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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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Hidden Hope – Hope On Fire

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22-001R – Auron

Auron’s here, just doing his job as a Guardian, and protecting one of your Forwards just like any Guardian would.

When Auron comes in, you choose a Forward, and the next damage dealt to it becomes 0.

At 2CP this is a card with great value, just because Auron has Back Attack, and that means you can play him during your opponent’s turn.

Let’s say your opponent casts a Summon or ability, Auron can swoop right in and guard the Forward being targeted.

You don’t even need to be playing a FFX themed deck, Auron can hop into any deck that has Fire in it and he’ll do great.

22-002C – Red Mage

Red Mage, your 2 cost Backup that has some pretty good abilities.

1) Choose a Forward of 5CP or less, and take away it’s ability to block.

Or

2) Discard a fire card, chuck Red Mage, and deal a Forward 8000 damage.

Even if Red Mage just had the first ability, I would have said that this card is great.

And, it’s only a Common.

All you have to do is attack, and when your opponent declares a blocker, just dull Red Mage, and take away that block.

22-003R – Ayame

Really?

I see Samurais making a comeback. Where did I put those Tenzens?

Ayame comes in with Brave, at 2CP/5000 power. But, everytime a Samurai enters the field, Ayame gains +4000 power.
Meaning that Ayame’s power can easily rise past 9000. Which is a good thing, because when Ayame attacks, and her power is over 9000, you get to choose one of your opponent’s Forwards and deal it 7000 damage.

Ayame might look small, but she packs a mean punch.

22-004H – Angeal

SOLDIERs Unite!

Angeal, the original Buster Sword wielder, here to help cause more damage to your opponent. I don’t know if that makes any sense, since he doesn’t actually like to use his Buster Sword in fear of ruining it. But, Zack’s life is worth just a little bit more, than his sword.

Angeal enters the field and you can pay (X), which allows you to search for a SOLDIER of cost (X) and play it straight to the field. That means it doesn’t even need to be a Fire SOLDIER. You can also search for Roche, who comes in with Haste and can attack right away.

And, when Roche attacks, the damage increases by 2000, because that is Angeal’s other ability. Add in the fact that if you have taken 3 points of Damage, Roche also gains 3000 Power, making his attack cause 9000 damage.

We won’t even get into the art. I like this card.

22-005R – Ignacio

That’s a big axe.

Ignacio your 5 cost Forward, coming in with 9000 power.

When Ignacio enters the field, you’ll put the top 3 cards of your deck into the Break Zone, and if all of those cards are Fire, you’ll deal one of your opponent’s Forwards 9000 damage.

I mean, .. ok.

Not great. Somewhat … I’ll pass.

22-006H – Garland EX

Is it just me or does Garland look like a dwarf here?

He might look like a dwarf, but this is a great card.

Garland comes in and allows you to grab a Knight from the Break Zone, making garland a 2 cost Forward with 8000 power. You’d think that that’s enough but it is not. When you decide to play that Knight. Or any Knight. You get to choose one of your opponent’s Forwards and hand that Forward 5000 damage.

These cards just keep getting stronger and stronger.

22-007C – Carla

Agito Cadet reporting for duty.

3CP/7000 power.

Carla is a decent Forward. has enough power to hold her own against most Forwards. She also has 2 abilities that can help out when the going gets tough. All you have to do is Dull her. No extra costs for these ones.

You can either deal a Forward 3000 damage, or you can buff an attacking Forward with +2000 power.

Either way she can stop an Attacker or help one of your Forwards.

Carla is a Forward that moonlights as a Backup. Kind of reminds me of Amon from Opus II.

22-008C – Clavat

Cheap Backup to play that allows you to look at the top card of your deck.

If you don’t like what you see, you can place the card at the bottom of your deck. If you do, just leave it where it is.

Bonus Points, Clavat is dressed as a Black Mage.

It could see some use.

 

22-009H – Jecht

Do you know what this is?

It is a Free Card, that will Break a Forward when Jecht enters the field.

I can see Jecht doing great with my Bomb deck, which upon release Jecht will be put in, and something else will be taken out.

Let’s explain. For every Fire Character you control Jecht costs 1 less CP. So, if you have 6 Fire Characters on the field Jecht is free. And when he enters the field, Jecht deals damage to one of your opponent’s Forwards. And they deal damage to each other.

Only thing missing here, is better art.

22-010L – Selphie

Selphie comes in and allows you to search for a FFVIII Forward.

But, that’s not a good reason to make Selphie a Forward. You can do that with a Rare, and it’ll still cost less than 4CP.

Then again, Selphie does a lot more than that.

Once per turn you can give a FFVIII Forward +1000 power, Haste and Brave. That means as long as Selphie is on the field, all of your Finla Fantasy VIII Forwards that come in will be granted Haste and they will be able to attack on the same turn that they came in. No more Summoning Sickness. Selphie has a cure for that.

Oh, and she has 7000 power. 8000 if you use her ability on herself.

22-011C – Warrior

Just your Standard Unit 3 cost Fire Forward with 7000 power.

But, if you have at least a couple of Standard Unit Backups on the field, Warrior gains +2000 power.

Making him a 9k body.

Effectively becoming a Meat Shield.

 

22-012C – Foulander

A Monster that becomes a Forward. That’s becoming more and more normal with every new set.

Foulander here is no exception. And, it deals up to 5000 damage to one of your opponent’s Forwards every time it attacks. Allowing you to soften up your opponent’s front line in the process. And, if you got 3 Foulanders on the field, that’s even better.

Don’t forget that Foulander only costs 1CP.

Throw this in any Fire deck and you’re good to go.

22-013C – Machina

You’re either playing this card early, or you’re not playing it at all.

Unless your board gets wiped and you have to start all over.

Machina does have a decent ability, dealing 7000 damage to a Forward.

Other than that, at least the art looks good.

 

 

22-014R – Belias, the Gigas

This is a great Summon if you want to get rid of a pesky blocker blocking your Attacking Forward. Once that happens, and you cast Belias, your Forward gains +3000 power and First Strike. And if that’s not enough Belias deals your opponent’s Forward 7000 damage. Thus reducing their power and hopefully breaking them.

One way or another your Forward shall survive.

Plus, if you paid with only Backups, you get to draw a card as well.

 

22-015C – Meeth

Meeth sure looks angry.

You would be too if all you did was remove a Backup from the game, to draw 2 cards.

Meeth wanted to come in and party, but one of his friends is forced to leave when he comes in. And that friend was the only reason Meeth wanted to come to this party.

But, for a 2 cost Backup, that lets you get rid of a Backup you don’t need anymore to draw 2 cards, there could be some use to Meeth.

22-016H – Minwu (FFBE)

Not that Minwu, this is the other Minwu from Brave Exvius.

They’re the same, but different.

And, this is a great card.

Bring in a card from the Break Zone, any time you’d like during your turn as long as you don’t have any cards in your hand.
It’s like you’re playing with an extra deck. Plus your Limit Break Deck, you got 3 different places where you can grab a card to cast.

I’ll take 3.

22-017C – Lilyth

Need a Crystal?

Play Lilyth. 2CP with 5000 power.

Not the strongest of cards out there, but if you need Crystals for abilities and what not, Lilyth is a decent play. You get a Crystal and a body that will hang out on the front line until needed.

Let’s not forget Hard Slash. If you look you don’t need to dull Lilyth to use the ability. Meaning if you have 2 Lilyths in hand, you can deal 7000 damage to 2 Forwards and you’ll still be able to attack.

I’ll try this one out.

22-018R – Luartha

At 1CP and a Crystal, Luartha can do some damage (especially if you already have taken 3 points of damage) before your opponent even knows what hit them.

Luartha will come in, and if you pay the Crystal she gains Haste. Once you attack, you can choose one of your opponent’s Forwards and deal it 5000 damage. Thus reducing the Power of a Forward that can break Luartha.

And if you already have taken 3 points of damage, Luartha deals one of your opponent’s Forwards 5000 damage when she enters the field.

I like this card, I shall find some use for it, because you can throw it into any deck that runs Fire, and you’re good to go.

I’ll take 3, preferably foil versions.

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Beyond Destiny : Finishing Starters

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21-125S – Onion Knight

Coming in with Haste this Onion Knight will bring a tear to your eye.

Meh, I tried.

Onion Knight comes in and if you decide to pay 2 Crystals, you can search for another Dissidia Forward and play them onto the field. Sure, they have to cost 3CP or less, but there are plenty of Dissidia Forwards to choose from.

No need to worry about Elements either.

Sword & Sorcery, is a decent ability that deals 10,000 damage to any Forward that decides to go up against Onion Knight and block him when he attacks.

Did we mention Haste?

21-126S – Cloud

Kingdom Hearts Cloud.

Was wondering when he would make another appearance.

Cloud is pretty straight forward. He enters the field, and deals 3000 damage for each Dissidia Forward that you control to a Forward of your choosing. This also comes off of an EX Burst.

Other than that Cloud is a 5 cost Forward with 9000 power. But, you can get around that. Instead of paying 5CP, you can just pay with 2 Crystals.

21-127S – Firion

Here’s Firion, the Rebel Warrior that will help you stock up on Crystals. That way you can pay for all of the Crystal abilities that the rest of your Deck likes to use. Weather it is paying for Cloud, or having Onion Knight search for a Dissidia Forward, or whatever else the rest of the Starters can do with the help of the Crystals.

Let’s get back to Firion.

Firion enters the field and deals a Forward 3000 damage. And if you have 2 Dissidia Forwards on the field, he’ll deal 7000 damage instead.

And that’s about it.

Sure, you won’t really care about his Entering ability, not when he has a way to acquire Crystals.

21-128S – Shantotto

Here’s another use for all the Crystals Firion will be able to get you.

When Shantotto enters the field, you can pay the additional cost of 2 Crystals, and grab a Dissidia Forward from your Break Zone and play it onto the field. Sure this Forward needs to cost 5CP or less, but it’s a free Forward so who cares.

You will be able to play 2 5CP Forwards for the price of one.

It’s Buy One Get One Free. Or B.O.G.O.

Salvation Scythe, is Dissidia’s answer to Opus I Jihl Nabaat.

Dull and Freeze 3 Characters.

I like it. You don’t even need to play Shantotto in a Dissidia deck. Just throw here in any Dull/Freeze situation to make thinks cooler.

21-129S – Terra

From the looks of it, it’s all about the Crystals.

A Crystal here, a Crystal there, here a Crystal, there a Crystal, everywhere a Crystal.

Terra shall come into the field, and your opponent discards a card. And if you’re playing this starter deck, you’ll probably be gaining a Crystal as well.

And then you can use that Crystal to Dull/Freeze, a Forward and draw a card as well.

Pair Terra with Shantotto and you can Dull/Freeze 4 Forwards.

It’s getting colder by the minute.

21-130S – Noctis

You see what they did there?

They gave you a somewhat cheap Forward with 9000 power, but you have to have a Dissidia Forward on the field in order to play Noctis.

But, you probably already got that covered. You’re playing this Starter Deck.

Well let’s see, Noctis comes in and Breaks a Dull Forward.

And, that’s about it.

It’s all because of the suit Noctis is wearing. And, then he’s pointing to himself, showing off his portrait on the wall.

Yes, we comment on the art when we have nothing else to say. We got to fill up space somehow.

21-131S – Warrior of Light

Here is another Crystal Generator

Warrior of Light comes in and gives you a Crystal, and after that, whenever a Dissidia Forward enters the field Warrior of Light gives you another Crystal. And, then you can use those Crystals and use them to pay for different abilities.

Such as the one right here on the card, that gives Warrior of Light +1000 power, and the ability to not be chosen by your opponent’s abilities. Now, that’s an ability.

Warrior of Light sure reminds me of Cecil. I actually thought it was Cecil until I started reading the card.

21-132S – Cecil

What’s not to like about this card?

Built in protection. Cecil is a Paladin like no other. Or so they say.

4CP/8000 power. Can’t be chosen by abilities, can’t take damage from abilities. A meat Shield at it’s finest.

Cecil also buffs all of the other Dissidia Forwards with +2000 power.

And, if that’s not enough, Paladin Force breaks those pesky high cost Forwards that like to stick around the field more than they should.

Now if Cecil had some FFIV synergy, this card would have been awesome.

21-133S – Tidus

Here’s a card in this deck that pretty much stands by itself, with no need for other Dissidia Characters. Tidus comes in and you return one of your opponent’s Forwards to their hand. And when you return a Forward to their owner’s hand, regardless of it being your or your opponent’s you draw a card and gain a Crystal.

And since there is no need for Dissidia Characters on the field for this ability to go off, you can pretty much play Tidus in any deck.

Sure, he costs 5CP, but you’ll get 2CP back when you return a Forward to your opponent’s hand. Plus, you could be drawing an extra card once per turn, making Tidus cheaper in the long run.

21-134S – Bartz

Bartz is ready to make this Dissidia deck work out. Bartz comes in and allows you to search for a Dissidia Character, add it to your hand. Bartz also gives you a Crystal

4CP, which comes down to 2CP after you draw a card. And if you already have another Crystal in your hand, play Shantotto, and then grab Cloud from the Break Zone.

Or something along those lines.

And, when Bartz is done attacking , and blocking and is sent to the Break Zone, you can remove Bartz from the game and gain an additional Crystal.

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Beyond Destiny – Twisted Transistors

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21-081L – Irvine

Well, I can see why this is a sought out card.

It’s the butterfly on Irvine’s finger. When it flaps it’s wings, it’ll cause your opponent to slowly get discombobulated. In a way, at least.

Irvine enters the field, you remove 2 cards from your opponent’s Break Zone, and it’s off to the races. The butterfly’s flap will give Irvine +2000 power, Haste and First Strike. Meaning Irvine can attack right off the bat, as a 9000 power Forward, and don’t forget First Strike. 99% of the time your opponent will either be sending a Forward to the Break Zone, or getting a point of damage.

And, Armor Break, breaks a Forward or a Monster.

You can’t go wrong with this one.

21-082C – Red Mage

Your Elemental Backup, that’s the same as the other Standard Unit Backups in the other Elements as well.

Maybe in draft, but I don’t see much play outside of it.

Prove me wrong, and I’ll send you a playset on the house.

 

 

21-083H – Ace

Is this Ace better than the rest?

I don’t think so, but I always used Ace when playing Type-0.

Sure the other Aces are better, but this Ace is a Hero.

Ace enters the field and you draw a card if you already have a couple of Cadets on the field. Thus making Ace a 2 cost Forward.

Other than that, you can discard a card, and dull a Forward, and give Ace +1000 power.

I think I’ll pass on this one.

21-084H – Odin

A Summon that will Break over 75% of all Forwards and Monsters. And, it only costs 3CP. You can even reduce that cost to 1CP if you have at least 5 Lightning Characters on the field. Because when you do you get to draw 1 card. And, everyone likes drawing cards.

There is another 2 Odins that will Break any Forward regardless of cost, but Odin (1-124R) costs 7CP. You also have Odin (12-077H) which costs 6CP, and that one’s cost is reduced by 1CP for each Odin in your Break Zone.

Playing this Odin with the Opus XII Odin might be a good idea.

Other than that you got some great Amano art.

21-085H – Emperor Gestahl

More Amano art, and Gestahl is starting to look like “The Wiseman” from the Labyrinth.

For a 2 cost Backup, Emperor Gestahl will allow you to grab a Forward from your Break Zone. Plays like these are always good. Especially if that Forward was the only one that you had. And, let’s not forget about their enter the field ability that will cause havoc on your opponents board.

Ok, let’s not get ahead of ourselves.

Later on you can put Emperor Gestahl into the Break Zone, remove 4 of the same type cards from your opponent’s Break Zone, and draw a card.

I don’t see why not.

“sometimes the way forward is the way back.”

21-086C – Gunbreaker

This isn’t bad at all. And with Gunbreaker being a Standard Unit, you can have 3 of these on the field at the same time. Hopefully you’ll have a pocket full of Crystals, because I can see a board wipe shaping up here.

Every time Gunbreaker attacks, you deal 2000 damage to all of your opponents Forwards. If you have a Crystal, you can deal an additional 2000 damage to all of your opponent’s Forwards.

And, if you have a couple more Gunbreakers and a couple more Crystals, then you’re dealing 12,000 damage to all of your opponent’s Forwards.

Pair this with some Bombs and I see a deck forming.

21-087C – Machinist

What is this? 2CP?

For a 5K Forward?

I can see some use with this one.

Gunbreaker attacks, and then you play Machinist in your Main Phase 2, and deal 5000 damage to one of your opponent’s Forwards.

And, after that, once per turn, you can Dull Machinist and deal 2000 damage to a Forward.

21-088C – Gilgamesh

Que “Battle on the Big Bridge”

You can never go wrong with Gilgamesh, unless he pulls Excalipoor. And this, Gilgamesh is not pulling Excalipoor. Especially, if you got yourself a couple of Crystals on hand, and 3 points of damage. For when you do, Gilgamesh becomes a 9K body, with Haste and Brave, and can also attack twice in the same turn.

Pair this with Estinien (6-088L) and you can have the match over with in a couple of turns.

I like it, the only thing I would change about this card, is give it some Amano Art.

21-089R – Queen

A Forward with Haste, that doesn’t receive damage when attacking?

I’ll take it. It doesn’t matter what else Queen does, this is more than enough.

And, it still gets better. Queen, also, can’t be chosen by Summons or abilities either. And, if for some reason you need to give her more power, just spend 2CP and you’re set. You can even do this part multiple times to keep upping her power.

This will be going straight into the all Haste deck.

 

21-090R – Cloud

You wouldn’t play this Cloud in a FFVII deck, but you might in a WoFF themed deck.

2CP to cast a 5K body, that will maybe, just maybe break one of your opponent’s Forwards. Well, Cloud actually just might. There are plenty of low cost Forwards out there, and if you already have Reynn on the field, to help pay for Cloud, well then you have 2 WoFF Characters on the field. And, there are plenty of 2 cost Forwards to break.

Yeah, that’s about it. Break a Forward, and then you have a tiny meat shield to absorb an attack. Or something like that.

21-091C – Black Knight

Black Knight has 1 job, which can be done twice. Once when Black Knight enters the field, and once when Black Knight enters the Break Zone.

Break a 2 cost Forward or Monster. Which is pretty good considering the cost to play Black Knight is 2CP.

Black Knight will then hang out on the field, but when Black Knight starts heading to the Break Zone, Black Knight will Break any Forward or Monster that your opponent controls.

Sure, costs and blah blah blah, but I’ll give this one a try.

Or two.

21-092R – Man in Black

How come Lightning is getting all these good cards? Half of them are just Commons and Rares.

Like Man in Black here. a 4 cost Rare Forward, with an 8K body.

Ok, you’ll say, that’s just an average card. But upon closer inspection, every Attack Phase, Man in Black, allows you to choose 2 Forwards, and unless your opponent pays 3CP, they can”t attack or block this turn.

Allowing you to march Forward as you pile up cards in your opponent’s Damage Zone.

At 5 points of damage, Man in Black also gains +2000 power. Thus making Man in Black a 10K Forward.

12-093L – Xande

Mono-Lightning mean you’re playing Xande.

Xande might be 5CP, but you can reduce that by one if you have Glauca (11-091R) on the field. And if you have 8 Lightning Characters on the field you can grab a Forward from your Break Zone and play it straight to the field. No cost limit on this one. you can even grab those 10 cost Forwards and just play them straight to the field.

I’d say it’s worth having at least one Xande in your deck if you’re playing Mono-Lightning.

 

21-094C – Shantotto

Hmm.

That is what Shantotto is thinking.

How do I fit into a multi-element deck? One that can play every element, so I can get the most of my Enter the Field ability.

Tyro and Moogles and ….

Worst case scenario you’ll be dealing 3000 damage to one Forward.

Best Case 21,000 damage. I can’t think of any use in trying to find a way to have all the elements one the field, including one Light or Dark Character, but the look on your opponent’s face when you say I’m dealing your Viking 21K damage.

21-095C – Trey EX

Class Zero finally got a card that it needed.

Trey, the Recycler!

A card that will allow you to go into your Break Zone, and grab a Class Zero Cadet.

It’s always good to have a Backup, with a backup plan.

Dynamite Arrow, deal a Forward 9000 damage.

The only bad thing about this card, which isn’t really a bad thing, is that Trey can’t send himself to the Break Zone.

Other than that, you know you’ll be playing Trey in your Cadets deck.

21-096R – Nine

Nine reminds me of Amon from Opus II, which is still a great card.

Once per turn Nine is able to dull a Forward. Reducing your opponent’s numbers down. Allowing you to utilize a bigger attack, than you previously thought you’d be able to pull off. Add Opus II Amon and you’ll double that reduction.

Plus, let’s not forget that Nine has Protect cast on himself, as whenever he takes damage, that damage is reduced by 2000.

Class Zero has gotten some nice cards this set.

21-097R – Neilikka

Are there Brave Exvius decks out there?

Does anyone actually play Brave Exvius decks?

Just wondering, cause if they do they’ll probably play Neilikka here. She gains Haste if you have 2 Brave Exvius Characters on the field.

Neilikka costs 2CP and whenever she attacks she dulls, and deals 3000 damage to one of your opponent’s Forwards.

You can still play this card without any FFBE Characters, dealing damage to a Forward while dulling it is worth the 2CP alone.

21-098R – Palom

I’d say this is a pass.

There are far better Paloms out there.

Sure, this one is Lightning and deals 9000 damage to one of your opponent’s Forwards that cost 3 CP or less.

I’d say the only good thing about this card is that the ability can go off from an EX Burst. And, that’s about it.

Leave this one at home, unless your drafting. Then you might want to use it.

21-099H – Firion

Restrictions, restrictions, restrictions.

What do you expect? If there weren’t restrictions, we’d have so many over powered cards, where the winner would be determined by who goes first.

Or something like that.

I like this card. Should be played in Ice/Lightning. Dull everything in sight, and then you have Firion who can attack twice per turn is your opponent has 4 dull Characters on the field. See it doesn’t even say Forwards. Backups count as well, which more than likely will already be dull do to CP costs and playing cards.

Firion attacks twice, with Brave and +5000 power. making him a Forward with 8000 power. Add in Lulu (1-150R) and Maria (17-128L) and you’re turning Firion into a 11K wrecking machine.

All this for 1CP.

Can’t get more bang, for 1 Crystal Point.

21-100C – Dragoon

I keep telling myself, I should look into these Dragoons. They’re usually the “Cool” Characters. Take Kain, and Fang into consideration. Both great Characters, both are Dragoons. Even though Fang isn’t considered a Dragoon in FFTCG. Not yet any way, but her spear says other wise.

Let’s get back to the card.

Dragoon enters the field and deals either 4000 or 8000 damage to an active Forward. And it all depends on how many Backups you have.

By itself it’s an OK card.

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Beyond Destiny – Quake Shake

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21-061H – Ursula

Crystals and more Crystals.

Bring us your Crystals.

At least Ursula will give you one when she enters the field. And you can go ahead and use a Crystal to give her +3000 power. And, then you can use another Crystal and give her another +3000 power. And so on and so forth.

Or you can use that Crystal to grant your Forwards some protection from EX Bursts.

I wonder if this counts as EX Bursts that result from damage taken.

Either way, it’s still a good ability to spend a Crystal on.

21-062H – Ash

There’s a Strangers of Paradise Hero in every element. I just realized this.

Ash here, is a great supporting card. As long as you have Forwards with Brave on the field, Ash will give them a +3000 buff. I don’t think I ever thought about having a deck with only Forwards that have Brave. It might actually be a little interesting.
Anyways, Ash can grab a Character from the Break Zone when he enters the field, but only if you have a couple of SOPFFO Forwards already on the field.

And last, but not least, Ash can give another Forward Brave. And, once he gives that Forward Brave, that Forward gets the +3K buff as well.

I like this card. I might have to try it out.

21-063C – Dark Knight

This reminds me of an old card, Dark Knight (1-092C) to be exact.

Dark Knight gains +1000 power for each point of damage you have received. Which along with Enna Kros, and Ash, if you have 6 points of damage, Dark Knight will have a total of 16,000 power. But, only if you use Ash’s ability to give Dark Knight Brave.

Dark Knight also has an ability that will allow you to break a Forward. Sure, he’ll also deal you a point of damage, but, if you’re playing Dark Knight, that’s pretty much what you want. Get to 6 points of damage as fast as you can.

21-064L – Ingus EX

If you have 5 Earth Backups on the field, Ingus costs a total of 1CP.

And, after that, Ingus will search for an Earth Forward.

If you’re playing Mono-Earth you will be playing Ingus.

I mean where else can you hopefully pay 1CP for a 9k body.

And, that’s all I got.

 

21-065R – Onion Knight

It’s been a while since we’ve seen a card with no text.




3CP

9000 Power

Meat Shield at it’s finest.

21-066C – Guy

Guy and Ash should make a Tag Team.

Guy is a simple card, one that talk to animals. And, those animals tell Guy that he should always attack as long as Ash is on the field.

For whenever Guy attacks, he’ll gain +3000 from his ability, and another +3000 from Ash. making Guy hit hard. 11,000 power in one attack.

Not bad.

Not bad at all.

21-067R – Galuf

This is awesome, and it’s just a Rare.

Imagine that.

Galuf gives all of your low cost Forwards +2000 power. And when he enters the field, you can most likely grab a 2 cost Forward from the top 5 cards of your deck, and play it straight to the field.

Galuf costs 4CP, but you’ll probably get the 2CP back if you find a Forward.

Blade of Dawn deals one of your opponents Forwards 8000 damage.

Stick Galuf in a deck with Maria (17-128L) and you’ll be all set ready to go.

Let’s put this idea for a deck on the back burner. Along with the countless other decks I want to try and build.

21-068C – Qiqirn

Roll of the dice?

Qiqirn comes in, checks the top 5 cards of your deck and grabs a Forward from there, while the other cards go to the bottom of your deck.

After that Qiqirn is just a Backup, that had the ability to Break a dull Forward, before heading into the Break Zone.

Don’t tell me you don’t think you’ll find at least one Forward out of the top 5 cards of your deck. Worse case scenario, is that you don’t find a Forward, and you see the card you needed head back to the bottom of the deck.

21-069C – Krile

For 2CP you can discard a Summon, and deal a Forward 8000 damage.

And, after that, you can pay 2CP and grab that same Summon from the Break Zone and add it to your hand.

Recycling at it’s finest.

Krile may not help with your empty soda cans, but, she’ll love to grab some slightly used Summons.

Even Krile can’t believe how bad that one was.

21-070C – White Mage

This is a great card.

At least I think so.

And, is I think so, well then I’m going to persuade you that it is.

You play White Mage for 4CP, and then you a play a 3 cost Forward straight from the Break Zone.

It’s a POGO on a Forward. What’s POGO. Play One, Get One.

Yes, I’ll keep a foil play-set on hand.

21-071H – Titan

When are we going to get some 8bit cards.

If you’re doing a Titan from FFIII at least give us sprites.

Please?

Imagine a Mosaic with 8bit art.

Anyways, Titan simple summon. Either deal a Forward 9000 damage, or break a dull Forward.

21-072H – Tulien

Need a way to make a Forward attack or block? Tulien is here to help you with that.

During your turn you can use his ability and have a Forward attack or block.

Get rid of those pesky Forwards that have low HP and a irritating ability that you want to get rid of.

Plus, when Tulien attacks or blocks, the damage he deals goes up by 2000.

Thus, making Tulien a 3 cost Forward with 9000 power and 7000 HP.

I wonder if that’s how it works?

21-073R – Stoneserpent General Zazarg

You can throw this Serpent General in any Earth deck, and it will make that earth deck, just a little bit better. Throw in Ash as well and you’ll have a body on the field that will be tough to get rid of.

General Zazarg comes in for 2CP, if you already have 2 Earth Characters on the field.

What I like is Stoneserpent General Zazarg’s ability that triggers whenever he is dealt damage by your opponent’s Summons or abilities. What is this ability? You simply get to deal 8000 damage to any Forward.

Maybe you’ll break the Forward dealing damage, before they deal damage.

21-074L – Neo Exdeath

Standing in at 8CP and 10,000 Power.

I don’t know what’s better.

The Amano art or the ability?

Neo Exdeath is a one-sided board wipe. Neo Exdeath will come in, sacrifice to of your Backups, and remove all of your opponents Forwards and Monsters from the game.

‘Nuff said.

21-075R – Haveh

“Haveh your way!”

How is this just a Rare?

Haveh comes in and puts a cog in your opponent’s gears. By canceling power increase from your opponent’s Summons and abilities.

Plus, Haveh gives a nice buff to your Warriors, and he gains, +1000 power and Brave at 3 points of damage. Add in Ash, and your set.

You can actually just throw Haveh into that Warrior tribal deck we made a while ago.

21-076C – White Tiger l’Cie Qun’mi

First time I saw this card I thought it was Lightning, and then I realized it wasn’t. But, since Type-0 and FFXIII are somehow connected through the Fabula Nova Crystallis myth, I believe that White Tiger Qun’mi and Lightning are connected. Sure, I base this off the artwork of this card, and I’ll stop here.

4 cost Forward, with 8000 power. Just a regular Common, but it does have an ability that whenever White Tiger l’Cie Qun’mi is chosen by a Summon or ability she gains +2000 power.

And, this is where Ash comes in. I think Ash might be the best card in Earth this set.

Ash will give White Tiger l’Cie Qun’mi Brave, thus giving her +2000 power and +3000 power. Making her a Forward with 13,000 power.

That’s a big body.

21-077C – Monk

I just realized each element has the same Standard Unit Backup again.

And they all do the same thing.

Monk comes in and gives you a Crystal, and if you have less than 3 Backups on the field, you also draw a card.

And, that pretty much sums it up.

Again.

21-078C – Ram

You can actually use this Monster to buff White Tiger l’Cie Qun’mi, to grant her +5000 power.

Ram doesn’t really do much, he just come in dull, activates during your next turn, where you can use it’s ability, and after that Ram will take a nap, as it does not activate during your next active phase. You’ll have to wait an additional turn in order to use it’s ability once more.

I’d say this one is a Sleeper.

 

12-079R – Lich

7CP for Lich?

Yes, and you’ll be happy to pay for it. Especially if you’re running Mono-Earth. Simply because you can pay the 7CP upfront, and every time Lich is put into the Break Zone, you can discard a card and play Lich back onto the field. Yes, you can only use this ability if you have at least 7 Earth Characters on the field.

Then you’ll ask, Why would I want to pay 7CP for a 9K Forward?

That’s because every time Lich enters the field, his Enter the Field ability goes off, and you can choose one of your opponents Forwards and Break it at the end of the turn. In other words, Lich casts Doom with a tiny bit of time on the counter.

After that find a way to break Lich, discard a card and Voila, you can reuse Doom.

This is a card that will become a problem.

12-080R – Runda

Simple 2 cost Backup, that can cast some Protect, or Shell on one of your Forwards.

If one of them is being targeted by a Summon or ability that causes damage, you can dull Runda, and reduce that damage by 3000.

And, that pretty much sums Runda up.

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