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Resurgence of Power – Light & Dark

18-103H – Elena (FFBE)

This one is interesting.

Can’t remember if Brave works on Dull for abilities.

After a quick search it doesn’t.

Elena isn’t that strong off the bat, and you’re probably not going to be using her to attack. More than likely, you’ll be using her to either draw a card and choosing a card from your opponents hand to discard.

Upon closer look, you can have her attack. Since, she doesn’t dull when attacking, if your opponent blocks the attack, you can dull Elena and have her gain +3000 power. Thus making her an 8000 power Forward.

18-104H – Squall

Cost efficient, if you’re running an FFVIII themed deck. Just throw him in a deck with Seifer, Raijin, and Fujin from this set, and you’re good to go.

When he enters or attack, you get to Dull and Freeze a Forward, and all your Forwards get +1K power boost.

Is this Squall better than the Opus XVI Squall, probably not. But, it does have some uses.

18-105H – Ultimecia

Ultimecia increases the cost of casting any card other than a Backup by 1CP. And at 5 points of Damage she increases your opponents cost by another 1CP. I can see some use for this towards the end of the game, as your opponent might try and take her out just to save some CP.

Other than that, Hell’s Judgement. You cast it, most Forwards will go to the Break Zone, and if you have an Opus XVI Squall on the field. He can attack, and finish off the rest of the Forwards with his ability.

18-106H – Sol (FFBE)

This is a wonderful card. I like it. I’ll take 3 please.

As this activates at the beginning of each players Attack Phase, I don’t see any reason of not using this card. Even if it is just giving you a small advantage.

It’s your turn you choose the first option giving all your Forward +1000 power and Brave.

On your opponents turn, you use the second ability, causing your opponents Forwards to lose 2000 power.

And if you have 5 points of damage, you choose all 3. You get the previous 2 abilities and your opponent can not cast Summons.

What’s not to like?

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Special K

Our card of the week, this week is a Behemoth. I can just say add this to any deck and you have a much better chance of winning.

The Lightning Legend, Behemoth K.

5CP/Lightning
Forward
Job : Sage of Hess
Category : FFBE
9000 Power
Legend

I would say that 5CP is a cheap price to pay to play this card.

“When Behemoth K is chosen by a Forward’s ability, break that Forward.

When Behemoth K attacks, Behemoth K gains +3000 power until the end of the turn. Behemoth K deals your opponent 1 point of damage.

Damage 5 ― Behemoth K gains Haste and “When Behemoth K is blocked, Behemoth K deals your opponent 1 point of damage.””

The plan is to close your eyes. Grab 47 random Lightning cards, and you are set.

I could end the article right there, but we might as well talk a little more about this card.

Behemoth K, Is a great card, but gets even better after you’re at 5 points of Damage. With Haste and the ability to deal your opponent 2 points of Damage per turn is just a terrible experience for your opponent. You on the other hand will be loving every minute of it. It’ll probably be just a minute anyway.

Now, we’ll need to search for Behemoth K, and there’s no one better than Aldo (10-086C) who will search for a Lightning forward. Not only will Aldo let you search for Behemoth K, but also for Illua (5-099H). and, everybody loves Illua. And, you can’t forget about Estinien (6-088L). Behemoth K and Estinien is like having Hulk Hogan and “Macho Man” Randy Savage on a tag team. Wait, they were a tag team. The Mega Powers.

Sage (1-133C) is also a good choice to be able to grab Behemoth K from the Break Zone. And Lulu (1-150R) to add 1K power to all the Lightning Forwards.

You can probably add Kunshira (13-114H) to the Mix and have a Forward that will be able to attack twice per turn in the early game. Since Kunshira is a multi-element card you’ll need to add some wind cards to your deck. Just grab those staples and you’ll be all right.

Any ideas on what to pair Behemoth K with? Tell us in the comment section.

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Opus XIII – Lightning Review

13-069C – Red Mage

Maybe I’m wrong about these cards. Might just be a good way to draw a card.

 

 

 

 

 

13-070C – Delusory Warlock

Here’s another card that will drop Lightning Exdeath’s CP by 1. And you also get to search for a Manikin. Double win.

 

 

 

 

13-071R/2-101H – Exdeath

And this whole time I thought this was a new card. I just realized it’s a reprint. No wonder it’s only a rare. They gave this card the treatment Chaos, Walker of the Wheel (3-071H) got. It’s still a good card, and now everyone has a better chance of grabbing this card in a pack to play Manikins.

Exdeath gives all Manikins +1K, and every Manikin gives ExDeath +1K. So, the more Manikins you have, the stronger ExDeath becomes.

The Main Attraction of your Manikin Deck.

 

13-072R – Odin EX

Coming off of an EX Burst this card is great, and even better after you’ve taken 5 points of Damage as the cost is only 2CP.

I think the 7CP Odin is slight better as you can Break any Forward. Even if the cost is a little higher. Or, you can just play both.

 

 

 

13-073H – Kain

Kain is a great card if you can play him straight from the Break Zone. Cause once he gets broken, he’ll be under your opponents control.

Thancred (12-124L) and Y’shtola (13-134S) can play him straight out of the Break Zone.

 

 

 

13-074C – Clavat

Not bad, breaking a Monster that is also a forward, or returning it to it’s owner’s hand. You can even use it on yourself

Want to return that Chocobo (6-050C) to your hand, to play it and play another Chocobo onto the field? Well, you can.

 

 

 

13-075R – Sakura

4CP to Break a 4CP Forward. Sounds like an even trade.

 

 

 

 

 

13-076R – Jake

Don’t see this one getting play when you can play Jake (8-097H).

 

 

 

 

 

13-077C – Zemus

At 3 points of Damage this card pays for itself. As you get to grab a Forward and a Backup. Might see some play late game, if you need to grab a couple of cards back.

 

 

 

 

13-078C – Propagator

Cheap Monster that might break a Forward, but that is highly unlikely. Becomes a Forward with 7k at Damage 3, which might be a reason to play.

 

 

 

 

13-079L – Behemoth K

Now this Behemoth is a Beast with a capitol B. Attack, Deals Damage, Gains 3K. Only way to get rid of him is with a Summon. Or Shantotto (1-107L). But, you can always just play him again.

Scary Good. I’ll take 3 please.

 

 

 

13-080C – Marach

Just entering the field and Pinging all your opponents Forwards except one that they choose for 4000 Damage is a good reason to play this card. Add in Rapha (13-082C) for an extra 1K every time Marach deals Damage.

 

 

 

 

13-081H – Lightning

Beautiful artwork. If nothing else that by itself is a reason to play this card. That and the fact that you can either remove a couple of Forwards your opponent controls, or a couple from your Break Zone, until Lightning leaves the field.

Either way you’ll benefit as your opponent won’t be able to play their cards, and you’ll have a couple of extra Forwards in your hand when Lightning leaves the field.

 

 

13-082C – Rapha

Combined with Marach (13-080C), these two will make a killer combo. Enter Marach, Deal 5000 Damage to all Forwards except 1. And then Dull Rapha and deal 4000 Damage for a total of 9000 Damage.

Most of the time your opponent will only have one Forward left on the field.

 

 

 

13-083H – Lid

Lid is a mix between Viking (4-133C) and Fat Chocobo (9-051R) in that she can add a Multi-Element card on entry when she leaves the field. Now, it won’t always work as you can only choose the top four cards of your deck.

Other than that she’s a 7K forward.

 

 

 

13-084C – Dragoon

If you’re playing Dragoons, this is a 2CP/8K Forward with Haste. If not, don’t bother.

 

 

 

 

 

13-085R – Lumina

3CP to search for a XIII forward. Nothing exciting, but you would think that they would have done something better for Lumina.