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Lightning of Discovery

27-073R – Ardyn EX

The Chief Minister is here to do Chief Minister things.

The more you break your opponent’s Forwards the better Ardyn will be, and the less he’ll cost in the long run.
Let’s start from the beginning.

When Ardyn enters the field he will break one of your opponent’s Forwards. Or one of your own Forwards if your opponent doesn’t have any.

Now whenever your opponent’s Forwards are sent to the Break Zone, Ardyn will reveal the top card of your deck, and if it’s a Lightning card you can add it to your hand. This one also comes off of an EX Burst.

Mono-Lightning anyone?

27-074H – Adel (VIII)

Adel costs 4CP, but you can pay an extra cost to grant her +1000 power and some protection in not being able to be chosen by some of your opponent’s abilities. And this is a lasting effect.

What’s the cost? Another Witch you will remove her from the Break Zone and you’re good to go.

But, what does Adel actually do?

Well, every time she attacks, you choose one of your opponent’s Forwards and you will send it to the Break Zone.

And what happens when we send one of your opponent’s Forwards to the Break Zone? That’s when Ardyn comes in and well you can just read Ardyn again.

I do like it. Mono-Lightning is coming for you!

27-075L – Edea

I took a look, and there aren’t that many Final Fantasy VIII cards of 2CP or less worth playing. I was trying to see if there were any to play Edea Turn 1. The only one that looked decent was Squall (27-060H). When Squall enters the field, you’ll reveal the top 3 cards of your deck and add a Final Fantasy VIII character to your hand.

If this works. You’ll have 2 Characters on the field, and you would only have paid 1CP for it.

And at the end of your turns, you’ll draw a card if you have at least 4 Final Fantasy VIII Characters on the field.

That’s about it.
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27-076C -Kain

No need for introductions. Even as a Common, Kain is still a great card to play.

If you already have cast a Dragoon this turn, Kain’s cost goes down to 2CP.

And, if you saved CP this way, you might as well pay the extra cost of 1 Lightning CP to give Kain Haste and First Strike. Allowing him to attack as soon as he enters the field.

And with Kain’s power at 9000, you’ll be doing plenty of damage to your opponent. Especially with First Strike.

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27-077C – Machinist

Your one cost Standard Unit, Machinist.

Some of these Standard Units are good, and some just fall a little flat.

Take Machinist here, while the ability of dealing a Forward 8000 damage is good, the cost is not so much.

It’s a total of 5CP, to use Machinist’s ability. Which isn’t too bad, it’s just that you can get a similar effect by using less CP.

And yes, you’ll say, but Machinist stays as a Backup and will produce CP per turn.

That’s fair enough, but I will pass. You don’t have to, you can use Machinist and if you beat me using him, I’ll say well he’s not that bad, I guess.

27-078R – Kylma

A 2 cost Backup that Break a Forward. But at what price?

An arm and a leg, that’s the price. 2 cards from the top of your deck, for every CP needed to cast that Forward.

What happens when you’re trying to get rid of Opus XVI Chaos at 11CP? You’re going to remove 22 cards from your deck? That’s just Insane if you ask me. Yes, you don’t have to worry about paying the cost from your hand, but you’re getting rid of cards, that you will probably need later on.

Unless you’re sure you’re going to win the game, by using her ability, I would suggest you stay away from it.

This is a big fat no for me.

27-079H -Gilgamesh

Do you see what I am seeing?

Warriors were already turning up the heat, and now we add Gilgamesh into the mix.

And, I have to say that Gilgamesh is worth every Crystal Point you need to pay to play him.

Gilgamesh gives all of your Warriors, Brave and the ability to attack twice in the same turn.

And, that’s not all, when he enters the field, you will dull 2 of your opponent’s Forwards. Leaving them more suspectable to an attack.

And if that’s not all, Missile Barrage will Break one of your opponent’s Forwards, and give him Haste.

Meaning, that When Gilgamesh enters the field, and you use Missile Barrage, you will dull 2 of your opponent’s Forwards, Break one of their Forwards, and attack twice, and since you have Brave, Gilgamesh will be able to block, just in case you whiffed on the attacks.

This should have been a Legend, with some original artwork.

27-080C – Coeurl

Coeurl is one of the better Monsters that I’ve seen in a while.

Coeurl comes in breaks a Forward.

Coeurl goes to the Break ZOne, breaks a Forward.

That’s all you need to know.

And that is more than enough information to add it to your deck.

I might even add it to my bomb deck.

27-081C – Gladiator

Your best bet is breaking 2 low cost Forwards. One that costs 1CP, and if you have a Multi-Element Forward on the field, you’ll break a 2 cost Forward as well.

There are currently 99 Forwards that cost 1CP, and only a handful of them see any use.

So, I really don’t see Gladiator getting much play.

 

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27-082R – Koana

Just like Edea, Koana comes in and searches for a 2 cost Final Fantasy XIV Character and plays it to the field.

There’s are plenty of cards to choose from.

Koana also has the ability to dull a Forward on command. The best thing about his ability is that you don’t have to send him to the Break Zone, a simple dull will do.

And from what I remember seeing, there are a couple of cards that need Koana on the field, in order to get the full effect.

27-083R – Seifer

Look at Seifer, he’s telling you to “Bring it!” Cause he’s ready, even though he only has 4000 power, he’s ready to do some damage.

When he enters the field, he will Break one of your opponent’s Forwards. 2CP or less. But, if you have a witch on the field, it’ll go up to 5CP.

And let’s not forget his Special ability, where he will Break a Forward. Seifer won’t dull with this ability, so if you have plenty of Seifers in your hand and the CP to pay for it, you can Break as many Forwards as you please.

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27-084R – Thancred

Like we just mentioned earlier some cards need Koana on the field in order to get their full effect.

Thancred here is one such example.

When he enters the field, he will deal 4000 damage to a Forward, if Koana is on the field that damage becomes 7000.
We also have the ability to activate one FFXIV Forward that we control.

Meaning you can use Koana’s ability twice in the same turn. 2 dulls for the price of one.

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27-085L – Zoraal Ja

Now this is a card. Add this to your The Twelve deck, and you will be set to go.

Coming in at 3CP and 7000 power, Zoraal Ja gains +2000 power and Haste if you have at least 4 FFXIV Characters on the field.
And every time he attacks, you will Break one of your opponent’s Forwards.

And when you have received 5 points of damage, Zoraal Ja will break an additional Forward when he attacks.

Breaking 2 Forwards per attack is enough to slowly take down your opponent’s offenses.

Let’s not forget to add Hein in here as well, allowing Zoraal Ja to attack twice in one turn. Is that 4 broken Forwards if you have received 5 points of damage?

27-086H – Nine

We’ve been getting plenty of Cadets in recent sets, and Nine is top notch as always.

From the looks of it Cadets are tri-color, Fire/Wind/Lightning. And Nine is here to show you why.

When he enters the field, if you have a Fire Character, Nine will deal 9000 damage to a Forward, and if you have a Wind Character, Nine will activate all of your Backups.

Either one of these is great, but both together makes putting Nine in your deck, worth every CP you’ll pay for him.

What’s even better, is that if you have 5 Backups and use them to pay for Nine, Nine will become a free play.

And, that is something we here at Kardboard Korner love playing.

Full Arts please.

27-087C – Fujin

It always seems like Seifer, Fujin and Raijin are always on the verge of becoming a force to be, but they always seem to fall flat.

Fujin here, is a great Backup to Seifer and Raijin as she grants them +1000 power.

Is it enough to make them a top tier line up?

Not yet, But, they will one day.

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27-088C – Raijin

And, here is Raijin back to back.

Raijin comes in for 3 CP with 8000 power, plus the 1000 from Fujin we have 9000.

That’s all right so far.

When Raijin enters the field, he will deal 3000 damage to one of your opponent’s Forwards.

And, if you want more.

You can dull Fujin, and deal 5000 damage to one of your opponent’s Forwards.

Does this man that Raijin is using Fujin as a projectile?

27-089H – Ramuh

Well we did get one more Final Fantasy III Summon, I just thought that all six would have been FFIII.

Here we are, The Lord of Thunder is ready to deal 6000 damage to one of your opponent’s Forwards.

After that you will reveal the top 3 cards of your deck, and if you find another Ramuh there, you will add it to your hand, making Ramuh a free play.

Are there enough Ramuhs to make this something that we should build a deck around.

Yes, but is it worth making?

Everything is worth making. At least for one game.

27-090C – Dragoon

If you’re playing Dragoons, Dragoon is worth playing.

For it’s a Dragoon.

It will also let you reveal the top 2 cards of your deck, and if there is a Dragoon there you will add it to your hand.

Yes, this Dragoon will be sent to the Break Zone, but you will get another Dragoon that will take it’s place. Probably.

 

 

Electrifying Singles!

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Fire of Discovery

27-001R – Auron

Auron is sitting in your back line ready to boost one of your Forwards.

Yes, that Forward need to be blocking an attack, in order for him to get the buff. And, that also means that after you declare the block, your opponent has to do something in order for you to be able to use Auron’s ability.

When all that is said and done, Auron will give your Forward a 7000 power buff to help him block your opponent’s attack.

Hopefully you’ll break that Forward.

27-002H – Ifrit EX

For 1CP, this is a great card. I’ll take 3, and from the looks of it, I sense a Full Art. If there is no Full Art we will riot!

Choose a Forward deal it 5000 damage.

If you choose to pay the extra cost of removing an Ifrit from your Break Zone deal it 8000 damage instead.

What’s not to like. I’m sure you’ll have plenty of Ifrit’s that have been summoned, with nothing to do, but wait for the game to end so they can be summoned again.

Can’t go wrong with 1CP.

And, something tells me we’re getting 1CP Hero Summons for all Elements. And, they’ll all be from Final Fantasy III.

27-003C – Viper

Lots of Final Fantasy XIV support this set. Well, what else would you think? Journey of Discovery has Krile on the box.

Viper comes in for 3CP, and deals a Forward 3000 damage.

Now if you got a Multi-Element Forward on the field, that damage becomes 7000.

After that Viper sticks around as a Meat Shield. He might even attack.

 

27-004C -Ace

In and out. That’s what Ace’s job is.

Ace comes in and deals 9000 damage to one of your opponent’s Forwards.

And, if that’s not enough, you can use Ace’s ability to deal 5000 damage to a Forward as well.
Yes Ace costs 6CP.

And, that is all I have to say about this card. You might be better off with a Monster that does something similar.

27-005R – Guy

Ready to bulk up your front line?

Guy is ready.

When Guy enters the field, you will play one Forward from your hand onto the field. Up to 2CP. And, it doesn’t have to be a Fire Forward, it can be any element.

That’s 2 for Tuesday, even though it’s Wednesday today.

And, that is not all, at the end of each of your turns, if you have 4 Forwards on the field, Guy will draw you a card.

Guy will keep on giving for as long as he is on the field, and at 7000 power, your opponent might have a little bit of trouble getting rid of him.

I can see all Fire decks, having at least one.

27-006R – Chaos Advent

Chaos Advent shines when he is put into the Break Zone.

Chaos Advent will reveal the top 7 cards, and you can play one Strangers of Paradise Forward onto the field.

Quick and easy.

Only set back is that, that Forward becomes a Dark card, with the Job Chaos.

Which means you’ll need a Dark Backup that allows you to play more than one Dark card at a time.

You’ll want to play this one early enough where, Chaos Advent can stick around on the field, until needed to find a Strangers of Paradise Forward.

I’m not sure if that makes sense.

27-007H – Gulool Ja Ja

Spread out the Damage when Gulool Ja Ja deals damage to a Forward, you’ll take that damage and deal it once more to another one of your opponent’s Forwards.

You can do this once per turn, so whenever Gulool Ja Ja attacks, or blocks, or when he enters the field when you have received 5 points of damage, Gulool Ja JA deals 7000 damage to one of your opponent’s Forwards, triggering his first ability.

This is an interesting card. It might be the first with this ability unless I missed something, but I think this would have stuck.

27-008C – Gladiator

This is what a Bomb Backup would look like.

And, Gladiator can work great alongside the Bombs.

Perhaps he was training near Jachol, where he learned the technique from the Bombs.

Never the less, for 2CP you get a BAckup,that will give you 1CP once per turn, and if you decide to use Gladiator’s abilty, he will send himself to the Break Zone while dealing 2000 damage to all of your opponent’s Forwards.

I’ll be using a couple of these.

27-009C – Samurai

What do we have here?

A Backup that can break a High cost Forward. And Samurai only costs 1CP! Yeah, there is an extra cost of 3CP to use his ability, and that brings you to a total of 4CP.

The only problem you’ll have is finding the Wind CP to pay for the extra cost. There are no Wind Samurais available at the moment.

But, you can always use Princess Sarah (11-128H) for that Wind CP.

 

27-010L – Xande

Xande is sure tired of these Warriors of Light. And, for that reason when he enters the field, Xande will cast Silence. It’s probably SIlence. All the Forwards of a Job that you name will lose all of their abilities until the end of the turn.

And we’re not even done here.

At the begining of every Attack Phase Xande will deal 9000 damage to one of your opponent’s Forwards, then you will draw a card and discard a card. And, if you discarded a Xande, you will deal 9000 damage to one of your opponent’s Forwards.

Rinse and Repeat.

Yo-u can keep dealing 9000 damage to your opponent’s Forwards for as long as you have a Xande in your hand to discard.

27-011C – Jecht

At 6CP, Jecht is a decent play.

At Warping Speed, Jecht is even better.

For a total of 2CP, you can future proof the board, cause when Jecht enters the field, you can either deal 8000 damage to one of your opponent’s Forwards, or deal 5000 to all of your opponent’s Forwards.

You’ll choose which one you would like to use once Jecht enters the field and you see what your opponent’s board looks like.

Either way, I would say this one is worth playing.

27-012H – Zell EX

Zell is ready to hopefully take down your opponent’s Forwards as soon as he comes in!

5000 damage divided up any way you would like to any number of Forwards your opponent controls.
And, if you have 4 Final Fantasy VIII Characters on the field, that damage becomes 9000. Meaning that you’ll at least break on of your opponent’s Forwards.

At 5 points of Damage Zell gains Haste.

And, let’s now forget that this ability also comes off of an EX Burst.

Zell might be useful in my Bomb deck.

27-013L – Zeromus

Why didn’t this card get the Full Art treatment. If there was any card that deserved it it would be this one.
Zeromus AKA Zemus comes in the field and does nothing. Not until your Characters are chosen by your opponent’s abilities.

When they are, Zeromus becomes the tax man, and tells your opponent to “Pay Up”. And if they don’t they’re Summon or ability will just fizzle and nothing will happen.

And that cost is pretty high. Either 4CP or a Crystal. If they have an abundance of Crystals they’ll be good to go, if not, then Zeromus will be depleting you’re opponents resources. Their top priority will be to find a way to get rid of Zeromus, allowing you to build your board as you see fit.

How much power does Zeromus have? 8000? Maybe, just maybe, Grenade (5-008R) will become even more useful.

27-014H – Terra

Custom Art? Check.

Let’s see what else she does.

Terra enters the field and you reveal the top 2 cards of your deck. You can grab up to 2 cards. One a Fire card, and the other can be either Wind or Lightning. The cards you don’t grab are sent to the Break Zone.
So far so good, you might actually get a Free Play with Terra.

And, we’re not done yet. Whenever you cast a Wind or Lightning card, Terra can deal 8000 damage to one of your opponent’s Forwards. Terra does need to be Active for this ability to take effect.

Other than that Terra has 5000 power, but you’ll most likely keep her active to start dealing 8000 damage left and right.

27-015R – Bakool Ja Ja

Need reinforcement that will be on call?

Bakool Ja Ja is ready to help you out with that.

When he enters the field, and leaves the field, you will remove the top card of your deck from the field, and it will be on standby. Not taking up space in your hand. Just in Purgatory, waiting to see, if you will use it during this game.

Now let’s think about it for a second.

Your best bet would be if a Summon was removed from the game, a constant reminder to your opponent not to do anything stupid.

They always said two heads are better than one.

27-016C – Fire Elemental

Here’s a Monster that will do damage on the way in and on the way out.

When Fire Elemental enters the field, it’s do 5000 damage to one Forward.

When Fire Elemental is put into the Break Zone it’ll deal a Forward 8000 damage.

Not bad, but not great either.

I have a feeling we’ll be getting at least three more of these Monsters, and the other two will have a different name. And, they won’t be from Strangers of Paradise.

27-017R – Luneth

Weren’t we just talking about Warriors of Light?

Well, Xande won’t get much done with Luneth.

When Luneth enters the field, you’ll reveal the top card of your deck, and if it’s a Character, and costs under 3CP, you get to play it on to the field.

Doesn’t matter who it is. Doesn’t matter what element it is. You will play that card onto the field. What’s the chances of you hitting a target Character? Pretty good, cause you’ll be putting your deck together.
Minuet? Luneth grants Haste to all of your low cost Forwards.

Fill your deck up with cards that cost 3CP or less, and “Luneth don’t miss.”

And, this is just a Rare?

27-018C – General Leo

Here’s your Buy One Get One Free Card!

When General Leo enters the field you can play a Standard Unit from your hand on to the field. Up to 5CP. What Standard Units do you play? I’d say it depends on what you’re trying to do, but since General Leo doesn’t specify Element, you can cast any Standard Unit that you would like.

His action ability, is just a little ping of damage, but sometimes that’s all you need.

At the end of the day, General Leo has a 9K body ready to go.

Let’s see what General Leo can do. You play General Leo, Paladin (22-101C) who will play a 2CP Forward from your Break Zone. You’ll grab Sol (16-013H) pay a Crystal and play a 4CP Forward from your hand. Yuna (27-129S) is up next allowing you to play a 3CP Forward. and so forth.

So far we got 4 Forwards on the field for 5CP. 5 if you add in the one that Yuna brings in. I know it’s highly unlikely that this will happen in a game, considering your deck and RNG, but the possibilities are there. And if it finally does happen, you just pulled off the heist of the century. Or at least the heist of Opus XXVII.

Hot Singles!

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Hidden Legends Breaking Limits

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24-115R – Tenzen LB

The Samurai is back! This time with a Limit Break ready to go off whenever needed.

And, what a Limit Break.

Tenzen comes in and gives all of the Samurais +3000 power, Brave, and the ability to attack twice in the same turn.

And, we already know how Samurais run. Now just take that same deck, and play Tenzen whenever you can from the the Limit Break deck.

Your Samurais will take down your opponent so fast, that your opponent will mistake them for Ninjas.

After all is said and done, if your opponent still has some life, Tenzen sticks around with a 9K body.

24-116R – Snow LB

Snow comes in and searches for Lightning. Yes, he does search for Serah as well, but we all know that you’re going to grab Lightning.

And, that is all he does.

He’s not even a decent Meat Shield, coming in with only 5000 power.

What Kind of Sentinel is that?

If you need Lightning or Serah, sure. If not, then play Lumina.

24-117R – Zidane LB

4CP for a 5K body.

You’d think you’re overpaying, but this is a Limit Break card, and Zidane cannot be blocked by a 4 cost Forward or higher. Meaning that most of Zidane’s attacks can and will go through to damage your opponent.

Also, when Zidane enters the field, your opponent discards the top 2 cards of their deck, if they are of the same element, Zidane will draw you a card.

If you’re playing any kind of Wind deck, I would keep one of these in your Limit Break deck. It’s LB cost is very low, and we all know that you have filler LB cards in that deck just to pay for the cost of the cards you actually want to use.

24-118R – Selh’teus LB

Can you spell indestructable?

S-E-L-H-T-E-U-S

Selh’teus cannot be broken by your opponent’s Summons of abilities, whether they flat out break a Forward, or if they deal damage to a Forward.

The only way your opponent will be able to get rid of Selh’teus, is by blocking her with a Forward with more power than Selh’teus has. or by returning her to your hand, in which you can just play her again. I think.

I’m not sure if Selh’teus can be returned to your hand. Or what happens to it once it is targeted to be returned to your hand.

24-119R – Gilgamesh LB

Greg?

No, that’s not Greg. Maybe it is, we all know about Gilgamesh and his inter dimensional travel.

When Gilgamesh comes in you can either break a 1 cost Forward, or remove 2 cards from your opponent’s Break Zone.

What to choose?

I’d say it depends on what is in your opponent’s Break Zone, and if your opponent has a way of bringing cards back from the Break Zone.

If you have no use for any one of these abilities, you can always just use Gilgamesh to pay for your other Limit Break cards.

24-120R – Warrior of Light LB

This is a cheap card. For what Warrior of Light does, he is extremely cheap, and I would do great in any tribal deck. Or just about any deck running a bunch of Standard Units.

Warrior of Light will protect all of your other Forwards from most of your opponents abilities.

Your Forward will not be chosen, and if they receive damage that damage will be a big fat 0.

2CP + 1LB will grant you this protection for your other Forwards, and you’ll also have an 8K body.

24-121H – Iron Giant (SOPFFO) LB

How is this a Hero, when all these Rares that we’ve just seen are better?

That is my first thought on Iron Giant.

Iron Giant comes in and you get to either deal 5000 damage to a 2 cost Forward, or deal a dull Forward 7000 damage.

There’s nothing really exciting here.

 

24-122H – Magna Roader LB

Magana Roader, choose one ability or choose both. It all depends on how many Wind and/or Ice Characters that you have on the field.

If it’s 4 Ice Characters, your opponent shows you their hand, and you discard one of those cards.

4 Wind Characters, and Magna Roader comes in with Haste.

If you have 4 Ice and 4 Wind you get both of these.

My question is, who is playing Ice/Wind?

24-123H – Vajradhara Wu LB

Coming from Wutai, Vajradara Wu (or Wu for short) can and will break one of your opponent’s Forwards. and after Wu will stick around as an 8K body.

How will Wu do this?

It’s quite simple really.

Wu will break a damaged Forward, or Wu will deal damage to another Forward equal to it’s power.

And, that is pretty much it.

I’d call Vajradara Wu a Summon that sticks around afterwords.

24-124H – The Ur-Dragon King LB

High cost means High Power, and that is what The Ur-Dragon King brings to the table.

You’ll spend 9CP, 2LB and you’ll need 4 Earth Characters, and 4 Lightning Characters on the field in order to get The Ur-Dragon King’s full effect.

This 9K Meat Shield has 2 abilities that go off when it enters the field.

First one is that you can grab 2 Characters from your Break Zone, bringing Ur-Dragon’s cost down to 5CP. You’ll need 4 Earth Characters for this one.

And, second you can choose one of your opponent’s Forwards and The Ur-Dragon King will break it for you. You’ll need 4 Lightning Characters for this one.

If you have the cards on the field, and sufficient CP to pay for this, I would highly recommend it.

24-125H – Tonberry & Cactuar LB

I really wanted this card to be better.

It’s not bad, I was just hoping for Superhero powers.

What we get is a choice between 2 abilities. Who would have guessed?

First one, break a Forward of 3CP or less, which isn’t bad at all.

The second choice is, look at the top 2 cards of your deck and add one to your hand, while the other one goes to the bottom of your deck.

All we have to do is now is figure out which one is Batman and which one is Robin.

I’d say Tonberry is Batman.

24-126H – Ultima Weapon LB

Fire Water Burns!

Ultima Weapon is one of these Dual Element Limit Break Cards that you know will work.

I can actually just throw it in my Bomb deck, which is filled up with Fire/Water and have the perfect Limit Break to use whenever I feel like it.

Yes, just like most of the other Dual Element LBs, you’ll need 4 Characters of each element to get the full effect.

4 Fire Characters will allow Ultima Weapon to deal 9000 damage to a Forward. If you have 4 Water Characters, Ultima Weapon will break one of your opponent’s Forwards.

What’s not to like?

The cost? It’s only 6CP. Opus I Odin costs 7CP, and only breaks 1 Forward.

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Hidden Legends of Water

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24-091L – Astrius

Water starting off with a Legend.

Astrius, the Willweaver, will weave your will to get things done.

Just make sure that you always attack when Astrius is on the field, for whenever he attacks, you get to choose between Astrius’s two abilities.

And, 99.99% of the time you will be choosing his second ability, because the first one is just choosing a Forward and having it lose 7000 power.

The second ability, the one that you will be choosing is dealing your opponent 1 point of damage.

And just like that Astrius is worth 5CP. I’m sure we would gladly pay more for this card, but 5CP is perfect.

To make things even better, if you have 7 Final Fantasy Brave Exvius cards in the Break Zone, or removed from game, Astrius turns into a Free Play! And, who doesn’t like Free Plays.

24-092R – Gau

I’m trying to see if Gau is worth playing.

Discard Gau, to play Gau, but which Gau do you play.

Do you pay 5CP, or just 2CP?

I mean, you can grab Opus IV Gau, and Luminous Puma, grab a Forward from the Break Zone, and once the new Gau comes in you can play a 2 cost monster from the Break Zone. Melusine sounds good, and once Melusine comes in you can choose one of your opponent’s Forwards that cost 4CP or less and gain control of it for a turn.

And that’s just one little Combo that you can do with Gau.

24-093R – Kimahri

Kimahri coming in when your opponent least expects it, through the back door, and casting Protect on all your Forwards.

All damage dealt to your Forwards will be reduced by 2000, for the turn that Kimahri comes in. Your Final Fantasy X Forwards will have an additional 2000 reduction to the damage dealt to them.

After that turn is over, Kimahri will still reduce the damage dealt to your Final Fantasy X Forwards.

Are we bringing back YRP?

We might finally have a decent Kimahri.

24-094C – Corsair

I still don’t know what a Corsair actually is.

But, I do know what Corsair does.

He let’s you draw a card. And for 3CP that can be more than enough.

And, let’s not forget that if you have 4 Water Backups on the field, you can chose a card in your Break zone, and put it at the bottom of your deck.

After that just search for that card and play it.

Not bad.

24-095C – Jecht

Jecht is Jecht, and he e-Jechts a Forward back to their opponent’s hand.

Yes, that was terrible.

But, it’s true, as soon as Jecht enters the field you will return one of your opponent’s Forwards back to their hand.

And, every time one of your opponent’s Forwards is returned to their hand, Jecht shall choose another Forward your opponent controls and they lose 3000 power. This will also go into effect every time you return a Forward to their owner’s hand.

And, you get to keep a 9K body on the board.

No re-Jecht-ion here.

24-096R – Jed

Hmm, I wonder what he’s thinking?

Actually I know what Jed is thinking. He’s thinking, “Why is he a Water card if he is a Samurai?”

We were kind of thinking the same thing.

Jed comes in and for 3CP, you get a 8K body. If you have at least 1 Crystal, Jed has 9K power and Brave.

And, when Jed attacks, you have the option of paying 1 Crystal to draw a card.

There actually is another Water Samurai. But, that is Jed as well.

24-097C – Stiltzkin

This is the start of a new era of Moogles.

Stiltzkin is set to make Moogles a fun deck. One letter at a time.

That was Stiltzkin, right? Mailing letters?

If not then well, he shall deliver Moogles from your Break Zone. Cause when Stiltzkin comes in, you can grab a 2 cost Moogle from your Break Zone and play it straight to the field.

Might as well grab Mog (VI) and you’ll be set. Don’t know why, just scroll down a bit.

After that is all done, you can dull 2 Moogles and have one of your opponent’s Forwards lose 2000 power.

Stiltzkin might only have 3000 power, but that’s OK. Once he enters the field, and you played the Moogle from your Break Zone, you can use him to block an attack and have him sent to the Break Zone, just so you can play Stiltzkin again and grab another moogle from your Break Zone.

I’ll take 3 Full Arts.

24-098H – Strago

We always wanted a way to get a card back from the Break Zone. Especially when you’re running just one of a certain card that you need in certain situations, and you now need that card to turn the board in your favor.

When Strago comes in you will be able to grab a card from your Damage Zone, and trade it with a card in your hand.
That would be enough, but Strago is far from done. Well, he’s half way done.

Whenever you put a card in your Damage Zone, your opponent chooses a Forward that they control and they put it in the Break Zone.

Is it worth 6CP? Of course it is.

24-099C – Siren (MOBIUS) EX

Null Damage at it’s finest.

Siren nulls the next damage dealt to one of your Forwards.

Plus you get to draw a card.

That’s about it.

This also comes off of an EX Burst, but I don’t see that being as helpful, not when you don’t have any Forwards left on the field cause your opponent has gone to town on your front lines.

At least you get a card. That’s probably the best reason to play this card.

24-100C – Cecil

Now, this is how it should be done.

Cecil is the Backup that is always ready to cast Null Damage.

Although you won’t be drawing a card when you cast Cecil, Cecil is on;y 2CP, compared to the 3CP that Siren costs.

Cecil also has another ability that will Break one of your opponent’s Forwards.

Either way, Cecil is going to get something done, Breaking or Saving.

The choice is up to you.

24-101C – Tidus EX

Tidus with a 50% rebate.

That’s what we’ll call it.

Tidus comes in and returns one of your opponent’s Forwards to their hand, as long as it’s CP is 4 or less.

Once that forward makes it’s way back to your opponent’s hand Tidus’s second ability kicks in and you draw a card.

The good thing about this second ability is that, you can draw a card once per turn, if you send a Character back to your opponent’s hand.

Tidus might just keep on giving.

24-102C – Perrene

Perrene looks to be an integral part of the Warriors of the Crystals, and that is for one reason only.

Every time a Warrior of the Crystal is put into the Break Zone, Perrene hands you a Crystal.

And, why is that good?

Well, as you can see instead of paying the cost to play a Warrior of the Crystal, you can pay 1 Crystal and 1CP of any element. Meaning you don’t need to worry about which elements to play.

Perrene also has an 8K body, making her a decent Meat Shield.

24-103C – Moogle (FFTA)

Here’s a decent Backup to use if you’re playing Tidus.

When a Water Forward enters your field, you can put moogles into the Break Zone and return a 4 cost Forward or less to your opponent’s hand.

After that you can draw a card because you already have Tidus on the field.

Now all you need to do is play Stiltzkin and grab Moogle from the Break Zone and play him onto the field.

And now you’re back to where you started and your opponent has one less Forward on the field.

24-104R – Mog (VI)

Is Mog enough to make a Moogle deck?

Are there enough moogles to make a moogle deck?

What about Good King Moggle Mog XII?

All of that is a strong maybe, and I am one who might look into it a bit better.

For 2CP, you get a moogle with a 5k body and, with every moogle that you have on the field Mog gains +1000 power. There are 59 different cards that you can choose from.

That right there would have been good enough for me. But, we’re not done.

Whenever Mog is put into the Break Zone, you can discard a Job Moogle from your hand, and play Mog back to the field.
You’ll have a high powered Forward that your opponent will have trouble trying to keep Mog off of the field.

24-105R – Malboro

Bad Breath incoming!

Get your opponent ready to face the worst this Monster has to offer.

Blind, Poison, Sleep, Slow, you name it, you’ll have it.

Luckily this isn’t the game, so no Blind, no poison and no slow. Sleep, yeah, but this time Malboro isn’t casting it.

Malboro shall take away all of your opponent’s buffs, and abilities, including Haste, Brave, First Strike whatever it is that their Forwards have is gone.

Not only that, but all of your opponent’s Forwards will lose 3000 power as well. That means that some of them might be broken.

You can’t go wrong with Malboro, and the best part, it only costs 1CP!

24-106H – Leviathan

The Biblical Beast Returns, and it’s taking out it’s fellow Leviathans to cause more destruction to your opponent.

For 3CP, Leviathan allows your opponent to choose a Forward or a Monster that they control and sends them to the Break Zone.

If you’d like to pay the extra cost, you can remove 4 Leviathans from your Break Zone, and your opponent shall choose 2 Forwards and/or Monsters and send those to the Break Zone.

For 3CP, I say you can’t go wrong with this one.

24-107L – Relm

Artwork? Check.

Legend? Check.

Abilities? Depends.

Relm is worth playing if you are playing a FFVI themed deck, as her enter the field ability will only work if there are at least another 4 VI Characters on the field.

If you do, when Relm enter the field, you can search for a 3 cost monster and play it onto the field. It’s your Buy 1 Get 1 Free special.

As you know Relm is a Pictomancer, and her specialty is Monsters.

You can use her second ability to give a Monster a 2K buff.

I’d say it depends on what your running. This isn’t a bad Relm, she will do good in specific FFVI themed decks. For all other decks I would say Opus XI Relm is much better.

24-108H – Wakka

Wakka is here to be a powerhouse.

For every FFX Character that you control, Wakka gains a 1K buff to his power.

Now imagine YRP is back, that is 3 right there, plus Brother and Shinra. That’s 2 more. Bring it up to +5K for Wakka.

When Wakka does enter the field, depending on how high his power is, you’ll be able to choose one of your opponent’s Forwards, and place them on the top of their deck. You can choose any Forward as long as their power is less than Wakka’s. Which shouldn’t be too hard to do.

Wakka also has his Elemental Reels which will have one of your opponent’s Forwards lose 5000 power.

I would say, play Wakka with the new YRP, and Opus I Tidus and Emissaries of Light Tidus. You’ll thank me later. Or not.

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Hidden Legends of Lightning

24-073H – Valigarmanda

Lightning is kicking off things with a Summon, and a beautiful Full Art as well.

Valigarmanda is a 4 cost Summon that comes in dulls a Forward, and Freezes it as well.

That Forward loses 9000 power until the end of the turn, and then Valigarmanda also deals it 9000 damage.

99.99% of the time it will break the Forward that Valigarmanda is targeting.

At the very least, Valigarmanda will disable that Forward for this turn.

24-074C – Odin EX

Odin is ready to break a Forward.

Any Forward?

Yes, any Forward, but the cost might be a bit high for some Forwards.

It’s 5CP to cast Odin, plus the top card of your deck times the CP required to play the Forward that you’re looking to break.

Odin is useful in certain situations, but why not just play the Opus I Odin that will break any Forward for 7CP flat.

No extra charge.

I’ll pass.

24-075C – Guardian

I just realized we have similar Backups in every element.

Guardian comes in and you draw a card.

After that, depending on if you have at least 4 Lightning Backups on the field, Guardian will allow you to choose 2 Forward, and dull them.

Other than that, Guardian is just a simple Backup that will give you a Crystal Point each turn.

But, you already know that.

24-076C – Juggler

Wicked Clowns?

Juggler, the Backup you knew that you might need.

Juggler will come in and hang out until you need to get rid of a 2 cost Forward.

Juggler only costs 2CP, the only draw back if you call it that, is that a Lightning Forward needs to enter your field, in order for Juggler’s ability to go off.

I see some use for this.

Probably, more than some.

24-077H – The Emperor

Who would have thought, that the only reason the Emperor is here is to gain Crystals.

Look at it. The Emperor comes in you gain a Crystal. If your opponent has a Crystal, gain a Crystal. That’s two from the get go.

Add in one more Crystal from another Backup, and you’ll be able to use The Emperor’s second ability.

But, first let’s take a look at the first one. Or, the top one.

Break a Forward that costs 4CP or less.

Yeah, that’s pretty straight forward. Nothing groundbreaking, but very useful.

Now let’s take a look at the second ability.

Go ahead, I’ll wait.

Do you see that? Break all the Forwards and the Monsters opponent controls. That would wipe your opponent’s whole board, leaving it wide open.

If you don’t win the game after that ability goes off, then I don’t know what to tell you.

Plus, we get a Full Art version of this card in the Prerelease Kits.

24-078R – Cidolfus (XVI)

3 cost Forward that allows you to search for a Lightning Summon.

And, that is pretty much it with Cidolfus.

You’ll get a 5K body that sticks around on the field.

Other than that what else is there?

Oh yeah, Priming.

Cidolfus Primes into Ramuh.

What does Ramuh do?

Guess we’ll have to wait to find out.

24-079L – Jack Garland

Jack is ready to turn your opponent’s front line upside down.

All of your opponent’s Forward must attack, and they must block.

This will either leave their front line open for your attacks, or all of your opponent’s Forwards will be broken.
Just make sure you at least have bodies on your field to block the attacks your opponent will be throwing at you.

And, every time one of your opponent’s Characters is put into the Break Zone you will gain a Crystal.

Sooner or later, you’ll have enough Crystals to use the Emperor’s ability to wipe out your opponent.

I’ll take 3.

Full arts preferably.

24-080R – Chime

Here we go, the King’s Minister is here to give you a great deal.

Buy one Get on Free.

Chime comes in and you reveal the top 4 cards of your deck, and play a Character of 2 or less onto the field.

I’d say it’s worth taking a chance on this.

Either way Chime is only 2CP, and you can get some decent value if you find a 2CP Character in the top four cards.

After that, Chime is a 5K body, ready to be taken out, just so you can play Chime once again, and hopefully find another 2CP Character.

24-081R – Noel

This Shadow Hunter is attacking from the shadows.

Noel comes in and he starts going to town. Striking with precision and going back to the shadows from which he came.

Yes, Noel only has 3000 power, but you won’t need to worry about that unless you decide to block with him.

Noel’s attacks will go through, just because he cannot be blocked.

I’ll take 3.

Throw them into your FFXIII deck, and once this Noel is gone, you can play another Noel.

Take your pick. Rebellion’s Call, From Nightmares or Hidden Trials.

All of them will do well.

24-082C – Vivi

Vivi is ready to come in and deal some damage to your opponent’s Forwards.

2000 across the board isn’t much, but let’s not forget about Summons that break damaged Forwards.

Or abilities that dull damaged Forwards, and what not.

Plus, if there is already a damaged Forward on the field, you can use Vivi’s ability and deal it an additional 4000 damage.

After everything is said and done, Vivi sticks around with a 5K body.

24-083H – Firion

Let me start by saying, if you’re playing Lightning you’re playing Firion.

Why? First off, you can only pay with CP produced by Lightning Backups.

Now, once Firion comes in you can pay 2CP more, and give him Haste and First Strike.

Then you can go ahead and attack with Firion.

Now, it’s time to cast Drain. Break a Forward, Activate Firion, and attack one more time.

Firion is going all out here. Time to start building that Rebel deck.

24-084R – Behemoth

Let’s up the stakes.

Behemoth is just that a Behemoth.

No power, unless you make it a Forward, but when a Forward of yours attacks, you can put Behemoth into the Break Zone and give a Forward the ability to deal 2 points of damage to your opponent.

Now, you can give that buff to Noel, who can’t be blocked. Or what about Firion, who can attack twice this turn.

And, that’s just 2 Forwards from this set, think about all of the other cards that can make use of Behemoth here.

24-085C – Mid (XVI)

I like this.

And, it’s only 2CP to bring Mid in.

She’ll stay on the board, and whenever you’d like you can put her in the Break Zone and grab a Forward. 4CP or less and add it to your hand.

That right there would have made this card playable.

But, Mid isn’t done. No. Not at all.

If you grab Cidolfus from the Break Zone, you’ll have a chain of Events that will start to go off one by one.

Let’s see how that will go.

You put Mid into the Break Zone, grab Cidolfus and play him straight to the field. Cidolfus searches for a Lightning Summon. Cidolfus Primes into Ramuh. Ramuh casts a Summon from your hand without paying the cost, and deals one of your opponent’s Forwards 8000 damage.

All that for 2CP plus the cost to Prime into Ramuh.

24-086C – Lightning

Coming in with a 9K body, Lightning is the prefect Meat Shield for your front lines.

You’ll also be able to discard a card and give Lightning Haste and a +1K buff giving her a 10K body, that’ll be tough to break.
And that pretty much covers everything.

You’ll pay a total of 6CP, which includes the discarded card, for a Forward that’s ready to go, from the get go.

 

24-087C – Ranan

Another Warrior of the Crystal.

When Ranan comes in, he grants another Warrior of the Crystal, Haste.

And, that’s about it.

I’ll have to check with the other Warriors of the Crystal to actually see how this deck runs.

 

 

24-088R – Ramuh

Coming in at 5CP, but thankfully you won’t be paying 5CP, you’ll be Priming into Ramuh.

Ramuh comes in and you can cast a Summon from your hand, any element will do, and you won’t have to pay the cost to cast it.

If the Summon you cast is a Lightning Summon, you will deal 8000 damage to a Forward of your choosing, as long as it’s active.

I’d say it’s still worth paying the 5CP to cast Ramuh.

24-089C – Ramza

Ramza stands alone. While leaning up on a tree.

Decent artwork, taken from the game, but what about the card?

If Ramza is sent to the Break Zone, you gain a Crystal. Ok, not bad. You can probably just throw Ramza in just to block and gain a Crystal with him.

And if you need to give Ramza a quick buff, you can remove 2 cards in your Break Zone from the game.

Not bad, for 3CP.

24-090L – Leon

Leon being Leon, almost like Kain going back and forth between the Rebels and the Empire.

Leon comes right in for 1CP, and deals a damaged Forward 4000 damage. Possibly breaking it.

Your opponent has the choice of taking control over Leon, by targeting him with an ability. Once Leon is targeted he will switch sides. You can get Leon back by targeting him with your own abilities.

But, why would you?

You actually want your opponent to have control over Leon, because if they don’t have any other Rebels on their field, Leon will deal them 1 point of damage at the end of their turn.

And, at the end of yours as well.

This is a card that will eat up your opponent from the inside.

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