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Hidden Legends of Water

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24-091L – Astrius

Water starting off with a Legend.

Astrius, the Willweaver, will weave your will to get things done.

Just make sure that you always attack when Astrius is on the field, for whenever he attacks, you get to choose between Astrius’s two abilities.

And, 99.99% of the time you will be choosing his second ability, because the first one is just choosing a Forward and having it lose 7000 power.

The second ability, the one that you will be choosing is dealing your opponent 1 point of damage.

And just like that Astrius is worth 5CP. I’m sure we would gladly pay more for this card, but 5CP is perfect.

To make things even better, if you have 7 Final Fantasy Brave Exvius cards in the Break Zone, or removed from game, Astrius turns into a Free Play! And, who doesn’t like Free Plays.

24-092R – Gau

I’m trying to see if Gau is worth playing.

Discard Gau, to play Gau, but which Gau do you play.

Do you pay 5CP, or just 2CP?

I mean, you can grab Opus IV Gau, and Luminous Puma, grab a Forward from the Break Zone, and once the new Gau comes in you can play a 2 cost monster from the Break Zone. Melusine sounds good, and once Melusine comes in you can choose one of your opponent’s Forwards that cost 4CP or less and gain control of it for a turn.

And that’s just one little Combo that you can do with Gau.

24-093R – Kimahri

Kimahri coming in when your opponent least expects it, through the back door, and casting Protect on all your Forwards.

All damage dealt to your Forwards will be reduced by 2000, for the turn that Kimahri comes in. Your Final Fantasy X Forwards will have an additional 2000 reduction to the damage dealt to them.

After that turn is over, Kimahri will still reduce the damage dealt to your Final Fantasy X Forwards.

Are we bringing back YRP?

We might finally have a decent Kimahri.

24-094C – Corsair

I still don’t know what a Corsair actually is.

But, I do know what Corsair does.

He let’s you draw a card. And for 3CP that can be more than enough.

And, let’s not forget that if you have 4 Water Backups on the field, you can chose a card in your Break zone, and put it at the bottom of your deck.

After that just search for that card and play it.

Not bad.

24-095C – Jecht

Jecht is Jecht, and he e-Jechts a Forward back to their opponent’s hand.

Yes, that was terrible.

But, it’s true, as soon as Jecht enters the field you will return one of your opponent’s Forwards back to their hand.

And, every time one of your opponent’s Forwards is returned to their hand, Jecht shall choose another Forward your opponent controls and they lose 3000 power. This will also go into effect every time you return a Forward to their owner’s hand.

And, you get to keep a 9K body on the board.

No re-Jecht-ion here.

24-096R – Jed

Hmm, I wonder what he’s thinking?

Actually I know what Jed is thinking. He’s thinking, “Why is he a Water card if he is a Samurai?”

We were kind of thinking the same thing.

Jed comes in and for 3CP, you get a 8K body. If you have at least 1 Crystal, Jed has 9K power and Brave.

And, when Jed attacks, you have the option of paying 1 Crystal to draw a card.

There actually is another Water Samurai. But, that is Jed as well.

24-097C – Stiltzkin

This is the start of a new era of Moogles.

Stiltzkin is set to make Moogles a fun deck. One letter at a time.

That was Stiltzkin, right? Mailing letters?

If not then well, he shall deliver Moogles from your Break Zone. Cause when Stiltzkin comes in, you can grab a 2 cost Moogle from your Break Zone and play it straight to the field.

Might as well grab Mog (VI) and you’ll be set. Don’t know why, just scroll down a bit.

After that is all done, you can dull 2 Moogles and have one of your opponent’s Forwards lose 2000 power.

Stiltzkin might only have 3000 power, but that’s OK. Once he enters the field, and you played the Moogle from your Break Zone, you can use him to block an attack and have him sent to the Break Zone, just so you can play Stiltzkin again and grab another moogle from your Break Zone.

I’ll take 3 Full Arts.

24-098H – Strago

We always wanted a way to get a card back from the Break Zone. Especially when you’re running just one of a certain card that you need in certain situations, and you now need that card to turn the board in your favor.

When Strago comes in you will be able to grab a card from your Damage Zone, and trade it with a card in your hand.
That would be enough, but Strago is far from done. Well, he’s half way done.

Whenever you put a card in your Damage Zone, your opponent chooses a Forward that they control and they put it in the Break Zone.

Is it worth 6CP? Of course it is.

24-099C – Siren (MOBIUS) EX

Null Damage at it’s finest.

Siren nulls the next damage dealt to one of your Forwards.

Plus you get to draw a card.

That’s about it.

This also comes off of an EX Burst, but I don’t see that being as helpful, not when you don’t have any Forwards left on the field cause your opponent has gone to town on your front lines.

At least you get a card. That’s probably the best reason to play this card.

24-100C – Cecil

Now, this is how it should be done.

Cecil is the Backup that is always ready to cast Null Damage.

Although you won’t be drawing a card when you cast Cecil, Cecil is on;y 2CP, compared to the 3CP that Siren costs.

Cecil also has another ability that will Break one of your opponent’s Forwards.

Either way, Cecil is going to get something done, Breaking or Saving.

The choice is up to you.

24-101C – Tidus EX

Tidus with a 50% rebate.

That’s what we’ll call it.

Tidus comes in and returns one of your opponent’s Forwards to their hand, as long as it’s CP is 4 or less.

Once that forward makes it’s way back to your opponent’s hand Tidus’s second ability kicks in and you draw a card.

The good thing about this second ability is that, you can draw a card once per turn, if you send a Character back to your opponent’s hand.

Tidus might just keep on giving.

24-102C – Perrene

Perrene looks to be an integral part of the Warriors of the Crystals, and that is for one reason only.

Every time a Warrior of the Crystal is put into the Break Zone, Perrene hands you a Crystal.

And, why is that good?

Well, as you can see instead of paying the cost to play a Warrior of the Crystal, you can pay 1 Crystal and 1CP of any element. Meaning you don’t need to worry about which elements to play.

Perrene also has an 8K body, making her a decent Meat Shield.

24-103C – Moogle (FFTA)

Here’s a decent Backup to use if you’re playing Tidus.

When a Water Forward enters your field, you can put moogles into the Break Zone and return a 4 cost Forward or less to your opponent’s hand.

After that you can draw a card because you already have Tidus on the field.

Now all you need to do is play Stiltzkin and grab Moogle from the Break Zone and play him onto the field.

And now you’re back to where you started and your opponent has one less Forward on the field.

24-104R – Mog (VI)

Is Mog enough to make a Moogle deck?

Are there enough moogles to make a moogle deck?

What about Good King Moggle Mog XII?

All of that is a strong maybe, and I am one who might look into it a bit better.

For 2CP, you get a moogle with a 5k body and, with every moogle that you have on the field Mog gains +1000 power. There are 59 different cards that you can choose from.

That right there would have been good enough for me. But, we’re not done.

Whenever Mog is put into the Break Zone, you can discard a Job Moogle from your hand, and play Mog back to the field.
You’ll have a high powered Forward that your opponent will have trouble trying to keep Mog off of the field.

24-105R – Malboro

Bad Breath incoming!

Get your opponent ready to face the worst this Monster has to offer.

Blind, Poison, Sleep, Slow, you name it, you’ll have it.

Luckily this isn’t the game, so no Blind, no poison and no slow. Sleep, yeah, but this time Malboro isn’t casting it.

Malboro shall take away all of your opponent’s buffs, and abilities, including Haste, Brave, First Strike whatever it is that their Forwards have is gone.

Not only that, but all of your opponent’s Forwards will lose 3000 power as well. That means that some of them might be broken.

You can’t go wrong with Malboro, and the best part, it only costs 1CP!

24-106H – Leviathan

The Biblical Beast Returns, and it’s taking out it’s fellow Leviathans to cause more destruction to your opponent.

For 3CP, Leviathan allows your opponent to choose a Forward or a Monster that they control and sends them to the Break Zone.

If you’d like to pay the extra cost, you can remove 4 Leviathans from your Break Zone, and your opponent shall choose 2 Forwards and/or Monsters and send those to the Break Zone.

For 3CP, I say you can’t go wrong with this one.

24-107L – Relm

Artwork? Check.

Legend? Check.

Abilities? Depends.

Relm is worth playing if you are playing a FFVI themed deck, as her enter the field ability will only work if there are at least another 4 VI Characters on the field.

If you do, when Relm enter the field, you can search for a 3 cost monster and play it onto the field. It’s your Buy 1 Get 1 Free special.

As you know Relm is a Pictomancer, and her specialty is Monsters.

You can use her second ability to give a Monster a 2K buff.

I’d say it depends on what your running. This isn’t a bad Relm, she will do good in specific FFVI themed decks. For all other decks I would say Opus XI Relm is much better.

24-108H – Wakka

Wakka is here to be a powerhouse.

For every FFX Character that you control, Wakka gains a 1K buff to his power.

Now imagine YRP is back, that is 3 right there, plus Brother and Shinra. That’s 2 more. Bring it up to +5K for Wakka.

When Wakka does enter the field, depending on how high his power is, you’ll be able to choose one of your opponent’s Forwards, and place them on the top of their deck. You can choose any Forward as long as their power is less than Wakka’s. Which shouldn’t be too hard to do.

Wakka also has his Elemental Reels which will have one of your opponent’s Forwards lose 5000 power.

I would say, play Wakka with the new YRP, and Opus I Tidus and Emissaries of Light Tidus. You’ll thank me later. Or not.

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Hidden Trials – Limit Break

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23-118H – Ardyn LB

The Chief Minister has grand plans.

Ardyn has found a way to bring himself back from the dead.

Simply put, when Ardyn enters the Break Zone, you can bring an Ardyn from your Limit Break deck onto the field.
The real question is, can you fill up your Limit Break deck with cards that aren’t LB? I doubt it, I’ll have to check out the rules to make sure.

This card is a turn 1 play.

As long as you have a Playset of Ardyns in your Limit Break deck, you’ll be good to go.

23-119R – Vincent LB

Well, Vincent looks like he’s ready to take on the Tsivets.

This is the Limit Break that Vincent starts the game off with, and that suggests that we will be getting the other 3 later on down the line.

Let’s take a look and see what Galian Beast does.

Vincent comes in with First Strike, and when he enters the field, you can throw a Fire Backup into the Break Zone, and deal one of your opponent’s Forwards 9000 damage. You’ll have a good chance at breaking it.

If my calculations are correct, we’ll soon have a Vincent deck equipped with all of his Limit Breaks. Might take a couple of years before we can get it, but it might be fun.

23-120R – Kuja LB

Kuja is a 5 cost Forward with 8000 power and the ability to get out of some of your opponent’s abilities, and maybe some of their Summons.

How?

It’s simple, you can just dull Kuja to Dull the Forward using that ability.

Dull/Freeze that Forward and your opponent will think twice before targeting Kuja.

 

23-121L – Cait Sith LB

Sometimes the first time you look at a card, you think it’s great.

then you look at it again and think, Huh? How is this a Legend.

It’s a decent card, don’t get me wrong, but Freezing all of your opponent’s Backups, and having them discard a card is not what I’d call Legend material.

On a side note, Cait Sith needs you to control 5 Backups in order for his ability to go off.

I’ll take a hard pass on this one.

23-122R – Cid Highwind LB

Roll of the dice. Or is it a flip of the cards?

Cid Highwind comes in on the Highwind, and gives you an airdrop right before he enters the field.

Flip three cards and if you find a Backup add it to your hand. If not well just put all the cards at the bottom of your deck. You might want to use Cid, when you only have 3 cards left. And, you better win before you run out of cards.

Is it worth playing?

Probably. You can just add it to your Limit Break deck, just so you have enough cards in it.

23-123 – Deathgaze LB

That’s a lot to pay to Break a Forward. And, that Forward also needs to be a certain cost in order for this to be effective.

There are 270 Forwards that cost 5CP. Yes, that’s a pretty big amount, but how many of those Forwards actually see play?
And there are only 2 Forwards that cost 10CP.

Unless Bhunivelze, and Garuda start seeing some play, i’d say it’s best to leave this card at home.

Odin (1-124R) costs 7CP and let’s you break any Forward you want.

23-124L – Eiko LB

Have you ever thought that you wish you had a certain Summon at a certain point of the game?

I’m sure you have, we’ve all had.

Well, Eiko here, is here to help you search for that Summon, and once you find it you can remove it from the game.

Not much help there, but once that Summon is removed from the game, you can cast it without paying the cost.

That’s a little bit better.

23-125R – Noctis LB

Even though Noctis costs 6CP, this is probably one of the better Limit Breaks.

Noctis allows you to grab a Forward from your Break Zone. Yes, there are plenty of cards that allow you to do this. The difference is that, you don’t need to rely on luck to draw the card that will grab a Forward from the Break Zone. Noctis is ready to go whenever you’d like, as long as you have the CP to pay for him.

Other than that, he’ll be a 7K body, lingering on the field.

.

23-126L – Edge

Are you Serious? Yes, serious with a capital S.

This card is amazing.

Mono-Lightning and Ninja themed decks are going to dominate in 2024 and beyond.

Might be why I’ve been selling plenty of Ninjas lately.

Edge gives you an advantage for one turn. Every Lightning Forward and Ninja deals 7000 damage to one of your opponent’s Forwards. That might be good enough to wipe the board. It might be good enough to get you the game.

Either way, you’re going to do some damage. Just need to find a way to give Edge Haste.

23-127R – Nyx LB

If you’re playing Mono-Lightning, or Kingsglaive, just throw Nyx into your Limit Break deck.

You’re bound to have a Lightning Character or a Kingsglaive Character hit the Break Zone, and when you do, you might as well play Nyx, for the whopping cost of 1CP. 0CP if you have Regis already on the field.

And, that’s all Nyx does. a glorified Meat Shield, ready to take on your opponent’s Forwards with his 9K body.

10k if you already have Lulu (1-150R) on the field.

You can’t go wrong here.

23-128R – Beatrix LB

Here’s another Knight for the Queen’s Guard.

God save the Queen, and the Forward that will be sent to the Break Zone whenever Beatrix attacks.

As long as you have 3 Knights on the field, Beatrix will be good to go, breaking a Forward once per turn.

It’s as simple as that.

Play Knights, Play Beatrix.

23-129H – Lunafreya LB

Look at the top 5 cards of your deck, and find the one with an EX Burst. Once you add it to your hand the EX Burst will go off.
This can be a great play where you grab a card with a great EX Burst that you can play right away, giving you double the EX, double the Burst. Double the damage. Double Trouble.

Or, you might get a card that you don’t need or want at that point in the game.

Now, I don’t know if these Limit Break cards are bounceable, but if they are, imagine what you can do if you keep bouncing Lunafreya.

23-130H – Luso LB

5CP to play Luso, who also searches for a Standard Unit, of a certain Element. That Element is chosen by you when Luso enters the field.

After that, whenever you play a Standard Unit onto the field, Luso gains +4000 power, giving him a 9k body until the end of the turn.

And, if you’re using Frimelda, you can play a Standard Unit each turn, giving Luso a constant 9K.

And, that’s all I got. I can’t focus anymore.

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Hidden Trial – By Water

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23-096C – Akpallu

Pay 1CP to draw a card.

Not bad, at all. If you don’t have anything going on in your hand, might as well play Akpallu to draw another card.

And after Akpallu is on the field, not doing anything, just sitting there, you can then use Akpallu to pay the cost for Fencer (XIII)’s ability and Break one of your opponent’s Forwards.

There are more cards that need another Monster to pay for the cost to use their ability.

I’d say Akpallu is a decent card.

23-097C – Altennia

A simple add-on to your Knight deck.

When a Knight attacks, Altennia gives a Forward +2000 power. Now what will happen when all of your Knights attack? You’ll be handing out +2000 power like candy on Halloween.

It’s like adding 200 horse power to your Knight engine.

 

 

 

23-098C – Alphinaud

Alphinaud is Alisae’s Backup, who will save her from the Break Zone in order to do whatever Alisaie has to do.

If we take Alisaie from Hidden Trials, it’s a pretty decent combo.

Once you have an Alisaie in your Break Zone, you’ll use Alphianaud’s ability and play Alisaie onto the field. Once Alisaie is on the field you can search for a card that has the same name as one of the cards in your Break Zone, and add it to your hand.

Yeah, that’s pretty much it.

Not bad.

23-099C – Urianger

Urianger is already flipping the cards to see what Scions he can find.

I mean yes, .. maybe . . not really.

Depends on what you’re playing.

You can pull this out if you’re drafting Hidden Trials and you’re trying to run Scions.

Other than that, there are far better Uriangers out there.

 

 

23-100L – Young Excenmille

Coming in with 5000 power, Young Excenmille surely loves his Crystals.

You’ll need a constant supply of Crystals to keep Young Excenmille well fed.

Feed him once and he cannot be chosen by your opponents abilities, and his Power will become 9000 until he is sent to the Break Zone.

Feed him once more along with a Water CP, and you can search for a Water Forward of cost 3 or less, and play them straight to the field.

I like it.

23-101C – Dancer

Last Chance to Dance.

Dancer, just like the rest of the Elemental, Class Action, 5 Backup plan, Backups is better played when Dancer is the 5th Backup that enters your field.

When he does, as the 5th Backup on your field, all of your opponent’s Forwards lose 4000 power.

You might break a couple if you’re lucky.

If not, Dancer just chooses one of your opponent’s Forwards, and they lose 2000 power.

23-102R – Gizamaluke

A Monster, the sort of searches for a Monster.

Gizamaluke, comes in and you reveal the top 3 cards of your deck, and grab a Monster, if you find one there. If you do, you just got a Gizamaluke for Free.

Gizamaluke also turns into a Forward if you have another Monster on the field. Technically you can get a 0CP Forward with an 8K body.

 

 

 

23-103C – Quina

My Bombs will get that much stronger.

Because once per turn, whenever a Monster enters the field, I get to draw a card. Doesn’t matter whose turn it is. If a Monster enters the field you get to draw 1 card.

And let’s not forget about the Frog Drop. (Just don’t catch them all, cause then they can’t reproduce and you won’t be able to get 99 frogs.) Once Frog Drop goes off, 1 Forward will lose 3000 power for each Monster that is on the board.

How many Quina’s can you fit in your deck?

23-104H – Witch of the Fens

Here’s a decent card for your Monster deck.

Witch of the Fens comes in, and if you already have a Monster on the field, you can draw a card.

And, let’s not forget about that ability.

Put a Monster in the Break Zone, and one of your opponent’s Forwards will lose 7000 power until the end of the turn.

How many Monsters do you have in that hand of yours?

23-105C – Defender

What there’s no Water SOLDIER Candidate? All we get is a cheap knockoff? And, I was looking forward to making a 6 elemental SOLDIER Candidate deck. Guess I can’t do that now.

*shrugs

Defender can probably be played on his own. No need for the other SOLDIER Candidates. (But, the other ones could be played in their respective element as well.) As before, if you have at least 2 Standard Units in your Break Zone, SOLDI.. . I mean Defender gains +3000 power.

2CP/8K, the true definition of a cheap Meat Shield. And, we mean that in a good way.

Meat Shield here, also does not receive any damage that is less than it’s power. He’ll take a beating and you still won’t be able to get rid of him.

23-106H – Tataru

Tataru pays for Tataru during your next turn.

As long as you have another 3 Scions of the Seventh Dawn on the field, you’ll be able to dull Tataru for an extra card.

And, that is pretty much it. Don’t like your hand? Dull Tataru and hope for the best.

 

 

 

 

23-107L – Frimelda

Frimelda should just get thrown in your Warrior of Light deck.

It’s as simple as that, and if I needed to tell you that, well … You’re Welcome.

This card is pretty straight “Forward”. (No, that just came out, i didn’t think of that.)

You’ll need at least 4 different elements on the field in order to make use of Frimelda. Water can be the 4th element you play when she comes in, and her ability will go off as soon as you enter your Attack Phase. It will also trigger when your opponent goes into their Attack Phase as well.

Double Trouble.

You can either play a Forward that costs 4CP or less onto the field, or you can have one of your opponent’s Forwards lose 2000 power for each element that is on your board.

Choice is yours, bulk up your defenses, or get rid of theirs.

23-108R – Fourchenault

Who would have thunk that Fourchenault would cost Four CP? And, if you have Alisaie and Alphinaud on the field Fourchenault is a Free Play!

Fourchenault’s Enter the Field abilities are great and decent. One is better than the other, but the other has it’s use as well.

First one, return one of your opponent’s Forwards to their hand. Which is good, getting rid of a Forward, even if temporarily is always good. As long as they don’t have an enter the field ability.

The other is Activate a Scion of the Seventh Dawn.

And, when all is said and done, you’ll have an 8K body on the board.

23-109C – Portia

The more I see new Dancers the more I ponder the idea of making a deck. Yes, let’s add one more to the list of decks that I will never make.

For a Common, Portia is a great card. First of all she pays for herself, as if you already have a couple Dancers on the field, you will draw a card. You’ll have a no cost 5K body on the field ready to go to work.

And if you have 4 Dancers on the field, You’ll be able to send one of your opponent’s Forward to the bottom of their deck.

Let’s make Mayakov proud.

23-110R – Porom

Porom, the other half of the twin mages.

Same thing here, Porom is a free play if you have Palom already on the field.

And, just like Porom she comes in with 5000 power.

When Porom comes in you can place 2 EXP Counters on a Forward, and that Forward gains a shield of sorts. Damage dealt to that Forward will be reduced by 2000.

You’ll be able to splash one or the other of these twins, as there is no cost to pay, if the other is on the field.

2-111C/15-123C – Oracle

It’s straight from the (Re)printers!

And, a Copy/Paste from Dawn of Heroes.

“Didn’t we say recycling center earlier? Maybe we meant the Printers, reprinting cards and such.

Not that I have anything against reprints, I just would rather have a new card that does something similar instead of having reprints.

Anyways, Oracle gives you a Crystal when she comes in, and reduces the next damage dealt to a Forward by 1000.”

2-112H – Young Rahal

Rahal! Where are those Crystals!? Young Excenmille is hungry for those Crystals.

And, that is his job. Feed Yound Excenmille to bring out more Water Forwards onto the field.

How is Younf Rahal going to feed Young Exenmille? You gain 2 Crystals when he enters the field.

And that’s not all. When Young Rahal enters the field or attacks, all your Water Forwards gain +2000 power.

Combine this with Palom and Porom, and you have a decent front line, for almost half the cost.

23-113R – Leviathan

Finally, there is a way to get the one card you needed that ended up in the Damage Zone.

Not only that, but Leviathan let’s you draw a card as well. Only downside would be that you have to return another card back to the Damage Zone, but you probably have a card you don’t need in your hand.

This is one of the better cards in this set.

Leviathan is your insurance policy.

 

23-114R – Lilisette

“A live wire, barely a beginner
But just watch that lady go
She’s on fire, ’cause dancin’ gets her higher
Than anything else she knows”

David Lee Roth, might have been singing about Lilisette, and I wouldn’t blame him.

Lilisette comes in and searches for a Dancer, cause well, it takes 2 to Tango. And, that also comes off as an EX Burst.

Other than that, you have Rousing Samba. An ability that gives all of your Forwards +2000 power, and all of your opponent’s Forwards lose 2000 power, tilting the dance floor in your favor. At least until the end of the turn.

But, that turn can be a Break or Make moment.

The only thing that I would change with this card is the art.

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Hidden Hope – Take It To the Limit

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22-112R – Zach LB

Zach out first Limit Break card, and I can’t say it’s anything special.

Zach comes in and deals a Forward 3000 damage.

Not much of a Limit Break per se.

Zach will stick around on the field as a body, So, 3CP isn’t terrible, but I’m sure there are better things to do.

 

22-133L – Mont Leonis LB

Now, this is more like it.

Even though I never liked Mont as a character, this is a card I would play.

Now, this will only work if you have 5 Fire Backups on the field when you bring Mont in.

For 8CP, you can grab a 3cost Forward and a 5 cost Forward from your Break Zone and play them straight to the field. They will both come in with Haste as well.

It still is a lot to pay, but you do get a lot in value from it.

8CP, 3LB points, and a Backup that you control.

As a last ditch effort, I will say that it can work. I mean that’s what Limit Breaks are supposed to be. Huge attacks, when you’re on your last legs.

22-114H – Viktora LB

Not bad.

I guess I’ll need to actually play a game with these Limit Break cards. Finding time is the problem.

Viktora needs, a discard deck around her, and you don’t need me to tell you that.

Luckily, Ice has the tools you’ll need to make Viktora a great play. Just like a Dragoon getting ready to Jump.

If your opponent has 2 cards or less in there hand, when Viktora enters the field, you get to choose a Forward and deal it 7000 damage.

And, if your opponent has no cards, Viktora gains +3000 power.

Much better than Zack.

22-115R – Serjes LB

Serjes, the lancer.

Now this was a decent Character in War of the Visions.

And, that is what this card is as well. Decent. Not great, not bad.

When Serjes enters the field, you can either Dull or Freeze a Forward.

And, then he’ll stick around as an extra body on your front line.

 

22-116L – Ace LB

Ace is looking like he will be a powerful card. Once Ace enters the field, Ace deals 1000 damage to all of your opponents Forwards. Just think for a second of what Ace can do if you’re playing Chocobos.

And, that’s not all cause when Ace attacks, you can reveal the top card of your deck, and if it’s a Wind card, which it will be if you’re playing Chocobos, you’ll add it to your hand.

Sure, Ace costs 8CP, but you’ll probably get that CP back, with the extra cards you’ll be drawing.

22-117R – Yuri LB

Yuri comes right in, and searches for Chelinka and Yuri brings Chelinka straight to the field. That way we’re bringing Yuri’s cost down a little bit. Sure, there are only 2 Chelinkas that you can choose, because her cost needs to be 2CP or less.

You’ll most likely be playing Chelinka (22-046R), and if you have another Crystal Chronicles Character on the field, Chelinka will give Yuri Haste, and you’ll be able to attack with Yuri right away.

Las, but not least, if you have 5 Backups on the field, Yuri also gains +4000 power, making him an 8K body.

22-118H – Shantotto LB

Shantotto, going back to her roots.

Shantotto comes in and breaks all the Forwards and all the Monsters. Every last one of them except for Shantotto herself.

If you’re in a pickle, go ahead and cast this Mage. 4CP + 7LB. That’s all of the rest of the cards in your Limit Break deck. Last ditch effort to save yourself.

If you’re just looking to get rid of all of the Forwards, just play Opus I Shantotto instead.

Or you can have both in your deck and use whichever one works better for you.

22-119R – Maat LB

Maat comes right in and gives all of your Forwards +1000 power and Brave.

That might be enough to finish the game for you, and if you end up striking out, at least you’ll still have Forwards that will be able to block.

Maat comes in with Brave himself.

This is a Limit Break card that I would gladly add to my deck.

 

22-120H – Cloud LB

Of course, we have cloud in the first set of Limit Break cards, what’s next Lightning?

Cloud comes in and Breaks a Forward, 3CP or less. After that Cloud will stick around with an 8K body, wheeling and dealing damage to your opponent.

And if you’re feeling a little CP rich, you can use Limit Burst.

For 4 Lightning CP and a Cloud card, you can Break one of your opponent’s Forwards and also deal your opponent 1 point of damage as well.

Do that 7 times and you won the game.

It’s possible.

22-121R – Lightning LB

Well, I was right. Lightning was next.

And when she enters the field, she will look for a Lightning summon.

And that is about it.

You’d think they’d have Lightning do something better.

 

 

22-122L – Tidus LB

I’m trying to think if this is worth it.

If you don’t pay 3CP does that mean you can’t choose any of these effects?

8CP, to Send a Forward to the bottom of it’s owner’s deck, a Backup to the top of it’s owner’s deck and draw 2 cards.

I can’t think of a reason to play this card, but I know I’ve already sold a few of them, so someone thinks that it’s a good play.

 

22-123R – Leo LB

Would you like to draw a card?

Well there’s better ways to get yourself to draw a card than Leo.

Only difference is that you can play Leo at any moment, because you already know that you can just grab him from the Limit Break deck.

Still, Leo will probably just be used to pay for other Limit Breaks.

Like Maat.

22-124H – Little Leela LB

This is a better Limit Break card.

Better than most of the cards we’ve seen in this set.

Little Leela comes in at 5CP with an 8k body.

You’ll say so what, nothing special about that.

And, I’ll say yes, but whenever Little Leela attacks, you will choose one of your opponent’s Forward and it will lose 7000 power until the end of the turn.

Now that makes it better. Better than Leo, better than Zack, better than Yuri, and I hate to say it but, better than Lightning.

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Hidden Hope – Flooding Hope

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22-091C – Blue Mage

2 cost Backup that let’s you switch out a Monster for the top card of your deck.

And, if you don’t like that card that you drew, you can always, pay a CP, discard that card, and put Blue Mage in the Break Zone, to play that Monster that you discard earlier onto the field.

Yes, the card that you discard, needs to be a Water card.

Or, you can just use that ability to grab a Monster, that you ran out of.

more, like a Backup, Backup plan.

22-092C – Agrias

You can’t go wrong with 1CP.

Not this time. Agrias comes on in and if you have a Couple of Knights on the field you get to send one of your opponent’s Forwards that cost 3CP or less back to their hand. Making them pay the CP once again to get that card out.

And when you have received 3 points of damage, Agrias gains 4000 power, making her a 7k body that you paid for with 1 whole Crystal Point.

I’d say the only thing wrong with this card is that the cards name is Agrias.

22-093R – Anima (X)

Easy way to get rid of one of your opponent’s Forwards, Anima comes in and you remove the Forward from the game. No certain cost, no active, no dull it doesn’t matter. Any forward will do. And for 3CP that is a steal.

But, you’ll also have your opponent draw a card.

And if you only paid with Backups, you’ll also get to draw a card.

I think I’m on the fence with this one.

Some might like this one, some might not. Let’s see what happens.

22-094C – Vaan

Pirates and Vikings just keep getting stronger.

Vaan here, is just a Common, but adds quite a punch, or should we say blast. A Shotgun Blast.

For 2CP, and a couple more Pirates that are already on the field, you get to choose one of your opponent’s Forwards and reduce their power by 8000. Usually that is more than enough to break a Forward.

If it’s not enough, well it’ll be close to enough.

Can’t go wrong with this one. 2CP with 5000 power.

I have yet to play with the Pirates, but it is on my to-do list.

I just need to find the time to do it.

22-095H – Warrior of Light

Warrior of Light, 4 cost Hero that allows you to search for a Standard Unit.

And, then you will play that Standard Unit, and another 3 Standard Units, and you shall find that all of your Forwards gain +2000 power, except Warrior of Light. Add in a bunch of Backups and Forwards that will buff up your Standard Units, and you’ll be running an army of Standard Forwards that will take out anybody and anyone out. Send them straight to the Break Zone.

And, Shield of Light. If all else fails, you can give +5000 power to Warrior of Light giving him a 13,000 body.

Bring in the Drones!

22-096C – Clavat

Last of the 1 0f 6 Backups that are in every element.

Top card, take a look, leave or put it at the bottom of your deck.

They should have renamed these cards Fortune Teller. Or have had Cait Sith. Or Yuna, Rikku and Paine in their Psychic dress-sphere.

I don’t know just trying to take up space here.

 

22-097L – Curilla

This is the card that everybody wanted to try out. Hidden Hope came out and well let’s take a look at it. It’s only been a month or two before we got to it.

Well as you can see from the first line, there is a good reason that Knights are becoming a force to be reckoned with. I just took a look at a recent Qualifier, and Curilla was in 3 of the top 8 decks.

Curilla come in and you can take a look at the top 5 cards of your deck and play 2 Knights onto the field as long as their combined cost is 4CP or less.

And as long as Curilla is on the field, she also gives protection to all Knights from damage that is less than their power. Making Ping damage worthless against your Knights.

But, then again you can always just play Minwu (1-171H) and get the same effect, but for all of your Forwards, not just the Knights.

Imagine that?

22-098H – Siren (V)

“Are you a Gamblin’ man, Sandy?”

If so, you can save your Forwards, if they are chosen by your opponent’s Summons or abilities. Simply Wager the top card of your deck, if it’s not a Forward your Forwards are saved. If it is, you lose that top card.

Clavat, is a good way to determine if you should use the ability.

And, at 3 points of damage, whenever Siren is dealt damage,you can reduce that damage by 1000.

I’d say this is worth a shot.

22-099R – Severo

A 3 cost Backup that will return one of your opponent’s Forwards back to their hand, and Severo will also give you a Crystal for your troubles.

After that Severo just hangs out on the field, producing 1CP per turn as a Backup.

And, if needed you can pay the cost of 3 Water CP, 2CP of any color, dull Severo and put him in the Break Zone to place a Forward of your choosing back at the bottom of it’s owner’s deck.

Seems like a high cost for this, but it might be helpful.

22-100R – Chime

If you got the Backups for this, Chime is a great play.

Draw a card at the end of each of your turns, will help your turns become that much better.

Chime should be the 5th Backup you play as to get a better return with her.

No need to have Chime on the field if you don’t have 5 Backups, as the only reason to play Chime will be to draw that extra card at the end of the turn.

Your board should get bigger than your opponent’s and faster than your opponent’s board.

I’ll take it, I’ll take 3 actually and play it in a Ultros/Pirates deck with a handful of Vikings.

22-101C – Paladin

Now that’s a Standard Unit I can stand behind. The Paladin, a great meat shield if you ask me. And, this meat shield also has a shield.

For 5CP, you get a Forward with Brave and a 7K body, that grabs a 2 cost Forward from the Break Zone and plays it onto the field.

It’s 2 for the price of one.

Yes, you need a couple of Standard Unit Backups on the field for you to be able to use this ability, but that shouldn’t be that hard to do.

22-102C – Piranha

For the price of a Piranha, I shall grant you a card.

Sure, you’ll need 3 points of damage.

Sure, you’ll also need to put Piranha in to the Break Zone.

But, at the end of the day, Piranha shall double the CP used to pay for it.

And, when Piranha enters the field, you will choose a Forward and have it lose 2000 power.

It’s 1CP, it’s worth a shot.

22-103C – Faris

I don’t know if you’d play this Faris over the other Faris, but you can easily break one of your opponent’s Forwards, while drawing a card at the same time.

How do you do that?

It’s quite simple really.

You’ll play Faris, and you’ll choose to remove a Viking, either Viking (2-132C) or Viking (4-133C). Once that Viking is removed, your opponent will choose one of their Forwards and put them in the Break Zone, while you get to draw a card once your Viking leaves the field.

22-104R – Folka

We’re looking at 3 points of damage. Anything less and I’d say it wouldn’t be worth it to play Folka.

Well you could, or you can just remove Folka from the game, and your opponent will only be able to attack once this turn.
Now at 3 points of damage, like we said earlier, Folka becomes nearly unstoppable, when you are on the attacking side. In other words, during your turn.

Folka can’t be chosen by Summons or abilities, and if she is dealt damage, it becomes 0.

All this for 3CP.

You can try throwing a couple into your deck, if you got room for it.

22-105H – Miwa

Coming in with the Back Attack, Miwa is a safety net when you have Summons and abilities that will attack your whole front line.

And, at 5 points of Damage, Miwa will also give all of your Forwards a +2000 power buff.

And at only 2CP, you can not go wrong with that. Just throw in Miwa into any Water deck. If you have no room in your deck, well then you better make some room.

She’ll stick around as a 5k body, where you can just have her block to break herself, and then play another Miwa during your opponents next turn.

22-106R – Yuna

This card is actually called the Tidus Best Bang for your CP special.

We’ll go with the Tidus (16-116L), popular card, and a lot of people should still be playing it, because I don’t see why you wouldn’t.

Let’s start out by playing Yuna onto the field for 2CP, produced by a Water Summon. Then we’ll play Tidus for 1CP, and grab that Water Summon from the Break Zone.

For 1CP, you have 2 Forwards on the field, one of which can not be blocked and extremely hard to break.

I’m sure there are better Yunas to play, but if you’re just looking for a cheaper Tidus, look no further.

22-107C – Yuni

Sap!

Cast Sap! or Attack Down or both.

Yuni can do that for you. And the effects will last just until the end of the turn. It’s 4000 power when Yuni comes in, and 2000 power every time Yuni dulls to cast her ability.

3CP/7k body, Not much else is going on here.

 

22-108H – Lenna

Warrior of Lights … Warriors of Light Unite!

If you ever needed a reason to play Warrior of Light (19-128L), well this isn’t it, but Lenna will help. A little.

If you have to elements already on the field, Lenna will allow you to draw a card when she enters.

And, if you have 4 different elements, Lenna will cause your opponent to place one of his Forwards into the Break Zone.

I’ll leave you with some words of wisdom.

There is no reason to play Lenna in a Mono-Water deck.

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