Posted on Leave a comment

Blissful Fire

29-001R/26-003R – Ifrit (XVI)

Really?

We’re starting off with reprint?

I’ll just give you what we said back when Gunslinger in the Abyss came out.

“Priming is back, and it looks like it’s better than ever.

That’s not saying much as this is the second set that we have that has Priming.

Either way, Ifrit needs to be Primed into, by Clive.

First off, when Ifrit is blocked or if he is chosen by an ability, Ifrit deal your opponent 1 point of damage. That means that your opponent will need to find a way to get rid of Ifrit A.S.A.P.

We’re not done yet.

If Clive has primed into Ifrit, Ifrit is nearly untouchable. Because, all damage dealt to Ifrit that is less than Ifrit’s power becomes a big fat 0. Zero! Zero!

Can’t say I didn’t warn you.”

29-002R – Wol

How many Wols are there in this set?

I’ve seen a couple already, and I’m sure I’ll see at least another 3.

But, this one is good. Especially with Samurais. You can just throw him in that deck alongside Tenzen.

Wol comes in with Brave and a 9K body, ready to take down your opponent’s Forwards and also block their attacks.

Let’s not forget about Wol’s Crystal ability which allows you to play a Fire Forward that costs 4CP or less from your hand on to the field. And, you can use that once per turn as long as you have Crystals to pay for it.

.

29-003R – Chimera

Decent Monster that becomes a Forward.

And, that means that even if Chimera never becomes a Forward, you’ll still get to use it’s ability thatdeals 7000 damage to a Forward.

Turning Chimera into a Forward is great, as it has an 8K body.

But, if you don’t have 5 Backups on the board, well then, Chimera will just hang out.

And, from the looks of it, we have plenty of Monsters that will become forwards at 5 Backups in this set.

.

29-004C – Clive

Well it’s not the Clive we all know.

Clive let’s you draw a card when he or any other Final Fantasy XVI Forward enters the field. And, yes this includes Prime, or at least I would think so. And, once you see what you got, you will put a card from your hand at the bottom of your deck.

Hey, at least it’s not discard a card.

Other than that, Clive has 7000 power and costs 3CP.

.

29-005L – Cloud

Beautiful card.

I think I already have this artwork on another card from some old Final Fantasy Art cards. I can’t remember from where, but it’s somewhere, unless we sold it already.

Anyways, on to the card.

When cloud enters the field you can remove 3 Fire or FFVII cards from your Break Zone, and you get to play a weakling. Yes, a weakling. Up to 2CP, and up to 5000 power. I’m sure their are great cards for this, especially since Cloud is a Warrior, and Warrior decks are all that and stuff.

But, we’re not here to talk about that.

We’re here to talk about Power Cleave/Spell Blade.

One ability.
2 Forwards.
Broken.

That sounded better in my head.

29-006C – Samurai

This isn’t bad at all.

4CP to grab a Fire Character from your Break Zone? Sure, this way you can grab Cloud, and use that S ability a couple more times.

But, if you don’t want to grab CLoud, you can always grab a Samurai, and that Samurai will deal one of your opponent’s Forward 3000 damage.

Yep, sounds good.

.

29-007C-15-007C – Samurai

Another reprint, but we should have been expecting this one. This Samurai, alongside the other 5 Standard Units, all do the same thing. They give you a Crystal.

And, since we’ve been talking about this card since Crystal Dominion came out, I’ll just leave it at that.

I’m just trying to fill this up with words, so it looks like we have something important to say.

 

.

.

29-008L – Zidane

How many cards, can you cast per turn? Zidane here, will deal 5000 damage for everycard that you cast that was removed from the game. Makes sence?

For 2CP you get a 5k body. And a great ability.

Zidane removes cards from the game. The top 2 cards of your deck to be exact, when he enters the field, and whenever Zidane attacks. You can then play those cards during your turn and deal 5K damage.

You can also pair this with a little Summon called Mind Flayer, which will help with removing your opponent’s cards from the game. And, you still will get the damage Zidane will deal when they come into the field.

.

29-009H – Cid Highwind

Cid can Pilot your deck for you. Or at least he can start you off to where you want to go.

Cid comes in and you can play a Final Fantasy VII Forward that costs 4CP or less (*cough Cloud *cough cough) from your hand and play it to the field.

And, whenever another Final Fantasy VII Character enters the field you draw a card. So, 7CP – 4CP = 3CP + 2CP from the card you just drew, Cid’s total cost came down to 1CP. You’ll be positive CP once you play another Final Fantasy VII Forward.

And, a 9K body, Cid will stick around for a while.

.

29-010C – Joshua

We already know that Joshua will Prime into Phoenix. But is he playable by himself?

Actually, yes.

For 2CP you can play Joshua and then you can discard a card. Then you get to deal 7000 damage to a Forward. Possible breaking it.

Once that is done, you can them Prime into Phoenix.

We’ll see what Phoenix does when we get to it.

.

29-011H – Tifa

Cloud makes a lot more sense now.

Tifa comes in with Haste, and every time she attacks, you can deal a Forward 1000 damage for every Final Fantasy VII Character that is on your field.

Rise and Fall, deals a Forward 3000 damage, and you get to draw a card. You can use this ability up to 3 times this turn. For a total of 9000 damage. This will be used mostly for a bit of ping damage here and there.

But, you won’t be using that, you’ll be using Tifa for Cloud’s S ability.

Cid Highwind >> Cloud >> Tifa >> Cloud’s S ability

29-012H – Neon

Neon is trying to take the place of Amaterasu, and if this card comes in a Full Art as well, which I think it will, you’ll be seeing a big spike in that card.

Neon comes right in for 3CP, and if you have another Strangers of Paradise Character on the field, she will deal a Forward 9000 damage.

But, Amaterasu is a Summon.

Yes, you are correct, but take a look at Neon’s Signature ability.

It’s not cancelling an ability, it’s just changing the damage dealt to your Forward to 0. A big fat 0. Neon is trying but she isn’t taking Amaterasu’s place. And that just means that they can both work together, and Fire’s aggro will be unstoppable.

29-013H – Bahamut

This is a pretty decent Summon, although you can’t cast it as a counter attack, on one of your opponent’s attacks, you can still cause some damage here.

Bahamut deals one of your opponent’s Forwards 10,0000 damage. And, when that Forward is put into the Break Zone, during this turn. You’ll deal your opponent a point of damage as well. As long as they have 5 points of damage or less.

Now you might say that Bahamut costs 6CP and that, that might be a lot to pay, but look at what you’re getting.

Plus let’s not forget about Fang and Caius. Fang can reduce the cost to cast Bahamut by 2CP, and Caius will reduce the cost by 5CP. Caius also searches for Bahamut.

Just throwing that out there.

29-014R – Palom

We have the twins back doing what the twins do best. Twincast.

Well that’s the one option. If you have both Palom and Porom on the field, you can use Palom’s ability and deal one of your opponent’s Forwards 20,000 damage.

If not then you can just use Palom’s first ability and deal 5000, which is still good, depending on what you’re targeting.

Plus, you get a 2 cost Backup that will stick around until you need to use his abilities.

.

.

29-015C – Faris

Oh, wow.

Look at that artwork! It looks like modern day Amano art.

Faris comes in and grabs a Fire or a Water Forward from your Break Zone and plays it straight to the field.

This is not bad at all, you can even throw Faris in your new Final Fantasy VII deck so she can grab Tifa, when your opponent breaks her.

And, after you grabbed that card from the Break Zone, Faris stays on the field as a 8K body. Attacking and Blocking until she is sent to the Break Zone.

You can then replay Faris.

29-016R/26-018H – Phoenix (XVI)

26-018H – Phoenix (XVI)\par

“Phoenix is ready to raise the dead … err the Knocked Out?

Of course your going to prime into Phoenix, cause if you don’t, well, there’s no point in playing this card.

Once Joshua primes into Phoenix, you’ll reveal the top 4 cards of your deck and add a couple of Fire cards or Final Fantasy XVI cards to your hand. Any cards, doesn’t have to be a Character, a Forward, a Summon, or a Monster or anything. just pick the two that you prefer.

Joshua and Phoenix will do well in any Mono-Fire deck. Or a FFXVI deck.

We still have Flames of Rebirth. Simply grab any Final Fantasy XVI Forward in your Break Zone and play it on to the field.

We’ll be seeing plenty of Phoenix.”

29-017C – Braska’s Final Aeon EX

I’m trying to see if it’s worth paying 9CP for Jecht … I mean Braska’s final Aeon.

When Jecht enters the field or leaves the field you will deal one of your opponent’s Forwards 8000 damage. That’s double dipping here.

I would say this is the Prime example of a Meat Shield. 9000 power, and when Braska’s Final Aeon is sent to the Break Zone, he’ll probably take another Forward with him.

If only Braska Could Prime into his Final Aeon.

.

29-018C – Bomb

We got a new Bomb!

And this one is pretty Bombesque. If that makes any sense.

Bomb comes in and does nothing. For now.

Bomb is actually a ticking time bomb, waiting for the moment that you will trigger it. And when you do, Bomb will deal a Forward 4000 damage and it will also draw a card for you.

You can’t go wrong with this one.

.

29-019C – Lann

I like this.

+1000 power to all the WoFF Forwards. You can’t go wrong with that.

Plus, Lann gives Reynn Haste.

If you’re playing WoFF, it’ll be a good idea to add Lann to your deck.

Hot Singles!

Posted on 1 Comment

Journey of Limit Breaks

27-113R – Firion LB

Yes, and no.

Firion comes on in and he activates 3 of your Backups. Then you’ll look at the top 3 cards of your deck and add one of them to your hand.

What do I like?

That you will reduce the cost to play Firion down to 2CP.

You’ll need 7CP to play him, but you’ll get most of that CP back.

I mean, you can throw it in your Limit Break deck, and maybe you’ll have a use for it.

I believe there are better cards to play.

27-114R – Robel Akbel LB

We’re getting plenty of ways to break Forwards … wait a minute .. a Character? Not just a Forward, but a Backup or a Monster as well?

Take your pick! Robel-Akbel can and will take care of anything that your opponent has placed on the field.

And, the cost isntt that high for what you are getting. If we take into account Opus I Odin that breaks any Forward, which costs 7CP. Robel-Akbel also costs 7CP, and he will send any Character to the Break Zone, plus you’ll have a Meat Shield on the field for after wards.

Yes, you do need a total of 5 Backups on the field, but you should be aiming for that anyway.

27-115R – Shadow Lord LB

If your playing Iced Earth, you’ll be having some fun with Shadow Lord.

You’ll need 4 Ice Characters and 4 Earth Characters on the field to get the full effect of Shadow Lord’s enter the field abilities. And that should be the only time you play him, because if not, well then you’ll be wasting CP.

If you have 4 Ice Characters on the field, Shadow Lord will dull and Freeze 2 of your opponent’s Characters.

If you have 4 Earth Characters on the field, Shadow Lord will grab a Character from your Break Zone, bringing his cost down to 4CP.

There will be moments when Shadow Lord shines, but there will also be plenty of times that he will be useless. Especially in the early game.

27-116R – The Emperor LB

Weren’t we just talking about the Emperor just the other day?

Well, here’s to starting off the recycling of The Emperor with this card right here. Ice/Lightning ready to roll.

Every time the Emperor attacks, you will dull one of your opponent’s Forwards. The Emperor will be able to sneak in attacks from this early on. And, when your opponent has had enough of The Emperor’s shenanigans, and decides to get rid of him, you will search for another Emperor when this Emperor leaves the field.

I shall get to work on this deck.
.

27-117R – Onion Knight LB

What do we have here?

Onion Knight acting like a ninja, that comes with a warranty of sorts. Onion Knight works his magic on the way out, rather than when he enters the field.

When Onion Knight does leave the field, you can play a Dissidia Forward from your hand that costs 4CP. And, you can put Onion Knight into the Break Zone whenever you’d like to Break a Forward of 4CP or less.

Once that happens, you play a Dissidia Forward from your hand.

And there are a lot of Dissidia Forwards to choose from.

27-118R – Vaan LB

Sky Pirates or not, Vaan is a decent Limit Break in all of your Wind/Water decks.

If you have 4 Wind Characters on the field, Vaan will Activate all of your Backups.

If you have 4 Water Characters on the field, Vaan will cause a Forward to lose 8000 power.

Both are good abilities, but I prefer the Wind one Activating all of your Backups, meaning that Vaan’s cost can come down to 2CP and if you have an Opus VIII White Mage on the field. You can then go ahead and Activate all of your Forwards.

This might be a good play for your Main Phase 2, if things didn’t go as planned.

27-119R – Warrior of Light LB

Warrior of Light is ready to bulk up your front line.

When he enters the field, you can search for either a Earth Standard Unit or a Water Standard Unit and play it onto the field.
And, when that Standard Unit enters the field you will draw a card. Only draw back is that you will have to discard a card as well.

You can always play Opus IV Viking and get and additional card when it enters the field. Bringing Warrior of Light’s cost down to 2CP, and you’ll get that 2CP when Viking leaves the field. It’s not a bad play, but there are better ones.

.

27-120R – Terra LB

5CP, plus the extra cost if you want to use her abilities, for a maximum of 7CP.

The first one with the additional cost of 1 Lightning CP will break one of your opponents Forwards.

The second one with the additional cost of 1 Fire CP, will remove all of the cards in your opponent’s Break Zone.
The first one is worth paying for, every single time.

The second one, is worth it if your opponent keeps going into their Break Zone to grab a card that was lost earlier.
Either way, Terra is a good play.
.

27-121R – Locke LB

Locke is ready to roll, and take away your opponent’s resources.

When Locke enters the field, you’ll choose one of your opponent’s Forwards and send them back to their hand. When it is returned to their hand, they will discard a card.

The second ability triggers once per turn, so you can look for different ways to send cards back to their hand. There’s plenty of cards that return cards to your opponent’s hand, you just have to find the right ones.

Other than that, Locke has 8000 power, and should be able to stick around long enough for him to use his ability plenty of times.

Shop for these Singles and more at our TCG Player Store!

Posted on Leave a comment

Starting Your Journey of Discovery

27-127S – Wuk Lamat

The more Characters that you have on the field, the stronger Wuk Lamat gets. As a card, not a Forward.

If you have or more Characters, every time your Forwards attack, Wuk Lamat will increase that damage bu 2000 damage. Giving you an constant advantage over your opponent. Add in Fire Backups, like Lebreau (1-030R) and that one Warrior from Opus V. 5-014C which gives your Fire Forwards +2000 power.

And when Wuk Lamat enters the field or attacks, if you have 5 or more Characters, you will deal 7000 damage to one of your opponent’s Forwards.

You’ll want to fill up your board if you want to use Wuk Lamat.

27-123S – Zack

Let your opponent play their Forwards before you decide to play Zack, cause if they have 3 Forwards on the field, Zack will come in with Haste.

And when he enters the field or Attacks, Zack will deal damage to all of your opponent’s Forwards. 1000 for each Backup you control. This will bring you at a max total of 5000 damage.

And, since Zack comes in with Haste, you will be able to deal this damage twice in one turn.

The plan is to get all your Backups in as soon as possible. Then you will play Zack, and then I would say that you have a 90% chance at a board wipe.

27-124S – Cloud

Cloud is here to save the day, at least for a turn.

Cloud comes in for 3CP, and gives all of your Forwards +3000 power and Brave.

And, there you have it. That alone would make Cloud a great card to play, add in the fact that he also gives one of your Forwards protection. That Forward cannot be broken, and cannot be returned to your hand by Summons or abilities.

This way if you ever needed to keep a Forward as safe as possible, Cloud just might get the job done.

27-125S – Luso

This Clan Gully Member, is on his way to building a deck alongside some Mandragoras.

Luso comes in for 1CP, and even though he only has 3000 power, he still can do a lot of damage. Especially if you can find a way to give Luso First Strike. Imagine the possibilities. Brave and First Strike. Luso will become unstoppable. Add in Cloud’s protection and you have a way to chip away at your opponent’s Forwards one by one.

And, Luso isn’t done yet. Whenever he deals damage to your opponent you can either grab a Character from your Break Zone, or you can Deal a Forward 3000 damage. And you know what happens to Forwards that Luso deals damage to.

27-126S – Sphene

Did you need to protect that Break Zone of yours?

Sphene is here to help. She’s actually here to do a lot more than just help.

When Sphene is on the field, your opponent cannot remove any of the cards in your Break Zone. End of story.

You’ll say, yeah that’s pretty good especially if you have a way of grabbing cards from your Break Zone.
Well, Sphene does that too. Once per turn, your turn that is, Sphene will grab a Forward from your Break Zone, and you can add it to your hand.

I’m just thinking we’re going to be recycling Luso.

27-127S – Lightning

A 7 cost Lightning card, named Lightning.

You’ll think that this card is a bit expensive, and I might even agree with you.

Yes, there are cards that will Break an opponent’s Forwards for less CP. And, yes, you can just play Opus I Odin for 7CP and Break any one of your opponent’s Forwards.

But, look at what else Lightning has to offer. She stays on the field as a body with 9000 power. Plus when ever one of your opponent’s Forwards is sent to the Break Zone she grants Haste to one of your own Forwards. Yes, you can choose Lightning for this.

Let’s not forget that you can Break a Forward off of an EX Burst as well.

And that, my friends is that.

27-128S – Charlotte

A New Charlotte, and this one is very playable. Charlotte will put a fork in your opponent’s plans. As two of her abilities will turn your opponent’s plan on their head. (I think that’s what you call it).

All of your opponent’s Forwards cannot use action abilities when Charlotte is on the field, and all of your Forwards cannot be chosen by your opponent’s Summons if they cost 1CP.

That’s not all, the damage Charlotte receives is reduced by 1000. Making it harder for your opponent to try and get rid of her. Add in the 8000 power Charlotte already has, and she’ll stick around on the field for as long as you’d like.

27-129S – Yuna

Yuna comes in and you play a 3 cost Forward from your hand onto the field. Which Tidus costs 3CP? Oh, yeah the one from Emissaries of Light. We’ll just leave that information here.

But, there are plenty of 3 cost Forwards that you can play. Since you don’t have to worry about Element, you can splash in any Forward that you would like.

Yuna will also grab a card from your deck every time she attacks. Making her a Forward that keeps on giving. Over and over again.

I would have expected this card to cost more than just 4CP.

Shop for these Singles!

Posted on Leave a comment

Hidden Legends of Earth

24-055R – Ash

I really need to play Stranger of Paradise at some point.

Ash looks like he is the perfect Meat Shield.

Whenever he blocks, or is blocked he gains +3000 power.

And, since Ash already has Brave, you don’t need to worry about keeping him for defense.

Just add in Enna Kross, and I’m sure there are other cards that will give Ash a buff, and you’ll be set.

Let’s not forget about the Crystal you gain anytime Ash is targeted by Summons and abilities.

24-056C – Cu Sith EX

Well, we kept saying we need a way to remove Backups once their use is gone, and here we have it.

Cu Sith allows you to remove a Backup from the game, and then you can draw a card.

The other ability is to protect one of your Forwards from damage.

Both are pretty decent abilities. And, depending on the situation, wither can make Cu Sith a good play.

If you’re Backup heavy and you like rotating your Backups, once they’ve come in.

I mean once you’ve played the Backup and searched for the card you want, that Backup is taking up the place of another Backup that can come in and have a new ability trigger.

24-057C – Cloud

Really?

They gave Cloud a Violin?

Cloud comes right in and for an additional 3CP, Cloud will Break a dull Forward.

Other than that, there is Braver.

Which allows you to, you guessed it Choose a dull Forward and Break it.

I can’t really see Cloud playing an instrument, he’s probably the kid in the corner too cool to do anything.

24-058R – Titan (XVI)

Titan, coming in with Brave and a 9K body.

This Eikon already has built in protection from being dulled by your opponent.

Yes, you can Prime into Titan, but if you don’t Titan will cost you 6CP, and when he comes in he will deal 9000 damage to one of your opponent’s Forwards. But, they can block it by paying 3CP. Either way you’ll get something out of it.

Now, all we need is to see what Hugo does, and if it is worth Priming into Titan.

It usually is.

24-059R – Cactite

Cactite might look tiny, but he is a huge Monster.

Cactite can easily break a dull Forward regardless of cost. Sure the MS Paint art style might make you think that this card will be worthless, but the 2CP you’ll pay to play Tiny Cactus onto the field is worth it’s weight in gold.

I’m not saying the art is bad, it’s actually pretty cool, just different.

Anyways, whenever one of your Forwards attacks, you can toss Cactite into the Break Zone and break one of your
opponent’s dull Forwards.

Simple as that.

And, you can have 3 of these on the field at the same time.

24-060C – Noctis

The Prince and a his Cello. Or is that a Double Bass?

Any ways, Noctis comes right in and let’s you grab an Earth Forward from your Break Zone, and play it straight to the field.
After that you have a body with 8000 power.

6CP, might be a bit high, but you’ll be playing 2 Forwards.

And that, I think is worth it.

Should you play this card instead of another Noctis, probably not, but you can just throw this one in any Earth deck, and he’ll do fine.

24-061L – Basch

Just place Basch in your deck, and you’ll do great.

5CP is worth playing this card. I’d even pay more for it.

Basch comes in and doesn’t do anything right away, but at the beginning of any Attack Phase, Basch will give all of your Forward +2000 power and Brave. We don’t even need to mention his other ability, because you will probably never use it. I know the chances of me using it is close to none.

What’s the other ability?

Reveal the top 3 cards and add a FFXII card to your hand.

No need for that, not when you have +2000 power and Brave for all of your Forwards.

We forgot to mention that, if you already have 2 Final Fantasy XII Characters on the field, Basch’s cost is reduced by 3.
Making him cost a whopping total of 2CP.

24-062C – Bangaa

I got excited for a moment. I read the card wrong and thought that Bangaa was the perfect fir for Basch.

Rereading the card, Bangaa is still decent, just not as good as I thought.

Bangaa comes in and you draw a card, bringing his cost down to 1CP.

After that depending on how many Earth Backups yoou have on the field, Bangaa will give all of your Forwards +3000 power and Brave until the end of the turn.

You can still use this with Basch when you do have another 3 Backups on the field, giving all of your Forwards +5000 and Brave.

This is where you can use Cu Sith.

24-063H – Hugh Yurg

I always liked the look of these cards.

At 4CP, Hugh Yurg allows you to search for an Earth Forward with the cost of 1CP, and play it straight to the field.

And, once that Forward enters the field, you can choose a Forward and give it +2000 power and Brave.

And, Hugh Yurg isn’t even done.

Not only is Hugh a body with 8000 power, but every time you play a 1 cost Forward on to the field, you will give another Forward +2000 power and Brave.

I think I’m seeing a pattern here.

24-064R – Hugo

The answer is yes.

You should Prime Hugo into Titan.

I mean why wouldn’t you.

You can still play Titan (XVI) right from your deck, but if you Prime into him from Hugo, it’ll cost one less CP, and it’ll also cost your opponent 2CP more. Or not, depending on if they want one of their Forwards to take 8000 damage.

And, once that enter the field ability goes off, Hugo is just a meat Shield, so you might as well Prime into Titan (XVI) as soon as possible.

24-065H – Fenrir

A 2 cost Summon that will allow you to break a card equal to the CP of a card that you discard.

That just means that Fenrir’s cost is 4CP.

That’s about it.

While looking at the artwork, you notice that Eiko is on the card. I was hoping for some synergy between the 2.

It is a beautiful card, and that’s about it for me.

Prove me wrong.

24-066C – White Monk

Just like a ticking time bomb.

White Monk comes in and hangs out on the field, producing 1CP per turn.

And, when the time comes you can send White Monk into the Break Zone and Break a Monster that costs 3CP or less. An Earth Forward needs to have come into your field this turn, in order for you to be able to use this ability.

If you’re playing Earth, I’m pretty sure you’ll be playing Forwards each turn.

Not too shabby.

24-067R – Moogle (SOPFFO)

I can see activation and re-activation.

When a Forward enters the field, you activate Moogle.

Right before that, I hope you used his ability to give another Forward +2000 power until the end of the turn.

Then the aforementioned Forward will come in, where Moogle will activate again, and you will use Moogle’s ability to give +2000 power to one of your Forwards.

Rinse and Repeat.

24-068H – Morse

“– — .-. … .”

3CP, for an 8K body with Brave.

You could stop right there and it would have been a great Common, but Morse isn’t a Common, he’s a Hero. That means there’s more than just that.

When Morse enters or attacks, you can pay an extra Earth Crystal Point and choose one of your opponent’s Forwards, Morse and said Forward will attack each other dealing damage that equals their power.

Let’s not forget that Morse also gains +1000 power at 3 points of damage, and another +1000 power at 5 points.

Add in Basch and Moogle, and Bangaa, and you have a Sharpshooter ready to take down your opponent’s Forwards.

24-069C – Y’shtola EX

The more I see these Theatrhythm cards the more I thin that something is brewing.

I don’t think we’ve had Theatrhythm cards this good. Maybe it’s just me, or maybe I’m right.

Y’shtola comes in and grabs a Forward from your Break Zone, and if that was all she did, Y’shtola would still be a great card.
And, if you have at least 3 Elements on your front lines Y’shtola gains +3000 power making her an 8K body

 

24-070L – Lightning

Another Lightning, I believe we tied the record of consecutive Opuses? Opi? with Lightning. I’m not complaining. I was just expecting a Fang Full Art this set.

This is a great card, if I do say so myself.

And just like plenty of Earth Forwards, you don’t need to play them in their respective Category.

Lightning is a 2 cost Legend that can remove Attacking Forwards or Blocking Forwards from the game. And, once that happens, you will bring Lightning back to your hand, where you can replay her for the next block or her next attack.

You can also end up paying only 1CP of any color to bring Lightning out. As long as you have another card named Lightning in your Break Zone. This means you can splash this Earth Lightning into any deck that you’d like. No need for color fixing.

I’ll take 3.

24-071C – Rulgia

Another Warrior of the Crystal! Are we going to have 6 or is this the last one to make them 4?

Rulgia would have been great if he was a Backup.

Hanging out on the field, giving all of the Warriors of the Crystals +1000 power and Brave.

But, Rulgia is a Forward wth 7000 power, plus the 1000 power that he gives to himself.

The more I see the Crystal Warriors, the more I like them.

Kind of excited to try them out.

24-072C- Leo

Why not just make this card cost 5 Crystal Points instead of you needing to dull 4 active Characters?

Why?

Because, it would be too easy to break Forwards. And, since Leo is just a Common it would have been too easy.

You’ll most likely want to build up your Backups quickly, that way you won’t have to worry about whether or not to use this card.

Shop these Singles and more at our TCG Player Store!

Posted on Leave a comment

Hidden Trials – By Light & Dark

Buy these Singles & More at our TCG Player store.

23-115L – Venat

Ok, this is the third time I’m trying to write about Venat.

And I don’t see anything that Special with this card.

4CP/9K

Strong enough Forward to play, you have your Crystal abilities. One which allows you to remove a Forward from the game when Venat is sent to the Break Zone.

The only thing I like about this card, is that you can search for a card whenever you’d like as long as you have the Crystals to pay for it.

23-116H – Illua

Did you ever think we’d get another Illua as good as Opus V?

I don’t know about you, but this one is up there.

Illua already comes in with Haste, which is always a plus, and depending on how many Backups you have on the field determines her ability.

If you have up to 3 Backups on the field, every time Illua attacks, you choose one of your opponent’s Forward and they lose 5000 power.

If you have at least 4 Backups, Illua becomes unblockable.

Either way you need to get Illua on the field as soon as possible.

23-117L – Chaos

I read this card wrong the first time, I was thinking to myself who would have that many Chaoses in their deck. Then I read Job Chaos, and it makes much more sense now.

Once Chaos comes into the field, remove a mixture of 5 Monsters and Chaos (the Job not the Legend) and your opponent will put one of their Forwards into the Break Zone, they will also discard 2 cards from their hand.

Talk about thinning out a hand.

Flare.

If you got 10 cards left in your deck, and you need 1 point to win the game, you have already one if you got an extra Chaos in your hand. Maybe Amaterasu can stop Chaos and Flare, but other than that 99.99% chance you’re going to win when you cast Flare at that point.

Singles?