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Blissful Ice

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29-020R – Astos

I’m liking this Astos. The only thing that would make it better is 8-bit Pixel art. C’mon Square-Enix, give us what we want! Or, at least what Kardboard Korner wants.

Astos a 2cost Forward that will Dull//Freeze one of your opponent’s Forwards.

So far, so good.

Astos will stay on the field, and once he blocks one of your opponent’s attacks and gets sent to the Break Zone, Astos will search for another Astos, and that Astos will be played on to the field dull, means that Astos will Dull//Freeze one of your opponent’s Forwards once again.

3 of these in any Ice deck will be good.

29-021R – Ultima Weapon Origin

Ok, we got a Weapon.

Ultima Weapon is more like a Shotgun. Double Barrel. You are able to deal 2000 damage to all of your opponent’s Forwards.

You can then Activate Ultima Weapon Origin and use that ability again. That’ll bring the total damage to 4000 per Forward. You’ll probably break a few of them, and the others will be on the verge of being broken, so your attacks will go through or you’ll break those Forward when they block.

And, with a 9K body, Ultima Weapon Origin will stick around long enough to be a thorn in your opponent’s side.

 

29-022R – Cray Claw

4CP for a Monster? Are there other Monsters that cost 4CP? Quite a few actually.

Cray Claw comes on in and deals one of your opponent’s Forwards 5000 damage, and depending on how many cards they have in their hand, that damage can go up to 8000. Which is good enough to break a Forward, depending on the Forward that is.

And, if you have 5 Backups on the field, Cray Claw will also become a Forward with 9000 power.

It’s not bad, It’s not great, it’s decent.

 

29-023C – Goblin

A 1 cost Monster.

Cheap.

Deals a dull Forward 3000 damage.

Draws you a card.

That’s about it.

 

29-024H – Shiva

For 5CP you can choose up to 3 abilities, and all of these are good as stand alone, but when you can combine, 3 of the 4 choices, you’re going to cause disruption.

1) Dull/Freeze 2 Forwards
2) Dull/Freeze a Backup
3) Your opponent discards a card
4) All your Ice Forwards gain +3000 power.

Mix and match, and then attack.

 

29-025R/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.”

 

29-026C – Cid Raines

This is where your discard deck will shine a bit more.

Cause every time your opponent discards a card, Cid Raines will Dull/Freeze one of their Characters.

The good thing is that Cid doesn’t need anyone else for this, he can take care of it all by himself as well.

When you have 3 points of damage and Cid enters the field, your opponent discards a card. And, let’s not forget about Seraphic Ray, where your opponent discard a card as well.

.

 

29-027L – Shantotto

This Shantotto looks spicy. And, how does an Ice card have a Fire spell in the art?

Anyway, on to the card. Shantotto being Shantotto, as she comes in and casts Dull//Freeze on all the Characters except for Mages.

That’s a quick way to get the upper hand on your opponent, they won;t be able to block anything this turn, and you can come in swinging. All you need is a way to activate all of your Forwards that aren’t Mages and you can go to town.

Shantotto still has one more ability that Activates once per turn.

Break a dull Forward, Freeze 2 Backups, or have your opponent discard a card.

All of which are good.

Is this the card we need to get a Mage deck going?

29-028C – Jill

What is it with Jill and Freezing your opponent?

Think about it.

Jill and Jihl Nabaat, what do they have in common? They’re both Ice cards and they both Freeze.

But, Jill will also Dull 2 Forwards while Freezing them.

Plus a 7K body that can Prime into Shiva, I’ll take it.

 

29-029R – Xezat

I like this card.

Xezat is the ultimate protection against your opponent’s Summons and abilities. As long as you have a couple of Crystals.

Your opponent must choose Xezat when they are targeting. Meaning that while Xezat will probably be broken, you can use his second ability that costs 2 Crystals, send him to the Break Zone, since he was already going there, and remove one of your opponent’s Forwards from the game.

You can choose the Forward that cast the ability, or choose another Forward cause that ability will fizzle out anyways.

Either way, you’re slowing your opponent down, and Xezat did what he came in to do.

Xezat is also an 8K body.

29-030H – Celes

Yes, put this in any Ice deck.

Celes comes in for 4CP and you can play an Ice Character from your hand onto the field. 3CP or less. That means that you’re only paying 1CP to play Celes.

And if you’ve been playing Ice like it should be played, your opponent will have at least a couple of dull Forwards on the field. That means that Celes can not be chosen by Summons or abilities.

You can also dull 2 of your Forwards, in order to dull one of your opponent’s Forwards, which will add to the total number of Forwards that your opponent has.

Celes also has a 7K body, so she will be sticking around for quite a bit.

29-031C – Onion Knight (FFTS)

I actually used this card at Midnight Prerelease. And, I got to say it won me a match.

Onion Knight, just like in the games, gets stronger later in the game.

Depending on how much damage you have taken. Let’s say at 3 points of damage, Onion Knight gains +2000 power. And at 5 points of Damage, Onion Knight gains +2000 power and First Strike.

This gives Onion Knight a total of 9000 power and First Strike at the end of the game. And, you can have 3 of them on the field at the same time.

Just throw a couple into your Ice decks.

29-032C – Chadley

I’m trying to figure this out. Chadley acts more like a Monster than a Forward. But then again, there are Monsters that act more like a Forward than a Monster.

Chadley has one job, and since he can’t attack or block, that’s all he gets to do.

Every other turn, Chadley will give one of your Forwards +3000 power.

You will be able to use that ability as long as Chadley has a Research Counter on him. If not, then you can just dull Chadley to give him a Research Counter.

 

29-033L – Terra

As much as I want to say that I like this card, I can’t.

I was never one for a Summon deck. I hardly have any Summons in any of my decks for that matter. And Terra here, looks like she needs to be in a Summon heavy deck.

Terra comes in and you an search for a Summon, chuck it into the Break Zone, and then you can choose 2 Characters. Dull/Freeze them.

And then you can put Terra into the Break Zone, and play a Summon that costs 5CP or less for free. Well, technically it’s not free. You’re paying 3CP to use that ability, and you’re getting rid of Terra in the process.

I’ll pass.

29-034C – Tyro EX

And, here I thought they were going to make up for banning Opus XI Tyro.

This time we get Tyro in Ice, and he doesn’t do a lot, but he can grab and Ice Character when he enters the field. And, that’s only if there is an Ice Character in the top 4 cards of your deck.

Other than that this Tyro is just a Backup. that will generate you 1CP per turn.

His ability also comes off of an EX Burst, so that might mean something.

.

 

29-035H – Torgal

This isn’t a Wolf, it’s a sacrificial lamb. That both Clive and Jill will use. Now I haven’t played FFXVI yet, but I think this might be part of the story. Don’t tell me if I’m right or wrong.

Anyways, back to the point. Torgal is a .. you guessed it .. a Free Play! As long as you have Clive or Jill on the field.

All Summons and abilities must choose Torgal, and when he is sent to the Break Zone, your opponent will discard a card.

Plus, Torgal will also act as a Meat Shield. that’s why Torgal is a Forward.

 

29-036C/15-038C – Knight

“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”

.

 

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29-037C – MAI

Where was this card when Relm was running on a rampage?

MAI is ready to get rid of those pesky Monsters. At least one of them.

And, at 2CP, this card is a definite yes in your deck, especially if you’re constantly running against Monster decks.

MAI, will break a Monster or return it to it’s owner’s hand.

All you need is a way to either break MAI, or find a way to bounce her off and on the field.

 

29-038H – Mog (VI)

Mog (VI) is the perfect card to play with Celes. Mog will come right in and Break a dull Forward. And when that Forward hits the Break Zone, Mog will draw you a card.

And all this for a Free Play on Mog’s part.

Mog also comes in with a 8K body, meaning he’ll be a little bit of a problem for your opponent. But, you might actually want to send Mog to the Break Zone. That way you’ll be able to play him again, and break one of your opponent’s dull Forwards once again.

Cool Singles!

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Memories of Life

We’re jumping straight into the big news today—Opus XXX : Memories of Life has been officially revealed! This set is breaking tradition in a few ways and looks like a massive love letter to Final Fantasy IX.

Here is the breakdown of what we know so far:


Pack Art & Themes

For the first time in FFTCG history, we are getting three different pack designs in a single set! All three feature characters from Final Fantasy IX, confirming that this legendary title is the centerpiece of the set. Personally, I’m crossing my fingers that we finally get some Tantalus cards to round out the FFIX roster.

The Gold Signature: Shantotto

Our Gold Stamped Signature card for this set is the legendary Shantotto.

I’ll be honest—at first glance, I didn’t recognize her! I thought it was one of the Tarutarus from Opus XIX: From Nightmares, and I was genuinely confused why they’d give a Tarutaru the Full Art Signature treatment. But now that the dust has settled, I can say it is an absolutely gorgeous card.

The Return of Noir & Legacy Cards

The Noir collection continues to grow! This time, Sephiroth is getting the black-and-white treatment. Since both Noir cards so far are Final Fantasy VII characters, I’m starting to wonder if they are slowly reprinting the cards from the exclusive Noir art book.

We also have a killer lineup of Legacy cards:

  • Tifa (Dawn of Heroes)

  • Cyan (Beyond Destiny) — That Cyan card is definitely the standout for me.

  • Vegnagun (Tears of the Planet)

Multi-Element Comeback

Multi-Element cards (the non-Limit Break versions) are officially back! It’s been 11 Opuses since we last saw these in From Nightmares, so it’s about time they made a return to the meta.

 


Card Spotlight: Shantotto (30-080L)

Let’s look at the math on this new Shantotto, because it is potentially terrifying.

  • Cost/Power: 8 CP / 9000 Power

  • Element: Lightning

  • The “Free Play” Potential: Shantotto’s cost is reduced for each Lightning Character you control. If you’ve built your board right, she can effectively be a Free Play.

The Board Wipe: When she enters the field, she deals 1000 damage to all Forwards (excluding herself) for every Lightning Character you control.

The Math: If you have 8 characters out to make her free, she enters and deals 8000 damage + 1000 for herself = 9000 damage to the entire board.

The Value Engine: As if a board wipe wasn’t enough, every time she attacks, you reveal the top card of your deck. If it’s Lightning, it goes straight to your hand. She clears the path and then refills your resources.


Refia or Sephiroth?

Aside from Shantotto, the other card art revealed so far is top-tier. I’m currently torn between the new Sephiroth and Refia for my favorite art in the set—both look incredible.

What do you think of the new Shantotto? Is she a guaranteed inclusion in your Lightning decks, or is 8 CP too much of a gamble?

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Icelike Oceans

28-020C – Blue Mage

This is a card that we haven’t had something similar in a long time.

Blue Mage gives you a chance to take a peak at your opponent’s hand. Not only that, but you get to choose a card from their hand and send it to the Break Zone.

For 2CP this is a great card to play in any Ice deck.

The only drawback would be that you need 5 Backups to be able to use Blue Mage’s ability. And, since you’re also sending Blue Mage to the Break Zone for this ability, you will now have more room for another Backup.

28-021R – Eald’narche

Discard, Dull and Freeze.

Eald’narche does it all. All at the same time.

Whenever your opponent discards a card, you get to Dull/Freeze one of your opponent’s Characters.

Also if by any chance KAm’lanaut enters the field, Eald’narche can pay a Crystal, and your opponent will discard a couple of cards, meaning that Eald’narche will Dull/Freeze a Character.

Just Rinse and Repeat.

28-022L – Kadaj

How many Remnants can you remove from the game?

Kadaj comes in and you will take one Remnant in your Break Zone and remove it from the game. Now all you got to do is find a way to remove another Remnant from the game.

Why?

Because, if you have 2 Remnants removed from the game, at the end of every turn of yours, your opponent will discard 2 cards.

Talk about Turbo Discard. Kadaj will give you a head start.

And, for the price of a Crystal, you can send a dull Forward to their owner’s hand. Luckily you’ll get 2 Crystals when Kadaj enters the field.

28-023C – Kam’lanaut

Here we go, do you see the Combo and how it works. We’ll explain later.

First off let’s see what Kam’lanaut does.

When he enters the field, Kam’lanaut will Dull/Freeze one of your opponent’s Forwards. You’ll gain a Crystal as well.

Glacier Blade, will break a dull Forward, and you’ll gain another Crystal with it.

So, what’s the Combo?

Eald’narche is already on the field. You play Kam’lanaut and you’ll Dull/Freeze a Forward. and gain a Crystal. You’ll then use that Crystal to have your opponent Discard 2 cards. Once those 2 cards are discarded Eald’narche will Dull/Freeze a Character.

You see, Discard 2 + Dull/Freeze 2 = A great play.

28-024R – Gil Snapper

More Moogle Bounty Mayhem.

These cards look like they’ll cause some Mayhem to your opponent.

As long as Gil Snapper is on the field, all damage dealt to your Forwards 2CP or less, will have their damage reduced by 2000. That could be more than enough to keep them on the field.

Gil Snapper also becomes a Forward with 6000 power, and his first ability does reduce the damage that Gil Snapper takes as well.

You can probably throw Gil Snapper into any deck. Even if he’s not in an Ice deck, I’m sure you’ll find ways to bring him out.

28-025C – Kuja

Kuja is ready to sabotage your opponent. At least for this turn.

Kuja comes right on in and Dull/Freezes 3 of your opponent’s Forwards.

6CP.

And, you will play this card with a smile on your face.

And, you will smile when your opponent can not do anything to block your attacks.

 

28-026C – Clavat

I know I just saw this card.

This comfirms our generic common, that is the same through out all the elements in this set.

We’ll keep it short, or I can just Copy/Paste

“Here we go, a Crystal Generator.

One when Clavat comes in, and one when you use the ability to send her to the Break Zone.

Simple.

Easy to understand.

Not much else going on here.”

28-027C – The Emperor

The Emperor comes in and a dull Forward goes out.

Not only do you send a Dull Forward back to your opponent’s hand, but they will also discard a card from their hand as well.
And that’s about it.

5CP, 8000 power. And after he enters the field, The Emperor becomes a Meat Shield.

And, there’s nothing wrong with that.

 

28-028H – Shiva

A Hero Summon for 2 CP, can’t go wrong with that, even if you do pay the extra cost of a Crystal.

Shiva allows you to choose 2 of her two abilities. Yes, you pay the Crystal if you choose both.

1) Break a damaged Forward.

2) Dull one of your opponent’s Forwards, and your opponent discards a card.

Not bad. Not bad at all.

28-029C – Shantotto

You can’t lose with Shantotto.

For 3CP, Shantotto enters the field and you reveal the top card of your deck.

If it’s and Ice card, your opponent discards a card.

If, it’s any other element, you’ll draw a card.

And, the icing on the cake. You get to see what the top card of your deck is.

 

28-030H – Shuyin

This is interesting.

Shuyin acts more like a Summon than a Forward.

Shuyin comes in and you can either choose a Forward your opponent controls and remove it from the game. Or, you can have your opponent choose 2 cards from their hand and remove them from the game.

You’ll also have to remove Shuyin from the game as well.

So, the question is why did they make Shuyin a Forward?

Unless, there is a card that can bring Shuyin back after he has been removed from the game.

This is a card that I’ll keep my eye on, just because I’m curious to see what people will do with it.

28-031L – Snow

For 5CP you get a Forward that keeps on giving.

Snow has 3 abilities, and you get to choose 2 of them when he enters the field, and whenever Snow attacks.

1) Dull/Freeze 1 Character
2) Reveal the top 2 cards of your deck, add a Final Fantasy XIII card to your hand.
3) The next Final Fantasy XIII card you play is reduced by 2CP.

Plenty of choices here, but I see most people using 1 and 3.

28-032H – Cecil

Paladin Cecil now makes more sense.

Cecil comes in and you can pay the extra cost of removing 3 Forward in your Break Zone from the game. You can then choose one Character, Dull/Freeze. And then, your opponent will discard a card.

And, when your opponent finally breaks Cecil and sends him to the Break Zone, it’s like Cecil finally beat himself at Mt. Ordeals, and comes back as a Paladin.

And, when Paladin Cecil comes in, since Dark Knight Cecil is already in your Break Zone, you’ll draw a card.

28-033C – Sephiroth

At 3CP this Backup is great. Sephiroth is doing Ice things.

When Sephiroth comes in your opponent discards a card.

And, if you ever needed to break a Multi-Element Forward, Sephiroth is here to help you do it.
That’s about it.

Simple, but effective.

 

28-034C – Paladin

There are plenty of ways to have your opponent discard a card this set.

Paladin here is one of them.

Whenever Paladin deals damage to your opponent, your opponent will discard one card.

And, if you pay a Crystal you can also give Paladin +2000 power and Brave, giving him a 9K body.

You can do a lot worse for 3CP.

28-035R – Harley

What else would Harley do?

She searches for a Bard.

*Cough Edward Cough*

And that is about it. Although it doesn’t necessarily say that you have to search for Edward, but we all already know that Edward is a Bard, and Harley is his secretary.

Maybe Bards will become a thing.

28-036R – Yazoo

Removing Remnants, to gain Crystals.

That seems like what the Remnants would do.

Yazoo removes, one Remnant, and gains 2 Crystals. Just like Loz.

Then you can use those Crystals to Dull/Freeze a Character once per turn.

I might finally give the Remnants a spin this set. I’ve been meaning to do it for a long time now. Ever since Opus XI.

28-037H – Yoshikiri

Yoshikiri is looking to spend all those Crystals that you’ve been farming.

When he enters the field, pay a Crystal, and your opponent will discard a card.

Yoshikiri is blocked, and you can then pay a Crystal and your opponent discards a card.

And, if that’s not enough, you can use Yoshikiri’s ability, that will force a Forward to block. So, not only will your opponent discard a card, they will lose a Forward in the process as well.

This will be a fun card. For you. Not your opponent.

28-038R – Loz

I don’t know where to start. So, we’ll just start from the card. Which is what we’re doing anyway.

Loz comes in and you can remove a Remnant from the Break Zone and you’ll gain a couple of Crystals for it.

Now, what does Loz do with these Crystals?

You can use them to give an Ice Forward +2000 power. This can be useful as a counter measure. Give an Attacker that is being blocked +2000 power to Break the Blocker, or the other way around, +2000 power to your blocker to break the attacker.

Are we finally going to be able to get a good Remnant deck going?

Cool Singles!

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Gunslinger in the LB Deck

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26-124R – Amarant LB

Almost looks like Wolverine.

Amarant is ready to break one of your opponent’s Forwards. Just make sure you have enough Fire Power to get the job done.

What’s this Fire Power? Fire Power as we like to call it, not an official term, is the Fire Characters you have on the field. Yes, Fire Power only makes sense with Amarant.

For every 2 Fire Characters you have on the field, Amarant will deal 3000 damage to that Forward.

I’m putting this one straight into my Bomb deck.

26-125R – Heretical Knight Garland LB

Has your opponent got 2 pesky Backups that have some great abilities? Not for you, for your opponent.

Well H.K. Garland is here to give you a hand with that. At least for a turn.

When Heretical Knight Garland enters the field, he will Freeze two of your opponent’s Backups. Hopefully they’re already dull, or this won’t help you one bit.

And, that is it. Freeze 2 Backups, and then all Garland is, is a Meat Shield. Or a body if you prefer that term.

6CP, is kinda high to pay, but you can play H.K. Garland whenever you’d like as he will be waiting in your Limit Break Deck to strike, I mean Freeze your opponent.

26-126R – Yuffie LB

Need more cards?

Yuffie here, along with the help of another 2 Final Fantasy VII Forwards, will steal them …. I mean, hunt one down and bring it to your hand.

That’s more like it. Cause we all know Yuffie isn’t a thief, and stuff.

If that was all, Yuffie would have been a decent card, but she’s not done. Not even close.

You can discard 2 Final Fantasy VII cards from your hand, dull Yuffie, and Break one of your opponent’s Forwards. That comes out to 4CP. That is what we call a cheap Odin.

And, Wind doesn’t have Odin, so Yuffie should be in your Limit Break deck.

And, let’s not get started on the art.

26-127R – Dark Fina LB

This is what you call a Free Play, or something close to it.

Dark Fina is ready to be cast at a moment’s notice, simply because she is in your Limit Break Deck. But, you already know that.

Yes, she does cost 9CP, but look at what you get in return.

Once she enters the field, you may cast a Summon that costs up to 7CP. There are 3 great candidates here. Odin EX (1-124R), Phoenix (5-019L) and Zeromus, the Condemner. These 3 all cost 7CP, so technically, Dark Fina LB is a free play as you will draw a card whenever you cast a Summon.

Odin will Break a Forward, simple enough.

Your best bet will be either Phoenix or Zeromus. Phoenix will deal a Forward 8000 damage and play a Forward of 3CP or less from the Break Zone onto the field, and Zeromus will add a Forward from your Break Zone to your hand, and your opponent will put one of their Forwards into the Break Zone.

You’ll be up CP with these 2.

Since you’ll be drawing a card when you cast a Summon, I think it’s best to play Dark Fina in a Summon Heavy deck.

But, what do I know?

26-128R – Shantotto LB

In need of a big play?

Shantotto can help, and her cost confirms it!

Shantotto is your trump card whenever you need her. And, we mean whenever. For 9CP she will break 2 of your opponent’s active Forwards.

And, her Limit Break cost isn’t that big either, I would have expected it to be at least 5 considering the damage that she causes.

If you’re playing anything Lightning, it’s worth to have at least one of these in your deck.

26-129R – Refia LB

Refia is ready to be thrown into a WoFF deck, or any deck that has a few World of Final Fantasy Forwards in it.

When Refia steps on to the field, she will grab a WoFF Forward from the Break Zone, and bring that out to the field as well.

And since, this does not say any element, you can splash any Element into your deck, as Refia will be able to play it from the Break Zone.

Is WoFF going to make a comeback?

Only time will tell, but it has got cards that will make a case for it.

26-130H – Lightning

5CP to play Lightning from your Limit Break deck. You’ll need all of your LB points used for Lightning to come in with Haste.

Other than that, Lightning is a glorified Meat Shield, but she does shine when she leaves the field.

Once Lightning leaves the field, you can either play another Lightning that costs 4CP or less from your hand, or you can search for another Lightning.

There are plenty of Lightnings to choose from, all you have to do now is find the perfect one that will work for you.

Singles to Break that Limit!

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Hidden Legends of Ice

24-019R – Umaro

I don’t see why anyone would play Umaro on to the field, when his ability goes into play when Umaro is in your hand.
For 3CP you can discard Umaro from your hand a break a dull Forward.

That’s it. Plain and Simple.

I mean you can play Umaro on to the field for 2CP, but that’s about it. He’ll just stay on the field producing 1CP per turn.

I’d say Umaro is more like a 3 cost Summon, and he should be treated as such.

24-020C – Ulmia

Can you here the Harps playing your song?

Ulmia is ready to Freeze one of your opponent’s Characters.

And if you got another Final Fantasy XI Forward on the field, Ulmia will make your opponent discard a card.

Ulmia will make Anselmo proud.

“Walk on home, boy!”

Maybe she can take Dime’s spot. Put some Distortion on that Harp.

24-021H – Kurasame

Deja vu?

I think we’ve seen this one before.

This time Kurasame is a Hero though, instead of a Legend.

Kurasame comes in and Freezes your opponent’s Characters. How Many? Depends on how many Backups you have on the field.

And depending on if your opponent has at least 4 dull Characters on the field, Kurasame will draw you a card every time he attacks.

You can run this one and the Hidden Hope Kurasame, and you’ll have 6 Kurasames that will Freeze your opponent’s Characters.

24-022H – Gogo

Gogo is back!

And s/he is better than ever.

Whatever FFVI Deck you’re playing, just throw Gogo into your deck. 3 copies will be perfect.

First line of attack, play Gogo, and protect Gogo at all costs.

Why?

Gogo casts Reraise on one FFVI Forward once per turn.

If a Final Fantasy VI Forward is put into the Break Zone, once per turn Gogo will bring them back!

If that’s not a great card, I don’t know what is.

24-023C – G Deleter

A backup that causes a splash.

Why a splash?

Because G Deleter is Ice splashing in Water.

G Deleter comes in and you draw a card, and if you have 4 Ice Backups, you can dull and Freeze one of your opponent’s Characters.

Not bad for 3CP, and you get 2CP back once he enters the field.

24-024R – Shiva (XVI)

Shiva comes in and you can Break 2 dull Forwards.

And at the end of each of your turns if 2 or more of your opponent’s Forwards are sent to the Break Zone, your opponent discards a card.

You get all of this and a Forward with 9000 power.

You’ll probably just want to Prime into Shiva instead of paying the 7CP.

 

24-025L – Genesis

First off the card is awesome. The art, the abilities and that we’ll finally have a great card to start off a SOLDIER deck.

Genesis comes right in for 5CP. Yeah, it’s your standard 5CP for a 9k body, but you get to choose from 1 of 3 abilities.

Have your opponent discard a card, choose 2 Characters to Dull and Freeze, or have your next SOLDIER’s cost be 3CP less.

The best part is that, you can choose more than once. Every time a SOLDIER enters the field one of Genesis’s abilities will
trigger, allowing you to choose which one you would like to do.

You should keep a playset of Genesis until Tears of the Planet comes out, that way you can use it in a Ice/Lightning deck with that Zack card that was spoiled for the next set.

24-026H – Zalera, the Death Seraph

4CP to break a Forward.

Not bad, when you consider that Summons that break Forwards come in at a high cost.

Zalera does hit a little different. You just choose the cost of the Forward. 4 or less, or 5 or more. After that your opponent will choose which Forward to break.

I wouldn’t say that this is a great card, it is good card, it’s just the chance of using it and getting what you want out of this Summon is slim.

Unless they only have 1 Forward that is 5CP or more, then you’ll know that you’ll hit your target.

24-027C – Shantotto

Shantotto coming in with a trombone, and I’m ready to crack a joke about rust. But, I’ll keep my mouth shut this time.

Shantotto reduces the cost of casting your Summons by 1, add Opus I Yuna to the mix, and all of your Summons cost will be reduced by 2.

And, that’s not all. Shantotto has the ability to Dull/Freeze a Forward if you have already cast a Summon this turn.

If I was a heavy Summon player, I would be playing a Yuna/Shantotto Combo.

24-028R – Jill

Lots of cost reducing in this set.

Jill is no different.

Jill’s cost is reduced by 2 if Clive or Torgal is on the field.

That means for 1CP you can Dull/Freeze one of your opponent’s Forwards, and you’re still left with a 7K body.

After that, you can Prime into Shiva (XVI) and break 2 dull Forwards.

I think we’ll have to see Priming in action before I get excited about it.

24-029C – Squall

Squall acting like he’s Opus IV Viking.

Getting things done when he enters the field and when he leaves the field.

Squall won’t draw you a card, but he will deal a dull Forward 5000 damage. Which can be more than enough to Break it.

And, let’s not forget Rough Divide, which gives Squall +1000 power and First Strike.

And it’s only 3CP!

Given Squall’s 8000 power, it would normally have been 4CP.

This is a decent Common to have.

24-030C – Terra

Theatrhythm is going strong in this set.

Terra comes in and grabs a Summon from the Break Zone.

This also comes off of an EX Burst.

You can then cast that Summon for one less Crystal Point with Shantotto.

After that Terra sticks around as a 5K body, ready to block. Or, attack.

 

24-031R – Torgal

Well here is the main card of your Final Fantasy XVI engine.

Torgal, the Wolf.

I don’t know much about Torgal, except for the fact that most of your FFXVI Forwards can be paid with CP from any element. This includes Priming costs as well.

Being a Backup, it is a little harder to have Torgal sent to the Break Zone, but, there are a couple of cards that can break Backups, but I think Torgal will be just fine.

This will be played.

And, it’s only 2CP.

24-032R – Piscodaemon

Why do I always go to write Psycho Demon when I’m trying to write Piscodaemon?

2 cost Monster that can be sent to the Break Zone when one of your Forwards attack.

And when Piscodaemon is put in the Break Zone, you can choose 2 Characters and Dull/Freeze them.

After that in your Main Phase 2, you can bring in Shiva (XVI) and break those 2 dull Characters. If they’re Forwards. Not Backups.

“Psycho Demon, Qu’est-ce que c’est?”

24-033L – Bhunivelze

Bhunivelze is back. It’s been a long wait since Crystal Radiance to get a new Bhunivelze card.

I can see this card being played in a Monster deck, especially if all those Monsters have effects that go off when the Monsters are sent into the Break Zone.

And, for every Monster or Forward that you’ll put in the Break Zone, your opponent will choose 1 Forward they control and send it to the Break Zone.

Mass Extinction going on here.

This could be Game Over for your opponent.

After all is said and done, you’ll still have a body with 10,000 power.

Just in case your opponent survives the onslaught.

24-034C – Velis EX

Well, this confirms it.

Warriors of the Crystal will be a thing here.

At least for a month or 2, just so everybody can try it out.

All you need is some Crystals to be able to bring in all the Warriors of the Crystal into play without worrying about color fixing.

Let’s talk about Velis now.

Whenever Velis or a WotC (imagine that) comes indull and Freeze one of your opponent’s Forwards.

It will be a bunch of abilities going off at the same time.

I believe it’ll be fun.

24-035C – Mateus (XII RW) EX

2 cost Summon.

2 choices.

Which one will you pick.

Break a dull Forward that costs 3CP or less.

Or.

Dull a Forward, Draw a Card.

Choice is yours.

Ex Burst as well.

24-036C – Nu Mou

Nu Mou, just chilling in your back line until an Ice Forward enters your field.

After that you can put Nu Mou into the Break Zone, and you can Dull and Freeze one of your opponent’s Forwards.

It seems like all the Ice cards were Dull and Freeze and dull and Freeze some more.

But that’s what Ice does.

Now you have more cards to choose from.

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