27-001R – AuronAuron is sitting in your back line ready to boost one of your Forwards.
Yes, that Forward need to be blocking an attack, in order for him to get the buff. And, that also means that after you declare the block, your opponent has to do something in order for you to be able to use Auron’s ability.
When all that is said and done, Auron will give your Forward a 7000 power buff to help him block your opponent’s attack.
Hopefully you’ll break that Forward.
27-002H – Ifrit EX
For 1CP, this is a great card. I’ll take 3, and from the looks of it, I sense a Full Art. If there is no Full Art we will riot!
Choose a Forward deal it 5000 damage.
If you choose to pay the extra cost of removing an Ifrit from your Break Zone deal it 8000 damage instead.
What’s not to like. I’m sure you’ll have plenty of Ifrit’s that have been summoned, with nothing to do, but wait for the game to end so they can be summoned again.
Can’t go wrong with 1CP.
And, something tells me we’re getting 1CP Hero Summons for all Elements. And, they’ll all be from Final Fantasy III.
27-003C – Viper
Lots of Final Fantasy XIV support this set. Well, what else would you think? Journey of Discovery has Krile on the box.
Viper comes in for 3CP, and deals a Forward 3000 damage.
Now if you got a Multi-Element Forward on the field, that damage becomes 7000.
After that Viper sticks around as a Meat Shield. He might even attack.
27-004C -Ace
In and out. That’s what Ace’s job is.
Ace comes in and deals 9000 damage to one of your opponent’s Forwards.
And, if that’s not enough, you can use Ace’s ability to deal 5000 damage to a Forward as well.
Yes Ace costs 6CP.
And, that is all I have to say about this card. You might be better off with a Monster that does something similar.
27-005R – Guy
Ready to bulk up your front line?
Guy is ready.
When Guy enters the field, you will play one Forward from your hand onto the field. Up to 2CP. And, it doesn’t have to be a Fire Forward, it can be any element.
That’s 2 for Tuesday, even though it’s Wednesday today.
And, that is not all, at the end of each of your turns, if you have 4 Forwards on the field, Guy will draw you a card.
Guy will keep on giving for as long as he is on the field, and at 7000 power, your opponent might have a little bit of trouble getting rid of him.
I can see all Fire decks, having at least one.
27-006R – Chaos Advent
Chaos Advent shines when he is put into the Break Zone.
Chaos Advent will reveal the top 7 cards, and you can play one Strangers of Paradise Forward onto the field.
Quick and easy.
Only set back is that, that Forward becomes a Dark card, with the Job Chaos.
Which means you’ll need a Dark Backup that allows you to play more than one Dark card at a time.
You’ll want to play this one early enough where, Chaos Advent can stick around on the field, until needed to find a Strangers of Paradise Forward.
I’m not sure if that makes sense.
27-007H – Gulool Ja Ja
Spread out the Damage when Gulool Ja Ja deals damage to a Forward, you’ll take that damage and deal it once more to another one of your opponent’s Forwards.
You can do this once per turn, so whenever Gulool Ja Ja attacks, or blocks, or when he enters the field when you have received 5 points of damage, Gulool Ja JA deals 7000 damage to one of your opponent’s Forwards, triggering his first ability.
This is an interesting card. It might be the first with this ability unless I missed something, but I think this would have stuck.
27-008C – Gladiator
This is what a Bomb Backup would look like.
And, Gladiator can work great alongside the Bombs.
Perhaps he was training near Jachol, where he learned the technique from the Bombs.
Never the less, for 2CP you get a BAckup,that will give you 1CP once per turn, and if you decide to use Gladiator’s abilty, he will send himself to the Break Zone while dealing 2000 damage to all of your opponent’s Forwards.
I’ll be using a couple of these.
27-009C – Samurai
What do we have here?
A Backup that can break a High cost Forward. And Samurai only costs 1CP! Yeah, there is an extra cost of 3CP to use his ability, and that brings you to a total of 4CP.
The only problem you’ll have is finding the Wind CP to pay for the extra cost. There are no Wind Samurais available at the moment.
But, you can always use Princess Sarah (11-128H) for that Wind CP.
27-010L – Xande
Xande is sure tired of these Warriors of Light. And, for that reason when he enters the field, Xande will cast Silence. It’s probably SIlence. All the Forwards of a Job that you name will lose all of their abilities until the end of the turn.
And we’re not even done here.
At the begining of every Attack Phase Xande will deal 9000 damage to one of your opponent’s Forwards, then you will draw a card and discard a card. And, if you discarded a Xande, you will deal 9000 damage to one of your opponent’s Forwards.
Rinse and Repeat.
Yo-u can keep dealing 9000 damage to your opponent’s Forwards for as long as you have a Xande in your hand to discard.
27-011C – Jecht
At 6CP, Jecht is a decent play.
At Warping Speed, Jecht is even better.
For a total of 2CP, you can future proof the board, cause when Jecht enters the field, you can either deal 8000 damage to one of your opponent’s Forwards, or deal 5000 to all of your opponent’s Forwards.
You’ll choose which one you would like to use once Jecht enters the field and you see what your opponent’s board looks like.
Either way, I would say this one is worth playing.
27-012H – Zell EX
Zell is ready to hopefully take down your opponent’s Forwards as soon as he comes in!
5000 damage divided up any way you would like to any number of Forwards your opponent controls.
And, if you have 4 Final Fantasy VIII Characters on the field, that damage becomes 9000. Meaning that you’ll at least break on of your opponent’s Forwards.
At 5 points of Damage Zell gains Haste.
And, let’s now forget that this ability also comes off of an EX Burst.
Zell might be useful in my Bomb deck.
27-013L – Zeromus
Why didn’t this card get the Full Art treatment. If there was any card that deserved it it would be this one.
Zeromus AKA Zemus comes in the field and does nothing. Not until your Characters are chosen by your opponent’s abilities.
When they are, Zeromus becomes the tax man, and tells your opponent to “Pay Up”. And if they don’t they’re Summon or ability will just fizzle and nothing will happen.
And that cost is pretty high. Either 4CP or a Crystal. If they have an abundance of Crystals they’ll be good to go, if not, then Zeromus will be depleting you’re opponents resources. Their top priority will be to find a way to get rid of Zeromus, allowing you to build your board as you see fit.
How much power does Zeromus have? 8000? Maybe, just maybe, Grenade (5-008R) will become even more useful.
27-014H – Terra
Custom Art? Check.
Let’s see what else she does.
Terra enters the field and you reveal the top 2 cards of your deck. You can grab up to 2 cards. One a Fire card, and the other can be either Wind or Lightning. The cards you don’t grab are sent to the Break Zone.
So far so good, you might actually get a Free Play with Terra.
And, we’re not done yet. Whenever you cast a Wind or Lightning card, Terra can deal 8000 damage to one of your opponent’s Forwards. Terra does need to be Active for this ability to take effect.
Other than that Terra has 5000 power, but you’ll most likely keep her active to start dealing 8000 damage left and right.
27-015R – Bakool Ja Ja
Need reinforcement that will be on call?
Bakool Ja Ja is ready to help you out with that.
When he enters the field, and leaves the field, you will remove the top card of your deck from the field, and it will be on standby. Not taking up space in your hand. Just in Purgatory, waiting to see, if you will use it during this game.
Now let’s think about it for a second.
Your best bet would be if a Summon was removed from the game, a constant reminder to your opponent not to do anything stupid.
They always said two heads are better than one.
27-016C – Fire Elemental
Here’s a Monster that will do damage on the way in and on the way out.
When Fire Elemental enters the field, it’s do 5000 damage to one Forward.
When Fire Elemental is put into the Break Zone it’ll deal a Forward 8000 damage.
Not bad, but not great either.
I have a feeling we’ll be getting at least three more of these Monsters, and the other two will have a different name. And, they won’t be from Strangers of Paradise.
27-017R – Luneth
Weren’t we just talking about Warriors of Light?
Well, Xande won’t get much done with Luneth.
When Luneth enters the field, you’ll reveal the top card of your deck, and if it’s a Character, and costs under 3CP, you get to play it on to the field.
Doesn’t matter who it is. Doesn’t matter what element it is. You will play that card onto the field. What’s the chances of you hitting a target Character? Pretty good, cause you’ll be putting your deck together.
Minuet? Luneth grants Haste to all of your low cost Forwards.
Fill your deck up with cards that cost 3CP or less, and “Luneth don’t miss.”
And, this is just a Rare?
27-018C – General Leo
Here’s your Buy One Get One Free Card!
When General Leo enters the field you can play a Standard Unit from your hand on to the field. Up to 5CP. What Standard Units do you play? I’d say it depends on what you’re trying to do, but since General Leo doesn’t specify Element, you can cast any Standard Unit that you would like.
His action ability, is just a little ping of damage, but sometimes that’s all you need.
At the end of the day, General Leo has a 9K body ready to go.
Let’s see what General Leo can do. You play General Leo, Paladin (22-101C) who will play a 2CP Forward from your Break Zone. You’ll grab Sol (16-013H) pay a Crystal and play a 4CP Forward from your hand. Yuna (27-129S) is up next allowing you to play a 3CP Forward. and so forth.
So far we got 4 Forwards on the field for 5CP. 5 if you add in the one that Yuna brings in. I know it’s highly unlikely that this will happen in a game, considering your deck and RNG, but the possibilities are there. And if it finally does happen, you just pulled off the heist of the century. Or at least the heist of Opus XXVII.

21-081L – Irvine
21-082C – Red Mage
21-083H – Ace
21-084H – Odin
21-085H – Emperor Gestahl
21-086C – Gunbreaker
21-087C – Machinist
21-088C – Gilgamesh
21-089R – Queen
21-090R – Cloud
21-091C – Black Knight
21-092R – Man in Black
12-093L – Xande
21-094C – Shantotto
21-095C – Trey EX
21-096R – Nine
21-097R – Neilikka
21-098R – Palom
21-099H – Firion
21-100C – Dragoon
18-107L – Akstar

18-109C – Snow
18-111L – Basch
18-113H – Cid Haze
18-115L – Melvien
18-117H – Lightning
18-119C – Chelinka
18-121L – Fran
18-123L – Sonon EX
18-125H – Onion Knight
18-127C – Lilisette
18-129C – Jecht
13-001R – Irvine
13-002L – Akstar
13-003C – Imaginary Soldier
13-004C – Clavat
13-005C – Black Mage
13-006C – Xande
13-007R – Cinque
13-008R – Vermilion Bird l’Cie Caetuna
13-009H – Selphie
13-010C – Onion Knight (FFT)
13-011C – Iron Giant
13-012R – Bahamut EX
13-013C – Palom
13-014R – Larkeicus
13-015C – Luneth
13-016H – Rubicante
13-017H – Rain