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Beyond Destiny : Finishing Starters

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21-125S – Onion Knight

Coming in with Haste this Onion Knight will bring a tear to your eye.

Meh, I tried.

Onion Knight comes in and if you decide to pay 2 Crystals, you can search for another Dissidia Forward and play them onto the field. Sure, they have to cost 3CP or less, but there are plenty of Dissidia Forwards to choose from.

No need to worry about Elements either.

Sword & Sorcery, is a decent ability that deals 10,000 damage to any Forward that decides to go up against Onion Knight and block him when he attacks.

Did we mention Haste?

21-126S – Cloud

Kingdom Hearts Cloud.

Was wondering when he would make another appearance.

Cloud is pretty straight forward. He enters the field, and deals 3000 damage for each Dissidia Forward that you control to a Forward of your choosing. This also comes off of an EX Burst.

Other than that Cloud is a 5 cost Forward with 9000 power. But, you can get around that. Instead of paying 5CP, you can just pay with 2 Crystals.

21-127S – Firion

Here’s Firion, the Rebel Warrior that will help you stock up on Crystals. That way you can pay for all of the Crystal abilities that the rest of your Deck likes to use. Weather it is paying for Cloud, or having Onion Knight search for a Dissidia Forward, or whatever else the rest of the Starters can do with the help of the Crystals.

Let’s get back to Firion.

Firion enters the field and deals a Forward 3000 damage. And if you have 2 Dissidia Forwards on the field, he’ll deal 7000 damage instead.

And that’s about it.

Sure, you won’t really care about his Entering ability, not when he has a way to acquire Crystals.

21-128S – Shantotto

Here’s another use for all the Crystals Firion will be able to get you.

When Shantotto enters the field, you can pay the additional cost of 2 Crystals, and grab a Dissidia Forward from your Break Zone and play it onto the field. Sure this Forward needs to cost 5CP or less, but it’s a free Forward so who cares.

You will be able to play 2 5CP Forwards for the price of one.

It’s Buy One Get One Free. Or B.O.G.O.

Salvation Scythe, is Dissidia’s answer to Opus I Jihl Nabaat.

Dull and Freeze 3 Characters.

I like it. You don’t even need to play Shantotto in a Dissidia deck. Just throw here in any Dull/Freeze situation to make thinks cooler.

21-129S – Terra

From the looks of it, it’s all about the Crystals.

A Crystal here, a Crystal there, here a Crystal, there a Crystal, everywhere a Crystal.

Terra shall come into the field, and your opponent discards a card. And if you’re playing this starter deck, you’ll probably be gaining a Crystal as well.

And then you can use that Crystal to Dull/Freeze, a Forward and draw a card as well.

Pair Terra with Shantotto and you can Dull/Freeze 4 Forwards.

It’s getting colder by the minute.

21-130S – Noctis

You see what they did there?

They gave you a somewhat cheap Forward with 9000 power, but you have to have a Dissidia Forward on the field in order to play Noctis.

But, you probably already got that covered. You’re playing this Starter Deck.

Well let’s see, Noctis comes in and Breaks a Dull Forward.

And, that’s about it.

It’s all because of the suit Noctis is wearing. And, then he’s pointing to himself, showing off his portrait on the wall.

Yes, we comment on the art when we have nothing else to say. We got to fill up space somehow.

21-131S – Warrior of Light

Here is another Crystal Generator

Warrior of Light comes in and gives you a Crystal, and after that, whenever a Dissidia Forward enters the field Warrior of Light gives you another Crystal. And, then you can use those Crystals and use them to pay for different abilities.

Such as the one right here on the card, that gives Warrior of Light +1000 power, and the ability to not be chosen by your opponent’s abilities. Now, that’s an ability.

Warrior of Light sure reminds me of Cecil. I actually thought it was Cecil until I started reading the card.

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.

21-133S – Tidus

Here’s a card in this deck that pretty much stands by itself, with no need for other Dissidia Characters. Tidus comes in and you return one of your opponent’s Forwards to their hand. And when you return a Forward to their owner’s hand, regardless of it being your or your opponent’s you draw a card and gain a Crystal.

And since there is no need for Dissidia Characters on the field for this ability to go off, you can pretty much play Tidus in any deck.

Sure, he costs 5CP, but you’ll get 2CP back when you return a Forward to your opponent’s hand. Plus, you could be drawing an extra card once per turn, making Tidus cheaper in the long run.

21-134S – Bartz

Bartz is ready to make this Dissidia deck work out. Bartz comes in and allows you to search for a Dissidia Character, add it to your hand. Bartz also gives you a Crystal

4CP, which comes down to 2CP after you draw a card. And if you already have another Crystal in your hand, play Shantotto, and then grab Cloud from the Break Zone.

Or something along those lines.

And, when Bartz is done attacking , and blocking and is sent to the Break Zone, you can remove Bartz from the game and gain an additional Crystal.

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Beyond Destiny : Flood Born Warriors

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21-101C – Ashe

OK, Yes, I’ll take it.

What’s not to like? Every time Ashe attacks you draw a card.

I’ll throw Ashe in any deck, just to draw a card when she attacks. Especially with 8000 power. Throw in Wakka (1-180R) and Ashe will have +1K power to keep your opponent on their toes.

And, that’s about it. Simple yet effective … In helping you draw cards.

21-102L – Gau

I won’t say it this time.

The WASP Super fan is here once again, and he is perfect for your Monster deck. I might even put Gau in the Bomb deck I’m going to be building shortly.

Gau’s cost comes down for every Monster that you have on the field. Meaning, you don’t even need to have any Water CP, as long as you have 5 Monsters on the field. Should be simple enough. Especially if you have a swarm of Bombs ready to blow. You’ll just play Gau before they all explode.

Plus, when Gau enters the field you can send one of your opponent’s Forwards to the bottom of their deck, as long as their CP, is equal to, or less than the number of Bombs, … I mean Monsters you control.

Gau can also turn a Monster into a Forward with 8000 power.

It’s at the tip of my tongue, Gimme a Mic!

“I’m a Wild Chi ….”

I’ll stop.

21-103R – Kraken

Is it worth playing Kraken for 5CP?

If you’re playing Mono-Water, probably. If not then I might skip this.

You do draw a card when Kraken enters the field, so technically you’re just paying 3CP for Kraken.

Other than that if you have 7 Water Characters on the field, a Forward of your choosing loses 10,000 power.

This might be worth playing in a Viking deck.

21-104C – Sage

What’s not to like? Sage is a Standard Unit that can Activate a Character once per turn. You can also have three of these on the field at the same time.

Think about this.

You have a Character on the field that deals damage to all of your opponents Forwards. But, you have to dull that Character, cause that’s how most abilities work.

After that you can Activate that Character with Sage, and do it all over again.

And, again.

And, again.

And, one more time, but you can’t activate that Character this time.

That’s 1 ability going off 4 times in one turn.

I’ll take 3. Yes, please.

21-105C – Sahagin

Here we have a great addition to any deck that has Gau.

Especially since Sahagin is a 1CP Monster that will return a Forward to your opponent’s hand. Sure, this Forward, must cost 3CP or less, but with Gau’s help, this Monster can turn into a noble Forward that will happily protect you and your party of Forwards that lead themselves into the hands of your opponent’s party, that have one objective, which is to deal you 7 points of damage.

And, if that doesn’t work out, you can always send Sahagin into the Break Zone to return any Forward to their owner’s hand.

21-106H – Jed

That is not what Samurais look like. And, not even Tenzen can help Jed.

I mean sure Jed’s first ability is decent. Reducing the damage dealt to your Water or SOPFFO Forwards by 1000, but other than that I don’t really see a reason to play Jed.

And whenever I say that, somehow someone will figure out a way to play Jed and make him viable.

All Jed needs is a mustache and glasses.

I’ll lave Jed Flanders alone for now.


21-107R – Springserpent General Mihli Aliapoh

You can get Springserpent General Mihli Vanilli, i mean Aliapoh, down to 2CP if you got a couple of Water Characters on the field.

And, when Mihli Aliapoh is put into the Break Zone, you draw 1 card, thus making the Serpent General a free play when she comes full circle.

And if you have a couple of dull Characters on the field. Mihli here will activate them and give them +1000 power.
Not a bad card. Especially since this can turn into a free play.

21-108R – Ceodore

Little Prince Ceodore.

This is probably the best Ceodore yet. And, I like it.

Why?

Because, Ceodore will give all of the FFIV Forwards +1000 power. Sure, you’ll need Rosa or Cecil on the field to give your Forwards that boost, but then again, you won’t be playing Ceodore without Rosa or Cecil in the first hand.

And if Rosa or Cecil is already on the field, you can spend a Crystal instead of paying 4CP to play Ceodore onto the field.
I see a Wind/Water IV deck coming along nicely.

21-109C – Astrologian

And, you thought Astrology was fake.

This Astrologian, can actually see into the future, and you can change it however you’d like.

Simply put, Astrologian comes out, reads the stars, and as you look at the top 3 cards of your deck, you can add one to your hand. And place the other two at the top and bottom of your deck. Allowing you to place a perfectly good EX Burst at the top of your deck, as you real in your opponent to attack you for a point of damage.

And, if you get tired of Astrologian after this, you can always send her to the Break Zone, and draw a card for your troubles.
I’ll be giving this one a try.


21-110C – Desch

If you really want to play this card, you should play it right after you played Sahagin.

Because other than playing a 9000 body for 2CP, I really don’t see a reason to be playing Desch.

Unless you find the portrait art good, and you want Desch to stare down your opponent, as he tries to intimidate them into playing the wrong cards at the wrong time.

Yeah, that’s about it.


21-111C – Paladin

Water Elemental Backup here.

If you need that Crystal to play Ceodore, Paladin is here to help you.

Other than that, if you play Paladin early on, you can draw a card if there are 3 Backups or less on the field.

And, that concludes Paladin.

 

21-112C – Ninja

It’s been a while since we’ve had a Character with Back Attack.

And we have a nice little Combo here.

First off play Paladin, gain the Crystal.

Use that Crystal to help pay for Ninja, return a Forward to your opponent’s hand.

Play Desch for 2CP.

Yeah, it’s not the greatest.

21-113R – Bikke

Here is a free card for you.

If you have a couple of Pirates, and/or Vikings, Bikke comes in at no extra charge.

0CP for an 8K body.

Plus, he grants protection from your opponent’s abilities to all of your Vikings and Pirates. Named Pirates. Although I can’t think of a Pirate Standard Unit. We might be getting some in the upcoming sets.

It looks like we’re finally getting our Pirates/Vikings deck that most of us have been thinking about since Leila (6-126R).

21-114L – Faris

And, this is the other reason Pirate/Vikings will become a thing.

Imagine swarming the board with Vikings, and all of those Vikings now have 8000 power. You’ll be getting a board full of Meat Shields. As long as those Vikings keep coming, you’ll be drawing cards left and right, and you’ll have plenty of CP to play more Vikings.

Faris can also redirect a Summon or ability choosing her, to one of her sacrificial lambs, just waiting to get knocked out, by Ramuh or any other ability that may come her way.

And that covers it all.

I’ll take 3. Preferably foil.


21-115C – Larsa

Larsa comes in a searches for a high cost Forward.

There’s some use here.

But, I prefer the cards that search for any Forward regardless of cost. Sure there’s not that many, but sometimes cards like Larsa help.

End of the day, Larsa will technically cost you 2CP.

 

21-116H – Leviathan

Umm, .. .

I thought this one would have been better. I mean, it’s not bad, but when you hear Leviathan you just kind of expect more.
If you decide to play Leviathan during your turn, you’ll end up paying 2CP less out of the 6CP it costs to Summon Leviathan.
Leviathan, comes in and grabs a Forward and puts them at the bottom of their owner’s deck. That means you can choose one of your Forwards, if they’re being targeted by Summons or abilities.

After that, you can play a 2 cost Forward from your hand onto the field.

If this cost 4CP, instead of 6CP, where if you play it on your turn for 2CP it would have been great. Still there is some use here.

21-117R – Rhus

Yes, maybe, probably.

Rhus costs 6CP, but it’s actually 4CP. Unless it’s the first turn and you went first.

Rhus’s cost comes down for every card that you drew this turn. If you play your cards right you can play Rhus for 1CP. Shouldn’t be that hard with Vikings.

What’s great about Rhus is that you can discard a card, remove Rhus from the game, and then play Rhus back onto the field at the end of the turn.

You probably won’t need to really use that ability, as Rhus already comes equipped with a 9K body, but if you do, you know that you have a Backup plan.

I like this one. I’ll be trying this one out.

21-118H – Leila

This is a hard one. Which one do we keep?

Opus VI Leila or this one?

We already what Opus VI Leila does, so let’s take a look at this one.

Leila enters the field and you can search for a Viking, or a Pirate and add it to your hand. Giving Leila a total cost of 1CP.

After that whenever one of your Water Forwards attack, you can sap 1000 power from one of your opponent’s Forwards. And if you have enough Water Forwards, which you should, especially with Faris and Bikke, and a handful of Vikings, you should be able to Break a Forward per turn.

This one is a much stronger Leila, but grabbing and playing a Viking from the Break Zone and drawing a card is also good.
Maybe have both of them in a deck.

21-119H – Lenna EX

How is that an EX Burst?

Because it is, all you do is draw a card when Lenna enters the field. So, this 2 cost Lenna is actually a free play. And, we like it.

After that, Lenna has a great ability that doesn’t require you to send Lenna into the Break Zone. And, that is something that we don’t see too often. But, with an ability name like “Raise”, what would you expect? Lenna brings back a low cost Forward from the Break Zone.

It’s always good to carry a Phoenix down.

21-120R – Refia

Introducing your WoFF Reanimator.

Refia enters the field, grabs a WoFF Forward of 4CP or less from the Break Zone, and play them straight to the field. Kind of like Opus VI Leila.

I believe WoFF will be making a comeback. With all these WoFF cards we got this set, some of them are bound to be good.
Once Refia is on the field, and you already got the extra WoFF Forward on the field from the Break Zone, you will be able to dull and pitch Refia to the Break Zone, and reduce damage done to one of your Forwards by 3000.

I see Refia being a staple in future WoFF decks.

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Dawn of Heroes – Water Recycling Center

20-106R – Alphinaud

We already spoke about Alphinaud a little in Lightning.

As long as you play Alphinaud, when your opponent has a dull Forward on the field, you’ll be ok.

If not then you will have just wasted 3CP. Which isn’t the worst thing in the world, just an inconvenience.

And at 3 points of damage, Alphinaud gains 3000 power.

By itself, this isn’t the greatest card. But, with Alisaie, this is a great card.

20-107H – Urianger

There’s always removal, and that means you’ll have a place in your Scions deck for Urianger.

When he enters the field, you can search for a XIV Forward and add it to your hand. But, only if one of your cards have been removed from the game.

Other than that Urianger is a 2 Cost with a 5K body.

 

20-108C – O’aka EX

If you don’t have three Backups on the field, you are not playing O’aka.

But, if you do you can play him and draw 2 cards.

And, then discard a card.

Might be good if you’re looking for a card, and ran out of searchers.

I don’t know. Could see some use here or there. Might just end up in a deck as fodder for other cards. But, then why would you put it in a deck if you’ll never use it.

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?

20-110H – Hippokampos

Monster/Forward that attacks all the Forwards in sight. In other words AoE.

Once Hippokampos is in you can dull 3 Characters and deal 1000 damage to all of your opponents Forwards for every 2 Characters you control.

Sounds like Algebra to me.

At least you’ll be dealing some damage to those pesky Forwards.

 

20-111C – Blugu

For 1CP this is a pretty great card.

On entry Blugu either Fulls or Activates a Forward.

And after that you can choose to cancel an Auto Ability. All you got to do is 1(Wa) CP and dull Blugu and send it to the Break Zone. Voila! Canceled auto ability.

Best part is you can have 3 of them on the field, waiting for the chance to cancel an auto ability.

Wasn’t there someone that can grab monsters from the Break Zone? Infinite supplu of Blugus.

20-112C – Frimelda

Frimelda the recycler, don’t like your hand, just attack with Frimelda.

For every time she attacks, you get to draw a card and then discard a card.

And if that discarded card is a Forward, Frimelda gains 3000 power, and a Forward of your choosing loses 3000 power.
It’s a win-win.

But, you can only attack so many time before you run out of cards.

Nothing to worry about, we got another 49 cards in the deck.

20-113R – Porom

Lots of recycling here, Water should be called the Recycling Center today. Cards for cards.

We’ll give you a card and then you’ll give us a card back.

More like a trade center?

Anyway Palom’s twin sister Porom comes in or leaves the field, and you get to draw and discard 1 card.

If you discard a FFIV Character you can also get a Crystal. Two for the price of one.

20-114L – The Fiend

After seeing all 3 of the Warring Triad, it’s hard to decide which ones better than the other. Cause they are all better than each other.

The Fiend, has so much potential, he can become an unstoppable force by the time you have taken 5 points of damage.

From the beginning your opponent will cancel the first Summon they cast. At 3 points of damage all abilities choosing The Fiend for the first time will be canceled, and at 5 points of damage, the Fiend gains Brave, + 1000 power and any damage deal to The Fiend will become 0 if that damage is less than The Fiend’s power.

“Finally, The Fiend has come to FFTCG.”

20-115R – Mist

I can’t really think of another reason to play Mist, other than so you can look at the top card of your deck at the end of the turn.

If it’s the end of your turn, you’re hoping to see an EX Burst. If it’s the end of your opponents turn, you’re hoping to see the card that you want to draw.

Kind of like a Fortune teller that allows you to slightly change your future.

And since the Warp cost is 0, you’ll actually come out ahead as you don’t send any cards to the Break Zone.

20-116R – Meliadoul

I don’t know why I got excited when I saw Meliadoul, but I did. We need more Characters that everyone forgot about.
Meliadoul enters the field and casts Dispel on a Forward, even though they don’t call it Dispel, it is Dispel.

And, at 3 points of Damage Meliadoul gains 1000 power.

Support Character Supporting.

 

20-117L – Yuna

This is a Great card. I like it.

This card goes to prove that you only need this Yuna and Emissaries of Light Tidus. And you can probably just fill out the rest of your deck with Summons and Yunas.

In theory it can work. For if Yuna is chosen by your opponents abilities, all you need to do is discard 1 Summon, and you’ll cancel it’s effect.

Whenever you cast a Summon you’ll draw 1 card.

And then we have Holy. A Special ability in which you don’t have to dull Yuna in order to cast it. Read that again. You don’t dull Yuna when you cast Holy!

Think about it. That’s why all you need is Yuna and Tidus. Yuna will just sit back and blast all of your opponents Forwards with Holy. As soon as they enter the field. New Forward coming in, nope react with Holy. If you got at least 3 Summons in your Break Zone, you’ll be fine.

You probably don’t even need Tidus.

Just Yuna. Multiple copies of multiple Yunas. And Spam Holy like there’s no tomorrow!

20-118H – Unicorn

If you’re playing a VI themed deck, you’re probably going to play Unicorn. Not me. Not that I don’t like this card, but I’ll probably be playing Ice/Fire. Unless I find a way to pay for Water CP I’ll leave this Unicorn be a mythological being.

Unicorn comes in, And since you’re playing VI, you’ll have a FFVI Forward on the field that will allow you to use both abilities.
The first being to activate a Forward, and draw a card. The second return a 4 cost or less Forward to your opponents hand.

That sounds like 3 abilities to me.

20-119C/15-123C – Oracle

Didn’t we say recycling center earlier? Maybe we meant the Printers, reprinting cards and such.

Not that I have anything against reprints, I just would rather have a new card that does something similar instead of having reprints.

Anyways, Oracle gives you a Crystal when she comes in, and reduces the next damage dealt to a Forward by 1000.

That’s about it.

20-120C – Fisher

Talk about catching a bite.

You’ll probably draw up to 3 cards with Fisher, if you get it right.

If not you’ll at least draw one card, unless someone decides to RFG your Break Zone, when you put Fisher in there.

Best thing about fishing, is probably the beer.

 

20-121C – Lunafreya

A quick one-two punch, all for 1CP.

You pay the CP. and Warp Lunafreya. When she comes in after a turn and a half, you can disrupt your opponents plans when you send one of their Forwards to their hand and they send one of their Forwards to the Break Zone.

They won’t know what hit them. Especially if you lose count of the Warp Counters. It’ll be Magnificent.

20-122R – Leslie

Let’s see.

Leslie enters the field, you discard a card, and then return one of your opponents Forwards to their hand. If you discarded a FFVII card you also draw a card.

Quickish, easy enough and at almost no cost to you.

Might be good if Lunafreya just warped in as well.

That’ll be 3 Forwards, Sir.

Have a good day.

20-123C – Loporrit

This card is way better than the other cards that let you draw 2 cards and discard a card.

Why?

The answer is quite simple.

You don’t discard a card. You just put it at the bottom of your deck.

And that way you won’t be worried about running out of cards. Not that that happens a lot, but it’s always better to have an extra card or 2 towards the end of a long grueling match.

Yes, I’ll play around with Loporrit. Help me find Yuna faster.

20-124C – Alchemist

Well it’s technically not recycling. It’s just adding more Backups for free.

Why would you want to have 3 Alchemists on the field, when they don’t actually do anything.

Unless that’s your plan.

It might work.

 

20-125R – Rosa

Here is the missing piece for the ultimate FFIV deck.

You can actually splash any element that you’s like, without worrying about how you’re going to pay for the cost. No more relying on Tyro, and how are you going to get Tyro on the field if you’re not playing Earth.

For 1CP you get to play Rosa and draw a card when Cecil enters the field.

All you got to do is find a way to recycle Cecil.

We did say that Water is the Recycling center, right?

20-126C – Wakka

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”

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Opinion on Starters : Rebellion’s Call

17-131S – Kain

Haste? Check
Way to reduce the CP cost? Check
Buffs self when attacking? Check

All in all Kain here is a decent card. You might end up only paying 1CP for Kain, and if you do he’s an attacking Forward with 9K power.

 

 

17-132S -Zemus

Kind of plays like Don Corneo from a couple Opus back.

But, as before to remove 7 or 1 cards from your deck is quite the number.

Unless you’re sure you’re going to win this game, it’s best to avoid using these abilities. But, you’re playing Fire. Go on Aggro yourself ahead and hope for the best.

 

17-133S – Scarmiglione

Interesting.

If you’re playing against a Mono-build this card is a perfect choice. If not, it’s still a good choice.

Scarmiglione comes in and you pick an element. Scarmiglione becomes twice as strong against that element.

And, Blood Tap? Yes that damage will increase as well. It’s a Special ability and since you don’t need to dull Scarmiglione, you can keep using it till you run out of Scarmigliones. With this one there are a total of 4 different Scarmiglione. Multiply that by 3, and you can see how many times you’ll be able to use Blood Tap.

17-134S – Baigan EX

Not much here, but Baigan does allow you to search for Golbez.

After that you can put Baigan into the Break Zone to break a Forward.

4CP/8K power. Average card.

 

 

17-135S – Edge

Same thing with Scarmiglione. Edge has an ability that triggers when he enters the field. Depending on how many FFIV Characters you have on the field, Edge can break a Forward. You can quite easily pick apart your opponent using Mirage over and over.

Plenty of Edges to keep on hand for this ability.

 

 

17-136S – Kain

Kain allows you to grab a FFIV Water Character from the Break Zone.Plenty of Characters that you can choose from.
Other than that he can come in with Haste depending on the field situation.

 

 

 

17-137S – Rydia

Search for a couple of Summons, one gets tossed to the Break Zone by your opponent.

After that each time you cast a Summon, you might be able to break one of your opponents Forwards. Especially if they are high cost Summons.

 

 

 

17-138S – Rosa

Decent card, better card if Cecil is on the field.

Even though Rosa is a Forward, she plays like a Backup, casting White Magic on your Forwards. Activate and a buff. All for a total of 0CP. You know you’ll be using her ability each turn.

 

 

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.

 

17-140S – Golbez

Same thing with Cecil, but Golbez can act like a Summon as well.

Which unless you’re searching for another Golbez I don’t see the point in not paying the 2CP and keeping Golbez on the field.

But, you might say 6CP is a lot to pay for this card. But so is the 7CP Odin and all he does is break a card.

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Emissaries of Light – Thoughts on Wind

16-043H – Atomos

How good do you think this card is?

Very good? I agree.

Atomos is currently auditioning for a role in Re-Animator, but this version of the movie will be called “Re-Activater” along side Rikku (2-071R). They’ll be bringing your Backups back from the Dead.

 

16-044L – Wol

Wol is here to make all your powerful Forwards, even more powerful. Not being able to be chosen by your opponents Summons or abilities. And, drawing a card when they come in.

Drawbacks?

Those Forwards need to have a cost of at least 5CP.

 

16-045C – Gargoyle

See, like Gargoyle here, The Forwards protected by Wol will not be able to be broken.

But, if Wol isn’t on the field, Gargoyle can take care of that pesky high cost Forward that is troubling you.

And then for 1CP you can take a sneak peak at the top 2 cards of your deck. If you like them, keep them. If not, just move them to the bottom of your deck, and hope for better cards.

16-046C – Chocobo Chick (VII)

For some reason I thought this card was a Backup.

But, even as a Summon, you might get some use out of this card. Pay 4 CP to activate the 4 Backups you just dulled to draw 1 card.

There might be something I’m missing.

 

16-047R – Sherlotta EX

Whatever happens Sherlotta is giving you at least 1 Crystal.

After that she will block Forwards until she is sent to the Break Zone, and give you another Crystal.

Or just chuck her from your hand for 1 Crystal.

 

16-048H – Zidane

Like we said earlier. Lani/Zidane Fire/Wind decks are coming.

Now we just need to find a way to keep bouncing Zidane back and forth.

Over and Over again.

Take control of your opponents deck.

 

16-049R – Seiryu EX

Another Shijin

4CP/7K. You’ll search for a Shijin upon entry, and Seiryu also comes in with built in protection.

No need for Wol.

 

16-050H – Ceodore

Ceodore comes in causes havoc, if you decide to dull 3 FFIV Characters, you can Break 1 of your opponents high cost Characters.

Ceodore seems to fit well into a Category IV deck. Simply because all his abilities involve IV Characters.

Real Sherlock Holmes here.

Tell me something I didn’t know.

Well, you can play Ceodore for free with Cecil. We’ll get to more about that in a moment.

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.

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.

16-052C – Selkie

There’s a couple of cards we’ve seen so far that break Characters of cost 4 or more. Wol will be a card that I can see many people use do to the protection Wol grants.

But, we’re talking about Selkie here.

Selkie can sit on stand by until you need her. And, when you need her, at 5 points of Damage, she’ll break a Character of cost 4 or more. Take that, (insert pesky forward here.)

 

16-053H – King Tycoon

King Tycoon banishing most of your opponents board, because that’s what Kings can do.

As soon as he enters the field, you can return all the Forwards and Monsters your opponent controls to their hand.

Or just some of the cards. You don’t want to return any of the cards that have On entry abilities.

 

16-054C – Chocobo

The pixelated Chocobo, comes in and grabs a 2 cost Character or less from the Break Zone.

If you’re playing Chocobos, you’ll probably end up grabbing another Chocobo.

 

 

 

16-055C – Chocobo Sam

Chocobo Sam knows where all the Chocobos are. That’s why you’ll play him and find a Chocobo. Specifically Chocobo (6-050C). That way you’ll be able to play a free Chocobo every time it is your turn.

Plus, giving a Chocobo +3K for a turn let’s you know you’ll have the extra fire power if needed.

 

 

16-056R – Fat Chocobo

Fat Chocobo has one job.

That is to let you grab a Wind card from your hand at the end of each of your turns. If you’re playing Chocobos this might be a decent card to throw in your deck.

And for a simple dull, you’ll be able to play a Wind Backup once per turn.

And, keep a Fat Chocobo in your hand, because if Fat Chocobo gets hit by a Summon or ability, that 10K will keep him alive.

16-057C – Ninja

Uhm, well …

Removing 2 cards for 2000 damage?

I think I’ll pass.

 

 

16-058R – Fina

Comes with built in protection.

And, gives you the option of canceling an auto-ability, when she’s not even on the field. Sure you’ll need at least 4 Wind Backups on the field to be able to use it, but Fat Chocobo will be there to help you out with that one.

 

 

16-059C – Pecciotta EX

Is Morze’s Soiree Member going to become something?

Pecciotta here will help it become it. Activating all of Soiree when he enters the field.

The more I see these cards, the more I want to give it a try.

Time to crack open some Emissaries of Light and find all the cards I need.

 

16-060C – Madam M EX

I’m starting to see a pattern with all the Wind cards this set.

Madam M comes in and let’s you grab a Wind Character, if you find one when you reveal the top 4 cards of your deck.
Other than that, this 4 cost Backup is technically only 2CP.

 

 

16-061R – Yuri

Just like I just said, Yuri does the same thing as Madam M, but better.

This way you might actually play a card straight from your deck onto the field.

Or you can just grab any card if you can’t find a 3CP Wind Character.

 

 

16-062C – Lexa

Protect Madam Edel, that is Lexa’s job. More on that later.

A simple 2 cost Backup, that dulls and grants a Soiree Member, or Madam Edel +1K.

 

 

 

16-063R – Rosa

The missing piece of Cecil and Ceodore.

Rosa comes in and keeps feeding Ceodore and Cecil, to power them up just a little bit to help them survive or take down your opponents Forwards.