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Journey of Limit Breaks

27-113R – Firion LB

Yes, and no.

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

What do I like?

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

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

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

I believe there are better cards to play.

27-114R – Robel Akbel LB

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

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

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

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

27-115R – Shadow Lord LB

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

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

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

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

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

27-116R – The Emperor LB

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

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

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

I shall get to work on this deck.
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27-117R – Onion Knight LB

What do we have here?

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

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

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

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

27-118R – Vaan LB

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

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

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

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

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

27-119R – Warrior of Light LB

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

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

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

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27-120R – Terra LB

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

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

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

The second one, is worth it if your opponent keeps going into their Break Zone to grab a card that was lost earlier.
Either way, Terra is a good play.
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27-121R – Locke LB

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

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

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

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

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Journey of Water

27-091R – Adelheid

The Recycling Scholar.

Miner 2.0.

Adelheid let’s you grab 2 Forwards from your Break Zone.

And, that is about it.

All I know is that we can all use more cards that grab cards from the Break Zone.

Yes, you shall play this card.

27-092H – Ultimecia

The Wicked Witch of Water.

Maybe she’s just misunderstood. Especially given some of the fan theories I read over the years, she just might be.
Anyways, Ultimecia is ready to go and for 4CP and 3 cards removed from your Break Zone, and you can gain control of one of your opponent’s Forwards.

You’ll need to pay it’s cost, using any colored CP, if you don’t, you’ll just end up putting that Forward into the Break Zone, which in itself is a great thing too.
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27-093C – Urianger

Just what we needed. Well we always need more Backups like this. Backups that can produce CP from another element.
Urianger does just that as he produces Lightning CP.

What else does he do?

When Urianger enters the field, and Koana is on the field as well, you will draw a card, making Urianger a free play.

 

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27-094C – Garnet

Umm?

Why would they have that as an EX Burst? Putting the top 3 cards of your deck into the Break Zone, for no reason doesn’t seam like a great play to me.

Garnet’s other ability is good though.

You can remove one Summon from your Break Zone, and your opponent will choose one of their Forwards and they will put it in their Break Zone.

This is a decent play, which kind of evens out the cost of the top 3 cards of your deck when she enters the field, but what happens when the top 3 cards of your deck have the cards you need to play?

It’s worth a gamble if you ask me.

27-095H – Gau

Gau is ready to add more power to your Monster deck. Or any other deck for that matter. It’s just that we associate Gau with Monsters.

Gau comes in and you look at the top 5 cards of your deck, and add 2 Characters that cost up to 2CP.

If you succed and find 2 cards, it brings Gau’s cost down to 1CP.

And his ability doubles his power and grants him Brave.

What’s not to like?

27-096C – Chemist

Chemist is moonlighting as an Ice Backup.

Why?

Cause if you pay the extra cost, Chemist will Dull/Freeze 2 of your opponent’s Forwards.

That will explain why you need one Ice CP to pay for the extra cost.

 

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27-097C – Black Mage

Black Mage comes on in and your opponent has to make a decision.

Which Forward will they send to the Break Zone?

All I know, is that that Forward has to cost 2CP or less.

And, if you have a Multi-Element Forward on your field, that chosen Forward can now cost up to 4CP, giving them a bigger selection on who to Break.

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27-098L – The Emperor

The Emperor of Palamecia is back again, doing the same old shtick.

Whenever The Emperor is put into the Break Zone, you can play The Emperor from your hand onto the field. 5CP or less, and we already know that the highest cost for The Emperor is 5CP, so you can play any Emperor that you would like.

Not only that, but you can put The Emperor into the Break Zone yourself when you use his ability. And, it is an ability that you would like to use over and over if you can. What’s that ability? You’ll choose one of your opponent’s Forwards and they will lose 8000 power and their abilities as well.

How many Emperors can you have in your deck before you decide it’s too much?

All I know is that there are 6 The Emperors, that when put in the Break Zone will find a way to play another of your Emperors onto the field.

Can we build a deck around this? I shall give it a try.

27-099H – Gogo

Ever needed a Mime to do Mime-ey things?

Gogo got you covered, (s)he can even go-go dance. Probably.

Gogo can only come in during your opponent’s turn, and when Gogo does come in Gogo will use the same auto ability that your opponent just used.

Gogo practically mimicked what your opponent did.

And that is why Gogo is a mime.

Yeah, don’t got much to say.

27-100R – Schultz EX

You can see Schultz holding a letter. But, what really is in the envelope is a card. Most likely a water card. And when he enters the field you can look at the top 3 cards of your deck. Once you’ve taken a good look at them, you can put them at the top of your deck or the bottom of your deck, in any order that you ‘d like.

Once you do this, you will reveal the top card of your deck, and if it’s a Water card, you can add it to your hand. If it’s not then you struck out. So, make sure you put them back right.

This is a sure draw if you’re playing Mono-Water, if you’re not, then you have a 25% chance of whiffing on this play.

This ability also comes off of an EX Burst.

27-101l – Sin

Sin is a Monster.

If you don’t believe me just take a look at him.

Sin enters the field for a whopping 8CP.

What do we get for that?

Well, Sin will break 2 of your opponent’s Forwards and 1 of their Backups. Send them to the Break Zone. Of course you’ll also have to remove 15 cards from your Break Zone, in order to trigger this ability.

Those 15 cards are already in your Break Zone, so you probably don’t have any use for them anyways.

After everything is done, you’ll have a giant Meat Shield on the field, cause it’ll be hard to get rid of SIn.

27-102R – Tidus

4CP/8000 Power.

Tidus comes in and hands out Guardian Counters like candy.

What do these Counters do?

They reduce the damage taken by 5000. Which will save you from a lot of attacks, Summon or abilities.

You can also use Tidus’s ability to give +1000 power to all of your Forwards.

After that he’s just a Meat Shield, and a good one at that.

Maybe you can use Opus VI Rinoa to bounce Tidus, and hand out even more Guardian Counters.

27-103C – Tonberry

Tonberry comes into the field and he starts stabbing.

Just a small stab at first. One of your opponent’s Forwards loses 2000 power.

And then you have Tonberry’s ability where he will break one of your opponent’s Forwards. You can choose any Forward as long as it has 8000 power or less.

Not bad if you ask me, 3CP to play Tonberry, and you can break one of your Forwards whenever you would like.
If this card has a Full Art, I’ll take 3 of those.

27-104C – Ninja

This Ninja look more like a tank.

Ninja will come in for 2CP, and has a simple enter the field ability which will give one of your Forwards the ability to draw a card if they deal damage to your opponent during this turn.

And, that is all.

You might be able to find some use with Ninja in certain situations, but it’s not a card that you will want to use all the time.
Unless it’s turn one, and you also have Roche, then go right ahead.

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27-105R – Mayakov

Mayakov looks like he’s ready to star in Michael Jackson’s “Thriller”.

Mayakov is a cheap Forward, that gets better the more Dancers you have on the field.

You can dull these Dancers and that is how you pay for Mayakov’s abilities.

One will reduce the power of one of your opponent’s Forwards by 2000, and the other will draw you a card.

And if you don’t like dulling your active Dancers, Mayakov has an ability that will Activate 3 of your Dancers. That way you won’t think too much about whether it’s worth dulling you Dancers or not.

27-106C – Mog (VI)

It’s a cheap play, that can draw you a card.

It’s not like you need all of those cards in your Break Zone, half of those cards, are there for a reason.

What you’ll do is play Mog for 1CP. Remove 5 cards from your Break Zone and draw a card.

You’ll be up by 1CP.

I’m not saying you need to put Mog in every deck, but, there could be some use to him.
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27-107R – Yuna

I’m guessing you can play Yuna with the Tidus in this set. I’m also guessing that you can use this Yuna with a Tidus from any set. Let’s say Emissaries of Light. Cause, who doesn’t like that Tidus.

Yuna comes in and grabs Tidus from your Break Zone.

She also can’t be chosen by your opponent’s Summons.

And, that is all.

Once Yuna grabs Tidus, she has no use anymore, you can use her to block an attack, and play a more useful Yuna.
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27-108H – Leviathan

There’s a lot going on for 5CP.

And, I got to say that it is worth playing this card.

Leviathan comes in and you get to return one of your opponent’s Forwards to their hand. And, that’s not all. Nope, you can also play a 3CP Forward from your hand onto the field.

This brings Leviathan’s cost down to 2CP.

The only thing that would make this card better would be if it came off of an EX Burst.

But, then it would have to be a Legend. And, to date we only have had 6 Legend Summons. None of which are Water.

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Journey of Ice

27-019H – Yshe

Warriors are getting some good cards.

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

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

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

Fire/Ice Warriors will become more deadly.

27-020R – Ellone

Just a girl. Que No Doubt.

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

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

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

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

You’ll have plenty of resources to burn through.

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

27-021C – Ilmatalle

Really.

Add this to your Warrior deck as well.

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

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

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

At 3 points of damage Ilmatelle gains +2000 power.

Not bad.

27-022C – Kall

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

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

And, just what does his ability do?

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

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

He’s a recycling guru.

27-023C – Bard

Two abilities for the price of one.

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

What exactly is this ability?

Dull/Freeze.

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

27-024C -Bard

For 1CP you can dull a Forward.

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

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

Where was I?

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

27-025C – Klara

More Ice Warriors.

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

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

Hey, that rhymes.

27-026C – Gesper

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

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

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

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

This is another card that needs the Full Art treatment.

27-027L – Kefka

Que the organ.

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

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

Yeah, it’s a bad one.

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

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

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

This card has got me thinking.

27-028H – Seymour

Seymour looks like he is ready to get married.

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

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

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

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

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

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

Or you can use the same 2 abilities over again.

27-029R – Cid Aulstyne

The Grand Marshall is here for one thing only.

Actually it’s two things.

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

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

Cause that’s what Forwards do.

27-030H – Squall

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

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

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

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

27-031H – Moomba

There’s more than one way to play Moomba.

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

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

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

Yeah, we needed to fill up some space here.

27-032R – Laguna

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

 

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

 

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

 

27-033C – Reaper

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

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

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

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

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

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

27-034R – Rinoa

 

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

 

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

 

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

27-035R – Raine

Let’s see now.

Raine will search. That much is for sure.

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

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

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

27-036L – Locke

Locke is going to change things up for your opponent.

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

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

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

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

We won’t even get into the Amano art.

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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.

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Hidden Legends Breaking Limits

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24-115R – Tenzen LB

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

And, what a Limit Break.

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

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

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

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

24-116R – Snow LB

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

And, that is all he does.

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

What Kind of Sentinel is that?

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

24-117R – Zidane LB

4CP for a 5K body.

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

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

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

24-118R – Selh’teus LB

Can you spell indestructable?

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

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

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

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

24-119R – Gilgamesh LB

Greg?

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

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

What to choose?

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

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

24-120R – Warrior of Light LB

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

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

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

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

24-121H – Iron Giant (SOPFFO) LB

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

That is my first thought on Iron Giant.

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

There’s nothing really exciting here.

 

24-122H – Magna Roader LB

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

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

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

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

My question is, who is playing Ice/Wind?

24-123H – Vajradhara Wu LB

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

How will Wu do this?

It’s quite simple really.

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

And, that is pretty much it.

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

24-124H – The Ur-Dragon King LB

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

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

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

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

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

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

24-125H – Tonberry & Cactuar LB

I really wanted this card to be better.

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

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

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

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

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

I’d say Tonberry is Batman.

24-126H – Ultima Weapon LB

Fire Water Burns!

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

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

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

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

What’s not to like?

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

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