TCG Chapter XV

This page remains incomplete.

This is a list of all Chapter XV cards in the Final Fantasy Trading Card Game, released in April 2015. It's also known as the 2015 chapter. The chapter includes 138 regular cards - 3 in Dark and Light, 22 in all other elements - as well as 138 premium 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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15-001C Red Mage 15-002C Apotamkin 15-003C Amalj'aa Tribe 15-004R The Genius Amon
Backup (Common Troop) Monster (Imp) Backup (Beastman) Forward (Magitechnologist)
When Red Mage is played to the field, choose 1 Forward. It can't block Forwards this turn.
(1F)(W), move Red Mage to the Break Zone: Choose 1 Forward. It can't block Forwards this turn.
(W), move Apotamkin to the Break Zone: Choose 1 Forwards. It can't block Forwards this turn.
Blue Magic - (2F)(2A): Choose up to 2 Forwards. They can't block Forwards this turn.
The cost of name:Primal Ifrit in your hand becomes 5.
You can only play Fire element Backups to the field.
When counting for name:Primal Ifrit's effect, treat Amalj'aa Tribe as two cards.
(1F)(W): Choose 1 Forward. It can't block Fire Forwards this turn.
When The Genius Amon is played to the field, you can Search for 1 Fire Character and place it in your hand.
When The Genius Amon is moved from the field to the Break Zone, Search for 1 name:Founding Emperor Xande and either play it to the field or place it in your hand.
Firaga Forte (S)(1F): Deal 5,000 damage to all Forwards your opponent controls.
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15-005R Cyan 15-006C Blacksmith 15-007C Kikuichimonji 15-008S Cloud/Red XIII
Forward (Samurai) Backup (CT) Weapon (Katana) Forward (Those Who Fight)
Forwards you control that bear (P) can't be blocked by Forwards of power less than their own.
Discard 1 card with (P): Choose 1 Forward with (P) that you control. It gains +2,000 power and Haste until the end of the turn.
When Blacksmith is played to the field, you can Search for 1 Weapon and place it in your hand.
(1F)(W), move Blacksmith to the Break Zone: Search for 1 Weapon and place it in your hand.
Equip (Forward)
Remove - 0
Any Character who equips Kikuichimonji gains +2,000 power.
After a Character equipping Kikuichimonji has dealt damage to your opponent, choose 1 Forward your opponent controls. Deal 4,000 damage to it.
Combination - Cloud (3) / Red XIII (3)
Haste
When a Forward you control is attacking, choose 1 Forward. You can deal 4,000 damage to it.
Howling Moon (S): All Forwards you control gain +1,000 power, Haste and Preemptive Attack until the end of the turn.
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15-009C Zack 15-010R Salamander [III] 15-011U Jecht 15-012S Founding Emperor Xande
Backup (SOLDIER) Monster (Salamander) Forward (Guardian) Forward (Emperor)
When Zack is played to the field, choose 1 name:Cloud or job:SOLDIER from your Break Zone. You can place it in your hand.
(1F)(1A)(W), move Zack to the Break Zone: Play 1 name:Cloud from your hand to the field.
Salamander [III] also bears name:Gutsco.
When Salamander [III] is played to the field, choose 1 Forward. You can deal 7,000 damage to it.
(1F): Treat Salamander [III] as a Forward of 6,000 power, Preemptive Attack and the ability [After Salamander [III] has attacked, deal 2,000 damage to all Forwards your opponent controls.] until the end of the turn.
When Jecht is played to the field, your opponent can play 1 Backup from their hand to the field.
For every 1 Backup your opponent controls, Jecht gains +1,000 power.
(2F)(1A): Choose 1 Forward. Deal it 1,000 damage for every 1 Backup your opponent controls.
Founding Emperor Xande can only be played from the hand to the field by paying for his cost with CP from Fire Backups on the field.
After Founding Emperor Xande has attacked, choose 1 Forward. Deal it 1,000 damage for every 1 Character you control.
Ancient Quaga (S)(7F): Deal 10,000 damage to all Forwards your opponent controls.
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15-013C Goldsmith 15-014U Tifa 15-015U High Allagan Battleaxe 15-016U Bahamut SIN
Backup (CT) Forward (Fistfighter) Weapon (Axe) Eidolon
(W), discard 1 Item card: Search for 1 Item card and place it in your hand. When Tifa is played to the field, you can Search for 1 name:Cloud or name:Marlene and place it in your hand.
When there's a name:Tifa in your Break Zone, Tifa gains Haste and Preemptive Attack.
When you're in control of a name:Cloud, Tifa gains +2,000 power.
Equip (Forward)
Remove - (1F)(1A)
After a Character equipping High Allagan Battleaxe has attacked, it gains +5,000 power until the end of the turn.
After a Character equipping High Allagan Battleaxe has Broken Forward, make it Active.
If your opponent can do so, they must Block a Character equipping High Allagan Battleaxe.
Choose 2 of the 4 below.
*Choose 1 Forward. Deal 7,000 damage to it.
*Choose 1 Forward. It gains Haste and Preemptive Attack until the end of the turn.
*Deal 5,000 damage to all Forwards.
*No Forward can Block a Forward with power greater than their own this turn.
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15-017S Primal Ifrit 15-018C Marauder 15-019U Blaze 15-020C Rubicante
Forward (Primal) Forward (CT) Backup (Crystal Bearer) Forward (Golbez's Four Fiends)
When Primal Ifrit is played to the field, deal 4,000 damage to all Forwards your opponent controls. If you're in control of 4 or more Fire Backups, deal 4,000 additional damage. If you're in control of 6 or more Fire Backups, deal 4,000 additional damage.
After Primal Ifrit has Broken a Forward, it is Excluded instead of sent to the Break Zone.
When Marauder is played ot the field, you can Search for 1 Weapon and place it in your hand.
When Marauder is equipping a Weapon, it gains +2,000 power.
When Blaze is played to the field, choose 1 Forward. Deal 7,000 damage to it. Present 1 card from your hand: Rubicante can't be chosen by effects of the same element as the presented card.
(W): Choose 1 Forward. Exclude up to 1 card for each different element present in all cards in all Break Zones. Deal the Forward 2,000 damage for each Excluded card.
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15-021R General Leo 15-022U Legendary Turk
Backup (General) Backup (Turks)
Overdrive (X) - When General Leo is played to the field, Search for 1 Fire job:CT of cost (X) or less and play it to the field. (X) can only be paid for with Fire CP.
(W): Choose 1 Fire Forward you control. It gains +1,000 power until the end of the turn.
When a Forward you control is being Blocked, you can pay (1F). If you do so, deal 1,000 damage to the Blocking Forward.

Ice


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15-023C Amidatelion 15-024C Dark Knight 15-025R Umaro 15-026C Necron
Forward (Crystal Bearer) Backup (CT) Forward (Snowman) Forward (Necron)
When Amidatelion is played to the field, choose 1 Excluded Monster of your own. Play it to the field.
When Amidatelion is moved away from the field, Exclude it instead.
(7A): Play Amidatelion to the field in Dull mode. This ability can only be used when Amidatelion is being Excluded.
(W), move Dark Knight to the Break Zone: Choose 1 Character. Make it Dull and Freeze it. Dark Knight deals 1 damage to you. Any EX Burst from this damage won't activate. Awakening ((W), move Umaro to the Break Zone)
Umaro gains +1,000 power for every 1 Forward with (P) that you control.
Discard 1 Character with (P): Play Umaro to the field in Dull mode. This ability can only be used when Umaro is in the Break Zone and you're in control of a name:Mog.
Necron can only be played from the hand to the field with CP from Ice Backups on the field.
When Necron is played to the field or has attacked, choose 1 Forward your opponent controls. Make it Dull and Freeze it.
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15-027R Elfe 15-028C Bard 15-029C Conjurer 15-030U Iceheart
Backup (Avalanche) Backup (CT) Backup (CT) Backup (Heretic)
Overdrive (X) - When Elfe is played to the field, Search for 1 Ice job:CT of cost (X) or less and play it to the field. (X) can only be paid for with Ice CP.
(W): Choose 1 Ice Forward you control. It gains +1,000 power until the end of the turn.
(1A)(W): All Forwards lose Haste, Preemptive Attack and Brave until the end of the turn. When Conjurer is played to the field, choose 1 job:CT from your Break Zone. You can place it in your hand. When Iceheart is played to the field, you can Search for 1 Ice job:CT and place it in your hand.
The cost of name:Primal Shiva in your hand becomes 5.
You can only play Ice element Backups to the field.
When counting for name:Primal Shiva's effects, treat all Ice job:Common Troops you control as two cards.
Iceheart can't be chosen due to effects.
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15-031R Scylla 15-032S Serah/Noel 15-033R Celes 15-034S Good King Moggle Mog XII
Monster (Scylla) Forward (Time Traveller) Forward (Rune Knight) Forward (Moogle)
When Scylla is played to the field, choose 1 Dull Forward. Deal 8,000 damage to it.
(1I): Until the end of the turn, treat Scylla as a Forward of 7,000 power and the ability [After Scylla has attacked or Blocked, choose 1 Forward your opponent controls. Make it Dull and Freeze it.]
Combination - Serah (3) / Noel (3)
Haste
When Serah/Noel is played to the field, choose 1 Forward. Make it Dull, and have it gain -8,000 power until the end of the turn.
Meteor Javelin (S)(2I)(2L): Choose up to 2 Forwards. Make them Dull, and have them gain -8,000 power until the end of the turn.
When Celes is played to the field, you can Search for 1 Character with (P) and place it in your hand.
Discard 1 Character with (P): Choose 1 Forward. Make it Dull.
When Good King Moggle Mog XII is played to the field, Search for as many job:Moogles as you want with a combined cost of 7 or less and play them to the field in Dull mode. You can no longer play any other Characters than Light or Dark element or job:Moogles for the duration of this game. No player can summon Eidolons of cost 1 or less.
You can pay for the cost of any job:Moogle in your hand and the cost of Action Abilities your job:Moogles have with any element.
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15-035U High Allagan Grimoire of Healing 15-036U Paine 15-037S Primal Shiva 15-038C Buccaboo Ace
Weapon (Grimoire) Forward (Gullwings) Forward (Primal) Monster (Goblin)
Equip (Forward, Backup)
Remove - (3I)
(2I): Equip High Allagan Grimoire of Healing to a name:Scholar or job:Scholar you control. This ability can only be used when High Allagan Grimoire of Healing is in the Break Zone.
When your opponent is discarding a card due to your effects, choose 1 Forward your opponent controls. Make it Dull and Freeze it.
When Paine is played to the field, you can Search for 1 job:Gullwings and either play it to the field or place it in your hand.
Paine and any name:Yuna and name:Rikku you control gain the ability [(1A), move self to the Break Zone: Play 1 Forward of the same name as self from the hand to the field in Dull mode.]
When Primal Shiva is played to the field, your opponent discards 1 card. When you're in control of 4 or more Ice Backups, additionally make Dull all Forwards your opponent controls and Freeze them. When there are 6 or more Ice Backups, additionally make Dull all Characters your opponent controls and Freeze them.
Characters can't become Active outside the Active Phase.
(W), move Buccaboo Ace to the Break Zone: Choose 1 Character that was played to the field this turn from elsewhere than the hand. Break it.
Blue Magic - (2I)(2A): Choose 1 Eidolon your opponent controls. Void its effect and return it to the hand.
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15-039U The Undying 15-040U Variant Shiva 15-041C Moogle Tribe 15-042U The Bewitching Scylla
Forward (The Undying) Eidolon Forward (Moogle) Forward (Scylla)
The Undying also bears name:Vayne.
When The Undying is played to the field due to an effect, choose 1 Forward or 1 Monster. You can place it to the top of the deck.
After The Undying has attacked, it gains +2,000 power and can't be Broken this turn.
Your opponent makes Dull and Freezes 2 Characters they control. You can Exclude 1 name:Variant Shiva from your Break Zone. If you do so, additionally your opponent makes Dull and Freezes 2 Characters they control. You can have as many Moogle Tribes as you want in your deck.
Moogle Tribe gains +1,000 power for every job:Moogle you control other than Moogle Tribe.
Make Dull as many Active job:Moogles including Moogle Tribe that you want: Make Dull all Forwards other than job:Moogle of the same cost as the number of moogles made Dull.
The Bewitching Scylla gains +1,000 power for every 1 Dull Character your opponent controls.
At the start of their 1st Main Phase, your opponent makes Dull 1 Active Character they control.
When a Character your opponent controls has used an Action or Special Ability, make it Dull and Freeze it.
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15-043C Lamia Harp 15-044C Alchemist
Weapon (Harp) Backup (CT)
Equip (Forward, Backup)
Remove - 0
A Character equipping Lamia Harp gains the ability [(W): Choose 1 Eidolon. If your opponent doesn't discard 1 card, void its effect.] If the equipping Character is a name:Bard or job:Bard, they additionally gain the ability [(X)(W): Choose an Eidolon of cost (X). Void its effect.]
When Alchemist is played to the field, choose 1 Item card in your Break Zone. You can place it in your hand.

Wind


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15-045C Brother 15-046C Ixal Tribe 15-047R Kan-E-Senna 15-048C Leatherworker
Backup (Gullwings) Backup (Beastman) Backup (Elder Seedseer) Backup (CT)
When Brother is played to the field, you can Search for 1 name:Rikku and place it in your hand.
Any job:Gullwings Forward you control can't be chosen by your opponent's effects.
The cost of name:Garuda in your hand becomes 5.
You can only play Wind element Backups to your field.
When being counted for name:Primal Garuda's effect, treat Ixal Tribe as 2 cards.
(2Wi)(W): Choose 1 Wind Forward you control. It can't be chosen by your opponent's abilities this turn.
Overdrive (X) - When Kan-E-Senna is played to the field, Search for 1 Wind job:CT of cost (X) or less and play it to the field. (X) can only be paid for with Wind CP.
(W): Choose 1 Wind Forward you control. It gains +1,000 power until the end of the turn.
When Leatherworker is played to the field, if you're in control of an Item, draw 1 card.
(1A)(W), move Leatherworker to the Break Zone: Search for 1 Item and place it in your hand.
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15-049C Archer 15-050C Samovira 15-051C Shuriken 15-052U White Rabbit
Backup (CT) Monster (Demon) Weapon (Shuriken) Eidolon
When a Forward you control is attacking, choose 1 Forward your opponent controls. Deal 1,000 damage to it.
(2Wi)(W), move Archer to the Break Zone: Deal 2,000 damage to all Forwards your opponent controls.
(W), move Samovira to the Break Zone: All Forwards you control gain Haste and Preemptive Attack until the end of the turn.
Blue Magic - (2Wi) Choose 1 Forward. If it deals damage to a Forward this turn, that damage becomes x2, and if damage is dealt to it, that damage becomes half (rounded down to the nearest thousand).
Equip (Forward)
Shuriken is not counted towards number of equips equipped.
Shuriken can also be equipped to Characters already equipping a Weapon.
A Character equipping Shuriken gains the ability [After self has attacked, Search for 1 name:Shuriken and equip it to self.]
Move Shuriken to the Break Zone: Choose 1 Forward. Deal 5,000 damage to it.
If you're in control of 2 or more Wind Backups, the cost of White Rabbit in your hand becomes 1 less.
Choose 1 from the 2 below.
*Choose 1 Forward you control. Make it Active. Draw 1 card.
*Choose 1 Forward you control. The next damage done to it this turn becomes 2,000 less.
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15-053R Setzer 15-054C Rogue 15-055R Deathgaze 15-056U High Allagan Composite Bow
Backup (Captain) Forward (CT) Monster (Deathgaze) Weapon (Bow)
Overdrive (X) - Search for 1 Character with (P) of cost (X) or less and play it to the field.
(1A)(W), discard 1 card from your hand: Search for 1 Forward with (P) other than Light or Dark element and place it in your hand.
The damage dealt by Rogue to your opponent becomes x2. When Deathgaze is played to the field, Break all Characters your opponent controls of costs 5 and 10.
0: Until the end of the turn, treat Deathgaze as a Forward of 5,000 power and the ability [Deathgaze can't receive damage from Eidolons and can't be chosen by them.]
(2Wi)(W): Return Deathgaze to the hand.
Equip (Forward)
Remove - (1Wi)(1A)
A Character equipping High Allagan Composite Bow gains +3,000 power.
A Character equipping High Allagan Composite Bow gains the ability [After self has attacked, deal 5,000 damage to all Forwards your opponent controls.]
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15-057S Bartz/Faris 15-058U Barbariccia 15-059S Primal Garuda 15-060C Fran
Forward (Warrior of Light) Forward (Golbez's Four Fiends) Forward (Primal) Forward (Sky Pirate)
Combination - Bartz (3) / Faris (3)
The cost of any job:Warrior of Light in your hand becomes 1 less.
When Bartz/Faris is played to the field, you can Search for 1 job:Warrior of Light and place it in your hand. Make Active all Backups you control.
Spellblade Two-handed Barrage (S)(1Wi)(1Wa)(1A): Bartz/Faris gains Brave until the end of the turn and can attack 2 additional times this turn.
When Barbariccia is played to the field, choose 1 Forward your opponent controls. It can't attack or Block while Barbariccia is on the field.
Whirlwind (S)(4Wi)(W): Deal 8,000 damage to all Forwards your opponent controls.
When Primal Garuda is played to the field, make Active all Backups you control. If you're in control of 4 or more Wind Backups, additionally point out 1 job. Return to the hand all Forwards of that job other than Primal Garuda. If you're in control of 6 or more Wind Backups, all Wind Forwards you control gain Haste. When Fran is placed in your hand from the deck due to other effects than drawing cards, you can play her to the field instead.
Any name:Balthier you control can't be chosen by your opponent's effects.
If Fran is equipping a Weapon(Bow) while dealing damage to a Forward, that damage becomes 2,000 greater.
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15-061U Belle 15-062R Mog 15-063C Carpenter 15-064U Yuffie
Forward (Information Gatherer) Backup (Moogle) Backup (CT) Forward (Ninja)
When 2 or more cards from your opponent's deck are moved to the Break Zone due to one effect, draw 1 card.
After Belle has attacked, move the top 2 cards of your opponent's deck to the Break Zone.
At the end of the turn, if 10 or more cards were moved from your opponent's deck to the Break Zone, you gain 1 additional turn after this turn.
When you're playing a Forward with (P) to the field, you can pay for its cost without include CP of its own element.
After a Forward with (P) that you control has attacked in a party, make Active all Backups you control.
When Carpenter is played to the field, you can Search for 1 Item card and place it in your hand.
Any Item you control gain the ability [Remove - 0].
Awakening ((1Wi)(W), move Yuffie to the Break Zone)
When Yuffie is played to the field, choose 1 name:Shuriken from your Break Zone. Place it in your hand.
If you're in control of a job:Saint, Yuffie gains Haste.
Doom of the Living (S)(2Wi)(1A)(W): Choose up to 3 Forwards. Divide 15,000 damage among them as you wish (in blocks of 1,000).
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15-065U Rikku 15-066S Locke
Backup (Gullwings) Forward (Treasure Hunter)
When a Forward your opponent controls is attacking, if they don't pay (1A), move the top 2 cards of your opponent's deck to the Break Zone.
When cards are moved from your opponent's deck to the Break Zone due to 1 effect, make Rikku Active.
The cost of any Forward with (P) in your hand becomes 1 less.
Locke gains +1,000 power for every 1 Forward with (P) that you control other than Locke.
When you're in control of Forwards with (P) of 6 or more different elements, all Forwards you control gain Haste and the abilities [Self can't be Blocked by Forwards.] and [Self can't be chosen by your opponent's effects.]

Earth


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15-067U Atlas 15-068U Vincent 15-069C Botanist 15-070R Gau
Forward (Giant Soldier) Forward (Gunner) Backup (CT) Forward (Wild Child)
Atlas's power can't be lowered by your opponent's effects.
Atlas can't be Broken or Excluded due to your opponent's effects other than damage.
Atlas can't receive damage from Forwards of cost 4 or less that your opponent controls.
Awakening ((W), move Vincent to the Break Zone)
(2E), Exclude Vincent from the game: Search for 1 name:Cerberus Item card and either equip it to a Character you control or place it in your hand. This ability can only be used in your Main Phase when Vincent is in the Break Zone.
When Botanist is played to the field, choose 1 Character you control. You can place 1 card of the same name from your Break Zone to your hand. Brave
When Gau is played to the field, you can Search for 1 Monster of cost 1 or less and place it in your hand.
(1A), move 1 Monster to the Break Zone: Choose 1 Forward. Deal 2,000 damage to it for every 1 cost of the Monster.
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15-071C Pugilist 15-072C Machinist 15-073C Kobold Tribe 15-074C Weaver
Forward (CT) Backup (CT) Backup (Beastman) Backup (CT)
When Pugilist is played to the field, choose 1 Forward of cost 3 or less. If 2 or more job:Common Troops were played to the field this turn, Break the Forward. (1E)(W): Choose 1 Forward you control of cost 4 or more. It gains +2,000 power and Brave until the end of the turn. The cost of name:Primal Titan in your hand becomes 5.
You can only play Earth element Backups to the field.
When counting for name:Primal Titan's effect, Kobold Tribe counts as 2 cards.
(1E)(1A)(W): No Earth Forward you control can become Dull due to your opponent's effects this turn.
0: Choose 1 Forward that you control who is equipping an Item. It gains +1,000 power until the end of the turn. This ability can only be used once per turn.
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15-075C Jegran 15-076U Scarmiglione 15-077S Selphie/Squall 15-078C Zombie
Backup (Staff Officer) Forward (Golbez's Four Fiends) Forward (SeeD) Monster (Zombie)
When Jegran is played to the field, choose 1 Forward. It can't attack, block or receive damage this turn. When Scarmiglione is played to the field, choose 1 Earth Forward of cost 2 or less from your Break Zone. You can play it to the field in Dull mode.
When Scarmiglione is sent to the Break Zone due to your opponent's effect or damage, you can Search for 1 name:Scarmiglione and play it to the field in Dull mode.
Combination - Selphie (3) / Squall (3)
Brave
When Selphie/Squall is played to the field or has attacked, choose up to 2 Characters your opponent controls. Make them Dull and Freeze them.
The End (S)(2E)(2A): Make Dull all Characters your opponent controls.
(W), move Zombie to the Break Zone: Choose 1 Forward you control and 1 your opponent does. Deal them damage equal to their combined power.
Blue Magic - (1E)(2A): Choose 1 Forward you control and 1 your opponent does. Deal damage to the latter equal to the former's power.
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15-079R Phlegethon 15-080U High Allagan Baghnakhs 15-081C Vaigali 15-082U Barrett
Monster (General) Weapon (Grappling Weapon) Backup (Guildmaster) Forward (Avalanche)
When Phlegethon is played to the field, choose 1 Dull Forward your opponent controls. Break it.
0: Until the end of the turn, treat Phlegethon as a Forward of 8,000 power and Brave.
Equip (Forward)
Remove - (1E)(1A)
A Character equipping High Allagan Baghnakhs gains +3,000 power.
If the Character equipping High Allagan Baghnakhs is name:Monk or job:Monk, it can't receive damage from Characters with cost less than their own.
Any job:CT Forward you control gains +1,000 power. When Barrett is played to the field, deal 3,000 damage to all Forwards your opponent controls for every 1 job:Avalanche you control.
Mindblow (S)(1E)(2A): Choose 1 Dull Backup. Break it.
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15-083S Primal Titan 15-084U Variant Fenrir 15-085C Bone Mail 15-086R Sabin
Forward (Primal) Eidolon Armor (Armor) Forward (Monk)
When Primal Titan is played to the field, Search for 1 Monster of cost 2 or less and play it to the field. If you control 4 or more Earth Backups, additionally Search for 1 Character of cost 3 or less and play it to the field.
If you're in control of 6 or more Earth Backups, Primal Titan gains the ability [After Primal Titan has attacked, choose 1 Forward. You can Exclude it.]
Search for up to 2 Monsters of cost 2 or less, and play 1 of them to the field and place the other in your hand. Equip (Forward)
Remove - 0
A Character equipping Bone Mail won't become Active in the Active Phase.
A Character equipping Bone Mail gains +1,000 power.
A Character equipping Bone Mail can't be Broken or made Dull by your opponent's effects other than damage.
Any Forward you control with (P) can't be Broken by your opponent's effects other than damage.
Discard 1 Forward with (P): All Forwards with (P) that you control gain +2,000 power and Brave until the end of the turn.
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15-087R Raubahn 15-088S Layle
Backup (Director) Forward (Crystal Bearer)
Overdrive (X) - When Raubahn is played to the field, Search for 1 Earth job:CT of cost (X) or less and play it to the field. (X) can only be paid for with Earth CP.
(W): Choose 1 Earth Forward you control. It gains +1,000 power until the end of the turn.
When Layle is played to the field, you can Search for 1 Earth Character of cost 4 or more and place it in your hand.
When a Character you control is moved from the field to the Break Zone due to your opponent's effect other than damage, you can draw 1 card.

Lightning


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15-089R Edgar 15-090U Odin 15-091C Gilgamesh 15-092R King Behemoth
Forward (Machinist) Eidolon Forward (Legendary Swordsman) Monster (Behemoth)
When Edgar is played to the field, you can pay (X). If you do so, Search for 1 Character with (P) of cost (X) or less and play it to the field.
Discard 1 Character with (P): Choose 1 Forward. It gains -2,000 power until the end of the turn.
Break all Forwards and Monsters. When Gilgamesh is played to the field, Search for up to 8 Weapons of different names and equip them to Gilgamesh.
Gilgamesh can equip up to 8 Weapons.
A Weapon equipped to Gilgamesh can't be Removed.
Ultimate Illusion (S): Choose 1 Forward. Break it. This ability can only be used when Gilgamesh's power is 25,000 or more.
When King Behemoth is played to the field, choose 1 Forward. Break it.
(2L): Until the end of the turn, treat King Behemoth as a Forward of 9,000 power and the ability [After King Behemoth has attacked, if King Behemoth is on the field in the next 1st Main Phase from when you attacked, deal 1 damage to your opponent.]
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15-093C Sage 15-094C Gladiator 15-095U Golbez 15-096C Thunder Drake
Backup (CT) Backup (CT) Forward (Magus) Monster (Drake)
(2L)(W), move Sage to the Break Zone: Choose 1 Lightning Character from your Break Zone. Place it in your hand. (W), move Gladiator to the Break Zone: Choose 1 job:CT other than name:Gladiator form your Break Zone. Play it to the field. If a name:Knight is played to the field due to this effect, it gains +3,000 power, Haste and Brave until the end of the turn. When Golbez is played to the field, choose 1 Forward other than Golbez. You gain control of it and it gains Haste until the end of the turn.
(W), move 1 Forward other than Golbez to the Break Zone: Choose 1 Forward. Until the end of the turn, its power becomes less by an amount equal to the power of the Forward sent to the Break Zone.
(W), move Thunder Drake to the Break Zone: Choose 1 Forward. Until the end of the turn, it gains Haste and the ability [When self has received damage from a Forward, deal damage to that Forward equal to half the damage dealt (rounded up to the nearest thousand).]
Blue Magic - (X): Choose 1 Forward or 1 Monster of cost (X). Break it. (X) must include 1 or more Lightning CP.
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15-097R Cissnei 15-098C Cid [Crystal Bearers] 15-099R Shadow 15-100C Sylph Tribe
Backup (Turks) Backup (Engineer) Forward (Assassin) Backup (Beastman)
Overdrive (X) - When Cissnei is played to the field, Search for 1 Lightning job:CT of cost (X) or less and play it to the field. (X) must be paid for with Lightning CP.
(W): Choose 1 Lightning Forward you control. It gains +1,000 power until the end of the turn.
When Cid [Crystal Bearers] is played to the field, choose 1 card from any Break Zone. Exclude it. This turn, no player can play to the field or summon the same card.
(1A)(W): Return Cid [Crystal Bearers] to the hand.
Haste
(2A): You gain control of Shadow. This ability can only be used when you're not in control of any Character with (P) other than Shadow, and can be used by your opponent as well.
The cost of name:Primal Ramuh in your hand becomes 5.
You can only play Lightning Backups to the field.
When counting for name:Primal Ramuh's effects, Sylph Tribe is treated as 2 cards.
(W): Choose 1 Active Character. It can't use Action Abilities this turn.
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15-101C Lancer 15-102U Nashu 15-103C Ninja 15-104U Noel
Backup (CT) Backup (Inspector) Forward (CT) Forward (Guardian)
When Lancer is played to the field, you can Search for 1 Weapon(Spear) and place it in your hand. When Nashu is played to the field, choose 1 job:Inspector from your Break Zone. Place it in your hand.
Any name:Hildibrand you control gains +2,000 power and Haste.
(5L)(W): Choose 1 name:Hildibrand you control and 1 other Forward. Break them.
Discard 1 Wind name:Ninja or 1 Wind job:Ninja: Make Ninja Active. Ninja can attack 1 additional time this turn.
Discard 1 Lightning name:Ninja or 1 Lightning job:Ninja: Choose 1 Forward. Deal 7,000 damage to it.
(4A): Equip 1 Weapon(Shuriken) from your Break Zone to Ninja.
Haste
Overdrive (1L) - When Noel is played to the field, Search for 1 name:Serah and place it in your hand.
When Noel leaves the field due to damage or your opponent's effect while not Blocking, return him to the hand instead.
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15-105U High Allagan Spear 15-106S Primal Odin 15-107S Primal Ramuh 15-108U Hildibrand
Weapon (Spear) Forward (Primal) Forward (Primal) Forward (Inspector)
Equip (Forward)
Remove - (3L)
A Character equipping High Allagan Spear gains +3,000 power and Haste.
(2L): Equip High Allagan Spear to a name:Dragoon or job:Dragoon you control. This ability can only be used on your own turn when High Allagan Spear is in the Break Zone.
When Primal Odin is played to the field, Search for 1 Weapon(Spear), and Exclude it and all Weapon(Spear)s in your Break Zone.
Move 1 Excluded Weapon(Spear) to the Break Zone: Choose 1 Forward. Deal 5,000 damage to it.
(7A)(W): If you have 6 or more points of damage, Break all Characters your opponent controls.
When Primal Ramuh is played to the field, choose 1 Active Forward. You can Break it. If you're in control of 4 or more Lightning Backups, additionally pick 1 number. Break all Active Forwards your opponent controls with that cost. If there's 6 or more Lightning Backups, additionally all Forwards your opponent controls lose their abilities until the end of the turn. Break them. When Hildibrand leaves the field due to an effect, return him to the hand instead.
After Hildibrand has attacked, choose 1 Forward. Pick 1 card name, and your opponent presents the topmost card of their deck. If the presented card has the picked name, you can Break it.
Manderville Dance (S): Present the topmost card of your deck. You can play it to the field in Dull mode.
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15-109C Heavy Lance 15-110S Lightning/Snow
Weapon (Spear) Forward (L'Cie)
Equip (Forward)
Remove - 0
A Character equipping Heavy Lance gains +2,000 power.
Move Heavy Lance to the Break Zone: Choose 1 Active Forward. Deal 6,000 damage to it.
Combination - Lightning (3) / Snow (3)
Haste
When Lightning/Snow is removed from the field, you can Search for 1 job:Knight of Etro and play it to the field.
Gestalt Mode (S)(2I)(2L): Search for up to 1 each of Eidolon name:Odin and name:Shiva and summon them without paying for the cost.

Water


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15-111C Blue Mage 15-112C Althea 15-113U Cagnazzo 15-114U Keiss
Backup (CT) Backup (Princess) Forward (Golbez's Four Fiends) Forward (Spy)
When Blue Mage is played to the field, you can Search for 1 Monster with Blue Magic and place it in your hand. If you're in control of 1 name:Layle or 3 or more Water Backups during your opponent's turn, all Forwards you control gain +1,000 power. Exclude the topmost card of your deck at the start of each turn's Attack Phase. If its cost is 1, 3, 5, 7, 9, 11 or 13, deal 4,000 damage to all Forwards your opponent controls.
(W): Look at the top 2 cards of your deck and put them back in any order you like.
Overdrive (1E) - When Keiss is played to the field, Search for 1 name:Layle and place it in your hand.
When you're in control of a name:Layle, Keiss and name:Layle gain +1,000 power.
When Keiss Breaks a Forward or your opponent has activated an EX Burst, you can draw 2 cards.
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15-115U Cloud of Darkness 15-116S Gogo 15-117C Sahagin Tribe 15-118R General
Forward (Demon) Forward (Mime) Backup (Beastman) Monster (General)
When you're in control of a Monster, Cloud of Darkness won't receive damage less than her own.
(2Wa): Choose 1 Forward. Until the end of the turn, it gains -1,000 power for every Dull Character your opponent controls.
The cost of Gogo in your hand is equal to the cost of the Forward you control with (P) and with the lowest cost.
After a Forward you control with (P) has attacked, Gogo gains Haste until the end of the turn, and must attack this turn if he's able.
Punishing Meteor (S)(W): Choose 1 Forward. Deal it damage equal to its own power.
The cost of name:Primal Leviathan in your hand becomes 5.
You can only play Water element Backups to your field.
When counting for name:Primal Leviathan's effect, treat Sahagin Tribe as 2 cards.
(1Wa)(W): Choose 1 Water Forward. The next damage done to it this turn becomes 1,000 less.
When General is played to the field, draw 1 card.
(1Wa): Until the end of the turn, treat General as a Forward of 8,000 power and the abilities [General can't receive damage from your opponent's effects.] and [When General is moved from the field to the Break Zone, your opponent can Search for 1 Weapon and place it in their hand.]
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15-119C White Mage 15-120R Strago 15-121C Sage 15-122S Tidus/Yuna
Backup (CT) Forward (Blue Mage) Forward (CT) Forward (The Two Attracted Ones)
(W), move White Mage to the Break Zone: Choose 1 Eidolon. The damage done by it this turn to Forwards you control becomes 5,000 less. When a Character with (P) you control is chosen by your opponent's effect, if your opponent doesn't pay (2A) you can return it to the hand.
Discard 1 Character with (P): Choose 1 Forward with (P). Make it Active.
Sage gains +1,000 power for every 1 Water Backup you control.
When Sage is moved from the field to the Break Zone, if Sage's power is 8,000 or more you can draw 1 card.
Combination - Tidus (3) / Yuna (3)
Exclude 1 Eidolon from the Break Zone: Choose 1 Character you control. It can't be chosen by your opponent's effects this turn. If it is a Forward, additionally make it Active.
Energy Ray (S)(4Wa): Return to the hand all Forwards your opponent controls that have cost of equal or less than the number of Backups you control.
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15-123U Dryas 15-124U High Allagan Staff 15-125S Primal Leviathan 15-126C Blue Dragon
Eidolon Weapon (Staff) Forward (Primal) Monster (Dragon)
Choose 1 from the 3 below.
*Choose 1 Dull Forward. Return it to the hand.
*Choose up to 2 Forwards. They can't attack this turn.
*Choose up to 3 Forwards. They gain -4,000 power until the end of the turn.
Equip (Forward, Backup)
Remove - (2Wa)
A Character equipping High Allagan Staff gains the ability [(1A)(W): Choose 1 Forward. Deal 1,000 damage to it for every 1 cost of self.]
When Primal Leviathan is played to the field, choose 1 Forward your opponent controls. Return it to the hand. If you're in control of 4 or more Water Backups, additionally draw 1 card. If you're in control of 6 or more Water Backups, additionally your opponent moves 2 Forwards they control to the Break Zone. (W), move Blue Dragon to the Break Zone: Choose 1 Forward. It gains -8,000 power until the end of the turn. Exclude the top 8 cards of your deck.
Blue Magic - (2Wa)(1A): Discard all cards from your hand, and then draw 3 cards.
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15-127C Poison Rod 15-128R Merlwyb 15-129U Yuna 15-130R Relm
Weapon (Staff) Backup (Admiral) Forward (Gullwings) Forward (Pictomancer)
Equip (Forward)
Remove - 0
When a Character equipping Poison Rod Blocks or is Blocked, all Forwards your opponent controls gain -2,000 power until the end of the turn.
Overdrive (X) - When Merlwyb is played to the field, Search for 1 Water job:CT of cost (X) or less and play it to the field. (X) can only be paid for with Water CP.
(W): Choose 1 Water Forward you control. It gains +1,000 power until the end of the turn.
When Yuna is played to the field, choose 1 Forward or 1 Monster. If you're in control of a job:Gullwings other than name:Yuna, return it to the hand. (1Wa)(1A)(W): Search for 1 Monster of cost 5 or less and play it to the field. It gains Haste until the end of the turn. If it's not on the field at the end of the turn, Exclude it. This ability can only be used when you're in control of a Forward with (P) other than Relm.
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15-131C Alchemist 15-132C Rosa
Backup (CT) Forward (White Mage)
(W), discard 1 Item card: Draw 1 card.
(W), discard 1 Item card of cost 3 or more: Draw 2 cards.
Awakening ((1Wa)(W), move Rosa to the Break Zone)
When Rosa is played to the field, draw 1 card. After, if you're not in control of a name:Cecil, discard 1 card from your hand.

Light


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15-133S Warrior of Light 15-134R Terra 15-135R Marche
Forward (Warrior of Light) Forward (Esper) Forward (Soldier)
The cost of Warrior of Light in your hand becomes 3 less for every 1 element among Characters you control (can't become 0).
When Warrior of Light is played to the field, Search for up to 1 job:Warrior of Light or job:CT of cost 5 or less for every 1 element among the CP used to pay for Warrior of Light, and place them in your hand.
(1F)(1Wi)(1E)(1Wa): Choose 1 Forward. Exclude it.
The cost of Terra in your hand becomes 2 less for every 1 Eidolon in your Break Zone.
Terra can't be chosen by Eidolons.
When Terra is played to the field or has attacked, look at the top 4 cards of your deck. You can present 1 Eidolon from among them and summon it without paying for the cost. Place the remaining cards at the bottom of your deck in any order you like.
When you're in control of a name:Montblanc, Marche gains Brave and can't be chosen or Broken by Auto Abilities of Characters your opponent controls.
(1A), discard 1 card from your hand: Choose 1 Forward. Deal it damage equal to Marche's power.

Dark


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15-136R Emperor Gestahl 15-137S Primal Bahamut 15-138R Fujito
Backup (Emperor) Forward (Primal) Forward (Scholar)
All Forwards you control gain +1,000 power.
(W): Choose 1 Forward you control. It gains +5,000 power until the end of the turn. Move it to the Break Zone at the end of the turn.
When Primal Bahamut is played to the field or has attacked, choose 1 from the 2 below.
*Choose 1 Forward. Exclude it.
*Deal 5,000 damage to all Forwards your opponent controls.
Primal Bahamut doesn't receive damage less than his own power.
Tera Flare (S)(4A): Deal 10,000 damage to all Forwards but Primal Bahamut.
(1A): Choose 1 Eidolon from any Break Zone. Exclude it. Fujito gains +3,000 power until the end of the turn. If you Excluded an Eidolon from your opponent's Break Zone, he also gains Brave and can attack twice this turn.
(2A)(W): Choose 1 ability that is choosing a Character you control. You change the Character chosen by that ability.

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