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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.

Cool Singles!

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Fire of Discovery

27-001R – Auron

Auron is sitting in your back line ready to boost one of your Forwards.

Yes, that Forward need to be blocking an attack, in order for him to get the buff. And, that also means that after you declare the block, your opponent has to do something in order for you to be able to use Auron’s ability.

When all that is said and done, Auron will give your Forward a 7000 power buff to help him block your opponent’s attack.

Hopefully you’ll break that Forward.

27-002H – Ifrit EX

For 1CP, this is a great card. I’ll take 3, and from the looks of it, I sense a Full Art. If there is no Full Art we will riot!

Choose a Forward deal it 5000 damage.

If you choose to pay the extra cost of removing an Ifrit from your Break Zone deal it 8000 damage instead.

What’s not to like. I’m sure you’ll have plenty of Ifrit’s that have been summoned, with nothing to do, but wait for the game to end so they can be summoned again.

Can’t go wrong with 1CP.

And, something tells me we’re getting 1CP Hero Summons for all Elements. And, they’ll all be from Final Fantasy III.

27-003C – Viper

Lots of Final Fantasy XIV support this set. Well, what else would you think? Journey of Discovery has Krile on the box.

Viper comes in for 3CP, and deals a Forward 3000 damage.

Now if you got a Multi-Element Forward on the field, that damage becomes 7000.

After that Viper sticks around as a Meat Shield. He might even attack.

 

27-004C -Ace

In and out. That’s what Ace’s job is.

Ace comes in and deals 9000 damage to one of your opponent’s Forwards.

And, if that’s not enough, you can use Ace’s ability to deal 5000 damage to a Forward as well.
Yes Ace costs 6CP.

And, that is all I have to say about this card. You might be better off with a Monster that does something similar.

27-005R – Guy

Ready to bulk up your front line?

Guy is ready.

When Guy enters the field, you will play one Forward from your hand onto the field. Up to 2CP. And, it doesn’t have to be a Fire Forward, it can be any element.

That’s 2 for Tuesday, even though it’s Wednesday today.

And, that is not all, at the end of each of your turns, if you have 4 Forwards on the field, Guy will draw you a card.

Guy will keep on giving for as long as he is on the field, and at 7000 power, your opponent might have a little bit of trouble getting rid of him.

I can see all Fire decks, having at least one.

27-006R – Chaos Advent

Chaos Advent shines when he is put into the Break Zone.

Chaos Advent will reveal the top 7 cards, and you can play one Strangers of Paradise Forward onto the field.

Quick and easy.

Only set back is that, that Forward becomes a Dark card, with the Job Chaos.

Which means you’ll need a Dark Backup that allows you to play more than one Dark card at a time.

You’ll want to play this one early enough where, Chaos Advent can stick around on the field, until needed to find a Strangers of Paradise Forward.

I’m not sure if that makes sense.

27-007H – Gulool Ja Ja

Spread out the Damage when Gulool Ja Ja deals damage to a Forward, you’ll take that damage and deal it once more to another one of your opponent’s Forwards.

You can do this once per turn, so whenever Gulool Ja Ja attacks, or blocks, or when he enters the field when you have received 5 points of damage, Gulool Ja JA deals 7000 damage to one of your opponent’s Forwards, triggering his first ability.

This is an interesting card. It might be the first with this ability unless I missed something, but I think this would have stuck.

27-008C – Gladiator

This is what a Bomb Backup would look like.

And, Gladiator can work great alongside the Bombs.

Perhaps he was training near Jachol, where he learned the technique from the Bombs.

Never the less, for 2CP you get a BAckup,that will give you 1CP once per turn, and if you decide to use Gladiator’s abilty, he will send himself to the Break Zone while dealing 2000 damage to all of your opponent’s Forwards.

I’ll be using a couple of these.

27-009C – Samurai

What do we have here?

A Backup that can break a High cost Forward. And Samurai only costs 1CP! Yeah, there is an extra cost of 3CP to use his ability, and that brings you to a total of 4CP.

The only problem you’ll have is finding the Wind CP to pay for the extra cost. There are no Wind Samurais available at the moment.

But, you can always use Princess Sarah (11-128H) for that Wind CP.

 

27-010L – Xande

Xande is sure tired of these Warriors of Light. And, for that reason when he enters the field, Xande will cast Silence. It’s probably SIlence. All the Forwards of a Job that you name will lose all of their abilities until the end of the turn.

And we’re not even done here.

At the begining of every Attack Phase Xande will deal 9000 damage to one of your opponent’s Forwards, then you will draw a card and discard a card. And, if you discarded a Xande, you will deal 9000 damage to one of your opponent’s Forwards.

Rinse and Repeat.

Yo-u can keep dealing 9000 damage to your opponent’s Forwards for as long as you have a Xande in your hand to discard.

27-011C – Jecht

At 6CP, Jecht is a decent play.

At Warping Speed, Jecht is even better.

For a total of 2CP, you can future proof the board, cause when Jecht enters the field, you can either deal 8000 damage to one of your opponent’s Forwards, or deal 5000 to all of your opponent’s Forwards.

You’ll choose which one you would like to use once Jecht enters the field and you see what your opponent’s board looks like.

Either way, I would say this one is worth playing.

27-012H – Zell EX

Zell is ready to hopefully take down your opponent’s Forwards as soon as he comes in!

5000 damage divided up any way you would like to any number of Forwards your opponent controls.
And, if you have 4 Final Fantasy VIII Characters on the field, that damage becomes 9000. Meaning that you’ll at least break on of your opponent’s Forwards.

At 5 points of Damage Zell gains Haste.

And, let’s now forget that this ability also comes off of an EX Burst.

Zell might be useful in my Bomb deck.

27-013L – Zeromus

Why didn’t this card get the Full Art treatment. If there was any card that deserved it it would be this one.
Zeromus AKA Zemus comes in the field and does nothing. Not until your Characters are chosen by your opponent’s abilities.

When they are, Zeromus becomes the tax man, and tells your opponent to “Pay Up”. And if they don’t they’re Summon or ability will just fizzle and nothing will happen.

And that cost is pretty high. Either 4CP or a Crystal. If they have an abundance of Crystals they’ll be good to go, if not, then Zeromus will be depleting you’re opponents resources. Their top priority will be to find a way to get rid of Zeromus, allowing you to build your board as you see fit.

How much power does Zeromus have? 8000? Maybe, just maybe, Grenade (5-008R) will become even more useful.

27-014H – Terra

Custom Art? Check.

Let’s see what else she does.

Terra enters the field and you reveal the top 2 cards of your deck. You can grab up to 2 cards. One a Fire card, and the other can be either Wind or Lightning. The cards you don’t grab are sent to the Break Zone.
So far so good, you might actually get a Free Play with Terra.

And, we’re not done yet. Whenever you cast a Wind or Lightning card, Terra can deal 8000 damage to one of your opponent’s Forwards. Terra does need to be Active for this ability to take effect.

Other than that Terra has 5000 power, but you’ll most likely keep her active to start dealing 8000 damage left and right.

27-015R – Bakool Ja Ja

Need reinforcement that will be on call?

Bakool Ja Ja is ready to help you out with that.

When he enters the field, and leaves the field, you will remove the top card of your deck from the field, and it will be on standby. Not taking up space in your hand. Just in Purgatory, waiting to see, if you will use it during this game.

Now let’s think about it for a second.

Your best bet would be if a Summon was removed from the game, a constant reminder to your opponent not to do anything stupid.

They always said two heads are better than one.

27-016C – Fire Elemental

Here’s a Monster that will do damage on the way in and on the way out.

When Fire Elemental enters the field, it’s do 5000 damage to one Forward.

When Fire Elemental is put into the Break Zone it’ll deal a Forward 8000 damage.

Not bad, but not great either.

I have a feeling we’ll be getting at least three more of these Monsters, and the other two will have a different name. And, they won’t be from Strangers of Paradise.

27-017R – Luneth

Weren’t we just talking about Warriors of Light?

Well, Xande won’t get much done with Luneth.

When Luneth enters the field, you’ll reveal the top card of your deck, and if it’s a Character, and costs under 3CP, you get to play it on to the field.

Doesn’t matter who it is. Doesn’t matter what element it is. You will play that card onto the field. What’s the chances of you hitting a target Character? Pretty good, cause you’ll be putting your deck together.
Minuet? Luneth grants Haste to all of your low cost Forwards.

Fill your deck up with cards that cost 3CP or less, and “Luneth don’t miss.”

And, this is just a Rare?

27-018C – General Leo

Here’s your Buy One Get One Free Card!

When General Leo enters the field you can play a Standard Unit from your hand on to the field. Up to 5CP. What Standard Units do you play? I’d say it depends on what you’re trying to do, but since General Leo doesn’t specify Element, you can cast any Standard Unit that you would like.

His action ability, is just a little ping of damage, but sometimes that’s all you need.

At the end of the day, General Leo has a 9K body ready to go.

Let’s see what General Leo can do. You play General Leo, Paladin (22-101C) who will play a 2CP Forward from your Break Zone. You’ll grab Sol (16-013H) pay a Crystal and play a 4CP Forward from your hand. Yuna (27-129S) is up next allowing you to play a 3CP Forward. and so forth.

So far we got 4 Forwards on the field for 5CP. 5 if you add in the one that Yuna brings in. I know it’s highly unlikely that this will happen in a game, considering your deck and RNG, but the possibilities are there. And if it finally does happen, you just pulled off the heist of the century. Or at least the heist of Opus XXVII.

Hot Singles!

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Gunslinger in the Water

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26-101C – Aila

It’s like buying a lottery ticket. Only this time you get to see your winnings.

You put Aila into the Break Zone, draw 2 cards, and then discard a card.

It comes out to an even trade. 2 cards for 2 cards.

You just get to keep the cards that you want.

That doesn’t mean you’ll always get what you want, sometimes you’ll find worse cards than what you already have.

And, that’s about it.

26-102C – Blue Mage

This is a great card.

Are you playing Monsters? Then Blue Mage is a great play for you.

Blue Mage comes in and you can play a Monster from your hand on to the field. That’s 4CP for 2 cards.

And whenever a Monster is put into the Break Zone from the field, you get to draw a card.
And you know that Monsters like to send themselves to the Break Zone.

I’m just thinking of how much help Blue Mage will be to my Bomb Squad.

26-103L – Azdaja

Here is your game winner.

Azdaja has built in protection against your opponent’s Summons, and until the end of your opponent’s turn, Azdaja also has protection against your opponent’s abilities.

Which is good because, you opponent will want to get rid of Azdaja A.S.A.P. Period.

Why is this you might ask?

Well, Azdaja has the ability that every time one of your Water Forwards attacks, you will be able to choose one of your opponent’s Forwards and return it to their hand.

All I’m saying is throw Azdaja in a deck with Pirates and Vikings, and you’re set.

26-104H – Iedolas

You see what’s happening?

Iedolas is telling your opponent to hold on. Cause we haven’t even started yet.

And, then another Final Fantasy XV Forward will rise from the grave. Err. .. Break Zone. And come straight to the field to take care of your opponent. You can grab any Forward up to 5CP.

We’re thinking Ardyn, cause why not.

Dawn of Heroes Ardyn to be exact. You’ll put 2 Backups into the Break Zone, and then you’ll reveal the top cards of your deck until you find 2 Characters. You may now play those 2 Characters on to the field.

Is there anything not to like?

You get 4 cards on the field for the price of Iedolas.

And, if that’s not enough, you can always put Iedolas in the Break Zone, and have your opponent return a card to their hand.

Now you can replay Iedolas.

26-105C – Garnet

Garnet comes in and does nothing, unless you pay the extra cost of dulling 4 active Characters. They can be Backups, Monsters or Forwards.

When you do dull 4 of your Characters, Garnet will send a Forward to the bottom of it’s owner’s deck. Which is a way of getting rid of a Forward when you can’t send it to the Break Zone. And, it’s not returning to their owner’s hand, where they can play it again on their next turn.

Yes, you can send your own Forward at the bottom of your own deck. You can do this if you need to save a Forward.

I would place Garnet in one of the many Monster decks that we have floating around.

26-106C – Old Snapper

Hmm, what’s there to think about? Other than the fact, that you need to use up all of Old Snapper’s Flyer Counters in order for him to be useful.

For 2CP, you can grab 2 cards from your Break Zone and add them to your hand. But, not before you put 3 cards from your deck into the Break Zone. And, this will take at least 3 turns, because you have to remove all 3 Flyer Counters from Old Snapper in order for this to be of use.

Now, if there was anyway of removing these Counters without using Old Snapper’s ability, this would have been a great card.

26-107C – Chemist

The elemental backups, and this one is decent.

Why?

Because Chemist shall be your defense against cards like Vrtra and Azdaja. And, we know that they both will be a threat to your front lines. Basically, Chemist will stand up against all the giants. Think Yuna, The new Lightning, and even Dadaluma. Yes, we had to mention him because he was just unbanned, expect him to make a return to your locals, and LQs and Materia Cups and so on.

All you need to do is have a bunch of Wind cards to feed the ability, and you can put a stop to your opponent’s nonsense.

Chemist should be put in every Wi/Wa deck as a measure of protection.

And, here I thought this card would be useless.

26-108C – Thaliak

Thaliak will come in once “The Twelve” start making moves. And those should be 4 moves, 4 moves that bring 4 of The Twelve onto the field.

Once they’re on the field, you can play Thaliak, and your opponent will choose one of their Forwards and send it to the Break Zone. After that, you’ll draw a card.

There is also a little ability called Rheognosis, when used, Thaliak will return a Forward that casts 3CP or less back to your opponent’s hand. And, since this ability doesn’t dull Thaliak, you can use it twice in one turn.

3CP? Yes, please and thank you.

26-109R – Johnny

I forgot that Johnny moved to Costa del Sol, but now that I see it, it reminded me of it.
Apparently Johnny, still has a crush on Tifa, and whenever she enters the field, Johnny activates. And you draw a card.

Simply put, you can play Johnny right before you play Tifa. Or better yet, right before you play Zangan, who will then play Tifa. Who will then activate Johnny, who will draw a card for you.

I’m sure there’s a much better combo here, but I’m not going to look for it right now.

.

26-110R – Sylvestre

Stalone. Yeah, Nope.

This isn’t Rocky, nor Rambo, but Sylvestre will search for a Light Forward. And, once that Light Forward is added to your hand, you can play a Forward onto the field. Up to 3CP. If you think about it, Sylvestre’s final cost can be 1CP.

Sylvestre will also cancel one of your opponent’s abilities that is choosing 1 Forward. And, that is most abilities.

How is this a Rare? I don’t know, but you can probably put this card into any Water deck, and you will do fine with it.

26-111C – Titov

What else would Titov do? He’s a Ferry Captain.

Titov will Ferry the top 3 cards of your deck to your hand and back.

How the get off the ferry is up to you. Cause they need to walk in a straight line to get off the ferry boat.

Titov will make sure that neither of them cuts in line, and get off exactly as you want them to.

And, that’s about it.

26-112H – Tidus

Finally a Guardian that actually protects Yuna.

Every time Yuna is dealt damage, that damage is transferred to Tidus. And if you have received 3 points of damage that damage is reduced by 2000.

I can’t wait to see these new FFX decks that are going to come out. YRP is back in business, all thanks to Tidus. This Tidus.

Oh, and let’s not forget that Tidus will search for Yuna.

.
26-113R – Nymeia EX

The Twelve keeps on coming. I lost track of the cards we’ve seen so far.

Nymeia here will provide you with more ammo. When she enters the field, you draw a card. EX Burst? Draw a card.

And, if that’s not enough, you can use Nymeia’s ability to draw a card. But, you’ll need at least 4 of “The Twelve” on the field to use her ability.

All in all, Nymeia is worth playing, even if you aren’t playing “The Twelve”.

.

26-114H – Asura, Manusya of War

Is this a board wipe?

It sure looks like it.

Yes, they are all gone. You can save one of your Forwards by returning it to your hand, and the rest will disintegrate into the Break Zone. One way around it is to have a card that boosts your power. Like Wakka (1-180R) since we’re talking about Water cards.

Then all you need to do is find a way to give Asura, Haste and she will attack and reduce the power of 6 of your opponent’s Forwards (if they have any left) by another 4000. Thus your opponent will have no front line, allowing you to attack and conquer.

It’s pretty straight Forward.

26-115H – Mid Previa

Grandson of Cid.

Mid is an engineer just like Grampa. And, Mid will engineer your deck like there is no tomorrow.

Mid will come in for a whopping 9CP. And. once he comes in you’ll reveal the top 5 cards of your deck and you will play up to 3 cards, (1 Forward, 1 Backup and 1 Monster) with a total cost of 8CP on to the field.

This is a way of getting bodies on the field, but it it worth it? It’s a high cost just to play Mid, add in the cards that you’re sending to the Break Zone, and what if all you reveal are Monsters. Low cost ones, and you don’t even get half way to 8CP.

Just something to think about.

26-116C – Malboro

I just realized that all these Monsters are the same. In that they all become Forwards and whenever they attack they have an ability that goes off. Also when they deal damage to your opponent, you can put said Monster into the Break Zone, and have another ability that will go off.

When Malboro attacks, one of your opponent’s Forwards lose 2000 power.

And if Malboro deals damage to your opponent, you can put Malboro into the Break Zone and all of your opponent’s Forwards lose 4000 power.

Once that is done, you can go to town on your opponent Swinging left and right. Hopefully you’ll deplete their resources.

26-117H – Yuna

Earth/Water Dark Knight Yuna! Remember that.

Whenever Yuna attacks, you can put the top 2 cards of your deck into the Break Zone and deal 5000 damage to one of your opponent’s Forwards. That’s not bad, considering that you will probably Break that Forward, but this is not the reason you’ll play Yuna.

Nope, the reason is that once you get to 6 points of damage, Yuna will deal 5000 damage to all of your opponent’s Forwards for every 10 cards that you have in your Break Zone. If you have 20 cards that’s 10,000 damage to all of your opponent’s Forwards. That is more than enough to send them all to the Break Zone. If there are some lingering around, you can always Play Tidus (1-163L) And he will take care of them.

This is a great card, but you won’t want to play this at Prerelease, cause well, at 6 points of damage you lose the game.

26-118C/15-123C – Oracle

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.

“I had a plan with Oracle. And then I realized that it wouldn’t work.

So, scratch that.

Oracle will give you a crystal every time she enters the field. You can dull, and put her in the Break Zone to reduce damage to one of your Forwards and grab her back with Robel-Akbel.

Oracle’s use will be determined by the abilities that revolve around Crystal use.”

26-119R – Leviathan

Dull 2 Forwards or Pay 3CP. The choice is yours to make.

What do you get in exchange?

You can return one of your opponent’s Forwards or Monsters to their hand.

And, that is it.

Is it worth it? I mean you’re not breaking the card and they can always replay the card and get all of the enter the field abilities that come with it.

On the other hand, you’re returning the Forward that is in the way of you winning the game.

26-120L – Lenna

I don’t know where to start, so I’ll start with the abilities.

Lenna comes in and you can either have your opponent choose a Forward to send to the Break Zone, or you can search for a Warrior of Light and add it to your hand.

Now if you have Faris on the field, you can use both abilities.

Lenna costs 4CP and has 8000 power.

You can say this isn’t a lot for a Legend, but you are sending a Forward to the Break Zone and that is always good, even if you’re not the one picking which Forward is being sent.

More Singles!

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Gunslinger in the Electric Playground

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26-081C – Aphmau

The Puppetmaster pulls plenty of strings. Even when Aphmau is in the Break Zone, she still can pull strings.

For 2CP you get a tiny body that can block an attack. And, that is about it. Everything else happens in the Break Zone.

You can put Aphmau into the Break Zone to draw a card, and dull one of your opponent’s Forwards.

And, once Aphmau is in the Break Zone, you can remove her from the game and dull another one of your opponent’s Forwards.

And, that is pretty much it.

26-082H – Angeal

SOLDIER, Shinra, The Turks, AVALANCHE.

We’re getting cards for all of these, and all of these themed decks will become that much stronger.

Angeal here, enters the field and grabs 2 SOLDIERs from the Break Zone. Then you can play them without actually paying their cost. Angeal’s ability allows you to play them for 2CP.

And, if that’s not all Angeal has a 9k body, that will keep him around long enough to keep playing all of your SOLDIERs.

26-083H – Elena

One more for the Turks.

Elena is a free play if you have 2 Members of the Turks on the field.

Elena comes in with Haste, making her useful from the get go, allowing her to attack.

She’s not a threat until you receive 3 points of damage. Once you do reach those 3 points of damage, Elena will deal 5000 damage to the Forward that deals damage to her. Making her a superior blocker.

Your opponent will be thinking twice before hitting her with an ability, or blocking her.
Shinra is back and ready to go once again.

26-084H – Vivian

And, here you thought that Final Fantasy XVI and Priming couldn’t get any easier.
Vivian is here to change all that.

For 5CP you get a Backup that does all the work behind the scenes. Namely, Vivian allows you to pay the Priming cost with CP of any element. That right there is worth the price of admission, but, we’re not even close to done.

When Vivian comes in, you can grab a FFXVI Forward from your Break Zone and add it to your hand. You’ll pick one that can Prime. And, once that Forward Primes into an Eikon, you will draw a card.

And, you will draw a card every time you Prime.

Logan Paul ain’t got nothing on Vivian. Much better Prime here, than in the stores.

26-085L – Vrtra

Vrtra is here to cause your opponent suffering.

We’ll start from the top.

Vrtra cannot be chosen by your opponent’s Summons.

Check.

When Vrtra enters the field, Vrtra cannot be chosen by your opponent’s abilites, until the end of their turn.

Check.

That’s all good and all, but that’s not where Vrtra shines.

When a Lightning Forward attacks, you will dull one of your opponent’s Forwards and deal it 7000 damage.

All you have to do is find a way to bounce Vrtra in and out. Maybe something along the lines of Rinoa (6-041L). You’re welcome.

26-086C – Exdeath EX
Of of course Exdeath has an EXburst. Get it? Yeah that was terrible.

The 5 cost Backup that will break a 5 cost Forward.

What else do you need?

Anything?

Nope, that’s enough for me.

The Ex Burst is just the cherry on top.

26-087R – Odin

Odin is here to reclaim his throne from Althyk.

Period.

When Odin is summoned, you can choose one of two options.

The first, break a Forward of cost 4 or less.

The second break an LB of cost 6 or less.

Althyk is 2CP, and that means Odin will break Althyk any day of the week.

Your Summon in shiny armor has arrived once again.

26-088R – Gav

As if Final Fantasy XVI needed some extra help. It’s already doing great with Prime, and now a Character that will search for a Final Fantasy XVI Character. Add in Elwin that will search for either Clive or Joshua, and you have Prime going off left and right.

Needless to say, this is a card that will see plenty of play.

In fact every deck that runs Clive will have at least 3 copies in it.

And 3 more just to be safe. You don’t want to lose these ones.

 

26-089C – Gilgamesh

4CP can mean 4 different elements. But that Warrior of Light does not have Lightning, So, we’ll have to get back to the drawing board. But, if we look at this set, we can settle on “The Twelve”. All elements are in there. I’m thinking that might be a good fit.

You’ll ask what am I even going on about?

It’s simple. Greg here gets better the more you use different elements to pay for him. And with 4CP, like we mentioned you can use up to 4 different elements to pay for him. Each element is a multiplier on the damage Greg will deal to one of your opponent’s Forwards. Meaning, you can deal up to 12K damage when you cast Greg.

Who’s Greg?

26-090C – Xiphos

This was a thorn in my side during Prerelease.

All these Opus XXVI Monsters were.

All you have to do is bring Xiphos in and go to town. Attack as soon as possible. Cause when Xiphos is blocked, your opponent’s Forwards, all of them, will lose 3000 power.

And when Xiphos deals damage, he breaks a 4 cost Forward on it’s way to the Break Zone.
That’s the only downside to this card, it heads to the Break Zone whenever it deals your opponent a point of damage.

Don’t forget, you can have 3 of these on the field at the same time.

And, I suggest you do.

26-091C – Sleipnir

Sleipner is a bit of a sleeper. He’ll only work good if you already have a Dark card in your hand.

If you don’t, then it’s not worth playing Sleipnir. Let him stay in bed and use him for CP.
If you do have a Dark card in your hand, you will draw a card, and if you play that Dark Forward, Sleipnir will gain Haste and 3000 power. Making him an 8K Forward.

After that Sleipnir is just a Meat Shield, staying on the field long enough for you to block an attack.

It’s an ok play if you’re playing Final Fantasy XVI.

26-092H – Serah

How is Serah just a Hero?

Remember that Final Fantasy XIII deck we got a while back? Time to dust it off.

You’ll be wanting to play Serah once you have a couple of Final Fantasy XIII Characters on the field. If you have 2 FFXIII Characters, Serah will break one of your opponent’s Forwards that cost 4CP or less.

And at 3 FFXIII Characters. That’s 2 plus Serah, you’ll be able to deal a point of damage to your opponent. You can use this ability once per turn. And, when Serah deal damage to your opponent, you guessed it, Serah will break one of your opponent’s Forward once again.

You can probably build a whole deck around Serah, and we haven’t even gotten to Lightning yet.

26-093C-15-095C – Ninja

Here’s a reprint, of a reprint, of a reprint.

So, we’re just going to, you guessed it, Copy/Paste from Opus XX – Dawn of Heroes.

“You’d think they’d at least try and get the serial numbers to match.

Would’ve looked a lot better reading 20-099C/15-099C.

Not that big of a deal but, at least you gain a Crystal when Ninja comes in.

After that you can send Ninja to the Break Zone, and deal a Forward 1000 damage.

*yawn

Maybe if it wasn’t a reprint I’d be more excited.”

26-094C – Byregot

More of “The Twelve”, and Byrgot ain’t playing.

Once per turn Byregot can dull a Forward on command. And, that is all you need. Everything else is extra.

And, I do mean extra.

How would you feel with an extra card in your hand? How would you feel if that card was an extra member of “The Twelve”?

Well, you should be able to grab one from the top 5 cards of your deck, considering you are playing “The Twelve”. That’s 36 cards out of 50. And your chances of pulling a card that isn’t “The Twelve” are close to 0. And, if my calculations are correct you have a 92.47% chance of finding a member of “The Twelve”, leaving a 7.53 chance of not finding one.

26-095R – Freya

This card better be a Full Art. Kind of reminds me of the Emissaries of Light Black Waltz trio.

Freya comes in with Haste, and you better have your Dragoons ready, because every time she attacks, you will deal 2000 points of damage x the number of Dragoons you have on the field. And, if you’re playing Dragoons, you’re going to have a lot of Dragoons on the field.

And, if that’s not enough, Freya’s Dragon’s Crest does the same thing. Dealing 2000 damage x the number of Dragoon’s you control. You’ll be using Freya like she’s going out of style. But, she’ll never go out of style.

All you need to do is pair Freya, with Esitinien (6-088L) and you’ll be half way to victory.

26-096C – Mini Fighter

Mini Fighter wielding a Mega Sword. For his size that is the equivalent of Sephiroth’s Masamune. But, Mini Fighter is not Sephiroth, just a miniature version, that can disrupt an ability. Hopefully.

Mini Fighter can dull a Forward and depending on what card you discard to pay for the ability, Freeze it as well.

And, that’s about it. Mini Fighter will also give you 1CP per turn, as Mini Fighter is a Mini Backup.

Ok, I’ll stop now.

26-097R – Rhalgr

If you have 8 of The Twelve out on the field, Rhalgr is a free play. And, what a free play he is!

Coming in at 9K and Haste, Rhalgr is a god in his own right.

But, you’ll ask, why would I pay 8CP for a card even if it does break a Forward, and you get to keep a body on the field that can attack right away?

You should, and you won’t. Rhalgr’s cost is reduced by one for each of The Twelve that is on the field.

I mean, you’re already paying 7CP to play Opus I Odin just to break a Forward. What’s one more CP to have an extra body on the field as well?

26-098L – Lightning
Do you see what’s going on here?

The Farron Sisters is where it’s at!

Lightning comes in for 3CP with 6000 power, and Haste. So far so good. But why is this a Legend?

Let’s take a look. When Lightning form a party and attacks, and deals damage to your opponent, that damage becomes 2 points instead.

Still there? Yeah, Lightning is not done.

When Lightning attacks, you can play a Final Fantasy XIII Forward onto the field, and that Forward will form a party with Lightning to attack.

Where’s Serah? We just mentioned the Farron Sisters. So, naturally you’ll grab Serah. And when Serah enters the field and you control 2 or more Final Fantasy XIII Forwards, Serah will break a Forward of 4CP or less. Lightning and Serah make 2.

And when Serah deals damage to your opponent, Serah will once again break a Forward.

Nuff said.

26-099C – Dragoon

Dragoons are adding a piece to the perfect puzzle.

Faris here, I mean Standard Unit Dragoon that looks like Faris, will grab a Standard Unit from your Break Zone, and depending on how many Dragoons you have on the field, you will be able to play it straight to the field.

If you don’t then you will just add it to your hand.

The good thing is that it does not have to be a card named Dragoon, and since you can play it straight ti the field without paying the cost, you can play a Standard Unit from any element. Including Lanista (26-020C), who will give all of your Forwards +1000 power when they attack.

Keep Dragooning!

26-100R -Llyud

A Lightning card for Warriors? There’s actually a lot more than I thought. I thought Llyud was the first one. (It’s called old age.)

Llyud is ready to go, and so should all of your Warriors.

Whenever any Warrior you control attacks, you get to dull one of your opponent’s Forwards. And this can keep on going on and on. As long as you have Warriors to attack. And if you need more, there’s always a couple of cards that will dull on command.

We’re starting the Dull Warriors, and only Full Fledged members are allowed entrance.

Cleon would be proud. Oh wait, Cleon’s not around. Swan would be proud.

Electrifying Singles!

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Gunslinger in the Sky (Wind)

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26-041 – Ashe

Ashe looks like she just came out of Revenant Wings. And, on closer inspection, it says Revenant Wings right on the bottom.

First look shows us that if you have 3 Final Fantasy XII Characters on the field, Ashe’s cost will become 2CP. And, with that 2CP you get a 9K body. Who would have thought that the Queen would be a Meat Shield?

And, that is not the reason that you will play this Legend. All of your Forwards, except for Ashe will gain +2000 power. Pair that with Maria (1-083H) and all of your other Forwards will have +3000 power.

And if you need to reduce the damage dealt to one of your Forwards, all you need to do is dull one of your Final Fantasy XII Characters, and that damage will be reduced by 2000. This along with Ashe and Maria, gives your Forwards a 5K buffer zone. I’ll take it. Might even decide on some Sky Pirates one day.

26-042R – Alexander

That’s it? 3CP to break a High Cost Character?

And, if you don’t have the CP you can just dull 2 Wind Forwards?

This is great!

I’ll take 3 of these, even if I don’t have a Wind deck at the moment.

This card will see plenty of use.

 

26-043R – Vaan EX

Did we already say that Sky Pirates are making a comeback?

They might be, and Vaan is here to help with that.

We won’t even talk about his enter the field ability, where you can add a Sky Pirate to your hand from the top 3 cards of your deck. Or the fact that, this ability comes off of an EX Burst as well.

Nope, we’re going to talk about his second ability, which states that every time a Sky Pirate enters your field, you will activate 2 of your Backups. Vaan pays for himself right away. 2CP from the Sky Pirate you grab when he enters the field, and 2CP every time a Sky Pirate enters your field.

Vaan will give you positive CP, which is always good for Wind.

After that Vaan is just a Meat Shield.

26-044C – Sky Samurai

“Samurai of the Skyyyy,
Attack and Activate Myyy,
Backups, we can do it thriiiice”

I’ll leave that to the professionals.

Imagine having a Forward that can activate a couple of Backups every time they attack. Now think if you can have 3 of those Forwards on the field at the same time.

And, that Forward gains +2000 power when they attack!

I think we have something here. All decks playing Wind should have 3 of these.

It’s called Free CP. It’s even better if those Backups have abilities that you can use again.

And again.

And, again.

26-045C – Aerith

What can we say about this card? All you need is right there. On the card.

Aerith will activate all of your Final Fantasy VII Characters other than herself.

All you need to know is that Aerith should be usually played during your Main Phase 2. That way you can go all out and Attack with all of your Forwards. Play Aerith and have all of your Forwards ready to block.

And, that is that.

 

26-046C – Echo EX

Wol needs your help.

First off he needs help finding himself. Luckily Echo is here to help with that. Echo will search for Wol when she enters the field. This ability also comes off from an EX Burst.

Wol also needs some protection, and Echo can also help with that. If Wol is ever targeted by Summons or abilities, Echo will grant him protection in the form that Wol cannot be chosen by your opponent’s Summons or abilites.

Opus V Wol, I’m looking at you! You’re going to make a comeback!

26-047H – Oschon

I lost count of which of “The Twelve” I’ve seen. I’m thinking by the time I’ve seen Oschon it’s probably close to the end.

Oschon gains 1000 power for every other member of “The Twelve” That you have on the field. Giving Oschon a max of 16,000 from “The Other Eleven” And, there still are more ways to increase Oschon’s power. You might be able to get him into the 20s.

And once, Oschon has more than 10,000 power, Oschon will not be able to be chosen by your opponent’s abilities, and if he is dealt damage by any ability, that damage becomes 0.

Oschon might just be the main attacker of “The Twelve”

26-048C – Cloud

A Wind Cloud? Haven’t seen one of these yet.

5CP, or you can Warp Cloud for 2CP. Do you want to wait a turn? Or did you want Cloud in right this instance. Either way, if you can keep Cloud alive through out the match, Cloud will most likely be giving you a card every turn. Especially if you’re playing a Mono-Wind deck. Which is now possible with all the Final Fantasy VII Wind cards we have now.

You don’t even need to play Cloud in a FFVII deck, he’ll fit right in any Mono-Wind deck.
Focused Thrust? Yes, a special ability that will allow you to break a high cost Forward. 5CP or more.

26-049R – Cactuar Conductor

A 2 cost Backup, that can save your World of Final Fantasy Characters.

Let’s say Reynn, or Lann is about to be broken by one of your opponent’s abilities, Cactuar Conductor will come in and save the day. He’ll remove the Forward from the game and bring them back to the field at the end of the turn.

Or, does that World of Final Fantasy Forward have a great enter the field ability that you want to use once again, Cactuar Conductor is here to help with that as well.

Extra bonus points for Tonberry being featured on the card.

26-050R – Cissnei

I thought I already wrote this one.

Cissnei enters the field and you have 2 options. Either send a Monster to the Break Zone, or you can activate 3 Backups.

If you choose to activate the Backups, Cissnei becomes a free play. And, we here at Kardboard Korner like free.

Cissnei also has an ability that will deal 2000 damage to a Forward of your choosing.
That’s about it simple, effective and great art.

26-051C – White Mage

Are you looking for Break Zone removal?

White Mage is here for that. Why would a White Mage be removing cards from the Break Zone is not something I thought I would see. I would have given that to maybe a Time Mage, or a Necromancer.

Once you use White Mage’s ability, you will take 3 cards from your opponent’s Break Zone and remove them from the game. If one was a Water card, you’ll also draw a card. And then you will discard a card.

White Mage can be useful in a pinch.

26-052H – Sonon

Sonon is back, and I’ll say that this Sonon is the best Sonon so far, son(on).

You will play Sonon on the same turn that you play Yuffie, that way they both will have Haste, an they both will be able to form a party and attack.

And, once that happens, you will activate all of your Backups, and you will draw a card. Leaving you with plenty of options for your Main Phase 2.

Now the only question left is what Yuffie do we use? I’m sure there’s one in this set, although I haven’t seen it yet. (This was written a month before Gunslinger in the Abyss is released. No Yuffie yet.) I would say either Resurgence of Power Yuffie, where she activates all of your Forwards when she attacks, or Hidden Trials Yuffie, where you draw a card when she deal damage to your opponent. 2 Wind CP will make that Yuffie unblockable.

The Choice is yours, would you like to draw 1 cards, or would you like to activate all of your Forwards?

26-053L – Bartz

Warriors of Light get ready to use those Crystals!

Bartz is here, and ready to be put into any deck that has Crystal Generators. You don’t even need any Wind Elements in your deck, as long as you have Crystals ready to go. 3 to be exact. You can pay for Bartz with those 3 Crystals, and when he enters the field, you can look at the top 2 cards of your deck, and play a Character that costs 3CP or less straight to the field. The other card goes to your hand.

And if you don’t want to use Crystals, you can always just pay 8CP. Because at the end of the day, You will get at least half of the CP you used back.

After all is said and done, Bartz becomes a Meat Shield with 9000 power.

26-054C – Penelo

If you’re playing Sky Pirates, you might as well throw Penelo in, even if you’re playing with another Penelo.

Why?

Well, first off Penelo is a Free Play if you already have Vaan on the field.

Second, Penelo will show you the top card of your deck, and if it’s a Final Fantasy XII card you can add it to your hand. If it’s not you just put it back. This way, you’ll at least know what the next card is.

And lastly, Penelo will block an attack, just so you can use this card again.

It’s not the best Penelo, but what she does is great for a turn.

26-055H – Fina

Now this is interesting. Fina the Warp Mage!

Warping has now become that much easier. Warp any element that you’d like without worrying about what elements you have in your hand or on the board, because Fina will allow you to pay with any element that you have on hand.

And, when Fina enters the field she will search for a Character that can Warp. Allowing you to use her ability from the get go.

Fina also has another ability that will remove a Warp counter from one of your cards that are currently Warping.

This is a great card all around. 3 of these will always be good to have. Even if you don’t need them in your current deck, you might need them in a future deck.

26-056C – Gorger

It’s the Elemental Wind Monster in the Abyss.

Gorger becomes a Forward during your turn, and Gorger can not be blocked by a Forward that costs 3CP or more.

Pay attention.

When Gorger deals damage to your opponent, you will put Gorger into the Break Zone, Activate 3 Backups, and draw a card. After that you can play that card that you just drew, because you’ll have 3 extra CP that you didn’t have before.

Gorger would have been better if he wasn’t sent to the Break Zone, after it deals damage, but then Gorger would have been over powered.

26-057C – Millefeui

A one cost Backup that will allow you to draw 2 cards down the line.

Millefeui isn’t a bad card to have, as you’ll be getting 1CP per turn, and you pay a whopping 1CP to get Millefeui on the field.

Only drawback, which isn’t really a drawback, is that you need at least 15 Wind cards in your Break Zone.

Other than that it’s a decent card. I don’t see me using it though.

 

26-058H -Larsa

This card is hard to read. The way the Full Art blends with the words is just off putting.
Let’s see what Larsa does.

Larsa is made for a Final Fantasy XII deck, but that deck will not be Sky Pirates.

When Larsa comes in you will either grab Ashe, Basch or a Judge from your deck and add it to your hand. I’m guessing we’re going to see more Judges here, or a Final Fantasy XII Royal Family deck, where Rasler will finally have a deck to be in.

Larsa will also sacrifice himself when a Final Fantasy XII Forward is sent into the Break Zone. And you will then add that Forward back to your hand.

I’d just change the art, make it a bit more readable.

26-059R – Llymlaen

Here is the first card that you will want to play when playing “The Twelve”. Llymalaen will allow you to cast “The Twelve” with CP of any element. No need to worry about how you’re going to pay for each member, when Llymlaen is on the field.

And, Llymlaen’s cost of 2CP makes her even better.

Is that all?

Nope.

Llymlaen will also protect one member of The Twelve when they are chosen by your opponent’s Summons.

26-060C/15-058C – Dragoon

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.

“You’ll need Dragoon to keep Kain on your side.

Other than that he enters the field. Gives you a Crystal. And finally you put him in the Break Zone and he gives 1 Forward First Strike.”

And, there’s no Kain here, so that was useless.

Windy Singles?