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Opus XIV : Earth Review

14-058C – Dark Knight

Play this card and deal yourself 1 point of Damage. If you already have 4 points of Damage, you might as well play this card as 5 points of Damage will give this card Brave.

You’ll have a 9K body with Brave, for a measly 3CP.

Just don’t play this card when you have 6 points of Damage.

 

 

14-059R – Wol

Opus V Wol is better all around. The only reason you’ll play this card is to play anther MOBIUS Forward from your hand at no cost.

At 3 points of Damage he becomes something like a Diet Opus V Wol. It’s similar, but just not the same.

 

 

14-060R – Carbuncle EX

Mono-Earth? Sure, +2K Buff to all the Forwards, and a free card. You’ll becoming out +1 on this transaction.

 

 

 

 

14-061H – Calbrena

Add this one to the Same deck as Carbuncle. Give me Mono Earth and a 9K Calbrena to knock off your socks. And if Calbrena gets broken for whatever reason. You can put her back together by discarding an Earth Backup.

Yes, Please and Thank you!

 

 

14-062L – Titan, Lord of Crags

It looks like Earth has a Diet Shantotto as well, but this one deals your opponent 1 point of Damage as well. I take that back. This card is just as good as Shantotto, just a little different. And this one is also a Forward. Titan can’t break himself, so he’ll be free to attack if he wipes the board.

 

 

 

14-063C – Chichu

Not as good as the other Monsters in this set, with Monster Counters. But, being able to give a Forward +2K power for each Monster Counter on Chichu, might be good.

Did I mention I know a guy named Chichu?

 

 

 

14-064R – Kitone EX

Hmm, War of the Visions has a great Backup. Just the on entry ability is great, you’ll be able to stop a powerful forward in it’s tracks. For one turn at least.

And, “Dream Within a Dream”, 4K Damage to one Forward, and you can recast it, with a single Earth Crystal Point, without paying the S cost.

 

 

 

14-065L – Cloud

Is this the chase card for the set? FFVII, Cloud, Legend, Full Art, they all come together in this one card.

I mean, just look at this card. If your opponent controls any Forwards, Cloud gains 2K. If your opponent didn’t have any Forwards, you wouldn’t need to play Cloud. You could have gotten the job done with Choobo (2-060C)

When Cloud attacks, choose one Forward and that Forward has to Block this turn. So, you can start picking off pesky Forwards that you want to get rid of.

Finally, discard a FFVII card and Cloud gains +1K and he can’t be chosen by Summons or abilities.

At the end of the day, Cloud is an 11K Forward that deals Mass Destruction with his Cross-Slash. Even though there is no ability names Cross-Slash on the card.

14-066C – Kobold

Activate Kobold, each time a Primal enters the field. You can also dull Kobold and give a Forward +1K power. And then activate him and repeat when another Primal enters the field.

I’m guessing not so much.

 

 

14-067H – Shantotto

Made for Earth/Wind decks.

Well thank you Captain Obvious.

Now, is the 5CP worth it to potentially draw another 2 cards?

 

 

14-068C – Dark Elf

Only way to Break this card is with a precise 8000 damage.

Now if you find a way to buff him up to a 9K body, he is unbeatable.

“Kobold, I was wrong about you, come back.”

 

 

14-069R – Noctis

The Prince is back, as a backup.

4CP to grab a XV Forward from the Break Zone and play it onto the field. Sounds like a good deal to me. You can actually grab another Noctis (12-121R) who in turn will let you grab another XV Forward, other than Noctis, from the Break Zone.

You’ll actually gain a Crystal point by doing this. I don’t know if it’s efficient but, it’s something you can do.

 

14-070C – Ba’Gamnan

Time to get rid of that pesky forward you can’t get rid of. Force it to block and attack him with your strongest Forward.
14-071C – Paladin

Don’t like the cards you just drew? Just play Paladin 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.

 

14-072R – Hojo

Hojo finally makes his appearance. And he comes with an experiment. A trade off where you can change a Forward you control with a Forward from your Break Zone. Only stipulation is that it’s cost needs to be inferior to the one you removed from the game.

Play a Forward with an upon entry ability, once it’s played out recycle the Forward.

 

 

14-073R – Muraga Fennes EX

At first I thought this card was a Summon. It would have been a decent card if it was. But, now that I’ve seen that it’s a Forward it makes it very playable. I would keep this card on hand, to bring back a forward that has just been broken.

 

 

 

14-074C – Monk

If you’re playing Monks you’re playing this card. And, if you’re playing Monks, you’re playing Sophie (13-119L).

You’ll have plenty of Earth Forwards on the field, so this card should read. When Monk enters the field, choose 1 Forward opponent controls. Break it.

 

 

14-075H – Mont Leonis

For 11CP – 1CP for each Forward you control you can play 1 Earth Forward of Cost 6 or less from your Break Zone.

Now this wouldn’t be one of the first cards you play, but later on in the game when you’ll have 5 Earth Backups, and a bunch of Forwards on the field, you might just play 2CP for Mont.

I thought Mont would have had some synergy with Macherie, but I was wrong.

Oh, well.

14-076C – Lich (IX)

Discard one card Job Chaos and deal one forward 8000 damage. Is it worth it? I’m sure there are Summons that can do this more efficiently. But, for a common I’ll take it.

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Opus XIV – Wind Review

14-039R – Adelle

The more Wind Backups you have, the better this card is. But, you don’t necessaraly need to have 5 Wind Backups as there are cards that provide the same effect. 3 should be the optimal choice as you’ll give her 8000 power and Haste. And, you only paid 2CP to play this card.

 

 

 

14-040C – Abquhbah

Play him early on, and he’ll usually be buffed up every turn. Other than that not much to say.

 

 

 

 

14-041C – Ixali

Activation guaranteed, with a Primal.

 

 

 

 

14-042L – Bismarck, Lord of the Mists

Return to hand. Return to hand. Return to hand.

Bismarck need to tag team with Leviathan. more on that later.

But, when a Character is returned to your or your opponents hand, you draw 1 card. And you can choose to return a card to your hand at the end of each turn.

As if Wind/Water needed more ammunition

 

14-043C – Cactuaroni

Just a common?

“Need some activation tactics? Cactuaroni is your macaroni. For the cost of a simple Monster Counter you can activate one Character.” /endcommercialannuncervoice

This card is great, simple and to the point. You can end up activating your whole board if you wait long enough. But, why wait if you can just find a way to grab Cactuaroni from your Break Zone.

 

14-044C – White Mage

Activate 2 Backups of any element other than Wind.

YRP making a comeback? Don’t call it a comeback, YRP never left.

 

 

 

 

14-045H – Sin

What would you call this? Silence? Paralyze? Stop? Probably Silence. Casts Silence on opponents Forwards. And now, they can’t use any abilities.

Probably not silence, cause that’s just Magic.

I had said the other Sin was better, but now that I’m re-reading it. This is interesting.

 

 

14-046C – Sniper

Like I said before, I’m not to sure on the wording, but if this goes off when Sniper dulls from attacking. It’s a great card card. If not, I still like it.

 

 

 

 

14-047R – Choco/Mog EX

Almost sounds like a candy bar.

The first part is easy. Having a Chocobo and a Moogle on the field when he shows up, is pretty easy too.

 

 

 

14-048C – Tiamat (IX)

Hmm, I’m seeing a pattern here.

“Discard one card Job Chaos and deal one forward 8000 damage. Is it worth it? I’m sure there are Summons that can do this more efficiently. But, for a common I’ll take it.”

 

 

 

14-049H – Typhon

I’m still waiting for a Typhon that has synergy with Ultros.

Other than that, You’re playing Mono-Wind, you’re playing this card. Plus removing a Forward and placing him in a spot where you (probably) won’t see him for a couple of turns.

This is another great card.

 

14-050R – Naja Salaheem

Double up on all the counters that are on any character whenever Naja deals Damage to your opponent.

+Naja cannot be chosen by your opponents Summons or abilities.

 

 

 

14-051C – Vanu Vanu

Don’t like the cards you just drew? Just play Vanu Vanu 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.

 

 

 

14-052C – Fran

You can easily cast 3 cards a turn with Wind, and all the activate your Backups and Characters and Monsters and Summons and anything else you want. Because that’s what wind does. So, you’ll probably end up drawing a card when you play Fran.

3 points of Damage +2K Power

 

 

14-053R – Mjrn

Did I mention, I like these Black & White cards?

For 2 Cp you can activate Fran and Jote.

You can also pay 3 Wind CP and Break a Forward of cost 5 or more.

 

 

14-054R – Jote EX

Just a simple searcher that searches for Fran or Mjrn. You can also search for them off of an EX Burst.

 

 

 

 

14-055C – Lezaford

Took me a second to realize this Lezaford was a Forward. I should start paying more attention.

Now, it makes sense that this is a 5 cost. At first I thought it was 5CP to play a Backup, which if the cost to play was paid with at least 3 different elements, than you can break a Forward.

I was going to say how this Lezaford is terrible and that the Opus VI Lezaford is so mucch better. But, this one is Forward and that changes everything. It can work. Someone will find a way. It’s simple if you play Light and Dark actually.

14-056R – Garuda, Lady of the Vortex

Here’s an answer to some cards. 6CP isn’t that much to pay for the on entry ability Garuda has.

Sorry, Sophie, it was fun.

Bhuni, Get out of here.

Neo-Exdeath, don’t make me laugh

Ark, No one played with you anyway.

Now, if this card was an Ex it would have been amazing.

14-057H – Rosa

Great artwork once again. You can tell apart the Amano artwork. I remember seeing a Magic card with his art on it, and recognized it immediately. But, that’s another story.

Just like we said before, activate all the Backups, if you’ve cast 3 cards this turn.

With Fran (14-052C) you’ll also draw 1 card.

All those activations will lead you into a 5th card cast this turn, which you’ll end up playing the top card of your deck. Unless it’s a Summon. Then it just goes back to the tops of your deck.

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Opus XIV – Ice Review

14-020R – Ysayle

Ysayle, works as a place holder for Shiva, Lady of the Frost (14-036L). Other than that, you can use her to play any Ice Forward of 5CP or less, but Shiva makes perfect sense.

7K body for 3CP isn’t bad either.

 

 

 

14-021H – Valfodr

Great monster for a Physalis deck. Or any other Discard deck that you can think of. Your opponent will think twice before trying to Break Valfodr.

 

 

 

 

14-022H – Kam’lanaut

Kam’lanaut has the ability that keeps on giving … your opponent head aches. If you have a full line of Ice Backups you are set to go as everytime Kam’lanaut attacks you’ll be dealing 10K Damage to a dull Forward.

And if you want a little more spice, Light Blade is even stronger as it deals 2K for each Ice Character you control.

 

 

14-023L – Gilgamesh (FFBE)

Now this is a card we’re excited about, we talked about this card in one of our videos when they showed him off.

If you take the time to set Gilgamesh up. and that should be pretty easy especially if you have Don Corneo (11-134S) Just put the top 15 cards of your deck in the Break Zone. Should be enough elements in there to get these abilities off.

After that Gilgamesh woll have +1K power, Haste , First Strike, Brave, Gilgamesh can attack 3 times in the same turn, and everytime he attacks, “Choose one Character, dull it, and Freeze it.”

14-024C – Bard

2 cost Backup that will Dull and Freeze one of your opponents cards, for an Ice Crystal Point.

 

 

 

 

14-025C – Kuja

I’m starting to like how these Final Fantasy Villains play. They’re not all Legends or Heros, but they have some simple abilities that are effective.

Like, Kuja here, once he gets chosen by your opponents Summons or abilities, you choose 1 of their Forwards and Dull them.

But, it’s the 5CP that might make you skip this card.

 

14-026R – Kefka EX

Now, Kefka is a better card than Kuja, for a couple of reasons.

1) You Dull a Forward when he enters the field.

2) He is only 3CP, compared to Kuja’s 5, but he is just a Backup

3) He his ability can come off an EX Burst

 

14-027R – The Emperor

Hailing from Palamecia, the Emperor isn’t that special unless he is in your Break Zone. Form there you can use his ability. By Removing 15 Ice cards from your Break Zone, you can play the Emperor onto the field, and since he entered the field due to an ability, you can look at th top card of your deck, and if it is a Character (any card but a summon) you can add it to your hand.

 

 

14-028C – Goblin

I’d call this a ticking time bomb. Every time it ticks it gets more power. But this time bomb, you can have it go off whenever you choose to.

 

 

 

 

14-029R – Shivalry EX

This is a decent summon that will pair well with Physalis. Choose 1 Forward, +3K Power, Forward breaks Forward, Opponent discard card from hand.

For 2CP this card, can be useful, I can see it getting some play.

 

 

 

14-030C – Serah

Her only task is to take a big hit and to be broken. Her Job might say Saboteur, but it really is Meat Shield.

Depending on the situation you can pick which ability to use.

 

 

 

14-031R – Good King Moggle Mog XII

That’s a big name.

If you remember the battle, you remember that it was all over the place. You had to destroy the Moogles, which in turn let you fight the King. And it would go back and forth till the King was Dead.

Now, everytime Good King Moggle Mog XII gets broken, you can in theory discard 2 Moogles and bring him back to your hand. Now we said in theory, because it can be any 2 cards. Not just moogles.

But at the end of the turn you can search for a 3CP moogle and play it onto the field.

Should be a fun card to play.

14-032R – Proto fal’Cie Adam

Another great card to play with Physalis (13-028L)

The less cards your opponent has, the better this card gets.

Plus the Manipulator Counters can save this card twice.

 

 

14-033C – Devout

Don’t like the cards you just drew? Just play Devout 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.

 

 

 

14-034C – Time Mage

Now the wording on the card is a little weird.

Does the ability go off only when Time Mage is dulled by your opponent? Or, does it go off when you attack, and dull him due to attacking as well?

 

 

 

14-035C – Don Corneo

It’s almost like the game.

You get to choose one of three.

Which one piques your interest?

There should be a cross-dressing Cloud somewhere around here.

 

14-036L – Shiva, Lady of the Frost

I like this card. Expect a Card of the Week coming soon.

But, you pretty much play Shiva off of Ysayle. Dull a Forward, then Freeze all the Forwards opponent controls.

And if they get active by an ability or Summon, there’s a way to replay the card.

Or, you can just save that for a later turn.

 

14-037C – Moogle (XIV)

You’ll only play this card with Good King Moggle Mog XII.

 

 

 

 

14-038H – Lugae

This card in my opinion is like equipping a Forward with a stronger weapon. Only difference, is Lugae must be on the field in order for your Forward to gain the 2K and Brave when it enters the field.

I hope that makes sense.

I already like this card.

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Opus XIV – Fire Review

14-001C – Amalj’aa

Amal’jaa, number 001. start off the set with a Backup. Who in turn gets activated when a Fire Primal enters the field.
All you do is use Amalj’aa to pay for the Primal, and once the Primal is in, Activate Amalj’aa and dull Amalj’aa to deal 1000 damage to a Forward.

 

 

 

14-002R : Ifrita EX

Everyone loves Ifrita, and by that, I mean I love Ifrita. Just by looking at the text you know you are going to add this one to your deck if you are already playing Ifrita (9-002H). You’ll be heading towards 5 Ifrits/Ifritas in your Break Zone before you know it. You’ll be dealing 7K damage to a Forward while also searching for another Ifrita to add to your hand.

 

 

 

14-003R – Illua

Haste? Check. Illua comes in attacks, right away and you can dull up to 5 Backups. Then you get to choose a Forward deal it up to 15K damage. Should be enough Damage to break it. Illua’s power will also increase 3K for each Backup you dulled, for power reaching up to 18K. Not a bad card if I do say so myself

 

 

 

14-004C : Warrior of Light

Your Standard 4CP/8K body. Gives all your Standard Units +1K. +3K if you received 3 points of Damage. I say this card will see plenty of play.

 

 

 

 

14-005C : Oelde Leonis

Strong card power wise, and when he is broken you choose one Standard Unit from your Break Zone add it to your hand. Could be a useful blocker, but at the 5CP cost is it worth the Standard Unit you’ll pull from the Break Zone. I’m sure someone will say that he is..

 

 

 

14-006R : Ifrit, Lord of the Inferno EX

For a second there, I thought it was a Summon, and decided that he is too expensive to deal a couple of Forwards 4K Damage.

Then I saw that he is a Forward. I was wondering why he had a Job. After that my opinion changed. He counts as an Ifrit for Ifrita. Which all Summons and character abilities deal 1K more Damage. I like it.

Don’t forget Fritt (7-004C) searches for him.

 

14-007L : Garland

As we talked about this card in one of our Box openings on YouTube. Garland is practicly unbeatable. He can still receive a beat down and be broken. But, it’s his abilities that make this a great card. Whenever a Backup, is put in the Break Zone, you get to draw a card. Could be any Backup not just your own.

And let’s not forget about Flare, Break a Forwards and then your opponent puts a Backup in the Break Zone. This as well could be one of your own Forwards. Maybe Break Oelde Leonis to grab a Standard Unit from the Break Zone, and draw a card.

Hmm … What Standard Unit are we looking for?

14-008C – Caius

Cheap Forward to play, and gets an 8K body whenever one of your Forwards is put into the Break Zone. Add, Brave and Caius just might be as good as Caius (5-004R). Now some of you might say that Opus V Caius isn’t that good, but I like him. He does good at what I want him to do.

 

 

 

14-009R – Gabranth

Your Basic 2CP Backup, that doesn’t do anything until you received 5 points of Damage.

After that, you can just Protect a Forward.

 

 

 

14-010H – Gutsco

I like it.

Keep removing cards till Gutsco gets broken, or removed from the game.

After that all the cards removed come back to your hand. And, you can have a lot of cards that you can storm the field with. I will be trying this one out.

 

 

14-011 – Susano, Lord of the Revel

Six Crystal Points to wipe the board, and get a free hit. This is the second board wipe Fire and XIV receives in 2 sets. And all you need to do is get rid of one Backup. You can even get rid of Ranperre. But, I don’t know how that would work out on the stack.

 

 

 

14-012 – Kojin

Don’t like the cards you just drew? Just play Kojin 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.

 

 

 

14-013C : Koboloid Yang

I’d call this a ticking time bomb. Everytime it ticks it gets more power. But this time bomb, you can have it go off whenever you choose to.

I’ll take it!

 

 

 

14-014C : Samurai

3CP/7K +2K if you’re playing Samurais.

And Brave.

And, you better fill up your Break Zone with Samurais to get the his on entry ability.

Samurai’s look like they have been getting great support.

 

 

14-015R – Zenos

Personally, I would have thought that this card was at least a Hero. But, it’s just a rare, throw this one in with the Shadowbringers Starter Deck, add Susano and you got yourself a good deck. Could it be that easy? Sometimes, but that’s just a quick tip. You’re welcome.

You can actually call this card Fat Chocobo in red. Or, Fired up Fat Chocobo.

Also gives Haste to all XIV forwards you control.

 

14-016C – Geomancer

Geomancer’s only job is to remove the ability of your opponents Forwards to block … well … you get what I’m trying to say.
Hey, do you see that Bhunivelze with 10K Power?

He’s the only one in between me and victory and all I got on the field is a measly Palom from Opus II with a 1000 Power. What shall I do?

 

 

14-017H – Mom Bomb

I had seen this card early on. And, loved it. Mostly because it’s Amano art.

But, this Monster becomes a 2 cost 8K Forward if you control 3 or more Fire Backups. your opponent will think twice about blocking this one due to the fact that it’ll deal 5K damage to all Forwards, including your own. I like when the cards mimic the games.

 

 

14-018C – Maliris (IX)

Discard one card Job Chaos and deal one forward 8000 damage. Is it worth it? I’m sure there are Summons that can do this more efficiently. But, for a common I’ll take it.

 

 

 

 

14-019R – Red XIII

2CP to play Red XIII, then when he enters the field you can play 1 Fire CP to play Susano? That can’t be right. And it’s just a Rare??? Sure the Forward you play will be removed from the game after the end of the turn, but if you’re wiping the board and getting a point of Damage does it really matter?

You can also Discard Red XIII to get Susano’s ability off.

 

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Ayame, the Samurai

Going back a little to Opus V. Ayame, don’t know much about this character so we’ll go straight to the card.

3CP – Fire
Forward
Job : Samurai
Category – XI
Rare
7000 Power

Brave

“If you have received 5 points of damage or more, Ayame gains +3000 power.”

There you have it.

Ayame has Brave so, that is a plus, and after 5 points of Damage she gains +3K. Ayame plays best when you have your back against the wall.

Now we already know that Samurai’s are a great Tribal deck. So, we’re looking straight at Tenzen, as if you didn’t expect that. You also have 3 Cyans to choose from. Don’t worry about Cyan (4-007H) as he fits better in a FFVI deck. From the other two, I would go with Cyan (11-003) as his ability revolves around Samurais. You might as well add Hien (8-138S) and Gosetsu who searches for Hien.

And if you would like to stick with the FFXI theme, you can also add Shadow Lord (4-148L) a decent legend that comes in with Brave. Volker (5-020R) whenever a category XI Forward enters the field, you choose a Forward opponent controls and it can not block this turn. And Naji (10-011R) simply because he costs 1CP, and is a 7K blocker for you.

Anything that you would do different? Let us know in the comments.