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Starting Your Journey of Discovery

27-127S – Wuk Lamat

The more Characters that you have on the field, the stronger Wuk Lamat gets. As a card, not a Forward.

If you have or more Characters, every time your Forwards attack, Wuk Lamat will increase that damage bu 2000 damage. Giving you an constant advantage over your opponent. Add in Fire Backups, like Lebreau (1-030R) and that one Warrior from Opus V. 5-014C which gives your Fire Forwards +2000 power.

And when Wuk Lamat enters the field or attacks, if you have 5 or more Characters, you will deal 7000 damage to one of your opponent’s Forwards.

You’ll want to fill up your board if you want to use Wuk Lamat.

27-123S – Zack

Let your opponent play their Forwards before you decide to play Zack, cause if they have 3 Forwards on the field, Zack will come in with Haste.

And when he enters the field or Attacks, Zack will deal damage to all of your opponent’s Forwards. 1000 for each Backup you control. This will bring you at a max total of 5000 damage.

And, since Zack comes in with Haste, you will be able to deal this damage twice in one turn.

The plan is to get all your Backups in as soon as possible. Then you will play Zack, and then I would say that you have a 90% chance at a board wipe.

27-124S – Cloud

Cloud is here to save the day, at least for a turn.

Cloud comes in for 3CP, and gives all of your Forwards +3000 power and Brave.

And, there you have it. That alone would make Cloud a great card to play, add in the fact that he also gives one of your Forwards protection. That Forward cannot be broken, and cannot be returned to your hand by Summons or abilities.

This way if you ever needed to keep a Forward as safe as possible, Cloud just might get the job done.

27-125S – Luso

This Clan Gully Member, is on his way to building a deck alongside some Mandragoras.

Luso comes in for 1CP, and even though he only has 3000 power, he still can do a lot of damage. Especially if you can find a way to give Luso First Strike. Imagine the possibilities. Brave and First Strike. Luso will become unstoppable. Add in Cloud’s protection and you have a way to chip away at your opponent’s Forwards one by one.

And, Luso isn’t done yet. Whenever he deals damage to your opponent you can either grab a Character from your Break Zone, or you can Deal a Forward 3000 damage. And you know what happens to Forwards that Luso deals damage to.

27-126S – Sphene

Did you need to protect that Break Zone of yours?

Sphene is here to help. She’s actually here to do a lot more than just help.

When Sphene is on the field, your opponent cannot remove any of the cards in your Break Zone. End of story.

You’ll say, yeah that’s pretty good especially if you have a way of grabbing cards from your Break Zone.
Well, Sphene does that too. Once per turn, your turn that is, Sphene will grab a Forward from your Break Zone, and you can add it to your hand.

I’m just thinking we’re going to be recycling Luso.

27-127S – Lightning

A 7 cost Lightning card, named Lightning.

You’ll think that this card is a bit expensive, and I might even agree with you.

Yes, there are cards that will Break an opponent’s Forwards for less CP. And, yes, you can just play Opus I Odin for 7CP and Break any one of your opponent’s Forwards.

But, look at what else Lightning has to offer. She stays on the field as a body with 9000 power. Plus when ever one of your opponent’s Forwards is sent to the Break Zone she grants Haste to one of your own Forwards. Yes, you can choose Lightning for this.

Let’s not forget that you can Break a Forward off of an EX Burst as well.

And that, my friends is that.

27-128S – Charlotte

A New Charlotte, and this one is very playable. Charlotte will put a fork in your opponent’s plans. As two of her abilities will turn your opponent’s plan on their head. (I think that’s what you call it).

All of your opponent’s Forwards cannot use action abilities when Charlotte is on the field, and all of your Forwards cannot be chosen by your opponent’s Summons if they cost 1CP.

That’s not all, the damage Charlotte receives is reduced by 1000. Making it harder for your opponent to try and get rid of her. Add in the 8000 power Charlotte already has, and she’ll stick around on the field for as long as you’d like.

27-129S – Yuna

Yuna comes in and you play a 3 cost Forward from your hand onto the field. Which Tidus costs 3CP? Oh, yeah the one from Emissaries of Light. We’ll just leave that information here.

But, there are plenty of 3 cost Forwards that you can play. Since you don’t have to worry about Element, you can splash in any Forward that you would like.

Yuna will also grab a card from your deck every time she attacks. Making her a Forward that keeps on giving. Over and over again.

I would have expected this card to cost more than just 4CP.

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Unboxing Day for the FFTCG 2025 Starter Sets!

Hey everyone! We just had the most exciting delivery: the brand new FINAL FANTASY TCG 2025 Starter Sets have arrived! Seriously, the warehouse smells like fresh Kardboard and pure hype.

We know you’ve been so patient, and we’re finally jumping straight into fulfillment. We’ve got all your pre-orders lined up and are working hard to pack them carefully and get them on the truck. Keep an eye on your inbox, because those shipping confirmations are coming soon!

Good News for the Latecomers!

If you were on the fence or just heard the news, we still have a small number of sets available!

These are a must-buy—not only do you get a great Zack (Fire/Water) or Cloud (Earth/Lightning) deck, but they are the first starters to include the new Limit Break (LB) cards, making them ready for competitive play right away.

We don’t expect these to last long, so if you want to snag one of the remaining sets before they vanish, now is the time to act!

Which will you choose?

Zack Fair?

Cloud Strife?

Can’t decide? Get them both!

Happy collecting and battling!

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Gunslinger in the Fire

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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.

Hot Singles!

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Starter Set Vol.1 and Vol.2

We have new Starters announced! And, this time they are not bundled together. You can choose which one you’d rather have. Cloud or Zack? Vol.1 or Vol.2?

From what I can tell, they are not Final Fantasy VII themed decks as the cards that were shown contain Characters from the different series. Lightning, Yuna, Luso, Charlotte, are all included in these sets as well.

Set for release in October 3rd, which gives us a Tentative release date for Opus XXVII for either October 31st, or November 7th.

Both of these sets come with a Full Art Foil of either Zack or Cloud.

And, for the first time these Starter Sets will also include a Limit Break deck as well.

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Tears of the Lightning Planet

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25-069C – Varghidpolis

I don’t know about you, but Varghidpolis looks like an “armed” turnip.

Yeah, I’m not quitting my day job anytime soon.

Varghidpolis has 2 abilities, just like the other Monsters of the Planet.

1 will deal 1000 damage to a Forward and also dull it. The other deals 1000 damage to a Forward and dulls it.

That’s the same thing. One ability, but 2 ways to pay for it.

At least Varghidpolis is consistent. Plus you then can play Black Belt (25-058C) to break that dull Forward.

25-070C – Eight

3CP for a 7K body. 7? This is Eight, we need to give him 8000 power.

And, you can.

At 3 points of damage Eight gains +1000 power, making his power 8000.

Eight also comes in with Haste, so he can start attacking from the get go.

One more thing. Whenever Eight deals damage to your opponent, Eight will grab a Class Zero Cadet from your Break Zone.

It’s time to start recycling.

25-071R – Scorpion Sentinel

Ever needed a defensive play?

Scorpion Sentinel is here to do just that.

When one of your opponent Forwards attacks, Scorpion Sentinel will come into play, dulling one of their Forwards. Sentinel Scorpion will also become a Forward until the end of the turn, and will be able to block your opponent’s next attack.

You get this for 1CP, which I would say is worth it.

Only thing that would have been better, is if you could have had multiple copies on the field.

25-072R – Kuja

For 2CP you can break one of your opponent’s Forwards.

Yes, you do need to place a Forward in the Break Zone in order to pay for this ability. But it’s worth it..

Imagine, Using Viking (2-132C) or Viking (4-133C) as part of the cost. You’re really only playing these cards so they can block an attack and be sent to the Break Zone just so you can draw a card.

Or, what if your opponent is casting a Summon or ability on one of your Forwards. That Forward is pretty much toast depending on what it’s being hit with, so, why not use Kuja’s ability and use that Forward as part of the cost, and break one of your opponent’s Forwards in the process.

Turn the tides, before they are turned on you!

Or something like that.

25-073L – Zack

Final Fantasy VII will be getting plenty of support. With plenty of Lightning support, even if you throw Zack in a Shinra themed deck, he will become a threat.

Every time Zach attacks, you can bring a Final Fantasy VII Character back from the Break Zone, only requirement is that, that Character costs 2CP or less. Shouldn’t be that hard to find one, even if you keep bringing the same Character in after they attack or block.

Rush Assault? When Zack Attacks, you can use his Signature ability and break one of your opponent’s Forwards! No cost Requirements, no nothing. Just stock up on all Zacks from every Opus.

Yes, please. May I have another?

25-074C – Amarant

For 5CP you get the ability of a Summon and a 9K body.

And, this might just be the best Amarant to date.

Amarant comes in and deals 5000 damage to all of your opponent’s active Forwards. You’ll probably break some of them, and the rest will be weakened enough that when your Forwards attack, they will either Break the Forward or your opponent will decide to let the attack go through just so they can save their Forwards for later.

We need more Final Fantasy IX cards, so we can finally make a decent FFIX deck.

25-075C – Jack

Jack of all trades?

I’m not so sure about that, but Jack can Break some Forwards. One when he comes in, as long as you have 5 Cadets on the field. If not, then Jack will only dull that Forward.

And, once per turn you can use Jack’s Special ability to break a Forward.

Jack’s Special ability is good because you don’t have to send Jack to the Break Zone for it to activate.

Meaning you can use it over and over, as long as you have enough Jacks in your deck.

25-076C – Elite Riot Trooper

Once again our elemental Backups make a return.

This time it is Lightning with Elite Riot Trooper.

At 3CP, Elite Riot Trooper comes on in and you can either draw a card, or deal a 2 cost Forward 7000 damage, which will most likely break that Forward.

As mentioned before, the ability you choose will depend on what part of the game you are at.

And, that’s about it.

25-077C – Cinque

The more Cadets that you have on the field, the better this card becomes.

Cinque enters the field and grabs a Class Zero Cadet and plays them straight to the field. Let’s say you grab Ace (3-153S). You just paid 4CP to get 2 Characters on the field, and Ace’s cost is 6CP. Now when Ace enters the field, You get to play another Class Zero Cadet Forward from your hand. And, if you happen to have Nine (13-123L) in your hand, you’re off to a great start.

And, if you ever need to get rid of Cinque, just so you can play her again, she had an ability that sends her to the Break Zone, and deals a Forward 9000 damage.

Might have to dust off that old Cadets deck.

25-078H – Seven

A 2 cost Backup that can do a couple of things each turn.

For one, she can give Haste to any Class Zero Cadet. All you have to do is dull 2 Active Cadets, It might be worth it, depending on the situation.

And secondly, this one is the better ability of the two, Sadistic Spikes. Every time you use Sadistic SPikes, you will be able to break one of your opponent’s Forwards, as long as their cost is less than the Class Zero Cadets that you control.

Over all, Sadistic Spikes is a good enough reason to use this Seven in your Cadets deck.

25-079C – SOLDIER Candidate

Do you recycle?

This SOLDIER Candidate does. He actually recycles himself to get you another SOLDIER Candidate.

Whenever SOLDIER Candidate gets sent to the Break Zone, you can search for another SOLDIER Candidate and play it onto the field. That way your front line has Backups. No, not those Backups. Backup Forwards.

I already said SOLDIER Candidates are a card away from being great.

And someone is going to find that card, and we’ll have Shinra’s version of Chocobos.

25-080H – Paine

Paine brings the Pain!

Yep, bad puns as usual.

Paine comes right in and deals a 3 cost Forward or less 7000 damage. Which would break most Forwards that cost 3CP or less.

Hold on let me check.

Yep, there are more Forwards than I thought that cost 3CP or less and have more than 7000 power.

Ok, where was I?

Ah yes, when that Forward is put into the Break Zone, Paine gives a Final Fantasy X Forward Haste.

Which can be herself as well, allowing her to attack and hopefully deal some damage, or break another one of your opponent’s Forwards.

It’s a decent Hero, but better Paine’s exist.

25-081R – Baralai

Baralai comes in and grabs a Forward from your Break Zone.

For 3CP that is not bad at all.

Baralai can also break a Forward as well. The cost might be high for this ability, but you can use it any time you’d like as Baralai will already be on the field for it.

I would probably play this card for Baralai’s first ability alone. The second one is just the cherry on top.

 

25-082C – Vivi

Here we are, Vivi comes in with a one-two punch.

For 2CP, Vivi will come into the field and dull one of your opponent’s Forwards.

After that Vivi will just produce 1CP per turn, until you’re ready to use his ability to break a damaged Forward.

It’s 2CP, this is worth it. You can probably find a way or two to activate Vivi as soon as he enters the field.

Get rid of that pesky Forward that’s been bothering you.

25-083H – Adrammelech, the Wroth

Once again you can remove a Lightning Backup from the game and reduce the cost for Adrammelech, the Wroth by 2 CP. Making Adrammelech a 3 cost Summon. Plus you get to remove that Backup that does not serve a purpose anymore.

And what does Adrammelech, the Wroth do?

Well, he .. it.. deals 7000 damage to all of your opponent’s Forwards, possibly braking most of them.

You’ll also receive 1 point of damage as part of the cost of using this Summon.

25-084R Rude

Rude comes in and you can grab a Member of the Turks from your Break Zone and add it to your hand. Bringing Rude’s cost down to 1CP. If that’s not reason enough to play Rude, we got more for you.

At the begining of the Attack Phase, both yours and your opponent’s, Rude will dull one of your opponent’s Forwards.

This means that, you’ll be able to successfully keep one of your opponent’s Forwards incapable of getting anything done.

You should see, what happens if Reno is on the field as well.

25-085L – Reno

Back to Back Turks.

With Reno, anytime a Forward becomes dull due to Summons or abilities, Reno will give a Member of the Turks Haste, and deal one of your opponent’s Forwards 4000 damage.
This is where things get interesting.

If you read Rude, Rude will dull a Forward at the beginning of every Attack Phase, meaning that Reno will give Haste to a Turk, and deal one of your opponent’s Forwards 4000 damage.

You also have EM Flail, which will dull a Forward and deal 5000 damage to another Forward, which in turn will activate Reno’s first ability will go into play once again.

You know your opponent will be trying everything in their power to get rid of Reno. Let’s go back some cards and take a look at Zack once again. “When Zack attacks, choose 1 Category VII Character of cost 2 or less in your Break Zone. Play it onto the field.”

Guess who costs 2CP.

Electrifying Singles!