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Beyond Destiny – Ice Sculptures

21-021C – Red Mage

For 2CP and a Common, I’d like to say that this is a pretty good card.

Red Mage comes in and dull/freezes a Character. Same thing whenever Red Mage forms a party and attacks.

Now you can also play 3 Red Mages, have them all form a party and attack, and then you’ll be Dull/Freezing 3 Characters every turn.

Red Mage might not have a lot of Power, clocking in at 5000, but her ability to Dull/Freeze sure makes up for it.

21-022H – Astos EX

The Dark Elf. I haven’t seen how Astos looks in Strangers of Paradise, and after looking at this card, I have got to say they did a great job. That is very close to what I pictured Astos looking like. I don’t know why, but the art for the Character is spot on.
Anyway, on to the card.

Astos comes in with Brave, and whenever he enters the field of leaves the field you gain a Crystal.

And, if you have 3 Crystals, you can Dull all of your opponent’s Forwards and then deal 9000 damage to all of your opponent’s Forwards.

Astos is a ticking time-bomb.

Play Astos, Play Rinoa (6-041L), Bounce Astos, and you have 3 Crystals. Next turn you use his ability and hopefully you get a board wipe.

21-023L – Ultimecia

There’s a lot of text here. And there isn’t really a way to summarize it, but we’ll try.

Ultimecia comes in, you remove up to 5 Characters from your Break Zone with a cost of 5CP or more. Once they are removed you can Dull/Freeze up to 5 Characters. Your opponent also discards one card.

If you’re playing a deck with a lot of high cost Characters, Ultimecia can do some damage, if not then she isn’t really worth the price of admission.

 

21-024C – Scholar

The 3CP Backup that gives you a Crystal when she enters the field.

Also, if you have 3 Backups or less you’ll also draw a card.

Not Bad. Not Great either, just something to play when you don’t know what else to play.

 

 

21-025R – Kiros

If Ward is here, you know that Kiros is just around the Korner. And Laguna shouldn’t be too far behind.

But, we’re here to talk about Kiros.

All you want to do is warp. Over and over and over.

Not only is the cost cheaper, but when Kiros Warps in you can Dull and Freeze one of your opponents Characters. And, that’s not all. When any Forward Warps in you can Dull and Freeze a Character.

So, keep Kiros safe, and Warp.

21-026C – Bard

I mean, who doesn’t like that ability.

Best part it doesn’t cost anything, so I don’t see a reason not to have Bard on the field. Or at least in your deck.

Bard is a 4 cost Forward with 8000 power. And, once per turn you can use his ability for a total of 0CP. And have a Forward lose all of it’s abilities until the end of the turn.

That Forward that has protection from Summons, or abilities, or damage, well Bard is here to take care of that Forward, and allow your attacks to go through.

21-027L – Griever

That’s one way to search for a Witch. Plus side to this one is that you”ll play the Witch straight to the field.

Considering the cost, you’d probably want to search for a high cost Witch to play straight to the field. Like Edea (2-099L) or Ultimecia (7-133S), or like the one that is probably in this set that I just haven’t seen yet.

If you decide to keep Griever on the field, his ability let’s you break a dull Forward, or have your opponent discard a card.
There’s a tag team here. Griever and Amon (2-098L) Amon dulls and Griever Breaks.

Ice and Lightning do work well together.

21-028H – Shiva

This Shiva is like a reusable Ice Cube.

Once Shiva has been cast, You can remove 4 Ice Cards from your Break Zone, and put Shiva back in the Freezer … I mean your hand.

After that you can just cast Shiva over and over again, until you run out of Ice cards in your Break Zone. But by then you should have Dull/Freezed? all of your opponents Characters. If not proceed to a triple party attack from the 3 Red Mages.

 

21-029R – Squall

Mini-Squall.

Did I mention I have yet to play World of Fina Fantasy?

At first I thought this was a decent card. Then I took a closer look and actually read the card from top to bottom. And for a rare, it’s a great card.

First of all, Clo … I mean Squall comes in and has First Strike. And when he attacks, if you have at least 2 WoFF Characters, your opponent discards a card.

See like I said decent.

But, here’s where it gets good.

Squall attacks, and he gets blocked. You can use his ability to deal 3000 damage to the Forward that is blocking. And with First Strike already on hand, you’re 95% going to come out on top.

21-030C – Snow

Since when is Snow a Martial Artist?

To me he’s always been a Meat Shield that can punch.

Any ho, Snow will turn into a Meat Shield after you get 3 points of damage.

Up until then every time Snow attacks you can, you guessed it, Dull/Freeze a Character. You can just go ahead and party attack with Red Mage.

Plus Snow gets Haste, if you have another WoFF Character on the field.

21-031H – Setzer

“Are you a gambling man, Sandy Claws?”

I like this card, I actually played Ice just to play Setzer. Well not all Ice, it was Fire-Lightning while I splashed 6 Ice cards. I think.

Setzer comes in and you remove 2 Forwards from your Break Zone, from the game. After that you can play those 2 Forwards whenever you’d like.

Sure, if Setzer gets sent to the Break Zone you lose those 2 Forwards but they were already broken to begin with.
I’ll take it, and I’ll figure out how to make it work.

21-032R – Terra

Trying to figure out if this Terra is better than that Terra or the other Terra.

At 5CP, Terra comes in and allows you to search for 2 Ice Summons. And, that brings her cost down to 1CP.

For 1CP this is a great card. 8000 power and Magitek Laser.

What’s Magitek Laser?

Terra’s S Ability, where the cost is another Terra card and a Summon. Any Summon. You can play those 2 cards and deal 9000 damage to a Forward. Which has a decent chance of Breaking that Forward.

Or you can just cast the Summons you searched for.

21-033R – The Girl Who Forgot Her Name

The Searcher you didn’t know you needed. Well now you got it.

The Girl Who Forgot Her Name will search for Squall, and that will give Squall the 2 WoFF Characters he needs to have your opponent discard a card whenever he attacks.

Or if you want to go another route. I still haven’t seen Reynn or Lann so, we’ll have to wait on that.

 

21-034C – Fomor

Don’t F.O.M.O. on Fomor.

???

Never mind.

Fomor is a pretty decent Monster.

Fomor comes in and deals damage. Fomor leaves and deals Damage.

4k here, 4k there. You’d think we’re talking about televisions.

21-035C – Minwu

Minwu looks mad.

I always thought that Minwu was an older White Mage. this card clearly depicts him as a teenager. Nothing wrong with that, it’s just that I always thought that he was older.

Anyway, let’s get to the card.

Minwu comes in and Freezes a Character.

And then you can pay a CP and dull Minwu and send him to the Break Zone to Dull/Freeze a Character.

For a Common this isn’t bad at all, but unless you’re playing a Rebel deck, I don’t see you playing this Minwu, not when you have the Opus I Minwu which suits my play style a little bit more. And, I don’t even have that Minwu in the deck right now.
At least I don’t think so.

21-036H – Y’shtola

We got a new element for Y’shtola. Not only does this card look good, but I believe the Ice Blue suits her well.

Y’shtola here, is perfect for discard decks. The fewer cards your opponent has in their hand the more powerful Y’shtola becomes. 0 being the perfect number of cards that you want in your opponents hand. because each time Y’shtola attacks she’ll deal damage to one of your opponent’s Forwards, for a max of 9000. The damage will decrease by 1000 for each card that your opponent has in their hand.

I’d like to see how this will fit in the Scions deck.

21-037C – Reaper

Here’s a card you can play, right before you have Y’shtola attack.

Reaper comes in and forces your opponent to discard a card. Or you can go ahead and send a dull Forward to the Break Zone. Sure, it’s cost needs to be 3CP or less, but you’re still breaking a card, or forcing your opponent to spend CP in order to counter it.

 

 

21-038R – Rinoa

A decent Backup if you’re plan on using Summons, or if you plan on saving your Summons in the Break Zone, from the chance of your opponent removing your whole Break Zone from the game.

Rinoa comes in removes a Summon from your Break Zone, and then you can use that Summon whenever you’d like.
It’s like an Ace up your sleeve.

 

21-039C – Lufenian

With a Job Title of Lufenian, Lufenian, is a the perfect card to play to start your game.

For 2CP, you play Lufenian, and if Lufenian is the only Backup you control, you’re opponent will discard a card, from their hand. Leaving them with one less card than the number of cards they had in their hand before you decided to play Lufenian.
Thank you, Captain Obvious.

I’m just surprised this isn’t a Standard Unit.

Decent card, Y’shtola will love working with Lufenian.

But, then again, Lufenian only has one job. And, if she doesn’t get it done right away, she’s worthless.

21-040R – Rursan Arbiter

All Ice cards look like they’re working well together.

Lots of discard, and abilities that go off when your opponent has no cards in their hand.

Y’shtola deals a Forward damage, and Cid here, I mean Rursan Arbitar, Breaks one of your opponent’s Forwards.

Now I”m looking at all these cards, and I’m wondering why I didn’t use more Ice at Prerelease.

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Beyond Destiny – Firestarters

21-001R – Ward EX

Decent Forward to start off the set.

Ward can only be paid for with Fire CP, but 3CP isn’t much for this 8000 body.

Good thing is that Ward will deal 7000 damage to a Forward when he comes in.

This ability also comes off of an EX Burst.

How many Fire FFVIII Characters are we going to get this set?

 

21-002R – Edgar

Edgar is back, but this time he isn’t a Category VI Character. Edgar belongs to the World of Final Fantasy. I’m guessing there will be some synergy with Reynn and Lann. Hey we might even get a new Reynn this set.

Edgar is a great card for playing low cost Characters onto the field. You can play one as soon as Edgar enters the field, and you can also play one with his ability.

It might be an easy way to swarm the field with some low cost Standard Units.

 

21-003R – Flameserpent General Gadalar

What’s this?

A Fire Forward that can attack twice in the same turn? For 4CP? Actually 2CP if you already have a couple of Fire Characters on the field.

Sure, you’ll probably have to pay the cost to activate Flameserpent General Gadalar, but you can also put a Fire Backup into the Break Zone to activate the Serpent General.

This might be a good way of getting rid of some Backups that have done their job when they entered the field, and are now just sitting around, not doing anything worth noting.

I shall be trying this one out.

21-004L – Cyan

That’s a lot of text.

How does 8CP sound for a board wipe? Or close to a board wipe?

Cyan might only cost 3CP, but you can pay with extra CP, up to a maximum of 5CP for a total of 8CP. And, with all of the extra Crystal Points you paid, you gain a Crystal. That gives us 5 Crystals. Which you can use to deal 9000 damage to all of your opponents Forwards.

Sure, you can use the CP for the other abilities, just in case you need to get rid of a Forward that didn’t go down with the 9000 power attack, or buff Cyan with 3000 power so he can withstand an attack.

And, after all is said and done, you still have a Forward with 7000 power on the field.

They need to start printing Amano Full Arts. And, not just for reprints.

21-005C – Black Mage

Still waiting on the FFI 8bit version.

Coming in at 3CP with 7000 power, Black Mage enters the field and if you pay an extra Crystal Point you gain a Crystal.

You can then use that Crystal to give Black Mage +1000 power, and when Black Mage attacks, you can deal 5000 damage to a Forward.

Not bad for a Standard Unit.

 

21-006C – Samurai

Samurai comes in and gives you a Crystal. And if you don’t have that many Backups on the field, you’ll also draw a card.
All we need now is to figure out how to recycle this Samurai.

Or Backups in general.

I’d say play Samurai as early as possible. You also don’t need Rocket Science for that piece of advice.

 

21-007L – Shadow

That is some great art. I’m just sitting here, staring at the card without bothering to read the text at the bottom of it. But, we got to do it.

Shadow 7 cost Forward, with 9000 power.

That’s pretty steep, but you can Warp Shadow in for 1CP. And if you play it properly, You’ll come up +3 on the CP count. Which is probably why you would want to play Shadow.

For 1CP you can Warp Shadow in, and you’ll probably have some FFVI Characters already on the field, so at the end of your turn, Shadow will come in, you’ll discard your hand and draw 2 cards.

But what if you don’t have any cards in your hand?

Well then you’ll just draw 2 cards. Which is what you’re trying to get to.

21-008R – Vermilion Bird l’Cie Caetuna

This is it!

We’ve been looking for a way to get rid of Backups. And we have it right here. For Fire at least. You can put 3 Backups into the Break Zone to deal 2 Forwards 10,000 damage.

All those Backups that have an enter the field ability, will be able to get off the field with Vermilion Bird l’Cie Caetuna’s 2nd ability.

And her first ability will remove a Forward from the game instead of just sending it to the Break Zone.

This one potentially has potential.

21-009C – Warrior

Didn’t we just make a Warrior deck a while ago, featuring Benjamin? I believe we did.

And, this card would be a perfect fit for it.

Warrior, has the ability to dull another Warrior (Name or Job) that you control, and gives him protection. That Warrior cannot be broken. Your opponent can try all they want, but that Warrior will stay on the field.

I like this card. Just a regular Common, but it has it’s uses.

21-010H – Taivas

The Warriors just keep getting better and better.

Taivas will let you, once per turn, toss in a Warrior (Job or Name) of cost 3 or less.

As long as you have a Warrior on your hand, you’ll be able to play him. And, if you don’t Taivas will let you search for one when he enters the field.

 

 

21-011H – Neon

I haven’t played Strangers of Paradise yet, so I don’t know who these Characters are or what they do.

All I know is that Neon, is great for a Fire deck. Giving your Fire Forwards +1000 to the damage they deal to another Forward.
Now the other ability will only work if you have a couple more Strangers of Paradise Forwards on the field. If you do you can choose up to 2 Forwards and deal them 7000 damage. Now it doesn’t say your opponents Forwards, so I’m wondering if there is a Forward whose ability goes off when they get damaged.

21-012H – Bahamut

Our very first Amano Bahamut.

For a second there I thought this would be a Free Summon, but I could only get Bahamut down to 1CP.

1CP to deal 10,000 damage to one Forward isn’t a bad trade off. And if you Break that Forward you’ll actually be removing that Forward from the game. Or RFG as the cool kids say.

This Bahamut is good if you’re going all out on the offensive. Just add Fang (1-020R).

21-013H – Feolthanos

Feolthanos is a card, that you just want to bring out and have him sit on the field as he watches over everything.

Cause once he sees an EX Burst it’s over for your opponent. That’s 3 points of damage, just coming out of no where. And, with no way to block it. Almost no way, Feolthanos looks like a real threat.

Plan of attack would be to bring out Feolthanos, and find a way to protect him at any given cost.

And, if he finally gets broken, Feolthanos will deal 9000 damage to 2 of your opponent’s Forwards.

All this for 5CP.

Yes, I’ll take 3, please.

21-014C – Bomb

Just like a Time Bomb, or a Mine in a Minefield.

Bomb is a a great Bomb.

You can play dull Bomb pay the cost, put Bomb into the Break Zone, deal a Forward 4000 damage, and search for another Bomb and play it onto the field.

I’m thinking it’s time to build a Bomb deck. There are 8 different Bombs, 9 if you count Mom Bomb.

I’m going to have to take a closer look into this.

21-015R – Marilith

4CP/5K body, doesn’t look like a good deal to me.

Marilith does come in and deals 8000 damage to one of your opponents Forwards.

And if you’re playing Mono-Fire you’ll probably give 2 of your Forwards Haste.

I mean, maybe. Maybe not. Probably not.

Prove me wrong.

21-016C – Mutsuki

A decent 3 cost Backup that comes in and deals 5000 damage to one of your opponents Forwards, and if you have another 2 Type-0 Characters on the field, it becomes 8000 damage instead.

It’s a decent attack when she comes in, after that all she does is hang around producing a CP per turn.

Which is still good, if you got rid of one of your opponent’s Forwards with that attack that hit for 8000 damage earlier.

21-017C – Monk

Monk has Warp, and Monk has Brave.

And that is it.

4CP for an 8000 power Forward. You can call Monk a Meat Shield.

But, since you can pay only 1CP to have Monk Warp in, It’s a decent card to have around. If you don’t have something better to play.

 

21-018R – Rain

Rain comes in with Haste, and if you cast Warp instead of paying the cost to play him on the field, Rain deals one of your opponents Forwards 7000 Damage.

You can go ahead and attack right away.

And, you’ll have an extra body to throw around.

This isn’t one of the better Rains.

 

20-019C – Reynn

This Reynn on the other hand, will fit very well in the Bomb deck that I would like to build.

At 2CP, Reynn just hangs out on the board until you want to grab a Monster from the Break Zone. A Bomb in our case, and you play that Monster straight to the field.

“Straight out the Break Zone,
Is a Monsta that’ll smother yo’ foe”

Or something like that.

20-020C – Lehftia

Yes, Yes, Yes!

I do like this card.

2CP, for a +2000 power attack from your Fire Characters or Summons. Yes, this includes Backups and Monsters. I can’t believe this is just a Common, I’ll be throwing this in any Mono-Fire deck that I make, along with Warrior (5-014C) and Lebreau (1-030R)

So, you’ll want to be able to protect Lehftia from all attacks.

Plus, when you get 3 points of damage, when Lehftia enters the field she’ll deal 6000 damage to one of your opponents Forwards. +2000 for a total of 8000.

I’ll take 3.

Need to grab some of these Singles?
Here’s our Singles Shop on TCG Player

Selling?
kardboardkorner@gmail.com

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Resurgence of Power : On Earth

18-052H – Ahriman

Ahriman comes in and breaks any Forward that you choose. Besides Multi-Element. For a 4 cost Monster that can turn into a Forward, this card is good.

Of course, you can only turn Ahriman into a Forward if you already have a Forward with a 9K body on the field.

Shouldn’t be too hard with Earth.

 

18-053C – Delusory Knight

1 cost Forward with 3000 power.

Cheap and effective as a blocker, simply to thwart your opponents attacks.

But, you can also just put Delusory Knight in the Break Zone and give another character protection in that it cannot be broken.

If you got an extra spot why not try it out?

18-054L – Galuf

Coming in with Brave, and 8000 power. Galuf is able to Break a Forward every time he attacks.

And if that’s not enough Fire Power, maybe you need more for some Forwards, he gains 3000 power at 3 points of damage. And, if that still isn’t enough you can remove 3 cards from the Break Zone and give him an additional 3000 power. That’s a total of 14,000 power. There’s not a Forward that can withstand that kind of damage, unless they have buffs, but even then it’s still hard to come by.

 

18-055R – Krile EX

Just lost a card you need to the Break Zone?

Have no fear, Krile here will grab that card back. But, only if it’s a Summon or a Category V Forward.

If you’re playing Krile you’re probably already playing a FFV themed deck for the most part.

I had her in my Pre-Release event and did use her quite a bit.

18-056C – Cait Sith (XI)

Here’s another card almost like Krile.

Cait Sith comes in a lets you grab a Forward from your Break Zone. Any Forward not just a certain Category. But, he doesn’t have the EX Burst like Krile does.

Other than that, Cait Sith is a little more useful after he’s been played. At 3 points of Damage he can produce CP of any element. Where Krile, after she comes in pretty much just sits there.

 

18-057C – Kolka

Simple, yet effective for what Kolka does.

One he enters the field, you can discard a Forward from your hand. After that you deal damage equal to the amount of power that Forward has to a Forward of your choosing.

Maybe you’ll be able to Break a Forward, maybe not.

Might be useful in certain situations.

18-058R – Serafie

A Forward that searches for a Forward when she enters the field. Well not just any Forward, Serafie searches for Tama. And there are 4 different Tamas.

For easiness let’s say you pick this Opus’s Tama. When he enters the field Serafie gains a Gem Counter. Not just for Tama, but for any Forward of cost 2 or less.

Why is that important? If Tama has 2 Gem Counters on her, you can remove them to draw a card.

 

18-059R – Tama

“Tama Can’t Attack,
Tama can’t Block.
Only thing about him is the way that he walks”

He can’t be chosen by Summons or abilities either.

What he can do is cancel one of your opponents Summons or abilities when they are targeting one of your Forwards.

Like a Mini-Amaterasu.

18-060H – Daisy

A meat shield if I do say so myself. Daisy is a better Paladin than Cecil.

Considering that with Warring Spirit and 3 points of Damage, your opponent will have to deal 40,000 damage to Daisy to Break her.

They’re whole front line, all the Summons and all their abilities might not be enough to take Daisy down.

This is where Cait Sith (XI) comes in, as he is able to bring her back from the Break Zone.

18-061R – Tilika EX

Simple Forward that allows you to gain Crystals.

If you need Crystals Tilika is the right card for you, as he allows you to gain a Crystal once per turn.

You can even gain a Crystal off an EX Burst.

Tilika will soon be selling Crystals on the corner in Rebena Te Ra.

18-062R – Nayo

Where did all these AVALANCHE Operatives comes form? I really should finish the FFVII Remake at some point.

Let’s see. Nayo is a decent backup who allows you to give 1 Forward either Brave, or an additional Job. And if you don’t like either of those options you can always just dull Nayo for a Crystal Point.

 

 

18-063C – Hashmal

Earth’s 1 cost Summon, that gives 1 of your Forwards +7000 power.

Now if you decide to pay the extra cost and remove 10 earth cards from the Break Zone, all your Forwards gain +7000 power.
Not too bad, considering most of the cards in your Break Zone are useless.

 

 

18-064 – Geomancer

Discard Geomancer, draw a card. And, that’s about it.

Cheap Backup to play.

 

 

 

18-065C – Polk

Polk looks like he’ll be a decent addition to the AVALANCHE deck. He easily allows you to grab an AVALANCHE Operative from the Break Zone.

Just lost Jesse to the Break Zone grab her back with Polk, Barret too for that matter. Along with the rest of the AVALANCHE cast.

Best part, is that Polk can remove himself from the field. Just use his ability to grant a Forward +2000 power and you’ll be able to recast Polk and get another AVALANCHE Operative from the Break Zone.

18-066C – Beastmaster

Yes, this card is a little interesting.

Considering you can play 3 Beastmasters, That means you can actually cast stop on up to 3 Forwards your opponent controls. While constantly being able to Stop they’re Forwards from attacking or blocking. Those 3 Forwards can be a big chunk of their line, it could also be their whole line.

These cards are definitely worth looking into.

 

18-067C – Yumcax

Here I thought this was a Monster, but nope just a Forward.

Can come in with Warp. No special abilities when he enters the field, but Yumcax has some protection on him, reducing all damage cast on him by 2000. Meaning you’ll have to hit him for 11000 to send Yumcax to the Break Zone.

And, at 3 points of Damage, Yumcax gains Brave and if Yumcax is put in the Break Zone, you get to draw 1 card.

 

18-068R – Rikku

Earth has plenty of ways to help you splash different elements into your deck. Rikku here does just that. If all your Backups are Earth, Rikku enters the field and allows them to produce CP of and Element, which is good.

No more needing specific Backups to help you pay for everything not when you have Earth Backups.

It used to be that only Tyro and Shantotto can produce any element, Rikku has opened the flood gates of CP as … well you know.

Plus she’s a Forward, you might need to find a way to protect her.

I’d say we’ll be seeing this card a lot.

Let’s not forget when you cast a Multi-Element Forward, you can grab an Earth Forward from your Break Zone.

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Resurgence of Power : Break Like the Wind

18-035R – Arc EX

Play Arc, hopefully grab a card from the top 5 cards of your deck.

One thing is for certain though. Arc needs at least 4 different elements on the field to become useful. But, he should play well into a Warrior of Light deck. Faris will be a great addition to it as well.

When you finally have 4 Forwards with different elements on the field, all of your Forwards will gain 2000 power.

 

13-036R – Iris

Fits great into the Noctis deck that recently came out.

For 2CP Iris just keeps on giving, as every time a XV Forward enters the field, Iris will activate, allowing you to use her again for a Crystal Point.

Not only that, but you can use her ability to protect a Forward from one of your opponents abilities.

She will pay for herself after a couple of turns. Think of it as getting interest on the CP you paid to cast her.

18-037C – Delusory Dragoon

Comes in with Haste, and when he comes in he grants another Manikin Haste.

Straight to the point, and that’s about it for this Manikin.

3CP for this card isn’t all that bad either.

 

 

13-038C – Kytes

Sky Pirates making a comeback? Maybe, if Kytes has anything to say about it.

Simply Speaking, Kytes can go from 4CP to technically being cast for 1CP. As if you find a XII Character from the top 3 cards of your deck, Kytes will activate, allowing you to use him for a Crystal Point.

Now, if you decide to use his ability, right after he has been activated, you can Activate 2 of your Characters.

I can see Kytes being played and right away using his ability to activate 2 Characters. It can happen easily.

13-039C – Ranger

Not many Forwards or Monsters that cost 1CP, but those Monsters and Forwards that cost 1CP will be easy to Break with this Ranger in your hand.

 

 

 

 

18-040H – Cerberus

Cerberus has 3 on entry abilities to choose from, and depending on your situation, there will always be a good reason to play him.

1) Get rid of that pesky High Cost Forward that seems to be foiling your plans.
2)Activate all your Backups.
Or
3)Draw a card.

After that you are more than welcome to turn him into a Forward with a 9K body. Just as long as you already cast at least 2 cards this turn.

18-041C – Colkhab

Colkhab does have an interesting ability, but I’m thinking why would any one choose Colkhab as the target of a Summon or ability?

Sure, he is more of a meat shield as his 9K body will show you, but other than that there isn’t really a threat that he poses. Maybe once your at 3 points of Damage and his power becomes 10K, but even then.

There are far more important Forwards that should be dealt with before Colkhab.

But, if you’re able to save a Forward from Extinction might as well.

18-042C – Zhijie

I’m thinking they made this card to make the Opus VIII Final Fantasy VII Starter Set more viable. Especially with the new Yuffie.

Zhijie allows you to search for FFVII Forward, and that is about all he does.

Only problem is that you can only use his ability after he has activated. This would have been a better card if it was an upon entry ability.

 

18-043C – Thief

Discard Thief, draw a card. And, that’s about it.

Cheap Backup to play.

 

 

 

18-044R – Sherlotta

5CP to search for a card. I personally think the cost is too high, but you can search for any card. No restrictions here. I do like that you can use Warp to have her come in for only 2CP. but you’ll have to wait 2 turns for that.

I do like the art though.

 

 

18-045C – Dryad

For 2CP you can easily Break a Forward, depending on how many Wind Characters you control.

But, do you want to pay the extra cost to draw a card? Doesn’t seem like a bad deal to me. Especially if they’re cards you have no use for.

 

 

18-046R – Gnash

“Kevin” Gnash comes in and delivers a Jackknife Powerbomb to an unsuspecting Forward or monster of cost 4 or more. That is if you decide to pay the extra cost, but then again why wouldn’t you.

That alone is worth playing this card.

But that’s not all, on your next turn you can use his ability to deal a Big Boot to a 2 cost or less Forward and break them as well.

18-047H – Bartz

Oh, man!

Just look at that. Bartz is as always a Freelancer first. Thus allowing him to be any Job any time he enters the field. Imagine playing let’s say Cadets. You throw Bartz into the field and say his 3rd Job is Class Zero Cadet. Of course you’ll be playing with a full board of Cadets.

Bartz will gain +2000 power for each Cadet Forward that is on the field, thus making him very hard to beat.

Also, when you choose his 2nd Element, Bartz receives protection, in that he cannot be chosen by Summons and abilities coming from a Character or Summon that has the same element as Bartz.

This is a very interesting card.

18-048R – Poppy

Perfect for Wind/Ice or Wind/Earth. If you don’t believe me just read the card.

Wind Forwards will be getting free strikes, since they cannot be blocked by a Forward of cost 3 or more.

Ice Forwards will gain +1K power and First Strike

Earth Forwards will gain +1K power and Brave.

And Multi-Element Forwards will gain 2 of these 3.

Just throw her in the Noctis Starter Set and you should be good.

18-049R – Yuri

You better have a bunch of Crystal Chronicles Characters if you plan on using Yuri. Well at least another 2.

Yuri cannot be chosen by Summons or abilities. Because he has Self-Protection. But only when his Crystal Chronicles friends are around. If not then he’s just a regular Joe.

But, whenever he attacks, or enters the field, he can activate 2 Crystal Chronicles Characters.

A friend indeed.

18-050L – Yuffie

I really like this card. Had a chance to play with it during the Midnight Pre-Release.

For 5CP Yuffie comes in. She already has Haste so she can attack right away. But, I would let her sit back and attack after all the other Forwards attacked.

Once she attacks, she gains +1000 power, and cannot be chosen by Summons or abilities. Not only that, but she also activates all your Forwards. No more worrying about who is going to block, when they all can.

And Doom of the Living, her special ability is a damage dealer. Dealing 24000 damage to your opponents Forwards. Of course you’d have to choose the Forwards and then divide the 24000 among them.

I’ll take 3 and Zhijie to look for her.

Also a gold stamped auto wouldn’t hurt either.

18-051C – Leafkin

How is this a Common?

It allows you to play a 5 or 6 cost Forward straight from your deck, without paying the cost. Sure, you’ll need to have 3 points of damage to do so, but still.

People would still be playing this card even if that Forward was just added to your hand. Not many cards will allow you to go and search for any Forward you like.

You can splash a card like Behemoth K in a Mono-Wind deck, and that’s only the first card that popped into my head.

I’m sure this card will see plenty of play. I’ll take it and search for Yuffie while I’m at it.

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Resurgence of Power : Ice Opinions

18-018R – Alhanalem

2 cost Backup that can easily remove a Character from the game. If your opponent finds a way to play a card onto the field, simply Dull Alhanalem put Alhanalem into the Break Zone and remove that Character from the game.

Does this ability work with Warp?

Guess we’ll have to find out.

 

18-019R – Weiss

Weiss is an interesting card.

Every time your opponent discards a card because of your Summons or abilities, you’ll be able to choose one of their Characters and Dull and Freeze it. There’s plenty of cards in this set that will allow you to use Weiss effectively. And from previous Opera as well.

Fits perfectly into a Discard deck.

 

18-020C – Quistis

Card with a purpose. Just one purpose, but it does it well.

Play Quistis onto the field. Choose one of your Forwards and have that Forward attack. When that Forward attacks it will do so with +2K power and your opponents will randomly discard a card from their hand.

All that is left for Quistis to do is block an attack and hopefully she’ll be drawn from your deck so she can do it again. And then do it again.

And if Weiss is on the field, you’ll also Dull and Freeze a Character.

18-021R – Cu Chaspel

Cu Chaspel can have some use. Especially if your opponent has no cards in their hand. That way whatever card they grab from the Break Zone, they will have to discard it as you get to keep that card and discard another card.

Cu Chaspel should work good with a Discard deck.

And after your opponent discards a card, Weiss gets to Dull and Freeze a Character.

 

18-022C – Black Mage

Discard Black Mage, draw a card. And, that’s about it.

Cheap Backup to play.

 

 

 

18-023H – Krysta

Krysta enters the field and your opponent discards a card.

Other than that Krysta can turn into a Forward if your opponent has 2 cards or less in their hand.

Pretty decent if you ask me. Weiss makes this card better when he enters the field.

 

 

18-024C – Shiva

For a 1CP Summon this card is actually very usable.

Shiva comes in Dulls and Freezes a Forward.

Now if you pay the extra cost of removing 10 Ice cards from the Break Zone, you can instead, Break that Forward.

Should come in handy late in the game when you have a bunch of cards that you won’t need to re-use, that is if you had a way to get them back.

18-025C – Chime

A 2 cost Backup that might be able to save one of your Forwards.

Dull Chime and give one of your Forwards +1000 Power and First Strike. Hopefully evening their Power and with First Strike your Forward will come out on top.

Only drawback is that your opponent has to have 1 card or less in their hand.

 

 

18-026L – Teodor

Now this is a very interesting card.

Sure, you might look at the high cost to play Teodor, but you can actually play him for 2CP with the Warp ability. For 2CP you can play Teodor, you’ll just have to wait 2 turns before he comes in. And, your opponent might have a way to stop him from coming in.

But, if he does come in, your opponent will Discard 3 cards. 2 cause he enters the field and 1 because he entered using Warp. And that means, he will also have +2000 Power, Haste and First Strike. Since you hand can only have 5 cards at the end of your turn. If you take away 3, they’ll be left with 2, and that is what you need to have Teodor gain his buffs.

I like this card. Might have to use it soon.

18-027C – Nooj

High cost, but when he enters the field, you can Break a dull Forward and have your opponent discard a card.

I mean, I don’t see any drawbacks to this besides the cost. But, what did you expect? Nooj is just a Common that can do some damage. Hence the cost.

 

 

18-028C – Nero EX

This is a great card. Works well with Weiss as Nero searches for Weiss.

That means after you find Weiss, Nero becomes a 2CP Backup. Which in itself is great.

If Nero is on the field when Weiss enters the field your opponent discards a card, allowing you to make use of Weiss’ ability and letting you Dull and Freeze a Character they control.

I’ll take 3, and 3 Weiss.

Should be good for a Shinra deck. Or maybe just a Tsivets deck.

18-029R – Hein

Hein comes in at a high cost, but if used at the right time can help turn things in your favor, if only for a turn.

This 5CP/8K body comes in and Freezes 4 Characters. Sure, they already need to be Dull for this ability to do anything, but it’s still a decent card to play at the right time.

Other than that Hein has protection against any Summons or abilities that can break him without dealing any damage.

 

18-030H – Physalis

For a 2 cost that can potentially have 8000 power, this is a pretty good card in fire (… er Ice?) power. But, that isn’t the reason you’ll be playing Physalis. Well, not the main reason.

Physalis allows you to discard a card and potentially play a better card as you’ll remove the top 2 cards of your deck,and then you’ll be able to play them this turn as if they would have already been in your hand.

 

18-031C – Rune Fencer

The extra cost is worth it as you’ll Dull and Freeze one of your opponents Forwards when Rune Fencer enters the field and each time Rune Fencer attacks.

Sure, it’s a 4 cost Common, but you’ll be able to use the ability once per turn.

 

 

 

18-032C – Phantasmal Girl

The card you need to protect your Manikins.

As long as you have 2CP ready to go, Phantasmal Girl will cancel out any Summons and abilities that target your manikins.
And at only 2CP, this card is a no-brainer. If you’re playing with Manikins, that is.

 

 

18-033R – Yuna

Pair this one with Rune Fencer. Once Yuna enters the field, your opponent will choose 1 Forward they control. Then you get to Dull and Freeze the rest of their Forwards. After that Rune Fencer wither comes in or attacks, and you’ll Dull and Freeze the remaining Forward. Leaving your party to attack without any blockers to fear.

Great Whirl is also a good reason to play Yuna. It might cost 4CP and another Yuna to cast, but once it’s done, you can just Dull Yuna and cast it again without paying a single CP.

 

18-034R – Lasswell

Played in conjunction with Yuna and Rune Fencer. Lasswell comes in and since all the Forwards will have been Dulled and Frozen Lasswell will allow you to draw a card. You don’t even need to play Lasswell the same turn you played Yuna and Rune Fencer. You can play him the turn after and still reap the rewards as all the Forwards will be Frozen.

Now 5000 power might not be a lot, but at 3 points of damage, Lasswell gains +2000 power.