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Emissaries of Light – Opinion on Ice

16-022R – Erwin

Wasn’t I just talking about discard?

Actually I’ve been talking about discard since Physalis came out.

But, Erwin here also comes with 4 or more Job Morze’s Soiree Member stipulation. And this is the second one we’ve seen.

I’m more interested in what other cards I shall find.

 

16-023H – Agrias

This is one Knight I can stand behind.

I’m guessing you’ll already be playing FFT/Knights or some sort, making Agrias a 2CP/8K Forward that gains a Crystal every time she attacks.

I’ll take 3 please.

 

 

16-024H – Vincent

How about a way to stop your opponents Backups from activating?

Vincent here has got your Back(up), dulled up and not being able to activate. Which is a pretty good deal if you ask me. And, that’s not even taking into account his S ability. Making Vincent near invincible to all Damage.

 

 

16-025C – Bard

Another card that you can place on the field, until you need to use his ability. Then you return to hand and replay it, to put Bard into the Break Zone and make your opponent discard 2 cards from their hand.

 

 

 

16-026L – Cloud of Darkness

Removal of the Crystal kind.

Cloud of Darkness + 2 Crystals = 1 Forward removed from game to the 2nd power. Make any sense?

And +2K at 3 points of Damage.

Looks like too much math over here. Is there a Full Art of this card?

16-027C – Black Waltz 1

Same as Black Waltz 2.

“There’s more to this card than just the Beautiful (yes, a capitol B) artwork.

Black Waltz 1 can work wonders all by himself.

Black Waltz 1 discards Black Waltz 1 from your hand. And you deal 4000 Damage for discarding Black Waltz 1 from your hand, and 7000 Damage to a dull Forward when you discard a Job Black Mage from your hand.

You’re either Breaking 1 or 2 Forwards with this ability.”

Well, almost the same.

16-028C – Shiva

Break a dull Forward.

Depending on what you’re playing your opponent will discard a card from their hand. Sometimes. Not all the time.

Meh.

 

16-029R – Shelke

This card should have been WoFF/VII. Would have made more sense.

I think I like this card. Works just like Meltigemini (8-128R), but Shelke only works in your favor.

There’s something else I wanted to say, but I must have forgotten. Something about Vincent, but I went and looked at that card again and couldn’t remember what it was.

And, don’t forget about Countertek.

16-030L – Shantotto

Shantotto is now Ice??? What has this game come to?!?

This is a great card. Shantotto still does what Shantotto does.

If you’re playing a discard deck, you’re already ahead as you’ll end up paying only 1CP for Shantotto and you’ll grab a card from the Break Zone. Technically they’re paying you to cast Shantotto. If that’s not enough well then, that’s all Shantotto does.

Unless you decide not to play Shantotto and just remove her from the game from your hand, and You’ll dull all your opponents Forwards.

That is all.

16-031R – Scarlet

Scarlet took her sweet time to appear in FFTCG. Only 16 sets.

Interesting.

1CP and dull Scarlet for a Development Counter. Choose 1. Next turn 1CP and dull. Choose 2. And so on and so forth.
The longer Scarlet stays on the field, the harder time your opponent will have getting anything done.

Is Shinra about to become a threat?

Yes, I did base that off of just one card.

16-032H – Serah

You’re playing a XIII deck with Ice? Hmm, just grab the XIII starter set and your set. Either one will do, and throw Serah in there.

That’s the easy way out.

Decent card though. Your opponent discard a card, and you draw a card.

But, what I really want to know is … Are we gonna get a new Fang?

 

16-033C – Celes

Hmm, Celes is taking Jihl Nabaat’s duties. But, for Backups.

Ice is getting good cards.

 

 

 

16-034C – DG Sniper

If you got 2 DG Snipers you can Break a Forward when the second one enters the field.

That is if you have some Crystals stashed away.

 

 

 

16-035C – YKT-63

YKT-63 can play well with DG Sniper.

That way you’ll only need 1 DG Sniper instead of 2.

YKT-63 is also a little cheaper to play.

 

 

16-036C – Devout

Simply play this card for the Crystal, and to have your opponent discard 1 card.

 

 

 

 

16-037R – Babus

This one is a fun card.

Instead of you choosing what this card does, your opponent gets to choose whatever he would like inflicted on him.
I mean, I’d play it just to have them decide on what they get to do. Or not do.

 

 

16-038H – Byblos

We talked about Byblos last month, but now you also get to see all the cards that will play well with Byblos that just came out this set.

It seems like every other Ice card stated, “Your opponent discards 1 card.”

Lots of Ammo, for Byblos in this set.

 

16-039C – Heavy Armored Soldier EX

Here we go, search for a Standard Unit, or more specifically DG Sniper.

5CP is quite high for a search, but you can also search for a Standard Unit off an EX Burst.

 

 

 

16-40R – Mustadio

A free card to play during your opponents turn after you made your opponent discard a card from there hand.
Or even during your own turn. I’m sure you already have plenty of cards in your hand that will cause your opponent to
discard a card from their hand.

Dull a Character when Mustadio enters the field, and gain a Crystal when he is put into the Break Zone.

 

16-041C – Yunalesca

Play Yunalesca to discard a card, to make your opponent discard a card, to play Mustadio.

I’m sure there’s a better use for this.

 

 

 

16-042R – Lasswell

How is this just a Rare?

I would have made Lasswell a Hero.

Every time a Knight enters the field, Dull and Freeze 1 Character?

And at the end of your turns if Knight attacks your opponent discards a card.

All this for only 2CP. 5000 power is easily fixed by Ovelia (1-156C) and Duke Larg (1-057R)

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Emissaries of Light, Thoughts on Starters

16-131S – Jecht

A FFX Starter Set with a card that deals damage to a Forward for each Category X character you have? Who would have thought?

Jecht shines a little more than that. You can put Jecht into the Break Zone and search for a Light or Dark card. You’d think it’s to search for Tidus, which can be true, but Jecht is here to find himself. And bring Sin into your hand, and pretty much break a Forward.

 

 

16-132S – Bahamut

Another Bahamut for a “Free” play. That is if you got 10 Fire cards, or FFX Characters in your Break Zone, and Mootie (11-012C) on the field.

Other than that, you’ll most likely remove a Forward from the game. Be it your opponents or your own.

 

 

16-133S – Braska

A 2 cost Forward with an easily accessible Special ability that deals 7K Damage to a Forward. And you don’t dull Braska when it goes off. So depending on how many Summons you have in your hand, you can start shooting down Forwards left and right. (Correct me if I’m wrong on this)

Braska’s second ability is a little trickier to pull off, due to the Elements needed to activate it. But it is very well worth the cost, as it deals your opponent one point of Damage.

 

16-034S – Yuna

Plenty of Yunas to choose from.

Play a 1CP or 2CP card from the Break Zone onto the field. Activate all the Backups you control. and All the Guardians gain +2000 Power. Now, all three of these abilities will only go off, if Yuna enters the field when you have 5 points of Damage.

 

 

16-135S – Lulu

I don’t know. Something tells me this card would have been better as a Backup. Being a Forward means that Lulu can be easily broken by your opponent.

But, then again Lulu comes with some built in protection. In case you haven’t noticed.

Lulu enters the field. You search for Yuna, or a Summon if Yuna is already on the field. When Lulu attacks and your opponent Blocks her, all you have to do is cast a Summon. Doesn’t matter which one. Because when that Summon is cast you can choose the Attacking Forward and turn his Power 5K. And since Yuna is already on the field, Lulu gains +2K power, thus making her 7K and successfully beating your opponents Forward which now has 5000 power.

16-136S – Auron

Auron has turned into a Meat Shield, as all Summons and abilities must choose him. And, that’s ok. Because other than just blocking your opponents Forwards, or taking a hit from Summons and abilities. Auron will let you draw a card when he enters the Break Zone.

 

 

 

16-137S – Rikku

I like this Rikku.

Because once per turn you’ll be able to get rid of one of your opponent’s Forwards.

And depending on if Yuna is on the field or not, you’ll be drawing a card as well.

 

 

16-138S – Wakka

I don’t know. I still think the Opus I Wakka was the best one. Same can be said about Shantotto.

But, being able to Break a Forward for a couple of Reel counters isn’t too shabby.

 

 

 

16-139S – Tidus

Tidus really puts this whole Starter Set together. You’ll either be playing Tidus for free, or you’ll be playing him early on to start getting all the pieces out, as you’ll be searching for Jecht, Yuna or Wakka.

And that is not all.

+2K to all the Forwards, every time the Tidus attacks.

Oh, and did I mention that this one comes as a Full Art Foil?

16-140S – Sin

Sin does what Sin does.

Destroy everything.

Unless you already have received 6 points of Damage.

I can already hear everyone complain about the unoriginal artwork for Sin.

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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.

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Opus XIV – Water Review

14-096C – Blue Mage

Would have been better if it read, “For each Monster you control … ” But, then it wouldn’t have been a common card.
And if there are no Monsters on the field you can always look for one in your Break Zone when you play this card.

 

 

 

14-097C – Ananta

Don’t like the cards you just drew? Just play Ananta with those 2 cards and hopefully get something better. And if that doesn’t work, Dull and Break and hopefully you’ll get something better once again.

 

 

 

14-098R – Ultimecia

Put a Forward into the Break Zone to grab one of your opponents Forwards of the same cost.

“Hey there, Cloud you look pretty glum over there. Why don’t you just come over here and sit down next to Ultimecia. She needs a Guardian. The other guy didn’t cut it.”

 

 

14-099C – Eiko

Technically, you’re just paying 5CP to search for a Summon.

 

 

 

 

14-100H – Octomammoth

The Monsters are becoming stronger. Why else would this Octomammoth have 8 arms? Well, it has 8 arms to grab to of your opponents Forwards and throw them back at him.

Plus, turning into a Forward isn’t bad either.

 

 

 

14-101R – Ultros

Ultros just won’t go away.

Actually, he does run away, and then comes back stronger. But, are 5 cards worth grabbing Ultros back from the Break Zone. I guess we’ll find out in Opus XV … I mean Crystal Dominion.

 

 

14-102L – Leviathan, Lord of the Whorl

These Primals are Crazy! Yes, with a capitol C.

For 9 CP you can return a Forward, a Backup and a Monster to your opponents hand. And when a Character is returnd to it’s owner’s hand you can choose 1 Forward and it loses 9000 Power.

That’s 3 Forwards if you return all 3.

And, a 9K body. I can’t wait to try these Primals out.

14-103R – Quina

Is it just me, or is this the first card where the head blocks out the line where the name is?

I like how they’re playing into the characters’ themes. Discard a Monster card. Pretty much Quina eats the Monster and gains abilities. Might not be a powerful card, but can draw cards and remove cards for you.

 

 

14-104C – Kraken (IX)

Kraken plays well into Water.

Draw 2 cards if you’ve got another Job Chaos to discard.

 

 

 

14-105C – Corsair

“Do you feel lucky, Punk?

Well. Do you?”

If you do, try your luck here and get a better card than the one that you started off with.

Is it just me, or can you see Clint Eastwood posing for this card?

 

14-106H – Golbez

They’re starting to pump out Golbez cards. But, it’ll never surpass the amount of Cloud or Lightning cards there are.
This card might eventually pay for itself. The longer this card stays on the field the more chances you have of being able to play a Forward on to the field for free.

And Kain, will be having nightmares with Golbez’s ability.

 

 

14-107C – Sahagin (XIV)

Simple Backup, that let’s you see what cards are coming up. That way you can either set up your opponent for an EX Burst, or play the cards you need.

 

 

 

 

14-108H – Jecht

Pair Jecht with Minwu.

Jecht Block will stop your opponent in their tracks.

And when he enters the field during your Main Phase 2, depending on how many Forwards were attacking you can either Break or return a Forward.

 

 

14-109C – Steiner

I don’t see anyone playing this card. Not when all the other Steiner’s are better plays at any given moment.

 

 

 

 

14-110C – Tonberry

Hmm, this one should have been like Mom-Bomb if you ask me. But, instead Tonberry acts like a searcher, where each Monster Counter is counted as 1 card that you can look at.

Because why would Tonberry have anything to do with dealing massive damage? /Sarcasm

 

 

14-111R – Lakshmi, Lady of Bliss

Draw a card at the end of each of your turns. Period

That and if you have 5 or more cards in your hand damage dealt to Lakshmi is reduced by 2K.

Your strategy, if you choose to accept it, is to play your cards down after your attack phase.

 

14-112L – Larsa EX

This is interesting. You can actually grab a card from the Damage Zone and trade it with a card from your hand.
There are now ways to grab any card, from anywhere.

No, need to make sure that the card you’ll need later on is safe.

Larsa’s second ability is like icing on the cake, you should be able to get 3 EX Bursts into your Damage Zone, easily.

 

14-113R – Leviathan EX

Get rid of 2 cards, or get rid of 1 and grab 1 from your Break Zone.

Simple. It’ll be great if Leviathan comes off an EX Burst.

6CP isn’t that high of a cost to remove 2 Forwards from the field, might see limited play if you ask me.

 

 

14-114 – Luzaf

Easy way to get out of a sticky situation. Is one of your Forwards being Targeted by a Summon, or ability? Just have Luzaf enter with his Back Attack and return that Forward to your hand. Your opponent also Breaks one of their Forwards.
I like it.

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Opus XIII – Earth Review

13-052C – Abyss Worm

For it’s cost this is a great card. Giving a Forward +3K and Brave, is good enough for this 1 cost. But the fact that it turns into a Forward at 3 Damage, makes it even better.

 

 

 

 

13-053R – Alexander EX

Hmm, I don’t know if I would use this card much, but keeping one in a deck for the rare chance that it’ll pop out after you’ve taken 5 points of Damage might be worth it.

 

 

 

 

13-054C – Lady of Antiquity

Reducing Exdeath’s (13-071R) CP doesn’t seem like a big deal. You still have to pay 5CP, but the second ability will let you play a 6 color Manikin Deck, in which the aforementioned ExDeath will be your main attraction.

 

 

 

 

13-055C – Ingus

+1k and Brave to a Standard Unit or Warrior of Light. Alexander EX (13-053R) seems a little better as you can choose any character. But, Ingus can use his ability once per turn.

 

 

 

 

13-056R – Vanille

I’m actually surprised this card is only a Rare.

This card will pay for itself, if your opponent does not get rid of it soon enough. There are plenty of cards you can play every other turn unless your opponent finds a way to Break Vanille. All these High cost cards will be Free plays from Your Break Zone.

Vanille Deck in progress. Just Vanille and High cost forwards.

 

 

13-057H – Graff

A constant +2K during the Attack phase. Main Phase the Forwards will still have their regular power.

 

 

 

 

13-058C – Sherlotta

Perfect to use in any 2 color deck. Even three. Or as many as you’d like. Tyro (11-072R) does this better, but Sherlotta is only a 2 cost.

 

 

 

 

13-059H – Scarmiglione

Trying to Break a Forward, well have I got a card for you. Scarmiglione here will double the damage dealt to a Forward. Any Forward. Ping it to death, till it lies broken in the Break Zone.

 

 

 

 

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.

 

 

 

 

13-061C – Hugh Yurg

4CP/8K who might have Brave depending on your cards. Decent Common.

 

 

 

 

 

13-062H – Bhunivelze

10CP for 10K. But you can find a way to get him down to Free, if you’re playing that many colors. As the game goes on, Bhunivelze just keeps getting better, and better. 3 Damage – Brave and Double Attack. 6 Damage Break a character every time Bhunivelze attacks. Times 2

And the fact that you can play this card from the Break Zone with Vanille (13-056R), I wouldn’t be surprised if this was in every Earth Deck. Simply just because you can.

 

 

13-063C – Monk

If you’re playing Monks, this is a good card. If you’re not, it’s too expensive.

 

 

 

 

 

13-064R – Yang

If you’re playing Mon…. I already said that. Yang will give your Monks a boost. High powered Forwards with Brave. Add Enna Kros (1-095R) and they will have an extra 1K. I saw that Monks already took first place, and Yang was a part of that.

 

 

 

 

13-065R – Rydia

I don’t know if Rydia is cost effective. 6CP to play a summon without paying the cost. I’ll pass.

 

 

 

 

13-066C – Lilty

Ice/Earth or Earth/Lightning take your pick. Or neither, With Tyro, you can choose any element you’d like. Discard or Break. The choice is yours.

 

 

 

 

13-067L – Leo

You might be able to play a high cost card for a couple of CP, depending on how many Crystal Chronicle Characters you’re controlling. Vanille (13-056R) is the better choice in my opinion.

 

 

 

 

13-068C – Alchemist

Just like Black Mage (13-005C). This card will work if you splash a single Ice or Wind card. Because then you’ll now exactly what you’ll end up with. Other than that. NEXT.