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Blissful Fire

29-001R/26-003R – Ifrit (XVI)

Really?

We’re starting off with reprint?

I’ll just give you what we said back when Gunslinger in the Abyss came out.

“Priming is back, and it looks like it’s better than ever.

That’s not saying much as this is the second set that we have that has Priming.

Either way, Ifrit needs to be Primed into, by Clive.

First off, when Ifrit is blocked or if he is chosen by an ability, Ifrit deal your opponent 1 point of damage. That means that your opponent will need to find a way to get rid of Ifrit A.S.A.P.

We’re not done yet.

If Clive has primed into Ifrit, Ifrit is nearly untouchable. Because, all damage dealt to Ifrit that is less than Ifrit’s power becomes a big fat 0. Zero! Zero!

Can’t say I didn’t warn you.”

29-002R – Wol

How many Wols are there in this set?

I’ve seen a couple already, and I’m sure I’ll see at least another 3.

But, this one is good. Especially with Samurais. You can just throw him in that deck alongside Tenzen.

Wol comes in with Brave and a 9K body, ready to take down your opponent’s Forwards and also block their attacks.

Let’s not forget about Wol’s Crystal ability which allows you to play a Fire Forward that costs 4CP or less from your hand on to the field. And, you can use that once per turn as long as you have Crystals to pay for it.

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29-003R – Chimera

Decent Monster that becomes a Forward.

And, that means that even if Chimera never becomes a Forward, you’ll still get to use it’s ability thatdeals 7000 damage to a Forward.

Turning Chimera into a Forward is great, as it has an 8K body.

But, if you don’t have 5 Backups on the board, well then, Chimera will just hang out.

And, from the looks of it, we have plenty of Monsters that will become forwards at 5 Backups in this set.

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29-004C – Clive

Well it’s not the Clive we all know.

Clive let’s you draw a card when he or any other Final Fantasy XVI Forward enters the field. And, yes this includes Prime, or at least I would think so. And, once you see what you got, you will put a card from your hand at the bottom of your deck.

Hey, at least it’s not discard a card.

Other than that, Clive has 7000 power and costs 3CP.

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29-005L – Cloud

Beautiful card.

I think I already have this artwork on another card from some old Final Fantasy Art cards. I can’t remember from where, but it’s somewhere, unless we sold it already.

Anyways, on to the card.

When cloud enters the field you can remove 3 Fire or FFVII cards from your Break Zone, and you get to play a weakling. Yes, a weakling. Up to 2CP, and up to 5000 power. I’m sure their are great cards for this, especially since Cloud is a Warrior, and Warrior decks are all that and stuff.

But, we’re not here to talk about that.

We’re here to talk about Power Cleave/Spell Blade.

One ability.
2 Forwards.
Broken.

That sounded better in my head.

29-006C – Samurai

This isn’t bad at all.

4CP to grab a Fire Character from your Break Zone? Sure, this way you can grab Cloud, and use that S ability a couple more times.

But, if you don’t want to grab CLoud, you can always grab a Samurai, and that Samurai will deal one of your opponent’s Forward 3000 damage.

Yep, sounds good.

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29-007C-15-007C – Samurai

Another reprint, but we should have been expecting this one. This Samurai, alongside the other 5 Standard Units, all do the same thing. They give you a Crystal.

And, since we’ve been talking about this card since Crystal Dominion came out, I’ll just leave it at that.

I’m just trying to fill this up with words, so it looks like we have something important to say.

 

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29-008L – Zidane

How many cards, can you cast per turn? Zidane here, will deal 5000 damage for everycard that you cast that was removed from the game. Makes sence?

For 2CP you get a 5k body. And a great ability.

Zidane removes cards from the game. The top 2 cards of your deck to be exact, when he enters the field, and whenever Zidane attacks. You can then play those cards during your turn and deal 5K damage.

You can also pair this with a little Summon called Mind Flayer, which will help with removing your opponent’s cards from the game. And, you still will get the damage Zidane will deal when they come into the field.

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29-009H – Cid Highwind

Cid can Pilot your deck for you. Or at least he can start you off to where you want to go.

Cid comes in and you can play a Final Fantasy VII Forward that costs 4CP or less (*cough Cloud *cough cough) from your hand and play it to the field.

And, whenever another Final Fantasy VII Character enters the field you draw a card. So, 7CP – 4CP = 3CP + 2CP from the card you just drew, Cid’s total cost came down to 1CP. You’ll be positive CP once you play another Final Fantasy VII Forward.

And, a 9K body, Cid will stick around for a while.

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29-010C – Joshua

We already know that Joshua will Prime into Phoenix. But is he playable by himself?

Actually, yes.

For 2CP you can play Joshua and then you can discard a card. Then you get to deal 7000 damage to a Forward. Possible breaking it.

Once that is done, you can them Prime into Phoenix.

We’ll see what Phoenix does when we get to it.

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29-011H – Tifa

Cloud makes a lot more sense now.

Tifa comes in with Haste, and every time she attacks, you can deal a Forward 1000 damage for every Final Fantasy VII Character that is on your field.

Rise and Fall, deals a Forward 3000 damage, and you get to draw a card. You can use this ability up to 3 times this turn. For a total of 9000 damage. This will be used mostly for a bit of ping damage here and there.

But, you won’t be using that, you’ll be using Tifa for Cloud’s S ability.

Cid Highwind >> Cloud >> Tifa >> Cloud’s S ability

29-012H – Neon

Neon is trying to take the place of Amaterasu, and if this card comes in a Full Art as well, which I think it will, you’ll be seeing a big spike in that card.

Neon comes right in for 3CP, and if you have another Strangers of Paradise Character on the field, she will deal a Forward 9000 damage.

But, Amaterasu is a Summon.

Yes, you are correct, but take a look at Neon’s Signature ability.

It’s not cancelling an ability, it’s just changing the damage dealt to your Forward to 0. A big fat 0. Neon is trying but she isn’t taking Amaterasu’s place. And that just means that they can both work together, and Fire’s aggro will be unstoppable.

29-013H – Bahamut

This is a pretty decent Summon, although you can’t cast it as a counter attack, on one of your opponent’s attacks, you can still cause some damage here.

Bahamut deals one of your opponent’s Forwards 10,0000 damage. And, when that Forward is put into the Break Zone, during this turn. You’ll deal your opponent a point of damage as well. As long as they have 5 points of damage or less.

Now you might say that Bahamut costs 6CP and that, that might be a lot to pay, but look at what you’re getting.

Plus let’s not forget about Fang and Caius. Fang can reduce the cost to cast Bahamut by 2CP, and Caius will reduce the cost by 5CP. Caius also searches for Bahamut.

Just throwing that out there.

29-014R – Palom

We have the twins back doing what the twins do best. Twincast.

Well that’s the one option. If you have both Palom and Porom on the field, you can use Palom’s ability and deal one of your opponent’s Forwards 20,000 damage.

If not then you can just use Palom’s first ability and deal 5000, which is still good, depending on what you’re targeting.

Plus, you get a 2 cost Backup that will stick around until you need to use his abilities.

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29-015C – Faris

Oh, wow.

Look at that artwork! It looks like modern day Amano art.

Faris comes in and grabs a Fire or a Water Forward from your Break Zone and plays it straight to the field.

This is not bad at all, you can even throw Faris in your new Final Fantasy VII deck so she can grab Tifa, when your opponent breaks her.

And, after you grabbed that card from the Break Zone, Faris stays on the field as a 8K body. Attacking and Blocking until she is sent to the Break Zone.

You can then replay Faris.

29-016R/26-018H – Phoenix (XVI)

26-018H – Phoenix (XVI)\par

“Phoenix is ready to raise the dead … err the Knocked Out?

Of course your going to prime into Phoenix, cause if you don’t, well, there’s no point in playing this card.

Once Joshua primes into Phoenix, you’ll reveal the top 4 cards of your deck and add a couple of Fire cards or Final Fantasy XVI cards to your hand. Any cards, doesn’t have to be a Character, a Forward, a Summon, or a Monster or anything. just pick the two that you prefer.

Joshua and Phoenix will do well in any Mono-Fire deck. Or a FFXVI deck.

We still have Flames of Rebirth. Simply grab any Final Fantasy XVI Forward in your Break Zone and play it on to the field.

We’ll be seeing plenty of Phoenix.”

29-017C – Braska’s Final Aeon EX

I’m trying to see if it’s worth paying 9CP for Jecht … I mean Braska’s final Aeon.

When Jecht enters the field or leaves the field you will deal one of your opponent’s Forwards 8000 damage. That’s double dipping here.

I would say this is the Prime example of a Meat Shield. 9000 power, and when Braska’s Final Aeon is sent to the Break Zone, he’ll probably take another Forward with him.

If only Braska Could Prime into his Final Aeon.

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29-018C – Bomb

We got a new Bomb!

And this one is pretty Bombesque. If that makes any sense.

Bomb comes in and does nothing. For now.

Bomb is actually a ticking time bomb, waiting for the moment that you will trigger it. And when you do, Bomb will deal a Forward 4000 damage and it will also draw a card for you.

You can’t go wrong with this one.

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29-019C – Lann

I like this.

+1000 power to all the WoFF Forwards. You can’t go wrong with that.

Plus, Lann gives Reynn Haste.

If you’re playing WoFF, it’ll be a good idea to add Lann to your deck.

Hot 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!

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Hidden Legends of Light & Dark

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24-109R – Dion

Is this a Light Prime? Zero Sugar?

Well, we don’t have much to say about Dion. Not without Bahamut, and since we haven’t seen Bahamut yet, we can’t say much about that.

As of right now, all we know is that Dion costs 3CP and has an 8K body.

And when Dion or another Character Primes, you draw a card.

That can be worth playing Dion by himself, without worrying about Bahamut.

Let’s find out what Bahamut does.

24-110L – Bahamut (XVI)

And wouldn’t you know it Bahamut is right after Dion.

You won’t be playing Bahamut from your hand, that much is for sure, cause if you do you you won’t get to use his Priming ability. Which is dealing 2 Forwards 9000 damage.

Bahamut does come in with Brave, and a whopping 10,000 power. Making Bahamut a great Meat Shield.

Zettaflare?

Yes, Bahamut can choose 1 Forward, have it lose all of it’s abilities and then Bahamut sends it to the Break Zone.

If you Prime, yes. If you don’t, maybe.

24-111H – Lucio

Is Lucio the card need to run an efficient Warriors of the Crystal deck?

Let’s find out.

Lucio comes in and allows you to search for 2 Warriors of the Crystal. Bringing his cost from 5CP down to 1CP.

Once your Attack Phase begins, Lucio will gain +2000 power and he’ll grant you 2 Crystals.

You can use those Crystals in your Main Phase 2 to play to Warriors of the Crystal. Most likely the 2 that you just grabbed from your deck. Each one will cost you 1CP and a Crystal. We’re already way ahead now.

And, Scintillating Edge. Grab a Forward and remove it from the game.

You can’t go wrong here, The Warrior of the Kindlelight, is ready to take one any deck with all of his fellow Warrior of the Crystals.

24-112L – Odin (XVI)

Are we Priming yet?

Odin is!

And he’s ready to hit a 3 Hit Combo!

Odin already has Haste and First Strike. Once Barnabas primes into Odin, Odin self activates when he attacks. And then Odin can attack twice. And, these effects stay on Odin throughout the game.

Odin will keep attacking twice per turn throughout the whole game, and he will always be active. No Brave needed.

What about this 3 Hit Combo we mentioned?

I have two words for you. No, not those 2 words. The words we’re talking about is Iron Flash.

When you use Odin’s S ability, You will acitvate Odin (you won’t need to worry about that, unless your opponent Dulls Odin), and he can attack one more time this turn. Making Odin hit a 3 hit Combo. 4 hits, if you have an extra Odin in your hand.

As of right now, I think Odin is the best Eikon at the moment. He’ll pin your opponent to the wall, all you’ll need to do is figure out how you’re going to grab Odin back from the Break Zone.

Over and over again.

24-113R – Barnabas (XVI)

Barnabas’s, just like Dion’s, ability goes into effect every time Barnabas or a Character you control primes. You’ll be able to choose a Forward that your opponent controls, and have it lose 8000 power until the end of the turn.

Sometimes you’ll send that Forward to the Break Zone, sometimes it will survive.

Barnabas does have First Strike, and he comes on the field with 8000 power. Making him a somewhat decent Forward.

But, you won’t keep Barnabas like that, you’ll prime him into Odin A.S.A.P.

Imagine what it would be like, if we were able to have both Light and Dark Characters on the field at the same time.

24-114H – Raph

For some reason I was expecting a green turtle.

The final Warrior of the Crystal.

Nothing too crazy here.

Raph enters the field and 1 of your opponent’s Forwards loses 4000 power for each Crystal you have.

I mean that’s not bad, but you’ll already need to have Crystals for Raph to be worth anything.

And, if you do have some Crystals, you can use 1 to give Raph, so she can not be targeted by your opponent’s Summon’s or abilities.

3CP, 9K power. I think I’ll prefer using Lucio over Raph.

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Hidden Legends of Lightning

24-073H – Valigarmanda

Lightning is kicking off things with a Summon, and a beautiful Full Art as well.

Valigarmanda is a 4 cost Summon that comes in dulls a Forward, and Freezes it as well.

That Forward loses 9000 power until the end of the turn, and then Valigarmanda also deals it 9000 damage.

99.99% of the time it will break the Forward that Valigarmanda is targeting.

At the very least, Valigarmanda will disable that Forward for this turn.

24-074C – Odin EX

Odin is ready to break a Forward.

Any Forward?

Yes, any Forward, but the cost might be a bit high for some Forwards.

It’s 5CP to cast Odin, plus the top card of your deck times the CP required to play the Forward that you’re looking to break.

Odin is useful in certain situations, but why not just play the Opus I Odin that will break any Forward for 7CP flat.

No extra charge.

I’ll pass.

24-075C – Guardian

I just realized we have similar Backups in every element.

Guardian comes in and you draw a card.

After that, depending on if you have at least 4 Lightning Backups on the field, Guardian will allow you to choose 2 Forward, and dull them.

Other than that, Guardian is just a simple Backup that will give you a Crystal Point each turn.

But, you already know that.

24-076C – Juggler

Wicked Clowns?

Juggler, the Backup you knew that you might need.

Juggler will come in and hang out until you need to get rid of a 2 cost Forward.

Juggler only costs 2CP, the only draw back if you call it that, is that a Lightning Forward needs to enter your field, in order for Juggler’s ability to go off.

I see some use for this.

Probably, more than some.

24-077H – The Emperor

Who would have thought, that the only reason the Emperor is here is to gain Crystals.

Look at it. The Emperor comes in you gain a Crystal. If your opponent has a Crystal, gain a Crystal. That’s two from the get go.

Add in one more Crystal from another Backup, and you’ll be able to use The Emperor’s second ability.

But, first let’s take a look at the first one. Or, the top one.

Break a Forward that costs 4CP or less.

Yeah, that’s pretty straight forward. Nothing groundbreaking, but very useful.

Now let’s take a look at the second ability.

Go ahead, I’ll wait.

Do you see that? Break all the Forwards and the Monsters opponent controls. That would wipe your opponent’s whole board, leaving it wide open.

If you don’t win the game after that ability goes off, then I don’t know what to tell you.

Plus, we get a Full Art version of this card in the Prerelease Kits.

24-078R – Cidolfus (XVI)

3 cost Forward that allows you to search for a Lightning Summon.

And, that is pretty much it with Cidolfus.

You’ll get a 5K body that sticks around on the field.

Other than that what else is there?

Oh yeah, Priming.

Cidolfus Primes into Ramuh.

What does Ramuh do?

Guess we’ll have to wait to find out.

24-079L – Jack Garland

Jack is ready to turn your opponent’s front line upside down.

All of your opponent’s Forward must attack, and they must block.

This will either leave their front line open for your attacks, or all of your opponent’s Forwards will be broken.
Just make sure you at least have bodies on your field to block the attacks your opponent will be throwing at you.

And, every time one of your opponent’s Characters is put into the Break Zone you will gain a Crystal.

Sooner or later, you’ll have enough Crystals to use the Emperor’s ability to wipe out your opponent.

I’ll take 3.

Full arts preferably.

24-080R – Chime

Here we go, the King’s Minister is here to give you a great deal.

Buy one Get on Free.

Chime comes in and you reveal the top 4 cards of your deck, and play a Character of 2 or less onto the field.

I’d say it’s worth taking a chance on this.

Either way Chime is only 2CP, and you can get some decent value if you find a 2CP Character in the top four cards.

After that, Chime is a 5K body, ready to be taken out, just so you can play Chime once again, and hopefully find another 2CP Character.

24-081R – Noel

This Shadow Hunter is attacking from the shadows.

Noel comes in and he starts going to town. Striking with precision and going back to the shadows from which he came.

Yes, Noel only has 3000 power, but you won’t need to worry about that unless you decide to block with him.

Noel’s attacks will go through, just because he cannot be blocked.

I’ll take 3.

Throw them into your FFXIII deck, and once this Noel is gone, you can play another Noel.

Take your pick. Rebellion’s Call, From Nightmares or Hidden Trials.

All of them will do well.

24-082C – Vivi

Vivi is ready to come in and deal some damage to your opponent’s Forwards.

2000 across the board isn’t much, but let’s not forget about Summons that break damaged Forwards.

Or abilities that dull damaged Forwards, and what not.

Plus, if there is already a damaged Forward on the field, you can use Vivi’s ability and deal it an additional 4000 damage.

After everything is said and done, Vivi sticks around with a 5K body.

24-083H – Firion

Let me start by saying, if you’re playing Lightning you’re playing Firion.

Why? First off, you can only pay with CP produced by Lightning Backups.

Now, once Firion comes in you can pay 2CP more, and give him Haste and First Strike.

Then you can go ahead and attack with Firion.

Now, it’s time to cast Drain. Break a Forward, Activate Firion, and attack one more time.

Firion is going all out here. Time to start building that Rebel deck.

24-084R – Behemoth

Let’s up the stakes.

Behemoth is just that a Behemoth.

No power, unless you make it a Forward, but when a Forward of yours attacks, you can put Behemoth into the Break Zone and give a Forward the ability to deal 2 points of damage to your opponent.

Now, you can give that buff to Noel, who can’t be blocked. Or what about Firion, who can attack twice this turn.

And, that’s just 2 Forwards from this set, think about all of the other cards that can make use of Behemoth here.

24-085C – Mid (XVI)

I like this.

And, it’s only 2CP to bring Mid in.

She’ll stay on the board, and whenever you’d like you can put her in the Break Zone and grab a Forward. 4CP or less and add it to your hand.

That right there would have made this card playable.

But, Mid isn’t done. No. Not at all.

If you grab Cidolfus from the Break Zone, you’ll have a chain of Events that will start to go off one by one.

Let’s see how that will go.

You put Mid into the Break Zone, grab Cidolfus and play him straight to the field. Cidolfus searches for a Lightning Summon. Cidolfus Primes into Ramuh. Ramuh casts a Summon from your hand without paying the cost, and deals one of your opponent’s Forwards 8000 damage.

All that for 2CP plus the cost to Prime into Ramuh.

24-086C – Lightning

Coming in with a 9K body, Lightning is the prefect Meat Shield for your front lines.

You’ll also be able to discard a card and give Lightning Haste and a +1K buff giving her a 10K body, that’ll be tough to break.
And that pretty much covers everything.

You’ll pay a total of 6CP, which includes the discarded card, for a Forward that’s ready to go, from the get go.

 

24-087C – Ranan

Another Warrior of the Crystal.

When Ranan comes in, he grants another Warrior of the Crystal, Haste.

And, that’s about it.

I’ll have to check with the other Warriors of the Crystal to actually see how this deck runs.

 

 

24-088R – Ramuh

Coming in at 5CP, but thankfully you won’t be paying 5CP, you’ll be Priming into Ramuh.

Ramuh comes in and you can cast a Summon from your hand, any element will do, and you won’t have to pay the cost to cast it.

If the Summon you cast is a Lightning Summon, you will deal 8000 damage to a Forward of your choosing, as long as it’s active.

I’d say it’s still worth paying the 5CP to cast Ramuh.

24-089C – Ramza

Ramza stands alone. While leaning up on a tree.

Decent artwork, taken from the game, but what about the card?

If Ramza is sent to the Break Zone, you gain a Crystal. Ok, not bad. You can probably just throw Ramza in just to block and gain a Crystal with him.

And if you need to give Ramza a quick buff, you can remove 2 cards in your Break Zone from the game.

Not bad, for 3CP.

24-090L – Leon

Leon being Leon, almost like Kain going back and forth between the Rebels and the Empire.

Leon comes right in for 1CP, and deals a damaged Forward 4000 damage. Possibly breaking it.

Your opponent has the choice of taking control over Leon, by targeting him with an ability. Once Leon is targeted he will switch sides. You can get Leon back by targeting him with your own abilities.

But, why would you?

You actually want your opponent to have control over Leon, because if they don’t have any other Rebels on their field, Leon will deal them 1 point of damage at the end of their turn.

And, at the end of yours as well.

This is a card that will eat up your opponent from the inside.

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