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Final Fantasy Opus 3 III Trading Card Game Booster Display Box - 36 Packs - Collectible TCG Cards for Gameplay & Trading - Perfect for Tournaments, Gifts & Card Collectors
Final Fantasy Opus 3 III Trading Card Game Booster Display Box - 36 Packs - Collectible TCG Cards for Gameplay & Trading - Perfect for Tournaments, Gifts & Card Collectors
Final Fantasy Opus 3 III Trading Card Game Booster Display Box - 36 Packs - Collectible TCG Cards for Gameplay & Trading - Perfect for Tournaments, Gifts & Card Collectors

Final Fantasy Opus 3 III Trading Card Game Booster Display Box - 36 Packs - Collectible TCG Cards for Gameplay & Trading - Perfect for Tournaments, Gifts & Card Collectors

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Description

From the multi-million selling franchise comes a new trading card experience! 1 display of 36 boosters, each booster pack contains 12 cards. 2 players, 20 minute playing time, ages 13+

Features

    100%

    1 display of 36 boosters

    Each booster contains 12 cards

    Ages 13+

    2 Players

    20 Minutes Playing Time

Reviews

******
- Verified Buyer
- Comments: My cousin and I split the cost of this booster box. It is also considerably less inexpensive than Opus 1 was. In which we bought Opus 1 for $180.00, and Opus 2 for $140.00. Like the other set, it contains 36 booster packs with 12 cards per pack. A total of 432 cards (36*12).Although two element decks are still normal, Opus 2 added more variety and expanded the card-pool. Allowing for more consistent single-colored decks. Such as Mono Lightning or Mono Fire decks, among other things. Light and Dark cards are useful and situational, but there are so few of them in each set, that I won't cover them.==========================================================================================================This section is a brief overview of the cards I pulled to help decide if this set may be for you. I'll talk about some of the Forwards, Backups, and Summons.- Ice: Cards such as Nero (2-042R) or Laguna (2-046R) help Freeze cards that are already Dull. Which can compliment cards such as Snow (H/S); thus, reinforcing the Dull and Freeze strategy. Edward (2-030H) can Dull a Forward, while other Backups like Time Mage (2-040C) can get rid of abilities such as Haste and First Strike. Which helps against rush-down decks and keeps the opponent on your pace.Mateus, the Corrupt (2-044R) has the opponent put 1 attacking Forward into their Break Zone. Since it doesn't involve targeting/choosing/breaking, this can help deal with cards such as Zidane (1-071L) or Vincent (2-077L). Moomba (2-045C) deals burn damage equivalent to a Forward's Power minus 1000. Combined with a burn damage card like Scholar (2-027C); it won't use much resources to take down stronger Forwards such as a Gabranth (1-098R) sitting on 8K-14K Power.- Wind: Edge (2-053H) is interesting for players looking to build a ninja-based/standard unit deck. Won't be as easy as a ninja deck in Yugioh due to a lack of cards, however. Vaan (2-051L) will allow for some interesting combos. Like bouncing Jihl Nabaat (1-193S) to reactivate her field ability every turn.Rikku (2-071R) activates all your Forwards when you bring her out. Shemhazai, the Whisperer (2-070R) only allows Forwards to block if their cost is less than or equal to their own. Basically, if a Forward has a higher cost, you won't be able to block it for the duration of the turn.- Earth: Vincent (2-077L) has a passive that prevents him from being broken if no damage is done to him. Cards like Odin (1-123R) that break a target without damaging them, will not work on him.Rydia (2-095R) recycles an Earth Summon when she's brought out. Carbuncle (2-080C) cancels out a Summon. Best used when your opponent pays expensive Summons such as Odin (1-124R) or Bahamut (1-018L)- Fire: Emperor Xande (2-007L) deals 5000 damage to one Forward when he attacks. Which helps get rid of smaller units. When he is sent to the Break Zone, he deals 9000 damage to a forward. Tellah (2-012R) sends himself to the Break Zone to deal 9000 damage.One of the most notable cards is the Summon Belias, the Gigas (2-019R). It gives a Forward of your choice +1000 power, Haste, and First Strike until the end phase. And you draw 1 card, because why not.- Water: Quistis (2-127R) and Refia (2-141H) helps reinforce standard unit decks by powering them up. Larsa (2-139C) is a Forward that works like Minwu (1-171H). Cecil (2-129L) can become a difficult Blocker to deal with. Ashe (2-121H) has 3 abilities. One of them is that she can reactivate herself by paying two Water CP. Allowing for some interesting combat tricks or otherwise be a potential blocker at any point.Merlwyb (2-137H) is a Backup that works like Moogle (1-172C). Leviathan (2-140C) increases all Water Forwards by 2000 Power. Be careful: it can increase your opponent's Water Forwards, too! I like the other Leviathan (1-178R) since it bounces. Cuchulainn, the Impure (2-133R) is interesting, but might benefit Ice/Water decks more.- Lightning: More utility such as swarming. Like using Al-Cid (2-097H) to bring out Rygdea (1-211S) to deal 9000 burn damage (6000+3000), which gives you field advantage for only paying 4 CP. Amon (2-098L) Dulls a Forward when he's brought out. He also has an ability in which you can tap him to Dull another Forward. Effectively disrupting an aggressive Forward.Black Mage (2-108C) reduces a Forward's Power by 4000 which helps get around Minwu (1-171H) since it doesn't involve burn damage. Cyclops (2-107C) reduces all of your opponent's Forwards' Power by 3000. Helping to get rid of weaker or problematic units such as Zidane (1-071L). This also makes it easier to deal burn damage with weaker units such as Rygdea (1-211S).==========================================================================================================- Conclusion: Cheaper than Opus 1. You'll be going through 432 cards, so you might want to grab a buddy to help out. I pulled 5 (L) rarity cards, while my cousin got 7. Which is really good. The artwork is comparatively nicer than the previous set. Budget-friendly/standard unit decks will become more viable as there are some cards that power them up in this set.Many of the new cards offer additional utility such as draw-power, reactivating cards, recycling, and so forth. Some of the offensive capabilities include more burn damage, breaking, swarming, decreasing a unit's power instead of burn damage. Defensive options have also improved as there are additional cards that involve turtling, sacrificing units to protect themselves, power up as you receive more damage, etc. Overall, if you found your deck lacking in variety, you'll find that Opus 2 adds more options for various play-styles.