TCG Chapter XII

This page remains incomplete.

This is a list of all Chapter XII cards in the Final Fantasy Trading Card Game, released in January 2014. The chapter includes 120 regular cards - 3 in Dark and Light, 19 in all other elements - and 120 premium cards.

Each booster pack of Chapter XII includes 8 cards. No entry 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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12-001U Auron 12-002C Red Mage 12-003U Alisaie 12-004C Black Waltz 2
Backup (Guardian) Backup (Common Troop) Backup (Scions of the Seventh Dawn) Backup (Black Mage Soldier)
Overdrive (3F) - When Auron is played to the field, no Forward can block this turn.
Dragon Fang (S)(2F): Choose 1 Forward. Make it Dull and deal 7,000 damage to it.
Job Change (3) - ((1F)(W), move Red Mage to the Break Zone)
When Red Mage is played to the field, choose 1 Fire Forward. It gains Haste until the end of the turn. If Red Mage came to the field by Job Change, instead all Fire Forwards you control gain +2,000 power and Haste until the end of the turn.
Any job:Scions of the Seventh Dawn Forward you control gains Haste. When Black Waltz 2 is played to the field, choose 1 Forward. Deal it 3,000 damage, and 1,000 additional damage for every 1 card in your opponent's hand.
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12-005C Black Mage 12-006U Thancred 12-007U Jecht 12-008S Steiner
Forward (CT) Forward (Scions of the Seventh Dawn) Forward (Guardian) Forward (Knight)
(1F)(W), move Black Mage to the Break Zone: Any Forward your opponent controls can't block Forwards of less than their own power this turn. When you're in control of a job:Scions of the Seventh Dawn or job:Common Troop other than Thancred, Thancred gains +1,000 power.
When damage is being dealt to a Dull-mode Thancred, that damage becomes 2,000 less.
When you play any Fire Character other than Jecht, a Fire Item or are summoning a Fire Eidolon, Jecht gains +2,000 power and Brave until the end of the turn. For every name:Garnet and name:Vivi you control, the cost of Steiner in your hand becomes 1 less.
When Steiner is being played to the field or has attacked, choose 1 of the below. [Choose 1 Forward. It can't block this turn.] [Search for 1 Weapon and equip it to a Forward you control.]
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12-009C Warrior 12-010C Soldier 12-011R Nelapa 12-012U Bahamut
Forward (CT) Forward (CT) Monster (Magical Being) Eidolon
When Warrior is equipping a Weapon, Warrior gains +2,000 power.
When your opponent can do so, they must block Warrior.
When Soldier is played to the field, choose 1 Forward. It can't block this turn. (1F): Until the end of the turn, treat Nelapa as a Forward of 8,000 power and the ability [When Nelapa has received damage from a Forward your opponent controls, Exclude the topmost card of our deck. Break all Forwards your opponent controls that have the same cost as the Excluded card.] Choose 1 Forward. Deal 10,000 damage to it and Exclude the top 10 cards of your deck. Any Forward Broken by this effect are Excluded instead of sent to the Break Zone.
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12-013R Beatrix 12-014C Bomb 12-015R Yuri 12-016C Parivir
Forward (General) Monster (Bomb) Forward (Half Crystal) Backup (CT)
When you're in control of a name:Steiner, Beatrix gains Haste, Pre-emptive Attack and Brave, as well as the ability [After Beatrix has attacked, choose 1 Forward. You can deal 4,000 damage to it.]
When you're in control of a name:Garnet, Beatrix gains +2,000 power.
Move Bomb to the Break Zone: If you receive damage this turn, deal 5,000 damage to all Forwards except Fire ones after it's been dealt.
Blue Magic - (1F): Choose 1 Fire Forward. It gains +3,000 power until the end of the turn.
When you're not in control of a name:Chelinka, Yuri can't become Active in your Active Phase.
When a Backup is being moved from the field to either Break Zone, choose 1 Forward. You can deal 4,000 damage to it.
If Parivir was played to the field through Job Change, choose up to 2 Forwards. They can't block this turn.
(W): Choose 1 blocking Forward. Deal 2,000 damage to it.
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12-017S Luso 12-018R Curlax 12-019U Lebreau
Forward (Soldier) Forward (Dream Stooges) Backup (Warrior)
When Luso is played to the field, choose up to 2 Backups with Job Change from your Break Zone. You can place them in your hand.
When a Backup you control has been played to the field through Job Change, choose 1 Forward. You can deal 5,000 damage to it.
You can treat Curlax in your hand as a name:Moebius.
When you're in control of a name:Moebius or a name:Laragorn, the cost of Curlax in your hand becomes 2 less.
(W): Choose 1 name:Moebius or name:Laragorn from your Break Zone. Play it to the field.
All Fire Forwards you control gain +1,000 power.

Ice


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12-020R Owzer 12-021U Alphinaud 12-022C Arcanist 12-023C Scholar
Backup (Millionaire) Backup (Scions of the Seventh Dawn) Backup (CT) Backup (CT)
When Owzer is played to the field, Search for 1 name:Relm and place it in your hand.
The cost of any name:Relm in your hand is 1 less (can't become 0).
When a Backup is being played to your field through Job Change, you can pay (1I). If you do so, your opponent discards 1 card from their hand. (1I)(1A)(W): Pick one number. Any Forward with that cost can't attack this turn. When Scholar is played to the field through Job Change, your opponent discards 2 cards from their hand.
(W), move Scholar to the Break Zone: Choose 1 Dull Forward. Deal 5,000 damage to it.
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12-024C Bard 12-025C Coeurl 12-026U Kuja 12-027U Shiva
Backup (CT) Monster (Coeurl) Forward (Genome) Eidolon
Job Change (3) - ((1I)(W), move Bard to the Break Zone)
When Bard is played to the field, choose 1 Forward. Make it Dull. If Bard was played to the field through Job Change, instead choose up to 3 Forwards. Make them Dull.
Move Coeurl to the Break Zone: All Forwards and Monsters except those of Ice element can't become Active in their controller's next Active Phase.
Blue Magic - (1I): Choose 1 Ice Forward and 1 non-Ice Forward. Make the first Active, the second Dull.
When Kuja is played to the field, choose 1 Dull Forward your opponent controls. Exclude it.
When Kuja is removed from the field, return Forwards Excluded due to Kuja's effects to the field in Dull mode.
Choose 1 Dull Forward. Deal 4,000 damage to it. You can Exclude 1 name:Shiva from your Break Zone. If you do so, deal 2,000 damage to the Forward for every 1 cost of the Excluded name:Shiva.
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12-028S Snow 12-029U Serah 12-030R Laragorn 12-031U1 Terra
Forward (Protector) Forward (Commando) Forward (Dream Stooges) Forward (Magitek Knight)
When Snow is played to the field, choose 1 Forward or 1 Monster. While Snow is on the field, it can't use Action Abilities and can't become Active in an Active Phase.
(1I): Choose 1 Action Ability. Void its effect.
Overdrive (1A) - When Serah is played to the field, Search for 1 name:Noel and place it in your hand.
(1A)(W): Choose 1 job:Moogle in the Break Zone. Place it in your hand.
You can treat Laragorn in your hand as a name:Moebius.
When Laragorn is played to the field from anywhere but the hand, your opponent discards 1 card from their hand.
(W): Exclude Laragorn. At the start of your next Main Phase 1, play Laragorn to the field.
Level Up
When you're summoning an Eidolon, all Forwards with (P) that you control gain +2,000 power until the end of the turn.
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12-032C Trickster 12-033R Number 128 12-034R Paine 12-035C Spellblade
Forward (CT) Monster (Artificial Being) Forward (Gullwings) Forward (CT)
Trickster can't receive damage from any Forward that has Haste or Pre-emptive Attack. (1I): Until the end of the turn, treat Number 128 as a Forward of 8,000 power and the ability [(W): Choose 1 Dull Forward. Break it. This ability can only be used when there are 2 or more name:Number 128s in your Break Zone. When your opponent has 2 or less cards in their hand, Paine gains +2,000 power.
After Paine has attacked, choose up to 2 of your opponent's Forwards. Make them Dull. If your opponent has 0 cards in their hand, they can't become Active in their controller's next Active Phase.
After Spellblade has attacked, choose 1 Forward. It loses its Pre-emptive Attack until the end of the turn.
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12-036U Yunalesca 12-037C Louisoix 12-038S Lumina
Backup (Summoner) Backup (Sage) Forward (Mysterious Girl)
Overdrive (2A) - When Yunalesca is played to the field, Search for 1 job:Guardian and place it in your hand.
(W), move Yunalesca and 1 job:Guardian to the Break Zone: Choose 1 Dull Forward. Break it.
(1I)(1A), move Louisoix to the Break Zone: Choose 1 Eidolon. If it's anything but name:Bahamut, void its effect.
When Louisoix is moved from the field to the Break Zone, you can Search for 1 name:Alisaie or name:Alphinaud and place it in your hand.
When a name:Lightning is played to your field and Lumina is in the Break Zone, you can pay (1I) or (2A). If you do so, play Lumina to the field.
Move Lumina to the Break Zone: Choose 1 Forward. Make it Dull.

Wind


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12-039U Vaan 12-040C Hunter 12-041C Thief 12-042C Zu
Forward (Sky Pirate) Backup (CT) Backup (CT) Monster (Zu)
When Vaan is played to the field, choose up to 5 Backups. Make them Active.
When Vaan is removed from the field, choose up to 5 Backups. Make them Active.
When Hunter is played to the field through Job Change, choose 1 Backup of cost 2 or less. Break it.
(W), move Hunter to the Break Zone: Choose 1 Monster of cost 2 or less. Break it.
Job Change (3) - ((1Wi)(W), move Thief to the Break Zone)
When Thief is played to the field, your opponent moves the topmost card of their deck to the Break Zone. If Thief was played to the field through Job Change, instead they move the top 3 cards of their deck to the Break Zone.
Move Zu to the Break Zone: For every 1 Wind Character you control, deal 1,000 damage to all Forwards except Wind ones.
Blue Magic - (1Wi): Make Active all Wind Forwards you control.
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12-043U2 Setzer 12-044C Chocobo Knight 12-045R Typhon 12-046U Gnash
Forward (Gambler) Backup (CT) Monster (Typhon) Backup (Archer)
Level Up
Joker's Death (S)(W): Choose 1 Forward. Exclude the topmost card of your deck. If it was anything but a Backup, Break the Forward. If it was a Backup, Break Setzer.
When Chocobo Knight is played to the field, you can Search for 1 name:Chocobo or job:Chocobo and place it in your hand.
(1Wi)(W): Choose 1 name:Chocobo or job:Chocobo. Make it Active.
(1Wi): Until the end of the turn, treat Typhon as a Forward of 8,000 power.
Snort (W)(2Wi): Choose 1 Forward your opponent controls. Exclude it. While Typhon is on the field, your opponent can't play to the field the same card as the Excluded one.
(2Wi)(2A)(W), move Gnash to the Break Zone: Choose 2 Backups of cost 2 or less. Break them.
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12-047S Balthier 12-048C Bartholomew 12-049U Fenrir 12-050 Hope
Forward (Sky Pirate) Backup (Father) Eidolon Backup (Guardian)
When Balthier is played to the field, choose 1 Forward of cost 5 or more or Monster your opponent controls. Break it. Your opponent moves the top 2 cards of their deck to the Break Zone.
Items you control can't be broken by your opponent's effects.
The cost of any name:Hope and name:Nora in your hand is 1 less (can't become 0). Choose 1 Forward. Deal 2,000 damage to it.
If you're in control of 3 or more Backups, choose 1 Forward. Deal 3,000 damage to it.
If you're in control of 5 or more Backups, choose 1 Forward. Deal 4,000 damage to it.
When Hope is played to the field, you can Search for 1 name:Lightning and place it in your hand.
(1Wi)(W): Choose 1 name:Lightning that has been Excluded. Place it in your hand.
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12-051U Bobby Corwen 12-052R Mieunne 12-053U3 Mog 12-054S Y'shtola
Forward (Chocobo) Backup (Master) Forward (Moogle) Forward (Scions of the Seventh Dawn)
When Bobby Corwen is moved from the field to the Break Zone, choose 1 job:Chocobo other than name:Bobby Corwen from your Break Zone. Play it to the field. When a Backup is being played to your field through Job Change, you can pay (1Wi). If you do so, Search for 1 job:Common Troop and place it in your hand. Level Up
After Mog has made a party and attacked with a name:Umaro, make Active all Backups you control.
If your opponent's effect can do so, it must target Y'shtola.
When Y'shtola has been chosen by the effect of a Character of cost 5 or more or an Eidolon, if you're in control of a job:Scions of the Seventh of Dawn other than Y'shtola or a job:Common Troop Forward, void the effect.
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12-055C Raptor 12-056R Rikku 12-057C Ranger
Forward (CT) Forward (Gullwings) Forward (CT)
(1Wi)(1A): Choose 1 Forward. Deal 3,000 damage to it. This ability can only be used when Raptor is equipping a Weapon. Discard 1 Weapon: Your opponent moves cards from the top of their deck to the Break Zone equal in number to the cost of the discarded Weapon.
Discard 1 Armor: Make Active all Forwards you control.
Discard 1 Accessory: Forwards you control can't be blocked this turn.
Ranger can't be blocked by Forwards that have an Action Ability.
Ranger can't receive damage from the Action Abilities of Forwards your opponent controls.

Earth


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12-058U Yda 12-059R Vanille 12-060R Carbuncle 12-061U Carbuncle
Forward (Scions of the Seventh Dawn) Backup (Priestess) Backup (Carbuncle) Eidolon
When a Forward you control is attacking, Yda gains +2,000 power until the end of the turn.
After Yda has attacked, choose 1 Dull Forward. Deal damage to it equal to half of Yda's power (rounded down to the nearest thousand).
(W), move Vanille to the Break Zone: Exclude all cards in all Break Zones. (2E)(2A)(W): Choose 1 Forward you control and 1 Forward your opponent controls. Deal them both damage equal to their combined power. This ability can only be used on your own turn. If you're in control of a name:Eiko, you can summon Carbuncle without paying for its cost.
This turn Forwards you control can't receive damage or be Broken by your opponent's effects.
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12-062U Kimahri 12-063S Amaranth 12-064C Fusiler 12-065C Shinra
Forward (Guardian) Forward (Fighter) Backup (CT) Backup (Genius Kid)
Overdrive (4E) - When Kimahri is played to the field, choose 2 of your opponent's Forwards. Deal them both damage equal to their combined power.
When you're in control of a name:Yuna, Kimahri gains +1,000 power and Brave.
When Amarant is played to the field or has attacked, choose 1 Forward. You can discard 1 card from your hand. If you do so, deal 2,000 damage to the Forward for every 1 cost of the discarded card.
Aura (S)(1E)(1A): Choose 1 Forward. If it's moved to the Break Zone this turn, return it to the field.
If Fusiler was played to the field through Job Change, choose 1 Weapon from your Break Zone. You can equip it to a Character you control.
(1E)(W), move Fusiler to the Break Zone: Choose 1 Dull Forward of cost 2 or less. Break it.
(2E)(1A)(W): Choose 1 Forward your opponent controls. Until the end of the turn, it gains the ability [When self has been chosen by a Forward's ability, Break self.]
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12-066C Demonolith 12-067R Number 024 12-068C Berserker 12-069U Papalymo
Monster (Demonolith) Monster (Artificial Being) Forward (CT) Forward (Scions of the Seventh Dawn)
Move Demonolith to the Break Zone: Choose 1 Dull Forward not of the Earth element. Break it.
Blue Magic - (1E): Choose 1 Forward not of the Earth element. Until the end of the turn it loses all its Abilities and it can't attack or block this turn.
(1A): Pick 1 element. Number 024 can't be chosen by that element this turn.
(1E): Until the end of the turn, treat Number 024 as a Forward of 8,000 power and the ability [(1E)(W): Deal 4,000 damage to all Forwards not of the Earth element.]
After Berserker has attacked, choose 1 Item. Break it. Overdrive (1E) - When Papalymo is played to the field, Search for 1 name:Yda and place it in your hand.
When a name:Yda is dealing damage to a Forward, that damage becomes 2,000 greater.
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12-070C Master Monk 12-071U4 Sabin 12-072U Meeth 12-073S Minfilia
Forward (CT) Forward (Monk) Backup (Alchemist) Backup (Scions of the Seventh Dawn)
(1E)(1A)(W): Choose up to 2 Forwards. Deal them and Master Monk 4,000 damage. Level Up
Sabin can't become Dull due to your opponent's effects.
When Sabin is in a party with name:Edgar, they can't be Broken.
(1A)(W), discard 1 Backup: Search for 1 Backup and place it in your hand.
(1E)(W), discard 1 Character card: Search for 1 Character and place it in your hand. This ability can only be used when you're in control of a name:Yuri or a name:Chelinka.
When Minfilia is played to the field, you can Search for 1 job:Scions of the Seventh Dawn or 1 job:Common Troop and place it in your hand.
Any job:Scions of the Seventh Dawn and job:Common Troop Forwards you control gain +1,000 power.
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12-074R Momodi 12-075C Monk 12-076C Lanista
Backup (Master) Backup (CT) Forward (CT)
When a Backup is being played to your field through Job Change, choose 1 Forward you control. It gains +2,000 power and Brave until the end of the turn. Job Change (3) - ((1E)(W), move Monk to the Break Zone)
When Monk is played to the field, choose 1 Forward. It gains +2,000 power until the end of the turn. If Monk was played to the field through Job Change, instead choose 1 Forward. It gains +5,000 power until the end of the turn.
For every 1 point of damage you've received, Lanista gains +1,000 power.

Lightning


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12-077U Alhanalem 12-078U Odin 12-079R Black Waltz 3 12-080C Black Mage
Backup (Mage) Eidolon Forward (Black Mage Soldier) Backup (CT)
The cost of the Overdrive of any Character in your hand is (1A) less (can't become 0). Choose 1 from the two below.
*Choose 1 Forward of cost 4 or less. Break it.
*Break all Forwards of cost 2 your opponent controls.
When Black Waltz 3 is played to the field, choose 1 Forward that is dealing damage. It gains -7,000 power until the end of the turn. Job Change (3) - ((1L)(W), move Black Mage to the Break Zone)
When Black Mage is played to the field, choose 1 Forward your opponent controls. It gains -2,000 power until the end of the turn. If Black Mage was played to the field through Job Change, instead all Forwards your opponent controls gain -4,000 power until the end of the turn.
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12-081U Kolka 12-082U Seymour 12-083R Cid Garlond 12-084U5 Shadow
Backup (King) Backup (Summoner) Backup (Engineer) Forward (Assassin)
(1L)(W), move Kolka to the Break Zone: Choose 1 Forward of cost 4 or less. Break it. This ability can only be used when you're in control of a name:Teteo. When Seymour is played to the field, choose 1 Forward. If its cost is less than the number of Backups you control, Break it. When a Backup is being played to your field through Job Change, choose 1 Forward. It gains -3,000 power until the end of the turn. Level Up
Haste
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12-085R Moebius 12-086C Paladin 12-087S Noel 12-088C Ravager
Forward (Dream Stooges) Forward (CT) Forward (Shadow Hunter) Forward (CT)
Delta Attack (S): Choose 1 Forward. While you're in control of a job:Dream Stooges, it can't attack, block or use abilities. This ability can only be used when you're in control of a name:Curlax and a name:Laragorn. When Paladin is equipping an Armor, it gains +2,000 power. Haste
(4L), present a Noel from your hand: Play a Noel from your hand to the field.
(W): Choose 1 Forward. It gains -3,000 power until the end of the turn.
(1L)(W): Choose 1 Active Forward. Deal 4,000 damage to it.
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12-089C King Burmecia 12-090C Cannoneer 12-091R Spectral Keeper 12-092S Lightning
Backup (King) Backup (CT) Monster (Keeper) Forward (Savior)
When King Burmecia is played to the field, you can Search for 1 name:Dragoon or job:Dragoon Forward and place it in your hand. When Cannoneer is played to the field through Job Change, choose 1 Forward. It gains -8,000 power until the end of the turn.
(1L)(W): Choose 1 Forward that is blocking. It gains -2,000 power until the end of the turn.
0: Until the end of the turn, treat Spectral Keeper as a Forward of 8,000 power and the ability [When Spectral Keeper has dealt damage to your opponent, choose 1 Forward or 1 Monster. Exclude the topmost card of your deck. If their costs are the same, Break the chosen card.] When Lightning is played to the field, choose 1 Forward. You can pay (1L)(2A). If you do so, Exclude the chosen Forward.
(1L)(5A): Choose 1 Forward. Exclude it.
(2A), move Lightning to the Break Zone: Play 1 name:Lightning from your hand to the field.
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12-093C Ralva 12-094C Dragoon 12-095U Lulu
Monster (Evil Spirit) Forward (CT) Forward (Guardian)
Move Ralva to the Break Zone: Choose 1 Lightning Character from your Break Zone. Return it to your hand.
Blue Magic - (1L): Choose 1 Lightning Forward. It gains +1,000 power, Haste and Pre-emptive Attack until the end of the turn.
When you're in control of a job:Dragon, Dragoon gains Pre-emptive Attack. For every name:Summoner or job:Summoner you control, Lulu gains +2,000 power.
(2L), move Lulu to the Break Zone: Choose 1 Active Forward. Deal it damage equal to Lulu's power.

Water


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12-096U Artemicion 12-097R Urianger 12-098S Ultros 12-099U Garnet
Backup (Moogle) Forward (Scions of the Seventh Dawn) Forward (Octopus) Backup (Princess)
When Artemicion is played to the field, place as many cards from your hand to the bottom of your deck in any order you want. After, draw as many cards as you placed in the deck. When Urianger is played to the field, choose 1 Monster from your Break Zone. If its cost is less than the number of job:Scions of the Seventh Dawn and job:Common Troop Forwards you control, play it to the field. When Ultros is played to the field, the power of all Forwards but Ultros becomes 3,000 until the end of the turn.
(1A), Exclude 1 job:Octopus from your Break Zone: Choose 1 Forward. It gains -3,000 power until the end of the turn.
Overdrive (2Wa)(1A) - When Garnet is played to the field, choose 1 Forward. Place it to the top of its controller's deck.
(1Wa)(2A)(W), discard 1 Eidolon: Draw 2 cards.
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12-100R Quina 12-101U6 Gogo 12-102C Summoner 12-103C White Mage
Forward (Blue Mage) Forward (Mime) Backup (CT) Backup (CT)
When Quina is played to the field, you can Exclude 1 Monster you control. If you didn't do so, move Quina to the Break Zone.
When Quina is removed from the field, play to the field any card Excluded by Quina's effects.
Level Up
(1Wa): Choose 1 Forward you control. Gogo has power equal to its power until the end of the turn.
When Summoner is played to the field through Job Change, choose 1 Eidolon of cost 4 or less from your Break Zone. Summon it without paying for its cost. Instead of placing it in the Break Zone, Exclude it.
(W): Summon 1 Eidolon of cost 2 or less from your hand without paying for its cost.
Job Change (3) - ((1Wa)(W), move White Mage to the Break Zone)
When White Mage is played to the field, choose 1 Forward of 4,000 power or less. Return it to the hand. If White Mage was played to the field through Job Change, instead choose 1 Forward of 8,000 power or less. Return it to the hand.
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12-104C Templar 12-105R Tidus 12-106U Teteo 12-107R Tros
Forward (CT) Forward (Guardian) Backup (Crystal User) Monster (Octopus)
When Templar is played to the field, choose 1 Forward. For every 2 cards in your hand, it gains -1,000 power until the end of the turn. Overdrive (1Wa)(1A) - When Tidus is played to the field, Search for 1 name:Yuna and place it in your hand.
For every 1 job:Guardian you control, Tidus and any name:Yuna Forward you control gain +1,000 power.
When Teteo is played to the field, if you're in control of a Light Forward, draw 1 card.
(3Wa)(W), move Teteo to the Break Zone: Choose 1 Forward or 1 Monster your opponent controls. Return it to the hand.
(1Wa): Until the end of the turn, treat Tros as a Forward of 6,000 power and the ability [After Tros has received damage from a Character, choose 1 Forward. You can deal 4,000 damage to it.]
Tentacles (S): Any damage done by Tros to a Forward this turn is 2 times as much.
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12-108C Baderon 12-109C Flintlock 12-110C Moogle Knight 12-111C Malboro
Backup (Master) Backup (CT) Forward (CT) Monster (Malboro)
When a Backup is being played to your field through Job Change, you can pay (1Wa). If you do so, draw 1 card. (W): Choose 1 Forward. It won't receive damage less than its own power this turn. (1Wa): Moogle Knight won't receive any damage from your opponent's effects this turn. Move Malboro to the Break Zone: All non-Water Forwards lose all their abilities until the end of the turn.
Blue Magic - (1Wa): Choose 1 non-Water Forward. Until the end of the turn it gains -1,000 power for every Dull Character your opponent controls.
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12-112S Yuna 12-113U Leviathan 12-114U Wakka
Forward (Summoner) Eidolon Forward (Guardian)
After either player has summoned an Eidolon, you can summon an Eidolon from your hand of cost less than that Eidolon's cost without paying for the cost. You can only summon 1 Eidolon in one turn with this ability.
After Yuna has attacked, choose 1 Eidolon from your Break Zone. You can place it at the top of your deck.
Choose 1 Forward. Return it to the hand. Your opponent can draw 1 card. When Wakka is played to the field, you can Search for 1 job:Guardian other than name:Wakka and place it in your hand.
When a job:Guardian you control has attacked, draw 1 card. After, place 1 card from your hand to the bottom of your deck.

Light


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12-115R Chelinka 12-116S Maduin 12-117R Lightning
Forward (Half Crystal) Eidolon Forward (Savior)
None of the Forwards you control other than Chelinka can be chosen by your opponent's effects or receive damage from them.
(1A)(W): Chelinka can't be chosen by your opponent's effects or receive damage from them until the end of the turn.
If you're in control of a Light Forward, the cost of Maduin in your hand is 3 less (can't become 0).
Choose 1 Forward your opponent controls. Exclude it. Exclude cards from your opponent's Break Zone equal to the cost of the Forward.
When Lightning is played to the field, choose 1 non-Light name:Lightning from your Break Zone. You can place it in your hand.
Move Lightning to the Break Zone: Play 1 name:Lightning from your hand to the field.

Dark


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12-118S Ark 12-119R Cu Chaspel 12-120R Sin
Eidolon Forward (Masked Man) Forward (Final Aeon)
If you're in control of a Dark Forward, the cost of Ark in your hand is 3 less (can't become 0).
Choose 1 Forward your opponent controls. Break it. Place in your hand 1 Forward of cost equal to that Forward's from your Break Zone.
Haste
Pre-emptive Attack
Brave
Clone (S): This turn Cu Chaspel can't be returned to the hand, Broken or Excluded.
When Sin is played to the field, all Forwards and Monsters other than Sin lose all their abilities until the end of the turn. All players move them to the Break Zone. Sin deals 1 damage to you.
Giga Graviton (S)(13A): If Sin is on the field in Active mode at the start of the next Main Phase 1, your opponent loses this game.

Category: Merchandise

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