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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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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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Krile – Card Analysis

Plenty of Kriles to choose from. Well not that many, but we do have 4 different ones.

Krile (3-078H)

2CP/6000
Earth
Forward
Mystic Knight
Hero

“Spellblade: Fira (S)(F): Deal 6000 damage to all the Forwards opponent controls.

Spellblade: Thundara (S)(L): Choose up to 2 damaged Forwards. Break them.”

With 6000 power and 2 abilities, this Krile wouldn’t be more than a Rare these days. Sure you can use both abilities in one turn, if you have the extra Kriles on hand to break a couple of your opponents Forwards.

If you have a hand full of Kriles, you can wipe out all of your opponents Forwards.

I mean, it could work.

Krile (7-068H)

4CP/8000
Earth
Forward
Warrior of Light
Hero

“The cost required to cast your Summons can be paid with CP of any Element.

When you cast a Summon, choose 1 Forward. It gains +1000 power until the end of the turn.

Discard 1 Summon: Until the end of the turn, Krile cannot be chosen by your opponent’s abilities.”

This Krile is great for a Summon based Earth deck. Allowing you to pay for all of your Summons with CP of any element. And, when you do cast a Summon, Krile gives a Forward +1000 power.

Krile also gains protection from your opponents abilities, when you discard a Summon.

Krile (12-061L)

2CP/5000
Earth
Forward
Warrior of Light
Legend

“When Krile enters the field, choose 1 Summon from either player’s Break Zone. You can cast it as though you owned it this turn. If you cast it, remove that Summon from the game after use instead of putting it in the Break Zone.

(1)(D): Choose 1 Summon from either player’s Break Zone. You can cast it as though you owned it this turn. If you cast it, remove that Summon from the game after use instead of putting it in the Break Zone.”

“Does your opponent have that Summon that you forgot to put in your deck, today? Well you can now cast it at will, if your opponent has placed said Summon n the Break Zone! Simply, Play Krile onto the field and grab that Summon to play it right away.

If Krile is already on the field, no worries, just pay the small cost of 1CP if Krile is active, and cast away that Summon like no tomorrow.”

That’s pretty much it. Summon Heavy, on both sides.

Krile EX (18-055R)

4CP
Earth
Backup
Warrior of Light
Rare

EX BURST When Krile enters the field, select 1 of the 2 following actions.

“Choose 1 Summon in your Break Zone. Add it to your hand.”

“Choose 1 Category V Forward in your Break Zone. Add it to your hand.”

I just wrote about this a couple of sets back, let’s see what it was.

“Just lost a card you need to the Break Zone?

Have no fear, Krile here will grab that card back. But, only if it’s a Summon or a Category V Forward.

If you’re playing Krile you’re probably already playing a FFV themed deck for the most part.

I had her in my Pre-Release event and did use her quite a bit.”

Well there you have it. I shall stand behind what I said when Resurgence of Power was first released.

Out of the 4 cards, there are 2 that I like. And, I must say the Legend isn’t one of them. I’m sure plenty of people will disagree with that.

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The Condemner

We have our first Summon for Card of the Week. One from FF XII, Can’t say I used this summon in the game, as for some reason I couldn’t get into the game.

On to the Card
7CP : Earth
Summon
Category : XII
Summon

“EX BURST Choose up to 1 Forward from your Break Zone of cost equal to or less than the damage you have been dealt. Return it to your hand. Your opponent selects 1 Forward of cost equal to or less than the damage you have been dealt and puts it into the Break Zone.”

Technically, I don’t think this is a very good card. So, why did we pick it? Because it’s the card that came out when we pulled it out of a hat. (It was a nice hat, I’ll tell you that).

Unless, you’re counting on Zeromus to pop up from an EX Burst, there are better plays to grab a Forward from your Break Zone.

Let’s say for the sake of this article, that you are planning on using Zeromus strictly as an EX burst. Is there a way to get him to the top of your deck?

Keiss (12-095R) will allow you to look at the top card, doesn’t exactly help you, but you know which card is there. Wrieg (11-081C) reveals the top card, and that’s about it your opponent sees what is there, and decides on what to do accordingly.
Leviathan (10-125H) is the card you are looking for. Draw 2 and then put 1 card from your hand at the top or bottom of your deck. It’s as simple as that, or any EX Burst that you want to use. Your opponent attacks, and then you get to cast a summon. You cast Leviathan, assuming you already have Zeromus in your hand, you will just place him at the top of your deck to be played as an EX Burst when your opponent deals you Damage.

Now, to search for Zeromus, you can either use Vermilion Bird l’CIe Caetuna (13-008R) which allows you to search for 2 Summons. Eiko (8-112R) and Rydia (3-096R) let’s you search for 1 Summon. And, I believe we will go with Eiko and Rydia.

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Izana, in the Rough

Well, I won’t spoil anything for those of you that haven’t played Final Fantasy Type-0. All I’ll say is that Izana likes Chocobos. And for that simple reason he should be in every Chocobo deck. Just because he can search for a Chocobo, or job name Chocobo.

On to the card.

2CP : Wind
Forward
Job : Dominion Legionary
Category : Type-0
Common
5000 Power

“When Izana enters the field, you may search for 1 Job Chocobo or Card Name Chocobo and add it to your hand.”

Now, a couple cards that will help you out will be Chocobo Knight (5-061C), and Chocobo (6-050C). Chocobo Knight is a better version of Izana, as you can dull him and play a Chocobo from your hand onto the field. And Chocobo will let you play another Chocobo unto the field as he enters.

The way I see it, if Chocobo Knight is already on the field, you play Izana search for Chocobo (6-050C), Dull Chocobo Knight, play Chocobo, which will give you another Chocobo. And if you have a way to keep activating Chocobo Knight well, you can play as many Chocobos as you can onto the field.

This is turning out to be an article about Chocobo Knight. What are your thoughts? Let us know in the comments.