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22-091C – Blue Mage
2 cost Backup that let’s you switch out a Monster for the top card of your deck.
And, if you don’t like that card that you drew, you can always, pay a CP, discard that card, and put Blue Mage in the Break Zone, to play that Monster that you discard earlier onto the field.
Yes, the card that you discard, needs to be a Water card.
Or, you can just use that ability to grab a Monster, that you ran out of.
more, like a Backup, Backup plan.
22-092C – Agrias
You can’t go wrong with 1CP.
Not this time. Agrias comes on in and if you have a Couple of Knights on the field you get to send one of your opponent’s Forwards that cost 3CP or less back to their hand. Making them pay the CP once again to get that card out.
And when you have received 3 points of damage, Agrias gains 4000 power, making her a 7k body that you paid for with 1 whole Crystal Point.
I’d say the only thing wrong with this card is that the cards name is Agrias.
22-093R – Anima (X)
Easy way to get rid of one of your opponent’s Forwards, Anima comes in and you remove the Forward from the game. No certain cost, no active, no dull it doesn’t matter. Any forward will do. And for 3CP that is a steal.
But, you’ll also have your opponent draw a card.
And if you only paid with Backups, you’ll also get to draw a card.
I think I’m on the fence with this one.
Some might like this one, some might not. Let’s see what happens.
22-094C – Vaan
Pirates and Vikings just keep getting stronger.
Vaan here, is just a Common, but adds quite a punch, or should we say blast. A Shotgun Blast.
For 2CP, and a couple more Pirates that are already on the field, you get to choose one of your opponent’s Forwards and reduce their power by 8000. Usually that is more than enough to break a Forward.
If it’s not enough, well it’ll be close to enough.
Can’t go wrong with this one. 2CP with 5000 power.
I have yet to play with the Pirates, but it is on my to-do list.
I just need to find the time to do it.
22-095H – Warrior of Light
Warrior of Light, 4 cost Hero that allows you to search for a Standard Unit.
And, then you will play that Standard Unit, and another 3 Standard Units, and you shall find that all of your Forwards gain +2000 power, except Warrior of Light. Add in a bunch of Backups and Forwards that will buff up your Standard Units, and you’ll be running an army of Standard Forwards that will take out anybody and anyone out. Send them straight to the Break Zone.
And, Shield of Light. If all else fails, you can give +5000 power to Warrior of Light giving him a 13,000 body.
Bring in the Drones!
22-096C – Clavat
Last of the 1 0f 6 Backups that are in every element.
Top card, take a look, leave or put it at the bottom of your deck.
They should have renamed these cards Fortune Teller. Or have had Cait Sith. Or Yuna, Rikku and Paine in their Psychic dress-sphere.
I don’t know just trying to take up space here.
22-097L – Curilla
This is the card that everybody wanted to try out. Hidden Hope came out and well let’s take a look at it. It’s only been a month or two before we got to it.
Well as you can see from the first line, there is a good reason that Knights are becoming a force to be reckoned with. I just took a look at a recent Qualifier, and Curilla was in 3 of the top 8 decks.
Curilla come in and you can take a look at the top 5 cards of your deck and play 2 Knights onto the field as long as their combined cost is 4CP or less.
And as long as Curilla is on the field, she also gives protection to all Knights from damage that is less than their power. Making Ping damage worthless against your Knights.
But, then again you can always just play Minwu (1-171H) and get the same effect, but for all of your Forwards, not just the Knights.
Imagine that?
22-098H – Siren (V)
“Are you a Gamblin’ man, Sandy?”
If so, you can save your Forwards, if they are chosen by your opponent’s Summons or abilities. Simply Wager the top card of your deck, if it’s not a Forward your Forwards are saved. If it is, you lose that top card.
Clavat, is a good way to determine if you should use the ability.
And, at 3 points of damage, whenever Siren is dealt damage,you can reduce that damage by 1000.
I’d say this is worth a shot.
22-099R – Severo
A 3 cost Backup that will return one of your opponent’s Forwards back to their hand, and Severo will also give you a Crystal for your troubles.
After that Severo just hangs out on the field, producing 1CP per turn as a Backup.
And, if needed you can pay the cost of 3 Water CP, 2CP of any color, dull Severo and put him in the Break Zone to place a Forward of your choosing back at the bottom of it’s owner’s deck.
Seems like a high cost for this, but it might be helpful.
22-100R – Chime
If you got the Backups for this, Chime is a great play.
Draw a card at the end of each of your turns, will help your turns become that much better.
Chime should be the 5th Backup you play as to get a better return with her.
No need to have Chime on the field if you don’t have 5 Backups, as the only reason to play Chime will be to draw that extra card at the end of the turn.
Your board should get bigger than your opponent’s and faster than your opponent’s board.
I’ll take it, I’ll take 3 actually and play it in a Ultros/Pirates deck with a handful of Vikings.
22-101C – Paladin
Now that’s a Standard Unit I can stand behind. The Paladin, a great meat shield if you ask me. And, this meat shield also has a shield.
For 5CP, you get a Forward with Brave and a 7K body, that grabs a 2 cost Forward from the Break Zone and plays it onto the field.
It’s 2 for the price of one.
Yes, you need a couple of Standard Unit Backups on the field for you to be able to use this ability, but that shouldn’t be that hard to do.
22-102C – Piranha
For the price of a Piranha, I shall grant you a card.
Sure, you’ll need 3 points of damage.
Sure, you’ll also need to put Piranha in to the Break Zone.
But, at the end of the day, Piranha shall double the CP used to pay for it.
And, when Piranha enters the field, you will choose a Forward and have it lose 2000 power.
It’s 1CP, it’s worth a shot.
22-103C – Faris
I don’t know if you’d play this Faris over the other Faris, but you can easily break one of your opponent’s Forwards, while drawing a card at the same time.
How do you do that?
It’s quite simple really.
You’ll play Faris, and you’ll choose to remove a Viking, either Viking (2-132C) or Viking (4-133C). Once that Viking is removed, your opponent will choose one of their Forwards and put them in the Break Zone, while you get to draw a card once your Viking leaves the field.
22-104R – Folka
We’re looking at 3 points of damage. Anything less and I’d say it wouldn’t be worth it to play Folka.
Well you could, or you can just remove Folka from the game, and your opponent will only be able to attack once this turn.
Now at 3 points of damage, like we said earlier, Folka becomes nearly unstoppable, when you are on the attacking side. In other words, during your turn.
Folka can’t be chosen by Summons or abilities, and if she is dealt damage, it becomes 0.
All this for 3CP.
You can try throwing a couple into your deck, if you got room for it.
22-105H – Miwa
Coming in with the Back Attack, Miwa is a safety net when you have Summons and abilities that will attack your whole front line.
And, at 5 points of Damage, Miwa will also give all of your Forwards a +2000 power buff.
And at only 2CP, you can not go wrong with that. Just throw in Miwa into any Water deck. If you have no room in your deck, well then you better make some room.
She’ll stick around as a 5k body, where you can just have her block to break herself, and then play another Miwa during your opponents next turn.
22-106R – Yuna
This card is actually called the Tidus Best Bang for your CP special.
We’ll go with the Tidus (16-116L), popular card, and a lot of people should still be playing it, because I don’t see why you wouldn’t.
Let’s start out by playing Yuna onto the field for 2CP, produced by a Water Summon. Then we’ll play Tidus for 1CP, and grab that Water Summon from the Break Zone.
For 1CP, you have 2 Forwards on the field, one of which can not be blocked and extremely hard to break.
I’m sure there are better Yunas to play, but if you’re just looking for a cheaper Tidus, look no further.
22-107C – Yuni
Sap!
Cast Sap! or Attack Down or both.
Yuni can do that for you. And the effects will last just until the end of the turn. It’s 4000 power when Yuni comes in, and 2000 power every time Yuni dulls to cast her ability.
3CP/7k body, Not much else is going on here.
22-108H – Lenna
Warrior of Lights … Warriors of Light Unite!
If you ever needed a reason to play Warrior of Light (19-128L), well this isn’t it, but Lenna will help. A little.
If you have to elements already on the field, Lenna will allow you to draw a card when she enters.
And, if you have 4 different elements, Lenna will cause your opponent to place one of his Forwards into the Break Zone.
I’ll leave you with some words of wisdom.
There is no reason to play Lenna in a Mono-Water deck.
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