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Hidden Hope : Frozen Hope

22-019C – Ice Bomb

I Need More Bombs!

And, this one is pretty good on my opinion.

During your turn, Ice Bomb becomes a Forward, and whenever it attacks, you can Freeze one of your opponents Forwards.
And, if you already have received 3 points of damage, Ice Bomb will also Dull that Forward, thus making said Forward unavailable for your opponent’s next turn.

I’ll take 3, and put them in the Bomb deck.

22-020R – Vallaide

Who would have thought that Green Mages have these kind of abilities. And, what is a Green Mage anyway? I thought they were Red Mages.

Whatever it is Vallaide has a pass, because he’ll kick some …

It’s true. Just use his ability on a Forward, and whenever that forward is dealt damage, it breaks. Just like that.

Sure, you’ll need another way to deal a little bit of damage to said Forward, but that should be easy enough to figure out.

22-021R – Emina

This is what everyone likes. A Backup that searches for a card.

Sure, the card needs to be an Ice Character that costs 2CP or less, and I’m sure there are plenty of good cards to grab.

This technically makes Emina a 2 cost Backup as well.

Search and Play.

 

22-022R – Quistis

Do you remember Opus I Jihl Nabaat?

Well Quistis here, does a much better job than what Jihl Nabaat did.

Of course you’ll have to be playing a FFVIII themed deck, but with a card like this, and plenty of other great FFVIII cards that won’t be hard to do.

Now, what does Quistis do?

Depending on how many FFVIII Forwards you have on the field, you can dull that many of your opponent’s Characters. And if you have 3 or more, you’ll also Freeze them.

And, the artwork? It looks great. Can’t go wrong with a good looking card with a great ability.

22-023C – Bard

Bard, a low cost Backup that will dull a low cast Forward.

And, if you have another Bard (22-023C) on the field, you can use Bard’s other ability and Break that Forward.

Is it worth the price?

Depends on what you’re Breaking.

You can’t go wrong with a 2 cost Backup, that has a couple of decent abilities. Unless your opponent isn’t playing low cost Forwards. Then you might be out of luck.

22-024L – Kurasame

At 7CP, Kurasame is a quite expensive, but he can be worth it depending on how many Ice Backups you have on the field when Kurasame enters.

Go ahead count your Backups.

I’ll wait.

5 Ice Backups, well that is perfect. You shall either Dull and Freeze, 5 of your opponents Characters. Backups? Forwards? Monsters? Yep. Yep and yep.

Or, you can have your opponent discard a card for each Ice Backup that you have.

We said 5, right?

Well your opponent is discarding 5 cards from their hand. And, what was that card that was just released in the Anniversary Collection Set 2024? I don’t have the card in front of me, but I think it said, deal 5000 damage to a Forward every time your opponent discards a card, due to your Summons or abilities.

Now, at that point I’d say it’s very well worth playing Kurasame, as it will put you in a winning position. If you can’t beat your opponent when you made them discard their hand and laid waste to their front line, I think it’s time for you to pick up another game.

I like it.

22-025C – Cloud of Darkness

This is a decent card, for a Common.

Cloud of Darkness comes in, and since you’ll already be playing Discard because you’re already playing Ice, your job will be to have your opponent have as little cards as possible in their hand before you play Cloud of Darkness. Cause when Cloud of Darkness comes in and your opponent has only 2 cards, or less, in their hand, they will send one of their Forwards into the Break Zone.

And, that is pretty much it.

 

22-026C – Seymour EX

Almost like a Summon. Seymour comes in and breaks a dull Character.

After that Seymour will just hang out on the field producing a single Ice CP once per turn.

Good thing is that this ability can come off of an EX Burst as well.

Now, where did I put that card that gets rid of my Backups.

 

 

22-027R – Shiva

Let’s talk about Ice.

It’s so cold, that it will make all of your abilities stop working. Nothing moves, and your opponent’s Characters reset to 0.

No Haste, No First Strike, No Brave, no buffs no nothing.

Plus you get to draw a card if you only paid the cost with your Backups.

The twins are your best bet at starting a frozen empire.

22-028H – Cissnei

The Turks just got a little bit better with Cissnei.

She might not look like much, but in a Turk heavy deck, she’ll be lying in the shadows waiting to attack. And she can attack twice.

Sure, Cissnei comes in dull, but she also comes in with Haste. All you need to do is activate her and she’s ready to go. Luckily, The Turks are here to give a helping hand. (And you thought that they were the bad guys.) Every time a Member of the Turks attacks, you will activate Cissnei.

Here is the battle plan, Cissnei comes in, Reno attacks, Cissnei activates, Cissnei attacks, Rude Attacks, Cissnei activate and attacks again.

For 2CP, you get a 6K body that dual wields Shurikens.

I’ll take it.

22-029R – Jihl Nabaat EX

It’s Jihl, but which Jihl will you like to play?

Is PSICOM going to become a great deck to play? Who will be in it? How many PSICOM cards are there? Why are there so many questions?

After looking up all of PSICOM there are a total of 3 Characters with that Job, One which is Jihl Nabaat. The other 2 are Rygdea and Yaag Rosch.

“Who you gonna call?”

Not the Ghostbusters, that’s for sure. You can flip a coin and see which one you’ll get.

But, at 3CP you get a Forward with 7000 Power, and you get to search for a member of PSICOM.

I’m guessing they’ll be adding more PSICOM members in the next set, Especially since Lightning is on the box.

22-030C – Shinryu Celestia

This is nice, a decent 2 cost Backup that will give one of your Forwards +4000 power.

Sure, you can only use this ability if you have 5 Backups on the field, but you should be trying to get to 5 Backups as soon as you can. Because Backups equals more CP.

Now, if you can find a way to activate Shinryu Celestia after she used her ability, then you can use it again, giving another Forward, or the same Forward, another +4000 power.

 

 

22-031H – Squall

How is Squall just a Hero?

Because he is a Hero. Just play Final Fantasy VIII to see why.

At 4CP/8000 Power, Squall becomes even more powerful, if you have 4 FFVIII Characters on the field. Not only that, but he is protected from your opponent’s abilities that deal damage.

And if you need to get more Final Fantasy VIII Characters on the field, Squall will help you with that as well. During the beginning of each of your Attack Phases, you will be able to play a Final Fantasy VIII Forward from your hand onto the field. Just as long as that Forward costs 4CP or less.

You can get the four Final Fantasy VIII Forward on the field, by the beginning of your next turn, If you play Squall right away. After that, it’ll be easy sailing.

22-032L – Sephiroth

The card that everyone is looking for. Not the one you see, but the one with the Gold Stamped Signature. It is a good looking card.

Now, lets talk about the card itself.

At 3CP with 7000 power, you would think that this card is undeserving of the Legend status. Well, we’re here to tell you that it is. And, that we can see why Squall is just a Hero.

Whenever Sephiroth is in your hand, you can pay 3CP and break one of your opponent’s dull Forwards. Which in itself is a great ability to have. Although you’ll have to remove Sephiroth from the game.

But, that doesn’t mean that Sephiroth is lost, he just went into the Lifestream like he usually does. Once he is in the Lifestream, and only during the turn that he entered the Lifestream, you may play Sephiroth onto the field for his cost. And, once Sephiroth enters the field, your opponent will discard a card from their hand.

Sephiroth will cost you a total of 6CP to play this way. There are a couple of Summons that will Break a dull Forward. One is Titan (21-071H) who will break a dull Forward for 3CP, and Hades (6-038R) who will break it, and have your opponent discard a card from their hand for 5CP. The difference is that Sephiroth stays on the field as a body.

22-033C – Time Mage

Time Mage is a simple 2 cost Standard Unit Backup that is actually pretty good.

Time Mage enters the field, and will Dull/Freeze a Forward, and if you have one more Standard Unit Backup on the field, Time Mage will Dull/Freeze a Character as well.

If you have 3 of these in your hand you can Dull/Freeze up to 6 Characters, and at 2CP each, it will only cost you 6CP or 1P per Character.

That sounds like a steal to me.

22-034H – Medusa

We finally have a new spell. Stone has arrived to Final Fantasy TCG. They’re just calling them Petrification Counters.

Medusa comes in and casts Stone on a Forward. Once that Forward has turned to stone, they cannot attack or block. And they will not be able to turn back to normal once Medusa is gone.

Nope, they will have to use a Gold Needle, and the price for that Gold Needle is 5CP.

This will put a cog in your opponents plans.

22-035C – Yuke

Simple, basic and straight to the point.

Yuke 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.

22-036C – Rinoa

Final Fantasy VIII, has had some great cards showing up. And, we still haven’t had a Starter Set made for 8.

Good thing is that, we already have plenty of cards to make a great deck. Is Rinoa a good card to add?

Probably not. There are far better Rinoas in other sets, so, I don’t really see you playing this one, unless you’re playing a Discard deck. Or, you just like the art and you’ll just throw it in your FFVIII deck, just to show off with the Full Art. I know I’ve done that before.

If Squall is already on the field when you play Rinoa, her cost goes down to 2CP from 3CP, which makes this card more affordable, and her ability forces your opponent to discard 2 cards.

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Beyond Destiny – Ice Sculptures

21-021C – Red Mage

For 2CP and a Common, I’d like to say that this is a pretty good card.

Red Mage comes in and dull/freezes a Character. Same thing whenever Red Mage forms a party and attacks.

Now you can also play 3 Red Mages, have them all form a party and attack, and then you’ll be Dull/Freezing 3 Characters every turn.

Red Mage might not have a lot of Power, clocking in at 5000, but her ability to Dull/Freeze sure makes up for it.

21-022H – Astos EX

The Dark Elf. I haven’t seen how Astos looks in Strangers of Paradise, and after looking at this card, I have got to say they did a great job. That is very close to what I pictured Astos looking like. I don’t know why, but the art for the Character is spot on.
Anyway, on to the card.

Astos comes in with Brave, and whenever he enters the field of leaves the field you gain a Crystal.

And, if you have 3 Crystals, you can Dull all of your opponent’s Forwards and then deal 9000 damage to all of your opponent’s Forwards.

Astos is a ticking time-bomb.

Play Astos, Play Rinoa (6-041L), Bounce Astos, and you have 3 Crystals. Next turn you use his ability and hopefully you get a board wipe.

21-023L – Ultimecia

There’s a lot of text here. And there isn’t really a way to summarize it, but we’ll try.

Ultimecia comes in, you remove up to 5 Characters from your Break Zone with a cost of 5CP or more. Once they are removed you can Dull/Freeze up to 5 Characters. Your opponent also discards one card.

If you’re playing a deck with a lot of high cost Characters, Ultimecia can do some damage, if not then she isn’t really worth the price of admission.

 

21-024C – Scholar

The 3CP Backup that gives you a Crystal when she enters the field.

Also, if you have 3 Backups or less you’ll also draw a card.

Not Bad. Not Great either, just something to play when you don’t know what else to play.

 

 

21-025R – Kiros

If Ward is here, you know that Kiros is just around the Korner. And Laguna shouldn’t be too far behind.

But, we’re here to talk about Kiros.

All you want to do is warp. Over and over and over.

Not only is the cost cheaper, but when Kiros Warps in you can Dull and Freeze one of your opponents Characters. And, that’s not all. When any Forward Warps in you can Dull and Freeze a Character.

So, keep Kiros safe, and Warp.

21-026C – Bard

I mean, who doesn’t like that ability.

Best part it doesn’t cost anything, so I don’t see a reason not to have Bard on the field. Or at least in your deck.

Bard is a 4 cost Forward with 8000 power. And, once per turn you can use his ability for a total of 0CP. And have a Forward lose all of it’s abilities until the end of the turn.

That Forward that has protection from Summons, or abilities, or damage, well Bard is here to take care of that Forward, and allow your attacks to go through.

21-027L – Griever

That’s one way to search for a Witch. Plus side to this one is that you”ll play the Witch straight to the field.

Considering the cost, you’d probably want to search for a high cost Witch to play straight to the field. Like Edea (2-099L) or Ultimecia (7-133S), or like the one that is probably in this set that I just haven’t seen yet.

If you decide to keep Griever on the field, his ability let’s you break a dull Forward, or have your opponent discard a card.
There’s a tag team here. Griever and Amon (2-098L) Amon dulls and Griever Breaks.

Ice and Lightning do work well together.

21-028H – Shiva

This Shiva is like a reusable Ice Cube.

Once Shiva has been cast, You can remove 4 Ice Cards from your Break Zone, and put Shiva back in the Freezer … I mean your hand.

After that you can just cast Shiva over and over again, until you run out of Ice cards in your Break Zone. But by then you should have Dull/Freezed? all of your opponents Characters. If not proceed to a triple party attack from the 3 Red Mages.

 

21-029R – Squall

Mini-Squall.

Did I mention I have yet to play World of Fina Fantasy?

At first I thought this was a decent card. Then I took a closer look and actually read the card from top to bottom. And for a rare, it’s a great card.

First of all, Clo … I mean Squall comes in and has First Strike. And when he attacks, if you have at least 2 WoFF Characters, your opponent discards a card.

See like I said decent.

But, here’s where it gets good.

Squall attacks, and he gets blocked. You can use his ability to deal 3000 damage to the Forward that is blocking. And with First Strike already on hand, you’re 95% going to come out on top.

21-030C – Snow

Since when is Snow a Martial Artist?

To me he’s always been a Meat Shield that can punch.

Any ho, Snow will turn into a Meat Shield after you get 3 points of damage.

Up until then every time Snow attacks you can, you guessed it, Dull/Freeze a Character. You can just go ahead and party attack with Red Mage.

Plus Snow gets Haste, if you have another WoFF Character on the field.

21-031H – Setzer

“Are you a gambling man, Sandy Claws?”

I like this card, I actually played Ice just to play Setzer. Well not all Ice, it was Fire-Lightning while I splashed 6 Ice cards. I think.

Setzer comes in and you remove 2 Forwards from your Break Zone, from the game. After that you can play those 2 Forwards whenever you’d like.

Sure, if Setzer gets sent to the Break Zone you lose those 2 Forwards but they were already broken to begin with.
I’ll take it, and I’ll figure out how to make it work.

21-032R – Terra

Trying to figure out if this Terra is better than that Terra or the other Terra.

At 5CP, Terra comes in and allows you to search for 2 Ice Summons. And, that brings her cost down to 1CP.

For 1CP this is a great card. 8000 power and Magitek Laser.

What’s Magitek Laser?

Terra’s S Ability, where the cost is another Terra card and a Summon. Any Summon. You can play those 2 cards and deal 9000 damage to a Forward. Which has a decent chance of Breaking that Forward.

Or you can just cast the Summons you searched for.

21-033R – The Girl Who Forgot Her Name

The Searcher you didn’t know you needed. Well now you got it.

The Girl Who Forgot Her Name will search for Squall, and that will give Squall the 2 WoFF Characters he needs to have your opponent discard a card whenever he attacks.

Or if you want to go another route. I still haven’t seen Reynn or Lann so, we’ll have to wait on that.

 

21-034C – Fomor

Don’t F.O.M.O. on Fomor.

???

Never mind.

Fomor is a pretty decent Monster.

Fomor comes in and deals damage. Fomor leaves and deals Damage.

4k here, 4k there. You’d think we’re talking about televisions.

21-035C – Minwu

Minwu looks mad.

I always thought that Minwu was an older White Mage. this card clearly depicts him as a teenager. Nothing wrong with that, it’s just that I always thought that he was older.

Anyway, let’s get to the card.

Minwu comes in and Freezes a Character.

And then you can pay a CP and dull Minwu and send him to the Break Zone to Dull/Freeze a Character.

For a Common this isn’t bad at all, but unless you’re playing a Rebel deck, I don’t see you playing this Minwu, not when you have the Opus I Minwu which suits my play style a little bit more. And, I don’t even have that Minwu in the deck right now.
At least I don’t think so.

21-036H – Y’shtola

We got a new element for Y’shtola. Not only does this card look good, but I believe the Ice Blue suits her well.

Y’shtola here, is perfect for discard decks. The fewer cards your opponent has in their hand the more powerful Y’shtola becomes. 0 being the perfect number of cards that you want in your opponents hand. because each time Y’shtola attacks she’ll deal damage to one of your opponent’s Forwards, for a max of 9000. The damage will decrease by 1000 for each card that your opponent has in their hand.

I’d like to see how this will fit in the Scions deck.

21-037C – Reaper

Here’s a card you can play, right before you have Y’shtola attack.

Reaper comes in and forces your opponent to discard a card. Or you can go ahead and send a dull Forward to the Break Zone. Sure, it’s cost needs to be 3CP or less, but you’re still breaking a card, or forcing your opponent to spend CP in order to counter it.

 

 

21-038R – Rinoa

A decent Backup if you’re plan on using Summons, or if you plan on saving your Summons in the Break Zone, from the chance of your opponent removing your whole Break Zone from the game.

Rinoa comes in removes a Summon from your Break Zone, and then you can use that Summon whenever you’d like.
It’s like an Ace up your sleeve.

 

21-039C – Lufenian

With a Job Title of Lufenian, Lufenian, is a the perfect card to play to start your game.

For 2CP, you play Lufenian, and if Lufenian is the only Backup you control, you’re opponent will discard a card, from their hand. Leaving them with one less card than the number of cards they had in their hand before you decided to play Lufenian.
Thank you, Captain Obvious.

I’m just surprised this isn’t a Standard Unit.

Decent card, Y’shtola will love working with Lufenian.

But, then again, Lufenian only has one job. And, if she doesn’t get it done right away, she’s worthless.

21-040R – Rursan Arbiter

All Ice cards look like they’re working well together.

Lots of discard, and abilities that go off when your opponent has no cards in their hand.

Y’shtola deals a Forward damage, and Cid here, I mean Rursan Arbitar, Breaks one of your opponent’s Forwards.

Now I”m looking at all these cards, and I’m wondering why I didn’t use more Ice at Prerelease.

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Resurgence of Power – Raining Water?

18-086H – Ashe EX

The Queen is here.

And if all her loyal servants are on the field. (Water Backups). She will only cost you 1CP. Which is good. With a 9K body she’ll rule over her kingdom and … well … deal a loss of power to a Forward.

2000 for each loyal servant that she has.

 

18-087C – False Hero

Really?

Discard a Manikin and play False Hero. Then play Imitation Despot and grab that Manikin back from the Break Zone.

After that False Hero gives all the other Manikins +2K power.

 

18-088R – Ingrid

This is an interesting card. Especially if you know that your opponent goes into their Break Zone to grab cards back. I know I do, sometimes.

Whenever Ingrid is sent to the Break Zone, your opponent removes all the Characters in the Break Zone from the game. Can’t grab them anymore, not for this game at least. Better luck next time, but this exorcist will exorcise the Characters back the the RFG Realm to where they belong.

Got a little off track there.

18-089H – Echidna

Echidna allows you to grab a Summon from your Break Zone. And that technically turns him into a free Monster that can come in and turn into a Forward. The cost here is different. Usually it’ll be 0CP, but for Echidna it’s a Summon card.

Now when Echidna attacks or blocks, you can draw 1 card.

You’ll be able to grab a card, once per turn.

 

18-090R – Kalmia

Losing power? Not anymore, Kalmia grants a special type of protection. No more shall you worry about your Forwards losing power to Summons and abilities.

Kalmia would still be a great addition if it were just that, but she also grants protection to your Break Zone. Your opponent will no longer be able to be chosen by your opponents Summons or abilities either.

No more fear of losing your Break Zone.

 

18-091R – Cloud of Darkness

Sometimes it seems your Forwards are outnumbered 3 to 1.

Cloud of Darkness is here to fix that.

She’ll come in and all the Forwards will go into the Break Zone, except the 1 you choose and the one your opponent chooses.

It can be a lifesaver if it’s used under the right circumstances. What are those circumstances? Well, your opponents has more Forwards than you. And, stuff.

I like it.

18-092C – Tchakka

Another Naakual.

This one would be good for a Mono-Water deck. It says so itself. All Forwards other than Water lose 1000 power. And after that, whenever Tchakka attacks, your opponents Forwards lose 2000 power.

That means every time Tchakka attacks, your Opponents might be sending cards to the Break Zone, simply because Tchakka can cast Sharknado on them. Or something like that.

18-093R – Nerine

Bring the Princess, any Princess. That way Nerine will become a much more viable Forward.

+2K power is a good thing.

Plenty of Princess’s to play 25 to be exact. Wait, no Macherie has been banned. 24.

Let’s go ahead and pick Fiona (16-118C)

When she comes in you draw a card not only from Nerine’s ability, but Fiona’s as well. Thus giving you a free Forward to play. And since she is a Forward she can be recycled. Quite easily, in fact. As if she is chosen by Summons or abilities, instead of Breaking her, Removing her from the game or whatever happens, you can simply place Fiona on the top of your deck and repeat the process.

18-094C – Geomancer

Discard Geomancer, draw a card. And, that’s about it.

Cheap Backup to play.

 

 

 

18-095C – Rune Fencer

I mean, it might have some uses, probably more than I think, but, it feels like you’ll be over paying. I can see it used here and there, but not enough for someone to keep it in a deck. maybe for draft or sealed.

You do get to hit 2 Forwards for a loss of power if you pay the extra cost. 1 for 4K and 1 for 7K.

 

18-096C – Leviathan

Leviathan comes back as a Common, and that’s doesn’t matter, because Leviathan cancels out an auto-ability that comes from a Forward. And at only 3CP that’s not bad at all. It’s actually pretty good.

Now you can also pay the extra cost of removing 10 Water cards from the Break Zone and return that Forward to their owner’s hand. Making them lose the CP for playing said Forward on to the field.

What’s not to like?

18-097R – Rinoa

This is probably one of the cards that didn’t need Warp. That’s just me though.

But Rinoa comes in, and you can send a Forward to the Break Zone, if you decide to pay the extra cost.

Angelo Cannon, I remember using it back in the day I used to play FFVIII all day, but we’re not here to talk about that. Where was I? You reveal a Forward from your hand, and Angelo deals that Forwards power as Damage to another Forward.

I just confused myself.

When are we getting an Angelo card?

18-098R – Lunafreya

Make a down payment of 2CP and get 3 cards in return.

Will it pay off or will your opponent cancel out Lunafreya’s ability when she enters the field through Warp?

Also, Can you wait 4 turns for a return on your investment?

It could be worth it.

 

18-099C – Leo EX

Leo … I mean King Leo.

King Leo comes in and sends a Forward back to their owner’s hand. And, if there are a couple of Standard Units hanging out on the field, you can just put it on top of it’s owner’s deck.

Simple as that. After that Leo just gives you 1CP per turn, cause he’s like a Backup and stuff.

Now, if we can find a way to bounce him.

18-100L – Lenna

I don’t think I really read this card.

I can see why it’s a Legend. Protection for your Break Zone.

If you’re playing Mono-Water, this is great. You can bring back a Water Forward and play it straight to the field. Lost your last Emissaries Tidus somehow. Lenna shall bring him back.

Or what about Leviathan, Lord of the Whorl. That might also be a cheap way to play him.

And, I just had an OMG! moment.

Your opponent wastes all of their resources to get rid of Leviathan, and you just bring him back. Just cause you can.

Forget Tidus, I’m about to put Leviathan and Lenna in my Ultros deck.

Let’s have some fun.

18-101C – Lenne

Cheap Backup to play that allows you to draw a card if you cast a Summon this turn.

That’s about it.

 

 

 

18-102C – Wakka EX

A backup to play if you’re playing a FFX themed deck, or mostly Water.

Wakka let’s you reveal the top 3 cards of your deck and hopefully you’ll grab a card. There’s a good chance you will if you’re playing this Wakka.

This ability also comes off an EX Burst so there’s that as well.

But, from the 4 other Wakka’s available, 3 of them are better than this one.

Prove me wrong.

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Opus XIII – Ice Review

13-018C – Quistis

Most of the time Quistis will cost only 1 CP, based on what you draw. You’ll most likely draw an ice card. Espeially if your playing Mono-Ice. Do Multi-Element count as Ice? If ice is one of the elements. I would say know, but I’ll need to find out for sure. And at 5 Damage, you’ll be able to bring Rinoa (6-041L) out of the Break Zone.

 

 

 

13-019C – Coeurl

Basic Ice Monster. Dull or Freeze an opponent. Turns into 7K Forward.

 

 

 

 

 

13-020C – Kurasame

Dull for 1K boost, to a Type-0 Forward. Bulk up for a block or to finish off your opponents Blocker. You can even buff up Cinque (13-007R), but we already talked about her.

 

 

 

 

 

13-021R – Shiva EX

I forgot Shiva looked like this in Type-0, maybe I need to replay it.
Dull and Freeze 2 Forwards, sign me up. Especially since this can come off an EX. I’ll be playing 3 of these in every Ice Deck. Now, I just need to find a way to play Shiva for free.

 

 

 

 

13-022H – Cid Randell

Cid casts Silence, and breaks your opponents advantage because their auto-abilities will not trigger. So, no searching for a card, no grabbing a card from the Break Zone, no playing a card from your hand, no dulling, no freezing, no …. you get the point. Now which Remedi is Cid a better pair with.

 

 

 

13-023R – Charlotte

Once you get to 3 Damage, Charlotte becomes a 9K blocker. Just having her on the field might cause your opponent to rethink if the wants to attack. They might just find a way to get rid of her, but just might attack anyway.

 

 

 

 

13-024R – Squall

Quickly trip up your opponents plans with Squall here. They got one card in their hand, they were hoping to use on the next turn once their CP replenished. Nope, not today. But, then it might have been just a card to be used for CP.

 

 

 

 

13-025C – Onion Knight (FFT)

Please look at Onion Knight (FFT) (13-010C), if not then I can just Copy, Paste

“Have three of these tucked away at the end of the game and you’ll have 3 Forwards with 9k and Haste. Go in for a quick strike and you might make it out alive. If not you’ll have a couple of meat shields to take some Damage. ”

 

 

 

13-026C – Tellah EX

Use Ark (8-135H) to help pay for Tellah, Grab Ark back from the Break Zone. Next turn Dull Tellah, Discard Ark, put Tellah in the Break Zone. Yell “You, Spoony Bard!!!” Deal 30K Damage to one Forward.

 

 

 

 

13-027C – Time Mage

Just like Black Mage (13-005C). This card will work if you splash a single Fire or Water card. Because then you’ll now exactly what you’ll end up with. Other than that. NEXT.

 

 

 

 

13-028L – Physalis

Physalis will keep on generating an advantage for you. Half the time you’ll be able to draw 1 card. Give her Haste when she enters and that’s 2 Cards if you decide to attack. And every time you attack you’ll be drawing a card, unless you decide to Dull and Freeze a Character instead. Akstar (13-002L) can search for her.

And, her ability, You’ll pretty much Break a Forward, make your opponent discard a card, and then you can attack and draw a card. I must say I like this card.

 

 

13-029C – Counterfeit Wraith

If you’re playing Manikins, you’ll probably already have 3 Job Manikins on the field. Add to it the fact that you can play 3 of these, your opponent may discard his whole hand. In which case enter Physalis.

 

 

 

 

13-030C – Yuke

If all goes well, Yuke, in certain circumstances can be a great card. But, how many times will you be able to play it when you need it. That and the Wind and Water CP you’ll need might not make it playable when you need it.

 

 

 

 

13-031R – Laguna

Looks like a small upgrade to Laguna (1-059R). You’ll also need Squall on the field to get the full effect. Almost plays like Genesis (3-033L) with his on entry ability.

 

 

 

 

13-032H – Rinoa

Is it possible to play Rinoa for free? It does not say it cannot become 0. But, even of you discard a card to play Rinoa, you’ll still get the 2CP back. You might even come up Positive from what you started with. +1 at least.

Damage is at 5? Attack and dull all the Characters. Easy Win?

 

 

 

13-033R – Levnato

Most of the time you’ll have a Summon in your hand. 3CP/8K is a pretty decent cost, since most 8K bodies are a 4 cost.

And if you have 2 Summons, Break a dull Forward.

 

 

 

13-034H – Remedi

Your opponent will not be able to grab extra cards, due to Remedi’s ability. And when they search, they discard, and you get to search for Cid Randell.