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Tears of the Fire Planet

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25-001C – Armstrong

What a way to start the set, the first appearance of Armstrong in Final Fantasy TCG. You can consider this the Rookie Card.
Armstrong is a Monster with a strong arm, and he’ll use that arm to deal damage to your opponent’s Forwards.

Once per turn, you can use a Fire Card as Ammo for Armstrong. Each shot will deal 5000 damage to one of your opponent’s Forwards.

And, if you run out of Ammo, you can always just use Armstrong a deal a Forward 7000 damage.

It’s a decent Monster, I’d like to try it out. Hopefully at Prerelease.

25-002C – Iron Eater

I remember trying to build a Warrior deck a while ago, and Iron Eater would have fit right in.

At 3CP, this 8k body doubles as the perfect Meat Shield. Meat Shields are useful. Very useful as they block your opponent’s attacks.

You’ll only be playing Iron Eater if you are already playing Warriors. And, if you already have at least 5 Warriors in your Break Zone.

You’ll like to try and break Iron Eater, just so you can play him again.

25-003C – AVALANCHE Member

For 2CP you get a Forward with 5000 power.

And, when AVALANCHE Member enters the field you can discard a Final Fantasy VII Character, and AVALANCHE Member wil deal a Forward 7000 damage.

It’s like AVALANCHE Member is throwing the FFVII Character to it’s target.

It looks like we’re getting a whole bunch of FFVII Standard Units.

Might be time to get some no name VII decks going.

25-004H – Ifrit

Do you remember, how we keep mentioning that we need ways to remove Backups?

Well, here is another way.

We all know that there are certain Backups, well a lot of Backups that come in and after the ability goes off, you have no more use for them. Ifrit is here to take care of that.

You can remove one of your Fire Backups from the game, in order to reduce Ifrit’s cost by 2CP.

When Ifrit does come in, Ifrit deals 9000 damage to one Forward and 4000 damage to another.

I’d probably just be using this card to recycle my Backups, the damage is just an extra bonus.

And, since you’re playing Ifrit, might as well add Ifrita 9-002H to your deck

25-005H – Ace

I don’t get how this Ace is just a Hero.

You can get Ace down from 6CP to 0CP, just by having Class Zero Cadets, and Fire Characters on the field. The gives you a Free 8K Forward that is ready to deal damage left and right. And, that includes your opponent. Cause if your opponent has less than 5 points of damage, Ace will deal them one point of damage at the end of each of your turns.

I’d say it’s worth paying the 6CP at the start of the game. Then your opponent will be trying to get rid of him before he does too much damage.

And, Jackpot Shot. Ace will deal 2000 damage to a Forward for every Class Zero Cadet and Fire Character that you have on the field.

Cadets are on Fire!

25-006L – Cloud

Of course Cloud is going to be OP!

5CP to play Cloud, and you can say that, that is a great deal, for what you will get in return.

Cloud has 5 abilities, and you get to choose 2 of them when he enters the field.

Deal a Forward 8000 damage. Break a Monster. Remove 2 cards from your opponent’s Break Zone and draw a card. Play a 4 cost or less FFVII Character from your hand onto the field.

You can not go wrong here.

Worse case scenario, you Break a Monster ,and draw a card.

Best case?

You start a Combo going that will fill up your front lines. And, that’s where the ball starts rolling into an AVALANCHE.

25-007R – Glenn

8CP to play Glenn! 8CP?

8CP for 8K power.

Is that worth it? Yes, you should read the whole card before you decide.

Glenn comes in and you can search for not 1, but 2 SOLDIERS and add them to your hand. That brings hid cost down to 4CP and that alone would make the cost well worth paying for.

But, Glenn’s not done yet.

You can then play 2 SOLDIERS of 2CP or less from your hand, straight to the field. And that technically makes Glenn a Free Play!

And, who doesn’t like Free Plays?

And, after all of that, you still have a Meat Shield on the field.

25-008C – Security Officer

Security Officer ready to check your badge when you come to the door.

For 3CP you can draw a card.

Or you can deal 5000 damage to one of your opponent’s Forwards.

You can choose either one.

Or you can choose to play another card.

This would have been a better card if it’s cost was 2CP, and you can play it off of Glenn.

25-009C – Sice

This is what I would call a throwaway card.

I’m not saying that cause I think it’s bad.

I’m saying it because, once you have 5 Cadets on the field, Sice will come in with Haste and deal 3000 damage to one of your opponent’s Forwards.

And, then when she attacks, she’ll deal another 3000 damage to one of your opponent’s Forwards.

She’ll probably get blocked and be sent to the Break Zone, but you already dealt 6000 damage to a Forward. I’d say that’s 1CP well spent.

25-010H – Salamander (III)

3CP plus an extra cost.

And, that extra cost is why you will be playing Salamander. For an extra 5CP, or 2 Crystals, you will be able to deal 9000 damage to 2 of your opponent’s Forwards.

We’ll go with Crystals, because we spent 8CP on Glenn earlier.

The good thing about Salamander’s ability is that it can go off every time that Salamander attacks. All you need to do is find your Crystal Generator, and start stockpiling those Crystals. If you can do that and have 2 Crystals available when Salamander is about to attack, your opponent will have a hard time trying to keep his front line filled.

If you would have asked me, which you didn’t, I would have had some type of Priming going on with Gutsco and Salamander.

25-011C – Deuce

Yes, … well are you playing Cadets?

If you are then Deuce will be of use to you.

When she enters the field, you’ll look at the top 4 cards of your deck, and if there is a Class Zero Cadet there, you can add them to your hand.

What? You’re not playing Cadets?

Then what are you reading this for?

Move Along.

25-012C – Trey

Class Zero reporting for duty!

Even as a Common, Trey will deal enough damage to break a Forward. 2000 x all the Class Zero Cadets that you control. And, if you’re playing Cadets, you’ll most likely have a board full of them by the time you decide to play Trey.

After that, you’ll probably just want to have Trey block a bunch of high-powered Forwards, just so you can play him again.

I’m thinking it’s time to build a new and improved Cadets deck.

25-013C – Palom

The child prodigy returns, but this time there’s nothing special going on.

This time Palom comes as a Backup, which he usually does stay on the back line, since his spells will cause the same amount of damage, whether he is on the front lines or the back lines.

I’ve gone off topic, but you get the picture.

Palom has 2 abilities, one deals 3000 damage, and the other 7000 damage.

And, that’s about it.

25-014L – Volker

We were just talking about Warriors.

Volker here, will be the glue that holds it all together.

At 7CP Volker’s cost might seem a little steep, but look at what you’re getting.

Volker enters the field, and you will search for 2 Warriors. Ok so far so good. That just brought Volker’s cost down by 4CP, thus making him a 3 cost Legend. But, we’re not done yet.

The Next Warrior that you play will have their cost reduced by 3CP. And, that makes Volker a Free Play.

Might we suggest that you grab and play Iron Eater. And then you’ll also be dealing some damage to one of your opponent’s Forwards.

But wait, there’s more!

Any time one of your Warriors gets sent to the Break Zone you will choose one of your opponent’s Forwards and deal it 4000 damage.

Add all this to a 8K body and you have one hell of a Legend.

I’ll take it!

25-015R – Hell House

First Armstrong and now Hell House. We’re building a neighborhood here on the front lines. Or is it the sidelines? Either way the front yard is where your Forwards will be ready to protect you.

Hell House comes in as a Monster, but once per turn Hell House can become a Forward with 7000 power.

At 3 points of damage, whenever Hell House attacks, it will deal 3000 damage to all of your opponents Forwards.

At 5 points of damage, Hell House will deal 5000 points of damage to your opponent’s Forwards whenever it attacks.

Just throw this into any Fire deck, and you’ll do good.

25-016R – Rubicante EX

Now this is interesting. I know that Golbez was spoiled with all of the Archfiends, and if the rest are like Rubicante, I can tell that Golbez and Co. are going to be fun to play. Against them will be a different story.

Rubicante comes in and does nothing. But, whenever Golbez attacks, you can choose a Forward and deal it 8000 damage.
And, let’s take some Final Fantasy IV elements into the TCG by giving Rubicante the ability to be immune to certain elements at certain points. That point is whenever you’d like, as you can just pay the cost of 2CP, one Fire one any color, and Rubicante will not be dealt damage by abilities of that Element.

At 4CP, you get an 8K body that will keep attacking with Golbez.

Oh, and the first ability comes off of an EX Burst as well.

25-017R – Red XIII

At 1CP, any card is worth a shot. At least once.

Red XIII enters the field and gives one of your Forwards +3000 power.

After that, Red XIII is good to block an attack.

You can also play Red XIII from the Break Zone. But, only during your Main Phase, and only if you have at least 2 Final Fantasy VII Forwards on the field.

If for any reason Red XIII leaves the field, he will be removed from the game instead.

Like I said, it’s 1CP. You can try it out and see if it works for you.

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Beyond Destiny – Twisted Transistors

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21-081L – Irvine

Well, I can see why this is a sought out card.

It’s the butterfly on Irvine’s finger. When it flaps it’s wings, it’ll cause your opponent to slowly get discombobulated. In a way, at least.

Irvine enters the field, you remove 2 cards from your opponent’s Break Zone, and it’s off to the races. The butterfly’s flap will give Irvine +2000 power, Haste and First Strike. Meaning Irvine can attack right off the bat, as a 9000 power Forward, and don’t forget First Strike. 99% of the time your opponent will either be sending a Forward to the Break Zone, or getting a point of damage.

And, Armor Break, breaks a Forward or a Monster.

You can’t go wrong with this one.

21-082C – Red Mage

Your Elemental Backup, that’s the same as the other Standard Unit Backups in the other Elements as well.

Maybe in draft, but I don’t see much play outside of it.

Prove me wrong, and I’ll send you a playset on the house.

 

 

21-083H – Ace

Is this Ace better than the rest?

I don’t think so, but I always used Ace when playing Type-0.

Sure the other Aces are better, but this Ace is a Hero.

Ace enters the field and you draw a card if you already have a couple of Cadets on the field. Thus making Ace a 2 cost Forward.

Other than that, you can discard a card, and dull a Forward, and give Ace +1000 power.

I think I’ll pass on this one.

21-084H – Odin

A Summon that will Break over 75% of all Forwards and Monsters. And, it only costs 3CP. You can even reduce that cost to 1CP if you have at least 5 Lightning Characters on the field. Because when you do you get to draw 1 card. And, everyone likes drawing cards.

There is another 2 Odins that will Break any Forward regardless of cost, but Odin (1-124R) costs 7CP. You also have Odin (12-077H) which costs 6CP, and that one’s cost is reduced by 1CP for each Odin in your Break Zone.

Playing this Odin with the Opus XII Odin might be a good idea.

Other than that you got some great Amano art.

21-085H – Emperor Gestahl

More Amano art, and Gestahl is starting to look like “The Wiseman” from the Labyrinth.

For a 2 cost Backup, Emperor Gestahl will allow you to grab a Forward from your Break Zone. Plays like these are always good. Especially if that Forward was the only one that you had. And, let’s not forget about their enter the field ability that will cause havoc on your opponents board.

Ok, let’s not get ahead of ourselves.

Later on you can put Emperor Gestahl into the Break Zone, remove 4 of the same type cards from your opponent’s Break Zone, and draw a card.

I don’t see why not.

“sometimes the way forward is the way back.”

21-086C – Gunbreaker

This isn’t bad at all. And with Gunbreaker being a Standard Unit, you can have 3 of these on the field at the same time. Hopefully you’ll have a pocket full of Crystals, because I can see a board wipe shaping up here.

Every time Gunbreaker attacks, you deal 2000 damage to all of your opponents Forwards. If you have a Crystal, you can deal an additional 2000 damage to all of your opponent’s Forwards.

And, if you have a couple more Gunbreakers and a couple more Crystals, then you’re dealing 12,000 damage to all of your opponent’s Forwards.

Pair this with some Bombs and I see a deck forming.

21-087C – Machinist

What is this? 2CP?

For a 5K Forward?

I can see some use with this one.

Gunbreaker attacks, and then you play Machinist in your Main Phase 2, and deal 5000 damage to one of your opponent’s Forwards.

And, after that, once per turn, you can Dull Machinist and deal 2000 damage to a Forward.

21-088C – Gilgamesh

Que “Battle on the Big Bridge”

You can never go wrong with Gilgamesh, unless he pulls Excalipoor. And this, Gilgamesh is not pulling Excalipoor. Especially, if you got yourself a couple of Crystals on hand, and 3 points of damage. For when you do, Gilgamesh becomes a 9K body, with Haste and Brave, and can also attack twice in the same turn.

Pair this with Estinien (6-088L) and you can have the match over with in a couple of turns.

I like it, the only thing I would change about this card, is give it some Amano Art.

21-089R – Queen

A Forward with Haste, that doesn’t receive damage when attacking?

I’ll take it. It doesn’t matter what else Queen does, this is more than enough.

And, it still gets better. Queen, also, can’t be chosen by Summons or abilities either. And, if for some reason you need to give her more power, just spend 2CP and you’re set. You can even do this part multiple times to keep upping her power.

This will be going straight into the all Haste deck.

 

21-090R – Cloud

You wouldn’t play this Cloud in a FFVII deck, but you might in a WoFF themed deck.

2CP to cast a 5K body, that will maybe, just maybe break one of your opponent’s Forwards. Well, Cloud actually just might. There are plenty of low cost Forwards out there, and if you already have Reynn on the field, to help pay for Cloud, well then you have 2 WoFF Characters on the field. And, there are plenty of 2 cost Forwards to break.

Yeah, that’s about it. Break a Forward, and then you have a tiny meat shield to absorb an attack. Or something like that.

21-091C – Black Knight

Black Knight has 1 job, which can be done twice. Once when Black Knight enters the field, and once when Black Knight enters the Break Zone.

Break a 2 cost Forward or Monster. Which is pretty good considering the cost to play Black Knight is 2CP.

Black Knight will then hang out on the field, but when Black Knight starts heading to the Break Zone, Black Knight will Break any Forward or Monster that your opponent controls.

Sure, costs and blah blah blah, but I’ll give this one a try.

Or two.

21-092R – Man in Black

How come Lightning is getting all these good cards? Half of them are just Commons and Rares.

Like Man in Black here. a 4 cost Rare Forward, with an 8K body.

Ok, you’ll say, that’s just an average card. But upon closer inspection, every Attack Phase, Man in Black, allows you to choose 2 Forwards, and unless your opponent pays 3CP, they can”t attack or block this turn.

Allowing you to march Forward as you pile up cards in your opponent’s Damage Zone.

At 5 points of damage, Man in Black also gains +2000 power. Thus making Man in Black a 10K Forward.

12-093L – Xande

Mono-Lightning mean you’re playing Xande.

Xande might be 5CP, but you can reduce that by one if you have Glauca (11-091R) on the field. And if you have 8 Lightning Characters on the field you can grab a Forward from your Break Zone and play it straight to the field. No cost limit on this one. you can even grab those 10 cost Forwards and just play them straight to the field.

I’d say it’s worth having at least one Xande in your deck if you’re playing Mono-Lightning.

 

21-094C – Shantotto

Hmm.

That is what Shantotto is thinking.

How do I fit into a multi-element deck? One that can play every element, so I can get the most of my Enter the Field ability.

Tyro and Moogles and ….

Worst case scenario you’ll be dealing 3000 damage to one Forward.

Best Case 21,000 damage. I can’t think of any use in trying to find a way to have all the elements one the field, including one Light or Dark Character, but the look on your opponent’s face when you say I’m dealing your Viking 21K damage.

21-095C – Trey EX

Class Zero finally got a card that it needed.

Trey, the Recycler!

A card that will allow you to go into your Break Zone, and grab a Class Zero Cadet.

It’s always good to have a Backup, with a backup plan.

Dynamite Arrow, deal a Forward 9000 damage.

The only bad thing about this card, which isn’t really a bad thing, is that Trey can’t send himself to the Break Zone.

Other than that, you know you’ll be playing Trey in your Cadets deck.

21-096R – Nine

Nine reminds me of Amon from Opus II, which is still a great card.

Once per turn Nine is able to dull a Forward. Reducing your opponent’s numbers down. Allowing you to utilize a bigger attack, than you previously thought you’d be able to pull off. Add Opus II Amon and you’ll double that reduction.

Plus, let’s not forget that Nine has Protect cast on himself, as whenever he takes damage, that damage is reduced by 2000.

Class Zero has gotten some nice cards this set.

21-097R – Neilikka

Are there Brave Exvius decks out there?

Does anyone actually play Brave Exvius decks?

Just wondering, cause if they do they’ll probably play Neilikka here. She gains Haste if you have 2 Brave Exvius Characters on the field.

Neilikka costs 2CP and whenever she attacks she dulls, and deals 3000 damage to one of your opponent’s Forwards.

You can still play this card without any FFBE Characters, dealing damage to a Forward while dulling it is worth the 2CP alone.

21-098R – Palom

I’d say this is a pass.

There are far better Paloms out there.

Sure, this one is Lightning and deals 9000 damage to one of your opponent’s Forwards that cost 3 CP or less.

I’d say the only good thing about this card is that the ability can go off from an EX Burst. And, that’s about it.

Leave this one at home, unless your drafting. Then you might want to use it.

21-099H – Firion

Restrictions, restrictions, restrictions.

What do you expect? If there weren’t restrictions, we’d have so many over powered cards, where the winner would be determined by who goes first.

Or something like that.

I like this card. Should be played in Ice/Lightning. Dull everything in sight, and then you have Firion who can attack twice per turn is your opponent has 4 dull Characters on the field. See it doesn’t even say Forwards. Backups count as well, which more than likely will already be dull do to CP costs and playing cards.

Firion attacks twice, with Brave and +5000 power. making him a Forward with 8000 power. Add in Lulu (1-150R) and Maria (17-128L) and you’re turning Firion into a 11K wrecking machine.

All this for 1CP.

Can’t get more bang, for 1 Crystal Point.

21-100C – Dragoon

I keep telling myself, I should look into these Dragoons. They’re usually the “Cool” Characters. Take Kain, and Fang into consideration. Both great Characters, both are Dragoons. Even though Fang isn’t considered a Dragoon in FFTCG. Not yet any way, but her spear says other wise.

Let’s get back to the card.

Dragoon enters the field and deals either 4000 or 8000 damage to an active Forward. And it all depends on how many Backups you have.

By itself it’s an OK card.

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