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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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Hidden Trials – By Ice

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23-020C – Red Mage

Red Mage enters the field, and your opponents discards a cards.

The only question is, will they choose the card that they will discard, or are you going to choose the card that they will discard.

The answer lies in how many Backups you have on the field. If it’s 4 or less your opponent will choose. If you have 5, well, the choice is all yours.

Get rid of that one card that you know your opponent has been searching for this whole time.

23-021C – Weiss

Are Tsivets going to be a thing?

They will if Weiss has anything to say about it.

Weiss searches for a Tsivet, yes you have to pay a Crystal for the search, but what else are you going to do with those Crystals. You can’t hoard them forever.

And once another Tsivet enters the field, Weiss will now have +2000 power and Brave.

And, that my friend is not a bad thing.

Unless your name is Vincent.

23-022R – Aemo

Play this card.

Have your opponent sit back and watch as you neutralize their hand, and they lie lifeless on the side of the road as you dissect their board.

Bit much?

That’s pretty much what happens when you use Aemo’s ability.

Cheap Backup, but that ability is .. what’s the word … Bonkers.

Once your opponent removes his hand from the game, you have free reign over the board.

Unless they have enough active Backups on the field, and active Forwards, they will not be doing much this turn.

And, at the end of the turn, they get their hand back.

But, once the damage is done, it’s done.

I’ll take 3. And 3 more just in case.

23-023H – Anima, Eikon of Eikons

Powerful card.

But, it has very limited use.

In order for Anima’s ability to go off, both you and your opponent must have 0 cards in hand.

Is it likely that this will happen?

Yes, If you’re playing Discard, you can have your opponent down to no cards, and then you’ll use up the rest of your cards to play Anima.

Dull/Freeze their whole board, and you won’t have to worry about their next turn either.

23-024R – Shiva EX

Dull/Freeze a Forward.

And if somehow, that Forward deals damage to one of your Forwards or to you, that Damage becomes 0.

Now, I don’t know how a Dull and Frozen Forward can deal damage to you, but I’m sure we’re going to find out shortly.
If not now, then next set.

 

23-025C – Shelke

Here is where your supply of Crystals will come from when you’re running Tsivets.

Shelke should be the first Tsivet you play, if possible.

Shelke will be the one that gives Weiss a Crystal to search for another Tsivet.

And, since you’ll have 2 Tsivets on the field, Weiss will gain +2000 power and Brave.

You can give Shelke that other Crystal, to give herself +3000 power until the end of the turn.

It’s a Common, it’s 2CP, it’s worth it.

23-026C – Jegran

4 cost Common Forward, 8000 power.

That’s your standard cost for a Common with 8000 power.

Jegran has the ability, once put into the Break Zone, to either Break a dull Forward or have your opponent discard 2 cards.

Either way, it’s a bit of help if played at the right moment.

 

23-027C – Jihl Nabaat

Jihl Nabaat, will hang out on the backfield, producing a single Crystal Point, until the time you’ll need to use her ability.

And, what ability is that?

Jihl Nabaat will break a dull Forward, for the cost of a PSICOM Character, and 2 Ice Crystal Points.

There’s plenty of PSICOM Characters that you can use for this.

And, Jihl shall stay on the field, for when you’d like to use her ability once more.

23-028L – Cecil

Move over Batman, Cecil is the real Dark Knight.

As you can see, all of Cecil’s abilities deal damage to you. Is it worth using these abilities, or even playing Cecil? Well that depends. Do you need to inflict damage upon yourself in order for your deck to get that much stronger.

If the answer is yes, then yes you should play Cecil. Just imagine your back is pinned to the wall, and all of a sudden you reach 5 points of damage and you cast Dark Flame. Most likely, wiping out your opponents front line.

All that’s left is for you to come in a get the win.

23-029R – Zenos

Zenos has your opponent’s Break Zone on lock down.

Every time a card leaves your opponent’s Break Zone, your opponent discards a card. It doesn’t matter where that card goes. It could be removed from the game. It could be added to your opponent’s hand, it could be played straight to the field. Whatever the reason, if a card leaves your opponent’s Break Zone they discard a card from their hand.

And, let’s not forget when Zenos enters the field, you get to remove 2 cards from your opponent’s Break Zone.

Guess what happens after that?

23-030C – Serah

Pick one of two, or two of two.

Depends on if you have a Commando on the field.

Serah comes in and you can Dull/Freeze a card, and your opponent discards a card from there hand.

No Commando, no worries. Just add Fang. There should be a Fang in this set. I haven’t seen it yet.

 

22-031C – SOLDIER Candidate

I always wanted to build a SOLDIER deck. And, when I finally do, SOLDIER Candidate will be in it. 3 copies of it.

As long as you have a couple of Standard Units in your Break Zone, SOLDIER Candidate becomes a 2 cost Forward with 8000 power. Cheap, Effective, Meat Shield. What else would you want? You could stop here and it would be a decent card, if only to block your opponent’s attacks.

But, we’re not stopping here, because when SOLDIER Candidate enters the field, you will Dull/Freeze one of your opponent’s Forwards.

I’ll take 3.

22-032H – Drautos

I don’t remember who this is.

But, this does look like a great card.

You’ll need to have 1 or 2 cards in your hand, in order for you to cast Drautos.

For 2CP this is far from bad. It’s actually pretty good. Drautos comes in with a 8k body and Brave. Meaning you’ll be swinging, and swinging because Drautos will still be able to block.

Plus, he comes in with some added protection from your opponent’s Summon and abilities. If they deal damage, that damage will become 0.

22-033C/15-038C – Knight

Reprint of a reprint. We’ll just put down what we wrote during Dawn of Heroes.

“Ice Reprint Standard Unit.

Just find what I wrote for Samurai and change the word Samurai to Knight.”

 

 

 

22-034R – Pacos Amethyst

For some reason I want tacos right now.

Monster Tacos!

Pacos Amethyst won’t do anything except wait around, unless you have another Monster on the field.

If you do Pacos Amethyst becomes an 8k body on your front line.

And if your opponent wants to get rid of Pacos by targeting it with Summons or abilities, well then your opponent will have to discard a card from their hand.

It might be worth it, if you target it with Opus XI Relm.

22-035H – White Tiger l’Cie Nimbus

5 cost Forward with an 8k body, that also searches for a “Brave” Forward.

White Tiger L’cie Nimbus, or Nimbus for short. Does search for a Forward with Brave. Nimbus also has Brave himself.
Nimbus also cannot be chosen by your opponent’s abilities, making Nimbus a meaty Meat Shield that can also attack.

Nothing special, just a big body that searches for a “Brave” body.

 

22-036C – Flan

1CP to have the option to dull a Forward whenever you’d like.

And if you like your Flan with extra Flan, you can remove 3 Flans from your Break Zone, and Break that Forward that Flan just dulled.

It’s the cycle of Flan.

 

 

 

23-037R – Lightning

This whole time I thought that Lightning was a Legend.

Then I read the card, and thought that is not legend material.

And then, I realized Lightning is a Rare card.

Lightning doesn’t do much when she comes in, but at the begining of each Attack Phase Lightning will dull one of your opponent’s Forwards.

It’s not bad, it’s not great, but the art is amazing.

Why else would they put the Golden Signature on this card?

23-038H – Lady Lilith

“Luck be a Lady tonight”

You’ll be lucky if you have 3 Crystals, cause Lady Lilith will seduce one of your opponent’s Forwards with that Crystal and bring them over to your control.

That’s all there is to say.

I might have to go ahead and redo my deck. So, many cards are coming out that allow you to take control of your opponent’s cards.

 

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Hidden Hope – Take It To the Limit

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22-112R – Zach LB

Zach out first Limit Break card, and I can’t say it’s anything special.

Zach comes in and deals a Forward 3000 damage.

Not much of a Limit Break per se.

Zach will stick around on the field as a body, So, 3CP isn’t terrible, but I’m sure there are better things to do.

 

22-133L – Mont Leonis LB

Now, this is more like it.

Even though I never liked Mont as a character, this is a card I would play.

Now, this will only work if you have 5 Fire Backups on the field when you bring Mont in.

For 8CP, you can grab a 3cost Forward and a 5 cost Forward from your Break Zone and play them straight to the field. They will both come in with Haste as well.

It still is a lot to pay, but you do get a lot in value from it.

8CP, 3LB points, and a Backup that you control.

As a last ditch effort, I will say that it can work. I mean that’s what Limit Breaks are supposed to be. Huge attacks, when you’re on your last legs.

22-114H – Viktora LB

Not bad.

I guess I’ll need to actually play a game with these Limit Break cards. Finding time is the problem.

Viktora needs, a discard deck around her, and you don’t need me to tell you that.

Luckily, Ice has the tools you’ll need to make Viktora a great play. Just like a Dragoon getting ready to Jump.

If your opponent has 2 cards or less in there hand, when Viktora enters the field, you get to choose a Forward and deal it 7000 damage.

And, if your opponent has no cards, Viktora gains +3000 power.

Much better than Zack.

22-115R – Serjes LB

Serjes, the lancer.

Now this was a decent Character in War of the Visions.

And, that is what this card is as well. Decent. Not great, not bad.

When Serjes enters the field, you can either Dull or Freeze a Forward.

And, then he’ll stick around as an extra body on your front line.

 

22-116L – Ace LB

Ace is looking like he will be a powerful card. Once Ace enters the field, Ace deals 1000 damage to all of your opponents Forwards. Just think for a second of what Ace can do if you’re playing Chocobos.

And, that’s not all cause when Ace attacks, you can reveal the top card of your deck, and if it’s a Wind card, which it will be if you’re playing Chocobos, you’ll add it to your hand.

Sure, Ace costs 8CP, but you’ll probably get that CP back, with the extra cards you’ll be drawing.

22-117R – Yuri LB

Yuri comes right in, and searches for Chelinka and Yuri brings Chelinka straight to the field. That way we’re bringing Yuri’s cost down a little bit. Sure, there are only 2 Chelinkas that you can choose, because her cost needs to be 2CP or less.

You’ll most likely be playing Chelinka (22-046R), and if you have another Crystal Chronicles Character on the field, Chelinka will give Yuri Haste, and you’ll be able to attack with Yuri right away.

Las, but not least, if you have 5 Backups on the field, Yuri also gains +4000 power, making him an 8K body.

22-118H – Shantotto LB

Shantotto, going back to her roots.

Shantotto comes in and breaks all the Forwards and all the Monsters. Every last one of them except for Shantotto herself.

If you’re in a pickle, go ahead and cast this Mage. 4CP + 7LB. That’s all of the rest of the cards in your Limit Break deck. Last ditch effort to save yourself.

If you’re just looking to get rid of all of the Forwards, just play Opus I Shantotto instead.

Or you can have both in your deck and use whichever one works better for you.

22-119R – Maat LB

Maat comes right in and gives all of your Forwards +1000 power and Brave.

That might be enough to finish the game for you, and if you end up striking out, at least you’ll still have Forwards that will be able to block.

Maat comes in with Brave himself.

This is a Limit Break card that I would gladly add to my deck.

 

22-120H – Cloud LB

Of course, we have cloud in the first set of Limit Break cards, what’s next Lightning?

Cloud comes in and Breaks a Forward, 3CP or less. After that Cloud will stick around with an 8K body, wheeling and dealing damage to your opponent.

And if you’re feeling a little CP rich, you can use Limit Burst.

For 4 Lightning CP and a Cloud card, you can Break one of your opponent’s Forwards and also deal your opponent 1 point of damage as well.

Do that 7 times and you won the game.

It’s possible.

22-121R – Lightning LB

Well, I was right. Lightning was next.

And when she enters the field, she will look for a Lightning summon.

And that is about it.

You’d think they’d have Lightning do something better.

 

 

22-122L – Tidus LB

I’m trying to think if this is worth it.

If you don’t pay 3CP does that mean you can’t choose any of these effects?

8CP, to Send a Forward to the bottom of it’s owner’s deck, a Backup to the top of it’s owner’s deck and draw 2 cards.

I can’t think of a reason to play this card, but I know I’ve already sold a few of them, so someone thinks that it’s a good play.

 

22-123R – Leo LB

Would you like to draw a card?

Well there’s better ways to get yourself to draw a card than Leo.

Only difference is that you can play Leo at any moment, because you already know that you can just grab him from the Limit Break deck.

Still, Leo will probably just be used to pay for other Limit Breaks.

Like Maat.

22-124H – Little Leela LB

This is a better Limit Break card.

Better than most of the cards we’ve seen in this set.

Little Leela comes in at 5CP with an 8k body.

You’ll say so what, nothing special about that.

And, I’ll say yes, but whenever Little Leela attacks, you will choose one of your opponent’s Forward and it will lose 7000 power until the end of the turn.

Now that makes it better. Better than Leo, better than Zack, better than Yuri, and I hate to say it but, better than Lightning.

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Hidden Hope – Breathing Hope?

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22-037R – Alexander

Oh?
I read this card wrong the first time I read it.

Now that I’m looking at it, this is a great card. Alexander comes in and casts reflect on one of your Forwards, sending that damage to one of your opponent’s Forwards instead. The best thing is that you get to choose the Forward, rather than have it randomly chosen when the damage hits.

And, if you only paid with Backups to cast Alexander, you will also draw a Card, making Alexander a 1 cost Summon.

I’ll gladly add this Alexander to a Wind deck. Probably the best Alexander yet.

22-038C – Wol

Wol has 2 abilities, one which is good, and the other is ok.

The first one will allow you to choose a High cost Forward and send it to the Break Zone. The other allows you to look at the top 5 cards of your deck and add a Wind Character to your hand.

You’ll most likely be playing this card to get rid of that High cost Forward.

I don’t got much else for this.

 

22-039C – Epiornis

This is a Common?

I have to say this is a great card, and at 2 CP it is the perfect monster to have on the field, once you get 3 points of damage.

Why is that?

Well, Epiornis becomes a Forward during your turn. And, Epiornis cannot be bloced by a Forward with a cost of 4CP. That in itself is great. But, if you already have received 3 points of damage, Epiornis cannot be blocked by a Forward of 3CP or less. Thus, making Epiornis unstoppable.

The only way that you can stop Epiornis’s attack, is by a Summon or ability that will deal it damage, or by sending it straight to the Break Zone.

Now, imagine if you have 3 of these on the field.

22-040H – Enkidu

A 3 cost Warrior that will activate 3 of your Backups when he enters the field. Thus making Enkidu a free play.

After that he’ll stick around as a 7K power body, attacking and blocking like he normally would.

This card also sticks to the story, allowing Gilgamesh to call on him when he enters the field. Enkidu must be in the Break Zone when Gilgamesh enters the field. Then you’ll pay 2CP and bring Enkidu in, while activating 3 Backups.

Gilgamesh (7-088L) would be a great choice. You’ll end up only paying 1CP for both Gilgamesh and Enkidu.

You don’t even need to play Wind/Lightning, you can just throw in Enkidu since you won’t need to pay by color if Enkidu is in the Break Zone.

22-041C – Kain

Haste, and First Strike for a Common?

Activate 2 Characters when Kain Attacks?

+1000 power at 3 points of Damage?

How is this a common?

Whatever Rarity Kain has, this card is great. Actually it’s GRRRRREAT!

And, don’t get me started on the artwork, because we’re not here to talk about the artwork.

Just throw Kain into any Wind deck and you’ll do fine.

22-042C – Ranger

Your Standard 2 cost Backup.

Ranger is straight to the point, just like his arrows fly straight towards their target.

Or something like that.

Ranger has 2 abilities. One deals a 2CP Forward 5000 damage, possibly breaking it, and the other breaks a Monster.

Both of these are useful.

And, there aren’t that many ways to get rid of Monsters and Ranger here provides you with a way.

22-043C – Clavat

Simple, basic and straight to the point.

Clavat comes in for 1CP and allows you to look at the top card of your deck. If you like it you can keep it there. If not send it to the bottom of your deck.

It does have plenty of benefits.

Depending on what you see there, your game plan will change for this turn.

Do you see an EX Burst that will cause plenty of damage to your opponent. Leave it there and take a point of Damage. Do you see the card you need to put your plan into motion, play that card that allows you to draw a card.

Worst case is that you don’t like the card, and you can just recycle it to the bottom.

22-044R – Cid (FFBE)

Cid has an ability that activates during very Attack Phase, which is something that makes Cid even more valuable as the game goes on.

You can either Activate 2 Characters, or you can grant all of your Forwards protection from all Summons that choose them.
4CP isn’t alot to pay to Activate a couple of Characters once per turn. Plus you get an 8k body that will be hard to get rid of. Because, once Cid is put into the Break Zone, you can pay 3CP and return Cid to the field. That’s cheaper than playing Cid from your hand.

I like this one.

22-045C – Sosha

4 cost Dragoon that turns into a 2CP Forward if you have a Dragoon already on the field.

2CP for an 8k body isn’t bad at all.

Sosha can also throw her spear onto a Forward of your choosing, dealing it 4000 damage. Best thing is that you don’t need to send her to the Break Zone in order to do it. Just dull Sosha and you’ll be dealing 4000 damage.

This is a decent card. Simple, effective and straight to the point.

If you’re playing Dragoons, you should try adding Sosha.

22-046R – Chelinka

Chelinka here to give Yuri some support, granting him Haste. You’ll just need another Crystal Chronicles Character on the field when you play Yuri, so you’ll have a total of 3 FFCC Characters on the field.

Other than that, that is it.

2CP, 5000 power.

 

 

22-047L – Dorgann

The Art of Removal.

Dorgann, has three different abilities that activate when he enters the field, and yes, you guessed it, they all are removal abilities.

Remove a Forward, Remove a Monster, Remove 2 cards from the Break Zone.

You’ll get to choose one of those abilities to activate. But, if you already played another 2 cards before you play Dorgann, you’ll get to use 2 of these abilities instead.

Meaning that you will probably end up paying only 2CP for Dorgann to come into play.

22-048H – Nanaa Mihgo

Yes, Yes, Yes.

I’ll take 3. I’d take more if I would be able to add more to my deck.

Nanaa Mihgo is a Robber, and she’s here to rob some of your cards and use those same cards against you.

That 2 cost Forward in their Break Zone? Check.

The 3 cost Summon in their Break Zone? Check as well.

You won’t even need to pay for the cost either, they just come into play as soon as Nanna Mihgo comes into the field.

Actually, no you don’t want this card. I’ll give you a dollar for your Full Arts. No? It was worth a try.

22-049H – Bartz

Well, Bartz if you’re not in a Warrior of Light deck, you shall be useless. The only thing you’ll have going for you would be a 5000 power body on the field just hanging around with nothing to do.

But, if you are playing a Warrior of Light deck, he becomes a little bit better.

Bartz has the ability to not be chosen by your opponents abilities, if you remove 3 Warrior of Light Characters from your Break Zone, and it lasts until the end of the turn.

The other ability, is the S ability, where you can pay the cost of a card, then you can search for it and play it onto the field. Which is pretty good. You’ll be able to play any Warrior of Light card in your deck straight to the field.

22-050C – Geomancer

Here we are, a decent Standard Unit Forward.

I like this one.

Geomancer has auto protection from your opponent’s abilities. Not all of them just the ones that can choose Geomancer.
And, if you already have a couple of Standard Unit Backups on the field, you get to Activate 3 of your Backups. Which in turn will make Geomancer a 1 cost Forward with an 8k body.

Can’t get much better than that.

22-051R – Hope

Hope is hidden in Hidden Hope.

You would have thought that he would have been on the box art.

Hope comes in and you get to reveal the top 4 cards of your deck, and grabbing a FFXIII Forward from there. If you don’t find one, they all go to the bottom of your deck.

At 2CP that isn’t bad at all. You might get a free play, if you do find a FFXIII Forward there.

And, if you ever needed a way to get rid of a high powered Forward, Hope here is your answer. With Aeroga, you can Break a Forward with at least 9000 power. And, we do have a more than enough targets for Aeroga.

22-052H – Helena Leonis

Helena Leonis was turning into a great Character, and then I stopped playing War of the Visions.

As we can see she is a Green Mage as well. Although she doesn’t have any attacking spells or abilities, she does allow you to look at the top 2 cards of your deck. One is put at the bottom of your deck, the other is removed from the game.

Now, why would you want to pay a Crystal to look at the top 2 cards of your deck, remove 1 and place the other at the bottom of your deck?

Well, the card you removed, you can cast it this turn for it’s cost minus 2 CP.

You might get a free play, which is always good in my book.

22-053C – Lilisette EX

“Put on your red shoes and dance the blues,
To the song they’re playing on the radio”

And, while we’re dancing Lilisette will come into the field, and deal one of your opponent’s Forwards 1000 damage for each Character you control. Forwards, Backups, and Monsters. Anything goes, Tonight.

You’ll most likely break something with Lilisette.

And, if you find a way to bounce her. You can do even more damage.

Let’s not forget this also comes off as an EX Burst.

22-054R – Reddas

Are Sky Pirates making a comeback? Yes, I’m basing this off of this one card, because Reddas is pretty good, and he’s not even a Legend, or a Hero.

If you have 5 Sky Pirates already on the field, Reddas is a free 9k Body, that will grant all of your other Sky Pirates some protection from Summons.

Your opponent will sure have some trouble trying to get rid of this one.

And, that’s all I need to say here, If you’re playing Sky Pirates, you better be playing Reddas.

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From Nightmares – Thunderbolts and Lightning

19-069R – Emperor (FFL)

5 cost Forward with an S-ability that has a 50% chance to turn the tide in your favor. More than 50% depending on what cards you’re playing. But, if you’re not playing any Summons or Monsters it’s 100%.

Black Box, the abilities of abilities. Depending on what is the top card of your deck you can either deal 8000 damage to all the Forwards. Dull and Freeze all the Characters, or draw 4 cards.

Either of the first 2 will be very beneficial for you.

Add Glauca to the mix and he’s only a 4 cost Forward with a 9K body.

I’ll take 3 and throw them in any Lightning deck.

19-070C – Edge

It’s all about the Shuriken Counters.

Edge comes in with 3 Shuriken Counters, each one can be used to deal 5000 damage to a Forward. He does dull when he uses his ability, but after 3 turns, you can just block a Forward and recast Edge.

This way you can have Edge on the field for most of the game, just dealing 5000 damage a turn. A nice little way to keep your opponent at bay.

 

19-071C – Elgo EX

4 cost Backup that allows you to grab a Multi-Element Forward from your Break Zone.

After that Elgo just stays on the field and produces CP each turn, as any Backup would.

His enter the field ability also comes off as an EX Burst.

 

 

19-072C – Eald’narche

5CP/9K Forward that when she enters the field you can discard a card to Break a Forward.

Any Forward will do.

In total you will be paying 7CP to break the Forward, and then you’re left with a 9K body to deal damage or block attacks.

Almost like an Opus I Odin that will Break a Forward, but you get to keep this card on the field.

19-073C – Kain

Have we had a Kain as a Backup before?

Either way, this one isn’t half bad. Actually pretty useful with Back Attack.

If you have a Forward that is blocking another Forward, and your opponent buffs it to match the your Forwards power, you can play Kain and give your Forward First Strike. That way your attack will go through first. Breaking your opponents Forward.

Other than that, there really isn’t much use for it.

19-074C – Scholar

Cheap Backup to play, and is great when you have 3 points of damage.

When Scholar enters the field you can Break a Forward of cost 3 or less.

Not only that, but Scholar has an ability to deal 8000 damage to a damaged Forward. Most of the time this will break that Forward.

You get all this for 2CP.

 

19-075C – Chimera

If you don’t have a low cost Character on the field when you play Chimera, you don’t need to break it. This can also be a way to get rid of a Backup you don’t need on the field anymore to make way for a new one.

Chimera costs a measly 1CP, and it can also become a Forward.

This is a pretty decent Monster/Forward.

 

 

19-076R – Kuja EX

2CP Backup that Breaks a 2CP Forward or 1CP when he enters the field.

After that you can dull Kuja, chuck him to the Break Zone and dull a Forward.

 

 

 

 

19-077L – Golbez

Archfiends are back. If they weren’t a thing yet, they are now.

Golbez and the Warp Counters. Every time you remove one, you can play an Archfiend from your hand onto the field. They don’t even need to be a certain cost. Any Archfiend will do. And every time you do play an Archfiend, you can draw a card.
After that Golbez gives all the Archfiends +3000 power.

So many awesome cards so far, and so many decks I want to build. And so little time to do so.

19-078C – Jinnai

I don’t see it.

I mean you can pay the 4CP to activate Jinnai, to dull a Forward.

If the cost was a little cheaper, maybe 2CP it would have been better, but for 4CP to activate Jinnai, I believe there are better options to play.

But, Jinnai is only a Common, so that might be why the cost is high.

Other than that Jinnai is a 3CP/7K Forward.

19-079H – Moebius

Did I mention I like the Dream Stooges?

Well if I didn’t, now I did.

Moebius allows you to grab a Dream Stooge from the Break Zone. Which is a good thing.

If you have all the Dream Stooges on the field, they all gain +2000 power, making them a little more difficult to deal with.

I like it and I shall be making a Dream Stooge deck, just to have some fun. Add in Kefka and I can see something fun Happening.

19-080R – Vivi

Mono Lightning?

Might as well play Vivi, if only for the fact that all you’ll have in your hands is Lightning cards.

Simply play Vivi onto the field, reveal your hand and deal a Forward up to 14,000 damage.

It’s simple as that. He’s also a Forward so you can block an attack and then play another Vivi, and rinse and repeat.

Lots of value in this little play. It’s worth a try or 3.

19-081R – Behemoth

A second Behemoth in this set.

This one plays quite different then the Earth one.

When Behemoth enters the field, you can choose a Forward of 5CP or less and send it to the Break Zone.

After that during each of your Attack Phases, Behemoth will dull one of your opponents Forwards.

What you wanted to attack with that Forward? Sorry, he’s dull. Oh you wanted to block with that Forward, Sorry, he’s dull too.

If your opponent doesn’t have an answer for Behemoth, he’ll be playing with one less Forward. One he won’t be able to play again. Unless your dulling a Standard Unit, but why would you want to do that?

Did anyone notice the KO’d Onion Knight on the bottom?

19-082H – Lightning

This beautiful card comes in with Haste, And 9000 power.

It’s an interesting card if I say so myself. Because when she is sent to the Break Zone you can play a Category XIII Character from your hand onto the field.

And her other ability reads, discard Odin, and choose a Forward your opponent controls, break the Forward and Lightning.
Now, if you already have another Lightning in your hand, you can play her onto the field for free. It’ll be almost as she never left.

Who said Lightning doesn’t strike twice? Lightning can strike up to 3 times with this card.

19-083R – Ramuh

Lightning’s Free Forward is here, in the form of Ramuh.

Simply put, Ramuh deals 8000 damage to a 3 cost (or less) Forward.

That is usually more than enough to get rid of the low CP Forwards.

And, since it’s a free play, why not use it. I know I will.

 

 

19-084R – Ricard

Looks like Dragoons got a roll of the dice.

I like these types of cards, that let you reveal the top cards of your deck and hopefully finding what you’re looking for.
You won’t always get what you’re looking for, but there is always a chance.

And with most Dragoons being Lightning. I’m sure you’ll be able to find a Lightning card or two to choose from.

After the roll of the dice, Ricard has an ability that will give a Forward First Strike. You will send Ricard into the Break Zone, and that just means you get to play him again.

19-085C – Dragoon

Dragoon here comes in with Haste, and that is enough for me.

But if you’re playing with 3 different elements, and you paid the cost with 3, you can choose a Forward of cost 3 or less and Break it.

There are Dragoons in almost all of the Elements, which can make it somewhat easy to play.