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FF02-068R Fran
0.50$ AUD(Dull): Choose 1 [Card Name (Balthier)]. It gains +1000 power until the end of the turn. (1 Wind, dull): Choose 1 [Card Name (Balthier)]. It gains Haste until the end of the turn. -
FF02-068R Fran Foil
1.00$ AUD(Dull): Choose 1 [Card Name (Balthier)]. It gains +1000 power until the end of the turn. (1 Wind, dull): Choose 1 [Card Name (Balthier)]. It gains Haste until the end of the turn. -
FF02-069C Fallacious Wanderer
0.50$ AUDWhen Fallacious Wanderer enters the field, choose up to 2 Wind Characters you control. Activate them. -
FF02-069C Fallacious Wanderer Foil
1.00$ AUDWhen Fallacious Wanderer enters the field, choose up to 2 Wind Characters you control. Activate them. -
FF02-070R Shemhazai, the Whisperer Foil
2.00$ AUDEach Forward can only be blocked by a Forward with a cost inferior or equal to its own this turn. -
FF02-072C Reddas
0.50$ AUDReddas must attack at least once per turn if possible. When Reddas attacks, all the other Forwards you control gain +1000 power until the end of the turn. -
FF02-072C Reddas Foil
1.00$ AUDReddas must attack at least once per turn if possible. When Reddas attacks, all the other Forwards you control gain +1000 power until the end of the turn. -
FF03-051R Eight
0.50$ AUDWhen Eight enters the field, choose up to 3[Job (Class Zero Cadet)] you control. Activate them. Phantom Rush [S], Wind: During this turn, Eight cannot be chosen by your opponent's Summons or abilities and the next damage dealt to him becomes 0 instead. -
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FF03-053C Ranger
0.50$ AUDRanger cannot be chosen by abilities of Characters your opponent controls. -
FF03-053C Ranger Foil
1.00$ AUDRanger cannot be chosen by abilities of Characters your opponent controls. -
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FF03-054C Black Chocobo Foil
2.00$ AUDIf Black Chocobo forms a party, thats party cannot be blocked. -
FF03-055C Thief
0.50$ AUDWind, 1CP, Dull, put Thief into the Break Zone: Your opponent puts the top 2 cards of his/her deck into the Break Zone. -
FF03-055C Thief Foil
1.00$ AUDWind, 1CP, Dull, put Thief into the Break Zone: Your opponent puts the top 2 cards of his/her deck into the Break Zone.