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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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Lightning of Discovery

27-073R – Ardyn EX

The Chief Minister is here to do Chief Minister things.

The more you break your opponent’s Forwards the better Ardyn will be, and the less he’ll cost in the long run.
Let’s start from the beginning.

When Ardyn enters the field he will break one of your opponent’s Forwards. Or one of your own Forwards if your opponent doesn’t have any.

Now whenever your opponent’s Forwards are sent to the Break Zone, Ardyn will reveal the top card of your deck, and if it’s a Lightning card you can add it to your hand. This one also comes off of an EX Burst.

Mono-Lightning anyone?

27-074H – Adel (VIII)

Adel costs 4CP, but you can pay an extra cost to grant her +1000 power and some protection in not being able to be chosen by some of your opponent’s abilities. And this is a lasting effect.

What’s the cost? Another Witch you will remove her from the Break Zone and you’re good to go.

But, what does Adel actually do?

Well, every time she attacks, you choose one of your opponent’s Forwards and you will send it to the Break Zone.

And what happens when we send one of your opponent’s Forwards to the Break Zone? That’s when Ardyn comes in and well you can just read Ardyn again.

I do like it. Mono-Lightning is coming for you!

27-075L – Edea

I took a look, and there aren’t that many Final Fantasy VIII cards of 2CP or less worth playing. I was trying to see if there were any to play Edea Turn 1. The only one that looked decent was Squall (27-060H). When Squall enters the field, you’ll reveal the top 3 cards of your deck and add a Final Fantasy VIII character to your hand.

If this works. You’ll have 2 Characters on the field, and you would only have paid 1CP for it.

And at the end of your turns, you’ll draw a card if you have at least 4 Final Fantasy VIII Characters on the field.

That’s about it.
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27-076C -Kain

No need for introductions. Even as a Common, Kain is still a great card to play.

If you already have cast a Dragoon this turn, Kain’s cost goes down to 2CP.

And, if you saved CP this way, you might as well pay the extra cost of 1 Lightning CP to give Kain Haste and First Strike. Allowing him to attack as soon as he enters the field.

And with Kain’s power at 9000, you’ll be doing plenty of damage to your opponent. Especially with First Strike.

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27-077C – Machinist

Your one cost Standard Unit, Machinist.

Some of these Standard Units are good, and some just fall a little flat.

Take Machinist here, while the ability of dealing a Forward 8000 damage is good, the cost is not so much.

It’s a total of 5CP, to use Machinist’s ability. Which isn’t too bad, it’s just that you can get a similar effect by using less CP.

And yes, you’ll say, but Machinist stays as a Backup and will produce CP per turn.

That’s fair enough, but I will pass. You don’t have to, you can use Machinist and if you beat me using him, I’ll say well he’s not that bad, I guess.

27-078R – Kylma

A 2 cost Backup that Break a Forward. But at what price?

An arm and a leg, that’s the price. 2 cards from the top of your deck, for every CP needed to cast that Forward.

What happens when you’re trying to get rid of Opus XVI Chaos at 11CP? You’re going to remove 22 cards from your deck? That’s just Insane if you ask me. Yes, you don’t have to worry about paying the cost from your hand, but you’re getting rid of cards, that you will probably need later on.

Unless you’re sure you’re going to win the game, by using her ability, I would suggest you stay away from it.

This is a big fat no for me.

27-079H -Gilgamesh

Do you see what I am seeing?

Warriors were already turning up the heat, and now we add Gilgamesh into the mix.

And, I have to say that Gilgamesh is worth every Crystal Point you need to pay to play him.

Gilgamesh gives all of your Warriors, Brave and the ability to attack twice in the same turn.

And, that’s not all, when he enters the field, you will dull 2 of your opponent’s Forwards. Leaving them more suspectable to an attack.

And if that’s not all, Missile Barrage will Break one of your opponent’s Forwards, and give him Haste.

Meaning, that When Gilgamesh enters the field, and you use Missile Barrage, you will dull 2 of your opponent’s Forwards, Break one of their Forwards, and attack twice, and since you have Brave, Gilgamesh will be able to block, just in case you whiffed on the attacks.

This should have been a Legend, with some original artwork.

27-080C – Coeurl

Coeurl is one of the better Monsters that I’ve seen in a while.

Coeurl comes in breaks a Forward.

Coeurl goes to the Break ZOne, breaks a Forward.

That’s all you need to know.

And that is more than enough information to add it to your deck.

I might even add it to my bomb deck.

27-081C – Gladiator

Your best bet is breaking 2 low cost Forwards. One that costs 1CP, and if you have a Multi-Element Forward on the field, you’ll break a 2 cost Forward as well.

There are currently 99 Forwards that cost 1CP, and only a handful of them see any use.

So, I really don’t see Gladiator getting much play.

 

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27-082R – Koana

Just like Edea, Koana comes in and searches for a 2 cost Final Fantasy XIV Character and plays it to the field.

There’s are plenty of cards to choose from.

Koana also has the ability to dull a Forward on command. The best thing about his ability is that you don’t have to send him to the Break Zone, a simple dull will do.

And from what I remember seeing, there are a couple of cards that need Koana on the field, in order to get the full effect.

27-083R – Seifer

Look at Seifer, he’s telling you to “Bring it!” Cause he’s ready, even though he only has 4000 power, he’s ready to do some damage.

When he enters the field, he will Break one of your opponent’s Forwards. 2CP or less. But, if you have a witch on the field, it’ll go up to 5CP.

And let’s not forget his Special ability, where he will Break a Forward. Seifer won’t dull with this ability, so if you have plenty of Seifers in your hand and the CP to pay for it, you can Break as many Forwards as you please.

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27-084R – Thancred

Like we just mentioned earlier some cards need Koana on the field in order to get their full effect.

Thancred here is one such example.

When he enters the field, he will deal 4000 damage to a Forward, if Koana is on the field that damage becomes 7000.
We also have the ability to activate one FFXIV Forward that we control.

Meaning you can use Koana’s ability twice in the same turn. 2 dulls for the price of one.

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27-085L – Zoraal Ja

Now this is a card. Add this to your The Twelve deck, and you will be set to go.

Coming in at 3CP and 7000 power, Zoraal Ja gains +2000 power and Haste if you have at least 4 FFXIV Characters on the field.
And every time he attacks, you will Break one of your opponent’s Forwards.

And when you have received 5 points of damage, Zoraal Ja will break an additional Forward when he attacks.

Breaking 2 Forwards per attack is enough to slowly take down your opponent’s offenses.

Let’s not forget to add Hein in here as well, allowing Zoraal Ja to attack twice in one turn. Is that 4 broken Forwards if you have received 5 points of damage?

27-086H – Nine

We’ve been getting plenty of Cadets in recent sets, and Nine is top notch as always.

From the looks of it Cadets are tri-color, Fire/Wind/Lightning. And Nine is here to show you why.

When he enters the field, if you have a Fire Character, Nine will deal 9000 damage to a Forward, and if you have a Wind Character, Nine will activate all of your Backups.

Either one of these is great, but both together makes putting Nine in your deck, worth every CP you’ll pay for him.

What’s even better, is that if you have 5 Backups and use them to pay for Nine, Nine will become a free play.

And, that is something we here at Kardboard Korner love playing.

Full Arts please.

27-087C – Fujin

It always seems like Seifer, Fujin and Raijin are always on the verge of becoming a force to be, but they always seem to fall flat.

Fujin here, is a great Backup to Seifer and Raijin as she grants them +1000 power.

Is it enough to make them a top tier line up?

Not yet, But, they will one day.

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27-088C – Raijin

And, here is Raijin back to back.

Raijin comes in for 3 CP with 8000 power, plus the 1000 from Fujin we have 9000.

That’s all right so far.

When Raijin enters the field, he will deal 3000 damage to one of your opponent’s Forwards.

And, if you want more.

You can dull Fujin, and deal 5000 damage to one of your opponent’s Forwards.

Does this man that Raijin is using Fujin as a projectile?

27-089H – Ramuh

Well we did get one more Final Fantasy III Summon, I just thought that all six would have been FFIII.

Here we are, The Lord of Thunder is ready to deal 6000 damage to one of your opponent’s Forwards.

After that you will reveal the top 3 cards of your deck, and if you find another Ramuh there, you will add it to your hand, making Ramuh a free play.

Are there enough Ramuhs to make this something that we should build a deck around.

Yes, but is it worth making?

Everything is worth making. At least for one game.

27-090C – Dragoon

If you’re playing Dragoons, Dragoon is worth playing.

For it’s a Dragoon.

It will also let you reveal the top 2 cards of your deck, and if there is a Dragoon there you will add it to your hand.

Yes, this Dragoon will be sent to the Break Zone, but you will get another Dragoon that will take it’s place. Probably.

 

 

Electrifying Singles!

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Wind of Discovery

27-037C – Red Mage

Since the other 1CP Standard Unit Backups were pretty decent, I saw Red Mage and thought it would be the same. Turns out, he’s not as good as the others. And, that is what you get with Red Mages in general. They’re a Jack of all trades, but they don’t specialize, meaning their abilities will cost more.

Take for example this one. You can break a 4CP Forwards, for a total of 5CP.

It’s a decent ability, but there are cheaper ways to get that same effect.

 

 

27-038C -T-Rexaur

I think we just got our first Dinosaur.

At 5CP T-Rexaur is about to get to work.

As soon as it enters the field, it will activate 2 of your Characters. This can be Forwards, Monsters or Backups. If you have Characters with abilities that you would like to use again, go ahead and play T-Rexaur.

This Dinosaur also has the ability to Break a Forward with 9000 power or more.

Where was T-Rexsaur when we were trying to deal with Neo-Exdeath?

27-039L – Vaan

Am I reading this right?
Vaan comes in and searches for 3 Sky Pirate Forwards?

Or Vaan comes in and searches for 2 Sky Pirate Backups and plays them straight to the field?

At 7CP, this card is cheap.

If you pull Vaan on your first turn, you’ll have 3 cards on the field for 7CP. That is more than worth it. I’m pretty sure, you’ll find some Sky Pirate Backups that will get you going.

This is a card that you can play at any time. Early game, Mid game, late game. Vaan will get you rolling.
This is a great card, and I hate to say it, just because Vaan is one of my least favorite characters. But, this card might just make me want to build a Sky Pirate deck.

Just might.

27-040R – Eight

Are Cadets making a comeback? I’ve seen plenty of Type-0 cards coming out of the last few sets.

Eight is ready to take Cadets further. He comes in with Haste, and whenever he attacks, you will reveal the top 3 cards of your deck and ad one Class Zero Cadet to your hand. And, if you’re playing Cadets, you’ll most likely find at least one. If nothing else, it’s CP you can use to play other cards.

Explosive Fist, Eight will deal 8000 damage to one Forward. The good thing is that you don’t dull Eight to use this ability allowing you to attack with Eight.

I’ll have to revisit Cadets as well.

27-041C – Askah

I was using this card at Midnight Prerelease. And every time I would draw it from my deck, I would play him right away, cause I knew I had a 4 cost Forward in my deck.

That’s 2 Forwards for 5CP. Meaning that I would bulk up my defenses quickly. And then my opponent would spend their resources trying to get rid of these Forwards.

Askah also has another ability, where when he attacks, you will Activate 2 Backups, giving you 2CP for your Main Phase 2, or to have on your opponent’s turn.

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27-042R – Haudrale

A low cost Forward that can search for another Forward when you use his ability.

Any Forward with no restraints.

It’s a decent ability that if Haudrale gets targeted by a Summon or ability, you can use his own ability and bring another Forward to your hand.

And if you find a way to give Haudrale Brave, you can attack with him, and if he is blocked, then you use his ability to send him to the Break Zone instead of just taking the damage.

That way at least you’ll have another card in your hand to show for.

27-043C – Dancer

You’ll pay 3CP to activate 3 Dancers.

Which isn’t bad at all as you’ll get a Backup on the field.

Dancer is technically a free play.

Especially if you Activate the 3 Dancers used to pay for Dancer.

And, that’s a bout it.
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27-044L – G’raha Tia

Ok, that’s a lot of text.

For 5CP G’raha Tia enters the field and you reveal the top 5 cards of your deck. Depending on what elements are there, will decide on what G’raha Tia will do.

3 Elements and G’raha Tia will allow you to draw 2 cards.

5 Elements and your next cast is reduced by 4CP.

8 Elements and you get everything mentioned above, but G’raha Tia will also remove all of the cards on your opponent’s field, and all the cards in their Break Zone. Gone. Nothing left.

The chances of drawing all 8 Elements in the top 5 cards of your deck are slim. Very Slim. But if it does work, you have just won the game. If you don’t win after that, then I don’t know what to tell you.

27-045C – Thief

I just noticed that Galuf’s bandana ties under his nose. It might be a hood, but that should be going under his chin. Now I want to look at the other Final Fantasy V Thief designs to see what’s going on here. Is it his beard that messes everything up?

Anyway, Thief comes right in with Haste none the less, and if you control a Multi-Element Forward, Thief cannot be blocked.

And, I did look at the other FFV Thieves, and only Galuf looks like that. Must be his old age.

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27-046H – Jack Garland

The other Garland, but the same Garland. I really need to play Strangers of Paradise at some point.

At the beginning of your Attack Phase Jack will grab a SoP Forward from your Break Zone, meaning that you will never run on empty.

And, if you have a Dark Forward on the field Jack cannot be chosen by Summons or abilities.

This reminds me. What did we just see in Fire? A little card named Chaos Advent.

I’ll just leave that there.
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27-047H – Wendigo

This is something else. And, I like it.

If you’re playing Wind, just throw 3 Wendigos in there, and you’ll be set.

For 6CP you’ll have 3 Wendigos on the field all at once. Whether the Wendigos are in your deck or in your Break Zone, if you play one, they’ll all come out.

Now I got to look to see if there any other Wendigos, I know the answer is no, but I’ll check anyway.

I would say even if you won’t use this card right now, keep a playset. Just in case we get another Wendigo card later on down the line.

27-048R – Seven

Almost like a Summon.

Seven will come in during your opponent’s turn, and if an auto-ability is triggered by a low cost Forward, Seven will cancel it out.

The best thing about it is that Seven will activate during your turn, meaning that you don’t need to wait a whole turn in order to use her to generate Crystal Points.

Seven also comes as a Full Art.
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27-049R – Balthier

This is the first time Balthier is a Backup.

And, lets just say he does a better job at being a Forward.

Balthier comes in for 2CP and deals 4000 damage to a Forward.

You can also pay the extra cost of 3CP, and deal 4000 damage to another Forward. You can also pick the same Forward to deal it a total of 8000 damage.

It’s not a bad card, just not for Sky Pirates. That doesn’t mean you can’t add Balthier to other Wind decks.

27-050H -Penelo

1CP.

That’s it. 1CP. Penelo allows you to draw a card once per turn, and we always like extra cards.

But that’s not even the reason we’ll be playing Penelo.

We’ll be playing Penelo for her second ability which will cancel an Auto-ability.

Sky Pirates are coming for you. I’m surprised this card didn’t get new original art.

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27-051R – Fran

Fran isn’t doing much, but she is helping out your local Sky Pirates.

Fran sits out in the Back line, and she has one job, and she does a pretty good job at it.

Whenever your Forwards need more power to break one of your opponent’s Forwards, Fran will give it +2000 power.

And, if that’s not enough, Fran will always produce one CP per turn if you decide not to use her buffing expertise.

Yeah, that’s about it.

27-052H – Chaos, Walker of the Wheel

See, I was wrong about the one cost Summons. They are not all from Final Fantasy III. They are all from different games.

Chaos as you would expect is from Final Fantasy XII.

For 1CP you can remover one of your Generic Units from the game and search for another Standard Unit and add it to your hand.

You would probably use this with cards that have a great leaves the field ability. Like Vikings. All you have to do is make sure the text reads “leaves the field” and not is sent to the Break Zone.

27-053C – Lehko Habhoka

A 3 cost Backup that will allow you to grab a card from the top cards of your deck.

Depending on how many Backups you have, will determine how many cards you look at.

This will bring down Lehko Habhoka’s cost down to 1CP. Which is always good.

The rest of the cards go to the bottom of your deck, and during your next turn when you use Lehko Habohka to pay for a Crystal Point, you will have gotten back all the CP used to play Lehko.

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27-054C – Reks

Reks is back.

Yes, he’s back.

And all he has is one job.

Reks will come in, and he won’t be able to do anything on your turn cause he doesn’t have Haste.
During your opponent’s turn, Reks will hopefully survive. You can use him to block an attack, but you want him to make it alive to your turn. Can’t have him die in the beginning of the game again.

Once it’s your turn, you will put Reks into the Break Zone, and you will draw 2 extra cards, giving you a hand that will allow you to do more than you would have.

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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!