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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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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.

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From Nightmares – Winter is Coming

19-018R – Waltril

A 2 cost Forward with 5000 power. I mean, cheap to play. Can block a Forward, might deal damage to your opponent.
And, at the end of each of your turns, you gain a Crystal.

 

 

 

 

19-019R – Vincent

I was writing a whole paragraph, and then I realized I read the card wrong.

Vincent Freezes Backups when he enters the field. I was reading Forwards for some reason.

This is actually a great card, in my opinion. Vincent comes in Freezes 3 Backups, blocks a Forward and gets broken.
After that replay Vincent for some more Frozen Backups.

Find a way to keep getting Vincent back, and you’ll be giving your opponent a hard time.

Might be a good fit for that Shinra deck.

19-020H – Umaro

The Abdominal Snow Man, or just plain Yeti.

Umaro has Brave and he just wants to attack your opponents Forwards, he doesn’t even want to come onto the field, just straight to the Break Zone and deal a Forward 8000 damage.

Once he’s in the Break Zone, you can discard 2 FFVI cards and play him onto the field.

This will work in any FFVI deck. You don’t even need to have the right elements to play Umaro.

Just Throw Umaro into the Break Zone, and then pay the cost with 2 Category VI Characters and you are set.

19-021C – Cloud of Darkness

Pesky Monsters bothering you?

Take them out with this Cloud of Darkness. For only 5CP, you get to choose one of your opponents Monsters and break it.

While she already has the fire power. At 3 points of Darkness … I mean damage. Cloud of Darkness gains Brave. Giving you an extra blocker.

 

 

19-022R – Shiva

FREE SUMMON!!!

Yes, we’ll take 3 please.

When Shiva is cast, select 1 Forward. Dull and Freeze.

And, if you already played an Ice Forward, she’s free.

Simple as that.

Oh, and you get to draw 1 card.

19-023C – Snow

Discard and gain more power.

Snow can fit into any Discard deck.

If your opponent has 1 card or less in their hand, Snow gains+2K power.

And, when Snow blocks your opponent discards a card.

“With more discard comes more power.”

 

19-024L – Sarah (MOBIUS)

“Sarah can’t attack,
Sarah can’t block,
the only thing about her is the way that she stops”

Auto-abilities that is.

Well, not necessarily, but she might.

If one of your opponents Auto-abilities goes off, they’ll have to pay 2CP or else it will cancel.

Other than that, Sarah’s other abilities are, dulling 2 Forwards, and giving a Forward +2000 power.

19-025R – Sephiroth

Technically, you can play Sephiroth for free, but I don’t think you’ll want to wait until you have received 6 points of damage to do so.

Either way, his entry ability is pretty good, but at what cost?

Would you pay 6CP to Break a dull Forward at the beginning of your game, or would you wait until the cost is more reasonable.

Personally, I think there are better choices for this ability.

Oh, and he does have Back Attack

19-026H – Curlax

Here’s a card that will help Snow out. All you have to do is … oh, wait. It’s any Dream Stooge. If a Dream Stooge is sent to the Break Zone, your opponent discards 1 card. And, once there sent, they can be brought back by Laragorn.

Other than that, once per turn, if you control all 3 Dream Stooges, you can Dull and Freeze 1 Forward.

I really like the Dream Stooges. I’m going to give them a go.

 

19-027R – Chocobo Eater

Simple Monster that does some damage in the form of removal.

Once he enters the field, Chocobo Eater will remove a low cost Forward from the game, for as long as he is on the field.

If nothing else, Chocobo Eater will just stall your opponent for a bit. Unless that’s the only copy of the Forward that they’re playing. Even then, it probably isn’t that important to their deck.

It’s still a cheap play, with a good ability.

19-028C – Terra EX

Did you just cast Shiva, and now need to bring her back to cast her again for free?

Well Terra here, can dig through the Break Zone and find her. Not just Shiva, but any Summon you need to look for.

4 cost Backup, and if you don’t need to grab a Summon you can deal 8K damage to a dull Forward.

Is there a way to bounce Backups?

 

19-029C – Tohno

You can use a little Tohno in your deck.

Tohno comes in with an enter the field ability which lets you Freeze a Forward. Doesn’t have to be your opponents Forward either. But, why would you want to Freeze your own Forward.

What I like about this card is that you can send Tohno to the Break Zone. That way your opponent will discard a card, and you can play another Backup.

It’s called Backup Management.

If you have any complaints, don’t tell me about them.

19-030R – Norschtalen

If you have Waltrill in the set, you know that Norschtalen isn’t too far behind.

A nice little combo, as Norschtalen allows you to play Waltril straight from the Break Zone. And, if Waltril is not in the Break Zone, you can just grab a Crystal Chronicles Character instead.

For 2CP, Norschtalen is also a decent blocker.

 

 

19-031C – Flan

Cheap card to play.

1CP Monster that can become a Forward for an additional 0CP. Quick blocker if you need it, or just an attacker when your opponent runs out of Forwards.

Plus, Flan recycles itself, as when he is sent to the Break Zone you can search for another Flan and add it to your hand.

 

 

19-032C – Yuke

Yuke and the Multi Element Payment. MEP. I’m going to claim that term. Let’s see if it catches on. Probably not.

When Yuke enters, if you used 3 different Elements for your MEP, you get to dull 1 Forward.

Other than that he has First Strike.

 

 

19-033C – Lean

Discard = no cards in your opponents hand.

And that’s where Lean comes in. IF you decide to play him. For when he enters the field, and your opponent has no cards in their hand, you can search for a card and add it to your hand.

The good thing is that you can search for any card. be it Character or Summon. Forward or Backup, or even a Monster.
What card you search for is up to you.

 

19-034C – Nu Mou

Like Nu Mou here. If you already read Lean, you know that Nu Mou can help you achieve the goal of your opponent having no cards in their hand. Sure, you need to have received 3 points of damage for your opponent to discard a card when he enters the field, but if you’re playing Discard, you’re going to surely have more cards that will make your opponent discard all their cards.

And, if they know you’re playing Discard, your opponent will most likely be trying to get rid of all their cards so you won’t be forcing them to discard any cards.

Makes sense?

I hope so.

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Emissaries of Light

We finally got the reveal of “Opus XVI”!!!

But, it’s not Opus XVI anymore, no more Opus. There is only the title now. Emissaries of Light. Serah shares the Box Art with her sister Lightning and, this is the 4th time Lightning appears on the Box. 3 times more than anybody else.

Release Date is set for March 25th, 2022. Emissaries of Light comes with 130 cards. Plus the 10 Starter cards in the FFX Custom Deck. And we get 166 Premium cards. Or Foils. 24 of the Foils will be Full Arts. That leaves us with 2 cards. Which are most likely the Premium Crystal Cards that will make their first appearance in “Crystal Dominion”.

The sample artwork we got is, once again a card from each element. Other than the cover art card, which will probably be Serah, just because of the Ice element, unless the have the Farron Sisters as one card. Luneth, Fire original art there. Sort of looks like Tom Cruise from “Interview with a Vampire” Wind gives us Cecil which is probably the best looking card out of the 6. Layle is the sample Earth card, nice art work there as well as Water, with Sarah from Mobius. And Reeves, looks like a leftover from the Shinra VS AVALANCHE Starter decks. Upon closer look you can tell that Reeves is the only Backup, while the rest are Forwards.

It also looks like some of the Starter cards will get the Full Art Foil treatment, and these ones will also get new artwork.And, we can’t forget about the Legacy Full Arts.

Lightning (1-141L)
Lenna (3-144L)
Vayne (9-022L)

Here’s the link to the original article.

 

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Sophie’s Choice

Another great card here, as we move on with our Card of the Week. Sophie a Monk that packs a Punch. But, why is she carrying a weapon?

On the the card.

2CP – Earth/Water
Forward
Job : Monk
Category : Mobius
Legend
4000 Power

“For each Earth Forward other than Sophie you control, Sophie gains +2000 power.

For each Water Forward other than Sophie you control, Sophie gains +2000 power.

At the end of each of your turns, if Sophie has 10000 power or more, draw 1 card and Sophie deals your opponent 1 point of damage.”

At 2CP, this card is a no brainer. And with those abilities, she’s deadly. starting at 4K, but each Earth or Water forward gives her +2K. You can just throw her in a deck with Vikings and call it a day. Now if you control 3 other Forwards that are either Earth or Water, she’ll have 10K. And, at 10K she deals your opponent 1 point of Damage at the end of the turn. Your turn, and your opponents. The game will pretty much take care of itself if you just pass and defend Sophie.

We already said Leila (6-126R) and Vikings, namely Viking (4-133C). You play Leila for 4CP grab a Viking out of your Break Zone and play it onto the field. That takes care of 2 Forwards. Sarah (MOBIUS) (13-118C) would also be a good choice as you can use her first ability when she enters and have Sophie get rid of a pesky Forward your opponent controls.

The quicker you can get Sophie on the field, the quicker you’ll be heading towards victory.