TCG Chapter IV

This is a list of all Chapter IV cards in the Final Fantasy Trading Card Game, released in December 2011. The chapter includes 106 regular cards - 4 in Dark and Light, 17 in Wind and Water and 16 in each of the other elements - and 106 premium cards.

Each booster pack of Chapter IV includes 8 cards. Released with the same time with the series were also two entry packs of 50 cards each, the Water and Wind ones. Each of these included a card not available otherwise, those of 4-049 Rem and 4-086 Garnet regular versions. Note that the premium versions can be found in booster packs.

Note that in the lists below, translated names have been used for the cards and their jobs. This is not a reliable indication of which cards bear the same name (and thus can't be on the field in the same time and other such rule-related limitations), as many English-name jobs come from two or more different Japanese-name jobs and vice versa. Be sure to check the original Japanese name of the card for that.
The footnotes are from the card FAQs at the official site.

Fire


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4-001 Red Mage 4-002 Ace 4-003 Ace 4-004 Imaginary Brawler
Backup (Common Troop) Forward (Class 0) Forward (Class 0) Forward (Manikin)
Assist - Give Haste until the end of the turn to all Forwards you control of cost 2 or less. Deck Open (S)(1F): Choose one Forward your opponent controls. Display the top 4 cards of your deck. For each element among the cards, deal the Forward 4,000 damage. After that, place the displayed cards at the bottom of your deck in any order you wish. (1F), discard one card from your hand: Choose one Forward. Deal 3,000 damage to it. After Imaginary Brawler has attacked, choose one Forward your opponent controls of cost 3 or less. This turn, it cannot block.
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4-005 King 4-006 Cater 4-007 Gladiator 4-008 Zack
Forward (Class 0) Backup (Class 0) Forward (CT) Forward (SOLDIER)
Powered Barret (S)(W): Choose one Forward. Deal 9,000 damage to it. (1F)(W): Choose one Forward. Deal 1,000 damage to it.
(1I)(W): Choose one Forward in Dull mode. Deal 2,000 damage to it.
(1L)(W): Choose one Forward that is dealing damage. Deal 2,000 damage to it.
For every 1 Backup that your opponent controls, Gladiator gains +1,000 power. Hard Rush (S)(2F): Choose one Forward. Deal 8,000 damage to it.
Meteor Shot (S)(3F)(W): Deal 4,000 damage to each of your opponent's Forwards.
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4-009 Steiner 4-010 SOLDIER 3rd 4-011 Basch 4-012 Vivi
Forward (Knight) Forward (CT) Forward (General) Forward (Black Mage)
Link - Fire (3) / Water (3)
When you're in control of a Vivi, Steiner gains +1,000 power.
When you're in control of a Princess, Steiner gains 1,000 power.
SOLDIER 3rd also has the job SOLDIER. Level Up
After Basch has attacked, he gains +3,000 power until the end of the turn.
When Vivi is played to the field, choose one Forward your opponent controls. Deal it 4,000 damage plus 1,000 damage for each card in your opponent's hand.
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4-013 Vivi 4-014 Phoenix 4-015 Bergan 4-016 Montblanc
Backup (Black Mage) Eidolon Forward (Judge) Backup (Moogle)
EX Burst
When Vivi is played to the field, choose one Forward your opponent controls. Deal 4,000 damage to it.
Choose up to 1 Forward of cost 2 or less from your Break Zone. Play it to the field.
Deal 2,000 damage to each Forward your opponent controls.
(1F)(1A): Deal 1,000 damage to each Forward your opponent controls.
When Bergan is targeted by an Eidolon, move Bergan to the Break Zone.
(2F)(W): Choose one Forward. For each Moogle that you control deal it 1,000 damage.

Ice


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4-017 Transient Gunner 4-018 Queen 4-019 Queen 4-020 Kuja
Forward (Manikin) Forward (Class 0) Forward (Class 0) Backup (Genome)
After Transient Gunner has dealt damage to your opponent, choose one Forward in Dull mode. You can deal 4,000 damage to it. For every Class 0 Forward you control other than Queen, Queen gains +1,000 power.
Energy Bomb (S)(2I)(W): Choose one Forward of power less than Queen's. Break it.
Level Up
Cross Judge (S)(W): Choose one Forward your opponent controls and you do. Make the former Dull and the latter Active.
EX Burst
When Kuja is played to the field, choose one Forward. Make it Dull.
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4-021 Kurasame 4-022 Zargabaath 4-023 Shiva 4-024 Shelke
Forward (Instructor) Forward (Judge) Eidolon Backup (Tsviet)
The cost of any Class 0 card in your hand becomes 1 less (it cannot become 0). Link - Ice (3) / Fire (3) War God (Class 0)
Choose one Forward your opponent controls. Make it Dull. No Forward your opponent controls can become Active during their next Active Phase.
Shelke will not become Active during an Active Phase.
After a Forward you control deals damage to your opponent, make Shelke Active.
(W), return Shelke to your hand: Choose one Forward. Make it Dull.
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4-025 Xezat 4-026 DGS Trooper 1st 4-027 DG Soldier 4-028 DG Soldier
Forward (Warrior of Dawn) Forward (DG Soldier) Forward (CT) Forward (CT)
Preemptive Attack
When you're in control of a Galuf, Kelgar or Dorgan, Xezat gains +1,000 power and Brave.
All Common Troop Forwards you control of the Ice element gain +1,000 power. When DG Soldier is played to the field, you can search your deck for a DGS Trooper 1st. If you do so, present it to your opponent and place it in your hand. Shuffle your deck. When DG Soldier is played to the field, you can search your deck for a DG Soldier of cost 3. If you do so, present it to your opponent and place it in your hand. Shuffle your deck.
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4-029 Doctor Cid 4-030 Hurdy 4-031 Cannoneer 4-032 Machina
Backup (Chief) Backup (Moogle) Backup (CT) Forward (Class 0)
After a Backup of yours has been broken by your opponent, they must remove one of their character cards to the Break Zone. (2I)(W): Make Dull all Forwards of cost equal to the number of Moogles you control. Assist - Your opponent discards two cards from their hand. When Machina is in the process of Breaking one of your opponent's Forwards, your opponent discards one card from their hand.
Sword Field (S)(1I)(W): Choose one Forward. Deal 6,000 damage to it. If this ability Breaks a Forward, repeat this ability.

Wind


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4-033 Izana 4-034 Vaan 4-035 Ranger 4-036 Black Chocobo
Forward (Suzaku Soldier) Backup (Sky Pirate) Forward (CT) Forward (Chocobo)
When Izana is played to the field, you can search your deck for a card of name or job Chocobo. If you do so, present it to your opponent and place it in your hand. Shuffle your deck. (1Wi)(W): Choose one Backup. Make it Active. Ranger cannot be targeted by the effects of Backup cards. When Black Chocobo makes a party, that party cannot be blocked.
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4-037 Syldra 4-038 Seven 4-039 Idle Sky Pirate 4-040 King Tycoon
Eidolon Forward (Class 0) Forward (Manikin) Backup (King)
Choose one Character you control. This turn, it cannot be chosen by your opponent's effects. Your Class 0 Forwards other than Seven cannot be blocked by Forwards with cost of more than 4.
Catch (W)(1Wi): Choose one Special Ability or Auto Ability. Make its effect null.
After Idle Sky Pirate has attacked, choose one Backup. Make it Active. EX Burst
When King Tycoon is played to the field, you can search your deck for a Lenna or a Faris. If you do so, present it to your opponent and place it in your hand. Shuffle your deck.
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4-041 Trey 4-042 Nono 4-043 Balthier 4-044 Hiryuu
Forward (Class 0) Backup (Moogle) Backup (Sky Pirate) Forward (Dragon)
When Trey is in Active mode, he cannot be chosen by your opponent's abilities.
When Trey is in Dull mode, he cannot be chosen by your opponent's Eidolons.
(2Wi)(W): Choose a number of Forwards up to the number of Moogles you control. Make them Active. (W), discard one Forward: You can search your deck for a Forward of cost equal to the cost of the Forward you discarded. If you do so, present it to your opponent and place it in your hand. Shuffle your deck. Link - Wind (2) / Ice (2)
(2Wi)(1A)(W): Choose one of your Forwards other than Hiryuu. Return it and Hiryuu to your hand.
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4-045 Geomancer 4-046 Yuffie 4-047 Reddas 4-048 Rem
Backup (CT) Forward (Ninja) Forward (Sky Pirate) Forward (Class 0)
Assist - Choose one Forward. This turn it can only be blocked by Forwards of cost less than its own cost. When Yuffie is played to the field through a Link, make all of Characters you control Active.
Any Vincent you control gains +1,000 power and Brave.
If he is able, Reddas must attack one every turn.
After Reddas has attacked, all Forwards you control other than Reddas gain +1,000 power until the end of the turn.
Rem cannot be chosen by character cards or Eidolons of cost less than the number of cards in your hand.
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4-049 Rem (Class 0)
Backup (Class 0)
When you're playing a Class 0 Forward to the field, you can use CP of any element for it.
(W), move Rem to the Break Zone: Choose one Class 0 character card from the Break Zone. Return it to your hand.

Earth


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4-050 Horror of Antiquity 4-051 Eight 4-052 Eiko 4-053 Eiko
Forward (Manikin) Forward (Class 0) Forward (Summoner) Backup (Summoner)
When Horror of Antiquity is moved from the field to the Break Zone, you can play one Horror of Antiquity from your hand to the field. After Eight blocks or is blocked, he gains +4,000 power until the end of the turn.
Light Speed Fist (F): Eight gains Preemptive Attack until the end of the turn.
Link - Earth (3) / Wind (3)
Double White "Holy" (S)(2E)(W): Choose up to two Forwards. Deal them 8,000 damage. This ability can be used when you have received more than 5 points of damage.
(2E)(W), move Eiko to the Break Zone: Choose 4 Eidolons in your Break Zone. From among them return one to your hand and remove the remaining ones from the game.
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4-054 Qator Bashtar 4-055 Galuf 4-056 Genbu l'Cie Gilgamesh 4-057 Golem
Forward (Commodore) Forward (Warrior of Dawn) Forward (L'Cie) Eidolon
Qator Bashtar won't receive damage from Forwards of cost less than his own. When you have more than 5 cards in your hand, Galuf gains +3,000 power.
When you have more than 6 cards in your hand, Galuf gains Brave.
(1E): Genbu l'Cie Gilgamesh gains Brave until the end of the turn.
(W): Choose one Forward. It loses Preemptive Attack until the end of the turn.
(W): Genbu l'Cie Gilgamesh gains +1,000 power until the end of the turn.
War God (Class 0)
Choose one of your own Forwards and one of your opponent's. The former gains +2,000 power until the end of the turn. After that, deal to the latter damage equal to the power of the former.
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4-058 Amarant 4-059 Cinque 4-060 Sorbet 4-061 WRO Member
Forward (Militant) Forward (Class 0) Backup (Moogle) Forward (CT)
EX Burst
When Amarant is played to the field, choose one Dull Forward. Move one of your Backups to the Break Zone. For every 1 CP cost of the Backup, deal 2,000 damage to the Forward.
(1E)(1A)(W): Choose one Forward. This turn as long as it's able it must block.
Full Swing (S)(1E): Cinque gains +5,000 power and Brave until the end of the turn. This ability can only be used on your own turn.
(2E)(W): Choose one Forward that is blocking. For every one Moogle that you control, raise its power by +1,000. When you're in control of other WRO Members, WRO Member gains +1,000 power and Brave.
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4-062 WRO Member 4-063 WRO Officer 4-064 Delita 4-065 Ninja
Backup (CT) Forward (Officer) Forward (Knight) Backup (Ninja)
(W), move WRO Member to the Break Zone: Choose one WRO Officer. This turn, it cannot be Broken. When you're in control of a Vincent, WRO Officer gains +1,000 power.
Any Forward of the name WRO Member you control gains +1,000 power.
When Delita is chosen by a character, Break that character.
When Delita is chosen by an Eidolon, Delita deals 1 point of damage to the player who summoned it.
Assist - Choose one Forward that is in Dull mode. Break it.

Lightning


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4-066 Arecia Al-Rashia 4-067 Angeal Penance 4-068 Odin 4-069 Gurdy
Backup (Head of the Department of Magic) Forward (Experiment) Eidolon Backup (Moogle)
(2L)(2A)(W): Play one Class 0 Forward of cost 4 or less from your hand to the field. This ability can only be used during the Main Phase. Angeal Penance also has the name of Angeal.
Haste
After Angeal Penance has dealt damage to a player, choose one of your opponent's Forwards that has received damage. Break it.
War God (Class 0)
Choose one Forward. Break it.
(2L)(W): Choose one Active Forward your opponent controls. For every one Moogle you control, it gains -1,000 until the end of the turn.
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4-070 Black Waltz No 3 4-071 Black Mage 4-072 Kelgar 4-073 Sice
Forward (Black Mage Soldier) Backup (CT) Forward (Warrior of Dawn) Forward (Class 0)
EX Burst
When Black Waltz No 3 is played to the field, choose one of your opponent's Forwards. For every one card in your hand, it gains -1,000 until the end of the turn.
Assist - Until the end of the turn each Forward your opponent controls gains -2,000 power. Link - Lightning (3) / Earth (3)
Lupine Attack (S): Kelgar gains +6,000 power and Haste until the end of the turn.
After Sice has attacked, choose one Forward your opponent controls. It gains -2,000 power until the end of the turn.
Black Hole (S)(2L): Choose one Forward. It gains -4,000 power until the end of the turn.
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4-074 Drace 4-075 Nine 4-076 Nine 4-077 Freya
Forward (Judge) Forward (Class 0) Forward (Class 0) Forward (Dragoon)
When you're in control of a Larsa, the cost of a Drace in your hand becomes 2 less (it cannot become 0).
When you're in control of a Larsa, Drace gains +2,000 power and Preemptive Attack.
Preemptive Attack
Spiral Lance (S)(2L): Deal 2,000 damage to each Forward your opponent controls. This turn no Forward you control can be chosen by your opponent's abilities.
Level Up
(1L)(1A): Nine gains +3,000 power until the end of the turn. This ability can only be used once each turn.
Haste
Preemptive Attack
Cherry Blossom (S)(2L)(W): For every one card of name or job Dragoon that you control, deal 2,000 damage to all Forward your opponent controls.
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4-078 Cannoneer 4-079 Fallacious Giant 4-080 Ramza 4-081 Dragoon
Backup (CT) Forward (Manikin) Forward (Knight) Forward (CT)
(1L)(1A)(W), move Cannoneer and one other of your Backups to the Break Zone: Choose one Forward. Deal 7,000 damage to it. (1A)(W): Choose one Forward. Deal 1,000 damage to it.
(2A)(W): Choose one Forward. Deal 2,000 damage to it.
For every one Knight other than Ramza that you control, Ramza gains +1,000 power.
(3A): Choose one of your Knight Forwards. It gains +1,000 power, Haste and Preemptive Attack until the end of the turn.
(1L): Dragoon gains Haste until the end of the turn.

Water


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4-082 Andoria 4-083 Ephemeral Summoner 4-084 Dancer 4-085 Garnet
Backup (Queen) Forward (Manikin) Forward (CT) Forward (Princess)
After your Forwards have made a party and dealt damage to your opponent, draw one card. When Ephemeral Summoner is played to the field, you can search your deck for an Eidolon of Water element and cost less than 4. If you do so, present it to your opponent. Shuffle your deck. After that, place the card on top of your deck. (W): Choose one Forward your opponent control. Until the end of the turn it loses all of its abilities. Garnet cannot be chosen by Eidolons.
When you're summoning an Eidolon, all Forwards you control gain +1,000 power until the end of the turn.
(2Wa): You can summon one Eidolon of cost 3 or less from your hand without paying for its cost.
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4-086 Garnet 4-087 Ghis 4-088 Ghido 4-089 Quina
Forward (Princess) Forward (Judge) Backup (Sage) Forward (Blue Mage)
When Garnet is played to the field, you can search your deck for a Water Eidolon of cost 2 or less. If you do so, present it to your opponent. Shuffle your deck. After that, summon the Eidolon without cost. Link - Water (3) / Lightning (3)
Ghis cannot receive damage from abilities other than Special Abilities.
Ghido won't become Active during an Active Phase.
(1Wa): Make Ghido Active.
(1Wa)(1A)(W): Choose one Forward your opponent controls of cost 5 or more. Place it on top of their deck.
For every one card in your hand, Quina gains +1,000 power.
Eat (S)(2Wa): Choose one Forward your opponent controls that has received damage. If that Forward has a Special Ability or an Action Ability, Break it.
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4-090 Jack 4-091 Summoner 4-092 White Mage 4-093 Diabolos
Forward (Class 0) Backup (CT) Forward (CT) Eidolon
When Jack is in Active mode, he gains Preemptive Attack.
When Jack is in Dull mode, he gains +2,000 power.
Forsake (S)(1Wa): This turn Jack cannot be chosen by abilities and gains +2,000 power until the end of the turn.
Assist - Choose one Forward of cost 3 or less. Return it to the hand. When White Mage has made a party, damage dealt to the party is lessened by 2,000 damage. EX Burst
War God (Class 0)
Choose one Forward. For every character that you control, that Forward gains -1,000 power until the end of the turn.
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4-094 Deuce 4-095 Knight 4-096 Celestia 4-097 Horne
Backup (Class 0) Forward (CT) Backup (Governor) Backup (Moogle)
(1Wa)(W): Choose one Forward that is attacking. Until the end of the turn it gains -1,000 power.
Concerto (S)(1Wa)(1A)(W): Choose one Forward. For every one Forward you control deal 2,000 damage to it.
For every one Backup you control, Knight gains +1,000 power. After Forwards you control have made a party and attacked, they gain +1,000 power until the end of the turn. (2Wa)(W): For every Moogle you control draw one card. After that place an equal number of cards from your hand to the bottom of your deck, in any order you wish.
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4-098 Moogle -Class 0-
Backup (Moogle)
Every Class 0 Forward you control gains +1,000 power.

Light


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4-099 Zidane1 4-100 Ultima the Holy Seraph 4-101 Dorgan 4-102 Minerva
Forward (Thief) Eidolon Forward (Warrior of Dawn) Forward (Goddess)
When Zidane is played to the field, your opponent displays their hand. Choose one of the cards. Your opponent discards that card.
When your opponent has less than 2 cards in their hand, Zidane gains +5,000 power.
When you're in control of a Light element Forward, the cost of an Ultima the Holy Seraph in your hand is lessened by 3.
Remove all Forwards other than those of Light or Dark element from the game. Then you take a number of cards from the top of your deck equal to the number of Forwards you removed, and remove those from the game as well.
(W): Choose one Forward. Remove it and Dorgan from the game. At the start of your first Main Phase choose one of the below.
"Until the end of the turn all Forwards you control gain +3,000 power."
"Until the end of the turn all Characters your opponent controls lose all their abilities."
"Draw one card."

Dark


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4-103 Vincent 4-104 Zodiark, Keeper of Precepts 4-105 Genesis Avatar 4-106 Cid Aulstyne
Forward (Chaos) Eidolon Forward (Avatar) Forward (Marshal)
After Vincent attacks or blocks, he'll be Broken unless you pay (2A).
After Vincent attacks or blocks, choose one Forward. Deal 5,000 damage to it.
When you're in control of a Dark Forward, the cost of a Zodiark, Keeper of Precepts in your hand is lessened by 2.
Break all Forwards your opponent control. You receive damage equal to the number of Forwards Broken by this ability.
Genesis Avatar also has the name of Genesis.
(5A): Deal damage equal to half their own power to each Forward your opponent controls (rounded down to full thousands)
When Cid Aulstyne is played to the field, choose one Forward your opponent controls. If your opponent has less than 2 cards in their hand, Break it.

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