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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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