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Memories of Ice

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30-018C – Blue Mage

That’s a first. An Ice Blue Mage.

Nothing wrong with that.

If Blue Mage is the last card you play from your hand, then your opponent will discard a card from their hand.

If Blue Mage was a Forward this would have been well worth it.

 

 

30-019R – Alaya Rundall

Dependent on a Light Forward.

Alaya Rundall will have your opponent discard a card when she enters the field. Once again this will only trigger if you already have a Light Forward on the field.

You can then send Alaya to the Break Zone and give one Final Fantasy Brave Exvius Forward =1000 power until the end of the turn.

For 2CP this is ok. If it was anymore, I would have said there are much better cards out there.

 

30-020R – Omega

A 2 cost Monster that will turn into a Forward when either Player has 5 points of damage.

A Forward with 10,000 power.

Whenever Omega attacks or blocks, Omega will Dull/Freeze one of your opponent’s Forwards. Meaning that Omega can block an attack, and Dull/Freeze the next in line for you.

Omega is a sleeper. Waiting on the side until it’s time to shine.

 

 

30-021H – Gestahlian Empire Cid

Cid is only useful in a 3 element deck.

Once per turn you can use Cid’s ability to have your opponent discard a card in their hand. This ability will only trigger if you remove 3 different elements from your Break Zone.

If you’re not running 3 elements in your deck, Gestahlian Empire Cid is just a vanilla Backup. No better than our Opus I Evoker.

 

 

30-022C – Glenn

Coming in with First Strike and the ability that states. Dull/Freeze a Character, whenever a Forward with First Strike attacks.

Glenn has First Strike.

So, Glenn’s ability will trigger whenever he attacks.

First Strike Warriors? Can it work?

 

 

30-023H – Seymour

Seymour comes on in and casts Dull/Freeze on one of your opponent’s Forwards.

Yes you do need 3 Summons in your Break Zone for this to work, but once you do, you can also remove those 3 Summons from the game, and then you can pick another 2 Forwards, and Dull/Freeze them as well.

I’d say use Seymour in a Summon heavy deck.

You don’t need to be a rocket scientist to understand that.

 

 

30-024C – Styx

Not bad. Not bad at all.

Styx will grab an Ice Forward from your Break Zone.

And, that’s it.

And, all that it will cost you is 1CP.

Play this. I fully support this card.

 

30-025C – Strago

Ok, Just like Styx, Strago does the same thing. retrieve a Final Fantasy VI Character from the Break Zone.

The difference is that Strago costs 3CP. And it is worth it. Because Strago also has a 7K body to block or attack. Whichever you choose.

And, why does this matter?

Because once Strago is sent to the Break Zone, you can play another Strago and grab another Final Fantasy VI Character from your Break Zone.

Just remember, you can’t grab Strago from the Break Zone.

30-026R – Zenos

Zenos will fit right in with the rest of the Heavensward Starter Set.

Zenos will break A Forward when he enters the field. Hopefully it’ll be one of your opponent’s Forwards, but if they don’t control a Warrior of Light, you are out of luck and you’ll have to break one of your own Forwards.

But, all is not lost.

Once a Forward if put into the Break Zone, your opponent discards a card.

 

 

30-027C – Celes

Not bad at all.

Celes is hanging out on your Backline, ready to use her ability.

What’s this ability?

She will cancel an auto-ability. That is the best case scenario. Worst case scenario, she’ll make your opponent pay 3CP in order to cast that ability.

Either way you’re coming out on top.

Every Ice deck will need to make use of this card.

30-028H – Fina

We’re getting a lot of these cards lately.

Fina comes in and reveals the top 3 cards of your deck. You can then add 2 Final Fantasy Brave Exvius cards to your hand. The rest will be sent to your Break Zone.

As always if you’re playing FFBE this is a great card. If not then you already know the story.

And, since we got a whole bunch of new FFBE cards this set. I think it’s worth looking into.

 

 

30-029R – Hraesvelgr

Hraesvelgr does nothing until he is sent to the Break Zone.

And, when he does he will either have your opponent discard 2 cards, deal a dull Forward 10,000 damage, or he will search for himself and play himself on to the field dull.

Either way, this is a good way to keep some pressure on your opponent.

And, what’s to stop you from playing Opus VI Hraesvelgr in it’s place?

 

 

30-030C – Mini Fighter

Playing Fire/Ice? Ice/Wind?

If so Mini Fighter might just be the card that you need.

When Mini Fighter enters the field, you’ll reveal the top 4 cards of your deck and add either a Fire or Wind card to your hand.

The rest go to the bottom of your deck.

This can be useful.

 

30-031C – Mog (XIII-2)

I can see Mog being used. Especially if you know what the top card of your deck is. Luckily we have cards that can show us what the top card is.

In certain situations this will be a great play, but most of the time, Mog will sit in your Backup line, and just give you 1CP per turn.

There are much better Mogs out there.

 

 

30-032L – Roca

Looks like Iced Earth is making a comeback.

Roca doesn’t do anything herself. The magic happens when an Earth Character enters the field.

Because every time one does, Roca’s ability will trigger. And what happens when Roca’s ability triggers? That’s up to you.

You can either break a dull Forward, Dull/Freeze 2 Characters or grab a card from your Break Zone.

And, we all thought Roca was a sifter.

 

30-033C – Roghza Ovis EX

Kind of expensive, but it’s a big body with Brave.

Roghza Ovis enters the field and searches for a Princess.

Any princess will do.

And when you play that Princess, Roghza Ovis will gain +1000 power and Brave.

And that’s all it is. Sure, the 6CP will come down to 4CP when you grab the Princess, and 4CP is a decent price for a 10k body with Brave.

All that’s left to do is give Roghza Ovis, First Strike.

30-034L – Locke

He’s not a thief, he’s a Treasure Hunter.

Cause if Locke was a Thief, he would have been searchable by Marcus.

When Locke is on the field, any card that your opponent discards will be randomly chosen. Meaning that your opponent can’t discard the cards that are useless to them at the moment.

Your opponent will also discard a card when Locke enters the field.

We’re not even done here. At the end of your turn, if your opponent has no cards in their hand, Locke will Freeze a Character. This ability will also draw you a card as well.

Throw this into a Turbo Discard deck, and you’ll be straight.

Cool Singles!

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Memories of Fire

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30-001H – Auron

Why is Auron always a Hero?

And, why is Fire Hero Auron always the first card of the set?

Nevermind that. Why is it that you can discard 2 Final Fantasy X cards to pay for Auron instead of Paying his cost?

And, why does Auron grab a 2 cost Forward from your Break Zone, and plays it straight to the field?

I like it. This is one of the better Aurons. And this one is a Backup as well. The 5 cost Backup, just turned into a Free Play.

How?

It’s simple you’re paying 4CP by discarding the FFX cards from your hand, you grab a 2 cost Forward from your Break Zone. That’s 2CP back to your hand. And you play that Forward for Free. which is another 2CP, bringing Auraon’s cost to 0.

30-002C – Ifrit EX

A 2 cost Summon that can also come off of an EX Burst.

Ifrit will deal 5000 damage to a Forward.

And, if that Forward is a Multi-Element, that damage becomes 8000.

Not bad for a Common Summon.

 

 

30-003H – Edgar

If you’re playing Mono-Fire, you are playing Edgar. End of story,

Edgar comes in reveals the top 2 cards of your deck, and you can add up to 2 Fire cards to your hand. Thus making the 5CP you spent on Edgar 1CP.

And, Edgar’s ability, deal a Forward 4000 damage. But, if you have 5 Fire Characters on the board that damage becomes 8000.

I’m sticking to it. Mono-Fire and you are set. Why worry about the chances of not getting a hit from the top 2 cards of your deck by playing Fire/Whatever. Play Mono Fire, and Edgar will be flipping his Double-Headed coin whenever he enters the field.

Even Sabin won’t mind.

30-004R – Scorpion Sentinel

I’m not too sure about the wording they’re using, but I know what they’re trying to say.

Scorpion Sentinel is a Monster that becomes a Forward, but only if you don’t have any other Forwards on the field. At 2CP, Scorpion Sentinel gives you a 9K body. That might be all you need to save you from taking damage.

And, when Scorpion Sentinel is sent to the Break Zone, you can choose a Forward and deal it 7000 damage.

Not bad, but not great either.

Maybe play this as a one off.

 

30-005C – Samurai.

Samurai here will look at the top card of your deck, and hopes you find another Samurai.

If you do, add it to your hand.

If you don’t, well then nothing happens.

At 2CP, you got a Backup.

Worst case scenario you use it for 1CP per turn.

Best case, you get a free play.

30-006C – Amarant

Hits like Amarant.
Looks like Amarant.

This must be Amarant. A big attack as soon as he enters the field.

And not only that, but Amarant will also search for a Final Fantasy IX Forward.

High cost, but this Amarant is already better than all the other Amarants.

 

 

30-007L – Jecht

4CP, for a Guardian that is almost indestructible.

First off, Jecht has 9000 power, but his abilities hit harder than that.

10,000 damage to a Forward that tries to use it’s ability against him.

His second ability?

You can remove Jecht or Sin from your Break Zone, and deal a Forward 10,000 damage. You can use this ability once per turn.

Meaning that Jecht is nearly unstoppable.

Now, since we already mentioned Sin. We can actually make a 3 Jecht deck. You have Jecht, Braska’s Final Aeon. and Sin. And none of these cards say that you can’t play them while Jecht is on the field or Vice Versa.

Hmm, I’m going to take a better look at this.

30-008C – Zidane

Zidane comes in and you discard a card to draw a card.

I mean, ok.

And, if the discarded card is a Final Fantasy IX Character *cough Garnet *cough cough. Zidane will also gain +3000 power and Haste.

There are better Zidanes, but this one is still decent. In it’s own way.

 

 

30-009C – Bangaa

We’re getting more Moogle Bounty Mayhem cards this set.

This is getting me excited.

Bangaa comes in and will grab an Ice or Water card from the top 4 cards of your deck.

That’s it?

Well, I guess I got excited for nothing. Not that this is a terrible card, but it just doesn’t help me with my MBM deck.

 

30-010C – Vivi

I don’t get it.

If Final Fantasy IX is on the box, why aren’t we getting some new Final Fantasy IX Legends?

I could use a new Legend Vivi to build a deck around.

But, since we’re not getting that, we’ll just take a look at this Vivi, who searches for a Black Mage.

And, that’s it. Black Mages finally have a card that will search for them. Let’s see where this takes us.

 

30-011R – Blank

This is the card that will make Thieves a great deck.

Blank comes on in and your opponent removes the top card of their deck from the game. This will also trigger if a Job Thief enters the field. IT has to be Job, this won’t work if the card is named Thief.

Ok, that’s good and all, but why would we care of removing the top card of our opponent’s deck from the game?

I’m glad you asked.

Whenever a card is removed from your opponent’s deck, Blank will deal 1 of your opponent’s Forwards 3000 damage for each Job Thief that you control.

So far we have, Blank, Marcus, Zidane, Bel Dat, Paul, Fang and Gutsco to add to your deck. And if all of these Thieves are on the field that will be 21,000 damage to a Forward of your choosing.

And, let’s not forget about Ultima Weapon in this set.

30-012R – Marcus EX

We’re finally getting Tantalus. It’s been 30 sets, and this is the first time we’re getting a Tantalus member other than Zidane.

And, what does Marcus do?

He searches for Zidane …

Well, technically not Zidane, just any thief in your deck. Forward Thief in your deck.

It’s not groundbreaking, but maybe some Thief Tribal deck will become viable. Probably not, but this is the first building block you’ll need to get it going.

Maybe it’s time to dust off Gutsco?

30-013C – Mazurka EX

Mazurka is almost like Blank, but she deals 3000 damage per Backup that you control.

Mazurka’s ability will only trigger once, but her ability will also come off of an EX Burst as well.

At 5CP it is a bit expensive.

But, off of an EX Burst it’s pretty good.

I don’t know if it’s worth having her in your deck though.

 

30-014L – Sabin

This is a great Sabin.

Whenever Sabin attacks, you can play a Final Fantasy VI Character from your hand onto the field.

This alone would make it worth it to play Sabin, but Sabin still has another trick up his sleeve, that has nothing to do with Suplexing a train.

Whenever Sabin is put into the Break Zone, you can put a Fire Character in there instead. Sabin will then return to the field. Meaning that your opponent will have a hard time trying to get rid of Sabin.

Mono Fire VI. That is what I will be working on.

30-015R – Luneth

Luneth, what are you doing here?

All I see is a way to farm Crystals. And that way if by sending your Warriors of Light to the Break Zone. And, you can only get 1 Crystal per turn.

You can then use that 1 Crystal to deal a Forward 5ooo damage.

Eh? I mean .. there’s some use to Luneth.

 

 

30-016H – Lulu

3CP, to either search for Wakka, or play him on to the field from your hand.

Either way Lulu is a steal.

3CP, to play both Lulu and Wakka, yes I’ll take it. Now we just need to find which Wakka to play.

Let’s not forget about Fire. Deal 7000 damage to a Forward. Lulu does not become dull when using this ability.

 

 

30-017C – Leon

Fianlly, a Leon that doesn’t suck.

Leon enters the field and deals 5000 damage for each Rebel that you control.

Yes, you read that right.

Leon costs 4CP, an 8K body, and the ability to break a Forward when he enters the field.

How do I know that he’ll break a Forward? Simple really. If you’re playing Leon, you’ll probably already have Hilda on the field. Along with a Leila. Yes, both from this set.

Your plan of attack would be.

Dull Hilda, play Leon, deal damage to a Forward, then use Leila’s ability to remove Leon, and have your opponent choose one of their Forwards to send to the Break Zone.

Rebels also seem like they’ll be fun to play.

Hot Singles!

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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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Blissful Lightning

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29-077C – Aranea

Dragoons just got a heavy hitter in the form of a Common. What is it with great Common cards in this set?

Aranea comes in for 4CP and a 7K body.

Once she enters the field she will break a Forward whose cost is less then the number of Lighting Characters that you control on the field. And, since you’re playing Dragoons, you’ll probably have enough to Break any of their Forwards.

Odin with a body.

 

 

29-078R – Omega Weapon

This is what a Weapon should look like.

As soon as Omega Weapon enters the field you get to choose between Breaking a Forward, or dealing 5000 damage to all the Forwards.

This is cheaper than Odin. And, Omega Weapon gets to stick around with a 10K body. You don’t see too much of that.

I am liking this.

A little too much.

*Thinking to myself (I can get MBM to 5 Backups really fast.)

Yes!

You have to have at least one Omega Weapon in your deck if you’re running Lightning.

End of story.

29-079C – Kain

Another Dragoon, the almighty Kain.

Don’t believe me? Just ask Cecil.

Kain “jumps” right in and breaks one of your opponent’s Forwards (3CP or less). That’s enough to play this one, but Kain comes in with 9000 power.

You’re getting some bang for your CP.

Oh, and Kain comes in with Haste when you have 5 points of damage.

 

29-080C – Chaos

Ok, this is different. And, it’s diabolical.

You play Chaos on to the field, and your opponent chooses what Chaos will do to them.

Do they want to send 2 Forwards into the Break Zone?

Or.

Do they want to discard 3 cards from their hand?

You just drop Chaos, and your opponent will take care of the rest.

29-081C – Coeurl

Another 1 cost Monster, that will draw you a card on it’s way out.

But, just what does Coeurl do?

It will deal 5000 damage to a 2 cost Forward.

I mean, it could break it, it might not, but most Forwards at 1CP or 2CP don’t have much power.

Might as well.

 

29-082R – Kelger

Can you say Free Play?

That’s what you get with Kelger, if you have Bartz or a Dawn Warrior already on the field.

But, that’s not all.

Kelger gives you a Crystal when he enters the field, and since he came in for Free because you already have a Dawn Warrior on the field, Kelger will give you another Crystal as well.

Meaning you get to play Kelger for Free and you gain 2 Crystals.

What’s not to like?

29-083C – Koru-Moru

Here is a perfect use for Yoran-Oran’s ability.

Koru-Moru, can break a Forward with a cost of up to 4CP. And, Koru-Moru does have 2 abilities for this, and yes one does cost less than the other.

Either way Koru-Moru is a great card to have on the field, with a couple of cards in your hand just incase you have to get rid of a 4 cost Forward.

And, Koru-Moru’s cost is only 2CP, so this is pretty much a no brainer.

 

29-084R – Jessie

Who doesn’t like a card that searches for another card?

Jessie is here, and that is exactly what she does. Searches for a Final Fantasy VII Forward.

And, that is it.

3CP for a Backup.

Yeah, that’s it.

 

29-085R – Cidolfus

The Lightning Dominant that primes into, you guessed it, Ramuh.

For 2CP and another 2CP you can get Cidolfus primed into Ramuh, and when anyone primes into anything, you get to grab a Lightning Summon from your Break Zone.

Ok, I guess.

I’m not really feeling Cidolfus here, nor his Prime buddy Ramuh.

And, since I said that, someone is going to pull out all the stops build a deck around these 2 and win the World Championship.

Lol.

29-086H – Shadow

This is an early play.

Turn 1 to be exact.

Warp Shadow in, play a couple of Backups and you’ll skip your next turn. Or not, you can just wait another 2 turns instead, and you can still play hand.

You’ll get a 9K body, plus a Lightning card of 2CP or less when Shadow does come in.

I’d say this is worth a look at.

1CP for 2 characters is a yes in my book.

I’d wait 4 turns and still be happy to use it.

29-087L – Sephiroth

Que One Winged Angel.

If you have removed a Sephiroth from the game, Sephiroth will cast 3CP less, making him a 2CP/9K body. But even at 5CP, Sephiroth is still a steal of a play.

Plus you can remove a card to draw 2 cards.

Think about it. Haste, First Strike a big body.

What else can you ask for?

I’ll tell you.

Telluric Fury! Break a Forward. Yes, it’s an S ability. Mono-Sephiroth coming in strong. As long as you get Sephiroth on the field, and you have another 46 Sephiroths in your deck (the other 3 slots belong to Aldo), You’ll be breaking Forwards left and right, and your opponent will be trying to figure out a way to keep Forwards on the board.

29-088C – Soldier (FFTS)

I can’t find the right words, but this card is great.

Soldier comes in and is just a regular Forward until he is sent to the Break Zone. And that’s when he becomes capital G for Great.

When Soldier is sent to the Break ZOne, he will choose one Forward and deal it damage equal to his power.

And, if you spent your time giving him +1000 here and there, he’ll be able to take out some of the big boys too.

Damage 3, +1000 power
Opus I Lulu, +1000 power
And, I’m sure there are plenty more ways to buff his power up.

29-089C/15-095C – Ninja

What was I thinking?

What did Pelna do during Crystal Dominion?

“Another simple Backup that should cost you about 1CP.

Later on when you need to, Dull and put Pelna in the Break Zone and give all the FFXV Forwards you control +2K”

One thing is for sure. You’ll gain a Crystal with Ninja.

 

29-090R – Noctis

Will you take a look at this?

Noctis comes in for 3CP, but you can only play him if you already have a Final Fantasy XV Forward on the field.

A 9k body, and every time Noctis attacks, he grabs a retainer from the Break Zone. Every time. Period.

That means you’ll never be short on CP, as you’ll be getting a card back every turn. You can even be grabbing the same card over and over again. Use it to pay for a card, then grab it back so you can use it once more.

Or, you can just grab the card that you need.

 

29-091H – Barnabas (XVI)

Barnabas has one job. Prime into Odin.

Other than that, there are better cards to play for an 8K body. And, most of them cost 4CP.

But, if you will Prime into Odin, then there is no second guessing it. Especially since you can pay 2CP for Barnabas, if you remove the 3 Final Fantasy XVI cards from your Break Zone, and another 2CP to Prime into Odin.

That’s 1CP less than just playing Odin by himself.

 

 

29-092C – Prompto

Keeping up with Noctis, Prompto does just about the same thing. But, Prompto needs to use an S ability in order to do so.

Unlike Noctis though, Prompto will let you draw a card when he enters the field.

And, for 2CP?

That’s a free play right there. You’d be out of your mind not to play this card. Even if you just play Prompto to draw a card, and break him the next turn. It’s worth it.

 

29-093L – Meia EX

Meia will come in and search for a MOBIUS Character, and if the Character you search for is Wol, you will also gain a Crystal, and any MOBIUS Character that enters the field will also have Haste.

For 3CP, I would say that this is a great card to play. Meia also has a 7K body. We just need a Full Art now.

You didn’t hear this here, but I would say it might be time to dust off that Opus V Wol that’s been gathering dust.

 

 

 

29-094H – Ramuh

Deal a Forward 5000 damage.

Ok.

Or, deal a Forward 7000 damage and draw a card.

Only difference is that you’ll use a Ramuh to pay for Ramuh.

And, that turns this into a Free Summon.

And, we all like Free Summons.

29-095H – Ramuh (XVI)

Ok, so we’re seeing Ramuh before we see Cidolfus.

Which means we’re just looking at the second half of the Prime. And that is … uhm .. not what I expected to see.

Why? because you have the extra cost that will let you draw 2 more cards. Hopefully, if they’re both Lightning or FFXVI cards.

I’ll say that Ramuh should only be played if he gets Primed in. If not then I’ll take a pass.

But, he does have Thunderstorm, which deals 5000 damage to 2 of your opponent’s Forwards.

I might change my mind on this card once I see Cidolfus.

Electrifying Singles!

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Blissful Earth

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29-058R – Ardyn

Why does Ardyn look like a puppet? A bad one at that.

Ardyn acts as a Meat Shield. One that will attack as well.

First off, Ardyn has Brave, Ardyn cannot become dull by Summons or abilities, and when Ardyn enters the field, Ardyn Cannot be broken until the end of your opponent’s turn.

6CP might be a lot to pay to have Ardyn enter the field, but he sure will stick around long enough to get your money’s worth.

 

29-059H – Ash

Why does Ash remind me of Eddy Gordo?

Ash is bringing Monks to the forefront.

Why? Because when Ash or a monk enters the field, you can choose one of your Forwards and give them +2000 power and Brave.

And, that’s not all.

When Ash enters the field you can search for a Monk, and if you have another SOPFFO Character on the field you can play a Monk onto the field (3CP or less).

And, what does that tell you?

Ash is a free play!

29-060C – Ignis

Why not?

A chance to grab a Final Fantasy XV Character out of the top 5 cards of your deck. If you miss, well at least you have a 7K Meat Shield to stick around on the board.

4CP isn’t bad, and Ignis does have Sagefire, which will break a dull Forward.

No wonder Noctis kept him around all this time.

 

 

29-061L – Vincent

From the looks of it, I am liking this card.

Vincent comes on in and can grab a Final Fantasy VII card from the top 2 cards of your deck. If there are none, then those 2 cards go into your Break Zone.

But, that’s not the reason you’ll play Vincent. You will want to play Vincent for his ability that goes off at the beginning of your Attack Phase.

You can either give Vincent +3000 power and Brave, or you can deal a Forward 6000 damage, possibly breaking it.

I’d personally go for the first option.

29-062R – Wol

OK, this is an upgrade from Opus V Miner.

Wol Comes on in and plays a Backup of 2 or less from your Break Zone onto the field.

And that is a good enough reason to play this card. But, that is not all.

Once per turn Wol can pay a Crystal and he’ll grab a Character from your Break Zone to add to your hand. You can do this once per turn as well. All you need is a Crystal Generator, and you will be set for the whole game.

Let’s not forget that Wol is also a Forward, meaning that not only is he a recycling machine, he can also deal damage.

 

29-063R – Exdeath

MWAHAHAHAHA! (That’s me trying to type an evil laugh.)

This is great.

For 4 CP, you can play a Forward that has no way of being broken by Summon or abilities. The only way to get him off the field is by blocking his attack, with a higher powered Forward.

Either that or finding a way to remove him from the game.

But, that’s what Exdeath wants you to do.

Why?

Because once Exdeath is removed from the game, you will search for Neo Exdeath. And, we all know what Neo Exdeath does.

29-064C – Gargoyle

Our 1 cost Earth Monster is here, and it acts like a shield.

Gargoyle will give a quick block for one of your Forwards. Gargoyle will take 4000 damage off of the attack, and will then be on it’s way to the Break Zone.

But, do not worry. You’ll get to draw a card for your loss.

 

 

 

29-065C – Galuf EX

Simple, but effective.

Galuf comes in grabs a Character from your Break Zone, and then acts like a Meat shield. A Meat Shield with 8000 power. He’ll block your opponent’s attacks left and right until he is broken.

After that, you can just play another Galuf.

It might be time to give Opus V Miner the night off.

 

 

29-066C – Gladiolus

The brawn of the Retainers.

And, it does make sense that Gladiolus has 9000 power. But that cost can be a bit high if you ask me. 5CP would have been more reasonable.

Gladiolus comes in with Brave, and once per turn he can give a Final Fantasy XV Character +2000 power.

Might have been better off as a Backup.

 

 

29-067C – Krile

This is a great card for your Warrior of Light. Play a 6 cost Galuf from your hand onto the field? Yes, please!

Although we still haven’t seen this 6CP Galuf, and I am excited to see it. Don’t ask me why.

And if you don’t have a Galuf, you can always play a Earth Forward that costs 4CP or less instead.

At 2CP, I’ll be putting Krile in any Earth deck. Just because I can.

 

 

29-068L – Titan (XVI)

Titan has a face only a mother (and Hugo) can love.

But this is just a menacing card. Your opponent will be looking to get rid of Titan as fast as possible.

For one, when Titan is on the field,during your turn, your opponent’s Backups are just for show. They can’t produce CP, so they’re just sitting there watching Titan steal their bikes.

But, we’re not done. Cause as soon as Hugo Primes into Titan, you choose 3 of your opponent’s Forwards, and as soon as your Attack Phase starts, each Forward has to pay 1CP or they will be sent to the Break Zone. And, since we can’t use Backups to pay for this, your opponent will be discarding cards from their hand to keep these Forwards alive.

And, we’re not even done her.

Geocrush, the Titan Special. Put it on the menu, because Backups will start dropping like flies here.

29-069C – Dhorgorgang

A 6 cost Backup that can grab you two Forwards.

Nothing wrong with that as it will bring Dhorgorgang’s cost down to 2 CP.

Sure, you can’t search for the Forwards, but any Forwards will be good if you don’t have any on your front lines.

It wouldn’t hurt having one of these in your deck.

 

 

29-070R – Dragon Zombie

Here’s something that can halt your opponent for a turn.

Dragon Zombie comes in and chooses 3 Forwards that can’t attack or block until your opponent’s next turn. Meaning that they have no way to respond to your attacks, or attack you. Which is good, especially if they only have 3 Forwards on the field.

Other than that, this 3 cost Monster, will become a Forward when you have 5 Backups on the field.

That means that Dragon Zombie can be sent to the Break Zone, and you can play another one.

 

29-071R – Hugo

A 3 cost Forward that can’t be broken by most Summon or abilities. This is the definition of a Meat Shield. I mean just look at him, he’ll cover you like no tomorrow.

But, that’s not the reason you’ll play Hugo.

You’re playing Hugo, just to Prime into Titan, and we all know what happens after that.

If you’re playing Earth, throw Hugo/Titan into the mix.

 

 

29-072C/15-080C – Geomancer

Where’s Cecil?

“Geomancer here comes in gives you a Crystal, that you can use to play Cecil. After that, Geomancer dulls and heads over to the Break Zone, and gives Cecil Brave on the way out.”

I can’t remember why I wrote that back in Crystal Dominion.

Must have had a good reason.

 

 

29-073C – Beastmaster

Here’s your Monster recycler.

Beastmaster comes right in and grabs a Monster from your Break Zone.

And, that is it.

You can play 3 at once, grabbing 3 Monsters from your Break Zone.

After that, just a normal attacker in sheep’s clothing.

A male sheep.

A ram.

Just not as powerful as a ram.

29-074H – Moogle Trio

2000 damage for each Forward you control.

And, for 1CP, and this also comes off of an EX Burst?

That’s crazy, throw it in a Swarm deck like, I don’t know maybe Chocobos. and you’ll be getting rid of Forwards like a … I can’t think of anything right now, but you get what I’m trying to say.

Throw this in your deck, you’ll be glad you did.

 

 

29-075H – Yoran-Oran

Well, well well..

I can see it clearly now the Mage …

Mages will become a top tier tribal deck, that will easily take on Dragoons and Samurais. Not to mention Chocobos and whatever other Tribal deck you want to throw at them.

Why would I say that? Just take a look at Yoran-Oran’s first ability. Go ahead, I’ll wait.

You see? Any ability that is cast by a Mage cannot be canceled. CAN NOT!

Then you’ll say, that Yoran-Oran cost 7CP. So, what! YOu can play a Mage Forward that costs 5CP on to the field. And, you don’t even need to have that Mage in your hand. You can search for it.

So, search for Shantotto, and let the games begin.

29-076H – Roche

Roche is back. And he looks better than ever.

But, what does he do?

For 2CP, Roche comes in and nothing. His ability activates when he attacks. Where he trades damage with one of your opponent’s Forwards. But, at 6000 power, that’s not a lot to go on.

Luckily, you can Remove a Roche from the Break Zone, and give Roche 9000 power. Making him the muscle you need for that ability. Roche will then go Berserk, and he will attack every turn whether you like it or not.

Groundbreaking Singles!