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Hidden Legends of Wind

24-037R – Ashe EX

High cost Forward troubling you?

Ashe will take care of that for you, but not for long. You’ll be able to put that Forward on top of it’s owner’s deck. That means Ashe can also choose one of your Forwards, if you want to get the effect of it’s enter the field ability.

Which can be useful.

Now, if you put your opponent’s Forward on top of their deck, just make sure you deal a point of damage this turn. That way you’ll be able to send that Forward to the Damage Zone and then you won’t have to worry about it again.

This also comes off of an EX Burst.

You can also put Ashe into the Break Zone to activate a Forward while giving it +1K power.

24-038H – Valefor

Valefor makes a comeback, after being on hiatus since Opus I.

At 1CP it looks promising, let’s take a look.

Pay X, reveal the top 7 cards and play a Character of X or less.

I don’t know if I like it.

It’s almost a search and play to the field, but it is limited. And, that’s probably why it only costs 1CP.

It might work here or there, but either Opus I Valefor will work better for me.

24-039C – Vaan

Vaan and his trumpet.

At 5CP, Vaan can become a Activating Machine.

When Vaan enters the field Activate 2 Backups.

When Vaan attacks, Activate 2 Backups.

That’s 4CP right there. You paid 5CP.

One more attack and Vaan will be paying you to be on the field.

Vaan comes with a 9K body, and Aeroga Blade which deals a Forward 9000 damage.

I would play this card. I might even play it at Pre-Release. Midnight Pre-Release to be exact.

24-040C – Viera

Pay 2CP to activate 2 Backups later on.

Viera is more like a bank.

She’ll keep your CP and give them back to you when you need them later on.

In the mean time, Viera will produce 1CP per turn as any Backup will do.

And, when the moment is right, and you would like to use your Backup’s abilities you can use Viera to activate them.

I’d say a definite maybe.

24-041C – Onion Knight

Warp 1 for 1CP instead of paying 3CP! You’re already ahead.

Onion Knight is a recycling machine, ready to be removed and warped back in. This will be perfect if there is ever a threat to Onion Knight.

And at 3 points of Damage Onion Knight gains +1000 power.

That’s a 9K body, that can be recycled back into the game for 1CP.

Let me give this a try.

24-042R – Garuda (XVI)

5CP to activate all of your Backups.

Or, you can just Prime into Garuda with Benedikta. I haven’t seen Benedikta yet, but she’s coming up.

Activating your Backups already seems popular this set. Add in Bismarck, Lord of the Mists. And then you have a way of drawing cards, returning cards to your opponent’s hand. And when you have returned cards to their hand, you hit them with some Ice, and have them discard cards from their hand.

Ice/Wind for 2025

24-043C – Thief

Here’s another way to draw a card. Making Thief a 1 cost Backup

After that, once thief enters the field and if you already have 4 Wind Backups on the field, you can choose 1 of your Forwards, and it cannot be blocked for this turn.

Is it worth it? Having thief take up a spot in your deck for the chance that you might come across the perfect situation in order to use him?

I don’t know, probably better to leave this one out.

 

24-044H – Zidane

Zidane doing Zidane things.

He’s stealing cards from your opponent.

For 3 CP you can grab and Character from your opponent’s Break Zone. Yeah, you do remove it from the game, but you can cast it at any time you would cast it. Makes Sense?

Why is this one better than the other 2 Zidane’s that allow you to grab a card from your opponent?

Simple, you get to choose which one you grab.

And, at 5 points of damage, your Backups produce CP of any color.

I’ll be adding at least one to my deck that plays your deck.

24-045C – Jeume

Jeume, your Wind Warrior of the Crystal.

I was hoping for something better, after seeing Fire and Ice, but we have Jeume.

She’s not bad, she still allows here comrades abilities to go off when she enters the field.

She just doesn’t have any abilities that go off.

Nothing wrong with that, just because she can’t be chosen by your opponent’s abilities.

And, you have an 8K body.

24-046R – Leech Bat

I’m seeing a pattern here. I almost forgot about the Elemental Monsters that are all the same, but different.

Leech Bat hangs around, and when one of your Forwards attack, you can toss it into the Break Zone, making your opponent reveal there hand.

You’ll then pick the card you like, and toss that one to the Break Zone.

Your opponent will then draw a card.

That’s the only thing I don’t like about it.

After that, you’ll play Zidane, remove that card you selected from the game, and now it’s yours to cast whenever you’d like.

24-047R – Sophia (SOPFFO)

Sophia’s Choice.

Was that a band, or a movie?

But, you do need a Crystal in order to choose.

Sophia can either Break a high cost Forward, or she can break a monster.

The choice is yours.

Not Sophie’s. I mean Sophia’s

After that you have a 8K body that’ll hang out on the field.

24-048L – Tidus

“It’s Warping Time”

Coming in like a substitution right when you need him.

You can actually just play Tidus right away from the get go. At 0CP there is no reason not to.

Yes, Tidus has 5 Warp counters, but every time a Warp Counter is removed from a any card that is Warped, Tidus will have a Warp Counter removed from him, making his wait a little bit shorter.

When Tidus finally enters the field, all of your Forwards with Warp will have Haste, and they will not be able to be chosen by your opponent’s Summons.

All this for a grand total of 0CP, because you won’t be paying 5CP. You could, but what’s the fun in that?

24-049C – Nono

I’m just trying to figure out what Nono is doing here.

Nono isn’t bad at all, especially for a Common.

Nono enters the field and deals your opponent 2000 damage. Yes, that’s not a lot, but remember you’re playing Wind. And, what does wind do?

If you’ve been reading this, you already know Wind has been activating Backups this set, and drawing you cards.

And, if Nono is the 3rd card that you have cast this turn, Nono deals your opponent damage equal to his power. 3 points of Damage, gives Nono +2K power.

Add in Opus I Maria, and you’ll be dealing a Forward 8K damage.

All this for 2CP.

24-050C – Bartz

I read this once, and thought it was bad.

Reread it, and realized it’s not that bad.

the first time I understood that you had to have 2 cards removed from the game this turn, then I realized it doesn’t say this turn.

If you have 2 Cards removed from the game, Bartz can come in and Activate 2 Backups.

Like the Backups that you used to play Bartz.

Personally, I think there are better ways to Activate your Backups, but this still might be useful.

24-051R – Benedikta

With 3CP you get a Forward with 8000 power, First Strike and at 3 points of Damage Benedikta gains Haste.

That by itself would make it a decent Common.

Meat and Potatoes, nothing to fancy just a good body, or as I’d like to call it, a Meat Shield.

Benedikta can also Prime into Garuda (XVI) and will then Activate all of your Backups. And, return 2 Forwards to their Owner’s hand.

Benedikta will bring the cost of Garuda down by 1CP.

For a body, you can probably just play Benedikta by herself, usually a card with this much power costs 4CP.

24-052L – Belgemine

Automatic protection from Summons, and the more Summons you cast the better Belgemine is.

Cast 2 Summons, deal 2 Forwards 4000 damage each.

Cast 3 Summons, send 3 of your opponent’s Forwards to the bottom of their deck.

And, once you do that, there’s a good chance that you wiped your opponent’s front lines.

Now it’s time to go all out, and know that this was 1 Crystal Point that was very well spent.

Something tells me that YRP will be making a comeback. Add in that Opus I, Legend, Tidus, and I can see it now.

24-053H – Minwu

The Rebels are about to get a deck. Maybe not this set, but when they do Minwu and Opus XVII Maria will be a part of it. I haven’t really looked into it, but I can see the pieces slowly falling into place. IT just needs that one card the Rebels can all rally behind.

Minwu is a 4 cost Forward with 7000 power.

And, yes it is worth paying 4CP for Minwu, as you will grab a Final Fantasy II Character from the Break Zone and play it onto the field. Their cost just need to be equal or lower than the number of Backups you control, and it can’t be Minwu.

All of your FFII Forwards also cannot be chosen by your opponent’s abilities.

I’m going to be looking into a Final Fantasy II deck.

24-054C – Wing Wraith EX

Although Wing Wraith isn’t that powerful as a Summon, you will still be able to hit your opponent with a quick triple succession of 3000 damage to one of their Forwards.

At only 1CP and an EX Burst.

Wing Wraith deals 3000 damage and searches for another Wing Wraith.

Summon again fellow Summoners.

It’s worth a shot.

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Hidden Legends of Ice

24-019R – Umaro

I don’t see why anyone would play Umaro on to the field, when his ability goes into play when Umaro is in your hand.
For 3CP you can discard Umaro from your hand a break a dull Forward.

That’s it. Plain and Simple.

I mean you can play Umaro on to the field for 2CP, but that’s about it. He’ll just stay on the field producing 1CP per turn.

I’d say Umaro is more like a 3 cost Summon, and he should be treated as such.

24-020C – Ulmia

Can you here the Harps playing your song?

Ulmia is ready to Freeze one of your opponent’s Characters.

And if you got another Final Fantasy XI Forward on the field, Ulmia will make your opponent discard a card.

Ulmia will make Anselmo proud.

“Walk on home, boy!”

Maybe she can take Dime’s spot. Put some Distortion on that Harp.

24-021H – Kurasame

Deja vu?

I think we’ve seen this one before.

This time Kurasame is a Hero though, instead of a Legend.

Kurasame comes in and Freezes your opponent’s Characters. How Many? Depends on how many Backups you have on the field.

And depending on if your opponent has at least 4 dull Characters on the field, Kurasame will draw you a card every time he attacks.

You can run this one and the Hidden Hope Kurasame, and you’ll have 6 Kurasames that will Freeze your opponent’s Characters.

24-022H – Gogo

Gogo is back!

And s/he is better than ever.

Whatever FFVI Deck you’re playing, just throw Gogo into your deck. 3 copies will be perfect.

First line of attack, play Gogo, and protect Gogo at all costs.

Why?

Gogo casts Reraise on one FFVI Forward once per turn.

If a Final Fantasy VI Forward is put into the Break Zone, once per turn Gogo will bring them back!

If that’s not a great card, I don’t know what is.

24-023C – G Deleter

A backup that causes a splash.

Why a splash?

Because G Deleter is Ice splashing in Water.

G Deleter comes in and you draw a card, and if you have 4 Ice Backups, you can dull and Freeze one of your opponent’s Characters.

Not bad for 3CP, and you get 2CP back once he enters the field.

24-024R – Shiva (XVI)

Shiva comes in and you can Break 2 dull Forwards.

And at the end of each of your turns if 2 or more of your opponent’s Forwards are sent to the Break Zone, your opponent discards a card.

You get all of this and a Forward with 9000 power.

You’ll probably just want to Prime into Shiva instead of paying the 7CP.

 

24-025L – Genesis

First off the card is awesome. The art, the abilities and that we’ll finally have a great card to start off a SOLDIER deck.

Genesis comes right in for 5CP. Yeah, it’s your standard 5CP for a 9k body, but you get to choose from 1 of 3 abilities.

Have your opponent discard a card, choose 2 Characters to Dull and Freeze, or have your next SOLDIER’s cost be 3CP less.

The best part is that, you can choose more than once. Every time a SOLDIER enters the field one of Genesis’s abilities will
trigger, allowing you to choose which one you would like to do.

You should keep a playset of Genesis until Tears of the Planet comes out, that way you can use it in a Ice/Lightning deck with that Zack card that was spoiled for the next set.

24-026H – Zalera, the Death Seraph

4CP to break a Forward.

Not bad, when you consider that Summons that break Forwards come in at a high cost.

Zalera does hit a little different. You just choose the cost of the Forward. 4 or less, or 5 or more. After that your opponent will choose which Forward to break.

I wouldn’t say that this is a great card, it is good card, it’s just the chance of using it and getting what you want out of this Summon is slim.

Unless they only have 1 Forward that is 5CP or more, then you’ll know that you’ll hit your target.

24-027C – Shantotto

Shantotto coming in with a trombone, and I’m ready to crack a joke about rust. But, I’ll keep my mouth shut this time.

Shantotto reduces the cost of casting your Summons by 1, add Opus I Yuna to the mix, and all of your Summons cost will be reduced by 2.

And, that’s not all. Shantotto has the ability to Dull/Freeze a Forward if you have already cast a Summon this turn.

If I was a heavy Summon player, I would be playing a Yuna/Shantotto Combo.

24-028R – Jill

Lots of cost reducing in this set.

Jill is no different.

Jill’s cost is reduced by 2 if Clive or Torgal is on the field.

That means for 1CP you can Dull/Freeze one of your opponent’s Forwards, and you’re still left with a 7K body.

After that, you can Prime into Shiva (XVI) and break 2 dull Forwards.

I think we’ll have to see Priming in action before I get excited about it.

24-029C – Squall

Squall acting like he’s Opus IV Viking.

Getting things done when he enters the field and when he leaves the field.

Squall won’t draw you a card, but he will deal a dull Forward 5000 damage. Which can be more than enough to Break it.

And, let’s not forget Rough Divide, which gives Squall +1000 power and First Strike.

And it’s only 3CP!

Given Squall’s 8000 power, it would normally have been 4CP.

This is a decent Common to have.

24-030C – Terra

Theatrhythm is going strong in this set.

Terra comes in and grabs a Summon from the Break Zone.

This also comes off of an EX Burst.

You can then cast that Summon for one less Crystal Point with Shantotto.

After that Terra sticks around as a 5K body, ready to block. Or, attack.

 

24-031R – Torgal

Well here is the main card of your Final Fantasy XVI engine.

Torgal, the Wolf.

I don’t know much about Torgal, except for the fact that most of your FFXVI Forwards can be paid with CP from any element. This includes Priming costs as well.

Being a Backup, it is a little harder to have Torgal sent to the Break Zone, but, there are a couple of cards that can break Backups, but I think Torgal will be just fine.

This will be played.

And, it’s only 2CP.

24-032R – Piscodaemon

Why do I always go to write Psycho Demon when I’m trying to write Piscodaemon?

2 cost Monster that can be sent to the Break Zone when one of your Forwards attack.

And when Piscodaemon is put in the Break Zone, you can choose 2 Characters and Dull/Freeze them.

After that in your Main Phase 2, you can bring in Shiva (XVI) and break those 2 dull Characters. If they’re Forwards. Not Backups.

“Psycho Demon, Qu’est-ce que c’est?”

24-033L – Bhunivelze

Bhunivelze is back. It’s been a long wait since Crystal Radiance to get a new Bhunivelze card.

I can see this card being played in a Monster deck, especially if all those Monsters have effects that go off when the Monsters are sent into the Break Zone.

And, for every Monster or Forward that you’ll put in the Break Zone, your opponent will choose 1 Forward they control and send it to the Break Zone.

Mass Extinction going on here.

This could be Game Over for your opponent.

After all is said and done, you’ll still have a body with 10,000 power.

Just in case your opponent survives the onslaught.

24-034C – Velis EX

Well, this confirms it.

Warriors of the Crystal will be a thing here.

At least for a month or 2, just so everybody can try it out.

All you need is some Crystals to be able to bring in all the Warriors of the Crystal into play without worrying about color fixing.

Let’s talk about Velis now.

Whenever Velis or a WotC (imagine that) comes indull and Freeze one of your opponent’s Forwards.

It will be a bunch of abilities going off at the same time.

I believe it’ll be fun.

24-035C – Mateus (XII RW) EX

2 cost Summon.

2 choices.

Which one will you pick.

Break a dull Forward that costs 3CP or less.

Or.

Dull a Forward, Draw a Card.

Choice is yours.

Ex Burst as well.

24-036C – Nu Mou

Nu Mou, just chilling in your back line until an Ice Forward enters your field.

After that you can put Nu Mou into the Break Zone, and you can Dull and Freeze one of your opponent’s Forwards.

It seems like all the Ice cards were Dull and Freeze and dull and Freeze some more.

But that’s what Ice does.

Now you have more cards to choose from.

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Hidden Legends of Fire

24-001L – Ifrit (XVI)

Coming in with Haste, Ifrit is ready to deal plenty of damage. You can play Ifrit straight to the field for 7CP or you can Prime Clive into Ifrit for 2CP. But, you’d have to have Clive on the field to do that.

And, we’re not talking about Clive, we’re talking about Ifrit.

And when he does come in, you’re dealing 10K to one of your opponent’s Forwards. If Ifrit deals damage to your opponent, Ifrit will deal another 10K to one of your opponent’s Forwards.

Spitflare?

Deals 10K damage to one of your opponent’s Forwards.

Whatever happens Ifrit will be dealing 10K damage to one of your opponent’s Forwards.

24-002C – Warrior of Light EX

At 3CP Warrior of Light comes in with an EX Burst. And, when it goes off Warrior of Light deals a Forward 5000 damage.

But, where are you at in the game?

Have you seen Bahamut?

Did you find the Rat Tail?

Do you have the power of the Crystals?

If you do, then Warrior of Light deals a Forward 8000 damage.

And, that’s about it. Simple and gives you a reason to produce Crystals.

Well, not really.

24-003H – Cyan

Am I reading this correct?

Cyan enters the field, and you can play a Final Fantasy VI character from your hand onto the field?

Sure it has to be 3CP or less, but you’re getting 2 cards on the field for 4CP. and if you play Gestahlian Empire Cid, you’ll also grab a FFVI Character from your deck, making Cyan’s total cost a whopping +1CP. That’s what it comes out to if you do the math.

Not only that, but Cyan also acts as protection from your opponent’s abilities. Yes, it only works for FFVI Characters, but if you’re playing Cyan you’re playing a VI deck. If you’re not, then you’re not playing Cyan.

Bushido Tempest?

How many cards can you fir into your Break Zone? That’s how much damage Cyan will deal to a Forward.

We also get a beautiful Full Art here.

24-004R – Deadly Nightshade

Looks more like a tomato.

1CP and you got your finger on the trigger. Ready to shoot, whenever one of your Forwards attack.

If you decide to pull that trigger, you’ll put Deadly nightshade into the Break Zone, and deal one of your opponent’s Forwards 7000 damage.

Might be a good way to get rid of a blocker that has more power than your attacking Forward. If not, you can always deal damage to one of your opponent’s other Forwards. 2 birds with 1 tomato.

And, now I’m hungry.

24-005L – Clive

Coming in with Haste, Clive is set to Prime.

As, we don’t know exactly what Priming is yet, we will wait until we write about it. But, I might forget to change this when the set comes out.

Clive gives all the Eikons and Dominants +1000 power, this includes himself.

And, when he deals damage to your opponent, you’ll discard your hand and draw 2 cards.

This is great for when you don’t have any cards in your hand.

24-006C – Clive

Coming in at 2CP with 5000 power, Clive becomes a powerhouse, if another Dominant or an Eikon is removed from the game. Making Clive a 9K Forward with Brave.

You can also use Clive’s ability to deal 5000 damage to a Forward.

That’s about it.

You can do far worse for 2CP.

 

24-007C – Black Mage

2CP and the ability isn’t that bad.

Black Mage can deal 5K damage to one a Forward but, you can only use his ability when a Fire Forward enters the field.
Not the best ability, but low cost and being able to remove Black Mage from the field, all while dealing damage to your opponent, making way for a better Backup to enter your field.

Might be worth playing if you can get Black Mage in early.

 

 

24-008C – Salamander (XII RW) EX

This Salamander looks more like a flying pig. That’s on Fire! Why are all these cards looking like food today. Add some Bacon to that tomato from earlier and now all we need is Lettuce.

But, that’s a conversation for a different time.

Salamander is Summoned and it deals 7000 damage to one Forward, and if you have 5 Backups on the field, 5000 damage to another Forward.

Not bad for 3CP, and an EX Burst on top of that.

Now where are we going to find that Lettuce?

24-009R – Joshua

Now that we’ve seen Joshua, it does not matter if you prime into Phoenix or just play Phoenix outright, if we’re just talking about cost.

(Yes, we wrote about Phoenix first, and we’re not going to edit it, because these are all first impressions.)

With that being said, Joshua is still a good card to play, as you can grab an Eikon or a Dominant from the Break Zone and put it back into your deck.

For 1CP this is a good play. Only downside would be the 3000 power that Joshua has, but, you’ll be Priming into Phoenix as soon as you can, because the only reason you’d be playing Joshua would be to grab that Eikon or Dominant from your Break Zone.

24-010C – Cetia

New Job? I can’t remember Cetia from War of the Visions, but then again, I haven’t played it in over a year. Did the story get better?

Cetia is your 4CP/8K body that is in every set.

If the cost is too high for you, you can always pay 2CP of any element and a Crystal.

You already know that there are going to be more Warriors of the Crystal, by Cetia’s ability to deal a Forward 4000 damage for each Warrior of the Crystal that you have on the field.

What I like is that if you’re paying using a Crystal, you can splash Cetia into any color deck that you’d like.

24-011H – Takatsugu

9CP?

He even looks mad, because his cost is so high.

Well, when Takatsugu enters the field you can search for 2, 2 cost Fire Forwards and you can play them straight to the field.
This might be a decent way to get bodies on the field.

Let’s take a look at his second ability. Which reads when another Forward enters your field, deal 2K damage to a Forward.
And those 2 Forwards come in to play, when Takatsugu enters the field.

So, you get 2 Fire Forwards and deal 2000 damage to 2 Forwards when Takatsugu comes in.

That might be worth 9CP.

It might not be worth 9CP.

It all depends on if you think it’s worth 9CP.

24-012C – Human

Do you have a way to get rid of Backups?

Do you have 4 Fire Backups on the field?

If so, then Human is the right card for you.

Human comes in and allows you to draw a card. And, if you have 4 Fire Backups on the field, Human deals a Forward 7000 damage.

And, that’s about it.

Standard Human Soldier.

Not even a Universal Soldier.

24-013R – Neon

Neon comes in and deals 5K damage to one of your opponent’s Forwards.

5CP is a little bit high, but you get a Crystal.

And, you can use that Crystal right away and deal a Forward 5Kdamage as well.

If you choose the same Forward you’re more than likely to break it.

If not, you can choose another Forward and maybe, you’ll break 2 Forwards in one turn.

Is that the best way to spend 6CP and a Crystal?

Probably not, but it has it’s uses.

And, let’s not get started on the art.

24-014H – Bahamut

2 options.

One is more powerful than the other, but that power comes in at a high cost. And, we’re not just talking about the 5CP you’ll pay to cast Bahamut.

Option A, choose a Forward deal it 20,000 damage. I’m pretty sure nothing will survive that. Unless you’re able to buff one of your Forwards pass the 20K mark, you will have a broken Forward on your hands.

And, Option B, deal 10,000 damage to all of your opponent’s Forwards. This will more than likely break all of your opponent’s Forwards. And it better, because you will be left with just 3 cards in your deck.

Bahamut would be a great end game play.

24-015C – Bahamut EX

A Bahamut Forward?

Of course it’s going to have a high cost. You think they would have let you play Bahamut for cheap. Nope and never.

Bahamut comes in and basically casts Mega Flare on one of your opponent’s Forwards. And, when that Forward is sent to the Break Zone, you will deal your opponent 1 point of damage.

And that is how you you will gain an easy advantage.

Why easy?

Bahamut will be able to attack freely, without worrying about a Forward blocking him, because when they do block and are sent to the Break Zone, you will still deal a point of damage to your opponent.

How can we give Bahamut Brave?

24-016R – Phoenix (XVI)

How is this a Rare?

Every time Phoenix attacks you can grab a Fire Forward of 2CP or less from the Break Zone, and play it onto the field
You don’t even need Joshua to say that you’ll be playing this card. I haven’t seen the Joshua card yet, but I can say you don’t need it. Sure, you can play it, and Prime into Phoenix, but Phoenix is playable all by itself.

I’m already thinking Fire Warriors, and a whole bunch of 2 cost Standard Units alongside Maria (17-128L).

We’ll call it Mono-Fire Standard Unit Warrior and Co.

24-017C – Firion

Firion the Tambourine man is here.

I’m liking these new Theatrhythm cards, each Character is carrying an instrument … Maybe we can get a band going. We’ll start off with covers … I’m getting ahead of myself.

3CP, Firion can gain either First Strike or Brave during every Attack Phase.

Either way, Firion will have 8000 power to attack and block.

Maybe, just maybe we’ll get a Theatrhythm deck going.

24-018R – Josef

Search and Play.

Perfect way to get a 2 cost Rebel on the field. And, I’m thinking of Maria 17-128L, which is a very under rated card if you ask me. But, you’re not and we’re talking about Josef.

Josef is a Backup, costs 5CP, and when you have no more use for him or you need to free up space, you can use his ability and send him to the Break Zone, while you’re also giving a Rebel Forward +2000 power.

Not too shabby.

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Hidden Hope – Flooding Hope

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22-091C – Blue Mage

2 cost Backup that let’s you switch out a Monster for the top card of your deck.

And, if you don’t like that card that you drew, you can always, pay a CP, discard that card, and put Blue Mage in the Break Zone, to play that Monster that you discard earlier onto the field.

Yes, the card that you discard, needs to be a Water card.

Or, you can just use that ability to grab a Monster, that you ran out of.

more, like a Backup, Backup plan.

22-092C – Agrias

You can’t go wrong with 1CP.

Not this time. Agrias comes on in and if you have a Couple of Knights on the field you get to send one of your opponent’s Forwards that cost 3CP or less back to their hand. Making them pay the CP once again to get that card out.

And when you have received 3 points of damage, Agrias gains 4000 power, making her a 7k body that you paid for with 1 whole Crystal Point.

I’d say the only thing wrong with this card is that the cards name is Agrias.

22-093R – Anima (X)

Easy way to get rid of one of your opponent’s Forwards, Anima comes in and you remove the Forward from the game. No certain cost, no active, no dull it doesn’t matter. Any forward will do. And for 3CP that is a steal.

But, you’ll also have your opponent draw a card.

And if you only paid with Backups, you’ll also get to draw a card.

I think I’m on the fence with this one.

Some might like this one, some might not. Let’s see what happens.

22-094C – Vaan

Pirates and Vikings just keep getting stronger.

Vaan here, is just a Common, but adds quite a punch, or should we say blast. A Shotgun Blast.

For 2CP, and a couple more Pirates that are already on the field, you get to choose one of your opponent’s Forwards and reduce their power by 8000. Usually that is more than enough to break a Forward.

If it’s not enough, well it’ll be close to enough.

Can’t go wrong with this one. 2CP with 5000 power.

I have yet to play with the Pirates, but it is on my to-do list.

I just need to find the time to do it.

22-095H – Warrior of Light

Warrior of Light, 4 cost Hero that allows you to search for a Standard Unit.

And, then you will play that Standard Unit, and another 3 Standard Units, and you shall find that all of your Forwards gain +2000 power, except Warrior of Light. Add in a bunch of Backups and Forwards that will buff up your Standard Units, and you’ll be running an army of Standard Forwards that will take out anybody and anyone out. Send them straight to the Break Zone.

And, Shield of Light. If all else fails, you can give +5000 power to Warrior of Light giving him a 13,000 body.

Bring in the Drones!

22-096C – Clavat

Last of the 1 0f 6 Backups that are in every element.

Top card, take a look, leave or put it at the bottom of your deck.

They should have renamed these cards Fortune Teller. Or have had Cait Sith. Or Yuna, Rikku and Paine in their Psychic dress-sphere.

I don’t know just trying to take up space here.

 

22-097L – Curilla

This is the card that everybody wanted to try out. Hidden Hope came out and well let’s take a look at it. It’s only been a month or two before we got to it.

Well as you can see from the first line, there is a good reason that Knights are becoming a force to be reckoned with. I just took a look at a recent Qualifier, and Curilla was in 3 of the top 8 decks.

Curilla come in and you can take a look at the top 5 cards of your deck and play 2 Knights onto the field as long as their combined cost is 4CP or less.

And as long as Curilla is on the field, she also gives protection to all Knights from damage that is less than their power. Making Ping damage worthless against your Knights.

But, then again you can always just play Minwu (1-171H) and get the same effect, but for all of your Forwards, not just the Knights.

Imagine that?

22-098H – Siren (V)

“Are you a Gamblin’ man, Sandy?”

If so, you can save your Forwards, if they are chosen by your opponent’s Summons or abilities. Simply Wager the top card of your deck, if it’s not a Forward your Forwards are saved. If it is, you lose that top card.

Clavat, is a good way to determine if you should use the ability.

And, at 3 points of damage, whenever Siren is dealt damage,you can reduce that damage by 1000.

I’d say this is worth a shot.

22-099R – Severo

A 3 cost Backup that will return one of your opponent’s Forwards back to their hand, and Severo will also give you a Crystal for your troubles.

After that Severo just hangs out on the field, producing 1CP per turn as a Backup.

And, if needed you can pay the cost of 3 Water CP, 2CP of any color, dull Severo and put him in the Break Zone to place a Forward of your choosing back at the bottom of it’s owner’s deck.

Seems like a high cost for this, but it might be helpful.

22-100R – Chime

If you got the Backups for this, Chime is a great play.

Draw a card at the end of each of your turns, will help your turns become that much better.

Chime should be the 5th Backup you play as to get a better return with her.

No need to have Chime on the field if you don’t have 5 Backups, as the only reason to play Chime will be to draw that extra card at the end of the turn.

Your board should get bigger than your opponent’s and faster than your opponent’s board.

I’ll take it, I’ll take 3 actually and play it in a Ultros/Pirates deck with a handful of Vikings.

22-101C – Paladin

Now that’s a Standard Unit I can stand behind. The Paladin, a great meat shield if you ask me. And, this meat shield also has a shield.

For 5CP, you get a Forward with Brave and a 7K body, that grabs a 2 cost Forward from the Break Zone and plays it onto the field.

It’s 2 for the price of one.

Yes, you need a couple of Standard Unit Backups on the field for you to be able to use this ability, but that shouldn’t be that hard to do.

22-102C – Piranha

For the price of a Piranha, I shall grant you a card.

Sure, you’ll need 3 points of damage.

Sure, you’ll also need to put Piranha in to the Break Zone.

But, at the end of the day, Piranha shall double the CP used to pay for it.

And, when Piranha enters the field, you will choose a Forward and have it lose 2000 power.

It’s 1CP, it’s worth a shot.

22-103C – Faris

I don’t know if you’d play this Faris over the other Faris, but you can easily break one of your opponent’s Forwards, while drawing a card at the same time.

How do you do that?

It’s quite simple really.

You’ll play Faris, and you’ll choose to remove a Viking, either Viking (2-132C) or Viking (4-133C). Once that Viking is removed, your opponent will choose one of their Forwards and put them in the Break Zone, while you get to draw a card once your Viking leaves the field.

22-104R – Folka

We’re looking at 3 points of damage. Anything less and I’d say it wouldn’t be worth it to play Folka.

Well you could, or you can just remove Folka from the game, and your opponent will only be able to attack once this turn.
Now at 3 points of damage, like we said earlier, Folka becomes nearly unstoppable, when you are on the attacking side. In other words, during your turn.

Folka can’t be chosen by Summons or abilities, and if she is dealt damage, it becomes 0.

All this for 3CP.

You can try throwing a couple into your deck, if you got room for it.

22-105H – Miwa

Coming in with the Back Attack, Miwa is a safety net when you have Summons and abilities that will attack your whole front line.

And, at 5 points of Damage, Miwa will also give all of your Forwards a +2000 power buff.

And at only 2CP, you can not go wrong with that. Just throw in Miwa into any Water deck. If you have no room in your deck, well then you better make some room.

She’ll stick around as a 5k body, where you can just have her block to break herself, and then play another Miwa during your opponents next turn.

22-106R – Yuna

This card is actually called the Tidus Best Bang for your CP special.

We’ll go with the Tidus (16-116L), popular card, and a lot of people should still be playing it, because I don’t see why you wouldn’t.

Let’s start out by playing Yuna onto the field for 2CP, produced by a Water Summon. Then we’ll play Tidus for 1CP, and grab that Water Summon from the Break Zone.

For 1CP, you have 2 Forwards on the field, one of which can not be blocked and extremely hard to break.

I’m sure there are better Yunas to play, but if you’re just looking for a cheaper Tidus, look no further.

22-107C – Yuni

Sap!

Cast Sap! or Attack Down or both.

Yuni can do that for you. And the effects will last just until the end of the turn. It’s 4000 power when Yuni comes in, and 2000 power every time Yuni dulls to cast her ability.

3CP/7k body, Not much else is going on here.

 

22-108H – Lenna

Warrior of Lights … Warriors of Light Unite!

If you ever needed a reason to play Warrior of Light (19-128L), well this isn’t it, but Lenna will help. A little.

If you have to elements already on the field, Lenna will allow you to draw a card when she enters.

And, if you have 4 different elements, Lenna will cause your opponent to place one of his Forwards into the Break Zone.

I’ll leave you with some words of wisdom.

There is no reason to play Lenna in a Mono-Water deck.

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Hidden Hope – Earth Has Hope

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22-055H – Vossler EX

Did you ever need a card that searches for a King?

Well Vossler here can give you a hand. The Captain comes in a searches for a King, making the 4 cost Vossler a total of 2CP.
And, that is not all.

Every time Vossler attacks, you can then play a Forward and reduce the cost of that Forward by 2CP.

Vossler is a great card to have on the field, making the Forwards you play during Main Phase 2 a lot cheaper.

At the end of the day, you’ll still have an 8k body on the field.

This is a great card if you’re playing a deck that has some royalty in it. You can probably just throw Vossler in the Noctis starter deck, and you’ll be good to go.

22-056R – Exdeath EX

Exdeath with an Ex Burst, makes him EX-Exdeath.

When Exdeath enters the field, Exdeath will take a dull Forward and remove it from the game. Just like -“Spoiler Alert”- Exdeath removed Galuf from Final Fantasy V. End Spoiler

Good thing is that this also comes off as an EX Burst, as Exdeath will be able to get rid of that Forward that just attacked. Combine this with Lilty (22-072C) just to see if Exdeath is coming up next. And, if he is you can choose to let the next damage come through just so you can use his Ex Burst.

22-057R – Carbuncle

This Summon is your backup plan.

Carbuncle dulls one of your Characters and grants it protection.

That Character cannot be broken, and cannot be chosen by your opponent’s Summon or abilities. Making that Character Unbreakable.

When you get this card in your hand tell your opponent to do their worst, because it will just fall flat.

At least for one of their plays.

And if you only paid the cost with Backups, you get to draw a card.

Now if you find a way to activate that Character you can still use it as if it was never dull, and still have that protection on it.

22-058H – Qator Bashtar

Now this is interesting.

When Qator Bashtar enters the field, you get to grab a low powered Forward from the Break Zone and play it onto the field. Although that Forwards Auto-Ability won’t trigger, it still is a free card, making Qator Bashtar’s cost, technically less.

And, anytime you’d like you can put a Backup into the Break Zone, and give one of your Forwards +2000 power.

After that Qator Bashtar will hang out on the field as a body with 8000 power.

We always said that we wanted a way to get rid of our Backups, so that we can play more Backups.

22-059C – Gabranth

Gabranth here is almost like Qator Bashtar, but he will allow you to grab a Backup from the Break Zone, and add it to your hand.

And. what does that mean?

It means that Gabranth is a Free Play. You can pay the cost of 2CP with a Backup, and once Gabranth enters the field, you can grab that same Backup from the Break Zone. It’ll be like it was always in your hand.

But, there’s always a but, It will only work if you have more points of damage than your opponent.

22-060H – Ghido

Here’s a 2 cost Forward with a 10k body, that can’t attack or block.

Ghido will let you draw 2 cards, if you remove 3 Knowledge Counters. You gain 1 Knowledge Counter at the end of each of your turns. Or you can gain 3 Knowledge Counters when a Character you control enters the Break Zone.

You could be drawing an extra 2 cards every turn, sometimes even 4.

Now, I believe that there is a card that removes abilities, and for the life of me, I can’t remember which card it is. But, if you play that card, you can remove Ghido’s ability that doesn’t allow him to Attack or Block.

If you remember which card that is let me know, so I can update this.

22-061L – Gilgamesh

The Praetorian is back! What is a Praetorian anyway?

Gilgamesh, weighing in at 7000 power, but if you have 5 Backups on the field, it goes up 2K to 9000 power. And, the ability to be unbreakable from your opponent’s Summons and abilities that don’t deal damage.

That’s not even all of it.

Every time Gilgamesh attacks, or when he enters the field, you can pay an extra 3CP and break a Forward or a Monster.

This might be one of the better Gilgamesh cards.

22-062R – Glaive EX

The Forward that gives you change.

Glaive comes in and gives all of your Warriors of Darkness a 1k buff, along with Brave. Which in itself is a good reason to play Glaive. If you’re playing a Warrior of Darkness deck, because off the top of my head, I can’t think of the other Warriors of Darkness. All I remember is that they were mentioned in Final Fantasy III. And Glaive is from Final Fantasy Legends, which I believe is Dimension.

Coming in with a 9000 body, Glaive will be hard to get rid of, but when he does, you will be able to grab a Warrior of Darkness from your Break Zone, and add it to your hand.

This second ability also comes off from an EX Burst.

I mean, maybe.

22-063C – Sand Worm

It’s a high cost Monster, And I believe it’s worth all 5CP.

Sand Worm becomes a Forward during your turn, and you’ll usually just pay 5CP for a Forward with 9000 power. That makes the cost just about right. Along with the ability to put Sand Worm into the Break Zone, which allows you to send one of your opponent’s Forwards and send it to the Break Zone.

Is that all?

Nope.

At 3 points of damage, Sand Worm starts to shine. You’ll be able to pick off your opponent’s Forwards one by one. Sand Worm attacks, and you get to pick a Forward, and that Forward must block. And, with 9000 power, there aren’t that many Forwards that will be able to survive Sand Worm’s attack.

I like this one.

22-064C – G Assassin

Assassin with a capital G.

What does the G stand for? I forget.

G Assassin comes in and breaks a dull Forward, as long as you have another Standard Unit on the field. If you’re playing Earth, which you probably are, you can play G Assassin alongside the 2 WRO Members and the WRO Commander from Opus III. Or not. There are plenty of Earth Standard Units that can play well with G Assassin.

3CP with 7000 power.

Not too shabby.

Not at all.

22-065R – Sieghard

Yes, pay the extra cost of dulling 4 Backups.

Sieghard will cost you a total of 7CP, but you’ll get to grab a Forward from the Break Zone and play it straight to the field.

Sure, you’ll dull 4 Backups, but you can search for any Forward. That Forward doesn’t even have to be an Earth Forward either. Any Forward will do as long as it is 6CP or less. And if you grab the Forward that Activates your Backups. Sieghard costs even less.

This is a great deal.

And if you pay a Crystal, Sieghard gains +3000 power and Brave.

22-066C – Summoner

Summoner, summons your Summons from the Break Zone.

Which isn’t that bad, because you’ll pay 2CP for Summoner, and an extra 2CP for the Summon. Which is basically an exchange of CP since that card will be 2CP in your hand, unless you decide to cast it. Makes sense?

After that, you can pay a Crystal Point, dull Summoner, discard an Earth card, and put Summoner in the Break Zone to choose a Summon which you can cast this turn. And that Summons cost will be 3 Crystal Points less.

How many times did we say Summon?

22-067L – Nacht

Warriors of Darkness Unite!!!

Nacht will be making a Warrior of Darkness themed deck pretty good, depending on what the other cards are, and with Glaive that we just saw earlier, it’ll be even better.

Nacht might cost 9CP, but you’ll be grabbing 3 Warriors of Darkness as soon as he enters the field, making Nacht’s total cost be 3CP.

And, during every Attack Phase, right at the beginning, you’ll be able to play a Warrior of Darkness from your hand onto the field. These Forwards will cost 5CP or less, but still, each time you play one, the Nacht’s total cost reduces, and you will be gaining Positive CP in the long run.

And, let’s not forget about Final Thrust. Choose 1 Forward. Break It. ‘Nuff said.

This is a card that keeps on giving.

Why didn’t this card get a Full Art?

22-068R – Prishe

Coming in for 2CP with 5000 power, Prishe is interesting.

She gains a buff, +2000 power every time she is chosen by Summons or abilities. It does not say your opponent’s Summons ot abilities. That means that you can use your own Summons or abilities, that grant Prishe buffs or protection, and she will still receive that +2000 power until the end of the turn.

Plus, if she deals damage to your opponent, you can grab a Character from your Break Zone.

For 2CP this is not a bad card. If it will see play is a different story.

22-069C – Baelo

Baelo is the same as Opus V Miner, but different.

When Baelo enters the field you can grab an Earth Character from your Break Zone. Making his 3CP come down to 1CP. And, during your next turn, Baelo will have paid for himself. Which is what you want your Backups to do.

And, when you’re done with Baelo, you can just send him to the Break Zone, and give one of your Forwards +2000 power until the end of the turn.

After that, you can just play Baelo once again.

22-070C – Ramza

Ramza is a simple card, that doesn’t do much except take up space on the field as an 8000 powered Meat Shield, that can also attack.

That doesn’t mean it’s not worth playing Ramza, because Ramza can be played as a Free card.

Ramza costs 4CP, but if you already have a Job Knight on the field, you can reduce that by 2CP. And if have a Forward that attacked this turn, you can reduce that by another 2CP, making Ramza’s total cost 0CP.

That might be the only reason to play Ramza.

22-071C- Lich

Two abilities for Lich, and they are both pretty decent.

Lich is a Common Forward that will grab a Backup from the Break Zone.

Meaning that Lich’s cost comes down to 2CP.

Lich also gains +1000 power for each Earth Backup that you have on the field.

It’s simple.

Play Lich, discard an Earth Backup from your hand to pay for the cost. Grab that Backup add it back to your hand, and play that Backup to give Lich an extra 1000 power.

That’s pretty much it.

22-072C – Lilty

Didn’t we just write about this?

Sure it was a couple of weeks ago, but let’s just Copy/Paste.

“Simple, basic and straight to the point.

Lilty comes in for 1CP and allows you to look at the top card of your deck. If you like it you can keep it there. If not send it to the bottom of your deck.

It does have plenty of benefits.

Depending on what you see there, your game plan will change for this turn.

Do you see an EX Burst that will cause plenty of damage to your opponent. Leave it there and take a point of Damage. Do you see the card you need to put your plan into motion, play that card that allows you to draw a card.

Worst case is that you don’t like the card, and you can just recycle it to the bottom.”