TCG Chapter XIV

This page remains incomplete.

This is a list of all Chapter XIV cards in the Final Fantasy Trading Card Game, released in December 2014. It's also known as the 2014 2nd chapter. The chapter includes 126 regular cards - 3 in Dark and Light, 20 in all other elements - as well as 123 premium cards and 3 platinum rare cards.

Each booster pack of Chapter XIV includes 8 cards, 15 packs per box. There is no related entry set.

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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14-001U Ifrit 14-002C Air Samurai 14-003C Air Soldier 14-004R Ace
Eidolon Forward (Common Troop) Forward (CT)
Deal 7,000 damage to all Forwards. Air Samurai also bears job:Aegyl.
When you have received 5 or more damage, Air Samurai gains Haste and +2,000 power.
Air Soldier also bears job:Aegyl.
(1F): Choose 1 Forward. It can't Block Air Soldier this turn.
When Ace is played from the hand to the field, you can Search for 1 job:Class 0 other than name:Ace of the same element as the CP you used to pay for Ace, and place it in your hand.
Laser Cannon (S)(1F)(X)(W): Choose 1 Forward. Deal it damage equal to 7,000, plus 1,000 damage for every 1 CP you paid for (X).
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14-005U Ciaran 14-006C Clavat 14-007S Cloud 14-008U Golem
Backup (Clavat) Backup (CT) Forward (SOLDIER) Monster (Golem)
When you're in control of 4 or more job:Common Troop Backups, all Fire Forwards you control gain Haste and Brave. (W): This turn none of the players can use Action Abilities or summon Eidolons in the Attack Phase. When Cloud is equipping a Weapon, he gains Brave and any damage done to Forwards you control other than Cloud is instead done to Cloud.
When Cloud is moved from the field to the Break Zone, you can Search for 1 Weapon and Exclude it. If you do so, you can play 1 name:Cloud from your Break Zone to the field in Dull mode and equip the Excluded Weapon on him.
(W), move Golem to the Break Zone: Choose 1 Forward. Deal it 3,000 damage for every 1 name:Golem in your Break Zone.
Blue Magic - (1F)(1A): Deal 3,000 damage to all Forwards your opponent controls.
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14-009C Koboldroid Yang 14-010C Duke Goltanna 14-011R Sol 14-012C Tachi
Monster (Zwerg Droid) Backup (Duke) Forward (Warrior of Light) Weapon (Katana)
(W): This turn, no Forward with cost equal or less than the number of Monsters you control can Block a Forward. When Duke Goltanna is played to the field, you can Search for 1 job:Knight and place it in your hand.
When you're playing a job:Knight Forward from your hand to the field, you can pay for it with CP not of its own element.
When you're in control of a job:Warrior of Light other than Sol, all Forwards you control gain +1,000 power.
When you're in control of a job:Warrior of Darkness, all Forwards you control gain Haste.
Equip (Forward) / Remove - 0
Any Character equipping Tachi gains +2,000 power.
When a Character equipping Tachi has dealt damage to your opponent, you can play 1 Fire Backup from your hand to the field.
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14-013C Culinarian 14-014U Proto Fal'Cie Adam 14-015R Garnet Bahamut 14-016U Firion
Backup (CT) Forward (Fal'Cie) Forward (Winged Chaos) Forward (Resistance Army)
(W): Choose 1 Forward. If it deals damage to a Forward this turn, that damage becomes 1,000 greater. Any Special Ability Proto Fal'Cie Adam has is paid for by discarding 1 Weapon instead of discarding name:Proto Fal'Cie Adam.
Gates of Babylon (S): Choose 1 Forward. Search for as many Weapons as you want and place them in the Break Zone. Deal 10,000 damage to the Forward for every 1 Weapon you sent to the Break Zone.
When Garnet Bahamut is played to the field, choose 1 Forward your opponent controls. Deal it 7,000 damage, plus 3,000 damage for every 1 name:Garnet Bahamut and name:Jet Bahamut you control.
Any name:Jet Bahamut you control can't be chosen by your opponent's Eidolons.
When a Forward you control is being sent from the field to the Break Zone, choose 1 Forward your opponent controls. Deal 5,000 damage to it.
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14-017R Marilith 14-018C Miyu 14-019S Luso 14-020U Red XIII
Forward (Chaos) Backup (Agito Cadet) Forward (Soldier) Forward (Warrior)
When Marilith is sent from the field to the Break Zone, deal 4,000 damage to all Forwards your opponent controls.
(1F): Choose 1 Forward. Deal 1,000 damage to it.
When a Forward you control is being Blocked, you can pay (1F). If you do so, the Forward gains +2,000 power until the end of the turn. Haste
Preemptive Attack
When Luso is played to the field, you can play 1 Forward of cost 3 or less from your hand to the field. It gains Haste and Preemptive Attack until the end of the turn.
Haste
Return Red XIII to the hand at the end of the turn.

Ice


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14-021U Eduardo 14-022R Orphan 14-023S Emperor 14-024U Shiva
Backup (Bard) Forward (Fal'Cie) Forward (Emperor) Eidolon
(1A): Choose 1 Dull Character your opponent controls that isn't Light or Dark element. It loses all its abilities until the end of the turn. When Orphan is played to the field, choose 1 from the 2 below.
*Choose 1 Dull Forward your opponent controls. Break it.
*Make Dull all Forwards your opponent controls.
When Emperor is played to the field, your opponent discards a card from their hand.
When your opponent has 2 or less cards in their hand, Emperor gains +3,000 power.
When Emperor is sent from the field to the Break Zone, you can discard 1 card from your hand. If you do so, Search for 1 name:Emperor and play it to the field in Dull mode.
Your opponent discards a card from their hand. Your opponent themselves makes Dull 1 Active Forward, 1 Active Backup and 1 Active Monster they control.
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14-025C Thaumaturge 14-026U Calautidon 14-027S Sephiroth 14-028C Time Mage
Forward (CT) Monster (Armadillon) Forward (Hero) Forward (CT)
When Thaumaturge is played to the field, your opponent discards 1 card from their hand.
When your opponent has 2 or less cards in their hand, Thaumaturge gains +3,000 power.
(W), move Calautidon to the Break Zone: Choose 1 Auto Ability of your opponent's. If your opponent doesn't discard 1 card from their hand, void its effect.
Blue Magic - (2I): Pick 1 number. Make Dull and Freeze all Forwards your opponent controls that have the same cost as that number.
When Sephiroth is played to the field, choose 1 Forward. Make it Dull and Freeze it.
(1I)(2A): Play Sephiroth to the field in Dull mode. When Sephiroth is played to the field, Sephiroth deals you 2 points of damage. The EX Bursts of this damage won't activate. This ability can only be used when Sephiroth is in the Break Zone.
Move Time Mage to the Break Zone: Choose 1 Auto Ability of your opponent's. Void its effect.
(2I): Choose 1 Eidolon. Void its effect. This ability can only be used when you're in control of 4 or more job:Common Troops.
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14-029C Arcanist 1-030R Amber Bahamut 14-031R Barnabas 14-032C Heater Shield
Backup (CT) Forward (Winged Chaos) Forward (Robot) Armor (Shield)
Move Arcanist to the Break Zone: Choose 1 effect of your opponent's that is choosing a Forward you control. If your opponent doesn't discard 1 card from their hand, void its effect. When Amber Bahamut is played to the field, your opponent discards 1 card from their hand. After, your opponent discards 1 card from their hand for every 1 name:Garnet Bahamut and name:Jet Bahamut you control.
Any name:Jet Bahamut you control can't be chosen by your opponent's abilities.
If you're not in control of a name:Lugae at the start of your Main Phase 1, make Barnabas Dull.
When a name:Lugae is played to your field, make Barnabas Active.
Equip (Forward) / Remove - 0
Any Character equipping Heater Shield gains +1,000 power.
When a Character equipping Heater Shield is chosen by your opponent's effect, your opponent discards 1 card from their hand.
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14-033C Nightblade Puma 14-034U Machina 14-035U Moogle [XIII-2] 14-036C Yuke
Monster (Razorclaw) Backup (Class 0) Backup (Moogle) Backup (CT)
(W): Choose 1 Forward you control. Until the end of the turn, it gains the ability [After self has attacked, choose 1 Forward. Make it Dull. If your opponent's hand has 0 cards, Freeze it too]. If it is removed from the field this turn, move Nightblade Puma to the Break Zone. When your opponent is discarding a card due to your effects, choose 1 Forward your opponent controls. Make it Dull or Freeze it. This ability can only be used once per turn. Any name:Serah, name:Noel and name:Snow you control can't be chosen by your opponent's abilities. When Yuke is played to the field, choose 1 Backup your opponent controls. Freeze it.
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14-037C Duke Larg 14-038C Laguna 14-039R Lugae 14-040U Leonhart
Backup (Duke) Backup (Gunner) Forward (Doctor) Forward (Resistance Army)
When Duke Larg is on the field, he makes CP of Ice or Lightning element.
If the Backups you control have 6 or more different elements, move Duke Larg to the Break Zone.
The cost of any name:Squall in your hand becomes 1 less (can't become 0).
Any name:Squall and job:Warrior you control gain +1,000 power.
When Lugae is played to the field, you can Search for 1 name:Barnabas and place it in your hand.
(W): Choose 1 Forward. Make it Dull or Freeze it.
When Leonhart is played to the field, you can Search for 1 Item card of cost 1 or less and place it in your hand.
When Leonhart is equipping an Item, he gains the ability [When Leonhart has dealt damage to your opponent, your opponent discards 1 card from their hand.]
When your opponent has 2 or less cards in their hand, Leonhart gains +2,000 power.

Wind


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14-041C Air Warrior 14-042S Aerith 14-043S Edge 14-044C Ranger
Forward (CT) Forward (Ancient) Forward (Ninja) Backup (CT)
Air Warrior also bears job:Aegyl.
(1Wi): This turn, the next damage Air Warrior deals to and receives from Forwards becomes 1,000 more.
(1Wi): This turn, the next damage Air Warrior deals to and receives from Forwards becomes 1,000 less.
Aerith can't be chosen and won't receive damage from Eidolons of cost 4 or more that your opponent controls.
Aerith can't be chosen, won't receive damage and can't be Blocked by Characters of cost 4 or more other than those of Light and Dark element.
Pulse of Life (S): Choose 1 Forward you control. This turn, after you move it to the Break Zone or Exclude, return it to the field.
Preemptive Attack
When Edge is played to the field, you can play up to 1 each of name:Ninja or job:Ninja with cost 1 or less, cost 2 or less, cost 3 or less and cost 4 or less. They gain Haste until the end of the turn.
When Ranger is played to the field, choose 1 Monster of cost 2 or less your opponent controls, or 1 Item of cost 2 or less your opponent controls. Break it.
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14-045R Gold Chocobo 14-046C Thief 14-047U Sherlotta 14-048U Sylph
Forward (Chocobo) Backup (CT) Backup (One Who Watches Over) Eidolon
For every 1 name:Chocobo or job:Chocobo you control, the cost of Gold Chocobo in your hand becomes 2 less.
When a name:Chocobo or job:Chocobo Forward is played to your field, make it Active.
When Thief is played to the field, choose 1 Forward. This turn it can't be Blocked, and when it deals damage to your opponent, choose 1 Backup you control. You can make it Active. When Sherlotta is played to the field, if your opponent controls more Characters than you do, make Sherlotta Active.
When a Character is being played to your opponent's field, make Sherlotta Active.
Choose 1 Forward your opponent controls. Deal it 1,000 damage for every 1 Character you control.
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14-049U Jinnai 14-050C Chocobo 14-051R Tiamat 14-052C Gramps
Forward (Ninja) Forward (CT) Forward (Chaos) Backup (Ranger)
When Jinnai is played to the field, choose 1 Character you control. Make it Active.
Any name:Ninja and job:Ninja you control can't be Blocked by Forwards of cost 4 or more.
Chocobo can't be Blocked by Forwards of cost 4 or more. Tiamat can't be chosen by your opponent's Characters of cost 2 or less.
When any player is summoning an Eidolon, choose 1 Forward. It gains +1,000 power until the end of the turn.
When Gramps is played to the field, choose 1 Forward of 9,000 or more power that your opponent controls. Break it.
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14-053U Clematis 14-054P Bartz 14-055R Airship Engineer Cid 14-056U Matoya
Monster (Stalker) Forward (Warrior of Light) Backup (Engineer) Backup (Dancer)
(W), move Clematis to the Break Zone: Choose 1 Character you control. This turn it can't be chosen by your opponent's effects.
Blue Magic - (1Wi)(1A): This turn, Forwards you control can't be blocked by Forwards of cost 4 or more.
Bartz can't be chosen by your opponent's effects.
For every job:Warrior of Light you control other than Bartz, Bartz gains +1,000 power.
When Bartz has dealt damage to your opponent, make Active all Forwards you control.
When an Item you control has been moved from the field to the Break Zone, you can return it to your hand. When a Wind Backup you control is changed from Dull to Active mode outside the Active Phase, deal 1,000 damage to all Forwards your opponent controls.
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14-057C Maria 14-058U Rem 14-059C Leyak 14-060C Robe
Forward (Resistance Army) Backup (Class 0) Monster (Imp) Armor (Robe)
When Maria is played to the field, you can Search for 1 job:Resistance Army other than name:Maria and place it in your hand.
All Forwards you control except Maria gain +1,000 power.
All Forwards you control of cost 3 or less gain +1,000 power.
When Rem has been moved from the field to the Break Zone due to your opponent's effects, choose 1 job:Class 0 from your Break Zone. You can return it to your hand.
(1A)(W): Choose 1 Backup you control. Make it Active. Equip (Forward) / Remove - 0
Any Character equipping Robe gains +1,000 power.
Any Character equipping Robe can't be Blocked by Forwards of cost 4 or more.

Earth


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14-061C Vanille 14-062U Eiko 14-063C Guy 14-064C Armorer
Backup (Saboteur) Backup (Summoner) Forward (Resistance Army) Forward (CT)
(1E)(W): All Forwards you control gain +1,000 power until the end of the turn.
Invisible Lv3 (S): This turn, Forwards you control can't be Broken by your opponent's effects and won't receive damage from your opponent's effects.
If you're in control of a name:Zidane: the cost of Eiko in your hand becomes 1 less.
When Eiko is played to the field, choose 1 Eidolon from the Break Zone. You can Exclude it. If you do so, Search for 1 Eidolon with the same name and place it in your hand.
When Guy is played to the field, you can Search for 1 Weapon of cost 2 or less and equip it to Guy.
After Guy has attacked, choose 1 Dull Forward your opponent controls. If Guy is equipping a Weapon, deal it damage equal to Guy's power.
When Armorer is played to the field, you can Search for 1 Armor and place it in your hand.
Any Forward you control that's equipping an Armor gains +1,000 power.
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14-065U Galuf 14-066U Chichu 14-067R Graham 14-068U Krile
Forward (Four Warriors of Dawn) Monster (Ochu) Forward (Dark Knight) Forward (Warrior of Light)
Brave
(1A), move Galuf to the Break Zone: Choose 1 Backup with an Action Ability. Break it.
(W), move Chichu to the Break Zone: Choose 1 Forward. It gains +1,000 power until the end of the turn. This turn, if your opponent is capable of Blocking it, they must do so. When Graham is played to the field, choose 1 Forward. It gains +3,000 power until the end of the turn. If you control 5 or more Backups, Break it instead. When you're in control of 3 or more name:Chocobo or job:Chocobo, the cost of Krile in your hand becomes 0.
Any name:Chocobo and job:Chocobo Forward you control gain +1,000 power and Brave.
Sight Lv3 (S)(2A): Search for 1 name:Chocobo or job:Chocobo and place it on the field in Dull mode.
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14-069C Miner 14-070S Cecil 14-071P Nacht 14-072U Fenrir
Backup (CT) Forward (Dark Knight) Forward (Warrior of Darkness) Eidolon
When Miner is played to the field, choose 1 Backup in your Break Zone. You can place it in your hand.
(1A)(W), move Miner to the Break Zone: Choose 1 Forward in your Break Zone. Place it in your hand.
For every 1 point of damage you have received, Cecil gains +1,000 power.
(4A), move Cecil to the Break Zone: Search for 1 name:Cecil of Water or Light element and place it on the field in Dull mode.
Darkness (S): Choose 1 Forward. Cecil deals you 1 point of damage, and deals the Forward damage equal to Cecil's power. The EX Burst from this damage can't be used.
When Nacht is played to the field, all Forwards you control gain until the end of the turn Brave and +1,000 power for every 1 point of damage you have received.
When Nacht has been chosen by your opponent's effect, if they don't pay (3A) Nacht can't be Broken or Excluded this turn.
(1A), discard 1 card from your hand: Choose 1 Forward. This turn it can't attack or Block.
Choose up to 3 Forwards your opponent controls. This turn they can't attack or Block.
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14-073C Seeping Brie 14-074C Monk 14-075R Yang 14-076U Larkeicus
Monster (Flan) Backup (CT) Forward (Monk) Forward (Professor)
(W): Choose 1 Forward. It gains +1,000 power and Brave until the end of the turn. (2E)(1A)(W), move Monk to the Break Zone: Choose 1 Forward you control and 1 Forward your opponent controls. Deal them damage equal to both their powers. When Yang is played to the field, choose 1 Forward your opponent controls. Deal it 5,000 damage for every name:Monk and job:Monk you control.
Yang can't be made Dull due to your opponent's effects.
(1E)(1A): Yang gains +1,000 power until the end of the turn.
Overdrive (1E) - When Larkeicus is played to the field, Search for 1 name:Golem and place it in your hand.
The cost of any name:Golem in your hand becomes 1 less.
When you've been dealt damage by a Forward your opponent controls, you can Search for 1 name:Golem and place it in your hand.
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14-077C Arhat's Gi 14-078R Lich 14-079S Rydia 14-080C Lilty
Armor (Samue) Forward (Chaos) Backup (Summoner) Backup (CT)
Armor (Forward) / Remove - 0
Any damage dealt by a Forward to a Character equipping Arhat's Gi becomes 3,000 less.
If the Character equipping Arhat's Gi is a job:Samurai, job:Ninja or job:Monk, it gains Brave.
When Lich has attacked or been moved from the field to the Break Zone, choose 1 Forward your opponent controls. You and your opponent present the topmost card of your decks. If the cost of your card is bigger than the cost of your opponent's card, Break the Forward. When a Forward you control is Blocking or is chosen by an effect, it gains +1,000 power until the end of the turn.
(W): Choose 1 Forward. It gains Brave until the end of the turn.
(3A)(W), discard 1 Eidolon: Choose 1 Dull Forward. Break it.
(1E)(W), move Lilty to the Break Zone: Choose 1 Forward. It gains +1,000 power until the end of the turn. If it's of the Earth element, it gains +3,000 power until the end of the turn instead.

Lightning


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14-081C Assassin 14-082C Aphmau 14-083U Argy 14-084U Exdeath
Forward (CT) Backup (Puppetmaster) Backup (Memorist) Forward (Dark Mage)
Haste
After Assassin has attacked, choose 1 Forward of cost 2 or less. Make it Dull.
All job:Common Troop Characters you control gain the ability [Move self to the Break Zone: Choose 1 Forward. It gains -2,000 power until the end of the turn.]
(W): Choose 1 Forward. It gains -1,000 power until the end of the turn.
(1L)(W): Choose 1 Forward. It can't be chosen by EX Bursts until the end of the turn. When Exdeath is played to the field, choose 1 Forward your opponent controls. If it has (EX), Break it.
(1L)(1A)(W): Choose 1 Forward that is receiving damage. It gains -3,000 power until the end of the turn.
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14-085C Electric Jellyfish 14-086U Orlandeau 14-087C Black Mage 14-088R Cid Previa
Monster (Electric Jellyfish) Forward (Holy Swordsman) Backup (CT) Backup (Inventor)
(1L)(W): Choose 1 Forward of cost 3 or less. Make it Dull. This ability can only be used in your Main Phase. When Orlandeau is equipping a Weapon, he gains Haste and Preemptive Attack.
When Orlandeau Blocks or is Blocked, choose up to 2 Forwards. Deal them 3,000 damage.
Hallowed Bolt (S)(1L)(1A): Choose 1 Active Forward. Break it.
(1L)(W), move Black Mage to the Break Zone: Choose 1 Active Forward. It gains -3,000 power until the end of the turn. When Cid Previa is played to the field, you can Search for 1 job:Warrior of Light and place it in your hand.
When a job:Warrior of Light is played to your field, you can pay (2A). If you do so, play 1 job:Warrior of Light from your hand to the field. This ability can only be used once per turn.
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14-089S Zeromus 14-090U Dullahan 14-091R Toono 14-092C Ninja
Forward (Lunarian) Monster (Dullahan) Backup (Agito Cadet) Forward (CT)
Zeromus also bears the name Zemus.
When a Character you control is removed from the field due to your opponent's effects other than damage, Zeromus deals 1 point of damage to your opponent.
Big Bang (S)(2L)(2A)(W): Deal 8,000 damage to all Forwards other than Zeromus, and deal 1 point of damage to both players.
(1A)(W), move Dullahan to the Break Zone: Choose 1 Active Forward. Deal 8,000 damage to it.
Blue Magic - (1L): Choose 1 Forward of cost 2 or less or 1 Monster of cost 2 or less. Break it.
Overdrive (3A) - When Toono is played to the field, Search for 1 job:Agito Cadet of cost 2 or less and play it to the field.
(1L)(W): Return Toono to the hand.
When Ninja is played to the field, choose 1 Forward of cost 1 or less or 1 Monster of cost 1 or less. You can Break it.
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14-093P Noel 14-094R Mid Previa 14-095U Ramuh 14-096S Ramza
Forward (Commando) Backup (Grandson) Eidolon Forward (Knight)
When your opponent is in control of 4 or more Backups, Noel gains Haste.
(2L): Choose 1 Forward. It gains -2,000 power until the end of the turn.
Spark Blow (S)(1L)(2A): Choose 1 Forward of cost 4 or less that your opponent controls. Break it. Make Noel Active. This turn, Noel can attack 1 additional time.
The cost of any job:Warrior of Light in your hand becomes 1 less (can't become 0).
When a job:Warrior of Light is being played to your field, all Forwards your opponent controls gain -2,000 power.
Choose up to 2 of the 3 below.
*Choose 1 Forward you control. It gains Preemptive Attack until the end of the turn.
*Choose 1 Forward your opponent controls. It gains -2,000 power until the end of the turn.
*Choose 1 Forward your opponent controls. Make it Dull.
When you're in control of a Forward other than Ramza that has Haste, Preemptive Attack or Brave, Ramza gains them.
When Ramza has Haste he gains +1,000 power, when he has Preemptive Attack he can't be chosen by your opponent's abilities, and when he has Brave he can't be chosen by your opponent's Eidolons.
(2A): Ramza gains Haste, Preemptive Attack or Brave until the end of the turn.
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14-097U Lien 14-098C Dragoon 14-099C Reno 14-100C Rod
Backup (Scientist) Forward (CT) Forward (Turks) Weapon (Rod)
When a Forward you control is sent from the field to the Break Zone due to your opponent's effects, choose 1 Forward. Until the end of the turn it gains -1,000 power for every 1 cost of the Forward sent to the Break Zone.
(1L)(W): Choose 1 Forward you control. This turn it can't be chosen by any job:Class 0 or job:Agito Cadet.
Dragoon also has job:Aegyl.
When Dragoon is played to the field, choose 1 Forward that's receiving damage. You can deal 3,000 damage to it.
When you're in control of a job:Turks, the cost of Reno in your hand becomes 1 less (can't become 0).
When you're in control of a name:Rude or name:Rufus, Reno gains Haste and +2,000 power.
Equip (Forward/Backup) / Remove - 0
Any Character equipping Rod gains the ability [(W): All Forwards your opponent controls gain -1,000 power until the end of the turn.]

Water


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14-101R Agrias 14-102U Ultimecia 14-103U Gawain 14-104R Kraken
Forward (Knight) Forward (Witch) Forward (Knight) Forward (Chaos)
Agrias gains +2,000 power for every name:Ovelia, name:Ramza or name:Alma you control.
Divine Ruination (S)(3Wa): Pick a number. For every Forward your opponent controls with the same cost as the number, deal 8,000 damage, make them Dull and Freeze them.
For every 3 cards your opponent is Excluding, Ultimecia gains +1,000 power.
When your opponent is excluding 10 or more cards, Ultimecia won't receive damage from your opponent's abilities.
At the end of your turn, choose up to 2 cards from your opponent's Break Zone. Exclude them.
When Gawain is played to the field, draw 1 card.
Gawain gains +1,000 power for every Active Forward you control.
When Gawain has 8,000 or more power, he gains Brave.
When Kraken is played to the field, choose 1 Forward your opponent controls. Return it to the hand.
After Kraken has attacked, choose 1 Forward your opponent controls. Return it to the hand.
When Kraken is moved from the field to the Break Zone, choose 1 Forward your opponent controls. Return it to the hand.
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14-105U Man in Black 14-106C Simon 14-107C White Mage 14-108C Arcane Ring
Forward (????) Backup (Bishop) Backup (CT) Accessory (Ring)
When a name:Golbez is on the field, you can't play Man in Black to the field.
You can't play name:Golbez to the field.
Your opponent can only attack once per turn.
When Simon is played to the field, you can Search for 1 name:Ovelia or name:Ramza and place it in your hand.
(1Wa)(W), move Simon to the Break Zone: Search for 1 Item card and place it in your hand or equip it to name:Ramza you control.
(1Wa)(W): Choose 1 Forward. The next damage done to it this turn becomes 1,000 less.
(2Wa)(2A)(W), move White Mage to the Break Zone: Choose 1 Forward of cost 5 or less in your Break Zone. Play it to the field. This ability can only be used on your own turn.
Equip (Forward) / Remove - 0
Any Character equipping Arcane Ring won't receive damage less than their own power.
(1A): The next damage done to the Character equipping Arcane Ring becomes 1,000 less.
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14-109C Princess Sarah 14-110S Cecil 14-111C Chunerpeton 14-112C Knight
Backup (Princess) Forward (Paladin) Monster (Terraquatic) Forward (CT)
Any job:Warrior of Light Forward you control gains +1,000 power. When Cecil is played to the field, make Active all Forwards you control. They won't receive damage this turn.
(1A): Return Cecil to the hand.
(1A): Cecil gains Brave until the end of the turn.
(W): Choose 1 Forward. It gains -1,000 power until the end of the turn.
(2Wa)(W): Choose 1 Forward. It gains -3,000 power until the end of the turn.
(W): This turn if the next damage done is to Knight, that damage becomes 0 instead.
Move Knight to the Break Zone: Choose 1 Blocking Forward. This turn if the next damage done is to it, that damage becomes 0 instead.
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14-113U Mewmao 14-114C Paladin 14-115U Famfrit 14-116R Faris
Monster (Pot Cat) Forward (CT) Eidolon Forward (Warrior of Light)
(W), move Mewmao to the Break Zone: Choose 1 Forward. Return it to the hand.
Blue Magic - (3Wa)(2A): Choose 2 Forwards. Return them to the hand.
When Paladin is played to the field or has attacked, choose 1 Forward you control. Make it Active. Your opponent moves 1 Forward they control to the Break Zone. Overdrive (1Wa) - When Faris is played to the field, choose 1 Forward. It gains -5,000 power for every 1 job:Warrior of Light you control until the end of the turn.
(1Wa): Until the end of the turn, Faris becomes job:Pirate and gains the ability [When Faris has dealt damage to your opponent, draw 1 card.]
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14-117R Mog [IX] 14-118C Fisher 14-119U Lilisette 14-120S Lenna
Backup (Moogle) Backup (CT) Backup (Dancer) Forward (Warrior of Light)
When Moogle [IX] is played to the field, draw 1 card. After, if you're not in control of a name:Eiko, discard 1 card from your hand.
(2E)(2Wa)(W), move Mog [IX] to the Break Zone: Choose 1 Forward your opponent controls. Exclude it. This ability can only be used when you're in control of a name:Eiko.
(1Wa)(W), move Fisher to the Break Zone: Choose 1 Monster of cost 3 or less from your Break Zone. Play it to the field. When Lilisette is played to the field, Choose 1 Forward your opponent controls. It gains -3,000 power until the end of the turn.
(1A), make Dull one Active Forward: Return Lilisette to the hand.
When damage is being dealt to Lenna, that damage becomes 2,000 less instead.
When Lenna changes into Active mode from Dull mode, choose 1 Forward of cost 3 or less from your Break Zone. You can pay (1Wa)(2A). If you do so, play it to the field. This ability only activates once per turn.

Light


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14-121R Zidane 14-122R Ultima, the Seraph 14-123S Lightning
Forward (Thief) Forward (Seraph) Forward (Knight of Etro)
When Zidane has attacked, choose 1 from the 2 below.
*Your opponent Excludes 1 card from their hand.
*Zidane gains +2,000 power until the end of the turn. Your opponent Excludes the 2 topmost cards of their deck.
When your name:Ultima, the Seraph is being Excluded, Ultima, the Seraph gains Haste, Preemptive Attack, Brave and +2,000 power.
When Ultima, the Seraph is moved from the field to the Break Zone, you can Exclude Ultima, the Seraph. If you do so, Search for 1 name:Ultima, the Seraph and play it to the field in Dull mode.
Haste
Return Lightning to the hand at the end of the turn.
When you receive your 6th point of damage, if Lightning is in your Break Zone, you can Exclude Lightning. If you do so, Search for 1 job:Savior and play it to the field.

Dark


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14-124R Omega [XIII-2] 14-125S Jet Bahamut 14-126R Feolthanos
Forward (Omega) Forward (Winged Chaos) Forward (Aegyl)
Omega [XIII-2] can't be chosen by Fire, Ice, Wind, Earth, Water, Light or Dark element effects.
Omega [XIII-2] can't equip Items.
Rampage (S): Until the end of the turn, Omega [XIII-2] gains Brave and the ability [After Omega [XIII-2] has attacked, it deals 1 point of damage to your opponent]. This turn, Omega [XIII-2] can attack three times in one turn.
When Jet Bahamut is played to the field, if you're in control of a job:Winged Chaos, your opponent moves 1 Forward they control to the Break Zone.
(3A): Break all Light Forwards.
(3A)(W): Choose 1 job:Winged Chaos from your Break Zone. Play it to the field in Dull mode.
Brave
If your opponent's effect can do so, it must choose Feolthanos.
Feolthanos won't receive effects of your opponent's Characters of cost 4 or less or Eidolons of cost 3 or less that are choosing Feolthanos.
When you've received damage from a Forward your opponent controls, you can discard 1 card from your hand. If you do so, Break the Forward.

Category: Merchandise

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