13-105R – Lasswell
Your opponent discards a card, and you get to deal extra damage every time a Fire or Ice Forward attacks.
Will go perfect in a Fire/Ice VI Deck
13-106H – Onion Knight
You can just keep recycling Onion Knight, every time he is put into the Break Zone. Plus, deal 9K Damage to three Forwards, by removing 3 Onion Knights from the Break Zone. Doesn’t even have to be this Onion Knight. You could remove any of them, including the 1CP Onion Knights from Opus X.
13-107C – Cater
Most of the time, you will only be using the first ability. Activate 3 Backups to either use the other Backup’s ability, or to add more bodies on the field.
13-108L – Llednar
Talk about a way to get your opponent to Discard 2 Cards. And, then you still need to deal with Llednar. Add this to Marche/Ritz and you have a good chance at winning.
13-109R – Hope
Freeze and Activate, either way this card packs a punch. Dull a card it is now Frozen.
This is one of the better Hope cards. If not the best one yet. Even beats out the Opus IV Hope (4-068H)
13-110H – Unei
Let your opponent pick their poison. They get to choose which Summon you’ll cast.
As for Holy, Holy Moly!!!
Deal a dull Forward 20K Damage. That’s sure to knock anyone out. Even Behemoth K (13-079L). Sacrificing Unei is a worth getting rid of Behemoth K.
13-111C – Delita
This Delita would go well in the Tactics Deck. Although you’ll end up playing 4 different colors, but with Tyro (11-072R) You shouldn’t have a problem getting around that.
13-112L – White Tiger l’Cie Nimbus
If you’re playing Ice/Earth, sure. But, I believe Genesis (3-033L) would be a better play.
13-113R – Gudon
Yes, Please and Thank You.
This card should not be a Rare, it should be at least a Hero.
Brave – Check
Attack twice – Check
Doesn’t Dull – Check
What more can you ask for.
13-114H – Kunshira
Early in the game this card is a Beast. 2CP/9K with Haste. And Tempest Spellblade? Add in Behemoth K, and another 44 cards. Doesn’t matter what the other cards will be. You have a winner here.
And, it’s only a Hero
13-115L Golbez
How fast can you get yourself to 6 Damage, and how many Archfiends will you have in your hand? Considering there’s only 4, it’s up to you to find out which one is the best one when your playing with your back against the wall. That’s when we play our best. High risk, high reward.
Technically, you can search for four Forwards of 2CP, and all four of the Archfiends have a variation that is a 2 cost. You won’t even need them to be in your hand as you can just search for them and play them.
Just play all four from this set, and you should be good to go. Definitely worth a try.
13-116C – Lightning
2CP/5K is OK, but other than have her search for Odin, Lightning (5-116H) is a much better play in my opinion.
13-117R – Wol
+2K to all Mobius Forwards, plus a way to grab Mobius characters from the Break Zone. This Wol might give Wol (5-075L) a run for his money.
13-118C – Sarah (MOBIUS)
Decent card for 2CP, you can either Break a Forward, or Draw a card.
13-119L – Sophie
This is the card Sarah (Mobius) (13-118C) was made to be paired with. As Sophie gains 2K power for each Earth or Water Forward on the field, you can easily bulk her up to 10K in which she will be able to defeat all Forwards. Minus one or 2.
The real treat comes at the end of the turn. If Sophie has 10K Power or more, you get to Draw a card and your opponent gets 1 point of Damage.
Watch out for that EX Burst.
13-120H – Doga
You’ll get 3 cards back if you discard Summons to play Doga. And, with those 3 Summons in your Break Zone, Doga gains 1K.
That would be enough to play him, but there’s more.
9 Summons in your Break Zone means you can cast a Summon when Doga attacks.
13-121R – Ramza
If you’re playing a Tactics Deck, Ramza seems like he’ll be a good card. Choosing which 2 cards your opponent can choose from in which they have to discard 1.
If you’re not playing Tactics, this Ramza is too expensive, and there are plenty of other Ramza’s to choose from.
13-122H – Aldore Emperor
Most of the time, you’ll be Breaking at least 1 Forward. At Damage 5 it’ll be 2 Forwards. Is the 5CP worth it? I’ll say … Yes. After you’re done with the abilities, you’ll still have a 9K body on the field.
13-123L – Nine
If you’re playing Cadets this is a no brainer. You don’t even need to pay the cost to play Nine. Just Dull 2 Cadet Forwards, one Lightning and one Fire, and you have a 9K body to throw around. And every time Nine attacks for 9K, his ability comes into play and one of your opponents Forwards loses 2K for each Class Zero Cadet that you control.
Nine for 9K. Sounds like a special
Nine here, and Cinque (13-007R), shall be the basis of my new Cadets Deck.
13-124C – Noel
Hey, might as well use this card to give Nine (13-123L) Haste and 2K. And it’s not just because I’m excited about Nine.
13-125R – Yuzuki
Fire, Water, Burn. Have all your Fire Forwards be Damage Free from abilities, and reducing Damage to Water Forwards by 2K.
Does Yuzuki count as both a Fire and a Water Forward?
Not a Cadet but could be a good addition.
13-126C – Ultimecia
Either way you’ll have an advantage. As you can bring back a card to your hand and recast it for it’s on entry ability. At 2CP it’s a good card to keep on hand.
13-127H – Chime
Yes, and if you have enough CP to play this twice in one turn, than Ultimecia (13-126C), will work out well. Dull and Freeze 2 Forwards, and Return another 2 to your opponents hand. There’s a good chance you’ll have a couple of free shots. And, who doesn’t like Free.
13-128L – Celestia
Your opponent will think twice before casting a Summon on your Ice Characters, as it will cause one of there Cards to Dull and Freeze. Just having Celestia on the field should cause your opponent to play a little more cautiously.