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Dreamlike Fire

28-001R – Ursula

2CP + 1CP + 1CP = 8000 damage / 2

Or something along those lines.

Ursula comes right on in, and you can pay 1 Fire CP two times. Each time you do Ursula will deal 4000 damage to one of your opponent’s Forwards.

And, if you already have received 3 points of damage, every time she deals damage to a Forward that damage increases by 1000.

Making each hit, 5000 points of damage.

This changes our formula. But, we’ll just leave it like that.

28-002R – Ardyn

This is interesting.

Ardyn is here to deplete everyone of their resources.

At 4CP, and 9000 power, he’ll be hard to get rid of.

At the beginning of each player’s Main Phase 1, you’ll have to put one Character into the Break Zone. If you don’t Ardyn will deal you one point of damage.

And at 3 points of damage, Ardyn will double the damage dealt. So, 1 point of damage will become 2 points of damage.

Ardyn will make your matches much shorter.

28-003C – Garland

Half way to board wipe.

Garland comes along and he’s taking down all of your low cost Forwards. 7000 damage to all the Forwards 2CP and below, is a serious threat, to low cost Forwards.

If the Forwards are 3CP and up, well then you’re out of luck. Even 9000 power won’t be worth the 5CP spent to play Garland.
Maybe one would be good. There are better 5 cost cards out there.

 

28-004C – Guy

Now this is what I’m talking about.

Firion and Co. is getting a great addition to the Final Fantasy II deck. If you don’t have one yet, then it’s probably time to make one.

Guy comes in and grabs either a Warrior or a Rebel from your Break Zone. Which is great because Guy only costs 2CP.

Only drawback, is if you grab a card that isn’t from Final Fantasy II then you’ll have to discard a card.

Guy has been getting some great cards lately.

28-005C – Gunbreaker

3CP and a Crystal in order to get Gunbreaker’s full potential.

That full potential includes 8000 damage dealt to a Forward of your choice.

If all you want is a Meat Shield, then you don’t need to worry about the Crystal.

Yeah, that’s it.

.

 

28-006C – Clavat

Here we go, a Crystal Generator.

One when Clavat comes in, and one when you use the ability to send her to the Break Zone.

Simple.

Easy to understand.

Not much else going on here.

28-007H – Cloud EX

Another Cloud, Another Full Art.

I’m not complaining.

I just like how they’re using his Advent Children outfit for this one.

Cloud has a couple of things going on when he enters the field.

First off, he grabs a Final Fantasy VII Character from the Break Zone.

And then he gives you a Crystal.

Need more Crystals?

Cloud can generate 1 Crystal per turn. And if you don’t need a Crystal, Cloud will give one of your Final Fantasy VII Forwards +2000 power.

Did you notice Cloud’s Job?

28-008C – Amarant

You will play Amarant second.

Or third. You can play him first, but you’ll just end up wasting a card.

Amarant deals a Forward 7000 damage when he enters the field, and that might just be enough to break most Forwards.
3CP, and 9000 power. He’s a great Meat Shield.

And, we’ll leave it at that.

 

28-009C – Jecht EX

Jecht’s first outing as a Backup. I don’t know how well the Starting Blitzball player will take that, but hes got a job to do.

Jecht comes in off the bench, and if your opponent has 3 Forwards on the field, Jecht will deal one 8000 damage.

If not, then the bench is for Jecht, and he’ll give you 1CP per turn.

 

.

28-010R – Jack Garland

Garland is Garland. I think we’ve said that before.

Jack enters the field and deals 8000 damage to a Forward.

And when your opponents plays a Forward, you can put Jack into the Break Zone and deal that Forward 9000 damage.

Jack plays like the Opus V Grenade. Only difference is that Jack will give you 1CP per turn until you decide to use his ability.

 

28-011H – Cecil

This Cecil acts more like a Dark Knight than a Paladin.

And, you need Dark Knight Cecil in order to get Cecil’s full effect.

Cecil enters the field, and if you have a Dark Knight Cecil in your Break Zone, Cecil draws you a card.

But, that’s not the reason we’ll be playing Cecil.

We’ll be playing Cecil for Cecil’s second ability, which whenever one of your Forwards is put into the Break Zone, Cecil will deal one of your opponent’s Forwards 7000 damage. Every time. Not just once per turn.

How many times did we say Cecil?

28-012C – Warrior

End game Backup.

Warrior won’t do anything meaningful, until you have 5 Backups on the field.

But, when you do Warrior will deal 7000 to a Forward of your choosing, he will then proceed to head to the Break Zone giving you room to play one more Backup.

 

 

28-013L – Tifa

Get ready for Final Fantasy VII to re-enter the Meta.

Yes, I base that off of this card. Along with all the other awesome cards we had in previous sets. Tifa is going to take the Meta by storm. If not, then I will say “What do I know?”

Tifa comes in for 3CP, 7000 Power and Brave. And depending on how many Final Fantasy VII Characters you have on the field, Tifa will deal 4000 damage for each one. You got a board full? You can get to 40K damage.

Is it worth mentioning, cause not that many Forward go over 10000 power? Of course it is!

You can also pay the extra cost of 2 Crystals, and Tifa will gain Haste, +2000 power, and the ability to attack twice in the same turn.

Nuff’ said.

I’ll take 3. Full Arts. Always Full Arts.

This card is going to be money.

28-014R – Rogue Tomato

How come I have never heard of Moogle Bounty Mayhem.

And, why is this tomato still in it’s pajamas?

Doesn’t it know that he’s about to be sent to the field? All by himself, with no Forwards to protect him, all so it can deal 4000 damage to a Forward.

Well, Rogue Tomato can become a Forward, but then you won’t be able to use it’s ability.

 

28-015H – Barret

Barret comes in from the get go and deals massive damage. 9000 to one Forward and 7000 to another.

And every time your opponent’s Forwards are sent to the Break Zone, you will gain a Crystal.

You can change Barret’s name to Crystal Generator.

Then there is Focused Shot, which will deal 10,000 damage to 2 Forwards. All you got to do is divide it up however you see fit.

This Barret will fit better into a Warrior Tribal deck. But he does generate the Crystals that Tifa needs.

28-016L – Vivi

Got to say, I’m liking this art. Even though we’ve seen these in the last few sets, Vivi is always a card that I look forward to. I’ve always wanted to build a deck around Vivi, and with this one, I might finally be able to make a decent one.

Let’s get straight to the card.

Vivi comes in for 4CP, and when he enters the field you can divide 7000 damage between any number of Forwards that your opponent controls.

You can deal 7000 to one Forward, or 1000 damage to 7 Forwards. Meaning you can hopefully break a Forward when Vivi comes in.

If you have a Final Fantasy IX Forward on the field alongside Vivi, that damage becomes 10,000 instead. Meaning more fire power for you.
There’s also a little ability that Vivi has that will deal 9000 damage to a Forward.

Only downside is that Vivi only has 5000 power, making him suspectable to your opponent’s damage.

I’ll take 3.

28-017C – Firion

For 2CP, you have a 5000 body that comes in with Haste.

And, if you have another Final Fantasy II Character on the field, Firion gains +2000 power.
And that is all there is to say about this card.

Might be a good first round play if you’re up first. Other than that. Not much going on here.

 

28-018H – Brynhildr

For 2CP this is a great Summon, I would go as far as to say Superb.

Brynhildr will either deal a Forward 5000 damage, 10K if it’s a Multi-Element, or Brynhildr will break a Monster.

And, you don’t have to choose just one. You can use both if you’d like. All you got to do is pay a Crystal.

I’ve been noticing that this set is giving us lots of Crystal play.

 

28-019R – Brute Bomber

The Brute Bomber ,the Arcadian Fighter!

Brute Bomber enters the field and deals 9000 damage to one of your opponent’s Forwards and one of your Forwards. You both get to choose who get’s dealt the damage.

And, at 3 points of damage, all damage that Brute Bomber receives is reduced by 2000.

Making Brute Bomber the perfect choice to deal himself damage.

Just make sure you play him after you already receive those 3 points of damage.

Hot Singles!

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Gunslinger in the Earth

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20-061H – Ajido-Marujido

I don’t know how playable this card is.

You need at least 3 elements to get the first ability to go off, and 5 elements for the second ability. Granted if you do pay with 5 elements, both of Ajido-Marujidos abilities will go off.
Now, what do these abilities do?

The first one breaks one of your opponent’s Forwards, while the second one removes one of your opponent’s Forwards from the game.

You likely won’t be able to get the full effect of this card until late in the game, but if you do, you’ll be getting rid of 2 of your opponent’s Forwards leaving a whole in their front line.

Hopefully this will be the card that hands you the game.

If not, then there are plenty of other cards available to use.

20-062R – Apururu

Does anyone actually play a Final Fantasy XI themed deck?

If so what is it? Apururu here might be able to help you out as Apururu will produce CP of any element when paying for a Final Fantasy XI card.

And, at 2CP it’s worth throwing it in your deck.

Why is it that Earth has the most cards that can produce CP of any Element?

I don’t know if Apururu knows the answer, but he might be a decent play.

20-063R -Althyk EX

Why does Althyk look like Odin?

“Any resemblance to actual persons, living or dead, or actual events is purely coincidental”

Althyk enters the field, and if you have at least 4 of “The Twelve” on the field, Althyk will deal one of your opponent’s Forwards 9000 damage, giving you a good chance at breaking that Forward.

And, what does Odin do? Odin breaks them. Well most of the time.

Did we mention this also comes off of an EX Burst?

20-064R – Ignis

Ignis is a Wild Card.

His ability is only as good as the Forwards that you already have on the field.

Once Ignis enters the field, you’ll dull 2 Forwards and deal another Forward damage equal to the power of the other 2 Forwards that you dulled.

It’s a mix and match game.

Do you have enough power to take down that 9000 power body that your opponent has on the field? Have Ignis take him down. If not just hold on to Ignis until you do.

Ignis also gains +2000 power when you have 3 points of damage.

20-065L – Vanille

At 1CP what’s not to like about Vanille.

The art? It’s great. The 4000 power? That’s perfect for her ability.

Vanille works great as a defender. She will block any attack, and if she is sent to the Break Zone, you can then remove her from the game, and Vanille will allow you to grab a Final Fantasy XIII Forward from your Break Zone.

And, if that’s not enough. Once per turn Vanille will look at the top card of your deck, and if it is a Final Fantasy XIII card, you will add that card to your hand.

Like I said, what’s not to like?

20-066L – Vincent

The Gunslinger, Vincent, ready to wreak havoc on you opponent.

Vincent comes in and right from the get go, he will destroy all of your opponent’s Forwards that cost 3CP or less. 99.99% of the time, those Forwards will be sent to the Break Zone. And, I only said 99.99% because we might get a 3 cost Forward with more then 10K. There are plenty of 9K Forwards, and those might make it out alive if you have a card like Maria (1-083H) on the field, who will give all your Forwards +1000 power.

Vincent will also deal 9000 damage to a Forward that targets him with it’s ability.
And, when Vincent is chosen by your opponent’s Summon, Vincent will choose one of your opponent’s Forwards and deal them 9000 damage as well.

If you get this at Prerelease or in draft, you better come out the winner.

Let’s not forget, Vincent also has First Strike!

20-067H – Eiko

If you’ve been wondering why we’ve been getting all these Summons with Eiko on them, we now have your answer.

Not really, but it sounded good.

Eiko will come in and you can grab 4 Summons from your Break Zone and put them on top of your deck. You may now shuffle your deck and reveal the top 4 cards. If you find a Summon, you can cast it without paying the cost.

The rest of the cards are sent into the Break Zone.

You might get a great play, but then again you might lose 3 of the cards that you need. It’s risk vs. reward here.

Eiko then sticks around as a Forward with 5000 power.

20-068C – Gladiator

I think they’re running out of Standard Units. I’ll have to check to make sure, but they introduced an old game, just to use the Jobs.

I don’t mind it, I’m just saying what it looks like to me. I think it’s time to bring the 8bit sprites for cards.

Oh wait. We’re supposed to be talking about Gladiator.

Gladiator is a Backup, that can give one of your Forwards +1000 power until the end of the turn. You’ll need to discard a card for this ability.

And, if the card you discard is a Fire card, then that Forward gains +3000 power.

And, that’s about it.

Now, where are those 8bit cards?

20-069C – BeastMaster

Do you feel lucky?

Play Beastmaster, and when you reveal the top 3 cards of your deck, and if you find a Monster that costs 2CP or less, you can play it on to the field. If not all 3 cards go to the bottom of your deck.

You can also put Beastmaster in the Break Zone and give one of your Monster Forwards +4000 power.

It’s a gamble that will cost you 3CP.

20-070H – Zangan

Zangan makes an appearance after being on hiatus since Opus I. Maybe that’s why he looks angry.

And this one is worth playing.

First off, Zangan will allow you to play a Tifa from your hand onto the field. Tifa’s cost can be no more than 5CP. This allows you to play any TIfa so far, except for the Rebellion’s Call Tifa which costs 6CP.

This would make Zangan a good play all in itself, as you will get 2 cards for the price of one.

But, that is definitely not all that Zangan can do. Zangan allows himself and Tifa to use abilities that dull in the same turn as they come in.

And, Zangan does have an ability as such, when you use it, you will deal 5000 damage to a Forward for each Martial Artist that you have. It will usually be Zangan and Tifa on the field. But, there is also Dadaluma and a Snow card that is a Martial Artist as well. Not to mention Opus I Bartz, who has all the jobs.

A new tribal deck has emerged, and is in the process of being complete.

20-071C – Sheiran

What am I missing?

I don’t remember Sheiran in Final Fantasy VII, unless they just named him in the Remake.
Sheiran enters the field and grabs a Final Fantasy VII Character from the Break Zone. And, if it’s Tifa, her cost is reduced by 3CP.

Was he the doctor that helped Cloud, or was that just nurses? I can’t remember. I just remember Cloud in a wheel chair.

It took me a second to realize that yes, Sheiran grabs a Final Fantasy VII Character from the Break Zone. And, grabbing cards from the Break Zone is always great.

This is why first opinions should always be double checked.

20-072R – Titan

Big Boss Man Titan.

He’s more like a manager.

When you cast Titan, you’ll give one of your Forwards +2000 power, and that Forward will deal damage to one of your opponent’s Forwards that you will choose.

We’ve seen this before, plenty of times. The only difference with this Titan is that you can dull 2 Earth Forwards instead of paying 3CP.

 

20-073C – Dyne

The other man with a machine gun hand.

Dyne comes in for 6CP, and you’re going to want to pay for him with cards from your hand.

Why?

Because the more cards you discard to pay for Dyne, the stronger his attack is.
4000 for each card you discard, bringing it up to a total of 12,000 damage to a Forward.

And, after that attack is done, you have a 9K body on the field. Ready to attack or block.

20-074C – Tama

Tama comes in and you have a decision to make.

Would you like to gain a Crystal?

Or would you like to grab a World of Final Fantasy Character from the Break Zone?
Either way you’re getting something.

Luckily we got Geomancer in this set, and you’ll be ready to use that second ability to grab from your Break Zone.

 

20-075C – Dio

Here’s your “Rainbow in the Park”

Sort of looks like Dio too, if you take away the mustache, and make him shorter. And less buff.

The Park Director is ready to manhandle your opponent, one Forward at a time. Cause when Dio blocks, or gets blocked he gains +3000 power, add in Enna Kros and that’s another +1000 power, and Maria as we mentioned earlier with Vincent, that brings Dio up to +5000 power.

That’s a lot of power.

And, when you have that 12,000 power on Dio, you can choose which Forward will block Dio. Allowing you to slowly take apart your opponent’s front line.

I think Dio along with Vincent will be fun to play with. Not against.

20-076H – Tifa

Are you ready for another 3 Card Trick?

Tifa, Zangan and Cloud, is all you’ll need. Doesn’t matter which Cloud as long as you have Zangan. The only Zangan that we have as of now. Maybe we’ll get another one this set, but I haven’t seen any yet. (Edit : I did, but I already wrote this one)

Zangan will come in and he will search for Tifa. Tifa will get Haste because Zangan is on the field. Since Tifa has Haste, you can go ahead and use her S ability. You can discard any card, because Zangan is on the field. Deal 8000 damage to one of your opponent’s Forwards, and since Cloud is on the field you will Activate Tifa. Rinse and Repeat, until you run out of cards in your hand, or Forwards to target.

Final Fantasy VII will be fun to play once again.

20-077R – Noctis

Noctis is thinking of a plan. How do I get back our fallen comrades?

And, he has figured it out.

When Noctis comes on to the field, he will search for a Final Fantasy XV Character and he will place it on top of your deck.

Now, that doesn’t help much, but if you have received 3 points of damage, Noctis’s second ability comes into play, which states When Noctis enters the field, draw a card. Technically speaking, Noctis grabs a Final Fantasy XV Character from the Break Zone and adds it to your hand.

After that, Noctis is a Meat Shield that will block an attack, and once he enters the Break Zone, you can play him once again.
Extra points if you grab Noctis and repeat, over and over for a blocker that can never be stopped.

It’s like casting Reraise.

20-078C – Nophica

Here we go!

Nophica is able to grab a couple of “The Twelve” from the Break Zone. One on her way in, and one on her way out.

At 4CP this can potentially be a Free Play, and if you play your cards right, it will be a Free Play.

With 8000 power, your opponent will have a little bit of a struggle trying to deal with her, and when they finally do, you can just put Nophica into the Break Zone, to grab the other “The Twelve” member.

The only thing that would make this card better is, if Nophica was able to grab herself from the Break Zone. But, then Nophica would have been more than a Rare.

20-079C-15-080C – Geomancer

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.

“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.”

What was Cecil doing?

At least you can use Geomancer for Tama.

20-080C – Mandragora

Didn’t we already get this card last set? Let me check.

Nope we got a similar card, which combined with this one will leave your opponent hurting.

Mandragora becomes a Forward during your turn and whenever it deals damage to a Forward that Forward breaks. Like the Wind.

And if Mandragora deals damage to your opponent, Mandragora gets sent to the Break Zone, and you can grab a card from your Break Zone and add it to your hand. You can always pick another Mandragora from your Break Zone, rinse and repeat.

We currently have 3 Mandragora type cards. I’ll be keeping an eye on these, maybe someday we’ll be able to make a Madragora deck.

Singles from under the Earth! 

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Tears of the Earth Planet

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25-052R – Ursula

Here’s a card that Yang LB can play early on.

When Ursula comes in from Yang’s ability she will search for a Monk. Making her a +2CP play.

All that’s left to do is bulk up Ursula a bit and have her attack. For when she does, you will pick a Forward and they will deal damage to each other. Hopefully Ursula has more power than the other Forward. If not, at least she’ll take out a good chunk.

But, maybe you want to break Ursula, just so you can bring her back and search for another Monk.

Or, maybe you should just stick with Opus XI Ursula.

25-053H – Atomos

This will be fun to play.

Just to mention it once more, Atomos has a way of getting rid of your Backups, when you want to make room for them. And, if you do get rid of a Backup Atomos’s cost is reduced by 2CP making him a ! cost Summon.

And, for that 1CP, you will deal damage to one of your Forwards, equal to the amount of cards that you have in your Break Zone.

Period.

Deal 49K damage to that one Forward just because you can.

Yeah, if you have 49 cards in your Break Zone, you’re probably losing the game.

While it’s fun to imagine an attack with that power, it’ll probably never happen.

25-054C – Vincent

At 2CP Vincent is cheap and a card that you can throw into any Earth deck. He plays well alone, which shouldn’t be much of a surprise since he spent most of his life sleeping in a coffin.

Vincent comes in with First Strike, and whenever Vincent attacks, he gains +4000 power, making him a 9K body, which can take down most of the opposition.

Are we done?

Nope, Vincent also has the ability to deal a Forward damage equal to his power. But the cost is high, and I don”t think that I would use that.

But, 2CP for a 9K attack, I’ll pay for that.

25-055C – Wererat

There’s a rat infestation, but not just any rats it’s Wererats.

This one might be of use though.

Wererat comes with 2 abilities. One gives one of your Forwards +1000 power, the other gives that Forward +2000 power.

Depending on the situation, both abilities can help one of your Forwards survive a block, or an attack.

Wererat might be helpful in some situations.

25-056L – Wol

I don’t know, I wouldn’t call this a Legend.

I’d say Wol, is a glorified Meat Shield, that can protect one of your Forwards from being sent to the Break Zone.

But, there is Blurred Strikes which can help you get a couple of cards.

If you decide to use Blurred Strike, you reveal the top 3 cards of your deck and add 2 of them not named Wol to your hand, the rest go to the Break Zone.

I’ve been wrong about cards before.

25-057R – Cutter

All that hardware, just to make Cole Slaw.

Cutter will slice and dice and shred all of your opponent’s dull Forwards, and send them to the Break Zone.

And when you’re done with that. Cutter can turn into a Forward and deal your opponent even more damage.

Which is something you would like to do, to try and get rid of Cutter in order to play it again.

Not a bad Monster, and there are ways to get Cutter back from the Break Zone as well.

25-058C – Black Belt

Your Tears of the Planet basic Backup that exists in all elements.

Black Belt is Earth.

You can either Break a dull Forward with 7000 power or less. Or, you can draw a card.

Black Belt can be useful in different situations, and should be considered for Sealed.
As we’ve said before, for 3CP you can do far worse.

 

25-059C – Cait Sith

This card is interesting. And, you don’t even need Cait Sith to play in a FFVII deck. You can just add him to any Earth deck and you’ll do fine.

Cait Sith comes in and you can play a Character of 2CP or less from your hand straight to the field. Making Cait SIth’s cost come down to 1CP.

And, when you’re done with that, you can just send Cait Sith into the Break Zone and grab a FFVII Character.

Yes, I did say you don’t need to play Cait Sith in a FFVII themed deck, but what’s to stop you from grabbing Cait Sith back from the Break Zone in order to play him again.

25-060H – General EX

How come I don’t remember this Character?

After looking it up I remember battling him, but that’s about it. Minor Boss that gives you Excalibur. But, we’re not talking about Final Fantasy III, were talking about FFTCG!

General comes in with Brave, and 9000 power making him a great Meat Shield.

If General leave the field for any reason, you can grab a Warrior from the Break Zone and add it to your hand.

General does have protection from your opponent’s Summons in that he cannot be chosen by them, and if General is dealt damage by your opponent’s Summons that damage becomes 0.

It’ll be hard to get General to leave the field, but hey you can search for a Warrior if General is in the Damage Zone.

25-061R – Scarmiglione

The Archfiends are getting some great cards this set.

Scarmiglione is the Forward that you never knew you needed.

For 1CP Scarmiglione can come in during your opponent’s turn with Back Attack, protecting one of your Forwards from damage reducing it by 2000. This could be just enough to keep that Forward from breaking.

Now, if that Forward is Golbez, Golbez will not be able to be chosen by your opponent’s Summons or abilities as well.

And, Scarmiglione will only cost you 1CP, that is nothing compared to the Forward that he will save.

Only draw back is that Scarmiglione only has 3000 power, but that can be good as well. All you need to do is block with Scarmiglione in order to send this Archfiend to the Break Zone, just so you can play another Scarmiglione onto the field when needed to.

25-062C – Sophie

Sophie comes in for 4CP, once she’s in you can either play a MOBIUS Forward of 3 or less onto the field, or you can search for 2 Sophies and add them to your hand.

Your total cost will come down to 1CP, or it will be a Free Play. Either way Sophie is a steal, as you’ll have an 8K body on the field.

Notice how I didn’t say Meat Shield?

Well that’s because Sophie has Thor’s Hammer. You can use it to deal some big damage to one of your opponent’s Forwards,and depending on how many Backups you have on the field, Sophie can deal that forward up to 15,000 damage. there’s a 99.9999999% chance that, that Forward will be sent to the Break Zone.

You’ll want to grab a bunch of Sophie’s and add them to your deck.

25-063C – SOLDIER Candidate

We’re getting some more SOLDIER Candidates.

This one comes in with Brave, and for 2CP you get a 5K body.

If you already have a SOLDIER Candidate in your Break Zone, this Candidate gains +2000 power, giving it a 7K body.

And, we’re not even done.

When SOLDIER Candidate attacks, all the SOLDIER Candidates gain +1000 power.

You can have 3 of these on the field at the same time, and if they all attack, all of your SOLDIER Candidates will gain +3000 power before they attack.

SOLDIER might be recruiting some strong Candidates.

25-064C – Dyne

You’re Dyne to know what this card does!

Yeah, that was terrible.

First off you won’t be playing Dyne in the begining of the game.

At least not till you have 5 Backups on the field. Cause if you don’t Dyne is just a high cost Meat Shield.

Once you do have 5 Backups on the field, you can play Dyne and you’ll choose one of your opponent’s Forwards and Dyne and that Forward will deal damage to each other.
So, it would be wise to choose a Forward with less power than Dyne.

And, at 3 points of Damage Dyne gains +1000 power. I would have changed this a little, and say if a certain FFVIII child was on the field. But, that would contain some Spoilers.

25-065R – Tifa

How many Final Fantasy VII Characters can you cast each turn?

Tifa will deal (3000 times each FFVII Character that entered the field this turn) damage to one of your opponent’s Forwards at the begining of every Attack Phase. That could mean that you can be breaking one of their Forwards, once per Attack Phase.

And, that’s not all.

Whenever Tifa attacks, all of your FFVII Forwards gain +2000 power.

You can throw Tifa into any Final Fantasy VII themed deck, and she will do wonders.

25-066L – Barret

6CP?

Yes, and it is worth it.

Barret comes in, and searches for Marlene, or a AVALANCHE Operative of 4 or less, and they go straight to the field. And, if you’re thinking what I’m thinking. You will grab Marlene.

Once Marlene enters the field you will go into your Break Zone and grab Tifa, or Cloud, or Aerith, or Barret, but we’re going to stick with Tifa. Tifa 25-065R to be exact.

This makes Barret a Free Play, as you get your 4CP back when you play Marlene on the field, and the other 2CP come back when you grab Tifa from the Break Zone. Or, Aerith, or Cloud, or Barret.

Now if you followed these instructions, at the begining of the Attack Phase, Tifa will deal 9000 damage to one of your opponent’s Forwards. And, if you already have another 4 Final Fantasy VII Characters on the field, Barret will also deal 9000 damage to one of your opponent’s Forwards.

What’s not to like?

Oh, and Barret has Brave.

25-067H – Rikku

Now this is a card that could see regular play.

Rikku comes in and plays a 3 cost Backup from your hand onto the field. Which in turn turns Rikku into a Free Play. And if the card you play draws you a card, or searches for a card, you’re coming out positive in your CP spending.

And, it doesn’t need to be an Earth Backup or an FFX Backup.

And when that Backup, or any other Backup enters the field, all the FFX Forwards that you control gain +2000 power and Brave.

Now think if you play another Backup. That’s +4000.

25-068C – Luca

We haven’t seen Luca since Opus XI, and she’s back ready to find a 2 cost Character from the top 5 cards of your deck. If you find one congratulations, you just paid 1CP to cast Luca.

Other than that, Luca will give a Forward of 2CP or less +1000 power. You can use this ability once per turn.

I don’t know if this will be much use.

But, there are worse ways to spend 3CP.

Singles?

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Hidden Trials – By Fire

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3-001C – Garland

What a way to start off the set.

A 2 cost Backup that when Garland enters the field, you gain control of one of your opponents Forwards.

Sure, you’ll only have control of that Forward until the end of the turn, but, it is a good way to spoil your opponent’s plans and attack with that Forward, where they’ll either block it and send it to the Break Zone, or you’ll break the blocking Forward, or you’ll deal them a point of Damage.

I’ll take 3 of these.

Now, where did I put that card that recycles Backups? I can’t even remember which one it was.

23-002L – Caius

Caius is making a comeback, and he’s forming a Tag Team with Bahamut. Any Bahamut will do, as Caius will enter the field, you’ll search for Bahamut, and cast Bahamut right away. Most Likely that Bahamut will be a Free Play. As all Bahamuts cost 5CP or less with the exception of the Opus I Bahamut which costs 9CP.

You can play that one for 2CP, if you have Fang on the field, 19-131S or 19-020R, as both of these reduce the cost to cast Bahamut by 2.

Other than that you can cast Raise on Caius as he enters the Break Zone, for the small price of discarding 3 cards from your hand, Caius can came back to the field.

Even Yeul couldn’t see that one coming.

23-003C – Kain

Haste, and First Strike?

Kain is ready to strike!

Remember when we were talking about an all Haste deck? Well, Kain here is the perfect fir for it. Cause, every time he attacks, all of the Forwards with Haste or First Strike gain +2000 power.

Your opponent won’t know what to block, when to block, who to block, where to block, and most importantly, how to block.

Double Jump, is just a regular Jump attack, if it was double, Kain would be dealing damage to 2 Forwards.

23-004R – Kefka

First off, this is a great looking card. Almost reminds you of some Amano art.

Second off, Kefka is here to wreak Havoc on your opponent. Every time he attacks, Kefka deals 4000 damage to one of your opponent’s Forwards.

But, you’ll want to wait until you have 5 points of damage to play Kefka. Cause when you do, Kefka comes in with Haste, +2000 power, and whenever Kefka deals damage to your opponent, or to a Forward they control, you will double the damage Kefka deals to them.

That means 2 cards in the Damage Zone. And, when he attacks, it’s 8000 damage to that Forward that you choose and at least 14,000 damage to the Forward that will block Kefka.

When your back is against the wall, Kefka will do what Kefka does best.

I’ll take 3 Full Arts, Por Favor.

23-005R – Golbez

I don’t know how Golbez is just a Rare.

Golbez has 3 abilities to choose from, each one is better than the other.

Deal 5000 damage to all of your opponent’s Forwards. Break a Forward. And, the one I like the most, Grab a Forward from your Break Zone.

You can start building decks with all different cards, EDH style, and if a Forward ends up in the Break Zone, just use Golbez to grab it back.

All you need to do is protect Golbez, and you’ll never miss a card. Unless it ends up in the Damage Zone, but we have a way to grab cards from there as well.

23-006R – Soulcage

For 2CP you get a Forward with 9000 power. Is there a sale on Soulcage, cause that is dirt cheap. You can’t even get a deal like that at the Goodwill anymore!

Yes, Soulcage is a Monster, and yes, you need another Monster on the field for Soulcage to become a Forward, but that’s not a hard thing to do. Especially with all of these Monster decks that are going around.

And, when you put Soulcage into the Break Zone, you can remove it from the game, and grab a Monster from your Break Zone and add that one to your hand. It’s a win-win.

 

23-007C/15-007C – Samurai

Just Copy/Paste from what we wrote for Dawn of Heroes.

“What? A reprint? I wasn’t expecting that. Let’s see what we wrote when Crystal Dominion came out.

“Exchanging 2CP for a Crystal.

Seems like an even trade. Now to find what we’re going to use these Crystals for?

Samurai has no abilities, that consume Crystals, but there are plenty other cards that do. Samurai’s job is to give you a Crystal and then hopefully you’ll find a way to Break Samurai so you can play your real Backups. ”

Huh? What was I even writing, I had to edit it to make sense. In my defense, we didn’t know what Crystals would be doing back then. … Half the time I still don’t know.

Because apparently, if you actually read the card Samurai can put itself in the Break Zone.”

23-008H – Zidane

Free Zidane!

You play Zidane, and once he enters the field you get to search for 2 FFIX Forwards and, add them to your hand. And, that’s great, you can get rid of him right after, because he only has 5000 power, but that’s still enough to block one of your opponents attacks.

If we get some decent FFIX cards, Zidane would be one of the first cards you would throw into a IX deck.

 

 

23-009H – Zorn & Thorn

Zorn & Thorn, we have a Tag Team right here, going for the World Heavyweight Tag Team Championship Belts.

And how are they going to do that?

It’s simple, they pick their own opponents. Zorn & Thorn attack and they get to pick the Forward that will block them. Over and over. All you need is to give them a buff, and they’ll be that much better.

And, if they are finally sent to the Break Zone, they turn into a Monster. Not a giant monster, just a Monster that costs 2CP or less.

I like it.

It’s kind of like Zorn & Thorn transform into Meltigemini.

Who would have thought?

23-010C – SOLDIER Candidate

First Strike.

I know I’ve seen a SOLDIER Candidates in another element, now I’m wondering if there is one in every element, and if they are all the same. Only one way to find out.

If you have a couple of Standard Unit Forwards in your Break Zone, SOLDIER Candidate gains +3000 power.

Now, the real question is, if it’s only for this SOLDIER Candidate, or all of the SOLDIER Candidates.

I wonder if they met Zack?

23-011L – Terra EX

One of my playmats has the same artwork. If you haven’t seen it, it is a beautiful sight. Terra riding the Magitek Armor ready to … well you should know. I won’t spoil it.

Terra comes in and you can grab a Summon from your Break Zone. then you can cast this Summon for 2CP less than what it costs to normally cast it. You also grab a Summon from your Break Zone when Terra is put into the Break Zone. Making Terra’s final cost a whopping 1CP.

Terra only has 5000 power, but the reason you’ll play her is solely for the reason that, when she is on the field, your opponent cannot remove the Summons in your Break Zone from the game.

And, that is it.

Protect the Summons! Protect the Espers!

23-012C – Tifa

What are those? Maracas?

3CP, 7Kpower and the ability to deal 2000 damage to a Forward every time Tifa attacks.

Let’s not forget about the Crystal you gain whenever Tifa damages a Forward that is sent to the Break Zone.

And, with that Crystal, Tifa gains +2000 power and Haste, giving her a total of 9000 power.

For 3CP, that’s not bad at all. Sure there are better Tifas, but this one also has it’s uses.

23-013C – Morrow

Morrow is a Backup now?

You won’t be playing Morrow, if you have received anything less than 5 points of Damage.

This is a card that you’ll most likely play alongside Kefka (23-004R) As they both shine once you have received 5 points of Damage.

Morrow comes in and deals a Forward 9000 damage.

He’s like a Mini-Summon. Plus, Morrow only costs 1CP.

If this would have been a Forward it would have been twice as better.

23-014H – Nelapa

What?

This is your Summon control.

Your opponent will think twice about casting a Summon, when Nelapa is on the field.

Cause if they do, Nelapa will deal 10,000 damage to a Forward of your choosing, and also deal your opponent 1 point of damage.

With that being said, I can see Nelapa thrown into any deck that deals with Fire. I mean why wouldn’t you. There should be a card that hardly sees any play in that deck anyway.

I’ll take 3 Foil copies.

23-015C – Notsugo

Is it Not-sugo or No-tsugo?

A 1 cost Monster that sacrifices itself and another Monster to deal 9000 damage to one of your opponents Forwards.

Simple and straight to the point.

It might be worth playing in certain situations.

 

23-016R – Bahamut

This is the Bahamut you’re supposed to play with Caius.

You can play this Bahamut, and many other Bahamuts free of charge if you grab him when Caius enters the field.
Removal at it’s finest.

Not just 1 but 2 Forwards are to be removed from the game.

The first one just needs to have 9000 power or less, and the second one should already be in your opponent’s Break Zone.

For a Free card this is great.

23-017C – Parai

Parai searches for a Final Fantasy Legends Character. And, he only costs 2CP.

But, there’s always a but, Parai will deal you one point of damage.

Is it worth it?

Depends on if you have Kefka and Morrow ready to go once you reach 5 points of Damage.

Maybe yes, Maybe no.

23-018R – Palom

Palom, one half of the twin mages.

Palom is a free play, if Porom is already on the field.

If not he’ll only cost 2CP. Palom comes in with 5000 power and allows you to place 2 EXP Counters on a Forward. That Forward will gain +2000 power.

And, if the twins work together, I think Porom will be something like this as well.

 

23-019C – Monk

A one hit wonder.

How big is that one hit?

Depends on how many Backups you control one Monk enters the field.

If you have 5 Backups, that hit will be a whopping 8000 damage dealt to one of your opponent’s Forwards.

If not then it’ll be a measly 4000.

That’s not that bad. There are plenty of Forwards that will go down with a 4K shot.

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Ever Crisis, and The First Soldier

We had a new Final Fantasy game come out last week. I haven’t had much time to play it, but I can tell you that it is another retelling of Final Fantasy VII. Is it worth playing if you’ve already played the original and the Remake? I’m saying that yes it will be.

Ever Crisis will be diving deeper into the characters backstories. I know for sure, we’ll be seeing Sephiroth’s rise through Shinra, as I believe we’re getting a whole part dedicated to Sephiroth. Part you ask? Yes, Ever Crisis is separated into 3 parts at the moment. Final Fantasy VII, Crisis Core, and The First Soldier.

You’ll start off playing the story you already know, and when you reach a certain point in the story, you will be allowed to play the other parts as well.

So, far I’m still in Midgar.

I don’t know how fast I’ll be able to get through the story, but I’ll be telling you all about my thoughts when I get a chance to.
Like now.

Somewhat Spoilers.

The game does start off with the Bombing Mission. I was not excited about this part. I was hoping that they would just start the game at the very beginning. Only problem with that would be without Cloud, Tifa and the rest of the gang, Square Enix wouldn’t be making much money on the pulls, as no one would be spending money on getting a different costume for Glenn.

The game play is pretty similar to the original, but it’s hard for me to play games without a controller in my hands. I just can’t get into them for some reason. Maybe that’s just a sign of old age.

After the bombs go off, we all separate meet Aerith, buy a flower, run from Shinra, grab a drink with Tifa, tell Barret to bug off, and we head off to Bomb another Reactor.

In which we do.

Until next time, I’ll be laying down on the flower bed, in the Sector 5 church.