TCG Chapter X

This is a list of all Chapter X cards in the Final Fantasy Trading Card Game, released in June 2013. The chapter includes 126 regular cards - 3 in Dark and Light, 20 in all other elements - and 126 premium cards.

Each booster pack of Chapter X 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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10-001C Red Mage 10-002S Ace 10-003C Ace 10-004U Khaliya Chival
Backup (Common Troop) Forward (Class 0) Forward (Class 0) Backup (Headmaster)
(1A)(W): Choose 1 Forward. It cannot block Forwards with power less than its own this turn. When Ace is played to the field, choose 1 Forward your opponent controls. For every job:Class 0 and job:Agito Cadet you control, deal 3,000 damage to it.
Make 1 Active job:Agito Cadet Dull: Choose 1 Forward. Deal 2,000 damage to it.
Awakening ((1F)(1A)(W), move Ace to the Break Zone)
When Ace is dealing damage to a Forward, make that damage 1,000 more for every job:Class 0 you control.
The cost of any name:Arecia Al-Rashia in your hand is 1 less.
(W): Choose 1 Fire Forward that is attacking. It gains +1,000 power until the end of the turn.
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10-005U Carla 10-006C Black Mage 10-007C Samurai 10-008U Scott
Backup (Agito Cadet) Backup (CT) Forward (CT) Forward (Prince)
(W), move Carla to the Break Zone, discard 3 cards from your hand: Draw 6 cards. After, discard 2 random cards from your hand. Assist - Choose 1 Forward. Deal 6,000 damage to it.
(1F)(W), exclude a name:Black Mage from the Break Zone: Choose 1 Forward. Deal 4,000 damage to it.
After Samurai has attacked, choose 1 Forward. If your opponent doesn't pay (1A), it cannot block this turn. When you're in control of a name:Hilda, Scott gains +1,000 power, Haste and Brave.
When Scott is moved from the field to the Break Zone, all Forwards you control gain +2,000 power and Brave until the end of the turn.
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10-009R Suzaku l'Cie Ceatuna 10-010C Suzaku Soldier 10-011C Warrior 10-012R Bahamut
Backup (L'Cie) Backup (CT) Forward (CT) Eidolon
When Suzaku l'Cie Ceatuna is played to the field, choose 1 War God Eidolon in your Break Zone. Place it in your hand.
The cost of any War God Eidolon in your hand is 2 less (cannot become 0).
When you're in control of a name:Khaliya Chival, the cost of any Suzaku Soldier in your hand is 1 less (cannot become 0).
(W): Choose 1 Forward. If it deals damage to a Forward due to an effect, that damage becomes 1,000 more.
After Warrior has Broken a Forward, make Warrior Active. After, Warrior can attack once more this turn. War God (Agito Cadet)
Choose as many Forwards as you like. Exclude all cards from each player's Break Zone. For every Excluded card, deal evenly divided damage to the chosen cards (rounded down to even thousands).
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10-013S Faris 10-014C Faris 10-015R Beastmaster 10-016U Firion
Forward (Warrior of Light) Backup (Pirate) Weapon (Sword) Forward (Resistance Army)
Overdrive ((1F)(1A)) - When Faris is played to the field, Search for 1 name:Lenna and place it in your hand.
(1F): Faris gains +1,000 power until the end of the turn.
(1Wa): Choose 1 Forward. It gains -1,000 power until the end of the turn.
(1F)(W): Choose 1 Forward. Deal 1,000 damage to it.
(1F)(1A)(W): Choose 1 Forward. Deal 2,000 damage to it.
Equipment (Forward) / Remove - (1F)(1A)
A Character equipping Beastmaster gains +2,000 power.
After a Character equipping Beastmaster has attacked, choose 1 Forward. You can deal 5,000 damage to it.
Awakening ((1F)(1A)(W), move Firion to the Break Zone)
When Firion is played to the field from anywhere but the hand, you can Search for 1 Weapon of cost 3 or less and equip it on Firion.
When Firion is equipping a Weapon or Armor, he gains Haste.
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10-017C Heli Gunner (Heli Gunner) 10-018U Marilith (Chaos) 10-019U Mutsuki (Agito Cadet) 10-020R Lava Spider (Spider)
Monster (Heli Gunner) Forward (Chaos) Backup (Agito Cadet) Monster (Spider)
(1F), move Heli Gunner to the Break Zone: Choose 1 Forward. Exclude all the cards in your Break Zone. For every 1 Excluded card, deal 1,000 damage to the chosen Forward. Preemptive Attack
When Marilith has dealt damage to a Forward, deal it 3,000 damage. This ability can only be activated once in a turn.
Fira (S)(1F): Choose 1 Forward. Deal 5,000 damage to it.
Any Forward name:Ace you control gains +1,000 power.
(1F)(1A)(W): Choose 1 Item of cost 2 or less. Break it.
(1F): You can treat Lava Spider as a Forward of 8,000 power and Haste until the end of the turn. This ability can only be used on your own turn.

Ice


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1-021C Usher 1-022C Dark Knight 1-023U Undead Celeb 1-024U Emina
Backup (DG Soldier) Forward (CT) Forward (Ghost) Backup (Commanding Officer)
When Usher is played to the field, you can Search for a name:DGS Trooper 1st or name:DG Soldier and place it in your hand. (2I): Choose 1 Forward. If its power is less than that of dark Knight, make it Dull. Overdrive ((1I)(2A)) - When Undead Celeb is played to the field, your opponent presents their hand. Point out one of them. Your opponent discards it.
When a Light Character is played to the field, move Undead Celeb to the Break Zone.
When Emina is on the field, she can produce Ice or Earth CP.
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10-025U Kazusa 10-026C Bard 10-027R Kurasame 10-028R Cocytus
Backup (Senior Researcher) Backup (CT) Forward (Instructor) Forward (Divine General)
(2I)(W), move Kazusa to the Break Zone: Your opponent discards 2 cards from their hand. This ability can only be used on your own turn. Move Bard to the Break Zone: Choose 1 Eidolon. Unless your opponent discards 1 card from their hand, void its effect. When you're in control of a name:Emina or name:Kazusa, Kurasame gains +2,000 power.
After Kurasame has attacked, choose 1 of your opponent's Forwards. Make it Dull.
When Cocytus is played to the field, choose 1 number. Make Dull all your opponent's Forwards with cost equal to that number. They can't become active in their controller's next active phase.
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10-029R Zeidrich 10-030U Shiva 10-031C Snow Giant 10-032S Souryu l'Cie Souryu
Accessory (Armlet) Eidolon Monster (Snow Giant) Forward (L'Cie)
Equipment (Forward) / Remove - (1I)
When a Character equipping Zeidrich has dealt damage to your opponent, your opponent presents their hand. Choose 1 from the hand. Your opponent discards it.
War God (Agito Cadet)
Choose 1 Action Ability or 1 Auto Ability. Void its effect. After, make Dull the Character who activated it. It can't become active in its controller's next active phase.
If a Dull Forward your opponent controls becomes active outside the active phase, move Snow Giant to the Break Zone. After, break the Forward. Forwards can't become active outside the active phase.
After Souryu l'Cie Souryu has dealt damage to your opponent, choose up to 3 Characters your opponent controls. Make them Dull. They can't become active in their controller's next active phase.
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10-033C Time Mage 10-034C Paladin 10-035U Necrophobe 10-036R Byblos
Backup (CT) Forward (CT) Forward (Necrophobe) Monster (Evil Spirit)
Assist - Choose 1 Forward. Make it Dull. It can't become active in its controller's next active phase.
(W), move Time Mage to the Break Zone: All Forwards your opponent controls lose their Haste, Pre-emptive Attack and Brave until the end of the turn.
When Paladin is played to the field, choose 1 Backup your opponent controls. It can't become active in its controller's next active phase. When damage is being dealt to Necrophobe, that damage becomes 0 instead.
(3A): Necrophobe loses all its abilities until the end of the turn. This ability can be used by your opponent as well.
0: Until the end of the turn, you can treat Byblos as a Forward of 6,000 power and the ability "Move Byblos to the Break Zone: Choose 1 action ability or 1 auto ability. Void its effect".
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10-037C Heavy Armored Soldier 10-038S Machina 10-039C Josef 10-040U Leonhart
Backup (CT) Forward (Class 0) Backup (Resistance Army) Forward (Dark Knight)
(1I)(W): Choose 1 Dull Forward. Deal 2,000 damage to it.
(1I)(W): Choose 1 Forward. Make it Dull. This ability can only be used when Heavy Armored Soldier is equipping an Item.
When 5 or more of your job:Class 0 and job:Agito Cadet Characters are Excluded, Machina gains +2,000 power and Pre-emptive Attack.
(1A), Exclude the top 5 cards of your deck: Choose 1 Character. Make it Dull.
(1I)(1A)(W), move Josef to the Break Zone: Choose 1 Forward you control that is being chosen by your opponent's effect(s). This turn, it can't be Broken. When Leonhart is equipping a Weapon, he gains +1,000 power.
After Leonhart has attacked, choose 1 Forward your opponent controls. If Leonhart is equipping an item, make it Dull.

Wind


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10-041U Cid of Avalon 10-042C Ranger 10-043C Ranger 10-044C Thief
Backup (Captain) Forward (CT) Backup (CT) Backup (CT)
When Cid of Avalon is played to the field, you can Search for 1 job:Four Generals and place it in your hand. (1Wi): Deal 1,000 damage to all Forwards your opponent controls. This ability can only be used when Ranger is attacking. Assist - Choose 1 Backup of cost 1 or less. Break it.
(1Wi)(W): Deal 2,000 damage to all Forwards of cost 5 or more that your opponent controls.
When Thief is played to the field, choose 2 cards from your opponent's Break Zone. Exclude them.
Move Thief to the Break Zone: Choose 2 cards from your opponent's Break Zone. Exclude them.
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10-045S Sherlotta 10-046R Syldra 10-047U Jinnai 10-048R Wendigo
Backup (One Who Watches Over) Eidolon Forward (Ninja) Monster (Wendigo)
(W), move Sherlotta to the Break Zone: Choose 1 Forward you control. It can't b chosen by effects this turn.
(W), move Sherlotta to the Break Zone: Choose 1 Forward. It can't deal damage to you this turn.
Chose 1 Forward of 9,000 power or more. Break it. Jinnai can't be blocked by Forwards of cost 4 or more.
When Jinnai is equipping an Item, he gains Pre-emptive Attack.
Flash of Steel1 (S)(2Wi)(W): Choose 1 Forward or 1 Monster of cost 5 or more. Break it.
(1Wi): Until the end of the turn, treat Wendigo as a Forward of 7,000 power and the ability "When Wendigo is moved from the field to the Break Zone, Exclude the topmost card of your deck. If it was a Forward, return Wendigo to the field."
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10-049C Chocobo 10-050U Tiamat 10-051U Gramps 10-052C Ninja
Forward (CT) Forward (Chaos) Forward (Ranger) Forward (CT)
After Chocobo has attacked, he gains +3,000 power for every party member he had until the end of the turn. For every element of Forwards you control other than Wind, Light and Dark, Tiamat gains +1,000 power.
Tiamat can't be blocked by Forwards of power less than his own.
When your opponent controls a Forward of cost 5 or more, Gramps gains +4,000 power.
(2Wi), move Gramps to the Break Zone: Choose a Forward of cost 5 or more. Break it.
Ninja can equip two Weapons.
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10-053C Norschtalen 10-054S Bartz 10-055C Airship Engineer Cid 10-056R Hiryu
Backup (Apprentice) Forward (Warrior of Light) Backup (Engineer) Forward (Dragon)
When a Forward you control is moved from the field to the Break Zone, choose 1 Forward. You can make it Active. If you're in control of a name:Waltrill, you can instead make it Active or Dull. Your Wind Characters can become active in your opponent's active phase as well. (1A)(W), move Airship Engineer Cid to the Break Zone: Choose 1 Item in your Break Zone. Place it in your hand. Any job:Warrior of Light Forward you control gains +1,000 power.
Hiryu can't be blocked by Forwards of cost 4 or more.
After Hiryu has attacked, choose 1 Forward you control. Make it active.
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10-057R Perseus Bow 10-058U Matoya 10-059U Maria 10-060C Yokuryu
Weapon (Bow) Backup (Dancer) Backup (Resistance Army) Monster (Dragon)
Equipment (Forward, Backup) / Remove - (1Wi)
A Character equipping Perseus Bow gains the ability "(2Wi)(W): Deal 3,000 damage to all Forwards your opponent controls."
When you're discarding a card due to your opponent's effects, you can draw 1 card. When you're in control of 5 or more Backups, the Forwards you control can't be blocked by Forwards of cost 4 or more. (1Wi)(1A), move Yokuryu to the Break Zone: Choose 1 Backup of cost 3 or less. Break it.

Earth


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10-061U Enkidu Uruk 10-062U Guy 10-063C Galuf 10-064U Graham
Backup (Chief Vassal) Forward (Warrior) Forward (Warrior of Dawn) Forward (Dark Knight)
The cost of any name:Genbu l'Cie Gilgamesh in your hand is 1 less (can't become 0).
(1E)(W), move Enkidu Uruk to the Break Zone: All Earth Forwards you control gain +2,000 power until the end of the turn.
When Guy is equipping a Weapon, he gains +2,000 power.
When Guy is equipping an Armor, he gains Brave, can't become Dull due to your opponent's effects, and can't be Broken by your opponent's effects other than damage.
Overdrive (2A) - When Galuf is played to the field, Search for 1 job:Warrior of Dawn and place it in your hand.
For every job:Warrior of Light other than Galuf you control, Galuf gains +1,000 power.
When Graham is moved from the field to the Break Zone, you can Search for 1 Weapon(Sword) and either place it in your hand or equip it to a Forward you control.
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10-065C Krile 10-066C Beastmaster 10-067R Cerberus 10-068S Genbu l'Cie Gilgamesh
Forward (Warrior of Light) Backup (CT) Weapon (Gun) Forward (L'Cie)
Overdrive (2A) - When Krile is played to the field, Search for a name:Bartz or name:Faris or name:Lenna and place it in your hand.
For every name:Galuf in your Break Zone, Krile gains +1,000 power.
(1E)(W): Choose 1 Monster. It can't be Broken by your opponent's effects other than damage this turn. Equipment (Forwards other than job:Common Troop) / Remove - (1E)
A Character equipping Cerberus gains +1,000 power.
A Character equipping Cerberus gains the ability "(W), discard 1 Character with the same name as self: Choose 1 Dull Character. Break it."
Overdrive ((1E)X) - When Genbu l'Cie Gilgamesh is played to the field, Search for up to 2 Items of cost X or less and equip them on Genbu l'Cie Gilgamesh.
After Genbu l'Cie Gilgamesh has attacked, Break all Items your opponent controls.
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10-069U Golem 10-070R Vajradhara Wu 10-071C White Mage 10-072C Assault Soldier
Eidolon Monster (Vajradhara) Backup (CT) Forward (CT)
Choose 1 Forward. For every Backup you control, it gains +1,000 power until the end of the turn. (1E): Until the end of the turn, treat Vajradhara Wu as a Forward of 8,000 power and the ability "After Vajrahdara Wu blocks a Forward or is blocked by one, that Forward gains Pre-emptive Attack until the end of the turn. (1E)(W): Choose 1 Forward you control. It won't receive damage from Eidolons this turn. Assault Soldier can't become Dull due to your opponent's effects.
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10-073C Necromancer 10-074C Hundlegs 10-075R Forza 10-076R Magissa
Backup (CT) Monster (Hundlegs) Forward (Fighter) Forward (Beastmaster)
Assist - Choose 1 Forward of cost 2 or less in your Break Zone. Play it to the field.
(2E)(W), move Necromancer to the Break Zone: Choose 1 Forward. It can't be Broken by your opponent's effects other than damage this turn.
(W): Choose 1 Forward. It gains Brave until the end of the turn.
(1E), move Hundlegs to the Break Zone: Choose 1 Forward. If it can block, it must do so this turn.
When you're in control of a name:Magissa, Forza gains +1,000 power and Brave.
Tackle (S)(W): Choose 1 Forward. Deal it damage equal to Forza's power.
Brave
(W): Search for 1 name:Forza and play it to the field. This ability can only be used when Magissa has 4,000 or more damage.
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10-077C Monk 10-078S Larkeicus 10-079U Ryid 10-080U Lich
Forward (CT) Backup (Expert) Forward (Agito Cadet) Forward (Chaos)
After Monk has blocked a Forward with Pre-emptive Attack or is blocked by a Forward with Pre-emptive Attack, that Forward loses Pre-emptive Attack until the end of the turn and Monk gains it. (1A)X(W): Search for 1 Monster of cost X or less and place it in your hand.
(1E), move 2 Monsters to the Break Zone: Choose 1 Forward. Break it.
(1E): Ryid gains Brave until the end of the turn.
(W): Ryid gains +1,000 power until the end of the turn.
When Lich is moved from the field to the Break Zone, you can pay (1E). If you do so, Search for 1 name:Lich Forward and place it in your hand.

Lightning


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10-081C Red Mage 10-082U Azul 10-083S Arecia Al-Rashia 10-084C Waltrill
Forward (CT) Forward (Tsviet) Backup (Head of the Department of Magic) Backup (Master)
(W): Choose 1 Forward. It gains Haste or Pre-emptive Attack until the end of the turn. When Azul is moved from the field to the Break Zone, choose 1 Lightning Monster of cost 3 or less from your Break Zone. You can play it to the field. Overdrive (X) - When Arecia Al-Rashia is played to the field, Search for 1 job:Class 0 of cost X or less and play it to the field.
(W): Choose 1 job:Class 0 Forward. It gains +1,000 power until the end of the turn.
(W), move 1 Backup to the Break Zone: Choose 1 Forward. It gains either +2,000 or -2,000 power until the end of the turn.
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10-085U Odin 10-086U Masked Man 10-087C Puppetmaster 10-088S Gilgamesh
Eidolon Forward (????) Forward (CT) Forward (Captain of the Imperial Guard)
Chose 1 Forward of 8,000 power or less. Break it. Overdrive (1L) - When Masked Man is played to the field, choose 1 Forward your opponent controls. Make it Dull.
(2L), move Masked Man to the Break Zone: Choose 1 active Forward. Deal 7,000 damage to it.
When Puppetmaster is played to the field, you can play 1 job:Common Troop Forward of cost 2 or less from your hand to the field. It gains Haste until the end of the turn. When there's a name:Gilgamesh in your Break Zone, Gilgamesh gains +1,000 power and Brave. When there's 2 or more, he also gains Haste and Pre-emptive Attack.
Self-Destruct (S)(W), move Gilgamesh to the Break Zone: Choose up to 2 Forwards. Break them.
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10-089U Quon 10-090C Black Mage 10-091R Cid Previa 10-092U Shango
Backup (Agito Cadet) Backup (CT) Backup (Inventor) Forward (Divine General)
After you've summoned an Eidolon, choose 1 Forward. You can pay (1L). If you do so, it gains -1,000 power until the end of the turn. When Black Mage is played to the field, choose 1 Forward of cost 2 or less. You can Break it. Overdrive (1L) - When Cid Previa is played to the field, Search for 1 name:Mid Previa and place it in your hand.
When you're dealing damage to an Active Forward your opponent controls, make that damage 1,000 more.
Haste
Voltage Cross (S)(1L): Choose 1 Active Forward. Deal 7,000 damage to it.
Divine Storm (S)(1L)(2A)(W): Deal 7,000 damage to all of your opponent's Active Forwards.
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10-093C Bakurairyu 10-094R Buster Sword 10-095C Mystic Knight 10-096R Mid Previa
Monster (Dragon) Weapon (Sword) Backup (CT) Backup (Grandson)
(1L)(1A), move Bakurairyu to the Break Zone: Choose 1 Forward. It gains -7,000 power until the end of the turn. If a Forward you control is sent from the field to the Break Zone this turn, Break it instead. Equipment(Forward) / Remove - (1L)(1A)
When a Character equipping Buster Sword is moved from the field to the Break Zone, Search for a Forward of cost less than it and play it to the field in Dull mode. Equip 1 name:Buster Sword from the Break Zone to it.
Assist - Choose 1 Forward. For every Backup you control, it gains -2,000 power until the end of the turn.
(1L)(W): Choose 1 Forward that is dealing damage. Deal 1,000 damage to it.
When a Character you control is sent from the field to the Break Zone, choose 1 Active Forward. Deal 1,000 damage to it.
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10-097R Melusine 10-098U Ricard 10-099C Dragoon 10-100C Restrictor
Monster (Faery) Forward (Dragoon) Forward (CT) Backup (Soldier)
(1L): Until the end of the turn, treat Melusine as a Forward of 7,000 power and the ability "Melusine can't be chosen by effects of any element that is the same as on Characters you control. Haste
When Ricard is equipping an item, he gains +1,000 power and Pre-emptive Attack.
When Dragoon is played to the field, you can Search for 1 job:Dragon of cost 2 or less and place it in your hand. When Restrictor is played to the field, you can Search for 1 job:Tsviet and place it in your hand.

Water


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10-101C Blue Mage 10-102R Andoria 10-103C Chemist 10-104U Kraken
Backup (CT) Backup (Queen) Backup (CT) Forward (Chaos)
When Blue Mage is played to the field, choose 1 Monster with Blue Magic from your Break Zone. You can place it in your hand. When you're in control of a name:Celestia and name:Yuzuki, the cost of any Andoria in your hand becomes 0.
(W), move Andoria to the Break Zone: Make Active all Forwards you control. They won't receive damage this turn.
Assist - Make Active all Forwards you control.
(W): Choose 1 Forward. Make the damage being dealt to it 0.
After Kraken has attacked, choose 1 Forward. For every 2 cards in your hand, you can have it gain -1,000 power until the end of the turn.
When Kraken is moved from the field to the Break Zone, all Forwards your opponent controls gain -1,000 power for every 2 cards in your hand.
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10-105R Sage's Staff 10-106C Corsair 10-107C Summoner 10-108C Seiryun
Weapon (Staff) Backup (CT) Backup (CT) Monster (Seiryun)
Equipment(Forward) / Remove - (1Wa)
A Character equipping Sage's Staff gains +1,000 power.
A Character equipping Sage's Staff gains the ability "XX(W): Choose 1 Forward from your Break Zone of cost X or less. Play it to the field."
When Corsair is played to the field, present the topmost card of your deck. If it is a Backup, place it in your hand. If it's anything else, Exclude it. (1Wa)(W), move Summoner to the Break Zone: Choose 1 Eidolon of cost 2 or less from your Break Zone. Place it in your hand. Move Seiryun to the Break Zone: Choose 1 Forward. It gains -4,000 power until the end of the turn.
(3Wa)(2A): Play Seiryun to the field. This ability can only be used in your own main phase when Seiryun is in the Break Zone.
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10-109R Siren 10-110U King Souryu 10-111C Souryu Soldier 10-112U Tonogir
Monster (Siren) Backup (King) Forward (CT) Forward (Imperial Guards Five Stars)
(1Wa): Until the end of the turn, treat Siren as a Forward of 8,000 power. This ability can only be used on your own turn.
(2Wa)(1A): Until the end of the turn, treat Siren as a Forward of 4,000 power and the ability "Siren won't receive damage from Forwards."
All Water Forwards you control can make parties with Forwards of any Element. When you're in control of a name:King Souryu, he gains -1,000 power and can't be blocked.
When you're in control of a name:Andoria, the damage dealt to him is 1,000 less.
When Tonogiri is played to the field, if you're in control of a name:Celestia, draw a card.
When Tonogiri is moved from the field to the Break Zone, draw 1 card.
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10-113C Hilda 10-114S Celestia 10-115C Minwu 10-116 Mimic Gogo
Backup (Princess) Forward (Officer) Forward (White Mage) Forward (Mime)
Overdrive (2Wa) - When Hilda is played to the field, Search for 1 name:Scott and place it in your hand.
When Hilda is played to the field, draw 2 cards. After, discard 1 card from your hand.
If Celestia is removed from the field due to your opponent's effects, return it to your hand instead.
When Celestia is removed from the field and you're in control of a name:Andoria, you can play 1 name:Celestia from your hand to the field.
(3Wa)(2A)(W): Choose 1 Forward. Its controller moves it to the Break Zone.
When Minwu is played to the field, you can summon 1 Eidolon from your hand without cost.
When Minwu is moved from the field to the Break Zone, choose 1 Light Eidolon from your Break Zone. You can return it to your hand.
If your opponent isn't controlling any Forwards, move Mimic Gogo to the Break Zone.
Power Hit (S): Choose 1 Forward. Its controller moves it to the Break Zone. This ability can only be used when Mimic Gogo is receiving damage.
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10-117U Yuzuki 10-118S Lenna 10-119U Lenna 10-120U Remora
Backup (Officer) Forward (Warrior of Light) Backup (Princess) Eidolon
Any cards in your opponent's Break Zone can't be chosen by effects.
When you're in control of a name:Celestia, Yuzuki can't be chosen by your opponent's effects.
Overdrive (2Wa) - When Lenna is played to the field, choose up to 1 of each Weapon, Armor and Accessory of cost 2 or less from your Break Zone. Equip them to Lenna.
(W): Choose 1 Forward. Let it equip any Item you control.
When Lenna is played to the field, return 1 Forward your opponent controls to the hand.
(1Wa)(W): Choose 1 Item. Return it to the hand.
Halve the power of all Forwards your opponent controls until the end of the turn (rounded down to even thousands).
Draw 1 card.

Light


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10-121R Imperio 10-122R Shinryu 10-123S Princess Sarah
Forward (Divine General) Forward (Dragon) Backup (Princess)
Imperio can't be chosen by your opponent's effects of the same element as he is and won't receive damage from the same element as he is.
0: Imperio gains +1,000 power and becomes Dark element until the end of the turn. This ability can only be used once per turn.
When Shinryu is played to the field, all Forwards except Shinryu who aren't equipping an Accessory gain -6,000 power until the end of the turn.
Shinryu can't be chosen or dealt damage to by Eidolons of cost 5 or less.
When a Dark Character is played to the field, if your opponent controls 4 or less Backups, they gain control of Princess Sarah.
(1A)(W), return Princess Sarah to your hand: Choose 1 Character from your Break Zone. Return it to your hand, and then discard 1 card from your hand.

Dark


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10-124R Emperor Avalon 10-125R Omega 10-126S Chaos
Forward (Emperor) Forward (Omega) Forward (Chaos)
For every job:Four Generals and job:Divine General you control, the cost of Emperor Avalon in your hand becomes 1 less.
(3A): Choose 1 job:Warrior of Light or job:Warrior of Darkness. Break it.
After Omega has attacked, deal 1 point of damage to your opponent.
After Omega has received damage from a Forward, that Forward's controller receives 1 point of damage.
When Chaos is played to the field, your opponent moves 1 Forward they control to the Break Zone for every job:Chaos Character in your Break Zone.
(1F)(1Wi)(1E)(1Wa): Choose 1 Forward. Break it.

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