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Hidden Legends Breaking Limits

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24-115R – Tenzen LB

The Samurai is back! This time with a Limit Break ready to go off whenever needed.

And, what a Limit Break.

Tenzen comes in and gives all of the Samurais +3000 power, Brave, and the ability to attack twice in the same turn.

And, we already know how Samurais run. Now just take that same deck, and play Tenzen whenever you can from the the Limit Break deck.

Your Samurais will take down your opponent so fast, that your opponent will mistake them for Ninjas.

After all is said and done, if your opponent still has some life, Tenzen sticks around with a 9K body.

24-116R – Snow LB

Snow comes in and searches for Lightning. Yes, he does search for Serah as well, but we all know that you’re going to grab Lightning.

And, that is all he does.

He’s not even a decent Meat Shield, coming in with only 5000 power.

What Kind of Sentinel is that?

If you need Lightning or Serah, sure. If not, then play Lumina.

24-117R – Zidane LB

4CP for a 5K body.

You’d think you’re overpaying, but this is a Limit Break card, and Zidane cannot be blocked by a 4 cost Forward or higher. Meaning that most of Zidane’s attacks can and will go through to damage your opponent.

Also, when Zidane enters the field, your opponent discards the top 2 cards of their deck, if they are of the same element, Zidane will draw you a card.

If you’re playing any kind of Wind deck, I would keep one of these in your Limit Break deck. It’s LB cost is very low, and we all know that you have filler LB cards in that deck just to pay for the cost of the cards you actually want to use.

24-118R – Selh’teus LB

Can you spell indestructable?

S-E-L-H-T-E-U-S

Selh’teus cannot be broken by your opponent’s Summons of abilities, whether they flat out break a Forward, or if they deal damage to a Forward.

The only way your opponent will be able to get rid of Selh’teus, is by blocking her with a Forward with more power than Selh’teus has. or by returning her to your hand, in which you can just play her again. I think.

I’m not sure if Selh’teus can be returned to your hand. Or what happens to it once it is targeted to be returned to your hand.

24-119R – Gilgamesh LB

Greg?

No, that’s not Greg. Maybe it is, we all know about Gilgamesh and his inter dimensional travel.

When Gilgamesh comes in you can either break a 1 cost Forward, or remove 2 cards from your opponent’s Break Zone.

What to choose?

I’d say it depends on what is in your opponent’s Break Zone, and if your opponent has a way of bringing cards back from the Break Zone.

If you have no use for any one of these abilities, you can always just use Gilgamesh to pay for your other Limit Break cards.

24-120R – Warrior of Light LB

This is a cheap card. For what Warrior of Light does, he is extremely cheap, and I would do great in any tribal deck. Or just about any deck running a bunch of Standard Units.

Warrior of Light will protect all of your other Forwards from most of your opponents abilities.

Your Forward will not be chosen, and if they receive damage that damage will be a big fat 0.

2CP + 1LB will grant you this protection for your other Forwards, and you’ll also have an 8K body.

24-121H – Iron Giant (SOPFFO) LB

How is this a Hero, when all these Rares that we’ve just seen are better?

That is my first thought on Iron Giant.

Iron Giant comes in and you get to either deal 5000 damage to a 2 cost Forward, or deal a dull Forward 7000 damage.

There’s nothing really exciting here.

 

24-122H – Magna Roader LB

Magana Roader, choose one ability or choose both. It all depends on how many Wind and/or Ice Characters that you have on the field.

If it’s 4 Ice Characters, your opponent shows you their hand, and you discard one of those cards.

4 Wind Characters, and Magna Roader comes in with Haste.

If you have 4 Ice and 4 Wind you get both of these.

My question is, who is playing Ice/Wind?

24-123H – Vajradhara Wu LB

Coming from Wutai, Vajradara Wu (or Wu for short) can and will break one of your opponent’s Forwards. and after Wu will stick around as an 8K body.

How will Wu do this?

It’s quite simple really.

Wu will break a damaged Forward, or Wu will deal damage to another Forward equal to it’s power.

And, that is pretty much it.

I’d call Vajradara Wu a Summon that sticks around afterwords.

24-124H – The Ur-Dragon King LB

High cost means High Power, and that is what The Ur-Dragon King brings to the table.

You’ll spend 9CP, 2LB and you’ll need 4 Earth Characters, and 4 Lightning Characters on the field in order to get The Ur-Dragon King’s full effect.

This 9K Meat Shield has 2 abilities that go off when it enters the field.

First one is that you can grab 2 Characters from your Break Zone, bringing Ur-Dragon’s cost down to 5CP. You’ll need 4 Earth Characters for this one.

And, second you can choose one of your opponent’s Forwards and The Ur-Dragon King will break it for you. You’ll need 4 Lightning Characters for this one.

If you have the cards on the field, and sufficient CP to pay for this, I would highly recommend it.

24-125H – Tonberry & Cactuar LB

I really wanted this card to be better.

It’s not bad, I was just hoping for Superhero powers.

What we get is a choice between 2 abilities. Who would have guessed?

First one, break a Forward of 3CP or less, which isn’t bad at all.

The second choice is, look at the top 2 cards of your deck and add one to your hand, while the other one goes to the bottom of your deck.

All we have to do is now is figure out which one is Batman and which one is Robin.

I’d say Tonberry is Batman.

24-126H – Ultima Weapon LB

Fire Water Burns!

Ultima Weapon is one of these Dual Element Limit Break Cards that you know will work.

I can actually just throw it in my Bomb deck, which is filled up with Fire/Water and have the perfect Limit Break to use whenever I feel like it.

Yes, just like most of the other Dual Element LBs, you’ll need 4 Characters of each element to get the full effect.

4 Fire Characters will allow Ultima Weapon to deal 9000 damage to a Forward. If you have 4 Water Characters, Ultima Weapon will break one of your opponent’s Forwards.

What’s not to like?

The cost? It’s only 6CP. Opus I Odin costs 7CP, and only breaks 1 Forward.

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Hidden Legends

And, out of nowhere, the new set is announced!

Here we have it. Hidden Legends, with Final Fantasy XVI art on the box featuring Clive!

126 cards.

126 cards? That’s it? This might be the smallest set yet. Let’s see. 18 cards per element and 4 Light/dark cards will leave us with 14 Limit Break cards to finish off the set. That would be my guess, because I don’t see them printing anything less than 10 Limit Break cards.

We’re also getting a new Gold Stamped Signature, featuring .. you guessed it Clive. It is a good looking card. 4CP, 8000 power and the new Priming Mechanic, which we do not know what it is yet. But, it costs 2CP. One Fire CP and 1CP of any Element.

Clive also gives +1000 power to all the Eikon Forwards and Dominant Forwards. Which will probably be an FFXVI exclusive job of sorts. I don’t know, I still need to play FFXVI.

And when Clive deals damage to your opponent, you can draw 2 cards, but you’ll discard your hand first.

The other sample cards shown are Basch, Gilgamesh LB, Bahamut, Relm, Nono, Velis and Zidane LB. But, the card I’m most excited about is Tonberry & Cactuar. We don’t know what it does yet, but they better have a Full Art version of it, because it looks amazing.

Let’s not forget the Legacy cards that are making their way back. Minfilia (6-079L), Akstar (18-107L) and Unei (19-119L).

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From Nightmares – Water and High Tides

19-086R – Ashe EX

More like the Ashetiveator.

I really like this card. As long as you have a copy in your hand and a couple of CP available, you can keep reactivating a Forward once per turn.

The way I would do it would be. I would enter the Attack Phase. And when that attack goes through, I would play Ashe and activate that Forward so it can block.

You can actually play Ashe twice per turn. Play her in your Main Phase 1, return her to your hand during your Attack Phase and then replay her during your Main Phase 2.

The more I think about it, the more I like this card.

19-087R – Wol

Wol can’t attack, but he sure can block.

Weighing in at 2CP/9K power. He will take out some Attackers.

But, it’s Chef’s Knife that we really like. It’s 9000 damage to a Forward that cannot be reduced by other abilities.

So, once per turn you can use Chef’s Knife, then play Ashe, then use Chef’s Knife again, then play Ashe, and use Chef’s Knife once again. But, that will on;y work if you have 3 Wols in your hand. And you can. You can actually have up to 24 Wols in your deck. That’s almost half your deck. Keep your enemy at bay with this Tonberry Suit.

19-088C – Aerith

Aerith has one job, and that is to grab a Light card from the Break Zone. Other than that she’ll just hang out and give you 1CP per turn.

That’s pretty much it for this Aerith, not the best Aerith.

There’s probably a lot of better plays, unless you really need that Light card.

 

 

19-089H – Gau

I’m not going to say it this time.

I’m not. I’m going to try not to.

Gau, is actually pretty good, for what he does.

For 2CP you get a Forward that can come in during your opponents turn and buff another Category VI Character +1K power for every Category VI Character you control.

Throw him in there with the Dream Stooges, and Kefka, and you have a Forward that can block anything your opponent throws at you and survive it.

After that you can put Gau back into your deck and draw a card. Gau is wild like that. He’s a Wild Child.

19-090C – Clavat

Water’s Multi-Elemental Forward.

And by that we mean, if you pay with at least 3 Elements. Each element has had one of these cards, and Clavat is no different.

When she enters the field, if you did pay with at least 3 Elements, your opponent chooses one of their Forwards and sends it packing. Straight to the Break Zone.

Other than that Clavat will allow you to draw a card, and then discard a card when she enters the field.

19-091R – Sapphire Weapon

Another Free Card, this set is spoiling us.

Every Element has a way to cast cards for Free. And, we like free. Even the guy in the back, with the Cloud Signature card in his back pocket. You know he likes FREE too.

It’s not that often that you can play a 9k Body for free. But Sapphire Weapon here can. As long as you have at least 5 Weapon cards in your Break Zone, Sapphire Weapon can come in for free.

You have yourselves a Water deck, just throw in Ruby, and Emerald and just chuck them to pay for other Cards. And when Sapphire show up, you know it’s coming in with a Vengeance. Or something like that.

If Sapphire Weapon gets broken somehow, no worries. You’ll draw 2 cards when you put Sapphire Weapon into the Break Zone.

You might even get lucky and draw another Sapphire Weapon that you can play for free.

19-092C – White Mage

Well, you can sort of count White Mage as a free card, but you still have to pay for it. 2CP, and if you have 3 points of Damage you get to draw a card.

Once she’s on the field, you can use her ability to return one of your opponent’s Forwards to their hand.

Just a little reminder. You’d probably want to get rid of a Forward that doesn’t have an enter the field ability.

 

19-093H – Strago EX

This is interesting, I think I already like this card.

Every time Strago enters the field, or is broken, you get to reveal the top 4 cards of your deck and hopefully you’ll find a FFVI card sitting there that you can add to your hand.

This also works when Strago is found when you take Damage.

And, let’s not forget about Revenge Blast. For each point of Damage you have received, your opponent’s Forward will lose 2000 power.

And with 5 different Stragos available, you might have a hand full of Stragos at 6 points of Damage. At that point you can spam Revenge Blast and take your opponent to Pound Town.

19-094R – Sanctuary Keeper

Who needs Ashe when you have Sanctuary Keeper?

For 3CP, you can have a constant Activation per turn. Not only that, this Activation comes with a +2000 power buff.

You can actually use both Ashe and Sanctuary Keeper, with 24 Wols and spam that Chef’s Knife. My deck is slowly coming into fruition. I’ll have that deck ready in no time.

 

 


19-095C – Sophia

Sophia is the opposite of Sanctuary Keeper.

At the begining of the Attack Phase, Sophia reduces the power of a Forward by 2000.

If you’re already buffing one of your Forwards by 2000, that is a 4000 power difference. Sure it’ll only worked that way if each of you only have 1 Forward on the field, but you get what I’m trying to say. Or not say.

 

19-096C – Tidus EX

Well, for being a high cost card, you’d think you’d get more than just drawing a card or returning a Forward to their owner’s hand.

I’m not seeing it.

The only thing I like is that it can come off from an EX Burst. Which should be a good enough reason to have some in your deck, as you can always use them to pay for Opus I Tidus’s ability.

 

19-097C – Tonberry

I was trying to come up with a different way to start this, but couldn’t.

Tonberry comes in like a Monster and out like a Forward.

When Tonberry comes in you draw a card, then discard a card to make him a Forward. Tonberry is technically a 4 cost Forward, but you only have to pay for 2CP as he provides the other 2CP himself.

But, when Tonberry deals damage to a Forward the Forward is broken regardless of power. He has the real Chef’s Knife, not Wol.

19-098C – Yuna

When Yuna comes in, your opponent selects the card Forward that will be sent to the Break Zone. You’ll be able to remove a Forward, but since your opponent gets to pick which one it might not always work in your favor.

This is one way to get rid of Opus XVI Tidus, but I don’t think your opponent will choose that card when Yuna enters the field. Unless, if it’s the only Forward on the field.

 

 

19-099R – Josef

Are Rebels becoming a thing?

I mean Josef here looks like a good card, especially since you most likely will be playing Firion, which will make Josef a 3CP/9K body Rebel/Monk with a sword. Wait, Monks use swords? Maybe Josef uses it for his Rebel side.

“Rebel, Rebel,
You’ve torn your dress”

Maybe that’s what the sword is for.

Where was I? Ah, yes. And, with Firion still on the field, every time Josef attack, you get to draw 1 card. Who doesn’t like drawing cards. I’ll play Josef and attack for no reason just to draw a card.

And, that’s not all. No, Sir. When Josef enters the field you can also play a Category II Forward from your hand onto the field. Any FFII Character as long as it is 3CP or less. It doesn’t even need to be a Rebel, Rebel.

19-100C – Larsa

A 2 cost Backup that really is a 4 cost.

You’ll probably be discarding a card in order to search for that XII Forward that you’re really looking for. If that Forward is on the field you probably have no use to play this card.

Sure you can reduce damage dealt to a Forward by 2000, but I believe there are better Larsas than this one.

 

19-101R – Leviathan

The Water God comes in as a Free Summon.

No Sacrifices needed.

Leviathan comes in, you return 1 of your opponents Forwards to their hand, and they can’t play it until the end of their next turn.

What I like about this is that they’ll have a dead card in their hands. They won’t be able to play it, and if they draw another one they’ll have 2 dead cards. They might even discard it for CP just so they can play another card.

Might come out in your favor, or you’re just delaying the fact that they can play a Forward with an enter the field ability, that might turn things in their favor. But, this is a card game, and we need cards that will give us a breather when we can get it.
Yes, Free Summons are still good.

19-102L – Refia

If you needed a reason to run a Warrior of Light deck, well now you got one.

Refia will activate all the Warrior of Light cards you have at the beginning of each of your attack phases. That means you can go all out, and attack with all your Forwards, and then during your opponents turn, you will have all your Forwards activated, just in time to start blocking.

Also, once per turn, you can dull 4 Warriors of Light, and put one of your opponents Forward back into their deck. Top or bottom, you get to choose.

And, let’s not forget about the artwork. This is a beautiful card. Only complaint is that this one didn’t come as a full art.

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Opus XIV – Water Review

14-096C – Blue Mage

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

 

 

 

14-097C – Ananta

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

 

 

 

14-098R – Ultimecia

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

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

 

 

14-099C – Eiko

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

 

 

 

 

14-100H – Octomammoth

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

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

 

 

 

14-101R – Ultros

Ultros just won’t go away.

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

 

 

14-102L – Leviathan, Lord of the Whorl

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

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

That’s 3 Forwards if you return all 3.

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

14-103R – Quina

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

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

 

 

14-104C – Kraken (IX)

Kraken plays well into Water.

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

 

 

 

14-105C – Corsair

“Do you feel lucky, Punk?

Well. Do you?”

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

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

 

14-106H – Golbez

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

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

 

 

14-107C – Sahagin (XIV)

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

 

 

 

 

14-108H – Jecht

Pair Jecht with Minwu.

Jecht Block will stop your opponent in their tracks.

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

 

 

14-109C – Steiner

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

 

 

 

 

14-110C – Tonberry

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

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

 

 

14-111R – Lakshmi, Lady of Bliss

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

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

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

 

14-112L – Larsa EX

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

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

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

 

14-113R – Leviathan EX

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

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

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

 

 

14-114 – Luzaf

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