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Memories of Ice

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30-018C – Blue Mage

That’s a first. An Ice Blue Mage.

Nothing wrong with that.

If Blue Mage is the last card you play from your hand, then your opponent will discard a card from their hand.

If Blue Mage was a Forward this would have been well worth it.

 

 

30-019R – Alaya Rundall

Dependent on a Light Forward.

Alaya Rundall will have your opponent discard a card when she enters the field. Once again this will only trigger if you already have a Light Forward on the field.

You can then send Alaya to the Break Zone and give one Final Fantasy Brave Exvius Forward =1000 power until the end of the turn.

For 2CP this is ok. If it was anymore, I would have said there are much better cards out there.

 

30-020R – Omega

A 2 cost Monster that will turn into a Forward when either Player has 5 points of damage.

A Forward with 10,000 power.

Whenever Omega attacks or blocks, Omega will Dull/Freeze one of your opponent’s Forwards. Meaning that Omega can block an attack, and Dull/Freeze the next in line for you.

Omega is a sleeper. Waiting on the side until it’s time to shine.

 

 

30-021H – Gestahlian Empire Cid

Cid is only useful in a 3 element deck.

Once per turn you can use Cid’s ability to have your opponent discard a card in their hand. This ability will only trigger if you remove 3 different elements from your Break Zone.

If you’re not running 3 elements in your deck, Gestahlian Empire Cid is just a vanilla Backup. No better than our Opus I Evoker.

 

 

30-022C – Glenn

Coming in with First Strike and the ability that states. Dull/Freeze a Character, whenever a Forward with First Strike attacks.

Glenn has First Strike.

So, Glenn’s ability will trigger whenever he attacks.

First Strike Warriors? Can it work?

 

 

30-023H – Seymour

Seymour comes on in and casts Dull/Freeze on one of your opponent’s Forwards.

Yes you do need 3 Summons in your Break Zone for this to work, but once you do, you can also remove those 3 Summons from the game, and then you can pick another 2 Forwards, and Dull/Freeze them as well.

I’d say use Seymour in a Summon heavy deck.

You don’t need to be a rocket scientist to understand that.

 

 

30-024C – Styx

Not bad. Not bad at all.

Styx will grab an Ice Forward from your Break Zone.

And, that’s it.

And, all that it will cost you is 1CP.

Play this. I fully support this card.

 

30-025C – Strago

Ok, Just like Styx, Strago does the same thing. retrieve a Final Fantasy VI Character from the Break Zone.

The difference is that Strago costs 3CP. And it is worth it. Because Strago also has a 7K body to block or attack. Whichever you choose.

And, why does this matter?

Because once Strago is sent to the Break Zone, you can play another Strago and grab another Final Fantasy VI Character from your Break Zone.

Just remember, you can’t grab Strago from the Break Zone.

30-026R – Zenos

Zenos will fit right in with the rest of the Heavensward Starter Set.

Zenos will break A Forward when he enters the field. Hopefully it’ll be one of your opponent’s Forwards, but if they don’t control a Warrior of Light, you are out of luck and you’ll have to break one of your own Forwards.

But, all is not lost.

Once a Forward if put into the Break Zone, your opponent discards a card.

 

 

30-027C – Celes

Not bad at all.

Celes is hanging out on your Backline, ready to use her ability.

What’s this ability?

She will cancel an auto-ability. That is the best case scenario. Worst case scenario, she’ll make your opponent pay 3CP in order to cast that ability.

Either way you’re coming out on top.

Every Ice deck will need to make use of this card.

30-028H – Fina

We’re getting a lot of these cards lately.

Fina comes in and reveals the top 3 cards of your deck. You can then add 2 Final Fantasy Brave Exvius cards to your hand. The rest will be sent to your Break Zone.

As always if you’re playing FFBE this is a great card. If not then you already know the story.

And, since we got a whole bunch of new FFBE cards this set. I think it’s worth looking into.

 

 

30-029R – Hraesvelgr

Hraesvelgr does nothing until he is sent to the Break Zone.

And, when he does he will either have your opponent discard 2 cards, deal a dull Forward 10,000 damage, or he will search for himself and play himself on to the field dull.

Either way, this is a good way to keep some pressure on your opponent.

And, what’s to stop you from playing Opus VI Hraesvelgr in it’s place?

 

 

30-030C – Mini Fighter

Playing Fire/Ice? Ice/Wind?

If so Mini Fighter might just be the card that you need.

When Mini Fighter enters the field, you’ll reveal the top 4 cards of your deck and add either a Fire or Wind card to your hand.

The rest go to the bottom of your deck.

This can be useful.

 

30-031C – Mog (XIII-2)

I can see Mog being used. Especially if you know what the top card of your deck is. Luckily we have cards that can show us what the top card is.

In certain situations this will be a great play, but most of the time, Mog will sit in your Backup line, and just give you 1CP per turn.

There are much better Mogs out there.

 

 

30-032L – Roca

Looks like Iced Earth is making a comeback.

Roca doesn’t do anything herself. The magic happens when an Earth Character enters the field.

Because every time one does, Roca’s ability will trigger. And what happens when Roca’s ability triggers? That’s up to you.

You can either break a dull Forward, Dull/Freeze 2 Characters or grab a card from your Break Zone.

And, we all thought Roca was a sifter.

 

30-033C – Roghza Ovis EX

Kind of expensive, but it’s a big body with Brave.

Roghza Ovis enters the field and searches for a Princess.

Any princess will do.

And when you play that Princess, Roghza Ovis will gain +1000 power and Brave.

And that’s all it is. Sure, the 6CP will come down to 4CP when you grab the Princess, and 4CP is a decent price for a 10k body with Brave.

All that’s left to do is give Roghza Ovis, First Strike.

30-034L – Locke

He’s not a thief, he’s a Treasure Hunter.

Cause if Locke was a Thief, he would have been searchable by Marcus.

When Locke is on the field, any card that your opponent discards will be randomly chosen. Meaning that your opponent can’t discard the cards that are useless to them at the moment.

Your opponent will also discard a card when Locke enters the field.

We’re not even done here. At the end of your turn, if your opponent has no cards in their hand, Locke will Freeze a Character. This ability will also draw you a card as well.

Throw this into a Turbo Discard deck, and you’ll be straight.

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Journey of Limit Breaks

27-113R – Firion LB

Yes, and no.

Firion comes on in and he activates 3 of your Backups. Then you’ll look at the top 3 cards of your deck and add one of them to your hand.

What do I like?

That you will reduce the cost to play Firion down to 2CP.

You’ll need 7CP to play him, but you’ll get most of that CP back.

I mean, you can throw it in your Limit Break deck, and maybe you’ll have a use for it.

I believe there are better cards to play.

27-114R – Robel Akbel LB

We’re getting plenty of ways to break Forwards … wait a minute .. a Character? Not just a Forward, but a Backup or a Monster as well?

Take your pick! Robel-Akbel can and will take care of anything that your opponent has placed on the field.

And, the cost isntt that high for what you are getting. If we take into account Opus I Odin that breaks any Forward, which costs 7CP. Robel-Akbel also costs 7CP, and he will send any Character to the Break Zone, plus you’ll have a Meat Shield on the field for after wards.

Yes, you do need a total of 5 Backups on the field, but you should be aiming for that anyway.

27-115R – Shadow Lord LB

If your playing Iced Earth, you’ll be having some fun with Shadow Lord.

You’ll need 4 Ice Characters and 4 Earth Characters on the field to get the full effect of Shadow Lord’s enter the field abilities. And that should be the only time you play him, because if not, well then you’ll be wasting CP.

If you have 4 Ice Characters on the field, Shadow Lord will dull and Freeze 2 of your opponent’s Characters.

If you have 4 Earth Characters on the field, Shadow Lord will grab a Character from your Break Zone, bringing his cost down to 4CP.

There will be moments when Shadow Lord shines, but there will also be plenty of times that he will be useless. Especially in the early game.

27-116R – The Emperor LB

Weren’t we just talking about the Emperor just the other day?

Well, here’s to starting off the recycling of The Emperor with this card right here. Ice/Lightning ready to roll.

Every time the Emperor attacks, you will dull one of your opponent’s Forwards. The Emperor will be able to sneak in attacks from this early on. And, when your opponent has had enough of The Emperor’s shenanigans, and decides to get rid of him, you will search for another Emperor when this Emperor leaves the field.

I shall get to work on this deck.
.

27-117R – Onion Knight LB

What do we have here?

Onion Knight acting like a ninja, that comes with a warranty of sorts. Onion Knight works his magic on the way out, rather than when he enters the field.

When Onion Knight does leave the field, you can play a Dissidia Forward from your hand that costs 4CP. And, you can put Onion Knight into the Break Zone whenever you’d like to Break a Forward of 4CP or less.

Once that happens, you play a Dissidia Forward from your hand.

And there are a lot of Dissidia Forwards to choose from.

27-118R – Vaan LB

Sky Pirates or not, Vaan is a decent Limit Break in all of your Wind/Water decks.

If you have 4 Wind Characters on the field, Vaan will Activate all of your Backups.

If you have 4 Water Characters on the field, Vaan will cause a Forward to lose 8000 power.

Both are good abilities, but I prefer the Wind one Activating all of your Backups, meaning that Vaan’s cost can come down to 2CP and if you have an Opus VIII White Mage on the field. You can then go ahead and Activate all of your Forwards.

This might be a good play for your Main Phase 2, if things didn’t go as planned.

27-119R – Warrior of Light LB

Warrior of Light is ready to bulk up your front line.

When he enters the field, you can search for either a Earth Standard Unit or a Water Standard Unit and play it onto the field.
And, when that Standard Unit enters the field you will draw a card. Only draw back is that you will have to discard a card as well.

You can always play Opus IV Viking and get and additional card when it enters the field. Bringing Warrior of Light’s cost down to 2CP, and you’ll get that 2CP when Viking leaves the field. It’s not a bad play, but there are better ones.

.

27-120R – Terra LB

5CP, plus the extra cost if you want to use her abilities, for a maximum of 7CP.

The first one with the additional cost of 1 Lightning CP will break one of your opponents Forwards.

The second one with the additional cost of 1 Fire CP, will remove all of the cards in your opponent’s Break Zone.
The first one is worth paying for, every single time.

The second one, is worth it if your opponent keeps going into their Break Zone to grab a card that was lost earlier.
Either way, Terra is a good play.
.

27-121R – Locke LB

Locke is ready to roll, and take away your opponent’s resources.

When Locke enters the field, you’ll choose one of your opponent’s Forwards and send them back to their hand. When it is returned to their hand, they will discard a card.

The second ability triggers once per turn, so you can look for different ways to send cards back to their hand. There’s plenty of cards that return cards to your opponent’s hand, you just have to find the right ones.

Other than that, Locke has 8000 power, and should be able to stick around long enough for him to use his ability plenty of times.

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Journey of Ice

27-019H – Yshe

Warriors are getting some good cards.

Yshe here for example, when she, or a Warrior, enters the field she will Dull/Freeze one of your opponent’s Forwards.

And, even though there aren’t that many Warriors in Ice, we did get some in this set, there is that Class Moogle that can produce Ice CP.

Yshe isn’t done yet, when she enters the field, you will reveal the top 3 cards of your deck and add a Warrior to your hand.

Fire/Ice Warriors will become more deadly.

27-020R – Ellone

Just a girl. Que No Doubt.

This is actually the first Ellone that we got in 27 Opus. Always good to be adding new characters. And it looks like Final Fantasy VIII is getting a whole bunch of them.

No enter the field ability, but Ellone’s ability keeps on giving.

You’ll remove Ellone from the game, and you’ll grant one Forward +2000 power, and whenever they attack, they will draw a card, and this does not end at the end of the turn. They’ll be drawing cards for as long as they are on the field.

And, let’s not forget that you can have 3 Ellone’s in your deck. Meaning that you can give that ability to three seperate Forwards, and you’ll be drawing an extra 3 cards per turn.

You’ll have plenty of resources to burn through.

Just remember you can’t end a turn with more than 5 cards in your hand.

27-021C – Ilmatalle

Really.

Add this to your Warrior deck as well.

When Illmatale or a Warrior is chosen by an ability, your opponent will discard a card.

It’s a perfect way to deplete your opponent’s resources.

I’d say for 3CP, this is a great addition.

At 3 points of damage Ilmatelle gains +2000 power.

Not bad.

27-022C – Kall

After seeing Yshe and Ilmatalle, Kall is just the icing on the cake.

He’s a 2 cost Backup that will sit around and do nothing, until you need to use his ability.

And, just what does his ability do?

I’m glad you asked, cause I’m about to tell you.

Kall will grab a Warrior from your Break Zone and add it to your hand.

He’s a recycling guru.

27-023C – Bard

Two abilities for the price of one.

They’re actually the same ability, but with two different targets. Ones a Forward, they other is a Backup. Although your second target will only get hit if you have a Multi-Element Forward on the field.

What exactly is this ability?

Dull/Freeze.

We’re talking about an Ice Backup, what else did you expect Bard to do?

27-024C -Bard

For 1CP you can dull a Forward.

What else can you ask for? This is more than enough to play a Backup real quick, and hopefully stop that overpowered Forward that your opponent controls. At least for one turn.

Now, there is also an extra cost that you can pay when Bard enters the field. 4CP, where one has to be an Earth Crystal Point. Which should be easy to do, as a lot of players have been playing Iced Earth. No not the band. I meant Ice/Earth. Iced Earth does sound better though.

Where was I?

Ah, yes. If you do pay the extra cost, Bard will also Break that Forward.

27-025C – Klara

More Ice Warriors.

Klara will come in and dull 2 Characters. Forwards, Backups, Monsters, you name it, Klara will dull it.
Now if you have at least 3 Warriors on the field, Klara will also Freeze them. Allowing you to act freely, with no worrying on if those 2 Characters will be able to disrupt your plan.

And, when that is all said and done, Klara will play the role of Meat Shield, cause everyone needs a good Meat Shield on the field.

Hey, that rhymes.

27-026C – Gesper

They couldn’t keep Gesper down for long, so now Gesper is back, and he is a War Machine.

He’ll put a stop to two of your opponent’s Forwards when he enters the field, as he will Dull and Freeze them.

And, after Gesper is Activated, you can use his a bility to break a dull Forward.

This card looks good to me, and I don’t see it being banned any time soon.

This is another card that needs the Full Art treatment.

27-027L – Kefka

Que the organ.

For some reason “One Winged Angel” popped in my head instead of “Dancing Mad”.

8CP, is not a lot to pay to play Kefka, but then again you won’t have to. Not if you play your cards right.
Get it?

Yeah, it’s a bad one.

Anywho, Instead of paying 8CP, you can pay one Ice CP, one Earth CP and one Lightning CP produce by Backups, and you an get 63% discount.

You’ll get even a bigger discount once Kefka’s enter the field ability goes off.

Kefka will break on of your opponent’s Forwards, and then depending on how much that Forward cost, you can grab a Backup from your Break Zone of equal cost or less, and play it onto the field. Meaning that if you decide to grab Exdeath (14-080R) from your Break Zone, you would have paid 3CP to play 2 8CP cards onto the field. That’s 13CP that you got for free. And, that’s not even close to finished, because Exdeath will play a 4 cost Forward from your Break Zone onto the field as well. And, we’re not even going to get started on that.

This card has got me thinking.

27-028H – Seymour

Seymour looks like he is ready to get married.

The first time I saw this card, I misread it.

Not that I’m looking at it again, I realized that I should have played this at Prerelease.

When Seymour comes into the field or attacks, you can choose 2 of his 4 abilities.

Dull a Forward, Dull/Freeze 2 Characters, reduce your next Summons cost by 4CP, or your opponent discards a card.

All of these abilities are great, and will allow for some sneak attacks.

All you got to do is find a way to give Seymour Haste. And then you can use all of his abilities in one turn.

Or you can use the same 2 abilities over again.

27-029R – Cid Aulstyne

The Grand Marshall is here for one thing only.

Actually it’s two things.

Dull and Freeze one of your opponent’s Characters, and have your opponent discard a card.

Other than that he’ll stay on the field, ready to attack, or block.

Cause that’s what Forwards do.

27-030H – Squall

The way I see it, is that this Squall is a place holder for another Squall. Which Squall is totally up to you, but this Squall has a job, and he does that job good.

Squall comes in and he’s a gambling man. He’ll reveal the top 3 cards of your deck, and you can add 1 Final Fantasy VIII card to your hand. The rest will go to the bottom of your deck.

You can also use Squall’s ability to play another Squall, like we mentioned from your hand since you’ll be sending Squall to the Break Zone. I’m looking at Squall (16-011L) as the perfect (SeeD) Candidate. Yeah, I know that was terrible.

Let’s not forget that Squall’s first ability also comes off of an EX Burst as well.

27-031H – Moomba

There’s more than one way to play Moomba.

One is by paying it’s cost, the other is by dulling 2 Final Fantasy VIII Forwards.

Moomba will break one Forwards, as long as that Forward is dull or has received damage.

Nothing else to say about this one. Except that we like the art.

Yeah, we needed to fill up some space here.

27-032R – Laguna

Well, this is the card they want you to play with Squall’s ability.

 

If Laguna is played using Squall’s ability, Laguna will break a dull Forward, and your opponent will discard a card. If not, then Laguna does one or the other.

 

Not too sure about this one, but as long as Laguna is being played from Squall’s ability, it can be worth it. Otherwise your 4CP is better spent elsewhere.

 

27-033C – Reaper

A 2 cost Backup that can possibly Break one of your opponent’s Forwards in one turn.

You’ll have to jump through a hoop to get it done, but it is possible.

Reaper enters the field and deals one Forward damage equal to half of it’s power.

Reaper will stay on the field dull. So you will find a way to Activate Reaper.

Once Reaper is activated, you can then use Reaper’s ability to deal the same amount of damage to that Forward.

Meaning that, that Forward is sent to the Break Zone.

27-034R – Rinoa

 

Rinoa is showing you how many Summons you will search for when she enters the field.

 

After that when you cast a Summon, Rinoa will Dull/Freeze one of your opponent’s Characters. And, not just once per turn, any time you cast a Summon.

 

Let’s not forget Vega Blast, where Rinoa will Dull/Freeze 2 Characters. Rinoa does not Dull when she uses this ability as well, meaning that if you have the CP, you can Dull/Freeze your opponent’s whole board, with a couple of Rinoas.

27-035R – Raine

Let’s see now.

Raine will search. That much is for sure.

You can either search for Laguna and add him to your hand.

Or, if you already have Laguna on the field, you can search for Squall and play him onto the field.

Raine’s second ability does have an additional cost, but 2CP to play Emissaries of Light Squall on to the field straight from your deck is a win for me.

27-036L – Locke

Locke is going to change things up for your opponent.

When he enters the field your opponent will draw a card, and then randomly discard a card. That means, they might discard the card they plan on using, putting their plans on hold for a bit.

And, now Locke has a bilites that trigger anytime your opponent discards a card. If it’s a Character, you will Dull/Freeze one of their Characters. Forwards, Backups and Monsters are all eligible to be Dull/Frozen.

If they discard a Summon, you will draw a card.

The best part is that Locke only costs 2CP. And, you will get that back when they discard a Summon.

We won’t even get into the Amano art.

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Beyond Destiny – Twistin’ Turbulence

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21-041C – Evil Weapon

Doesn’t look that evil. Evil Weapon looks like he belongs in the hit movie “Ghoulies”.

If you haven’t watched it, you should. If you like 80’s horror movies that aren’t actually that scary.

Let’s see now. Evil Weapon cost a a whole whopping 1CP. And, for what it does is pretty cheap. I know some people just play certain cards just to gain a Crystal. And Evil Weapon here, will give you a Crystal, and also deal 4000 damage to one of your opponent’s Forwards.

Evil Weapon, is more like a side weapon, a pistol to your shotgun. If your Forward doesn’t Break your opponent’s Forward, just use this Evil Weapon to finish it off.

21-042H – Vaan

If you’re playing Mono-Wind, Vaan could be of some use. As he’ll be a free Forward, if you already have 7 Wind Characters on the field.

If not he costs a whopping 7CP to play a Forward with 9000 power.

Not much to say about this one. I’ll probably just leave it on the side to gather dust.

But, not all is bad.

If you already cast 3 cards, you draw a card. So, you might come up with +2CP.

But, is it really worth it?

21-043C – Viera

Now this is a decent card as well.

Play Viera onto the field and grab one of the top 2 cards of your deck. The other one goes to the bottom of your deck.
And when Viera is active on the field, you can dull Viera and do it once again.

3CP for a Backup with a great ability.

You can’t go wrong with Viera.

 

21-044C – Dancer

Technically, this is a free card.

A 4CP Forward, that gets reduced to 2CP if you already have a Dancer on the field. And if you paid the cost with a couple of Backups, you can choose to activate those Backups, by Dancer’s ability. Which goes off once she enters the field.

That brings us to a total of 0CP.

Not bad for an 8000 power Forward.

 

21-045C – Princess Goblin

This is the kind of Backup that everyone likes. A searcher.

Princess Goblin enters the field and allows you to search for a Warrior of Light, or a Princess Sarah.

She comes in does her job, and hopefully gets your board to where you need it to be.

If not, well, at least she’ll provide a Crystal Point once per turn.

 

21-046C – Cid (II)

Cid is here staring at you to make sure that you’re going to play this card.

And, as long as you have cards that can warp in, there’s a 94.38762% chance that you will. Yes, this conclusion came off of extended research and as of December, 5th 2023, this is accurate. It might not be in the next hour or so, but we’re sticking to our research. And stuff.

Cid (II) comes in and you’re searching for a card that Warps.

You Warp that card right away.

Next turn, you’ll be sending Cid to the Break Zone, in order to speed up the Warp process.

Simple, and effective.

I like it.

21-047C – Summoner

Summoner summons a Summon.

Well, that’s what Summoners are supposed to do.

Once Summoner comes in, you get to grab a Wind Summon from your deck.

And, Every time that you cast a Summon, Summoner gains +2000 power. From how I’m reading it, you can cast a couple of Summons and keep stacking that +2000 power on top of the other. Plus. it’s a Standard Unit so you can have 3 of these on the board at any time.

Combine this with Meia (16-123L) and you have a reduced Summon cost. Add in plenty of low cost Summons and you’ll have 3 Summoners who serve as Meat Shields, or attackers.

Meat Shield just sounds better.

21-048L – Princess Sarah

Look no further. If you needed a way to keep Feolthanos on the board, so he can see EX Bursts, Princess Sarah can help you out.

Once per turn you can choose a Forward and that Forward cannot be chosen by EX Bursts.

After that, just dull and discard a Princess to make the next damage dealt to it 0.

Now, you don’t need to have Feolthanos, but I’d say you play these cards together.

 

21-049R – Sarah (Mobius)

Yes, she gives a +1K buff to all of your Forwards.

Yes, she is a 2 cost Backup.

Yes, she is probably good for draft.

No, I will not be playing this card, actually maybe I will.

I would have said to just go ahead and play Opus I Maria, for 3CP and the same buff to all of your Forwards, but what’s stopping you from playing both at the same time.

I started thinking this card wasn’t that great, it’s decent, but I started changing my mind the more I started writing about it.

I might give it a shot.

21-050H – Sophia (SOPFFO)

For a second there I read that Biker Mage.

You can throw Sophia and Summoner in the same deck. Both grab Summons, and when a Summon is cast they both have abilities that can go off.

Sophia here will deal 5000 damage to a Forward when you cast a Summon. Sure, you can only use this once, as you’ll have to dull Sophia, but that 5k can help out. Especially if the Summon you cast has dealt some damage to a Forward but not enough to Break it.

I wouldn’t call this a Hero, more like a Rare.

21-051R – Tiamat

Chocobos are going to make a comeback, just you watch.

I’m just saying that cause I can’t think of another Mono-Wind deck at the moment.

If you are playing Mono-Wind, you will be playing Tiamat. 4CP/8K body, throw in Opus 1 Maria and a bunch of Chocobos, and you have an unstoppable beast.

Hey, that’s pretty much what Tiamat is.

 

21-052R – Niini

This isn’t bad, especially for the cost.

1CP allows you to look at the top card of your deck. If you like what you see, you can keep it there. If not send that card to the bottom of your deck.

If you cast at least 3 cards this turn, you can grab that card, or grab the next one if you already sent it to the bottom of your deck.

Good thing about this is if you can check to see if you have an EX Burst coming up. If you do you can leave it there and when you take Damage you’ll know that you’ll have a surprise for your opponent.

21-053L – Balthier

Even though I’ll probably never play a Sky Pirates deck. This is a great card.

You can probably just throw it in any Mono-Wind deck, and you’ll do great.

Because every time a Wind Character comes in, you’ll be dealing 3000 damage to one of your opponents Forwards. And 3000 is enough to Break some Forwards, and then I’m sure you’ll have a way or two to finish them off.

Now if you’re playing Sky Pirates, Balthier will be able to Activate all of your Characters once per turn. Right at that moment when you get into your Main Phase 2, you can discard a Sky Pirate and have Balthier’s ability go off, and you’re left with a bunch of active Characters, ready to block, and what not.

21-054H – Pandemonium

And, here I thought this was a Backup.

For 2CP this is great card. Summon comes in and if you played a couple of cards this turn Pandemonium will deal 5000 damage to one of your opponent’s high cost Forwards, and Pandemonium searches for a high cost Forward for you.
If Pandemonium is the first card you played, you can pick one or the other.

Still great for 2CP.

 

21-055H – Penelo

These Sky Pirates just keep getting better and better.

Kind of wants me to make a Sky Pirate deck.

Penelo, a 2CP/5000 power Forward. that activates 2 Characters when she enters the field, as long as you have at least 2 Sky Pirates already on the field.

The best part is that when Penelo is sent to the Break Zone you can grab a 3 cost Sky Pirate from your Break Zone and add it to your hand. I think Balthier would be the perfect card to pick.

21-056R – Galeserpent General Najelith

Here we have the pixelated 3d graphics of FFXI. Even though this was on the PS2, the graphics look like they came from the FFVII era. Enough of the art.

It’s actually not that bad of a card.

Galeserpent General Najelith’s cost can be reduced by 2 if you already have a couple of Wind Characters on the field. Thus making her, a 2 cost Forward with 8000 power.

She cannot be chosen by your opponent’s abilities, giving her protection from that, and you can dull her and deal a Forward 4000 damage. This is where Penelo and Balthier come in.

Dull, 4000 damage, activate, Dull, 4000 damage, activate, dull, 4000 damage.

That’s 12,000 damage right there.

21-057R – Fran

Can’t go wrong with 1CP.

Especially since Fran grants protection to Balthier.

And, if Fran is in the Break Zone, you can play Balthier and grab Fran from the Break Zone and play her onto the field. At the small cost of 1 Wind Crystal Point.

Now I kinda, want to see what Balthier does.

 

21-058C – Machina

Finally a Machina that has synergy with your Type-0 Cadets.

And at only 2CP this is a great card.

If you have at least 2 Cadets on the field, Machina has 8000 power, Haste and Machina cannot be chosen by your opponent’s Summons.

Let’s not forget Armor Break, if you need to you can break a high cost Forward.

I do like it. It’s probably time to dust off that old Cadets deck and see what happens when we add Machina.

21-059C – Dragoon

Play Dragoon early, as your second or third Backup. As, that’s when you’ll get the most value from Dragoon.

Once he comes in you’ll gain a Crystal, and if you have 3 or less Backups on the field you get to draw a card. Which makes Dragoon cost a total of 1CP.

And, that is all. Simple, effective and straight to the point.

Not much else going on here.

 

21-060R – Rikku EX

Most of these Wind cards work well together.

Rikku here is another example of why you should be playing Mono-Wind.

When she enters the field, you’ll reveal the top card of your deck, and since it’s a Wind card, and you’re playing Mono-Wind you’ll just go ahead and add that card to your hand.

This also activates as an EX Burst when you get that point of damage, and Rikku pops her head.

And at 3 points of damage, Rikku gains +2000 power making her a 7000 power Forward.

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Dawn of Heroes : Straight Out the Freezer

20-022C – Alhanalem

I feel like I just wrote about this card.

Alhanalem is a cheap Forward to play. Very cheap. At 1CP and a 3000 body, he can block any attack that you throw at him. Surviving the attack is another story.

Alhanalem also comes with 2 abilities. All you have to do is dull Alhanalem, and you can either Dull or Freeze a Forward.

I don’t see any reason not to have a couple of these laying around.

20-023C – Armourer

The Common card between all the elements.

Let’s just Copy and Paste here.

If you got 3 Backups already on the field, this Backup is free.

Other than draft, I really don’t see much use for this card, but I’ve been wrong before. Watch a Forward show up where you discard a Backup for a great ability.

20-024H – Calbrena

Rerouting damage to the nearest Forward.

Calbrena comes in whenever it wants to come in. Your turn, your opponents turn, or whenever one of your Forwards is being targeted by one of your opponents abilities.

You can now reroute that damage to Calbrena.

And when Calbrena is dealt damage by one of your opponents Forwards, you can deal damage to your opponent equal to Calbrena’s power, which will usually be 7000.

A nice little counter to have in your hand.

20-025C – Juggler

Backup.

Back Attack.

Juggler enters and dulls a Forward.

‘Nuff said.

You can actually play Juggler, when your opponent attacks and dull the Forward that is attacking.

20-026C – Edward EX

The Spoony Bard is back again, as a Backup.

And with his trusty harp, he will take a dull Forward, and break it.

As long as your opponent has 2 Dull Forwards on the field, that is.

For 2CP, I’d say this is a good deal.

 

20-027C – Genesis

We Finally got another Genesis card. We’ve been waiting since Opus III. Let’s see if it’s been worth the wait.

5CP for a 9K body.

Common.

Either Freeze 2 Characters, or have your opponent discard a card.

If Genesis comes in with Warp, you can use both abilities. Warp cost is 2 Ice CP.

It’s worth a try. At least in draft.

20-028R – Cissnei

This is interesting.

Cissnei uses Shuriken Counters, just like Edge.

Cissnei can use Shuriken Counters from other Characters to use her ability.

Edge (11-045H) gains a Shuriken Counter every time a Ninja enters the field.

Are there any Ice Ninja’s. Besides Vanilla Ice in TMNT 2.

We’re either throwing Edge (19-070C) in a Turks deck, or finding a way to put Cissnei in a Ninja deck.

20-029C – Jihl Nabaat

Am I the only one that still likes to play Opus I Jihl Nabaat? If I am, I might not after this set is out, as this Jihl has the same Enter the Field ability, but better.

Jihl comes in and if you pay the extra 2CP you can not only Freeze 2 of your opponents Characters, but dull them as well. That way you won’t need to pick from the dull Characters, cause you will dull the Characters you want to Freeze.

Jihl Nabaat is also a Forward, and if you’re playing Mono-Ice, well she’ll gain +2000 power.

I don’t know how well she’ll do in the XIII Custom Starter Set.

I guess we’re about to find out.

20-030R – Setzer

Setzer deck incoming.

First off, all the FFVI Ice cards look amazing this set.

Setzer comes in and allows all of your VI Forwards to form a party together regardless of element. Combine this with Locke, and get that table of four, to combine their attacks into one big party and get Locke’s ability to go off.

And with a party of 2 you get to dull and freeze a Forward.

Yes, please, I’ll take 3.

Is this a Full Art as well?

20-031R – Celes

If you’re playing Celes, you’re playing Locke, and whole bunch of FFVI Characters. Might be time to dust off my Setzer deck and update it.

Celes gains Haste if Locke is on the field, and Locke gains Haste if Celes is on the field. A win-win for these two.

Other than that, when Celes enters the field, you can dull all of your opponents Forwards, if you have enough FFVI Characters on the field.

And you get that for only 2CP. After that Celes is a 5k body, able to block an attack, get sent to the Break Zone, and then you can just play her again.

20-032C – Soldier : 3rd Class

Cloud’s old SOLDIER buddies are here.

These one’s gain 1000 power for each SOLDIER : 3rd Class in your Break Zone. They also search for each other when they enter the Break Zone, + you get to play them straight to the field.

Pair these SOLDIERs with the Opus III Soldiers and you can have up to 5 SOLDIER : 3rd Class in your Break Zone, to make this Soldier an 11k power house.

 

20-033C – Cerulean Drake

I was going to say, How come I don’t remember Cerulean Drake from FFVII? Then I realized it’s from the Remake.

Cerulean Drake is a 1 cost Monster that will Freeze a Forward when he enters the field.

Not much to write home about, but it does have some abilities that will allow you to dull a Forward, or break a dull Forward.
If you got 2 of these on the field, you can use the abilities back to back and Break an active Forward.

20-034R – Terra

There is a nice combo right here. Along with Lock and a couple more FFVI Characters. And, I probably won’t even scratch the surface here.

Terra comes in and you can grab a Summon from the Break Zone. This makes Terra’s CP go from 4 to 2. And once Terra forms a party and attacks, you’ll be able to cast that Summon for Free.

And along with the Free Summons from the last set. You can cause a lot of damage.

Considering this Terra is only a rare, it’ll be easy to get a playset.

20-035C – Knight

Ice Reprint Standard Unit.

Just find what I wrote for Samurai and change the word Samurai to Knight.

 

 

 

20-036H – Number 24

Number 24? This card is Number 36. They should get their facts straight.

All jokes aside Number 24 in the Royal Rumble is pretty good.

No?

Ok, Number 24 is a great blocker. Just keep a Barrier Counter on him and block any attack that comes your way. Add a Barrier Counter at the beginning of the Main Phase, and you’ll always have a constant supply of Barrier Counters.

Just make sure you keep blocking, because once those Barrier Counters are 3 or more, Number 24 will become dull at the end of each of your turns. But, he should activate during the beginning of your Main Phase, so you should be good.

20-037H – Mateus (FFTA)

2 cost Summon that will either Freeze all of your opponents Forwards, or all of your opponents Backups.

Pick and choose, but the end result will always be the same.

Mateus will be removed from the game.

No way to save this one.

20-038H – Wicked Mask

Chris Isaak would have had a field day with this card.

“Such a Wicked Mask to play”

3 cost Monster that reroutes a Summon from one Character to another Character of your choice. I’m seeing plenty of Counters this set, even if they aren’t called counters.

After Wicked Masks enter the field ability is used, Wicked Mask stays on the field until you decide to turn it into a Forward.

And, let’s not forget – Back Attack.

20-039R – Rude

Correct me if I’m wrong, but you can play an ability if it doesn’t have the dull icon.

I’m 99% sure of that, so that means, Rude enters the field, Dulls and Freezes a Forward. After that you can use Haymaker to Break it.

Only drawback I can find with this card is that, you can only use Backups to pay for this card. Other than that, Shinra should be getting stronger this set.

 

20-040L – Rufus

Rufus, President of Shinra, doing Presidential things.

You can lower the cost to cast Rufus by 2 if both Reno and Rude are in the Break Zone. Making Rufus a 2 cost Forward with a 7K body.

Once Rufus enters the field, you can grab one of the Turks from the Break Zone, making Rufus a Free Card. And, we all like Free cards.

After that whenever Rufus attacks, you can choose from 3 different abilites. Dull and Freeze a Forward, grab a Turk from the Break Zone, or you can make your opponent discard a card.

Rufus is the President that keeps on giving, even after he has been elected.

Doesn’t Weiss (18-019R) have an ability that activates when your opponent discards a card. (hint hint)

20-041R – Reno

Just goes to show you that the Turks are here to stay.

You play Reno for 3 and pay the extra cost to give Reno Haste. After that you can attack with Reno, search for Rude and play Rude onto the field.

It’s almost Buy 1 get 1 Free.

This even works better if you play Rufus first.

Let’s take a look.

Reno and Rude are in the Break Zone. You play Rufus for 2CP and grab Reno from the Break Zone. You play Reno, pay 1CP and give Reno Haste. Reno Attacks and searches for Rude and Rude gets played straight to the field. That’s pretty much comes out to 4CP for 3 Forwards.

Bright Spark? Dulls 2 Forwards.

20-042L – Locke EX

Really?

Now I’m definitely dusting off that Setzer deck.

Locke comes in and you get to grab a FFVI Character from the top 4 cards of your deck. Which should be pretty easy to get since most of your deck should consist of FFVI Characters.

Once Locke is on the field, get as many FFVI Forwards on the field, and form a a party of 4 FFVI Characters. Do that once per turn and your opponent won’t ever have any Forwards to attack or block. Which should work in your favor. Cause, even if you form a party with only 2 FFVI Characters, you’ll still be dealing your opponent a point of damage.

Yes, I’ll take 3. Hopefully we get a Full Art here.