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Crystal Dominion – Wind P.o.V.

15-043R – Alexander

Reprint Wind Summon. Not bad, but would have been better is it was also an EX Burst

 

 

 

 

15-044L – Vaan

Can you pay both a Wind Crystal Point and a Ice Crystal Point? I believe so. And, that makes Vaan a card to play if you are running Sky Pirates. I might even make a Sky Pirate deck just to play this card.

All Sky Pirates cannot be blocked by any Forward of cost 3 or more. That means with a decent Buff, your Sky Pirates will be unblockable. Well, your opponent will be able to block against them, but they will most likely just have their Forwards broken.

Wind Crystal point to activate all Sky Pirates, and an Ice Crystal Point to reduce a Forwards Power by 2K for each Sky Pirate you control. (Read : break a Forward.)

15-045H – Edge

2CP to protect a Wind Forward from Summons or abilities that target them.

It’s a no brainer.

A Wind Illua. Somewhat, but what Edge lacks in Illua’s Haste and Sheol. He makes up for it in that he is able to change the direction of a Summon or ability onto himself in so that he can save Rydia once again.

It doesn’t matter that all Rydias are Earth. You get what I’m saying.

I sure hope so, cause I lose my thought process easily sometimes.

15-046C – Dancer

Just the ability itself, which allows Dancer to deal 2K damage to all your opponents Forwards. It can be activated by simply attacking with Dancer.

If that won’t work out this turn because there is a more powerful Forward on the field, Just use the other ability to give all your Forwards +1K.

Then the first ability will off at the end of the turn.

 

15-047R – Kytes

A way to save a Sky Pirate.

Is your Sky Pirate being targeted by a Summon or ability, or is he on the receiving end of an attack that is much too powerful for him?

Kytes here can help. By removing Kytes from the game, you can remove your Sky Pirate from the game and then return him to the field at the end of the turn.

Your best bet is to pick a Sky Pirate with a good entry ability.

15-048L – Kain EX

Attack and choose. Draw a card or Activate all the Characters other than Kain?

All the Characters? Characters?

Every time Kain attacks you can Activate your whole board?

Screw the extra card. Get me some blockers, and Edge, Opus I Maria, and anyone else that can help protect Kain.

Oh. And, some characters that will give me Crystals. Don’t want to lose Kain at the end of my turn.

15-049C – Garchimacera

For a moment there I thought that Garchimacera was a Backup. And then, I thought he was a Monster.

And then I thought it was Firebrand, from Gargoyle’s Quest.

But, my friends. This is Garchimacera, and it is a Summon. Reduce the cost by paying a Crystal and Garchimacera will cost

1CP. After that, choose to either Break a Forward of 5CP and up, or return a 1-2CP Forward to their owner’s hand and draw a card.

15-050C – Gigantuar

Enter the field deal a 5CP and up Forward 8K Damage.

After that wait for the perfect moment to turn Gigantuar into a 6K Forward, and have him attack or block and attack, because he will be broken at the end of the turn anyway.

 

 

 

15-051C – Shikaree G

Here to give the Sin Hunters some more Fire Power.

Shikaree G, along with the help of Shikaree Y will make Shikaree G unblockable, and be able to swing for some free Damage.

 

 

 

15-052C – Chocobo

Why just 1 Forward in the party?

There are better Chocobos that give the party far more firepower than this bird.

 

 

 

15-053H – Diablolos

1CP? That is all Diabolos costs? 1CP?

All Forwards Power is now 3000. That is if you already cast 4 cards this turn. Pair this with Ifrita and 6 Ifrits in the Break Zone and you have yourself a board wipe.

Too much work.

 

 

15-054R – Nono

Activate all Moogles?

Are Moogles going to became a new Archtype?

Nono and Good King Moggle Mog XII to be the main players.

Let’s see someone have a crack at it.

 

15-055H – Bartz EX

Bartz enters the field and gains a Crystal. With that Crystal in your possession Bartz gains +2K.

But, if you manage to acquire more Crystals you will be able to save a Job Warrior of Light from the Break Zone.

 

 

15-056R – Filo

Now this is what I call a backup.

Allowing Sky Pirates to produce either Wind or Water CP.

But, that’s not all folks.

Wind Soul. Which Sky Pirate shall we choose? Any one that has high power will do.

Filo also gives you a reason to run 3 copies of Filo (10-059R). 3 more Wind Souls coming right up.

15-057R – Maria

With the Rebel Yell, She want More, more, more.

Are we going to be able to build a decent FFII deck this time around? Maria here beats out Opus I Maria, but only if you’re playing with Rebels.

Maria, gives a buff to all the Rebels and also reduces the damage they take.

I see Rebels in my future.

 

15-058C – Dragoon

You’ll need Dragoon to keep Kain on your side.

Other than that he enters the field. Gives you a Crystal. And finally you put him in the Break Zone and he gives 1 Forward
First Strike.

 

 

15-059C – Llyud

Llyud is ready to fly. How do you even pronounce his name? Lloyd? Leeood? Leroy? Anywho, Llyud here is able to attack and give all your Warriors +3K. And if you have already taken 3 points of Damage he comes in with Haste. Then he’ll attack and
buff the Warriors.

 

 

 

15-060R – Leon

Leon has a look in his eyes that say, play your cards right and you’ll draw a card every time I attack. Llyud would be a great card to play with Leon.

And, like a good brother, Leon grabs his sister from the Break Zone if you have taken 3 points of Damage.

 

 

15-061H – Lehko Habhoka

How likely is it that you will have cast at least 3 cards this turn?

3 is easily done, but 5, might be tricky. But if you can manage to do that you’ll be able to search for an 8CP Character and play them onto the field.

And, until you end up casting 5 cards, you can always dull Lehko Habhoka for 1CP.

 

 

15-062C – Rem

2 cost Backup.

Activates 1 Character when she enters the field, and when she is put into the Break Zone.

You can easily put Rem into the Break Zone to gain a Crystal and activate a Character.

Rem will be in my new Cadets deck.

 

15-063C – Romaa Mihgo

Every time you draw a card, or just the one time?

Makes a big difference.

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Opus XIV – Multi-Element Review

14-119C – Ardyn

How is this just a common? At 2CP? Is it because it’s Fire/Earth?

Anyway. Ardyn here is a 7K body which comes in with 2 great abilities. You get to choose 1. Either is good. He’ll fit in good with the VII Forwards in this set.

 

 

 

14-120H – Tifa

If you remember from the video when they first revealed this card, we spoke about how Cloud is going to be a great card without knowing what the text was on Cloud’s card. Now that we know. Tifa and Cloud go hand in hand together. So, all you Cloud/Aerith shippers know that you are wrong. It’s Cloud/Tifa.

But, yeah. 3 of these and 3 Clouds, add a Barret and you got yourself a deck. Just throw in the rest of Avalanche and you’re good.

 

14-121L – Barret

It is highly unlikely that Barret will succumb to Damage, since any Damage dealt to him below 9K becomes 0. And if he is buffed up +X power, I can’t find any Forward that would be able to defeat him, save for a couple.

Now, all the AVALANCHE Operative Forwards gain Haste, and you can discard 1 card and grab an AVALANCHE Operative card from your Break Zone.

You can probably grab Tifa, which in turn will let you grab Cloud.

 

14-122L – Al-Cid

Al-Cid is up to his usual self here. And, buy that I mean, it’s a great card once again.

You’ll actually play 2 cards when you play Al-Cid on the field, so it’s pretty much a Buy 1 Get 1 Free. #BOGO

Other than that, depending on who enters the field you can Freeze or Dull your opponents Forwards.

 

14-123C – Sephiroth

Simple Sephiroth.

Simple Power.

Great ability. Second one is better than the first. Should play well with Physalis.

 

 

14-124H – Zeromus

Huh? It’s like all these new cards are great and powerful, and then you think, what do I do against this card. How am I going to block if all my cards are dull? How do I get rid of Zeromus? I’d like to see how this plays out.

Ice/Lightning FTW!

 

 

14-125L – Vaan

Activate. Activate. And play a Sky Pirate.

And then, activate some more.

 

 

 

14-126C – Aerith

Pick 1

A) Bounce a Forward

B) Protect a Forward

Either way, I still think Opus 1 Aerith is better. But, with all the Wind Activating going on, there might be some room for a different Aerith.

 

14-127H – Zidane

At 2CP this card should be a Legend.

It’s like this Zidane is Opus I and Opus III combined. And it’s only a Hero. Only a Hero

Think of the Shenanigans you can pull off with this.

Can’t be blocked. Return a Forward to their owner’s hand. Reveal your opponents hand, choose 1 card remove it, and then play it yourself.

I’ll take 3. Foils. Please let us get a Full Art.

14-128H – Prishe

From far away it looks like she’s sticking her tongue out at you.

For an extra 3CP you can play an Wind or an Earth card onto the field.

At 3 points of Damage, Prishe gains Brave and +1K. I like the other Prishe better. Which one? Not this one.

 

 

14-129H – Gessho

Another card that reveals your opponents hand, only this time you just remove 1 card from the game.

 

 

 

 

14-130H – Cloud of Darkness

Do it right, and you’ll have an 8K body played for free.Other than that just Dull and Freeze a Character when she enters the field.

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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.