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Hidden Legends of Wind

24-037R – Ashe EX

High cost Forward troubling you?

Ashe will take care of that for you, but not for long. You’ll be able to put that Forward on top of it’s owner’s deck. That means Ashe can also choose one of your Forwards, if you want to get the effect of it’s enter the field ability.

Which can be useful.

Now, if you put your opponent’s Forward on top of their deck, just make sure you deal a point of damage this turn. That way you’ll be able to send that Forward to the Damage Zone and then you won’t have to worry about it again.

This also comes off of an EX Burst.

You can also put Ashe into the Break Zone to activate a Forward while giving it +1K power.

24-038H – Valefor

Valefor makes a comeback, after being on hiatus since Opus I.

At 1CP it looks promising, let’s take a look.

Pay X, reveal the top 7 cards and play a Character of X or less.

I don’t know if I like it.

It’s almost a search and play to the field, but it is limited. And, that’s probably why it only costs 1CP.

It might work here or there, but either Opus I Valefor will work better for me.

24-039C – Vaan

Vaan and his trumpet.

At 5CP, Vaan can become a Activating Machine.

When Vaan enters the field Activate 2 Backups.

When Vaan attacks, Activate 2 Backups.

That’s 4CP right there. You paid 5CP.

One more attack and Vaan will be paying you to be on the field.

Vaan comes with a 9K body, and Aeroga Blade which deals a Forward 9000 damage.

I would play this card. I might even play it at Pre-Release. Midnight Pre-Release to be exact.

24-040C – Viera

Pay 2CP to activate 2 Backups later on.

Viera is more like a bank.

She’ll keep your CP and give them back to you when you need them later on.

In the mean time, Viera will produce 1CP per turn as any Backup will do.

And, when the moment is right, and you would like to use your Backup’s abilities you can use Viera to activate them.

I’d say a definite maybe.

24-041C – Onion Knight

Warp 1 for 1CP instead of paying 3CP! You’re already ahead.

Onion Knight is a recycling machine, ready to be removed and warped back in. This will be perfect if there is ever a threat to Onion Knight.

And at 3 points of Damage Onion Knight gains +1000 power.

That’s a 9K body, that can be recycled back into the game for 1CP.

Let me give this a try.

24-042R – Garuda (XVI)

5CP to activate all of your Backups.

Or, you can just Prime into Garuda with Benedikta. I haven’t seen Benedikta yet, but she’s coming up.

Activating your Backups already seems popular this set. Add in Bismarck, Lord of the Mists. And then you have a way of drawing cards, returning cards to your opponent’s hand. And when you have returned cards to their hand, you hit them with some Ice, and have them discard cards from their hand.

Ice/Wind for 2025

24-043C – Thief

Here’s another way to draw a card. Making Thief a 1 cost Backup

After that, once thief enters the field and if you already have 4 Wind Backups on the field, you can choose 1 of your Forwards, and it cannot be blocked for this turn.

Is it worth it? Having thief take up a spot in your deck for the chance that you might come across the perfect situation in order to use him?

I don’t know, probably better to leave this one out.

 

24-044H – Zidane

Zidane doing Zidane things.

He’s stealing cards from your opponent.

For 3 CP you can grab and Character from your opponent’s Break Zone. Yeah, you do remove it from the game, but you can cast it at any time you would cast it. Makes Sense?

Why is this one better than the other 2 Zidane’s that allow you to grab a card from your opponent?

Simple, you get to choose which one you grab.

And, at 5 points of damage, your Backups produce CP of any color.

I’ll be adding at least one to my deck that plays your deck.

24-045C – Jeume

Jeume, your Wind Warrior of the Crystal.

I was hoping for something better, after seeing Fire and Ice, but we have Jeume.

She’s not bad, she still allows here comrades abilities to go off when she enters the field.

She just doesn’t have any abilities that go off.

Nothing wrong with that, just because she can’t be chosen by your opponent’s abilities.

And, you have an 8K body.

24-046R – Leech Bat

I’m seeing a pattern here. I almost forgot about the Elemental Monsters that are all the same, but different.

Leech Bat hangs around, and when one of your Forwards attack, you can toss it into the Break Zone, making your opponent reveal there hand.

You’ll then pick the card you like, and toss that one to the Break Zone.

Your opponent will then draw a card.

That’s the only thing I don’t like about it.

After that, you’ll play Zidane, remove that card you selected from the game, and now it’s yours to cast whenever you’d like.

24-047R – Sophia (SOPFFO)

Sophia’s Choice.

Was that a band, or a movie?

But, you do need a Crystal in order to choose.

Sophia can either Break a high cost Forward, or she can break a monster.

The choice is yours.

Not Sophie’s. I mean Sophia’s

After that you have a 8K body that’ll hang out on the field.

24-048L – Tidus

“It’s Warping Time”

Coming in like a substitution right when you need him.

You can actually just play Tidus right away from the get go. At 0CP there is no reason not to.

Yes, Tidus has 5 Warp counters, but every time a Warp Counter is removed from a any card that is Warped, Tidus will have a Warp Counter removed from him, making his wait a little bit shorter.

When Tidus finally enters the field, all of your Forwards with Warp will have Haste, and they will not be able to be chosen by your opponent’s Summons.

All this for a grand total of 0CP, because you won’t be paying 5CP. You could, but what’s the fun in that?

24-049C – Nono

I’m just trying to figure out what Nono is doing here.

Nono isn’t bad at all, especially for a Common.

Nono enters the field and deals your opponent 2000 damage. Yes, that’s not a lot, but remember you’re playing Wind. And, what does wind do?

If you’ve been reading this, you already know Wind has been activating Backups this set, and drawing you cards.

And, if Nono is the 3rd card that you have cast this turn, Nono deals your opponent damage equal to his power. 3 points of Damage, gives Nono +2K power.

Add in Opus I Maria, and you’ll be dealing a Forward 8K damage.

All this for 2CP.

24-050C – Bartz

I read this once, and thought it was bad.

Reread it, and realized it’s not that bad.

the first time I understood that you had to have 2 cards removed from the game this turn, then I realized it doesn’t say this turn.

If you have 2 Cards removed from the game, Bartz can come in and Activate 2 Backups.

Like the Backups that you used to play Bartz.

Personally, I think there are better ways to Activate your Backups, but this still might be useful.

24-051R – Benedikta

With 3CP you get a Forward with 8000 power, First Strike and at 3 points of Damage Benedikta gains Haste.

That by itself would make it a decent Common.

Meat and Potatoes, nothing to fancy just a good body, or as I’d like to call it, a Meat Shield.

Benedikta can also Prime into Garuda (XVI) and will then Activate all of your Backups. And, return 2 Forwards to their Owner’s hand.

Benedikta will bring the cost of Garuda down by 1CP.

For a body, you can probably just play Benedikta by herself, usually a card with this much power costs 4CP.

24-052L – Belgemine

Automatic protection from Summons, and the more Summons you cast the better Belgemine is.

Cast 2 Summons, deal 2 Forwards 4000 damage each.

Cast 3 Summons, send 3 of your opponent’s Forwards to the bottom of their deck.

And, once you do that, there’s a good chance that you wiped your opponent’s front lines.

Now it’s time to go all out, and know that this was 1 Crystal Point that was very well spent.

Something tells me that YRP will be making a comeback. Add in that Opus I, Legend, Tidus, and I can see it now.

24-053H – Minwu

The Rebels are about to get a deck. Maybe not this set, but when they do Minwu and Opus XVII Maria will be a part of it. I haven’t really looked into it, but I can see the pieces slowly falling into place. IT just needs that one card the Rebels can all rally behind.

Minwu is a 4 cost Forward with 7000 power.

And, yes it is worth paying 4CP for Minwu, as you will grab a Final Fantasy II Character from the Break Zone and play it onto the field. Their cost just need to be equal or lower than the number of Backups you control, and it can’t be Minwu.

All of your FFII Forwards also cannot be chosen by your opponent’s abilities.

I’m going to be looking into a Final Fantasy II deck.

24-054C – Wing Wraith EX

Although Wing Wraith isn’t that powerful as a Summon, you will still be able to hit your opponent with a quick triple succession of 3000 damage to one of their Forwards.

At only 1CP and an EX Burst.

Wing Wraith deals 3000 damage and searches for another Wing Wraith.

Summon again fellow Summoners.

It’s worth a shot.

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Hidden Trials – By Wind

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23-039R – Asura

1CP and a Full Art, cant go wrong with that.

When you cast Asura, you activate all of your Forwards. Plus all of your Forwards can’t be returned to your hand and their power can not be decreased until the end of the turn.

You can either play this at the end of your turn, after you attacked with all of your Forwards. This way if you go all out thinking that you’ll win the game, you can still cast Asura and you will be able to block during your next turn.

I’m sure there’s better ways to play Asura, but that’s how I would play it.

23-040L – Adelle

This is wonderful.

Mono-Wind + Adelle = Hard to beat!

With Adelle, you can go all out with all of your Forwards, and if your plan doesn’t work out, you can attack with Adelle and use her ability to Activate all of your Wind Characters.

That way you’ll have your front line ready to block when your opponent decides to attack.

But, maybe they won’t , once they see all of your Forwards activated.

Only drawback is that Adelle won’t activate during your next turn, but since you’re running Wind, I’m sure you’ll find a way to activate Adelle.

23-041C – Jornee

A 2 cost Backup that that shall buff a Forward, and give it some protection as well.

Sure, that Forward needs to cost 3CP or less. But, once per turn, Jornee will give that Forward +1000 power and all damage dealt to that Forward by your opponent’s abilities will become 0.

I mean 2CP, for some damage control is worth it if you ask me.

And, if you don’t, then try it for yourself.

 

23-042C – Vaan

Well, this looks like a decent Vaan.

Vaan comes in, gain a Crystal

Vaan attacks, gain a Crystal.

Life of Crime, double the damage dealt to a Forward by Vaan.

Use the two Crystals Vaan gained from earlier and deal 8000 damage to all of your opponent’s Forwards.

And, they say a Life of Crime doesn’t pay.

23-043R – Venat

A 2 cost Backup, that can search for herself and play herself straight to the field.

Of course, that ability means that you’ll be searching for Venat (23-115L) and you;ll get 2 Crystals for it.

For me, that is worthless as, I will probably never play the other Venat.

Or you can just keep Venat on the field, and use her first ability to cancel a Summon whenever needed.

Now that, I can use.

23-044R – Silver Dragon

I see a pattern here. Monsters that need a Monster to become a Forward.

Silver Dragon becomes a Forward with 9000 power. Which is pretty decent, considering you only paid 2CP for it, but Silver Monster also has the ability, to protect your Monsters from your opponent’s Summons and abilities.

Meaning that you should throw Silver Dragon into any deck running Monsters and Opus XI Relm, as she searches and plays Monsters on to the field, without having to worry about CP.

Yes, Add it to your Monster deck.

23-045C – Samovira

Another Monster.

Samovira is a Winged Demon, waiting on the sidelines until it’s time to unleash his fury on a Forward, or a Monster.

It’s not much to get him on the field, but you’ll have to send Samovira and one other Monster into the Break Zone. Which in return will allow you to Break on of your opponent’s Forwards 5CP and up, or a Monster.

It’s almost like an even trade.

23-046C – SOLDIER Candidate

Another SOLDIER in training.

Just like the other Candidates, this SOLDIER Candidate gains +3000 power if you have a couple of Standard Unit Forwards in your Break Zone.

Now the question I have, is do SOLDIER Candidate’s abilities apply only to each individual card, or do they all get the effects?

 

 

23-047H – Tyro

The Record Keeper returns, and this time he’s grabbing a card from the Break Zone. You’ll need 3 elements in your back line for this to work. If you do, (which you will, because you won’t be playing Tyro if you don’t) Tyro becomes a Free play.

Tyro will also protect one of your Forwards that is being targeted by a Summon, ability or an attack, by reducing the damage dealt to it, all the way down to 0.

I can see it being used, but I don’t see me using it.

 

23-048C – Dr. Mog

“Calling Dr. Howard, Dr. Fine, Dr. Howard, Dr. Mog!”

Search for a Moogle, does that mean Moogles are a thing now?

Are we going to get Killer Moogles from Outer Space?

So, many questions, we need more Moogles.

Dr. Mog also activates a Moogle with his ability.

Good King Moggle Mog might be making a comeback as well.

23-049C – Ninja

We’ve seen plenty of Ninjas already.

This one is a Backup that costs 2CP, and depending on when you play him, you can a decent card, or a really good card.
Ninja will make a Forward unblockable by a Forward that costs 3CP or more.

Ok, not bad.

But, if you have 5 Backups on the field, all of the Forwards that you control gain that ability.

Allowing you to have a semi-open path to your enemy.

23-050H – Noel

It’s not Warp, it’s Ludicrous Speed!

Noel might cost 5CP to play him, but he can come in easily with Warp. You might not even need to wait a whole turn. If you have 3 Final Fantasy XIII Characters on the field, as soon as you get into your Attack Phase, you will remove 1 Warp Counter for each XIII Character on the field.

You can end up playing Noel for 1CP.

After that Noel comes in with Haste and First Strike, and he’s ready to attack with 9000 power.

He’s gone plaid!

23-051L – Hope

Coming in at 3CP with 7000 power.

Hope is a great card, and you probably will never attack with Hope.

All Hope is going to do, is come in to play, pay (x), search for a Final Fantasy XIII Forward and play it onto the field. This is a great way to splash some more elements into that XIII deck that you know you will be building.

Once the new Forward comes in to play, all you’ll need to do is dull Hope, remove him from the game, and bring him back during your next Main Phase 1. You will then pay XCP once more and search for a XIII Forward and play it on to the field, and repeat.

Don’t forget to add Nora EX (1-079R) and Bartholomew (7-060R) to your deck.

23-052R – Maina EX

Finally, Ninjas have a way to search for Ninjas.

4CP to search, making Mainas cost 2CP.

And then Maina also brings protection, for one of your Ninjas, against your Opponent’s Summons and abilities. Simply by dulling 2 active Ninjas.

Let’s make a Ninja deck that will make Vanilla Ice proud.

“Go Ninja, Go Ninja, Go!”

23-053R – Meteion

A rare Backup, that will activate all of your Backups.

And give you a card as well.

Sure, you’ll have to put Meteion into the Break Zone, but she will have served her cause, and then you can play another Meteion, because this one is gone.

All this for 2CP, not bad at all.

 

23-054C – Yuffie

There are Ninjas everywhere, and Yuffie is ready to go.

2CP, 5K body, and the ability to draw a card every time a Ninja deals damage to your opponent.

Plus if you have a couple of Wind CP ready to go, you can just attack with Yuffie, and if anyone tries to block her, just use those 2 Crystal Points to make Yuffie unblockable.

Almost like Opus IV Locke but, instead of paying with a card of the same name, just use two generic Wind Crystal Points.
I can see this being used.

23-055C/15-058C – Dragoon

Reprint of a Reprint.

Dawn of Heroes, Crystal Dominion.

“Crystals and more Crystals.

Use this reprint Dragoon to generate one Crystal and then use his ability to get him off the field.

See, I actually wrote something this time.

No Copy/Paste.

Nope.

I might Copy/Paste this for the next one though.”

23-056C – Luso

Need a way to bring back a Character from the Break Zone?

Luso here might be able to help.

Luso comes in and let’s you grab a Character of 2CP or less from the Break Zone and play it straight to the field.

And Luso’s abilities don’t end there. You can turn Luso into a Monster Hunter, where he will Break a Monster, but Luso will also end up in the Break Zone.

It’s a decent card, has good abilities when Luso enters and exits the field.

Deserves a shot.

23-057H – General Leo

A General needs his army, and so does General Leo.

Only difference is that General Leo’s army is a lot smaller than your average army. General Leo can handle the battle with only 3 soldiers.

When General Leo’s army is on the battlefield, they will give the General +2000 power and protection from your opponent’s Summons.

Other than that, General Leo will also allow you to play a card of 2CP or less from your hand onto the field, when he enters the field.

A leader among low cost Characters!

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Hidden Hope – Breathing Hope?

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22-037R – Alexander

Oh?
I read this card wrong the first time I read it.

Now that I’m looking at it, this is a great card. Alexander comes in and casts reflect on one of your Forwards, sending that damage to one of your opponent’s Forwards instead. The best thing is that you get to choose the Forward, rather than have it randomly chosen when the damage hits.

And, if you only paid with Backups to cast Alexander, you will also draw a Card, making Alexander a 1 cost Summon.

I’ll gladly add this Alexander to a Wind deck. Probably the best Alexander yet.

22-038C – Wol

Wol has 2 abilities, one which is good, and the other is ok.

The first one will allow you to choose a High cost Forward and send it to the Break Zone. The other allows you to look at the top 5 cards of your deck and add a Wind Character to your hand.

You’ll most likely be playing this card to get rid of that High cost Forward.

I don’t got much else for this.

 

22-039C – Epiornis

This is a Common?

I have to say this is a great card, and at 2 CP it is the perfect monster to have on the field, once you get 3 points of damage.

Why is that?

Well, Epiornis becomes a Forward during your turn. And, Epiornis cannot be bloced by a Forward with a cost of 4CP. That in itself is great. But, if you already have received 3 points of damage, Epiornis cannot be blocked by a Forward of 3CP or less. Thus, making Epiornis unstoppable.

The only way that you can stop Epiornis’s attack, is by a Summon or ability that will deal it damage, or by sending it straight to the Break Zone.

Now, imagine if you have 3 of these on the field.

22-040H – Enkidu

A 3 cost Warrior that will activate 3 of your Backups when he enters the field. Thus making Enkidu a free play.

After that he’ll stick around as a 7K power body, attacking and blocking like he normally would.

This card also sticks to the story, allowing Gilgamesh to call on him when he enters the field. Enkidu must be in the Break Zone when Gilgamesh enters the field. Then you’ll pay 2CP and bring Enkidu in, while activating 3 Backups.

Gilgamesh (7-088L) would be a great choice. You’ll end up only paying 1CP for both Gilgamesh and Enkidu.

You don’t even need to play Wind/Lightning, you can just throw in Enkidu since you won’t need to pay by color if Enkidu is in the Break Zone.

22-041C – Kain

Haste, and First Strike for a Common?

Activate 2 Characters when Kain Attacks?

+1000 power at 3 points of Damage?

How is this a common?

Whatever Rarity Kain has, this card is great. Actually it’s GRRRRREAT!

And, don’t get me started on the artwork, because we’re not here to talk about the artwork.

Just throw Kain into any Wind deck and you’ll do fine.

22-042C – Ranger

Your Standard 2 cost Backup.

Ranger is straight to the point, just like his arrows fly straight towards their target.

Or something like that.

Ranger has 2 abilities. One deals a 2CP Forward 5000 damage, possibly breaking it, and the other breaks a Monster.

Both of these are useful.

And, there aren’t that many ways to get rid of Monsters and Ranger here provides you with a way.

22-043C – Clavat

Simple, basic and straight to the point.

Clavat comes in for 1CP and allows you to look at the top card of your deck. If you like it you can keep it there. If not send it to the bottom of your deck.

It does have plenty of benefits.

Depending on what you see there, your game plan will change for this turn.

Do you see an EX Burst that will cause plenty of damage to your opponent. Leave it there and take a point of Damage. Do you see the card you need to put your plan into motion, play that card that allows you to draw a card.

Worst case is that you don’t like the card, and you can just recycle it to the bottom.

22-044R – Cid (FFBE)

Cid has an ability that activates during very Attack Phase, which is something that makes Cid even more valuable as the game goes on.

You can either Activate 2 Characters, or you can grant all of your Forwards protection from all Summons that choose them.
4CP isn’t alot to pay to Activate a couple of Characters once per turn. Plus you get an 8k body that will be hard to get rid of. Because, once Cid is put into the Break Zone, you can pay 3CP and return Cid to the field. That’s cheaper than playing Cid from your hand.

I like this one.

22-045C – Sosha

4 cost Dragoon that turns into a 2CP Forward if you have a Dragoon already on the field.

2CP for an 8k body isn’t bad at all.

Sosha can also throw her spear onto a Forward of your choosing, dealing it 4000 damage. Best thing is that you don’t need to send her to the Break Zone in order to do it. Just dull Sosha and you’ll be dealing 4000 damage.

This is a decent card. Simple, effective and straight to the point.

If you’re playing Dragoons, you should try adding Sosha.

22-046R – Chelinka

Chelinka here to give Yuri some support, granting him Haste. You’ll just need another Crystal Chronicles Character on the field when you play Yuri, so you’ll have a total of 3 FFCC Characters on the field.

Other than that, that is it.

2CP, 5000 power.

 

 

22-047L – Dorgann

The Art of Removal.

Dorgann, has three different abilities that activate when he enters the field, and yes, you guessed it, they all are removal abilities.

Remove a Forward, Remove a Monster, Remove 2 cards from the Break Zone.

You’ll get to choose one of those abilities to activate. But, if you already played another 2 cards before you play Dorgann, you’ll get to use 2 of these abilities instead.

Meaning that you will probably end up paying only 2CP for Dorgann to come into play.

22-048H – Nanaa Mihgo

Yes, Yes, Yes.

I’ll take 3. I’d take more if I would be able to add more to my deck.

Nanaa Mihgo is a Robber, and she’s here to rob some of your cards and use those same cards against you.

That 2 cost Forward in their Break Zone? Check.

The 3 cost Summon in their Break Zone? Check as well.

You won’t even need to pay for the cost either, they just come into play as soon as Nanna Mihgo comes into the field.

Actually, no you don’t want this card. I’ll give you a dollar for your Full Arts. No? It was worth a try.

22-049H – Bartz

Well, Bartz if you’re not in a Warrior of Light deck, you shall be useless. The only thing you’ll have going for you would be a 5000 power body on the field just hanging around with nothing to do.

But, if you are playing a Warrior of Light deck, he becomes a little bit better.

Bartz has the ability to not be chosen by your opponents abilities, if you remove 3 Warrior of Light Characters from your Break Zone, and it lasts until the end of the turn.

The other ability, is the S ability, where you can pay the cost of a card, then you can search for it and play it onto the field. Which is pretty good. You’ll be able to play any Warrior of Light card in your deck straight to the field.

22-050C – Geomancer

Here we are, a decent Standard Unit Forward.

I like this one.

Geomancer has auto protection from your opponent’s abilities. Not all of them just the ones that can choose Geomancer.
And, if you already have a couple of Standard Unit Backups on the field, you get to Activate 3 of your Backups. Which in turn will make Geomancer a 1 cost Forward with an 8k body.

Can’t get much better than that.

22-051R – Hope

Hope is hidden in Hidden Hope.

You would have thought that he would have been on the box art.

Hope comes in and you get to reveal the top 4 cards of your deck, and grabbing a FFXIII Forward from there. If you don’t find one, they all go to the bottom of your deck.

At 2CP that isn’t bad at all. You might get a free play, if you do find a FFXIII Forward there.

And, if you ever needed a way to get rid of a high powered Forward, Hope here is your answer. With Aeroga, you can Break a Forward with at least 9000 power. And, we do have a more than enough targets for Aeroga.

22-052H – Helena Leonis

Helena Leonis was turning into a great Character, and then I stopped playing War of the Visions.

As we can see she is a Green Mage as well. Although she doesn’t have any attacking spells or abilities, she does allow you to look at the top 2 cards of your deck. One is put at the bottom of your deck, the other is removed from the game.

Now, why would you want to pay a Crystal to look at the top 2 cards of your deck, remove 1 and place the other at the bottom of your deck?

Well, the card you removed, you can cast it this turn for it’s cost minus 2 CP.

You might get a free play, which is always good in my book.

22-053C – Lilisette EX

“Put on your red shoes and dance the blues,
To the song they’re playing on the radio”

And, while we’re dancing Lilisette will come into the field, and deal one of your opponent’s Forwards 1000 damage for each Character you control. Forwards, Backups, and Monsters. Anything goes, Tonight.

You’ll most likely break something with Lilisette.

And, if you find a way to bounce her. You can do even more damage.

Let’s not forget this also comes off as an EX Burst.

22-054R – Reddas

Are Sky Pirates making a comeback? Yes, I’m basing this off of this one card, because Reddas is pretty good, and he’s not even a Legend, or a Hero.

If you have 5 Sky Pirates already on the field, Reddas is a free 9k Body, that will grant all of your other Sky Pirates some protection from Summons.

Your opponent will sure have some trouble trying to get rid of this one.

And, that’s all I need to say here, If you’re playing Sky Pirates, you better be playing Reddas.

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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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Resurgence of Power – Mixing Elements

18-107L – Akstar

A is for Akstar, and he learned the 3-step. I was surprised myself but it’s true. Akstar can dance the Waltz. Just look at all those 3s.

First off Akstar comes in and Dull/Freezes all the Forwards, including your own, that don’t cost 3CP.

When he comes in you can also play a 3 cost Ice or Fire Forward onto the field.

And when he attacks or enters the field you deal 1 Forward 3000 damage for all the 3 cost Forwards that you control.
That’s a whole lot of 3s. Even Akstar himself costs 3CP.

Are we getting new deck ideas, where every card in your hand costs 3CP? Can it work? Someone make this happen.

18-108H – Caius

It seems like Caius cards always have a drawback to them.

Sure, you can get a 2 cost 9K body, but you’ll have to discard your hand when he enters the field.

What can we do then?

Just play your whole hand, and then play Caius last.

Let’s look at his abilities. Whenever Caius attacks, you can either have your opponent discard a card, or double the damage Caius deals either to a Forward or your opponent.

He also comes in with Brave. I might have to try this card out and see how it works.

18-109C – Snow

Snow allows you to possibly cast an extra XIII card, when he enters the field and each time he attacks. Though, you’re not drawing the card, you’re actually removing it from the game, and if you don’t cast it this turn, you will lose it.

You basically have a 50/50 chance of casting or removing.

And, at 3 points of damage, Snow gains Haste and +3000 power.

 

 

18-110H – Xande

Ok, so, we’ll be playing Xande towards the end of our turn. Trying to get as many cards in the Break Zone so we can deal 9000 damage to as many Forwards as we possibly can. 4CP will already be 2 Characters. And if you play any other cards before hand, count those Characters as well.

You can also play Xande from the Break Zone, for the cost of 2CP and 5 Backups. Is it worth it? or are you better off just playing Xande from your hand?

Those 5 Backups are 5 Forwards that you can deal damage to.

 

18-111L – Basch

The question is, Is it worth 1 point of damage to search for a Fire or Earth Character?

I’m sure there are plenty of other cards that will search for the card that you’re looking for, without getting a point of damage.

3 points of damage, Basch gains +1000 power and Brave.

5 points of damage, when Basch attacks you deal 8000 damage to 1 Forward.

You do have an incentive to receive that 1 point of damage. Early on it might be a good idea to use it, but later on I would pass.

Or you can just not pay the extra cost, and play Basch as is.

18-112C – Leon

It looks like more and more cards are dealing you a point of damage.

Just how backed up to the wall do you want to be?

Sure, some cards excel when you’re fighting everything off at 6 points of damage, but why would you need to get there in order to hope that you win.

Anyways, Leon here comes in with Brave.

 

18-113H – Cid Haze

Cid comes in and gives you the ammunition to use his ability on the same turn that he comes in. Reducing the cost of casting your next card by 2. It doesn’t say it cannot become 0, so your next card could be free. After that you play 1 more card.

Once you’ve played your third card, and enter your Attack Phase, you choose 2 of your opponents Characters and you dull and Freeze them.

Farewell to the Blockers that your opponent has set up. At least for this turn.

 

18-114C – Maria

I would be trying to get Maria onto the field as soon as possible. And then just trying to find a way to send her to the Break Zone.

Worst thing that could happen is you block a Forward and your opponent discards a card.

Or, you block a Forward and activate all your Characters. Win/Win

 

 

18-115L – Melvien

I would put Melvien in the same category as Opus XVI Tidus. Even if she is put in the Break Zone, your opponent will never really be able to truly get rid of her.

Every time Melvien is put into the Break Zone, you can simply remove her from the game and put 2 Warp Counters on her. 2 turns later she comes back into the field.

And, every time she enters the field, you can Activate 2 of your Backups and Freeze up to 2 of your opponents Backups.
Not much else to say, but I like this card.

 

18-116L – Sephiroth

Kingdom Hearts Sephiroth is back. And, once again with Back Attack.

No, I didn’t plan that.

Sephiroth is coming, and he has entered Attack Mode. One Winged Angel, Demi-God, and whatever else you’d like to add.
When Sephiroth enters the field he Breaks 1 dull Forward.

And every time he attacks, your opponent will either discard 1 card, or you can Break a Forward of cost 2 or less.
Sephiroth will be leaving bodies left and right.

18-117H – Lightning

The Savior is here. For your deck, not your opponents.

Lightning comes in with Haste and starts attacking left and right, dulling, Breaking and dealing damage across the board leaving no Forward unscathed.

Well, that’s what we’re hoping for.

Every time Lightning attacks, you can pay 1CP to dull a Forward, and then pay 2CP to Break a dull Forward. Which in itself is a good reason to play this card.

I shall be trying out this card. At some point.

And if you don’t want to attack, you can use Lightning’s 3rd ability and have your opponent discard a card.

18-118C – Laguna

High cost to play Laguna, but he might be worth it.

When Laguna enters the field or attacks you can a) Deal an active Forward 5000 damage. or b) Dull a Forward.

I’m thinking there are plenty of cards that can chip away at multiple Forwards, chip damage is making a comeback. Or, maybe I’m just beginning to notice it. I can see FFVIII decks becoming stronger. Ever since Opus XVI. And now with Seifer, Fujin and Raijin, there should be plenty to play with.

Let’s not forget Satellite Laser. Well nothing to crazy, but you can deal 9000 damage to a Forward.

18-119C – Chelinka

Need to break some of these new Monsters that came out this set? Look no further than Chelinka. Chelinka Breaks a Monster when she enters the field.

You can throw her in the new Noctis deck and you’re set.

 

 

 

18-120H – Tifa

Tifa comes in a has Protect already cast on her, reducing the damage dealt to her by 2000. And, that’s a good thing. For when Tifa enters the field she goes 1-on-1 with another Forward. You can choose any Forward you would like.

Meteor Strike, is also pretty good in itself. You are able to deal 8000 damage to 3 Forwards. Cost might be a little high, but it can be worth it.

 

 

18-121L – Fran

I think I said earlier that Sky Pirates will be making a comeback. (Not in this post, probably in Wind.) And, Fran here proves it. Whenever Fran attacks, or enters the field, you can play a FF XII Character of cost 4 or less from your hand onto the field. And, Fran only costs 3CP!

Think about it, you’ll be able to build your offense faster than what you would have. A free card once per turn.

And if Balthier is on the field, Fran gains +1000 power and Brave.

Yes, I shall try out a Sky Pirate deck, all thanks to Fran.

Thank you, Fran.

18-122H – Vanille

2 cost Forward that can cancel an auto-ability. We can never have to many cards like this. Vanille is more of an insurance card. I don’t think you’d be attacking with Vanille unless you knew the attack will go through. But, you’re better off just keeping her active, in order to dull her, when an auto-ability goes off.

Sure, it won’t out right cancel it, your opponent will need to pay an extra 2CP for it to go through.

And when you’re done with Vanille, you can just chuck her to the Break Zone to grab a Backup.

18-123L – Sonon EX

Getting rid of your own Backups is always a plus. Especially when they come in do their on entry ability and then do nothing, but sit around.

Sonon comes in and allows you to remove 2 Backups instead of paying the cost. After that you can replay 2 new Backups and hopefully get another on entry ability.

He can also come in with Back Attack, although I don’t think I’ve ever seen anybody actually use Back Attack, but you can. You can even remove the 2 Backups during your opponents turn.

Sonon also comes in with an EX Burst, hopefully helping your Forward that is blocking or attacking overcome the other Forward.

I can see some use with Sonon.

18-124C – Billy Bob

Billy Bob comes in and let’s you grab a Forward from the Break Zone. Any Forward. Doesn’t have to be a certain Job, Element, or Category. A little different than Search your deck, but will still see plenty of use.

Best part is that Billy Bob is a Common.

After that Billy Bob just hangs out on the field with an 8K body.

 

 

18-125H – Onion Knight

Onion Knight has a lot going on for him.

First off he enters the field and either Breaks a damaged Forward, or return’s a Forward to your opponents hand. Either way your getting rid of one of your opponent’s Forwards.

The best thing though, when Onion Knight is put into the Break Zone, you can pay 1CP and search for another Onion Knight and play it onto the field.

Very Ultros if you ask me.

 

18-126L – Lightning

Another card that doesn’t want to go away.

After Lightning is sent to the Break Zone, you can pay the 2CP, remove a Lightning and an Odin from the Break Zone and then you can play Lightning onto the field.

Sure, it’s the same cost as paying Lightning on to the field, but what if you don’t have a Lightning in your hand. This way you can just simply play her, straight from the Break Zone.

She also comes in with Haste, dulls a Forward when she enters and you draw 1 card.

What’s not to like?

18-127C – Lilisette

Some of these Commons are actually really good.

Take Lilisette her, she Breaks a low cost Forward when she enters the field.

After that she can dance. And, boy does she dance. Once she’s done with her Sensual Dance, your opponents Forwards will all be week at the knees, and will have lost some of there power. Some will have lost it all.

 

 

18-128H – Arciela

How many of your cards do you want to show your opponent?

Depending on the answer, you can either deal 7000 damage to a Forward, draw a card, or both.

But do you really want to show your opponent your hand just to cast the abilities?

I think I’ll take a pass on this one.

 

18-129C – Jecht

Jecht is just a Common, but we already said we have some good Commons this set. This is another one. Once he enters the field you can pay the extra cost and give Jecht Haste, Brave and First Strike. With the 9000 body he can lay waste to a Forward, or deal your opponent a point of damage.

We also have Jecht Beam, that deals a Forward 8000 damage.

Decent card.

 

18-130L – Firion

Low cost, low power. But, if you have at least 5 Characters on the field Firion, gains Haste and whenever he attacks you draw a card.

I don’t know if you’ll be attacking much with Firion, but you can discard a card and give him +2000 power. Depending on what element the card is you can either give Firion First Strike, or activate him.

Not the greatest Legend, but could see some use.