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Site Update 10/2023

By the time you read this, you’ll probably already have seen part of the restock. Currently working on Opus IV. And, we’re looking to have completed the restock by the time Beyond Destiny comes out.

We’ve added plenty of Legends and Heroes, that we’re unavailable before. Not only that we’re also lowering the prices on most Commons and Rares. The only problem that we still have is listing the Foils without having to make a new listing. We figured a way to get them listed, sadly it’s not on KardboardKorner.com. They are on KardboardKorner.tcgplayerpro.com. As well as non-foil singles.

You can use our Tcgplayer shop, as most of what is on the Website, is also on there.

We’re considering just changing the shop over to just the TcgPlayer Pro shop. That way it’ll be a lot less work for us, and we can do what we like doing most. Looking at our cards.

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Retired Blitzball Player

Wakka (1-180R)

3CP/Water
Backup
Blitzballer
Rare

“The Water Forwards you control gain +1000 power.”

I like these cards that buff you elemental Forwards by +1K. 90% of the time, if I’m building a deck, these cards are in there. At least one copy.

But, preferably 3.

Wakka (1-216S)

4CP/Water
Forward
Blitzballer
Starter

“When Wakka attacks, choose 1 Forward you control. Until the end of the turn, it gains +1000 power for each Forward you control.

Status Reels (S)(Wa): Choose 1 Forward. Until the end of the turn, it loses all its abilities and its power becomes 1000.”
Attack and Buff at the same time.

And, this one isn’t just a measly +1000 power, not saying that +1000 isn’t good, it’s +1000 power for each Forward you control. So you can take that Tidus (1-163L) and buff him by as many Forwards times two. And, if you have your back up against the wall, Tidus will do what he’s supposed to with Blitz Ace.

But, wait I thought we were talking about Wakka.

Wakka (7-126C)

2CP/Water
Backup
Guardian
Common

“(D): Choose 1 Category X Forward you control. It gains +1000 power until the end of the turn.”

Compared to the other Wakka’s this one just isn’t cutting it.

I wouldn’t use this one, when you have so many other choices.

Wakka (16-138S)

2CP/Water
Forward
Guardian
Starter

“You can remove 3 Reel Counters from Wakka to use Wakka’s special ability without paying the cost.

When Wakka or a Category X Forward enters your field, place 1 Reel Counter on Wakka.

Aurochs Spirit (S)(Wa): Choose 1 Forward. It loses all abilities until the end of the turn. Break it.”

Let’s see what we wrote when Emissaries of Light came out.

“I don’t know. I still think the Opus I Wakka was the best one. Same can be said about Shantotto.

But, being able to Break a Forward for a couple of Reel counters isn’t too shabby.”

The question is, how many FFX Characters can you get on to the field, and how fast can you get them on the field. Remember each one gives Wakka a Reel Counter, and with 3 of those counters, you can break one of your opponents Forwards.

Bring on the Aurochs!!

Wakka (18-102C)

3CP/Water
Backup
Blitzballer
Common

“EX BURST When Wakka enters the field, reveal the top 3 cards of your deck. Add 1 Water or Category X card among them to your hand and return the other cards to the bottom of your deck in any order.”

Resurgence of Power came out less than a year ago, and this is what we had then …

“A backup to play if you’re playing a FFX themed deck, or mostly Water.

Wakka let’s you reveal the top 3 cards of your deck and hopefully you’ll grab a card. There’s a good chance you will if you’re playing this Wakka.

This ability also comes off an EX Burst so there’s that as well.

But, from the 4 other Wakka’s available, 3 of them are better than this one.

Prove me wrong.”

Well, we can’t say we were wrong. I still stand by that.

But Mono-Water/X with the Dawn of Heroes Yuna, and Emissaries of Light Tidus,it might be worth having this Wakka on board.

Wakka (20-126C)

7CP/Water
Forward
Guardian/Blitzballer
Common

“The cost required to cast Wakka is reduced by 1 for each Backup you control.

When Wakka attacks, you may put 1 Backup you control into the Break Zone. When you do so, choose 1 Forward. Deal it 8000 damage.”

Dawn of Heroes, is more like Dusk of Heroes since Beyond Destiny is right around the corner.

“Well, at least we figured out what to do with all those free Backups that we were getting.

You now have a way to use them as fodder for Wakka when he goes into attack mode.

Every time Wakka attacks, he grabs a Backup and throws it like a Blitzball at one of your opponents Forwards for 8000 damage.

Sure 7CP might be a bit much to play Wakka, but it is reduced by 1 for each Backup that you have on the field.
You should be only paying 2CP to get Wakka on the field. Maybe a little bit more.

“Wakka, wakka, wakka”

We’re just going to keep that like that.

“Wakka, wakka, wakka”

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Wave 1 : Ranger 1-008C

Here we are again, with an easy card to distinguish whether it is Wave 1 or Wave 2. I present to you your Standard Unit Ranger.

But, first let me give you the links to these 2 guides.

“Distinguishing Final Fantasy TCG Opus 1 Wave 1 from Future Waves”

“Differences in Opus I Wave 1 Printing vs Later Waves”

First off you’ll say, these 2 just look the same, as all Opus I cards do. If you take a closer look, you can spot the difference. Take a look at the colon right after the Dull symbol.

Do you see where it is placed on both cards? One is lower than the other. And, if you said that that one is the Wave 1 card, you are right.

Now that we know that we have 2 different Waves on our hands, let’s take a closer look at the cards and spot some more, differences to help us with the other cards that don’t have a sure way to tell if it is either Wave 1 or Wave 2.

If you take a look at the Green coloring on the shirt and hat, you can can see that the Wave 1 Ranger is duller than the Wave 2. And, the Wave 2 is a different shade of green as well. More like a Forest Green if you ask me.

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SOLDIER 1ST Class

Reporting for Duty.

We got a troop of Zack’s here. So, let’s just start off right at the beginning.

Zack (1-012R)

3CP – Fire
Forward
SOLDIER
Rare

“If you control [Card Name (Aerith)], Zach gains +2000 power.

When Zack enters the field, choose 1 Forward opponent controls. Deal it 2000 damage.”

Not much here. The first Zack might have been good back when Opus I came out, but not anymore.

If Aerith is on the field, Zack will have 8000 Power.

And, when he enters the field you can deal a Forward 2000 damage.

Zack (3-012L)

5CP – Fire
Forward
SOLDIER
Legend

“When Zack enters the field, all the Forwards you control gain +2000 power until the end of the turn.

When Zack is put from the field into the Break Zone, you may search for 1 Card Name Cloud of cost 4 or less, and add it to your hand or play it onto the field dull.”

Zack comes in and gives a 2K buff to all of your Forwards.

Sure, Zack costs 5CP, but when he is put into the Break Zone, you can search for Cloud, that costs up to 4CP, and either add it to your hand, or play it onto the field.

Technically, Zack will cost you nothing, because searching for a card to add to your hand is +2CP and playing that Cloud is another +4CP.

Zack EX (4-013C)

3CP – Fire
Backup
SOLDIER
Common

“EX BURST When Zack enters the field, choose 1 Card Name Cloud or Job SOLDIER in your Break Zone. Add it to your hand.”
Just a simple Backup that allows you to grab a card from the Break Zone. Either Cloud, or a SOLDIER.

Not much else to say, but this ability will also activate with an EX Burst.

Zack (10-007H)

4CP – Fire
Forward
SOLDIER
Hero

“When Zack or a Fire Forward enters your field, choose 1 Forward opponent controls. Deal it 2000 damage.

When Zack or a Category VII Forward enters your field, choose 1 Forward opponent controls. Deal it 2000 damage.”

Welcome to Ping City.

Zack enters the field, and deals 2000 damage x 2 to one of your opponents Forwards.

Combine that with another 2000 damage every time a Fire Forward enters the field, and anther 2000 every time a FFVII Forward enters the field.

And if that Forward that enters the field is a FFVII Fire Forward it’s another 2000 x 2.

Now I’m wondering why this card never made it. It’s actually a really good card.

But, what do I know?

Zack (11-007R)

1CP – Fire
Forward
SOLDIER
Rare

“At the end of each of your turns, choose 1 Forward opponent controls. Discard 1 card from your hand. If you do so, deal it 5000 damage.”

An 8k body for 1CP point? Sign me up.

You can just throw this card into any Fire deck, and you’ll have a great Meat Shield, that won’t break the bank.

And if you have a surplus of cards in your hand, you can just discard one at the end of each of your turns and deal 5000 damage to one of your opponents Forwards.

Yes, Yes!! I’ll take 3.

Zack (16-089H)

5CP – Lightning
Forward
SOLDIER
Hero

“If you control a Category VII Character of an Element other than Lightning, the cost required to cast Zack is reduced by 2.

When Zack is put from the field into the Break Zone, you may play 1 Category VII Character from your hand onto the field. If its cost is 5 or more, Zack deals you 1 point of damage.”

Let’s see what we wrote when Emissaries of Light came out.

“Zack looks like he’s ready to save Cloud once again.

He’ll come in take care of all the enemies and when he is ready to be sent to the Break Zone, Cloud will come in and finish the job.

It would have been nice if it was that easy.

But, still a pretty decent card for a FFVII deck.”

Well, maybe.

I mean Zack will most likely cost you 3CP, and with a 9000 body, you should have a great attacker.

Once Zack is broken or sent to the Break Zone, you can play any FFVII Character onto the field, regardless of cost. Although if the cost is over 5CP, Zack will deal you a point of Damage.

Zack EX (19-122C)

5CP – Fire/Lightning
Forward
SOLDIER
Common

“Warp 2 ― (F)(L)

EX BURST When Zack enters the field, choose 1 Forward. Deal it 7000 damage.

When Zack enters the field due to Warp, until the end of the turn, Zack gains Haste, First Strike, and Brave.”

At From Nightmares’s release we wrote,

“You will not play Zack unless you Warp him in.

First of all, it’s a 3CP difference. Paying 5CP to deal 7000 damage to a Forward is too much. You can do more damage with a well placed Summon.

Now, if you do Warp Zack in, he is worth every Crystal Point you pay. All 2 of them.

First off he will deal 7000 damage to a Forward, and when he enters the field, he has Haste, First Strike and Brave.

So, even if he just comes in and attacks. you will most likely deal your opponent 1 point of Damage. After that just keep Blocking until Zack is broken, just so you can Warp him in again.”

For 2CP this is a decent card. And, we’ll stick with what we said.

Zack (20-009L)

5CP – Fire
Forward
SOLDIER
Legend

“When Zack attacks, choose 1 Forward opponent controls. Deal it 5000 damage for each Job SOLDIER you control.

When Zack leaves the field, you may search for 1 Category VII Forward of cost 4 or less and play it onto the field.

Meteor Shots (S)(F)(D) : Deal 7000 damage to all the Forwards opponent controls.”

Dawn of Heroes just recently came out, so not much has changed since then, and we’ll just keep what we said.

“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.”

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Wave 1 : Gadot 1-007R

Next up on the Wave 1 list is Gadot. Gadot is an easy one as well, following in the footsteps of Garland, and Auron. It’s the background image once again. But, before we get to that, let me give you a couple of links to guides that will help you on your journey, of Opus I Wave 1 cards.

“Distinguishing Final Fantasy TCG Opus 1 Wave 1 from Future Waves”

“Differences in Opus I Wave 1 Printing vs Later Waves”

As you can see in the background image of Gadot the Wave 1 image is a bit more transparent than the Wave 2 version. As always Wave 1 is on the left, Wave 2 is on the right.

As you can see Wave 1 Gadot has a reddish tint from the red on the card, while the Wave 2 has a slight grey tint.

There is also a small difference in the Crystals. Even side by side it is hard to tell the difference, but it’s there. We’re not even talking about the placement but the shade of the red used. The Wave 2 Gadot has a darker Crystal.