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From Nightmares – Howling Winds

19-035R – Alexander

Free for a limited time only. The Wind Forward you played this turn has paid for the Summon.

If you think about it you can actually play 3 in a row, if you have them in your hand.

The choice is yours on what Alexander will do. Break a high cost Forward, or Break a Monster and draw 1 card.

Doesn’t a Hope search for Alexander? Can’t remember which one, but there’s your free play right there.

19-036L – Vayne

A what now?

Your warp speed has just gotten faster.

Prepare Ship for Ludicrous Speed!!!

Cause that’s how fast we’ll be traveling with Vayne.

When he enters the field or at the beginning of each of your turns, Vayne will be removing Warp counters from Characters that are Warping.

Have the Characters will get Warp in by the next turn or 2, and before you know it, they’ll be on the board and have all their abilities going off, you won’t know which way anything is heading.

I’ll take 3, thank you very much.

19-037R – Wol

Wol is now acting a Furr …. I mean Cosplayer.

Wearing the Moogle Suit, and depending on how many Elements are in your field. Wol will allow you to search for a Multi-Element Forward.

I don’t really see much going for this card other than the fact that he can pay for the other Wol’s S-ability.

 

 

19-038R – Evrae

I remember playing this card at Pre-Release.

Evrae allows you to activate a Backup you control, and with Zu that will turn into a Forward when one of your Characters Activates, this is a good play. As activating Backups is always a good thing.

 

 

 

19-039R – Emerald Weapon

Emerald Weapon was much easier to beat than Ruby Weapon. If you had Knights of the Round Maxed out with W-Summon, you didn’t even need to have the Underwater Materia.

This 5CP Wind Forward with 9000 power will be a nightmare as your opponent won’t be able to keep him off the field, as he’ll be able to keep coming back for 1CP. Only way to break him is by blocking his attack.

Emerald Big Bang, is a high cost S-ability that can deal up to 10,000 damage to all of your opponents Forwards.
I think I like it. I’ll have to try it out though, see how well it works.

19-040C – Thief

Just your Common Thief, but a pretty good one.

Won’t take damage from your opponents abilities. This 4 cost has an 8K body, which is pretty high for a thief, but we’re not complaining.

The reason you’ll want to play this card is because, if you pay for Thief with at least 3 elements, your opponent will put the top 3 cards of their deck into the Break Zone.

Do that 3 times, and you might be able to make your opponent run out of cards.

19-041H – Cid Highwind

I mean this is very interesting. I haven’t checked yet, but I’m sure it’ll be in plenty of FFVII decks.

Cid Highwind, allows you to return an FFVII Character to your hand, and let’s you choose 2 Characters to Activate.

I’m sure there are plenty of Category FFVII entry abilities that you’d like to use at least once per turn. Like the Ice Sephiroth in this set. If you can send him to your hand once per turn, and you’re at 6 points of damage, you’ll be able to play Sephiroth at no cost, while activating 2 of your Characters.

I mean, it could work. It could work perfectly.

I like it.

19-042C – White Mage

Although the art has been reused, I’m pretty sure some other art has been reused as well in previous Opuses? Opera? Opi?
Well at 3 points of Damage, White Mage is a free play. And once he’s in you can use his ability to bring back a Multi-Element Forward from the Break Zone.

White Mage has one job and he does it well.

Cast Revive on a broken Character.

 

19-043C – Zu

Well, this monster does seem to fit well with Wind.

Considering that Wind usually has a way to reactivate Character’s with Summons and abilities.

Zu is a monster that will most likely become a Forward whenever a Character reactivates. Zu is more of a Backup Forward, than a Monster as he can come out in a pinch and either attack or block. Whichever one is needed at the moment.

Maybe it’ll see play, maybe it won’t.

I’m caught somewhere in the middle here.

19-044R – Sarah (MOBIUS)

Another Sarah, but this one is a Backup and not a Legend.

The Raven Peeress gives all your Category MOBIUS Forward +1000 power.

I always like these cards as they give your whole front line a boost.

 

 

 

19-045H – Sophie

Sophie has no use for Vayne, she is a Freelancer she works independently regardless of Faction. I don’t know where I’m going with this.

But, for 4 CP and 3 other Forwards on the field, Sophie can well become a danger to your opponent. If only for a turn.
Break a Monster, activate all your Backups, and give Sophie +2K power and Haste.

She can also come in with Warp, in which you will only pay 1CP for her, and you will wait for only 1 turn.

Maybe we do need Vayne. She’ll come in during your opponents turn and cause some damage. She will also Activate all your Backups, so you will be able to cast Summons and abilities as well, in order to protect yourself.

Yes, I’ll take it. 3 please and 3 Vaynes just to be on the safe side.

19-046C – Buddy

A searcher for FFX Backups. Why search for Backups? Cause you always need more Backups.

One thing is for sure. If you’re playing a FFX deck you’ll be playing Buddy. If only to search for Brother, to search for Opus XVI Tidus. Cause who isn’t playing that card.

 

 

 

19-047C – Gramps EX

This is the card you’ll want to hold on to the end. Or to your end. And when you do have those 5 points of Damage, you probably aren’t going to have this card on hand. You’ll have 3 copies in your Break Zone.

If you do manage to grab a copy when the time is right, Gramps will Break a Forward of 4CP or more.

 

 

19-048C – Bartz

Don’t know what to play, just play Bartz. That way on your next turn, you can put him at the bottom of your deck, and hopefully draw the cards you really need. If not, play Buddy to search for a FFX Backup that will find Tidus.

 

 

 

 

19-049R – Makki-Chebukki

This is actually very interesting.

Makki-Chebukki will cause your opponent to discard the top card of their deck. Once per turn.

Think about it. If you have Makki-Chebukki on the field from turn 1, every turn that goes by, your opponent will be putting their top card in the Break Zone.

That means they might be losing all the cards that they’ll need in order to make their game plan work. That and they’ll have less cards to play with, and will run out of cards faster.

19-050C – Matoya

If you have the extra CP Matoya might be a good play.

You’ll be able to Break a Forward when she enters the field. It’ll turn a pesky big body into a smaller body, that likely will not be able to block a big body of your own. If that makes any sense.

She might be a good addition to a Dancer deck. Are there enough Dancer’s to make one?

There are 12 Job Dancers and 6 of them are Penelo, 2 are Matoya and another 2 are Lilisette. After that there are 8 generic Dancers which can round up your deck. If any one makes one let me know so I can check it out.

19-051C – Rikku

So, many Rikkus, but only one on the field.

Depending on what you’re playing this one isn’t bad. It’s not great, but for what she does, she does it good.

Rikku can produce any element when paying for a Category X card. Which is always a good thing. This cards biggest problem is that it’s Rikku. You could have named this card Generic NPC from FFX and it would have been 10 times better. Simply for the fact that you can play a Rikku and this card at the same time.

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From Nightmares – Winter is Coming

19-018R – Waltril

A 2 cost Forward with 5000 power. I mean, cheap to play. Can block a Forward, might deal damage to your opponent.
And, at the end of each of your turns, you gain a Crystal.

 

 

 

 

19-019R – Vincent

I was writing a whole paragraph, and then I realized I read the card wrong.

Vincent Freezes Backups when he enters the field. I was reading Forwards for some reason.

This is actually a great card, in my opinion. Vincent comes in Freezes 3 Backups, blocks a Forward and gets broken.
After that replay Vincent for some more Frozen Backups.

Find a way to keep getting Vincent back, and you’ll be giving your opponent a hard time.

Might be a good fit for that Shinra deck.

19-020H – Umaro

The Abdominal Snow Man, or just plain Yeti.

Umaro has Brave and he just wants to attack your opponents Forwards, he doesn’t even want to come onto the field, just straight to the Break Zone and deal a Forward 8000 damage.

Once he’s in the Break Zone, you can discard 2 FFVI cards and play him onto the field.

This will work in any FFVI deck. You don’t even need to have the right elements to play Umaro.

Just Throw Umaro into the Break Zone, and then pay the cost with 2 Category VI Characters and you are set.

19-021C – Cloud of Darkness

Pesky Monsters bothering you?

Take them out with this Cloud of Darkness. For only 5CP, you get to choose one of your opponents Monsters and break it.

While she already has the fire power. At 3 points of Darkness … I mean damage. Cloud of Darkness gains Brave. Giving you an extra blocker.

 

 

19-022R – Shiva

FREE SUMMON!!!

Yes, we’ll take 3 please.

When Shiva is cast, select 1 Forward. Dull and Freeze.

And, if you already played an Ice Forward, she’s free.

Simple as that.

Oh, and you get to draw 1 card.

19-023C – Snow

Discard and gain more power.

Snow can fit into any Discard deck.

If your opponent has 1 card or less in their hand, Snow gains+2K power.

And, when Snow blocks your opponent discards a card.

“With more discard comes more power.”

 

19-024L – Sarah (MOBIUS)

“Sarah can’t attack,
Sarah can’t block,
the only thing about her is the way that she stops”

Auto-abilities that is.

Well, not necessarily, but she might.

If one of your opponents Auto-abilities goes off, they’ll have to pay 2CP or else it will cancel.

Other than that, Sarah’s other abilities are, dulling 2 Forwards, and giving a Forward +2000 power.

19-025R – Sephiroth

Technically, you can play Sephiroth for free, but I don’t think you’ll want to wait until you have received 6 points of damage to do so.

Either way, his entry ability is pretty good, but at what cost?

Would you pay 6CP to Break a dull Forward at the beginning of your game, or would you wait until the cost is more reasonable.

Personally, I think there are better choices for this ability.

Oh, and he does have Back Attack

19-026H – Curlax

Here’s a card that will help Snow out. All you have to do is … oh, wait. It’s any Dream Stooge. If a Dream Stooge is sent to the Break Zone, your opponent discards 1 card. And, once there sent, they can be brought back by Laragorn.

Other than that, once per turn, if you control all 3 Dream Stooges, you can Dull and Freeze 1 Forward.

I really like the Dream Stooges. I’m going to give them a go.

 

19-027R – Chocobo Eater

Simple Monster that does some damage in the form of removal.

Once he enters the field, Chocobo Eater will remove a low cost Forward from the game, for as long as he is on the field.

If nothing else, Chocobo Eater will just stall your opponent for a bit. Unless that’s the only copy of the Forward that they’re playing. Even then, it probably isn’t that important to their deck.

It’s still a cheap play, with a good ability.

19-028C – Terra EX

Did you just cast Shiva, and now need to bring her back to cast her again for free?

Well Terra here, can dig through the Break Zone and find her. Not just Shiva, but any Summon you need to look for.

4 cost Backup, and if you don’t need to grab a Summon you can deal 8K damage to a dull Forward.

Is there a way to bounce Backups?

 

19-029C – Tohno

You can use a little Tohno in your deck.

Tohno comes in with an enter the field ability which lets you Freeze a Forward. Doesn’t have to be your opponents Forward either. But, why would you want to Freeze your own Forward.

What I like about this card is that you can send Tohno to the Break Zone. That way your opponent will discard a card, and you can play another Backup.

It’s called Backup Management.

If you have any complaints, don’t tell me about them.

19-030R – Norschtalen

If you have Waltrill in the set, you know that Norschtalen isn’t too far behind.

A nice little combo, as Norschtalen allows you to play Waltril straight from the Break Zone. And, if Waltril is not in the Break Zone, you can just grab a Crystal Chronicles Character instead.

For 2CP, Norschtalen is also a decent blocker.

 

 

19-031C – Flan

Cheap card to play.

1CP Monster that can become a Forward for an additional 0CP. Quick blocker if you need it, or just an attacker when your opponent runs out of Forwards.

Plus, Flan recycles itself, as when he is sent to the Break Zone you can search for another Flan and add it to your hand.

 

 

19-032C – Yuke

Yuke and the Multi Element Payment. MEP. I’m going to claim that term. Let’s see if it catches on. Probably not.

When Yuke enters, if you used 3 different Elements for your MEP, you get to dull 1 Forward.

Other than that he has First Strike.

 

 

19-033C – Lean

Discard = no cards in your opponents hand.

And that’s where Lean comes in. IF you decide to play him. For when he enters the field, and your opponent has no cards in their hand, you can search for a card and add it to your hand.

The good thing is that you can search for any card. be it Character or Summon. Forward or Backup, or even a Monster.
What card you search for is up to you.

 

19-034C – Nu Mou

Like Nu Mou here. If you already read Lean, you know that Nu Mou can help you achieve the goal of your opponent having no cards in their hand. Sure, you need to have received 3 points of damage for your opponent to discard a card when he enters the field, but if you’re playing Discard, you’re going to surely have more cards that will make your opponent discard all their cards.

And, if they know you’re playing Discard, your opponent will most likely be trying to get rid of all their cards so you won’t be forcing them to discard any cards.

Makes sense?

I hope so.

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Resurgence of Power – Mixing Elements

18-107L – Akstar

A is for Akstar, and he learned the 3-step. I was surprised myself but it’s true. Akstar can dance the Waltz. Just look at all those 3s.

First off Akstar comes in and Dull/Freezes all the Forwards, including your own, that don’t cost 3CP.

When he comes in you can also play a 3 cost Ice or Fire Forward onto the field.

And when he attacks or enters the field you deal 1 Forward 3000 damage for all the 3 cost Forwards that you control.
That’s a whole lot of 3s. Even Akstar himself costs 3CP.

Are we getting new deck ideas, where every card in your hand costs 3CP? Can it work? Someone make this happen.

18-108H – Caius

It seems like Caius cards always have a drawback to them.

Sure, you can get a 2 cost 9K body, but you’ll have to discard your hand when he enters the field.

What can we do then?

Just play your whole hand, and then play Caius last.

Let’s look at his abilities. Whenever Caius attacks, you can either have your opponent discard a card, or double the damage Caius deals either to a Forward or your opponent.

He also comes in with Brave. I might have to try this card out and see how it works.

18-109C – Snow

Snow allows you to possibly cast an extra XIII card, when he enters the field and each time he attacks. Though, you’re not drawing the card, you’re actually removing it from the game, and if you don’t cast it this turn, you will lose it.

You basically have a 50/50 chance of casting or removing.

And, at 3 points of damage, Snow gains Haste and +3000 power.

 

 

18-110H – Xande

Ok, so, we’ll be playing Xande towards the end of our turn. Trying to get as many cards in the Break Zone so we can deal 9000 damage to as many Forwards as we possibly can. 4CP will already be 2 Characters. And if you play any other cards before hand, count those Characters as well.

You can also play Xande from the Break Zone, for the cost of 2CP and 5 Backups. Is it worth it? or are you better off just playing Xande from your hand?

Those 5 Backups are 5 Forwards that you can deal damage to.

 

18-111L – Basch

The question is, Is it worth 1 point of damage to search for a Fire or Earth Character?

I’m sure there are plenty of other cards that will search for the card that you’re looking for, without getting a point of damage.

3 points of damage, Basch gains +1000 power and Brave.

5 points of damage, when Basch attacks you deal 8000 damage to 1 Forward.

You do have an incentive to receive that 1 point of damage. Early on it might be a good idea to use it, but later on I would pass.

Or you can just not pay the extra cost, and play Basch as is.

18-112C – Leon

It looks like more and more cards are dealing you a point of damage.

Just how backed up to the wall do you want to be?

Sure, some cards excel when you’re fighting everything off at 6 points of damage, but why would you need to get there in order to hope that you win.

Anyways, Leon here comes in with Brave.

 

18-113H – Cid Haze

Cid comes in and gives you the ammunition to use his ability on the same turn that he comes in. Reducing the cost of casting your next card by 2. It doesn’t say it cannot become 0, so your next card could be free. After that you play 1 more card.

Once you’ve played your third card, and enter your Attack Phase, you choose 2 of your opponents Characters and you dull and Freeze them.

Farewell to the Blockers that your opponent has set up. At least for this turn.

 

18-114C – Maria

I would be trying to get Maria onto the field as soon as possible. And then just trying to find a way to send her to the Break Zone.

Worst thing that could happen is you block a Forward and your opponent discards a card.

Or, you block a Forward and activate all your Characters. Win/Win

 

 

18-115L – Melvien

I would put Melvien in the same category as Opus XVI Tidus. Even if she is put in the Break Zone, your opponent will never really be able to truly get rid of her.

Every time Melvien is put into the Break Zone, you can simply remove her from the game and put 2 Warp Counters on her. 2 turns later she comes back into the field.

And, every time she enters the field, you can Activate 2 of your Backups and Freeze up to 2 of your opponents Backups.
Not much else to say, but I like this card.

 

18-116L – Sephiroth

Kingdom Hearts Sephiroth is back. And, once again with Back Attack.

No, I didn’t plan that.

Sephiroth is coming, and he has entered Attack Mode. One Winged Angel, Demi-God, and whatever else you’d like to add.
When Sephiroth enters the field he Breaks 1 dull Forward.

And every time he attacks, your opponent will either discard 1 card, or you can Break a Forward of cost 2 or less.
Sephiroth will be leaving bodies left and right.

18-117H – Lightning

The Savior is here. For your deck, not your opponents.

Lightning comes in with Haste and starts attacking left and right, dulling, Breaking and dealing damage across the board leaving no Forward unscathed.

Well, that’s what we’re hoping for.

Every time Lightning attacks, you can pay 1CP to dull a Forward, and then pay 2CP to Break a dull Forward. Which in itself is a good reason to play this card.

I shall be trying out this card. At some point.

And if you don’t want to attack, you can use Lightning’s 3rd ability and have your opponent discard a card.

18-118C – Laguna

High cost to play Laguna, but he might be worth it.

When Laguna enters the field or attacks you can a) Deal an active Forward 5000 damage. or b) Dull a Forward.

I’m thinking there are plenty of cards that can chip away at multiple Forwards, chip damage is making a comeback. Or, maybe I’m just beginning to notice it. I can see FFVIII decks becoming stronger. Ever since Opus XVI. And now with Seifer, Fujin and Raijin, there should be plenty to play with.

Let’s not forget Satellite Laser. Well nothing to crazy, but you can deal 9000 damage to a Forward.

18-119C – Chelinka

Need to break some of these new Monsters that came out this set? Look no further than Chelinka. Chelinka Breaks a Monster when she enters the field.

You can throw her in the new Noctis deck and you’re set.

 

 

 

18-120H – Tifa

Tifa comes in a has Protect already cast on her, reducing the damage dealt to her by 2000. And, that’s a good thing. For when Tifa enters the field she goes 1-on-1 with another Forward. You can choose any Forward you would like.

Meteor Strike, is also pretty good in itself. You are able to deal 8000 damage to 3 Forwards. Cost might be a little high, but it can be worth it.

 

 

18-121L – Fran

I think I said earlier that Sky Pirates will be making a comeback. (Not in this post, probably in Wind.) And, Fran here proves it. Whenever Fran attacks, or enters the field, you can play a FF XII Character of cost 4 or less from your hand onto the field. And, Fran only costs 3CP!

Think about it, you’ll be able to build your offense faster than what you would have. A free card once per turn.

And if Balthier is on the field, Fran gains +1000 power and Brave.

Yes, I shall try out a Sky Pirate deck, all thanks to Fran.

Thank you, Fran.

18-122H – Vanille

2 cost Forward that can cancel an auto-ability. We can never have to many cards like this. Vanille is more of an insurance card. I don’t think you’d be attacking with Vanille unless you knew the attack will go through. But, you’re better off just keeping her active, in order to dull her, when an auto-ability goes off.

Sure, it won’t out right cancel it, your opponent will need to pay an extra 2CP for it to go through.

And when you’re done with Vanille, you can just chuck her to the Break Zone to grab a Backup.

18-123L – Sonon EX

Getting rid of your own Backups is always a plus. Especially when they come in do their on entry ability and then do nothing, but sit around.

Sonon comes in and allows you to remove 2 Backups instead of paying the cost. After that you can replay 2 new Backups and hopefully get another on entry ability.

He can also come in with Back Attack, although I don’t think I’ve ever seen anybody actually use Back Attack, but you can. You can even remove the 2 Backups during your opponents turn.

Sonon also comes in with an EX Burst, hopefully helping your Forward that is blocking or attacking overcome the other Forward.

I can see some use with Sonon.

18-124C – Billy Bob

Billy Bob comes in and let’s you grab a Forward from the Break Zone. Any Forward. Doesn’t have to be a certain Job, Element, or Category. A little different than Search your deck, but will still see plenty of use.

Best part is that Billy Bob is a Common.

After that Billy Bob just hangs out on the field with an 8K body.

 

 

18-125H – Onion Knight

Onion Knight has a lot going on for him.

First off he enters the field and either Breaks a damaged Forward, or return’s a Forward to your opponents hand. Either way your getting rid of one of your opponent’s Forwards.

The best thing though, when Onion Knight is put into the Break Zone, you can pay 1CP and search for another Onion Knight and play it onto the field.

Very Ultros if you ask me.

 

18-126L – Lightning

Another card that doesn’t want to go away.

After Lightning is sent to the Break Zone, you can pay the 2CP, remove a Lightning and an Odin from the Break Zone and then you can play Lightning onto the field.

Sure, it’s the same cost as paying Lightning on to the field, but what if you don’t have a Lightning in your hand. This way you can just simply play her, straight from the Break Zone.

She also comes in with Haste, dulls a Forward when she enters and you draw 1 card.

What’s not to like?

18-127C – Lilisette

Some of these Commons are actually really good.

Take Lilisette her, she Breaks a low cost Forward when she enters the field.

After that she can dance. And, boy does she dance. Once she’s done with her Sensual Dance, your opponents Forwards will all be week at the knees, and will have lost some of there power. Some will have lost it all.

 

 

18-128H – Arciela

How many of your cards do you want to show your opponent?

Depending on the answer, you can either deal 7000 damage to a Forward, draw a card, or both.

But do you really want to show your opponent your hand just to cast the abilities?

I think I’ll take a pass on this one.

 

18-129C – Jecht

Jecht is just a Common, but we already said we have some good Commons this set. This is another one. Once he enters the field you can pay the extra cost and give Jecht Haste, Brave and First Strike. With the 9000 body he can lay waste to a Forward, or deal your opponent a point of damage.

We also have Jecht Beam, that deals a Forward 8000 damage.

Decent card.

 

18-130L – Firion

Low cost, low power. But, if you have at least 5 Characters on the field Firion, gains Haste and whenever he attacks you draw a card.

I don’t know if you’ll be attacking much with Firion, but you can discard a card and give him +2000 power. Depending on what element the card is you can either give Firion First Strike, or activate him.

Not the greatest Legend, but could see some use.

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Resurgence of Power – Raining Water?

18-086H – Ashe EX

The Queen is here.

And if all her loyal servants are on the field. (Water Backups). She will only cost you 1CP. Which is good. With a 9K body she’ll rule over her kingdom and … well … deal a loss of power to a Forward.

2000 for each loyal servant that she has.

 

18-087C – False Hero

Really?

Discard a Manikin and play False Hero. Then play Imitation Despot and grab that Manikin back from the Break Zone.

After that False Hero gives all the other Manikins +2K power.

 

18-088R – Ingrid

This is an interesting card. Especially if you know that your opponent goes into their Break Zone to grab cards back. I know I do, sometimes.

Whenever Ingrid is sent to the Break Zone, your opponent removes all the Characters in the Break Zone from the game. Can’t grab them anymore, not for this game at least. Better luck next time, but this exorcist will exorcise the Characters back the the RFG Realm to where they belong.

Got a little off track there.

18-089H – Echidna

Echidna allows you to grab a Summon from your Break Zone. And that technically turns him into a free Monster that can come in and turn into a Forward. The cost here is different. Usually it’ll be 0CP, but for Echidna it’s a Summon card.

Now when Echidna attacks or blocks, you can draw 1 card.

You’ll be able to grab a card, once per turn.

 

18-090R – Kalmia

Losing power? Not anymore, Kalmia grants a special type of protection. No more shall you worry about your Forwards losing power to Summons and abilities.

Kalmia would still be a great addition if it were just that, but she also grants protection to your Break Zone. Your opponent will no longer be able to be chosen by your opponents Summons or abilities either.

No more fear of losing your Break Zone.

 

18-091R – Cloud of Darkness

Sometimes it seems your Forwards are outnumbered 3 to 1.

Cloud of Darkness is here to fix that.

She’ll come in and all the Forwards will go into the Break Zone, except the 1 you choose and the one your opponent chooses.

It can be a lifesaver if it’s used under the right circumstances. What are those circumstances? Well, your opponents has more Forwards than you. And, stuff.

I like it.

18-092C – Tchakka

Another Naakual.

This one would be good for a Mono-Water deck. It says so itself. All Forwards other than Water lose 1000 power. And after that, whenever Tchakka attacks, your opponents Forwards lose 2000 power.

That means every time Tchakka attacks, your Opponents might be sending cards to the Break Zone, simply because Tchakka can cast Sharknado on them. Or something like that.

18-093R – Nerine

Bring the Princess, any Princess. That way Nerine will become a much more viable Forward.

+2K power is a good thing.

Plenty of Princess’s to play 25 to be exact. Wait, no Macherie has been banned. 24.

Let’s go ahead and pick Fiona (16-118C)

When she comes in you draw a card not only from Nerine’s ability, but Fiona’s as well. Thus giving you a free Forward to play. And since she is a Forward she can be recycled. Quite easily, in fact. As if she is chosen by Summons or abilities, instead of Breaking her, Removing her from the game or whatever happens, you can simply place Fiona on the top of your deck and repeat the process.

18-094C – Geomancer

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

Cheap Backup to play.

 

 

 

18-095C – Rune Fencer

I mean, it might have some uses, probably more than I think, but, it feels like you’ll be over paying. I can see it used here and there, but not enough for someone to keep it in a deck. maybe for draft or sealed.

You do get to hit 2 Forwards for a loss of power if you pay the extra cost. 1 for 4K and 1 for 7K.

 

18-096C – Leviathan

Leviathan comes back as a Common, and that’s doesn’t matter, because Leviathan cancels out an auto-ability that comes from a Forward. And at only 3CP that’s not bad at all. It’s actually pretty good.

Now you can also pay the extra cost of removing 10 Water cards from the Break Zone and return that Forward to their owner’s hand. Making them lose the CP for playing said Forward on to the field.

What’s not to like?

18-097R – Rinoa

This is probably one of the cards that didn’t need Warp. That’s just me though.

But Rinoa comes in, and you can send a Forward to the Break Zone, if you decide to pay the extra cost.

Angelo Cannon, I remember using it back in the day I used to play FFVIII all day, but we’re not here to talk about that. Where was I? You reveal a Forward from your hand, and Angelo deals that Forwards power as Damage to another Forward.

I just confused myself.

When are we getting an Angelo card?

18-098R – Lunafreya

Make a down payment of 2CP and get 3 cards in return.

Will it pay off or will your opponent cancel out Lunafreya’s ability when she enters the field through Warp?

Also, Can you wait 4 turns for a return on your investment?

It could be worth it.

 

18-099C – Leo EX

Leo … I mean King Leo.

King Leo comes in and sends a Forward back to their owner’s hand. And, if there are a couple of Standard Units hanging out on the field, you can just put it on top of it’s owner’s deck.

Simple as that. After that Leo just gives you 1CP per turn, cause he’s like a Backup and stuff.

Now, if we can find a way to bounce him.

18-100L – Lenna

I don’t think I really read this card.

I can see why it’s a Legend. Protection for your Break Zone.

If you’re playing Mono-Water, this is great. You can bring back a Water Forward and play it straight to the field. Lost your last Emissaries Tidus somehow. Lenna shall bring him back.

Or what about Leviathan, Lord of the Whorl. That might also be a cheap way to play him.

And, I just had an OMG! moment.

Your opponent wastes all of their resources to get rid of Leviathan, and you just bring him back. Just cause you can.

Forget Tidus, I’m about to put Leviathan and Lenna in my Ultros deck.

Let’s have some fun.

18-101C – Lenne

Cheap Backup to play that allows you to draw a card if you cast a Summon this turn.

That’s about it.

 

 

 

18-102C – Wakka EX

A backup to play if you’re playing a FFX themed deck, or mostly Water.

Wakka let’s you reveal the top 3 cards of your deck and hopefully you’ll grab a card. There’s a good chance you will if you’re playing this Wakka.

This ability also comes off an EX Burst so there’s that as well.

But, from the 4 other Wakka’s available, 3 of them are better than this one.

Prove me wrong.

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Resurgence of Power : On Earth

18-052H – Ahriman

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

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

Shouldn’t be too hard with Earth.

 

18-053C – Delusory Knight

1 cost Forward with 3000 power.

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

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

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

18-054L – Galuf

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

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

 

18-055R – Krile EX

Just lost a card you need to the Break Zone?

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

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

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

18-056C – Cait Sith (XI)

Here’s another card almost like Krile.

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

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

 

18-057C – Kolka

Simple, yet effective for what Kolka does.

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

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

Might be useful in certain situations.

18-058R – Serafie

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

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

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

 

18-059R – Tama

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

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

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

Like a Mini-Amaterasu.

18-060H – Daisy

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

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

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

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

18-061R – Tilika EX

Simple Forward that allows you to gain Crystals.

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

You can even gain a Crystal off an EX Burst.

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

18-062R – Nayo

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

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

 

 

18-063C – Hashmal

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

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

 

 

18-064 – Geomancer

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

Cheap Backup to play.

 

 

 

18-065C – Polk

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

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

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

18-066C – Beastmaster

Yes, this card is a little interesting.

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

These cards are definitely worth looking into.

 

18-067C – Yumcax

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

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

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

 

18-068R – Rikku

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

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

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

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

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

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