This is a list of all Chapter VI cards in the Final Fantasy Trading Card Game, released in June 2012. The chapter includes 90 regular cards - 3 in Dark and Light, 14 in all other elements - and 90 premium cards. Chapter 6 is a renewal chapter, in that it includes cards released in earlier chapters as well, just with a new ID number.
Each booster pack of Chapter VI includes 8 cards. No entry or promotional sets are associated with it.
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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6-001C Warrior | 6-002S Ace | 6-003R King | 6-004U Grenade |
Forward (Common Troop) | Forward (Class 0) | Forward (Class 0) | Monster (Bomb) |
After Warriors has been blocked, deal 2,000 damage to the blocking Forward.1 | When any of your job:Class Zero other than Ace is attacking, choose 1 Forward. This turn, it cannot block.2 Tri Laser (S): Choose up to 3 Forwards. Deal 5,000 damage to them. |
After King has attacked, choose 1 Forward. Deal it 1,000 damage for each job:Class 0 you control.3 Snipe Mode (S): Choose a Backup of cost 1. Break it. |
When a Forward of less than 8,000 power is played to the field, move Grenade to the Break Zone. After, deal 8,000 damage to the Forward.4 |
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6-005C5 Black Mage | 6-006R Cater | 6-007C Manasvin | 6-008C Soldier |
Backup (CT) | Forward (Class 0) | Monster (Machine Knight) | Forward (CT) |
(1F)(W), move Black Mage to the Break Zone: Choose 1 Forward. Deal it 4,000 damage. | Haste (1F)(W): Choose 1 Forward. Deal it 2,000 damage. (1Wa)(W): Choose 1 Forward. It gains -1,000 power until the end of the turn. |
(1F)(W): Choose 1 Character. This turn, if it deals damage to a Forward, it deals 2,000 damage more.6 | When Soldier is played to the field, choose 1 Forward. It gains +2,000 power until the end of the turn. |
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6-009 Tellah | 6-010C Naji | 6-011C Babus | 6-012 Fickblix |
Backup (Sage) | Forward (Gate Guard) | Forward (Rune Seeker) | Backup (Goblin) |
(W), move Tellah to the Break Zone: Choose 1 Forward. Deal it 7,000 damage. Recall (S)(W): Choose 1 Forward. Exclude the top card of your deck. For every 1 cost on the excluded card, deal the Forward 4,000 damage. |
When you receive damage and you're not in control of an Ayame or a Volker, move Naji to the Break Zone.7 | When one of your Forwards is attacking, if your opponent doesn't pay (2A) they cannot block it this turn.8 | (1F)(W), move Fickblix to the Break Zone: Deal 2,000 damage to all of your opponent's Forwards. |
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6-013U Brunhilde | 6-014U Lion | ||
Eidolon | Backup (Mysterious Girl) | ||
Choose 1 Forward. Deal it 9,000 damage. | Move Lion to the Break Zone: Choose 1 Forward. It gains Haste until the end of the turn. |
Ice
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6-015U Ark Angel TT | 6-016U Aldo | 6-017C Juggler | 6-0189 Bard |
Forward (Ark Guardian) | Forward (Leader) | Backup (CT) | Backup (CT) |
When Ark Angel TT is played to the field, choose 1 Dull Forward. Deal it 5,000 damage. Ammon Drive (S)(2I)(W): Make Dull all Characters your opponent controls. They cannot become active in their controller's next active phase.10 |
When Aldo is played to the field, pick 1 Forward or Backup. All Characters your opponent controls of the type you picked cannot become active in their controller's next active phase.11 | (W), move Juggler to the Break Zone: Choose 1 Auto-Ability. Void its effect.12 | (1I)(W), move Bard to the Break Zone: Your opponent discards 1 card. |
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6-019 Queen | 6-020 Gesper | 6-021C Shamonde | 6-022C Doned |
Forward (Class 0) | Monster (Anti-Human Weapon) | Backup (Papsque) | Backup (Leader) |
Make one Active job:Class 0 Forward Dull: Choose 1 Forward. Make it Dull. Make 3 Active job:Class 0 Forwards Dull: Choose 1 Dull Forward. Break it.13 |
(W): All players discard 1 card from their hand. This ability can only be used on your own turn. | No Characters can become Active other than during an Active Phase.14 | (1A)(W): Choose 1 Monster. Make it Dull. |
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6-023R Mateus the Corrupt | 6-024C Fencer | 6-025U Buccaboo | 6-026R Machina |
Eidolon | Forward (CT) | Monster (Goblin) | Forward (Class 0) |
Choose 1 from the two below. * Make all of your opponent's Forwards Dull. * Deal 5,000 damage to all Dull Forwards your opponent controls.15 |
Preemptive Attack When your opponent is discarding a card from their hand due to your abilities, Fencer gains +3,000 power until the end of the turn.16 |
When a Character other than Buccaboo is played to the field, move Buccaboo to the Break Zone. After, that Character's controller discards 3 cards from their hand.17 | When you're not in control of any other Forward but Machina, Machina gains +4,000 power, Preemptive Attack and Brave. |
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6-027R Mewt | 6-028U Remedi | ||
Backup (Prince) | Forward (Queen) | ||
(4I)(W): Search for a Remedi and play it on the field in Dull mode. (2I)(2L)(W): Search for a Cid Randell and play it on the field in Dull mode. |
When your opponent plays a Character to the field other than from their hand, that Character is Broken unless they pay (2A).18 |
Wind
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6-029U Ark Angel MR | 6-030U Alexander | 6-031S Edge | 6-032U Gigas |
Forward (Ark Guardian) | Eidolon | Forward (Ninja) | Monster (Gigas) |
Ark Angel MR cannot be blocked by Forwards of cost 3 or more. Manipulate (S)(2Wi)(W): Choose 2 of your opponent's Forwards. Deal them damage equal to their combined power.19 |
Break all Monsters your opponent control. | Preemptive Attack Wind-element Forwards you control gain the ability [When this Forward is chosen by an ability and that ability is the first that chose them this turn, void its effect.]20 |
When a Backup of cost 2 or less is played to the field, move Gigas to the Break Zone. After, Break the Backup.21 |
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6-033 Shara | 6-034C Jakoh Wahcondalo | 6-035R Seven | 6-036C Chocobo |
Forward (Archer) | Forward (Chieftainness) | Forward (Class 0) | Forward (CT) |
After your opponent has used an Action Ability, the effect will be void unless they pay (1A).22 | For every Wind-element Character you control other than Jakoh Wahcondalo, Jakoh Wahcondalo gains +1,000 power. | Each job:Class 0 Forward that you control other than Seven gains Preemptive Attack. Head Strike (S)(1Wi): Pick 1 card. Break all Monsters with the same name as that card.23 |
All name:Chocobo and job:Chocobo that you control can make parties with all elements.24 |
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6-037R Trey | 6-038C Nono | 6-039C Archer | 6-040C25 Archer |
Backup (Class 0) | Backup (Moogle) | Backup (CT) | Backup (CT) |
(1Wi)(W): Choose 1 Forward your opponent controls that is attacking. Deal it 2,000 damage. Charge Shot (S)(W): Choose 1 Forward. Deal it 3,000 damage for every 1 attack you've made this turn.26 |
When one of your Forwards is attacking, choose 1 Backup. Make it Active. | (1Wi)(W), move Archer to the Break Zone: Choose 1 Forward your opponent controls. When it next deals damage to a Forward this turn, make that damage 0 instead. | (2Wi)(W), move Archer to the Break Zone: Choose 1 Backup of cost 3 or less. Break it. |
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6-041R Rem | 6-042C Spiceacillian | ||
Forward (Class 0) | Monster (Water Monster) | ||
When Rem is played to the field, you can search for a job:Class 0 other than name:Rem and place it in your hand. Convert (S)(1Wi): Make all of your Characters other than Rem Active. |
(W): Choose 1 Forward. This turn, it cannot be blocked by Forwards of cost less than its own. |
Earth
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6-043U Ark Angel GK | 6-044R Eight | 6-045C Gladiator | 6-046C Grav'iton |
Forward (Ark Guardian) | Forward (Class 0) | Forward (CT) | Backup (Scholar) |
Your Earth-element Forwards gain Brave. Meikyo Shisui (S)(3E)(W): Choose up to 3 Dull Forwards. Break them. |
Choose 1 of the two below at the start of your Main Phase 1.27 * Choose 1 Monster. Break it. * Eight gains +1,000 power until the end of the turn. |
When you're playing a Backup to the field, Gladiator gains +3,000 power until the end of the turn. | When you're summoning an Earth-element Eidolon, your Earth-element Forwards gain +2,000 power until the end of the turn. |
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6-047C Gumbah | 6-048U Joker | 6-049R Cinque | 6-050 Gorgonzilla |
Backup (Mysterious Boy) | Backup (Cardian) | Forward (Class 0) | Monster (Flan) |
After Gumbah has been moved from the field to the Break Zone, you can search for 1 name:Gumbah and play it to the field in Dull mode. | (W), move Joker to the Break Zone: Choose 1 Fenrir from your Break Zone. Move it to your hand. | Any job:Class 0 you control other than Cinque cannot be Broken by your opponent's effects other than damage. Earth Impact (S)(1E)(1A)(W): Choose 1 Forward. Deal it damage equal to Cinque's power.28 |
(2E)(1A)(W): Choose 1 Forward you control. If your opponent is able to, they must block it this turn. This ability can only be used on your own turn.29 |
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6-051U Hill Gigas | 6-052U Hecatoncheir | 6-053C White Monk | 6-054C30 Monk |
Monster (Gigas) | Eidolon | Forward (CT) | Backup (CT) |
After either player has used a Monster's Action Ability, move Hill Gigas to the Break Zone. After doing so, void the effect and Break the card.31 | Choose 1 Forward your opponent controls and 1 you do. Deal them both damage equal to their combined power.32 | Brave White Monk won't receive damage from your opponent's Monsters. White Monk can't be Broken by the effects of your opponent's Monsters. |
(1E)(W), move Monk to the Break Zone: Choose 1 Forward. It gains +2,000 power until the end of the turn. |
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6-055S Rydia (Summoner) | 6-056R Llednar (Biskmatar) | ||
Forward (Summoner) | Forward (Biskmatar) | ||
(1E)(W): Search for 1 Eidolon of cost 2 or less and place it in your hand. (1A), discard 1 Eidolon: Rydia cannot be targeted by your opponent's effects this turn. |
After Llednar has blocked or is blocked, unless your opponent pays (3A) Llednar can't be Broken this turn. After Llednar has been chosen by your opponent's effects, unless your opponent pays (3A), Llednar can't be Broken this turn.33 |
Lightning
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6-057U Ark Angel HM | 6-058C Assassin | 6-059U Apururu | 6-060S Kain |
Forward (Ark Guardian) | Forward (CT) | Backup (Minister) | Forward (Dragoon) |
(2L): Make Ark Angel HM Active. This turn Ark Angel HM can attack one additional time. This ability can only be used once and on your own turn. Cross Reaver (S)(1L)(W): Deal 5,000 damage to all Forwards your opponent controls. |
After Assassin has dealt damage to your opponent, choose one Forward your opponent controls. You can Break both it and Assassin. | The cost of any Ajido-Marujido in your hand is 1 less (cannot become 0). When your Ajido-Marujido is dealing damage, instead deal 2,000 damage more. |
After a Dark-element Character is played to the field, the controller of that Character gains control of Kain. Make Kain Active. (2A): Kain gains Haste and Preemptive Attack until the end of the turn. |
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6-061C Gadgeteer | 6-062U Black Knight | 6-063C34 Black Mage | 6-064R Sice |
Backup (CT) | Monster (Black Knight) | Backup (CT) | Forward (Class 0) |
(1L)(W), move Gadgeteer to the Break Zone: All Forwards gain -2,000 power until the end of the turn. | When a Forward is played to the field, move Black Knight to the Break Zone. When you do so, Break that Forward. | (2L)(W), move Black Mage to the Break Zone: Choose 1 Forward that is dealing damage. Break it. | When Sice is played to the field, choose 1 Forward. It gains -4,000 power until the end of the turn. When a Character is being moved from the field to the Break Zone, Sice gains +2,000 power until the end of the turn. |
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6-065C Cid Randell | 6-066C Bunkerbeast | 6-067R Nine | 6-068R Adrammelech the Wroth |
Backup (Judge Master) | Monster (Armadillon) | Forward (Class 0) | Eidolon |
When a Forward your opponent controls is attacking, unless they pay (1A) you can Break that Forward. | (W): Choose 1 Blocking Forward. It gains -2,000 power until the end of the turn. | All job:Class 0 Forwards you control gain Haste. Yell (S): Choose 1 Forward. Make it Dull. |
All Characters you control gain the abilities [(W): Choose 1 Forward. It gains -2,000 power until the end of the turn.] and [Move this Character to the Break Zone: Choose 1 Forward. It gains -2,000 power until the end of the turn.] until the end of the turn. |
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6-069C Ranperre | 6-070U Ritz | ||
Forward (Dragon King) | Forward (Fencer) | ||
When Ranperre is moved from the field to the Break Zone, search for 1 Destin. You can place it to the field in Dull mode or place it in your hand. | Your Characters can't be moved back to the hand or excluded by your opponent's effects. Any Shara you control can't be chosen by your opponent's abilities. |
Water
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6-071U Ark Angel EV | 6-072C Yve'noil | 6-073U Ezel | 6-074C Pirate Gilgamesh |
Forward (Ark Guardian) | Backup (Dawn Maiden) | Forward (Hermetic) | Backup (Chief) |
If your opponent's ability can do so, it must target Ark Angel EV. Invincible (S): This turn Ark Angel EV won't receive the effects of your opponent's abilities that choose it. |
All Light- and Dark-element Forwards gain -4,000 power. | After your opponent has summoned an Eidolon, unless they pay (3A) you can drawn 2 cards. | When Pirate Gilgamesh is played to the field, draw 2 card. Your job:Pirate and name:Viking Forwards gain +1,000 power. |
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6-075C35 Scholar | 6-076R Dark Cloud Famfrit | 6-077U Clione | 6-078 Jack |
Backup (CT) | Eidolon | Monster (Voidbeast) | Forward (Class 0) |
(W), move Scholar to the Break Zone: Choose 1 of your Forwards. Return it to your hand. | All players move all of their Forwards and Monsters to the Break Zone except one. | When either player has summoned an Eidolon, move Clione to the Break Zone. When you do so, void the Eidolon's effect, and the opponent of the player who summoned can draw 1 card. | When Jack is played to the field, choose 1 Forward or Monster. If its cost is less than the number of your job:Class 0, return it to your hand. Last Rites (S)(2Wa)(W): Choose 1 Forward. If its power is the same as Jack's, exclude it. |
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6-079R Deuce | 6-080C Tonberry | 6-081C Paladin | 6-082 Verena |
Forward (Class 0) | Monster (Tonberry) | Forward (CT) | Backup (Empath) |
When Deuce is in Dull mode, all your job:Class 0 Forwards other than Deuce gain +1,000 power. (W): Choose 1 job:Class 0 Character other than Deuce. Make it Active. |
(1A)(W): Choose 1 Forward. It gains -1,000 power until the end of the turn. | Paladin won't receive damage less than its own power. | When Verena is played to the field, you can search for 1 job:Goblin and place it in your hand. Your Monsters that act as Forwards gain +1,000 power. |
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6-083C Alchemist | 6-084 Rosa | ||
Backup (CT) | Forward (White Mage) | ||
(1Wa)(W), move 1 Backup to the Break Zone: Choose 1 Forward. Make it Active. | When you're in control of a Cecil, Rosa gains +1,000 power and the ability [When Rosa has dealt damage to your opponent, draw 1 card.]. When Rosa has been chosen by your opponent's effect, you can draw 1 card. |
Light
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6-085R Carbuncle | 6-086S Cecil | 6-087R Marche |
Eidolon | Forward (Paladin) | Forward (Soldier) |
Choose either 1 or 2 of the two abilities below. * Break all of your opponent's Dark-element Characters. * Choose 1 Dark-element Eidolon. Void its effect. |
(2A): Choose 1 of your Forwards. The next damage dealt to it this turn is instead dealt to Cecil. (2A): Choose 1 of your Forwards. It cannot be chosen by your opponent's effects this turn. This ability can only be used once in a turn. |
When Marche has dealt damage to your opponent, choose 1 Forward. You can return it to the hand. Make 1 Active Forward Dull: Choose 1 Forward that is blocking Marche. Deal it damage equal to the power of the Dull Forward. |
Dark
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6-088L Eald'narche | 6-089S Kam'lanaut | 6-090R Fenrir |
Forward (Zilart Prince)36 | Forward (Duke) | Eidolon |
When Eald'narche is removed from the field, place it in your hand instead. Paradise (S): You gain an additional turn after this turn. At the end of that turn, you loose the game. |
When Kam'lanaut is played to the field, you can search for 1 Dark-element card and place it in your hand. Kam'lanaut can't be chosen by abilities of the same element as he is. Point out 1 element at the start of your 1st Main Phase. Kam'lanaut becomes of that element (effect won't end at the end of this turn). |
Choose either 1 or 2 of the two abilities below. * Break all of your opponent's Light-element Characters. * Choose 1 Light-element Eidolon. Void its effect. |
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