Posted on Leave a comment

Blissful Earth

Shop for these Singles and more at our TCG Player Store!

29-058R – Ardyn

Why does Ardyn look like a puppet? A bad one at that.

Ardyn acts as a Meat Shield. One that will attack as well.

First off, Ardyn has Brave, Ardyn cannot become dull by Summons or abilities, and when Ardyn enters the field, Ardyn Cannot be broken until the end of your opponent’s turn.

6CP might be a lot to pay to have Ardyn enter the field, but he sure will stick around long enough to get your money’s worth.

 

29-059H – Ash

Why does Ash remind me of Eddy Gordo?

Ash is bringing Monks to the forefront.

Why? Because when Ash or a monk enters the field, you can choose one of your Forwards and give them +2000 power and Brave.

And, that’s not all.

When Ash enters the field you can search for a Monk, and if you have another SOPFFO Character on the field you can play a Monk onto the field (3CP or less).

And, what does that tell you?

Ash is a free play!

29-060C – Ignis

Why not?

A chance to grab a Final Fantasy XV Character out of the top 5 cards of your deck. If you miss, well at least you have a 7K Meat Shield to stick around on the board.

4CP isn’t bad, and Ignis does have Sagefire, which will break a dull Forward.

No wonder Noctis kept him around all this time.

 

 

29-061L – Vincent

From the looks of it, I am liking this card.

Vincent comes on in and can grab a Final Fantasy VII card from the top 2 cards of your deck. If there are none, then those 2 cards go into your Break Zone.

But, that’s not the reason you’ll play Vincent. You will want to play Vincent for his ability that goes off at the beginning of your Attack Phase.

You can either give Vincent +3000 power and Brave, or you can deal a Forward 6000 damage, possibly breaking it.

I’d personally go for the first option.

29-062R – Wol

OK, this is an upgrade from Opus V Miner.

Wol Comes on in and plays a Backup of 2 or less from your Break Zone onto the field.

And that is a good enough reason to play this card. But, that is not all.

Once per turn Wol can pay a Crystal and he’ll grab a Character from your Break Zone to add to your hand. You can do this once per turn as well. All you need is a Crystal Generator, and you will be set for the whole game.

Let’s not forget that Wol is also a Forward, meaning that not only is he a recycling machine, he can also deal damage.

 

29-063R – Exdeath

MWAHAHAHAHA! (That’s me trying to type an evil laugh.)

This is great.

For 4 CP, you can play a Forward that has no way of being broken by Summon or abilities. The only way to get him off the field is by blocking his attack, with a higher powered Forward.

Either that or finding a way to remove him from the game.

But, that’s what Exdeath wants you to do.

Why?

Because once Exdeath is removed from the game, you will search for Neo Exdeath. And, we all know what Neo Exdeath does.

29-064C – Gargoyle

Our 1 cost Earth Monster is here, and it acts like a shield.

Gargoyle will give a quick block for one of your Forwards. Gargoyle will take 4000 damage off of the attack, and will then be on it’s way to the Break Zone.

But, do not worry. You’ll get to draw a card for your loss.

 

 

 

29-065C – Galuf EX

Simple, but effective.

Galuf comes in grabs a Character from your Break Zone, and then acts like a Meat shield. A Meat Shield with 8000 power. He’ll block your opponent’s attacks left and right until he is broken.

After that, you can just play another Galuf.

It might be time to give Opus V Miner the night off.

 

 

29-066C – Gladiolus

The brawn of the Retainers.

And, it does make sense that Gladiolus has 9000 power. But that cost can be a bit high if you ask me. 5CP would have been more reasonable.

Gladiolus comes in with Brave, and once per turn he can give a Final Fantasy XV Character +2000 power.

Might have been better off as a Backup.

 

 

29-067C – Krile

This is a great card for your Warrior of Light. Play a 6 cost Galuf from your hand onto the field? Yes, please!

Although we still haven’t seen this 6CP Galuf, and I am excited to see it. Don’t ask me why.

And if you don’t have a Galuf, you can always play a Earth Forward that costs 4CP or less instead.

At 2CP, I’ll be putting Krile in any Earth deck. Just because I can.

 

 

29-068L – Titan (XVI)

Titan has a face only a mother (and Hugo) can love.

But this is just a menacing card. Your opponent will be looking to get rid of Titan as fast as possible.

For one, when Titan is on the field,during your turn, your opponent’s Backups are just for show. They can’t produce CP, so they’re just sitting there watching Titan steal their bikes.

But, we’re not done. Cause as soon as Hugo Primes into Titan, you choose 3 of your opponent’s Forwards, and as soon as your Attack Phase starts, each Forward has to pay 1CP or they will be sent to the Break Zone. And, since we can’t use Backups to pay for this, your opponent will be discarding cards from their hand to keep these Forwards alive.

And, we’re not even done her.

Geocrush, the Titan Special. Put it on the menu, because Backups will start dropping like flies here.

29-069C – Dhorgorgang

A 6 cost Backup that can grab you two Forwards.

Nothing wrong with that as it will bring Dhorgorgang’s cost down to 2 CP.

Sure, you can’t search for the Forwards, but any Forwards will be good if you don’t have any on your front lines.

It wouldn’t hurt having one of these in your deck.

 

 

29-070R – Dragon Zombie

Here’s something that can halt your opponent for a turn.

Dragon Zombie comes in and chooses 3 Forwards that can’t attack or block until your opponent’s next turn. Meaning that they have no way to respond to your attacks, or attack you. Which is good, especially if they only have 3 Forwards on the field.

Other than that, this 3 cost Monster, will become a Forward when you have 5 Backups on the field.

That means that Dragon Zombie can be sent to the Break Zone, and you can play another one.

 

29-071R – Hugo

A 3 cost Forward that can’t be broken by most Summon or abilities. This is the definition of a Meat Shield. I mean just look at him, he’ll cover you like no tomorrow.

But, that’s not the reason you’ll play Hugo.

You’re playing Hugo, just to Prime into Titan, and we all know what happens after that.

If you’re playing Earth, throw Hugo/Titan into the mix.

 

 

29-072C/15-080C – Geomancer

Where’s Cecil?

“Geomancer here comes in gives you a Crystal, that you can use to play Cecil. After that, Geomancer dulls and heads over to the Break Zone, and gives Cecil Brave on the way out.”

I can’t remember why I wrote that back in Crystal Dominion.

Must have had a good reason.

 

 

29-073C – Beastmaster

Here’s your Monster recycler.

Beastmaster comes right in and grabs a Monster from your Break Zone.

And, that is it.

You can play 3 at once, grabbing 3 Monsters from your Break Zone.

After that, just a normal attacker in sheep’s clothing.

A male sheep.

A ram.

Just not as powerful as a ram.

29-074H – Moogle Trio

2000 damage for each Forward you control.

And, for 1CP, and this also comes off of an EX Burst?

That’s crazy, throw it in a Swarm deck like, I don’t know maybe Chocobos. and you’ll be getting rid of Forwards like a … I can’t think of anything right now, but you get what I’m trying to say.

Throw this in your deck, you’ll be glad you did.

 

 

29-075H – Yoran-Oran

Well, well well..

I can see it clearly now the Mage …

Mages will become a top tier tribal deck, that will easily take on Dragoons and Samurais. Not to mention Chocobos and whatever other Tribal deck you want to throw at them.

Why would I say that? Just take a look at Yoran-Oran’s first ability. Go ahead, I’ll wait.

You see? Any ability that is cast by a Mage cannot be canceled. CAN NOT!

Then you’ll say, that Yoran-Oran cost 7CP. So, what! YOu can play a Mage Forward that costs 5CP on to the field. And, you don’t even need to have that Mage in your hand. You can search for it.

So, search for Shantotto, and let the games begin.

29-076H – Roche

Roche is back. And he looks better than ever.

But, what does he do?

For 2CP, Roche comes in and nothing. His ability activates when he attacks. Where he trades damage with one of your opponent’s Forwards. But, at 6000 power, that’s not a lot to go on.

Luckily, you can Remove a Roche from the Break Zone, and give Roche 9000 power. Making him the muscle you need for that ability. Roche will then go Berserk, and he will attack every turn whether you like it or not.

Groundbreaking Singles!

Posted on Leave a comment

Blissful Wind

Shop for these Singles and more at our TCG Player Store!

29-039C – Ahriman

Ahriman pays for itself in the end.

More like a ticking time bomb if you ask me. And, I think I already used that term this set, so that must mean one thing. We have 6 different Monsters in this set that cost 1CP, and they let you draw a card when you use it’s ability.

Ahriman will deal a 5CP Forward (or more) 7000 damage.

Yeah that’s about it. Sounds more like a Bomb to me. That’s what they should have done. 6 different Bombs. Maybe next set.

 

29-040H – Adelle

A 2 cost, 7K body, with Haste that can attack twice in the same turn.

I’ll take it.

Although you do need to discard a card to get that whole effect, but it is worth it.

And, this can be the first card you play. 2 points of damage turn 1 before your opponent even has a chance to answer. If they don’t have a Summon that can get rid of her turn 1, they’re already down 2 points of damage and you haven’t even started playing. You can have the whole game won by turn 2.

Especially if you drew Roche turn 1 as well.

You’ll pretty much play Roche for free, and then play Adelle for 2CP, have them both attack, and well you know the rest.

29-041H – Alexander

A 3CP Summon that deals 5000 damage to 3 of your opponent’s Forwards.

3CP? 3 Forwards?

Coincidence?

I think not.

.

 

29-042R – Wol

You can’t say that you don’t like this card.

Wol is the Assassin that we’ve all been looking for. Especially for those High Powered Forwards taht your opponent controls. All you need to do is find a way to get Wol to deal damage to your opponent.

And, luckily he can do that all by himself. As long as you have Crystals.

Cause you can just use that Crystal to give Wol the ability that states “Wol cannot be blocked”.

I’m already counting my Crystals.

 

29-043R – Aerith

I’m trying to figure this one out.

If a Final Fantasy VII Character is put from your hand or deck into the Break Zone you get to add it back to your hand.

Does that mean, when you pay for a S ability that the card will come back to your hand? If it does then this card is awesome.

If not, and if it’s only to protect your hand from turbo discard then that is good as well.

I would like to see this card in action before I decide if I like it or not.

 

29-044C – Elmyra EX

We have a new job. Sector Five Undercity Resident.

Yeah, that’s it.

Elmyra will search for Aerith.

Elmyra can also protect Aerith whenever she is chosen by your opponent’s abilities.

You can also search for Aerith off of the EX Burst.

 

29-045C – Dancer

Dancer comes right in and reveals the top 5 cards of your deck in search for a 3 cost Forward. Yes, she’s looking for a partner. Ok, that wasn’t my best work. But, that’s besides the point.

If you do find a 3 cost Forward, Dancer just became a 2 cost Forward.

Dancer will activate at the end of your turn. This way you’ll always have a blocker ready to go.

 

 

 

29-046L – Garuda (XVI)

This is not bad. I actually had the Benedikta/Garuda duo in my prerelease deck. Sadly, I didn’t have enough WInd cards in that deck to actually make use of it.

If you’re running Mono-Wind on the other hand, this is a no Brainer.

You play Benedikta, you Prime into Garuda, and you play one of the 2 cards from the top of your deck. And if Garuda deals damage to your opponent, you can run that ability again. And, again.

Aerial Blast? If you have the CP go for it. But, if your opponent finds a way to block it, then you’ll be out of luck as it might leave you with no way to counter if this ability gets blocked or canceled.

Still, it’s a good choice if you have your opponent with 6 points of damage and a big front line.

29-047C – Chloe

And, you thought that, that was it with the Chocobo support.

Guess you were wrong. So was I.

Chloe comes in and every time a Chocobo enters the field she activates. Yes, this only trigger once per turn but, that’s all you’ll need.

Why?

Because, you’re activating her, just to use her ability, which is granting a Character protection from your opponent’s abilities. And, that protection is called, not being able to be chosen by those abilities.

At 2CP, this is a good choice. A great choice.

29-048C – Billy

Oh wow. How is this a common?

Billy comes in for 5CP, Billy searches for a Chocobo of 3CP or less and plays it onto the field. You’ll probably search for Chocobo (6-050) Cause why wouldn’t you? And, if you don’t, I’d like to know which Chocobo you’re searching for.

Oh, and let’s not forget that all your Chocobos gain +3000 power.

And, once again. How is this a Common?

 

 

29-049H – Sophia (SOPFFO)

Sophia is ready to give Stranger of Paradise a shield. One that will reduce damage dealt to SOPFFO Forwards by 1000. Which is good, that could be the difference your Forwards need to not break.

At 4CP, Sophia comes in and grabs a Wind Character from your Break Zone and plays it on to the field. 4CP = 2 casts.

Yes, you’ll need another Stranger on the field for this to work, but you’re probably already have a couple if you’re reading this.

 

 

29-050C – Chocobo

I’d like to see Chocobos make a comeback, and this card, just might help.

First off it’s a Chocobo, and for 3CP you get a Forward with 7000 power. Once Chocobo comes in you can dull a Wind Forward, and that will give Chocobo Haste.

Chocobo can now attack, and when it does, you will look at the top 3 cards of your deck, and add a Chocobo to your hand, bringing Chocobo’s cost down to 1CP.

Pair this with a whole bunch of other Chocobo’s, A Bartz, and that Ace LB from Hidden Hope, and you’ll be set.

 

29-051C – Stray Chocobo

Are you seeing what I’m seeing?

Stray Chocobo, is the perfect Wind Forward to dull when Chocobo 25-050C enters the field.

Why?

Because as soon as you dull Stray Chocobo, Stray Chocobo will activate itself. And that’s not the only thing, Stray Chocobo will also give one of your Forwards +1000 power until the end of the turn.

And, you can give that +1000 power to Chocobo, as it gets ready to attack now that it has Haste.

 

29-052H – Bartz

And, the list goes on.

Bartz enters the field and grabs 2 Chocobos from the Break Zone. And you better be grabbing Stray Chocobo, and then any other Chocobo it doesn’t matter which one, because you’re just going to use it to pay for the cost to cast Stray Chocobo.

Why?

Because when you dull a Chocobo, Bartz gains Haste, and his power becomes 9000. Meaning Bartz can attack, and whenever a Forward you control attacks you can choose one of your opponent’s Forwards and deal it 4000 damage.

Meaning, that if you have a swarm of Chocobos on the field, you can ping to victory!

29-053R – Benedikta

A 4 cost Forward with 8000 power. Pretty normal.

Benedikta comes in and activates 2 of your Wind Backups. And then you can use those Backups to pay the cost to Prime her into Garuda. And what does Garuda do? Well, I heven’t seen it yet.

But, we’re pretty sure it’ll be something good.

Plus Benedikta gains Haste if any Eikon has been removed from the game.

 

 

29-054R – Great Malboro

This is a slight setback for your opponent.

Great Malboro comes in and you will remove 2 cards from your opponent’s hand from the game. The good thing is that you get to take a look at their hand. This way you know what they have, and once you remove those 2 cards, they won’t be able to get them back until the end of their turn.

Meaning that you will know what they can counter, and most of what their next play looks like.

Plus, if you have 5 Backups Great Malboro becomes a Forward, and you can use him to block attacks left and right unitl it is sent to the Break Zone.

After that, you can just play another Great Malboro.

29-055C/15-058C – Dragoon

A lot has changed since Crystal Dominion came out.

But, Dragoon stays the same. Other than the Kain part, we’re sticking to this.

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

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

 

 

29-056R – Lucil

Yes, If you’re playing Chocobos, you’re playing Lucil. No questions asked. Period.

Why?

It’s simple really, Lucil is a free play. Once you have 3 Chocobos on the field, Lucil will come in and you will draw a card. Which in turn will be the 2CP that you paid to cast Lucil.

Not only that, you can dull a Chocobo *cough Stray Chocobo cough cough* to make Lucil an 8000 powered Forward.

Add in the Rubi Asami art, and I’ll take 3 Full Arts.

 

29-057L – Luso

Yes, 8CP might seem like a lot to pay for a 5K body, but look at what you’re getting.

You get to search for 3 Forwards that cost 6CP all together. Meaning that you’re paying 2CP for Luso. And, that is cheap. Cause, you’re filling up your board. And they can be any element that you’d like. No restrictions here. Except that they have to be Final Fantasy Tactics Advance 2 Forwards.

Luso can also give Haste to a FFTA2 Forward whenever he attacks.

What’s not to like?

Looking for Singles?

Posted on Leave a comment

Blissful Fire

29-001R/26-003R – Ifrit (XVI)

Really?

We’re starting off with reprint?

I’ll just give you what we said back when Gunslinger in the Abyss came out.

“Priming is back, and it looks like it’s better than ever.

That’s not saying much as this is the second set that we have that has Priming.

Either way, Ifrit needs to be Primed into, by Clive.

First off, when Ifrit is blocked or if he is chosen by an ability, Ifrit deal your opponent 1 point of damage. That means that your opponent will need to find a way to get rid of Ifrit A.S.A.P.

We’re not done yet.

If Clive has primed into Ifrit, Ifrit is nearly untouchable. Because, all damage dealt to Ifrit that is less than Ifrit’s power becomes a big fat 0. Zero! Zero!

Can’t say I didn’t warn you.”

29-002R – Wol

How many Wols are there in this set?

I’ve seen a couple already, and I’m sure I’ll see at least another 3.

But, this one is good. Especially with Samurais. You can just throw him in that deck alongside Tenzen.

Wol comes in with Brave and a 9K body, ready to take down your opponent’s Forwards and also block their attacks.

Let’s not forget about Wol’s Crystal ability which allows you to play a Fire Forward that costs 4CP or less from your hand on to the field. And, you can use that once per turn as long as you have Crystals to pay for it.

.

29-003R – Chimera

Decent Monster that becomes a Forward.

And, that means that even if Chimera never becomes a Forward, you’ll still get to use it’s ability thatdeals 7000 damage to a Forward.

Turning Chimera into a Forward is great, as it has an 8K body.

But, if you don’t have 5 Backups on the board, well then, Chimera will just hang out.

And, from the looks of it, we have plenty of Monsters that will become forwards at 5 Backups in this set.

.

29-004C – Clive

Well it’s not the Clive we all know.

Clive let’s you draw a card when he or any other Final Fantasy XVI Forward enters the field. And, yes this includes Prime, or at least I would think so. And, once you see what you got, you will put a card from your hand at the bottom of your deck.

Hey, at least it’s not discard a card.

Other than that, Clive has 7000 power and costs 3CP.

.

29-005L – Cloud

Beautiful card.

I think I already have this artwork on another card from some old Final Fantasy Art cards. I can’t remember from where, but it’s somewhere, unless we sold it already.

Anyways, on to the card.

When cloud enters the field you can remove 3 Fire or FFVII cards from your Break Zone, and you get to play a weakling. Yes, a weakling. Up to 2CP, and up to 5000 power. I’m sure their are great cards for this, especially since Cloud is a Warrior, and Warrior decks are all that and stuff.

But, we’re not here to talk about that.

We’re here to talk about Power Cleave/Spell Blade.

One ability.
2 Forwards.
Broken.

That sounded better in my head.

29-006C – Samurai

This isn’t bad at all.

4CP to grab a Fire Character from your Break Zone? Sure, this way you can grab Cloud, and use that S ability a couple more times.

But, if you don’t want to grab CLoud, you can always grab a Samurai, and that Samurai will deal one of your opponent’s Forward 3000 damage.

Yep, sounds good.

.

29-007C-15-007C – Samurai

Another reprint, but we should have been expecting this one. This Samurai, alongside the other 5 Standard Units, all do the same thing. They give you a Crystal.

And, since we’ve been talking about this card since Crystal Dominion came out, I’ll just leave it at that.

I’m just trying to fill this up with words, so it looks like we have something important to say.

 

.

.

29-008L – Zidane

How many cards, can you cast per turn? Zidane here, will deal 5000 damage for everycard that you cast that was removed from the game. Makes sence?

For 2CP you get a 5k body. And a great ability.

Zidane removes cards from the game. The top 2 cards of your deck to be exact, when he enters the field, and whenever Zidane attacks. You can then play those cards during your turn and deal 5K damage.

You can also pair this with a little Summon called Mind Flayer, which will help with removing your opponent’s cards from the game. And, you still will get the damage Zidane will deal when they come into the field.

.

29-009H – Cid Highwind

Cid can Pilot your deck for you. Or at least he can start you off to where you want to go.

Cid comes in and you can play a Final Fantasy VII Forward that costs 4CP or less (*cough Cloud *cough cough) from your hand and play it to the field.

And, whenever another Final Fantasy VII Character enters the field you draw a card. So, 7CP – 4CP = 3CP + 2CP from the card you just drew, Cid’s total cost came down to 1CP. You’ll be positive CP once you play another Final Fantasy VII Forward.

And, a 9K body, Cid will stick around for a while.

.

29-010C – Joshua

We already know that Joshua will Prime into Phoenix. But is he playable by himself?

Actually, yes.

For 2CP you can play Joshua and then you can discard a card. Then you get to deal 7000 damage to a Forward. Possible breaking it.

Once that is done, you can them Prime into Phoenix.

We’ll see what Phoenix does when we get to it.

.

29-011H – Tifa

Cloud makes a lot more sense now.

Tifa comes in with Haste, and every time she attacks, you can deal a Forward 1000 damage for every Final Fantasy VII Character that is on your field.

Rise and Fall, deals a Forward 3000 damage, and you get to draw a card. You can use this ability up to 3 times this turn. For a total of 9000 damage. This will be used mostly for a bit of ping damage here and there.

But, you won’t be using that, you’ll be using Tifa for Cloud’s S ability.

Cid Highwind >> Cloud >> Tifa >> Cloud’s S ability

29-012H – Neon

Neon is trying to take the place of Amaterasu, and if this card comes in a Full Art as well, which I think it will, you’ll be seeing a big spike in that card.

Neon comes right in for 3CP, and if you have another Strangers of Paradise Character on the field, she will deal a Forward 9000 damage.

But, Amaterasu is a Summon.

Yes, you are correct, but take a look at Neon’s Signature ability.

It’s not cancelling an ability, it’s just changing the damage dealt to your Forward to 0. A big fat 0. Neon is trying but she isn’t taking Amaterasu’s place. And that just means that they can both work together, and Fire’s aggro will be unstoppable.

29-013H – Bahamut

This is a pretty decent Summon, although you can’t cast it as a counter attack, on one of your opponent’s attacks, you can still cause some damage here.

Bahamut deals one of your opponent’s Forwards 10,0000 damage. And, when that Forward is put into the Break Zone, during this turn. You’ll deal your opponent a point of damage as well. As long as they have 5 points of damage or less.

Now you might say that Bahamut costs 6CP and that, that might be a lot to pay, but look at what you’re getting.

Plus let’s not forget about Fang and Caius. Fang can reduce the cost to cast Bahamut by 2CP, and Caius will reduce the cost by 5CP. Caius also searches for Bahamut.

Just throwing that out there.

29-014R – Palom

We have the twins back doing what the twins do best. Twincast.

Well that’s the one option. If you have both Palom and Porom on the field, you can use Palom’s ability and deal one of your opponent’s Forwards 20,000 damage.

If not then you can just use Palom’s first ability and deal 5000, which is still good, depending on what you’re targeting.

Plus, you get a 2 cost Backup that will stick around until you need to use his abilities.

.

.

29-015C – Faris

Oh, wow.

Look at that artwork! It looks like modern day Amano art.

Faris comes in and grabs a Fire or a Water Forward from your Break Zone and plays it straight to the field.

This is not bad at all, you can even throw Faris in your new Final Fantasy VII deck so she can grab Tifa, when your opponent breaks her.

And, after you grabbed that card from the Break Zone, Faris stays on the field as a 8K body. Attacking and Blocking until she is sent to the Break Zone.

You can then replay Faris.

29-016R/26-018H – Phoenix (XVI)

26-018H – Phoenix (XVI)\par

“Phoenix is ready to raise the dead … err the Knocked Out?

Of course your going to prime into Phoenix, cause if you don’t, well, there’s no point in playing this card.

Once Joshua primes into Phoenix, you’ll reveal the top 4 cards of your deck and add a couple of Fire cards or Final Fantasy XVI cards to your hand. Any cards, doesn’t have to be a Character, a Forward, a Summon, or a Monster or anything. just pick the two that you prefer.

Joshua and Phoenix will do well in any Mono-Fire deck. Or a FFXVI deck.

We still have Flames of Rebirth. Simply grab any Final Fantasy XVI Forward in your Break Zone and play it on to the field.

We’ll be seeing plenty of Phoenix.”

29-017C – Braska’s Final Aeon EX

I’m trying to see if it’s worth paying 9CP for Jecht … I mean Braska’s final Aeon.

When Jecht enters the field or leaves the field you will deal one of your opponent’s Forwards 8000 damage. That’s double dipping here.

I would say this is the Prime example of a Meat Shield. 9000 power, and when Braska’s Final Aeon is sent to the Break Zone, he’ll probably take another Forward with him.

If only Braska Could Prime into his Final Aeon.

.

29-018C – Bomb

We got a new Bomb!

And this one is pretty Bombesque. If that makes any sense.

Bomb comes in and does nothing. For now.

Bomb is actually a ticking time bomb, waiting for the moment that you will trigger it. And when you do, Bomb will deal a Forward 4000 damage and it will also draw a card for you.

You can’t go wrong with this one.

.

29-019C – Lann

I like this.

+1000 power to all the WoFF Forwards. You can’t go wrong with that.

Plus, Lann gives Reynn Haste.

If you’re playing WoFF, it’ll be a good idea to add Lann to your deck.

Hot Singles!

Posted on 2 Comments

Dreamlike Winds

28-039H – Warrior of Light

For 4CP, Warrior of light will come on in, revealing the top 5 cards of your deck, and playing a Wind Character 2CP or less on to the field.

That’s a good start.

Warrior of Light doesn’t really shine until later in the game.

When you have 5 Wind Backups on the field, Warrior of Light will gain +4000 power, and the ability to not be targeted by your opponent’s abilities.

That’s a 9k body, ready to attack, ready to block, ready to take on Chaos!

28-040C – Sky Samurai

For 2CP and Crystal, Sky Samurai is a great card to play.

First off, she cannot be blocked by a Forward that costs 4CP or more.

Secondly, you can pay a Crystal and give her +3000 power and Haste, meaning she can attack as soon as she enters the field.
And, that is all you need to know.

Now go play this card alongside Warrior of Light.

 

28-041C – Edge

Coming in like a Ninja with Back Attack!

Edge enters the field and deals 4000 damage to a Forward. And since he can come in during your opponent’s turn, Edge can hit the Forward that is attacking for 4000 damage. He probably won’t break that Forward, but it should be enough for your Blocker to Break it.

And if you have received 5 points of damage, whenever Edge deals damage to a Forward the damage increases by 4000, making his enter the field ability deal 8000 damage to a Forward.

And whenever Edge attacks, his damage becomes 11,000!

 

28-042C – Scholar

Gain 2 Crystals.

We’re just going to Copy/Paste again.

“Here we go, a Crystal Generator.

One when Scholar comes in, and one when you use the ability to send her to the Break Zone.

Simple.

Easy to understand.

Not much else going on here.”

28-043R – Gi Nattak

4CP, 8000 power.

Formerly of Cosmo Canyon. But, technically he still lives there.

Gi Nattak has a great ability. Everytime Gi Nattak is dealt damage, you will choose one of your opponent’s Forwards, and cast Doom on it. That Doom counter will break that Forward at the end of your opponent’s turn.

They’ll think twice about trying to get rid of him, or even blocking him for that matter.

He’s not just a Forward, He’s a Gi.

Yeah, that was terrible.

28-044H – Edward

You see this, Edward’s harp is finally working.

At the end of your turn, Edwards will Activate one of your Forwards. It’s like Brave, but different.

And then we have Hastemarch.

Activate all of your Characters. As long as you have two active Wind Backups, and another Edward in your hand, you will be able to Activate all of your Characters during your opponent’s turn. That way even if you miscalculate your plan, and went all out but failed. Edward can give you that second chance.

 

28-045R – Zack

How does a Wind Forward from your Break Zone sound?

Zack comes on in and you can grab that Wind Forward, add it to your hand. And this ability also comes off of an EX Burst. So, you don’t even need to pay 5CP for it, as you might get lucky.

That is not all. Not at all.

You see, Zack also has another ability that reduces the cost of Wind Forwards by 2CP. Yes, it does cost 1 Wind CP for this ability, but you’re getting a discount. 2 cost Forwards now cost 1CP.

It’s like a Buy One Get One Free! On 2 cost Wind Forwards. But not at the same time. One for this turn and one for next turn.

 

28-046C- Zidane

Zidane comes in, looks at the top 5 cards of your deck and grabs a low cost card. 2CP or less.

If you do find one, congratulations, you just paid 1CP for a Backup.

You’ll say, yes but what else does Zidane do.

Remember that pesky Forward or Summon that you had trouble with, and you finally sent it to the Break Zone? You can use Zidane’s second ability to remove that card from the game.

And since you’ll be getting rid of Zidane, you will now be able to play another Backup.

 

28-047C – Summoner

A 2 cost Summoner that will produce CP until you need to grab a Summon from your Break Zone.

Not a bad deal, plus Summoner is one of the few Summons that can get rid of themselves.

Will this Summoner see much use? That depends on what Summons you have in your Break Zone.

I could see a couple of these in a few decks.

 

 

 

28-048H – Sylph

2CP to draw a card.

Add in a Crystal and you can protect one of your Forwards from your opponent’s abilities.

Not bad.

With the 2CP that you get back, you’ll be paying for Sylph with just a Crystal.

Sylph will come in clutch.

 

28-049R – Cluckatrice

Activate a Forward at the end of your turn.

Not just one turn, all of your turns.

This might actually be Edward’s pet from another universe. Yeah, I made that up.

And, Cluckatrice also becomes a Forward with 6000 power.

Now if they only made this card into a Full Art …

 

28-050C – Paine

First off, I will say, I never had Paine as a White Mage.

Ok let’s see here.

At the end of your turns, you can reveal the top card of your deck. And if you find a Final Fantasy X Forward there, you can add it to your hand.

Also, at the end of your turns, you can put Paine into the Break Zone, and play another Paine from your hand on to the field.
We have 8 to choose from. And, I’m guessing that sooner or later, we’re going to get a High Cost Paine, that will pair perfectly with this one.

 

28-051R – Black Cat

You feel lucky?

Black Cat comes in and you can play a 3 cost Character from your hand on to the field. The Bad News? Your opponent gets to do the same thing.

If they don’t have any cards in their hand, you have nothing to worry about.

And, when you’ve received three points of damage, Black Cat will also grab a Character from the Break Zone.

Meaning that you’re actually coming out +2CP.

And, with 8000 power she’ll be sticking around the field for a bit.

28-052L – Marche

This is the first good Marche that we’ve gotten since Opus XI.

And, how good this Marche is depends on how many Backups are on your field. Let’s not forget about Crystals, Marche likes Crystals this time around.

If you have 2 Backups MArche gains +1000 power and Haste.

If you have 5 Backups MArche can’t be blocked by Forwards that cost 3CP or more.

I can just leave that like this, and you’ll agree with me. But, we’re not done.

When Marche deals damage to your opponent, you can pay a Crystal, and when you do, you will draw 2 cards.

I can’t wait to see Ritz’s card.

28-053C – Maria

Oh, well this is interesting.

Maria comes in and searches for a Final Fantasy II Forward and plays it to the field.

And, that is it.

Now, if you decide to search for Guy (28-004C), once he enters the field, you will search for a Warrior or a Rebel and add it to your hand. And, Maria will turn into a Free Play. And, we all like Free Plays.

 

 

28-054L – Yuffie

You can call this a Combo Play. And, the best thing is that you only need one card to do it.

Yuffie comes in and you will Remove 2 cards from your opponent’s Break Zone from the game. You will then gain 2 Crystals.

Once those Crystals are in your hand, you can then use a Crystal to give Yuffie +1000 power and Haste.

You can then use Yuffie to attack your opponent and strike them with 9000 power, which is usually more than enough to break a Forward.

Another Crystal can be used to grant Yuffie protection from your opponent’s abilities, and 2 Crystals can be used to deal a Forward 8000 damage.

We’re going to need a bigger Crystal Generator.

28-055H – Richt

Are the Warriors of the Crystals coming back.

It sure looks like it, and they’re going to become a lot stronger.

Take Richt for example.

When he enters the field, you can pay the extra Crystal and grab a 2 cost Backup from your Break Zone and play it on to the field.

Not only that, but whenever Richt attacks, you will activate 2 of your Backups.

I haven’t seen so much activation in a set since Opus XIV.

28-056C – Leon

I mean, why would you play this card. What am I not seeing?

Leon comes in for 2CP, but if you don’t have Maria on the field or pay an extra 2CP, Leon is sent to the Break Zone.

Sure Leon might have an 8K body, but he is useless.

Wasn’t there a card that said “when one of your Forwards is put into the Break Zone”?

 

 

28-057R – Red XIII

I don’t know if you see it, but I do.

It’s March 13th. Or Marche/XIII.

It’s meant to be. Red XIII will be forming a party with Marche, and then Red XIII will be looking at the top 3 cards of your deck, adding a Final Fantasy VII Character to your hand each time. And, Marche will be dealing damage, and if it hit’s your opponent, you will also draw 2 cards.

Look at that, 3 new cards to start your Main Phase 2.

Yes, there’s a chance you’ll whiff, but we’re looking on the bright side.

Shop for these Singles and more at our TCG Player Store!

Posted on Leave a comment

Blissful Eternity

The Final Fantasy Trading Card Game community is buzzing today with the official reveal of Opus XXVIII: Blissful Eternity. With a heavy focus on one of the franchise’s most beloved entries and some high-end collector’s items, this set is shaping up to be a monumental release for 2026.

Here is everything you need to know about the upcoming set.


Mark Your Calendars: Release Dates

The summer is looking hot for FFTCG players. Set your reminders for these key dates:

  • Midnight Prerelease: July 24, 2026

  • Official Launch: July 31, 2026

Note: Stay tuned for more details on our Midnight Prerelease event coming soon!

The Year of Final Fantasy X

It’s no coincidence that Tidus is gracing the box art for Blissful Eternity, following Yuna’s appearance on the Dreamlike Oceans (Opus XXVII) box art coming this March.

As we celebrate the 25th Anniversary of Final Fantasy X, the game is clearly taking center stage. Fans are already speculating that this could mean the return of the “YRP” (Yuna, Rikku, Paine) meta. Will we see new versions of the iconic trio to shake up the competitive scene?

The Return of “Noir” and Gold Signatures

Collectors, get your top-loaders ready. The Noir style—first introduced in the FFTCG Special PR Collection Noir—is making a comeback. These striking black-and-white reprints featuring Tetsuya Nomura’s signature are highly coveted, and this set brings a heavy hitter:

  1. Noir Reprint: Cloud (11-127L)

  2. The Gold Treatment: A brand new Sephiroth (29-087L) will receive the Full Art Gold Signature treatment.

With two Gold Signatures in one set, the hunt is on. I’m personally curious to see if the pull rates for these will be identical; I have a sneaking suspicion that one might end up being the ‘ultimate’ chase card of the set, but we’ll have to wait for the official drop to find out.

Set Breakdown & Legacy Cards

Opus XXVIII is packed with value, boasting a massive 36 Full Art cards. We also have confirmation on the Legacy Card slots, which feature some powerhouse reprints:

  • Gilgamesh (14-023L)

  • Warrior of Light (21-121L)

  • Mont Leonis (22-113L)

First Look: New Artwork

While we don’t have the full text for these cards yet, the artwork for seven key characters has been teased. The lineup includes:

  • Seymour, Eiko, Yuna, Kelger, Roche, Faris, and Zidane.


What are you most excited for in Blissful Eternity? Are you chasing that Noir Cloud, or are you hoping for a meta-defining YRP comeback? Let us know in the comments!