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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.

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Beyond Destiny – Firestarters

21-001R – Ward EX

Decent Forward to start off the set.

Ward can only be paid for with Fire CP, but 3CP isn’t much for this 8000 body.

Good thing is that Ward will deal 7000 damage to a Forward when he comes in.

This ability also comes off of an EX Burst.

How many Fire FFVIII Characters are we going to get this set?

 

21-002R – Edgar

Edgar is back, but this time he isn’t a Category VI Character. Edgar belongs to the World of Final Fantasy. I’m guessing there will be some synergy with Reynn and Lann. Hey we might even get a new Reynn this set.

Edgar is a great card for playing low cost Characters onto the field. You can play one as soon as Edgar enters the field, and you can also play one with his ability.

It might be an easy way to swarm the field with some low cost Standard Units.

 

21-003R – Flameserpent General Gadalar

What’s this?

A Fire Forward that can attack twice in the same turn? For 4CP? Actually 2CP if you already have a couple of Fire Characters on the field.

Sure, you’ll probably have to pay the cost to activate Flameserpent General Gadalar, but you can also put a Fire Backup into the Break Zone to activate the Serpent General.

This might be a good way of getting rid of some Backups that have done their job when they entered the field, and are now just sitting around, not doing anything worth noting.

I shall be trying this one out.

21-004L – Cyan

That’s a lot of text.

How does 8CP sound for a board wipe? Or close to a board wipe?

Cyan might only cost 3CP, but you can pay with extra CP, up to a maximum of 5CP for a total of 8CP. And, with all of the extra Crystal Points you paid, you gain a Crystal. That gives us 5 Crystals. Which you can use to deal 9000 damage to all of your opponents Forwards.

Sure, you can use the CP for the other abilities, just in case you need to get rid of a Forward that didn’t go down with the 9000 power attack, or buff Cyan with 3000 power so he can withstand an attack.

And, after all is said and done, you still have a Forward with 7000 power on the field.

They need to start printing Amano Full Arts. And, not just for reprints.

21-005C – Black Mage

Still waiting on the FFI 8bit version.

Coming in at 3CP with 7000 power, Black Mage enters the field and if you pay an extra Crystal Point you gain a Crystal.

You can then use that Crystal to give Black Mage +1000 power, and when Black Mage attacks, you can deal 5000 damage to a Forward.

Not bad for a Standard Unit.

 

21-006C – Samurai

Samurai comes in and gives you a Crystal. And if you don’t have that many Backups on the field, you’ll also draw a card.
All we need now is to figure out how to recycle this Samurai.

Or Backups in general.

I’d say play Samurai as early as possible. You also don’t need Rocket Science for that piece of advice.

 

21-007L – Shadow

That is some great art. I’m just sitting here, staring at the card without bothering to read the text at the bottom of it. But, we got to do it.

Shadow 7 cost Forward, with 9000 power.

That’s pretty steep, but you can Warp Shadow in for 1CP. And if you play it properly, You’ll come up +3 on the CP count. Which is probably why you would want to play Shadow.

For 1CP you can Warp Shadow in, and you’ll probably have some FFVI Characters already on the field, so at the end of your turn, Shadow will come in, you’ll discard your hand and draw 2 cards.

But what if you don’t have any cards in your hand?

Well then you’ll just draw 2 cards. Which is what you’re trying to get to.

21-008R – Vermilion Bird l’Cie Caetuna

This is it!

We’ve been looking for a way to get rid of Backups. And we have it right here. For Fire at least. You can put 3 Backups into the Break Zone to deal 2 Forwards 10,000 damage.

All those Backups that have an enter the field ability, will be able to get off the field with Vermilion Bird l’Cie Caetuna’s 2nd ability.

And her first ability will remove a Forward from the game instead of just sending it to the Break Zone.

This one potentially has potential.

21-009C – Warrior

Didn’t we just make a Warrior deck a while ago, featuring Benjamin? I believe we did.

And, this card would be a perfect fit for it.

Warrior, has the ability to dull another Warrior (Name or Job) that you control, and gives him protection. That Warrior cannot be broken. Your opponent can try all they want, but that Warrior will stay on the field.

I like this card. Just a regular Common, but it has it’s uses.

21-010H – Taivas

The Warriors just keep getting better and better.

Taivas will let you, once per turn, toss in a Warrior (Job or Name) of cost 3 or less.

As long as you have a Warrior on your hand, you’ll be able to play him. And, if you don’t Taivas will let you search for one when he enters the field.

 

 

21-011H – Neon

I haven’t played Strangers of Paradise yet, so I don’t know who these Characters are or what they do.

All I know is that Neon, is great for a Fire deck. Giving your Fire Forwards +1000 to the damage they deal to another Forward.
Now the other ability will only work if you have a couple more Strangers of Paradise Forwards on the field. If you do you can choose up to 2 Forwards and deal them 7000 damage. Now it doesn’t say your opponents Forwards, so I’m wondering if there is a Forward whose ability goes off when they get damaged.

21-012H – Bahamut

Our very first Amano Bahamut.

For a second there I thought this would be a Free Summon, but I could only get Bahamut down to 1CP.

1CP to deal 10,000 damage to one Forward isn’t a bad trade off. And if you Break that Forward you’ll actually be removing that Forward from the game. Or RFG as the cool kids say.

This Bahamut is good if you’re going all out on the offensive. Just add Fang (1-020R).

21-013H – Feolthanos

Feolthanos is a card, that you just want to bring out and have him sit on the field as he watches over everything.

Cause once he sees an EX Burst it’s over for your opponent. That’s 3 points of damage, just coming out of no where. And, with no way to block it. Almost no way, Feolthanos looks like a real threat.

Plan of attack would be to bring out Feolthanos, and find a way to protect him at any given cost.

And, if he finally gets broken, Feolthanos will deal 9000 damage to 2 of your opponent’s Forwards.

All this for 5CP.

Yes, I’ll take 3, please.

21-014C – Bomb

Just like a Time Bomb, or a Mine in a Minefield.

Bomb is a a great Bomb.

You can play dull Bomb pay the cost, put Bomb into the Break Zone, deal a Forward 4000 damage, and search for another Bomb and play it onto the field.

I’m thinking it’s time to build a Bomb deck. There are 8 different Bombs, 9 if you count Mom Bomb.

I’m going to have to take a closer look into this.

21-015R – Marilith

4CP/5K body, doesn’t look like a good deal to me.

Marilith does come in and deals 8000 damage to one of your opponents Forwards.

And if you’re playing Mono-Fire you’ll probably give 2 of your Forwards Haste.

I mean, maybe. Maybe not. Probably not.

Prove me wrong.

21-016C – Mutsuki

A decent 3 cost Backup that comes in and deals 5000 damage to one of your opponents Forwards, and if you have another 2 Type-0 Characters on the field, it becomes 8000 damage instead.

It’s a decent attack when she comes in, after that all she does is hang around producing a CP per turn.

Which is still good, if you got rid of one of your opponent’s Forwards with that attack that hit for 8000 damage earlier.

21-017C – Monk

Monk has Warp, and Monk has Brave.

And that is it.

4CP for an 8000 power Forward. You can call Monk a Meat Shield.

But, since you can pay only 1CP to have Monk Warp in, It’s a decent card to have around. If you don’t have something better to play.

 

21-018R – Rain

Rain comes in with Haste, and if you cast Warp instead of paying the cost to play him on the field, Rain deals one of your opponents Forwards 7000 Damage.

You can go ahead and attack right away.

And, you’ll have an extra body to throw around.

This isn’t one of the better Rains.

 

20-019C – Reynn

This Reynn on the other hand, will fit very well in the Bomb deck that I would like to build.

At 2CP, Reynn just hangs out on the board until you want to grab a Monster from the Break Zone. A Bomb in our case, and you play that Monster straight to the field.

“Straight out the Break Zone,
Is a Monsta that’ll smother yo’ foe”

Or something like that.

20-020C – Lehftia

Yes, Yes, Yes!

I do like this card.

2CP, for a +2000 power attack from your Fire Characters or Summons. Yes, this includes Backups and Monsters. I can’t believe this is just a Common, I’ll be throwing this in any Mono-Fire deck that I make, along with Warrior (5-014C) and Lebreau (1-030R)

So, you’ll want to be able to protect Lehftia from all attacks.

Plus, when you get 3 points of damage, when Lehftia enters the field she’ll deal 6000 damage to one of your opponents Forwards. +2000 for a total of 8000.

I’ll take 3.

Need to grab some of these Singles?
Here’s our Singles Shop on TCG Player

Selling?
kardboardkorner@gmail.com

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Dawn of Heroes – Air, Wind and Gusts

20-043R – Brother

4 cost Forward, 8000 power, that gains another 2000 power if Rikku is on the field.

Just a normal rare here, nothing to see here.

Wait what’s that ability?

Activate all the FFX Characters? Oh, sign me up. Along with Opus II Rikku, we can activate, and reactivate.

Get ready for some traffic.

20-044L – Edge

Just like a true ninja. Edge doesn’t break he just hides in the Break Zone, until he’s ready to come out again. As you can just pay 2CP and a Crystal to play Edge onto the field.

With 3 enter the field abilities, there’s always something that you can do to help yourself out this turn. Buff a Forward, remove 2 cards from either Break Zone, or give Edge Haste.

Luckily when you cast Edge from your hand, you don’t need to choose you can do all 3. If it’s from the Break Zone, or search and play, you can only choose one.

I’d like to see Edge play out.

20-045C – Botanist

Planting Backups like planting seeds.

Time for Copy/Paste

If you got 3 Backups already on the field, this Backup is free.

Other than draft, I really don’t see much use for this card, but I’ve been wrong before. Watch a Forward show up where you discard a Backup for a great ability.

 

20-046C – Ghost (VII)

Who said Ghosts can’t hurt you?

This one clearly can, as when it enters the field, Ghost deals a Forward 3000 damage.

After that, you can remove ghost from the game, remove another Monster from the game, and then play the other Monster onto the field at the end of the turn.

You can either blink a Monster for their enter the field ability, or save a Monster being targeted by an ability or Summon.
I like this one.

20-047H – Jenova Dreamweaver

Is it a Monster? Is it a Forward?

Jenova is both, and does a good job doing it.

Jenova is already protected from Summon, so the only real way to get rid of Jenova is abilities, or just block it with a Forward that has more power.

But, how can you block it when you can also search and remove a Jenova Dreamweaver from the game to deal 7000 damage to all the Forwards your opponent controls?

Either way this is a Monster worth having multiples of.

20-048R – Stiltzkin

2 cost Backup that grants a 2K buff to both Chelinka and Yuri.

Sure they both have to be on the field in order for them to be granted the buff.

I don’t see how that could be a problem, since they both play well together. Especially this set, as all they have to do is keep forming a party and attacking.

 

20-049R – Chelinka

There’s either a really good Yuri card in this set, or we’re bringing it back to Opus VII. Probably not, so I’m guessing at least a decent Yuri.

Chelinka comes in and you can discard a card, search for Yuri and play him straight to the field.

And, as you can see Chelinka is here to party. Cause once she is in a party the damage dealt to the party is 0.

Now where is this Yuri card?

20-050C – Chocobo

Get your Gysahl Greens, this Chocobo is ready to power up. And he will have +4000 power for as long as Chocobo is enjoying the Gysahl Greens.

By Gysahl Greens we mean the Forward that you choose when Chocobo enters the field. Keep that Forward safe and Chocobo will have a 9k body.

 

 

20-051H – Fat Chocobo

You can probably get Fat Chocobo’s cost down to 4 if you’re playing Mono-Wind.

A decent Summon that deals 8000 damage to all of your opponents Forwards.

8CP is a bit much, but it can get you out of a pickle when you really need it.

If only it had an EX Burst attached to it …

 

20-052C – Gnash

Gnash is perfect for Wind.

You should be playing cards left and right. And, after you cast 3 cards, you play Gnash.

For 2 CP you can break a 5 cost, or more, Backup. That’s pretty cheap if you ask me. There are 55 Backups that are 5CP and up, so far, not counting this set. One of them is Tyro, who has become a pretty important card in a lot of decks.

If that’s not enough, you can use Gnash’s ability and send Gnash and another Backup to the Break Zone.

20-053H – Number 128

Number 128 needs damage. At least 4000 of it. After that it can unleash it’s counter attack, and deal 7000 damage to all of your opponents Forwards.

Can’t wait to get damaged?

Just pay the cost for Gale Cut, and you can just deal 7000 damage to all of your opponents Forwards.

Sure the first one is free, but maybe, just maybe you’ll be able to cast it twice this turn. Maybe even 3 if you really need to.

20-054R – Nono

4CP to activate all of your Wind Character?

You can play a card, play Nono, play some cards, Play Brother, play some cards play Opus II Rikku, and I’m sure there are plenty of other Wind Characters that Activate your Characters. Find a way to keep drawing cards and you got yourself ready to beat your opponent during the next round.

I’m sure someones going to come up with an infinite combo, if they haven’t already.

And at the end of any turn, you can activate 1 Forward.

I’ll take 3 please.

20-055C – Prompto

Decked in snow gear and what looks like a machine gun. I haven’t gotten to that point in the game, even though it’s been over 5 years since the game came out. Might also be in one of the DLC episodes too.

Anyways, a 2CP Backup that when Prompto is put into the Break Zone you draw a card. Simply put, it’s a free play.
And, you can also get rid of Prompto yourself, and reduce the damage dealt to a Forward by 5000.

I don’t know if this will be a better card, for the Noctis deck, but it can probably be used in any deck that needs some protection for it’s Forwards.

20-056H – Bel Dat

Adding another card that will allow you to play your opponents cards.

I like these cards as they are part of my main deck. It’s not the greatest deck at the moment, but it’s able to grab your cards and use them against you.

I don’t see any reason for you not to Warp Bel Dat, she Warp’s and each time you remove a Warp Counter your opponent puts the top to cards of their deck in the Break Zone.

And when Bel Dat enters the field, you can remove one of your opponents Forwards from the game, and cast it as if it was your own.

I like it, along with Zidane (16-048H), Mind Flayer (15-120H) and Lani (12-018H). I just need to find a way to play Exdeath (7-087R) onto the field and I’ll be set.

20-057L – The Goddess

The 2nd Member of the Warring Triad. The Goddess comes in and she spells DOOM. Yes, with capital letters. D-O-O-M!!!
Well, something like that.

The goddess comes in and casts Doom on your opponents Forwards.

After that your opponent has 1 turn to figure something out, because it is bye-bye for all of their Forwards.

This can go both ways, as your opponent will probably just start attacking you as they have nothing to lose. It might even go in their favor, when they’re playing with their backs up against the wall.

And at the end of every turn, your opponent removes their Break Zone.

I was on the end of both sides during Prerelease. It certainly adds some spice to the game.

20-058C – Melphie

This isn’t a bad card at all.

For 3CP you can cast Melphie and search for Sonon. Total cost 1CP

1CP for a 7K body isn’t bad at all.

After that she can just stay on the field and whenever a high cost Forward enters the field *cough The Goddess *cough, you can just dull Melphie, and send both Melphie and the other Forward to the Break Zone.

Yes, I’ll take it, if I ever decide to build a Wind deck. Maybe I’ll bring back the Chocobos.

20-059C – Carpenter

I’m lost with all these Free Backups that don’t do anything. I mean you could play them just to have extra Backups on the field.

Or you can just skip them, like the Opus I Evokers.

 

 

 

20-060R – Yuri

There he is.

See, if i read this Yuri card first, I would have said the same thing about Chelinka. And I was right, Yuri here is a decent card. Same as Chelinka you can discard a card and search and play Chelinka straight to the field.

Yuri, too likes to party, and from the looks of it, Chelinka and Yuri are a good pair as always. Sure you can play these 2 independently of each other, but why would you?

When Yuri forms a party and attacks, you can either break a 4CP Forward (or less) or activate all of your Characters. Either way you’re getting a good deal here.

20-061C – Yuffie

More Shuriken Counters, I’m betting big on Cissnei.

Yuffie comes in with 2 Shuriken Counters. And, when she attacks, you can throw a Shuriken at your opponent and deal a Forward 8000 damage.

2CP/5K body, after you use up her Shuriken Counters she can still block.

Or you can just use her to feed Cissnei Shuriken Counters.

 

20-062R – Ritz

Ritz comes in deals a Forward 3000 damage. Then …. I’m not really sure about this, but I’m guessing you just take Ritz and put her in the Break Zone to draw a card. Or do you block and have her sent to the Break Zone and then draw a card?

Either or, if you play this right, you’ll come up ahead with an extra Crystal Point.

1CP for a simple blocker isn’t bad at all. Is the Ritz worth playing over previous Ritz’s? That’s another question for another day. But, probably not.

 

20-063C/15-058C – Dragoon

Crystals and more Crystals.

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

See, I actually wrote something this time.

No Copy/Paste.

Nope.

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

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Opus XIV – Light/Dark Review

14-115L – Shinryu

Scary Good.

But, Shinryu’s ability counts on what Forwards your opponent controls. You might break all your opponents Forwards, you might not.

Now Shinryu’s second ability is what we’re here for.

At the beginning of each of your turns you get to reveal the top card of your opponents deck. If it’s a Forward, all your opponents Forwards lose 7K. If it’s not you draw a card.

But, most of all you get to see what the top card is. If it’s an EX Burst you might want to hold back on attacking depending on what it is.

14-116H – Macherie

Get ready to cast your summons.

For the most part you’ll be casting your Summons for 1CP less. But, if you Discard 3 Summons from the Break Zone you can cast them for 4CP less.

That makes a couple of Summons more CP friendly, Some that you wouldn’t have considered before due to their cost.

 

 

14-117L – Omega

Hmm, I’m having trouble understanding this card. Just because, it can’t be what I’m thinking. That would be too Powerful.
At the end of each of your turns, if there are no Weapon counters on Omega you place a Weapon counter on Omega. When a Weapon Counter is placed on Omega, Omega deals your opponent 1 point of Damage and removes all weapon counters from Omega.

If I’m reading that right that means Omega deals your opponent 1 point of Damage at the end of each of your turns.

Holy Cow!

14-118H – Sterne Leonis

He sure looks stern. Get it? No? …

Anyway, for 4CP you can reduce the cost of all your Forwards by 1CP. In which this card will pay for itself in the long run and keep adding value.

It’s true I didn’t give much attention to this card until now. Why? Because I had to read it and see what it says in order to write this quick review.

And if you don’t mind about removing Forwards from your Break Zone, you have plenty of options to choose from.

“Choose 1 Forward. Deal it 7000 damage.”
“Choose 1 Monster. Break it.”
“Until the end of the turn, all the Forwards you control gain +4000 power and Brave.”

It also does not state that you can only use these actions, once per turn. Which means you can use them as many times as you’d like. If you have enough Forwards.