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25-069C – Varghidpolis
I don’t know about you, but Varghidpolis looks like an “armed” turnip.
…
Yeah, I’m not quitting my day job anytime soon.
Varghidpolis has 2 abilities, just like the other Monsters of the Planet.
1 will deal 1000 damage to a Forward and also dull it. The other deals 1000 damage to a Forward and dulls it.
…
That’s the same thing. One ability, but 2 ways to pay for it.
At least Varghidpolis is consistent. Plus you then can play Black Belt (25-058C) to break that dull Forward.
25-070C – Eight
3CP for a 7K body. 7? This is Eight, we need to give him 8000 power.
And, you can.
At 3 points of damage Eight gains +1000 power, making his power 8000.
Eight also comes in with Haste, so he can start attacking from the get go.
One more thing. Whenever Eight deals damage to your opponent, Eight will grab a Class Zero Cadet from your Break Zone.
It’s time to start recycling.
25-071R – Scorpion Sentinel
Ever needed a defensive play?
Scorpion Sentinel is here to do just that.
When one of your opponent Forwards attacks, Scorpion Sentinel will come into play, dulling one of their Forwards. Sentinel Scorpion will also become a Forward until the end of the turn, and will be able to block your opponent’s next attack.
You get this for 1CP, which I would say is worth it.
Only thing that would have been better, is if you could have had multiple copies on the field.
25-072R – Kuja
For 2CP you can break one of your opponent’s Forwards.
Yes, you do need to place a Forward in the Break Zone in order to pay for this ability. But it’s worth it..
Imagine, Using Viking (2-132C) or Viking (4-133C) as part of the cost. You’re really only playing these cards so they can block an attack and be sent to the Break Zone just so you can draw a card.
Or, what if your opponent is casting a Summon or ability on one of your Forwards. That Forward is pretty much toast depending on what it’s being hit with, so, why not use Kuja’s ability and use that Forward as part of the cost, and break one of your opponent’s Forwards in the process.
Turn the tides, before they are turned on you!
Or something like that.
25-073L – Zack
Final Fantasy VII will be getting plenty of support. With plenty of Lightning support, even if you throw Zack in a Shinra themed deck, he will become a threat.
Every time Zach attacks, you can bring a Final Fantasy VII Character back from the Break Zone, only requirement is that, that Character costs 2CP or less. Shouldn’t be that hard to find one, even if you keep bringing the same Character in after they attack or block.
Rush Assault? When Zack Attacks, you can use his Signature ability and break one of your opponent’s Forwards! No cost Requirements, no nothing. Just stock up on all Zacks from every Opus.
Yes, please. May I have another?
25-074C – Amarant
For 5CP you get the ability of a Summon and a 9K body.
And, this might just be the best Amarant to date.
Amarant comes in and deals 5000 damage to all of your opponent’s active Forwards. You’ll probably break some of them, and the rest will be weakened enough that when your Forwards attack, they will either Break the Forward or your opponent will decide to let the attack go through just so they can save their Forwards for later.
We need more Final Fantasy IX cards, so we can finally make a decent FFIX deck.
25-075C – Jack
Jack of all trades?
I’m not so sure about that, but Jack can Break some Forwards. One when he comes in, as long as you have 5 Cadets on the field. If not, then Jack will only dull that Forward.
And, once per turn you can use Jack’s Special ability to break a Forward.
Jack’s Special ability is good because you don’t have to send Jack to the Break Zone for it to activate.
Meaning you can use it over and over, as long as you have enough Jacks in your deck.
25-076C – Elite Riot Trooper
Once again our elemental Backups make a return.
This time it is Lightning with Elite Riot Trooper.
At 3CP, Elite Riot Trooper comes on in and you can either draw a card, or deal a 2 cost Forward 7000 damage, which will most likely break that Forward.
As mentioned before, the ability you choose will depend on what part of the game you are at.
And, that’s about it.
25-077C – Cinque
The more Cadets that you have on the field, the better this card becomes.
Cinque enters the field and grabs a Class Zero Cadet and plays them straight to the field. Let’s say you grab Ace (3-153S). You just paid 4CP to get 2 Characters on the field, and Ace’s cost is 6CP. Now when Ace enters the field, You get to play another Class Zero Cadet Forward from your hand. And, if you happen to have Nine (13-123L) in your hand, you’re off to a great start.
And, if you ever need to get rid of Cinque, just so you can play her again, she had an ability that sends her to the Break Zone, and deals a Forward 9000 damage.
Might have to dust off that old Cadets deck.
25-078H – Seven
A 2 cost Backup that can do a couple of things each turn.
For one, she can give Haste to any Class Zero Cadet. All you have to do is dull 2 Active Cadets, It might be worth it, depending on the situation.
And secondly, this one is the better ability of the two, Sadistic Spikes. Every time you use Sadistic SPikes, you will be able to break one of your opponent’s Forwards, as long as their cost is less than the Class Zero Cadets that you control.
Over all, Sadistic Spikes is a good enough reason to use this Seven in your Cadets deck.
25-079C – SOLDIER Candidate
Do you recycle?
This SOLDIER Candidate does. He actually recycles himself to get you another SOLDIER Candidate.
Whenever SOLDIER Candidate gets sent to the Break Zone, you can search for another SOLDIER Candidate and play it onto the field. That way your front line has Backups. No, not those Backups. Backup Forwards.
I already said SOLDIER Candidates are a card away from being great.
And someone is going to find that card, and we’ll have Shinra’s version of Chocobos.
25-080H – Paine
Paine brings the Pain!
Yep, bad puns as usual.
Paine comes right in and deals a 3 cost Forward or less 7000 damage. Which would break most Forwards that cost 3CP or less.
Hold on let me check.
Yep, there are more Forwards than I thought that cost 3CP or less and have more than 7000 power.
Ok, where was I?
Ah yes, when that Forward is put into the Break Zone, Paine gives a Final Fantasy X Forward Haste.
Which can be herself as well, allowing her to attack and hopefully deal some damage, or break another one of your opponent’s Forwards.
It’s a decent Hero, but better Paine’s exist.
25-081R – Baralai
Baralai comes in and grabs a Forward from your Break Zone.
For 3CP that is not bad at all.
Baralai can also break a Forward as well. The cost might be high for this ability, but you can use it any time you’d like as Baralai will already be on the field for it.
I would probably play this card for Baralai’s first ability alone. The second one is just the cherry on top.
25-082C – Vivi
Here we are, Vivi comes in with a one-two punch.
For 2CP, Vivi will come into the field and dull one of your opponent’s Forwards.
After that Vivi will just produce 1CP per turn, until you’re ready to use his ability to break a damaged Forward.
It’s 2CP, this is worth it. You can probably find a way or two to activate Vivi as soon as he enters the field.
Get rid of that pesky Forward that’s been bothering you.
25-083H – Adrammelech, the Wroth
Once again you can remove a Lightning Backup from the game and reduce the cost for Adrammelech, the Wroth by 2 CP. Making Adrammelech a 3 cost Summon. Plus you get to remove that Backup that does not serve a purpose anymore.
And what does Adrammelech, the Wroth do?
Well, he .. it.. deals 7000 damage to all of your opponent’s Forwards, possibly braking most of them.
You’ll also receive 1 point of damage as part of the cost of using this Summon.
25-084R Rude
Rude comes in and you can grab a Member of the Turks from your Break Zone and add it to your hand. Bringing Rude’s cost down to 1CP. If that’s not reason enough to play Rude, we got more for you.
At the begining of the Attack Phase, both yours and your opponent’s, Rude will dull one of your opponent’s Forwards.
This means that, you’ll be able to successfully keep one of your opponent’s Forwards incapable of getting anything done.
You should see, what happens if Reno is on the field as well.
25-085L – Reno
Back to Back Turks.
With Reno, anytime a Forward becomes dull due to Summons or abilities, Reno will give a Member of the Turks Haste, and deal one of your opponent’s Forwards 4000 damage.
This is where things get interesting.
If you read Rude, Rude will dull a Forward at the beginning of every Attack Phase, meaning that Reno will give Haste to a Turk, and deal one of your opponent’s Forwards 4000 damage.
You also have EM Flail, which will dull a Forward and deal 5000 damage to another Forward, which in turn will activate Reno’s first ability will go into play once again.
You know your opponent will be trying everything in their power to get rid of Reno. Let’s go back some cards and take a look at Zack once again. “When Zack attacks, choose 1 Category VII Character of cost 2 or less in your Break Zone. Play it onto the field.”
Guess who costs 2CP.