TCG Chapter VIII

This is a list of all Chapter VIII cards in the Final Fantasy Trading Card Game, released in December 2012. The chapter includes 90 regular cards - 3 in Dark and Light, 14 in all other elements - and 90 premium cards.

Each booster pack of Chapter VIII includes 8 cards. No entry sets are associated with it.

Note that in the lists below, translated names have been used for the cards and their jobs. This is not a reliable indication of which cards bear the same name (and thus can't be on the field in the same time and other such rule-related limitations), as many English-name jobs come from two or more different Japanese-name jobs and vice versa. Be sure to check the original Japanese name of the card for that.
The footnotes are from the card FAQs at the official site.

Fire


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8-001U Amodar 8-002U Fire Serpent General Gadalar 8-003U Gessho 8-004C Goblin
Forward (Commando) Forward (Five Serpent Generals) Forward (Ninja) Monster (Goblin)
When your opponent is in control of a Monster of cost 3 or more, Amodar gains +2,000 power, Pre-emptive Attack and Brave.
When a Forward you control is being moved from the field to the Break Zone, Amodar's power becomes x2 until the end of the turn.1
If Fire Serpent General Gadalar is able, he must attack once every turn.
(1F)(1A)(W): Choose 1 Forward. Deal it 5,000 damage. If it is of Ice Element, deal 7,000 damage instead.2
Overdrive (1Wi) - When Gessho is played to the field, choose 1 Forward of cost 5 or more. Break it.
(1F)(1A): Choose 1 Forward. Deal 2,000 damage to it. This ability can only be used when Gessho is attacking.
(W), discard 1 from hand: Choose 1 from the two options below.3 [Choose 1 Forward. Deal 4,000 damage to it.] [Choose 1 attacking Forward. It gains +2,000 power until the end of the turn.]
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8-005C Samurai 8-006U Salamander 8-007R Steiner 8-008C Fighter
Forward (Common Troop) Eidolon Forward (Knight) Forward (CT)
When the damage you have received is over 5 points, Samurai gains +2,000 power and Brave. Deal 6,000 damage to all of the Forwards your opponent controls. When Steiner is played to the field, you can Search for a Vivi and place it in your hand.
Flare Sword (S)(2A), make an Active Vivi Dull4: Choose 1 Forward. Deal 10,000 damage to it.
(1F): Choose 1 Forward. Deal both it and Fighter 2,000 damage.
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8-009C Ninja 8-010R Vivi 8-011R Marduk 8-012C Montblanc
Backup (CT) Backup (Black Mage) Monster (Evil Dragon) Backup (Moogle)
(W), move Ninja to the Break Zone: Choose 1 Forward. This turn it cannot block. X (W), discard 1 Eidolon: Choose 1 Forward your opponent controls. Deal it 1,000 damage for every 1 CP you paid. After, this ability activates again (after one reactivation it won't activate again).5 When dealing damage to Forwards, deal 1,000 damage more instead.6 Overdrive (2A) - When Montblanc is played to the field, Search for a Hurdy and place it in your hand.
(3F)(W): Choose 1 Forward. Deal 5,000 damage to it.
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8-013S Luso 8-014C Luso
Forward (Soldier) Forward (Soldier)
Haste
When Luso is played to the field, choose up to 2 Forwards your opponent controls. They cannot block this turn.7
After Luso has dealt damage to your opponent, choose 1 Forward your opponent controls. Deal 5,000 damage to it.
Awakening ((1F)(W), move Luso to the Break Zone)
When Luso is played to the field, choose 1 Forward your opponent controls. Deal 2,000 damage to it.

Ice


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8-015R Valfodr 8-016C Bard 8-017S Kuja 8-018C Gremlin
Monster (Gloom Knight) Backup (CT) Forward (Genome) Monster (Imp)
When your opponent is discarding a card from their hand due to your effects, choose 1 Forward or Monster your opponent controls. Make it Dull. It cannot become Active in its controller's next active phase.8 (1I), move Bard to the Break Zone: Your opponent discards a card from their hand. Overdrive (2I)(1A) - When Kuja is played to the field, choose 1 Forward. Make it Dull. After, deal all Dull Forwards your opponent controls damage equal to Kuja's power.9
(2A): Kuja gains +1,000 power until the end of the turn.
When Gremlin is played to the field, choose 1 Forward. Make it Dull.
Move Gremlin to the Break Zone: Choose 1 Dull Forward. It cannot become Active in its controller's next active phase.
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8-019R Shuyin 8-020U Jihl Nabaat 8-021R Serah 8-022U Nooj
Forward (Ancient Zanarkandian) Forward (Saboteur) Forward (Ravager) Forward (Leader)
When Shuyin is played to the field, choose 2 Forwards your opponent controls.10 Your opponent makes 1 of them Dull.11 The Dull Forward deals the other Forward damage equal to its own power. Overdrive (1E) - When Jihl Nabaat is played to the field, choose 1 Forward of cost 3 or less in your Break Zone. Play it to the field.
(W): Play 1 Monster of cost 3 or less from your hand to the field.
(2A), return a Moogle [XIII-2] to your hand12: Choose 1 Forward. Make it Dull.
Ultima Arrow (S)(2I)(W): Deal 8,000 damage to all Dull Forwards your opponent controls.
When Nooj is played to the field, choose up to 2 Forwards your opponent controls. Make them Dull.
(1I): Choose 1 Wind Forward. Make it Dull.13
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8-023C Hurdy 8-024U Mateus the Corrupt 8-025U Paine 8-026C Green Mage
Backup (Moogle) Eidolon Forward (Gullwings) Backup (CT)
(2I)(1A)(W): Your opponent discards 1 card from their hand. This ability can only be used on your own turn.
(1A)(W): Your opponent discards 1 card from their hand. This ability can only be used on your own turn when you're in control of a Luso.
Choose 1 Forward that is either attacking or defending. Break it. When you're in control of a Yuna, Paine gains +2,000 power.
After Paine has attacked, if you're in control of a Rikku your opponent discards 1 card from their hand.14
(1I)(W), move Green Mage to the Break Zone: Choose 1 action ability. Void its effect.15
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8-027C Moogle [XIII-2] 8-028C Ewen
Backup (Moogle) Forward (Nightfall)
(W), Choose 1 Forward Serah. It gains Pre-emptive Attack or Brave until the end of the turn. When your opponent controls 5 or more Dull Characters, Ewen can't be blocked.

Wind


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8-029R Adelle 8-030C Abquhbah 8-031U Valefor 8-032C Ranger
Forward (Heritor) Backup (Personnel Manager) Eidolon Backup (CT)
Haste, Pre-emptive Attack
(1Wi): Deal 1,000 damage to a Forward blocking Adelle.
Adelaide (S): Adelle won't receive damage less than her own power this turn.16
When a Forward has been played to your field through Level Up or Awakening, make all Backups you control Active. Until the end of the turn all Forwards you control gain Haste and Pre-emptive Attack, while all Forwards your opponent controls lose Haste and Pre-emptive Attack. Make all Forwards or Backups you control Active. (W): Choose 1 Forward of cost 2 or less. Deal it 2,000 damage. If it's Earth element, deal 5,000 damage instead.17
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8-033C Condor 8-034S Zidane 8-035C Elementalist 8-036U Fat Chocobo
Monster (Bird) Forward (Thief) Forward (CT) Backup (Chocobo)
(1Wi)(W): Your opponent moves the topmost card of their deck to the Break Zone. Zidane can't be chosen by your opponent's effects.
Zidane can't receive damage from your opponent's effects.18
After Zidane has dealt damage to your opponent, point out one Character or Eidolon. Your opponent presents their hand. If there is any card of the pointed-out type in the hand, your draw 1 card.
(1Wi)(W): Choose 1 Forward you control. It cannot be chosen by your opponent's effects this turn. All job:Chocobo and name:Chocobo Forwards you control gain +1,000 for every 1 of them.19
(W), discard 1 card from your hand: Search for 1 job:Chocobo or name:Chocobo Forward of cost 4 or less and play it to the field in Dull mode.
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8-037R Chupon 8-038R Naja Salaheem 8-039C Ninja 8-040C Penelo
Backup (Chupon) Backup (President) Forward (CT) Backup (Dancer)
Forwards can only be blocked by Forwards of cost less than their own.20 Overdrive (1L): When Naja Salaheem is played to the field, choose 1 Forward. You can move 1 Forward you control to the Break Zone.21 If you do so, Break the chosen Forward. (2Wi): The next damage done this turn by Ninja to a Forward and by a Forward to Ninja will become 0.22 This ability can only be used once in a turn. Sword Dance (S)(W): Choose 1 Forward. For every 1 name:Penelo in your Break Zone, deal 3,000 damage to it.
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8-041U Wind Serpent General Najelith 8-042U Rikku
Forward (Five Serpent Generals) Forward (Gullwings)
(W): Choose 1 Forward. Deal 4,000 damage to it.
(2Wi)(3A)(W): Choose 1 Forward. Deal it 10,000 damage.
Overdrive (1Wi) - When Rikku is played to the field, Search for 1 job:Gullwings Character other than name:Rikku and place it in your hand.
After Rikku has attacked, choose 1 Forward you control other than Rikku. Make it Active.

Earth


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8-043C Dark Knight 8-044S Eiko 8-045C Gafgarion 8-046U Cid of the Gully Clan
Forward (CT) Backup (Summoner) Forward (Dark Knight) Backup (Leader)
When dealing damage to Dark Knight, that damage increases by 2,000 instead. Overdrive (1E)(1A) - When Eiko is played to the field, choose 1 Earth Forward of cost 2 or less in your Break Zone. Play it to the field.
When Eiko is played to the field, choose 1 Eidolon of cost 3 or less in your Break Zone. Place it in your hand.
Shadowblade (S): Choose 1 Forward. It gains -5,000 until the end of the turn, and Gafgarion gains +5,000 power. When Cid of the Gully Clan is played to the field, you can Search for a Luso or Hurdy or Adelle and place it in your hand.23
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8-047C Beastmaster 8-048R Amarant 8-049C Summoner 8-050U Delita
Forward (CT) Forward (Pugilist) Backup (CT) Forward (Knight)
When Beastmaster is played to the field, you can play a Monster of cost 2 or less from your hand to the field. Overdrive (1Wa) - When Amarant is played to the field, draw 1 card.
When you're not in control of any Forward than Amarant, he gains +1,000 power and Brave.
When Summoner is played to the field, you can summon 1 Eidolon of cost 3 or less from your hand without cost. Delita cannot be chosen by Lightning effects.
When Delita is being chosen by an effect, he gains +1,000 power until the end of the turn.
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8-051U Earth Serpent General Zazarg 8-052C Pulsework Soldier 8-053R Brahne 8-054R Mandragoras
Forward (Five Serpent Generals) Monster (Mechanical Soldier) Backup (Queen) Monster (Mandragora)
Brave
When Earth Serpent General Zazarg is played to the field, choose 1 Dull Forward your opponent controls. If you're in control of 3 or more Forwards, Break it.24
(W), move Pulsework Soldier to the Break Zone: choose 1 Character you control. It cannot be Broken by effects other than damage this turn. When you're in control of 7 or more Characters, any Forward you control gains +1,000 power.
When Brahne is moved from the field to the Break Zone, you can Search for a Garnet or Steiner and place it in your hand.
Any Backup in your Field can produce CP of Fire, Ice, Wind, Earth, Lightning or Water element instead of their normal.25
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8-055U Yojimbo 8-056C Lezaford
Eidolon Backup (Archmage)
Choose 1 Forward. You can discard as many cards as you want from your hand.26 If the amount is 1, the Forward gains +5,000 power and Brave until the end of the turn. If the amount is 3 or more, Break it. If you didn't discard any, it gains +2,000 power until the end of the turn.27 0: Choose 1 Forward you control. It gains Brave until the end of the turn. This ability can only be used on your own turn, once in a turn.

Lightning


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8-057C Ovjang 8-058R Anima 8-059U Aphmau 8-060U Al-Cid
Forward (Automaton) Monster (Anima) Backup (Puppetmaster) Forward (Agent)
(2L)(3A): Play Ovjang to the field. This ability can only be used in your main phase when Ovjang is in the Break Zone and you're in control of an Aphmau. Any Forward your opponent controls gain -1,000 power. When a job:Automaton you control deals damage to a Forward, that damage is raised by 1,000 instead.
(W): Choose 1 Forward that is dealing damage. Deal it 1,000 damage.
Overdrive (1L) - When Al-Cid is played to the field, choose 1 Active Forward. Deal 6,000 damage to it.28
(1L): Choose 1 Forward. It looses Pre-emptive Attack until the end of the turn.
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8-061C Puppetmaster 8-062R Gilgamesh 8-063U Kujata 8-064C Black Waltz III
Backup (CT) Forward (Commando) Eidolon Forward (Black Mage Soldier)
When Puppetmaster is played to the field, choose 1 job:Common Troop Forward of cost 2 or less from your Break Zone. Play it to the field. Gilgamesh's power can't be raised or decreased.29
Gilgamesh can't be returned to your hand by your opponent's effects.
Divider (S)(2L): Choose 1 Forward. Break it. This ability can only be used when you have received 4 or more damage.
Choose 1 Forward your opponent controls, 1 Active Forward and 1 Dull Forward. Deal 7,000 damage to each of them.30 Awakening ((W), move Black Waltz III to the Break Zone)
When Black Waltz III is moved from the field to the Break Zone, choose 1 Forward. It gains -3,000 power until the end of the turn.
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8-065S Noel 8-066R Freya 8-067C Behemoth 8-068C Mnejing
Forward (Commando) Forward (Dragoon) Monster (Behemoth) Backup (Automaton)
Haste
Overdrive (1L) - When Noel is played to the field, he gains the ability [After Noel has dealt damage to your opponent, choose 1 Forward your opponent controls. Break it.] until the end of the turn.
When a job:Dragon Character is in your Break Zone, Freya gains Haste and Pre-emptive Attack.
Dragon's Crest (S)(1L): Choose 1 Forward. Deal it 3,000 damage for every 1 job:Dragon Character in your Break Zone.31
(1L), move Behemoth to the Break Zone: Choose 1 Forward that is dealing damage. Break it. (1A)(W): Choose 1 Active Forward. Deal 1,000 damage to it.32
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8-069U Ramza 8-070C Dragoon
Forward (Knight) Forward (CT)
Overdrive (2F)(5A) - When Ramza is played to the field, choose up to 2 Forwards your opponent controls. Of them Break 1 and deal 8,000 damage to the other.33 When you're in control of a job:Dragon, Dragoon gains +1,000 power.

Water


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8-071C Blue Mage (Common Troop) 8-072S Ovelia (Princess) 8-073C Ultros (Octopus) 8-074U Cuchulainn (Lucavi)
Backup (CT) Backup (Princess) Forward (Octopus) Forward (Lucavi)
(1Wa)(W), move Blue Mage to the Break Zone: Choose 1 Water Monster of cost 3 or less from your Break Zone. Place it in your hand. When damage is being dealt to a Forward you control, that damage decreases by 1,000.
Magic Barrier (S)(W): All Forwards you control gain Haste and Brave until the end of the turn. They can attack 1 additional time this turn.34
Awakening ((1Wa)(2A)(W), move Ultros to the Break Zone)
When Ultros is moved from the field to the Break Zone, draw 1 card.
After Cuchulainn has attacked, Forwards your opponent controls gain -2,000 power until the end of the turn.
Bioga (S)(2A): All Forwards you opponent controls gain -5,000 power until the end of the turn. This ability can only be used when Cuchulainn is attacking.
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8-075R Quina 8-076R PuPu 8-077C Corsair 8-078C Sahagin Chief
Forward (Blue Mage) Monster (PuPu) Forward (CT) Monster (Sahagin)
When a Monster is Excluded from the game, Quina gains the abilities of the excluded Monster until the end of the turn.35
(1A): Choose 1 Monster in the Break Zone. Exclude it from the game. Quina gains +1,000 power until the end of the turn. This ability can only be used once in a turn.
Forwards you control won't receive damage less than their own power this turn. After Corsair has attacked, draw 1 card. After, discard 1 card from your hand. (1Wa)(W): Choose 1 Forward your opponent controls other than of the Light or Dark element. It loses all its abilities until the end of the turn.
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8-079U Water Serpent General Mihli Aliapoh 8-080C Paladin 8-081U Bismarck 8-082U Frimelda
Forward (Five Serpent Generals) Forward (CT) Eidolon Forward (Paladin)
(1Wa)(W): Choose 1 Forward. The next damage done to it this turn is decreased by 4,000.
(2A): Choose 1 Fire Forward. It gains -2,000 power until the end of the turn.36
If Paladin can, it must block.37
(1Wa): The next damage done to Paladin this turn is decreased by 1,000. This ability can only be used when Paladin is blocking.
Choose 1 Forward. Exclude as many Water cards in your Break Zone as you want. For every 1 Excluded card, it gains -1,000 power.38 Overdrive (1I) - When Frimelda is played to the field, choose 1 Dull Forward. It gains -7,000 power until the end of the turn.
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8-083R Yuna 8-084C Luzaf
Forward (Gullwings) Backup (Corsair)
All Forwards you control other than Yuna with the same job as Yuna gain +1,000 power.
0: Point out 1 job. Yuna becomes the pointed-out job until the end of the turn. This ability can only be used once in a turn.39
When Luzaf is played to the field, you can Search for 1 Odin and place it on the top of your deck.

Light


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8-085S Alexander 8-086L Garnet 8-087R Sky Serpent General Rughadjeen
Eidolon Forward (Princess) Forward (Five Serpent Generals)
Choose 1 Forward or Monster of cost 4 or more. If you have 0 cards in your hand, Break it.40 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 in your Break Zone. You can summon them without cost this turn. Instead of returning them to the Break Zone, Exclude them.41
Haste, Brave
After Sky Serpent General Rughadjeen has attacked, all Forwards you control other than Sky Serpent General Rughadjeen gain +1,000 power and Brave.

Dark


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8-088R Illua 8-089S Odin 8-090R Warden Garland
Forward (Nightshade) Eidolon Forward (Genome)
Haste
Sheol (S): Make all Forwards you control Active, and give them Haste and Pre-emptive until the end of the turn. All Forwards your opponent controls gain -2,000 power, and they lose Haste and Pre-emptive Attack until the end of the turn.
Choose 1 Forward or Monster of cost 3 or less. If you have 0 cards in your hand, Break it.42 (W), Exclude 1 Forward other than Warden Garland: Choose 1 Forward in your Break Zone. If it has the same cost as the Excluded Forward, play it to the field. This ability can only be used in your main phase.43

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