Posted on Leave a comment

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.

Posted on Leave a comment

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.