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Gunslinger in the Water

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26-101C – Aila

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

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

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

You just get to keep the cards that you want.

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

And, that’s about it.

26-102C – Blue Mage

This is a great card.

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

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

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

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

26-103L – Azdaja

Here is your game winner.

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

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

Why is this you might ask?

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

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

26-104H – Iedolas

You see what’s happening?

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

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

We’re thinking Ardyn, cause why not.

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

Is there anything not to like?

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

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

Now you can replay Iedolas.

26-105C – Garnet

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

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

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

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

26-106C – Old Snapper

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

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

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

26-107C – Chemist

The elemental backups, and this one is decent.

Why?

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

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

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

And, here I thought this card would be useless.

26-108C – Thaliak

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

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

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

3CP? Yes, please and thank you.

26-109R – Johnny

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

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

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

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26-110R – Sylvestre

Stalone. Yeah, Nope.

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

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

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

26-111C – Titov

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

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

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

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

And, that’s about it.

26-112H – Tidus

Finally a Guardian that actually protects Yuna.

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

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

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

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26-113R – Nymeia EX

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

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

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

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

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26-114H – Asura, Manusya of War

Is this a board wipe?

It sure looks like it.

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

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

It’s pretty straight Forward.

26-115H – Mid Previa

Grandson of Cid.

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

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

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

Just something to think about.

26-116C – Malboro

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

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

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

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

26-117H – Yuna

Earth/Water Dark Knight Yuna! Remember that.

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

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

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

26-118C/15-123C – Oracle

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

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

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

So, scratch that.

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

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

26-119R – Leviathan

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

What do you get in exchange?

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

And, that is it.

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

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

26-120L – Lenna

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

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

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

Lenna costs 4CP and has 8000 power.

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

More Singles!

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Tears of the Limit Break

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25-106R – Machina LB

How much you like this card depends on when you can play it.

Machina is a 2 cost Forward, who’s power will range from 4K – 10K, as every point of damage that you have received gives Machina +1000 power.

This is not bad at all. The only problem I see is that you can’t play Machina if you already have a Forward on the field.

And, that might be the reason Machina is a Limit Break.

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25-107H – Red XIII LB

This is what a Limit Break should be.

Red XIII comes in and he gives all of your Forwards +2000 power until the end of the turn. With all the Final Fantasy VII Characters in this set, I see Red XIII being a great Limit Break to play.

And, since we’re talking about Final Fantasy VII, if you have another 2 FFVII Characters on the field, Red XIII will also gain Haste, First Strike, and Brave.

This will be a great play after a couple of turns. You’ll have a Forward that will be tough to beat.

I do like this one.

25-108R – Kam’lanaut LB

I’m not sure if Kam’lanaut looks more like a Transformer or a Super Hero.

Either way Kam’lanaut will do the same thing once he enters the field. He will break a Forward.

Why am I so sure, that Kam’lanaut will break one of your opponent’s Forwards? Because you wouldn’t be playing it if you didn’t control a Dark Forward.

After that you’ll have a Meat Shield on the field.

Hey, that rhymes.

25-109H – Shuyin LB

Shuyin! What’cha doin?

Looking for Vegnagun, that’s what Shuying is doing!

Shuyin will come in and search for a Dark Forward. If you don’t want Vegnagun, you can always look for Emissaries of Light Chaos, and go that route.

And, hey if you get Vegnagun in your starting hand, you won’t need Shuyin, but it’s always good to have him.

Yeah, I can’t think of anything else.

25-110R – Aerith LB

Here’s a way to make sure you can start your FFVII deck off right.

If your hand isn’t good, and you need to just find Zack or Cloud, Aerith knows where to find them.

You can then play them on to the field, and go along with your plan.

Aerith can also cancel an auto-ability targeting a FFVII Character.

It’s almost as if she’s sacrificing herself to protect the rest.

I’d call Aerith the perfect Meat Shield, but that feels wrong.

25-111H – The Emperor LB

Do you want to draw more card?

The Emperor her will help you out with that.

Every time your opponent searches for a card, or brings a card back from the Break Zone, you get to draw a card. And, there’s no limit on how many cards you can grab.

Since we already know that every deck has a card that searches for cards, and most decks have a way of bringing cards back from the Break Zone, you will draw enough cards to make The Emperor a free play in the long run.

You also get a body on the field with 5000 power.

You’ll want to keep The Emperor on board for as long as you can.

25-112H – Sarah (MOBIUS) LB

We were just talking about MOBIUS, somewhere during this set, and it is getting some love here.

Sarah will come in and if you find a MOBIUS card in the top 4 cards of your deck, you can add it to your hand, if not then all the cards go to the Break Zone.

It can work in your favor, it can also work against you.

But, the real reason you’ll be playing Sarah, is her second ability, in which she reduces the cost of playing your MOBIUS Forwards by 2CP.

And, you get a body, but you’ll probably just be dulling Sarah to help pay for your Forwards.

125-113R – Yang LB

Bring on the Monks!

This is just a way to get an extra Monk on the field.

What am I saying? I gotta read a little better here.

This is a way to get a Forward on the field, any Forward, any Element, any Category, any Job.

As long as you have enough Monks on the field you can even play Mont Leonis (14-075H) and Chaos (16-129L)

Just find a way to break Yang, and play him again, and then play him once again. Since Yangs LB cost is only 1 point, you can play all 3 Yangs if you have them in your Limit Break deck.

25-114R Kain LB

Kain might cost 9CP, but you can bring that cost all the way down to 2CP.

How?

Its simple really.

If you have 3 Dragoons on the field, Kain’s cost comes down to 4CP. And, once Kain enters the field you’ll grab a Forward from your Break Zone. Bringing it down to 2CP, just like we mentioned.

You can grab the Forward you just used to pay for Kain’s cost, or you can grab another one.

Most likely, you’ll be grabbing another one. Probably that Dragoon that was just broken last turn.

Did we mention Kain has First Strike?

If you’re playing Dragoons, you should throw at least one in your Limit Break Deck.

25-115H – Sephiroth LB

This is a fun card to play. I managed to pull it on Prerelease along with a couple of FFVII Legends, but that’s a story for another day.

The high cost of Sephiroth is worth it.

Whenever Sephiroth attacks or when he enters the field, Sephiroth will dull all the Forwards except for himself.

And, at the end of your turn you will break a dull Forward. At the end of your opponent’s turn, you will break another dull Forward. And so on, and so forth.

You will slowly break down your opponent’s front line, but be careful. Once your opponent loses all their Forwards, you’re going to start breaking your own Forwards.

But, then again, if your opponent doesn’t have any Forwards on the field, you’re probably winning the game.

25-116H – Graff LB

The Grand General. Graff looks like he could be a captain, and when I saw it the first thing I thought about is Vikings.

Why Vikings?

Well, when Graff enters the field, choose a Forward you control remove it from the game. If you remove a Viking, you will draw a card.

Which should be a good enough reason to play Graff in your Pirate deck.

And also, whenever Graff attacks, you’ll choose one of your opponent’s Forwards and they lose 4000 power until the end of the turn.

Let’s not forget about Graff’s 9000 power either.

25-117R – Leonora LB

One more card that can search for another card.

A Forward to be exact, A Final Fantasy IV Forward.

Which Forward? Well, that’s up to you.

Leonora can also help protect your Final Fantasy IV Forwards, with her second ability which turns the next damage dealt to them to 0.

Final Fantasy IV now has 2 cards that will search for a FFIV Forward.

We might be on to something here.

25-118H – Golbez LB

We’ve seen all the Archfiends, now let’s take a look at their leader, Golbez.

5CP plus 2LB to play a 9K Golbez.

So far this is meh. Just your regular High Powered Forward.

Now let’s take a look at the ability. Once per turn, you can search for an Archfiend and play it onto the field. Just like that.

Imagine, looking for Cagnazzo, right when you need to get rid of a Forward that you don’t want on the field. Or playing Scarmiglione when one of your Forwards gets attacked and needs to be saved.

And, that was just a couple of Archfiends from this set. Imagine what you can do if you go through all of the Archfiends.

That Golbez VS Cecil deck is looking pretty good right now.

d

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Tears of the Earth Planet

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25-052R – Ursula

Here’s a card that Yang LB can play early on.

When Ursula comes in from Yang’s ability she will search for a Monk. Making her a +2CP play.

All that’s left to do is bulk up Ursula a bit and have her attack. For when she does, you will pick a Forward and they will deal damage to each other. Hopefully Ursula has more power than the other Forward. If not, at least she’ll take out a good chunk.

But, maybe you want to break Ursula, just so you can bring her back and search for another Monk.

Or, maybe you should just stick with Opus XI Ursula.

25-053H – Atomos

This will be fun to play.

Just to mention it once more, Atomos has a way of getting rid of your Backups, when you want to make room for them. And, if you do get rid of a Backup Atomos’s cost is reduced by 2CP making him a ! cost Summon.

And, for that 1CP, you will deal damage to one of your Forwards, equal to the amount of cards that you have in your Break Zone.

Period.

Deal 49K damage to that one Forward just because you can.

Yeah, if you have 49 cards in your Break Zone, you’re probably losing the game.

While it’s fun to imagine an attack with that power, it’ll probably never happen.

25-054C – Vincent

At 2CP Vincent is cheap and a card that you can throw into any Earth deck. He plays well alone, which shouldn’t be much of a surprise since he spent most of his life sleeping in a coffin.

Vincent comes in with First Strike, and whenever Vincent attacks, he gains +4000 power, making him a 9K body, which can take down most of the opposition.

Are we done?

Nope, Vincent also has the ability to deal a Forward damage equal to his power. But the cost is high, and I don”t think that I would use that.

But, 2CP for a 9K attack, I’ll pay for that.

25-055C – Wererat

There’s a rat infestation, but not just any rats it’s Wererats.

This one might be of use though.

Wererat comes with 2 abilities. One gives one of your Forwards +1000 power, the other gives that Forward +2000 power.

Depending on the situation, both abilities can help one of your Forwards survive a block, or an attack.

Wererat might be helpful in some situations.

25-056L – Wol

I don’t know, I wouldn’t call this a Legend.

I’d say Wol, is a glorified Meat Shield, that can protect one of your Forwards from being sent to the Break Zone.

But, there is Blurred Strikes which can help you get a couple of cards.

If you decide to use Blurred Strike, you reveal the top 3 cards of your deck and add 2 of them not named Wol to your hand, the rest go to the Break Zone.

I’ve been wrong about cards before.

25-057R – Cutter

All that hardware, just to make Cole Slaw.

Cutter will slice and dice and shred all of your opponent’s dull Forwards, and send them to the Break Zone.

And when you’re done with that. Cutter can turn into a Forward and deal your opponent even more damage.

Which is something you would like to do, to try and get rid of Cutter in order to play it again.

Not a bad Monster, and there are ways to get Cutter back from the Break Zone as well.

25-058C – Black Belt

Your Tears of the Planet basic Backup that exists in all elements.

Black Belt is Earth.

You can either Break a dull Forward with 7000 power or less. Or, you can draw a card.

Black Belt can be useful in different situations, and should be considered for Sealed.
As we’ve said before, for 3CP you can do far worse.

 

25-059C – Cait Sith

This card is interesting. And, you don’t even need Cait Sith to play in a FFVII deck. You can just add him to any Earth deck and you’ll do fine.

Cait Sith comes in and you can play a Character of 2CP or less from your hand straight to the field. Making Cait SIth’s cost come down to 1CP.

And, when you’re done with that, you can just send Cait Sith into the Break Zone and grab a FFVII Character.

Yes, I did say you don’t need to play Cait Sith in a FFVII themed deck, but what’s to stop you from grabbing Cait Sith back from the Break Zone in order to play him again.

25-060H – General EX

How come I don’t remember this Character?

After looking it up I remember battling him, but that’s about it. Minor Boss that gives you Excalibur. But, we’re not talking about Final Fantasy III, were talking about FFTCG!

General comes in with Brave, and 9000 power making him a great Meat Shield.

If General leave the field for any reason, you can grab a Warrior from the Break Zone and add it to your hand.

General does have protection from your opponent’s Summons in that he cannot be chosen by them, and if General is dealt damage by your opponent’s Summons that damage becomes 0.

It’ll be hard to get General to leave the field, but hey you can search for a Warrior if General is in the Damage Zone.

25-061R – Scarmiglione

The Archfiends are getting some great cards this set.

Scarmiglione is the Forward that you never knew you needed.

For 1CP Scarmiglione can come in during your opponent’s turn with Back Attack, protecting one of your Forwards from damage reducing it by 2000. This could be just enough to keep that Forward from breaking.

Now, if that Forward is Golbez, Golbez will not be able to be chosen by your opponent’s Summons or abilities as well.

And, Scarmiglione will only cost you 1CP, that is nothing compared to the Forward that he will save.

Only draw back is that Scarmiglione only has 3000 power, but that can be good as well. All you need to do is block with Scarmiglione in order to send this Archfiend to the Break Zone, just so you can play another Scarmiglione onto the field when needed to.

25-062C – Sophie

Sophie comes in for 4CP, once she’s in you can either play a MOBIUS Forward of 3 or less onto the field, or you can search for 2 Sophies and add them to your hand.

Your total cost will come down to 1CP, or it will be a Free Play. Either way Sophie is a steal, as you’ll have an 8K body on the field.

Notice how I didn’t say Meat Shield?

Well that’s because Sophie has Thor’s Hammer. You can use it to deal some big damage to one of your opponent’s Forwards,and depending on how many Backups you have on the field, Sophie can deal that forward up to 15,000 damage. there’s a 99.9999999% chance that, that Forward will be sent to the Break Zone.

You’ll want to grab a bunch of Sophie’s and add them to your deck.

25-063C – SOLDIER Candidate

We’re getting some more SOLDIER Candidates.

This one comes in with Brave, and for 2CP you get a 5K body.

If you already have a SOLDIER Candidate in your Break Zone, this Candidate gains +2000 power, giving it a 7K body.

And, we’re not even done.

When SOLDIER Candidate attacks, all the SOLDIER Candidates gain +1000 power.

You can have 3 of these on the field at the same time, and if they all attack, all of your SOLDIER Candidates will gain +3000 power before they attack.

SOLDIER might be recruiting some strong Candidates.

25-064C – Dyne

You’re Dyne to know what this card does!

Yeah, that was terrible.

First off you won’t be playing Dyne in the begining of the game.

At least not till you have 5 Backups on the field. Cause if you don’t Dyne is just a high cost Meat Shield.

Once you do have 5 Backups on the field, you can play Dyne and you’ll choose one of your opponent’s Forwards and Dyne and that Forward will deal damage to each other.
So, it would be wise to choose a Forward with less power than Dyne.

And, at 3 points of Damage Dyne gains +1000 power. I would have changed this a little, and say if a certain FFVIII child was on the field. But, that would contain some Spoilers.

25-065R – Tifa

How many Final Fantasy VII Characters can you cast each turn?

Tifa will deal (3000 times each FFVII Character that entered the field this turn) damage to one of your opponent’s Forwards at the begining of every Attack Phase. That could mean that you can be breaking one of their Forwards, once per Attack Phase.

And, that’s not all.

Whenever Tifa attacks, all of your FFVII Forwards gain +2000 power.

You can throw Tifa into any Final Fantasy VII themed deck, and she will do wonders.

25-066L – Barret

6CP?

Yes, and it is worth it.

Barret comes in, and searches for Marlene, or a AVALANCHE Operative of 4 or less, and they go straight to the field. And, if you’re thinking what I’m thinking. You will grab Marlene.

Once Marlene enters the field you will go into your Break Zone and grab Tifa, or Cloud, or Aerith, or Barret, but we’re going to stick with Tifa. Tifa 25-065R to be exact.

This makes Barret a Free Play, as you get your 4CP back when you play Marlene on the field, and the other 2CP come back when you grab Tifa from the Break Zone. Or, Aerith, or Cloud, or Barret.

Now if you followed these instructions, at the begining of the Attack Phase, Tifa will deal 9000 damage to one of your opponent’s Forwards. And, if you already have another 4 Final Fantasy VII Characters on the field, Barret will also deal 9000 damage to one of your opponent’s Forwards.

What’s not to like?

Oh, and Barret has Brave.

25-067H – Rikku

Now this is a card that could see regular play.

Rikku comes in and plays a 3 cost Backup from your hand onto the field. Which in turn turns Rikku into a Free Play. And if the card you play draws you a card, or searches for a card, you’re coming out positive in your CP spending.

And, it doesn’t need to be an Earth Backup or an FFX Backup.

And when that Backup, or any other Backup enters the field, all the FFX Forwards that you control gain +2000 power and Brave.

Now think if you play another Backup. That’s +4000.

25-068C – Luca

We haven’t seen Luca since Opus XI, and she’s back ready to find a 2 cost Character from the top 5 cards of your deck. If you find one congratulations, you just paid 1CP to cast Luca.

Other than that, Luca will give a Forward of 2CP or less +1000 power. You can use this ability once per turn.

I don’t know if this will be much use.

But, there are worse ways to spend 3CP.

Singles?

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Hidden Legends of Wind

24-037R – Ashe EX

High cost Forward troubling you?

Ashe will take care of that for you, but not for long. You’ll be able to put that Forward on top of it’s owner’s deck. That means Ashe can also choose one of your Forwards, if you want to get the effect of it’s enter the field ability.

Which can be useful.

Now, if you put your opponent’s Forward on top of their deck, just make sure you deal a point of damage this turn. That way you’ll be able to send that Forward to the Damage Zone and then you won’t have to worry about it again.

This also comes off of an EX Burst.

You can also put Ashe into the Break Zone to activate a Forward while giving it +1K power.

24-038H – Valefor

Valefor makes a comeback, after being on hiatus since Opus I.

At 1CP it looks promising, let’s take a look.

Pay X, reveal the top 7 cards and play a Character of X or less.

I don’t know if I like it.

It’s almost a search and play to the field, but it is limited. And, that’s probably why it only costs 1CP.

It might work here or there, but either Opus I Valefor will work better for me.

24-039C – Vaan

Vaan and his trumpet.

At 5CP, Vaan can become a Activating Machine.

When Vaan enters the field Activate 2 Backups.

When Vaan attacks, Activate 2 Backups.

That’s 4CP right there. You paid 5CP.

One more attack and Vaan will be paying you to be on the field.

Vaan comes with a 9K body, and Aeroga Blade which deals a Forward 9000 damage.

I would play this card. I might even play it at Pre-Release. Midnight Pre-Release to be exact.

24-040C – Viera

Pay 2CP to activate 2 Backups later on.

Viera is more like a bank.

She’ll keep your CP and give them back to you when you need them later on.

In the mean time, Viera will produce 1CP per turn as any Backup will do.

And, when the moment is right, and you would like to use your Backup’s abilities you can use Viera to activate them.

I’d say a definite maybe.

24-041C – Onion Knight

Warp 1 for 1CP instead of paying 3CP! You’re already ahead.

Onion Knight is a recycling machine, ready to be removed and warped back in. This will be perfect if there is ever a threat to Onion Knight.

And at 3 points of Damage Onion Knight gains +1000 power.

That’s a 9K body, that can be recycled back into the game for 1CP.

Let me give this a try.

24-042R – Garuda (XVI)

5CP to activate all of your Backups.

Or, you can just Prime into Garuda with Benedikta. I haven’t seen Benedikta yet, but she’s coming up.

Activating your Backups already seems popular this set. Add in Bismarck, Lord of the Mists. And then you have a way of drawing cards, returning cards to your opponent’s hand. And when you have returned cards to their hand, you hit them with some Ice, and have them discard cards from their hand.

Ice/Wind for 2025

24-043C – Thief

Here’s another way to draw a card. Making Thief a 1 cost Backup

After that, once thief enters the field and if you already have 4 Wind Backups on the field, you can choose 1 of your Forwards, and it cannot be blocked for this turn.

Is it worth it? Having thief take up a spot in your deck for the chance that you might come across the perfect situation in order to use him?

I don’t know, probably better to leave this one out.

 

24-044H – Zidane

Zidane doing Zidane things.

He’s stealing cards from your opponent.

For 3 CP you can grab and Character from your opponent’s Break Zone. Yeah, you do remove it from the game, but you can cast it at any time you would cast it. Makes Sense?

Why is this one better than the other 2 Zidane’s that allow you to grab a card from your opponent?

Simple, you get to choose which one you grab.

And, at 5 points of damage, your Backups produce CP of any color.

I’ll be adding at least one to my deck that plays your deck.

24-045C – Jeume

Jeume, your Wind Warrior of the Crystal.

I was hoping for something better, after seeing Fire and Ice, but we have Jeume.

She’s not bad, she still allows here comrades abilities to go off when she enters the field.

She just doesn’t have any abilities that go off.

Nothing wrong with that, just because she can’t be chosen by your opponent’s abilities.

And, you have an 8K body.

24-046R – Leech Bat

I’m seeing a pattern here. I almost forgot about the Elemental Monsters that are all the same, but different.

Leech Bat hangs around, and when one of your Forwards attack, you can toss it into the Break Zone, making your opponent reveal there hand.

You’ll then pick the card you like, and toss that one to the Break Zone.

Your opponent will then draw a card.

That’s the only thing I don’t like about it.

After that, you’ll play Zidane, remove that card you selected from the game, and now it’s yours to cast whenever you’d like.

24-047R – Sophia (SOPFFO)

Sophia’s Choice.

Was that a band, or a movie?

But, you do need a Crystal in order to choose.

Sophia can either Break a high cost Forward, or she can break a monster.

The choice is yours.

Not Sophie’s. I mean Sophia’s

After that you have a 8K body that’ll hang out on the field.

24-048L – Tidus

“It’s Warping Time”

Coming in like a substitution right when you need him.

You can actually just play Tidus right away from the get go. At 0CP there is no reason not to.

Yes, Tidus has 5 Warp counters, but every time a Warp Counter is removed from a any card that is Warped, Tidus will have a Warp Counter removed from him, making his wait a little bit shorter.

When Tidus finally enters the field, all of your Forwards with Warp will have Haste, and they will not be able to be chosen by your opponent’s Summons.

All this for a grand total of 0CP, because you won’t be paying 5CP. You could, but what’s the fun in that?

24-049C – Nono

I’m just trying to figure out what Nono is doing here.

Nono isn’t bad at all, especially for a Common.

Nono enters the field and deals your opponent 2000 damage. Yes, that’s not a lot, but remember you’re playing Wind. And, what does wind do?

If you’ve been reading this, you already know Wind has been activating Backups this set, and drawing you cards.

And, if Nono is the 3rd card that you have cast this turn, Nono deals your opponent damage equal to his power. 3 points of Damage, gives Nono +2K power.

Add in Opus I Maria, and you’ll be dealing a Forward 8K damage.

All this for 2CP.

24-050C – Bartz

I read this once, and thought it was bad.

Reread it, and realized it’s not that bad.

the first time I understood that you had to have 2 cards removed from the game this turn, then I realized it doesn’t say this turn.

If you have 2 Cards removed from the game, Bartz can come in and Activate 2 Backups.

Like the Backups that you used to play Bartz.

Personally, I think there are better ways to Activate your Backups, but this still might be useful.

24-051R – Benedikta

With 3CP you get a Forward with 8000 power, First Strike and at 3 points of Damage Benedikta gains Haste.

That by itself would make it a decent Common.

Meat and Potatoes, nothing to fancy just a good body, or as I’d like to call it, a Meat Shield.

Benedikta can also Prime into Garuda (XVI) and will then Activate all of your Backups. And, return 2 Forwards to their Owner’s hand.

Benedikta will bring the cost of Garuda down by 1CP.

For a body, you can probably just play Benedikta by herself, usually a card with this much power costs 4CP.

24-052L – Belgemine

Automatic protection from Summons, and the more Summons you cast the better Belgemine is.

Cast 2 Summons, deal 2 Forwards 4000 damage each.

Cast 3 Summons, send 3 of your opponent’s Forwards to the bottom of their deck.

And, once you do that, there’s a good chance that you wiped your opponent’s front lines.

Now it’s time to go all out, and know that this was 1 Crystal Point that was very well spent.

Something tells me that YRP will be making a comeback. Add in that Opus I, Legend, Tidus, and I can see it now.

24-053H – Minwu

The Rebels are about to get a deck. Maybe not this set, but when they do Minwu and Opus XVII Maria will be a part of it. I haven’t really looked into it, but I can see the pieces slowly falling into place. IT just needs that one card the Rebels can all rally behind.

Minwu is a 4 cost Forward with 7000 power.

And, yes it is worth paying 4CP for Minwu, as you will grab a Final Fantasy II Character from the Break Zone and play it onto the field. Their cost just need to be equal or lower than the number of Backups you control, and it can’t be Minwu.

All of your FFII Forwards also cannot be chosen by your opponent’s abilities.

I’m going to be looking into a Final Fantasy II deck.

24-054C – Wing Wraith EX

Although Wing Wraith isn’t that powerful as a Summon, you will still be able to hit your opponent with a quick triple succession of 3000 damage to one of their Forwards.

At only 1CP and an EX Burst.

Wing Wraith deals 3000 damage and searches for another Wing Wraith.

Summon again fellow Summoners.

It’s worth a shot.

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Hidden Trials – By Wind

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23-039R – Asura

1CP and a Full Art, cant go wrong with that.

When you cast Asura, you activate all of your Forwards. Plus all of your Forwards can’t be returned to your hand and their power can not be decreased until the end of the turn.

You can either play this at the end of your turn, after you attacked with all of your Forwards. This way if you go all out thinking that you’ll win the game, you can still cast Asura and you will be able to block during your next turn.

I’m sure there’s better ways to play Asura, but that’s how I would play it.

23-040L – Adelle

This is wonderful.

Mono-Wind + Adelle = Hard to beat!

With Adelle, you can go all out with all of your Forwards, and if your plan doesn’t work out, you can attack with Adelle and use her ability to Activate all of your Wind Characters.

That way you’ll have your front line ready to block when your opponent decides to attack.

But, maybe they won’t , once they see all of your Forwards activated.

Only drawback is that Adelle won’t activate during your next turn, but since you’re running Wind, I’m sure you’ll find a way to activate Adelle.

23-041C – Jornee

A 2 cost Backup that that shall buff a Forward, and give it some protection as well.

Sure, that Forward needs to cost 3CP or less. But, once per turn, Jornee will give that Forward +1000 power and all damage dealt to that Forward by your opponent’s abilities will become 0.

I mean 2CP, for some damage control is worth it if you ask me.

And, if you don’t, then try it for yourself.

 

23-042C – Vaan

Well, this looks like a decent Vaan.

Vaan comes in, gain a Crystal

Vaan attacks, gain a Crystal.

Life of Crime, double the damage dealt to a Forward by Vaan.

Use the two Crystals Vaan gained from earlier and deal 8000 damage to all of your opponent’s Forwards.

And, they say a Life of Crime doesn’t pay.

23-043R – Venat

A 2 cost Backup, that can search for herself and play herself straight to the field.

Of course, that ability means that you’ll be searching for Venat (23-115L) and you;ll get 2 Crystals for it.

For me, that is worthless as, I will probably never play the other Venat.

Or you can just keep Venat on the field, and use her first ability to cancel a Summon whenever needed.

Now that, I can use.

23-044R – Silver Dragon

I see a pattern here. Monsters that need a Monster to become a Forward.

Silver Dragon becomes a Forward with 9000 power. Which is pretty decent, considering you only paid 2CP for it, but Silver Monster also has the ability, to protect your Monsters from your opponent’s Summons and abilities.

Meaning that you should throw Silver Dragon into any deck running Monsters and Opus XI Relm, as she searches and plays Monsters on to the field, without having to worry about CP.

Yes, Add it to your Monster deck.

23-045C – Samovira

Another Monster.

Samovira is a Winged Demon, waiting on the sidelines until it’s time to unleash his fury on a Forward, or a Monster.

It’s not much to get him on the field, but you’ll have to send Samovira and one other Monster into the Break Zone. Which in return will allow you to Break on of your opponent’s Forwards 5CP and up, or a Monster.

It’s almost like an even trade.

23-046C – SOLDIER Candidate

Another SOLDIER in training.

Just like the other Candidates, this SOLDIER Candidate gains +3000 power if you have a couple of Standard Unit Forwards in your Break Zone.

Now the question I have, is do SOLDIER Candidate’s abilities apply only to each individual card, or do they all get the effects?

 

 

23-047H – Tyro

The Record Keeper returns, and this time he’s grabbing a card from the Break Zone. You’ll need 3 elements in your back line for this to work. If you do, (which you will, because you won’t be playing Tyro if you don’t) Tyro becomes a Free play.

Tyro will also protect one of your Forwards that is being targeted by a Summon, ability or an attack, by reducing the damage dealt to it, all the way down to 0.

I can see it being used, but I don’t see me using it.

 

23-048C – Dr. Mog

“Calling Dr. Howard, Dr. Fine, Dr. Howard, Dr. Mog!”

Search for a Moogle, does that mean Moogles are a thing now?

Are we going to get Killer Moogles from Outer Space?

So, many questions, we need more Moogles.

Dr. Mog also activates a Moogle with his ability.

Good King Moggle Mog might be making a comeback as well.

23-049C – Ninja

We’ve seen plenty of Ninjas already.

This one is a Backup that costs 2CP, and depending on when you play him, you can a decent card, or a really good card.
Ninja will make a Forward unblockable by a Forward that costs 3CP or more.

Ok, not bad.

But, if you have 5 Backups on the field, all of the Forwards that you control gain that ability.

Allowing you to have a semi-open path to your enemy.

23-050H – Noel

It’s not Warp, it’s Ludicrous Speed!

Noel might cost 5CP to play him, but he can come in easily with Warp. You might not even need to wait a whole turn. If you have 3 Final Fantasy XIII Characters on the field, as soon as you get into your Attack Phase, you will remove 1 Warp Counter for each XIII Character on the field.

You can end up playing Noel for 1CP.

After that Noel comes in with Haste and First Strike, and he’s ready to attack with 9000 power.

He’s gone plaid!

23-051L – Hope

Coming in at 3CP with 7000 power.

Hope is a great card, and you probably will never attack with Hope.

All Hope is going to do, is come in to play, pay (x), search for a Final Fantasy XIII Forward and play it onto the field. This is a great way to splash some more elements into that XIII deck that you know you will be building.

Once the new Forward comes in to play, all you’ll need to do is dull Hope, remove him from the game, and bring him back during your next Main Phase 1. You will then pay XCP once more and search for a XIII Forward and play it on to the field, and repeat.

Don’t forget to add Nora EX (1-079R) and Bartholomew (7-060R) to your deck.

23-052R – Maina EX

Finally, Ninjas have a way to search for Ninjas.

4CP to search, making Mainas cost 2CP.

And then Maina also brings protection, for one of your Ninjas, against your Opponent’s Summons and abilities. Simply by dulling 2 active Ninjas.

Let’s make a Ninja deck that will make Vanilla Ice proud.

“Go Ninja, Go Ninja, Go!”

23-053R – Meteion

A rare Backup, that will activate all of your Backups.

And give you a card as well.

Sure, you’ll have to put Meteion into the Break Zone, but she will have served her cause, and then you can play another Meteion, because this one is gone.

All this for 2CP, not bad at all.

 

23-054C – Yuffie

There are Ninjas everywhere, and Yuffie is ready to go.

2CP, 5K body, and the ability to draw a card every time a Ninja deals damage to your opponent.

Plus if you have a couple of Wind CP ready to go, you can just attack with Yuffie, and if anyone tries to block her, just use those 2 Crystal Points to make Yuffie unblockable.

Almost like Opus IV Locke but, instead of paying with a card of the same name, just use two generic Wind Crystal Points.
I can see this being used.

23-055C/15-058C – Dragoon

Reprint of a Reprint.

Dawn of Heroes, Crystal Dominion.

“Crystals and more Crystals.

Use this reprint Dragoon to generate one Crystal and then use his ability to get him off the field.

See, I actually wrote something this time.

No Copy/Paste.

Nope.

I might Copy/Paste this for the next one though.”

23-056C – Luso

Need a way to bring back a Character from the Break Zone?

Luso here might be able to help.

Luso comes in and let’s you grab a Character of 2CP or less from the Break Zone and play it straight to the field.

And Luso’s abilities don’t end there. You can turn Luso into a Monster Hunter, where he will Break a Monster, but Luso will also end up in the Break Zone.

It’s a decent card, has good abilities when Luso enters and exits the field.

Deserves a shot.

23-057H – General Leo

A General needs his army, and so does General Leo.

Only difference is that General Leo’s army is a lot smaller than your average army. General Leo can handle the battle with only 3 soldiers.

When General Leo’s army is on the battlefield, they will give the General +2000 power and protection from your opponent’s Summons.

Other than that, General Leo will also allow you to play a card of 2CP or less from your hand onto the field, when he enters the field.

A leader among low cost Characters!

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