26-001R – Azeyma EX
Whats this “The Twelve” you speak of? Kind of reminds me of Knight of the Round, but I doubt that’s what these Twelve are.
Azeyma comes in and if you have at least 4 of the Twelve on the field she gains Haste and First Strike. That in itself is alright considering Azeyma is a Rare, but we’re not done.
Whenever Azeyma attacks, you get to pick one of your opponent’s Forwards and deal it 2000 damage for each member of the Twelve that you control.
Are we getting Soiree 2.0? I already think The Twelve will be fun to play.
26-002R – Ayame
It feels like I was just talking about Samurais.
Maybe I dreamt about it.
Anyways, Ayame is here to make Samurais better. And, what better way then to reveal the top 2 cards of your deck and hope for Samurais.
If both cards are Samurais you are in luck, as Ayame will let you play a Samurai up to 3CP straight to the field, and add the other Samurai up to 9CP to your hand.
And, if you hit both of those, and the Samurai you play is 3CP, then Ayame has just turned into a Free Play! If not, well then you paid for her.
Ayame also has an S ability where she deals 8000 damage to a Forward.
Samurais might be getting a jumpstart.
26-003R – Ifrit (XVI)
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.
26-004C – Elwin
Searchers are always great.
They’re even better when they don’t give you a specific Category or Job, just an element.
Elwin here does just that. I’m sure the main idea was for Eldwin to search for Clive, but the Archduke will do so much more. Elwin will search for a Fire Forward.
I don’t even think we had a card that searches for a FIre Forward before this. I will need at least 3 of these.
26-005H – Clive
Well Clive is back, along with FFXVI’s Priming!
Since we already know how Priming works, we now get more options. And Clive has plenty of them. When he enters the field, you will remove a card from either player’s Break Zone. That’s not very exciting. That’s cause we skipped the first part of Clive.
Clive gains all the special abilities of the Job Eikon you own removed from the game.
That means that Clive can use the Eikon (S) abilities and deal plenty of damage to your opponent.
Let’s not forget that you will also draw a card when Clive enters the field, making his total cost 1CP!
26-006C – Zack
If you ever needed a reason to throw Zack into a Fire deck, here it is.
For 4CP, you can play Zack and then play another Fire Forward from your hand that costs 3CP or less.
That in itself would be a good enough reason to play Zack, but we’re not done. Not yet.
When ever a Forward enters the field, that Forward will gain +2000 power until the end of the turn. This does exclude Zack.
The good thing is that you don’t need to place Zack in a Final Fantasy VII deck, you can throw him into any Fire deck, let’s say Samurais. Especially Samurais with Haste.
Zack is smiling like that because he’s thinking about all the possibilities for a great Fire deck.
26-007R – Sazh
Sazh comes in with his guns ablaze.
As soon as Sazh steps onto the field, Sazh will deal one of your opponent’s Forwards 4000 damage.
If he was sent in through an ability that came from a Final Fantasy XIII Character, that damage will become 8000.
I believe it was Lightning that brings in a Final Fantasy XIII character and form a party whenever she attacks. Sazh will fit right in there. You’ll be breaking a Character every time Lightning attacks. Maybe even 2 characters.
26-008C/15-007C – Samurai
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.
“Exchanging 2CP for a Crystal.
Seems like an even trade. Now to find what we’re going to use these Crystals for?
Samurai has no abilities, that consume Crystals, but there are plenty other cards that do. Samurai’s job is to give you a Crystal and then hopefully you’ll find a way to Break Samurai so you can play the your real Backups.”
26-009L – Joshua
I feel like I just read this card.
Or, it was another card that was talking about Eikon in the Break Zone, or RFG.
Any way, by the time you play Joshua, you should have enough broken Eikons or Removed Eikons that you can break one of your opponent’s Forwards.
And that’s about it.
How good Joshua is will depend on Phoenix.
26-010C – Onion Knight (FFTS)
What’s Final Fantasy Tactics S?
Onion Knight, a 2 cost Backup that has an ability that needs ammo. That ammo will be a card. You can use any card for this.
This ability deals 3000 damage to one of your opponent’s Forwards.
But, if you discarded an Earth card that damage becomes 6000.
Just a simple Backup, that can deal damage on demand. As long as you have ammo for it.
26-011C – Naji
Well, we got a Naji that isn’t useless.
This one is actually a great Backup.
Naji will search for a Warrior. Either Job or Standard Unit, and you will add it to your hand. Plenty of Warriors to look for. I might even add this one to that Warrior deck that I made a while back.
And, let’s not get started on the art.
26-012H – Nald’thal
Part 2 of 12. Yeah, that sounded better in my head.
Depending on how many “The Twelve” cards you have on the field, will determine how good Nald’thal is.
The more you have, the better the card will be that you grab from the Break Zone to play to the field. Which in itself is great. And it looks like Nald’thal will help with color fixing, as it doesn’t include element in the description, just choose a Job The Twelve card from your Break Zone to play to the field.
Better yet, Nald’thal is a Backup that can send itself to the Break Zone, just so you can play another Nald’thal from your hand.
I can’t wait to see the other 10.
26-013C – Byron
The Warden of Port Isolde.
When he enters the field, Byron will grab either Clive or Joshua from the Break Zone and bring them back to your hand.
So far, so good.
On the next turn, if you decide to use Byron’s ability, you will be able to play either Clive or Joshua on to the field. I don’t know if this one is worth it unless you’re strapped for CP, but I would rather pay the 3CP or less for Clive and Joshua and keep Byron on the field.
We can always use a body. And, this one has 7000 power.
26-014L – Faris EX
Faris is back again, and this time she is ready to make your Pirates/Viking deck that much more powerful. Luckily we have Class Fourth Moogle to help with the color fixing for Faris.
When Faris enters the field, she will search for Lenna. Bringing her cost down to 3CP. And, 3CP is a great price for what Faris offers.
Other than being a 9K body that will be hard to get rid of, At the begining of every Attack Phase, Faris will play a Fire or Water Forward onto the field. Which Forwards depends on how many Backups you have. I would suggest at least 3 Backups, that way you can bring any Viking that is in your hand onto the field.
I’m hoping for a Full Art of this Faris, and I’ll take 3 of them as well.
26-015H – Fang
We finally got a Full Art Fang. I’ve been waiting for this since Opus IX, when Full Art cards first came out.
Let’s get to it.
Fang comes right in and searches for a L’Cie. And she also reduces the next L’Cie you play by 1CP. You know you’ll be looking for Lightning. Yes, the Lightning Lightning in this set.
Fang also searches for Bahamut, but in order to grab him, you’ll have to send Fang into the Break Zone. You’d think that they would have added a Bahamut to this set, considering you have a searcher for it, but nope.
That only brings me to one conclusion. We’re getting a new Bahamut next set. Full Art Final Fantasy XIII Summons. You heard it here first.
Fang is technically a free play, with all the cards that you’re searching for. And, the reduced costs that you will be paying will put your CP into the Green.
I’ll take 3. Full Arts.
26-016C – Bugenhagen
Bugenhagen finally makes his way to FFTCG.
And, it’s close to what we expected Bugenhagen to be.
First off, Bugenhagen comes in and you reveal the top 4 cards of your deck, and you can add 1 Final Fantasy VII Character to your hand. This in itself would be worth playing Bugenhagen, especially in a Final Fantasy VII themed deck, but you already knew that.
Next off the real reason you’ll be playing Bugenhagen is his ability to allow you to play Nana … I mean Red XIII from your hand onto the field.
We’ll go with Red XIII (14-019R) for this, then you can play 1CP and play another Forward from your hand onto the field.
And, if that doesn’t work for you, I’m sure we’ll be getting another Red XIII soon enough.
26-017R – Phoenix
Well I can see why Phoenix is just a Rare.
For 3CP you can grab a Fire Forward that costs up to 2CP and play it onto the field. If you don’t want to pay 3CP, you can always dull 2 of your Fire Forwards that are on the field.
This card would have been a lot better if the cost for the Fire Forward was at least 3CP, but then Phoenix wouldn’t be a Rare card.
At least the artwork is spectacular. I like these Final Fantasy IX Summons that we’re getting.
26-018H – Phoenix (XVI)
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.
26-019C – Behemoth
A Monster that becomes a Forward. This isn’t something new, but this Monster comes in with Haste.
So far so good, the question is “Can Behemoth deal damage to your opponent?” Cause that is where these new Monsters will shine.
If Behemoth does deal damage to your opponent, you will send Behemoth to the Break Zone and you will deal 8000 damage to one of your opponent’s Forwards.
You can also have 3 of these on the field at the same time.
26-020C – Lanista
Ready to bulk up your Forwards. Lanista is here to help.
Any time one of your Forwards attack they’ll gain +1000 power to give them that little extra oomph they need to take your opponent out.
And, if you take a better look at this card, it only costs 3CP, and you get an 8K body.
If you have 3 of these on the field, and let’s say 3 Warriors (5-014C) you can get some Fire Forwards with +9000 power. Let’s not forget Lebreau (1-1030R) and that’s 10k.
I’ll be keeping an eye on Lanista.

24-115R – Tenzen LB
24-116R – Snow LB
24-117R – Zidane LB
24-118R – Selh’teus LB
24-119R – Gilgamesh LB
24-120R – Warrior of Light LB
24-121H – Iron Giant (SOPFFO) LB
24-122H – Magna Roader LB
24-123H – Vajradhara Wu LB
24-124H – The Ur-Dragon King LB
24-125H – Tonberry & Cactuar LB
24-126H – Ultima Weapon LB
24-073H – Valigarmanda
24-074C – Odin EX
24-075C – Guardian
24-076C – Juggler
24-077H – The Emperor
24-078R – Cidolfus (XVI)
24-079L – Jack Garland
24-080R – Chime
24-081R – Noel
24-082C – Vivi
24-083H – Firion
24-084R – Behemoth
24-085C – Mid (XVI)
24-086C – Lightning
24-087C – Ranan
24-088R – Ramuh
24-089C – Ramza
24-090L – Leon
24-055R – Ash
24-056C – Cu Sith EX
24-057C – Cloud
24-058R – Titan (XVI)
24-059R – Cactite
24-060C – Noctis
24-061L – Basch
24-062C – Bangaa
24-063H – Hugh Yurg
24-064R – Hugo
24-065H – Fenrir
24-066C – White Monk
24-067R – Moogle (SOPFFO)
24-068H – Morse
24-069C – Y’shtola EX
24-070L – Lightning
24-071C – Rulgia
24-072C- Leo
24-019R – Umaro
24-020C – Ulmia
24-021H – Kurasame
24-022H – Gogo
24-023C – G Deleter
24-024R – Shiva (XVI)
24-025L – Genesis
24-026H – Zalera, the Death Seraph
24-027C – Shantotto
24-028R – Jill
24-029C – Squall
24-030C – Terra
24-031R – Torgal
24-032R – Piscodaemon
24-033L – Bhunivelze
24-034C – Velis EX
24-035C – Mateus (XII RW) EX
24-036C – Nu Mou