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Beyond Destiny : From Dusk ‘Till Dawn

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21-121L – Warrior of Light

If this works as planned, you get to play Warrior of Light for 1CP, if not well, then you paid 7CP. Even if you find just one 3 cost Forward in the top 5 cards of your deck, then Warrior of Light is a decent play.

Other than that, Ultimate Shield is a great ability to counter your opponent’s Summons and abilities. Meaning that Warrior of Light and the 3 cost Forwards you control cannot be targeted by your opponent’s Summons or abilities.

You’ll want to have plenty of Warrior of Light cards in your deck to make use of this ability whenever the need rises.

PS. Really love the art. But, that goes without saying.

21-122H – Skyserpent General Rughadjeen

We’ve seen all the other Serpent Generals, and now it’s time for the final Serpent General. Skyserpent General Rughadjeen, who does not need to be played with any Serpent Generals.

For 4CP you get a 9000 powered Forward with Haste, First Strike and Brave.

And, if that’s not enough, every time the Skyserpent General attacks, you can choose a Forward, give them +1K and Haste, choose one Forward give them +1K and First Strike, and choose one Forward give them +1K and Brave.

It does not say that you have to choose 3 different Forward, you can grant all of these ?upgrades? to one Forward if you’d like.

I’ll take 3 of these, and put General Rughadjeen into my all Haste deck.

21-123H – Darkness Manifest

This card looks good, even without paying with a reduced cost. Sure you can remove a Fire, Wind, Earth and Water Character and pay only 2CP, but that would mean you’re playing a 4 colored deck. Which might be hard to navigate. Although I have seen it done right.

All Darkness Manifest needs to do is stay on the field, and he will slowly chip away at your opponent. Once per turn during the beginning of Main Phase 1, Darkness Manifest will deal your opponent 1 point of Damage.

And, if he ends up leaving the field, you choose one Character, and you can send it to the Break Zone.

Now, all we need to figure out, is how to send Darkness Manifest in and out of the field, without losing him.

21-124L – Jack Garland

Jack Garland is Garland.

Period.

Well that is his last name isn’t it?

3CP/9k body with Brave.

You can just stop there, and you’d have a decent card.

But, this is a Legend.

Jack enters the field and allows you to search for a Strangers of Paradise card, add it to your hand. After that Jack has an action ability that allows you to Break a Dark Character of your choice, at the cost of 1 point of damage.

This is one of those abilities that can be very useful, when playing against an opponent that has multiple Dark cards on the field. The rules state that you can only have 1 Dark Character on the field at any time, but there are a couple of cards that allow you to have more. Break that Dark Character. It’ll either be Chaos or Spiritus. But either way, you get rid of them, and your opponent will have to chuck all the Dark Characters from the field except for 1.

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Beyond Destiny : Flood Born Warriors

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21-101C – Ashe

OK, Yes, I’ll take it.

What’s not to like? Every time Ashe attacks you draw a card.

I’ll throw Ashe in any deck, just to draw a card when she attacks. Especially with 8000 power. Throw in Wakka (1-180R) and Ashe will have +1K power to keep your opponent on their toes.

And, that’s about it. Simple yet effective … In helping you draw cards.

21-102L – Gau

I won’t say it this time.

The WASP Super fan is here once again, and he is perfect for your Monster deck. I might even put Gau in the Bomb deck I’m going to be building shortly.

Gau’s cost comes down for every Monster that you have on the field. Meaning, you don’t even need to have any Water CP, as long as you have 5 Monsters on the field. Should be simple enough. Especially if you have a swarm of Bombs ready to blow. You’ll just play Gau before they all explode.

Plus, when Gau enters the field you can send one of your opponent’s Forwards to the bottom of their deck, as long as their CP, is equal to, or less than the number of Bombs, … I mean Monsters you control.

Gau can also turn a Monster into a Forward with 8000 power.

It’s at the tip of my tongue, Gimme a Mic!

“I’m a Wild Chi ….”

I’ll stop.

21-103R – Kraken

Is it worth playing Kraken for 5CP?

If you’re playing Mono-Water, probably. If not then I might skip this.

You do draw a card when Kraken enters the field, so technically you’re just paying 3CP for Kraken.

Other than that if you have 7 Water Characters on the field, a Forward of your choosing loses 10,000 power.

This might be worth playing in a Viking deck.

21-104C – Sage

What’s not to like? Sage is a Standard Unit that can Activate a Character once per turn. You can also have three of these on the field at the same time.

Think about this.

You have a Character on the field that deals damage to all of your opponents Forwards. But, you have to dull that Character, cause that’s how most abilities work.

After that you can Activate that Character with Sage, and do it all over again.

And, again.

And, again.

And, one more time, but you can’t activate that Character this time.

That’s 1 ability going off 4 times in one turn.

I’ll take 3. Yes, please.

21-105C – Sahagin

Here we have a great addition to any deck that has Gau.

Especially since Sahagin is a 1CP Monster that will return a Forward to your opponent’s hand. Sure, this Forward, must cost 3CP or less, but with Gau’s help, this Monster can turn into a noble Forward that will happily protect you and your party of Forwards that lead themselves into the hands of your opponent’s party, that have one objective, which is to deal you 7 points of damage.

And, if that doesn’t work out, you can always send Sahagin into the Break Zone to return any Forward to their owner’s hand.

21-106H – Jed

That is not what Samurais look like. And, not even Tenzen can help Jed.

I mean sure Jed’s first ability is decent. Reducing the damage dealt to your Water or SOPFFO Forwards by 1000, but other than that I don’t really see a reason to play Jed.

And whenever I say that, somehow someone will figure out a way to play Jed and make him viable.

All Jed needs is a mustache and glasses.

I’ll lave Jed Flanders alone for now.


21-107R – Springserpent General Mihli Aliapoh

You can get Springserpent General Mihli Vanilli, i mean Aliapoh, down to 2CP if you got a couple of Water Characters on the field.

And, when Mihli Aliapoh is put into the Break Zone, you draw 1 card, thus making the Serpent General a free play when she comes full circle.

And if you have a couple of dull Characters on the field. Mihli here will activate them and give them +1000 power.
Not a bad card. Especially since this can turn into a free play.

21-108R – Ceodore

Little Prince Ceodore.

This is probably the best Ceodore yet. And, I like it.

Why?

Because, Ceodore will give all of the FFIV Forwards +1000 power. Sure, you’ll need Rosa or Cecil on the field to give your Forwards that boost, but then again, you won’t be playing Ceodore without Rosa or Cecil in the first hand.

And if Rosa or Cecil is already on the field, you can spend a Crystal instead of paying 4CP to play Ceodore onto the field.
I see a Wind/Water IV deck coming along nicely.

21-109C – Astrologian

And, you thought Astrology was fake.

This Astrologian, can actually see into the future, and you can change it however you’d like.

Simply put, Astrologian comes out, reads the stars, and as you look at the top 3 cards of your deck, you can add one to your hand. And place the other two at the top and bottom of your deck. Allowing you to place a perfectly good EX Burst at the top of your deck, as you real in your opponent to attack you for a point of damage.

And, if you get tired of Astrologian after this, you can always send her to the Break Zone, and draw a card for your troubles.
I’ll be giving this one a try.


21-110C – Desch

If you really want to play this card, you should play it right after you played Sahagin.

Because other than playing a 9000 body for 2CP, I really don’t see a reason to be playing Desch.

Unless you find the portrait art good, and you want Desch to stare down your opponent, as he tries to intimidate them into playing the wrong cards at the wrong time.

Yeah, that’s about it.


21-111C – Paladin

Water Elemental Backup here.

If you need that Crystal to play Ceodore, Paladin is here to help you.

Other than that, if you play Paladin early on, you can draw a card if there are 3 Backups or less on the field.

And, that concludes Paladin.

 

21-112C – Ninja

It’s been a while since we’ve had a Character with Back Attack.

And we have a nice little Combo here.

First off play Paladin, gain the Crystal.

Use that Crystal to help pay for Ninja, return a Forward to your opponent’s hand.

Play Desch for 2CP.

Yeah, it’s not the greatest.

21-113R – Bikke

Here is a free card for you.

If you have a couple of Pirates, and/or Vikings, Bikke comes in at no extra charge.

0CP for an 8K body.

Plus, he grants protection from your opponent’s abilities to all of your Vikings and Pirates. Named Pirates. Although I can’t think of a Pirate Standard Unit. We might be getting some in the upcoming sets.

It looks like we’re finally getting our Pirates/Vikings deck that most of us have been thinking about since Leila (6-126R).

21-114L – Faris

And, this is the other reason Pirate/Vikings will become a thing.

Imagine swarming the board with Vikings, and all of those Vikings now have 8000 power. You’ll be getting a board full of Meat Shields. As long as those Vikings keep coming, you’ll be drawing cards left and right, and you’ll have plenty of CP to play more Vikings.

Faris can also redirect a Summon or ability choosing her, to one of her sacrificial lambs, just waiting to get knocked out, by Ramuh or any other ability that may come her way.

And that covers it all.

I’ll take 3. Preferably foil.


21-115C – Larsa

Larsa comes in a searches for a high cost Forward.

There’s some use here.

But, I prefer the cards that search for any Forward regardless of cost. Sure there’s not that many, but sometimes cards like Larsa help.

End of the day, Larsa will technically cost you 2CP.

 

21-116H – Leviathan

Umm, .. .

I thought this one would have been better. I mean, it’s not bad, but when you hear Leviathan you just kind of expect more.
If you decide to play Leviathan during your turn, you’ll end up paying 2CP less out of the 6CP it costs to Summon Leviathan.
Leviathan, comes in and grabs a Forward and puts them at the bottom of their owner’s deck. That means you can choose one of your Forwards, if they’re being targeted by Summons or abilities.

After that, you can play a 2 cost Forward from your hand onto the field.

If this cost 4CP, instead of 6CP, where if you play it on your turn for 2CP it would have been great. Still there is some use here.

21-117R – Rhus

Yes, maybe, probably.

Rhus costs 6CP, but it’s actually 4CP. Unless it’s the first turn and you went first.

Rhus’s cost comes down for every card that you drew this turn. If you play your cards right you can play Rhus for 1CP. Shouldn’t be that hard with Vikings.

What’s great about Rhus is that you can discard a card, remove Rhus from the game, and then play Rhus back onto the field at the end of the turn.

You probably won’t need to really use that ability, as Rhus already comes equipped with a 9K body, but if you do, you know that you have a Backup plan.

I like this one. I’ll be trying this one out.

21-118H – Leila

This is a hard one. Which one do we keep?

Opus VI Leila or this one?

We already what Opus VI Leila does, so let’s take a look at this one.

Leila enters the field and you can search for a Viking, or a Pirate and add it to your hand. Giving Leila a total cost of 1CP.

After that whenever one of your Water Forwards attack, you can sap 1000 power from one of your opponent’s Forwards. And if you have enough Water Forwards, which you should, especially with Faris and Bikke, and a handful of Vikings, you should be able to Break a Forward per turn.

This one is a much stronger Leila, but grabbing and playing a Viking from the Break Zone and drawing a card is also good.
Maybe have both of them in a deck.

21-119H – Lenna EX

How is that an EX Burst?

Because it is, all you do is draw a card when Lenna enters the field. So, this 2 cost Lenna is actually a free play. And, we like it.

After that, Lenna has a great ability that doesn’t require you to send Lenna into the Break Zone. And, that is something that we don’t see too often. But, with an ability name like “Raise”, what would you expect? Lenna brings back a low cost Forward from the Break Zone.

It’s always good to carry a Phoenix down.

21-120R – Refia

Introducing your WoFF Reanimator.

Refia enters the field, grabs a WoFF Forward of 4CP or less from the Break Zone, and play them straight to the field. Kind of like Opus VI Leila.

I believe WoFF will be making a comeback. With all these WoFF cards we got this set, some of them are bound to be good.
Once Refia is on the field, and you already got the extra WoFF Forward on the field from the Break Zone, you will be able to dull and pitch Refia to the Break Zone, and reduce damage done to one of your Forwards by 3000.

I see Refia being a staple in future WoFF decks.

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Beyond Destiny – Quake Shake

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21-061H – Ursula

Crystals and more Crystals.

Bring us your Crystals.

At least Ursula will give you one when she enters the field. And you can go ahead and use a Crystal to give her +3000 power. And, then you can use another Crystal and give her another +3000 power. And so on and so forth.

Or you can use that Crystal to grant your Forwards some protection from EX Bursts.

I wonder if this counts as EX Bursts that result from damage taken.

Either way, it’s still a good ability to spend a Crystal on.

21-062H – Ash

There’s a Strangers of Paradise Hero in every element. I just realized this.

Ash here, is a great supporting card. As long as you have Forwards with Brave on the field, Ash will give them a +3000 buff. I don’t think I ever thought about having a deck with only Forwards that have Brave. It might actually be a little interesting.
Anyways, Ash can grab a Character from the Break Zone when he enters the field, but only if you have a couple of SOPFFO Forwards already on the field.

And last, but not least, Ash can give another Forward Brave. And, once he gives that Forward Brave, that Forward gets the +3K buff as well.

I like this card. I might have to try it out.

21-063C – Dark Knight

This reminds me of an old card, Dark Knight (1-092C) to be exact.

Dark Knight gains +1000 power for each point of damage you have received. Which along with Enna Kros, and Ash, if you have 6 points of damage, Dark Knight will have a total of 16,000 power. But, only if you use Ash’s ability to give Dark Knight Brave.

Dark Knight also has an ability that will allow you to break a Forward. Sure, he’ll also deal you a point of damage, but, if you’re playing Dark Knight, that’s pretty much what you want. Get to 6 points of damage as fast as you can.

21-064L – Ingus EX

If you have 5 Earth Backups on the field, Ingus costs a total of 1CP.

And, after that, Ingus will search for an Earth Forward.

If you’re playing Mono-Earth you will be playing Ingus.

I mean where else can you hopefully pay 1CP for a 9k body.

And, that’s all I got.

 

21-065R – Onion Knight

It’s been a while since we’ve seen a card with no text.




3CP

9000 Power

Meat Shield at it’s finest.

21-066C – Guy

Guy and Ash should make a Tag Team.

Guy is a simple card, one that talk to animals. And, those animals tell Guy that he should always attack as long as Ash is on the field.

For whenever Guy attacks, he’ll gain +3000 from his ability, and another +3000 from Ash. making Guy hit hard. 11,000 power in one attack.

Not bad.

Not bad at all.

21-067R – Galuf

This is awesome, and it’s just a Rare.

Imagine that.

Galuf gives all of your low cost Forwards +2000 power. And when he enters the field, you can most likely grab a 2 cost Forward from the top 5 cards of your deck, and play it straight to the field.

Galuf costs 4CP, but you’ll probably get the 2CP back if you find a Forward.

Blade of Dawn deals one of your opponents Forwards 8000 damage.

Stick Galuf in a deck with Maria (17-128L) and you’ll be all set ready to go.

Let’s put this idea for a deck on the back burner. Along with the countless other decks I want to try and build.

21-068C – Qiqirn

Roll of the dice?

Qiqirn comes in, checks the top 5 cards of your deck and grabs a Forward from there, while the other cards go to the bottom of your deck.

After that Qiqirn is just a Backup, that had the ability to Break a dull Forward, before heading into the Break Zone.

Don’t tell me you don’t think you’ll find at least one Forward out of the top 5 cards of your deck. Worse case scenario, is that you don’t find a Forward, and you see the card you needed head back to the bottom of the deck.

21-069C – Krile

For 2CP you can discard a Summon, and deal a Forward 8000 damage.

And, after that, you can pay 2CP and grab that same Summon from the Break Zone and add it to your hand.

Recycling at it’s finest.

Krile may not help with your empty soda cans, but, she’ll love to grab some slightly used Summons.

Even Krile can’t believe how bad that one was.

21-070C – White Mage

This is a great card.

At least I think so.

And, is I think so, well then I’m going to persuade you that it is.

You play White Mage for 4CP, and then you a play a 3 cost Forward straight from the Break Zone.

It’s a POGO on a Forward. What’s POGO. Play One, Get One.

Yes, I’ll keep a foil play-set on hand.

21-071H – Titan

When are we going to get some 8bit cards.

If you’re doing a Titan from FFIII at least give us sprites.

Please?

Imagine a Mosaic with 8bit art.

Anyways, Titan simple summon. Either deal a Forward 9000 damage, or break a dull Forward.

21-072H – Tulien

Need a way to make a Forward attack or block? Tulien is here to help you with that.

During your turn you can use his ability and have a Forward attack or block.

Get rid of those pesky Forwards that have low HP and a irritating ability that you want to get rid of.

Plus, when Tulien attacks or blocks, the damage he deals goes up by 2000.

Thus, making Tulien a 3 cost Forward with 9000 power and 7000 HP.

I wonder if that’s how it works?

21-073R – Stoneserpent General Zazarg

You can throw this Serpent General in any Earth deck, and it will make that earth deck, just a little bit better. Throw in Ash as well and you’ll have a body on the field that will be tough to get rid of.

General Zazarg comes in for 2CP, if you already have 2 Earth Characters on the field.

What I like is Stoneserpent General Zazarg’s ability that triggers whenever he is dealt damage by your opponent’s Summons or abilities. What is this ability? You simply get to deal 8000 damage to any Forward.

Maybe you’ll break the Forward dealing damage, before they deal damage.

21-074L – Neo Exdeath

Standing in at 8CP and 10,000 Power.

I don’t know what’s better.

The Amano art or the ability?

Neo Exdeath is a one-sided board wipe. Neo Exdeath will come in, sacrifice to of your Backups, and remove all of your opponents Forwards and Monsters from the game.

‘Nuff said.

21-075R – Haveh

“Haveh your way!”

How is this just a Rare?

Haveh comes in and puts a cog in your opponent’s gears. By canceling power increase from your opponent’s Summons and abilities.

Plus, Haveh gives a nice buff to your Warriors, and he gains, +1000 power and Brave at 3 points of damage. Add in Ash, and your set.

You can actually just throw Haveh into that Warrior tribal deck we made a while ago.

21-076C – White Tiger l’Cie Qun’mi

First time I saw this card I thought it was Lightning, and then I realized it wasn’t. But, since Type-0 and FFXIII are somehow connected through the Fabula Nova Crystallis myth, I believe that White Tiger Qun’mi and Lightning are connected. Sure, I base this off the artwork of this card, and I’ll stop here.

4 cost Forward, with 8000 power. Just a regular Common, but it does have an ability that whenever White Tiger l’Cie Qun’mi is chosen by a Summon or ability she gains +2000 power.

And, this is where Ash comes in. I think Ash might be the best card in Earth this set.

Ash will give White Tiger l’Cie Qun’mi Brave, thus giving her +2000 power and +3000 power. Making her a Forward with 13,000 power.

That’s a big body.

21-077C – Monk

I just realized each element has the same Standard Unit Backup again.

And they all do the same thing.

Monk comes in and gives you a Crystal, and if you have less than 3 Backups on the field, you also draw a card.

And, that pretty much sums it up.

Again.

21-078C – Ram

You can actually use this Monster to buff White Tiger l’Cie Qun’mi, to grant her +5000 power.

Ram doesn’t really do much, he just come in dull, activates during your next turn, where you can use it’s ability, and after that Ram will take a nap, as it does not activate during your next active phase. You’ll have to wait an additional turn in order to use it’s ability once more.

I’d say this one is a Sleeper.

 

12-079R – Lich

7CP for Lich?

Yes, and you’ll be happy to pay for it. Especially if you’re running Mono-Earth. Simply because you can pay the 7CP upfront, and every time Lich is put into the Break Zone, you can discard a card and play Lich back onto the field. Yes, you can only use this ability if you have at least 7 Earth Characters on the field.

Then you’ll ask, Why would I want to pay 7CP for a 9K Forward?

That’s because every time Lich enters the field, his Enter the Field ability goes off, and you can choose one of your opponents Forwards and Break it at the end of the turn. In other words, Lich casts Doom with a tiny bit of time on the counter.

After that find a way to break Lich, discard a card and Voila, you can reuse Doom.

This is a card that will become a problem.

12-080R – Runda

Simple 2 cost Backup, that can cast some Protect, or Shell on one of your Forwards.

If one of them is being targeted by a Summon or ability that causes damage, you can dull Runda, and reduce that damage by 3000.

And, that pretty much sums Runda up.

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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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Beyond Destiny – Ice Sculptures

21-021C – Red Mage

For 2CP and a Common, I’d like to say that this is a pretty good card.

Red Mage comes in and dull/freezes a Character. Same thing whenever Red Mage forms a party and attacks.

Now you can also play 3 Red Mages, have them all form a party and attack, and then you’ll be Dull/Freezing 3 Characters every turn.

Red Mage might not have a lot of Power, clocking in at 5000, but her ability to Dull/Freeze sure makes up for it.

21-022H – Astos EX

The Dark Elf. I haven’t seen how Astos looks in Strangers of Paradise, and after looking at this card, I have got to say they did a great job. That is very close to what I pictured Astos looking like. I don’t know why, but the art for the Character is spot on.
Anyway, on to the card.

Astos comes in with Brave, and whenever he enters the field of leaves the field you gain a Crystal.

And, if you have 3 Crystals, you can Dull all of your opponent’s Forwards and then deal 9000 damage to all of your opponent’s Forwards.

Astos is a ticking time-bomb.

Play Astos, Play Rinoa (6-041L), Bounce Astos, and you have 3 Crystals. Next turn you use his ability and hopefully you get a board wipe.

21-023L – Ultimecia

There’s a lot of text here. And there isn’t really a way to summarize it, but we’ll try.

Ultimecia comes in, you remove up to 5 Characters from your Break Zone with a cost of 5CP or more. Once they are removed you can Dull/Freeze up to 5 Characters. Your opponent also discards one card.

If you’re playing a deck with a lot of high cost Characters, Ultimecia can do some damage, if not then she isn’t really worth the price of admission.

 

21-024C – Scholar

The 3CP Backup that gives you a Crystal when she enters the field.

Also, if you have 3 Backups or less you’ll also draw a card.

Not Bad. Not Great either, just something to play when you don’t know what else to play.

 

 

21-025R – Kiros

If Ward is here, you know that Kiros is just around the Korner. And Laguna shouldn’t be too far behind.

But, we’re here to talk about Kiros.

All you want to do is warp. Over and over and over.

Not only is the cost cheaper, but when Kiros Warps in you can Dull and Freeze one of your opponents Characters. And, that’s not all. When any Forward Warps in you can Dull and Freeze a Character.

So, keep Kiros safe, and Warp.

21-026C – Bard

I mean, who doesn’t like that ability.

Best part it doesn’t cost anything, so I don’t see a reason not to have Bard on the field. Or at least in your deck.

Bard is a 4 cost Forward with 8000 power. And, once per turn you can use his ability for a total of 0CP. And have a Forward lose all of it’s abilities until the end of the turn.

That Forward that has protection from Summons, or abilities, or damage, well Bard is here to take care of that Forward, and allow your attacks to go through.

21-027L – Griever

That’s one way to search for a Witch. Plus side to this one is that you”ll play the Witch straight to the field.

Considering the cost, you’d probably want to search for a high cost Witch to play straight to the field. Like Edea (2-099L) or Ultimecia (7-133S), or like the one that is probably in this set that I just haven’t seen yet.

If you decide to keep Griever on the field, his ability let’s you break a dull Forward, or have your opponent discard a card.
There’s a tag team here. Griever and Amon (2-098L) Amon dulls and Griever Breaks.

Ice and Lightning do work well together.

21-028H – Shiva

This Shiva is like a reusable Ice Cube.

Once Shiva has been cast, You can remove 4 Ice Cards from your Break Zone, and put Shiva back in the Freezer … I mean your hand.

After that you can just cast Shiva over and over again, until you run out of Ice cards in your Break Zone. But by then you should have Dull/Freezed? all of your opponents Characters. If not proceed to a triple party attack from the 3 Red Mages.

 

21-029R – Squall

Mini-Squall.

Did I mention I have yet to play World of Fina Fantasy?

At first I thought this was a decent card. Then I took a closer look and actually read the card from top to bottom. And for a rare, it’s a great card.

First of all, Clo … I mean Squall comes in and has First Strike. And when he attacks, if you have at least 2 WoFF Characters, your opponent discards a card.

See like I said decent.

But, here’s where it gets good.

Squall attacks, and he gets blocked. You can use his ability to deal 3000 damage to the Forward that is blocking. And with First Strike already on hand, you’re 95% going to come out on top.

21-030C – Snow

Since when is Snow a Martial Artist?

To me he’s always been a Meat Shield that can punch.

Any ho, Snow will turn into a Meat Shield after you get 3 points of damage.

Up until then every time Snow attacks you can, you guessed it, Dull/Freeze a Character. You can just go ahead and party attack with Red Mage.

Plus Snow gets Haste, if you have another WoFF Character on the field.

21-031H – Setzer

“Are you a gambling man, Sandy Claws?”

I like this card, I actually played Ice just to play Setzer. Well not all Ice, it was Fire-Lightning while I splashed 6 Ice cards. I think.

Setzer comes in and you remove 2 Forwards from your Break Zone, from the game. After that you can play those 2 Forwards whenever you’d like.

Sure, if Setzer gets sent to the Break Zone you lose those 2 Forwards but they were already broken to begin with.
I’ll take it, and I’ll figure out how to make it work.

21-032R – Terra

Trying to figure out if this Terra is better than that Terra or the other Terra.

At 5CP, Terra comes in and allows you to search for 2 Ice Summons. And, that brings her cost down to 1CP.

For 1CP this is a great card. 8000 power and Magitek Laser.

What’s Magitek Laser?

Terra’s S Ability, where the cost is another Terra card and a Summon. Any Summon. You can play those 2 cards and deal 9000 damage to a Forward. Which has a decent chance of Breaking that Forward.

Or you can just cast the Summons you searched for.

21-033R – The Girl Who Forgot Her Name

The Searcher you didn’t know you needed. Well now you got it.

The Girl Who Forgot Her Name will search for Squall, and that will give Squall the 2 WoFF Characters he needs to have your opponent discard a card whenever he attacks.

Or if you want to go another route. I still haven’t seen Reynn or Lann so, we’ll have to wait on that.

 

21-034C – Fomor

Don’t F.O.M.O. on Fomor.

???

Never mind.

Fomor is a pretty decent Monster.

Fomor comes in and deals damage. Fomor leaves and deals Damage.

4k here, 4k there. You’d think we’re talking about televisions.

21-035C – Minwu

Minwu looks mad.

I always thought that Minwu was an older White Mage. this card clearly depicts him as a teenager. Nothing wrong with that, it’s just that I always thought that he was older.

Anyway, let’s get to the card.

Minwu comes in and Freezes a Character.

And then you can pay a CP and dull Minwu and send him to the Break Zone to Dull/Freeze a Character.

For a Common this isn’t bad at all, but unless you’re playing a Rebel deck, I don’t see you playing this Minwu, not when you have the Opus I Minwu which suits my play style a little bit more. And, I don’t even have that Minwu in the deck right now.
At least I don’t think so.

21-036H – Y’shtola

We got a new element for Y’shtola. Not only does this card look good, but I believe the Ice Blue suits her well.

Y’shtola here, is perfect for discard decks. The fewer cards your opponent has in their hand the more powerful Y’shtola becomes. 0 being the perfect number of cards that you want in your opponents hand. because each time Y’shtola attacks she’ll deal damage to one of your opponent’s Forwards, for a max of 9000. The damage will decrease by 1000 for each card that your opponent has in their hand.

I’d like to see how this will fit in the Scions deck.

21-037C – Reaper

Here’s a card you can play, right before you have Y’shtola attack.

Reaper comes in and forces your opponent to discard a card. Or you can go ahead and send a dull Forward to the Break Zone. Sure, it’s cost needs to be 3CP or less, but you’re still breaking a card, or forcing your opponent to spend CP in order to counter it.

 

 

21-038R – Rinoa

A decent Backup if you’re plan on using Summons, or if you plan on saving your Summons in the Break Zone, from the chance of your opponent removing your whole Break Zone from the game.

Rinoa comes in removes a Summon from your Break Zone, and then you can use that Summon whenever you’d like.
It’s like an Ace up your sleeve.

 

21-039C – Lufenian

With a Job Title of Lufenian, Lufenian, is a the perfect card to play to start your game.

For 2CP, you play Lufenian, and if Lufenian is the only Backup you control, you’re opponent will discard a card, from their hand. Leaving them with one less card than the number of cards they had in their hand before you decided to play Lufenian.
Thank you, Captain Obvious.

I’m just surprised this isn’t a Standard Unit.

Decent card, Y’shtola will love working with Lufenian.

But, then again, Lufenian only has one job. And, if she doesn’t get it done right away, she’s worthless.

21-040R – Rursan Arbiter

All Ice cards look like they’re working well together.

Lots of discard, and abilities that go off when your opponent has no cards in their hand.

Y’shtola deals a Forward damage, and Cid here, I mean Rursan Arbitar, Breaks one of your opponent’s Forwards.

Now I”m looking at all these cards, and I’m wondering why I didn’t use more Ice at Prerelease.