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Dreamlike Limit Break

28-119R – Serah LB

Fire and Ice.

Serah comes on in and depending on how many Fire and Ice Characters you have on the field, will determine what she does.
IF you have 3 Fire Characters, Serah will deal a Forward 5000 damage.

If you have 3 Ice Characters, Serah will have your opponent discard a card.

And, if you have 3 and 3 then both of these abilities will go off.

Not bad, but I always feel like these Limit Breaks should be more like a Limit Break.

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28-120R – Ritz LB

How bad do you need that Crystal?

If you need it right away this is the Limit Break for you.

The cost for it is a bit high, when there are plenty of other cards that will get you a Crystal for much cheaper. The only difference is that Ritz is ready to go when you need her.

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28-121R – Gilgamesh LB

Gilgamesh is here.

Again. And, there’s nothing wrong with that, because we all like Gilgamesh.

Gilgamesh is a your body ready to attack, ready to block, and he won’t take much damage for Gilgamesh has First Strike.

This is a usable Limit Break to have, just in case you need to throw in a big body.

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28-122R – Rufus LB

Rufus comes on in, and if you pay the extra cost of 1 Earth CP and 1 Lightning CP, you can play a Final Fantasy VII Forward from your Break Zone onto the field.

Yes, please and thank you.

Not much else to say. Sure, the cost is a bit high, 7CP total, but you also need to take into account that you can play Rufus, whenever you’d like. You don’t need to hope you’ll draw him during the turn that you need him, because he is sitting there in your Limit Break deck ready to go.

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28-123R – Ashe LB

Might as well just play Ashe from the very start.

You’ll pay 6CP up front, but after that, most of your MBM characters will cost 1CP, but only at the beginning of your Attack Phase.

Let’s not forget that Ashe will look at the top 5 cards of your deck when she enters the field, and then you will select a MBM Character and add it to your hand.

If all goes as planned, Ashe will have paid for herself in two turns.

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28-124R – Bahamut LB

I don’t know, 9CP is a lot.

And, what do you get in return, maybe a broken Forward and a Meat Shield.

Well you’ll get a body on the field, but other than that, I’d leave this one at home.

 

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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.

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Dreamlike Fire

28-001R – Ursula

2CP + 1CP + 1CP = 8000 damage / 2

Or something along those lines.

Ursula comes right on in, and you can pay 1 Fire CP two times. Each time you do Ursula will deal 4000 damage to one of your opponent’s Forwards.

And, if you already have received 3 points of damage, every time she deals damage to a Forward that damage increases by 1000.

Making each hit, 5000 points of damage.

This changes our formula. But, we’ll just leave it like that.

28-002R – Ardyn

This is interesting.

Ardyn is here to deplete everyone of their resources.

At 4CP, and 9000 power, he’ll be hard to get rid of.

At the beginning of each player’s Main Phase 1, you’ll have to put one Character into the Break Zone. If you don’t Ardyn will deal you one point of damage.

And at 3 points of damage, Ardyn will double the damage dealt. So, 1 point of damage will become 2 points of damage.

Ardyn will make your matches much shorter.

28-003C – Garland

Half way to board wipe.

Garland comes along and he’s taking down all of your low cost Forwards. 7000 damage to all the Forwards 2CP and below, is a serious threat, to low cost Forwards.

If the Forwards are 3CP and up, well then you’re out of luck. Even 9000 power won’t be worth the 5CP spent to play Garland.
Maybe one would be good. There are better 5 cost cards out there.

 

28-004C – Guy

Now this is what I’m talking about.

Firion and Co. is getting a great addition to the Final Fantasy II deck. If you don’t have one yet, then it’s probably time to make one.

Guy comes in and grabs either a Warrior or a Rebel from your Break Zone. Which is great because Guy only costs 2CP.

Only drawback, is if you grab a card that isn’t from Final Fantasy II then you’ll have to discard a card.

Guy has been getting some great cards lately.

28-005C – Gunbreaker

3CP and a Crystal in order to get Gunbreaker’s full potential.

That full potential includes 8000 damage dealt to a Forward of your choice.

If all you want is a Meat Shield, then you don’t need to worry about the Crystal.

Yeah, that’s it.

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28-006C – Clavat

Here we go, a Crystal Generator.

One when Clavat 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.

28-007H – Cloud EX

Another Cloud, Another Full Art.

I’m not complaining.

I just like how they’re using his Advent Children outfit for this one.

Cloud has a couple of things going on when he enters the field.

First off, he grabs a Final Fantasy VII Character from the Break Zone.

And then he gives you a Crystal.

Need more Crystals?

Cloud can generate 1 Crystal per turn. And if you don’t need a Crystal, Cloud will give one of your Final Fantasy VII Forwards +2000 power.

Did you notice Cloud’s Job?

28-008C – Amarant

You will play Amarant second.

Or third. You can play him first, but you’ll just end up wasting a card.

Amarant deals a Forward 7000 damage when he enters the field, and that might just be enough to break most Forwards.
3CP, and 9000 power. He’s a great Meat Shield.

And, we’ll leave it at that.

 

28-009C – Jecht EX

Jecht’s first outing as a Backup. I don’t know how well the Starting Blitzball player will take that, but hes got a job to do.

Jecht comes in off the bench, and if your opponent has 3 Forwards on the field, Jecht will deal one 8000 damage.

If not, then the bench is for Jecht, and he’ll give you 1CP per turn.

 

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28-010R – Jack Garland

Garland is Garland. I think we’ve said that before.

Jack enters the field and deals 8000 damage to a Forward.

And when your opponents plays a Forward, you can put Jack into the Break Zone and deal that Forward 9000 damage.

Jack plays like the Opus V Grenade. Only difference is that Jack will give you 1CP per turn until you decide to use his ability.

 

28-011H – Cecil

This Cecil acts more like a Dark Knight than a Paladin.

And, you need Dark Knight Cecil in order to get Cecil’s full effect.

Cecil enters the field, and if you have a Dark Knight Cecil in your Break Zone, Cecil draws you a card.

But, that’s not the reason we’ll be playing Cecil.

We’ll be playing Cecil for Cecil’s second ability, which whenever one of your Forwards is put into the Break Zone, Cecil will deal one of your opponent’s Forwards 7000 damage. Every time. Not just once per turn.

How many times did we say Cecil?

28-012C – Warrior

End game Backup.

Warrior won’t do anything meaningful, until you have 5 Backups on the field.

But, when you do Warrior will deal 7000 to a Forward of your choosing, he will then proceed to head to the Break Zone giving you room to play one more Backup.

 

 

28-013L – Tifa

Get ready for Final Fantasy VII to re-enter the Meta.

Yes, I base that off of this card. Along with all the other awesome cards we had in previous sets. Tifa is going to take the Meta by storm. If not, then I will say “What do I know?”

Tifa comes in for 3CP, 7000 Power and Brave. And depending on how many Final Fantasy VII Characters you have on the field, Tifa will deal 4000 damage for each one. You got a board full? You can get to 40K damage.

Is it worth mentioning, cause not that many Forward go over 10000 power? Of course it is!

You can also pay the extra cost of 2 Crystals, and Tifa will gain Haste, +2000 power, and the ability to attack twice in the same turn.

Nuff’ said.

I’ll take 3. Full Arts. Always Full Arts.

This card is going to be money.

28-014R – Rogue Tomato

How come I have never heard of Moogle Bounty Mayhem.

And, why is this tomato still in it’s pajamas?

Doesn’t it know that he’s about to be sent to the field? All by himself, with no Forwards to protect him, all so it can deal 4000 damage to a Forward.

Well, Rogue Tomato can become a Forward, but then you won’t be able to use it’s ability.

 

28-015H – Barret

Barret comes in from the get go and deals massive damage. 9000 to one Forward and 7000 to another.

And every time your opponent’s Forwards are sent to the Break Zone, you will gain a Crystal.

You can change Barret’s name to Crystal Generator.

Then there is Focused Shot, which will deal 10,000 damage to 2 Forwards. All you got to do is divide it up however you see fit.

This Barret will fit better into a Warrior Tribal deck. But he does generate the Crystals that Tifa needs.

28-016L – Vivi

Got to say, I’m liking this art. Even though we’ve seen these in the last few sets, Vivi is always a card that I look forward to. I’ve always wanted to build a deck around Vivi, and with this one, I might finally be able to make a decent one.

Let’s get straight to the card.

Vivi comes in for 4CP, and when he enters the field you can divide 7000 damage between any number of Forwards that your opponent controls.

You can deal 7000 to one Forward, or 1000 damage to 7 Forwards. Meaning you can hopefully break a Forward when Vivi comes in.

If you have a Final Fantasy IX Forward on the field alongside Vivi, that damage becomes 10,000 instead. Meaning more fire power for you.
There’s also a little ability that Vivi has that will deal 9000 damage to a Forward.

Only downside is that Vivi only has 5000 power, making him suspectable to your opponent’s damage.

I’ll take 3.

28-017C – Firion

For 2CP, you have a 5000 body that comes in with Haste.

And, if you have another Final Fantasy II Character on the field, Firion gains +2000 power.
And that is all there is to say about this card.

Might be a good first round play if you’re up first. Other than that. Not much going on here.

 

28-018H – Brynhildr

For 2CP this is a great Summon, I would go as far as to say Superb.

Brynhildr will either deal a Forward 5000 damage, 10K if it’s a Multi-Element, or Brynhildr will break a Monster.

And, you don’t have to choose just one. You can use both if you’d like. All you got to do is pay a Crystal.

I’ve been noticing that this set is giving us lots of Crystal play.

 

28-019R – Brute Bomber

The Brute Bomber ,the Arcadian Fighter!

Brute Bomber enters the field and deals 9000 damage to one of your opponent’s Forwards and one of your Forwards. You both get to choose who get’s dealt the damage.

And, at 3 points of damage, all damage that Brute Bomber receives is reduced by 2000.

Making Brute Bomber the perfect choice to deal himself damage.

Just make sure you play him after you already receive those 3 points of damage.

Hot Singles!

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Journey of Limit Breaks

27-113R – Firion LB

Yes, and no.

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

What do I like?

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

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

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

I believe there are better cards to play.

27-114R – Robel Akbel LB

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

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

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

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

27-115R – Shadow Lord LB

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

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

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

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

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

27-116R – The Emperor LB

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

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

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

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

What do we have here?

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

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

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

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

27-118R – Vaan LB

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

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

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

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

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

27-119R – Warrior of Light LB

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

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

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

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27-120R – Terra LB

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

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

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

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

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

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

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

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

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Journey of Water

27-091R – Adelheid

The Recycling Scholar.

Miner 2.0.

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

And, that is about it.

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

Yes, you shall play this card.

27-092H – Ultimecia

The Wicked Witch of Water.

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

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

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

What else does he do?

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

 

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27-094C – Garnet

Umm?

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

Garnet’s other ability is good though.

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

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

It’s worth a gamble if you ask me.

27-095H – Gau

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

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

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

And his ability doubles his power and grants him Brave.

What’s not to like?

27-096C – Chemist

Chemist is moonlighting as an Ice Backup.

Why?

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

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

 

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27-097C – Black Mage

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

Which Forward will they send to the Break Zone?

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

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

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27-098L – The Emperor

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

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

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

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

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

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

27-099H – Gogo

Ever needed a Mime to do Mime-ey things?

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

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

Gogo practically mimicked what your opponent did.

And that is why Gogo is a mime.

Yeah, don’t got much to say.

27-100R – Schultz EX

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

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

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

This ability also comes off of an EX Burst.

27-101l – Sin

Sin is a Monster.

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

Sin enters the field for a whopping 8CP.

What do we get for that?

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

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

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

27-102R – Tidus

4CP/8000 Power.

Tidus comes in and hands out Guardian Counters like candy.

What do these Counters do?

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

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

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

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

27-103C – Tonberry

Tonberry comes into the field and he starts stabbing.

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

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

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

27-104C – Ninja

This Ninja look more like a tank.

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

And, that is all.

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

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27-105R – Mayakov

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

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

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

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

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

27-106C – Mog (VI)

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

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

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

You’ll be up by 1CP.

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

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

Yuna comes in and grabs Tidus from your Break Zone.

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

And, that is all.

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

There’s a lot going on for 5CP.

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

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

This brings Leviathan’s cost down to 2CP.

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

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

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