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Hidden Trials – By Wind

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23-039R – Asura

1CP and a Full Art, cant go wrong with that.

When you cast Asura, you activate all of your Forwards. Plus all of your Forwards can’t be returned to your hand and their power can not be decreased until the end of the turn.

You can either play this at the end of your turn, after you attacked with all of your Forwards. This way if you go all out thinking that you’ll win the game, you can still cast Asura and you will be able to block during your next turn.

I’m sure there’s better ways to play Asura, but that’s how I would play it.

23-040L – Adelle

This is wonderful.

Mono-Wind + Adelle = Hard to beat!

With Adelle, you can go all out with all of your Forwards, and if your plan doesn’t work out, you can attack with Adelle and use her ability to Activate all of your Wind Characters.

That way you’ll have your front line ready to block when your opponent decides to attack.

But, maybe they won’t , once they see all of your Forwards activated.

Only drawback is that Adelle won’t activate during your next turn, but since you’re running Wind, I’m sure you’ll find a way to activate Adelle.

23-041C – Jornee

A 2 cost Backup that that shall buff a Forward, and give it some protection as well.

Sure, that Forward needs to cost 3CP or less. But, once per turn, Jornee will give that Forward +1000 power and all damage dealt to that Forward by your opponent’s abilities will become 0.

I mean 2CP, for some damage control is worth it if you ask me.

And, if you don’t, then try it for yourself.

 

23-042C – Vaan

Well, this looks like a decent Vaan.

Vaan comes in, gain a Crystal

Vaan attacks, gain a Crystal.

Life of Crime, double the damage dealt to a Forward by Vaan.

Use the two Crystals Vaan gained from earlier and deal 8000 damage to all of your opponent’s Forwards.

And, they say a Life of Crime doesn’t pay.

23-043R – Venat

A 2 cost Backup, that can search for herself and play herself straight to the field.

Of course, that ability means that you’ll be searching for Venat (23-115L) and you;ll get 2 Crystals for it.

For me, that is worthless as, I will probably never play the other Venat.

Or you can just keep Venat on the field, and use her first ability to cancel a Summon whenever needed.

Now that, I can use.

23-044R – Silver Dragon

I see a pattern here. Monsters that need a Monster to become a Forward.

Silver Dragon becomes a Forward with 9000 power. Which is pretty decent, considering you only paid 2CP for it, but Silver Monster also has the ability, to protect your Monsters from your opponent’s Summons and abilities.

Meaning that you should throw Silver Dragon into any deck running Monsters and Opus XI Relm, as she searches and plays Monsters on to the field, without having to worry about CP.

Yes, Add it to your Monster deck.

23-045C – Samovira

Another Monster.

Samovira is a Winged Demon, waiting on the sidelines until it’s time to unleash his fury on a Forward, or a Monster.

It’s not much to get him on the field, but you’ll have to send Samovira and one other Monster into the Break Zone. Which in return will allow you to Break on of your opponent’s Forwards 5CP and up, or a Monster.

It’s almost like an even trade.

23-046C – SOLDIER Candidate

Another SOLDIER in training.

Just like the other Candidates, this SOLDIER Candidate gains +3000 power if you have a couple of Standard Unit Forwards in your Break Zone.

Now the question I have, is do SOLDIER Candidate’s abilities apply only to each individual card, or do they all get the effects?

 

 

23-047H – Tyro

The Record Keeper returns, and this time he’s grabbing a card from the Break Zone. You’ll need 3 elements in your back line for this to work. If you do, (which you will, because you won’t be playing Tyro if you don’t) Tyro becomes a Free play.

Tyro will also protect one of your Forwards that is being targeted by a Summon, ability or an attack, by reducing the damage dealt to it, all the way down to 0.

I can see it being used, but I don’t see me using it.

 

23-048C – Dr. Mog

“Calling Dr. Howard, Dr. Fine, Dr. Howard, Dr. Mog!”

Search for a Moogle, does that mean Moogles are a thing now?

Are we going to get Killer Moogles from Outer Space?

So, many questions, we need more Moogles.

Dr. Mog also activates a Moogle with his ability.

Good King Moggle Mog might be making a comeback as well.

23-049C – Ninja

We’ve seen plenty of Ninjas already.

This one is a Backup that costs 2CP, and depending on when you play him, you can a decent card, or a really good card.
Ninja will make a Forward unblockable by a Forward that costs 3CP or more.

Ok, not bad.

But, if you have 5 Backups on the field, all of the Forwards that you control gain that ability.

Allowing you to have a semi-open path to your enemy.

23-050H – Noel

It’s not Warp, it’s Ludicrous Speed!

Noel might cost 5CP to play him, but he can come in easily with Warp. You might not even need to wait a whole turn. If you have 3 Final Fantasy XIII Characters on the field, as soon as you get into your Attack Phase, you will remove 1 Warp Counter for each XIII Character on the field.

You can end up playing Noel for 1CP.

After that Noel comes in with Haste and First Strike, and he’s ready to attack with 9000 power.

He’s gone plaid!

23-051L – Hope

Coming in at 3CP with 7000 power.

Hope is a great card, and you probably will never attack with Hope.

All Hope is going to do, is come in to play, pay (x), search for a Final Fantasy XIII Forward and play it onto the field. This is a great way to splash some more elements into that XIII deck that you know you will be building.

Once the new Forward comes in to play, all you’ll need to do is dull Hope, remove him from the game, and bring him back during your next Main Phase 1. You will then pay XCP once more and search for a XIII Forward and play it on to the field, and repeat.

Don’t forget to add Nora EX (1-079R) and Bartholomew (7-060R) to your deck.

23-052R – Maina EX

Finally, Ninjas have a way to search for Ninjas.

4CP to search, making Mainas cost 2CP.

And then Maina also brings protection, for one of your Ninjas, against your Opponent’s Summons and abilities. Simply by dulling 2 active Ninjas.

Let’s make a Ninja deck that will make Vanilla Ice proud.

“Go Ninja, Go Ninja, Go!”

23-053R – Meteion

A rare Backup, that will activate all of your Backups.

And give you a card as well.

Sure, you’ll have to put Meteion into the Break Zone, but she will have served her cause, and then you can play another Meteion, because this one is gone.

All this for 2CP, not bad at all.

 

23-054C – Yuffie

There are Ninjas everywhere, and Yuffie is ready to go.

2CP, 5K body, and the ability to draw a card every time a Ninja deals damage to your opponent.

Plus if you have a couple of Wind CP ready to go, you can just attack with Yuffie, and if anyone tries to block her, just use those 2 Crystal Points to make Yuffie unblockable.

Almost like Opus IV Locke but, instead of paying with a card of the same name, just use two generic Wind Crystal Points.
I can see this being used.

23-055C/15-058C – Dragoon

Reprint of a Reprint.

Dawn of Heroes, Crystal Dominion.

“Crystals and more Crystals.

Use this reprint Dragoon to generate one Crystal and then use his ability to get him off the field.

See, I actually wrote something this time.

No Copy/Paste.

Nope.

I might Copy/Paste this for the next one though.”

23-056C – Luso

Need a way to bring back a Character from the Break Zone?

Luso here might be able to help.

Luso comes in and let’s you grab a Character of 2CP or less from the Break Zone and play it straight to the field.

And Luso’s abilities don’t end there. You can turn Luso into a Monster Hunter, where he will Break a Monster, but Luso will also end up in the Break Zone.

It’s a decent card, has good abilities when Luso enters and exits the field.

Deserves a shot.

23-057H – General Leo

A General needs his army, and so does General Leo.

Only difference is that General Leo’s army is a lot smaller than your average army. General Leo can handle the battle with only 3 soldiers.

When General Leo’s army is on the battlefield, they will give the General +2000 power and protection from your opponent’s Summons.

Other than that, General Leo will also allow you to play a card of 2CP or less from your hand onto the field, when he enters the field.

A leader among low cost Characters!

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Hidden Trials – By Ice

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23-020C – Red Mage

Red Mage enters the field, and your opponents discards a cards.

The only question is, will they choose the card that they will discard, or are you going to choose the card that they will discard.

The answer lies in how many Backups you have on the field. If it’s 4 or less your opponent will choose. If you have 5, well, the choice is all yours.

Get rid of that one card that you know your opponent has been searching for this whole time.

23-021C – Weiss

Are Tsivets going to be a thing?

They will if Weiss has anything to say about it.

Weiss searches for a Tsivet, yes you have to pay a Crystal for the search, but what else are you going to do with those Crystals. You can’t hoard them forever.

And once another Tsivet enters the field, Weiss will now have +2000 power and Brave.

And, that my friend is not a bad thing.

Unless your name is Vincent.

23-022R – Aemo

Play this card.

Have your opponent sit back and watch as you neutralize their hand, and they lie lifeless on the side of the road as you dissect their board.

Bit much?

That’s pretty much what happens when you use Aemo’s ability.

Cheap Backup, but that ability is .. what’s the word … Bonkers.

Once your opponent removes his hand from the game, you have free reign over the board.

Unless they have enough active Backups on the field, and active Forwards, they will not be doing much this turn.

And, at the end of the turn, they get their hand back.

But, once the damage is done, it’s done.

I’ll take 3. And 3 more just in case.

23-023H – Anima, Eikon of Eikons

Powerful card.

But, it has very limited use.

In order for Anima’s ability to go off, both you and your opponent must have 0 cards in hand.

Is it likely that this will happen?

Yes, If you’re playing Discard, you can have your opponent down to no cards, and then you’ll use up the rest of your cards to play Anima.

Dull/Freeze their whole board, and you won’t have to worry about their next turn either.

23-024R – Shiva EX

Dull/Freeze a Forward.

And if somehow, that Forward deals damage to one of your Forwards or to you, that Damage becomes 0.

Now, I don’t know how a Dull and Frozen Forward can deal damage to you, but I’m sure we’re going to find out shortly.
If not now, then next set.

 

23-025C – Shelke

Here is where your supply of Crystals will come from when you’re running Tsivets.

Shelke should be the first Tsivet you play, if possible.

Shelke will be the one that gives Weiss a Crystal to search for another Tsivet.

And, since you’ll have 2 Tsivets on the field, Weiss will gain +2000 power and Brave.

You can give Shelke that other Crystal, to give herself +3000 power until the end of the turn.

It’s a Common, it’s 2CP, it’s worth it.

23-026C – Jegran

4 cost Common Forward, 8000 power.

That’s your standard cost for a Common with 8000 power.

Jegran has the ability, once put into the Break Zone, to either Break a dull Forward or have your opponent discard 2 cards.

Either way, it’s a bit of help if played at the right moment.

 

23-027C – Jihl Nabaat

Jihl Nabaat, will hang out on the backfield, producing a single Crystal Point, until the time you’ll need to use her ability.

And, what ability is that?

Jihl Nabaat will break a dull Forward, for the cost of a PSICOM Character, and 2 Ice Crystal Points.

There’s plenty of PSICOM Characters that you can use for this.

And, Jihl shall stay on the field, for when you’d like to use her ability once more.

23-028L – Cecil

Move over Batman, Cecil is the real Dark Knight.

As you can see, all of Cecil’s abilities deal damage to you. Is it worth using these abilities, or even playing Cecil? Well that depends. Do you need to inflict damage upon yourself in order for your deck to get that much stronger.

If the answer is yes, then yes you should play Cecil. Just imagine your back is pinned to the wall, and all of a sudden you reach 5 points of damage and you cast Dark Flame. Most likely, wiping out your opponents front line.

All that’s left is for you to come in a get the win.

23-029R – Zenos

Zenos has your opponent’s Break Zone on lock down.

Every time a card leaves your opponent’s Break Zone, your opponent discards a card. It doesn’t matter where that card goes. It could be removed from the game. It could be added to your opponent’s hand, it could be played straight to the field. Whatever the reason, if a card leaves your opponent’s Break Zone they discard a card from their hand.

And, let’s not forget when Zenos enters the field, you get to remove 2 cards from your opponent’s Break Zone.

Guess what happens after that?

23-030C – Serah

Pick one of two, or two of two.

Depends on if you have a Commando on the field.

Serah comes in and you can Dull/Freeze a card, and your opponent discards a card from there hand.

No Commando, no worries. Just add Fang. There should be a Fang in this set. I haven’t seen it yet.

 

22-031C – SOLDIER Candidate

I always wanted to build a SOLDIER deck. And, when I finally do, SOLDIER Candidate will be in it. 3 copies of it.

As long as you have a couple of Standard Units in your Break Zone, SOLDIER Candidate becomes a 2 cost Forward with 8000 power. Cheap, Effective, Meat Shield. What else would you want? You could stop here and it would be a decent card, if only to block your opponent’s attacks.

But, we’re not stopping here, because when SOLDIER Candidate enters the field, you will Dull/Freeze one of your opponent’s Forwards.

I’ll take 3.

22-032H – Drautos

I don’t remember who this is.

But, this does look like a great card.

You’ll need to have 1 or 2 cards in your hand, in order for you to cast Drautos.

For 2CP this is far from bad. It’s actually pretty good. Drautos comes in with a 8k body and Brave. Meaning you’ll be swinging, and swinging because Drautos will still be able to block.

Plus, he comes in with some added protection from your opponent’s Summon and abilities. If they deal damage, that damage will become 0.

22-033C/15-038C – Knight

Reprint of a reprint. We’ll just put down what we wrote during Dawn of Heroes.

“Ice Reprint Standard Unit.

Just find what I wrote for Samurai and change the word Samurai to Knight.”

 

 

 

22-034R – Pacos Amethyst

For some reason I want tacos right now.

Monster Tacos!

Pacos Amethyst won’t do anything except wait around, unless you have another Monster on the field.

If you do Pacos Amethyst becomes an 8k body on your front line.

And if your opponent wants to get rid of Pacos by targeting it with Summons or abilities, well then your opponent will have to discard a card from their hand.

It might be worth it, if you target it with Opus XI Relm.

22-035H – White Tiger l’Cie Nimbus

5 cost Forward with an 8k body, that also searches for a “Brave” Forward.

White Tiger L’cie Nimbus, or Nimbus for short. Does search for a Forward with Brave. Nimbus also has Brave himself.
Nimbus also cannot be chosen by your opponent’s abilities, making Nimbus a meaty Meat Shield that can also attack.

Nothing special, just a big body that searches for a “Brave” body.

 

22-036C – Flan

1CP to have the option to dull a Forward whenever you’d like.

And if you like your Flan with extra Flan, you can remove 3 Flans from your Break Zone, and Break that Forward that Flan just dulled.

It’s the cycle of Flan.

 

 

 

23-037R – Lightning

This whole time I thought that Lightning was a Legend.

Then I read the card, and thought that is not legend material.

And then, I realized Lightning is a Rare card.

Lightning doesn’t do much when she comes in, but at the begining of each Attack Phase Lightning will dull one of your opponent’s Forwards.

It’s not bad, it’s not great, but the art is amazing.

Why else would they put the Golden Signature on this card?

23-038H – Lady Lilith

“Luck be a Lady tonight”

You’ll be lucky if you have 3 Crystals, cause Lady Lilith will seduce one of your opponent’s Forwards with that Crystal and bring them over to your control.

That’s all there is to say.

I might have to go ahead and redo my deck. So, many cards are coming out that allow you to take control of your opponent’s cards.

 

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Beyond Destiny : Flood Born Warriors

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21-101C – Ashe

OK, Yes, I’ll take it.

What’s not to like? Every time Ashe attacks you draw a card.

I’ll throw Ashe in any deck, just to draw a card when she attacks. Especially with 8000 power. Throw in Wakka (1-180R) and Ashe will have +1K power to keep your opponent on their toes.

And, that’s about it. Simple yet effective … In helping you draw cards.

21-102L – Gau

I won’t say it this time.

The WASP Super fan is here once again, and he is perfect for your Monster deck. I might even put Gau in the Bomb deck I’m going to be building shortly.

Gau’s cost comes down for every Monster that you have on the field. Meaning, you don’t even need to have any Water CP, as long as you have 5 Monsters on the field. Should be simple enough. Especially if you have a swarm of Bombs ready to blow. You’ll just play Gau before they all explode.

Plus, when Gau enters the field you can send one of your opponent’s Forwards to the bottom of their deck, as long as their CP, is equal to, or less than the number of Bombs, … I mean Monsters you control.

Gau can also turn a Monster into a Forward with 8000 power.

It’s at the tip of my tongue, Gimme a Mic!

“I’m a Wild Chi ….”

I’ll stop.

21-103R – Kraken

Is it worth playing Kraken for 5CP?

If you’re playing Mono-Water, probably. If not then I might skip this.

You do draw a card when Kraken enters the field, so technically you’re just paying 3CP for Kraken.

Other than that if you have 7 Water Characters on the field, a Forward of your choosing loses 10,000 power.

This might be worth playing in a Viking deck.

21-104C – Sage

What’s not to like? Sage is a Standard Unit that can Activate a Character once per turn. You can also have three of these on the field at the same time.

Think about this.

You have a Character on the field that deals damage to all of your opponents Forwards. But, you have to dull that Character, cause that’s how most abilities work.

After that you can Activate that Character with Sage, and do it all over again.

And, again.

And, again.

And, one more time, but you can’t activate that Character this time.

That’s 1 ability going off 4 times in one turn.

I’ll take 3. Yes, please.

21-105C – Sahagin

Here we have a great addition to any deck that has Gau.

Especially since Sahagin is a 1CP Monster that will return a Forward to your opponent’s hand. Sure, this Forward, must cost 3CP or less, but with Gau’s help, this Monster can turn into a noble Forward that will happily protect you and your party of Forwards that lead themselves into the hands of your opponent’s party, that have one objective, which is to deal you 7 points of damage.

And, if that doesn’t work out, you can always send Sahagin into the Break Zone to return any Forward to their owner’s hand.

21-106H – Jed

That is not what Samurais look like. And, not even Tenzen can help Jed.

I mean sure Jed’s first ability is decent. Reducing the damage dealt to your Water or SOPFFO Forwards by 1000, but other than that I don’t really see a reason to play Jed.

And whenever I say that, somehow someone will figure out a way to play Jed and make him viable.

All Jed needs is a mustache and glasses.

I’ll lave Jed Flanders alone for now.


21-107R – Springserpent General Mihli Aliapoh

You can get Springserpent General Mihli Vanilli, i mean Aliapoh, down to 2CP if you got a couple of Water Characters on the field.

And, when Mihli Aliapoh is put into the Break Zone, you draw 1 card, thus making the Serpent General a free play when she comes full circle.

And if you have a couple of dull Characters on the field. Mihli here will activate them and give them +1000 power.
Not a bad card. Especially since this can turn into a free play.

21-108R – Ceodore

Little Prince Ceodore.

This is probably the best Ceodore yet. And, I like it.

Why?

Because, Ceodore will give all of the FFIV Forwards +1000 power. Sure, you’ll need Rosa or Cecil on the field to give your Forwards that boost, but then again, you won’t be playing Ceodore without Rosa or Cecil in the first hand.

And if Rosa or Cecil is already on the field, you can spend a Crystal instead of paying 4CP to play Ceodore onto the field.
I see a Wind/Water IV deck coming along nicely.

21-109C – Astrologian

And, you thought Astrology was fake.

This Astrologian, can actually see into the future, and you can change it however you’d like.

Simply put, Astrologian comes out, reads the stars, and as you look at the top 3 cards of your deck, you can add one to your hand. And place the other two at the top and bottom of your deck. Allowing you to place a perfectly good EX Burst at the top of your deck, as you real in your opponent to attack you for a point of damage.

And, if you get tired of Astrologian after this, you can always send her to the Break Zone, and draw a card for your troubles.
I’ll be giving this one a try.


21-110C – Desch

If you really want to play this card, you should play it right after you played Sahagin.

Because other than playing a 9000 body for 2CP, I really don’t see a reason to be playing Desch.

Unless you find the portrait art good, and you want Desch to stare down your opponent, as he tries to intimidate them into playing the wrong cards at the wrong time.

Yeah, that’s about it.


21-111C – Paladin

Water Elemental Backup here.

If you need that Crystal to play Ceodore, Paladin is here to help you.

Other than that, if you play Paladin early on, you can draw a card if there are 3 Backups or less on the field.

And, that concludes Paladin.

 

21-112C – Ninja

It’s been a while since we’ve had a Character with Back Attack.

And we have a nice little Combo here.

First off play Paladin, gain the Crystal.

Use that Crystal to help pay for Ninja, return a Forward to your opponent’s hand.

Play Desch for 2CP.

Yeah, it’s not the greatest.

21-113R – Bikke

Here is a free card for you.

If you have a couple of Pirates, and/or Vikings, Bikke comes in at no extra charge.

0CP for an 8K body.

Plus, he grants protection from your opponent’s abilities to all of your Vikings and Pirates. Named Pirates. Although I can’t think of a Pirate Standard Unit. We might be getting some in the upcoming sets.

It looks like we’re finally getting our Pirates/Vikings deck that most of us have been thinking about since Leila (6-126R).

21-114L – Faris

And, this is the other reason Pirate/Vikings will become a thing.

Imagine swarming the board with Vikings, and all of those Vikings now have 8000 power. You’ll be getting a board full of Meat Shields. As long as those Vikings keep coming, you’ll be drawing cards left and right, and you’ll have plenty of CP to play more Vikings.

Faris can also redirect a Summon or ability choosing her, to one of her sacrificial lambs, just waiting to get knocked out, by Ramuh or any other ability that may come her way.

And that covers it all.

I’ll take 3. Preferably foil.


21-115C – Larsa

Larsa comes in a searches for a high cost Forward.

There’s some use here.

But, I prefer the cards that search for any Forward regardless of cost. Sure there’s not that many, but sometimes cards like Larsa help.

End of the day, Larsa will technically cost you 2CP.

 

21-116H – Leviathan

Umm, .. .

I thought this one would have been better. I mean, it’s not bad, but when you hear Leviathan you just kind of expect more.
If you decide to play Leviathan during your turn, you’ll end up paying 2CP less out of the 6CP it costs to Summon Leviathan.
Leviathan, comes in and grabs a Forward and puts them at the bottom of their owner’s deck. That means you can choose one of your Forwards, if they’re being targeted by Summons or abilities.

After that, you can play a 2 cost Forward from your hand onto the field.

If this cost 4CP, instead of 6CP, where if you play it on your turn for 2CP it would have been great. Still there is some use here.

21-117R – Rhus

Yes, maybe, probably.

Rhus costs 6CP, but it’s actually 4CP. Unless it’s the first turn and you went first.

Rhus’s cost comes down for every card that you drew this turn. If you play your cards right you can play Rhus for 1CP. Shouldn’t be that hard with Vikings.

What’s great about Rhus is that you can discard a card, remove Rhus from the game, and then play Rhus back onto the field at the end of the turn.

You probably won’t need to really use that ability, as Rhus already comes equipped with a 9K body, but if you do, you know that you have a Backup plan.

I like this one. I’ll be trying this one out.

21-118H – Leila

This is a hard one. Which one do we keep?

Opus VI Leila or this one?

We already what Opus VI Leila does, so let’s take a look at this one.

Leila enters the field and you can search for a Viking, or a Pirate and add it to your hand. Giving Leila a total cost of 1CP.

After that whenever one of your Water Forwards attack, you can sap 1000 power from one of your opponent’s Forwards. And if you have enough Water Forwards, which you should, especially with Faris and Bikke, and a handful of Vikings, you should be able to Break a Forward per turn.

This one is a much stronger Leila, but grabbing and playing a Viking from the Break Zone and drawing a card is also good.
Maybe have both of them in a deck.

21-119H – Lenna EX

How is that an EX Burst?

Because it is, all you do is draw a card when Lenna enters the field. So, this 2 cost Lenna is actually a free play. And, we like it.

After that, Lenna has a great ability that doesn’t require you to send Lenna into the Break Zone. And, that is something that we don’t see too often. But, with an ability name like “Raise”, what would you expect? Lenna brings back a low cost Forward from the Break Zone.

It’s always good to carry a Phoenix down.

21-120R – Refia

Introducing your WoFF Reanimator.

Refia enters the field, grabs a WoFF Forward of 4CP or less from the Break Zone, and play them straight to the field. Kind of like Opus VI Leila.

I believe WoFF will be making a comeback. With all these WoFF cards we got this set, some of them are bound to be good.
Once Refia is on the field, and you already got the extra WoFF Forward on the field from the Break Zone, you will be able to dull and pitch Refia to the Break Zone, and reduce damage done to one of your Forwards by 3000.

I see Refia being a staple in future WoFF decks.

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Beyond Destiny – Twisted Transistors

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21-081L – Irvine

Well, I can see why this is a sought out card.

It’s the butterfly on Irvine’s finger. When it flaps it’s wings, it’ll cause your opponent to slowly get discombobulated. In a way, at least.

Irvine enters the field, you remove 2 cards from your opponent’s Break Zone, and it’s off to the races. The butterfly’s flap will give Irvine +2000 power, Haste and First Strike. Meaning Irvine can attack right off the bat, as a 9000 power Forward, and don’t forget First Strike. 99% of the time your opponent will either be sending a Forward to the Break Zone, or getting a point of damage.

And, Armor Break, breaks a Forward or a Monster.

You can’t go wrong with this one.

21-082C – Red Mage

Your Elemental Backup, that’s the same as the other Standard Unit Backups in the other Elements as well.

Maybe in draft, but I don’t see much play outside of it.

Prove me wrong, and I’ll send you a playset on the house.

 

 

21-083H – Ace

Is this Ace better than the rest?

I don’t think so, but I always used Ace when playing Type-0.

Sure the other Aces are better, but this Ace is a Hero.

Ace enters the field and you draw a card if you already have a couple of Cadets on the field. Thus making Ace a 2 cost Forward.

Other than that, you can discard a card, and dull a Forward, and give Ace +1000 power.

I think I’ll pass on this one.

21-084H – Odin

A Summon that will Break over 75% of all Forwards and Monsters. And, it only costs 3CP. You can even reduce that cost to 1CP if you have at least 5 Lightning Characters on the field. Because when you do you get to draw 1 card. And, everyone likes drawing cards.

There is another 2 Odins that will Break any Forward regardless of cost, but Odin (1-124R) costs 7CP. You also have Odin (12-077H) which costs 6CP, and that one’s cost is reduced by 1CP for each Odin in your Break Zone.

Playing this Odin with the Opus XII Odin might be a good idea.

Other than that you got some great Amano art.

21-085H – Emperor Gestahl

More Amano art, and Gestahl is starting to look like “The Wiseman” from the Labyrinth.

For a 2 cost Backup, Emperor Gestahl will allow you to grab a Forward from your Break Zone. Plays like these are always good. Especially if that Forward was the only one that you had. And, let’s not forget about their enter the field ability that will cause havoc on your opponents board.

Ok, let’s not get ahead of ourselves.

Later on you can put Emperor Gestahl into the Break Zone, remove 4 of the same type cards from your opponent’s Break Zone, and draw a card.

I don’t see why not.

“sometimes the way forward is the way back.”

21-086C – Gunbreaker

This isn’t bad at all. And with Gunbreaker being a Standard Unit, you can have 3 of these on the field at the same time. Hopefully you’ll have a pocket full of Crystals, because I can see a board wipe shaping up here.

Every time Gunbreaker attacks, you deal 2000 damage to all of your opponents Forwards. If you have a Crystal, you can deal an additional 2000 damage to all of your opponent’s Forwards.

And, if you have a couple more Gunbreakers and a couple more Crystals, then you’re dealing 12,000 damage to all of your opponent’s Forwards.

Pair this with some Bombs and I see a deck forming.

21-087C – Machinist

What is this? 2CP?

For a 5K Forward?

I can see some use with this one.

Gunbreaker attacks, and then you play Machinist in your Main Phase 2, and deal 5000 damage to one of your opponent’s Forwards.

And, after that, once per turn, you can Dull Machinist and deal 2000 damage to a Forward.

21-088C – Gilgamesh

Que “Battle on the Big Bridge”

You can never go wrong with Gilgamesh, unless he pulls Excalipoor. And this, Gilgamesh is not pulling Excalipoor. Especially, if you got yourself a couple of Crystals on hand, and 3 points of damage. For when you do, Gilgamesh becomes a 9K body, with Haste and Brave, and can also attack twice in the same turn.

Pair this with Estinien (6-088L) and you can have the match over with in a couple of turns.

I like it, the only thing I would change about this card, is give it some Amano Art.

21-089R – Queen

A Forward with Haste, that doesn’t receive damage when attacking?

I’ll take it. It doesn’t matter what else Queen does, this is more than enough.

And, it still gets better. Queen, also, can’t be chosen by Summons or abilities either. And, if for some reason you need to give her more power, just spend 2CP and you’re set. You can even do this part multiple times to keep upping her power.

This will be going straight into the all Haste deck.

 

21-090R – Cloud

You wouldn’t play this Cloud in a FFVII deck, but you might in a WoFF themed deck.

2CP to cast a 5K body, that will maybe, just maybe break one of your opponent’s Forwards. Well, Cloud actually just might. There are plenty of low cost Forwards out there, and if you already have Reynn on the field, to help pay for Cloud, well then you have 2 WoFF Characters on the field. And, there are plenty of 2 cost Forwards to break.

Yeah, that’s about it. Break a Forward, and then you have a tiny meat shield to absorb an attack. Or something like that.

21-091C – Black Knight

Black Knight has 1 job, which can be done twice. Once when Black Knight enters the field, and once when Black Knight enters the Break Zone.

Break a 2 cost Forward or Monster. Which is pretty good considering the cost to play Black Knight is 2CP.

Black Knight will then hang out on the field, but when Black Knight starts heading to the Break Zone, Black Knight will Break any Forward or Monster that your opponent controls.

Sure, costs and blah blah blah, but I’ll give this one a try.

Or two.

21-092R – Man in Black

How come Lightning is getting all these good cards? Half of them are just Commons and Rares.

Like Man in Black here. a 4 cost Rare Forward, with an 8K body.

Ok, you’ll say, that’s just an average card. But upon closer inspection, every Attack Phase, Man in Black, allows you to choose 2 Forwards, and unless your opponent pays 3CP, they can”t attack or block this turn.

Allowing you to march Forward as you pile up cards in your opponent’s Damage Zone.

At 5 points of damage, Man in Black also gains +2000 power. Thus making Man in Black a 10K Forward.

12-093L – Xande

Mono-Lightning mean you’re playing Xande.

Xande might be 5CP, but you can reduce that by one if you have Glauca (11-091R) on the field. And if you have 8 Lightning Characters on the field you can grab a Forward from your Break Zone and play it straight to the field. No cost limit on this one. you can even grab those 10 cost Forwards and just play them straight to the field.

I’d say it’s worth having at least one Xande in your deck if you’re playing Mono-Lightning.

 

21-094C – Shantotto

Hmm.

That is what Shantotto is thinking.

How do I fit into a multi-element deck? One that can play every element, so I can get the most of my Enter the Field ability.

Tyro and Moogles and ….

Worst case scenario you’ll be dealing 3000 damage to one Forward.

Best Case 21,000 damage. I can’t think of any use in trying to find a way to have all the elements one the field, including one Light or Dark Character, but the look on your opponent’s face when you say I’m dealing your Viking 21K damage.

21-095C – Trey EX

Class Zero finally got a card that it needed.

Trey, the Recycler!

A card that will allow you to go into your Break Zone, and grab a Class Zero Cadet.

It’s always good to have a Backup, with a backup plan.

Dynamite Arrow, deal a Forward 9000 damage.

The only bad thing about this card, which isn’t really a bad thing, is that Trey can’t send himself to the Break Zone.

Other than that, you know you’ll be playing Trey in your Cadets deck.

21-096R – Nine

Nine reminds me of Amon from Opus II, which is still a great card.

Once per turn Nine is able to dull a Forward. Reducing your opponent’s numbers down. Allowing you to utilize a bigger attack, than you previously thought you’d be able to pull off. Add Opus II Amon and you’ll double that reduction.

Plus, let’s not forget that Nine has Protect cast on himself, as whenever he takes damage, that damage is reduced by 2000.

Class Zero has gotten some nice cards this set.

21-097R – Neilikka

Are there Brave Exvius decks out there?

Does anyone actually play Brave Exvius decks?

Just wondering, cause if they do they’ll probably play Neilikka here. She gains Haste if you have 2 Brave Exvius Characters on the field.

Neilikka costs 2CP and whenever she attacks she dulls, and deals 3000 damage to one of your opponent’s Forwards.

You can still play this card without any FFBE Characters, dealing damage to a Forward while dulling it is worth the 2CP alone.

21-098R – Palom

I’d say this is a pass.

There are far better Paloms out there.

Sure, this one is Lightning and deals 9000 damage to one of your opponent’s Forwards that cost 3 CP or less.

I’d say the only good thing about this card is that the ability can go off from an EX Burst. And, that’s about it.

Leave this one at home, unless your drafting. Then you might want to use it.

21-099H – Firion

Restrictions, restrictions, restrictions.

What do you expect? If there weren’t restrictions, we’d have so many over powered cards, where the winner would be determined by who goes first.

Or something like that.

I like this card. Should be played in Ice/Lightning. Dull everything in sight, and then you have Firion who can attack twice per turn is your opponent has 4 dull Characters on the field. See it doesn’t even say Forwards. Backups count as well, which more than likely will already be dull do to CP costs and playing cards.

Firion attacks twice, with Brave and +5000 power. making him a Forward with 8000 power. Add in Lulu (1-150R) and Maria (17-128L) and you’re turning Firion into a 11K wrecking machine.

All this for 1CP.

Can’t get more bang, for 1 Crystal Point.

21-100C – Dragoon

I keep telling myself, I should look into these Dragoons. They’re usually the “Cool” Characters. Take Kain, and Fang into consideration. Both great Characters, both are Dragoons. Even though Fang isn’t considered a Dragoon in FFTCG. Not yet any way, but her spear says other wise.

Let’s get back to the card.

Dragoon enters the field and deals either 4000 or 8000 damage to an active Forward. And it all depends on how many Backups you have.

By itself it’s an OK card.

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Beyond Destiny – Quake Shake

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21-061H – Ursula

Crystals and more Crystals.

Bring us your Crystals.

At least Ursula will give you one when she enters the field. And you can go ahead and use a Crystal to give her +3000 power. And, then you can use another Crystal and give her another +3000 power. And so on and so forth.

Or you can use that Crystal to grant your Forwards some protection from EX Bursts.

I wonder if this counts as EX Bursts that result from damage taken.

Either way, it’s still a good ability to spend a Crystal on.

21-062H – Ash

There’s a Strangers of Paradise Hero in every element. I just realized this.

Ash here, is a great supporting card. As long as you have Forwards with Brave on the field, Ash will give them a +3000 buff. I don’t think I ever thought about having a deck with only Forwards that have Brave. It might actually be a little interesting.
Anyways, Ash can grab a Character from the Break Zone when he enters the field, but only if you have a couple of SOPFFO Forwards already on the field.

And last, but not least, Ash can give another Forward Brave. And, once he gives that Forward Brave, that Forward gets the +3K buff as well.

I like this card. I might have to try it out.

21-063C – Dark Knight

This reminds me of an old card, Dark Knight (1-092C) to be exact.

Dark Knight gains +1000 power for each point of damage you have received. Which along with Enna Kros, and Ash, if you have 6 points of damage, Dark Knight will have a total of 16,000 power. But, only if you use Ash’s ability to give Dark Knight Brave.

Dark Knight also has an ability that will allow you to break a Forward. Sure, he’ll also deal you a point of damage, but, if you’re playing Dark Knight, that’s pretty much what you want. Get to 6 points of damage as fast as you can.

21-064L – Ingus EX

If you have 5 Earth Backups on the field, Ingus costs a total of 1CP.

And, after that, Ingus will search for an Earth Forward.

If you’re playing Mono-Earth you will be playing Ingus.

I mean where else can you hopefully pay 1CP for a 9k body.

And, that’s all I got.

 

21-065R – Onion Knight

It’s been a while since we’ve seen a card with no text.




3CP

9000 Power

Meat Shield at it’s finest.

21-066C – Guy

Guy and Ash should make a Tag Team.

Guy is a simple card, one that talk to animals. And, those animals tell Guy that he should always attack as long as Ash is on the field.

For whenever Guy attacks, he’ll gain +3000 from his ability, and another +3000 from Ash. making Guy hit hard. 11,000 power in one attack.

Not bad.

Not bad at all.

21-067R – Galuf

This is awesome, and it’s just a Rare.

Imagine that.

Galuf gives all of your low cost Forwards +2000 power. And when he enters the field, you can most likely grab a 2 cost Forward from the top 5 cards of your deck, and play it straight to the field.

Galuf costs 4CP, but you’ll probably get the 2CP back if you find a Forward.

Blade of Dawn deals one of your opponents Forwards 8000 damage.

Stick Galuf in a deck with Maria (17-128L) and you’ll be all set ready to go.

Let’s put this idea for a deck on the back burner. Along with the countless other decks I want to try and build.

21-068C – Qiqirn

Roll of the dice?

Qiqirn comes in, checks the top 5 cards of your deck and grabs a Forward from there, while the other cards go to the bottom of your deck.

After that Qiqirn is just a Backup, that had the ability to Break a dull Forward, before heading into the Break Zone.

Don’t tell me you don’t think you’ll find at least one Forward out of the top 5 cards of your deck. Worse case scenario, is that you don’t find a Forward, and you see the card you needed head back to the bottom of the deck.

21-069C – Krile

For 2CP you can discard a Summon, and deal a Forward 8000 damage.

And, after that, you can pay 2CP and grab that same Summon from the Break Zone and add it to your hand.

Recycling at it’s finest.

Krile may not help with your empty soda cans, but, she’ll love to grab some slightly used Summons.

Even Krile can’t believe how bad that one was.

21-070C – White Mage

This is a great card.

At least I think so.

And, is I think so, well then I’m going to persuade you that it is.

You play White Mage for 4CP, and then you a play a 3 cost Forward straight from the Break Zone.

It’s a POGO on a Forward. What’s POGO. Play One, Get One.

Yes, I’ll keep a foil play-set on hand.

21-071H – Titan

When are we going to get some 8bit cards.

If you’re doing a Titan from FFIII at least give us sprites.

Please?

Imagine a Mosaic with 8bit art.

Anyways, Titan simple summon. Either deal a Forward 9000 damage, or break a dull Forward.

21-072H – Tulien

Need a way to make a Forward attack or block? Tulien is here to help you with that.

During your turn you can use his ability and have a Forward attack or block.

Get rid of those pesky Forwards that have low HP and a irritating ability that you want to get rid of.

Plus, when Tulien attacks or blocks, the damage he deals goes up by 2000.

Thus, making Tulien a 3 cost Forward with 9000 power and 7000 HP.

I wonder if that’s how it works?

21-073R – Stoneserpent General Zazarg

You can throw this Serpent General in any Earth deck, and it will make that earth deck, just a little bit better. Throw in Ash as well and you’ll have a body on the field that will be tough to get rid of.

General Zazarg comes in for 2CP, if you already have 2 Earth Characters on the field.

What I like is Stoneserpent General Zazarg’s ability that triggers whenever he is dealt damage by your opponent’s Summons or abilities. What is this ability? You simply get to deal 8000 damage to any Forward.

Maybe you’ll break the Forward dealing damage, before they deal damage.

21-074L – Neo Exdeath

Standing in at 8CP and 10,000 Power.

I don’t know what’s better.

The Amano art or the ability?

Neo Exdeath is a one-sided board wipe. Neo Exdeath will come in, sacrifice to of your Backups, and remove all of your opponents Forwards and Monsters from the game.

‘Nuff said.

21-075R – Haveh

“Haveh your way!”

How is this just a Rare?

Haveh comes in and puts a cog in your opponent’s gears. By canceling power increase from your opponent’s Summons and abilities.

Plus, Haveh gives a nice buff to your Warriors, and he gains, +1000 power and Brave at 3 points of damage. Add in Ash, and your set.

You can actually just throw Haveh into that Warrior tribal deck we made a while ago.

21-076C – White Tiger l’Cie Qun’mi

First time I saw this card I thought it was Lightning, and then I realized it wasn’t. But, since Type-0 and FFXIII are somehow connected through the Fabula Nova Crystallis myth, I believe that White Tiger Qun’mi and Lightning are connected. Sure, I base this off the artwork of this card, and I’ll stop here.

4 cost Forward, with 8000 power. Just a regular Common, but it does have an ability that whenever White Tiger l’Cie Qun’mi is chosen by a Summon or ability she gains +2000 power.

And, this is where Ash comes in. I think Ash might be the best card in Earth this set.

Ash will give White Tiger l’Cie Qun’mi Brave, thus giving her +2000 power and +3000 power. Making her a Forward with 13,000 power.

That’s a big body.

21-077C – Monk

I just realized each element has the same Standard Unit Backup again.

And they all do the same thing.

Monk comes in and gives you a Crystal, and if you have less than 3 Backups on the field, you also draw a card.

And, that pretty much sums it up.

Again.

21-078C – Ram

You can actually use this Monster to buff White Tiger l’Cie Qun’mi, to grant her +5000 power.

Ram doesn’t really do much, he just come in dull, activates during your next turn, where you can use it’s ability, and after that Ram will take a nap, as it does not activate during your next active phase. You’ll have to wait an additional turn in order to use it’s ability once more.

I’d say this one is a Sleeper.

 

12-079R – Lich

7CP for Lich?

Yes, and you’ll be happy to pay for it. Especially if you’re running Mono-Earth. Simply because you can pay the 7CP upfront, and every time Lich is put into the Break Zone, you can discard a card and play Lich back onto the field. Yes, you can only use this ability if you have at least 7 Earth Characters on the field.

Then you’ll ask, Why would I want to pay 7CP for a 9K Forward?

That’s because every time Lich enters the field, his Enter the Field ability goes off, and you can choose one of your opponents Forwards and Break it at the end of the turn. In other words, Lich casts Doom with a tiny bit of time on the counter.

After that find a way to break Lich, discard a card and Voila, you can reuse Doom.

This is a card that will become a problem.

12-080R – Runda

Simple 2 cost Backup, that can cast some Protect, or Shell on one of your Forwards.

If one of them is being targeted by a Summon or ability that causes damage, you can dull Runda, and reduce that damage by 3000.

And, that pretty much sums Runda up.

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