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Waterlike Oceans

28-096H – Alexander

Not bad, for 2CP.

Activating all you Forwards at the end of your Main Phase 2 seems like a good idea.

Or you can bait your opponent into trying to break a dull Forward, and then Alexander comes out and activates all of your Forwards, canceling it.

Yeah, that’s a long shot, but it could happen.

And your other choice is to reduce the damage dealt to one of your Forwards by 2000.

This card will work great against Dull/Freeze decks.

28-097H – Vaan

Even with all the Moogle Bounty Mayhem cards we have received. Vaan is here to take that deck over the top.

We, have removal, plenty of it, we have seek and play, but Vaan, he’s different.

Vaan can attack twice in the same turn, making him a Forward worth having on the field at all times.

And, if you ever need more cards, just discard a MBM character and you will draw 2 Cards.

28-098H – Garnet

Garnet comes on in, reveals the top 5 cards of your deck, and you get to grab a Final Fantasy IX Character and add it to your hand, if you find one there.

If you find one Garnet’s total cost will be 2CP, if not then 4CP it is.

After that she has an ongoing effect, that will make all of your opponent’s Summons cost 1 more CP.

And at 3 points of damage, your Summons will cost 1CP less.

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28-099C – Musician

A Backup with a bell?

Musician our elemental Water Backup, that needs 5 Backups on the field in order to use it’s ability.

And, what does that ability do?

It returns one of your opponent’s Forwards to their owner’s hand.

And that’s it.

It can be useful in a pinch, but I prefer abilities that break Characters.

28-100C – Sage

And, right after our Elemental Backup, we get our Water Crystal Backup.

Who does the same thing that the other Crystal Backups of this set do.

Enters the field, gain a Crystal.

Leaves the field, gain a Crystal.

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28-101L – Steiner

First off, these cards look great. Hopefully they’ll fix the foiling on these this set.

Steiner, a 6 cost Forward with 9000 power, that when Steiner enters the field, you can grab a Final Fantasy IX Character from your Break Zone and play it on to the field. Up to 4CP, which is plenty of Characters to choose. Depending on who you choose to play, Steiner’s cost can go down to 2CP.

And, that’s not all.

Nope. Steiner wouldn’t be a Legend if that were it.

All Final Fantasy IX Characters, except Steiner can not be chosen by your opponent’s abilities.

So, how will we protect Steiner?

Just use Alert, which does the same thing for himself, but only lasts until the end of the turn.

28-102R – Princess Sarah

This isn’t bad at all.

Princess Sarah, comes on to the field, and you’ll draw a card and gain a Crystal.

What makes this better than other cards that allow you to draw a card, is that you can look at the top card of your deck.
If you like it, keep it there.

If you don’t, you can send it to the bottom of your deck, and grab the next card.

It’s worth a play, if you have nothing else in your hand.

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28-103C – Astrologian

For 1CP you can gain a Crystal and a Meat Shield.

This card hold much value for your Crystal deck.

Not only does it give you a Crystal for 1CP, you can play 3 of them at the same time, and those 3 will block incoming attacks for you.

You can also use that Crystal to draw a card, but I suggest you put your EX Burst on top, and get a point of damage the next turn.

But, that depends on which EX Burst you put on top.

28-104C – Sorbet

This is your main Backup for MBM.

Also known as a color fixer.

Sorbet, can pay for MBM cards with any element. Making it easier to play all 6 MBM Monsters.

I would Mulligan if I didn’t get this card in my first draw.

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28-105C – Trion

At 5CP and 9K power, you’d think that Trion is just your typical Common Forward. And, I would say you are right.

The only difference is that if you have a Princess on the field, Trion’s cost goes down by 2CP to 3CP.

Which is a lot better that 5.

And every time Trion attacks, you get to draw a card.

And, then you get to discard a card.

That’s a bout it.

28-106R – Hurdy EX

Search for that Forward.

Add it to your hand.

If you haven’t noticed, there are a few MBM cards that search, grab from the Break Zone, or play to the field. And, that’s a good thing.

You’re going to be able to fill up that board very quickly with these cards.

Yes, we’ll take 3. Wait, we already have 3.

28-107R – Pylraster

Dinosaurs are coming back from extinction. We just got our second Dinosaur, and this one increases the damage Dinasours deal to Forwards by 5000.

Since our other Dinosaur doesn’t deal damage, Pylraster can only target itself with his ability.

Pylraster can also become a Forward as well.

Now there is one more target, and that is Bartz (1-081R). So, there is that.

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28-108R – Honey B. Lovely

Hmm, that’s different.

Honey B. Lovely comes in and everybody gets to draw a card.

And, at 3 points of damage, your opponent will then places a card from their hand to the bottom of their deck.

It’s not bad, especially for 2CP, and then you have a Meat Shield to protect you from your opponent’s attackers.

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28-109C – Penelo

You would have thought that this card would have been more than just a Common. A Rare perhaps, but I’m not complaining. Not much.

Penelo comes in and grabs an MBM character from the top 5 cards of your deck.

Which if you’re playing MBM, you’re going to find it 99.99% of the time.

It’s Penelo’s ability that makes her shine.

You can dull 3 MBM Characters, and your opponent will put one of their Forwards into the Break Zone. The good thing is that you can use this as many times as you want during your turn, as long as you have enough MBM Characters on the field.

And, if you need to grant Penelo a little bit of Protection, you can always have Mayakov (15-121R). Who can also play Penelo on to the field.

28-110C – Horne

Horne can become a Free Play quite easily.

If you already have another 2 MBM Characters on the field before Horne comes in you will draw a card.

It’s not bad, it’s just a free way to get another Backup on the board.

And, you can also put Horne into the Break Zone and give one of your MBM Forwards +1000 power.

There are better MBM Backups that you can play. And hopefully we’ll get some new ones in upcoming sets.

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28-111H – Yuna

I’ve been talking about YRP making a comeback for years. And, I’m not stopping now. We need a new YRP deck, and we need it now.

Yuna is here to help. Wind/Water/Gullwings/FFX. That is the basis of the deck, and Once per turn Yuna will search for a Gullwing and you’ll play it on to the field.

And, whenever a Forward of any element except for Water enters the field, you’ll choose a Forward and they will lose 4000 power. Possibly breaking them. Not all of them, but some for sure. Hopefully.

This is also our Gold Signature card, which looks amazing. I’ll be happy of getting a Full Art of this card, even without the Signature.
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28-112C – Lion

Am I reading this right?

When Lions enters the field play a Water Forward of cost 6 or less from your hand onto the field?

Lion costs 4 CP.

You’re getting 2 Forwards worth up to 10CP for 4CP. How is that possible? Actually, I don’t care. I’ll take 3 of these and put them in any deck that uses Water.

And, if you have at least 5 Water Forwards on the field. The Water Forwards gain +1000 power.

What’s not to like?

And, how is this a Common?

28-113R – Leonora

Not bad.

For 3CP and a Summon you can send a Forward to the Break Zone. Your opponent will choose which one, but it’s still one less Forward on their field.

If you don’t have a Summon in your hand, lucky for you that you will draw a card, before you discard a card. Meaning you might find a Summon there.

After that you have a body with 5000 power on the field ready to attack or block.

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28-114L – Rosa

You see this?

Rosa is bringing everyone out to play.

Rosa enters the field for 6CP, and searches for a Final Fantasy IV Forward and adds it to your hand.

After that you can play 2 FFIV Forwards from your hand on to the field. Only thing is that their combined cost has to be 4CP or less. Which isn’t that hard to do, considering we have a plethora of 2 cost Forwards, you should be fine.

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Dreamlike Lightning

28-077R – Wicked Thunder

Lightning in a bottle.

Wicked Thunder will break one of your opponent’s higher cost Forwards when she enters the field. Which one? Your opponent gets to choose.

You will also have to break one of your higher cost Forwards as well.

And at 3 points of damage, Wicked Thunder can not be broken by abilities that don’t deal damage. Meaning you get to keep this 9K body on the field just a little while longer.

 

28-078H – Ulmia

For 4CP you can search for a Character that costs 6CP or more.

And, that’s more cards than you can shake a stick at. Or a harp.

Ulmia’s 2nd ability gives Haste to a Forward that costs 6CP or more.

I think I see a pattern here.

I won’t say no to this card.

 

28-079C – Elena (FFBE)

Need a Crystal?

Throw Elena on to the field, and block the first Attacker.

If you already have a Crystal, you can give a Brave Exvius Forward +2000 power and Haste.

And, that’s all you need to know.

Elena is just a Meat Shield that can generate a Crystal.

 

28-080C – Gurdy

This is a great card.

I did play MBM during our Midnight Prerelease, and it was great how easily this deck is played.

Gurdy comes right in and grabs a Moogle Bounty Mayhem Character from the Break Zone and you add it to your hand. That means you can grab another Gurdy from your Break Zone. And, you can keep recycling them.

Why would you need to recycle them?

If you look at Gurdy’s second ability, you will break a Forward. Which Forward? Well that will depend on how many MBM Characters you have on the field.

I have a feeling that Gurdy has a high chance of getting the ban hammer.

28-081L – Kain

Now this is a great card.

Kain will break a Forward whenever he enters the field through a Summon or an ability.

That being said, Kain can Warp on to the field. And, he will Break a Forward.

At 3 points of Damage Kain gains +1000 power, Haste and First Strike.

Now, let’s get to Jump. Kain’s S Ability. Kain will jump out of the field and Remove himself from the game, but then he will come back at the end of the turn. And, when Kain comes back, he will Break one of your opponent’s Forwards.

Kain Warps in, Breaks a Forward, then you play Rinoa (6-041L) which will bounce Kain. And when he comes back you will Break another Character. Then use Kain’s S ability, to Jump out and Jump back in to Break another Forward.

How many Kains can you fit in a deck?

28-082R – Cait Sith EX

Cait Sith is here ready to stall your opponent with his fortune telling.

And, what does your opponent’s fortune come out to?

One of their Forwards is dull.

And, then your fortune says, you can draw a card.

When are we getting the moogle as a card?

 

28-083C – Onion Knight (FFTS)

Onion Knight has one job, and that is to mine for Crystals. They’ll grab one when they enter the field, and another one when they are sent to the Break Zone.

Other than that, Onion Knight will produce 1CP per turn as that is what all Backups do.

Maybe they’ll finally retire the cards they’ve been reprinting since Crystal Dominion.

 

 

 

28-084R – Nono

This is a great card as well, and can be played for Free!

Nono’s cost is reduced by one for each Moogle Bounty Mayhem Character that you control. Meaning that if you already have 6 on the field, Nono is a Free Play!

And, what a Free Play! (Yes, we have to Capitalize Free Play, cause we’re excited.)

Nono comes right in and breaks one of your opponent’s Forwards.

And, after that, you have a Meat Shield on the field, that you will want to get rid of.

Why?

So, you can play another Nono.

And another.

Gurdy, will have his work cut out for him.

28-085C – Baknamy

Another Backup that has a good ability, but that ability is locked by the number of Backups that you control.

That was a mouthful.

Now, that ability breaks a Forward of 3CP or less.

If you can build your Backups fast, you can use this whenever you’d like.

If not then you’ll have to wait.

And, wait.

28-086R – Basch

This Moogle Bounty Mayhem deck just keeps getting better and better.

Basch comes in at 2CP with 5000 power.

If you have 5 MBM Characters on the field, Basch will gain +5000 power and Brave. Giving him a 10K body.

But that’s not all.

If you still need more power, you can discard a Moogle Bounty Mayhem Character and give Bach another 5000 power, for a grand total of 15,000 power.

And, I’m sure there are more ways to bring up his power even more.

28-087H Bahamut SIN

Really?!?

4CP to cast this Summon?

Never mind the extra cost of 2 Crystals, but this is great. I expect this one to be in almost every Lightning deck.

Bahamut SIN comes in and breaks 2 Forwards. Period.

Yeah, you have to pay 2 Crystals to break the second Forward. And, I would pay it with a smile on my face. Every single time.

This card might be the reason we have more Crystal generators in this set.

28-088H – Balthier

MBM.

What’s Moogle Mayhem Bounty? How come I’ve never heard of it?

Anyways, Balthier is here to make MBM a threat. First off, he comes in with Haste.

Second if you have 5 MBM Characters on the field, Balthier will give a Forward Haste every time he attacks.

And, lastly, Whenever a MBM Forward attacks, you will dull a Forward.

That last one by itself is great. I’d pay 5CP just for that ability.

Now, I want to go back and check out all the other MBM cards.

28-089C – Palom

Palom is here to deal some damage.

All you need is a Crystal for when he enters the field.

At only 2CP this might be a steal, cause most of the time, you will be breaking that Forward.

Wait a second.

Since when was Palom in Crystal Chronicles?

I’m going to have to look into this.

28-090C – Fran

And right next to Balthier is Fran who is the perfect card for him. As always.

Fran comes in and grabs a MBM Forward from your Break Zone.

More than likely you will grab Balthier. You will then use Fran’s second ability to play Balthier. Balthier comes in with Haste and attacks. And since you already have 5 MBM cards on the field, Baltheir will give Fran Haste. Balthier will also dull one of your opponent’s Forwards. Fran will now attack. And since Balthier is still on the field, she will dull a Forward as well.

You get all this for a grand total of 5CP, minus the 2CP of grabbing a card from your Break Zone. Actual cost is 3CP.

Not bad.

28-091R – Vorpal Bunny

More MBM.

Vorpal Bunny is a crap shot.

Vorpal Bunny comes in, you choose a Forward of 3CP or less, and you put the top card of your deck into the Break Zone. If it’s a Forward you get to Break that Forward. If it’s not you just picked a Forward for no reason.

Vorpal Bunny also turns into a Forward, giving Balthier an extra shot to dull one of your opponent’s Forwards.

 

28-092C – Montblanc

Montblanc is here to help you play your MBM Monsters on to the field. Or any MBM Character, as long as their cost is 3CP or less.

I mean this is a great card to play early on. And if you play let’s say Gurdy, you’ll grab another card from your Break Zone, and Montblanc will have become a Free Play as well.

He also has this small ability that deals 4000 damage to a Forward of your choosing.

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28-093H – Lightning

This card is amazing as well. Lots of great cards in this set, and Lightning is no exception.

For 6CP you play Lightning, once she is on the field, you’ll reveal the top 5 cards of your deck. All Odins and Lightnings will be added to your hand. The rest go to the bottom of your deck.

Meaning that if for some reason there are 5 Odins and/or Lightnings, you’ll be up 4CP from the play.

And when Lightning enters the field you may discard a card to break one of your opponent’s Forwards. If that card is named Lightning, then you will also draw a card.

Now picture this.

Mono-Mono-Lightning. Fill your deck up with 30 Lightnings and 20 Odins, and see if that works.

It doesn’t even matter which Lightning cards you grab, cause they’re just fodder for Lightnings ability whenever she attacks.

28-094C – Dragoon

4CP and a Crystal to Break a Forward?

I’ll take it.

And, since we have a bunch of Dragoons that generate Crystals, you’re good to go.

After that you got an 8k body on the field, and you should be good to go.

 

 

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28-095L – Lumina

Ok, Ok.

This is a wonderful card.

It’s a great card.

It’s Lumina, she can’t get a bad card, can she?

Lumina comes in for 2CP and amd she will break a Forward. Which Forward? Depends on how many Final Fantasy XIII Characters you already have on the field.

This one also comes off of an EX Burst.

And, you can discard a Final Fantasy XIII card, and exchange it with another Final Fantasy XIII card that is in your Break Zone.

What’s not to like?

I’ll take 3. Full Arts.

Electrifying Singles!

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Journey of Limit Breaks

27-113R – Firion LB

Yes, and no.

Firion comes on in and he activates 3 of your Backups. Then you’ll look at the top 3 cards of your deck and add one of them to your hand.

What do I like?

That you will reduce the cost to play Firion down to 2CP.

You’ll need 7CP to play him, but you’ll get most of that CP back.

I mean, you can throw it in your Limit Break deck, and maybe you’ll have a use for it.

I believe there are better cards to play.

27-114R – Robel Akbel LB

We’re getting plenty of ways to break Forwards … wait a minute .. a Character? Not just a Forward, but a Backup or a Monster as well?

Take your pick! Robel-Akbel can and will take care of anything that your opponent has placed on the field.

And, the cost isntt that high for what you are getting. If we take into account Opus I Odin that breaks any Forward, which costs 7CP. Robel-Akbel also costs 7CP, and he will send any Character to the Break Zone, plus you’ll have a Meat Shield on the field for after wards.

Yes, you do need a total of 5 Backups on the field, but you should be aiming for that anyway.

27-115R – Shadow Lord LB

If your playing Iced Earth, you’ll be having some fun with Shadow Lord.

You’ll need 4 Ice Characters and 4 Earth Characters on the field to get the full effect of Shadow Lord’s enter the field abilities. And that should be the only time you play him, because if not, well then you’ll be wasting CP.

If you have 4 Ice Characters on the field, Shadow Lord will dull and Freeze 2 of your opponent’s Characters.

If you have 4 Earth Characters on the field, Shadow Lord will grab a Character from your Break Zone, bringing his cost down to 4CP.

There will be moments when Shadow Lord shines, but there will also be plenty of times that he will be useless. Especially in the early game.

27-116R – The Emperor LB

Weren’t we just talking about the Emperor just the other day?

Well, here’s to starting off the recycling of The Emperor with this card right here. Ice/Lightning ready to roll.

Every time the Emperor attacks, you will dull one of your opponent’s Forwards. The Emperor will be able to sneak in attacks from this early on. And, when your opponent has had enough of The Emperor’s shenanigans, and decides to get rid of him, you will search for another Emperor when this Emperor leaves the field.

I shall get to work on this deck.
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27-117R – Onion Knight LB

What do we have here?

Onion Knight acting like a ninja, that comes with a warranty of sorts. Onion Knight works his magic on the way out, rather than when he enters the field.

When Onion Knight does leave the field, you can play a Dissidia Forward from your hand that costs 4CP. And, you can put Onion Knight into the Break Zone whenever you’d like to Break a Forward of 4CP or less.

Once that happens, you play a Dissidia Forward from your hand.

And there are a lot of Dissidia Forwards to choose from.

27-118R – Vaan LB

Sky Pirates or not, Vaan is a decent Limit Break in all of your Wind/Water decks.

If you have 4 Wind Characters on the field, Vaan will Activate all of your Backups.

If you have 4 Water Characters on the field, Vaan will cause a Forward to lose 8000 power.

Both are good abilities, but I prefer the Wind one Activating all of your Backups, meaning that Vaan’s cost can come down to 2CP and if you have an Opus VIII White Mage on the field. You can then go ahead and Activate all of your Forwards.

This might be a good play for your Main Phase 2, if things didn’t go as planned.

27-119R – Warrior of Light LB

Warrior of Light is ready to bulk up your front line.

When he enters the field, you can search for either a Earth Standard Unit or a Water Standard Unit and play it onto the field.
And, when that Standard Unit enters the field you will draw a card. Only draw back is that you will have to discard a card as well.

You can always play Opus IV Viking and get and additional card when it enters the field. Bringing Warrior of Light’s cost down to 2CP, and you’ll get that 2CP when Viking leaves the field. It’s not a bad play, but there are better ones.

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27-120R – Terra LB

5CP, plus the extra cost if you want to use her abilities, for a maximum of 7CP.

The first one with the additional cost of 1 Lightning CP will break one of your opponents Forwards.

The second one with the additional cost of 1 Fire CP, will remove all of the cards in your opponent’s Break Zone.
The first one is worth paying for, every single time.

The second one, is worth it if your opponent keeps going into their Break Zone to grab a card that was lost earlier.
Either way, Terra is a good play.
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27-121R – Locke LB

Locke is ready to roll, and take away your opponent’s resources.

When Locke enters the field, you’ll choose one of your opponent’s Forwards and send them back to their hand. When it is returned to their hand, they will discard a card.

The second ability triggers once per turn, so you can look for different ways to send cards back to their hand. There’s plenty of cards that return cards to your opponent’s hand, you just have to find the right ones.

Other than that, Locke has 8000 power, and should be able to stick around long enough for him to use his ability plenty of times.

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Wind of Discovery

27-037C – Red Mage

Since the other 1CP Standard Unit Backups were pretty decent, I saw Red Mage and thought it would be the same. Turns out, he’s not as good as the others. And, that is what you get with Red Mages in general. They’re a Jack of all trades, but they don’t specialize, meaning their abilities will cost more.

Take for example this one. You can break a 4CP Forwards, for a total of 5CP.

It’s a decent ability, but there are cheaper ways to get that same effect.

 

 

27-038C -T-Rexaur

I think we just got our first Dinosaur.

At 5CP T-Rexaur is about to get to work.

As soon as it enters the field, it will activate 2 of your Characters. This can be Forwards, Monsters or Backups. If you have Characters with abilities that you would like to use again, go ahead and play T-Rexaur.

This Dinosaur also has the ability to Break a Forward with 9000 power or more.

Where was T-Rexsaur when we were trying to deal with Neo-Exdeath?

27-039L – Vaan

Am I reading this right?
Vaan comes in and searches for 3 Sky Pirate Forwards?

Or Vaan comes in and searches for 2 Sky Pirate Backups and plays them straight to the field?

At 7CP, this card is cheap.

If you pull Vaan on your first turn, you’ll have 3 cards on the field for 7CP. That is more than worth it. I’m pretty sure, you’ll find some Sky Pirate Backups that will get you going.

This is a card that you can play at any time. Early game, Mid game, late game. Vaan will get you rolling.
This is a great card, and I hate to say it, just because Vaan is one of my least favorite characters. But, this card might just make me want to build a Sky Pirate deck.

Just might.

27-040R – Eight

Are Cadets making a comeback? I’ve seen plenty of Type-0 cards coming out of the last few sets.

Eight is ready to take Cadets further. He comes in with Haste, and whenever he attacks, you will reveal the top 3 cards of your deck and ad one Class Zero Cadet to your hand. And, if you’re playing Cadets, you’ll most likely find at least one. If nothing else, it’s CP you can use to play other cards.

Explosive Fist, Eight will deal 8000 damage to one Forward. The good thing is that you don’t dull Eight to use this ability allowing you to attack with Eight.

I’ll have to revisit Cadets as well.

27-041C – Askah

I was using this card at Midnight Prerelease. And every time I would draw it from my deck, I would play him right away, cause I knew I had a 4 cost Forward in my deck.

That’s 2 Forwards for 5CP. Meaning that I would bulk up my defenses quickly. And then my opponent would spend their resources trying to get rid of these Forwards.

Askah also has another ability, where when he attacks, you will Activate 2 Backups, giving you 2CP for your Main Phase 2, or to have on your opponent’s turn.

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27-042R – Haudrale

A low cost Forward that can search for another Forward when you use his ability.

Any Forward with no restraints.

It’s a decent ability that if Haudrale gets targeted by a Summon or ability, you can use his own ability and bring another Forward to your hand.

And if you find a way to give Haudrale Brave, you can attack with him, and if he is blocked, then you use his ability to send him to the Break Zone instead of just taking the damage.

That way at least you’ll have another card in your hand to show for.

27-043C – Dancer

You’ll pay 3CP to activate 3 Dancers.

Which isn’t bad at all as you’ll get a Backup on the field.

Dancer is technically a free play.

Especially if you Activate the 3 Dancers used to pay for Dancer.

And, that’s a bout it.
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27-044L – G’raha Tia

Ok, that’s a lot of text.

For 5CP G’raha Tia enters the field and you reveal the top 5 cards of your deck. Depending on what elements are there, will decide on what G’raha Tia will do.

3 Elements and G’raha Tia will allow you to draw 2 cards.

5 Elements and your next cast is reduced by 4CP.

8 Elements and you get everything mentioned above, but G’raha Tia will also remove all of the cards on your opponent’s field, and all the cards in their Break Zone. Gone. Nothing left.

The chances of drawing all 8 Elements in the top 5 cards of your deck are slim. Very Slim. But if it does work, you have just won the game. If you don’t win after that, then I don’t know what to tell you.

27-045C – Thief

I just noticed that Galuf’s bandana ties under his nose. It might be a hood, but that should be going under his chin. Now I want to look at the other Final Fantasy V Thief designs to see what’s going on here. Is it his beard that messes everything up?

Anyway, Thief comes right in with Haste none the less, and if you control a Multi-Element Forward, Thief cannot be blocked.

And, I did look at the other FFV Thieves, and only Galuf looks like that. Must be his old age.

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27-046H – Jack Garland

The other Garland, but the same Garland. I really need to play Strangers of Paradise at some point.

At the beginning of your Attack Phase Jack will grab a SoP Forward from your Break Zone, meaning that you will never run on empty.

And, if you have a Dark Forward on the field Jack cannot be chosen by Summons or abilities.

This reminds me. What did we just see in Fire? A little card named Chaos Advent.

I’ll just leave that there.
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27-047H – Wendigo

This is something else. And, I like it.

If you’re playing Wind, just throw 3 Wendigos in there, and you’ll be set.

For 6CP you’ll have 3 Wendigos on the field all at once. Whether the Wendigos are in your deck or in your Break Zone, if you play one, they’ll all come out.

Now I got to look to see if there any other Wendigos, I know the answer is no, but I’ll check anyway.

I would say even if you won’t use this card right now, keep a playset. Just in case we get another Wendigo card later on down the line.

27-048R – Seven

Almost like a Summon.

Seven will come in during your opponent’s turn, and if an auto-ability is triggered by a low cost Forward, Seven will cancel it out.

The best thing about it is that Seven will activate during your turn, meaning that you don’t need to wait a whole turn in order to use her to generate Crystal Points.

Seven also comes as a Full Art.
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27-049R – Balthier

This is the first time Balthier is a Backup.

And, lets just say he does a better job at being a Forward.

Balthier comes in for 2CP and deals 4000 damage to a Forward.

You can also pay the extra cost of 3CP, and deal 4000 damage to another Forward. You can also pick the same Forward to deal it a total of 8000 damage.

It’s not a bad card, just not for Sky Pirates. That doesn’t mean you can’t add Balthier to other Wind decks.

27-050H -Penelo

1CP.

That’s it. 1CP. Penelo allows you to draw a card once per turn, and we always like extra cards.

But that’s not even the reason we’ll be playing Penelo.

We’ll be playing Penelo for her second ability which will cancel an Auto-ability.

Sky Pirates are coming for you. I’m surprised this card didn’t get new original art.

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27-051R – Fran

Fran isn’t doing much, but she is helping out your local Sky Pirates.

Fran sits out in the Back line, and she has one job, and she does a pretty good job at it.

Whenever your Forwards need more power to break one of your opponent’s Forwards, Fran will give it +2000 power.

And, if that’s not enough, Fran will always produce one CP per turn if you decide not to use her buffing expertise.

Yeah, that’s about it.

27-052H – Chaos, Walker of the Wheel

See, I was wrong about the one cost Summons. They are not all from Final Fantasy III. They are all from different games.

Chaos as you would expect is from Final Fantasy XII.

For 1CP you can remover one of your Generic Units from the game and search for another Standard Unit and add it to your hand.

You would probably use this with cards that have a great leaves the field ability. Like Vikings. All you have to do is make sure the text reads “leaves the field” and not is sent to the Break Zone.

27-053C – Lehko Habhoka

A 3 cost Backup that will allow you to grab a card from the top cards of your deck.

Depending on how many Backups you have, will determine how many cards you look at.

This will bring down Lehko Habhoka’s cost down to 1CP. Which is always good.

The rest of the cards go to the bottom of your deck, and during your next turn when you use Lehko Habohka to pay for a Crystal Point, you will have gotten back all the CP used to play Lehko.

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27-054C – Reks

Reks is back.

Yes, he’s back.

And all he has is one job.

Reks will come in, and he won’t be able to do anything on your turn cause he doesn’t have Haste.
During your opponent’s turn, Reks will hopefully survive. You can use him to block an attack, but you want him to make it alive to your turn. Can’t have him die in the beginning of the game again.

Once it’s your turn, you will put Reks into the Break Zone, and you will draw 2 extra cards, giving you a hand that will allow you to do more than you would have.

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Gunslinger in the Sky (Wind)

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26-041 – Ashe

Ashe looks like she just came out of Revenant Wings. And, on closer inspection, it says Revenant Wings right on the bottom.

First look shows us that if you have 3 Final Fantasy XII Characters on the field, Ashe’s cost will become 2CP. And, with that 2CP you get a 9K body. Who would have thought that the Queen would be a Meat Shield?

And, that is not the reason that you will play this Legend. All of your Forwards, except for Ashe will gain +2000 power. Pair that with Maria (1-083H) and all of your other Forwards will have +3000 power.

And if you need to reduce the damage dealt to one of your Forwards, all you need to do is dull one of your Final Fantasy XII Characters, and that damage will be reduced by 2000. This along with Ashe and Maria, gives your Forwards a 5K buffer zone. I’ll take it. Might even decide on some Sky Pirates one day.

26-042R – Alexander

That’s it? 3CP to break a High Cost Character?

And, if you don’t have the CP you can just dull 2 Wind Forwards?

This is great!

I’ll take 3 of these, even if I don’t have a Wind deck at the moment.

This card will see plenty of use.

 

26-043R – Vaan EX

Did we already say that Sky Pirates are making a comeback?

They might be, and Vaan is here to help with that.

We won’t even talk about his enter the field ability, where you can add a Sky Pirate to your hand from the top 3 cards of your deck. Or the fact that, this ability comes off of an EX Burst as well.

Nope, we’re going to talk about his second ability, which states that every time a Sky Pirate enters your field, you will activate 2 of your Backups. Vaan pays for himself right away. 2CP from the Sky Pirate you grab when he enters the field, and 2CP every time a Sky Pirate enters your field.

Vaan will give you positive CP, which is always good for Wind.

After that Vaan is just a Meat Shield.

26-044C – Sky Samurai

“Samurai of the Skyyyy,
Attack and Activate Myyy,
Backups, we can do it thriiiice”

I’ll leave that to the professionals.

Imagine having a Forward that can activate a couple of Backups every time they attack. Now think if you can have 3 of those Forwards on the field at the same time.

And, that Forward gains +2000 power when they attack!

I think we have something here. All decks playing Wind should have 3 of these.

It’s called Free CP. It’s even better if those Backups have abilities that you can use again.

And again.

And, again.

26-045C – Aerith

What can we say about this card? All you need is right there. On the card.

Aerith will activate all of your Final Fantasy VII Characters other than herself.

All you need to know is that Aerith should be usually played during your Main Phase 2. That way you can go all out and Attack with all of your Forwards. Play Aerith and have all of your Forwards ready to block.

And, that is that.

 

26-046C – Echo EX

Wol needs your help.

First off he needs help finding himself. Luckily Echo is here to help with that. Echo will search for Wol when she enters the field. This ability also comes off from an EX Burst.

Wol also needs some protection, and Echo can also help with that. If Wol is ever targeted by Summons or abilities, Echo will grant him protection in the form that Wol cannot be chosen by your opponent’s Summons or abilites.

Opus V Wol, I’m looking at you! You’re going to make a comeback!

26-047H – Oschon

I lost count of which of “The Twelve” I’ve seen. I’m thinking by the time I’ve seen Oschon it’s probably close to the end.

Oschon gains 1000 power for every other member of “The Twelve” That you have on the field. Giving Oschon a max of 16,000 from “The Other Eleven” And, there still are more ways to increase Oschon’s power. You might be able to get him into the 20s.

And once, Oschon has more than 10,000 power, Oschon will not be able to be chosen by your opponent’s abilities, and if he is dealt damage by any ability, that damage becomes 0.

Oschon might just be the main attacker of “The Twelve”

26-048C – Cloud

A Wind Cloud? Haven’t seen one of these yet.

5CP, or you can Warp Cloud for 2CP. Do you want to wait a turn? Or did you want Cloud in right this instance. Either way, if you can keep Cloud alive through out the match, Cloud will most likely be giving you a card every turn. Especially if you’re playing a Mono-Wind deck. Which is now possible with all the Final Fantasy VII Wind cards we have now.

You don’t even need to play Cloud in a FFVII deck, he’ll fit right in any Mono-Wind deck.
Focused Thrust? Yes, a special ability that will allow you to break a high cost Forward. 5CP or more.

26-049R – Cactuar Conductor

A 2 cost Backup, that can save your World of Final Fantasy Characters.

Let’s say Reynn, or Lann is about to be broken by one of your opponent’s abilities, Cactuar Conductor will come in and save the day. He’ll remove the Forward from the game and bring them back to the field at the end of the turn.

Or, does that World of Final Fantasy Forward have a great enter the field ability that you want to use once again, Cactuar Conductor is here to help with that as well.

Extra bonus points for Tonberry being featured on the card.

26-050R – Cissnei

I thought I already wrote this one.

Cissnei enters the field and you have 2 options. Either send a Monster to the Break Zone, or you can activate 3 Backups.

If you choose to activate the Backups, Cissnei becomes a free play. And, we here at Kardboard Korner like free.

Cissnei also has an ability that will deal 2000 damage to a Forward of your choosing.
That’s about it simple, effective and great art.

26-051C – White Mage

Are you looking for Break Zone removal?

White Mage is here for that. Why would a White Mage be removing cards from the Break Zone is not something I thought I would see. I would have given that to maybe a Time Mage, or a Necromancer.

Once you use White Mage’s ability, you will take 3 cards from your opponent’s Break Zone and remove them from the game. If one was a Water card, you’ll also draw a card. And then you will discard a card.

White Mage can be useful in a pinch.

26-052H – Sonon

Sonon is back, and I’ll say that this Sonon is the best Sonon so far, son(on).

You will play Sonon on the same turn that you play Yuffie, that way they both will have Haste, an they both will be able to form a party and attack.

And, once that happens, you will activate all of your Backups, and you will draw a card. Leaving you with plenty of options for your Main Phase 2.

Now the only question left is what Yuffie do we use? I’m sure there’s one in this set, although I haven’t seen it yet. (This was written a month before Gunslinger in the Abyss is released. No Yuffie yet.) I would say either Resurgence of Power Yuffie, where she activates all of your Forwards when she attacks, or Hidden Trials Yuffie, where you draw a card when she deal damage to your opponent. 2 Wind CP will make that Yuffie unblockable.

The Choice is yours, would you like to draw 1 cards, or would you like to activate all of your Forwards?

26-053L – Bartz

Warriors of Light get ready to use those Crystals!

Bartz is here, and ready to be put into any deck that has Crystal Generators. You don’t even need any Wind Elements in your deck, as long as you have Crystals ready to go. 3 to be exact. You can pay for Bartz with those 3 Crystals, and when he enters the field, you can look at the top 2 cards of your deck, and play a Character that costs 3CP or less straight to the field. The other card goes to your hand.

And if you don’t want to use Crystals, you can always just pay 8CP. Because at the end of the day, You will get at least half of the CP you used back.

After all is said and done, Bartz becomes a Meat Shield with 9000 power.

26-054C – Penelo

If you’re playing Sky Pirates, you might as well throw Penelo in, even if you’re playing with another Penelo.

Why?

Well, first off Penelo is a Free Play if you already have Vaan on the field.

Second, Penelo will show you the top card of your deck, and if it’s a Final Fantasy XII card you can add it to your hand. If it’s not you just put it back. This way, you’ll at least know what the next card is.

And lastly, Penelo will block an attack, just so you can use this card again.

It’s not the best Penelo, but what she does is great for a turn.

26-055H – Fina

Now this is interesting. Fina the Warp Mage!

Warping has now become that much easier. Warp any element that you’d like without worrying about what elements you have in your hand or on the board, because Fina will allow you to pay with any element that you have on hand.

And, when Fina enters the field she will search for a Character that can Warp. Allowing you to use her ability from the get go.

Fina also has another ability that will remove a Warp counter from one of your cards that are currently Warping.

This is a great card all around. 3 of these will always be good to have. Even if you don’t need them in your current deck, you might need them in a future deck.

26-056C – Gorger

It’s the Elemental Wind Monster in the Abyss.

Gorger becomes a Forward during your turn, and Gorger can not be blocked by a Forward that costs 3CP or more.

Pay attention.

When Gorger deals damage to your opponent, you will put Gorger into the Break Zone, Activate 3 Backups, and draw a card. After that you can play that card that you just drew, because you’ll have 3 extra CP that you didn’t have before.

Gorger would have been better if he wasn’t sent to the Break Zone, after it deals damage, but then Gorger would have been over powered.

26-057C – Millefeui

A one cost Backup that will allow you to draw 2 cards down the line.

Millefeui isn’t a bad card to have, as you’ll be getting 1CP per turn, and you pay a whopping 1CP to get Millefeui on the field.

Only drawback, which isn’t really a drawback, is that you need at least 15 Wind cards in your Break Zone.

Other than that it’s a decent card. I don’t see me using it though.

 

26-058H -Larsa

This card is hard to read. The way the Full Art blends with the words is just off putting.
Let’s see what Larsa does.

Larsa is made for a Final Fantasy XII deck, but that deck will not be Sky Pirates.

When Larsa comes in you will either grab Ashe, Basch or a Judge from your deck and add it to your hand. I’m guessing we’re going to see more Judges here, or a Final Fantasy XII Royal Family deck, where Rasler will finally have a deck to be in.

Larsa will also sacrifice himself when a Final Fantasy XII Forward is sent into the Break Zone. And you will then add that Forward back to your hand.

I’d just change the art, make it a bit more readable.

26-059R – Llymlaen

Here is the first card that you will want to play when playing “The Twelve”. Llymalaen will allow you to cast “The Twelve” with CP of any element. No need to worry about how you’re going to pay for each member, when Llymlaen is on the field.

And, Llymlaen’s cost of 2CP makes her even better.

Is that all?

Nope.

Llymlaen will also protect one member of The Twelve when they are chosen by your opponent’s Summons.

26-060C/15-058C – Dragoon

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.

“You’ll need Dragoon to keep Kain on your side.

Other than that he enters the field. Gives you a Crystal. And finally you put him in the Break Zone and he gives 1 Forward First Strike.”

And, there’s no Kain here, so that was useless.

Windy Singles?