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Hidden Legends of Lightning

24-073H – Valigarmanda

Lightning is kicking off things with a Summon, and a beautiful Full Art as well.

Valigarmanda is a 4 cost Summon that comes in dulls a Forward, and Freezes it as well.

That Forward loses 9000 power until the end of the turn, and then Valigarmanda also deals it 9000 damage.

99.99% of the time it will break the Forward that Valigarmanda is targeting.

At the very least, Valigarmanda will disable that Forward for this turn.

24-074C – Odin EX

Odin is ready to break a Forward.

Any Forward?

Yes, any Forward, but the cost might be a bit high for some Forwards.

It’s 5CP to cast Odin, plus the top card of your deck times the CP required to play the Forward that you’re looking to break.

Odin is useful in certain situations, but why not just play the Opus I Odin that will break any Forward for 7CP flat.

No extra charge.

I’ll pass.

24-075C – Guardian

I just realized we have similar Backups in every element.

Guardian comes in and you draw a card.

After that, depending on if you have at least 4 Lightning Backups on the field, Guardian will allow you to choose 2 Forward, and dull them.

Other than that, Guardian is just a simple Backup that will give you a Crystal Point each turn.

But, you already know that.

24-076C – Juggler

Wicked Clowns?

Juggler, the Backup you knew that you might need.

Juggler will come in and hang out until you need to get rid of a 2 cost Forward.

Juggler only costs 2CP, the only draw back if you call it that, is that a Lightning Forward needs to enter your field, in order for Juggler’s ability to go off.

I see some use for this.

Probably, more than some.

24-077H – The Emperor

Who would have thought, that the only reason the Emperor is here is to gain Crystals.

Look at it. The Emperor comes in you gain a Crystal. If your opponent has a Crystal, gain a Crystal. That’s two from the get go.

Add in one more Crystal from another Backup, and you’ll be able to use The Emperor’s second ability.

But, first let’s take a look at the first one. Or, the top one.

Break a Forward that costs 4CP or less.

Yeah, that’s pretty straight forward. Nothing groundbreaking, but very useful.

Now let’s take a look at the second ability.

Go ahead, I’ll wait.

Do you see that? Break all the Forwards and the Monsters opponent controls. That would wipe your opponent’s whole board, leaving it wide open.

If you don’t win the game after that ability goes off, then I don’t know what to tell you.

Plus, we get a Full Art version of this card in the Prerelease Kits.

24-078R – Cidolfus (XVI)

3 cost Forward that allows you to search for a Lightning Summon.

And, that is pretty much it with Cidolfus.

You’ll get a 5K body that sticks around on the field.

Other than that what else is there?

Oh yeah, Priming.

Cidolfus Primes into Ramuh.

What does Ramuh do?

Guess we’ll have to wait to find out.

24-079L – Jack Garland

Jack is ready to turn your opponent’s front line upside down.

All of your opponent’s Forward must attack, and they must block.

This will either leave their front line open for your attacks, or all of your opponent’s Forwards will be broken.
Just make sure you at least have bodies on your field to block the attacks your opponent will be throwing at you.

And, every time one of your opponent’s Characters is put into the Break Zone you will gain a Crystal.

Sooner or later, you’ll have enough Crystals to use the Emperor’s ability to wipe out your opponent.

I’ll take 3.

Full arts preferably.

24-080R – Chime

Here we go, the King’s Minister is here to give you a great deal.

Buy one Get on Free.

Chime comes in and you reveal the top 4 cards of your deck, and play a Character of 2 or less onto the field.

I’d say it’s worth taking a chance on this.

Either way Chime is only 2CP, and you can get some decent value if you find a 2CP Character in the top four cards.

After that, Chime is a 5K body, ready to be taken out, just so you can play Chime once again, and hopefully find another 2CP Character.

24-081R – Noel

This Shadow Hunter is attacking from the shadows.

Noel comes in and he starts going to town. Striking with precision and going back to the shadows from which he came.

Yes, Noel only has 3000 power, but you won’t need to worry about that unless you decide to block with him.

Noel’s attacks will go through, just because he cannot be blocked.

I’ll take 3.

Throw them into your FFXIII deck, and once this Noel is gone, you can play another Noel.

Take your pick. Rebellion’s Call, From Nightmares or Hidden Trials.

All of them will do well.

24-082C – Vivi

Vivi is ready to come in and deal some damage to your opponent’s Forwards.

2000 across the board isn’t much, but let’s not forget about Summons that break damaged Forwards.

Or abilities that dull damaged Forwards, and what not.

Plus, if there is already a damaged Forward on the field, you can use Vivi’s ability and deal it an additional 4000 damage.

After everything is said and done, Vivi sticks around with a 5K body.

24-083H – Firion

Let me start by saying, if you’re playing Lightning you’re playing Firion.

Why? First off, you can only pay with CP produced by Lightning Backups.

Now, once Firion comes in you can pay 2CP more, and give him Haste and First Strike.

Then you can go ahead and attack with Firion.

Now, it’s time to cast Drain. Break a Forward, Activate Firion, and attack one more time.

Firion is going all out here. Time to start building that Rebel deck.

24-084R – Behemoth

Let’s up the stakes.

Behemoth is just that a Behemoth.

No power, unless you make it a Forward, but when a Forward of yours attacks, you can put Behemoth into the Break Zone and give a Forward the ability to deal 2 points of damage to your opponent.

Now, you can give that buff to Noel, who can’t be blocked. Or what about Firion, who can attack twice this turn.

And, that’s just 2 Forwards from this set, think about all of the other cards that can make use of Behemoth here.

24-085C – Mid (XVI)

I like this.

And, it’s only 2CP to bring Mid in.

She’ll stay on the board, and whenever you’d like you can put her in the Break Zone and grab a Forward. 4CP or less and add it to your hand.

That right there would have made this card playable.

But, Mid isn’t done. No. Not at all.

If you grab Cidolfus from the Break Zone, you’ll have a chain of Events that will start to go off one by one.

Let’s see how that will go.

You put Mid into the Break Zone, grab Cidolfus and play him straight to the field. Cidolfus searches for a Lightning Summon. Cidolfus Primes into Ramuh. Ramuh casts a Summon from your hand without paying the cost, and deals one of your opponent’s Forwards 8000 damage.

All that for 2CP plus the cost to Prime into Ramuh.

24-086C – Lightning

Coming in with a 9K body, Lightning is the prefect Meat Shield for your front lines.

You’ll also be able to discard a card and give Lightning Haste and a +1K buff giving her a 10K body, that’ll be tough to break.
And that pretty much covers everything.

You’ll pay a total of 6CP, which includes the discarded card, for a Forward that’s ready to go, from the get go.

 

24-087C – Ranan

Another Warrior of the Crystal.

When Ranan comes in, he grants another Warrior of the Crystal, Haste.

And, that’s about it.

I’ll have to check with the other Warriors of the Crystal to actually see how this deck runs.

 

 

24-088R – Ramuh

Coming in at 5CP, but thankfully you won’t be paying 5CP, you’ll be Priming into Ramuh.

Ramuh comes in and you can cast a Summon from your hand, any element will do, and you won’t have to pay the cost to cast it.

If the Summon you cast is a Lightning Summon, you will deal 8000 damage to a Forward of your choosing, as long as it’s active.

I’d say it’s still worth paying the 5CP to cast Ramuh.

24-089C – Ramza

Ramza stands alone. While leaning up on a tree.

Decent artwork, taken from the game, but what about the card?

If Ramza is sent to the Break Zone, you gain a Crystal. Ok, not bad. You can probably just throw Ramza in just to block and gain a Crystal with him.

And if you need to give Ramza a quick buff, you can remove 2 cards in your Break Zone from the game.

Not bad, for 3CP.

24-090L – Leon

Leon being Leon, almost like Kain going back and forth between the Rebels and the Empire.

Leon comes right in for 1CP, and deals a damaged Forward 4000 damage. Possibly breaking it.

Your opponent has the choice of taking control over Leon, by targeting him with an ability. Once Leon is targeted he will switch sides. You can get Leon back by targeting him with your own abilities.

But, why would you?

You actually want your opponent to have control over Leon, because if they don’t have any other Rebels on their field, Leon will deal them 1 point of damage at the end of their turn.

And, at the end of yours as well.

This is a card that will eat up your opponent from the inside.

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Hidden Legends of Earth

24-055R – Ash

I really need to play Stranger of Paradise at some point.

Ash looks like he is the perfect Meat Shield.

Whenever he blocks, or is blocked he gains +3000 power.

And, since Ash already has Brave, you don’t need to worry about keeping him for defense.

Just add in Enna Kross, and I’m sure there are other cards that will give Ash a buff, and you’ll be set.

Let’s not forget about the Crystal you gain anytime Ash is targeted by Summons and abilities.

24-056C – Cu Sith EX

Well, we kept saying we need a way to remove Backups once their use is gone, and here we have it.

Cu Sith allows you to remove a Backup from the game, and then you can draw a card.

The other ability is to protect one of your Forwards from damage.

Both are pretty decent abilities. And, depending on the situation, wither can make Cu Sith a good play.

If you’re Backup heavy and you like rotating your Backups, once they’ve come in.

I mean once you’ve played the Backup and searched for the card you want, that Backup is taking up the place of another Backup that can come in and have a new ability trigger.

24-057C – Cloud

Really?

They gave Cloud a Violin?

Cloud comes right in and for an additional 3CP, Cloud will Break a dull Forward.

Other than that, there is Braver.

Which allows you to, you guessed it Choose a dull Forward and Break it.

I can’t really see Cloud playing an instrument, he’s probably the kid in the corner too cool to do anything.

24-058R – Titan (XVI)

Titan, coming in with Brave and a 9K body.

This Eikon already has built in protection from being dulled by your opponent.

Yes, you can Prime into Titan, but if you don’t Titan will cost you 6CP, and when he comes in he will deal 9000 damage to one of your opponent’s Forwards. But, they can block it by paying 3CP. Either way you’ll get something out of it.

Now, all we need is to see what Hugo does, and if it is worth Priming into Titan.

It usually is.

24-059R – Cactite

Cactite might look tiny, but he is a huge Monster.

Cactite can easily break a dull Forward regardless of cost. Sure the MS Paint art style might make you think that this card will be worthless, but the 2CP you’ll pay to play Tiny Cactus onto the field is worth it’s weight in gold.

I’m not saying the art is bad, it’s actually pretty cool, just different.

Anyways, whenever one of your Forwards attacks, you can toss Cactite into the Break Zone and break one of your
opponent’s dull Forwards.

Simple as that.

And, you can have 3 of these on the field at the same time.

24-060C – Noctis

The Prince and a his Cello. Or is that a Double Bass?

Any ways, Noctis comes right in and let’s you grab an Earth Forward from your Break Zone, and play it straight to the field.
After that you have a body with 8000 power.

6CP, might be a bit high, but you’ll be playing 2 Forwards.

And that, I think is worth it.

Should you play this card instead of another Noctis, probably not, but you can just throw this one in any Earth deck, and he’ll do fine.

24-061L – Basch

Just place Basch in your deck, and you’ll do great.

5CP is worth playing this card. I’d even pay more for it.

Basch comes in and doesn’t do anything right away, but at the beginning of any Attack Phase, Basch will give all of your Forward +2000 power and Brave. We don’t even need to mention his other ability, because you will probably never use it. I know the chances of me using it is close to none.

What’s the other ability?

Reveal the top 3 cards and add a FFXII card to your hand.

No need for that, not when you have +2000 power and Brave for all of your Forwards.

We forgot to mention that, if you already have 2 Final Fantasy XII Characters on the field, Basch’s cost is reduced by 3.
Making him cost a whopping total of 2CP.

24-062C – Bangaa

I got excited for a moment. I read the card wrong and thought that Bangaa was the perfect fir for Basch.

Rereading the card, Bangaa is still decent, just not as good as I thought.

Bangaa comes in and you draw a card, bringing his cost down to 1CP.

After that depending on how many Earth Backups yoou have on the field, Bangaa will give all of your Forwards +3000 power and Brave until the end of the turn.

You can still use this with Basch when you do have another 3 Backups on the field, giving all of your Forwards +5000 and Brave.

This is where you can use Cu Sith.

24-063H – Hugh Yurg

I always liked the look of these cards.

At 4CP, Hugh Yurg allows you to search for an Earth Forward with the cost of 1CP, and play it straight to the field.

And, once that Forward enters the field, you can choose a Forward and give it +2000 power and Brave.

And, Hugh Yurg isn’t even done.

Not only is Hugh a body with 8000 power, but every time you play a 1 cost Forward on to the field, you will give another Forward +2000 power and Brave.

I think I’m seeing a pattern here.

24-064R – Hugo

The answer is yes.

You should Prime Hugo into Titan.

I mean why wouldn’t you.

You can still play Titan (XVI) right from your deck, but if you Prime into him from Hugo, it’ll cost one less CP, and it’ll also cost your opponent 2CP more. Or not, depending on if they want one of their Forwards to take 8000 damage.

And, once that enter the field ability goes off, Hugo is just a meat Shield, so you might as well Prime into Titan (XVI) as soon as possible.

24-065H – Fenrir

A 2 cost Summon that will allow you to break a card equal to the CP of a card that you discard.

That just means that Fenrir’s cost is 4CP.

That’s about it.

While looking at the artwork, you notice that Eiko is on the card. I was hoping for some synergy between the 2.

It is a beautiful card, and that’s about it for me.

Prove me wrong.

24-066C – White Monk

Just like a ticking time bomb.

White Monk comes in and hangs out on the field, producing 1CP per turn.

And, when the time comes you can send White Monk into the Break Zone and Break a Monster that costs 3CP or less. An Earth Forward needs to have come into your field this turn, in order for you to be able to use this ability.

If you’re playing Earth, I’m pretty sure you’ll be playing Forwards each turn.

Not too shabby.

24-067R – Moogle (SOPFFO)

I can see activation and re-activation.

When a Forward enters the field, you activate Moogle.

Right before that, I hope you used his ability to give another Forward +2000 power until the end of the turn.

Then the aforementioned Forward will come in, where Moogle will activate again, and you will use Moogle’s ability to give +2000 power to one of your Forwards.

Rinse and Repeat.

24-068H – Morse

“– — .-. … .”

3CP, for an 8K body with Brave.

You could stop right there and it would have been a great Common, but Morse isn’t a Common, he’s a Hero. That means there’s more than just that.

When Morse enters or attacks, you can pay an extra Earth Crystal Point and choose one of your opponent’s Forwards, Morse and said Forward will attack each other dealing damage that equals their power.

Let’s not forget that Morse also gains +1000 power at 3 points of damage, and another +1000 power at 5 points.

Add in Basch and Moogle, and Bangaa, and you have a Sharpshooter ready to take down your opponent’s Forwards.

24-069C – Y’shtola EX

The more I see these Theatrhythm cards the more I thin that something is brewing.

I don’t think we’ve had Theatrhythm cards this good. Maybe it’s just me, or maybe I’m right.

Y’shtola comes in and grabs a Forward from your Break Zone, and if that was all she did, Y’shtola would still be a great card.
And, if you have at least 3 Elements on your front lines Y’shtola gains +3000 power making her an 8K body

 

24-070L – Lightning

Another Lightning, I believe we tied the record of consecutive Opuses? Opi? with Lightning. I’m not complaining. I was just expecting a Fang Full Art this set.

This is a great card, if I do say so myself.

And just like plenty of Earth Forwards, you don’t need to play them in their respective Category.

Lightning is a 2 cost Legend that can remove Attacking Forwards or Blocking Forwards from the game. And, once that happens, you will bring Lightning back to your hand, where you can replay her for the next block or her next attack.

You can also end up paying only 1CP of any color to bring Lightning out. As long as you have another card named Lightning in your Break Zone. This means you can splash this Earth Lightning into any deck that you’d like. No need for color fixing.

I’ll take 3.

24-071C – Rulgia

Another Warrior of the Crystal! Are we going to have 6 or is this the last one to make them 4?

Rulgia would have been great if he was a Backup.

Hanging out on the field, giving all of the Warriors of the Crystals +1000 power and Brave.

But, Rulgia is a Forward wth 7000 power, plus the 1000 power that he gives to himself.

The more I see the Crystal Warriors, the more I like them.

Kind of excited to try them out.

24-072C- Leo

Why not just make this card cost 5 Crystal Points instead of you needing to dull 4 active Characters?

Why?

Because, it would be too easy to break Forwards. And, since Leo is just a Common it would have been too easy.

You’ll most likely want to build up your Backups quickly, that way you won’t have to worry about whether or not to use this card.

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Hidden Legends of Fire

24-001L – Ifrit (XVI)

Coming in with Haste, Ifrit is ready to deal plenty of damage. You can play Ifrit straight to the field for 7CP or you can Prime Clive into Ifrit for 2CP. But, you’d have to have Clive on the field to do that.

And, we’re not talking about Clive, we’re talking about Ifrit.

And when he does come in, you’re dealing 10K to one of your opponent’s Forwards. If Ifrit deals damage to your opponent, Ifrit will deal another 10K to one of your opponent’s Forwards.

Spitflare?

Deals 10K damage to one of your opponent’s Forwards.

Whatever happens Ifrit will be dealing 10K damage to one of your opponent’s Forwards.

24-002C – Warrior of Light EX

At 3CP Warrior of Light comes in with an EX Burst. And, when it goes off Warrior of Light deals a Forward 5000 damage.

But, where are you at in the game?

Have you seen Bahamut?

Did you find the Rat Tail?

Do you have the power of the Crystals?

If you do, then Warrior of Light deals a Forward 8000 damage.

And, that’s about it. Simple and gives you a reason to produce Crystals.

Well, not really.

24-003H – Cyan

Am I reading this correct?

Cyan enters the field, and you can play a Final Fantasy VI character from your hand onto the field?

Sure it has to be 3CP or less, but you’re getting 2 cards on the field for 4CP. and if you play Gestahlian Empire Cid, you’ll also grab a FFVI Character from your deck, making Cyan’s total cost a whopping +1CP. That’s what it comes out to if you do the math.

Not only that, but Cyan also acts as protection from your opponent’s abilities. Yes, it only works for FFVI Characters, but if you’re playing Cyan you’re playing a VI deck. If you’re not, then you’re not playing Cyan.

Bushido Tempest?

How many cards can you fir into your Break Zone? That’s how much damage Cyan will deal to a Forward.

We also get a beautiful Full Art here.

24-004R – Deadly Nightshade

Looks more like a tomato.

1CP and you got your finger on the trigger. Ready to shoot, whenever one of your Forwards attack.

If you decide to pull that trigger, you’ll put Deadly nightshade into the Break Zone, and deal one of your opponent’s Forwards 7000 damage.

Might be a good way to get rid of a blocker that has more power than your attacking Forward. If not, you can always deal damage to one of your opponent’s other Forwards. 2 birds with 1 tomato.

And, now I’m hungry.

24-005L – Clive

Coming in with Haste, Clive is set to Prime.

As, we don’t know exactly what Priming is yet, we will wait until we write about it. But, I might forget to change this when the set comes out.

Clive gives all the Eikons and Dominants +1000 power, this includes himself.

And, when he deals damage to your opponent, you’ll discard your hand and draw 2 cards.

This is great for when you don’t have any cards in your hand.

24-006C – Clive

Coming in at 2CP with 5000 power, Clive becomes a powerhouse, if another Dominant or an Eikon is removed from the game. Making Clive a 9K Forward with Brave.

You can also use Clive’s ability to deal 5000 damage to a Forward.

That’s about it.

You can do far worse for 2CP.

 

24-007C – Black Mage

2CP and the ability isn’t that bad.

Black Mage can deal 5K damage to one a Forward but, you can only use his ability when a Fire Forward enters the field.
Not the best ability, but low cost and being able to remove Black Mage from the field, all while dealing damage to your opponent, making way for a better Backup to enter your field.

Might be worth playing if you can get Black Mage in early.

 

 

24-008C – Salamander (XII RW) EX

This Salamander looks more like a flying pig. That’s on Fire! Why are all these cards looking like food today. Add some Bacon to that tomato from earlier and now all we need is Lettuce.

But, that’s a conversation for a different time.

Salamander is Summoned and it deals 7000 damage to one Forward, and if you have 5 Backups on the field, 5000 damage to another Forward.

Not bad for 3CP, and an EX Burst on top of that.

Now where are we going to find that Lettuce?

24-009R – Joshua

Now that we’ve seen Joshua, it does not matter if you prime into Phoenix or just play Phoenix outright, if we’re just talking about cost.

(Yes, we wrote about Phoenix first, and we’re not going to edit it, because these are all first impressions.)

With that being said, Joshua is still a good card to play, as you can grab an Eikon or a Dominant from the Break Zone and put it back into your deck.

For 1CP this is a good play. Only downside would be the 3000 power that Joshua has, but, you’ll be Priming into Phoenix as soon as you can, because the only reason you’d be playing Joshua would be to grab that Eikon or Dominant from your Break Zone.

24-010C – Cetia

New Job? I can’t remember Cetia from War of the Visions, but then again, I haven’t played it in over a year. Did the story get better?

Cetia is your 4CP/8K body that is in every set.

If the cost is too high for you, you can always pay 2CP of any element and a Crystal.

You already know that there are going to be more Warriors of the Crystal, by Cetia’s ability to deal a Forward 4000 damage for each Warrior of the Crystal that you have on the field.

What I like is that if you’re paying using a Crystal, you can splash Cetia into any color deck that you’d like.

24-011H – Takatsugu

9CP?

He even looks mad, because his cost is so high.

Well, when Takatsugu enters the field you can search for 2, 2 cost Fire Forwards and you can play them straight to the field.
This might be a decent way to get bodies on the field.

Let’s take a look at his second ability. Which reads when another Forward enters your field, deal 2K damage to a Forward.
And those 2 Forwards come in to play, when Takatsugu enters the field.

So, you get 2 Fire Forwards and deal 2000 damage to 2 Forwards when Takatsugu comes in.

That might be worth 9CP.

It might not be worth 9CP.

It all depends on if you think it’s worth 9CP.

24-012C – Human

Do you have a way to get rid of Backups?

Do you have 4 Fire Backups on the field?

If so, then Human is the right card for you.

Human comes in and allows you to draw a card. And, if you have 4 Fire Backups on the field, Human deals a Forward 7000 damage.

And, that’s about it.

Standard Human Soldier.

Not even a Universal Soldier.

24-013R – Neon

Neon comes in and deals 5K damage to one of your opponent’s Forwards.

5CP is a little bit high, but you get a Crystal.

And, you can use that Crystal right away and deal a Forward 5Kdamage as well.

If you choose the same Forward you’re more than likely to break it.

If not, you can choose another Forward and maybe, you’ll break 2 Forwards in one turn.

Is that the best way to spend 6CP and a Crystal?

Probably not, but it has it’s uses.

And, let’s not get started on the art.

24-014H – Bahamut

2 options.

One is more powerful than the other, but that power comes in at a high cost. And, we’re not just talking about the 5CP you’ll pay to cast Bahamut.

Option A, choose a Forward deal it 20,000 damage. I’m pretty sure nothing will survive that. Unless you’re able to buff one of your Forwards pass the 20K mark, you will have a broken Forward on your hands.

And, Option B, deal 10,000 damage to all of your opponent’s Forwards. This will more than likely break all of your opponent’s Forwards. And it better, because you will be left with just 3 cards in your deck.

Bahamut would be a great end game play.

24-015C – Bahamut EX

A Bahamut Forward?

Of course it’s going to have a high cost. You think they would have let you play Bahamut for cheap. Nope and never.

Bahamut comes in and basically casts Mega Flare on one of your opponent’s Forwards. And, when that Forward is sent to the Break Zone, you will deal your opponent 1 point of damage.

And that is how you you will gain an easy advantage.

Why easy?

Bahamut will be able to attack freely, without worrying about a Forward blocking him, because when they do block and are sent to the Break Zone, you will still deal a point of damage to your opponent.

How can we give Bahamut Brave?

24-016R – Phoenix (XVI)

How is this a Rare?

Every time Phoenix attacks you can grab a Fire Forward of 2CP or less from the Break Zone, and play it onto the field
You don’t even need Joshua to say that you’ll be playing this card. I haven’t seen the Joshua card yet, but I can say you don’t need it. Sure, you can play it, and Prime into Phoenix, but Phoenix is playable all by itself.

I’m already thinking Fire Warriors, and a whole bunch of 2 cost Standard Units alongside Maria (17-128L).

We’ll call it Mono-Fire Standard Unit Warrior and Co.

24-017C – Firion

Firion the Tambourine man is here.

I’m liking these new Theatrhythm cards, each Character is carrying an instrument … Maybe we can get a band going. We’ll start off with covers … I’m getting ahead of myself.

3CP, Firion can gain either First Strike or Brave during every Attack Phase.

Either way, Firion will have 8000 power to attack and block.

Maybe, just maybe we’ll get a Theatrhythm deck going.

24-018R – Josef

Search and Play.

Perfect way to get a 2 cost Rebel on the field. And, I’m thinking of Maria 17-128L, which is a very under rated card if you ask me. But, you’re not and we’re talking about Josef.

Josef is a Backup, costs 5CP, and when you have no more use for him or you need to free up space, you can use his ability and send him to the Break Zone, while you’re also giving a Rebel Forward +2000 power.

Not too shabby.

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Hidden Trials – By Fire

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3-001C – Garland

What a way to start off the set.

A 2 cost Backup that when Garland enters the field, you gain control of one of your opponents Forwards.

Sure, you’ll only have control of that Forward until the end of the turn, but, it is a good way to spoil your opponent’s plans and attack with that Forward, where they’ll either block it and send it to the Break Zone, or you’ll break the blocking Forward, or you’ll deal them a point of Damage.

I’ll take 3 of these.

Now, where did I put that card that recycles Backups? I can’t even remember which one it was.

23-002L – Caius

Caius is making a comeback, and he’s forming a Tag Team with Bahamut. Any Bahamut will do, as Caius will enter the field, you’ll search for Bahamut, and cast Bahamut right away. Most Likely that Bahamut will be a Free Play. As all Bahamuts cost 5CP or less with the exception of the Opus I Bahamut which costs 9CP.

You can play that one for 2CP, if you have Fang on the field, 19-131S or 19-020R, as both of these reduce the cost to cast Bahamut by 2.

Other than that you can cast Raise on Caius as he enters the Break Zone, for the small price of discarding 3 cards from your hand, Caius can came back to the field.

Even Yeul couldn’t see that one coming.

23-003C – Kain

Haste, and First Strike?

Kain is ready to strike!

Remember when we were talking about an all Haste deck? Well, Kain here is the perfect fir for it. Cause, every time he attacks, all of the Forwards with Haste or First Strike gain +2000 power.

Your opponent won’t know what to block, when to block, who to block, where to block, and most importantly, how to block.

Double Jump, is just a regular Jump attack, if it was double, Kain would be dealing damage to 2 Forwards.

23-004R – Kefka

First off, this is a great looking card. Almost reminds you of some Amano art.

Second off, Kefka is here to wreak Havoc on your opponent. Every time he attacks, Kefka deals 4000 damage to one of your opponent’s Forwards.

But, you’ll want to wait until you have 5 points of damage to play Kefka. Cause when you do, Kefka comes in with Haste, +2000 power, and whenever Kefka deals damage to your opponent, or to a Forward they control, you will double the damage Kefka deals to them.

That means 2 cards in the Damage Zone. And, when he attacks, it’s 8000 damage to that Forward that you choose and at least 14,000 damage to the Forward that will block Kefka.

When your back is against the wall, Kefka will do what Kefka does best.

I’ll take 3 Full Arts, Por Favor.

23-005R – Golbez

I don’t know how Golbez is just a Rare.

Golbez has 3 abilities to choose from, each one is better than the other.

Deal 5000 damage to all of your opponent’s Forwards. Break a Forward. And, the one I like the most, Grab a Forward from your Break Zone.

You can start building decks with all different cards, EDH style, and if a Forward ends up in the Break Zone, just use Golbez to grab it back.

All you need to do is protect Golbez, and you’ll never miss a card. Unless it ends up in the Damage Zone, but we have a way to grab cards from there as well.

23-006R – Soulcage

For 2CP you get a Forward with 9000 power. Is there a sale on Soulcage, cause that is dirt cheap. You can’t even get a deal like that at the Goodwill anymore!

Yes, Soulcage is a Monster, and yes, you need another Monster on the field for Soulcage to become a Forward, but that’s not a hard thing to do. Especially with all of these Monster decks that are going around.

And, when you put Soulcage into the Break Zone, you can remove it from the game, and grab a Monster from your Break Zone and add that one to your hand. It’s a win-win.

 

23-007C/15-007C – Samurai

Just Copy/Paste from what we wrote for Dawn of Heroes.

“What? A reprint? I wasn’t expecting that. Let’s see what we wrote when Crystal Dominion came out.

“Exchanging 2CP for a Crystal.

Seems like an even trade. Now to find what we’re going to use these Crystals for?

Samurai has no abilities, that consume Crystals, but there are plenty other cards that do. Samurai’s job is to give you a Crystal and then hopefully you’ll find a way to Break Samurai so you can play your real Backups. ”

Huh? What was I even writing, I had to edit it to make sense. In my defense, we didn’t know what Crystals would be doing back then. … Half the time I still don’t know.

Because apparently, if you actually read the card Samurai can put itself in the Break Zone.”

23-008H – Zidane

Free Zidane!

You play Zidane, and once he enters the field you get to search for 2 FFIX Forwards and, add them to your hand. And, that’s great, you can get rid of him right after, because he only has 5000 power, but that’s still enough to block one of your opponents attacks.

If we get some decent FFIX cards, Zidane would be one of the first cards you would throw into a IX deck.

 

 

23-009H – Zorn & Thorn

Zorn & Thorn, we have a Tag Team right here, going for the World Heavyweight Tag Team Championship Belts.

And how are they going to do that?

It’s simple, they pick their own opponents. Zorn & Thorn attack and they get to pick the Forward that will block them. Over and over. All you need is to give them a buff, and they’ll be that much better.

And, if they are finally sent to the Break Zone, they turn into a Monster. Not a giant monster, just a Monster that costs 2CP or less.

I like it.

It’s kind of like Zorn & Thorn transform into Meltigemini.

Who would have thought?

23-010C – SOLDIER Candidate

First Strike.

I know I’ve seen a SOLDIER Candidates in another element, now I’m wondering if there is one in every element, and if they are all the same. Only one way to find out.

If you have a couple of Standard Unit Forwards in your Break Zone, SOLDIER Candidate gains +3000 power.

Now, the real question is, if it’s only for this SOLDIER Candidate, or all of the SOLDIER Candidates.

I wonder if they met Zack?

23-011L – Terra EX

One of my playmats has the same artwork. If you haven’t seen it, it is a beautiful sight. Terra riding the Magitek Armor ready to … well you should know. I won’t spoil it.

Terra comes in and you can grab a Summon from your Break Zone. then you can cast this Summon for 2CP less than what it costs to normally cast it. You also grab a Summon from your Break Zone when Terra is put into the Break Zone. Making Terra’s final cost a whopping 1CP.

Terra only has 5000 power, but the reason you’ll play her is solely for the reason that, when she is on the field, your opponent cannot remove the Summons in your Break Zone from the game.

And, that is it.

Protect the Summons! Protect the Espers!

23-012C – Tifa

What are those? Maracas?

3CP, 7Kpower and the ability to deal 2000 damage to a Forward every time Tifa attacks.

Let’s not forget about the Crystal you gain whenever Tifa damages a Forward that is sent to the Break Zone.

And, with that Crystal, Tifa gains +2000 power and Haste, giving her a total of 9000 power.

For 3CP, that’s not bad at all. Sure there are better Tifas, but this one also has it’s uses.

23-013C – Morrow

Morrow is a Backup now?

You won’t be playing Morrow, if you have received anything less than 5 points of Damage.

This is a card that you’ll most likely play alongside Kefka (23-004R) As they both shine once you have received 5 points of Damage.

Morrow comes in and deals a Forward 9000 damage.

He’s like a Mini-Summon. Plus, Morrow only costs 1CP.

If this would have been a Forward it would have been twice as better.

23-014H – Nelapa

What?

This is your Summon control.

Your opponent will think twice about casting a Summon, when Nelapa is on the field.

Cause if they do, Nelapa will deal 10,000 damage to a Forward of your choosing, and also deal your opponent 1 point of damage.

With that being said, I can see Nelapa thrown into any deck that deals with Fire. I mean why wouldn’t you. There should be a card that hardly sees any play in that deck anyway.

I’ll take 3 Foil copies.

23-015C – Notsugo

Is it Not-sugo or No-tsugo?

A 1 cost Monster that sacrifices itself and another Monster to deal 9000 damage to one of your opponents Forwards.

Simple and straight to the point.

It might be worth playing in certain situations.

 

23-016R – Bahamut

This is the Bahamut you’re supposed to play with Caius.

You can play this Bahamut, and many other Bahamuts free of charge if you grab him when Caius enters the field.
Removal at it’s finest.

Not just 1 but 2 Forwards are to be removed from the game.

The first one just needs to have 9000 power or less, and the second one should already be in your opponent’s Break Zone.

For a Free card this is great.

23-017C – Parai

Parai searches for a Final Fantasy Legends Character. And, he only costs 2CP.

But, there’s always a but, Parai will deal you one point of damage.

Is it worth it?

Depends on if you have Kefka and Morrow ready to go once you reach 5 points of Damage.

Maybe yes, Maybe no.

23-018R – Palom

Palom, one half of the twin mages.

Palom is a free play, if Porom is already on the field.

If not he’ll only cost 2CP. Palom comes in with 5000 power and allows you to place 2 EXP Counters on a Forward. That Forward will gain +2000 power.

And, if the twins work together, I think Porom will be something like this as well.

 

23-019C – Monk

A one hit wonder.

How big is that one hit?

Depends on how many Backups you control one Monk enters the field.

If you have 5 Backups, that hit will be a whopping 8000 damage dealt to one of your opponent’s Forwards.

If not then it’ll be a measly 4000.

That’s not that bad. There are plenty of Forwards that will go down with a 4K shot.

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Hidden Hope – Breathing Hope?

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22-037R – Alexander

Oh?
I read this card wrong the first time I read it.

Now that I’m looking at it, this is a great card. Alexander comes in and casts reflect on one of your Forwards, sending that damage to one of your opponent’s Forwards instead. The best thing is that you get to choose the Forward, rather than have it randomly chosen when the damage hits.

And, if you only paid with Backups to cast Alexander, you will also draw a Card, making Alexander a 1 cost Summon.

I’ll gladly add this Alexander to a Wind deck. Probably the best Alexander yet.

22-038C – Wol

Wol has 2 abilities, one which is good, and the other is ok.

The first one will allow you to choose a High cost Forward and send it to the Break Zone. The other allows you to look at the top 5 cards of your deck and add a Wind Character to your hand.

You’ll most likely be playing this card to get rid of that High cost Forward.

I don’t got much else for this.

 

22-039C – Epiornis

This is a Common?

I have to say this is a great card, and at 2 CP it is the perfect monster to have on the field, once you get 3 points of damage.

Why is that?

Well, Epiornis becomes a Forward during your turn. And, Epiornis cannot be bloced by a Forward with a cost of 4CP. That in itself is great. But, if you already have received 3 points of damage, Epiornis cannot be blocked by a Forward of 3CP or less. Thus, making Epiornis unstoppable.

The only way that you can stop Epiornis’s attack, is by a Summon or ability that will deal it damage, or by sending it straight to the Break Zone.

Now, imagine if you have 3 of these on the field.

22-040H – Enkidu

A 3 cost Warrior that will activate 3 of your Backups when he enters the field. Thus making Enkidu a free play.

After that he’ll stick around as a 7K power body, attacking and blocking like he normally would.

This card also sticks to the story, allowing Gilgamesh to call on him when he enters the field. Enkidu must be in the Break Zone when Gilgamesh enters the field. Then you’ll pay 2CP and bring Enkidu in, while activating 3 Backups.

Gilgamesh (7-088L) would be a great choice. You’ll end up only paying 1CP for both Gilgamesh and Enkidu.

You don’t even need to play Wind/Lightning, you can just throw in Enkidu since you won’t need to pay by color if Enkidu is in the Break Zone.

22-041C – Kain

Haste, and First Strike for a Common?

Activate 2 Characters when Kain Attacks?

+1000 power at 3 points of Damage?

How is this a common?

Whatever Rarity Kain has, this card is great. Actually it’s GRRRRREAT!

And, don’t get me started on the artwork, because we’re not here to talk about the artwork.

Just throw Kain into any Wind deck and you’ll do fine.

22-042C – Ranger

Your Standard 2 cost Backup.

Ranger is straight to the point, just like his arrows fly straight towards their target.

Or something like that.

Ranger has 2 abilities. One deals a 2CP Forward 5000 damage, possibly breaking it, and the other breaks a Monster.

Both of these are useful.

And, there aren’t that many ways to get rid of Monsters and Ranger here provides you with a way.

22-043C – Clavat

Simple, basic and straight to the point.

Clavat comes in for 1CP and allows you to look at the top card of your deck. If you like it you can keep it there. If not send it to the bottom of your deck.

It does have plenty of benefits.

Depending on what you see there, your game plan will change for this turn.

Do you see an EX Burst that will cause plenty of damage to your opponent. Leave it there and take a point of Damage. Do you see the card you need to put your plan into motion, play that card that allows you to draw a card.

Worst case is that you don’t like the card, and you can just recycle it to the bottom.

22-044R – Cid (FFBE)

Cid has an ability that activates during very Attack Phase, which is something that makes Cid even more valuable as the game goes on.

You can either Activate 2 Characters, or you can grant all of your Forwards protection from all Summons that choose them.
4CP isn’t alot to pay to Activate a couple of Characters once per turn. Plus you get an 8k body that will be hard to get rid of. Because, once Cid is put into the Break Zone, you can pay 3CP and return Cid to the field. That’s cheaper than playing Cid from your hand.

I like this one.

22-045C – Sosha

4 cost Dragoon that turns into a 2CP Forward if you have a Dragoon already on the field.

2CP for an 8k body isn’t bad at all.

Sosha can also throw her spear onto a Forward of your choosing, dealing it 4000 damage. Best thing is that you don’t need to send her to the Break Zone in order to do it. Just dull Sosha and you’ll be dealing 4000 damage.

This is a decent card. Simple, effective and straight to the point.

If you’re playing Dragoons, you should try adding Sosha.

22-046R – Chelinka

Chelinka here to give Yuri some support, granting him Haste. You’ll just need another Crystal Chronicles Character on the field when you play Yuri, so you’ll have a total of 3 FFCC Characters on the field.

Other than that, that is it.

2CP, 5000 power.

 

 

22-047L – Dorgann

The Art of Removal.

Dorgann, has three different abilities that activate when he enters the field, and yes, you guessed it, they all are removal abilities.

Remove a Forward, Remove a Monster, Remove 2 cards from the Break Zone.

You’ll get to choose one of those abilities to activate. But, if you already played another 2 cards before you play Dorgann, you’ll get to use 2 of these abilities instead.

Meaning that you will probably end up paying only 2CP for Dorgann to come into play.

22-048H – Nanaa Mihgo

Yes, Yes, Yes.

I’ll take 3. I’d take more if I would be able to add more to my deck.

Nanaa Mihgo is a Robber, and she’s here to rob some of your cards and use those same cards against you.

That 2 cost Forward in their Break Zone? Check.

The 3 cost Summon in their Break Zone? Check as well.

You won’t even need to pay for the cost either, they just come into play as soon as Nanna Mihgo comes into the field.

Actually, no you don’t want this card. I’ll give you a dollar for your Full Arts. No? It was worth a try.

22-049H – Bartz

Well, Bartz if you’re not in a Warrior of Light deck, you shall be useless. The only thing you’ll have going for you would be a 5000 power body on the field just hanging around with nothing to do.

But, if you are playing a Warrior of Light deck, he becomes a little bit better.

Bartz has the ability to not be chosen by your opponents abilities, if you remove 3 Warrior of Light Characters from your Break Zone, and it lasts until the end of the turn.

The other ability, is the S ability, where you can pay the cost of a card, then you can search for it and play it onto the field. Which is pretty good. You’ll be able to play any Warrior of Light card in your deck straight to the field.

22-050C – Geomancer

Here we are, a decent Standard Unit Forward.

I like this one.

Geomancer has auto protection from your opponent’s abilities. Not all of them just the ones that can choose Geomancer.
And, if you already have a couple of Standard Unit Backups on the field, you get to Activate 3 of your Backups. Which in turn will make Geomancer a 1 cost Forward with an 8k body.

Can’t get much better than that.

22-051R – Hope

Hope is hidden in Hidden Hope.

You would have thought that he would have been on the box art.

Hope comes in and you get to reveal the top 4 cards of your deck, and grabbing a FFXIII Forward from there. If you don’t find one, they all go to the bottom of your deck.

At 2CP that isn’t bad at all. You might get a free play, if you do find a FFXIII Forward there.

And, if you ever needed a way to get rid of a high powered Forward, Hope here is your answer. With Aeroga, you can Break a Forward with at least 9000 power. And, we do have a more than enough targets for Aeroga.

22-052H – Helena Leonis

Helena Leonis was turning into a great Character, and then I stopped playing War of the Visions.

As we can see she is a Green Mage as well. Although she doesn’t have any attacking spells or abilities, she does allow you to look at the top 2 cards of your deck. One is put at the bottom of your deck, the other is removed from the game.

Now, why would you want to pay a Crystal to look at the top 2 cards of your deck, remove 1 and place the other at the bottom of your deck?

Well, the card you removed, you can cast it this turn for it’s cost minus 2 CP.

You might get a free play, which is always good in my book.

22-053C – Lilisette EX

“Put on your red shoes and dance the blues,
To the song they’re playing on the radio”

And, while we’re dancing Lilisette will come into the field, and deal one of your opponent’s Forwards 1000 damage for each Character you control. Forwards, Backups, and Monsters. Anything goes, Tonight.

You’ll most likely break something with Lilisette.

And, if you find a way to bounce her. You can do even more damage.

Let’s not forget this also comes off as an EX Burst.

22-054R – Reddas

Are Sky Pirates making a comeback? Yes, I’m basing this off of this one card, because Reddas is pretty good, and he’s not even a Legend, or a Hero.

If you have 5 Sky Pirates already on the field, Reddas is a free 9k Body, that will grant all of your other Sky Pirates some protection from Summons.

Your opponent will sure have some trouble trying to get rid of this one.

And, that’s all I need to say here, If you’re playing Sky Pirates, you better be playing Reddas.

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