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Beyond Destiny – Twistin’ Turbulence

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21-041C – Evil Weapon

Doesn’t look that evil. Evil Weapon looks like he belongs in the hit movie “Ghoulies”.

If you haven’t watched it, you should. If you like 80’s horror movies that aren’t actually that scary.

Let’s see now. Evil Weapon cost a a whole whopping 1CP. And, for what it does is pretty cheap. I know some people just play certain cards just to gain a Crystal. And Evil Weapon here, will give you a Crystal, and also deal 4000 damage to one of your opponent’s Forwards.

Evil Weapon, is more like a side weapon, a pistol to your shotgun. If your Forward doesn’t Break your opponent’s Forward, just use this Evil Weapon to finish it off.

21-042H – Vaan

If you’re playing Mono-Wind, Vaan could be of some use. As he’ll be a free Forward, if you already have 7 Wind Characters on the field.

If not he costs a whopping 7CP to play a Forward with 9000 power.

Not much to say about this one. I’ll probably just leave it on the side to gather dust.

But, not all is bad.

If you already cast 3 cards, you draw a card. So, you might come up with +2CP.

But, is it really worth it?

21-043C – Viera

Now this is a decent card as well.

Play Viera onto the field and grab one of the top 2 cards of your deck. The other one goes to the bottom of your deck.
And when Viera is active on the field, you can dull Viera and do it once again.

3CP for a Backup with a great ability.

You can’t go wrong with Viera.

 

21-044C – Dancer

Technically, this is a free card.

A 4CP Forward, that gets reduced to 2CP if you already have a Dancer on the field. And if you paid the cost with a couple of Backups, you can choose to activate those Backups, by Dancer’s ability. Which goes off once she enters the field.

That brings us to a total of 0CP.

Not bad for an 8000 power Forward.

 

21-045C – Princess Goblin

This is the kind of Backup that everyone likes. A searcher.

Princess Goblin enters the field and allows you to search for a Warrior of Light, or a Princess Sarah.

She comes in does her job, and hopefully gets your board to where you need it to be.

If not, well, at least she’ll provide a Crystal Point once per turn.

 

21-046C – Cid (II)

Cid is here staring at you to make sure that you’re going to play this card.

And, as long as you have cards that can warp in, there’s a 94.38762% chance that you will. Yes, this conclusion came off of extended research and as of December, 5th 2023, this is accurate. It might not be in the next hour or so, but we’re sticking to our research. And stuff.

Cid (II) comes in and you’re searching for a card that Warps.

You Warp that card right away.

Next turn, you’ll be sending Cid to the Break Zone, in order to speed up the Warp process.

Simple, and effective.

I like it.

21-047C – Summoner

Summoner summons a Summon.

Well, that’s what Summoners are supposed to do.

Once Summoner comes in, you get to grab a Wind Summon from your deck.

And, Every time that you cast a Summon, Summoner gains +2000 power. From how I’m reading it, you can cast a couple of Summons and keep stacking that +2000 power on top of the other. Plus. it’s a Standard Unit so you can have 3 of these on the board at any time.

Combine this with Meia (16-123L) and you have a reduced Summon cost. Add in plenty of low cost Summons and you’ll have 3 Summoners who serve as Meat Shields, or attackers.

Meat Shield just sounds better.

21-048L – Princess Sarah

Look no further. If you needed a way to keep Feolthanos on the board, so he can see EX Bursts, Princess Sarah can help you out.

Once per turn you can choose a Forward and that Forward cannot be chosen by EX Bursts.

After that, just dull and discard a Princess to make the next damage dealt to it 0.

Now, you don’t need to have Feolthanos, but I’d say you play these cards together.

 

21-049R – Sarah (Mobius)

Yes, she gives a +1K buff to all of your Forwards.

Yes, she is a 2 cost Backup.

Yes, she is probably good for draft.

No, I will not be playing this card, actually maybe I will.

I would have said to just go ahead and play Opus I Maria, for 3CP and the same buff to all of your Forwards, but what’s stopping you from playing both at the same time.

I started thinking this card wasn’t that great, it’s decent, but I started changing my mind the more I started writing about it.

I might give it a shot.

21-050H – Sophia (SOPFFO)

For a second there I read that Biker Mage.

You can throw Sophia and Summoner in the same deck. Both grab Summons, and when a Summon is cast they both have abilities that can go off.

Sophia here will deal 5000 damage to a Forward when you cast a Summon. Sure, you can only use this once, as you’ll have to dull Sophia, but that 5k can help out. Especially if the Summon you cast has dealt some damage to a Forward but not enough to Break it.

I wouldn’t call this a Hero, more like a Rare.

21-051R – Tiamat

Chocobos are going to make a comeback, just you watch.

I’m just saying that cause I can’t think of another Mono-Wind deck at the moment.

If you are playing Mono-Wind, you will be playing Tiamat. 4CP/8K body, throw in Opus 1 Maria and a bunch of Chocobos, and you have an unstoppable beast.

Hey, that’s pretty much what Tiamat is.

 

21-052R – Niini

This isn’t bad, especially for the cost.

1CP allows you to look at the top card of your deck. If you like what you see, you can keep it there. If not send that card to the bottom of your deck.

If you cast at least 3 cards this turn, you can grab that card, or grab the next one if you already sent it to the bottom of your deck.

Good thing about this is if you can check to see if you have an EX Burst coming up. If you do you can leave it there and when you take Damage you’ll know that you’ll have a surprise for your opponent.

21-053L – Balthier

Even though I’ll probably never play a Sky Pirates deck. This is a great card.

You can probably just throw it in any Mono-Wind deck, and you’ll do great.

Because every time a Wind Character comes in, you’ll be dealing 3000 damage to one of your opponents Forwards. And 3000 is enough to Break some Forwards, and then I’m sure you’ll have a way or two to finish them off.

Now if you’re playing Sky Pirates, Balthier will be able to Activate all of your Characters once per turn. Right at that moment when you get into your Main Phase 2, you can discard a Sky Pirate and have Balthier’s ability go off, and you’re left with a bunch of active Characters, ready to block, and what not.

21-054H – Pandemonium

And, here I thought this was a Backup.

For 2CP this is great card. Summon comes in and if you played a couple of cards this turn Pandemonium will deal 5000 damage to one of your opponent’s high cost Forwards, and Pandemonium searches for a high cost Forward for you.
If Pandemonium is the first card you played, you can pick one or the other.

Still great for 2CP.

 

21-055H – Penelo

These Sky Pirates just keep getting better and better.

Kind of wants me to make a Sky Pirate deck.

Penelo, a 2CP/5000 power Forward. that activates 2 Characters when she enters the field, as long as you have at least 2 Sky Pirates already on the field.

The best part is that when Penelo is sent to the Break Zone you can grab a 3 cost Sky Pirate from your Break Zone and add it to your hand. I think Balthier would be the perfect card to pick.

21-056R – Galeserpent General Najelith

Here we have the pixelated 3d graphics of FFXI. Even though this was on the PS2, the graphics look like they came from the FFVII era. Enough of the art.

It’s actually not that bad of a card.

Galeserpent General Najelith’s cost can be reduced by 2 if you already have a couple of Wind Characters on the field. Thus making her, a 2 cost Forward with 8000 power.

She cannot be chosen by your opponent’s abilities, giving her protection from that, and you can dull her and deal a Forward 4000 damage. This is where Penelo and Balthier come in.

Dull, 4000 damage, activate, Dull, 4000 damage, activate, dull, 4000 damage.

That’s 12,000 damage right there.

21-057R – Fran

Can’t go wrong with 1CP.

Especially since Fran grants protection to Balthier.

And, if Fran is in the Break Zone, you can play Balthier and grab Fran from the Break Zone and play her onto the field. At the small cost of 1 Wind Crystal Point.

Now I kinda, want to see what Balthier does.

 

21-058C – Machina

Finally a Machina that has synergy with your Type-0 Cadets.

And at only 2CP this is a great card.

If you have at least 2 Cadets on the field, Machina has 8000 power, Haste and Machina cannot be chosen by your opponent’s Summons.

Let’s not forget Armor Break, if you need to you can break a high cost Forward.

I do like it. It’s probably time to dust off that old Cadets deck and see what happens when we add Machina.

21-059C – Dragoon

Play Dragoon early, as your second or third Backup. As, that’s when you’ll get the most value from Dragoon.

Once he comes in you’ll gain a Crystal, and if you have 3 or less Backups on the field you get to draw a card. Which makes Dragoon cost a total of 1CP.

And, that is all. Simple, effective and straight to the point.

Not much else going on here.

 

21-060R – Rikku EX

Most of these Wind cards work well together.

Rikku here is another example of why you should be playing Mono-Wind.

When she enters the field, you’ll reveal the top card of your deck, and since it’s a Wind card, and you’re playing Mono-Wind you’ll just go ahead and add that card to your hand.

This also activates as an EX Burst when you get that point of damage, and Rikku pops her head.

And at 3 points of damage, Rikku gains +2000 power making her a 7000 power Forward.

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Guardians of the Summoner

You already know we’re going to build a FFX Deck with Yuna & Tidus, and the rest of the gang. So, lets get to it.

Starting off with Wakka (16-138S), because that is the best one to try and build around. If it was any other FFX Character we might have gone with the Opus 18 Wakka. But, today it’s Emissaries of Light Wakka. We can probably just grab the Custom Starter Set and call it a day. But, where’s the fun in that?

Since we’re grabbing Lulu (16-135S) first, it looks like that is what we’re doing. But, I promise you we’re not. Lulu will grab a Yuna from the Break Zone, which brings us to our next card.

Yuna (20-117L), I went on a rant when this card was first shown, and nothing has changed. We’re going to use this Yuna. And, fill up on Summons. We’ll grab those Summons later.

Tidus (16-116L), you can’t go wrong with this Tidus, and if you have 3 of them they’ll usually just come right back in your hand. You’ll always attack, and you know it’ll go through because Tidus can’t be blocked.

Kimahri (7-108H), Sure he might be a 6 cost Forward but you can get that cost down to 2, and possibly even one. Just depends on if you want to play Jecht or not. And, we do just to play a cheap Kimahri.

Jecht (20-011R) just so we can break Jecht in order to play Braska’s Final Aeon (11-015L).

And, if we have Braska’s Final Aeon we need Braska (7-121C) as well. No point in having one and not the other.

We need to add our Backups now. Class Fourth Moogle (10-121C), to give us some Fire CP.

Maria (1-083H) to give all of our Forwards a +1000 buff.

Rikku(2-071R), we would have gone with the Emissaries of Light Starter, but we need Backups.

White Mage (8-117C) so we can Activate all of our Forwards if we need to.

Let’s add Yuna (12-105L), doesn’t matter which Yuna you grab, because she’s just fodder for Holy.

All we need next is to fill up on Summons, to give Holy a bite.

Valefor (1-198S), Leviathan (2-140C), Syldra (3-135H), Amaterasu (12-002H), and Sylph (9-047C). You can also choose whichever Summons you like as well, as they are just used to make Holy more Powerful.

Forwards

3x – Wakka (16-138S)
3x – Tidus (16-116L)
3x – Lulu (16-135S)
3x – Jecht (20-011R)
3x – Yuna (20-117L)
3x – Kimahri (7-108H)
3x – Braska’s Final Aeon (11-015L)

Backups

3x – Rikku (2-071R)
3x – White Mage (8-117C)
3x – Class Fourth Moogle (10-121C)
3x – Braska (7-121C)
3x – Maria (1-083H)

Summons

3x – Leviathan (2-140C)
2x – Sylph (9-047C)
3x – Valefor (1-198S)
3x – Amaterasu (12-002H)
3x – Syldra (3-135H)

What would you change?

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Wakka, Wakka, Wakka

“My fastball gone broke da mouth.”

“A good-humored young man who travels the world as one of Yuna’s guardians. While he always looks out for others, his dependence on the teachings of Yevon oftentimes causes him to lose sight of reality. Wakka’s biggest passion is playing for and coaching his blitzball team, the Besaid Aurochs.”

-Character Guide from Dissidia Final Fantasy : Opera Omnia

Having lost his parents from one of Sin’s attacks, Wakka raised his younger brother Chappu with help from the villagers of Besaid. Wakka grew up alongside Lulu, an orphan as well, and ended up marrying her, fathers a child. And worries about raising it.

Wakka is a skilled Blitzball player, Captain of the Besaid Aurochs. Wakka retires during the game, but you can bring him out of retirement later on in the game. The Aurochs aren’t the greatest team, far from it, and upon hearing that Tidus is a star player, he asks him to join the team.

His hate for the Al-Bhed is clearly shown throughout the game. As he is always talking down to Rikku, until he finds out that Yuna is 1/2 Al-Bhed. And after the attack on the Al-Bhed by the Guado, he changes his tune completely.

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Gutsco – Clan Borzoi

Get ready for Clan Borzoi.

A bunch of thieves ready to take you on to get closer to the Horns of Ice. Well that’s what they were saying earlier, when they came through, looking for some cards to add to their deck.

First things first we’ll need 3 copies of Gutsco, simply because he is the leader of the Clan. When you say it like that it doesn’t sound too great. He’s the leader of Clan Borzoi, at least in FFTA.

First off we need to find a way to search for Gutsco, and I don’t believe there is a way. I might be wrong, but I don’t think there actually is a Fire Searcher. Except for Magissa, but she needs to be hit for 4000 damage before she can use her ability.

Never the less, it is a 3 cost Fire Forward that she searches for an plays straight to the field. So, we will be adding her, just so we can say we got a way to search for Gutsco.

There is also Meeth (7-017H) that can help you search for Gutsco, as long as you discard a card of 3CP. So, we’ll go ahead and add Meeth. If Gutsco is already on the field you can search for a Lieutenant. Lieutenants you ask?

Let’s bring out the Lieutenants. We have Bel Dat (20-056H) to let you play cards from your opponents Break Zone, Zidane (16-048H), to steal cards from your opponents deck, and Paul (6-056H) to slowly destroy cards from your opponents deck, every time he deals damage to your opponent.

Next we’ll just add Capricious Thief, because he’s cheap and can’t be blocked by Forwards that cost 5CP or more. Plus, Capricious Thief (2-059C) has thief in it’s name.

Summons, we picked Amaterasu, because it’s Amaterasu. You can’t go wrong with that.

Diabolos (15-053H) and Valefor (1-198S) Just because they work well together. And, if you do it right, you can clear all of your opponents Forwards from the board. In other words, Board Wipe your opponent!

On to our Backups.

Larkeicus (13-014R) to remove a pesky Forward from the game, for as long as Larkeicus is on the field. Rikku (2-071R) To activate all of your Forwards when she enters the field. Chelinka (15-045R) to give Zidane Brave and the ability to attack twice this turn. Allowing you to grab 2 cards from your opponents deck. White Mage (13-042C) to grab the first Fire card that shows up from your deck as you slowly reveal the cards one by one. Samurai (16-009C) to grab Gutsco from the Break Zone, and play him onto the field. Iedolas (18-131S) for the same reason we added Samurai.

As for the rest of the cards, we just added a bunch of Standard Unit Thieves, just to make sure that Clan Borzoi will obtain the Horns of Ice.

Forwards

2x Thief (4-059C)
3x Capricious thief (2-059C)
3x Paul (6-056H)
3x Zidane (16-048H)
3x Bel Dat (20-056H)
3x Gutsco (14-010H)
3x Magissa (12-017H)

Backups

1x Larkeicus (13-014R)
1x Thief (18-043C)
1x Thief (1-070C)
2x Rikku (2-071R)
1x Thief (3-055C)
1x Thief (5-055C)
3x Meeth (7-052H)
1x Thief (7-052C)
1x Thief (17-048C)
2x Chelinka (11-049R)
2x White Mage (13-042C)
1x Thief (8-052C)
2x Samurai (16-009C)
2x Iedolas (18-131S)

Summons

3x Diabolos (15-053H)
3x Valefor (1-198S)
3x Amaterasu (12-002H)

What would you all do with Gutsco?
Let us know in the comments.

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From Nightmares – Howling Winds

19-035R – Alexander

Free for a limited time only. The Wind Forward you played this turn has paid for the Summon.

If you think about it you can actually play 3 in a row, if you have them in your hand.

The choice is yours on what Alexander will do. Break a high cost Forward, or Break a Monster and draw 1 card.

Doesn’t a Hope search for Alexander? Can’t remember which one, but there’s your free play right there.

19-036L – Vayne

A what now?

Your warp speed has just gotten faster.

Prepare Ship for Ludicrous Speed!!!

Cause that’s how fast we’ll be traveling with Vayne.

When he enters the field or at the beginning of each of your turns, Vayne will be removing Warp counters from Characters that are Warping.

Have the Characters will get Warp in by the next turn or 2, and before you know it, they’ll be on the board and have all their abilities going off, you won’t know which way anything is heading.

I’ll take 3, thank you very much.

19-037R – Wol

Wol is now acting a Furr …. I mean Cosplayer.

Wearing the Moogle Suit, and depending on how many Elements are in your field. Wol will allow you to search for a Multi-Element Forward.

I don’t really see much going for this card other than the fact that he can pay for the other Wol’s S-ability.

 

 

19-038R – Evrae

I remember playing this card at Pre-Release.

Evrae allows you to activate a Backup you control, and with Zu that will turn into a Forward when one of your Characters Activates, this is a good play. As activating Backups is always a good thing.

 

 

 

19-039R – Emerald Weapon

Emerald Weapon was much easier to beat than Ruby Weapon. If you had Knights of the Round Maxed out with W-Summon, you didn’t even need to have the Underwater Materia.

This 5CP Wind Forward with 9000 power will be a nightmare as your opponent won’t be able to keep him off the field, as he’ll be able to keep coming back for 1CP. Only way to break him is by blocking his attack.

Emerald Big Bang, is a high cost S-ability that can deal up to 10,000 damage to all of your opponents Forwards.
I think I like it. I’ll have to try it out though, see how well it works.

19-040C – Thief

Just your Common Thief, but a pretty good one.

Won’t take damage from your opponents abilities. This 4 cost has an 8K body, which is pretty high for a thief, but we’re not complaining.

The reason you’ll want to play this card is because, if you pay for Thief with at least 3 elements, your opponent will put the top 3 cards of their deck into the Break Zone.

Do that 3 times, and you might be able to make your opponent run out of cards.

19-041H – Cid Highwind

I mean this is very interesting. I haven’t checked yet, but I’m sure it’ll be in plenty of FFVII decks.

Cid Highwind, allows you to return an FFVII Character to your hand, and let’s you choose 2 Characters to Activate.

I’m sure there are plenty of Category FFVII entry abilities that you’d like to use at least once per turn. Like the Ice Sephiroth in this set. If you can send him to your hand once per turn, and you’re at 6 points of damage, you’ll be able to play Sephiroth at no cost, while activating 2 of your Characters.

I mean, it could work. It could work perfectly.

I like it.

19-042C – White Mage

Although the art has been reused, I’m pretty sure some other art has been reused as well in previous Opuses? Opera? Opi?
Well at 3 points of Damage, White Mage is a free play. And once he’s in you can use his ability to bring back a Multi-Element Forward from the Break Zone.

White Mage has one job and he does it well.

Cast Revive on a broken Character.

 

19-043C – Zu

Well, this monster does seem to fit well with Wind.

Considering that Wind usually has a way to reactivate Character’s with Summons and abilities.

Zu is a monster that will most likely become a Forward whenever a Character reactivates. Zu is more of a Backup Forward, than a Monster as he can come out in a pinch and either attack or block. Whichever one is needed at the moment.

Maybe it’ll see play, maybe it won’t.

I’m caught somewhere in the middle here.

19-044R – Sarah (MOBIUS)

Another Sarah, but this one is a Backup and not a Legend.

The Raven Peeress gives all your Category MOBIUS Forward +1000 power.

I always like these cards as they give your whole front line a boost.

 

 

 

19-045H – Sophie

Sophie has no use for Vayne, she is a Freelancer she works independently regardless of Faction. I don’t know where I’m going with this.

But, for 4 CP and 3 other Forwards on the field, Sophie can well become a danger to your opponent. If only for a turn.
Break a Monster, activate all your Backups, and give Sophie +2K power and Haste.

She can also come in with Warp, in which you will only pay 1CP for her, and you will wait for only 1 turn.

Maybe we do need Vayne. She’ll come in during your opponents turn and cause some damage. She will also Activate all your Backups, so you will be able to cast Summons and abilities as well, in order to protect yourself.

Yes, I’ll take it. 3 please and 3 Vaynes just to be on the safe side.

19-046C – Buddy

A searcher for FFX Backups. Why search for Backups? Cause you always need more Backups.

One thing is for sure. If you’re playing a FFX deck you’ll be playing Buddy. If only to search for Brother, to search for Opus XVI Tidus. Cause who isn’t playing that card.

 

 

 

19-047C – Gramps EX

This is the card you’ll want to hold on to the end. Or to your end. And when you do have those 5 points of Damage, you probably aren’t going to have this card on hand. You’ll have 3 copies in your Break Zone.

If you do manage to grab a copy when the time is right, Gramps will Break a Forward of 4CP or more.

 

 

19-048C – Bartz

Don’t know what to play, just play Bartz. That way on your next turn, you can put him at the bottom of your deck, and hopefully draw the cards you really need. If not, play Buddy to search for a FFX Backup that will find Tidus.

 

 

 

 

19-049R – Makki-Chebukki

This is actually very interesting.

Makki-Chebukki will cause your opponent to discard the top card of their deck. Once per turn.

Think about it. If you have Makki-Chebukki on the field from turn 1, every turn that goes by, your opponent will be putting their top card in the Break Zone.

That means they might be losing all the cards that they’ll need in order to make their game plan work. That and they’ll have less cards to play with, and will run out of cards faster.

19-050C – Matoya

If you have the extra CP Matoya might be a good play.

You’ll be able to Break a Forward when she enters the field. It’ll turn a pesky big body into a smaller body, that likely will not be able to block a big body of your own. If that makes any sense.

She might be a good addition to a Dancer deck. Are there enough Dancer’s to make one?

There are 12 Job Dancers and 6 of them are Penelo, 2 are Matoya and another 2 are Lilisette. After that there are 8 generic Dancers which can round up your deck. If any one makes one let me know so I can check it out.

19-051C – Rikku

So, many Rikkus, but only one on the field.

Depending on what you’re playing this one isn’t bad. It’s not great, but for what she does, she does it good.

Rikku can produce any element when paying for a Category X card. Which is always a good thing. This cards biggest problem is that it’s Rikku. You could have named this card Generic NPC from FFX and it would have been 10 times better. Simply for the fact that you can play a Rikku and this card at the same time.