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Gunslingers on Ice

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26-021C – Anabella

The Duchess of Priming.

Yeah, I don’t know much of Final Fantasy XVI, but I do know something about Prime.
No, not the drink. I have no clue about that.

Anabella will dull and Freeze a Character, whenever one of your Characters decides to Prime into an Eikon.

You can do much worse for 2CP.

Prime as much as you’d like, and have Anabella dell and Freeze everyone. One Character at a time.

26-022C – Undead Princess

Looking at this card makes me want to play World of Final Fantasy. Just by having an Undead Princess on the equivalent of Medieval Magitek Armor.

Let’s get to the card.

Undead Princess comes in for 3CP, and when she comes in you gain a Crystal and your opponent discards a card.

Simple, and straight to the point.

And when it’s all done, you have a body with 7000 power to attack or block, cause you’ll want to get rid of this card so you can play it again.

26-023C – Wol

Wol on Ice. That’s a first.

Coming in at 5CP, Wol’s cost can come down by 2CP if your opponent discarded a card this turn due to your playing.

3CP is better than 5CP and 9000 power is a great body on the field.

Wol isn’t done. Not this time.

Whenever he attacks, you can discard 2 cards and break a Forward. It’s like having a Summon ready to go. Those 2 cards is the equivalent to 4CP. Odin from Opus I costs 7CP. And, you can use Wol’s ability once per turn.

Nothing else needs to be said.

26-024C – Musician

This Musician packs some Fire … er … Ice Power.

For 2CP you can deal damage to a dull Forward, once per turn. All you need is some ammo, and that ammo comes in the form of cards.

Once per turn you will be able to dull Musician and pay the cost of discarding one card. Then you can choose a dull Forward and deal it 5000 damage.

If you’re playing Ice/Lightning and you discard a Lightning card, that damage become 7000.

It’s a decent Backup, that when Musician is not in use, he will give you 1CP per turn.

26-025C – Kadaj EX

Even as a Common, Kadaj will be hard to get rid of.

For 3CP you get a body with 9000 power. And, at the end of each of your turns you will remove Kadaj from the game. He won’t be gone for long though as at the end of your opponent’s turn Kadaj will come back to the field.

Kadaj won’t shine until you have at least 3 points of damage, cause when you do have those 3 points of damage, Kadaj will dull one of your opponent’s Forwards. And, since Kadaj returns at the end of your opponent’s turn, that Forward will be dull during your turn.

And this cycle will keep on going on and on.

This Kadaj is a lite version of Opus XI Kadaj.

26-026R – Kuja

You know you always wanted to swap out your Backups. Kuja is here to help you with that.

When Kuja enters the field you can remove one of your Ice Backups from the game. There he helped you and now you can play the new Backup that you wanted cause you didn’t have space for it.

Oh wait, we’re not even done with the first part. When you do remove that Backup, your opponent will discard 2 cards from their hand.

At 5CP, this isn’t a bad play as you’ll be taking away your opponent’s Fire Power, and Kuja has 9000 power. Your opponent will think twice before they try and break Kuja, cause when they choose Kuja with one of their abilities or Summons, they will need to discard a card from their hand.

I’m on the fence about this one. Cause after his first ability goes off, there is no need for your opponent to try and get rid of him, as he’s just another body on the field. Well there is a need, but it won’t be the first course of action.

26-027R – Kujata

Cash or Credit?

How do you want to pay for Kujata?

There’s 2 ways to pay and the result will be the same.

Kujata will break a dull Forward, and that’s about it.

You can either pay 3CP for this, or just dull 2 active Forwards. This means that you can throw Kujata in any deck and you’ll be able to pay for it, without having any Ice CP to spend.

26-028C – Cripshay

The Ice Monster of Gunslinger in the Abyss. Almost sounds like a title.

Cripshay becomes a Forward with 7000 power. And, First Strike.

If, and when Cripshay deals damage to your opponent, you will send Cripshay into the Break Zone, and your opponent will discard 2 cards.

They just might think twice before taking that damage, just so they don’t discard the 2 cards they have in their hand.

But, are those 2 cards worth more than the Forward that will be broken by Cripshay’s 7000 power?

That’s a decision they’ll have to make in the heat of the battle.

26-029R – Shiva (XVI)

Shiva is a great card to play all by herself. You don’t even need Jill to Prime into her. But, you probably should. It’s cheaper in the long run and you get a better ability.

When Shiva comes in you will Freeze all of your opponent’s Forwards. If you Primed into Shiva you will Freeze all of your opponent’s Characters instead.

Ice Age? Yes, let’s have your opponent discard 2 cards from their hand. This works even better if they only have 2 cards in their hand.

Let’s see what Jill does.

26-030C .- Cid (WoFF)

A What now?

Yes that what is with a capitol W.

Every time your opponent uses an EX Burst they’ll discard a card?

Cid just sticks around and waits for your opponent to use an EX Burst, other then that, he’ll just sit back and give you 1CP per turn. That’s not bad at all.

I like the art on these WoFF cards. If you noticed it, we’ve been getting them since Resurgence of Power.

26-031H – Cid Raines

Great card, Great art. What more can you ask for?

If you’re playing a discard deck, Cid Raines is your man.

He will come in for Free, if your opponent discarded a card on the same turn that you want to play Cid.

You’ll want to keep Cid around to thwart your opponent’s plans. When your opponent plays a Forward onto the field from anywhere except their hand, Cid will take that Forward and send it to the Break Zone.

Yes, you do have to sacrifice Cid Raines for this move, but it is a move well worth it.

26-032L – Charlotte

Charlotte is ready to wreck your opponent’s plans. As long as Charlotte is on the field. Your opponent will be 2 steps behind. The only draw back we have here, is that Charlotte costs 5CP, and you can only use Ice CP to pay for her. And that’s not even that big of a deal. You would gladly pay a couple more CP to get Charlotte on the field.

For one she has a little bit of protection going for her. When ever she is chosen by your opponent’s Summons or abilities, your opponent must discard a card, or else that Summon or that ability will be canceled. It’s going to be hard to get rid of Charlotte.

Now, let’s take a look at that final sentence. “When a Character enters your opponent’s field, dull it and Freeze it.”

Your opponent will not be able to use that Character for another turn. That’s 2 turns from when it enters the field. No Blocks, no abilities no nothing. Just a sitting duck. Or a deer caught in the headlights.

You’ll be having some fun with Charlotte here.

26-033C – Summoner

Here we go a decent Backup that will allow you to grab and Ice Summon from the Break Zone and add it to your hand.

This will bring Summoner’s cost down to 1CP, which is even better.

Summoner also has an ability where you can put him in the Break Zone, and your next Summon’s cost will be reduced by 2CP. Mathematically, you’re gaining 1CP by playing Summoner and using his ability.

That’s about it.

26-034L – Jill

Jill has been upgraded to a Legend this time.

When Jill enters the field, and depending on how many Eikons you have removed from the game or in your Break Zone, you will select that many Characters that your opponent controls and you will dull them.

After that Jill will Prime into Shiva and you will Freeze all of your opponent’s Characters.
And, that’s not all.

No, At the begining of your Attack Phase, and at the begining of your opponent’s Attack Phase, Jill will break a dull Forward.

You’ll slowly be able to take down your opponent’s front line, cause you know that they’ll have a dull Forward hanging out. And, if they don’t, you can always bring in Amon 2-098L to dull a Forward once per turn.

26-035R – Snow

Snow is ready for a fight.

And when he enters, the field you can either draw a card, or have your opponent discard a card.

If Snow is brought in by an ability from a Final Fantasy XIII Character you can do both.
Luckily Lightning is ready to cause havok, as she can tag in any Final Fantasy XIII Forward and form a party to attack. In other words perform a tag team maneuver.

You won’t even need Ice CP, just Snow and Lightning. It’s called Thunder Snow.

26-036C/15-038C – Knight

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.

“Knight comes in, hands you a Crystal

Next turn, Knight Dulls himself and puts himself into the Break Zone dulling a 3 cost Forward.

Thus concludes the story of Knight”

26-037H – Halone

Halone will be a card that you’ll play later on in the game, as you’ll need at least Six of “The Twelve” on the field in order for her ability to go off.

Whenever Halone attacks, you get to choose 2 of your opponent’s Characters, and you shall grant them a Dull/Freeze.

Your opponent will also discard a card.

Halone also doubles as a Meat Shield with a 9k body.

 

26-038H – Physalis

This is a Buy one Get one Free deal!

You can either pay 5CP to play Physalis, or you can Warp her for 2CP. She’ll stay out until the end of your turn. As she on;y has one Warp Counter.

If you paid the 5CP, Physalis is just a Meat Shield.

If you Warp her in, you will be able to play another Forward with Warp from your hand onto the field.

This way you’ll get 2 Meat Shields.

This is a great card, you’ll be able to get a couple bodies on the field quickly and cheaply.

26-039H – Star Sibyl

A four cost Backup that will grant you some protection against your opponent’s abilities.

Not great protection, but just enough to have your opponent second guess the action that they are about to take.

Cause if they choose to target one of your Forwards with an ability, they will need to discard a card. Is that card that they discard worth the extra cost to use the ability? Maybe yes, maybe no.

But, if they don’t have any cards in their hand, they won’t need to discard anything.

26-040R – Menphina

Menphina might be your starting point for “The Twelve”.

When she enters the field you can pay X and search for one of the other Twelve and play it onto the field. No add it to your hand, just straight to the field.

Only drawback is that you need to use CP produced from The Twelve, or discarding The Twelve cards. Which shouldn’t be that hard, considering your deck could have up to 36 The Twelve cards in it. And, if you could use any cards, it would have been to easy.

Menphina can also Freeze one of your opponent’s Forwards with her ability.

Hmm, didn’t we just see a card that can Dull Forwards, or did we just mention Amon (2-098L)?

Cool Singles!

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Undead Toy Show

Did we forget to mention this show?

It sure looks like it.

1st annual Undead Toy Show.

Toys and Costumes, this should be your start to Halloween. Everyone loves Halloween.

Let’s get to it!

Who?

Undead Toy Show
https://www.facebook.com/events/3575178096078372

What?

“Welcome to the 1st Annual Undead Toy Show!

Prepare yourselves for a spooktacular day filled with family-friendly fun, hidden treasures, and a one of a kind Halloween/Day of the Dead-themed extravaganza!

Our event carries a wide range of vendors showcasing toys and collectibles, ensuring you’ll find something for everyone in the family.

But that’s not all! Get ready for a kids and adult costume contest, vendor booth competitions, games, and much more!

Join us as we launch this unforgettable annual event that promises a day of joy for all ages!”

Where?

Countryside Banquet & Conference Center
6200 Joliet Road
Countryside, IL 60525

When?

Saturday, October 19th, 2024
11:00 AM – 5:00 PM CDT

How?

At the door.
$5 – For Kids
$10 – For Adults

But, you can purchase your tickets online for $3-$6
https://www.redemptionvault.com/events

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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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Beyond Destiny – Ice Sculptures

21-021C – Red Mage

For 2CP and a Common, I’d like to say that this is a pretty good card.

Red Mage comes in and dull/freezes a Character. Same thing whenever Red Mage forms a party and attacks.

Now you can also play 3 Red Mages, have them all form a party and attack, and then you’ll be Dull/Freezing 3 Characters every turn.

Red Mage might not have a lot of Power, clocking in at 5000, but her ability to Dull/Freeze sure makes up for it.

21-022H – Astos EX

The Dark Elf. I haven’t seen how Astos looks in Strangers of Paradise, and after looking at this card, I have got to say they did a great job. That is very close to what I pictured Astos looking like. I don’t know why, but the art for the Character is spot on.
Anyway, on to the card.

Astos comes in with Brave, and whenever he enters the field of leaves the field you gain a Crystal.

And, if you have 3 Crystals, you can Dull all of your opponent’s Forwards and then deal 9000 damage to all of your opponent’s Forwards.

Astos is a ticking time-bomb.

Play Astos, Play Rinoa (6-041L), Bounce Astos, and you have 3 Crystals. Next turn you use his ability and hopefully you get a board wipe.

21-023L – Ultimecia

There’s a lot of text here. And there isn’t really a way to summarize it, but we’ll try.

Ultimecia comes in, you remove up to 5 Characters from your Break Zone with a cost of 5CP or more. Once they are removed you can Dull/Freeze up to 5 Characters. Your opponent also discards one card.

If you’re playing a deck with a lot of high cost Characters, Ultimecia can do some damage, if not then she isn’t really worth the price of admission.

 

21-024C – Scholar

The 3CP Backup that gives you a Crystal when she enters the field.

Also, if you have 3 Backups or less you’ll also draw a card.

Not Bad. Not Great either, just something to play when you don’t know what else to play.

 

 

21-025R – Kiros

If Ward is here, you know that Kiros is just around the Korner. And Laguna shouldn’t be too far behind.

But, we’re here to talk about Kiros.

All you want to do is warp. Over and over and over.

Not only is the cost cheaper, but when Kiros Warps in you can Dull and Freeze one of your opponents Characters. And, that’s not all. When any Forward Warps in you can Dull and Freeze a Character.

So, keep Kiros safe, and Warp.

21-026C – Bard

I mean, who doesn’t like that ability.

Best part it doesn’t cost anything, so I don’t see a reason not to have Bard on the field. Or at least in your deck.

Bard is a 4 cost Forward with 8000 power. And, once per turn you can use his ability for a total of 0CP. And have a Forward lose all of it’s abilities until the end of the turn.

That Forward that has protection from Summons, or abilities, or damage, well Bard is here to take care of that Forward, and allow your attacks to go through.

21-027L – Griever

That’s one way to search for a Witch. Plus side to this one is that you”ll play the Witch straight to the field.

Considering the cost, you’d probably want to search for a high cost Witch to play straight to the field. Like Edea (2-099L) or Ultimecia (7-133S), or like the one that is probably in this set that I just haven’t seen yet.

If you decide to keep Griever on the field, his ability let’s you break a dull Forward, or have your opponent discard a card.
There’s a tag team here. Griever and Amon (2-098L) Amon dulls and Griever Breaks.

Ice and Lightning do work well together.

21-028H – Shiva

This Shiva is like a reusable Ice Cube.

Once Shiva has been cast, You can remove 4 Ice Cards from your Break Zone, and put Shiva back in the Freezer … I mean your hand.

After that you can just cast Shiva over and over again, until you run out of Ice cards in your Break Zone. But by then you should have Dull/Freezed? all of your opponents Characters. If not proceed to a triple party attack from the 3 Red Mages.

 

21-029R – Squall

Mini-Squall.

Did I mention I have yet to play World of Fina Fantasy?

At first I thought this was a decent card. Then I took a closer look and actually read the card from top to bottom. And for a rare, it’s a great card.

First of all, Clo … I mean Squall comes in and has First Strike. And when he attacks, if you have at least 2 WoFF Characters, your opponent discards a card.

See like I said decent.

But, here’s where it gets good.

Squall attacks, and he gets blocked. You can use his ability to deal 3000 damage to the Forward that is blocking. And with First Strike already on hand, you’re 95% going to come out on top.

21-030C – Snow

Since when is Snow a Martial Artist?

To me he’s always been a Meat Shield that can punch.

Any ho, Snow will turn into a Meat Shield after you get 3 points of damage.

Up until then every time Snow attacks you can, you guessed it, Dull/Freeze a Character. You can just go ahead and party attack with Red Mage.

Plus Snow gets Haste, if you have another WoFF Character on the field.

21-031H – Setzer

“Are you a gambling man, Sandy Claws?”

I like this card, I actually played Ice just to play Setzer. Well not all Ice, it was Fire-Lightning while I splashed 6 Ice cards. I think.

Setzer comes in and you remove 2 Forwards from your Break Zone, from the game. After that you can play those 2 Forwards whenever you’d like.

Sure, if Setzer gets sent to the Break Zone you lose those 2 Forwards but they were already broken to begin with.
I’ll take it, and I’ll figure out how to make it work.

21-032R – Terra

Trying to figure out if this Terra is better than that Terra or the other Terra.

At 5CP, Terra comes in and allows you to search for 2 Ice Summons. And, that brings her cost down to 1CP.

For 1CP this is a great card. 8000 power and Magitek Laser.

What’s Magitek Laser?

Terra’s S Ability, where the cost is another Terra card and a Summon. Any Summon. You can play those 2 cards and deal 9000 damage to a Forward. Which has a decent chance of Breaking that Forward.

Or you can just cast the Summons you searched for.

21-033R – The Girl Who Forgot Her Name

The Searcher you didn’t know you needed. Well now you got it.

The Girl Who Forgot Her Name will search for Squall, and that will give Squall the 2 WoFF Characters he needs to have your opponent discard a card whenever he attacks.

Or if you want to go another route. I still haven’t seen Reynn or Lann so, we’ll have to wait on that.

 

21-034C – Fomor

Don’t F.O.M.O. on Fomor.

???

Never mind.

Fomor is a pretty decent Monster.

Fomor comes in and deals damage. Fomor leaves and deals Damage.

4k here, 4k there. You’d think we’re talking about televisions.

21-035C – Minwu

Minwu looks mad.

I always thought that Minwu was an older White Mage. this card clearly depicts him as a teenager. Nothing wrong with that, it’s just that I always thought that he was older.

Anyway, let’s get to the card.

Minwu comes in and Freezes a Character.

And then you can pay a CP and dull Minwu and send him to the Break Zone to Dull/Freeze a Character.

For a Common this isn’t bad at all, but unless you’re playing a Rebel deck, I don’t see you playing this Minwu, not when you have the Opus I Minwu which suits my play style a little bit more. And, I don’t even have that Minwu in the deck right now.
At least I don’t think so.

21-036H – Y’shtola

We got a new element for Y’shtola. Not only does this card look good, but I believe the Ice Blue suits her well.

Y’shtola here, is perfect for discard decks. The fewer cards your opponent has in their hand the more powerful Y’shtola becomes. 0 being the perfect number of cards that you want in your opponents hand. because each time Y’shtola attacks she’ll deal damage to one of your opponent’s Forwards, for a max of 9000. The damage will decrease by 1000 for each card that your opponent has in their hand.

I’d like to see how this will fit in the Scions deck.

21-037C – Reaper

Here’s a card you can play, right before you have Y’shtola attack.

Reaper comes in and forces your opponent to discard a card. Or you can go ahead and send a dull Forward to the Break Zone. Sure, it’s cost needs to be 3CP or less, but you’re still breaking a card, or forcing your opponent to spend CP in order to counter it.

 

 

21-038R – Rinoa

A decent Backup if you’re plan on using Summons, or if you plan on saving your Summons in the Break Zone, from the chance of your opponent removing your whole Break Zone from the game.

Rinoa comes in removes a Summon from your Break Zone, and then you can use that Summon whenever you’d like.
It’s like an Ace up your sleeve.

 

21-039C – Lufenian

With a Job Title of Lufenian, Lufenian, is a the perfect card to play to start your game.

For 2CP, you play Lufenian, and if Lufenian is the only Backup you control, you’re opponent will discard a card, from their hand. Leaving them with one less card than the number of cards they had in their hand before you decided to play Lufenian.
Thank you, Captain Obvious.

I’m just surprised this isn’t a Standard Unit.

Decent card, Y’shtola will love working with Lufenian.

But, then again, Lufenian only has one job. And, if she doesn’t get it done right away, she’s worthless.

21-040R – Rursan Arbiter

All Ice cards look like they’re working well together.

Lots of discard, and abilities that go off when your opponent has no cards in their hand.

Y’shtola deals a Forward damage, and Cid here, I mean Rursan Arbitar, Breaks one of your opponent’s Forwards.

Now I”m looking at all these cards, and I’m wondering why I didn’t use more Ice at Prerelease.

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From Nightmares – Earth Monsters Under Your Bed

19-052C – Undead Princess

Undead Princess is a cheap Forward to play that can block any attack. Even though she only has 2000 power, she can still block an attack to save you from taking damage.

But, Undead Princess I don’t think Undead Princess is meant to be played as a Forward. You can put her into the Break Zone to give a Forward +4000 power until the end of the turn.

And, once she is in the Break Zone, you can remove her from the game and give an Earth Forward +2000 until the end of the turn.

Undead Princess rises from the grave once again to give you a Buff.

19-053C – Vanille

This is a decent card.

When Vanille comes in, you can go through your opponents Break Zone and remove a card from there. Doesn’t matter which one, just grab a card and remove it. This is good when your opponent has a way of grabbing cards from the Break Zone.
What I really like though, is her ability.

When your opponent casts a Summon, you can dull Vanille, and if they don’t pay 2CP you can cancel the Summon.
Either way, if your opponent pays and it goes through or it gets canceled it is a win for you.

19-054C – Vincent

It looks like we’ve been getting more Vincents in the last couple of sets.

Theatrhythm Vincent is a Backup that deals 5000 damage to a Forward when he enters the field.

And, when you reach 3 points of damage, you can put him in the Break Zone and deal 7000 damage to a Forward.

I always like Backups that have a way to send themselves to the Break Zone, that way you can play another Backup with an enter the field ability.

19-055R – Eiko

Eiko is a Coupon Code. Instead of paying the cost to cast a Summon, you can just dull 3 active Summoners and cast the Summon. You can choose any Summon up to a cost of 7CP. That’s almost all the Summons in the game except for 5.

This also means you can play Summons that are out of your elements. As long as you have Summoners on the field, you are good to go.

Plus, Eiko is only 2CP.

 

19-056C – Graff

Are you playing Mono-Earth?

Then you should be playing Graff.

When he enters the field you can Break a Forward. Any one you’d like.

This effect will only go off if you only paid with Earth CP.

Still a good way to get rid of a pesky Forward.

 

19-057L – Kefka

You heard about Free Summons, what about a Free Forward?

Kefka, the Dancing Mad Mage, is here and he can be played for F-R-E-E.

Just like that if your opponent has 3 or more Forwards on the field, Kefka will come in for Free.

That means you can splash Kefka into any deck without worrying about finding a way to pay the cost as he will be free. Free like a bird, he’s going to fly straight onto the field with a 9K body.

Not only that, but when Kefka is sent to the Break Zone, you can play a Summon from your Break Zone for free as well.
That’s double the free, with no Crystal Points down.

And, let’s not forget about that Amano art.

Yes, I’ll take 3 please.

19-058R – Jenova SYNTHESIS

Big Body, Big ability, and a last name full of capitol letters. I meant CAPITOL letters.

Jenova Synt … SYNTHESIS (you have to yell it out to get the full effect.) comes in and deals damage to all the Forwards your opponent controls, If you have 5 Backups, it’ll be 8000. Pair this with From Nightmares Matoya, and you might have a board wipe.

5CP 9000 power. Could be useful

 

19-059R – Aster Protoflorian

You should be ready to pay 7CP to play Aster Protoflorian. If you don’t you might as well play a different card. You need to get both of his abilities off when he enters the field cause after that all he’ll do is be a decoration on your field.

He’ll also count as a Category XIII Character for certain abilities in the Starter Set.

 

 

 

 

19-060C – Animist

Animist doesn’t do much till you have 3 points of Damage.

Animist does have an ability that lets you play a Monster of 2CP or less straight to the field. That way you can play a Monster without worrying about paying the cost.

And, at 3 points of Damage when Animist enters the field, you can search for a Monster of 4CP or less and add it to your hand.

 

 

 

19-061H – Doga

Looking at the card it took me a second to realize that it was drawn from the top.

Doga will fit good into an Fire/Earth or Earth/Lightning Deck. Or any Earth deck if you have a way to produce Fire or Lightning CP.

When he enters the field, Doga allows you to discard a Summon for to Crystals. You can use those Crystals to cast his abilities. One is to deal 7000 damage to all of your opponents Forwards, the other is to Break a Forward.

As long as Doga stays active, this is a good card to play.

When I first read this card I was thinking how can you fit this into a deck, but then I remembered that there are Backups that pay for different elements. Let’s take Tyro for instance and Class Tenth Moogle.

19-062R – Nacht EX

If you’re Warping, Nacht is a cheap play. If not, he costs 6CP.

Nacht is basically an Opus VI Titan with a body. Once he enters the field you pick 2 Forwards. One of yours and one of your opponent’s, and they deal damage to each other. This ability also comes off of an EX Burst.

 

 

 

 

19-063H – Barret

This Barret can be put in the AVALANCHE deck, but is it a better card than the Barret that is mostly used?

Probably not, but it does have some good things going for it.

If you’re playing a lot of Multi-Element cards it could be of use as when you cast a Multi-Element card you’ll deal 4000 damage to all the Forwards your opponent controls.

After that when he is put into the Break Zone, you can search for a Forward other than Barret and add it to your hand.

19-064R – Fenrir

Your Earth Free Summon.

Free is free. So, you might as well play this.Break a Multi-Element Forward or Break a Light or Dark Forward. The choice is your when Fenrir is cast.

There’s some use for it against some decks, but what about the decks that don’t have Multi-Element Forwards or Light/Dark Forwards?

 

 

 

19-065C – The Deathlord

The Deathlord will bring you closer to your death.

Or something like that.

I thought I found a good Combo, but then I realized it said Characters so you can’t cast Fenrir.

But, you can pull out a Kefka from the Break Zone, and play him straight to the field, if your opponent has more than 3 Forwards on the field. Now the other card can be anything you’d like, but I’m pretty sure there is something good here.

And, I’m sure someone already figured it out.

19-066C – Behemoth

Monsters, Plenty of Monsters.

We like this Monster, well I do at least.

When Behemoth enters the field you can Stop a Forward. They won’t be able to attack or block until the end of the next turn. But, they will be able to cast abilities.

Behemoth can also become a Forward once per turn, for the cost of 1 Earth CP. A 7K body for 1CP isn’t bad at all. Sure you’ll need to pay each turn, but you’ll usually have an extra CP laying around.

19-067C – Monk

Here’s a quick buff to all your Forwards. +2000 power can go a long way, add in Enna Kros from Opus I and you’ll have a 3K buff. Not only that but, you can play up to 3. That means that, technically you can have a 7K buff for all your Forwards.

Is there a way to pull it off? Paying 12 CP in one turn?

Let’s see. 5 Backups plus 7 cards in your hand, 3 are Monks so that leaves 4. Those 4 cards in your hand will pay for 2 of the Monks, while the 5 CP from your Backups will pay for the third. And you have one Backup left, which you’ll probably have no use for.

It can happen. Is it worth it? Probably not, but it would be fun when you pull it off.

Oh, and if you pay for the Monk with 3 different elements, you can choose a Forward, and Monk and the other Forward will deal damage to each other, possibly breaking a Forward.

19-068R – Rydia

A 5 cost Backup, that searches for a Job Summoner, and a Summon.

Both need to be of different elements.

Other than that, the art looks good, almost reminds you of Amano’s work. Sort of.