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Gunslingers on Ice

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26-021C – Anabella

The Duchess of Priming.

Yeah, I don’t know much of Final Fantasy XVI, but I do know something about Prime.
No, not the drink. I have no clue about that.

Anabella will dull and Freeze a Character, whenever one of your Characters decides to Prime into an Eikon.

You can do much worse for 2CP.

Prime as much as you’d like, and have Anabella dell and Freeze everyone. One Character at a time.

26-022C – Undead Princess

Looking at this card makes me want to play World of Final Fantasy. Just by having an Undead Princess on the equivalent of Medieval Magitek Armor.

Let’s get to the card.

Undead Princess comes in for 3CP, and when she comes in you gain a Crystal and your opponent discards a card.

Simple, and straight to the point.

And when it’s all done, you have a body with 7000 power to attack or block, cause you’ll want to get rid of this card so you can play it again.

26-023C – Wol

Wol on Ice. That’s a first.

Coming in at 5CP, Wol’s cost can come down by 2CP if your opponent discarded a card this turn due to your playing.

3CP is better than 5CP and 9000 power is a great body on the field.

Wol isn’t done. Not this time.

Whenever he attacks, you can discard 2 cards and break a Forward. It’s like having a Summon ready to go. Those 2 cards is the equivalent to 4CP. Odin from Opus I costs 7CP. And, you can use Wol’s ability once per turn.

Nothing else needs to be said.

26-024C – Musician

This Musician packs some Fire … er … Ice Power.

For 2CP you can deal damage to a dull Forward, once per turn. All you need is some ammo, and that ammo comes in the form of cards.

Once per turn you will be able to dull Musician and pay the cost of discarding one card. Then you can choose a dull Forward and deal it 5000 damage.

If you’re playing Ice/Lightning and you discard a Lightning card, that damage become 7000.

It’s a decent Backup, that when Musician is not in use, he will give you 1CP per turn.

26-025C – Kadaj EX

Even as a Common, Kadaj will be hard to get rid of.

For 3CP you get a body with 9000 power. And, at the end of each of your turns you will remove Kadaj from the game. He won’t be gone for long though as at the end of your opponent’s turn Kadaj will come back to the field.

Kadaj won’t shine until you have at least 3 points of damage, cause when you do have those 3 points of damage, Kadaj will dull one of your opponent’s Forwards. And, since Kadaj returns at the end of your opponent’s turn, that Forward will be dull during your turn.

And this cycle will keep on going on and on.

This Kadaj is a lite version of Opus XI Kadaj.

26-026R – Kuja

You know you always wanted to swap out your Backups. Kuja is here to help you with that.

When Kuja enters the field you can remove one of your Ice Backups from the game. There he helped you and now you can play the new Backup that you wanted cause you didn’t have space for it.

Oh wait, we’re not even done with the first part. When you do remove that Backup, your opponent will discard 2 cards from their hand.

At 5CP, this isn’t a bad play as you’ll be taking away your opponent’s Fire Power, and Kuja has 9000 power. Your opponent will think twice before they try and break Kuja, cause when they choose Kuja with one of their abilities or Summons, they will need to discard a card from their hand.

I’m on the fence about this one. Cause after his first ability goes off, there is no need for your opponent to try and get rid of him, as he’s just another body on the field. Well there is a need, but it won’t be the first course of action.

26-027R – Kujata

Cash or Credit?

How do you want to pay for Kujata?

There’s 2 ways to pay and the result will be the same.

Kujata will break a dull Forward, and that’s about it.

You can either pay 3CP for this, or just dull 2 active Forwards. This means that you can throw Kujata in any deck and you’ll be able to pay for it, without having any Ice CP to spend.

26-028C – Cripshay

The Ice Monster of Gunslinger in the Abyss. Almost sounds like a title.

Cripshay becomes a Forward with 7000 power. And, First Strike.

If, and when Cripshay deals damage to your opponent, you will send Cripshay into the Break Zone, and your opponent will discard 2 cards.

They just might think twice before taking that damage, just so they don’t discard the 2 cards they have in their hand.

But, are those 2 cards worth more than the Forward that will be broken by Cripshay’s 7000 power?

That’s a decision they’ll have to make in the heat of the battle.

26-029R – Shiva (XVI)

Shiva is a great card to play all by herself. You don’t even need Jill to Prime into her. But, you probably should. It’s cheaper in the long run and you get a better ability.

When Shiva comes in you will Freeze all of your opponent’s Forwards. If you Primed into Shiva you will Freeze all of your opponent’s Characters instead.

Ice Age? Yes, let’s have your opponent discard 2 cards from their hand. This works even better if they only have 2 cards in their hand.

Let’s see what Jill does.

26-030C .- Cid (WoFF)

A What now?

Yes that what is with a capitol W.

Every time your opponent uses an EX Burst they’ll discard a card?

Cid just sticks around and waits for your opponent to use an EX Burst, other then that, he’ll just sit back and give you 1CP per turn. That’s not bad at all.

I like the art on these WoFF cards. If you noticed it, we’ve been getting them since Resurgence of Power.

26-031H – Cid Raines

Great card, Great art. What more can you ask for?

If you’re playing a discard deck, Cid Raines is your man.

He will come in for Free, if your opponent discarded a card on the same turn that you want to play Cid.

You’ll want to keep Cid around to thwart your opponent’s plans. When your opponent plays a Forward onto the field from anywhere except their hand, Cid will take that Forward and send it to the Break Zone.

Yes, you do have to sacrifice Cid Raines for this move, but it is a move well worth it.

26-032L – Charlotte

Charlotte is ready to wreck your opponent’s plans. As long as Charlotte is on the field. Your opponent will be 2 steps behind. The only draw back we have here, is that Charlotte costs 5CP, and you can only use Ice CP to pay for her. And that’s not even that big of a deal. You would gladly pay a couple more CP to get Charlotte on the field.

For one she has a little bit of protection going for her. When ever she is chosen by your opponent’s Summons or abilities, your opponent must discard a card, or else that Summon or that ability will be canceled. It’s going to be hard to get rid of Charlotte.

Now, let’s take a look at that final sentence. “When a Character enters your opponent’s field, dull it and Freeze it.”

Your opponent will not be able to use that Character for another turn. That’s 2 turns from when it enters the field. No Blocks, no abilities no nothing. Just a sitting duck. Or a deer caught in the headlights.

You’ll be having some fun with Charlotte here.

26-033C – Summoner

Here we go a decent Backup that will allow you to grab and Ice Summon from the Break Zone and add it to your hand.

This will bring Summoner’s cost down to 1CP, which is even better.

Summoner also has an ability where you can put him in the Break Zone, and your next Summon’s cost will be reduced by 2CP. Mathematically, you’re gaining 1CP by playing Summoner and using his ability.

That’s about it.

26-034L – Jill

Jill has been upgraded to a Legend this time.

When Jill enters the field, and depending on how many Eikons you have removed from the game or in your Break Zone, you will select that many Characters that your opponent controls and you will dull them.

After that Jill will Prime into Shiva and you will Freeze all of your opponent’s Characters.
And, that’s not all.

No, At the begining of your Attack Phase, and at the begining of your opponent’s Attack Phase, Jill will break a dull Forward.

You’ll slowly be able to take down your opponent’s front line, cause you know that they’ll have a dull Forward hanging out. And, if they don’t, you can always bring in Amon 2-098L to dull a Forward once per turn.

26-035R – Snow

Snow is ready for a fight.

And when he enters, the field you can either draw a card, or have your opponent discard a card.

If Snow is brought in by an ability from a Final Fantasy XIII Character you can do both.
Luckily Lightning is ready to cause havok, as she can tag in any Final Fantasy XIII Forward and form a party to attack. In other words perform a tag team maneuver.

You won’t even need Ice CP, just Snow and Lightning. It’s called Thunder Snow.

26-036C/15-038C – Knight

Here’s a reprint, of a reprint, of a reprint.

So, we’re just going to, you guessed it, Copy/Paste from Opus XV Crystal Dominion.

“Knight comes in, hands you a Crystal

Next turn, Knight Dulls himself and puts himself into the Break Zone dulling a 3 cost Forward.

Thus concludes the story of Knight”

26-037H – Halone

Halone will be a card that you’ll play later on in the game, as you’ll need at least Six of “The Twelve” on the field in order for her ability to go off.

Whenever Halone attacks, you get to choose 2 of your opponent’s Characters, and you shall grant them a Dull/Freeze.

Your opponent will also discard a card.

Halone also doubles as a Meat Shield with a 9k body.

 

26-038H – Physalis

This is a Buy one Get one Free deal!

You can either pay 5CP to play Physalis, or you can Warp her for 2CP. She’ll stay out until the end of your turn. As she on;y has one Warp Counter.

If you paid the 5CP, Physalis is just a Meat Shield.

If you Warp her in, you will be able to play another Forward with Warp from your hand onto the field.

This way you’ll get 2 Meat Shields.

This is a great card, you’ll be able to get a couple bodies on the field quickly and cheaply.

26-039H – Star Sibyl

A four cost Backup that will grant you some protection against your opponent’s abilities.

Not great protection, but just enough to have your opponent second guess the action that they are about to take.

Cause if they choose to target one of your Forwards with an ability, they will need to discard a card. Is that card that they discard worth the extra cost to use the ability? Maybe yes, maybe no.

But, if they don’t have any cards in their hand, they won’t need to discard anything.

26-040R – Menphina

Menphina might be your starting point for “The Twelve”.

When she enters the field you can pay X and search for one of the other Twelve and play it onto the field. No add it to your hand, just straight to the field.

Only drawback is that you need to use CP produced from The Twelve, or discarding The Twelve cards. Which shouldn’t be that hard, considering your deck could have up to 36 The Twelve cards in it. And, if you could use any cards, it would have been to easy.

Menphina can also Freeze one of your opponent’s Forwards with her ability.

Hmm, didn’t we just see a card that can Dull Forwards, or did we just mention Amon (2-098L)?

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Hidden Legends Breaking Limits

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24-115R – Tenzen LB

The Samurai is back! This time with a Limit Break ready to go off whenever needed.

And, what a Limit Break.

Tenzen comes in and gives all of the Samurais +3000 power, Brave, and the ability to attack twice in the same turn.

And, we already know how Samurais run. Now just take that same deck, and play Tenzen whenever you can from the the Limit Break deck.

Your Samurais will take down your opponent so fast, that your opponent will mistake them for Ninjas.

After all is said and done, if your opponent still has some life, Tenzen sticks around with a 9K body.

24-116R – Snow LB

Snow comes in and searches for Lightning. Yes, he does search for Serah as well, but we all know that you’re going to grab Lightning.

And, that is all he does.

He’s not even a decent Meat Shield, coming in with only 5000 power.

What Kind of Sentinel is that?

If you need Lightning or Serah, sure. If not, then play Lumina.

24-117R – Zidane LB

4CP for a 5K body.

You’d think you’re overpaying, but this is a Limit Break card, and Zidane cannot be blocked by a 4 cost Forward or higher. Meaning that most of Zidane’s attacks can and will go through to damage your opponent.

Also, when Zidane enters the field, your opponent discards the top 2 cards of their deck, if they are of the same element, Zidane will draw you a card.

If you’re playing any kind of Wind deck, I would keep one of these in your Limit Break deck. It’s LB cost is very low, and we all know that you have filler LB cards in that deck just to pay for the cost of the cards you actually want to use.

24-118R – Selh’teus LB

Can you spell indestructable?

S-E-L-H-T-E-U-S

Selh’teus cannot be broken by your opponent’s Summons of abilities, whether they flat out break a Forward, or if they deal damage to a Forward.

The only way your opponent will be able to get rid of Selh’teus, is by blocking her with a Forward with more power than Selh’teus has. or by returning her to your hand, in which you can just play her again. I think.

I’m not sure if Selh’teus can be returned to your hand. Or what happens to it once it is targeted to be returned to your hand.

24-119R – Gilgamesh LB

Greg?

No, that’s not Greg. Maybe it is, we all know about Gilgamesh and his inter dimensional travel.

When Gilgamesh comes in you can either break a 1 cost Forward, or remove 2 cards from your opponent’s Break Zone.

What to choose?

I’d say it depends on what is in your opponent’s Break Zone, and if your opponent has a way of bringing cards back from the Break Zone.

If you have no use for any one of these abilities, you can always just use Gilgamesh to pay for your other Limit Break cards.

24-120R – Warrior of Light LB

This is a cheap card. For what Warrior of Light does, he is extremely cheap, and I would do great in any tribal deck. Or just about any deck running a bunch of Standard Units.

Warrior of Light will protect all of your other Forwards from most of your opponents abilities.

Your Forward will not be chosen, and if they receive damage that damage will be a big fat 0.

2CP + 1LB will grant you this protection for your other Forwards, and you’ll also have an 8K body.

24-121H – Iron Giant (SOPFFO) LB

How is this a Hero, when all these Rares that we’ve just seen are better?

That is my first thought on Iron Giant.

Iron Giant comes in and you get to either deal 5000 damage to a 2 cost Forward, or deal a dull Forward 7000 damage.

There’s nothing really exciting here.

 

24-122H – Magna Roader LB

Magana Roader, choose one ability or choose both. It all depends on how many Wind and/or Ice Characters that you have on the field.

If it’s 4 Ice Characters, your opponent shows you their hand, and you discard one of those cards.

4 Wind Characters, and Magna Roader comes in with Haste.

If you have 4 Ice and 4 Wind you get both of these.

My question is, who is playing Ice/Wind?

24-123H – Vajradhara Wu LB

Coming from Wutai, Vajradara Wu (or Wu for short) can and will break one of your opponent’s Forwards. and after Wu will stick around as an 8K body.

How will Wu do this?

It’s quite simple really.

Wu will break a damaged Forward, or Wu will deal damage to another Forward equal to it’s power.

And, that is pretty much it.

I’d call Vajradara Wu a Summon that sticks around afterwords.

24-124H – The Ur-Dragon King LB

High cost means High Power, and that is what The Ur-Dragon King brings to the table.

You’ll spend 9CP, 2LB and you’ll need 4 Earth Characters, and 4 Lightning Characters on the field in order to get The Ur-Dragon King’s full effect.

This 9K Meat Shield has 2 abilities that go off when it enters the field.

First one is that you can grab 2 Characters from your Break Zone, bringing Ur-Dragon’s cost down to 5CP. You’ll need 4 Earth Characters for this one.

And, second you can choose one of your opponent’s Forwards and The Ur-Dragon King will break it for you. You’ll need 4 Lightning Characters for this one.

If you have the cards on the field, and sufficient CP to pay for this, I would highly recommend it.

24-125H – Tonberry & Cactuar LB

I really wanted this card to be better.

It’s not bad, I was just hoping for Superhero powers.

What we get is a choice between 2 abilities. Who would have guessed?

First one, break a Forward of 3CP or less, which isn’t bad at all.

The second choice is, look at the top 2 cards of your deck and add one to your hand, while the other one goes to the bottom of your deck.

All we have to do is now is figure out which one is Batman and which one is Robin.

I’d say Tonberry is Batman.

24-126H – Ultima Weapon LB

Fire Water Burns!

Ultima Weapon is one of these Dual Element Limit Break Cards that you know will work.

I can actually just throw it in my Bomb deck, which is filled up with Fire/Water and have the perfect Limit Break to use whenever I feel like it.

Yes, just like most of the other Dual Element LBs, you’ll need 4 Characters of each element to get the full effect.

4 Fire Characters will allow Ultima Weapon to deal 9000 damage to a Forward. If you have 4 Water Characters, Ultima Weapon will break one of your opponent’s Forwards.

What’s not to like?

The cost? It’s only 6CP. Opus I Odin costs 7CP, and only breaks 1 Forward.

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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.