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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.