TCG Chapter XIII

This page remains incomplete.

This is a list of all Chapter XIII cards in the Final Fantasy Trading Card Game, released in July 2014. It's also known as the 2014 1st chapter. The chapter includes 214 regular cards - 8 in Dark and Light, 33 in all other elements - as well as 212 premium cards and 3 platinum rare cards, the last of which is a new addition to the series along with the Platinum rarity which is one step above the Legend rarity. In addition to the cards mentioned above, there was one Treasure card in the chapter, listed under Ice element.

Each booster pack of Chapter XIII includes 8 cards as usually, although booster pack boxes started being released with 15 packs per box instead of the old regular 20 packs. There is one entry set loosely associated with this chapter, called the FF VII & FF X entry deck.

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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13-001C1 Irvine 13-002S2 Ajido-Marujido 13-003U Ashura 13-004S3 Ace
Backup (Sniper) Backup (Minister) Weapon (Katana) Forward (Class 0)
When Irvine is played to the field, choose 1 Forward. Deal 6,000 damage to it. When Ajido-Marujido is played to the field, choose 1 Forward. Deal 10,000 damage to it.
(1F)(W): Choose 1 Forward and 1 Eidolon. Deal the Forward 1,000 damage for every 1 cost of the Eidolon.
Equipment(Forward) / Remove - 0
A Character that equips Ashura gains +2,000 power.
If the Character equipping Ashura is a job:Ninja, it gains Preemptive Attack.
If the Character equipping Ashura is a job:Samurai, it gains Brave.
When Ace is played to the field, choose 1 Forward your opponent controls. Deal 3,000 damage to it for every job:Class 0 and job:Agito Cadet you control.
Make one job:Agito Cadet Dull: Choose 1 Forward. Deal 2,000 damage to it.
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13-005C4 Khaliya Chival 13-006C5 Carla 13-007U Gijuk 13-008C6 Cater
Backup (Director) Backup (Agito Cadet) Backup (Sky Pirate) Backup (Class 0)
When Khaliya Chival is played to the field, you can Search for 1 job:Agito Cadet and place it in your hand. (W), make 1 Active Forward Dull: Choose 1 Forward that is attacking. It gains +1,000 power until the end of the turn. The cost of Gijuk in your hand becomes 1 less for every job:Sky Pirate you control (can't become 0).
When Gijuk is played to the field, choose 1 Forward your opponent controls. If you're in control of 4 or more job:Sky Pirates, deal 8,000 damage to it.
(1F)(W): Choose 1 Forward. Deal 1,000 damage to it.
(1I)(W): Choose 1 Dull Forward. Deal 2,000 damage to it.
(1L)(W): Choose 1 Forward that is dealing damage. Deal 2,000 damage to it.
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13-009C7 Sage 13-010C8 Evoker 13-011S Xande 13-012R Gaius, the Black Wolf
Backup (Common Troop) Backup (CT) Forward (Demon King) Forward (Legatus)
When Sage is played to the field, choose 1 Forward. It gains Haste until the end of the turn. - When Xande is played to the field, deal 1,000 damage and an additional 1,000 damage for every element of non-Backup Characters you control to all Forwards your opponent controls.
When you're in control of a name:Doga or name:Une, the damage dealt by Xande's abilities to Forwards becomes twice the damage.
When Gaius the Black Wolf is moved from the field to the Break Zone, you can Search for 1 Monster of cost 5 or more and place it on your field.
Hand of the Empire (S)(1F)(2A)(W): Deal 1,000 damage to all Forwards your opponent controls for every 1 Character they control.
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13-013C9 Manasvin 13-014R Zell 13-015P Tifa 13-016C10 Tifa
Monster (Machine Knight) Forward (Pugilist) Forward (Pugilist) Forward (Pugilist)
(1F)(W): Choose 1 Character. If it deals damage to a Forward this turn, that damage becomes 2,000 greater. (1F)(1A): Junction an Eidolon to Zell.
When Zell is Junctioning, he gains +2,000 power.
After Zell has Junctioned, choose 1 Forward. Deal 2,000 damage to it for every 1 cost of the Junctioned Eidolon.
Haste
If you have received 6 or more points of damage, the cost of Tifa in your hand becomes 3 less.
When Tifa is played to the field, choose 1 Forward. Deal 2,000 damage to it for every 1 point of damage on you.
Haste
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13-017R Two-headed Dragon 13-018R Doga 13-019U Basch 13-020U Neo Bahamut
Monster (Dragon) Backup (Great Mage) Forward (Judge) Eidolon
(1F): Until the end of the turn, treat Two-headed Dragon as a Forward of 9,000 power and the abilities [When Two-headed Dragon is dealing damage to a Forward, that damage becomes twice as much instead.] and [After Two-headed Dragon has Broken a Forward, make it Active. Two-headed Dragon can attack one additional time this turn.] When a Forward is being moved from the field to the Break Zone due to an effect of an Eidolon you control, you can Exclude that Forward instead. When you're in control of a name:Larsa, the cost of Basch in your hand becomes 2 less (can't become 0).
When you're in control of a job:Imperial Prince or job:Emperor, Basch gains Brave and +1,000 power for each of them.
Any name:Larsa you control can't be chosen by your opponent's effects.
If the damage you've received is less than the damage your opponent has received, Neo Bahamut's EX Burst can't be used.
Deal 12,000 damage equally divided to all Forwards your opponent controls (rounded down to thousands).
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13-021C11 Babus 13-022S12 Palom 13-023S13 Vivi 13-024S Fang
Forward (Rune Seeker) Forward (Black Mage) Forward (Black Mage) Forward (Thief)
When a Forward you control is attacking, if your opponent doesn't pay (2A), they can't block this turn. Overdrive (3A) - When Palom is played to the field, deal 5,000 damage to all Forwards your opponent controls.
(1A): Choose 1 Forward. Deal 1,000 damage to it.
(1F)(2A): Deal 2,000 damage to all Forwards your opponent controls.
When Vivi is played to the field, choose 1 Forward your opponent controls. Deal 4,000 damage to it and an additional 1,000 damage for every card in your opponent's hand.
Doomsday (S)(4F)(W): Deal 7,000 damage to all Forwards.
Overdrive (1F) - When Fang is played to the field, choose up to 2 Forwards. Divide onto them 7,000 damage as you wish (in blocks of 1,000).
Overdrive (1E) - When Fang is played to the field, choose 1 Eidolon in your Break Zone. Place it in your hand.
When a Forward is moved from the field to the Break Zone, choose 1 Forward. It gains Haste until the end of the turn.
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13-025C14 Phoenix 13-026U Feolthanos 13-027L15 Firion 13-028C16 Brynhildr
Eidolon Forward (Aegyl) Forward (Resistance Army) Eidolon
Choose up to 1 Forwards of cost 2 or less from your Break Zone. Play it to the field.
Deal 2,000 damage to all Forwards your opponent controls.
When Feolthanos is played to the field or has attacked, choose up to 2 from the below 4 effects.
[Choose 1 Forward. Deal 3,000 damage to it.] [Deal 2,000 damage to all Forwards your opponent controls.] [Choose 1 Forward. It gains Haste until the end of the turn.] [This turn Feolthanos can't be blocked by Forwards with less power than his.]
Haste
Preemptive Attack
Brave
0: Firion gains +2,000 power until the end of the turn. Firion deals 1 point of damage to you. Any EX Bursts from this damage won't activate.
Choose 1 Forward. Deal 7,000 damage to it.
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13-029C17 Brynhildr 13-030C18 Mutsuki 13-031U Rinok 13-032U Luneth
Eidolon Backup (Agito Cadet) Backup (Sky Pirate) Forward (Warrior of Light)
Choose 1 Forward. Deal 9,000 damage to it. (1A)(W): Choose 1 Forward. Deal 1,000 damage to it. If a Forward is Broken by this ability, make Mutsuki Active. When Rinok is played to the field, choose 1 Forward your opponent controls. Deal 1,000 damage to it for every job:Sky Pirate you control. Overdrive (1F) - When Luneth is played to the field, choose up to 2 Forwards you control. They gain Haste until the end of the turn.
Overdrive (1F)(1A) - When Luneth is played to the field, choose up to 2 Forwards. They can't block Forwards this turn.
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13-033U Wyvern
Monster (Wyvern)
When Wyvern is played to the field, choose 1 Forward. Deal 5,000 damage to it.

Ice


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13-034R Velis 13-035S19 Kadaj 13-036U First Emperor of Garlemald 13-037U Chimera
Forward (Warrior) Forward (Remnant) Backup (Emperor) Monster (Chimera)
When you're in control of a name:Judge of Wings, Velis gains +4,000 power and must attack once every turn if able to.
When Velis is moved from the field to the Break Zone, you can pay (2L). If you do so, Search for 1 name:Odin of cost 4 or less and summon it.
When Kadaj is played to the field, choose 1 Character your opponent controls. Make it Dull and Freeze it.
Any Forward Broken by Kadaj is Excluded from the game instead of sent to the Break Zone.
Any Forward you control gains the ability [After self has attacked, choose 1 Forward your opponent controls. If its cost is equal or less than self's cost, make it Dull.] When Chimera is played to the field, make Dull 1 Forward your opponent controls. Your opponent discards a card from their hand.
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13-038C20 Juggler 13-039C21 Cu Chaspel 13-040R Kuja 13-041U Doomtrain
Backup (CT) Backup (Masked Man) Backup (Genome) Eidolon
(W), move Juggler to the Break Zone: Choose 1 Auto-Ability. Void its effect. When Cu Chaspel is played to the field, choose 1 Backup your opponent controls. Make it Dull and Freeze it. When Kuja is played to the field, choose 1 Character your opponent controls. Make it Dull and Freeze it.
(W): Choose 1 Forward. Freeze it.
(4A): Make Kuja Active.
Choose 1 Forward your opponent controls. Make it Dull and Freeze it. After, Exclude the topmost card of your deck. If the Excluded card is anything but a Backup, return Doomtrain to your hand.
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13-042U Emperor 13-043C22 Cocytus 13-044S23 Genesis 13-045C24 Summoner
Backup (Emperor) Forward (Heavenly General) Forward (SOLDIER) Backup (CT)
When a Character is played to your opponent's field from anywhere but their hand, it's played to the field in Dull mode. When Cocytus is played to the field, pick 1 number. Make Dull and Freeze all Forwards your opponent controls that have the same cost as that number. When Genesis is played to the field, choose 1 Forward your opponent controls. Make it Dull and Freeze it.
After Genesis has dealt damage to your opponent, your opponent discards 1 card from their hand.
-
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13-046C25 Jihl Nabaat 13-047P Squall 13-048U Squall 13-049U Sephiroth
Forward (Saboteur) Forward (SeeD Cadet) Forward (SeeD Cadet) Forward (Hero)
Overdrive (1E) - When Jihl Nabaat is played to the field, choose 1 Monster of cost 3 or less form your Break Zone. Play it to the field.
(W): Play 1 Monster of cost 3 or less from your hand to the field.
(1I): Junction an Eidolon to Squall.
When Squall is Junctioning, he gains +2,000 power and the abilities [Squall can't be chosen by your opponent's effects.] and [After Squall has attacked, choose 1 Character. Make it Dull.]
After Squall has Junctioned, your opponent discards a card from their hand.
When you're in control of a name:Rinoa, the cost of Squall in your hand becomes 3 less.
When Squall is played to the field, choose 1 from the 2 below.
*Choose 1 Forward. Make it Dull.
*Choose 1 Dull Forward. Deal 5,000 damage to it.
Overdrive (1I) - When Sephiroth is played to the field, choose 1 Light Forward. Break it.
Overdrive (2I) - When Sephiroth is played to the field, choose up to 1 Forward and 1 Backup. Make them Dull and Freeze them.
When Sephiroth is moved from the field to the Break Zone, Exclude him instead.
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13-050S26 Celes 13-051R Chime 13-052S Judge of Wings 13-053L27 Terra
Forward (Rune Knight) Backup (Chancellor) Forward (Judge of Wings) Forward (Magitek Knight)
After Celes has attacked in a party with a Forward bearing (P), choose 1 Forward. You can Break it.
Runic (S): Choose 1 Eidolon. Void its effect and make Celes Active.
When Chime is played to the field, you can play 1 job:Common Troop Backup to the field.
(W): Choose 1 job:Common Troop Forward. It gains +1,000 power and Preemptive Attack until the end of the turn. This ability can only be used when you're in control of a name:Leo.
When paying for the cost of Judge of Wings in your hand, you can Exclude as many Eidolons from your Break Zone as you want. The cost of Judge of Wings becomes 1 less for every 1 Eidolon you Exclude (can't become 0).
When Judge of Wings is played to the field, make Dull all Characters your opponent controls.
Wings of Judgement (S)(1I)(W): Make Dull all Forwards and Monsters your opponent controls, and Freeze them.
When Terra is played to the field, you can Search for 1 Eidolon and place it in your hand.
Riot Sword (S)(2I)(W): Choose 1 Forward. Deal 6,000 damage to it, Search for 1 Eidolon and place it in your hand.
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13-054U Terra 13-055C28 Doctor Cid 13-056C29 Nag'molada 13-057C30 Mateus the Corrupt
Backup (Magitek Knight) Backup (Minister) Backup (Armathrwn Society) Eidolon
After you have summoned an Ice Eidolon, choose 1 Forward. You can pay (1I). If you do so, Freeze the Forward. After a Backup you control has been Broken by your opponent's effects, your opponent moves 1 Character they control to the Break Zone. When Nag'molada is played to the field, you can play 1 Monster of cost 1 or less from your hand to the field. When a Monster is played to the field due to this effect, you can Search for 1 Monster of cost 1 or less and place it in your hand. Your opponent moves 1 Forward that is attacking to the Break Zone.
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13-058C31 Mateus the Corrupt 13-059C32 Flan 13-060U Bronze Bangle 13-061C33 Mindflayer
Eidolon Monster (Flan) Accessory (Armlet) Eidolon
Choose 1 from the 2 below.
*Make Dull all Forwards your opponent controls.
*Deal 5,000 damage to all Dull Forwards your opponent controls.
(1I)(W): Search for 1 name:Flan and place it in your hand.
(W), move Flan to the Break Zone: Your opponent discards 1 card from their hand. This ability can only be used on your own turn.
Equip (Forward) / Remove - 0
After a Character equipping Bronze Bangle has attacked, choose 1 Backup your opponent controls. Make it Dull and Freeze it.
Choose up to 2 Forwards. Make them Dull and Freeze them.
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13-062S34 Machina 13-063R Medusa 13-064C35 Yazoo 13-065S Laguna
Forward (Class 0) Monster (Medusa) Forward (Remnant) Forward (Gunner)
When 5 or more of your job:Class 0 and job:Agito Cadet Characters are Excluded, Machina gains +2,000 power and Preemptive Attack.
(1A), Exclude the top 5 cards of your deck: Choose 1 Character. Make it Dull.
(1I): Until the end of the turn, treat Medusa as a Forward of 8,000 power.
Glare (S): While Medusa is on the field this turn, no Forward your opponent controls can attack or block. This ability can only be used when Medusa is a Forward.
Overdrive (2I) - When Yazoo is played to the field, Search for 1 name:Lotz and place it in your hand.
When Yazoo is played to the field, you can play 1 name:Lotz from your hand to the field.
Overdrive (3I) - When Laguna is played to the field, Search for 1 name:Squall of cost 4 or less and play it to the field.
Overdrive (1L) - When Laguna is played to the field, choose 1 Forward or Monster of cost 2 or less. Break it.
Ultimate Ragnarok Cannon (S)(1I): Break all Forwards with Action Abilities that your opponent controls.
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13-066C36 Lotz T-001 Moogle [XIII-2]
Forward (Remnant) Backup (Moogle)
When Lotz has attacked, choose 1 Forward or 1 Monster. You can make it Dull. This card is a Treasure Card.
This card can be exchanged for special items. Please check the FF-TCG official site http://www.square-enix-shop.com/jp/ff-tcg/.
(You can also use this card in the game as a Backup with no abilities.)

Wind


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13-067U Arc 13-068C37 Alexander 13-069C38 Izana 13-070C39 Valefor
Forward (Warrior of Light) Eidolon Forward (Suzaku Soldier) Eidolon
Overdrive (1Wi) - When Arc is played to the field, Search for 1 job:Common Troop and place it in your hand.
Overdrive (1Wi) - When Arc is played to the field, discard 1 card from your hand. After, Search for 1 Character with the same cost as the discarded card and place it in your hand.
Choose 1 Forward of cost 5 or more. Break it. When Izana is played to the field, you can Search for 1 name:Chocobo or job:Chocobo and place it in your hand. Return all Forwards to the hand.
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13-071C40 Valefor 13-072S Vaan 13-073S41 Aerith 13-074S42 Edge
Eidolon Forward (Sky Pirate) Backup (Ancient) Forward (Ninja)
Until the end of the turn all Forwards you control gain Haste and Pre-emptive Attack, and Forwards your opponent controls lose them. Make Active all Forwards and Backups you control. Overdrive (3Wi) - When Vaan is played to the field, make Active all job:Sky Pirates you control. Until the end of the turn, Vaan gains the ability [All job:Sky Pirate Forwards you control gain +2,000 power, Haste and Pre-emptive Attack].
Overdrive (2Wa) - When Vaan is played to the field, play 1 job:Sky Pirate or job:Aegyl of cost 3 or less from your Break Zone to the field.
Any Wind Backup you control can't be chosen by your opponent's effects other than Light and Dark ones.
(W): This turn all Forwards you control can't be chosen by your opponent's effects and won't receive damage from your opponent's effects.
Pre-emptive Attack
Wind Forwards you control gain the ability [When self is chosen by an ability, and it's the first ability that's chosen this card this turn, void its effect.]
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13-075U Gargoyle 13-076C43 Black Chocobo 13-077R Cerberus 13-078C44 Evoker
Monster (Gargoyle) Forward (Chocobo) Monster (Cerberus) Backup (CT)
When Gargoyle is played to the field, choose 1 Forward. This turn it can't be blocked, and if it deals damage to your opponent, draw 1 card. When Black Chocobo is forming a party, that party can't be blocked. (1Wi): Until the end of the turn, treat Cerberus as a Forward of 7,000 power and the ability [After Cerberus has attacked, choose 1 Forward your opponent controls, 1 Active Forward and 1 Dull Forward. Deal 7,000 damage to them.] -
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13-079S45 Zidane 13-080C46 Cid Haze 13-081C47 Chocobo 13-082U Diabolos
Forward (Thief) Backup (Engineer) Forward (Common Troop) Eidolon
Zidane can't be chosen by your opponent's effects.
Zidane won't receive damage from your opponent's effects.
After Zidane has dealt damage to your opponent, designate Character or Eidolon. Your opponent presents their hand. If there's a card of the designated type in their hand, draw 1 card.
When Cid Haze is played to the field, you can Search for 1 job:Common Troop and place it in your hand. After Chocobo has attacked in a party, it gains +3,000 power until the end of the turn. Choose 1 Forward. Deal 4,000 damage to it. It can't deal damage this turn.
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13-083C48 Fat Chocobo 13-084C49 Typhon 13-085U Mallet 13-086U Nono
Backup (Chocobo) Monster (Typhon) Weapon (Mallet) Backup (Moogle)
All name:Chocobo and job:Chocobo Forwards you control gain +1,000 power for every 1 of them.
(W), discard 1 card from your hand: Search for 1 name:Chocobo or job:Chocobo Forward of cost 4 or less and play it to the field in Dull mode.
Forwards can only be blocked by Forwards with cost equal or less than their own. Equip (Forward) / Remove - 0
When Mallet is played to the field, choose 1 Item your opponent controls. Break it.
A Character equipping Mallet gains +1,000 power.
When Nono is played to the field, choose 1 Wind Character other than Nono. Make it Active.
(W), move Nono to the Break Zone, choose 1 Wind Character. Make it Active.
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13-087C50 Bartz 13-088R Balthier 13-089C51 Balthier 13-090R Penelo
Forward (Traveller) Forward (Sky Pirate) Forward (Sky Pirate) Backup (Sky Pirate)
When Bartz is played to the field, make Active all Wind Characters you control. When Balthier is played to the field, choose 1 Forward. You can deal 1,000 damage to it for every 1 job:Sky Pirate you control.
Any job:Sky Pirate you control can only be blocked by Forwards of cost equal or less than their own.
Element of Treachery (S)(2Wi)(W): Choose 1 Forward. Deal 10,000 damage to it.
When Balthier is played to the field, you can Search for 1 name:Fran and place it in your hand. (1A)(W): Search for 1 job:Sky Pirate and place it in your hand. This ability can only be used once per turn while you're playing a job:Sky Pirate to the field.
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13-091U Filo 13-092R Fujin 13-093U Fran 13-094S52 Yuffie
Forward (Sky Pirate) Forward (Disciplinary Committee) Backup (Sky Pirate) Forward (Ninja)
Haste
Filo can't be blocked by Forwards of cost 4 or more.
Filo won't receive damage while it's your turn.
When Fujin is played to the field, you can Search for 1 name:Seifer or name:Raijin and place it in your hand.
Any name:Raijin you control gains +2,000 power and Haste.
When you're in control of a name:Raijin, Fujin gains +2,000 power and can't be blocked by Forwards of cost 4 or more.
When you're in control of a name:Balthier, the cost of Fran in your hand is 2 less (can't become 0).
Any name:Balthier you control gains Haste.
(2Wi)(W): Choose 1 Forward. Deal 2,000 damage to it. This ability can only be used when you're in control of a name:Balthier.
When Yuffie is played to the field, you can Search for 1 Weapon and place it in your hand. If it's a Weapon(Shuriken), you can instead equip it to Yuffie.
When Yuffie is equipping an Item, she gains Haste, can't be blocked by Forwards of cost 5 or more, and can't be chosen by your opponent's effects.
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13-095R Yuffie 13-096C53 Archer 13-097S Rinoa 13-098U Rinoa
Backup (Ninja) Backup (CT) Forward (Witch) Backup (Resistance)
If your opponent's effect can do so, it must choose Yuffie.
When Yuffie is Broken by your opponent's effect, you can Search for 1 name:Vincent and play it to the field.
(2Wi)(W), move Archer to the Break Zone: Choose 1 Backup of cost 3 or less. Break it. (1Wi): Junction an Eidolon to Rinoa.
When Rinoa is Junctioning, she gains +2,000 power and the abilities [After Rinoa has attacked, Break all Characters of cost 5 or more your opponent controls.] and [Rinoa can't be chosen by Eidolons and won't receive damage from them.]
After Rinoa has Junctioned, Break all Characters of cost 5 or more.
When you're playing a job:SeeD or a job:Seed Cadet from your hand to the field, it doesn't have to use CP of the same element as the card.
(W), move Rinoa to the Break Zone: Choose 1 job:SeeD or job:SeeD Cadet from your Break Zone. Place it in your hand.
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13-099L54 Locke
Forward (Treasure Hunter)
On your opponent's turn, Locke can't be chosen by your opponent's effects.
After Locke has dealt damage to your opponent, choose 1 Backup from your Break Zone. Place it in your hand.
Mirage Dive (S): Locke can't be blocked this turn.

Earth


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13-100R Ahriman 13-101C55 Atomos 13-102U Ingus 13-103S Vincent
Monster (Ahriman) Eidolon Forward (Warrior of Light) Forward (Gunner)
(1E): Until the end of the turn, treat Ahriman as a Forward of 9,000 power.
(2E)(1A): Choose 1 Forward. This turn it can't attack, block or use Action Abilities. This ability can only be used once per turn.
Choose 1 Dull Character. Break it. Overdrive (1E) - When Ingus is played to the field, choose 1 Item in your Break Zone. Place it in your hand.
Overdrive (1E) - When Ingus is played to the field, choose 1 Dark Forward. Break it.
When Vincent is removed from the field, you can receive 1 point of damage. If you do so, Search for 1 name:Vincent and play it to the field in Dull mode. Any EX Burst from this damage won't activate.
Power Cerberus (S)(1E): Make Vincent Active. Vincent gains +4,000 power until the end of the turn.
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13-104C56 Vincent 13-105R Une 13-106C57 Qator Bashtar 13-107U Gabranth
Forward (Gunner) Backup (Great Mage) Forward (Commodore) Forward (Judge)
When Vincent is played to the field, choose 1 Forward from your Break Zone. You can place it in your hand.
When Vincent is equipping an Item he gains +2,000 power, and if it is a Weapon(Gun), additionally gains Pre-emptive Attack.
After you have summoned an Eidolon, choose 1 Forward. It gains Brave until the end of the turn. Qator Bashtar won't receive damage from Forwards with cost less than his own. When Gabranth is moved from the field to the Break Zone, you can Exclude 1 name:Basch from your Break Zone. If you do so, play 1 name:Gabranth from the Break Zone to the field.
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13-108C58 Black Mage 13-109C59 Gumbah 13-110U Kefka 13-111C60 Evoker
Backup (CT) Backup (Mysterious Youth) Forward (Clown) Backup (CT)
(W): Choose 1 Forward. Until the end of the turn, it can't be made Dull by your opponent's effects. When Gumbah is moved from the field to the Break Zone, you can Search for 1 name:Gumbah and play it to the field in Dull mode. (1F): Choose 1 Forward that is attacking. It gains +1,000 power until the end of the turn.
(1E): Kefka gains +1,000 power and Brave until the end of the turn. This ability can only be used once per turn.
(1I)(W): Choose 1 Dull Forward. Freeze it.
(1L)(W): Choose 1 Forward. It gains Haste until the end of the turn.
-
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13-112C61 Golem 13-113C62 Cockatrice 13-114U Cactuar 13-115S63 Shantotto
Eidolon Eidolon Eidolon Forward (Black Mage)
Choose 1 Forward. It gains +2,000 power until the end of the turn. If it is blocking, instead it gains +4,000 power until the end of the turn. Choose 1 Forward. This turn, it can't attack or block and won't receive damage. Choose 1 Forward your opponent controls and 1 Forward you control. Deal the former 2,000 damage for every 1 cost of the latter. After damage has been dealt to Shantotto, deal damage equal to to the damage dealt to all Forwards but Shantotto.
Manafont (S): Exclude the topmost card of your deck. This turn, you can use that card without paying for its cost.
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13-116R Shantotto 13-117S Praefectus Castrorum Rhitahtyn 13-118R Selphie 13-119C64 Selphie
Forward (Mage) Forward (Praefectus Castrorum) Forward (SeeD) Backup (SeeD)
Brave
When Shantotto is moved from the field due to an ability by a Character your opponent controls, you can Break the Character who activated that ability.
Brave
Overdrive (1E) - When Praefectus Castrorum Rhitahtyn is played to the field, Search for 1 Monster of cost 1 or less and play it to the field.
Overdrive (1F) - When Praefectus Castrorum Rhitahtyn is played to the field, choose 1 Forward. Deal 2,000 damage to it for every 1 Monster you control.
(1E)(1A): Junction an Eidolon to Selphie.
When Selphie is Junctioning, she gains +1,000 power and Brave.
After Selphie has Junctioned, choose 1 Dull Forward. Break it.
When Selphie is on the field, she provides CP of the Fire, Wind, Earth and Water elements.
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13-120C65 Delita 13-121C66 Iron Giant 13-122R Ba'gamnan 13-123U Beast Armor
Forward (Knight) Monster (Iron Giant) Forward (Sky Pirate) Armor (Armor)
Delita can't be chosen by Lightning effects.
When Delita is being chosen by an effect, he gains +1,000 power until the end of the turn.
Move Iron Giant to the Break Zone: Choose 1 Forward. The next damage being dealt to it this turn will instead become 0.
Blue Magic - (2E): Choose 1 Character or 1 Eidolon. This turn if it deals damage to a Forward with an effect, that damage becomes 0 instead.
When Ba'gamnan is played to the field, you can Search for 1 name:Gijuk or name:Rinok or name:Bwagi and place it in your hand.
Make Dull 1 Active job:Sky Pirate Forward: Choose 1 job:Sky Pirate Forward. It gains +1,000 power until the end of the turn.
Equip (Forward) / Remove - 0
A Character equipping Beast Armor gains +1,000 power and Brave for every 1 Monster you control.
A Character equipping Beast Armor gains the ability [(W): Play 1 Monster of cost equal or less than this card's own cost from your hand to the field.]
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13-124U Hugh Yurg 13-125S67 Prishe 13-126C68 Prishe 13-127U Bwagi
Backup (Warrior) Forward (Abhorrent One) Forward (Abhorrent One) Forward (Sky Pirate)
Any Forward you control of cost 1 or less gains +2,000 power and Brave. Brave
When Prishe is moved from the field to the Break Zone, you can play 1 name:Prishe from your hand to the field.
Hundred Fists (W)(2E): Until the end of the turn Prishe's power becomes x2.
When Prishe is played to the field, choose 1 Dull Forward. Break it.
Nullifying Dropkick (S)(1E): This turn, while Prishe is Breaking a Forward, deal 1 point of damage to your opponent.
Brave
Bwagi gains +1,000 power for every 1 job:Sky Pirate you control.
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13-128L69 Sabin 13-129U Mandragora 13-130S70 Larkeicus 13-131C71 Rude
Forward (Monk) Monster (Mandragora) Backup (Professor) Backup (Turks)
While Sabin is being chosen by an effect, he gains +3,000 power until the end of the turn.
Phantom Rush (S)(1E): Choose 1 Forward. Exclude it. This ability can only be used when Sabin is attacking.
When Mandragora is played to the field, choose 1 Forward from your Break Zone. Place it in your hand. (1A)(X)(W): Search for 1 Monster of cost (X) or less and place it in your hand.
(1E), move 2 Monsters to the Break Zone: Choose 1 Forward. Break it.
(W): Choose 1 Forward. It gains Brave until the end of the turn.
(1E)(W): Choose 1 Forward that is blocking. It gains +1,000 power until the end of the turn.
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13-132S72 Robel-Akbel
Backup (Professor)
When Robel-Akbel is played to the field, choose 1 Character. You can pay (1E)(2A). If you do so, Break the Character.
When Robel-Akbel is on the field, he has the elements Fire, Ice, Wind, Earth, Lightning and Water.
When a Light or Dark Character is being played to the field, you can return Robel-Akbel to the hand.

Lightning


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13-133C73 Red Mage 13-134U Adel 13-135S Arecia Al-Rashia 13-136C74 Ixion
Backup (CT) Forward (Witch) Backup (Director of the Department of Magick) Eidolon
(1L)(W): Choose 1 Forward. It gains Haste until the end of the turn. (1A): Choose 1 name:Rinoa in the Break Zone and 1 Forward your opponent controls. Exclude the Former. After, deal 8,000 damage to the latter. Overdrive (X) - When Arecia Al-Rashia is played to the field, Search for 1 job:Class 0 of cost (X) or less, and play it to the field.
(W): Choose 1 job:Class 0 Forward. It gains +1,000 power until the end of the turn.
Choose 1 Forward your opponent controls. It gains -7,000 power until the end of the turn. If a Forward you control is being moved from the field to the Break Zone this turn, Break the chosen Forward instead.
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13-137R Edea 13-138R Exdeath 13-139C75 Odin 13-140U Garland
Forward (Witch) Forward (Dark Mage) Eidolon Forward (Knight)
(1L): Junction an Eidolon to Edea.
When Edea is Junctioning, she gains +2,000 power and the ability [(W): Choose 1 Eidolon that is being Excluded due to Junctioning. Move it to the Break Zone.]
After Edea has Junctioned, choose 1 Forward of cost 4 or less. Break it.
When Exdeath is played to the field, your opponent's EX Bursts won't activate this turn.
(W): Choose 1 Forward that is being Excluded. This turn, you can play it to the field by paying for its cost as if it were in your hand.
Choose 1 Forward of cost 4 or less. Break it. Overdrive (1L) - When Garland is played to the field, He gains +2,000 power and Haste until the end of the turn.
Overdrive (2L)(1A) - When Garland is played to the field, deal damage equal to Garland's power to all Active Forwards your opponent controls.
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13-141U Kytes 13-142S Kain 13-143R Garuda 13-144C76 Quon
Backup (Sky Pirate) Forward (Dragoon) Monster (Garuda) Backup (Agito Cadet)
When Kytes is played to the field, you can Search for one name:Vaan and place it in your hand.
(W): Choose 1 name:Vaan. It gains Haste until the end of the turn.
When Kain is played to the field, choose 1 Forward. If you're in control of any other Forward than name:Kains, Break that Forward.
Gungnir (S): Choose 1 Forward. Break it. This ability can only be used when Kain is equipping a Weapon:Lance.
(1L): Until the end of the turn, treat Garuda as a Forward of 9,000 power and the ability [After Garuda has attacked, if Garuda is on the field at the start of your next Main Phase 1 from when it attacked, deal 7,000 damage to all Active Forwards your opponent controls.] After you have summoned an Eidolon, choose 1 Forward. You can pay (1L). If you do so, it gains -1,000 power until the end of the turn.
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13-145C77 Gramis 13-146U Quetzalcoatl 13-147L78 Golbez 13-148U Golbez
Backup (Emperor) Eidolon Forward (Magus) Backup (Magus)
When Gramis is played to the field, you can Search for 1 name:Vayne or name:Larsa as well as 1 job:Judge, and place them in your hand. Choose up to 3 Forwards or Monsters of cost 2 or less. Break them. For every 1 Dark Character you control, the cost of Golbez in your hand becomes 1 less.
After Golbez has attacked, choose 1 Forward. If you're in control of a Dark Character, you gain control of the Forward until the end of the turn and it gains Haste. Make it Active.
When Golbez is played to the field, choose 1 name:Cecil from your Break Zone. You can play it to the field or place it in your hand.
Any Light Forward you control gain +1,000 power and Haste.
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13-149S79 Seifer 13-150C80 Seymour 13-151C81 Cid Kramer 13-152C82 Summoner
Forward (SeeD Cadet) Backup (Summoner) Backup (Headmaster) Backup (CT)
Pre-emptive Attack
Seifer can't be chosen by your opponent's Lightning effects.
After Seifer blocks or is blocked, choose 1 Forward. It gains -2,000 power until the end of the turn.
When Seymour is played to the field, choose 1 Forward of cost 4 or less and of any element but Lightning. Break it. When Cid Kramer is played to the field, you can Search for 1 name:Squall or name:Seifer and place it in your hand.
Any job:SeeD and job:SeeD Cadet Forwards you control gain Haste.
-
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13-153U Spear 13-154C83 Dragon 13-155U Torama 13-156C84 Drace
Weapon (Lance) Monster (Dragon) Monster (Coeurl) Forward (Judge)
Equip (Forward) / Remove - 0
A Character equipping Spear gains +2,000 power.
If the Character equipping Spear is a job:Dragoon, it gains Haste.
After the Character equipping Spear has attacked, it gains Pre-emptive Attack until the end of the turn.
(1L), move Dragon to the Break Zone: Choose 1 Forward of cost 4 or less. Break it.
(1L), move Dragon to the Break Zone: Choose 1 Monster of cost 4 or less. Break it.
When Torama is played to the field, choose 1 Forward. It gains -5,000 power until the end of the turn. When you're in control of a name:Larsa, the cost of Drace in your hand becomes 2 less (can't become 0).
When you're in control of a name:Larsa, Drace gains +2,000 power and Pre-emptive Attack.
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13-157C85 Ninja 13-158S Tribunus Faticlavius Nero 13-159R Tribunus Angusticlavius Livia 13-160C86 Adrammelech, the Wroth
Forward (CT) Forward (Tribunus Faticlavius) Forward (Tribunus Angusticlavius) Eidolon
Haste Overdrive (3L) - When Tribunus Faticlavius Nero is played to the field, choose 1 Active Forward. Break it.
Overdrive (1I) - When Tribunus Faticlavius Nero is played to the field, your opponent discards 1 card from their hand.
When Tribunus Faticlavius Nero is being Broken, choose 1 Item from your Break Zone. Place it in your hand.
When you're in control of a name:Gaius the Black Wolf, Tribunus Angusticlavius Livia gains +2,000 power, Haste, and the ability [(2F)(2L): Choose 1 Forward. Break it.]
(1L)(1A): Tribunus Angusticlavius Livia gains Preemptive Attack until the end of the turn.
Until the end of the turn, 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 card to the Break Zone: Choose 1 Forward. It gains -2,000 power until the end of the turn.]
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13-161R Raijin 13-162S87 Ramza 13-163U Llyud 13-164S88 Rufus
Forward (Disciplinary Committee) Forward (Knight) Forward (Aegyl) Forward (President)
When Raijin is played to the field, if you're in control of a name:Seifer or name:Fujin, choose up to 2 Forwards your opponent controls. Make them Dull.
Raijin Special (S)(2L): Choose 1 Forward and 1 Active Forward your opponent controls. Make the former Dull and deal 8,000 damage to the latter.
Ramza gains +1,000 power for every 1 job:Knight other than Ramza that you control.
(3A): Choose 1 job:Knight you control. It gains +1,000 power, Haste and Preemptive Attack until the end of the turn.
(1Wi): Until the end of the turn, Llyud gains +3,000 power and Haste, and he can't be blocked by Forwards of cost 3 or more this turn. When Rufus is played to the field, you can Search for 1 job:Turks and place it in your hand.
Forwards your opponent controls gain -1,000 power for every 1 job:Turks you control.
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13-165C89 Reno
Backup (Turks)
Overdrive (2A) - When Reno is played to the field, choose 1 Forward. Make it Dull.
(1L)(W): Return Reno to the hand.

Water


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13-166S Ashe 13-167C90 Ashe 13-168C91 Agrias 13-169P Ultimecia
Forward (Queen) Forward (Liberation Army) Forward (Knight) Forward (Witch)
Overdrive (1Wa) - When Ashe is played to the field, discard 1 card from your hand. After, draw 2 cards.
Overdrive (2Wi) - When Ashe is played to the field, make Active all Characters you control.
(1A), move Ashe to the Break Zone: Choose 1 name:Balthier from your Break Zone. Play it to the field in Dull mode.
Ashe can't be chosen by Fire effects.
(2Wa): Make Ashe Active.
Heaven's Wrath (S)(2Wa): Ashe gains +2,000 power and Preemptive Attack until the end of the turn.
Preemptive Attack
When Agrias is played to the field, you can Search for 1 name:Ovelia and place it in your hand.
When Ultimecia is played to the field, choose 1 job:Witch. While Ultimecia is on the field, you gain control of it.
(3A): Junction an Eidolon to Ultimecia.
After Ultimecia has Junctioned, Exclude all Forwards but Ultimecia.
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13-170C92 Famfrit the Darkening Cloud 13-171C93 Andoria 13-172R Echidna 13-173U Elza
Eidolon Backup (Queen) Monster (Echidna) Forward (Sky Pirate)
All players move 1 Forward they control themselves to the Break Zone. After Forwards you control have dealt damage to your opponent while in a party, draw 1 card. (1Wa): Until the end of the turn, treat Echidna as a Forward of 7,000 power and the ability [After Echidna has attacked, choose 1 Forward. It loses all its abilities until the end of the turn.] When Elza is played to the field, if you're in control of a job:Sky Pirate other than Elza, draw 1 card.
(W): Choose 1 job:Sky Pirate Forward of 9,000 or more power. Make it Active. It won't receive damage form your opponent's effects this turn.
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13-174S94 Ovelia 13-175U Cu Sith 13-176C95 Evoker 13-177U Sahagin
Backup (Queen) Backup (Synthesizer) Backup (CT) Monster (Sahagin)
When a damage is being dealt to a Forward you control, that damage becomes 1,000 less.
Magick Barrier (S)(W): All Forwards you control gain Haste and Brave until the end of the turn. This turn, they can attack one additional time.
(W): Choose 1 Item you control. Return it to your hand.
(1Wa)(W): Choose 1 Item in the Break Zone. Exclude it. After, draw 1 card.
- When Sahagin is played to the field, draw 1 card.
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13-178C96 Schrodinger 13-179U Siren 13-180C97 Princess Sarah 13-181L98 Tidus
Monster (Pot Cat) Eidolon Backup (Princess) Forward (Guardian)
(W), move Schrodinger to the Break Zone: Choose 1 Forward you control. Return it to your hand.
Blue Magic - (2Wa)(2A): Choose 1 Forward. Return it to your hand.
Choose up to 2 of the 3 below.
*Choose 1 Eidolon of cost 4 or less. Void its effect.
*Choose 1 Dull Forward. Return it to the hand.
*Draw 1 card.
When Princess Sarah is played to the field, you can Search for 1 Light Forward and place it in your hand. The cost of Tidus that's being Excluded becomes 1 less (can't become 0).
If Tidus is being Excluded, you can play it to the field as if it was in your hand by paying for its cost.
When Tidus is played to the field, you can draw 1 card.
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13-182C99 Deuce 13-183R Tomaj 13-184C100 Bismarck 13-185U Fork
Backup (Class 0) Backup (Sky Pirate) Eidolon Weapon (Fork)
(1Wa)(W): Choose 1 Forward that is attacking. It gains -1,000 power until the end of the turn.
Concerto (S)(1Wa)(1A)(W): Choose 1 Forward. Deal 2,000 damage to it for every 1 Forward you control.
When Tomaj is played to the field, you can Search for 1 name:Cu Sith or job:Sky Pirate and place it in your hand.
(W): Choose 1 job:Sky Pirate Forward. The next damage done to it this turn becomes 1,000 less.
Choose 1 Forward. Exclude as many Water cards from your Break Zone as you want. Until the end of the turn, the Forward gains -1,000 power for every 1 card you Excluded. Equip (Forward) / Remove - 0
After the Character equipping Fork has attacked, choose 1 Forward your opponent controls. Exclude the topmost card of your deck. Until the end of the turn, the Forward gains -2,000 power for ever 1 cost of the Excluded card.
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13-186C101 Cuchulainn the Impure 13-187S102 Celestia 13-188U Moogle Brothers 13-189C103 Yaag Rosch
Eidolon Forward (Officer) Backup (Moogle) Backup (Sanctum)
Choose 1 Forward your opponent controls. Until the end of the turn, it gains -1,000 power for every Dull Character your opponent controls. Draw 1 card. When Celestia is being removed from the field due to your opponent's effect, instead return nit to your hand.
When Celestia is removed from the field, if you're in control of a name:Andoria, you can play 1 name:Celestia from your hand to the field.
(3Wa)(2A)(W): Choose 1 Forward. Its controller moves it to the Break Zone.
When Moogle Brothers is played to the field, choose 1 job:Common Troop from your Break Zone. You can place it in your hand.
Move Moogle Brothers to the Break Zone: Choose 1 name:Leo from your Break Zone. Play it to the field or place it in your hand.
If your opponent's effect can do so, it must choose Yaag Rosch.
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13-190C104 Yuna 13-191R Larsa 13-192S Lightning 13-193U Raz
Backup (Summoner) Backup (Emperor) Forward (Savior) Forward (Sky Pirate)
The cost of any Eidolon in your hand becomes 1 less (can't become 0). When Larsa is played to the field, you can Search for 1 name:Basch and place it in your hand.
(1A)(W), move Larsa to the Break Zone: Choose 1 Forward you control. Return it to your hand.
When Lightning is played to the field, you can pay (2Wa)(1A). If you do so, move 1 Forward your opponent controls to the Break Zone.
(1Wa)(4A): Choose 1 Forward your opponent controls. Return it to their hand.
(2A), move Lightning to the Break Zone: Play 1 name:Lightning from your hand to the field.
Any job:Sky Pirate Forward of 9,000 or more power that you control can't be chosen by your opponent's effects.
When Raz is removed from the field, draw 1 card.
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13-194R Rikken 13-195S105 Relm 13-196S106 Lenna 13-197U Refia
Forward (Sky Pirate) Forward (Pictomancer) Forward (Princess) Forward (Warrior of Light)
When Rikken is played to the field, choose 1 Forward or 1 Monster. If its cost is less than the number of job:Sky Pirates you control, return it to the hand.
Any job:Sky Pirate Forward other than Rikken that you control gain +1,000 power.
When Relm is played to the field, choose 1 Monster of cost 3 or less from your Break Zone. You can play it to the field. It gains Haste until the end of the turn. At the end of the turn or when it's removed from the field, Exclude it. When Lenna is played to the field, choose 1 Water Forward of cost 2 or less from your Break Zone. Play it to the field.
Arise (S)(4Wa)(W): Choose 1 Forward from your Break Zone. Play it to the field. This ability can only be used on your own turn.
Overdrive (1Wa) - When Refia is played to the field, Search for 1 job:Warrior of Light other than name:Refia and place it in your hand.
Overdrive (1Wa)(1A) - When Refia is played to the field, choose 1 Forward. Return it to the hand.
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13-198C107
Backup (CT)
(W): Choose 1 Forward. Pick 1 job. Until the end of the turn, the Forward gains the chosen job.

Light


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13-199L108 Garnet 13-200S109 Ultima, the Holy Seraph 13-201R Cecil 13-202S Bhunivelze
Forward (Princess) Eidolon Forward (Paladin) Forward (Shining God)
After you have summoned an Eidolon, choose 1 Forward. It gains +2,000 power until the end of the turn.
Eidolon (S)(X): Choose up to 2 Eidolons of cost (X) or less from your Break Zone. You can summon them without cost this turn. Instead of being sent to the Break Zone, Exclude them.
When you're in control of a Light Forward, the cost of Ultima the High Seraph in your hand is 3 less.
Exclude all Forwards but those of Light and Dark elements. Exclude as many cards from the top of your deck as the number of Forwards you Excluded.
(1A): Choose 1 Auto Ability of your opponent's. Void its effect.
Protect Lv3 (S): Make Active all Forwards you control. Until the end of the turn all Forwards you control gain +10,000 power. This ability can only be used on your opponent's turn.
Overdrive (4A) - When Bhunivelze is played to the field, choose 1 Forward. You gain control of it.
You can play 2 or more Light Characters to the field.
When a Character your opponent controls is Excluded from the field, you can play it to your own field.
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13-203C110 Minerva 13-204S111 Yuna 13-205C112 Lightning 13-206R Leo
Forward (Goddess) Forward (Summoner) Forward (Knight of Etro) Forward (King)
Choose 1 from the 3 below at the start of your Main Phase 1.
[All Forwards you control gain +3,000 power until the end of the turn.] [All Characters your opponent controls lose all their abilities until the end of the turn.] [Draw 1 card.]
The cost of any Eidolon in your hands becomes 1 less (can't become 0).
Discard 2 Eidolons: Choose 1 Forward. Break it.
(1A), discard 1 Eidolon: Choose 1 Forward you control. It can't be chosen by your opponent's effects this turn.
Haste
0: Exclude Lightning.
(1A), discard 1 name:Lightning: Play Lightning to the field. This ability can only be used when Lightning is being Excluded.
Overdrive (1F)(1I)(1Wi)(1E)(1L)(1Wa)(3A) - When Leo is played to the field, Search for up to 6 job:Common Troop Forwards of different elements and play them to the field.
Leo gains +2,000 power for every 1 job:Common Troop that you control.

Dark


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13-207L113 Eald'narche 13-208R Chaos 13-209C114 Chaos 13-210S115 Kam'lanaut
Forward (Zilart Prince) Forward (God of Discord) Backup (God of Discord) Forward (Duke)
When Eald'narche is removed from the field, instead return it to the hand.
Paradise (S): After this turn, you gain 1 additional turn. At the end of that turn you lose the game.
When Chaos is played to the field, all players discard 1 card from their hand. After, move 1 Forward other than name:Chaos and 1 Backup and 1 Monster that you control to the Break Zone.
Exclude the top 25 cards of your deck: Play Chaos to the field in Dull mode. This ability can only be used when Chaos is in the Break Zone.
Chaos can be played to the field even when you're in control of another Dark Character.
You can play 2 or more Dark Characters to the field.
When Chaos is on the field, he provides CP of any element.
When Kam'lanaut is played to the field, you can Search for 1 Dark card and place it in your hand.
Kam'lanaut can't be chosen by effects of the same element he is.
At the start of your Main Phase 1, pick an element. Kam'lanaut becomes that element (this effect won't end at the end of the turn).
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13-211C116] Galdes 13-212S117 Sephiroth 13-213R Hein 13-214S Nael, the White Raven
Forward (Hierophant) Forward (One-Winged Angel) Forward (Mage) Forward (Legatus)
Overdrive (1A)(X) - When Galdes is played to the field, Search for 1 Monster of cost (X) or less and play it to the field.
When a Character is dealing damage to Galdes, that damage becomes 2,000 less.
When Sephiroth is played to the field, choose 1 Character. Exclude it.
When Sephiroth is removed from the field, he is Excluded instead.
Exclude 3 Characters of the same element: Play Sephiroth to the field. This ability can only be used when Sephiroth is Excluded.
Discard 1 card from your hand: Pick 1 element. This turn Hein can't be chosen by effects of the picked element and won't receive damage from them. When Nael the White Raven is played to the field, you can Search for 1 Eidolon and place it in your hand.
After your opponent has summoned an Eidolon, this turn Nael the White Raven can't be chosen by effects.
Exclude 3 Eidolons of different costs from the Break Zone: Choose 1 Forward. Break it.

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