26-041 – Ashe
Ashe looks like she just came out of Revenant Wings. And, on closer inspection, it says Revenant Wings right on the bottom.
First look shows us that if you have 3 Final Fantasy XII Characters on the field, Ashe’s cost will become 2CP. And, with that 2CP you get a 9K body. Who would have thought that the Queen would be a Meat Shield?
And, that is not the reason that you will play this Legend. All of your Forwards, except for Ashe will gain +2000 power. Pair that with Maria (1-083H) and all of your other Forwards will have +3000 power.
And if you need to reduce the damage dealt to one of your Forwards, all you need to do is dull one of your Final Fantasy XII Characters, and that damage will be reduced by 2000. This along with Ashe and Maria, gives your Forwards a 5K buffer zone. I’ll take it. Might even decide on some Sky Pirates one day.
26-042R – Alexander
That’s it? 3CP to break a High Cost Character?
And, if you don’t have the CP you can just dull 2 Wind Forwards?
This is great!
I’ll take 3 of these, even if I don’t have a Wind deck at the moment.
This card will see plenty of use.
26-043R – Vaan EX
Did we already say that Sky Pirates are making a comeback?
They might be, and Vaan is here to help with that.
We won’t even talk about his enter the field ability, where you can add a Sky Pirate to your hand from the top 3 cards of your deck. Or the fact that, this ability comes off of an EX Burst as well.
Nope, we’re going to talk about his second ability, which states that every time a Sky Pirate enters your field, you will activate 2 of your Backups. Vaan pays for himself right away. 2CP from the Sky Pirate you grab when he enters the field, and 2CP every time a Sky Pirate enters your field.
Vaan will give you positive CP, which is always good for Wind.
After that Vaan is just a Meat Shield.
26-044C – Sky Samurai
“Samurai of the Skyyyy,
Attack and Activate Myyy,
Backups, we can do it thriiiice”
I’ll leave that to the professionals.
Imagine having a Forward that can activate a couple of Backups every time they attack. Now think if you can have 3 of those Forwards on the field at the same time.
And, that Forward gains +2000 power when they attack!
I think we have something here. All decks playing Wind should have 3 of these.
It’s called Free CP. It’s even better if those Backups have abilities that you can use again.
And again.
And, again.
26-045C – Aerith
What can we say about this card? All you need is right there. On the card.
Aerith will activate all of your Final Fantasy VII Characters other than herself.
All you need to know is that Aerith should be usually played during your Main Phase 2. That way you can go all out and Attack with all of your Forwards. Play Aerith and have all of your Forwards ready to block.
And, that is that.
26-046C – Echo EX
Wol needs your help.
First off he needs help finding himself. Luckily Echo is here to help with that. Echo will search for Wol when she enters the field. This ability also comes off from an EX Burst.
Wol also needs some protection, and Echo can also help with that. If Wol is ever targeted by Summons or abilities, Echo will grant him protection in the form that Wol cannot be chosen by your opponent’s Summons or abilites.
Opus V Wol, I’m looking at you! You’re going to make a comeback!
26-047H – Oschon
I lost count of which of “The Twelve” I’ve seen. I’m thinking by the time I’ve seen Oschon it’s probably close to the end.
Oschon gains 1000 power for every other member of “The Twelve” That you have on the field. Giving Oschon a max of 16,000 from “The Other Eleven” And, there still are more ways to increase Oschon’s power. You might be able to get him into the 20s.
And once, Oschon has more than 10,000 power, Oschon will not be able to be chosen by your opponent’s abilities, and if he is dealt damage by any ability, that damage becomes 0.
Oschon might just be the main attacker of “The Twelve”
26-048C – Cloud
A Wind Cloud? Haven’t seen one of these yet.
5CP, or you can Warp Cloud for 2CP. Do you want to wait a turn? Or did you want Cloud in right this instance. Either way, if you can keep Cloud alive through out the match, Cloud will most likely be giving you a card every turn. Especially if you’re playing a Mono-Wind deck. Which is now possible with all the Final Fantasy VII Wind cards we have now.
You don’t even need to play Cloud in a FFVII deck, he’ll fit right in any Mono-Wind deck.
Focused Thrust? Yes, a special ability that will allow you to break a high cost Forward. 5CP or more.
26-049R – Cactuar Conductor
A 2 cost Backup, that can save your World of Final Fantasy Characters.
Let’s say Reynn, or Lann is about to be broken by one of your opponent’s abilities, Cactuar Conductor will come in and save the day. He’ll remove the Forward from the game and bring them back to the field at the end of the turn.
Or, does that World of Final Fantasy Forward have a great enter the field ability that you want to use once again, Cactuar Conductor is here to help with that as well.
Extra bonus points for Tonberry being featured on the card.
26-050R – Cissnei
I thought I already wrote this one.
Cissnei enters the field and you have 2 options. Either send a Monster to the Break Zone, or you can activate 3 Backups.
If you choose to activate the Backups, Cissnei becomes a free play. And, we here at Kardboard Korner like free.
Cissnei also has an ability that will deal 2000 damage to a Forward of your choosing.
That’s about it simple, effective and great art.
26-051C – White Mage
Are you looking for Break Zone removal?
White Mage is here for that. Why would a White Mage be removing cards from the Break Zone is not something I thought I would see. I would have given that to maybe a Time Mage, or a Necromancer.
Once you use White Mage’s ability, you will take 3 cards from your opponent’s Break Zone and remove them from the game. If one was a Water card, you’ll also draw a card. And then you will discard a card.
White Mage can be useful in a pinch.
26-052H – Sonon
Sonon is back, and I’ll say that this Sonon is the best Sonon so far, son(on).
You will play Sonon on the same turn that you play Yuffie, that way they both will have Haste, an they both will be able to form a party and attack.
And, once that happens, you will activate all of your Backups, and you will draw a card. Leaving you with plenty of options for your Main Phase 2.
Now the only question left is what Yuffie do we use? I’m sure there’s one in this set, although I haven’t seen it yet. (This was written a month before Gunslinger in the Abyss is released. No Yuffie yet.) I would say either Resurgence of Power Yuffie, where she activates all of your Forwards when she attacks, or Hidden Trials Yuffie, where you draw a card when she deal damage to your opponent. 2 Wind CP will make that Yuffie unblockable.
The Choice is yours, would you like to draw 1 cards, or would you like to activate all of your Forwards?
26-053L – Bartz
Warriors of Light get ready to use those Crystals!
Bartz is here, and ready to be put into any deck that has Crystal Generators. You don’t even need any Wind Elements in your deck, as long as you have Crystals ready to go. 3 to be exact. You can pay for Bartz with those 3 Crystals, and when he enters the field, you can look at the top 2 cards of your deck, and play a Character that costs 3CP or less straight to the field. The other card goes to your hand.
And if you don’t want to use Crystals, you can always just pay 8CP. Because at the end of the day, You will get at least half of the CP you used back.
After all is said and done, Bartz becomes a Meat Shield with 9000 power.
26-054C – Penelo
If you’re playing Sky Pirates, you might as well throw Penelo in, even if you’re playing with another Penelo.
Why?
Well, first off Penelo is a Free Play if you already have Vaan on the field.
Second, Penelo will show you the top card of your deck, and if it’s a Final Fantasy XII card you can add it to your hand. If it’s not you just put it back. This way, you’ll at least know what the next card is.
And lastly, Penelo will block an attack, just so you can use this card again.
It’s not the best Penelo, but what she does is great for a turn.
26-055H – Fina
Now this is interesting. Fina the Warp Mage!
Warping has now become that much easier. Warp any element that you’d like without worrying about what elements you have in your hand or on the board, because Fina will allow you to pay with any element that you have on hand.
And, when Fina enters the field she will search for a Character that can Warp. Allowing you to use her ability from the get go.
Fina also has another ability that will remove a Warp counter from one of your cards that are currently Warping.
This is a great card all around. 3 of these will always be good to have. Even if you don’t need them in your current deck, you might need them in a future deck.
26-056C – Gorger
It’s the Elemental Wind Monster in the Abyss.
Gorger becomes a Forward during your turn, and Gorger can not be blocked by a Forward that costs 3CP or more.
Pay attention.
When Gorger deals damage to your opponent, you will put Gorger into the Break Zone, Activate 3 Backups, and draw a card. After that you can play that card that you just drew, because you’ll have 3 extra CP that you didn’t have before.
Gorger would have been better if he wasn’t sent to the Break Zone, after it deals damage, but then Gorger would have been over powered.
26-057C – Millefeui
A one cost Backup that will allow you to draw 2 cards down the line.
Millefeui isn’t a bad card to have, as you’ll be getting 1CP per turn, and you pay a whopping 1CP to get Millefeui on the field.
Only drawback, which isn’t really a drawback, is that you need at least 15 Wind cards in your Break Zone.
Other than that it’s a decent card. I don’t see me using it though.
26-058H -Larsa
This card is hard to read. The way the Full Art blends with the words is just off putting.
Let’s see what Larsa does.
Larsa is made for a Final Fantasy XII deck, but that deck will not be Sky Pirates.
When Larsa comes in you will either grab Ashe, Basch or a Judge from your deck and add it to your hand. I’m guessing we’re going to see more Judges here, or a Final Fantasy XII Royal Family deck, where Rasler will finally have a deck to be in.
Larsa will also sacrifice himself when a Final Fantasy XII Forward is sent into the Break Zone. And you will then add that Forward back to your hand.
I’d just change the art, make it a bit more readable.
26-059R – Llymlaen
Here is the first card that you will want to play when playing “The Twelve”. Llymalaen will allow you to cast “The Twelve” with CP of any element. No need to worry about how you’re going to pay for each member, when Llymlaen is on the field.
And, Llymlaen’s cost of 2CP makes her even better.
Is that all?
Nope.
Llymlaen will also protect one member of The Twelve when they are chosen by your opponent’s Summons.
26-060C/15-058C – Dragoon
Here’s a reprint, of a reprint, of a reprint.
So, we’re just going to, you guessed it, Copy/Paste from Opus XV Crystal Dominion.
“You’ll need Dragoon to keep Kain on your side.
Other than that he enters the field. Gives you a Crystal. And finally you put him in the Break Zone and he gives 1 Forward First Strike.”
And, there’s no Kain here, so that was useless.

26-021C – Anabella
26-022C – Undead Princess
26-023C – Wol
26-024C – Musician
26-025C – Kadaj EX
26-026R – Kuja
26-027R – Kujata
26-028C – Cripshay
26-029R – Shiva (XVI)
26-030C .- Cid (WoFF)
26-031H – Cid Raines
26-032L – Charlotte
26-033C – Summoner
26-034L – Jill
26-035R – Snow
26-036C/15-038C – Knight
26-037H – Halone
26-038H – Physalis
26-039H – Star Sibyl
26-040R – Menphina
26-001R – Azeyma EX
26-002R – Ayame
26-003R – Ifrit (XVI)
26-004C – Elwin
26-005H – Clive
26-006C – Zack
26-007R – Sazh
26-008C/15-007C – Samurai
26-009L – Joshua
26-010C – Onion Knight (FFTS)
26-011C – Naji
26-012H – Nald’thal
26-013C – Byron
26-014L – Faris EX
26-015H – Fang
26-016C – Bugenhagen
26-017R – Phoenix
26-018H – Phoenix (XVI)
26-019C – Behemoth
26-020C – Lanista