Posted on Leave a comment

Tears of the Water Planet

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

25-086R – Abzu

You would think that, if your Job was Corneo’s Pet, you should have some synergy with Don Corneo.

But, that’s not happening. Not with Abzu.

That doesn’t mean that Abzu is a bad card, no Abzu is actually pretty decent.

Abzu doesn’t let your opponent’s Forwards gain any buff to their power.

Abzu is also a Forward and whenever Abzu attacks, one of your opponent’s Forwards lose 5000 power until the end of the turn.

You might break that Forward or you might not. But, Abzu will have a good chance at surviving.

25-087C – Abzu Shoat

I’m seeing doubles, and they can turn into triples.

You can have 3 Abzu Shoats on the field at once, at 1CP each you can have a little bit of fun.

First off you can dull Abzu Shoat and discard a Water card to have one of your opponent’s Forwards lose 1000 power until the end of the turn.

Or you can send Abzu Shoat into the Break Zone, and have one of your opponent’s Forwards lose all of their abilities.

If you have all 3 one the field, and they all use that second ability, you might just be able to crack through your opponent’s defenses.

Let’s see this one in action.

25-088H – Famfrit, the Darkening Cloud

Here’s another way to get rid of a Backup that has lost it’s use after it entered the field.
By removing one of your Water Backups from the game, you will reduce the cost to cast Famfrit by 2CP.

After that, Famfrit will break a Forward that has an Auto ability that was triggered.
Not only that, but you will also draw a card.

And, this my friends makes Famfrit, the Darkening Cloud a Free Play!

I’ll take 3!

25-089R – Cagnazzo

I remember fighting this overgrown turtle.

Coming in at 2CP, Cagnazzo acts more like a Summon than a Forward. When Cagnazzo enters the field, you will choose one of your opponent’s Forwards, and send it back to their hand.

Now, if Golbez is already on the field, you can take that Forward and chuck it into the Break Zone.

And, that’s it.

You’ll have a 5K body on the field, which you will want to find a way to Break Cagnazzo, just so you can replay him.

Imagine having Cagnazzo back when Neo-Exdeath was big.

25-090C – Quacho Queen

2 cost Backup that is also a Common.

Quaho Queen will give a WoFF Forward +1000 power until the end of the turn.

And, that is it.

There’s not much to write about her, so I’m just writing whatever comes to mind, just so it can take up some space.

We don’t want to leave an empty square next to Quacho Queen.

25-091H – Kraken (III)

Now this is a card that you have been waiting for! And, you didn’t even know it.

Kraken reduces the cost of all of your Summons and Monsters by 1CP!

That means you can get more Monsters out, quicker and more efficiently.

Not only that, but Kraken will also remove one of your opponent’s Backups from the game for as long as Kraken is on the field.

This one is going straight into my Bomb deck.

I’ll take 3 of these, and let’s not get into the Amano Art.

25-092C – Cloud of Darkness

A what now?

How is Cloud of Darkness a Common.

Cloud of Darkness comes in for 5CP and sends all of your opponent’s Forwards into the Break Zone!

Except for 2. Your opponent will choose 2 Forwards that they can keep.

All you need after that is find a way to get rid of the other 2 Forwards, you can use Sophie from this set for one, and the other one, well that’s up to you.

Cloud of Darkness also has 8000 power, so she will be able to block a couple of attacks, or deal some damage. Whichever you prefer will work.

25-093C – Corsair

Corsair shall come in and return a 2 cost Forward to their owner’s hand. Your opponent’s Forward that is.

Coming in with 3000 power, Corsair will be able to block an attack, and he will be sent to the Break Zone.

And, that is where you want Corsair to be. In the Break Zone.

Why?

Because you’ll want to find a way to play Corsair from the Break Zone, for when Corsair enters the field, Corsair will once again return one of your opponent’s Forwards to their hand, but they will also draw a card for you.

And, if you can find a way to keep bring Corsair back, you’ll have enough cards in your hand to put your plan into overdrive.

25-094C – White Mage

Here’s your Water Elemental Backup.

White Mage is ready to come in and do what White Mage needs to do.

White Mage will either raise a 1 cost Forward from the Break Zone, and bring it back to your hand.

Or, White Mage will draw you a card.

I can’t think of many 1CP Forwards that would be worth grabbing.

And, I was wrong. There are plenty of 1 cost Forwards worth choosing.

I might even use this one in my Octopus/Pirate deck that is still in the works.

25-095C – Cecil

For 5CP you get a Meat Shield with 9000 power.

Not only that, but whenever your Forwards are dealt damage by your opponent’s abilities, Cecil will reduce that damage by 2000. Hopefully helping your Forwards survive that damage.

I’d say this would be a good card if there is a way to reduce Cecil’s CP.

You can probably play Cecil 20-075L, and switch this one in, Or you can have Rosa 20-125R on the field, which will allow you to draw a card when Cecil enters the field. This would technically make Cecil 3CP.

Other than that, there’s not much to say about this one.

25-096L – Tidus

For 5CP you can return a Backup to your hand, and then the next Final Fantasy X Character that you play, it’s cost will be reduced by 3CP.

There’s 2 cards that I would pick to return to your hand. Rikku (2-071R), as it would be a Free Play to play Rikku back to the field and have her activate all of your Forwards. Or, you can return Brother (1-197S) to your hand and play him back to the field to have you search for a Final Fantasy X Character and add it to your hand.

If you decide to go with Brother, Tidus is now technically a free play.

And, don’t you think that Tidus is done here.

Every time Tidus or a Final Fantasy X Character enters your field, you will choose one of your opponent’s Forwards and they will lose 4000 power.

That will be 4000 from Tidus, and 4000 from Brother one play and you just might break 2 o your opponent’s Forwards.

25-097H – Doctor Cid

Time for some research, and who better than Doctor Cid.

4CP can be paid only with Water CP in order to cast Cid.

And, when he enters the field, you can place one of your opponent’s Forwards and put them at the bottom of their deck. That way the pesky Forward that has been bothering you for some time now, needs plenty of resources to be able to come out again to cause you some more trouble.

And whenever one of your opponent’s Forwards leaves the field, for any reason, Doctor Cid will begin his research and will allow you to draw a card. Once you have that card in hand, the research begins as you decide which card you will discard.

Simple as that.

25-098R – Broden

An owner?

What does Broden own?

I’m sure if you played Final Fantasy VII Rebirth you would know.

But, just saying Owner as a Job Title?

Yeah, this is the second Owner we have had so far. Soon we’ll be able to build a deck.
And as an Owner, Broden doesn’t do anything. He’ll just give you 2 cards and then just stand around taking up space. You’ll want to get rid of him, or don’t even bother playing him.

25-099C – Porom

Don’t like your hand?

Porom is here to help.

She’ll let you change out 1 card, with a new card from the top of your deck.

And, if that didn’t work, you can discard a Palom, draw 2 cards and then discard another card.

Is this a good strategy?

Maybe, Maybe not. But, don’t give up that card that you might need later.

25-100R – Matt

If Matt is here, you know that Glenn and Lucia are around the corner somewhere.

Matt comes in for 2CP, and he will be a good addition to your SOLDIER deck. All SOLDIERs are welcome, as with Matt on the field, all of your SOLDIERs will not be able to be chosen by your opponent’s abilities. This means that I’m 99.99% sure that either Glenn or Lucia, will have All SOLDIERS, cannot be chosen by your opponent’s Summons.

Matt also has the ability to lower a Forwards power by 2000. Which could be the little bit of power that you need to help break that Forward.

He also has First Strike.

25-101L – Meia

Are there enough MOBIUS cards to make this worthwhile? Enough to make a MOBIUS themed deck?

Meia comes in and if you decide to remove a MOBIUS card from the game, your opponent will choose one of their Forwards and they will put it in the Break Zone.

Meia can also reduce the cost of casting a Summon by 1, all you have to do is remove a MOBIUS card from your Break Zone.

I mean, maybe.

I would rather use Meia (16-123L).

25-102C – Rosa EX

Rosa comes in and searches for either Cecil or Ceodore, and brings them home.
Bringing her cost down a notch to 2CP, and she comes with 5000 power as well. Which is not bad.

And, let’s not forget Shell, because Rosa gives her family protection from your opponent’s Summons and abilities, in that they cannot choose Rosa, Cecil or Ceodore.

Are there better Rosas? Yes, but that doesn’t mean that you should ignore this one.

Singles & more!

Posted on Leave a comment

Tears of the Lightning Planet

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

25-069C – Varghidpolis

I don’t know about you, but Varghidpolis looks like an “armed” turnip.

Yeah, I’m not quitting my day job anytime soon.

Varghidpolis has 2 abilities, just like the other Monsters of the Planet.

1 will deal 1000 damage to a Forward and also dull it. The other deals 1000 damage to a Forward and dulls it.

That’s the same thing. One ability, but 2 ways to pay for it.

At least Varghidpolis is consistent. Plus you then can play Black Belt (25-058C) to break that dull Forward.

25-070C – Eight

3CP for a 7K body. 7? This is Eight, we need to give him 8000 power.

And, you can.

At 3 points of damage Eight gains +1000 power, making his power 8000.

Eight also comes in with Haste, so he can start attacking from the get go.

One more thing. Whenever Eight deals damage to your opponent, Eight will grab a Class Zero Cadet from your Break Zone.

It’s time to start recycling.

25-071R – Scorpion Sentinel

Ever needed a defensive play?

Scorpion Sentinel is here to do just that.

When one of your opponent Forwards attacks, Scorpion Sentinel will come into play, dulling one of their Forwards. Sentinel Scorpion will also become a Forward until the end of the turn, and will be able to block your opponent’s next attack.

You get this for 1CP, which I would say is worth it.

Only thing that would have been better, is if you could have had multiple copies on the field.

25-072R – Kuja

For 2CP you can break one of your opponent’s Forwards.

Yes, you do need to place a Forward in the Break Zone in order to pay for this ability. But it’s worth it..

Imagine, Using Viking (2-132C) or Viking (4-133C) as part of the cost. You’re really only playing these cards so they can block an attack and be sent to the Break Zone just so you can draw a card.

Or, what if your opponent is casting a Summon or ability on one of your Forwards. That Forward is pretty much toast depending on what it’s being hit with, so, why not use Kuja’s ability and use that Forward as part of the cost, and break one of your opponent’s Forwards in the process.

Turn the tides, before they are turned on you!

Or something like that.

25-073L – Zack

Final Fantasy VII will be getting plenty of support. With plenty of Lightning support, even if you throw Zack in a Shinra themed deck, he will become a threat.

Every time Zach attacks, you can bring a Final Fantasy VII Character back from the Break Zone, only requirement is that, that Character costs 2CP or less. Shouldn’t be that hard to find one, even if you keep bringing the same Character in after they attack or block.

Rush Assault? When Zack Attacks, you can use his Signature ability and break one of your opponent’s Forwards! No cost Requirements, no nothing. Just stock up on all Zacks from every Opus.

Yes, please. May I have another?

25-074C – Amarant

For 5CP you get the ability of a Summon and a 9K body.

And, this might just be the best Amarant to date.

Amarant comes in and deals 5000 damage to all of your opponent’s active Forwards. You’ll probably break some of them, and the rest will be weakened enough that when your Forwards attack, they will either Break the Forward or your opponent will decide to let the attack go through just so they can save their Forwards for later.

We need more Final Fantasy IX cards, so we can finally make a decent FFIX deck.

25-075C – Jack

Jack of all trades?

I’m not so sure about that, but Jack can Break some Forwards. One when he comes in, as long as you have 5 Cadets on the field. If not, then Jack will only dull that Forward.

And, once per turn you can use Jack’s Special ability to break a Forward.

Jack’s Special ability is good because you don’t have to send Jack to the Break Zone for it to activate.

Meaning you can use it over and over, as long as you have enough Jacks in your deck.

25-076C – Elite Riot Trooper

Once again our elemental Backups make a return.

This time it is Lightning with Elite Riot Trooper.

At 3CP, Elite Riot Trooper comes on in and you can either draw a card, or deal a 2 cost Forward 7000 damage, which will most likely break that Forward.

As mentioned before, the ability you choose will depend on what part of the game you are at.

And, that’s about it.

25-077C – Cinque

The more Cadets that you have on the field, the better this card becomes.

Cinque enters the field and grabs a Class Zero Cadet and plays them straight to the field. Let’s say you grab Ace (3-153S). You just paid 4CP to get 2 Characters on the field, and Ace’s cost is 6CP. Now when Ace enters the field, You get to play another Class Zero Cadet Forward from your hand. And, if you happen to have Nine (13-123L) in your hand, you’re off to a great start.

And, if you ever need to get rid of Cinque, just so you can play her again, she had an ability that sends her to the Break Zone, and deals a Forward 9000 damage.

Might have to dust off that old Cadets deck.

25-078H – Seven

A 2 cost Backup that can do a couple of things each turn.

For one, she can give Haste to any Class Zero Cadet. All you have to do is dull 2 Active Cadets, It might be worth it, depending on the situation.

And secondly, this one is the better ability of the two, Sadistic Spikes. Every time you use Sadistic SPikes, you will be able to break one of your opponent’s Forwards, as long as their cost is less than the Class Zero Cadets that you control.

Over all, Sadistic Spikes is a good enough reason to use this Seven in your Cadets deck.

25-079C – SOLDIER Candidate

Do you recycle?

This SOLDIER Candidate does. He actually recycles himself to get you another SOLDIER Candidate.

Whenever SOLDIER Candidate gets sent to the Break Zone, you can search for another SOLDIER Candidate and play it onto the field. That way your front line has Backups. No, not those Backups. Backup Forwards.

I already said SOLDIER Candidates are a card away from being great.

And someone is going to find that card, and we’ll have Shinra’s version of Chocobos.

25-080H – Paine

Paine brings the Pain!

Yep, bad puns as usual.

Paine comes right in and deals a 3 cost Forward or less 7000 damage. Which would break most Forwards that cost 3CP or less.

Hold on let me check.

Yep, there are more Forwards than I thought that cost 3CP or less and have more than 7000 power.

Ok, where was I?

Ah yes, when that Forward is put into the Break Zone, Paine gives a Final Fantasy X Forward Haste.

Which can be herself as well, allowing her to attack and hopefully deal some damage, or break another one of your opponent’s Forwards.

It’s a decent Hero, but better Paine’s exist.

25-081R – Baralai

Baralai comes in and grabs a Forward from your Break Zone.

For 3CP that is not bad at all.

Baralai can also break a Forward as well. The cost might be high for this ability, but you can use it any time you’d like as Baralai will already be on the field for it.

I would probably play this card for Baralai’s first ability alone. The second one is just the cherry on top.

 

25-082C – Vivi

Here we are, Vivi comes in with a one-two punch.

For 2CP, Vivi will come into the field and dull one of your opponent’s Forwards.

After that Vivi will just produce 1CP per turn, until you’re ready to use his ability to break a damaged Forward.

It’s 2CP, this is worth it. You can probably find a way or two to activate Vivi as soon as he enters the field.

Get rid of that pesky Forward that’s been bothering you.

25-083H – Adrammelech, the Wroth

Once again you can remove a Lightning Backup from the game and reduce the cost for Adrammelech, the Wroth by 2 CP. Making Adrammelech a 3 cost Summon. Plus you get to remove that Backup that does not serve a purpose anymore.

And what does Adrammelech, the Wroth do?

Well, he .. it.. deals 7000 damage to all of your opponent’s Forwards, possibly braking most of them.

You’ll also receive 1 point of damage as part of the cost of using this Summon.

25-084R Rude

Rude comes in and you can grab a Member of the Turks from your Break Zone and add it to your hand. Bringing Rude’s cost down to 1CP. If that’s not reason enough to play Rude, we got more for you.

At the begining of the Attack Phase, both yours and your opponent’s, Rude will dull one of your opponent’s Forwards.

This means that, you’ll be able to successfully keep one of your opponent’s Forwards incapable of getting anything done.

You should see, what happens if Reno is on the field as well.

25-085L – Reno

Back to Back Turks.

With Reno, anytime a Forward becomes dull due to Summons or abilities, Reno will give a Member of the Turks Haste, and deal one of your opponent’s Forwards 4000 damage.
This is where things get interesting.

If you read Rude, Rude will dull a Forward at the beginning of every Attack Phase, meaning that Reno will give Haste to a Turk, and deal one of your opponent’s Forwards 4000 damage.

You also have EM Flail, which will dull a Forward and deal 5000 damage to another Forward, which in turn will activate Reno’s first ability will go into play once again.

You know your opponent will be trying everything in their power to get rid of Reno. Let’s go back some cards and take a look at Zack once again. “When Zack attacks, choose 1 Category VII Character of cost 2 or less in your Break Zone. Play it onto the field.”

Guess who costs 2CP.

Electrifying Singles!

Posted on Leave a comment

Beyond Destiny : Flood Born Warriors

Shop these Singles and more at our TCGPlayer Shop


21-101C – Ashe

OK, Yes, I’ll take it.

What’s not to like? Every time Ashe attacks you draw a card.

I’ll throw Ashe in any deck, just to draw a card when she attacks. Especially with 8000 power. Throw in Wakka (1-180R) and Ashe will have +1K power to keep your opponent on their toes.

And, that’s about it. Simple yet effective … In helping you draw cards.

21-102L – Gau

I won’t say it this time.

The WASP Super fan is here once again, and he is perfect for your Monster deck. I might even put Gau in the Bomb deck I’m going to be building shortly.

Gau’s cost comes down for every Monster that you have on the field. Meaning, you don’t even need to have any Water CP, as long as you have 5 Monsters on the field. Should be simple enough. Especially if you have a swarm of Bombs ready to blow. You’ll just play Gau before they all explode.

Plus, when Gau enters the field you can send one of your opponent’s Forwards to the bottom of their deck, as long as their CP, is equal to, or less than the number of Bombs, … I mean Monsters you control.

Gau can also turn a Monster into a Forward with 8000 power.

It’s at the tip of my tongue, Gimme a Mic!

“I’m a Wild Chi ….”

I’ll stop.

21-103R – Kraken

Is it worth playing Kraken for 5CP?

If you’re playing Mono-Water, probably. If not then I might skip this.

You do draw a card when Kraken enters the field, so technically you’re just paying 3CP for Kraken.

Other than that if you have 7 Water Characters on the field, a Forward of your choosing loses 10,000 power.

This might be worth playing in a Viking deck.

21-104C – Sage

What’s not to like? Sage is a Standard Unit that can Activate a Character once per turn. You can also have three of these on the field at the same time.

Think about this.

You have a Character on the field that deals damage to all of your opponents Forwards. But, you have to dull that Character, cause that’s how most abilities work.

After that you can Activate that Character with Sage, and do it all over again.

And, again.

And, again.

And, one more time, but you can’t activate that Character this time.

That’s 1 ability going off 4 times in one turn.

I’ll take 3. Yes, please.

21-105C – Sahagin

Here we have a great addition to any deck that has Gau.

Especially since Sahagin is a 1CP Monster that will return a Forward to your opponent’s hand. Sure, this Forward, must cost 3CP or less, but with Gau’s help, this Monster can turn into a noble Forward that will happily protect you and your party of Forwards that lead themselves into the hands of your opponent’s party, that have one objective, which is to deal you 7 points of damage.

And, if that doesn’t work out, you can always send Sahagin into the Break Zone to return any Forward to their owner’s hand.

21-106H – Jed

That is not what Samurais look like. And, not even Tenzen can help Jed.

I mean sure Jed’s first ability is decent. Reducing the damage dealt to your Water or SOPFFO Forwards by 1000, but other than that I don’t really see a reason to play Jed.

And whenever I say that, somehow someone will figure out a way to play Jed and make him viable.

All Jed needs is a mustache and glasses.

I’ll lave Jed Flanders alone for now.


21-107R – Springserpent General Mihli Aliapoh

You can get Springserpent General Mihli Vanilli, i mean Aliapoh, down to 2CP if you got a couple of Water Characters on the field.

And, when Mihli Aliapoh is put into the Break Zone, you draw 1 card, thus making the Serpent General a free play when she comes full circle.

And if you have a couple of dull Characters on the field. Mihli here will activate them and give them +1000 power.
Not a bad card. Especially since this can turn into a free play.

21-108R – Ceodore

Little Prince Ceodore.

This is probably the best Ceodore yet. And, I like it.

Why?

Because, Ceodore will give all of the FFIV Forwards +1000 power. Sure, you’ll need Rosa or Cecil on the field to give your Forwards that boost, but then again, you won’t be playing Ceodore without Rosa or Cecil in the first hand.

And if Rosa or Cecil is already on the field, you can spend a Crystal instead of paying 4CP to play Ceodore onto the field.
I see a Wind/Water IV deck coming along nicely.

21-109C – Astrologian

And, you thought Astrology was fake.

This Astrologian, can actually see into the future, and you can change it however you’d like.

Simply put, Astrologian comes out, reads the stars, and as you look at the top 3 cards of your deck, you can add one to your hand. And place the other two at the top and bottom of your deck. Allowing you to place a perfectly good EX Burst at the top of your deck, as you real in your opponent to attack you for a point of damage.

And, if you get tired of Astrologian after this, you can always send her to the Break Zone, and draw a card for your troubles.
I’ll be giving this one a try.


21-110C – Desch

If you really want to play this card, you should play it right after you played Sahagin.

Because other than playing a 9000 body for 2CP, I really don’t see a reason to be playing Desch.

Unless you find the portrait art good, and you want Desch to stare down your opponent, as he tries to intimidate them into playing the wrong cards at the wrong time.

Yeah, that’s about it.


21-111C – Paladin

Water Elemental Backup here.

If you need that Crystal to play Ceodore, Paladin is here to help you.

Other than that, if you play Paladin early on, you can draw a card if there are 3 Backups or less on the field.

And, that concludes Paladin.

 

21-112C – Ninja

It’s been a while since we’ve had a Character with Back Attack.

And we have a nice little Combo here.

First off play Paladin, gain the Crystal.

Use that Crystal to help pay for Ninja, return a Forward to your opponent’s hand.

Play Desch for 2CP.

Yeah, it’s not the greatest.

21-113R – Bikke

Here is a free card for you.

If you have a couple of Pirates, and/or Vikings, Bikke comes in at no extra charge.

0CP for an 8K body.

Plus, he grants protection from your opponent’s abilities to all of your Vikings and Pirates. Named Pirates. Although I can’t think of a Pirate Standard Unit. We might be getting some in the upcoming sets.

It looks like we’re finally getting our Pirates/Vikings deck that most of us have been thinking about since Leila (6-126R).

21-114L – Faris

And, this is the other reason Pirate/Vikings will become a thing.

Imagine swarming the board with Vikings, and all of those Vikings now have 8000 power. You’ll be getting a board full of Meat Shields. As long as those Vikings keep coming, you’ll be drawing cards left and right, and you’ll have plenty of CP to play more Vikings.

Faris can also redirect a Summon or ability choosing her, to one of her sacrificial lambs, just waiting to get knocked out, by Ramuh or any other ability that may come her way.

And that covers it all.

I’ll take 3. Preferably foil.


21-115C – Larsa

Larsa comes in a searches for a high cost Forward.

There’s some use here.

But, I prefer the cards that search for any Forward regardless of cost. Sure there’s not that many, but sometimes cards like Larsa help.

End of the day, Larsa will technically cost you 2CP.

 

21-116H – Leviathan

Umm, .. .

I thought this one would have been better. I mean, it’s not bad, but when you hear Leviathan you just kind of expect more.
If you decide to play Leviathan during your turn, you’ll end up paying 2CP less out of the 6CP it costs to Summon Leviathan.
Leviathan, comes in and grabs a Forward and puts them at the bottom of their owner’s deck. That means you can choose one of your Forwards, if they’re being targeted by Summons or abilities.

After that, you can play a 2 cost Forward from your hand onto the field.

If this cost 4CP, instead of 6CP, where if you play it on your turn for 2CP it would have been great. Still there is some use here.

21-117R – Rhus

Yes, maybe, probably.

Rhus costs 6CP, but it’s actually 4CP. Unless it’s the first turn and you went first.

Rhus’s cost comes down for every card that you drew this turn. If you play your cards right you can play Rhus for 1CP. Shouldn’t be that hard with Vikings.

What’s great about Rhus is that you can discard a card, remove Rhus from the game, and then play Rhus back onto the field at the end of the turn.

You probably won’t need to really use that ability, as Rhus already comes equipped with a 9K body, but if you do, you know that you have a Backup plan.

I like this one. I’ll be trying this one out.

21-118H – Leila

This is a hard one. Which one do we keep?

Opus VI Leila or this one?

We already what Opus VI Leila does, so let’s take a look at this one.

Leila enters the field and you can search for a Viking, or a Pirate and add it to your hand. Giving Leila a total cost of 1CP.

After that whenever one of your Water Forwards attack, you can sap 1000 power from one of your opponent’s Forwards. And if you have enough Water Forwards, which you should, especially with Faris and Bikke, and a handful of Vikings, you should be able to Break a Forward per turn.

This one is a much stronger Leila, but grabbing and playing a Viking from the Break Zone and drawing a card is also good.
Maybe have both of them in a deck.

21-119H – Lenna EX

How is that an EX Burst?

Because it is, all you do is draw a card when Lenna enters the field. So, this 2 cost Lenna is actually a free play. And, we like it.

After that, Lenna has a great ability that doesn’t require you to send Lenna into the Break Zone. And, that is something that we don’t see too often. But, with an ability name like “Raise”, what would you expect? Lenna brings back a low cost Forward from the Break Zone.

It’s always good to carry a Phoenix down.

21-120R – Refia

Introducing your WoFF Reanimator.

Refia enters the field, grabs a WoFF Forward of 4CP or less from the Break Zone, and play them straight to the field. Kind of like Opus VI Leila.

I believe WoFF will be making a comeback. With all these WoFF cards we got this set, some of them are bound to be good.
Once Refia is on the field, and you already got the extra WoFF Forward on the field from the Break Zone, you will be able to dull and pitch Refia to the Break Zone, and reduce damage done to one of your Forwards by 3000.

I see Refia being a staple in future WoFF decks.

Shop these Singles and more at our TCGPlayer Shop

Posted on Leave a comment

Beyond Destiny – Twisted Transistors

Shop these Singles and more at our TCGPlayer Shop

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.

Shop these Singles and more at our TCGPlayer Shop

Posted on Leave a comment

Beyond Destiny – Twistin’ Turbulence

Shop these Singles and more at our TCGPlayer shop.

21-041C – Evil Weapon

Doesn’t look that evil. Evil Weapon looks like he belongs in the hit movie “Ghoulies”.

If you haven’t watched it, you should. If you like 80’s horror movies that aren’t actually that scary.

Let’s see now. Evil Weapon cost a a whole whopping 1CP. And, for what it does is pretty cheap. I know some people just play certain cards just to gain a Crystal. And Evil Weapon here, will give you a Crystal, and also deal 4000 damage to one of your opponent’s Forwards.

Evil Weapon, is more like a side weapon, a pistol to your shotgun. If your Forward doesn’t Break your opponent’s Forward, just use this Evil Weapon to finish it off.

21-042H – Vaan

If you’re playing Mono-Wind, Vaan could be of some use. As he’ll be a free Forward, if you already have 7 Wind Characters on the field.

If not he costs a whopping 7CP to play a Forward with 9000 power.

Not much to say about this one. I’ll probably just leave it on the side to gather dust.

But, not all is bad.

If you already cast 3 cards, you draw a card. So, you might come up with +2CP.

But, is it really worth it?

21-043C – Viera

Now this is a decent card as well.

Play Viera onto the field and grab one of the top 2 cards of your deck. The other one goes to the bottom of your deck.
And when Viera is active on the field, you can dull Viera and do it once again.

3CP for a Backup with a great ability.

You can’t go wrong with Viera.

 

21-044C – Dancer

Technically, this is a free card.

A 4CP Forward, that gets reduced to 2CP if you already have a Dancer on the field. And if you paid the cost with a couple of Backups, you can choose to activate those Backups, by Dancer’s ability. Which goes off once she enters the field.

That brings us to a total of 0CP.

Not bad for an 8000 power Forward.

 

21-045C – Princess Goblin

This is the kind of Backup that everyone likes. A searcher.

Princess Goblin enters the field and allows you to search for a Warrior of Light, or a Princess Sarah.

She comes in does her job, and hopefully gets your board to where you need it to be.

If not, well, at least she’ll provide a Crystal Point once per turn.

 

21-046C – Cid (II)

Cid is here staring at you to make sure that you’re going to play this card.

And, as long as you have cards that can warp in, there’s a 94.38762% chance that you will. Yes, this conclusion came off of extended research and as of December, 5th 2023, this is accurate. It might not be in the next hour or so, but we’re sticking to our research. And stuff.

Cid (II) comes in and you’re searching for a card that Warps.

You Warp that card right away.

Next turn, you’ll be sending Cid to the Break Zone, in order to speed up the Warp process.

Simple, and effective.

I like it.

21-047C – Summoner

Summoner summons a Summon.

Well, that’s what Summoners are supposed to do.

Once Summoner comes in, you get to grab a Wind Summon from your deck.

And, Every time that you cast a Summon, Summoner gains +2000 power. From how I’m reading it, you can cast a couple of Summons and keep stacking that +2000 power on top of the other. Plus. it’s a Standard Unit so you can have 3 of these on the board at any time.

Combine this with Meia (16-123L) and you have a reduced Summon cost. Add in plenty of low cost Summons and you’ll have 3 Summoners who serve as Meat Shields, or attackers.

Meat Shield just sounds better.

21-048L – Princess Sarah

Look no further. If you needed a way to keep Feolthanos on the board, so he can see EX Bursts, Princess Sarah can help you out.

Once per turn you can choose a Forward and that Forward cannot be chosen by EX Bursts.

After that, just dull and discard a Princess to make the next damage dealt to it 0.

Now, you don’t need to have Feolthanos, but I’d say you play these cards together.

 

21-049R – Sarah (Mobius)

Yes, she gives a +1K buff to all of your Forwards.

Yes, she is a 2 cost Backup.

Yes, she is probably good for draft.

No, I will not be playing this card, actually maybe I will.

I would have said to just go ahead and play Opus I Maria, for 3CP and the same buff to all of your Forwards, but what’s stopping you from playing both at the same time.

I started thinking this card wasn’t that great, it’s decent, but I started changing my mind the more I started writing about it.

I might give it a shot.

21-050H – Sophia (SOPFFO)

For a second there I read that Biker Mage.

You can throw Sophia and Summoner in the same deck. Both grab Summons, and when a Summon is cast they both have abilities that can go off.

Sophia here will deal 5000 damage to a Forward when you cast a Summon. Sure, you can only use this once, as you’ll have to dull Sophia, but that 5k can help out. Especially if the Summon you cast has dealt some damage to a Forward but not enough to Break it.

I wouldn’t call this a Hero, more like a Rare.

21-051R – Tiamat

Chocobos are going to make a comeback, just you watch.

I’m just saying that cause I can’t think of another Mono-Wind deck at the moment.

If you are playing Mono-Wind, you will be playing Tiamat. 4CP/8K body, throw in Opus 1 Maria and a bunch of Chocobos, and you have an unstoppable beast.

Hey, that’s pretty much what Tiamat is.

 

21-052R – Niini

This isn’t bad, especially for the cost.

1CP allows you to look at the top card of your deck. If you like what you see, you can keep it there. If not send that card to the bottom of your deck.

If you cast at least 3 cards this turn, you can grab that card, or grab the next one if you already sent it to the bottom of your deck.

Good thing about this is if you can check to see if you have an EX Burst coming up. If you do you can leave it there and when you take Damage you’ll know that you’ll have a surprise for your opponent.

21-053L – Balthier

Even though I’ll probably never play a Sky Pirates deck. This is a great card.

You can probably just throw it in any Mono-Wind deck, and you’ll do great.

Because every time a Wind Character comes in, you’ll be dealing 3000 damage to one of your opponents Forwards. And 3000 is enough to Break some Forwards, and then I’m sure you’ll have a way or two to finish them off.

Now if you’re playing Sky Pirates, Balthier will be able to Activate all of your Characters once per turn. Right at that moment when you get into your Main Phase 2, you can discard a Sky Pirate and have Balthier’s ability go off, and you’re left with a bunch of active Characters, ready to block, and what not.

21-054H – Pandemonium

And, here I thought this was a Backup.

For 2CP this is great card. Summon comes in and if you played a couple of cards this turn Pandemonium will deal 5000 damage to one of your opponent’s high cost Forwards, and Pandemonium searches for a high cost Forward for you.
If Pandemonium is the first card you played, you can pick one or the other.

Still great for 2CP.

 

21-055H – Penelo

These Sky Pirates just keep getting better and better.

Kind of wants me to make a Sky Pirate deck.

Penelo, a 2CP/5000 power Forward. that activates 2 Characters when she enters the field, as long as you have at least 2 Sky Pirates already on the field.

The best part is that when Penelo is sent to the Break Zone you can grab a 3 cost Sky Pirate from your Break Zone and add it to your hand. I think Balthier would be the perfect card to pick.

21-056R – Galeserpent General Najelith

Here we have the pixelated 3d graphics of FFXI. Even though this was on the PS2, the graphics look like they came from the FFVII era. Enough of the art.

It’s actually not that bad of a card.

Galeserpent General Najelith’s cost can be reduced by 2 if you already have a couple of Wind Characters on the field. Thus making her, a 2 cost Forward with 8000 power.

She cannot be chosen by your opponent’s abilities, giving her protection from that, and you can dull her and deal a Forward 4000 damage. This is where Penelo and Balthier come in.

Dull, 4000 damage, activate, Dull, 4000 damage, activate, dull, 4000 damage.

That’s 12,000 damage right there.

21-057R – Fran

Can’t go wrong with 1CP.

Especially since Fran grants protection to Balthier.

And, if Fran is in the Break Zone, you can play Balthier and grab Fran from the Break Zone and play her onto the field. At the small cost of 1 Wind Crystal Point.

Now I kinda, want to see what Balthier does.

 

21-058C – Machina

Finally a Machina that has synergy with your Type-0 Cadets.

And at only 2CP this is a great card.

If you have at least 2 Cadets on the field, Machina has 8000 power, Haste and Machina cannot be chosen by your opponent’s Summons.

Let’s not forget Armor Break, if you need to you can break a high cost Forward.

I do like it. It’s probably time to dust off that old Cadets deck and see what happens when we add Machina.

21-059C – Dragoon

Play Dragoon early, as your second or third Backup. As, that’s when you’ll get the most value from Dragoon.

Once he comes in you’ll gain a Crystal, and if you have 3 or less Backups on the field you get to draw a card. Which makes Dragoon cost a total of 1CP.

And, that is all. Simple, effective and straight to the point.

Not much else going on here.

 

21-060R – Rikku EX

Most of these Wind cards work well together.

Rikku here is another example of why you should be playing Mono-Wind.

When she enters the field, you’ll reveal the top card of your deck, and since it’s a Wind card, and you’re playing Mono-Wind you’ll just go ahead and add that card to your hand.

This also activates as an EX Burst when you get that point of damage, and Rikku pops her head.

And at 3 points of damage, Rikku gains +2000 power making her a 7000 power Forward.

Shop these Singles and more at our TCGPlayer shop.