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From Nightmares – Full Colored Monsters Under Your Bed

19-107C – Vaan EX

Anytime you get a card that can Activate all your Backups, you get a card that is worth playing. Even if you don’t like Vaan.

🙂

(That’s probably the first Smiley I used on the Website.)

You actually get to chose between 2 abilities when Vaan enters the field, or off of an EX Burst.

Most of the time you will be activating your Backups, just because that’s what I would do. And when this ability comes off of an EX Burst you’ll probably be dealing a Forward 5000 damage.

19-108L – Zidane

Coming in with Haste, and an ability that he cannot be blocked by Forwards of cost 3 or more, makes Zidane, … Zidane.

This card is a mixture of previous Zidanes, which is a good thing. It’s a mixture of Opus I and Opus III. Which are both great Zidane cards, and that makes this one even better than the other 2 combined. Why? Because Opus I Zidane was 4CP or higher, and this one is 3CP. That’s a whole lot of Forwards added to the list of those that cannot block Zidane.

The other ability allows you to look at your opponent’s hand and discard a card from there. The only drawback to this card, is that your opponent will draw a card when you decide to discard one of his cards.

I’ll take 3 please. Full Arts if available.

19-109H – Cherukiki

What? Really?

Cherukiki, come on over and let’s get all these abilities rolling.

Even for himself (herself? I haven’t played much of FFXI so I’m not so sure.) As soon as Cherukiki comes in you can use the ability and find Kukki-Chebukki and Makki-Chebukki and play them straight to the field.

What? Did I read that right?

For 5CP you can play 3 Forwards onto the field?

Ranperre/Kain anyone? You can pay 3CP for Kain, discard active Ranperre, play Cherukiki for free, bring in Kukki-Chebuki and Makki-Chebukki and you’ll be able to use their action abilities. So, you’ll deal a Forward 2000 damage and they’ll also put the top card of their deck into the Break Zone.

That’s a whole lot of something for only 3CP and a Ranperre.

19-110H – The Emperor

Warp and the abilities will follow.

The Emperor’s abilities will only trigger if he comes in due to an ability. And, Warp counts as an ability, 2CP of any element to play the Emperor. You don’t even need to have Earth or Ice elements in your deck, you can just throw in the Emperor to any deck and he’ll still work.

The two abilities you can choose from are removing all the cards in your opponent’s Break Zone, or grabbing a Forward from your Break Zone.

Either way The Emperor is a 2 cost when he Warps, with a 9k body.

19-111L – Prishe

You’ll pay an extra Crystal Point to get Prishe’s first ability to go off. Is it worth the extra CP to deal a Forward 8000 damage? I would say so. After that Prishe will enter the field on your next turn, and she will Dull and Freeze a Forward and a Backup.

And, that’s about it. I’m having a brain fart, and can’t think of anything else to write.

 

 

 


19-112C – Larkeicus

As per usual, Larkeicus deals with Monsters. Why is this? I don’t know. I should play Crystal Chronicles to find out. I remember buying it back in the day on the GameCube, but that’s a story for another day.

Larkeicus comes in and let’s you recycle a Monster from the Break Zone, bring that Monster out, and play him straight to the field. You can even play that Monster you just used to pay for Larkeicus.

What I like about this ability is that you don’t need the Monster to be of the same Elements as Larkeicus or the deck your playing. You can splash Monsters from all elements, and be able to play them on the field, straight from the Break Zone.

The Doctor is in.

Let’s not forget that Larkeicus is also a Forward. Block with him, and play him again to bring back another Monster.

19-113C – Gilgamesh

Cue, Battle on the Big Bridge.

Everyone’s Favorite, Gilgamesh.

Haste and Brave, and a Warp cost of 2.

It’s a decent play for 2CP. You can throw him in a Wind/Lightning deck, when you don’t have anything else to put in.
Hurricane, for a Gilgamesh card and 3CP you can Break a Forward.

Not bad, if I say so myself. Cause who doesn’t like Breaking Forwards. I just got an idea for a t-shirt. Maybe we’ll get into the T-shirt business as well.

19-114L – Cloud

The chase card of the set.

That’s if you get lucky enough to pull the Gold Signature.

By itself, Cloud is a good card, that can come in a Break 2 of your opponents Forwards. 6 cost with 9000 power.

I’d say it is worth it. Even at 6CP. And, if you already cast 2 cards this turn, you’ll only be paying 2CP for Cloud to come in and cause mayhem.

Will this card change the FFVII engine, or will it just make a new deck completely?

19-115H – Veriaulde

2CP/7K body, Veriaulde is a … I don’t even know.

But, Veriaulde can be devastating to your opponent, if they don’t have an answer for him.

You can be sure that when Veriaulde comes in you will be removing 5 cards from your deck. Once you do that, you’ll have a Guinea Pig Counter on Veriaulde, and once he has a Guinea Pig Counter, every time Veriaulde attacks, you will dull all of your opponents Forwards. Leaving them open to all of your attacks.

And, that is definitely not all! I even used an Exclamation point right there.

At 3 points of damage, Veriaulde gains Haste, which means you don’t need to wait a turn to attack with Veriaulde, and start taking down your opponent, as soon as he comes in.

19-116C – Paine

Paine brings the pain to your opponent’s Break Zone.

Ok, that was terrible.

Paine enters the field and you get to remove 2 cards from your opponents Break Zone, if you already control at least 3 FFX Characters. Which you most likely will. If you’re playing Paine you will be playing some form of YRP. Which used to be a great engine.

I still think older Paine’s are better.

19-117H – Hilda

This is a beautiful card.

Princess Hilda, hopefully it’s not the Lamia Queen, is a great card for a FFII deck. And, depending on Scott she could be good, or really good.

So far there are only 2 Scott’s to choose from. Neither are that great, but might be of use in a FFII deck.

Her second ability is better, allowing you ta grab a FFII Forward from the Break Zone. And, since these are action abilities, you can use them once per turn. If you find a way to activate her, you can use it more than once per turn.

I can see some interesting things with this card.

Now, if we can only get a better Scott.

19-118L – Yuna

Why does it seem that some Characters only get good cards, and others always seem to get a bunch of crap printed?

Yuna here is the former. It is a good card, that gets even better once you have 5 points of damage.

When Yuna enters the field you get to send one of your opponent’s Forwards back to their deck top or bottom, the choice is yours.

At 5 points of damage, you can also search for a FFX Character and play it onto the field.

Now imagine what you can do if you can find a way to bounce Yuna with Opus VI Rinoa?

19-119L – Unei

Here we all thought Unei was an old woman. She’s a Magus so that allows her to transform.

6 cost Unei, comes in with 9000 power. You can reduce the cost by 2 when you removes 2 Summons from your Break Zone, Earth or Water or both.

When she enters the field, you get to return one of your opponent’s Forwards and one Backup and return them to their hand.

It’s a decent play to disrupt your opponent for a turn or 2 until they get their board back the way they wanted it.

Unei also has an action ability, in which you can grab a Summon from the Break Zone.

You can keep grabbing back some of those Free Summons and use them over and over.

19-120C – Garnet

Garnet has one job. And that is to grab a Summon or two from your Break Zone.

After that she is just a body on the field, who will hopefully keep your opponent at bay with her 8000 power.

She can come in with Warp as well.

 

 

19-121H – Meia

Meia is a good card, buffing all of your MOBIUS Forwards, other than Meia with +1000 power and Brave. That in itself is a good enough reason to play Meia.

Other than that you will reveal the top 5 cards of your deck and grab not 1, but up to 2 MOBIUS cards and add them to your hand. Thus possible making Meia a 1 cost Forward with 9000 power.

What’s not to like about that? Any card that buffs your cards is a yes for me.

 

19-122C – Zack EX

You will not play Zack unless you Warp him in.

First of all, it’s a 3CP difference. Paying 5CP to deal 7000 damage to a Forward is too much. You can do more damage with a well placed Summon.

Now, if you do Warp Zack in, he is worth every Crystal Point you pay. All 2 of them.

First off he will deal 7000 damage to a Forward, and when he enters the field, he has Haste, First Strike and Brave.

So, even if he just comes in and attacks. you will most likely deal your opponent 1 point of Damage. After that just keep Blocking until Zack is broken, just so you can Warp him in again.

19-123H – Anima

This is a great card. I like it and I like it some more.

Anima come in and your opponent is racing against time to get Anima off the field before his ability is activated. Once it’s activated it could be game over for your opponent.

Anima comes in and you remove 2 cards from your Break Zone.

After that at the end of your turn, you remove the top card of your deck.

Then at the end of your opponents Turn you remove another card from the top of your deck.

One more time, at the end of your turn you remove the top card of your deck.

Once you have 5 or more cards removed by Anima’s ability, you can bring them all to your hand. And start playing them like you’ve had them this whole time.

Best part is that you’ll wipe the board of all of your opponents Forwards, leaving you with up to 12 cards in your hand, ready to bring the Pain!

19-124L – Y’shtola

Y’shtola must be the reason I’ve been selling a bunch of Opus XIII Urianger over the weekend.

Y’shtola comes in, and if you like she can deal you 1 point of Damage and you in turn can deal your opponent 1 point of damage. It’s an exchange.

Not just that, but whenever anyone takes a point of damage, you’ll choose 1 of your opponents Forwards and deal them 4000 damage.

Now I’m tempted to go look at the Opus VIII FFXIV Starter Set, and see how well it fits into that deck.

19-125H – Mog

Free Mog!!!

Free him into your deck, of any color that you’d like, as long as you have FFVI Characters!!!

And when Mog attacks, they all gain First Strike!!!

What’s not to like?

I just bought a FFVI Playmat with matching sleeves, And I will make myself a FFVI themed deck. Mog and Kefka will be a part of it. Sabin and Edgar as well.

19-126C – Shadow Lord

From the elements I see here, Shadow Lord is just a tall glass of Ice Cold Ice Water.

And his abilities say the same as well.

Shadow Lord comes in, your opponent discards a card, while you draw a card.

Simple as that, but, he is a little pricey. 6CP with no way to reduce the cost. Well, you’ll say it is a Common, what did you expect?

It’s the high cost that might stop us from using this card.

19-127L – Relm

Another VI card, although this one isn’t Free, it still is good.

For 2CP, you can either grab a monster from the Break Zone and play it onto the field, or you can Double Cast a Summon.
Anyway you look at it, you’re getting some value out of this card.

You’re either playing a Monster and Relm for 2CP.

Or you’re playing Relm, and since you just played an Ice Forward, and a Water Forward, you can go right ahead and cast Shiva and Leviathan for Free, and when they enter the Break Zone, you can remove them from the game and cast them again.

That’s a lot of firepower for 2CP.

I’ll take 3 please.

And, why does it look like Relm is driving a Go-Kart with wings?

19-128L – Warrior of Light

The OG WoL, The one with no name, besides the name you give him.

The first Quad-Elemental card, and it is a good one.

We mentioned that with Refia this set, you have a great reason to run a Warrior of Light deck.

Now, with Warrior of Light, you have a better reason to run this deck. Run the 2 together and, you got something on your hands that will keep activating itself.

And, that is what you’re looking for.

Stop your opponents from destroying you.

Warrior of Light is basically a Free card, cause he activates all your Backups, and he can only be played by Backups.

He comes in with Haste, First Strike, and Brave. 10,000 power. You name it Warrior of Light has got it.

Let’s see what people come up with for this card, I’m really curious to see what Warrior of Lights can do.

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From Nightmares – Water and High Tides

19-086R – Ashe EX

More like the Ashetiveator.

I really like this card. As long as you have a copy in your hand and a couple of CP available, you can keep reactivating a Forward once per turn.

The way I would do it would be. I would enter the Attack Phase. And when that attack goes through, I would play Ashe and activate that Forward so it can block.

You can actually play Ashe twice per turn. Play her in your Main Phase 1, return her to your hand during your Attack Phase and then replay her during your Main Phase 2.

The more I think about it, the more I like this card.

19-087R – Wol

Wol can’t attack, but he sure can block.

Weighing in at 2CP/9K power. He will take out some Attackers.

But, it’s Chef’s Knife that we really like. It’s 9000 damage to a Forward that cannot be reduced by other abilities.

So, once per turn you can use Chef’s Knife, then play Ashe, then use Chef’s Knife again, then play Ashe, and use Chef’s Knife once again. But, that will on;y work if you have 3 Wols in your hand. And you can. You can actually have up to 24 Wols in your deck. That’s almost half your deck. Keep your enemy at bay with this Tonberry Suit.

19-088C – Aerith

Aerith has one job, and that is to grab a Light card from the Break Zone. Other than that she’ll just hang out and give you 1CP per turn.

That’s pretty much it for this Aerith, not the best Aerith.

There’s probably a lot of better plays, unless you really need that Light card.

 

 

19-089H – Gau

I’m not going to say it this time.

I’m not. I’m going to try not to.

Gau, is actually pretty good, for what he does.

For 2CP you get a Forward that can come in during your opponents turn and buff another Category VI Character +1K power for every Category VI Character you control.

Throw him in there with the Dream Stooges, and Kefka, and you have a Forward that can block anything your opponent throws at you and survive it.

After that you can put Gau back into your deck and draw a card. Gau is wild like that. He’s a Wild Child.

19-090C – Clavat

Water’s Multi-Elemental Forward.

And by that we mean, if you pay with at least 3 Elements. Each element has had one of these cards, and Clavat is no different.

When she enters the field, if you did pay with at least 3 Elements, your opponent chooses one of their Forwards and sends it packing. Straight to the Break Zone.

Other than that Clavat will allow you to draw a card, and then discard a card when she enters the field.

19-091R – Sapphire Weapon

Another Free Card, this set is spoiling us.

Every Element has a way to cast cards for Free. And, we like free. Even the guy in the back, with the Cloud Signature card in his back pocket. You know he likes FREE too.

It’s not that often that you can play a 9k Body for free. But Sapphire Weapon here can. As long as you have at least 5 Weapon cards in your Break Zone, Sapphire Weapon can come in for free.

You have yourselves a Water deck, just throw in Ruby, and Emerald and just chuck them to pay for other Cards. And when Sapphire show up, you know it’s coming in with a Vengeance. Or something like that.

If Sapphire Weapon gets broken somehow, no worries. You’ll draw 2 cards when you put Sapphire Weapon into the Break Zone.

You might even get lucky and draw another Sapphire Weapon that you can play for free.

19-092C – White Mage

Well, you can sort of count White Mage as a free card, but you still have to pay for it. 2CP, and if you have 3 points of Damage you get to draw a card.

Once she’s on the field, you can use her ability to return one of your opponent’s Forwards to their hand.

Just a little reminder. You’d probably want to get rid of a Forward that doesn’t have an enter the field ability.

 

19-093H – Strago EX

This is interesting, I think I already like this card.

Every time Strago enters the field, or is broken, you get to reveal the top 4 cards of your deck and hopefully you’ll find a FFVI card sitting there that you can add to your hand.

This also works when Strago is found when you take Damage.

And, let’s not forget about Revenge Blast. For each point of Damage you have received, your opponent’s Forward will lose 2000 power.

And with 5 different Stragos available, you might have a hand full of Stragos at 6 points of Damage. At that point you can spam Revenge Blast and take your opponent to Pound Town.

19-094R – Sanctuary Keeper

Who needs Ashe when you have Sanctuary Keeper?

For 3CP, you can have a constant Activation per turn. Not only that, this Activation comes with a +2000 power buff.

You can actually use both Ashe and Sanctuary Keeper, with 24 Wols and spam that Chef’s Knife. My deck is slowly coming into fruition. I’ll have that deck ready in no time.

 

 


19-095C – Sophia

Sophia is the opposite of Sanctuary Keeper.

At the begining of the Attack Phase, Sophia reduces the power of a Forward by 2000.

If you’re already buffing one of your Forwards by 2000, that is a 4000 power difference. Sure it’ll only worked that way if each of you only have 1 Forward on the field, but you get what I’m trying to say. Or not say.

 

19-096C – Tidus EX

Well, for being a high cost card, you’d think you’d get more than just drawing a card or returning a Forward to their owner’s hand.

I’m not seeing it.

The only thing I like is that it can come off from an EX Burst. Which should be a good enough reason to have some in your deck, as you can always use them to pay for Opus I Tidus’s ability.

 

19-097C – Tonberry

I was trying to come up with a different way to start this, but couldn’t.

Tonberry comes in like a Monster and out like a Forward.

When Tonberry comes in you draw a card, then discard a card to make him a Forward. Tonberry is technically a 4 cost Forward, but you only have to pay for 2CP as he provides the other 2CP himself.

But, when Tonberry deals damage to a Forward the Forward is broken regardless of power. He has the real Chef’s Knife, not Wol.

19-098C – Yuna

When Yuna comes in, your opponent selects the card Forward that will be sent to the Break Zone. You’ll be able to remove a Forward, but since your opponent gets to pick which one it might not always work in your favor.

This is one way to get rid of Opus XVI Tidus, but I don’t think your opponent will choose that card when Yuna enters the field. Unless, if it’s the only Forward on the field.

 

 

19-099R – Josef

Are Rebels becoming a thing?

I mean Josef here looks like a good card, especially since you most likely will be playing Firion, which will make Josef a 3CP/9K body Rebel/Monk with a sword. Wait, Monks use swords? Maybe Josef uses it for his Rebel side.

“Rebel, Rebel,
You’ve torn your dress”

Maybe that’s what the sword is for.

Where was I? Ah, yes. And, with Firion still on the field, every time Josef attack, you get to draw 1 card. Who doesn’t like drawing cards. I’ll play Josef and attack for no reason just to draw a card.

And, that’s not all. No, Sir. When Josef enters the field you can also play a Category II Forward from your hand onto the field. Any FFII Character as long as it is 3CP or less. It doesn’t even need to be a Rebel, Rebel.

19-100C – Larsa

A 2 cost Backup that really is a 4 cost.

You’ll probably be discarding a card in order to search for that XII Forward that you’re really looking for. If that Forward is on the field you probably have no use to play this card.

Sure you can reduce damage dealt to a Forward by 2000, but I believe there are better Larsas than this one.

 

19-101R – Leviathan

The Water God comes in as a Free Summon.

No Sacrifices needed.

Leviathan comes in, you return 1 of your opponents Forwards to their hand, and they can’t play it until the end of their next turn.

What I like about this is that they’ll have a dead card in their hands. They won’t be able to play it, and if they draw another one they’ll have 2 dead cards. They might even discard it for CP just so they can play another card.

Might come out in your favor, or you’re just delaying the fact that they can play a Forward with an enter the field ability, that might turn things in their favor. But, this is a card game, and we need cards that will give us a breather when we can get it.
Yes, Free Summons are still good.

19-102L – Refia

If you needed a reason to run a Warrior of Light deck, well now you got one.

Refia will activate all the Warrior of Light cards you have at the beginning of each of your attack phases. That means you can go all out, and attack with all your Forwards, and then during your opponents turn, you will have all your Forwards activated, just in time to start blocking.

Also, once per turn, you can dull 4 Warriors of Light, and put one of your opponents Forward back into their deck. Top or bottom, you get to choose.

And, let’s not forget about the artwork. This is a beautiful card. Only complaint is that this one didn’t come as a full art.

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Resurgence of Power – Raining Water?

18-086H – Ashe EX

The Queen is here.

And if all her loyal servants are on the field. (Water Backups). She will only cost you 1CP. Which is good. With a 9K body she’ll rule over her kingdom and … well … deal a loss of power to a Forward.

2000 for each loyal servant that she has.

 

18-087C – False Hero

Really?

Discard a Manikin and play False Hero. Then play Imitation Despot and grab that Manikin back from the Break Zone.

After that False Hero gives all the other Manikins +2K power.

 

18-088R – Ingrid

This is an interesting card. Especially if you know that your opponent goes into their Break Zone to grab cards back. I know I do, sometimes.

Whenever Ingrid is sent to the Break Zone, your opponent removes all the Characters in the Break Zone from the game. Can’t grab them anymore, not for this game at least. Better luck next time, but this exorcist will exorcise the Characters back the the RFG Realm to where they belong.

Got a little off track there.

18-089H – Echidna

Echidna allows you to grab a Summon from your Break Zone. And that technically turns him into a free Monster that can come in and turn into a Forward. The cost here is different. Usually it’ll be 0CP, but for Echidna it’s a Summon card.

Now when Echidna attacks or blocks, you can draw 1 card.

You’ll be able to grab a card, once per turn.

 

18-090R – Kalmia

Losing power? Not anymore, Kalmia grants a special type of protection. No more shall you worry about your Forwards losing power to Summons and abilities.

Kalmia would still be a great addition if it were just that, but she also grants protection to your Break Zone. Your opponent will no longer be able to be chosen by your opponents Summons or abilities either.

No more fear of losing your Break Zone.

 

18-091R – Cloud of Darkness

Sometimes it seems your Forwards are outnumbered 3 to 1.

Cloud of Darkness is here to fix that.

She’ll come in and all the Forwards will go into the Break Zone, except the 1 you choose and the one your opponent chooses.

It can be a lifesaver if it’s used under the right circumstances. What are those circumstances? Well, your opponents has more Forwards than you. And, stuff.

I like it.

18-092C – Tchakka

Another Naakual.

This one would be good for a Mono-Water deck. It says so itself. All Forwards other than Water lose 1000 power. And after that, whenever Tchakka attacks, your opponents Forwards lose 2000 power.

That means every time Tchakka attacks, your Opponents might be sending cards to the Break Zone, simply because Tchakka can cast Sharknado on them. Or something like that.

18-093R – Nerine

Bring the Princess, any Princess. That way Nerine will become a much more viable Forward.

+2K power is a good thing.

Plenty of Princess’s to play 25 to be exact. Wait, no Macherie has been banned. 24.

Let’s go ahead and pick Fiona (16-118C)

When she comes in you draw a card not only from Nerine’s ability, but Fiona’s as well. Thus giving you a free Forward to play. And since she is a Forward she can be recycled. Quite easily, in fact. As if she is chosen by Summons or abilities, instead of Breaking her, Removing her from the game or whatever happens, you can simply place Fiona on the top of your deck and repeat the process.

18-094C – Geomancer

Discard Geomancer, draw a card. And, that’s about it.

Cheap Backup to play.

 

 

 

18-095C – Rune Fencer

I mean, it might have some uses, probably more than I think, but, it feels like you’ll be over paying. I can see it used here and there, but not enough for someone to keep it in a deck. maybe for draft or sealed.

You do get to hit 2 Forwards for a loss of power if you pay the extra cost. 1 for 4K and 1 for 7K.

 

18-096C – Leviathan

Leviathan comes back as a Common, and that’s doesn’t matter, because Leviathan cancels out an auto-ability that comes from a Forward. And at only 3CP that’s not bad at all. It’s actually pretty good.

Now you can also pay the extra cost of removing 10 Water cards from the Break Zone and return that Forward to their owner’s hand. Making them lose the CP for playing said Forward on to the field.

What’s not to like?

18-097R – Rinoa

This is probably one of the cards that didn’t need Warp. That’s just me though.

But Rinoa comes in, and you can send a Forward to the Break Zone, if you decide to pay the extra cost.

Angelo Cannon, I remember using it back in the day I used to play FFVIII all day, but we’re not here to talk about that. Where was I? You reveal a Forward from your hand, and Angelo deals that Forwards power as Damage to another Forward.

I just confused myself.

When are we getting an Angelo card?

18-098R – Lunafreya

Make a down payment of 2CP and get 3 cards in return.

Will it pay off or will your opponent cancel out Lunafreya’s ability when she enters the field through Warp?

Also, Can you wait 4 turns for a return on your investment?

It could be worth it.

 

18-099C – Leo EX

Leo … I mean King Leo.

King Leo comes in and sends a Forward back to their owner’s hand. And, if there are a couple of Standard Units hanging out on the field, you can just put it on top of it’s owner’s deck.

Simple as that. After that Leo just gives you 1CP per turn, cause he’s like a Backup and stuff.

Now, if we can find a way to bounce him.

18-100L – Lenna

I don’t think I really read this card.

I can see why it’s a Legend. Protection for your Break Zone.

If you’re playing Mono-Water, this is great. You can bring back a Water Forward and play it straight to the field. Lost your last Emissaries Tidus somehow. Lenna shall bring him back.

Or what about Leviathan, Lord of the Whorl. That might also be a cheap way to play him.

And, I just had an OMG! moment.

Your opponent wastes all of their resources to get rid of Leviathan, and you just bring him back. Just cause you can.

Forget Tidus, I’m about to put Leviathan and Lenna in my Ultros deck.

Let’s have some fun.

18-101C – Lenne

Cheap Backup to play that allows you to draw a card if you cast a Summon this turn.

That’s about it.

 

 

 

18-102C – Wakka EX

A backup to play if you’re playing a FFX themed deck, or mostly Water.

Wakka let’s you reveal the top 3 cards of your deck and hopefully you’ll grab a card. There’s a good chance you will if you’re playing this Wakka.

This ability also comes off an EX Burst so there’s that as well.

But, from the 4 other Wakka’s available, 3 of them are better than this one.

Prove me wrong.

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Emissaries of Light – Water Thoughts

Here we go again, after I lost it all when my Computer Froze.

16-106R – Andrea Rhodea

Andrea Rhodea, Perfect for a FFVII deck. And that’s pretty much it. He might be a Dancer, but there doesn’t look like he has any Synergy with other Dancers. Maybe Mayakov, just cause he gives Rhodea Protection, and that you can play him once Mayakov enters the field.

But, FFVII is the way to go. Only question is which Cloud do we choose?

 

 

16-107R – Ezel

More like a Mathematician.

Ezel allows you to search for a Forward, as long as you can do some simple math.

Add up the CP of the cards you discard to find a Forward with the Same cost.

There should be an easier way to search for certain Forwards.

 

16-108C – Kimahri

Kimahri only job is to place a Ronso Counter on a Forward, and give that Forward some Protection against damage dealt by your opponents Summons or abilities.

Kimahri will come in and give a Forward a Ronso Counter. All you need to do is figure out a way to keep bouncing Kimahri.

 

 

16-109C – Kyrie EX

I always liked the cards that allow you to look at your opponents hand.

They won’t be discarding anything, but you’ll be able to look at the top 2 cards of your deck and see if you like what you’ll get.

If you don’t just send them to the bottom of your deck, and hope for something better.

 

16-110C – Clavat

Another backup Backup.

Clavat here lets you draw a couple of cards when he enters the field and gets sent to the Break Zone. And with you being able to play 3 Clavats you might be able to Draw 6 cards.

Imagine what kind of Damage you can do with up to 11 cards in your hand.

 

 

16-111R – Genbu EX

Along with the same abilities the other Shijin have. Genbu comes in with “Protect”

The damage dealt to Genbu is reduced by 3000. And it is a constant reduction.

 

 

 

16-112C – Corsair

Don’t like your cards, play Corsair.

You’ll draw 2 cards and discard 1 card from your hand.

After that you can always use his ability and draw 1 more card.

 

 

16-113C – Sahagin

Sahagin will come in use water gun on your opponent. Blinding one Forward you choose, just enough to send him back to your opponents hand.

After that it’s a Switcheroo as you grab a card and discard a card. All this for 3CP.

After that, need to look at the top cards of your deck?

Sahagin will jump into the Break Zone to allow you to do just that.

16-114C – White Mage

White Mage is here to have some fun with Sahagin.

Whenever you discard a card from his on-entry ability, you’ll draw 1 card.

And it doesn’t stop there. This can happen anytime you discard a card, but only once per turn.

 

 

16-115H – Sarah (MOBIUS)

Sarah is hungry for Crystals. And every time you find one, she just might be able to get you a Backup to add to your hand.

Now, you do gain a Crystal when she comes in, but it’s not just that Crystal, it’s any Crystal you can get.

And then just keep feeding her 1 Crystal per turn, and she’ll gain +1000 power and Protection from damage that is less than her power.

16-116L – Tidus

Tidus is the gift that keeps on giving.

As long as you play it safe, Tidus will always be around, and it will seem like there is no way around him. Only a slight reprieve when your opponent manages to get him off the field for a second.

Tidus cannot be blocked, so you know that you won’t be blocking with Tidus because you will be constantly attacking, chipping away at your opponent.

Oh, and every time you send Tidus to the bottom of your deck, you draw 3 cards.

Now it doesn’t specifically say only this Tidus. If your opponent has a Tidus and you send it to the bottom of their deck, do you also draw 3 cards?

16-117H – Tros

Do I see an Octopus deck coming into play?

Tros will easily let you draw cards when Ultros sends himself back to your hand.

Octopi/Tidus or Octopidust, yes that is what I shall call it. When I finally get around to making it that is.

You know it’s going to work.

16-118C – Fiona EX

For some reason I thought this was a Backup.

So, you’ll be basically paying 2CP for Fiona and you got an 8K body.

You can also draw a card off of an EX Burst.

 

 

16-119H – Fusoya

A Five color deck?

It can work. You already have Soiree going all out this set.

Just add Fusoya to the mix, and you’ll probably choose up to 4 abilities to cast.

 

 

16-120C – Firion

There are a lot of cards that help you draw cards. Water is Turbo Draw.

Just don’t mill yourself out.

 

 

 

16-121R – Vesvia EX

It seems like there’s a certain way to play Soiree.

Well you can play any way you’d like, but depending on how many Soiree Members are on the field, you can draw up to 2 cards. Thus, making Vesvia a free card.

 

 

 

16-122R – Marche

I’m on the fence about this Marche. Due to the cost, and if the Opus XI Marche is better.

But, you’ll probably be playing a different strategy if you play this one.

You’ll grab a 2 cost Character right off the bat, and after that every time Marche attacks, you draw 1 or 2 cards.

 

 

16-123L – Meia

Here is your discount card.

Meia comes in with Haste, and even though she cannot attack or block, she lets you cast a Summon from your hand for up to 3CP less. You’ll be playing 1CP for 4 cost Summons.

Who else can we pair Meia with?

 

16-124H – Lightning

Lightning comes in when you’re at a slight disadvantage. Depending on how many Forwards you and your opponent have, you’ll be able to remove one of their Forwards from the game.

With Switch Schemata, you’ll be able to save Lightning from being sent to the Break Zone, and have her just come back in at the end of the turn and Remove another one of your opponents Forwards from the game.

 

16-125C – Leviathan

It’s like your going fishing, and throwing the fish back into the sea.

Either that, or another fish you already caught.

Choose a 5 cost or less Forward and place it at the top or bottom of it’s owner’s deck. And maybe draw a card. But, you’ll be losing 2 cards.

Meh, I probably don’t see it.

16-126R – Leo

A what now?

More Math? Not exactly, but you’ll have to have Characters of cost 1-6 already on the field to play this 1CP/7K Forward.

And when Leo enters the field you can play a card from the top 5 cards of your deck. So, you’ll basically be coming up positive in the CP count with Leo.

After that return Leo to your hand, there are plenty of cards that will allow you to do that. Then rinse and repeat.

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Crystal Dominion – Opinion on Water

15-106C – Atomos

Easy way to get rid of a Forward. Doesn’t matter which one, you’ll still get rid of one.

Add a Crystal and only pay 1CP for Atomos.

Not bad, not bad at all.

 

 

15-107H – Umaro

1CP/9K Power

That is one hell of a trade. But, you’ll also pay 1 Crystal. At least you’ll get it back when Umaro is put into the Break Zone.

That is, if he ever makes it to the Break Zone.

 

 

15-108C – Dancer

I would have never thought that they would make a card like this.

All of a sudden that 1 Forward loses all it’s abilities and Categories and wait … does Job count as a Category? What about Element? I’ll have to check on that. … But even if it’s only Category it will still put a dent in some decks.

Now, Imagine if they had a card that would do this to the whole board.

 

 

15-109R – Ultros

The card with the best art this set. I don’t care what anyone says. This is the Chase Card.

Ultros being Ultros.

As of this moment you can have up to 12 Ultros in your deck. That means you’ll most likely hit an Ultros if you reveal the top 5 cards of your deck.

Each Ultros has the ability to find you another Ultros if it gets chosen or broken.

This will be the card I am making a deck out of this set.

Thank you, I’ll take 3.

Shiny Holo Full Art.

15-110C – Gau EX

“Gau’s a Wild Child,
come and love him,
He wants yoooouuuuuuu, ooooo”

I wonder if Gau is a WASP fan. He and Blackie Lawless can form a band and gain a Chris “tal” Holmes when he enters the field. Get it? XD No?

At least I didn’t quit my day job. Yet.

Any who, for 2CP you’ll gain a Crystal and at 3 points of Damage, Gau gains 3K power.

15-111C – Keiss

See, Gau and Blackie Lawless would have been perfect for this card.

Keiss is just a Free card that can generate double the CP for you. If you got a party going that is.

Simple as that.

 

 

15-112R – Shinryu Celestia

Expensive card, if you want to se her on entry ability. It’s almost like paying 6CP for it.

But, if you’re playing Cadets, it might be worth it. For, every time one is sent to the Break Zone, one of your opponents Forwards will lose 3000 Power.

 

 

 

15-113C – Strago

Pay a Crystal, get rid of a pesky Forward that’s been bothering you for a bit, and draw a card.

I hope that Forward doesn’t have an on entry ability cause he only went as far as his owner’s hand.

But, you still get a card.

 

 

15-114C – Dracoknight

Self-reviving Forward.

3CP/7K will recycle for you and then you can play Dracoknight again the next turn. Or even the same turn if you have the CP.

 

 

 

15-115H – Penelo

If you’re playing Sky Pirates, you’re playing this Penelo.

You will be paying 0CP for her ability.

Protect a Forward, Weaken a Forward, or Draw a card.

The option is up to you.

 

 

15-116C – Hilda EX

Technically you’re paying 2CP for Hilda, and if you play her late game, it might even be free. because at 5 points of Damage you can play a 3 cost Forward or less from the Break Zone onto the field. And if that card is a Viking, You are drawing 1 more card.

 

 

 

 

15-117R/9-113H – Famfrit

Reprint from opus IX.

Nothing to see here, move along.

Well, Famfrit used to be a Hero, now he’s just a Rare.

Put 2 Forwards or Monsters in the Break Zone.

 

 

15-118C – Blue Wyrm

Draw a card, and cash out when you need a Forward with 6000 Power.

Do or Die, or Do and Break.

 

 

 

 

15-119L – Porom

Porom here, getting an EXP Counter Every turn. And Every turn you can choose 1 Forward of 5CP or less and it loses all abilities. And at 3 EXP Counters it’s power becomes 1000.

After that you just use Palom (15-011L) and finish that Forward off. Just Like that.

It’s called Twincast.

 

 

15-120H – Mind Flayer

Mind Flayer is Lani’s (12-018H) Water Summon form.

Grab one of the top 2 cards of your opponents deck and cast it without paying the cost. But, only this turn. Lani would allow you to keep the card and cast it whenever you would like. But, you would pay the cost.

I’ll take it.

Let me grab that Sophie of the top of your deck. Opus 1 Shantotto? I think I’m ready for a board wipe.

15-121R – Mayakov

A forward that dances the effects of your opponents abilities away. Mayakov has the 4CP/8K Power we all have come to know, but it’s his ability that makes him stand out. Plus playing a Dancer from your hand onto the field, also lowers his cost to 1CP.

How many Dancers do we have?

 

 

 

15-122L – Mog (VI)

Hmm, this is interesting.

Pay a Crystal, draw some cards, and hopefully Break one of your opponents Forwards, or your own, if that’s what you’d like. Or just return them to their owner’s hand.

Either way Mog, has the ability to draw even more cards, with Water Harmony, only this time you don’t need to discard any cards.

 

 

15-123C – Oracle

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.

 

15-124H – Relm

Like Relm here. Oracle will give you the Crystals for Relm to search for Monsters to play onto the field.

And there are plenty of 5 cost Monsters that will do some damage. Some Monsters will even let you grab Characters from the Break Zone.

Build your own Army of Monsters, all you need to do is protect Relm.

 

 

15-125R – Lunafreya

At 1CP/7K Power, Lunafreya is only here to protect a XV Forward.

Which one you chose is up to you. But, you will need Noctis if you plan on attacking with Lunafreya. Or block for that matter.
Other than that, you can just cast Lunafreya and keep her like a Monster. Just standing in her own Zone. Not blocking, not attacking. Just a constant 2K buff to your XV Forward along with a veil of Protection against Summons and abilities.

 

 

15-126R – Lenna

Here’s another use for Oracle.

Lenna will allow you to grab a Forward from the Break Zone and play it onto the field. 2CP or 3CP, depending on how many Crystals you use to pay.

There are plenty of 2 cost and 3 cost Forwards that you can play. They don’t even need to be Water Forwards. Any element will do. Like that sneaky Zidane from Opus III.