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Gunslinger in the LB Deck

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26-124R – Amarant LB

Almost looks like Wolverine.

Amarant is ready to break one of your opponent’s Forwards. Just make sure you have enough Fire Power to get the job done.

What’s this Fire Power? Fire Power as we like to call it, not an official term, is the Fire Characters you have on the field. Yes, Fire Power only makes sense with Amarant.

For every 2 Fire Characters you have on the field, Amarant will deal 3000 damage to that Forward.

I’m putting this one straight into my Bomb deck.

26-125R – Heretical Knight Garland LB

Has your opponent got 2 pesky Backups that have some great abilities? Not for you, for your opponent.

Well H.K. Garland is here to give you a hand with that. At least for a turn.

When Heretical Knight Garland enters the field, he will Freeze two of your opponent’s Backups. Hopefully they’re already dull, or this won’t help you one bit.

And, that is it. Freeze 2 Backups, and then all Garland is, is a Meat Shield. Or a body if you prefer that term.

6CP, is kinda high to pay, but you can play H.K. Garland whenever you’d like as he will be waiting in your Limit Break Deck to strike, I mean Freeze your opponent.

26-126R – Yuffie LB

Need more cards?

Yuffie here, along with the help of another 2 Final Fantasy VII Forwards, will steal them …. I mean, hunt one down and bring it to your hand.

That’s more like it. Cause we all know Yuffie isn’t a thief, and stuff.

If that was all, Yuffie would have been a decent card, but she’s not done. Not even close.

You can discard 2 Final Fantasy VII cards from your hand, dull Yuffie, and Break one of your opponent’s Forwards. That comes out to 4CP. That is what we call a cheap Odin.

And, Wind doesn’t have Odin, so Yuffie should be in your Limit Break deck.

And, let’s not get started on the art.

26-127R – Dark Fina LB

This is what you call a Free Play, or something close to it.

Dark Fina is ready to be cast at a moment’s notice, simply because she is in your Limit Break Deck. But, you already know that.

Yes, she does cost 9CP, but look at what you get in return.

Once she enters the field, you may cast a Summon that costs up to 7CP. There are 3 great candidates here. Odin EX (1-124R), Phoenix (5-019L) and Zeromus, the Condemner. These 3 all cost 7CP, so technically, Dark Fina LB is a free play as you will draw a card whenever you cast a Summon.

Odin will Break a Forward, simple enough.

Your best bet will be either Phoenix or Zeromus. Phoenix will deal a Forward 8000 damage and play a Forward of 3CP or less from the Break Zone onto the field, and Zeromus will add a Forward from your Break Zone to your hand, and your opponent will put one of their Forwards into the Break Zone.

You’ll be up CP with these 2.

Since you’ll be drawing a card when you cast a Summon, I think it’s best to play Dark Fina in a Summon Heavy deck.

But, what do I know?

26-128R – Shantotto LB

In need of a big play?

Shantotto can help, and her cost confirms it!

Shantotto is your trump card whenever you need her. And, we mean whenever. For 9CP she will break 2 of your opponent’s active Forwards.

And, her Limit Break cost isn’t that big either, I would have expected it to be at least 5 considering the damage that she causes.

If you’re playing anything Lightning, it’s worth to have at least one of these in your deck.

26-129R – Refia LB

Refia is ready to be thrown into a WoFF deck, or any deck that has a few World of Final Fantasy Forwards in it.

When Refia steps on to the field, she will grab a WoFF Forward from the Break Zone, and bring that out to the field as well.

And since, this does not say any element, you can splash any Element into your deck, as Refia will be able to play it from the Break Zone.

Is WoFF going to make a comeback?

Only time will tell, but it has got cards that will make a case for it.

26-130H – Lightning

5CP to play Lightning from your Limit Break deck. You’ll need all of your LB points used for Lightning to come in with Haste.

Other than that, Lightning is a glorified Meat Shield, but she does shine when she leaves the field.

Once Lightning leaves the field, you can either play another Lightning that costs 4CP or less from your hand, or you can search for another Lightning.

There are plenty of Lightnings to choose from, all you have to do now is find the perfect one that will work for you.

Singles to Break that Limit!

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Gunslinger in the Water

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26-101C – Aila

It’s like buying a lottery ticket. Only this time you get to see your winnings.

You put Aila into the Break Zone, draw 2 cards, and then discard a card.

It comes out to an even trade. 2 cards for 2 cards.

You just get to keep the cards that you want.

That doesn’t mean you’ll always get what you want, sometimes you’ll find worse cards than what you already have.

And, that’s about it.

26-102C – Blue Mage

This is a great card.

Are you playing Monsters? Then Blue Mage is a great play for you.

Blue Mage comes in and you can play a Monster from your hand on to the field. That’s 4CP for 2 cards.

And whenever a Monster is put into the Break Zone from the field, you get to draw a card.
And you know that Monsters like to send themselves to the Break Zone.

I’m just thinking of how much help Blue Mage will be to my Bomb Squad.

26-103L – Azdaja

Here is your game winner.

Azdaja has built in protection against your opponent’s Summons, and until the end of your opponent’s turn, Azdaja also has protection against your opponent’s abilities.

Which is good because, you opponent will want to get rid of Azdaja A.S.A.P. Period.

Why is this you might ask?

Well, Azdaja has the ability that every time one of your Water Forwards attacks, you will be able to choose one of your opponent’s Forwards and return it to their hand.

All I’m saying is throw Azdaja in a deck with Pirates and Vikings, and you’re set.

26-104H – Iedolas

You see what’s happening?

Iedolas is telling your opponent to hold on. Cause we haven’t even started yet.

And, then another Final Fantasy XV Forward will rise from the grave. Err. .. Break Zone. And come straight to the field to take care of your opponent. You can grab any Forward up to 5CP.

We’re thinking Ardyn, cause why not.

Dawn of Heroes Ardyn to be exact. You’ll put 2 Backups into the Break Zone, and then you’ll reveal the top cards of your deck until you find 2 Characters. You may now play those 2 Characters on to the field.

Is there anything not to like?

You get 4 cards on the field for the price of Iedolas.

And, if that’s not enough, you can always put Iedolas in the Break Zone, and have your opponent return a card to their hand.

Now you can replay Iedolas.

26-105C – Garnet

Garnet comes in and does nothing, unless you pay the extra cost of dulling 4 active Characters. They can be Backups, Monsters or Forwards.

When you do dull 4 of your Characters, Garnet will send a Forward to the bottom of it’s owner’s deck. Which is a way of getting rid of a Forward when you can’t send it to the Break Zone. And, it’s not returning to their owner’s hand, where they can play it again on their next turn.

Yes, you can send your own Forward at the bottom of your own deck. You can do this if you need to save a Forward.

I would place Garnet in one of the many Monster decks that we have floating around.

26-106C – Old Snapper

Hmm, what’s there to think about? Other than the fact, that you need to use up all of Old Snapper’s Flyer Counters in order for him to be useful.

For 2CP, you can grab 2 cards from your Break Zone and add them to your hand. But, not before you put 3 cards from your deck into the Break Zone. And, this will take at least 3 turns, because you have to remove all 3 Flyer Counters from Old Snapper in order for this to be of use.

Now, if there was anyway of removing these Counters without using Old Snapper’s ability, this would have been a great card.

26-107C – Chemist

The elemental backups, and this one is decent.

Why?

Because Chemist shall be your defense against cards like Vrtra and Azdaja. And, we know that they both will be a threat to your front lines. Basically, Chemist will stand up against all the giants. Think Yuna, The new Lightning, and even Dadaluma. Yes, we had to mention him because he was just unbanned, expect him to make a return to your locals, and LQs and Materia Cups and so on.

All you need to do is have a bunch of Wind cards to feed the ability, and you can put a stop to your opponent’s nonsense.

Chemist should be put in every Wi/Wa deck as a measure of protection.

And, here I thought this card would be useless.

26-108C – Thaliak

Thaliak will come in once “The Twelve” start making moves. And those should be 4 moves, 4 moves that bring 4 of The Twelve onto the field.

Once they’re on the field, you can play Thaliak, and your opponent will choose one of their Forwards and send it to the Break Zone. After that, you’ll draw a card.

There is also a little ability called Rheognosis, when used, Thaliak will return a Forward that casts 3CP or less back to your opponent’s hand. And, since this ability doesn’t dull Thaliak, you can use it twice in one turn.

3CP? Yes, please and thank you.

26-109R – Johnny

I forgot that Johnny moved to Costa del Sol, but now that I see it, it reminded me of it.
Apparently Johnny, still has a crush on Tifa, and whenever she enters the field, Johnny activates. And you draw a card.

Simply put, you can play Johnny right before you play Tifa. Or better yet, right before you play Zangan, who will then play Tifa. Who will then activate Johnny, who will draw a card for you.

I’m sure there’s a much better combo here, but I’m not going to look for it right now.

.

26-110R – Sylvestre

Stalone. Yeah, Nope.

This isn’t Rocky, nor Rambo, but Sylvestre will search for a Light Forward. And, once that Light Forward is added to your hand, you can play a Forward onto the field. Up to 3CP. If you think about it, Sylvestre’s final cost can be 1CP.

Sylvestre will also cancel one of your opponent’s abilities that is choosing 1 Forward. And, that is most abilities.

How is this a Rare? I don’t know, but you can probably put this card into any Water deck, and you will do fine with it.

26-111C – Titov

What else would Titov do? He’s a Ferry Captain.

Titov will Ferry the top 3 cards of your deck to your hand and back.

How the get off the ferry is up to you. Cause they need to walk in a straight line to get off the ferry boat.

Titov will make sure that neither of them cuts in line, and get off exactly as you want them to.

And, that’s about it.

26-112H – Tidus

Finally a Guardian that actually protects Yuna.

Every time Yuna is dealt damage, that damage is transferred to Tidus. And if you have received 3 points of damage that damage is reduced by 2000.

I can’t wait to see these new FFX decks that are going to come out. YRP is back in business, all thanks to Tidus. This Tidus.

Oh, and let’s not forget that Tidus will search for Yuna.

.
26-113R – Nymeia EX

The Twelve keeps on coming. I lost track of the cards we’ve seen so far.

Nymeia here will provide you with more ammo. When she enters the field, you draw a card. EX Burst? Draw a card.

And, if that’s not enough, you can use Nymeia’s ability to draw a card. But, you’ll need at least 4 of “The Twelve” on the field to use her ability.

All in all, Nymeia is worth playing, even if you aren’t playing “The Twelve”.

.

26-114H – Asura, Manusya of War

Is this a board wipe?

It sure looks like it.

Yes, they are all gone. You can save one of your Forwards by returning it to your hand, and the rest will disintegrate into the Break Zone. One way around it is to have a card that boosts your power. Like Wakka (1-180R) since we’re talking about Water cards.

Then all you need to do is find a way to give Asura, Haste and she will attack and reduce the power of 6 of your opponent’s Forwards (if they have any left) by another 4000. Thus your opponent will have no front line, allowing you to attack and conquer.

It’s pretty straight Forward.

26-115H – Mid Previa

Grandson of Cid.

Mid is an engineer just like Grampa. And, Mid will engineer your deck like there is no tomorrow.

Mid will come in for a whopping 9CP. And. once he comes in you’ll reveal the top 5 cards of your deck and you will play up to 3 cards, (1 Forward, 1 Backup and 1 Monster) with a total cost of 8CP on to the field.

This is a way of getting bodies on the field, but it it worth it? It’s a high cost just to play Mid, add in the cards that you’re sending to the Break Zone, and what if all you reveal are Monsters. Low cost ones, and you don’t even get half way to 8CP.

Just something to think about.

26-116C – Malboro

I just realized that all these Monsters are the same. In that they all become Forwards and whenever they attack they have an ability that goes off. Also when they deal damage to your opponent, you can put said Monster into the Break Zone, and have another ability that will go off.

When Malboro attacks, one of your opponent’s Forwards lose 2000 power.

And if Malboro deals damage to your opponent, you can put Malboro into the Break Zone and all of your opponent’s Forwards lose 4000 power.

Once that is done, you can go to town on your opponent Swinging left and right. Hopefully you’ll deplete their resources.

26-117H – Yuna

Earth/Water Dark Knight Yuna! Remember that.

Whenever Yuna attacks, you can put the top 2 cards of your deck into the Break Zone and deal 5000 damage to one of your opponent’s Forwards. That’s not bad, considering that you will probably Break that Forward, but this is not the reason you’ll play Yuna.

Nope, the reason is that once you get to 6 points of damage, Yuna will deal 5000 damage to all of your opponent’s Forwards for every 10 cards that you have in your Break Zone. If you have 20 cards that’s 10,000 damage to all of your opponent’s Forwards. That is more than enough to send them all to the Break Zone. If there are some lingering around, you can always Play Tidus (1-163L) And he will take care of them.

This is a great card, but you won’t want to play this at Prerelease, cause well, at 6 points of damage you lose the game.

26-118C/15-123C – Oracle

Here’s a reprint, of a reprint, of a reprint.

So, we’re just going to, you guessed it, Copy/Paste from Opus XV Crystal Dominion.

“I had a plan with Oracle. And then I realized that it wouldn’t work.

So, scratch that.

Oracle will give you a crystal every time she enters the field. You can dull, and put her in the Break Zone to reduce damage to one of your Forwards and grab her back with Robel-Akbel.

Oracle’s use will be determined by the abilities that revolve around Crystal use.”

26-119R – Leviathan

Dull 2 Forwards or Pay 3CP. The choice is yours to make.

What do you get in exchange?

You can return one of your opponent’s Forwards or Monsters to their hand.

And, that is it.

Is it worth it? I mean you’re not breaking the card and they can always replay the card and get all of the enter the field abilities that come with it.

On the other hand, you’re returning the Forward that is in the way of you winning the game.

26-120L – Lenna

I don’t know where to start, so I’ll start with the abilities.

Lenna comes in and you can either have your opponent choose a Forward to send to the Break Zone, or you can search for a Warrior of Light and add it to your hand.

Now if you have Faris on the field, you can use both abilities.

Lenna costs 4CP and has 8000 power.

You can say this isn’t a lot for a Legend, but you are sending a Forward to the Break Zone and that is always good, even if you’re not the one picking which Forward is being sent.

More Singles!

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Gunslinger in the Electric Playground

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26-081C – Aphmau

The Puppetmaster pulls plenty of strings. Even when Aphmau is in the Break Zone, she still can pull strings.

For 2CP you get a tiny body that can block an attack. And, that is about it. Everything else happens in the Break Zone.

You can put Aphmau into the Break Zone to draw a card, and dull one of your opponent’s Forwards.

And, once Aphmau is in the Break Zone, you can remove her from the game and dull another one of your opponent’s Forwards.

And, that is pretty much it.

26-082H – Angeal

SOLDIER, Shinra, The Turks, AVALANCHE.

We’re getting cards for all of these, and all of these themed decks will become that much stronger.

Angeal here, enters the field and grabs 2 SOLDIERs from the Break Zone. Then you can play them without actually paying their cost. Angeal’s ability allows you to play them for 2CP.

And, if that’s not all Angeal has a 9k body, that will keep him around long enough to keep playing all of your SOLDIERs.

26-083H – Elena

One more for the Turks.

Elena is a free play if you have 2 Members of the Turks on the field.

Elena comes in with Haste, making her useful from the get go, allowing her to attack.

She’s not a threat until you receive 3 points of damage. Once you do reach those 3 points of damage, Elena will deal 5000 damage to the Forward that deals damage to her. Making her a superior blocker.

Your opponent will be thinking twice before hitting her with an ability, or blocking her.
Shinra is back and ready to go once again.

26-084H – Vivian

And, here you thought that Final Fantasy XVI and Priming couldn’t get any easier.
Vivian is here to change all that.

For 5CP you get a Backup that does all the work behind the scenes. Namely, Vivian allows you to pay the Priming cost with CP of any element. That right there is worth the price of admission, but, we’re not even close to done.

When Vivian comes in, you can grab a FFXVI Forward from your Break Zone and add it to your hand. You’ll pick one that can Prime. And, once that Forward Primes into an Eikon, you will draw a card.

And, you will draw a card every time you Prime.

Logan Paul ain’t got nothing on Vivian. Much better Prime here, than in the stores.

26-085L – Vrtra

Vrtra is here to cause your opponent suffering.

We’ll start from the top.

Vrtra cannot be chosen by your opponent’s Summons.

Check.

When Vrtra enters the field, Vrtra cannot be chosen by your opponent’s abilites, until the end of their turn.

Check.

That’s all good and all, but that’s not where Vrtra shines.

When a Lightning Forward attacks, you will dull one of your opponent’s Forwards and deal it 7000 damage.

All you have to do is find a way to bounce Vrtra in and out. Maybe something along the lines of Rinoa (6-041L). You’re welcome.

26-086C – Exdeath EX
Of of course Exdeath has an EXburst. Get it? Yeah that was terrible.

The 5 cost Backup that will break a 5 cost Forward.

What else do you need?

Anything?

Nope, that’s enough for me.

The Ex Burst is just the cherry on top.

26-087R – Odin

Odin is here to reclaim his throne from Althyk.

Period.

When Odin is summoned, you can choose one of two options.

The first, break a Forward of cost 4 or less.

The second break an LB of cost 6 or less.

Althyk is 2CP, and that means Odin will break Althyk any day of the week.

Your Summon in shiny armor has arrived once again.

26-088R – Gav

As if Final Fantasy XVI needed some extra help. It’s already doing great with Prime, and now a Character that will search for a Final Fantasy XVI Character. Add in Elwin that will search for either Clive or Joshua, and you have Prime going off left and right.

Needless to say, this is a card that will see plenty of play.

In fact every deck that runs Clive will have at least 3 copies in it.

And 3 more just to be safe. You don’t want to lose these ones.

 

26-089C – Gilgamesh

4CP can mean 4 different elements. But that Warrior of Light does not have Lightning, So, we’ll have to get back to the drawing board. But, if we look at this set, we can settle on “The Twelve”. All elements are in there. I’m thinking that might be a good fit.

You’ll ask what am I even going on about?

It’s simple. Greg here gets better the more you use different elements to pay for him. And with 4CP, like we mentioned you can use up to 4 different elements to pay for him. Each element is a multiplier on the damage Greg will deal to one of your opponent’s Forwards. Meaning, you can deal up to 12K damage when you cast Greg.

Who’s Greg?

26-090C – Xiphos

This was a thorn in my side during Prerelease.

All these Opus XXVI Monsters were.

All you have to do is bring Xiphos in and go to town. Attack as soon as possible. Cause when Xiphos is blocked, your opponent’s Forwards, all of them, will lose 3000 power.

And when Xiphos deals damage, he breaks a 4 cost Forward on it’s way to the Break Zone.
That’s the only downside to this card, it heads to the Break Zone whenever it deals your opponent a point of damage.

Don’t forget, you can have 3 of these on the field at the same time.

And, I suggest you do.

26-091C – Sleipnir

Sleipner is a bit of a sleeper. He’ll only work good if you already have a Dark card in your hand.

If you don’t, then it’s not worth playing Sleipnir. Let him stay in bed and use him for CP.
If you do have a Dark card in your hand, you will draw a card, and if you play that Dark Forward, Sleipnir will gain Haste and 3000 power. Making him an 8K Forward.

After that Sleipnir is just a Meat Shield, staying on the field long enough for you to block an attack.

It’s an ok play if you’re playing Final Fantasy XVI.

26-092H – Serah

How is Serah just a Hero?

Remember that Final Fantasy XIII deck we got a while back? Time to dust it off.

You’ll be wanting to play Serah once you have a couple of Final Fantasy XIII Characters on the field. If you have 2 FFXIII Characters, Serah will break one of your opponent’s Forwards that cost 4CP or less.

And at 3 FFXIII Characters. That’s 2 plus Serah, you’ll be able to deal a point of damage to your opponent. You can use this ability once per turn. And, when Serah deal damage to your opponent, you guessed it, Serah will break one of your opponent’s Forward once again.

You can probably build a whole deck around Serah, and we haven’t even gotten to Lightning yet.

26-093C-15-095C – Ninja

Here’s a reprint, of a reprint, of a reprint.

So, we’re just going to, you guessed it, Copy/Paste from Opus XX – Dawn of Heroes.

“You’d think they’d at least try and get the serial numbers to match.

Would’ve looked a lot better reading 20-099C/15-099C.

Not that big of a deal but, at least you gain a Crystal when Ninja comes in.

After that you can send Ninja to the Break Zone, and deal a Forward 1000 damage.

*yawn

Maybe if it wasn’t a reprint I’d be more excited.”

26-094C – Byregot

More of “The Twelve”, and Byrgot ain’t playing.

Once per turn Byregot can dull a Forward on command. And, that is all you need. Everything else is extra.

And, I do mean extra.

How would you feel with an extra card in your hand? How would you feel if that card was an extra member of “The Twelve”?

Well, you should be able to grab one from the top 5 cards of your deck, considering you are playing “The Twelve”. That’s 36 cards out of 50. And your chances of pulling a card that isn’t “The Twelve” are close to 0. And, if my calculations are correct you have a 92.47% chance of finding a member of “The Twelve”, leaving a 7.53 chance of not finding one.

26-095R – Freya

This card better be a Full Art. Kind of reminds me of the Emissaries of Light Black Waltz trio.

Freya comes in with Haste, and you better have your Dragoons ready, because every time she attacks, you will deal 2000 points of damage x the number of Dragoons you have on the field. And, if you’re playing Dragoons, you’re going to have a lot of Dragoons on the field.

And, if that’s not enough, Freya’s Dragon’s Crest does the same thing. Dealing 2000 damage x the number of Dragoon’s you control. You’ll be using Freya like she’s going out of style. But, she’ll never go out of style.

All you need to do is pair Freya, with Esitinien (6-088L) and you’ll be half way to victory.

26-096C – Mini Fighter

Mini Fighter wielding a Mega Sword. For his size that is the equivalent of Sephiroth’s Masamune. But, Mini Fighter is not Sephiroth, just a miniature version, that can disrupt an ability. Hopefully.

Mini Fighter can dull a Forward and depending on what card you discard to pay for the ability, Freeze it as well.

And, that’s about it. Mini Fighter will also give you 1CP per turn, as Mini Fighter is a Mini Backup.

Ok, I’ll stop now.

26-097R – Rhalgr

If you have 8 of The Twelve out on the field, Rhalgr is a free play. And, what a free play he is!

Coming in at 9K and Haste, Rhalgr is a god in his own right.

But, you’ll ask, why would I pay 8CP for a card even if it does break a Forward, and you get to keep a body on the field that can attack right away?

You should, and you won’t. Rhalgr’s cost is reduced by one for each of The Twelve that is on the field.

I mean, you’re already paying 7CP to play Opus I Odin just to break a Forward. What’s one more CP to have an extra body on the field as well?

26-098L – Lightning
Do you see what’s going on here?

The Farron Sisters is where it’s at!

Lightning comes in for 3CP with 6000 power, and Haste. So far so good. But why is this a Legend?

Let’s take a look. When Lightning form a party and attacks, and deals damage to your opponent, that damage becomes 2 points instead.

Still there? Yeah, Lightning is not done.

When Lightning attacks, you can play a Final Fantasy XIII Forward onto the field, and that Forward will form a party with Lightning to attack.

Where’s Serah? We just mentioned the Farron Sisters. So, naturally you’ll grab Serah. And when Serah enters the field and you control 2 or more Final Fantasy XIII Forwards, Serah will break a Forward of 4CP or less. Lightning and Serah make 2.

And when Serah deals damage to your opponent, Serah will once again break a Forward.

Nuff said.

26-099C – Dragoon

Dragoons are adding a piece to the perfect puzzle.

Faris here, I mean Standard Unit Dragoon that looks like Faris, will grab a Standard Unit from your Break Zone, and depending on how many Dragoons you have on the field, you will be able to play it straight to the field.

If you don’t then you will just add it to your hand.

The good thing is that it does not have to be a card named Dragoon, and since you can play it straight ti the field without paying the cost, you can play a Standard Unit from any element. Including Lanista (26-020C), who will give all of your Forwards +1000 power when they attack.

Keep Dragooning!

26-100R -Llyud

A Lightning card for Warriors? There’s actually a lot more than I thought. I thought Llyud was the first one. (It’s called old age.)

Llyud is ready to go, and so should all of your Warriors.

Whenever any Warrior you control attacks, you get to dull one of your opponent’s Forwards. And this can keep on going on and on. As long as you have Warriors to attack. And if you need more, there’s always a couple of cards that will dull on command.

We’re starting the Dull Warriors, and only Full Fledged members are allowed entrance.

Cleon would be proud. Oh wait, Cleon’s not around. Swan would be proud.

Electrifying Singles!

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Gunslinger in the Sky (Wind)

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26-041 – Ashe

Ashe looks like she just came out of Revenant Wings. And, on closer inspection, it says Revenant Wings right on the bottom.

First look shows us that if you have 3 Final Fantasy XII Characters on the field, Ashe’s cost will become 2CP. And, with that 2CP you get a 9K body. Who would have thought that the Queen would be a Meat Shield?

And, that is not the reason that you will play this Legend. All of your Forwards, except for Ashe will gain +2000 power. Pair that with Maria (1-083H) and all of your other Forwards will have +3000 power.

And if you need to reduce the damage dealt to one of your Forwards, all you need to do is dull one of your Final Fantasy XII Characters, and that damage will be reduced by 2000. This along with Ashe and Maria, gives your Forwards a 5K buffer zone. I’ll take it. Might even decide on some Sky Pirates one day.

26-042R – Alexander

That’s it? 3CP to break a High Cost Character?

And, if you don’t have the CP you can just dull 2 Wind Forwards?

This is great!

I’ll take 3 of these, even if I don’t have a Wind deck at the moment.

This card will see plenty of use.

 

26-043R – Vaan EX

Did we already say that Sky Pirates are making a comeback?

They might be, and Vaan is here to help with that.

We won’t even talk about his enter the field ability, where you can add a Sky Pirate to your hand from the top 3 cards of your deck. Or the fact that, this ability comes off of an EX Burst as well.

Nope, we’re going to talk about his second ability, which states that every time a Sky Pirate enters your field, you will activate 2 of your Backups. Vaan pays for himself right away. 2CP from the Sky Pirate you grab when he enters the field, and 2CP every time a Sky Pirate enters your field.

Vaan will give you positive CP, which is always good for Wind.

After that Vaan is just a Meat Shield.

26-044C – Sky Samurai

“Samurai of the Skyyyy,
Attack and Activate Myyy,
Backups, we can do it thriiiice”

I’ll leave that to the professionals.

Imagine having a Forward that can activate a couple of Backups every time they attack. Now think if you can have 3 of those Forwards on the field at the same time.

And, that Forward gains +2000 power when they attack!

I think we have something here. All decks playing Wind should have 3 of these.

It’s called Free CP. It’s even better if those Backups have abilities that you can use again.

And again.

And, again.

26-045C – Aerith

What can we say about this card? All you need is right there. On the card.

Aerith will activate all of your Final Fantasy VII Characters other than herself.

All you need to know is that Aerith should be usually played during your Main Phase 2. That way you can go all out and Attack with all of your Forwards. Play Aerith and have all of your Forwards ready to block.

And, that is that.

 

26-046C – Echo EX

Wol needs your help.

First off he needs help finding himself. Luckily Echo is here to help with that. Echo will search for Wol when she enters the field. This ability also comes off from an EX Burst.

Wol also needs some protection, and Echo can also help with that. If Wol is ever targeted by Summons or abilities, Echo will grant him protection in the form that Wol cannot be chosen by your opponent’s Summons or abilites.

Opus V Wol, I’m looking at you! You’re going to make a comeback!

26-047H – Oschon

I lost count of which of “The Twelve” I’ve seen. I’m thinking by the time I’ve seen Oschon it’s probably close to the end.

Oschon gains 1000 power for every other member of “The Twelve” That you have on the field. Giving Oschon a max of 16,000 from “The Other Eleven” And, there still are more ways to increase Oschon’s power. You might be able to get him into the 20s.

And once, Oschon has more than 10,000 power, Oschon will not be able to be chosen by your opponent’s abilities, and if he is dealt damage by any ability, that damage becomes 0.

Oschon might just be the main attacker of “The Twelve”

26-048C – Cloud

A Wind Cloud? Haven’t seen one of these yet.

5CP, or you can Warp Cloud for 2CP. Do you want to wait a turn? Or did you want Cloud in right this instance. Either way, if you can keep Cloud alive through out the match, Cloud will most likely be giving you a card every turn. Especially if you’re playing a Mono-Wind deck. Which is now possible with all the Final Fantasy VII Wind cards we have now.

You don’t even need to play Cloud in a FFVII deck, he’ll fit right in any Mono-Wind deck.
Focused Thrust? Yes, a special ability that will allow you to break a high cost Forward. 5CP or more.

26-049R – Cactuar Conductor

A 2 cost Backup, that can save your World of Final Fantasy Characters.

Let’s say Reynn, or Lann is about to be broken by one of your opponent’s abilities, Cactuar Conductor will come in and save the day. He’ll remove the Forward from the game and bring them back to the field at the end of the turn.

Or, does that World of Final Fantasy Forward have a great enter the field ability that you want to use once again, Cactuar Conductor is here to help with that as well.

Extra bonus points for Tonberry being featured on the card.

26-050R – Cissnei

I thought I already wrote this one.

Cissnei enters the field and you have 2 options. Either send a Monster to the Break Zone, or you can activate 3 Backups.

If you choose to activate the Backups, Cissnei becomes a free play. And, we here at Kardboard Korner like free.

Cissnei also has an ability that will deal 2000 damage to a Forward of your choosing.
That’s about it simple, effective and great art.

26-051C – White Mage

Are you looking for Break Zone removal?

White Mage is here for that. Why would a White Mage be removing cards from the Break Zone is not something I thought I would see. I would have given that to maybe a Time Mage, or a Necromancer.

Once you use White Mage’s ability, you will take 3 cards from your opponent’s Break Zone and remove them from the game. If one was a Water card, you’ll also draw a card. And then you will discard a card.

White Mage can be useful in a pinch.

26-052H – Sonon

Sonon is back, and I’ll say that this Sonon is the best Sonon so far, son(on).

You will play Sonon on the same turn that you play Yuffie, that way they both will have Haste, an they both will be able to form a party and attack.

And, once that happens, you will activate all of your Backups, and you will draw a card. Leaving you with plenty of options for your Main Phase 2.

Now the only question left is what Yuffie do we use? I’m sure there’s one in this set, although I haven’t seen it yet. (This was written a month before Gunslinger in the Abyss is released. No Yuffie yet.) I would say either Resurgence of Power Yuffie, where she activates all of your Forwards when she attacks, or Hidden Trials Yuffie, where you draw a card when she deal damage to your opponent. 2 Wind CP will make that Yuffie unblockable.

The Choice is yours, would you like to draw 1 cards, or would you like to activate all of your Forwards?

26-053L – Bartz

Warriors of Light get ready to use those Crystals!

Bartz is here, and ready to be put into any deck that has Crystal Generators. You don’t even need any Wind Elements in your deck, as long as you have Crystals ready to go. 3 to be exact. You can pay for Bartz with those 3 Crystals, and when he enters the field, you can look at the top 2 cards of your deck, and play a Character that costs 3CP or less straight to the field. The other card goes to your hand.

And if you don’t want to use Crystals, you can always just pay 8CP. Because at the end of the day, You will get at least half of the CP you used back.

After all is said and done, Bartz becomes a Meat Shield with 9000 power.

26-054C – Penelo

If you’re playing Sky Pirates, you might as well throw Penelo in, even if you’re playing with another Penelo.

Why?

Well, first off Penelo is a Free Play if you already have Vaan on the field.

Second, Penelo will show you the top card of your deck, and if it’s a Final Fantasy XII card you can add it to your hand. If it’s not you just put it back. This way, you’ll at least know what the next card is.

And lastly, Penelo will block an attack, just so you can use this card again.

It’s not the best Penelo, but what she does is great for a turn.

26-055H – Fina

Now this is interesting. Fina the Warp Mage!

Warping has now become that much easier. Warp any element that you’d like without worrying about what elements you have in your hand or on the board, because Fina will allow you to pay with any element that you have on hand.

And, when Fina enters the field she will search for a Character that can Warp. Allowing you to use her ability from the get go.

Fina also has another ability that will remove a Warp counter from one of your cards that are currently Warping.

This is a great card all around. 3 of these will always be good to have. Even if you don’t need them in your current deck, you might need them in a future deck.

26-056C – Gorger

It’s the Elemental Wind Monster in the Abyss.

Gorger becomes a Forward during your turn, and Gorger can not be blocked by a Forward that costs 3CP or more.

Pay attention.

When Gorger deals damage to your opponent, you will put Gorger into the Break Zone, Activate 3 Backups, and draw a card. After that you can play that card that you just drew, because you’ll have 3 extra CP that you didn’t have before.

Gorger would have been better if he wasn’t sent to the Break Zone, after it deals damage, but then Gorger would have been over powered.

26-057C – Millefeui

A one cost Backup that will allow you to draw 2 cards down the line.

Millefeui isn’t a bad card to have, as you’ll be getting 1CP per turn, and you pay a whopping 1CP to get Millefeui on the field.

Only drawback, which isn’t really a drawback, is that you need at least 15 Wind cards in your Break Zone.

Other than that it’s a decent card. I don’t see me using it though.

 

26-058H -Larsa

This card is hard to read. The way the Full Art blends with the words is just off putting.
Let’s see what Larsa does.

Larsa is made for a Final Fantasy XII deck, but that deck will not be Sky Pirates.

When Larsa comes in you will either grab Ashe, Basch or a Judge from your deck and add it to your hand. I’m guessing we’re going to see more Judges here, or a Final Fantasy XII Royal Family deck, where Rasler will finally have a deck to be in.

Larsa will also sacrifice himself when a Final Fantasy XII Forward is sent into the Break Zone. And you will then add that Forward back to your hand.

I’d just change the art, make it a bit more readable.

26-059R – Llymlaen

Here is the first card that you will want to play when playing “The Twelve”. Llymalaen will allow you to cast “The Twelve” with CP of any element. No need to worry about how you’re going to pay for each member, when Llymlaen is on the field.

And, Llymlaen’s cost of 2CP makes her even better.

Is that all?

Nope.

Llymlaen will also protect one member of The Twelve when they are chosen by your opponent’s Summons.

26-060C/15-058C – Dragoon

Here’s a reprint, of a reprint, of a reprint.

So, we’re just going to, you guessed it, Copy/Paste from Opus XV Crystal Dominion.

“You’ll need Dragoon to keep Kain on your side.

Other than that he enters the field. Gives you a Crystal. And finally you put him in the Break Zone and he gives 1 Forward First Strike.”

And, there’s no Kain here, so that was useless.

Windy Singles? 

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Gunslingers on Ice

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26-021C – Anabella

The Duchess of Priming.

Yeah, I don’t know much of Final Fantasy XVI, but I do know something about Prime.
No, not the drink. I have no clue about that.

Anabella will dull and Freeze a Character, whenever one of your Characters decides to Prime into an Eikon.

You can do much worse for 2CP.

Prime as much as you’d like, and have Anabella dell and Freeze everyone. One Character at a time.

26-022C – Undead Princess

Looking at this card makes me want to play World of Final Fantasy. Just by having an Undead Princess on the equivalent of Medieval Magitek Armor.

Let’s get to the card.

Undead Princess comes in for 3CP, and when she comes in you gain a Crystal and your opponent discards a card.

Simple, and straight to the point.

And when it’s all done, you have a body with 7000 power to attack or block, cause you’ll want to get rid of this card so you can play it again.

26-023C – Wol

Wol on Ice. That’s a first.

Coming in at 5CP, Wol’s cost can come down by 2CP if your opponent discarded a card this turn due to your playing.

3CP is better than 5CP and 9000 power is a great body on the field.

Wol isn’t done. Not this time.

Whenever he attacks, you can discard 2 cards and break a Forward. It’s like having a Summon ready to go. Those 2 cards is the equivalent to 4CP. Odin from Opus I costs 7CP. And, you can use Wol’s ability once per turn.

Nothing else needs to be said.

26-024C – Musician

This Musician packs some Fire … er … Ice Power.

For 2CP you can deal damage to a dull Forward, once per turn. All you need is some ammo, and that ammo comes in the form of cards.

Once per turn you will be able to dull Musician and pay the cost of discarding one card. Then you can choose a dull Forward and deal it 5000 damage.

If you’re playing Ice/Lightning and you discard a Lightning card, that damage become 7000.

It’s a decent Backup, that when Musician is not in use, he will give you 1CP per turn.

26-025C – Kadaj EX

Even as a Common, Kadaj will be hard to get rid of.

For 3CP you get a body with 9000 power. And, at the end of each of your turns you will remove Kadaj from the game. He won’t be gone for long though as at the end of your opponent’s turn Kadaj will come back to the field.

Kadaj won’t shine until you have at least 3 points of damage, cause when you do have those 3 points of damage, Kadaj will dull one of your opponent’s Forwards. And, since Kadaj returns at the end of your opponent’s turn, that Forward will be dull during your turn.

And this cycle will keep on going on and on.

This Kadaj is a lite version of Opus XI Kadaj.

26-026R – Kuja

You know you always wanted to swap out your Backups. Kuja is here to help you with that.

When Kuja enters the field you can remove one of your Ice Backups from the game. There he helped you and now you can play the new Backup that you wanted cause you didn’t have space for it.

Oh wait, we’re not even done with the first part. When you do remove that Backup, your opponent will discard 2 cards from their hand.

At 5CP, this isn’t a bad play as you’ll be taking away your opponent’s Fire Power, and Kuja has 9000 power. Your opponent will think twice before they try and break Kuja, cause when they choose Kuja with one of their abilities or Summons, they will need to discard a card from their hand.

I’m on the fence about this one. Cause after his first ability goes off, there is no need for your opponent to try and get rid of him, as he’s just another body on the field. Well there is a need, but it won’t be the first course of action.

26-027R – Kujata

Cash or Credit?

How do you want to pay for Kujata?

There’s 2 ways to pay and the result will be the same.

Kujata will break a dull Forward, and that’s about it.

You can either pay 3CP for this, or just dull 2 active Forwards. This means that you can throw Kujata in any deck and you’ll be able to pay for it, without having any Ice CP to spend.

26-028C – Cripshay

The Ice Monster of Gunslinger in the Abyss. Almost sounds like a title.

Cripshay becomes a Forward with 7000 power. And, First Strike.

If, and when Cripshay deals damage to your opponent, you will send Cripshay into the Break Zone, and your opponent will discard 2 cards.

They just might think twice before taking that damage, just so they don’t discard the 2 cards they have in their hand.

But, are those 2 cards worth more than the Forward that will be broken by Cripshay’s 7000 power?

That’s a decision they’ll have to make in the heat of the battle.

26-029R – Shiva (XVI)

Shiva is a great card to play all by herself. You don’t even need Jill to Prime into her. But, you probably should. It’s cheaper in the long run and you get a better ability.

When Shiva comes in you will Freeze all of your opponent’s Forwards. If you Primed into Shiva you will Freeze all of your opponent’s Characters instead.

Ice Age? Yes, let’s have your opponent discard 2 cards from their hand. This works even better if they only have 2 cards in their hand.

Let’s see what Jill does.

26-030C .- Cid (WoFF)

A What now?

Yes that what is with a capitol W.

Every time your opponent uses an EX Burst they’ll discard a card?

Cid just sticks around and waits for your opponent to use an EX Burst, other then that, he’ll just sit back and give you 1CP per turn. That’s not bad at all.

I like the art on these WoFF cards. If you noticed it, we’ve been getting them since Resurgence of Power.

26-031H – Cid Raines

Great card, Great art. What more can you ask for?

If you’re playing a discard deck, Cid Raines is your man.

He will come in for Free, if your opponent discarded a card on the same turn that you want to play Cid.

You’ll want to keep Cid around to thwart your opponent’s plans. When your opponent plays a Forward onto the field from anywhere except their hand, Cid will take that Forward and send it to the Break Zone.

Yes, you do have to sacrifice Cid Raines for this move, but it is a move well worth it.

26-032L – Charlotte

Charlotte is ready to wreck your opponent’s plans. As long as Charlotte is on the field. Your opponent will be 2 steps behind. The only draw back we have here, is that Charlotte costs 5CP, and you can only use Ice CP to pay for her. And that’s not even that big of a deal. You would gladly pay a couple more CP to get Charlotte on the field.

For one she has a little bit of protection going for her. When ever she is chosen by your opponent’s Summons or abilities, your opponent must discard a card, or else that Summon or that ability will be canceled. It’s going to be hard to get rid of Charlotte.

Now, let’s take a look at that final sentence. “When a Character enters your opponent’s field, dull it and Freeze it.”

Your opponent will not be able to use that Character for another turn. That’s 2 turns from when it enters the field. No Blocks, no abilities no nothing. Just a sitting duck. Or a deer caught in the headlights.

You’ll be having some fun with Charlotte here.

26-033C – Summoner

Here we go a decent Backup that will allow you to grab and Ice Summon from the Break Zone and add it to your hand.

This will bring Summoner’s cost down to 1CP, which is even better.

Summoner also has an ability where you can put him in the Break Zone, and your next Summon’s cost will be reduced by 2CP. Mathematically, you’re gaining 1CP by playing Summoner and using his ability.

That’s about it.

26-034L – Jill

Jill has been upgraded to a Legend this time.

When Jill enters the field, and depending on how many Eikons you have removed from the game or in your Break Zone, you will select that many Characters that your opponent controls and you will dull them.

After that Jill will Prime into Shiva and you will Freeze all of your opponent’s Characters.
And, that’s not all.

No, At the begining of your Attack Phase, and at the begining of your opponent’s Attack Phase, Jill will break a dull Forward.

You’ll slowly be able to take down your opponent’s front line, cause you know that they’ll have a dull Forward hanging out. And, if they don’t, you can always bring in Amon 2-098L to dull a Forward once per turn.

26-035R – Snow

Snow is ready for a fight.

And when he enters, the field you can either draw a card, or have your opponent discard a card.

If Snow is brought in by an ability from a Final Fantasy XIII Character you can do both.
Luckily Lightning is ready to cause havok, as she can tag in any Final Fantasy XIII Forward and form a party to attack. In other words perform a tag team maneuver.

You won’t even need Ice CP, just Snow and Lightning. It’s called Thunder Snow.

26-036C/15-038C – Knight

Here’s a reprint, of a reprint, of a reprint.

So, we’re just going to, you guessed it, Copy/Paste from Opus XV Crystal Dominion.

“Knight comes in, hands you a Crystal

Next turn, Knight Dulls himself and puts himself into the Break Zone dulling a 3 cost Forward.

Thus concludes the story of Knight”

26-037H – Halone

Halone will be a card that you’ll play later on in the game, as you’ll need at least Six of “The Twelve” on the field in order for her ability to go off.

Whenever Halone attacks, you get to choose 2 of your opponent’s Characters, and you shall grant them a Dull/Freeze.

Your opponent will also discard a card.

Halone also doubles as a Meat Shield with a 9k body.

 

26-038H – Physalis

This is a Buy one Get one Free deal!

You can either pay 5CP to play Physalis, or you can Warp her for 2CP. She’ll stay out until the end of your turn. As she on;y has one Warp Counter.

If you paid the 5CP, Physalis is just a Meat Shield.

If you Warp her in, you will be able to play another Forward with Warp from your hand onto the field.

This way you’ll get 2 Meat Shields.

This is a great card, you’ll be able to get a couple bodies on the field quickly and cheaply.

26-039H – Star Sibyl

A four cost Backup that will grant you some protection against your opponent’s abilities.

Not great protection, but just enough to have your opponent second guess the action that they are about to take.

Cause if they choose to target one of your Forwards with an ability, they will need to discard a card. Is that card that they discard worth the extra cost to use the ability? Maybe yes, maybe no.

But, if they don’t have any cards in their hand, they won’t need to discard anything.

26-040R – Menphina

Menphina might be your starting point for “The Twelve”.

When she enters the field you can pay X and search for one of the other Twelve and play it onto the field. No add it to your hand, just straight to the field.

Only drawback is that you need to use CP produced from The Twelve, or discarding The Twelve cards. Which shouldn’t be that hard, considering your deck could have up to 36 The Twelve cards in it. And, if you could use any cards, it would have been to easy.

Menphina can also Freeze one of your opponent’s Forwards with her ability.

Hmm, didn’t we just see a card that can Dull Forwards, or did we just mention Amon (2-098L)?

Cool Singles!