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Gunslinger in the Fire

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26-001R – Azeyma EX

Whats this “The Twelve” you speak of? Kind of reminds me of Knight of the Round, but I doubt that’s what these Twelve are.

Azeyma comes in and if you have at least 4 of the Twelve on the field she gains Haste and First Strike. That in itself is alright considering Azeyma is a Rare, but we’re not done.

Whenever Azeyma attacks, you get to pick one of your opponent’s Forwards and deal it 2000 damage for each member of the Twelve that you control.

Are we getting Soiree 2.0? I already think The Twelve will be fun to play.

26-002R – Ayame

It feels like I was just talking about Samurais.

Maybe I dreamt about it.

Anyways, Ayame is here to make Samurais better. And, what better way then to reveal the top 2 cards of your deck and hope for Samurais.

If both cards are Samurais you are in luck, as Ayame will let you play a Samurai up to 3CP straight to the field, and add the other Samurai up to 9CP to your hand.

And, if you hit both of those, and the Samurai you play is 3CP, then Ayame has just turned into a Free Play! If not, well then you paid for her.

Ayame also has an S ability where she deals 8000 damage to a Forward.

Samurais might be getting a jumpstart.

26-003R – Ifrit (XVI)

Priming is back, and it looks like it’s better than ever.

That’s not saying much as this is the second set that we have that has Priming.

Either way, Ifrit needs to be Primed into, by Clive.

First off, when Ifrit is blocked or if he is chosen by an ability, Ifrit deal your opponent 1 point of damage. That means that your opponent will need to find a way to get rid of Ifrit A.S.A.P.

We’re not done yet.

If Clive has primed into Ifrit, Ifrit is nearly untouchable. Because, all damage dealt to Ifrit that is less than Ifrit’s power becomes a big fat 0. Zero! Zero!

Can’t say I didn’t warn you.

26-004C – Elwin

Searchers are always great.

They’re even better when they don’t give you a specific Category or Job, just an element.
Elwin here does just that. I’m sure the main idea was for Eldwin to search for Clive, but the Archduke will do so much more. Elwin will search for a Fire Forward.

I don’t even think we had a card that searches for a FIre Forward before this. I will need at least 3 of these.

 

26-005H – Clive

Well Clive is back, along with FFXVI’s Priming!

Since we already know how Priming works, we now get more options. And Clive has plenty of them. When he enters the field, you will remove a card from either player’s Break Zone. That’s not very exciting. That’s cause we skipped the first part of Clive.
Clive gains all the special abilities of the Job Eikon you own removed from the game.
That means that Clive can use the Eikon (S) abilities and deal plenty of damage to your opponent.

Let’s not forget that you will also draw a card when Clive enters the field, making his total cost 1CP!

26-006C – Zack

If you ever needed a reason to throw Zack into a Fire deck, here it is.

For 4CP, you can play Zack and then play another Fire Forward from your hand that costs 3CP or less.

That in itself would be a good enough reason to play Zack, but we’re not done. Not yet.
When ever a Forward enters the field, that Forward will gain +2000 power until the end of the turn. This does exclude Zack.

The good thing is that you don’t need to place Zack in a Final Fantasy VII deck, you can throw him into any Fire deck, let’s say Samurais. Especially Samurais with Haste.

Zack is smiling like that because he’s thinking about all the possibilities for a great Fire deck.

26-007R – Sazh

Sazh comes in with his guns ablaze.

As soon as Sazh steps onto the field, Sazh will deal one of your opponent’s Forwards 4000 damage.

If he was sent in through an ability that came from a Final Fantasy XIII Character, that damage will become 8000.

I believe it was Lightning that brings in a Final Fantasy XIII character and form a party whenever she attacks. Sazh will fit right in there. You’ll be breaking a Character every time Lightning attacks. Maybe even 2 characters.

26-008C/15-007C – Samurai

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.

“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.”

26-009L – Joshua

I feel like I just read this card.

Or, it was another card that was talking about Eikon in the Break Zone, or RFG.

Any way, by the time you play Joshua, you should have enough broken Eikons or Removed Eikons that you can break one of your opponent’s Forwards.

And that’s about it.

How good Joshua is will depend on Phoenix.

26-010C – Onion Knight (FFTS)

What’s Final Fantasy Tactics S?

Onion Knight, a 2 cost Backup that has an ability that needs ammo. That ammo will be a card. You can use any card for this.

This ability deals 3000 damage to one of your opponent’s Forwards.

But, if you discarded an Earth card that damage becomes 6000.

Just a simple Backup, that can deal damage on demand. As long as you have ammo for it.

26-011C – Naji

Well, we got a Naji that isn’t useless.

This one is actually a great Backup.

Naji will search for a Warrior. Either Job or Standard Unit, and you will add it to your hand. Plenty of Warriors to look for. I might even add this one to that Warrior deck that I made a while back.

And, let’s not get started on the art.

 

26-012H – Nald’thal

Part 2 of 12. Yeah, that sounded better in my head.

Depending on how many “The Twelve” cards you have on the field, will determine how good Nald’thal is.

The more you have, the better the card will be that you grab from the Break Zone to play to the field. Which in itself is great. And it looks like Nald’thal will help with color fixing, as it doesn’t include element in the description, just choose a Job The Twelve card from your Break Zone to play to the field.

Better yet, Nald’thal is a Backup that can send itself to the Break Zone, just so you can play another Nald’thal from your hand.

I can’t wait to see the other 10.

26-013C – Byron

The Warden of Port Isolde.

When he enters the field, Byron will grab either Clive or Joshua from the Break Zone and bring them back to your hand.

So far, so good.

On the next turn, if you decide to use Byron’s ability, you will be able to play either Clive or Joshua on to the field. I don’t know if this one is worth it unless you’re strapped for CP, but I would rather pay the 3CP or less for Clive and Joshua and keep Byron on the field.

We can always use a body. And, this one has 7000 power.

26-014L – Faris EX

Faris is back again, and this time she is ready to make your Pirates/Viking deck that much more powerful. Luckily we have Class Fourth Moogle to help with the color fixing for Faris.
When Faris enters the field, she will search for Lenna. Bringing her cost down to 3CP. And, 3CP is a great price for what Faris offers.

Other than being a 9K body that will be hard to get rid of, At the begining of every Attack Phase, Faris will play a Fire or Water Forward onto the field. Which Forwards depends on how many Backups you have. I would suggest at least 3 Backups, that way you can bring any Viking that is in your hand onto the field.

I’m hoping for a Full Art of this Faris, and I’ll take 3 of them as well.

26-015H – Fang

We finally got a Full Art Fang. I’ve been waiting for this since Opus IX, when Full Art cards first came out.

Let’s get to it.

Fang comes right in and searches for a L’Cie. And she also reduces the next L’Cie you play by 1CP. You know you’ll be looking for Lightning. Yes, the Lightning Lightning in this set.

Fang also searches for Bahamut, but in order to grab him, you’ll have to send Fang into the Break Zone. You’d think that they would have added a Bahamut to this set, considering you have a searcher for it, but nope.

That only brings me to one conclusion. We’re getting a new Bahamut next set. Full Art Final Fantasy XIII Summons. You heard it here first.

Fang is technically a free play, with all the cards that you’re searching for. And, the reduced costs that you will be paying will put your CP into the Green.

I’ll take 3. Full Arts.

26-016C – Bugenhagen

Bugenhagen finally makes his way to FFTCG.

And, it’s close to what we expected Bugenhagen to be.

First off, Bugenhagen comes in and you reveal the top 4 cards of your deck, and you can add 1 Final Fantasy VII Character to your hand. This in itself would be worth playing Bugenhagen, especially in a Final Fantasy VII themed deck, but you already knew that.
Next off the real reason you’ll be playing Bugenhagen is his ability to allow you to play Nana … I mean Red XIII from your hand onto the field.

We’ll go with Red XIII (14-019R) for this, then you can play 1CP and play another Forward from your hand onto the field.

And, if that doesn’t work for you, I’m sure we’ll be getting another Red XIII soon enough.

26-017R – Phoenix

Well I can see why Phoenix is just a Rare.

For 3CP you can grab a Fire Forward that costs up to 2CP and play it onto the field. If you don’t want to pay 3CP, you can always dull 2 of your Fire Forwards that are on the field.
This card would have been a lot better if the cost for the Fire Forward was at least 3CP, but then Phoenix wouldn’t be a Rare card.

At least the artwork is spectacular. I like these Final Fantasy IX Summons that we’re getting.

26-018H – Phoenix (XVI)

Phoenix is ready to raise the dead … err the Knocked Out?

Of course your going to prime into Phoenix, cause if you don’t, well, there’s no point in playing this card.

Once Joshua primes into Phoenix, you’ll reveal the top 4 cards of your deck and add a couple of Fire cards or Final Fantasy XVI cards to your hand. Any cards, doesn’t have to be a Character, a Forward, a Summon, or a Monster or anything. just pick the two that you prefer.

Joshua and Phoenix will do well in any Mono-Fire deck. Or a FFXVI deck.

We still have Flames of Rebirth. Simply grab any Final Fantasy XVI Forward in your Break Zone and play it on to the field.

We’ll be seeing plenty of Phoenix.

26-019C – Behemoth

A Monster that becomes a Forward. This isn’t something new, but this Monster comes in with Haste.

So far so good, the question is “Can Behemoth deal damage to your opponent?” Cause that is where these new Monsters will shine.

If Behemoth does deal damage to your opponent, you will send Behemoth to the Break Zone and you will deal 8000 damage to one of your opponent’s Forwards.

You can also have 3 of these on the field at the same time.

26-020C – Lanista

Ready to bulk up your Forwards. Lanista is here to help.

Any time one of your Forwards attack they’ll gain +1000 power to give them that little extra oomph they need to take your opponent out.

And, if you take a better look at this card, it only costs 3CP, and you get an 8K body.
If you have 3 of these on the field, and let’s say 3 Warriors (5-014C) you can get some Fire Forwards with +9000 power. Let’s not forget Lebreau (1-1030R) and that’s 10k.

I’ll be keeping an eye on Lanista.

Hot Singles!

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Tears of the Ice Planet

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25-018C – Gimme Cat

I’m trying to figure out if Gimme Cat is worth playing.

You discard a card so your opponent is forced to discard a card.

Right? Yes.

So, why wouldn’t you just play a Forward or a Backup that will force your opponent to discard a card?

Maybe I’m just not seeing it.

But, you can also just pay 1 Ice CP and put Gimme Cat in the Break Zone, and your opponent will discard a card at random.
I think there’s better options.

25-019C – Necron

This is a little trick play, and you only need Necron to do it.

For 4CP, you can play Necron on to the field, and as long as he is on the field, you will grab one of your opponent’s Forwards. 5CP or less, and remove it from the game.

Now, your plan would be to try and keep Necron on the field, until your next turn. Or you can just find a way to give him Haste.

Next turn, If Necron is still on the board, you will use his ability and send the Removed Forward to the Break Zone. Thus breaking the Forward.

After all is said and done, Necron sticks around as an 8K body.

25-020R – Gippal

We’re getting ready for a Final Fantasy X comeback.

Gippal is reporting for duty.

YRP is coming back, along with Opus XVI Tidus, and that is pretty much all you’ll need.
Gippal gives all of your FFX Characters +2000 power and they cannot be chosen by your opponent’s abilities. That’s half the battle right there.

Gippal will also dull and freeze one of your opponent’s Forwards.

Yes, that last part is just a little bit extra.

I’ll take 3. Full Arts if possible.

25-021R – Chimera Brain

This ain’t a Monster, it’s a Forward that acts like a Monster to get out of sticky situations.
Once per turn if your opponent has any dull Forwards, you can turn Chimera Brain into a Forward and have it attack with 9000 power.

Once Chimera Brain attacks, you will choose one of your opponent’s Forwards and Freeze it.

Which Forward will you choose to Freeze?

The one that’s already dull, that way it won’t activate on the next turn and Chimera Brain can turn into a Forward once again.

You get all this for 3CP. It costs 1CP for each head.

25-022C – Edward

You got 2 ways to get Edward’s abilities to activate. And they both depend on how many cards your opponent has in their hand.

If they have 1 or less, you choose 2 of your opponent’s Forwards and hit them with a Dull/Freeze.

If they have 3 or more, your opponent discards a card from their hand.

One thing is for certain. You won’t be playing Edward if your opponent has 2 cards in their hand.

For a Common this is pretty decent.

25-023C – Kurasame EX

The Instructor turned Forward with his pet Tonberry.

Kurasame comes in and you will flip the top 4 cards of your deck and add a Forward to your hand. The rest will go to the bottom of your deck.

You might say that 6CP is a bit high, but you do get a 9K Meat Shield after that.

And, we already know you won’t be paying 6CP for Kurasame, you’ll be Warping him in for 2CP. You’ll have to wait a turn, but it’s well worth it.

Let’s not forget this ability also comes off of an EX Burst.

25-024H – Zeid

They’ll have a hard time trying to get rid of Zeid.

Whenever Zeid is dealt damage by a Character, be it Backup, Forward or Monster, your opponent will choose one of their dull Characters and place them in the Break Zone.

At 5CP, for an 8K body, Zeid will be able to hold his own against any attacker. And, if you need extra firepower, you can remove 3 ice cards from your Break Zone and give Zeid +3000 power.

Zeid looks like he’ll always be one step ahead, and always breaking dull Characters.
Zeid can also come in with Back Attack.

25-025L – Sephiroth

Now this is a card that will make SOLDIER thrive this set.

Young Sephiroth comes in at 4CP, and gives all the SOLDIERs, besides himself, First Strike.

Why doesn’t he give himself First Strike, you ask?

Well, he already has First Strike, no need to double up on it.

And whenever another Forward with First Strike attacks, your opponent will discard a card. They’ll have an empty hand in no time.

We also have Astral Gate, which will deal a Forward 5000 damage.

This is simple, straight to the point, and something we can all get behind.

25-026C – SOLDIER Candidate

All these SOLDIER Candidates are all Commons, and they are all good cards. Especially since they all work together.

This SOLDIER Candidate is no different.

SOLDIER Candidate comes in and dulls one of your opponent’s Characters, and if you already have a SOLDIER Candidate in your Break Zone you can go ahead and Freeze that Character as well.

And, if you have received 3 points of damage, SOLDIER Candidate gains +3000 power.
That will give you an 8k body for 2CP.

These candidates, are on their way to becoming SOLDIER, and they are just one card away from becoming a great deck.

25-027H – Chadley

Chadley doing scientific research.

Chadley comes in for 2CP, and even though he doesn’t do anything when he enters the field, he will start doing research behind the scenes.

He’ll see what happens to your Forwards during your opponent’s turn, and every time one of your Forwards is sent to the Break Zone, Chadley will gain 1 Research Counter.

When you have 3 Research Counters, Chadley will grab a Forward from your Break Zone and play it onto the field. Yes, the cost of that Forward must be 4CP or less, but we’re pretty sure you’ll have some of those Forwards in your Break Zone.

This is an easy way to bring in a Forward of a different element as you don’t have to worry about paying the cost for that Forward.

I’m sure we’ll have some interesting plays with Chadley.

25-028C – Paladin

You have 2 options, either Dull a Forward, or draw a card.

And that’s what you get for 3CP.

Depending on your situation both options are decent.

If you’re playing this early draw a card.

If your opponent has a Forward on the field that can cause block one of your attackers, dull it.

Good thing is that you can play more than 1 copy.

25-029R – Nooj EX

I remember Nooj, a lot more than I do Gippal or Baralai.

And, that’s all right because Nooj will search for one or the other.

And, if that’s not enough for you, Nooj can also deal 5K damage to all of your opponent’s dull Forwards.

This is where Paladin comes in. You play 3 of them back to back, and Nooj will deal all three of them 5000 damage.

Hopefully you’ll break some.

And, since we know that things don’t always go as planned, Nooj’s first ability also comes off of an EX Burst.

25-030H – Mateus, the Corrupt

Weren’t we just talking about this? Finding ways to get rid of Backups?

If we didn’t earlier, I know we did in past sets.

And, this is what Mateus, the Corrupt does.

You can remove one of your Backups from the game to reduce Mateus, the Corrupt’s cost by 2CP.

Once, you cast Mateus, she’ll Break a dull Forward, and Dull/Freeze another one.

Then you can cast another Mateus, and repeat the cycle, until you run out of Mateus.

Plus, the artwork by Ryoma Ito is amazing as well.

25-031C – Borghen

Borghen’s looking at you like, do you really want to play this card?

You might.

Borghen does one thing and he can do it twice.

Deal a dull Forward 8000 damage.

Once when he comes in, and once when you decide to put him in the Break Zone.

If you can Break a card on the way in, and another on the way out, I’d say this is a good play.

25-032C – Maenad

Did you ever want a way to recycle your Monsters?

Maenad is here to do just that.

Most of the time, your Monsters will be sent to the Break Zone, in order to activate their abilities. Maenad will be able to bring a Monster back at the end of every turn. As long as that Monster was put in the Break Zone on the same turn.

For 5CP this is a bargain, even at 5CP, you’ll be bringing back a Monster left and right.

Now, how to incorporate Maenad into my Bomb deck?

25-033R – Yuna

Half Black Mage, Half Gullwings, All Yuna!

Yuna comes right in and let’s you search for one of the Gullwings.

Now, I was on the fence of her second ability, thinking why would someone use this ability to play a Gullwing from their hand when you can just play the Gullwing from your hand without using the ability?

Then I realized, that you can play this card whenever you’d like. And, you don’t need the element of said Gullwing to play it. Meaning you can splash any color Gullwing and not worry about paying the cost.

Last but not least, we have Blizzara. Choose a Forward Dull/Freeze it, and then your opponent discards a card from their hand.

Effective.

25-034L – Lenne

We haven’t seen Lenne in quite some time. Well the Songstress is back, and she is interesting.

Once you go into your Attack Phase, you’ll be able to remove the top card of your deck from the game, and then you’ll be able to cast it. If you don’t cast it, well, then you’ll lose the card.

You can also remove Lenne from the game, and then remove a Summon from the game, then you can cast that Summon whenever you would like.

I’m kind of mixed on this card.

Let’s just wait to see it in action.

Cool Singles!

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Tears of the Fire Planet

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25-001C – Armstrong

What a way to start the set, the first appearance of Armstrong in Final Fantasy TCG. You can consider this the Rookie Card.
Armstrong is a Monster with a strong arm, and he’ll use that arm to deal damage to your opponent’s Forwards.

Once per turn, you can use a Fire Card as Ammo for Armstrong. Each shot will deal 5000 damage to one of your opponent’s Forwards.

And, if you run out of Ammo, you can always just use Armstrong a deal a Forward 7000 damage.

It’s a decent Monster, I’d like to try it out. Hopefully at Prerelease.

25-002C – Iron Eater

I remember trying to build a Warrior deck a while ago, and Iron Eater would have fit right in.

At 3CP, this 8k body doubles as the perfect Meat Shield. Meat Shields are useful. Very useful as they block your opponent’s attacks.

You’ll only be playing Iron Eater if you are already playing Warriors. And, if you already have at least 5 Warriors in your Break Zone.

You’ll like to try and break Iron Eater, just so you can play him again.

25-003C – AVALANCHE Member

For 2CP you get a Forward with 5000 power.

And, when AVALANCHE Member enters the field you can discard a Final Fantasy VII Character, and AVALANCHE Member wil deal a Forward 7000 damage.

It’s like AVALANCHE Member is throwing the FFVII Character to it’s target.

It looks like we’re getting a whole bunch of FFVII Standard Units.

Might be time to get some no name VII decks going.

25-004H – Ifrit

Do you remember, how we keep mentioning that we need ways to remove Backups?

Well, here is another way.

We all know that there are certain Backups, well a lot of Backups that come in and after the ability goes off, you have no more use for them. Ifrit is here to take care of that.

You can remove one of your Fire Backups from the game, in order to reduce Ifrit’s cost by 2CP.

When Ifrit does come in, Ifrit deals 9000 damage to one Forward and 4000 damage to another.

I’d probably just be using this card to recycle my Backups, the damage is just an extra bonus.

And, since you’re playing Ifrit, might as well add Ifrita 9-002H to your deck

25-005H – Ace

I don’t get how this Ace is just a Hero.

You can get Ace down from 6CP to 0CP, just by having Class Zero Cadets, and Fire Characters on the field. The gives you a Free 8K Forward that is ready to deal damage left and right. And, that includes your opponent. Cause if your opponent has less than 5 points of damage, Ace will deal them one point of damage at the end of each of your turns.

I’d say it’s worth paying the 6CP at the start of the game. Then your opponent will be trying to get rid of him before he does too much damage.

And, Jackpot Shot. Ace will deal 2000 damage to a Forward for every Class Zero Cadet and Fire Character that you have on the field.

Cadets are on Fire!

25-006L – Cloud

Of course Cloud is going to be OP!

5CP to play Cloud, and you can say that, that is a great deal, for what you will get in return.

Cloud has 5 abilities, and you get to choose 2 of them when he enters the field.

Deal a Forward 8000 damage. Break a Monster. Remove 2 cards from your opponent’s Break Zone and draw a card. Play a 4 cost or less FFVII Character from your hand onto the field.

You can not go wrong here.

Worse case scenario, you Break a Monster ,and draw a card.

Best case?

You start a Combo going that will fill up your front lines. And, that’s where the ball starts rolling into an AVALANCHE.

25-007R – Glenn

8CP to play Glenn! 8CP?

8CP for 8K power.

Is that worth it? Yes, you should read the whole card before you decide.

Glenn comes in and you can search for not 1, but 2 SOLDIERS and add them to your hand. That brings hid cost down to 4CP and that alone would make the cost well worth paying for.

But, Glenn’s not done yet.

You can then play 2 SOLDIERS of 2CP or less from your hand, straight to the field. And that technically makes Glenn a Free Play!

And, who doesn’t like Free Plays?

And, after all of that, you still have a Meat Shield on the field.

25-008C – Security Officer

Security Officer ready to check your badge when you come to the door.

For 3CP you can draw a card.

Or you can deal 5000 damage to one of your opponent’s Forwards.

You can choose either one.

Or you can choose to play another card.

This would have been a better card if it’s cost was 2CP, and you can play it off of Glenn.

25-009C – Sice

This is what I would call a throwaway card.

I’m not saying that cause I think it’s bad.

I’m saying it because, once you have 5 Cadets on the field, Sice will come in with Haste and deal 3000 damage to one of your opponent’s Forwards.

And, then when she attacks, she’ll deal another 3000 damage to one of your opponent’s Forwards.

She’ll probably get blocked and be sent to the Break Zone, but you already dealt 6000 damage to a Forward. I’d say that’s 1CP well spent.

25-010H – Salamander (III)

3CP plus an extra cost.

And, that extra cost is why you will be playing Salamander. For an extra 5CP, or 2 Crystals, you will be able to deal 9000 damage to 2 of your opponent’s Forwards.

We’ll go with Crystals, because we spent 8CP on Glenn earlier.

The good thing about Salamander’s ability is that it can go off every time that Salamander attacks. All you need to do is find your Crystal Generator, and start stockpiling those Crystals. If you can do that and have 2 Crystals available when Salamander is about to attack, your opponent will have a hard time trying to keep his front line filled.

If you would have asked me, which you didn’t, I would have had some type of Priming going on with Gutsco and Salamander.

25-011C – Deuce

Yes, … well are you playing Cadets?

If you are then Deuce will be of use to you.

When she enters the field, you’ll look at the top 4 cards of your deck, and if there is a Class Zero Cadet there, you can add them to your hand.

What? You’re not playing Cadets?

Then what are you reading this for?

Move Along.

25-012C – Trey

Class Zero reporting for duty!

Even as a Common, Trey will deal enough damage to break a Forward. 2000 x all the Class Zero Cadets that you control. And, if you’re playing Cadets, you’ll most likely have a board full of them by the time you decide to play Trey.

After that, you’ll probably just want to have Trey block a bunch of high-powered Forwards, just so you can play him again.

I’m thinking it’s time to build a new and improved Cadets deck.

25-013C – Palom

The child prodigy returns, but this time there’s nothing special going on.

This time Palom comes as a Backup, which he usually does stay on the back line, since his spells will cause the same amount of damage, whether he is on the front lines or the back lines.

I’ve gone off topic, but you get the picture.

Palom has 2 abilities, one deals 3000 damage, and the other 7000 damage.

And, that’s about it.

25-014L – Volker

We were just talking about Warriors.

Volker here, will be the glue that holds it all together.

At 7CP Volker’s cost might seem a little steep, but look at what you’re getting.

Volker enters the field, and you will search for 2 Warriors. Ok so far so good. That just brought Volker’s cost down by 4CP, thus making him a 3 cost Legend. But, we’re not done yet.

The Next Warrior that you play will have their cost reduced by 3CP. And, that makes Volker a Free Play.

Might we suggest that you grab and play Iron Eater. And then you’ll also be dealing some damage to one of your opponent’s Forwards.

But wait, there’s more!

Any time one of your Warriors gets sent to the Break Zone you will choose one of your opponent’s Forwards and deal it 4000 damage.

Add all this to a 8K body and you have one hell of a Legend.

I’ll take it!

25-015R – Hell House

First Armstrong and now Hell House. We’re building a neighborhood here on the front lines. Or is it the sidelines? Either way the front yard is where your Forwards will be ready to protect you.

Hell House comes in as a Monster, but once per turn Hell House can become a Forward with 7000 power.

At 3 points of damage, whenever Hell House attacks, it will deal 3000 damage to all of your opponents Forwards.

At 5 points of damage, Hell House will deal 5000 points of damage to your opponent’s Forwards whenever it attacks.

Just throw this into any Fire deck, and you’ll do good.

25-016R – Rubicante EX

Now this is interesting. I know that Golbez was spoiled with all of the Archfiends, and if the rest are like Rubicante, I can tell that Golbez and Co. are going to be fun to play. Against them will be a different story.

Rubicante comes in and does nothing. But, whenever Golbez attacks, you can choose a Forward and deal it 8000 damage.
And, let’s take some Final Fantasy IV elements into the TCG by giving Rubicante the ability to be immune to certain elements at certain points. That point is whenever you’d like, as you can just pay the cost of 2CP, one Fire one any color, and Rubicante will not be dealt damage by abilities of that Element.

At 4CP, you get an 8K body that will keep attacking with Golbez.

Oh, and the first ability comes off of an EX Burst as well.

25-017R – Red XIII

At 1CP, any card is worth a shot. At least once.

Red XIII enters the field and gives one of your Forwards +3000 power.

After that, Red XIII is good to block an attack.

You can also play Red XIII from the Break Zone. But, only during your Main Phase, and only if you have at least 2 Final Fantasy VII Forwards on the field.

If for any reason Red XIII leaves the field, he will be removed from the game instead.

Like I said, it’s 1CP. You can try it out and see if it works for you.

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