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Gunslingers on Ice

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26-021C – Anabella

The Duchess of Priming.

Yeah, I don’t know much of Final Fantasy XVI, but I do know something about Prime.
No, not the drink. I have no clue about that.

Anabella will dull and Freeze a Character, whenever one of your Characters decides to Prime into an Eikon.

You can do much worse for 2CP.

Prime as much as you’d like, and have Anabella dell and Freeze everyone. One Character at a time.

26-022C – Undead Princess

Looking at this card makes me want to play World of Final Fantasy. Just by having an Undead Princess on the equivalent of Medieval Magitek Armor.

Let’s get to the card.

Undead Princess comes in for 3CP, and when she comes in you gain a Crystal and your opponent discards a card.

Simple, and straight to the point.

And when it’s all done, you have a body with 7000 power to attack or block, cause you’ll want to get rid of this card so you can play it again.

26-023C – Wol

Wol on Ice. That’s a first.

Coming in at 5CP, Wol’s cost can come down by 2CP if your opponent discarded a card this turn due to your playing.

3CP is better than 5CP and 9000 power is a great body on the field.

Wol isn’t done. Not this time.

Whenever he attacks, you can discard 2 cards and break a Forward. It’s like having a Summon ready to go. Those 2 cards is the equivalent to 4CP. Odin from Opus I costs 7CP. And, you can use Wol’s ability once per turn.

Nothing else needs to be said.

26-024C – Musician

This Musician packs some Fire … er … Ice Power.

For 2CP you can deal damage to a dull Forward, once per turn. All you need is some ammo, and that ammo comes in the form of cards.

Once per turn you will be able to dull Musician and pay the cost of discarding one card. Then you can choose a dull Forward and deal it 5000 damage.

If you’re playing Ice/Lightning and you discard a Lightning card, that damage become 7000.

It’s a decent Backup, that when Musician is not in use, he will give you 1CP per turn.

26-025C – Kadaj EX

Even as a Common, Kadaj will be hard to get rid of.

For 3CP you get a body with 9000 power. And, at the end of each of your turns you will remove Kadaj from the game. He won’t be gone for long though as at the end of your opponent’s turn Kadaj will come back to the field.

Kadaj won’t shine until you have at least 3 points of damage, cause when you do have those 3 points of damage, Kadaj will dull one of your opponent’s Forwards. And, since Kadaj returns at the end of your opponent’s turn, that Forward will be dull during your turn.

And this cycle will keep on going on and on.

This Kadaj is a lite version of Opus XI Kadaj.

26-026R – Kuja

You know you always wanted to swap out your Backups. Kuja is here to help you with that.

When Kuja enters the field you can remove one of your Ice Backups from the game. There he helped you and now you can play the new Backup that you wanted cause you didn’t have space for it.

Oh wait, we’re not even done with the first part. When you do remove that Backup, your opponent will discard 2 cards from their hand.

At 5CP, this isn’t a bad play as you’ll be taking away your opponent’s Fire Power, and Kuja has 9000 power. Your opponent will think twice before they try and break Kuja, cause when they choose Kuja with one of their abilities or Summons, they will need to discard a card from their hand.

I’m on the fence about this one. Cause after his first ability goes off, there is no need for your opponent to try and get rid of him, as he’s just another body on the field. Well there is a need, but it won’t be the first course of action.

26-027R – Kujata

Cash or Credit?

How do you want to pay for Kujata?

There’s 2 ways to pay and the result will be the same.

Kujata will break a dull Forward, and that’s about it.

You can either pay 3CP for this, or just dull 2 active Forwards. This means that you can throw Kujata in any deck and you’ll be able to pay for it, without having any Ice CP to spend.

26-028C – Cripshay

The Ice Monster of Gunslinger in the Abyss. Almost sounds like a title.

Cripshay becomes a Forward with 7000 power. And, First Strike.

If, and when Cripshay deals damage to your opponent, you will send Cripshay into the Break Zone, and your opponent will discard 2 cards.

They just might think twice before taking that damage, just so they don’t discard the 2 cards they have in their hand.

But, are those 2 cards worth more than the Forward that will be broken by Cripshay’s 7000 power?

That’s a decision they’ll have to make in the heat of the battle.

26-029R – Shiva (XVI)

Shiva is a great card to play all by herself. You don’t even need Jill to Prime into her. But, you probably should. It’s cheaper in the long run and you get a better ability.

When Shiva comes in you will Freeze all of your opponent’s Forwards. If you Primed into Shiva you will Freeze all of your opponent’s Characters instead.

Ice Age? Yes, let’s have your opponent discard 2 cards from their hand. This works even better if they only have 2 cards in their hand.

Let’s see what Jill does.

26-030C .- Cid (WoFF)

A What now?

Yes that what is with a capitol W.

Every time your opponent uses an EX Burst they’ll discard a card?

Cid just sticks around and waits for your opponent to use an EX Burst, other then that, he’ll just sit back and give you 1CP per turn. That’s not bad at all.

I like the art on these WoFF cards. If you noticed it, we’ve been getting them since Resurgence of Power.

26-031H – Cid Raines

Great card, Great art. What more can you ask for?

If you’re playing a discard deck, Cid Raines is your man.

He will come in for Free, if your opponent discarded a card on the same turn that you want to play Cid.

You’ll want to keep Cid around to thwart your opponent’s plans. When your opponent plays a Forward onto the field from anywhere except their hand, Cid will take that Forward and send it to the Break Zone.

Yes, you do have to sacrifice Cid Raines for this move, but it is a move well worth it.

26-032L – Charlotte

Charlotte is ready to wreck your opponent’s plans. As long as Charlotte is on the field. Your opponent will be 2 steps behind. The only draw back we have here, is that Charlotte costs 5CP, and you can only use Ice CP to pay for her. And that’s not even that big of a deal. You would gladly pay a couple more CP to get Charlotte on the field.

For one she has a little bit of protection going for her. When ever she is chosen by your opponent’s Summons or abilities, your opponent must discard a card, or else that Summon or that ability will be canceled. It’s going to be hard to get rid of Charlotte.

Now, let’s take a look at that final sentence. “When a Character enters your opponent’s field, dull it and Freeze it.”

Your opponent will not be able to use that Character for another turn. That’s 2 turns from when it enters the field. No Blocks, no abilities no nothing. Just a sitting duck. Or a deer caught in the headlights.

You’ll be having some fun with Charlotte here.

26-033C – Summoner

Here we go a decent Backup that will allow you to grab and Ice Summon from the Break Zone and add it to your hand.

This will bring Summoner’s cost down to 1CP, which is even better.

Summoner also has an ability where you can put him in the Break Zone, and your next Summon’s cost will be reduced by 2CP. Mathematically, you’re gaining 1CP by playing Summoner and using his ability.

That’s about it.

26-034L – Jill

Jill has been upgraded to a Legend this time.

When Jill enters the field, and depending on how many Eikons you have removed from the game or in your Break Zone, you will select that many Characters that your opponent controls and you will dull them.

After that Jill will Prime into Shiva and you will Freeze all of your opponent’s Characters.
And, that’s not all.

No, At the begining of your Attack Phase, and at the begining of your opponent’s Attack Phase, Jill will break a dull Forward.

You’ll slowly be able to take down your opponent’s front line, cause you know that they’ll have a dull Forward hanging out. And, if they don’t, you can always bring in Amon 2-098L to dull a Forward once per turn.

26-035R – Snow

Snow is ready for a fight.

And when he enters, the field you can either draw a card, or have your opponent discard a card.

If Snow is brought in by an ability from a Final Fantasy XIII Character you can do both.
Luckily Lightning is ready to cause havok, as she can tag in any Final Fantasy XIII Forward and form a party to attack. In other words perform a tag team maneuver.

You won’t even need Ice CP, just Snow and Lightning. It’s called Thunder Snow.

26-036C/15-038C – Knight

Here’s a reprint, of a reprint, of a reprint.

So, we’re just going to, you guessed it, Copy/Paste from Opus XV Crystal Dominion.

“Knight comes in, hands you a Crystal

Next turn, Knight Dulls himself and puts himself into the Break Zone dulling a 3 cost Forward.

Thus concludes the story of Knight”

26-037H – Halone

Halone will be a card that you’ll play later on in the game, as you’ll need at least Six of “The Twelve” on the field in order for her ability to go off.

Whenever Halone attacks, you get to choose 2 of your opponent’s Characters, and you shall grant them a Dull/Freeze.

Your opponent will also discard a card.

Halone also doubles as a Meat Shield with a 9k body.

 

26-038H – Physalis

This is a Buy one Get one Free deal!

You can either pay 5CP to play Physalis, or you can Warp her for 2CP. She’ll stay out until the end of your turn. As she on;y has one Warp Counter.

If you paid the 5CP, Physalis is just a Meat Shield.

If you Warp her in, you will be able to play another Forward with Warp from your hand onto the field.

This way you’ll get 2 Meat Shields.

This is a great card, you’ll be able to get a couple bodies on the field quickly and cheaply.

26-039H – Star Sibyl

A four cost Backup that will grant you some protection against your opponent’s abilities.

Not great protection, but just enough to have your opponent second guess the action that they are about to take.

Cause if they choose to target one of your Forwards with an ability, they will need to discard a card. Is that card that they discard worth the extra cost to use the ability? Maybe yes, maybe no.

But, if they don’t have any cards in their hand, they won’t need to discard anything.

26-040R – Menphina

Menphina might be your starting point for “The Twelve”.

When she enters the field you can pay X and search for one of the other Twelve and play it onto the field. No add it to your hand, just straight to the field.

Only drawback is that you need to use CP produced from The Twelve, or discarding The Twelve cards. Which shouldn’t be that hard, considering your deck could have up to 36 The Twelve cards in it. And, if you could use any cards, it would have been to easy.

Menphina can also Freeze one of your opponent’s Forwards with her ability.

Hmm, didn’t we just see a card that can Dull Forwards, or did we just mention Amon (2-098L)?

Cool Singles!

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Tears of the Earth Planet

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25-052R – Ursula

Here’s a card that Yang LB can play early on.

When Ursula comes in from Yang’s ability she will search for a Monk. Making her a +2CP play.

All that’s left to do is bulk up Ursula a bit and have her attack. For when she does, you will pick a Forward and they will deal damage to each other. Hopefully Ursula has more power than the other Forward. If not, at least she’ll take out a good chunk.

But, maybe you want to break Ursula, just so you can bring her back and search for another Monk.

Or, maybe you should just stick with Opus XI Ursula.

25-053H – Atomos

This will be fun to play.

Just to mention it once more, Atomos has a way of getting rid of your Backups, when you want to make room for them. And, if you do get rid of a Backup Atomos’s cost is reduced by 2CP making him a ! cost Summon.

And, for that 1CP, you will deal damage to one of your Forwards, equal to the amount of cards that you have in your Break Zone.

Period.

Deal 49K damage to that one Forward just because you can.

Yeah, if you have 49 cards in your Break Zone, you’re probably losing the game.

While it’s fun to imagine an attack with that power, it’ll probably never happen.

25-054C – Vincent

At 2CP Vincent is cheap and a card that you can throw into any Earth deck. He plays well alone, which shouldn’t be much of a surprise since he spent most of his life sleeping in a coffin.

Vincent comes in with First Strike, and whenever Vincent attacks, he gains +4000 power, making him a 9K body, which can take down most of the opposition.

Are we done?

Nope, Vincent also has the ability to deal a Forward damage equal to his power. But the cost is high, and I don”t think that I would use that.

But, 2CP for a 9K attack, I’ll pay for that.

25-055C – Wererat

There’s a rat infestation, but not just any rats it’s Wererats.

This one might be of use though.

Wererat comes with 2 abilities. One gives one of your Forwards +1000 power, the other gives that Forward +2000 power.

Depending on the situation, both abilities can help one of your Forwards survive a block, or an attack.

Wererat might be helpful in some situations.

25-056L – Wol

I don’t know, I wouldn’t call this a Legend.

I’d say Wol, is a glorified Meat Shield, that can protect one of your Forwards from being sent to the Break Zone.

But, there is Blurred Strikes which can help you get a couple of cards.

If you decide to use Blurred Strike, you reveal the top 3 cards of your deck and add 2 of them not named Wol to your hand, the rest go to the Break Zone.

I’ve been wrong about cards before.

25-057R – Cutter

All that hardware, just to make Cole Slaw.

Cutter will slice and dice and shred all of your opponent’s dull Forwards, and send them to the Break Zone.

And when you’re done with that. Cutter can turn into a Forward and deal your opponent even more damage.

Which is something you would like to do, to try and get rid of Cutter in order to play it again.

Not a bad Monster, and there are ways to get Cutter back from the Break Zone as well.

25-058C – Black Belt

Your Tears of the Planet basic Backup that exists in all elements.

Black Belt is Earth.

You can either Break a dull Forward with 7000 power or less. Or, you can draw a card.

Black Belt can be useful in different situations, and should be considered for Sealed.
As we’ve said before, for 3CP you can do far worse.

 

25-059C – Cait Sith

This card is interesting. And, you don’t even need Cait Sith to play in a FFVII deck. You can just add him to any Earth deck and you’ll do fine.

Cait Sith comes in and you can play a Character of 2CP or less from your hand straight to the field. Making Cait SIth’s cost come down to 1CP.

And, when you’re done with that, you can just send Cait Sith into the Break Zone and grab a FFVII Character.

Yes, I did say you don’t need to play Cait Sith in a FFVII themed deck, but what’s to stop you from grabbing Cait Sith back from the Break Zone in order to play him again.

25-060H – General EX

How come I don’t remember this Character?

After looking it up I remember battling him, but that’s about it. Minor Boss that gives you Excalibur. But, we’re not talking about Final Fantasy III, were talking about FFTCG!

General comes in with Brave, and 9000 power making him a great Meat Shield.

If General leave the field for any reason, you can grab a Warrior from the Break Zone and add it to your hand.

General does have protection from your opponent’s Summons in that he cannot be chosen by them, and if General is dealt damage by your opponent’s Summons that damage becomes 0.

It’ll be hard to get General to leave the field, but hey you can search for a Warrior if General is in the Damage Zone.

25-061R – Scarmiglione

The Archfiends are getting some great cards this set.

Scarmiglione is the Forward that you never knew you needed.

For 1CP Scarmiglione can come in during your opponent’s turn with Back Attack, protecting one of your Forwards from damage reducing it by 2000. This could be just enough to keep that Forward from breaking.

Now, if that Forward is Golbez, Golbez will not be able to be chosen by your opponent’s Summons or abilities as well.

And, Scarmiglione will only cost you 1CP, that is nothing compared to the Forward that he will save.

Only draw back is that Scarmiglione only has 3000 power, but that can be good as well. All you need to do is block with Scarmiglione in order to send this Archfiend to the Break Zone, just so you can play another Scarmiglione onto the field when needed to.

25-062C – Sophie

Sophie comes in for 4CP, once she’s in you can either play a MOBIUS Forward of 3 or less onto the field, or you can search for 2 Sophies and add them to your hand.

Your total cost will come down to 1CP, or it will be a Free Play. Either way Sophie is a steal, as you’ll have an 8K body on the field.

Notice how I didn’t say Meat Shield?

Well that’s because Sophie has Thor’s Hammer. You can use it to deal some big damage to one of your opponent’s Forwards,and depending on how many Backups you have on the field, Sophie can deal that forward up to 15,000 damage. there’s a 99.9999999% chance that, that Forward will be sent to the Break Zone.

You’ll want to grab a bunch of Sophie’s and add them to your deck.

25-063C – SOLDIER Candidate

We’re getting some more SOLDIER Candidates.

This one comes in with Brave, and for 2CP you get a 5K body.

If you already have a SOLDIER Candidate in your Break Zone, this Candidate gains +2000 power, giving it a 7K body.

And, we’re not even done.

When SOLDIER Candidate attacks, all the SOLDIER Candidates gain +1000 power.

You can have 3 of these on the field at the same time, and if they all attack, all of your SOLDIER Candidates will gain +3000 power before they attack.

SOLDIER might be recruiting some strong Candidates.

25-064C – Dyne

You’re Dyne to know what this card does!

Yeah, that was terrible.

First off you won’t be playing Dyne in the begining of the game.

At least not till you have 5 Backups on the field. Cause if you don’t Dyne is just a high cost Meat Shield.

Once you do have 5 Backups on the field, you can play Dyne and you’ll choose one of your opponent’s Forwards and Dyne and that Forward will deal damage to each other.
So, it would be wise to choose a Forward with less power than Dyne.

And, at 3 points of Damage Dyne gains +1000 power. I would have changed this a little, and say if a certain FFVIII child was on the field. But, that would contain some Spoilers.

25-065R – Tifa

How many Final Fantasy VII Characters can you cast each turn?

Tifa will deal (3000 times each FFVII Character that entered the field this turn) damage to one of your opponent’s Forwards at the begining of every Attack Phase. That could mean that you can be breaking one of their Forwards, once per Attack Phase.

And, that’s not all.

Whenever Tifa attacks, all of your FFVII Forwards gain +2000 power.

You can throw Tifa into any Final Fantasy VII themed deck, and she will do wonders.

25-066L – Barret

6CP?

Yes, and it is worth it.

Barret comes in, and searches for Marlene, or a AVALANCHE Operative of 4 or less, and they go straight to the field. And, if you’re thinking what I’m thinking. You will grab Marlene.

Once Marlene enters the field you will go into your Break Zone and grab Tifa, or Cloud, or Aerith, or Barret, but we’re going to stick with Tifa. Tifa 25-065R to be exact.

This makes Barret a Free Play, as you get your 4CP back when you play Marlene on the field, and the other 2CP come back when you grab Tifa from the Break Zone. Or, Aerith, or Cloud, or Barret.

Now if you followed these instructions, at the begining of the Attack Phase, Tifa will deal 9000 damage to one of your opponent’s Forwards. And, if you already have another 4 Final Fantasy VII Characters on the field, Barret will also deal 9000 damage to one of your opponent’s Forwards.

What’s not to like?

Oh, and Barret has Brave.

25-067H – Rikku

Now this is a card that could see regular play.

Rikku comes in and plays a 3 cost Backup from your hand onto the field. Which in turn turns Rikku into a Free Play. And if the card you play draws you a card, or searches for a card, you’re coming out positive in your CP spending.

And, it doesn’t need to be an Earth Backup or an FFX Backup.

And when that Backup, or any other Backup enters the field, all the FFX Forwards that you control gain +2000 power and Brave.

Now think if you play another Backup. That’s +4000.

25-068C – Luca

We haven’t seen Luca since Opus XI, and she’s back ready to find a 2 cost Character from the top 5 cards of your deck. If you find one congratulations, you just paid 1CP to cast Luca.

Other than that, Luca will give a Forward of 2CP or less +1000 power. You can use this ability once per turn.

I don’t know if this will be much use.

But, there are worse ways to spend 3CP.

Singles?

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Hidden Hope – Breathing Hope?

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22-037R – Alexander

Oh?
I read this card wrong the first time I read it.

Now that I’m looking at it, this is a great card. Alexander comes in and casts reflect on one of your Forwards, sending that damage to one of your opponent’s Forwards instead. The best thing is that you get to choose the Forward, rather than have it randomly chosen when the damage hits.

And, if you only paid with Backups to cast Alexander, you will also draw a Card, making Alexander a 1 cost Summon.

I’ll gladly add this Alexander to a Wind deck. Probably the best Alexander yet.

22-038C – Wol

Wol has 2 abilities, one which is good, and the other is ok.

The first one will allow you to choose a High cost Forward and send it to the Break Zone. The other allows you to look at the top 5 cards of your deck and add a Wind Character to your hand.

You’ll most likely be playing this card to get rid of that High cost Forward.

I don’t got much else for this.

 

22-039C – Epiornis

This is a Common?

I have to say this is a great card, and at 2 CP it is the perfect monster to have on the field, once you get 3 points of damage.

Why is that?

Well, Epiornis becomes a Forward during your turn. And, Epiornis cannot be bloced by a Forward with a cost of 4CP. That in itself is great. But, if you already have received 3 points of damage, Epiornis cannot be blocked by a Forward of 3CP or less. Thus, making Epiornis unstoppable.

The only way that you can stop Epiornis’s attack, is by a Summon or ability that will deal it damage, or by sending it straight to the Break Zone.

Now, imagine if you have 3 of these on the field.

22-040H – Enkidu

A 3 cost Warrior that will activate 3 of your Backups when he enters the field. Thus making Enkidu a free play.

After that he’ll stick around as a 7K power body, attacking and blocking like he normally would.

This card also sticks to the story, allowing Gilgamesh to call on him when he enters the field. Enkidu must be in the Break Zone when Gilgamesh enters the field. Then you’ll pay 2CP and bring Enkidu in, while activating 3 Backups.

Gilgamesh (7-088L) would be a great choice. You’ll end up only paying 1CP for both Gilgamesh and Enkidu.

You don’t even need to play Wind/Lightning, you can just throw in Enkidu since you won’t need to pay by color if Enkidu is in the Break Zone.

22-041C – Kain

Haste, and First Strike for a Common?

Activate 2 Characters when Kain Attacks?

+1000 power at 3 points of Damage?

How is this a common?

Whatever Rarity Kain has, this card is great. Actually it’s GRRRRREAT!

And, don’t get me started on the artwork, because we’re not here to talk about the artwork.

Just throw Kain into any Wind deck and you’ll do fine.

22-042C – Ranger

Your Standard 2 cost Backup.

Ranger is straight to the point, just like his arrows fly straight towards their target.

Or something like that.

Ranger has 2 abilities. One deals a 2CP Forward 5000 damage, possibly breaking it, and the other breaks a Monster.

Both of these are useful.

And, there aren’t that many ways to get rid of Monsters and Ranger here provides you with a way.

22-043C – Clavat

Simple, basic and straight to the point.

Clavat comes in for 1CP and allows you to look at the top card of your deck. If you like it you can keep it there. If not send it to the bottom of your deck.

It does have plenty of benefits.

Depending on what you see there, your game plan will change for this turn.

Do you see an EX Burst that will cause plenty of damage to your opponent. Leave it there and take a point of Damage. Do you see the card you need to put your plan into motion, play that card that allows you to draw a card.

Worst case is that you don’t like the card, and you can just recycle it to the bottom.

22-044R – Cid (FFBE)

Cid has an ability that activates during very Attack Phase, which is something that makes Cid even more valuable as the game goes on.

You can either Activate 2 Characters, or you can grant all of your Forwards protection from all Summons that choose them.
4CP isn’t alot to pay to Activate a couple of Characters once per turn. Plus you get an 8k body that will be hard to get rid of. Because, once Cid is put into the Break Zone, you can pay 3CP and return Cid to the field. That’s cheaper than playing Cid from your hand.

I like this one.

22-045C – Sosha

4 cost Dragoon that turns into a 2CP Forward if you have a Dragoon already on the field.

2CP for an 8k body isn’t bad at all.

Sosha can also throw her spear onto a Forward of your choosing, dealing it 4000 damage. Best thing is that you don’t need to send her to the Break Zone in order to do it. Just dull Sosha and you’ll be dealing 4000 damage.

This is a decent card. Simple, effective and straight to the point.

If you’re playing Dragoons, you should try adding Sosha.

22-046R – Chelinka

Chelinka here to give Yuri some support, granting him Haste. You’ll just need another Crystal Chronicles Character on the field when you play Yuri, so you’ll have a total of 3 FFCC Characters on the field.

Other than that, that is it.

2CP, 5000 power.

 

 

22-047L – Dorgann

The Art of Removal.

Dorgann, has three different abilities that activate when he enters the field, and yes, you guessed it, they all are removal abilities.

Remove a Forward, Remove a Monster, Remove 2 cards from the Break Zone.

You’ll get to choose one of those abilities to activate. But, if you already played another 2 cards before you play Dorgann, you’ll get to use 2 of these abilities instead.

Meaning that you will probably end up paying only 2CP for Dorgann to come into play.

22-048H – Nanaa Mihgo

Yes, Yes, Yes.

I’ll take 3. I’d take more if I would be able to add more to my deck.

Nanaa Mihgo is a Robber, and she’s here to rob some of your cards and use those same cards against you.

That 2 cost Forward in their Break Zone? Check.

The 3 cost Summon in their Break Zone? Check as well.

You won’t even need to pay for the cost either, they just come into play as soon as Nanna Mihgo comes into the field.

Actually, no you don’t want this card. I’ll give you a dollar for your Full Arts. No? It was worth a try.

22-049H – Bartz

Well, Bartz if you’re not in a Warrior of Light deck, you shall be useless. The only thing you’ll have going for you would be a 5000 power body on the field just hanging around with nothing to do.

But, if you are playing a Warrior of Light deck, he becomes a little bit better.

Bartz has the ability to not be chosen by your opponents abilities, if you remove 3 Warrior of Light Characters from your Break Zone, and it lasts until the end of the turn.

The other ability, is the S ability, where you can pay the cost of a card, then you can search for it and play it onto the field. Which is pretty good. You’ll be able to play any Warrior of Light card in your deck straight to the field.

22-050C – Geomancer

Here we are, a decent Standard Unit Forward.

I like this one.

Geomancer has auto protection from your opponent’s abilities. Not all of them just the ones that can choose Geomancer.
And, if you already have a couple of Standard Unit Backups on the field, you get to Activate 3 of your Backups. Which in turn will make Geomancer a 1 cost Forward with an 8k body.

Can’t get much better than that.

22-051R – Hope

Hope is hidden in Hidden Hope.

You would have thought that he would have been on the box art.

Hope comes in and you get to reveal the top 4 cards of your deck, and grabbing a FFXIII Forward from there. If you don’t find one, they all go to the bottom of your deck.

At 2CP that isn’t bad at all. You might get a free play, if you do find a FFXIII Forward there.

And, if you ever needed a way to get rid of a high powered Forward, Hope here is your answer. With Aeroga, you can Break a Forward with at least 9000 power. And, we do have a more than enough targets for Aeroga.

22-052H – Helena Leonis

Helena Leonis was turning into a great Character, and then I stopped playing War of the Visions.

As we can see she is a Green Mage as well. Although she doesn’t have any attacking spells or abilities, she does allow you to look at the top 2 cards of your deck. One is put at the bottom of your deck, the other is removed from the game.

Now, why would you want to pay a Crystal to look at the top 2 cards of your deck, remove 1 and place the other at the bottom of your deck?

Well, the card you removed, you can cast it this turn for it’s cost minus 2 CP.

You might get a free play, which is always good in my book.

22-053C – Lilisette EX

“Put on your red shoes and dance the blues,
To the song they’re playing on the radio”

And, while we’re dancing Lilisette will come into the field, and deal one of your opponent’s Forwards 1000 damage for each Character you control. Forwards, Backups, and Monsters. Anything goes, Tonight.

You’ll most likely break something with Lilisette.

And, if you find a way to bounce her. You can do even more damage.

Let’s not forget this also comes off as an EX Burst.

22-054R – Reddas

Are Sky Pirates making a comeback? Yes, I’m basing this off of this one card, because Reddas is pretty good, and he’s not even a Legend, or a Hero.

If you have 5 Sky Pirates already on the field, Reddas is a free 9k Body, that will grant all of your other Sky Pirates some protection from Summons.

Your opponent will sure have some trouble trying to get rid of this one.

And, that’s all I need to say here, If you’re playing Sky Pirates, you better be playing Reddas.

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The Warriors

Since Benjamin is the only Mystic Quest Character, we’ll have to do this deck a little bit different. We can see that Benjamin is a Warrior, so what better time to do a Warrior tribal deck than now?

We’re starting off with Benjamin (16-076C) well because he is the Warrior that will be built around. How easy is it going to be? I guess we’ll find out.

We’re starting off with a card that we haven’t really used, but looks like the perfect candidate for The Warriors. Maria (17-128L) Giving all of your 2 cost Forwards (or less) +2000 power. And, we know for sure there are plenty of Warriors that cost 2CP. Warrior (2-010C), Warrior (5-014C) and Warrior (8-013C). Plus Maria can turn a Backup into a Forward with 8K power, and if it’s a 2 cost Backup it will also gain another 2000 power. We’ll just add Warrior (11-010C) and Warrior (17-069C). We’ll also add Delita (1-113C) because of this and Wol (13-117R).

Since we have Wol, we’ll add Graff (13-057H) which will give all of your Earth Forwards +2000 power along with your Mobius Characters.

Firion (15-081C) because we have a Rebel in Maria, and that gives Firion a buff and Brave.

Ward (6-001C) as he gives all the Job Warriors +2000 Power.

Warrior of Light (14-004C) all your Standard Units +1000 power, and at 3 points of damage, it will become a total 0f +3000 power.

We need to be able to produce Lightning CP to play Wol, so we’ll grab Class Tenth Moogle (9-074C).

Backups we’re grabbing Miner (5-082C) to grab a Backup and a Forward from the Break Zone, if needed.

Ingus (13-055C), will give a Standard Unit +1000 power and Brave, once per turn.

As for Summons we’ll go with Alexander EX (13-053R) and Titan (17-070R). We’re just going with Summons that will give your Forwards a buff.

Forwards

3x – Delita (1-113C)
2x – Warrior (2-010C)
2x – Warrior (5-014C)
2x – Warrior (8-013C)
3x – Wol (13-117R)
3x – Maria (17-128L)
3x – Graff (13-057H)
3x – Firion (15-081C)
3x – Ward (6-001C)
3x – Warrior of Light (14-004C)
3x – Benjamin (16-073C)

Backups

3x – Class Tenth Moogle (9-074C)
3x – Warrior (11-010C)
3x – Ingus (13-055C)
3x – Warrior (17-069C)
3x – Miner (5-082C)

Summons

3x – Alexander EX (13-053R)
2x – Titan (17-070R)

Plan here is to Swarm your opponent with low cost Forwards that receive Buffs left and right and from across the stream.

What would you do differently?

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From Nightmares – Water and High Tides

19-086R – Ashe EX

More like the Ashetiveator.

I really like this card. As long as you have a copy in your hand and a couple of CP available, you can keep reactivating a Forward once per turn.

The way I would do it would be. I would enter the Attack Phase. And when that attack goes through, I would play Ashe and activate that Forward so it can block.

You can actually play Ashe twice per turn. Play her in your Main Phase 1, return her to your hand during your Attack Phase and then replay her during your Main Phase 2.

The more I think about it, the more I like this card.

19-087R – Wol

Wol can’t attack, but he sure can block.

Weighing in at 2CP/9K power. He will take out some Attackers.

But, it’s Chef’s Knife that we really like. It’s 9000 damage to a Forward that cannot be reduced by other abilities.

So, once per turn you can use Chef’s Knife, then play Ashe, then use Chef’s Knife again, then play Ashe, and use Chef’s Knife once again. But, that will on;y work if you have 3 Wols in your hand. And you can. You can actually have up to 24 Wols in your deck. That’s almost half your deck. Keep your enemy at bay with this Tonberry Suit.

19-088C – Aerith

Aerith has one job, and that is to grab a Light card from the Break Zone. Other than that she’ll just hang out and give you 1CP per turn.

That’s pretty much it for this Aerith, not the best Aerith.

There’s probably a lot of better plays, unless you really need that Light card.

 

 

19-089H – Gau

I’m not going to say it this time.

I’m not. I’m going to try not to.

Gau, is actually pretty good, for what he does.

For 2CP you get a Forward that can come in during your opponents turn and buff another Category VI Character +1K power for every Category VI Character you control.

Throw him in there with the Dream Stooges, and Kefka, and you have a Forward that can block anything your opponent throws at you and survive it.

After that you can put Gau back into your deck and draw a card. Gau is wild like that. He’s a Wild Child.

19-090C – Clavat

Water’s Multi-Elemental Forward.

And by that we mean, if you pay with at least 3 Elements. Each element has had one of these cards, and Clavat is no different.

When she enters the field, if you did pay with at least 3 Elements, your opponent chooses one of their Forwards and sends it packing. Straight to the Break Zone.

Other than that Clavat will allow you to draw a card, and then discard a card when she enters the field.

19-091R – Sapphire Weapon

Another Free Card, this set is spoiling us.

Every Element has a way to cast cards for Free. And, we like free. Even the guy in the back, with the Cloud Signature card in his back pocket. You know he likes FREE too.

It’s not that often that you can play a 9k Body for free. But Sapphire Weapon here can. As long as you have at least 5 Weapon cards in your Break Zone, Sapphire Weapon can come in for free.

You have yourselves a Water deck, just throw in Ruby, and Emerald and just chuck them to pay for other Cards. And when Sapphire show up, you know it’s coming in with a Vengeance. Or something like that.

If Sapphire Weapon gets broken somehow, no worries. You’ll draw 2 cards when you put Sapphire Weapon into the Break Zone.

You might even get lucky and draw another Sapphire Weapon that you can play for free.

19-092C – White Mage

Well, you can sort of count White Mage as a free card, but you still have to pay for it. 2CP, and if you have 3 points of Damage you get to draw a card.

Once she’s on the field, you can use her ability to return one of your opponent’s Forwards to their hand.

Just a little reminder. You’d probably want to get rid of a Forward that doesn’t have an enter the field ability.

 

19-093H – Strago EX

This is interesting, I think I already like this card.

Every time Strago enters the field, or is broken, you get to reveal the top 4 cards of your deck and hopefully you’ll find a FFVI card sitting there that you can add to your hand.

This also works when Strago is found when you take Damage.

And, let’s not forget about Revenge Blast. For each point of Damage you have received, your opponent’s Forward will lose 2000 power.

And with 5 different Stragos available, you might have a hand full of Stragos at 6 points of Damage. At that point you can spam Revenge Blast and take your opponent to Pound Town.

19-094R – Sanctuary Keeper

Who needs Ashe when you have Sanctuary Keeper?

For 3CP, you can have a constant Activation per turn. Not only that, this Activation comes with a +2000 power buff.

You can actually use both Ashe and Sanctuary Keeper, with 24 Wols and spam that Chef’s Knife. My deck is slowly coming into fruition. I’ll have that deck ready in no time.

 

 


19-095C – Sophia

Sophia is the opposite of Sanctuary Keeper.

At the begining of the Attack Phase, Sophia reduces the power of a Forward by 2000.

If you’re already buffing one of your Forwards by 2000, that is a 4000 power difference. Sure it’ll only worked that way if each of you only have 1 Forward on the field, but you get what I’m trying to say. Or not say.

 

19-096C – Tidus EX

Well, for being a high cost card, you’d think you’d get more than just drawing a card or returning a Forward to their owner’s hand.

I’m not seeing it.

The only thing I like is that it can come off from an EX Burst. Which should be a good enough reason to have some in your deck, as you can always use them to pay for Opus I Tidus’s ability.

 

19-097C – Tonberry

I was trying to come up with a different way to start this, but couldn’t.

Tonberry comes in like a Monster and out like a Forward.

When Tonberry comes in you draw a card, then discard a card to make him a Forward. Tonberry is technically a 4 cost Forward, but you only have to pay for 2CP as he provides the other 2CP himself.

But, when Tonberry deals damage to a Forward the Forward is broken regardless of power. He has the real Chef’s Knife, not Wol.

19-098C – Yuna

When Yuna comes in, your opponent selects the card Forward that will be sent to the Break Zone. You’ll be able to remove a Forward, but since your opponent gets to pick which one it might not always work in your favor.

This is one way to get rid of Opus XVI Tidus, but I don’t think your opponent will choose that card when Yuna enters the field. Unless, if it’s the only Forward on the field.

 

 

19-099R – Josef

Are Rebels becoming a thing?

I mean Josef here looks like a good card, especially since you most likely will be playing Firion, which will make Josef a 3CP/9K body Rebel/Monk with a sword. Wait, Monks use swords? Maybe Josef uses it for his Rebel side.

“Rebel, Rebel,
You’ve torn your dress”

Maybe that’s what the sword is for.

Where was I? Ah, yes. And, with Firion still on the field, every time Josef attack, you get to draw 1 card. Who doesn’t like drawing cards. I’ll play Josef and attack for no reason just to draw a card.

And, that’s not all. No, Sir. When Josef enters the field you can also play a Category II Forward from your hand onto the field. Any FFII Character as long as it is 3CP or less. It doesn’t even need to be a Rebel, Rebel.

19-100C – Larsa

A 2 cost Backup that really is a 4 cost.

You’ll probably be discarding a card in order to search for that XII Forward that you’re really looking for. If that Forward is on the field you probably have no use to play this card.

Sure you can reduce damage dealt to a Forward by 2000, but I believe there are better Larsas than this one.

 

19-101R – Leviathan

The Water God comes in as a Free Summon.

No Sacrifices needed.

Leviathan comes in, you return 1 of your opponents Forwards to their hand, and they can’t play it until the end of their next turn.

What I like about this is that they’ll have a dead card in their hands. They won’t be able to play it, and if they draw another one they’ll have 2 dead cards. They might even discard it for CP just so they can play another card.

Might come out in your favor, or you’re just delaying the fact that they can play a Forward with an enter the field ability, that might turn things in their favor. But, this is a card game, and we need cards that will give us a breather when we can get it.
Yes, Free Summons are still good.

19-102L – Refia

If you needed a reason to run a Warrior of Light deck, well now you got one.

Refia will activate all the Warrior of Light cards you have at the beginning of each of your attack phases. That means you can go all out, and attack with all your Forwards, and then during your opponents turn, you will have all your Forwards activated, just in time to start blocking.

Also, once per turn, you can dull 4 Warriors of Light, and put one of your opponents Forward back into their deck. Top or bottom, you get to choose.

And, let’s not forget about the artwork. This is a beautiful card. Only complaint is that this one didn’t come as a full art.