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Blissful Earth

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29-058R – Ardyn

Why does Ardyn look like a puppet? A bad one at that.

Ardyn acts as a Meat Shield. One that will attack as well.

First off, Ardyn has Brave, Ardyn cannot become dull by Summons or abilities, and when Ardyn enters the field, Ardyn Cannot be broken until the end of your opponent’s turn.

6CP might be a lot to pay to have Ardyn enter the field, but he sure will stick around long enough to get your money’s worth.

 

29-059H – Ash

Why does Ash remind me of Eddy Gordo?

Ash is bringing Monks to the forefront.

Why? Because when Ash or a monk enters the field, you can choose one of your Forwards and give them +2000 power and Brave.

And, that’s not all.

When Ash enters the field you can search for a Monk, and if you have another SOPFFO Character on the field you can play a Monk onto the field (3CP or less).

And, what does that tell you?

Ash is a free play!

29-060C – Ignis

Why not?

A chance to grab a Final Fantasy XV Character out of the top 5 cards of your deck. If you miss, well at least you have a 7K Meat Shield to stick around on the board.

4CP isn’t bad, and Ignis does have Sagefire, which will break a dull Forward.

No wonder Noctis kept him around all this time.

 

 

29-061L – Vincent

From the looks of it, I am liking this card.

Vincent comes on in and can grab a Final Fantasy VII card from the top 2 cards of your deck. If there are none, then those 2 cards go into your Break Zone.

But, that’s not the reason you’ll play Vincent. You will want to play Vincent for his ability that goes off at the beginning of your Attack Phase.

You can either give Vincent +3000 power and Brave, or you can deal a Forward 6000 damage, possibly breaking it.

I’d personally go for the first option.

29-062R – Wol

OK, this is an upgrade from Opus V Miner.

Wol Comes on in and plays a Backup of 2 or less from your Break Zone onto the field.

And that is a good enough reason to play this card. But, that is not all.

Once per turn Wol can pay a Crystal and he’ll grab a Character from your Break Zone to add to your hand. You can do this once per turn as well. All you need is a Crystal Generator, and you will be set for the whole game.

Let’s not forget that Wol is also a Forward, meaning that not only is he a recycling machine, he can also deal damage.

 

29-063R – Exdeath

MWAHAHAHAHA! (That’s me trying to type an evil laugh.)

This is great.

For 4 CP, you can play a Forward that has no way of being broken by Summon or abilities. The only way to get him off the field is by blocking his attack, with a higher powered Forward.

Either that or finding a way to remove him from the game.

But, that’s what Exdeath wants you to do.

Why?

Because once Exdeath is removed from the game, you will search for Neo Exdeath. And, we all know what Neo Exdeath does.

29-064C – Gargoyle

Our 1 cost Earth Monster is here, and it acts like a shield.

Gargoyle will give a quick block for one of your Forwards. Gargoyle will take 4000 damage off of the attack, and will then be on it’s way to the Break Zone.

But, do not worry. You’ll get to draw a card for your loss.

 

 

 

29-065C – Galuf EX

Simple, but effective.

Galuf comes in grabs a Character from your Break Zone, and then acts like a Meat shield. A Meat Shield with 8000 power. He’ll block your opponent’s attacks left and right until he is broken.

After that, you can just play another Galuf.

It might be time to give Opus V Miner the night off.

 

 

29-066C – Gladiolus

The brawn of the Retainers.

And, it does make sense that Gladiolus has 9000 power. But that cost can be a bit high if you ask me. 5CP would have been more reasonable.

Gladiolus comes in with Brave, and once per turn he can give a Final Fantasy XV Character +2000 power.

Might have been better off as a Backup.

 

 

29-067C – Krile

This is a great card for your Warrior of Light. Play a 6 cost Galuf from your hand onto the field? Yes, please!

Although we still haven’t seen this 6CP Galuf, and I am excited to see it. Don’t ask me why.

And if you don’t have a Galuf, you can always play a Earth Forward that costs 4CP or less instead.

At 2CP, I’ll be putting Krile in any Earth deck. Just because I can.

 

 

29-068L – Titan (XVI)

Titan has a face only a mother (and Hugo) can love.

But this is just a menacing card. Your opponent will be looking to get rid of Titan as fast as possible.

For one, when Titan is on the field,during your turn, your opponent’s Backups are just for show. They can’t produce CP, so they’re just sitting there watching Titan steal their bikes.

But, we’re not done. Cause as soon as Hugo Primes into Titan, you choose 3 of your opponent’s Forwards, and as soon as your Attack Phase starts, each Forward has to pay 1CP or they will be sent to the Break Zone. And, since we can’t use Backups to pay for this, your opponent will be discarding cards from their hand to keep these Forwards alive.

And, we’re not even done her.

Geocrush, the Titan Special. Put it on the menu, because Backups will start dropping like flies here.

29-069C – Dhorgorgang

A 6 cost Backup that can grab you two Forwards.

Nothing wrong with that as it will bring Dhorgorgang’s cost down to 2 CP.

Sure, you can’t search for the Forwards, but any Forwards will be good if you don’t have any on your front lines.

It wouldn’t hurt having one of these in your deck.

 

 

29-070R – Dragon Zombie

Here’s something that can halt your opponent for a turn.

Dragon Zombie comes in and chooses 3 Forwards that can’t attack or block until your opponent’s next turn. Meaning that they have no way to respond to your attacks, or attack you. Which is good, especially if they only have 3 Forwards on the field.

Other than that, this 3 cost Monster, will become a Forward when you have 5 Backups on the field.

That means that Dragon Zombie can be sent to the Break Zone, and you can play another one.

 

29-071R – Hugo

A 3 cost Forward that can’t be broken by most Summon or abilities. This is the definition of a Meat Shield. I mean just look at him, he’ll cover you like no tomorrow.

But, that’s not the reason you’ll play Hugo.

You’re playing Hugo, just to Prime into Titan, and we all know what happens after that.

If you’re playing Earth, throw Hugo/Titan into the mix.

 

 

29-072C/15-080C – Geomancer

Where’s Cecil?

“Geomancer here comes in gives you a Crystal, that you can use to play Cecil. After that, Geomancer dulls and heads over to the Break Zone, and gives Cecil Brave on the way out.”

I can’t remember why I wrote that back in Crystal Dominion.

Must have had a good reason.

 

 

29-073C – Beastmaster

Here’s your Monster recycler.

Beastmaster comes right in and grabs a Monster from your Break Zone.

And, that is it.

You can play 3 at once, grabbing 3 Monsters from your Break Zone.

After that, just a normal attacker in sheep’s clothing.

A male sheep.

A ram.

Just not as powerful as a ram.

29-074H – Moogle Trio

2000 damage for each Forward you control.

And, for 1CP, and this also comes off of an EX Burst?

That’s crazy, throw it in a Swarm deck like, I don’t know maybe Chocobos. and you’ll be getting rid of Forwards like a … I can’t think of anything right now, but you get what I’m trying to say.

Throw this in your deck, you’ll be glad you did.

 

 

29-075H – Yoran-Oran

Well, well well..

I can see it clearly now the Mage …

Mages will become a top tier tribal deck, that will easily take on Dragoons and Samurais. Not to mention Chocobos and whatever other Tribal deck you want to throw at them.

Why would I say that? Just take a look at Yoran-Oran’s first ability. Go ahead, I’ll wait.

You see? Any ability that is cast by a Mage cannot be canceled. CAN NOT!

Then you’ll say, that Yoran-Oran cost 7CP. So, what! YOu can play a Mage Forward that costs 5CP on to the field. And, you don’t even need to have that Mage in your hand. You can search for it.

So, search for Shantotto, and let the games begin.

29-076H – Roche

Roche is back. And he looks better than ever.

But, what does he do?

For 2CP, Roche comes in and nothing. His ability activates when he attacks. Where he trades damage with one of your opponent’s Forwards. But, at 6000 power, that’s not a lot to go on.

Luckily, you can Remove a Roche from the Break Zone, and give Roche 9000 power. Making him the muscle you need for that ability. Roche will then go Berserk, and he will attack every turn whether you like it or not.

Groundbreaking Singles!

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Blissful Wind

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29-039C – Ahriman

Ahriman pays for itself in the end.

More like a ticking time bomb if you ask me. And, I think I already used that term this set, so that must mean one thing. We have 6 different Monsters in this set that cost 1CP, and they let you draw a card when you use it’s ability.

Ahriman will deal a 5CP Forward (or more) 7000 damage.

Yeah that’s about it. Sounds more like a Bomb to me. That’s what they should have done. 6 different Bombs. Maybe next set.

 

29-040H – Adelle

A 2 cost, 7K body, with Haste that can attack twice in the same turn.

I’ll take it.

Although you do need to discard a card to get that whole effect, but it is worth it.

And, this can be the first card you play. 2 points of damage turn 1 before your opponent even has a chance to answer. If they don’t have a Summon that can get rid of her turn 1, they’re already down 2 points of damage and you haven’t even started playing. You can have the whole game won by turn 2.

Especially if you drew Roche turn 1 as well.

You’ll pretty much play Roche for free, and then play Adelle for 2CP, have them both attack, and well you know the rest.

29-041H – Alexander

A 3CP Summon that deals 5000 damage to 3 of your opponent’s Forwards.

3CP? 3 Forwards?

Coincidence?

I think not.

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29-042R – Wol

You can’t say that you don’t like this card.

Wol is the Assassin that we’ve all been looking for. Especially for those High Powered Forwards taht your opponent controls. All you need to do is find a way to get Wol to deal damage to your opponent.

And, luckily he can do that all by himself. As long as you have Crystals.

Cause you can just use that Crystal to give Wol the ability that states “Wol cannot be blocked”.

I’m already counting my Crystals.

 

29-043R – Aerith

I’m trying to figure this one out.

If a Final Fantasy VII Character is put from your hand or deck into the Break Zone you get to add it back to your hand.

Does that mean, when you pay for a S ability that the card will come back to your hand? If it does then this card is awesome.

If not, and if it’s only to protect your hand from turbo discard then that is good as well.

I would like to see this card in action before I decide if I like it or not.

 

29-044C – Elmyra EX

We have a new job. Sector Five Undercity Resident.

Yeah, that’s it.

Elmyra will search for Aerith.

Elmyra can also protect Aerith whenever she is chosen by your opponent’s abilities.

You can also search for Aerith off of the EX Burst.

 

29-045C – Dancer

Dancer comes right in and reveals the top 5 cards of your deck in search for a 3 cost Forward. Yes, she’s looking for a partner. Ok, that wasn’t my best work. But, that’s besides the point.

If you do find a 3 cost Forward, Dancer just became a 2 cost Forward.

Dancer will activate at the end of your turn. This way you’ll always have a blocker ready to go.

 

 

 

29-046L – Garuda (XVI)

This is not bad. I actually had the Benedikta/Garuda duo in my prerelease deck. Sadly, I didn’t have enough WInd cards in that deck to actually make use of it.

If you’re running Mono-Wind on the other hand, this is a no Brainer.

You play Benedikta, you Prime into Garuda, and you play one of the 2 cards from the top of your deck. And if Garuda deals damage to your opponent, you can run that ability again. And, again.

Aerial Blast? If you have the CP go for it. But, if your opponent finds a way to block it, then you’ll be out of luck as it might leave you with no way to counter if this ability gets blocked or canceled.

Still, it’s a good choice if you have your opponent with 6 points of damage and a big front line.

29-047C – Chloe

And, you thought that, that was it with the Chocobo support.

Guess you were wrong. So was I.

Chloe comes in and every time a Chocobo enters the field she activates. Yes, this only trigger once per turn but, that’s all you’ll need.

Why?

Because, you’re activating her, just to use her ability, which is granting a Character protection from your opponent’s abilities. And, that protection is called, not being able to be chosen by those abilities.

At 2CP, this is a good choice. A great choice.

29-048C – Billy

Oh wow. How is this a common?

Billy comes in for 5CP, Billy searches for a Chocobo of 3CP or less and plays it onto the field. You’ll probably search for Chocobo (6-050) Cause why wouldn’t you? And, if you don’t, I’d like to know which Chocobo you’re searching for.

Oh, and let’s not forget that all your Chocobos gain +3000 power.

And, once again. How is this a Common?

 

 

29-049H – Sophia (SOPFFO)

Sophia is ready to give Stranger of Paradise a shield. One that will reduce damage dealt to SOPFFO Forwards by 1000. Which is good, that could be the difference your Forwards need to not break.

At 4CP, Sophia comes in and grabs a Wind Character from your Break Zone and plays it on to the field. 4CP = 2 casts.

Yes, you’ll need another Stranger on the field for this to work, but you’re probably already have a couple if you’re reading this.

 

 

29-050C – Chocobo

I’d like to see Chocobos make a comeback, and this card, just might help.

First off it’s a Chocobo, and for 3CP you get a Forward with 7000 power. Once Chocobo comes in you can dull a Wind Forward, and that will give Chocobo Haste.

Chocobo can now attack, and when it does, you will look at the top 3 cards of your deck, and add a Chocobo to your hand, bringing Chocobo’s cost down to 1CP.

Pair this with a whole bunch of other Chocobo’s, A Bartz, and that Ace LB from Hidden Hope, and you’ll be set.

 

29-051C – Stray Chocobo

Are you seeing what I’m seeing?

Stray Chocobo, is the perfect Wind Forward to dull when Chocobo 25-050C enters the field.

Why?

Because as soon as you dull Stray Chocobo, Stray Chocobo will activate itself. And that’s not the only thing, Stray Chocobo will also give one of your Forwards +1000 power until the end of the turn.

And, you can give that +1000 power to Chocobo, as it gets ready to attack now that it has Haste.

 

29-052H – Bartz

And, the list goes on.

Bartz enters the field and grabs 2 Chocobos from the Break Zone. And you better be grabbing Stray Chocobo, and then any other Chocobo it doesn’t matter which one, because you’re just going to use it to pay for the cost to cast Stray Chocobo.

Why?

Because when you dull a Chocobo, Bartz gains Haste, and his power becomes 9000. Meaning Bartz can attack, and whenever a Forward you control attacks you can choose one of your opponent’s Forwards and deal it 4000 damage.

Meaning, that if you have a swarm of Chocobos on the field, you can ping to victory!

29-053R – Benedikta

A 4 cost Forward with 8000 power. Pretty normal.

Benedikta comes in and activates 2 of your Wind Backups. And then you can use those Backups to pay the cost to Prime her into Garuda. And what does Garuda do? Well, I heven’t seen it yet.

But, we’re pretty sure it’ll be something good.

Plus Benedikta gains Haste if any Eikon has been removed from the game.

 

 

29-054R – Great Malboro

This is a slight setback for your opponent.

Great Malboro comes in and you will remove 2 cards from your opponent’s hand from the game. The good thing is that you get to take a look at their hand. This way you know what they have, and once you remove those 2 cards, they won’t be able to get them back until the end of their turn.

Meaning that you will know what they can counter, and most of what their next play looks like.

Plus, if you have 5 Backups Great Malboro becomes a Forward, and you can use him to block attacks left and right unitl it is sent to the Break Zone.

After that, you can just play another Great Malboro.

29-055C/15-058C – Dragoon

A lot has changed since Crystal Dominion came out.

But, Dragoon stays the same. Other than the Kain part, we’re sticking to this.

“You’ll need Dragoon to keep Kain on your side.

Other than that he enters the field. Gives you a Crystal. And finally you put him in the Break Zone and he gives 1 Forward First Strike.”

 

 

29-056R – Lucil

Yes, If you’re playing Chocobos, you’re playing Lucil. No questions asked. Period.

Why?

It’s simple really, Lucil is a free play. Once you have 3 Chocobos on the field, Lucil will come in and you will draw a card. Which in turn will be the 2CP that you paid to cast Lucil.

Not only that, you can dull a Chocobo *cough Stray Chocobo cough cough* to make Lucil an 8000 powered Forward.

Add in the Rubi Asami art, and I’ll take 3 Full Arts.

 

29-057L – Luso

Yes, 8CP might seem like a lot to pay for a 5K body, but look at what you’re getting.

You get to search for 3 Forwards that cost 6CP all together. Meaning that you’re paying 2CP for Luso. And, that is cheap. Cause, you’re filling up your board. And they can be any element that you’d like. No restrictions here. Except that they have to be Final Fantasy Tactics Advance 2 Forwards.

Luso can also give Haste to a FFTA2 Forward whenever he attacks.

What’s not to like?

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Blissful Fire

29-001R/26-003R – Ifrit (XVI)

Really?

We’re starting off with reprint?

I’ll just give you what we said back when Gunslinger in the Abyss came out.

“Priming is back, and it looks like it’s better than ever.

That’s not saying much as this is the second set that we have that has Priming.

Either way, Ifrit needs to be Primed into, by Clive.

First off, when Ifrit is blocked or if he is chosen by an ability, Ifrit deal your opponent 1 point of damage. That means that your opponent will need to find a way to get rid of Ifrit A.S.A.P.

We’re not done yet.

If Clive has primed into Ifrit, Ifrit is nearly untouchable. Because, all damage dealt to Ifrit that is less than Ifrit’s power becomes a big fat 0. Zero! Zero!

Can’t say I didn’t warn you.”

29-002R – Wol

How many Wols are there in this set?

I’ve seen a couple already, and I’m sure I’ll see at least another 3.

But, this one is good. Especially with Samurais. You can just throw him in that deck alongside Tenzen.

Wol comes in with Brave and a 9K body, ready to take down your opponent’s Forwards and also block their attacks.

Let’s not forget about Wol’s Crystal ability which allows you to play a Fire Forward that costs 4CP or less from your hand on to the field. And, you can use that once per turn as long as you have Crystals to pay for it.

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29-003R – Chimera

Decent Monster that becomes a Forward.

And, that means that even if Chimera never becomes a Forward, you’ll still get to use it’s ability thatdeals 7000 damage to a Forward.

Turning Chimera into a Forward is great, as it has an 8K body.

But, if you don’t have 5 Backups on the board, well then, Chimera will just hang out.

And, from the looks of it, we have plenty of Monsters that will become forwards at 5 Backups in this set.

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29-004C – Clive

Well it’s not the Clive we all know.

Clive let’s you draw a card when he or any other Final Fantasy XVI Forward enters the field. And, yes this includes Prime, or at least I would think so. And, once you see what you got, you will put a card from your hand at the bottom of your deck.

Hey, at least it’s not discard a card.

Other than that, Clive has 7000 power and costs 3CP.

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29-005L – Cloud

Beautiful card.

I think I already have this artwork on another card from some old Final Fantasy Art cards. I can’t remember from where, but it’s somewhere, unless we sold it already.

Anyways, on to the card.

When cloud enters the field you can remove 3 Fire or FFVII cards from your Break Zone, and you get to play a weakling. Yes, a weakling. Up to 2CP, and up to 5000 power. I’m sure their are great cards for this, especially since Cloud is a Warrior, and Warrior decks are all that and stuff.

But, we’re not here to talk about that.

We’re here to talk about Power Cleave/Spell Blade.

One ability.
2 Forwards.
Broken.

That sounded better in my head.

29-006C – Samurai

This isn’t bad at all.

4CP to grab a Fire Character from your Break Zone? Sure, this way you can grab Cloud, and use that S ability a couple more times.

But, if you don’t want to grab CLoud, you can always grab a Samurai, and that Samurai will deal one of your opponent’s Forward 3000 damage.

Yep, sounds good.

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29-007C-15-007C – Samurai

Another reprint, but we should have been expecting this one. This Samurai, alongside the other 5 Standard Units, all do the same thing. They give you a Crystal.

And, since we’ve been talking about this card since Crystal Dominion came out, I’ll just leave it at that.

I’m just trying to fill this up with words, so it looks like we have something important to say.

 

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29-008L – Zidane

How many cards, can you cast per turn? Zidane here, will deal 5000 damage for everycard that you cast that was removed from the game. Makes sence?

For 2CP you get a 5k body. And a great ability.

Zidane removes cards from the game. The top 2 cards of your deck to be exact, when he enters the field, and whenever Zidane attacks. You can then play those cards during your turn and deal 5K damage.

You can also pair this with a little Summon called Mind Flayer, which will help with removing your opponent’s cards from the game. And, you still will get the damage Zidane will deal when they come into the field.

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29-009H – Cid Highwind

Cid can Pilot your deck for you. Or at least he can start you off to where you want to go.

Cid comes in and you can play a Final Fantasy VII Forward that costs 4CP or less (*cough Cloud *cough cough) from your hand and play it to the field.

And, whenever another Final Fantasy VII Character enters the field you draw a card. So, 7CP – 4CP = 3CP + 2CP from the card you just drew, Cid’s total cost came down to 1CP. You’ll be positive CP once you play another Final Fantasy VII Forward.

And, a 9K body, Cid will stick around for a while.

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29-010C – Joshua

We already know that Joshua will Prime into Phoenix. But is he playable by himself?

Actually, yes.

For 2CP you can play Joshua and then you can discard a card. Then you get to deal 7000 damage to a Forward. Possible breaking it.

Once that is done, you can them Prime into Phoenix.

We’ll see what Phoenix does when we get to it.

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29-011H – Tifa

Cloud makes a lot more sense now.

Tifa comes in with Haste, and every time she attacks, you can deal a Forward 1000 damage for every Final Fantasy VII Character that is on your field.

Rise and Fall, deals a Forward 3000 damage, and you get to draw a card. You can use this ability up to 3 times this turn. For a total of 9000 damage. This will be used mostly for a bit of ping damage here and there.

But, you won’t be using that, you’ll be using Tifa for Cloud’s S ability.

Cid Highwind >> Cloud >> Tifa >> Cloud’s S ability

29-012H – Neon

Neon is trying to take the place of Amaterasu, and if this card comes in a Full Art as well, which I think it will, you’ll be seeing a big spike in that card.

Neon comes right in for 3CP, and if you have another Strangers of Paradise Character on the field, she will deal a Forward 9000 damage.

But, Amaterasu is a Summon.

Yes, you are correct, but take a look at Neon’s Signature ability.

It’s not cancelling an ability, it’s just changing the damage dealt to your Forward to 0. A big fat 0. Neon is trying but she isn’t taking Amaterasu’s place. And that just means that they can both work together, and Fire’s aggro will be unstoppable.

29-013H – Bahamut

This is a pretty decent Summon, although you can’t cast it as a counter attack, on one of your opponent’s attacks, you can still cause some damage here.

Bahamut deals one of your opponent’s Forwards 10,0000 damage. And, when that Forward is put into the Break Zone, during this turn. You’ll deal your opponent a point of damage as well. As long as they have 5 points of damage or less.

Now you might say that Bahamut costs 6CP and that, that might be a lot to pay, but look at what you’re getting.

Plus let’s not forget about Fang and Caius. Fang can reduce the cost to cast Bahamut by 2CP, and Caius will reduce the cost by 5CP. Caius also searches for Bahamut.

Just throwing that out there.

29-014R – Palom

We have the twins back doing what the twins do best. Twincast.

Well that’s the one option. If you have both Palom and Porom on the field, you can use Palom’s ability and deal one of your opponent’s Forwards 20,000 damage.

If not then you can just use Palom’s first ability and deal 5000, which is still good, depending on what you’re targeting.

Plus, you get a 2 cost Backup that will stick around until you need to use his abilities.

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29-015C – Faris

Oh, wow.

Look at that artwork! It looks like modern day Amano art.

Faris comes in and grabs a Fire or a Water Forward from your Break Zone and plays it straight to the field.

This is not bad at all, you can even throw Faris in your new Final Fantasy VII deck so she can grab Tifa, when your opponent breaks her.

And, after you grabbed that card from the Break Zone, Faris stays on the field as a 8K body. Attacking and Blocking until she is sent to the Break Zone.

You can then replay Faris.

29-016R/26-018H – Phoenix (XVI)

26-018H – Phoenix (XVI)\par

“Phoenix is ready to raise the dead … err the Knocked Out?

Of course your going to prime into Phoenix, cause if you don’t, well, there’s no point in playing this card.

Once Joshua primes into Phoenix, you’ll reveal the top 4 cards of your deck and add a couple of Fire cards or Final Fantasy XVI cards to your hand. Any cards, doesn’t have to be a Character, a Forward, a Summon, or a Monster or anything. just pick the two that you prefer.

Joshua and Phoenix will do well in any Mono-Fire deck. Or a FFXVI deck.

We still have Flames of Rebirth. Simply grab any Final Fantasy XVI Forward in your Break Zone and play it on to the field.

We’ll be seeing plenty of Phoenix.”

29-017C – Braska’s Final Aeon EX

I’m trying to see if it’s worth paying 9CP for Jecht … I mean Braska’s final Aeon.

When Jecht enters the field or leaves the field you will deal one of your opponent’s Forwards 8000 damage. That’s double dipping here.

I would say this is the Prime example of a Meat Shield. 9000 power, and when Braska’s Final Aeon is sent to the Break Zone, he’ll probably take another Forward with him.

If only Braska Could Prime into his Final Aeon.

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29-018C – Bomb

We got a new Bomb!

And this one is pretty Bombesque. If that makes any sense.

Bomb comes in and does nothing. For now.

Bomb is actually a ticking time bomb, waiting for the moment that you will trigger it. And when you do, Bomb will deal a Forward 4000 damage and it will also draw a card for you.

You can’t go wrong with this one.

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29-019C – Lann

I like this.

+1000 power to all the WoFF Forwards. You can’t go wrong with that.

Plus, Lann gives Reynn Haste.

If you’re playing WoFF, it’ll be a good idea to add Lann to your deck.

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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?