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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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Journey of Discovery Midnight Pre-Release

It’s that time again, Champions! The air is electric, the packs are prepped, and the biggest TCG night of the season is just around the corner. Get ready to embark on a Journey of Discovery—the newest Final Fantasy TCG set is launching at midnight, and Kardboard Korner is hosting the ultimate first-look event!

Event Zero: Crack Packs at Midnight!

Don’t wait a week! This is your official, earliest chance to experience the Journey of Discovery set. You’ll be playing with the brand-new cards and mechanics a full seven days before they hit shelves.

The official release is November 14th, 2025, but our event kicks off at Midnight on November 8th, 2025.

The Hunt for the Gold-Stamped Signature

Every pack you open at the Prerelease is a shot at a legendary pull. This set features the ultra-rare Terra Gold Stamped Signature card! This highly sought-after collectible is signed by the artist, and pulling it is the ultimate discovery. It’s a chase card that turns a great night into an unforgettable one.

Where and When to Gather

We’re ready to start the party early!

Who: Kardboard Korner, your favorite online shop that loves to host in-person events!
Where: Mr. Gyros (Yes, we’re still hijacking the gyro shop after hours!)
Address: 9229 S. Cicero Ave, Oak Lawn, IL 60453
When: Friday, November 7th, 2025
Doors Open: 10:00 PM for casual games and new player lessons.

Tournament Start: MIDNIGHT (12:00 AM) Sharp!

Entry Details

$45 gets you your first kit + tournament entry
Additional kits: $40 each

What’s at Stake?

1st Place: Wins a full Prerelease Kit
2nd and 3rd will split a kit, with 2nd place getting 5 packs and their choice of either the Promo or the sleeves.
4th, 4 Journey of Discovery Booster Packs
Everyone Else: Gets a free pack—because no one leaves empty-handed

Come on out, meet the local community, crack some incredible packs, and maybe—just maybe—find that legendary Terra! We’ll see you at 10 PM to get the party started.

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Kardboard Fantasy VI

10/13

We have plenty to do this week. And, next week and the week after that.

Journey of Discovery is right around the Korner and we need to get ready. We already started with our review. I usually don’t like doing them until after I made the first video for it, but that puts so much on our plate right on release, that we’d rather do it a little at a time over the course of Spoiler Season.

What did we do today?

The usual Social Media posts, and this post as well. For last week.

Since we finished with the first sort of our MTG bulk, we’re going on to the yearly sort, and right after that set sort. Started with the 90’s . I actually fond 1 Unlimited card in there, but it was beat up a lot. It’s still exciting.

We listed the years 93 to some of 95, and we have to reach 2025.

10/14

Finished the 90’s. For Magic that is. 3 more decades to go. 2 and a half if you want to be exact.

And, that was how the whole day was spent.

I did take the wife and kids out for Soccer, cause that is what we do now. It also helps me get some exercise. I feel it every time I try and run at full force. Out of breath in two minutes, if I’m lucky. After that I just jog, and try and keep up with the little ones.

Got the kids ready for school, and we played 99 Nights in the Forest. We reached Day 52. We’re halfway there. I bought the Brawler class, and I am liking it so far. The only thing I don’t like is not being able to use ranged weapons. I rarely use them, but sometimes you just need to.

10/15

Still sorting and listing Magic. I only got through 2000. The year that is. 25 to go, and if I do at least a year a day, I should have them all done before Journey of Discovery comes out.

It was the kids’ last Soccer Practice today before the final tournament. They are all hyped. The coach had them play a Scrimmage match through out the whole practice. Which was good, they were all running around having fun. And, at that age that is what they should be doing.

I was too tired to do anything when I went home. I just had the kids do their homework, and that was it for all of us. They fell asleep quick, and then so did I.

10/16

Just focused on the MTG Bulk once again. We got to get through it, as quickly as possible.

Other than that, slowly getting ready for Journey of Discovery. It’s coming sooner than you all think. And, so far these cards are looking great. Lot’s of fun stuff to play.

Got orders ready to ship, and played 99 Nights in the Forest with the kids.

That was about it for today.

10/17

It’s going to be all about Magic Bulk again. Finished listing the 2000s. And started sorting the 10s. These were the most in the whole bulk lot I got, and I figured they will probably just take all day. And, I was right. I didn’t even get a chance to finish, when I had to leave to go to the Fall Fest at the kids school.

It wasn’t too bad, the pizza was decent, and the mac and cheese needed salt. Yeah, I’m not too big on public events. I did see a couple of friends there and that was about it.

Went home, played 99 Nights in the Forest, and put the kids to sleep because tomorrow was their tournament.

10/18

It’s today, the tournament we’ve been waiting for all year.

We got up early, and off we went.

We lost both games and didn’t make it to the Play Offs. My kids forgot to turn it on today. They both seemed out of it, but they did have fun, there was a whole party for everyone involved with AYSO. Free Food, and drinks! Can’t say no to that.

The rest of the day was off. It started when I went to get things for the restaurant and I forgot the card at home. That’s always smart.

I just had to get through the rest of the day, my eyes were burning, my brain was fried, I was just ready to go home and close my eyes.

10/19

Finished up sorting the 10s today. And, it’s giving me a headache. All the cards from 2009-2014. Why? Because of how they printed the year. I thought this whole time it was cause my eyes were going bad. Turns out it’s not my eyes, cause even with my glasses on I can barely see the year. Especially with Red cards. Those are just terrible, I have to look at the set symbol to figure it out.

Started listing them as well.

Had to do some running around. Got orders ready to be shipped.

I tried to go play some Soccer with my kids, but one of them was sick, so we scratched that idea, and played 99 Nights in the Forest.

I’ve been looking online at it, and I’ve noticed that a lot of parents are playing this game with their kids. I can’t blame them, it’s a fun game. Probably the best Roblox game out there. And I’ve played a few that my kids say are good games, but they aren’t.

This is where it’s at.

Shop for Singles and more at our TCG Player Store!

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Starting Your Journey of Discovery

27-127S – Wuk Lamat

The more Characters that you have on the field, the stronger Wuk Lamat gets. As a card, not a Forward.

If you have or more Characters, every time your Forwards attack, Wuk Lamat will increase that damage bu 2000 damage. Giving you an constant advantage over your opponent. Add in Fire Backups, like Lebreau (1-030R) and that one Warrior from Opus V. 5-014C which gives your Fire Forwards +2000 power.

And when Wuk Lamat enters the field or attacks, if you have 5 or more Characters, you will deal 7000 damage to one of your opponent’s Forwards.

You’ll want to fill up your board if you want to use Wuk Lamat.

27-123S – Zack

Let your opponent play their Forwards before you decide to play Zack, cause if they have 3 Forwards on the field, Zack will come in with Haste.

And when he enters the field or Attacks, Zack will deal damage to all of your opponent’s Forwards. 1000 for each Backup you control. This will bring you at a max total of 5000 damage.

And, since Zack comes in with Haste, you will be able to deal this damage twice in one turn.

The plan is to get all your Backups in as soon as possible. Then you will play Zack, and then I would say that you have a 90% chance at a board wipe.

27-124S – Cloud

Cloud is here to save the day, at least for a turn.

Cloud comes in for 3CP, and gives all of your Forwards +3000 power and Brave.

And, there you have it. That alone would make Cloud a great card to play, add in the fact that he also gives one of your Forwards protection. That Forward cannot be broken, and cannot be returned to your hand by Summons or abilities.

This way if you ever needed to keep a Forward as safe as possible, Cloud just might get the job done.

27-125S – Luso

This Clan Gully Member, is on his way to building a deck alongside some Mandragoras.

Luso comes in for 1CP, and even though he only has 3000 power, he still can do a lot of damage. Especially if you can find a way to give Luso First Strike. Imagine the possibilities. Brave and First Strike. Luso will become unstoppable. Add in Cloud’s protection and you have a way to chip away at your opponent’s Forwards one by one.

And, Luso isn’t done yet. Whenever he deals damage to your opponent you can either grab a Character from your Break Zone, or you can Deal a Forward 3000 damage. And you know what happens to Forwards that Luso deals damage to.

27-126S – Sphene

Did you need to protect that Break Zone of yours?

Sphene is here to help. She’s actually here to do a lot more than just help.

When Sphene is on the field, your opponent cannot remove any of the cards in your Break Zone. End of story.

You’ll say, yeah that’s pretty good especially if you have a way of grabbing cards from your Break Zone.
Well, Sphene does that too. Once per turn, your turn that is, Sphene will grab a Forward from your Break Zone, and you can add it to your hand.

I’m just thinking we’re going to be recycling Luso.

27-127S – Lightning

A 7 cost Lightning card, named Lightning.

You’ll think that this card is a bit expensive, and I might even agree with you.

Yes, there are cards that will Break an opponent’s Forwards for less CP. And, yes, you can just play Opus I Odin for 7CP and Break any one of your opponent’s Forwards.

But, look at what else Lightning has to offer. She stays on the field as a body with 9000 power. Plus when ever one of your opponent’s Forwards is sent to the Break Zone she grants Haste to one of your own Forwards. Yes, you can choose Lightning for this.

Let’s not forget that you can Break a Forward off of an EX Burst as well.

And that, my friends is that.

27-128S – Charlotte

A New Charlotte, and this one is very playable. Charlotte will put a fork in your opponent’s plans. As two of her abilities will turn your opponent’s plan on their head. (I think that’s what you call it).

All of your opponent’s Forwards cannot use action abilities when Charlotte is on the field, and all of your Forwards cannot be chosen by your opponent’s Summons if they cost 1CP.

That’s not all, the damage Charlotte receives is reduced by 1000. Making it harder for your opponent to try and get rid of her. Add in the 8000 power Charlotte already has, and she’ll stick around on the field for as long as you’d like.

27-129S – Yuna

Yuna comes in and you play a 3 cost Forward from your hand onto the field. Which Tidus costs 3CP? Oh, yeah the one from Emissaries of Light. We’ll just leave that information here.

But, there are plenty of 3 cost Forwards that you can play. Since you don’t have to worry about Element, you can splash in any Forward that you would like.

Yuna will also grab a card from your deck every time she attacks. Making her a Forward that keeps on giving. Over and over again.

I would have expected this card to cost more than just 4CP.

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Unboxing Day for the FFTCG 2025 Starter Sets!

Hey everyone! We just had the most exciting delivery: the brand new FINAL FANTASY TCG 2025 Starter Sets have arrived! Seriously, the warehouse smells like fresh Kardboard and pure hype.

We know you’ve been so patient, and we’re finally jumping straight into fulfillment. We’ve got all your pre-orders lined up and are working hard to pack them carefully and get them on the truck. Keep an eye on your inbox, because those shipping confirmations are coming soon!

Good News for the Latecomers!

If you were on the fence or just heard the news, we still have a small number of sets available!

These are a must-buy—not only do you get a great Zack (Fire/Water) or Cloud (Earth/Lightning) deck, but they are the first starters to include the new Limit Break (LB) cards, making them ready for competitive play right away.

We don’t expect these to last long, so if you want to snag one of the remaining sets before they vanish, now is the time to act!

Which will you choose?

Zack Fair?

Cloud Strife?

Can’t decide? Get them both!

Happy collecting and battling!