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Blissful Water

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29-096R – Wol

Wol is now a Viking.

I don’t know if he’ll replace any of the previous Vikings that we already have, but at least the art looks good.

You’re probably wondering why I prefer the older Vikings. Well, As the other Vikings just draw you a card when they enter or leave the field, Wol draws you a card, but you have to discard a card as well.

Now that I look a little closer, I see Wol’s Crystal ability that draws you a card. And, you can use it once per turn.

That changes things a little.

Wol won’t replace your old Vikings, but you can add him to your Vikings deck. All you need to do is find a way to generate Crystals. Maybe we’ll get new Standard Vikings in this set.

29-097R – Elza EX

This is a great card, I’ve already added it to my MBM deck.

Elza comes on in and searches for either Raz or Rikken.

And, that’s it.

So, why would I add it to my MBM deck for that?

You’ll just have to take a look at Raz.

 

29-098R – Quina

I don’t know. Quina still doesn’t have a great card yet.

I mean, you get an 8K body, and a chance to have one of your opponent’s Forwards to lose 5000 power. Which I would say there are better ways to get that effect. Cause removing 3 cards is like paying 6CP, sure you get to draw a card as well, but that’s not a reason to play Quina.

I shall pass on this card.

And, if anyone would like to tell me why they would play it, I’d like to know.

I got to say though, that the artwork is magnificent as always.

29-099H – Jed

Ninja Jed, ready to strike from the shadows.

Jed comes in and if you already have another SOPFFO Character on the field, Jed will return one of your opponent’s Forwards to their hand. Plus Jed will draw you 1 card, bringing his cost down to 2CP. And for an 8K body, that is cheap.

Not only that, but anytime a Ninja attacks, one of your opponent’s Forwards will lose 2000 power and all of it’s abilities.

I think Ninjas are coming along nicely.

These SOPFFO heroes, will be something to look at with the next couple of sets.

29-100R – Sealion

This is a pretty decent Monster that will search for a Forward of 3CP or less, and you can add it to your hand.

And what’s more? Sealion will also become a Forward if you have 5 Backups on the field. A Forward with 9000 power.

I can see this one being played. Even if it’s just for the card that you’ll search for.

 

 

 

29-101H – Syldra

Hoping for Faris?

Play Syldra and you just might get lucky. Syldra will play a 6 cost Faris or less, from the top 5 cards of your deck onto the board for free. Which isn’t bad, you’d be actually paying 1CP less if you get it.

What happens if you whiff on the reveal?

You can still play a 4CP Forward from the top 5 cards.

Hopefully you’ll hit something. If not, then at least you have some great artwork to look at for a second or 2.

 

29-102C – Cecil

For a Common this is a great card. Cecil gives you 2 options that you can pick from when he enters the field.

One is to draw a card, and the other is to play a character that cost 2CP or less from your hand on to the field.

Either way, you’re getting CP back that you used to pay for Cecil.

After that you’ll have a 9K body on the field.

I don’t see this card in a FFIV themed deck, but I do see it splashed in some Water decks.

 

29-103H – Setzer

What a card!

If you ever were looking for a Setzer to base your deck around, this would be it.

Setzer comes on in and finds a Forward that can Warp from the top 7 cards of your deck. If you find one, you can Warp him on the spot. The best part? You only place 1 Warp Counter on that Forward, meaning that that Forward will come in on your next turn.

Dive Bomb, your late game special. How many cards are in your Break Zone? Multiply that by 1000, and deal that damage to all of your opponent’s Forwards. The catch? You have to split that damage among all the Forwards that you’re targeting. You might just have enough to clear your opponent’s front line.

And, if you do. You are set.

Or at least you better be.

29-104L – Diamond Weapon

We now have a rotating cast of Weapons now.

Diamond Weapon will search for another Weapon. (Other than Water of course) And you can then play it onto the field. Meaning that, that 6CP you paid to cast Diamond Weapon is credit for the Weapon after it.

Not only that, but you can pay 4CP once per turn to cast a Weapon from your hand onto the field. Yes, the cheapest Weapon to cast is 4CP, but you don’t have to worry about color fixing. You can play From Nightmares Ruby Weapon, without needing Fire CP.

You’d think that that’s enough but we skipped Diamond Weapon’s first ability. Whenever Diamond Weapon or another Weapon enters the field, your opponent selects one of their Forwards and they will send it to the Break Zone.

And, with 9000 power, Diamond Weapon will be a tough one to break.

29-105L – Tidus

Now I see why we have been selling plenty of FFX staples recently.

Tidus has come, and is ready to retire Opus I Tidus (1-163L).

Tidus comes in with Brave, and 9000 power, and when he enters the field (or attacks) one of your opponent’s Forwards will lose 4000 power.

This seems all basic, but take a look at his second ability. Tidus can attack as many times as the points of damage you have received. Meaning, that Tidus can attack up to 6 times if your back is against the wall. He’ll pick apart your opponent’s defenses and slowly makes holes for your attacks to go through.

You might want to keep this one up your sleeve, until it’s time to unleash him.

You can just grab Emissaries of Light Tidus for the beginning of the match, and have this one for after you already received a couple points of damage.

29-106H – Dion

Is it just me, or does this card not make any sense?

I know what it’s trying to say, but the way it’s worded has me re-reading the card.

Basically, you can pay 2CP less than the normal cost to prime into Bahamut, if you have another 6 Characters on the field. And that should be easy.

If not then there really isn’t any reason to Prime into Bahamut as the Priming cost is equal to Bahamut’s cost. Unless your hand sucks and you’d rather draw 2 cards.

Which in turn can change your whole board.

29-107C – Seer (FFTA2)

What does the Seer see?

The Seer sees a chance at breaking one of your opponent’s Forwards.

As long as you have a Summon in your hand, you can use Seer’s ability to deal at least 14,000 damage to one of your opponent’s Forwards.

And, that’s not counting in abilities that can buff Seer’s power up even more.

 

 

29-108C – Tonberry

The one cost Water Monster.

Doesn’t do much, and that is disappointing.

Tonberry is feared, and all this one does is make a Forward lose 2000 power.

Where is Chef’s Knife?

Where’s the ability that deals damage?

Where’s the fear of Tonberry?

C’mon Square-Enix, give Tonberry the card it deserves!

Oh, and you draw a card when you use Tonberry’s ability.

29-109R – Porom

The other twin, which looks like it’s just the same card. So, we’ll just copy/paste here

“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 Porom’s ability and deal one of your opponent’s Forwards 20,000 damage.

If not then you can just use Porom’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 her abilities.”

 

29-110C – Yuna EX

Before we start, would you look at that art?

It’s an amazing piece of art, Yuna with all her Summons surrounding her.

What does the card do?

It grabs one of your opponent’s Forwards and puts it at the bottom of their deck.

And, that’s it. And that is more than enough.

 

29-111C/15-123C – Oracle

What had I written during 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.”

Now, I’m wondering what my plan was in the first place.

29-112C – Raz

This is great.

For 2CP you can have your opponent choose one of their Forwards and Raz will send it to the Break Zone.

After that, you can have Raz block Attackers left and right, in order to be able to play another one.

Don’t forget Elza can search for Raz.

 

 

29-113C – Rikken

Recycling Rikken.

I just actually read this card for the first time. No, it;s not the first time I’ve seen it, but it’s the first time I actually paid attention.

I always read place 2 cards in your Break Zone, when it actually says, at the bottom of your deck.

This card just got better. Instantly.

It’s the same card as before, but now I like it more than I used to.

Rikken comes in draws 2 cards, and as we mentioned, you can then put 2 cards from your hand at the bottom of the deck. Meaning you can still use those cards later.

Rikken also has the ability to give one of your Sky Pirates +1000 power. You don’t even have to pay for this ability.

I think I might like Opus X Rikken just a little bit more.

29-114C – Lenna

Lenna has a simple job, and it should work great in your Wol7 decks.

Activate a Warrior of Light at the end of your turn.

Anyone will do.

She’s also a Forward, so you might need to protect her a bit, as she only has 5000 power.

Wet Singles?

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Hidden Trial – By Water

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23-096C – Akpallu

Pay 1CP to draw a card.

Not bad, at all. If you don’t have anything going on in your hand, might as well play Akpallu to draw another card.

And after Akpallu is on the field, not doing anything, just sitting there, you can then use Akpallu to pay the cost for Fencer (XIII)’s ability and Break one of your opponent’s Forwards.

There are more cards that need another Monster to pay for the cost to use their ability.

I’d say Akpallu is a decent card.

23-097C – Altennia

A simple add-on to your Knight deck.

When a Knight attacks, Altennia gives a Forward +2000 power. Now what will happen when all of your Knights attack? You’ll be handing out +2000 power like candy on Halloween.

It’s like adding 200 horse power to your Knight engine.

 

 

 

23-098C – Alphinaud

Alphinaud is Alisae’s Backup, who will save her from the Break Zone in order to do whatever Alisaie has to do.

If we take Alisaie from Hidden Trials, it’s a pretty decent combo.

Once you have an Alisaie in your Break Zone, you’ll use Alphianaud’s ability and play Alisaie onto the field. Once Alisaie is on the field you can search for a card that has the same name as one of the cards in your Break Zone, and add it to your hand.

Yeah, that’s pretty much it.

Not bad.

23-099C – Urianger

Urianger is already flipping the cards to see what Scions he can find.

I mean yes, .. maybe . . not really.

Depends on what you’re playing.

You can pull this out if you’re drafting Hidden Trials and you’re trying to run Scions.

Other than that, there are far better Uriangers out there.

 

 

23-100L – Young Excenmille

Coming in with 5000 power, Young Excenmille surely loves his Crystals.

You’ll need a constant supply of Crystals to keep Young Excenmille well fed.

Feed him once and he cannot be chosen by your opponents abilities, and his Power will become 9000 until he is sent to the Break Zone.

Feed him once more along with a Water CP, and you can search for a Water Forward of cost 3 or less, and play them straight to the field.

I like it.

23-101C – Dancer

Last Chance to Dance.

Dancer, just like the rest of the Elemental, Class Action, 5 Backup plan, Backups is better played when Dancer is the 5th Backup that enters your field.

When he does, as the 5th Backup on your field, all of your opponent’s Forwards lose 4000 power.

You might break a couple if you’re lucky.

If not, Dancer just chooses one of your opponent’s Forwards, and they lose 2000 power.

23-102R – Gizamaluke

A Monster, the sort of searches for a Monster.

Gizamaluke, comes in and you reveal the top 3 cards of your deck, and grab a Monster, if you find one there. If you do, you just got a Gizamaluke for Free.

Gizamaluke also turns into a Forward if you have another Monster on the field. Technically you can get a 0CP Forward with an 8K body.

 

 

 

23-103C – Quina

My Bombs will get that much stronger.

Because once per turn, whenever a Monster enters the field, I get to draw a card. Doesn’t matter whose turn it is. If a Monster enters the field you get to draw 1 card.

And let’s not forget about the Frog Drop. (Just don’t catch them all, cause then they can’t reproduce and you won’t be able to get 99 frogs.) Once Frog Drop goes off, 1 Forward will lose 3000 power for each Monster that is on the board.

How many Quina’s can you fit in your deck?

23-104H – Witch of the Fens

Here’s a decent card for your Monster deck.

Witch of the Fens comes in, and if you already have a Monster on the field, you can draw a card.

And, let’s not forget about that ability.

Put a Monster in the Break Zone, and one of your opponent’s Forwards will lose 7000 power until the end of the turn.

How many Monsters do you have in that hand of yours?

23-105C – Defender

What there’s no Water SOLDIER Candidate? All we get is a cheap knockoff? And, I was looking forward to making a 6 elemental SOLDIER Candidate deck. Guess I can’t do that now.

*shrugs

Defender can probably be played on his own. No need for the other SOLDIER Candidates. (But, the other ones could be played in their respective element as well.) As before, if you have at least 2 Standard Units in your Break Zone, SOLDI.. . I mean Defender gains +3000 power.

2CP/8K, the true definition of a cheap Meat Shield. And, we mean that in a good way.

Meat Shield here, also does not receive any damage that is less than it’s power. He’ll take a beating and you still won’t be able to get rid of him.

23-106H – Tataru

Tataru pays for Tataru during your next turn.

As long as you have another 3 Scions of the Seventh Dawn on the field, you’ll be able to dull Tataru for an extra card.

And, that is pretty much it. Don’t like your hand? Dull Tataru and hope for the best.

 

 

 

 

23-107L – Frimelda

Frimelda should just get thrown in your Warrior of Light deck.

It’s as simple as that, and if I needed to tell you that, well … You’re Welcome.

This card is pretty straight “Forward”. (No, that just came out, i didn’t think of that.)

You’ll need at least 4 different elements on the field in order to make use of Frimelda. Water can be the 4th element you play when she comes in, and her ability will go off as soon as you enter your Attack Phase. It will also trigger when your opponent goes into their Attack Phase as well.

Double Trouble.

You can either play a Forward that costs 4CP or less onto the field, or you can have one of your opponent’s Forwards lose 2000 power for each element that is on your board.

Choice is yours, bulk up your defenses, or get rid of theirs.

23-108R – Fourchenault

Who would have thunk that Fourchenault would cost Four CP? And, if you have Alisaie and Alphinaud on the field Fourchenault is a Free Play!

Fourchenault’s Enter the Field abilities are great and decent. One is better than the other, but the other has it’s use as well.

First one, return one of your opponent’s Forwards to their hand. Which is good, getting rid of a Forward, even if temporarily is always good. As long as they don’t have an enter the field ability.

The other is Activate a Scion of the Seventh Dawn.

And, when all is said and done, you’ll have an 8K body on the board.

23-109C – Portia

The more I see new Dancers the more I ponder the idea of making a deck. Yes, let’s add one more to the list of decks that I will never make.

For a Common, Portia is a great card. First of all she pays for herself, as if you already have a couple Dancers on the field, you will draw a card. You’ll have a no cost 5K body on the field ready to go to work.

And if you have 4 Dancers on the field, You’ll be able to send one of your opponent’s Forward to the bottom of their deck.

Let’s make Mayakov proud.

23-110R – Porom

Porom, the other half of the twin mages.

Same thing here, Porom is a free play if you have Palom already on the field.

And, just like Porom she comes in with 5000 power.

When Porom comes in you can place 2 EXP Counters on a Forward, and that Forward gains a shield of sorts. Damage dealt to that Forward will be reduced by 2000.

You’ll be able to splash one or the other of these twins, as there is no cost to pay, if the other is on the field.

2-111C/15-123C – Oracle

It’s straight from the (Re)printers!

And, a Copy/Paste from Dawn of Heroes.

“Didn’t we say recycling center earlier? Maybe we meant the Printers, reprinting cards and such.

Not that I have anything against reprints, I just would rather have a new card that does something similar instead of having reprints.

Anyways, Oracle gives you a Crystal when she comes in, and reduces the next damage dealt to a Forward by 1000.”

2-112H – Young Rahal

Rahal! Where are those Crystals!? Young Excenmille is hungry for those Crystals.

And, that is his job. Feed Yound Excenmille to bring out more Water Forwards onto the field.

How is Younf Rahal going to feed Young Exenmille? You gain 2 Crystals when he enters the field.

And that’s not all. When Young Rahal enters the field or attacks, all your Water Forwards gain +2000 power.

Combine this with Palom and Porom, and you have a decent front line, for almost half the cost.

23-113R – Leviathan

Finally, there is a way to get the one card you needed that ended up in the Damage Zone.

Not only that, but Leviathan let’s you draw a card as well. Only downside would be that you have to return another card back to the Damage Zone, but you probably have a card you don’t need in your hand.

This is one of the better cards in this set.

Leviathan is your insurance policy.

 

23-114R – Lilisette

“A live wire, barely a beginner
But just watch that lady go
She’s on fire, ’cause dancin’ gets her higher
Than anything else she knows”

David Lee Roth, might have been singing about Lilisette, and I wouldn’t blame him.

Lilisette comes in and searches for a Dancer, cause well, it takes 2 to Tango. And, that also comes off as an EX Burst.

Other than that, you have Rousing Samba. An ability that gives all of your Forwards +2000 power, and all of your opponent’s Forwards lose 2000 power, tilting the dance floor in your favor. At least until the end of the turn.

But, that turn can be a Break or Make moment.

The only thing that I would change with this card is the art.

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Opus XIV – Water Review

14-096C – Blue Mage

Would have been better if it read, “For each Monster you control … ” But, then it wouldn’t have been a common card.
And if there are no Monsters on the field you can always look for one in your Break Zone when you play this card.

 

 

 

14-097C – Ananta

Don’t like the cards you just drew? Just play Ananta with those 2 cards and hopefully get something better. And if that doesn’t work, Dull and Break and hopefully you’ll get something better once again.

 

 

 

14-098R – Ultimecia

Put a Forward into the Break Zone to grab one of your opponents Forwards of the same cost.

“Hey there, Cloud you look pretty glum over there. Why don’t you just come over here and sit down next to Ultimecia. She needs a Guardian. The other guy didn’t cut it.”

 

 

14-099C – Eiko

Technically, you’re just paying 5CP to search for a Summon.

 

 

 

 

14-100H – Octomammoth

The Monsters are becoming stronger. Why else would this Octomammoth have 8 arms? Well, it has 8 arms to grab to of your opponents Forwards and throw them back at him.

Plus, turning into a Forward isn’t bad either.

 

 

 

14-101R – Ultros

Ultros just won’t go away.

Actually, he does run away, and then comes back stronger. But, are 5 cards worth grabbing Ultros back from the Break Zone. I guess we’ll find out in Opus XV … I mean Crystal Dominion.

 

 

14-102L – Leviathan, Lord of the Whorl

These Primals are Crazy! Yes, with a capitol C.

For 9 CP you can return a Forward, a Backup and a Monster to your opponents hand. And when a Character is returnd to it’s owner’s hand you can choose 1 Forward and it loses 9000 Power.

That’s 3 Forwards if you return all 3.

And, a 9K body. I can’t wait to try these Primals out.

14-103R – Quina

Is it just me, or is this the first card where the head blocks out the line where the name is?

I like how they’re playing into the characters’ themes. Discard a Monster card. Pretty much Quina eats the Monster and gains abilities. Might not be a powerful card, but can draw cards and remove cards for you.

 

 

14-104C – Kraken (IX)

Kraken plays well into Water.

Draw 2 cards if you’ve got another Job Chaos to discard.

 

 

 

14-105C – Corsair

“Do you feel lucky, Punk?

Well. Do you?”

If you do, try your luck here and get a better card than the one that you started off with.

Is it just me, or can you see Clint Eastwood posing for this card?

 

14-106H – Golbez

They’re starting to pump out Golbez cards. But, it’ll never surpass the amount of Cloud or Lightning cards there are.
This card might eventually pay for itself. The longer this card stays on the field the more chances you have of being able to play a Forward on to the field for free.

And Kain, will be having nightmares with Golbez’s ability.

 

 

14-107C – Sahagin (XIV)

Simple Backup, that let’s you see what cards are coming up. That way you can either set up your opponent for an EX Burst, or play the cards you need.

 

 

 

 

14-108H – Jecht

Pair Jecht with Minwu.

Jecht Block will stop your opponent in their tracks.

And when he enters the field during your Main Phase 2, depending on how many Forwards were attacking you can either Break or return a Forward.

 

 

14-109C – Steiner

I don’t see anyone playing this card. Not when all the other Steiner’s are better plays at any given moment.

 

 

 

 

14-110C – Tonberry

Hmm, this one should have been like Mom-Bomb if you ask me. But, instead Tonberry acts like a searcher, where each Monster Counter is counted as 1 card that you can look at.

Because why would Tonberry have anything to do with dealing massive damage? /Sarcasm

 

 

14-111R – Lakshmi, Lady of Bliss

Draw a card at the end of each of your turns. Period

That and if you have 5 or more cards in your hand damage dealt to Lakshmi is reduced by 2K.

Your strategy, if you choose to accept it, is to play your cards down after your attack phase.

 

14-112L – Larsa EX

This is interesting. You can actually grab a card from the Damage Zone and trade it with a card from your hand.
There are now ways to grab any card, from anywhere.

No, need to make sure that the card you’ll need later on is safe.

Larsa’s second ability is like icing on the cake, you should be able to get 3 EX Bursts into your Damage Zone, easily.

 

14-113R – Leviathan EX

Get rid of 2 cards, or get rid of 1 and grab 1 from your Break Zone.

Simple. It’ll be great if Leviathan comes off an EX Burst.

6CP isn’t that high of a cost to remove 2 Forwards from the field, might see limited play if you ask me.

 

 

14-114 – Luzaf

Easy way to get out of a sticky situation. Is one of your Forwards being Targeted by a Summon, or ability? Just have Luzaf enter with his Back Attack and return that Forward to your hand. Your opponent also Breaks one of their Forwards.
I like it.