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)?

24-019R – Umaro
24-020C – Ulmia
24-021H – Kurasame
24-022H – Gogo
24-023C – G Deleter
24-024R – Shiva (XVI)
24-025L – Genesis
24-026H – Zalera, the Death Seraph
24-027C – Shantotto
24-028R – Jill
24-029C – Squall
24-030C – Terra
24-031R – Torgal
24-032R – Piscodaemon
24-033L – Bhunivelze
24-034C – Velis EX
24-035C – Mateus (XII RW) EX
24-036C – Nu Mou
23-020C – Red Mage
23-021C – Weiss
23-022R – Aemo
23-023H – Anima, Eikon of Eikons
23-024R – Shiva EX
23-025C – Shelke
23-026C – Jegran
23-027C – Jihl Nabaat
23-028L – Cecil
23-029R – Zenos
23-030C – Serah
22-031C – SOLDIER Candidate
22-032H – Drautos
22-033C/15-038C – Knight
22-034R – Pacos Amethyst
22-035H – White Tiger l’Cie Nimbus
22-036C – Flan
23-037R – Lightning
23-038H – Lady Lilith
22-019C – Ice Bomb
22-020R – Vallaide
22-021R – Emina
22-022R – Quistis
22-023C – Bard
22-024L – Kurasame
22-025C – Cloud of Darkness
22-026C – Seymour EX
22-027R – Shiva
22-028H – Cissnei
22-029R – Jihl Nabaat EX
22-030C – Shinryu Celestia
22-031H – Squall
22-032L – Sephiroth
22-033C – Time Mage
22-034H – Medusa
22-035C – Yuke
22-036C – Rinoa
What do we talk about today?