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Tears of the Water Planet

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25-086R – Abzu

You would think that, if your Job was Corneo’s Pet, you should have some synergy with Don Corneo.

But, that’s not happening. Not with Abzu.

That doesn’t mean that Abzu is a bad card, no Abzu is actually pretty decent.

Abzu doesn’t let your opponent’s Forwards gain any buff to their power.

Abzu is also a Forward and whenever Abzu attacks, one of your opponent’s Forwards lose 5000 power until the end of the turn.

You might break that Forward or you might not. But, Abzu will have a good chance at surviving.

25-087C – Abzu Shoat

I’m seeing doubles, and they can turn into triples.

You can have 3 Abzu Shoats on the field at once, at 1CP each you can have a little bit of fun.

First off you can dull Abzu Shoat and discard a Water card to have one of your opponent’s Forwards lose 1000 power until the end of the turn.

Or you can send Abzu Shoat into the Break Zone, and have one of your opponent’s Forwards lose all of their abilities.

If you have all 3 one the field, and they all use that second ability, you might just be able to crack through your opponent’s defenses.

Let’s see this one in action.

25-088H – Famfrit, the Darkening Cloud

Here’s another way to get rid of a Backup that has lost it’s use after it entered the field.
By removing one of your Water Backups from the game, you will reduce the cost to cast Famfrit by 2CP.

After that, Famfrit will break a Forward that has an Auto ability that was triggered.
Not only that, but you will also draw a card.

And, this my friends makes Famfrit, the Darkening Cloud a Free Play!

I’ll take 3!

25-089R – Cagnazzo

I remember fighting this overgrown turtle.

Coming in at 2CP, Cagnazzo acts more like a Summon than a Forward. When Cagnazzo enters the field, you will choose one of your opponent’s Forwards, and send it back to their hand.

Now, if Golbez is already on the field, you can take that Forward and chuck it into the Break Zone.

And, that’s it.

You’ll have a 5K body on the field, which you will want to find a way to Break Cagnazzo, just so you can replay him.

Imagine having Cagnazzo back when Neo-Exdeath was big.

25-090C – Quacho Queen

2 cost Backup that is also a Common.

Quaho Queen will give a WoFF Forward +1000 power until the end of the turn.

And, that is it.

There’s not much to write about her, so I’m just writing whatever comes to mind, just so it can take up some space.

We don’t want to leave an empty square next to Quacho Queen.

25-091H – Kraken (III)

Now this is a card that you have been waiting for! And, you didn’t even know it.

Kraken reduces the cost of all of your Summons and Monsters by 1CP!

That means you can get more Monsters out, quicker and more efficiently.

Not only that, but Kraken will also remove one of your opponent’s Backups from the game for as long as Kraken is on the field.

This one is going straight into my Bomb deck.

I’ll take 3 of these, and let’s not get into the Amano Art.

25-092C – Cloud of Darkness

A what now?

How is Cloud of Darkness a Common.

Cloud of Darkness comes in for 5CP and sends all of your opponent’s Forwards into the Break Zone!

Except for 2. Your opponent will choose 2 Forwards that they can keep.

All you need after that is find a way to get rid of the other 2 Forwards, you can use Sophie from this set for one, and the other one, well that’s up to you.

Cloud of Darkness also has 8000 power, so she will be able to block a couple of attacks, or deal some damage. Whichever you prefer will work.

25-093C – Corsair

Corsair shall come in and return a 2 cost Forward to their owner’s hand. Your opponent’s Forward that is.

Coming in with 3000 power, Corsair will be able to block an attack, and he will be sent to the Break Zone.

And, that is where you want Corsair to be. In the Break Zone.

Why?

Because you’ll want to find a way to play Corsair from the Break Zone, for when Corsair enters the field, Corsair will once again return one of your opponent’s Forwards to their hand, but they will also draw a card for you.

And, if you can find a way to keep bring Corsair back, you’ll have enough cards in your hand to put your plan into overdrive.

25-094C – White Mage

Here’s your Water Elemental Backup.

White Mage is ready to come in and do what White Mage needs to do.

White Mage will either raise a 1 cost Forward from the Break Zone, and bring it back to your hand.

Or, White Mage will draw you a card.

I can’t think of many 1CP Forwards that would be worth grabbing.

And, I was wrong. There are plenty of 1 cost Forwards worth choosing.

I might even use this one in my Octopus/Pirate deck that is still in the works.

25-095C – Cecil

For 5CP you get a Meat Shield with 9000 power.

Not only that, but whenever your Forwards are dealt damage by your opponent’s abilities, Cecil will reduce that damage by 2000. Hopefully helping your Forwards survive that damage.

I’d say this would be a good card if there is a way to reduce Cecil’s CP.

You can probably play Cecil 20-075L, and switch this one in, Or you can have Rosa 20-125R on the field, which will allow you to draw a card when Cecil enters the field. This would technically make Cecil 3CP.

Other than that, there’s not much to say about this one.

25-096L – Tidus

For 5CP you can return a Backup to your hand, and then the next Final Fantasy X Character that you play, it’s cost will be reduced by 3CP.

There’s 2 cards that I would pick to return to your hand. Rikku (2-071R), as it would be a Free Play to play Rikku back to the field and have her activate all of your Forwards. Or, you can return Brother (1-197S) to your hand and play him back to the field to have you search for a Final Fantasy X Character and add it to your hand.

If you decide to go with Brother, Tidus is now technically a free play.

And, don’t you think that Tidus is done here.

Every time Tidus or a Final Fantasy X Character enters your field, you will choose one of your opponent’s Forwards and they will lose 4000 power.

That will be 4000 from Tidus, and 4000 from Brother one play and you just might break 2 o your opponent’s Forwards.

25-097H – Doctor Cid

Time for some research, and who better than Doctor Cid.

4CP can be paid only with Water CP in order to cast Cid.

And, when he enters the field, you can place one of your opponent’s Forwards and put them at the bottom of their deck. That way the pesky Forward that has been bothering you for some time now, needs plenty of resources to be able to come out again to cause you some more trouble.

And whenever one of your opponent’s Forwards leaves the field, for any reason, Doctor Cid will begin his research and will allow you to draw a card. Once you have that card in hand, the research begins as you decide which card you will discard.

Simple as that.

25-098R – Broden

An owner?

What does Broden own?

I’m sure if you played Final Fantasy VII Rebirth you would know.

But, just saying Owner as a Job Title?

Yeah, this is the second Owner we have had so far. Soon we’ll be able to build a deck.
And as an Owner, Broden doesn’t do anything. He’ll just give you 2 cards and then just stand around taking up space. You’ll want to get rid of him, or don’t even bother playing him.

25-099C – Porom

Don’t like your hand?

Porom is here to help.

She’ll let you change out 1 card, with a new card from the top of your deck.

And, if that didn’t work, you can discard a Palom, draw 2 cards and then discard another card.

Is this a good strategy?

Maybe, Maybe not. But, don’t give up that card that you might need later.

25-100R – Matt

If Matt is here, you know that Glenn and Lucia are around the corner somewhere.

Matt comes in for 2CP, and he will be a good addition to your SOLDIER deck. All SOLDIERs are welcome, as with Matt on the field, all of your SOLDIERs will not be able to be chosen by your opponent’s abilities. This means that I’m 99.99% sure that either Glenn or Lucia, will have All SOLDIERS, cannot be chosen by your opponent’s Summons.

Matt also has the ability to lower a Forwards power by 2000. Which could be the little bit of power that you need to help break that Forward.

He also has First Strike.

25-101L – Meia

Are there enough MOBIUS cards to make this worthwhile? Enough to make a MOBIUS themed deck?

Meia comes in and if you decide to remove a MOBIUS card from the game, your opponent will choose one of their Forwards and they will put it in the Break Zone.

Meia can also reduce the cost of casting a Summon by 1, all you have to do is remove a MOBIUS card from your Break Zone.

I mean, maybe.

I would rather use Meia (16-123L).

25-102C – Rosa EX

Rosa comes in and searches for either Cecil or Ceodore, and brings them home.
Bringing her cost down a notch to 2CP, and she comes with 5000 power as well. Which is not bad.

And, let’s not forget Shell, because Rosa gives her family protection from your opponent’s Summons and abilities, in that they cannot choose Rosa, Cecil or Ceodore.

Are there better Rosas? Yes, but that doesn’t mean that you should ignore this one.

Singles & more!

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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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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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Hidden Legends of Water

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24-091L – Astrius

Water starting off with a Legend.

Astrius, the Willweaver, will weave your will to get things done.

Just make sure that you always attack when Astrius is on the field, for whenever he attacks, you get to choose between Astrius’s two abilities.

And, 99.99% of the time you will be choosing his second ability, because the first one is just choosing a Forward and having it lose 7000 power.

The second ability, the one that you will be choosing is dealing your opponent 1 point of damage.

And just like that Astrius is worth 5CP. I’m sure we would gladly pay more for this card, but 5CP is perfect.

To make things even better, if you have 7 Final Fantasy Brave Exvius cards in the Break Zone, or removed from game, Astrius turns into a Free Play! And, who doesn’t like Free Plays.

24-092R – Gau

I’m trying to see if Gau is worth playing.

Discard Gau, to play Gau, but which Gau do you play.

Do you pay 5CP, or just 2CP?

I mean, you can grab Opus IV Gau, and Luminous Puma, grab a Forward from the Break Zone, and once the new Gau comes in you can play a 2 cost monster from the Break Zone. Melusine sounds good, and once Melusine comes in you can choose one of your opponent’s Forwards that cost 4CP or less and gain control of it for a turn.

And that’s just one little Combo that you can do with Gau.

24-093R – Kimahri

Kimahri coming in when your opponent least expects it, through the back door, and casting Protect on all your Forwards.

All damage dealt to your Forwards will be reduced by 2000, for the turn that Kimahri comes in. Your Final Fantasy X Forwards will have an additional 2000 reduction to the damage dealt to them.

After that turn is over, Kimahri will still reduce the damage dealt to your Final Fantasy X Forwards.

Are we bringing back YRP?

We might finally have a decent Kimahri.

24-094C – Corsair

I still don’t know what a Corsair actually is.

But, I do know what Corsair does.

He let’s you draw a card. And for 3CP that can be more than enough.

And, let’s not forget that if you have 4 Water Backups on the field, you can chose a card in your Break zone, and put it at the bottom of your deck.

After that just search for that card and play it.

Not bad.

24-095C – Jecht

Jecht is Jecht, and he e-Jechts a Forward back to their opponent’s hand.

Yes, that was terrible.

But, it’s true, as soon as Jecht enters the field you will return one of your opponent’s Forwards back to their hand.

And, every time one of your opponent’s Forwards is returned to their hand, Jecht shall choose another Forward your opponent controls and they lose 3000 power. This will also go into effect every time you return a Forward to their owner’s hand.

And, you get to keep a 9K body on the board.

No re-Jecht-ion here.

24-096R – Jed

Hmm, I wonder what he’s thinking?

Actually I know what Jed is thinking. He’s thinking, “Why is he a Water card if he is a Samurai?”

We were kind of thinking the same thing.

Jed comes in and for 3CP, you get a 8K body. If you have at least 1 Crystal, Jed has 9K power and Brave.

And, when Jed attacks, you have the option of paying 1 Crystal to draw a card.

There actually is another Water Samurai. But, that is Jed as well.

24-097C – Stiltzkin

This is the start of a new era of Moogles.

Stiltzkin is set to make Moogles a fun deck. One letter at a time.

That was Stiltzkin, right? Mailing letters?

If not then well, he shall deliver Moogles from your Break Zone. Cause when Stiltzkin comes in, you can grab a 2 cost Moogle from your Break Zone and play it straight to the field.

Might as well grab Mog (VI) and you’ll be set. Don’t know why, just scroll down a bit.

After that is all done, you can dull 2 Moogles and have one of your opponent’s Forwards lose 2000 power.

Stiltzkin might only have 3000 power, but that’s OK. Once he enters the field, and you played the Moogle from your Break Zone, you can use him to block an attack and have him sent to the Break Zone, just so you can play Stiltzkin again and grab another moogle from your Break Zone.

I’ll take 3 Full Arts.

24-098H – Strago

We always wanted a way to get a card back from the Break Zone. Especially when you’re running just one of a certain card that you need in certain situations, and you now need that card to turn the board in your favor.

When Strago comes in you will be able to grab a card from your Damage Zone, and trade it with a card in your hand.
That would be enough, but Strago is far from done. Well, he’s half way done.

Whenever you put a card in your Damage Zone, your opponent chooses a Forward that they control and they put it in the Break Zone.

Is it worth 6CP? Of course it is.

24-099C – Siren (MOBIUS) EX

Null Damage at it’s finest.

Siren nulls the next damage dealt to one of your Forwards.

Plus you get to draw a card.

That’s about it.

This also comes off of an EX Burst, but I don’t see that being as helpful, not when you don’t have any Forwards left on the field cause your opponent has gone to town on your front lines.

At least you get a card. That’s probably the best reason to play this card.

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 on;y 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.

24-101C – Tidus EX

Tidus with a 50% rebate.

That’s what we’ll call it.

Tidus comes in and returns one of your opponent’s Forwards to their hand, as long as it’s CP is 4 or less.

Once that forward makes it’s way back to your opponent’s hand Tidus’s second ability kicks in and you draw a card.

The good thing about this second ability is that, you can draw a card once per turn, if you send a Character back to your opponent’s hand.

Tidus might just keep on giving.

24-102C – Perrene

Perrene looks to be an integral part of the Warriors of the Crystals, and that is for one reason only.

Every time a Warrior of the Crystal is put into the Break Zone, Perrene hands you a Crystal.

And, why is that good?

Well, as you can see instead of paying the cost to play a Warrior of the Crystal, you can pay 1 Crystal and 1CP of any element. Meaning you don’t need to worry about which elements to play.

Perrene also has an 8K body, making her a decent Meat Shield.

24-103C – Moogle (FFTA)

Here’s a decent Backup to use if you’re playing Tidus.

When a Water Forward enters your field, you can put moogles into the Break Zone and return a 4 cost Forward or less to your opponent’s hand.

After that you can draw a card because you already have Tidus on the field.

Now all you need to do is play Stiltzkin and grab Moogle from the Break Zone and play him onto the field.

And now you’re back to where you started and your opponent has one less Forward on the field.

24-104R – Mog (VI)

Is Mog enough to make a Moogle deck?

Are there enough moogles to make a moogle deck?

What about Good King Moggle Mog XII?

All of that is a strong maybe, and I am one who might look into it a bit better.

For 2CP, you get a moogle with a 5k body and, with every moogle that you have on the field Mog gains +1000 power. There are 59 different cards that you can choose from.

That right there would have been good enough for me. But, we’re not done.

Whenever Mog is put into the Break Zone, you can discard a Job Moogle from your hand, and play Mog back to the field.
You’ll have a high powered Forward that your opponent will have trouble trying to keep Mog off of the field.

24-105R – Malboro

Bad Breath incoming!

Get your opponent ready to face the worst this Monster has to offer.

Blind, Poison, Sleep, Slow, you name it, you’ll have it.

Luckily this isn’t the game, so no Blind, no poison and no slow. Sleep, yeah, but this time Malboro isn’t casting it.

Malboro shall take away all of your opponent’s buffs, and abilities, including Haste, Brave, First Strike whatever it is that their Forwards have is gone.

Not only that, but all of your opponent’s Forwards will lose 3000 power as well. That means that some of them might be broken.

You can’t go wrong with Malboro, and the best part, it only costs 1CP!

24-106H – Leviathan

The Biblical Beast Returns, and it’s taking out it’s fellow Leviathans to cause more destruction to your opponent.

For 3CP, Leviathan allows your opponent to choose a Forward or a Monster that they control and sends them to the Break Zone.

If you’d like to pay the extra cost, you can remove 4 Leviathans from your Break Zone, and your opponent shall choose 2 Forwards and/or Monsters and send those to the Break Zone.

For 3CP, I say you can’t go wrong with this one.

24-107L – Relm

Artwork? Check.

Legend? Check.

Abilities? Depends.

Relm is worth playing if you are playing a FFVI themed deck, as her enter the field ability will only work if there are at least another 4 VI Characters on the field.

If you do, when Relm enter the field, you can search for a 3 cost monster and play it onto the field. It’s your Buy 1 Get 1 Free special.

As you know Relm is a Pictomancer, and her specialty is Monsters.

You can use her second ability to give a Monster a 2K buff.

I’d say it depends on what your running. This isn’t a bad Relm, she will do good in specific FFVI themed decks. For all other decks I would say Opus XI Relm is much better.

24-108H – Wakka

Wakka is here to be a powerhouse.

For every FFX Character that you control, Wakka gains a 1K buff to his power.

Now imagine YRP is back, that is 3 right there, plus Brother and Shinra. That’s 2 more. Bring it up to +5K for Wakka.

When Wakka does enter the field, depending on how high his power is, you’ll be able to choose one of your opponent’s Forwards, and place them on the top of their deck. You can choose any Forward as long as their power is less than Wakka’s. Which shouldn’t be too hard to do.

Wakka also has his Elemental Reels which will have one of your opponent’s Forwards lose 5000 power.

I would say, play Wakka with the new YRP, and Opus I Tidus and Emissaries of Light Tidus. You’ll thank me later. Or not.

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Hidden Hope – Flooding Hope

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22-091C – Blue Mage

2 cost Backup that let’s you switch out a Monster for the top card of your deck.

And, if you don’t like that card that you drew, you can always, pay a CP, discard that card, and put Blue Mage in the Break Zone, to play that Monster that you discard earlier onto the field.

Yes, the card that you discard, needs to be a Water card.

Or, you can just use that ability to grab a Monster, that you ran out of.

more, like a Backup, Backup plan.

22-092C – Agrias

You can’t go wrong with 1CP.

Not this time. Agrias comes on in and if you have a Couple of Knights on the field you get to send one of your opponent’s Forwards that cost 3CP or less back to their hand. Making them pay the CP once again to get that card out.

And when you have received 3 points of damage, Agrias gains 4000 power, making her a 7k body that you paid for with 1 whole Crystal Point.

I’d say the only thing wrong with this card is that the cards name is Agrias.

22-093R – Anima (X)

Easy way to get rid of one of your opponent’s Forwards, Anima comes in and you remove the Forward from the game. No certain cost, no active, no dull it doesn’t matter. Any forward will do. And for 3CP that is a steal.

But, you’ll also have your opponent draw a card.

And if you only paid with Backups, you’ll also get to draw a card.

I think I’m on the fence with this one.

Some might like this one, some might not. Let’s see what happens.

22-094C – Vaan

Pirates and Vikings just keep getting stronger.

Vaan here, is just a Common, but adds quite a punch, or should we say blast. A Shotgun Blast.

For 2CP, and a couple more Pirates that are already on the field, you get to choose one of your opponent’s Forwards and reduce their power by 8000. Usually that is more than enough to break a Forward.

If it’s not enough, well it’ll be close to enough.

Can’t go wrong with this one. 2CP with 5000 power.

I have yet to play with the Pirates, but it is on my to-do list.

I just need to find the time to do it.

22-095H – Warrior of Light

Warrior of Light, 4 cost Hero that allows you to search for a Standard Unit.

And, then you will play that Standard Unit, and another 3 Standard Units, and you shall find that all of your Forwards gain +2000 power, except Warrior of Light. Add in a bunch of Backups and Forwards that will buff up your Standard Units, and you’ll be running an army of Standard Forwards that will take out anybody and anyone out. Send them straight to the Break Zone.

And, Shield of Light. If all else fails, you can give +5000 power to Warrior of Light giving him a 13,000 body.

Bring in the Drones!

22-096C – Clavat

Last of the 1 0f 6 Backups that are in every element.

Top card, take a look, leave or put it at the bottom of your deck.

They should have renamed these cards Fortune Teller. Or have had Cait Sith. Or Yuna, Rikku and Paine in their Psychic dress-sphere.

I don’t know just trying to take up space here.

 

22-097L – Curilla

This is the card that everybody wanted to try out. Hidden Hope came out and well let’s take a look at it. It’s only been a month or two before we got to it.

Well as you can see from the first line, there is a good reason that Knights are becoming a force to be reckoned with. I just took a look at a recent Qualifier, and Curilla was in 3 of the top 8 decks.

Curilla come in and you can take a look at the top 5 cards of your deck and play 2 Knights onto the field as long as their combined cost is 4CP or less.

And as long as Curilla is on the field, she also gives protection to all Knights from damage that is less than their power. Making Ping damage worthless against your Knights.

But, then again you can always just play Minwu (1-171H) and get the same effect, but for all of your Forwards, not just the Knights.

Imagine that?

22-098H – Siren (V)

“Are you a Gamblin’ man, Sandy?”

If so, you can save your Forwards, if they are chosen by your opponent’s Summons or abilities. Simply Wager the top card of your deck, if it’s not a Forward your Forwards are saved. If it is, you lose that top card.

Clavat, is a good way to determine if you should use the ability.

And, at 3 points of damage, whenever Siren is dealt damage,you can reduce that damage by 1000.

I’d say this is worth a shot.

22-099R – Severo

A 3 cost Backup that will return one of your opponent’s Forwards back to their hand, and Severo will also give you a Crystal for your troubles.

After that Severo just hangs out on the field, producing 1CP per turn as a Backup.

And, if needed you can pay the cost of 3 Water CP, 2CP of any color, dull Severo and put him in the Break Zone to place a Forward of your choosing back at the bottom of it’s owner’s deck.

Seems like a high cost for this, but it might be helpful.

22-100R – Chime

If you got the Backups for this, Chime is a great play.

Draw a card at the end of each of your turns, will help your turns become that much better.

Chime should be the 5th Backup you play as to get a better return with her.

No need to have Chime on the field if you don’t have 5 Backups, as the only reason to play Chime will be to draw that extra card at the end of the turn.

Your board should get bigger than your opponent’s and faster than your opponent’s board.

I’ll take it, I’ll take 3 actually and play it in a Ultros/Pirates deck with a handful of Vikings.

22-101C – Paladin

Now that’s a Standard Unit I can stand behind. The Paladin, a great meat shield if you ask me. And, this meat shield also has a shield.

For 5CP, you get a Forward with Brave and a 7K body, that grabs a 2 cost Forward from the Break Zone and plays it onto the field.

It’s 2 for the price of one.

Yes, you need a couple of Standard Unit Backups on the field for you to be able to use this ability, but that shouldn’t be that hard to do.

22-102C – Piranha

For the price of a Piranha, I shall grant you a card.

Sure, you’ll need 3 points of damage.

Sure, you’ll also need to put Piranha in to the Break Zone.

But, at the end of the day, Piranha shall double the CP used to pay for it.

And, when Piranha enters the field, you will choose a Forward and have it lose 2000 power.

It’s 1CP, it’s worth a shot.

22-103C – Faris

I don’t know if you’d play this Faris over the other Faris, but you can easily break one of your opponent’s Forwards, while drawing a card at the same time.

How do you do that?

It’s quite simple really.

You’ll play Faris, and you’ll choose to remove a Viking, either Viking (2-132C) or Viking (4-133C). Once that Viking is removed, your opponent will choose one of their Forwards and put them in the Break Zone, while you get to draw a card once your Viking leaves the field.

22-104R – Folka

We’re looking at 3 points of damage. Anything less and I’d say it wouldn’t be worth it to play Folka.

Well you could, or you can just remove Folka from the game, and your opponent will only be able to attack once this turn.
Now at 3 points of damage, like we said earlier, Folka becomes nearly unstoppable, when you are on the attacking side. In other words, during your turn.

Folka can’t be chosen by Summons or abilities, and if she is dealt damage, it becomes 0.

All this for 3CP.

You can try throwing a couple into your deck, if you got room for it.

22-105H – Miwa

Coming in with the Back Attack, Miwa is a safety net when you have Summons and abilities that will attack your whole front line.

And, at 5 points of Damage, Miwa will also give all of your Forwards a +2000 power buff.

And at only 2CP, you can not go wrong with that. Just throw in Miwa into any Water deck. If you have no room in your deck, well then you better make some room.

She’ll stick around as a 5k body, where you can just have her block to break herself, and then play another Miwa during your opponents next turn.

22-106R – Yuna

This card is actually called the Tidus Best Bang for your CP special.

We’ll go with the Tidus (16-116L), popular card, and a lot of people should still be playing it, because I don’t see why you wouldn’t.

Let’s start out by playing Yuna onto the field for 2CP, produced by a Water Summon. Then we’ll play Tidus for 1CP, and grab that Water Summon from the Break Zone.

For 1CP, you have 2 Forwards on the field, one of which can not be blocked and extremely hard to break.

I’m sure there are better Yunas to play, but if you’re just looking for a cheaper Tidus, look no further.

22-107C – Yuni

Sap!

Cast Sap! or Attack Down or both.

Yuni can do that for you. And the effects will last just until the end of the turn. It’s 4000 power when Yuni comes in, and 2000 power every time Yuni dulls to cast her ability.

3CP/7k body, Not much else is going on here.

 

22-108H – Lenna

Warrior of Lights … Warriors of Light Unite!

If you ever needed a reason to play Warrior of Light (19-128L), well this isn’t it, but Lenna will help. A little.

If you have to elements already on the field, Lenna will allow you to draw a card when she enters.

And, if you have 4 different elements, Lenna will cause your opponent to place one of his Forwards into the Break Zone.

I’ll leave you with some words of wisdom.

There is no reason to play Lenna in a Mono-Water deck.

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