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Cecil Harvey

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Compassionate knight troubled by his way of life.

-Captain of Baron’s airship fleet, the Red Wings. Cecil fulfills his duty as a Dark Knight, but eventually leaves his homeland, unable to obey his king’s cruel orders any longer. He begins a battle against Golbez, who appears to be the one pulling the strings behind Baron’s campaign to gather the crystals. On his journey, Cecil faces his demons and is transformed into a holy Paladin. Anguishing over his friend Kain’s betrayal, Cecil is shocked to learn that he and Golbez are actually brothers descended from the Lunerian moon people. Even so, he continues to fight for the future of the Blue Planet and all who live there.

-Taken from the Ultimania

Where do we even start?

Cecil, the main protagonist of Final Fantasy IV. Has 18 different cards. Let’s take a look back down memory lane and check these all out once more.

1-108H – Cecil

Dark Knight of Baron.

3CP, 7000 power.

Not much going on here.

Cecil just waits for you to receive damage. And, and once you do Cecil deals one of your opponent’s Forward 5000 damage.
Isn’t that what Dark Knights do? Receive damage to make their attacks more powerful?

Then why is the damage dealt less than Cecil’s power?

It’s still ok.

Did Dark Knights ever become a thing?

1-162R – Cecil

Cecil had 2 cards in Opus I, and this is the second one.

Coming in at 5CP, with 8000 power, Cecil is the perfect Meat Shield. Literally. Cause, that’s what Paladins are. Glorified Meat Shields.

All of your opponent’s Summons and abilities must choose Cecil. No, ifs, ands, or buts. Period.

This is a card that can go into any Water deck and be useful.

Is it still useful today?

It can be. There might be better cards that will do the same thing for less CP, which I can’t name any off of the top of my head at the moment.

2-129L – Cecil

See this is a much better Paladin. You can see that Opus II Cecil is a major upgrade from Opus I Paladin Cecil.

Still 5CP, but this time Cecil has 9000 power. He is a Legend after all.

Cecil grants all of your Forwards Protection from Summons and abilities that deal damage. Plus he gives all of the Forwards other Forwards on your front line +1000 power.

Only draw back would be that Cecil must block, whenever possible.

But with 9000 power. You should be all right.

5-086L – Cecil EX

We’re only at Opus V, and all of these Cecils keep getting better.

Dark Knight Cecil here is breaking dull Forwards, whenever he enters the field. You can choose any dull Forward as long as it’s cost is equal to or less than the points of damage you have received.

This ability also comes off of an EX Burst.

And Dark, Cecil’s S ability which will break a Forward whose cost is equal to or less than the points of damage you have received. This ability also deals you a point of damage.

You can also just throw 3 of these into your deck, and hope you pull one when you receive damage.

7-135S – Cecil EX

Cecil comes in and activates 2 of your Characters. This also comes off of an EX Burst. Just in case you need to activate a couple of blockers.

If you have received 5 points of damage, Cecil gains +2k power and he can not be chosen by your opponent’s abilities.

Here’s an idea, if you’re playing Earth/Wind, You can play Dark Knight Cecil until you have 5 points of damage, and then find a way to break him, to play this Cecil.

It’ll be like playing Final Fantasy IV. You’ll start off as a Dark Knight, and transform into a Paladin later on in the game.

9-109H – Cecil

You’ll need another couple of Final Fantasy IV Characters on the field if you want to get Cecil’s full power. And, that is Brave and +2000 power for Cecil.

One time per turn you can use Cecil’s ability, we’ll call it Cover. You can choose one of your Forwards, and next time it is dealt damage, you can reduce the damage taken by that Forward by 4000 and deal that damage to Cecil. Allowing your other Forward to survive and live to fight another day. Or turn.

4CP for 10,000 power isn’t bad at all.

 

10-115C – Cecil

I’d say I don’t see anyone playing this Cecil, but then I thought about it and said. I’m 99% right. There will be a couple of people playing this card, just because they aren’t putting it in an FFIV deck.

Cecil is a 2 cost Backup that can be thrown into the Break Zone and reduce the damage dealt to one of your Forwards by 2000.

Yea, …

 

13-060R – Cecil

Not one of the better Cecil’s, but it might be worth the 1 point of Damage to get rid of a forward that’s been causing you trouble. And if that extra point of Damage gives you Brave, and +1K, well you might actually play this card.

 

 

 

 

15-073H – Cecil

The OG Dark Knight. Move over Batman, you ain’t got nothing on Cecil.

If you got a Crystal, you’re good. If not you shall receive 1 point of Damage when Cecil enters the field. Which isn’t too bad, because at 3 points of Damage, when Cecil is broken, you can search for another Cecil and play it onto the field. You’ll need another Crystal for that Cecil as well. Unless you go with another Cecil.

Souleater?

Yes, please. Throw in a whole bunch of Cecil’s into your deck just so you can use this ability over and over. And, when it lands you’ll deal your opponent 2 points of Damage. Watch out for those EX Bursts.

16-051L – Cecil

For 5CP, you can play Cecil, and another card from your hand that’s 4CP or less. And if that card you play is a FFIV Character, you get to activate 2 Backups. Doing the math that means, if you played a IV cost IV Character (get what I did there?) you’ll actually end up +1CP.

Worst case scenario, you only save 1 Crystal Point, but why would you play a 1 cost when you can play anything up to 4CP.
tenebrous blast

luminous blast

And, the icing on the cake, is that Cecil protects all your Characters. forcing your opponent to pay 2CP just to make sure their Summons and abilities go through.

 

17-050C – Cecil EX

6CP to draw a card?

I think I’ll pass.

I don’t see much use for this. There are plenty of cards that will draw you a card for much less.

Some of those even have better abilities as well.

 

 

17-139S – Cecil

There are better Cecils, but every time I say that, someone comes up with a way that makes this one even better than the other ones.

So, I’ll just say that Cecil here can have up to 10K Power with Brave.

That and if you dull your FFIV Characters, you can dull Forwards and deal damage and stuff.

 

 

20-075L – Cecil

Is 3 CP worth a point of damage?

Depends on what you’re playing. If you need that point of damage to buff up all your Forwards because you just received 5 points of damage then go right ahead.

Besides that, Cecil remains true to his story. As he can turn his Dark Knight self, into a Paladin. All you have to do is cross the mirror. Or get sent to the Break Zone. Whichever one is easier. For when you put Cecil into the Break Zone, you can search for a Paladin Cecil, and play him onto the field.

That Emissaries of Light Cecil, is looking good with this right now.

And Tenebrous Blast, just a special ability that deals 8000 damage to a Forward.

20-109H – Cecil

The other Cecil is better in my opinion.

This Cecil is basically a Crystal Generator.

Once per turn, if Cecil or a FFIV Character enters the field you gain 1 Crystal.

And, you can use that Crystal to give one of your FFIV Forward +1000 power and protection from your Forwards abilities.

Are the Golbez and Cecil decks going to shoot up in value soon?

21-132S – Cecil

What’s not to like about this card?

Built in protection. Cecil is a Paladin like no other. Or so they say.

4CP/8000 power. Can’t be chosen by abilities, can’t take damage from abilities. A meat Shield at it’s finest.

Cecil also buffs all of the other Dissidia Forwards with +2000 power.

And, if that’s not enough, Paladin Force breaks those pesky high cost Forwards that like to stick around the field more than they should.

Now if Cecil had some FFIV synergy, this card would have been awesome.

23-028L – Cecil

Move over Batman, Cecil is the real Dark Knight.

As you can see, all of Cecil’s abilities deal damage to you. Is it worth using these abilities, or even playing Cecil? Well that depends. Do you need to inflict damage upon yourself in order for your deck to get that much stronger.

If the answer is yes, then yes you should play Cecil. Just imagine your back is pinned to the wall, and all of a sudden you reach 5 points of damage and you cast Dark Flame. Most likely, wiping out your opponents front line.

All that’s left is for you to come in a get the win.

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 only 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.

Looking for Cecil?

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Crystal Dominion – Thoughts on Earth

15-064C – Vanille

Vanille is taking over Minfillia duties. Allowing you to grab 2 Forwards from the Break Zone when she enters the field.

Her 6CP cost goes down to 2CP, which is pretty good for a Backup.

15-065C – Scholar

Lost the card that’s supposed to win you the game. Scholar h ere will allow you to retrieve it back from the Break Zone. For a small price that is. What’s the top card of your deck compared to that Legend card that was just broken?

Next turn you’ll be able to shuffle your deck, and the card you retrieved will be closer to the top.

This card should have been a fisherman.

 


15-066C – Galuf

What would you like to do?

Gain a Crystal or Deal a point of Damage?

Odds are 50/50

Is it worth 5CP?

 

15-067R – Gijuk

Search for a Headhunter and then all the Headhunters can do things together. Like place Bounty Counters on each other. Dull and Break Gijuk and you can place 2 Bounty Counters on a Headhunter.

Don’t forget, Gijuk allows you to search for Lani (12-018H)

 

 

15-068R – Gilgamesh

You’re up-cycling Gilgamesh into a stronger Gilgamesh, and you have 8 Gilgamesh to choose from. I’m thinking You play them all, and towards the end, when you have at least 8 Gilgamesh in the Break Zone, you up-cycle to Gilgamesh (7-088L) and you go to town.

Add a Behemoth K or 2 for good measure.

 

 

15-069C – Cu Sith

Don’t like your hand?

Discard 3 Cards and Cu Sith who is already on the field, and draw 4 new cards.

You might get the card you need. You might not.

 

 

15-070R – Cait Sith EX

For 1CP, Ladies and Gentlemen, I’ll give you a chance to draw a card.

But it has to be a Forward. Which isn’t that bad. It’s Like betting on black. There’s a good chance you’ll get a Forward.

And, Since Cait Sith is already a Forward. There really is no drawback of playing him. Worse case scenario, you got yourself a blocker.

 

15-071H – Kefka EX

Just Like the final battle in FFVI. The Returners Vs Kefka, who now has become a God. Normally you would divide your party into 3 groups, and take on Kefka.

Here you divide their Forwards into 3 Groups and they only get to keep 1, while the rest are thrown into the Break Zone.

 

 

15-072R – Cid Sophiar

Freaky Friday Cid Sophiar.

Able to switch around certain abilities between 2 Forwards. Might be a good ability in a pickle.

 

 

 

15-073H – Cecil

The OG Dark Knight. Move over Batman, you ain’t got nothing on Cecil.

If you got a Crystal, you’re good. If not you shall receive 1 point of Damage when Cecil enters the field. Which isn’t too bad, because at 3 points of Damage, when Cecil is broken, you can search for another Cecil and play it onto the field. You’ll need another Crystal for that Cecil as well. Unless you go with another Cecil.

Souleater. Yes, please. Throw in a whole bunch of Cecil’s into your deck just so you can use this ability over and over. And, when it lands you’ll deal your opponent 2 points of Damage. Watch out for those EX Bursts.

15-074C – Zombie

Just in this set alone, Zombie has 7 targets. And, most of them are great ones to choose from, depending on what you’re playing.

Let’s just say, Cait Sith (15-070R) is a good choice. Same Element and you might even draw another card when you play him.

Other than that, Zombie becomes a Forward and breaks at the end of the turn.

 

15-075R – Titan EX

We’ve seen this one before. +2K and deal damage to a Forward. Works good in some situations.

 

 

 

 

15-076C – Titan

What would you do with +10K Power?

You’ll make sure you’re going to deal some Damage. Be it a Forward or to your opponent.

Either that or deal a Forward 7000 damage. Either way Titan here is set on Destruction.

He’s a one cost if you got a Crystal.

 

15-077H – Dadaluma

Here’s your counter attack. Just make sure to block, constantly.

8K damage to a Forward is more than enough to break most forwards. Just have Dadaluma out on the field and your opponent will try and find a way to remove him.

And, at 3 points of Damage he gains Brave and +2000 power

 

 

15-078C – Berserker

This Berserker has gone Berserk.

Of course, he will be attacking every turn, but when he does attack he also gains 5000 power. Every attack phase, Berserker will be attacking for 13000.

There’s almost no Forward that will be able to withstand this attack.

Unless of course, your opponent has the Clan Gully card.

 

15-079R – Ba’Gamnan

Do we have enough pieces for a Headhunter Deck?

Either way you should remember that you can play Lani with all these Headhunters. She’ll add Bounty Counters to Ba’Gamnan, and Bwagi. And she’ll also be able to gain +2K power that Ba’Gamnan can give here if he removes a Bounty Counter.

And with all the Headhunters entering and leaving the field. I’m sure you’ll have at least 4 to Break a dull Character.

 

15-080C – Geomancer

Geomancer here comes in gives you a Crystal, that you can use to play Cecil. After that, Geomancer dulls and heads over to the Break Zone, and gives Cecil Brave on the way out.

 

 

 

 

15-081C – Firion

Yes, the Rebels are coming out. Firion comes in this set as an Earth Forward. Seems he didn’t like Fire this time around.

But, having Firion come in and since you’re already playing Rebels he’ll have Brave, and +X depending on all the buffs he’ll get.

 

 

15-082H – Hecatoncheir

Deal 8K damage to all Forwards. You better have your Forwards buffed up, or your opponent has already taken down your front line.

Hecatoncheir here will take care of the rest.

 

 

 

15-083L – Rydia

Rydia already has self protection against Summons and abilities.

Rydia gains 2 Growth counters when she or another FFIV Character enters the field.

Rydia can cast a Summon once per turn by paying with Growth counters.

Rydia is a 2CP Forward.

Rydia is a Legend.

I like Rydia (15-083L)

15-084 – Robel-Akbel

Robel-Akbel, comes in and Breaks a Forward or a Monster. After that you’ll be grabbing a Backup at the beginning of Main Phase I during each of your turns. Thus, giving you a never ending supply of CP. Your best bet would be to find a 2CP Backup that send itself to the Break Zone with an on entry ability.