draw a card.

And, then you get to discard a card.

That’s a bout it.

28-106R – Hurdy EX

Search for that Forward.

Add it to your hand.

If you haven’t noticed, there are a few MBM cards that search, grab from the Break Zone, or play to the field. And, that’s a good thing.

You’re going to be able to fill up that board very quickly with these cards.

Yes, we’ll take 3. Wait, we already have 3.

28-107R – Pylraster

Dinosaurs are coming back from extinction. We just got our second Dinosaur, and this one increases the damage Dinasours deal to Forwards by 5000.

Since our other Dinosaur doesn’t deal damage, Pylraster can only target itself with his ability.

Pylraster can also become a Forward as well.

Now there is one more target, and that is Bartz (1-081R). So, there is that.

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28-108R – Honey B. Lovely

Hmm, that’s different.

Honey B. Lovely comes in and everybody gets to draw a card.

And, at 3 points of damage, your opponent will then places a card from their hand to the bottom of their deck.

It’s not bad, especially for 2CP, and then you have a Meat Shield to protect you from your opponent’s attackers.

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28-109C – Penelo

You would have thought that this card would have been more than just a Common. A Rare perhaps, but I’m not complaining. Not much.

Penelo comes in and grabs an MBM character from the top 5 cards of your deck.

Which if you’re playing MBM, you’re going to find it 99.99% of the time.

It’s Penelo’s ability that makes her shine.

You can dull 3 MBM Characters, and your opponent will put one of their Forwards into the Break Zone. The good thing is that you can use this as many times as you want during your turn, as long as you have enough MBM Characters on the field.

And, if you need to grant Penelo a little bit of Protection, you can always have Mayakov (15-121R). Who can also play Penelo on to the field.

28-110C – Horne

Horne can become a Free Play quite easily.

If you already have another 2 MBM Characters on the field before Horne comes in you will draw a card.

It’s not bad, it’s just a free way to get another Backup on the board.

And, you can also put Horne into the Break Zone and give one of your MBM Forwards +1000 power.

There are better MBM Backups that you can play. And hopefully we’ll get some new ones in upcoming sets.

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28-111H – Yuna

I’ve been talking about YRP making a comeback for years. And, I’m not stopping now. We need a new YRP deck, and we need it now.

Yuna is here to help. Wind/Water/Gullwings/FFX. That is the basis of the deck, and Once per turn Yuna will search for a Gullwing and you’ll play it on to the field.

And, whenever a Forward of any element except for Water enters the field, you’ll choose a Forward and they will lose 4000 power. Possibly breaking them. Not all of them, but some for sure. Hopefully.

This is also our Gold Signature card, which looks amazing. I’ll be happy of getting a Full Art of this card, even without the Signature.
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28-112C – Lion

Am I reading this right?

When Lions enters the field play a Water Forward of cost 6 or less from your hand onto the field?

Lion costs 4 CP.

You’re getting 2 Forwards worth up to 10CP for 4CP. How is that possible? Actually, I don’t care. I’ll take 3 of these and put them in any deck that uses Water.

And, if you have at least 5 Water Forwards on the field. The Water Forwards gain +1000 power.

What’s not to like?

And, how is this a Common?

28-113R – Leonora

Not bad.

For 3CP and a Summon you can send a Forward to the Break Zone. Your opponent will choose which one, but it’s still one less Forward on their field.

If you don’t have a Summon in your hand, lucky for you that you will draw a card, before you discard a card. Meaning you might find a Summon there.

After that you have a body with 5000 power on the field ready to attack or block.

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28-114L – Rosa

You see this?

Rosa is bringing everyone out to play.

Rosa enters the field for 6CP, and searches for a Final Fantasy IV Forward and adds it to your hand.

After that you can play 2 FFIV Forwards from your hand on to the field. Only thing is that their combined cost has to be 4CP or less. Which isn’t that hard to do, considering we have a plethora of 2 cost Forwards, you should be fine.

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Gunslingers on Ice

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26-021C – Anabella

The Duchess of Priming.

Yeah, I don’t know much of Final Fantasy XVI, but I do know something about Prime.
No, not the drink. I have no clue about that.

Anabella will dull and Freeze a Character, whenever one of your Characters decides to Prime into an Eikon.

You can do much worse for 2CP.

Prime as much as you’d like, and have Anabella dell and Freeze everyone. One Character at a time.

26-022C – Undead Princess

Looking at this card makes me want to play World of Final Fantasy. Just by having an Undead Princess on the equivalent of Medieval Magitek Armor.

Let’s get to the card.

Undead Princess comes in for 3CP, and when she comes in you gain a Crystal and your opponent discards a card.

Simple, and straight to the point.

And when it’s all done, you have a body with 7000 power to attack or block, cause you’ll want to get rid of this card so you can play it again.

26-023C – Wol

Wol on Ice. That’s a first.

Coming in at 5CP, Wol’s cost can come down by 2CP if your opponent discarded a card this turn due to your playing.

3CP is better than 5CP and 9000 power is a great body on the field.

Wol isn’t done. Not this time.

Whenever he attacks, you can discard 2 cards and break a Forward. It’s like having a Summon ready to go. Those 2 cards is the equivalent to 4CP. Odin from Opus I costs 7CP. And, you can use Wol’s ability once per turn.

Nothing else needs to be said.

26-024C – Musician

This Musician packs some Fire … er … Ice Power.

For 2CP you can deal damage to a dull Forward, once per turn. All you need is some ammo, and that ammo comes in the form of cards.

Once per turn you will be able to dull Musician and pay the cost of discarding one card. Then you can choose a dull Forward and deal it 5000 damage.

If you’re playing Ice/Lightning and you discard a Lightning card, that damage become 7000.

It’s a decent Backup, that when Musician is not in use, he will give you 1CP per turn.

26-025C – Kadaj EX

Even as a Common, Kadaj will be hard to get rid of.

For 3CP you get a body with 9000 power. And, at the end of each of your turns you will remove Kadaj from the game. He won’t be gone for long though as at the end of your opponent’s turn Kadaj will come back to the field.

Kadaj won’t shine until you have at least 3 points of damage, cause when you do have those 3 points of damage, Kadaj will dull one of your opponent’s Forwards. And, since Kadaj returns at the end of your opponent’s turn, that Forward will be dull during your turn.

And this cycle will keep on going on and on.

This Kadaj is a lite version of Opus XI Kadaj.

26-026R – Kuja

You know you always wanted to swap out your Backups. Kuja is here to help you with that.

When Kuja enters the field you can remove one of your Ice Backups from the game. There he helped you and now you can play the new Backup that you wanted cause you didn’t have space for it.

Oh wait, we’re not even done with the first part. When you do remove that Backup, your opponent will discard 2 cards from their hand.

At 5CP, this isn’t a bad play as you’ll be taking away your opponent’s Fire Power, and Kuja has 9000 power. Your opponent will think twice before they try and break Kuja, cause when they choose Kuja with one of their abilities or Summons, they will need to discard a card from their hand.

I’m on the fence about this one. Cause after his first ability goes off, there is no need for your opponent to try and get rid of him, as he’s just another body on the field. Well there is a need, but it won’t be the first course of action.

26-027R – Kujata

Cash or Credit?

How do you want to pay for Kujata?

There’s 2 ways to pay and the result will be the same.

Kujata will break a dull Forward, and that’s about it.

You can either pay 3CP for this, or just dull 2 active Forwards. This means that you can throw Kujata in any deck and you’ll be able to pay for it, without having any Ice CP to spend.

26-028C – Cripshay

The Ice Monster of Gunslinger in the Abyss. Almost sounds like a title.

Cripshay becomes a Forward with 7000 power. And, First Strike.

If, and when Cripshay deals damage to your opponent, you will send Cripshay into the Break Zone, and your opponent will discard 2 cards.

They just might think twice before taking that damage, just so they don’t discard the 2 cards they have in their hand.

But, are those 2 cards worth more than the Forward that will be broken by Cripshay’s 7000 power?

That’s a decision they’ll have to make in the heat of the battle.

26-029R – Shiva (XVI)

Shiva is a great card to play all by herself. You don’t even need Jill to Prime into her. But, you probably should. It’s cheaper in the long run and you get a better ability.

When Shiva comes in you will Freeze all of your opponent’s Forwards. If you Primed into Shiva you will Freeze all of your opponent’s Characters instead.

Ice Age? Yes, let’s have your opponent discard 2 cards from their hand. This works even better if they only have 2 cards in their hand.

Let’s see what Jill does.

26-030C .- Cid (WoFF)

A What now?

Yes that what is with a capitol W.

Every time your opponent uses an EX Burst they’ll discard a card?

Cid just sticks around and waits for your opponent to use an EX Burst, other then that, he’ll just sit back and give you 1CP per turn. That’s not bad at all.

I like the art on these WoFF cards. If you noticed it, we’ve been getting them since Resurgence of Power.

26-031H – Cid Raines

Great card, Great art. What more can you ask for?

If you’re playing a discard deck, Cid Raines is your man.

He will come in for Free, if your opponent discarded a card on the same turn that you want to play Cid.

You’ll want to keep Cid around to thwart your opponent’s plans. When your opponent plays a Forward onto the field from anywhere except their hand, Cid will take that Forward and send it to the Break Zone.

Yes, you do have to sacrifice Cid Raines for this move, but it is a move well worth it.

26-032L – Charlotte

Charlotte is ready to wreck your opponent’s plans. As long as Charlotte is on the field. Your opponent will be 2 steps behind. The only draw back we have here, is that Charlotte costs 5CP, and you can only use Ice CP to pay for her. And that’s not even that big of a deal. You would gladly pay a couple more CP to get Charlotte on the field.

For one she has a little bit of protection going for her. When ever she is chosen by your opponent’s Summons or abilities, your opponent must discard a card, or else that Summon or that ability will be canceled. It’s going to be hard to get rid of Charlotte.

Now, let’s take a look at that final sentence. “When a Character enters your opponent’s field, dull it and Freeze it.”

Your opponent will not be able to use that Character for another turn. That’s 2 turns from when it enters the field. No Blocks, no abilities no nothing. Just a sitting duck. Or a deer caught in the headlights.

You’ll be having some fun with Charlotte here.

26-033C – Summoner

Here we go a decent Backup that will allow you to grab and Ice Summon from the Break Zone and add it to your hand.

This will bring Summoner’s cost down to 1CP, which is even better.

Summoner also has an ability where you can put him in the Break Zone, and your next Summon’s cost will be reduced by 2CP. Mathematically, you’re gaining 1CP by playing Summoner and using his ability.

That’s about it.

26-034L – Jill

Jill has been upgraded to a Legend this time.

When Jill enters the field, and depending on how many Eikons you have removed from the game or in your Break Zone, you will select that many Characters that your opponent controls and you will dull them.

After that Jill will Prime into Shiva and you will Freeze all of your opponent’s Characters.
And, that’s not all.

No, At the begining of your Attack Phase, and at the begining of your opponent’s Attack Phase, Jill will break a dull Forward.

You’ll slowly be able to take down your opponent’s front line, cause you know that they’ll have a dull Forward hanging out. And, if they don’t, you can always bring in Amon 2-098L to dull a Forward once per turn.

26-035R – Snow

Snow is ready for a fight.

And when he enters, the field you can either draw a card, or have your opponent discard a card.

If Snow is brought in by an ability from a Final Fantasy XIII Character you can do both.
Luckily Lightning is ready to cause havok, as she can tag in any Final Fantasy XIII Forward and form a party to attack. In other words perform a tag team maneuver.

You won’t even need Ice CP, just Snow and Lightning. It’s called Thunder Snow.

26-036C/15-038C – Knight

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

So, we’re just going to, you guessed it, Copy/Paste from Opus XV Crystal Dominion.

“Knight comes in, hands you a Crystal

Next turn, Knight Dulls himself and puts himself into the Break Zone dulling a 3 cost Forward.

Thus concludes the story of Knight”

26-037H – Halone

Halone will be a card that you’ll play later on in the game, as you’ll need at least Six of “The Twelve” on the field in order for her ability to go off.

Whenever Halone attacks, you get to choose 2 of your opponent’s Characters, and you shall grant them a Dull/Freeze.

Your opponent will also discard a card.

Halone also doubles as a Meat Shield with a 9k body.

 

26-038H – Physalis

This is a Buy one Get one Free deal!

You can either pay 5CP to play Physalis, or you can Warp her for 2CP. She’ll stay out until the end of your turn. As she on;y has one Warp Counter.

If you paid the 5CP, Physalis is just a Meat Shield.

If you Warp her in, you will be able to play another Forward with Warp from your hand onto the field.

This way you’ll get 2 Meat Shields.

This is a great card, you’ll be able to get a couple bodies on the field quickly and cheaply.

26-039H – Star Sibyl

A four cost Backup that will grant you some protection against your opponent’s abilities.

Not great protection, but just enough to have your opponent second guess the action that they are about to take.

Cause if they choose to target one of your Forwards with an ability, they will need to discard a card. Is that card that they discard worth the extra cost to use the ability? Maybe yes, maybe no.

But, if they don’t have any cards in their hand, they won’t need to discard anything.

26-040R – Menphina

Menphina might be your starting point for “The Twelve”.

When she enters the field you can pay X and search for one of the other Twelve and play it onto the field. No add it to your hand, just straight to the field.

Only drawback is that you need to use CP produced from The Twelve, or discarding The Twelve cards. Which shouldn’t be that hard, considering your deck could have up to 36 The Twelve cards in it. And, if you could use any cards, it would have been to easy.

Menphina can also Freeze one of your opponent’s Forwards with her ability.

Hmm, didn’t we just see a card that can Dull Forwards, or did we just mention Amon (2-098L)?

Cool Singles!