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Cecil Harvey

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Compassionate knight troubled by his way of life.

-Captain of Baron’s airship fleet, the Red Wings. Cecil fulfills his duty as a Dark Knight, but eventually leaves his homeland, unable to obey his king’s cruel orders any longer. He begins a battle against Golbez, who appears to be the one pulling the strings behind Baron’s campaign to gather the crystals. On his journey, Cecil faces his demons and is transformed into a holy Paladin. Anguishing over his friend Kain’s betrayal, Cecil is shocked to learn that he and Golbez are actually brothers descended from the Lunerian moon people. Even so, he continues to fight for the future of the Blue Planet and all who live there.

-Taken from the Ultimania

Where do we even start?

Cecil, the main protagonist of Final Fantasy IV. Has 18 different cards. Let’s take a look back down memory lane and check these all out once more.

1-108H – Cecil

Dark Knight of Baron.

3CP, 7000 power.

Not much going on here.

Cecil just waits for you to receive damage. And, and once you do Cecil deals one of your opponent’s Forward 5000 damage.
Isn’t that what Dark Knights do? Receive damage to make their attacks more powerful?

Then why is the damage dealt less than Cecil’s power?

It’s still ok.

Did Dark Knights ever become a thing?

1-162R – Cecil

Cecil had 2 cards in Opus I, and this is the second one.

Coming in at 5CP, with 8000 power, Cecil is the perfect Meat Shield. Literally. Cause, that’s what Paladins are. Glorified Meat Shields.

All of your opponent’s Summons and abilities must choose Cecil. No, ifs, ands, or buts. Period.

This is a card that can go into any Water deck and be useful.

Is it still useful today?

It can be. There might be better cards that will do the same thing for less CP, which I can’t name any off of the top of my head at the moment.

2-129L – Cecil

See this is a much better Paladin. You can see that Opus II Cecil is a major upgrade from Opus I Paladin Cecil.

Still 5CP, but this time Cecil has 9000 power. He is a Legend after all.

Cecil grants all of your Forwards Protection from Summons and abilities that deal damage. Plus he gives all of the Forwards other Forwards on your front line +1000 power.

Only draw back would be that Cecil must block, whenever possible.

But with 9000 power. You should be all right.

5-086L – Cecil EX

We’re only at Opus V, and all of these Cecils keep getting better.

Dark Knight Cecil here is breaking dull Forwards, whenever he enters the field. You can choose any dull Forward as long as it’s cost is equal to or less than the points of damage you have received.

This ability also comes off of an EX Burst.

And Dark, Cecil’s S ability which will break a Forward whose cost is equal to or less than the points of damage you have received. This ability also deals you a point of damage.

You can also just throw 3 of these into your deck, and hope you pull one when you receive damage.

7-135S – Cecil EX

Cecil comes in and activates 2 of your Characters. This also comes off of an EX Burst. Just in case you need to activate a couple of blockers.

If you have received 5 points of damage, Cecil gains +2k power and he can not be chosen by your opponent’s abilities.

Here’s an idea, if you’re playing Earth/Wind, You can play Dark Knight Cecil until you have 5 points of damage, and then find a way to break him, to play this Cecil.

It’ll be like playing Final Fantasy IV. You’ll start off as a Dark Knight, and transform into a Paladin later on in the game.

9-109H – Cecil

You’ll need another couple of Final Fantasy IV Characters on the field if you want to get Cecil’s full power. And, that is Brave and +2000 power for Cecil.

One time per turn you can use Cecil’s ability, we’ll call it Cover. You can choose one of your Forwards, and next time it is dealt damage, you can reduce the damage taken by that Forward by 4000 and deal that damage to Cecil. Allowing your other Forward to survive and live to fight another day. Or turn.

4CP for 10,000 power isn’t bad at all.

 

10-115C – Cecil

I’d say I don’t see anyone playing this Cecil, but then I thought about it and said. I’m 99% right. There will be a couple of people playing this card, just because they aren’t putting it in an FFIV deck.

Cecil is a 2 cost Backup that can be thrown into the Break Zone and reduce the damage dealt to one of your Forwards by 2000.

Yea, …

 

13-060R – Cecil

Not one of the better Cecil’s, but it might be worth the 1 point of Damage to get rid of a forward that’s been causing you trouble. And if that extra point of Damage gives you Brave, and +1K, well you might actually play this card.

 

 

 

 

15-073H – Cecil

The OG Dark Knight. Move over Batman, you ain’t got nothing on Cecil.

If you got a Crystal, you’re good. If not you shall receive 1 point of Damage when Cecil enters the field. Which isn’t too bad, because at 3 points of Damage, when Cecil is broken, you can search for another Cecil and play it onto the field. You’ll need another Crystal for that Cecil as well. Unless you go with another Cecil.

Souleater?

Yes, please. Throw in a whole bunch of Cecil’s into your deck just so you can use this ability over and over. And, when it lands you’ll deal your opponent 2 points of Damage. Watch out for those EX Bursts.

16-051L – Cecil

For 5CP, you can play Cecil, and another card from your hand that’s 4CP or less. And if that card you play is a FFIV Character, you get to activate 2 Backups. Doing the math that means, if you played a IV cost IV Character (get what I did there?) you’ll actually end up +1CP.

Worst case scenario, you only save 1 Crystal Point, but why would you play a 1 cost when you can play anything up to 4CP.
tenebrous blast

luminous blast

And, the icing on the cake, is that Cecil protects all your Characters. forcing your opponent to pay 2CP just to make sure their Summons and abilities go through.

 

17-050C – Cecil EX

6CP to draw a card?

I think I’ll pass.

I don’t see much use for this. There are plenty of cards that will draw you a card for much less.

Some of those even have better abilities as well.

 

 

17-139S – Cecil

There are better Cecils, but every time I say that, someone comes up with a way that makes this one even better than the other ones.

So, I’ll just say that Cecil here can have up to 10K Power with Brave.

That and if you dull your FFIV Characters, you can dull Forwards and deal damage and stuff.

 

 

20-075L – Cecil

Is 3 CP worth a point of damage?

Depends on what you’re playing. If you need that point of damage to buff up all your Forwards because you just received 5 points of damage then go right ahead.

Besides that, Cecil remains true to his story. As he can turn his Dark Knight self, into a Paladin. All you have to do is cross the mirror. Or get sent to the Break Zone. Whichever one is easier. For when you put Cecil into the Break Zone, you can search for a Paladin Cecil, and play him onto the field.

That Emissaries of Light Cecil, is looking good with this right now.

And Tenebrous Blast, just a special ability that deals 8000 damage to a Forward.

20-109H – Cecil

The other Cecil is better in my opinion.

This Cecil is basically a Crystal Generator.

Once per turn, if Cecil or a FFIV Character enters the field you gain 1 Crystal.

And, you can use that Crystal to give one of your FFIV Forward +1000 power and protection from your Forwards abilities.

Are the Golbez and Cecil decks going to shoot up in value soon?

21-132S – Cecil

What’s not to like about this card?

Built in protection. Cecil is a Paladin like no other. Or so they say.

4CP/8000 power. Can’t be chosen by abilities, can’t take damage from abilities. A meat Shield at it’s finest.

Cecil also buffs all of the other Dissidia Forwards with +2000 power.

And, if that’s not enough, Paladin Force breaks those pesky high cost Forwards that like to stick around the field more than they should.

Now if Cecil had some FFIV synergy, this card would have been awesome.

23-028L – Cecil

Move over Batman, Cecil is the real Dark Knight.

As you can see, all of Cecil’s abilities deal damage to you. Is it worth using these abilities, or even playing Cecil? Well that depends. Do you need to inflict damage upon yourself in order for your deck to get that much stronger.

If the answer is yes, then yes you should play Cecil. Just imagine your back is pinned to the wall, and all of a sudden you reach 5 points of damage and you cast Dark Flame. Most likely, wiping out your opponents front line.

All that’s left is for you to come in a get the win.

24-100C – Cecil

Now, this is how it should be done.

Cecil is the Backup that is always ready to cast Null Damage.

Although you won’t be drawing a card when you cast Cecil, Cecil is only 2CP, compared to the 3CP that Siren costs.

Cecil also has another ability that will Break one of your opponent’s Forwards.

Either way, Cecil is going to get something done, Breaking or Saving.

The choice is up to you.

Looking for Cecil?

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Lion’s Roar

Where do we start?

That’s simple. You start with Cor (9-066C) because that is the card we chose to represent Cor in this Character of the week. We believe it is the better version, and that is that.

Now that Cor is set, we need to add the late king, Regis (15-103C), which not only gives Cor his permanent buff, simply because it’s Regis, but Regis also lowers the cost of casting the Kingslaive by 1CP.

Battling alongside King Regis, and Cor is Cid Sophiar (18-077R) and Clarus (11-068R). Cid Sophiar can grab a Character from the Break Zone, and Clarus let’s you search for a King. Which doesn’t have to be Regis.

What’s a Captain to do without the Kingsglaive? Well, we’ll need to grab them all and add them here. Pelna (15-098C) you can cast him for 1CP because you’ll most likely have more than one FFXV Character on the field already. And he’ll buff all of your XV Forwards by 2000 power.

Tredd (15-093R), for 1CP you can give a XV Forward +1K and Brave for the rest of the turn. If you put him in the Break Zone, it’s +3K and First Strike.

Libertus (11-102C), to let you grab a XV Character from the Break Zone, and possibly activate 2 Backups if you choose …
Nyx (11-097H), cause he’s about to strike down your opponent with Haste when you put a Kingslaive into the Break Zone, which could be …

Crowe (11-092C), who will help you grab a Forward from your Break Zone.

I’m lost.

With So, many Lightning Forwards we need to add Glauca (11-091R) to save us a Crystal Point every time we play a Lightning Forward.

Now that King Regis has passed away, Cor now watches over Noctis (12-121R) who comes in and grabs a FFXV Forward from the Break Zone. And every time he forms a party all the Forwards gain a 2K buff and Haste.

Cor will now need the help of the Retainers.

Ignis (20-066R), because everyone needs a meal, even when you’re on the road. Plus, you can put a Backup you control into the Break Zone, to break a Forward and grab a Forward from your Break Zone.

Gladiolus (18-135S), cause we need a powerhouse on the team, that can deal enough damage to Break even the most powerful Forwards.

And Prompto (8-082R), cause that’s the only Earth Prompto.

We’ll add Class Tenth Moogle (9-074C) to help us pay for Lightning CP.

We’re going to grab our Free Summons Fenrir (19-064R) and Ramuh (19-083R)

Then we’ll also grab Mist Dragon (9-068H) and another Fenrir (12-068H).

And that should complete our Cor Deck.

Forwards

3x – Tredd (15-093R)
3x – Cor (9-066C)
3x – Glauca (11-091R)
3x – Noctis (12-121R)
3x – Nyx (11-097H)
3x – Regis (15-103R)
3x – Libertus (11-102C)
3x – Ignis (20-066R)

Backups

3x – Class Tenth Moogle (9-047C)
3x – Pelna (15-098C)
3x – Cid Sophiar (18-077R)
3x – Crowe (11-092C)
3x – Clarus (11-068R)
3x – Prompto (8-082R)

Summons

2x – Mist Dragon (9-068H)
2x – Fenrir (19-064R)
2x – Ramuh (19-083R)
2x – Fenrir (12-068H)

What would you do different?

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Cor, the Immortal

Cor, the Immortal, or so they call him. We do have two to choose from, so let’s get started.

2CP/Earth
Forward
Captain
Common

“If you control Card Name Regis, Cor gains +2000 power.

When Cor or a Category XV Forward enters your field, until the end of the turn, Cor gains +1000 power and Brave.”
A 2 cost Forward, that can gain power, just by playing cards to the field. FFXV cards that is. And, if Regis is on the field, Cor gains a permanent boost.

With the Noctis deck needing just a few changes Cor is easily playable. And, I believe Cor is already in that Starter Set.

4CP/Lightning
Forward
Captain
Rare

“If you control a Job King, Cor gains +2000 power and “When Cor is put from the field into the Break Zone, you may remove the top 10 cards of your deck from the game. When you do so, play Cor from the Break Zone onto the field dull.”

Let’s see what we wrote a couple months ago.

“Cor was a Captain? How come I don’t remember that?

4 cost Lightning Forward with 8000 power.

Nothing to write home about so far.

But, if a King is on the field, Cor gains +2000 power. making him a 10K body.

When Cor is finally sent to the Break Zone, you can remove the top 10 cards of your deck and play Cor back onto the field dull.

Is it worth it? Probably not. Maybe if Cor was a better card, we’d think about it.”

I’ll stick to that. But, it makes sense calling him Cor, the Immortal as you can just bring Cor back from the Break Zone.

If you ask me the Opus IX Cor is much better, even though it’s just a Common.

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Banon, Anti-Imperial Leader of the Returners

Banon (9-111H)

3CP/4000
Water
Forward
Epopt
Hero

“When Banon is chosen by your opponent’s Summons or abilities, reveal the top card of your deck. If it is a Backup, cancel all effects choosing Banon.

(D): Reveal the top card of your deck. If it is a Forward, add it to your hand.”

Although I wouldn’t give Banon the Epopt job, it does make sense. I’d call Banon what they called him in the game. Returner Leader, or just Leader for short, but Epopt has a nice ring to it.

Banon is a Forward with a unique ability that grants him up to a 50% chance of protection from your opponents Summons and abilities. When he is targeted, you can reveal the top card of your deck, if it’s a Backup the Summon or ability gets canceled. Why would your opponent target Banon if he only has 4000 power? It’s because Banon also has another ability, that gives you a chance at drawing a card. A Forward to be precise. If the top card of your deck is a Forward you can add it to your hand. If it’s not, then well you just put it back.

You can probably just use Banon in a Forward heavy deck, just so you can keep drawing an extra card during your turn, and if you have a way to activate Banon, then you can end up drawing more than just one card. It all depends on what’s on top of your deck.

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Fusoya – Card Analysis

Now that we have more than one card, we’re going to look at all of them. Starting off with Opus II.

Fusoya (2-116R)

“When Fusoya enters the field, choose 1 Forward opponent controls. Deal it 5000 damage

When Fusoya is put from the field into the Break Zone, choose 1 Forward from your Break Zone. Add it to your hand.”

3CP to deal 5000 damage to one Forward. Not bad for 3CP, there are some Summons that do less, for more CP.

Now if you’re able to find a way to send him to the Break Zone you’ll be able to grab one of your Forwards from your Break Zone as well.

Just leave him on the field to produce CP until you send him to the Break Zone to grab that Forward that you need.

Fusoya (2-146H)

“(D) : Choose 1 Forward. Deal it 7000 damage. Fusoya deals you 1 point of damage.”

A Light Backup here.

And I can see why this Fusoya has never really been used.

Sure, he only costs 3 CP, but to use his ability to deal 7000 damage to a Forward in exchange for a point of damage, doesn’t seem like a great deal to me.

There are better cards to use with similar effects.

Unless you’re trying to rack up those Points of Damage, leave this one at home.

But, I do like the artwork.

Fusoya (9-094L)

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

When Fusoya enters the field, choose 1 Forward opponent controls. Reveal the top 2 cards of your deck. Deal it 1000 damage for each CP required to play the revealed cards. Add all the revealed cards to your hand.”

7CP to play this Lunarian. I’d say it;s a good deal, because once he comes in you’ll grab the top 2 cards of your deck and add them to your hand. Making Fusoya a 3 cost.

Not only that, but when he does come in you choose a Forward, and the combined CP of the 2 cards you just grab will deal it x000 damage. The x being the combined amount of both cards.

It’s like Opus II Fusoya but better, it can be 5000, it can be 2000 or it can be 20000 depending on what you have in your deck.

Fusoya (16-119H)

“When Fusoya enters the field, select the following actions from top to bottom up to the same number of Elements other than Water as the cost you paid to cast Fusoya.

“Draw 1 card.”

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

Choose 1 Character opponent controls, Return it to it’s owner’s hand”

Choose 1 Forward. Put it on top of it’s owner’s deck.”

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

“A Five color deck?

It can work. You already have Soiree going all out this set.

Just add Fusoya to the mix, and you’ll probably choose up to 4 abilities to cast.”

And we’re going to keep it like that. Is Soiree still a thing?

If not you can always add Fusoya to a Warrior of Light deck.

Fusoya (20-100R)

“EX Burst When Fusoya enters the field, if you have 2 or more Summons in your Break Zone, draw 1 card.

When Fusoya attacks, you may cast 1 Summon of cost 2 or less from your hand without paying the cost.”

Well one thing is for sure.

If you’re playing this card, you’ll have a whole bunch of 1CP and 2CP Summons in your deck. Just so you can spam them whenever you have Fusoya attack.

Isn’t there an Emissaries of Light Braska with an S ability that you can use a Summon instead of Braska?

*hint hint

I think these 2 will go well together.