FINAL FANTASY FABLES: CHOCOBO TALES

By The Ambassador, a.k.a. just4yoshi
VERSION: 1.05
UPDATED: 05.24.08

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Table of Contents:
0. Introduction & Notes
1. Minigames (Quick Play Order)
    A. The Adamantoise and the Cactuar (A & C)
    B. Titan and the Beanstalk (B & T)
    C. The Ugly Chocoling (T U C)
    D. Unicorn and the Town Musicians (U & T M)
    E. Shiva and Ifrit (S & I)
    F. The Boy Who Cried Leviathan (B & L)
    G. The Three Little Piggies (T L P)
    H. Mini Red Riding Hood (M R R M)
2. Microgames (Quick Play Order)
3. Cards (Numerical Order)
4. Miscellaneous & FAQs
    A. The ULTIMATE Teams (Two of them)
    B. Absolute Best Cards List
    C. Maximum Possible Damage (80 & 120)
5. Contact & Legal

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0. Introduction
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First off is the question of just what is Final Fantasy 
Fables: Chocobo Tales? The answer is that it is a hybrid of 
two genres, card battles and minigames. Expect to see a lot 
of elements of games such as Mario Party, or on the other 
hand, a trading card game (Pokemon?). Also, don't let 
either of those disappoint you. While I have several, I am 
not the largest fan of minigames, but this game has a very 
diverse range of them, and most are interesting. Also, the 
card battles are rather fun too, especially the part of 
making the decks or surviving for half of a battle on just 
one HP!

As for this guide, it is meant to give general help. Don't 
expect to see all too much for the story walkthrough, 
unless it's in the FAQ section. This is for the minigames, 
microgames (which are actually minigames too), and cards. 
Battles and spots to collect items will generally not be 
covered (although do check the FAQ because I do answer them 
as they arise).

Finally, please note that in an effort to make this guide 
better, I have included my opinions on the minigames, 
microgames, and cards. As opinions are subjective, you may 
disagree. So, use my opinions, but use them loosely and 
find your own style and abilities.

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1. Minigames
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NOTE: Maximum Difficulty/Luck is 6 stars.

A & C: Race to the Top:
Difficulty:  **
Luck Factor: *

Directions: Hold down the stylus in the direction you want 
to head. If you pull off your stylus, then the turtle 
becomes immune to the boulders. One advanced strategy is to 
let a boulder that has almost past you push you forward (by 
hitting you from the opposite of the direction you are 
going towards).


A & C: Rescue on the Rapids:
Difficulty:  ****
Luck Factor: **

Directions: The controls are similar to the first one. 
However, you want to have your stylus off for as much time 
as possible. The first couple of times, don't skip the 
intro and instead learn the course. There are two major 
strategies, and both work well. The first is to only touch 
the screen if you are going to run into a wall. The second 
is to only NOT touch the screen on decent sections of 
straightways. Either way works, although I would suggest 
starting with the second technique until you know the route 
better. For turning, you can either hold down the stylus in 
the direction you want to go (better for strategy 2) or do 
quick rotating motions (better for strategy 1). Also, luck 
plays a small factor in battle mode, from turtles bouncing 
off one another.


T & B: Leaping on Leaves:
Difficulty:  **
Luck Factor: **

Directions: If you are familiar with the trampoline 
minigame in New Super Mario Bros, you will feel right at 
home here. Use your stylus to draw small (but not too 
small) lines almost horizontal to bounce your chocobo the 
highest. The bombs generally are on one side, then the 
other. Later, both sides have bombs or they move back and 
forth (the luck factor). Try to aim slightly, and don't be 
afraid to let your chocobo fall a bit if it means a better 
setup for the next leaf.


T & B: Scurry Down the Stalk:
Difficulty:  ****
Luck Factor: ****

Directions: This is one of the nastier minigames. However, 
the hardest part is knowing HOW to do it. Draw leaves at 
about 60-degree angles (mostly vertical) because, for some 
reason, walking is faster than falling. Go figure. Beyond 
that, it's really up to you to make your own strategy. 
Staying closer to the bottom and hitting speed ups are 
great, but you must balance that with getting the coins. 
Same holds true for the trial mode (and note that you do 
lose coins if hit). Luck comes from where the coins and 
speed/slow downs are, as well as where your opponents are 
in the battle mode. Find your own rhythm and just keep 
drawing those leaves.


T U C: Find that Fiery Chocobo:
Difficulty:  **
Luck Factor: ****

Directions: For this one, put your stylus on the magnifying 
glass to move it around. Follow the top screen more with 
your eyes and keep looking for flames. It has to be flames 
though as later other dark chocobos also show up. Just keep 
moving around and you'll probably win if luck is on your 
side.


T U C: Flaming Frenzy:
Difficulty: ***
Luck Factor: *****

Directions: Say hi to luck in this game. Just stay rather 
close to the water and keep double-tapping. Go for coins, 
yes, but moreso go for your opponents. This one is all 
about the endgame. You can be about 5 coins behind with 5 
seconds left and STILL win (when there's quite a few 
chocobos playing). Just keep at it and keep rolling. 
Eventually luck will side with you and you'll win.


U & T M: Mimic that Melody:
Difficulty:  ** 
Luck Factor: **

Directions: Now don't start flaming me. I do say this one 
is easy. However, at first I thought it was impossible. The 
key is that you don't try to hit the symbol AS it comes up, 
rather BEFORE it does. It doesn't matter if you're a second 
early; just as long as you're on the correct one when it 
comes up. Battle mode is a bit tougher as the chocobos can 
sometime last a long time (luck factor). Still, just always 
go to the correct one before it comes up.


U & T M: Symphonic Survivor:
Difficulty:  *** 
Luck Factor: ***

Directions: I wonder if I ever moved normally in this game. 
Keep double-tapping. This time, it's not for knocking into 
others (although you can try to do that); instead, it's the 
fastest way to get to the different symbols. And, the game 
ultimately comes down to a balance of staying close to the 
edge (to make it to the next symbol in time) and not 
getting knocked off. Find your style and stick with it.

S & I: Lunging for Lasans:
Difficulty:  ***
Luck Factor: ***

Directions: Hold the stylus on your chocobo and fly him 
back and forth on the top of the screen, trying to pick up 
those fruits. Don't be afraid to do some acrobatics if it 
will help you get more fruit. And, I don't think you lose 
any if you get hit (just time).


S & I: Leaping for Luchiles:
Difficulty:  ***
Luck Factor: **

Directions: Use your stylus to grab your chocobo and fling 
him upwards. Try to make him arc from one side to the other 
in a gentle but high curve and you'll get most of the 
luchiles every time. This one might take several practice 
runs, but after you get the hang of it, it isn't the worst. 
Also, for trial mode, take your time to line up your shots 
well.


B & L: Underwater Escapades:
Difficulty:  *****
Luck Factor: ****

Directions: This is one that's bound to give a lot of 
people problems. Large difficulty and luck is not the best 
combination. Trial mode is okay, but battle mode is 
something else entirely. Expect to be having to navigate 
very VERY tight spaces to win it on tough settings (or even 
on easier ones). The trick is to move your stylus up and 
down in quick but controlled movements. Move faster if you 
need to rise or less if you need to fall. Just do NOT stop 
moving (unless you absolutely have to) nor lose control. Be 
in control of your movements at all times and you'll 
eventually make it through with a lot of luck and practice.


B & L: Bubbling Barrage:
Difficulty:  **
Luck Factor: **

Directions: First, this is a double-tap mission so guess 
what? You only use double-tap of course. To start, double 
tap straight up to try to get into his first loop. In fact, 
this is the entirety of the strategy: be in the loops when 
he makes them. Try to stay near his head on the side that 
he's turning towards and dart (double-tap) into any loop he 
makes, collect 3 fish, and find his hear. Repeat until time 
expires (and knock into competitors of course).

T L P: Puzzled Little Piggies:
Difficulty:  **
Luck Factor: ***

Directions: First, grab whatever piece you can find and put 
it in the middle of the large house. Then keep flying 
around, looking for the largest piece that will fit in a 
house. Finally, if there's only 2-3 pieces left in a house, 
find all of them first and then put them in, just to be 
sure you get the bonus for finishing the house; similarly, 
if you see another chocobo with a piece coming in when 
there's only two left, find the other, or, if you already 
have it, WAIT for him to play his first. Then, you get the 
bonus ;).


T L P: Hide and Shriek:
Difficulty:  ****
Luck Factor: ****

Directions: Ah, another nasty one. I can't stand this 
minigame. It's actually my least favorite, partly due to no 
nice epilogue. Anyways, listen up. This is one of only two 
minigames with double tap that you DON'T double-tap on. I 
repeat. Don't double-tap. Just run. You run at about the 
speed of a tonberry, so if you get one on your tail just 
run around (and not into anything) until you can pass him 
onto another chocobo. This one is tough to get perfect on 
and heavily relies on luck (of being in the right place at 
the right time). Also, WARNING: any "dead" chocobo turns 
into a tonberry, so don't go by the upper screen alone or 
you may find yourself running into a chocobo turned 
tonberry.


M R R H: Lightning-Fast Labyrinth:
Difficulty:  ***
Luck Factor: ***

Directions: Best hint here is to take your time. First off, 
you hold the chocobo (not point him as I first tried). 
Beware of sharp turns and the final area. Take your time 
and don't get hit to make the fastest time. Also, with that 
said, you may have to take a few risks with the moving 
ones, so take a risk if you have a decent chance of making 
it, just try to plan out your path beforehand.


M R R H: Shocking Shuffle:
Difficulty: *
Luck Factor: *

Directions: Isn't it a shame that the final minigame is the 
easiest and most boring of them all? The entire strategy is 
to NOT double-tap and just round around counter clockwise 
until everyone else dies. Don't try to attack. They're 
idiots. They'll kill themselves eventually, even on the 
hardest setting, so just stay out of harm's way.

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2. Microgames
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NOTE: All of these are written about the gold medal. Also, 
the max stars is 6.

BOMBERWALL:
Difficulty:  *****
Luck Factor: ****

Directions: Wasn't it so nice of them to start with a doosy 
of a microgame? Anyways, tap fast, but do it slowly (this 
will be a common theme). The strategy is to go fast, but to 
always look ahead. It may take an extra millisecond, but 
it's worth it to not hit wrong. Try to get the first crown 
in 5 seconds or less to be in a good position to get the 
remaining ones. Focus. Focus. Speed. Focus. Speed. Focus. 
That is the way to win, but expect it to take a while, 
especially on your first playthrough.

CLIFFHANGER:
Difficulty:  **
Luck Factor: *

Directions: I know some people struggle with this one. The 
key is to know your timing. Approximately a half second 
after seeing the 20m point, tap to stop. Play around with 
the timing until you get within the distance. The nice 
thing is that this one is fast, so you can try quite a few 
times in a short period of time. Try to beat my record of 
0.36m ;).


BLAZING BLOCKS:
Difficulty:  ***
Luck Factor: ***

Directions: This one may seem harder at first than it 
really is. All that you need to do is to get rid of the 
CRYSTALS. Anything else doesn't matter. Like most 
microgames, the key to going fast is to take your time. Set 
up the blocks first and learn from a mistake (you get two 
bouts at a setup, I think). Also, you can get lucky and get 
a quick one-block tap that will destroy everything in one 
swoop, which is always nice ;).


BLOWGUN BLITZ:
Difficulty:  ****
Luck Factor: ****

Directions: Patience is the biggest key here. Breathe in 
and wait... and wait... and wait... until you get a set of 
about 4-5 balloons on the bottom portion that will all get 
hit when you exhale. If you wait to long, look up to 
breathe out and in again so you don't lose a dart. Trust 
me, it's far better to do this "micro"game in five minutes 
for one time than it is to do it ten times in five minutes 
and STILL not have gold. Be patient and you will eventually 
get a lucky lineup.


JOB JUGGLER:
Difficulty:  ******
Luck Factor: ****

Directions: OUCH! The maximum of either is 6 stars, and 
this gets 10 total. It is NASTY. The "key" (if there is 
one) is to take that millisecond to make sure you make the 
correct choice. Also, at the very end, it does NOT close 
fully. You still have a very small section to see the 
characters, which might well end up being that 20th one you 
need. Beyond that, there are two strategies for completing 
it. The first is to just keep at it constantly until you 
win. The second is to realize that the setup on the bottom 
is the same after you press start, so memorize it first so 
you know where everyone (or at least most of them) is for 
quicker selection. I actually used a hybrid, trying to 
group similar characters together in my mind so I would 
hopefully know the whereabouts of a character without 
knowing the exact location. Good luck and have fun getting 
18 or 19 over and over again... Make sure you have 
something to celebrate with for when you do reach 20.


SILLY SCRIBBLES:
Difficulty:  **
Luck Factor: **

Directions: This is one of the easier microgames, in my 
opinion. Simply pick the one with more pictures. If you 
can't tell, pick the one that looks like it was meant to 
look like it had fewer ones (such as having a lot of small 
ones or all in one small area), as that will normally be 
the correct one.


CHEESE CHASE:
Difficulty: ** or *****
Luck Factor: ****

Directions: This one really depends on your blowing skills. 
If you are good at doing very controlled blowing, try to 
stay in the middle, as there is an area that you are 
totally safe (the place where you're off the screen at the 
split between the screens). Try to focus on one area (the 
row you're one and the ones directly above and below) 
mostly as it will help you focus. Keep movements as 
controlled as possible. If you are really not good with 
blowing (as I wasn't at first), you can either go a lot 
riskier at the start or try a method of rubbing your hand 
against the microphone (I have not been able to make this 
method work, but others have used it instead of blowing).


BUBBLE BOUNCE:
Difficulty:  ***
Luck Factor: *****

Directions: This seems to be one of the harder ones, but 
most of that comes from luck. Sometimes the bubbles will be 
in easy-to-hit areas. Other times, you'll almost need one 
cactuar per bubble. The main thing is to spend the first 
few times learning the angles that get you the proper 
bounce positions, especially learning the angles for the 
tougher-to-reach bubbles. Another idea is to hold the ball 
pretty far left as that allows for more control over the 
angle of bouncing.


MALBORO MASHER:
Difficulty:  *****
Luck Factor: *****

Directions: Ouch, another 10-star total one. As you can 
gather, this is another tough one. And, like many other 
tough ones, this holds to that general strategy of taking 
an extra millisecond to plan before acting. Go in the order 
of appearance, NO MATTER WHAT. If you're in one corner and 
going to the opposite one and there's a malboro in the 
middle, DON'T hit it. That will cost you time you really 
don't have. Let it wait for it's turn. Seriously, it is 
better to just go in order. This is tough when they are 
coming at basically warp speed, but still do your best. The 
best strategy for me was to go somewhere quiet for a half 
hour until I was able to focus enough to beat it in one 
sitting. Focus, practice, skill, speed, sight, etc. It's 
ALL needed. Good luck.


TAP TAP TRAP:
Difficulty:  **
Luck Factor: *****

Directions: Don't get mad. Yes, I rank this as only two 
stars in difficulty. Next time you play, look at just how 
much luck is involved. The best strategy I have found is to 
do several taps around the outside then a couple in the 
middle. Look for any circle that's a bit bigger. Generally, 
you can find it in the initial taps. If not, do more taps 
for the second run-through. If you find a larger circle, 
tap like crazy all around it. Be a woodpecker and you'll 
win with some luck.


JELLY JIGGLER:
Difficulty:  ******
Luck Factor: *****
Directions: This may well be the most talked about 
microgame, and for a good reason. It's the toughest of them 
all for me, with a total 11-star roundup! Prepare to lose 
about an hour on this one. My strategy is to grab a wall 
and not let go, just circle with it. Also, it is basically 
a requirement that if you do this strategy to train your 
brain to see all 3 walls (it's natural to just think about 
the one you're turning). This one is NASTY. One advanced 
technique is to attempt to get the red and green balls on 
the exact same paths by using good angling. However, this 
starts to fall apart after about 45 seconds as the red ball 
slowly speeds up faster than the green ball. Still, it's a 
good strategy, and one of the two times I beat the 
microgame is due to having the red and green together. 
Basically, find a strategy that gets you over 40 seconds 
and refine it and get lucky to raise it up to 60 seconds.


MAGIC POT LUCK:
Difficulty:  *
Luck Factor: ******

Directions: Another highly-discussed microgame, this one is 
almost entirely based on luck, which makes it annoying... 
very annoying. There are two basic "strategies". One is to 
attempt to guess the next position (sounds strange, but I 
got up to 35 using this strategy once... and have yet to 
repeat that feat after countless times). The second is 
probably more fun: pass the DS around to family members, 
friends, etc. to see who is the luckiest. If you want, 
offer a small reward to whoever manages to beat the odds 
:P. Just keep at it and eventually luck will side with you.


BOGGLING BRIDGES:
Difficulty:  ***
Luck Factor: ***

Directions: The best strategy is to stay ahead then give 
up. Let me explain. Keep rotating bridges in front of him 
to make a path, but if/when he catches up, at the next 
cheese, stop going forward. Instead, work from the idea of 
him turning around and set him on his next path to the 
cheese. Also, try to balance getting close cheese (which 
isn't necessarily closest as a bird would fly) and getting 
to a nice string of cheese (pun not intended).


MYSTIFYING MAGNETS:
Difficulty:  **
Luck Factor: ****

Directions: Plan then move. Beware of the crossroads one 
too. Try to figure out where it goes first if you get one 
in your set. Just plan ahead and you should do fine (if you 
happen to get a nice set of problems).


LEAPTOAD:
Difficulty:  ****
Luck Factor: ****

Directions: This one has been known to cause a lot of 
troubles. My strategy is to combine doing a lot of short 
leaps (as I move around the pond for good positions) and 
long leaps (at those good positions). This is a hybrid of 
the two main strategies of using mainly large leaps or a 
lot of little ones. If you're quick at moving the leaves, 
try focusing on more short leaps. Else, focus on setting up 
the large ones. Be much more risky at the start. Just keep 
moving (unless you are drawing the monster in to setup a 
leap). Also, moving mostly around the outside is 
recommended. Basically, go for notes, then for survival 
(when the monster is moving rather fast), then for any 
notes you can grab (when the monster is approaching warp 
speed).


BLIZZARDY BLOCKS:
Difficulty:  **
Luck Factor: ****

Directions: First, know that the difficulty is probably 
less for me because this is my favorite microgame. There 
are three basic ideas to winning. The first is that if you 
need him to go up a level, you don't have to make a stack 
of ice, just place one where you actually need it. The 
second is that a double-stack (or a trio of below, above, 
and front) will cause him to turn around (use it to save 
time). The third and most important is to keep the chocobo 
as high up as you can. It is FAR easier to drop down than 
to climb. Also, along the same lines, when you do have to 
go down to collect a fruit, try to have a set of stairs 
lined up right after the fruit to start climbing again. 
Finally, note that a direct walk is the fastest (basically 
I'm saying that --- is faster than -_- where the lines are 
the top of blocks).


UP, UP, AND A-KWEH!
Difficulty:  ****
Luck Factor: **

Directions: There are two parts to this game. The first is 
to time your jump to leap at the last moment possible (or 
close to it works as well). The second is your aim. You 
should try to make the top of your chocobo's head be 
somewhere in or just below that top cloud. Think of it as 
being like his hat. Try a variety of short and long swipes 
and hand angles and eventually you'll get 400.


WACKY WALL CLIMB:
Difficulty:  ****
Luck Factor: ***

Directions: This one can take a while to do. As with most 
tough ones, the key to winning is to plan ahead. Generally, 
one side will be full of short leaps and/or electric things 
and the other will basically be scott free of them. So, 
keep looking ahead to find the best path. It's a whole lot 
better to even lose a second looking at the path than to 
lose two seconds dealing with electricity (and possible 
electrocution). Also, along the same lines, give yourself 
that extra millisecond when placing your suction cup thing 
to make sure it actually connects for that will also save 
time (and frustration).

DEADLY DEMON WALL:
Difficulty:  ***
Luck Factor: ****

Directions: Another one I don't like. There are two basic 
strategies. First is if you have excellent aim, go for 
OHKOs of your chocobos. If you're like me, aim in front of 
the little guys and tap like mad. Good luck getting those 
speeders at the end. When you get that far, move your 
starting position back to the left some so you can move to 
position in time (although you will eventually be almost 
tapping AT the wall).


REDEYE RAMPAGE:Difficulty:  ***
Luck Factor: *****

Directions: There are two basic strategies: hit all and hit 
center. Hit all means that, while you aim for the center, 
your primary concern is to just hit all of the eyes; this 
is a decent strategy as I have hit a few 100s from simply 
trying to catch an eye. The second is to aim much more for 
the center of the eye, and if a few slip by, that's okay. 
For either way, it is VITAL to learn the "sweet spot". For 
me, this meant tapping just a bit forward of the eye 
(forward meaning ahead of where the eye is moving towards). 
The bullseye is NOT necessarily where you see the bullseye 
being. So, find where it truly is and aim there instead.


TOME RAIDER:
Difficulty:  ****
Luck Factor: *****
Directions: This is a tough one. And, to sound like a 
broken record, it is MUCH better to plan ahead. Take up to 
a half second to plan your moves before you make them. 
Mistakes normally cost 2 seconds but can cost up to 5 
seconds to fix. So PLAN AHEAD. The first few playthroughs, 
try to learn the strategies for setting up the three jewels 
in the best ways possible. Also, good luck; you'll need it. 
If you get a whole bunch of answers that keep being the 
opposite of what you just did, you have basically no hope 
of winning. On the flipside, I have gotten several one-move 
solutions ;).


RODEO ROUNDUP:
Difficulty:  ***
Luck Factor: *****

Directions: Slow and steady is what wins the race yet 
again. Going for tons of 1s, 2s, 3s, or even 4s is not the 
way to win. Think of it this way: you only need a handful 
of 10-in-a-loops to win. The exponential scoring requires 
you to go for larger numbers. And, don't be afraid to use 
strange shapes either. Also note that getting two sets of 7 
and two sets with bees is almost better than FOUR sets of 5 
(98 vs. 100). So, don't worry about the bees as much. Worry 
about huge sets.


CRAZY CREDITS:
Difficulty:  **
Luck Factor: *

Directions: If you don't know what this microgame is, tap 
the O's while the credits scroll. ONLY the O's (upper or 
lower case). Not much else that I can say besides to be 
precise. It's probably a good idea to beat the game twice 
if you want to also look at the pictures.

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3. Cards
--------

Note the setup of how I am doing these (also note max is 8 
stars in any category):

(Card Number): (Creature): (Attack Name):
Attack:  (Normally the card damage, but NOT ALWAYS)
Defense: (Based on number of guard spots and if it is a
         guard-based attack (no sword icon))
Special: (Anything beyond damage that the card does,
         healing gets the most stars from me)
Rating:  (The chances of seeing it in one of my decks,
         which is the best way I thought of doing an
         overall rating)
Notes: (Anything I want to say about the card)


001: Ifrit: Fireblast:
Attack:  ***
Defense: **
Special: *
Rating:  15%
Notes: An alright card. I like having the guard, but 
compared to some others, this one doesn't normally cut it.

002: Ifrit: Fireblast+:
Attack:  ***
Defense: *
Special: **
Rating:  0%
Notes: If you want this card, do the normal version as 
generally a defense spot is better than rebound.

003: Ifrit: Flame Ward:
Attack:  *
Defense: ***
Special: *
Rating:  0%
Notes: I don't think I have EVER used this card. It's 
pathetic. It is guard-based, which is nice, but only one of 
those even deals damage. If you want to use it, check 
Lamia's Entice ones instead as they are MUCH better.

004: Ifrit: Scorched Earth:
Attack:  **
Defense: **
Special: **
Rating:  5%
Notes: This one is below-average (3-stars) in all areas, 
but that does mean it doesn't have a major weakness. 
Chances are you won't be using it.

005: Ifrit: Forest Fire:
Attack:  ****
Defense: **
Special: *
Rating:  10%
Notes: This one can be rather powerful, but it is a 
situational powerful. You probably won't be using it too 
much, but it is an asset if you are going for a red-based 
deck.

006: Ifrit: Hellfire:
Attack:  *****
Defense: **
Special: **
Rating:  20%
Notes: If I am using an Ifrit card, chances are it's this 
one. The CP requirement is high, but it has a good attack 
and at least one defense. Still, there are better cards out 
there.

007: Bomb: Fiery Tango:
Attack:  **
Defense: **
Special: **
Rating:  5%
Notes: You can expect to see this card some as it's a 
favorite of the computer cards. It's a nice starter, but 
with a lower power, it doesn't often make it to my decks.

008: Bomb: Delta Guard:
Attack:  *
Defense: ******
Special: **
Rating:  20%
Notes: Argh, if only this one had a better use besides 
burn. Oh well, with the strong defense, it has a chance of 
being in my decks.

009: Bomb: Self-Destruct:
Attack:  **
Defense: ***
Special: (-1)
Rating:  0%
Notes: No wonder this is called a risky move. For me, if I 
am using it, I probably have used a lot of red card, so it 
will probably hurt me more than him, which is why I don't 
use it. If you have this as your only red card, it might 
work well... but I would rather have some other red cards 
in its stead.

010: Bomb: Self-Destruct+:
Attack:  ***
Defense: *
Special: (-1)
Rating:  0%
Notes: Okay, if you use this, please let me know why. This 
card makes no sense to me. First, your opponent HAS to use 
a red attack card. Then, he has to have a lot of red 
crystals for this to be of any use. I don't touch this card 
with a 10-foot pole.

011: Bomb: Explode:
Attack:  *****
Defense: *
Special: ***
Rating:  10%
Notes: For me, if I am going for a mostly red hand, this'll 
probably be there. If not, the 3 red CP and no defense keep 
me away. Decent attack though.

012: Bomb: Explode+:
Attack:  ******
Defense: *
Special: ******
Rating:  20%
Notes: This has a high CP count, but it's worth it if you 
can reach it (most of my hands can't, which is the reason 
for the low percentage). However, the special can 
absolutely destroy your opponent's plans. In fact, I play 
this card more for the special than the attack.

013: Lamia: Tail:
Attack:  *
Defense: ***
Special: **
Rating:  15%
Notes: I use this card mainly for defense and as a means to 
easily generate red crystals. Beyond that, it's pretty bad.
014: Lamia: Song:
Attack:  ***
Defense: *
Special: ***
Rating:  0%
Notes: While silence is handy, there are simply other, 
better cards that are red when this has no defense.

015: Lamia: Maiden's Kiss:
Attack:  ***
Defense: **
Special: ******
Rating:  70%
Notes: I like a good healer, and this does it. It is a 
guaranteed heal, not based on CP, which is nice. It also 
has and attack, unlike some heals. The CP requirements are 
rather low too. It all wraps up into a rather nice package, 
good enough to make it to my "ultimate" team.

016: Lamia: Maiden's Kiss+:
Attack:  ***
Defense: **
Special: **
Rating:  5%
Notes: Bummer, instead of being an even better healer, they 
nerfed the card, giving it burn instead of healing. Besides 
an extra damage, that's the only difference. However, it's 
not completely useless, just mostly.

017: Lamia: Entice:
Attack:  **
Defense: ***
Special: ***
Rating:  50%
Notes: This is actually a decent card. I use it and Entice+ 
interchangeably. However, Entice+ made the ultimate cut due 
to an extra damage. Still, stealing CP is generally nice, 
but it can also end up hurting you, which is why I go for 
the + version. This is really up to use. It's a good card, 
one of the better ones.

018: Lamia: Entice+:
Attack:  ***
Defense: ***
Special: ***
Rating: 60%
Notes: If it's on my "ultimate" team, it's good. I use this 
card a lot. It's decent in all areas, and destroying CP is 
a nice bonus. Also, destroying instead of stealing means 
that it doesn't mess up my plans.

019: Phoenix: Fire Strike:
Attack:  **
Defense: **
Special: *
Rating:  0%
Notes: Some might like this card. It isn't necessarily bad, 
it's just based on luck of guard zones, which I don't enjoy 
(and the attack is only 2 per zone).

020: Phoenix: Blazing Barrier:
Attack:  **
Defense: ***
Special: ***
Rating:  30%
Notes: This is a good card. Damage isn't too high, but 
having defense is nice. If only the defense wasn't for only 
one turn (you don't have it for the current turn even if 
you go first). I would use it more if some of the green 
cards weren't better. Still, it's a good card, especially 
if you are going for a mainly red hand.

021: Phoenix: Undying Spirit:
Attack:  ***
Defense: **
Special: *****
Rating:  55%
Notes: As with many Phoenix cards, I like this one. My only 
problem with it is that Maiden's Kiss and Undying Spirit+ 
seem stronger to me, and having two healers is enough for 
me. Still, it is a nice addition to most decks.

022: Phoenix: Undying Spirit+:
Attack:  ***
Defense: *
Special: ******
Rating:  70%
Notes: Lose a guard and gain an extra heal per CP. I'll 
take that trade most of the time. To get the most out of 
it, I actually try to go second instead (assuming I have a 
lot of HP left). That way any strike is negated by the 
large amount of health I'll be getting back ;). Nice card.

023: Phoenix: Flames of Rebirth:
Attack:  ***
Defense: **
Special: ***
Rating:  30%
Notes: The percentage nowadays is lower, but this used to 
be one in basically all of my decks. It especially helps at 
the start, but in a long-drawn-out battle, it loses a lot 
of effectiveness. Still, it's a decent card.

024: Phoenix: Flames of Rebirth+:
Attack:  ***
Defense: **
Special: (-1)
Rating:  0%
Notes: I guess this card is good with bomb or something. I 
just don't get the point of making all of my crystals the 
same color. Normally, I have about two of each (and I like 
it that way).
025: Adamantoise: Turtle Power:
Attack:  *
Defense: ********
Special: *
Rating:  35%
Notes: This doesn't do much, but what it does, it does 
well. This is the card I keep tucked away for when I have a 
terrible hand and my opponent is looking to destroy me that 
turn. It's an excellent catch-all, but beyond that, the use 
is limited. Take Turtle Power+ first, and if you want a 
second backup, please take it. It does its job very well.

026: Adamantoise: Turtle Power+:
Attack:  **
Defense: ********
Special: *
Rating:  80%
Notes: This is one of my most common cards. The color boost 
comes into play a lot actually. Use it and you won't be 
disappointed. The best time to use it is for gray cards (as 
you don't generally know what attack they will be), which 
is where it shines the most. Of course, it also is a great 
staller if you don't have a good card to use.

027: Adamantoise: Miraculous Shell:
Attack:  ***
Defense: ******
Special: *
Rating:  75%
Notes: Back-to-back winners :). This is a great card. It 
does require some CP, but even without the CP, it's a good 
blocker. And, if you have the CP, you get to attack with a 
strong attack and almost no chance of getting hit. Nice!

028: Adamantoise: Miraculous Shell+:
Attack:  **
Defense: ******
Special: **
Rating:  25%
Notes: Dealing one less damage is a large drawback to me 
when there's a lot of good cards. However, if you like to 
use status effects, use it and enjoy it. I still use it in 
some decks. I should probably use it more, but there are 
quite a few GYB triple blockers.

029: Adamantoise: Slowspell:
Attack:  ***
Defense: ****
Special: ***
Rating:  40%
Notes: This is a lovely card, especially for those of you 
who like to be the attackers. If you want to attack, use 
it. If you like to guard, use Miraculous Shell. If you want 
to, use both like I sometimes do ;).

030: Adamantoise: Mighty Guard:
Attack:  *
Defense: ******
Special: ***
Rating:  20%
Notes: Damage halved and a good amount of guarding is nice. 
CP requirements are not, especially because it doesn't have 
an attack. Still, it's alright, so use it if you want.

031: Cactuar: Spinning Needle:
Attack:  ***
Defense: *
Special: ***
Rating:  0%
Notes: If you want to use this card, use Slowspell instead. 
It has the EXACT damage and effect but two extra guard 
spots.

032: Cactuar: Ambush:
Attack:  ***
Defense: ***
Special: ***
Rating:  10%
Notes: This is actually a good card, being average in all 
areas. If only there weren't so many other cards that had 
the yellow/blue guard setup. Still, if you don't have those 
other cards, use this one.

033: Cactuar: Poison Barb:
Attack:  ***
Defense: *
Special: **
Rating:  0%
Notes: For me, poison is worse than going first, so 
Spinning Needle is directly better and Slowspell is better 
still. Thus, this card normally is left out of my deck.

034: Cactuar: Photosynthesis:
Attack:  *
Defense: ******
Special: *****
Rating:  75%
Notes: How about a card that you almost never get hit on 
that refills your HP too? That's what this card does. The 
CP requirement is a bit tough, but the benefits are great. 
Also, yellow CP seems to be, on average, the most created 
color, so healing being based on yellow CP is nice (a 
straight heal might be nicer, but can't have everything). A 
great package deal that is almost always in my decks.

035: Cactuar: 1000 Needles:
Attack:  ****
Defense: *
Special: *
Rating:  0%
Notes: Sorry, but you just don't cut it. If I have that CP, 
I'll be using Photosynthesis. If I don't, you're worthless. 
Also, the attack is a bit low for requiring two CP.

036: Cactuar: 1000 Needles+:
Attack:  ****
Defense: *
Special: **
Rating:  5%
Notes: I actually use this on rare occasions. If I have 
that much green CP, I might just use poison. Still, I think 
there are probably other, better cards.

037: Unicorn: Rush:
Attack:  ***
Defense: *
Special: ***
Rating:  0%
Notes: Basically the only use is for sealing CP. 3 attack 
with no protection... once more Slowspell works better for 
me. Same attack, more guard, different special.

038: Unicorn: Healing Kick:
Attack:  **
Defense: **
Special: **
Rating:  0%
Notes: This card is a total letdown. HEALING Kick??? All it 
does is remove statuses. Big deal. I guess it is one of the 
only cards that does remove statuses, but is it really 
worth it to have such a situational card in your deck? The 
only two statuses I really worry about are defense (a GOOD 
status) and CP sealing. I don't want to get rid of defense 
:P and if I want to unseal myself, why not just wait for 
the end of the turn? Doesn't that do the same thing? I 
think so.

039: Unicorn: Fountainhead:
Attack:  *
Defense: ***
Special: (-1)
Rating:  0%
Notes: The only reason I see to use this card is if you are 
about to you the green Typhon card. Else, don't touch it at 
all. I know I don't.

040: Unicorn: Fountainhead+:
Attack:  *
Defense: ***
Special: ***
Rating:  0%
Notes: This one is loads more useful than the normal 
version (at least to me), but it's still not good enough 
for my teams. However, if you don't mind the 3 CP, you may 
like it as it really disrupts your opponent's plans.

041: Unicorn: Gale Strike:
Attack:  ***
Defense: **
Special: *
Rating:  0%
Notes: Ah, comparison to Slowspell again. Slowspell is not 
luck-based and has an extra guard, not to mention an 
effect. If you like luck though, I guess it's not bad...

042: Unicorn: Gale Strike+:
Attack:  ****
Defense: *
Special: *
Rating:  0%
Notes: If you like luck, you might like this card. I don't 
like luck, so I will stick to cards with more defense.

043: Titan: Gaia's Wrath:
Attack:  ***
Defense: *
Special: ***
Rating:  0%
Notes: This is a rather unique card in that if you attack a 
card that also has a green attack, you still do full 
damage. However, with a 2 CP need and no defense, this 
doesn't cut it for my decks.

044: Titan: Boulder Toss:
Attack:  ***
Defense: **
Special: ***
Rating:  5%
Notes: Compared to Slowspell, this is again weaker, but it 
does have its moments with the CP crush. Use it if you 
want; I do on rare occasions.

045: Titan: Earthen Fist:
Attack:  ****
Defense: **
Special: *
Rating:  15%
Notes: I actually use this card in a good number of decks. 
5 damage for 1 CP is a decent deal and one defense helps. 
It may not be the best, but it works in a pinch.

046: Titan: Earthen Fist+:
Attack:  *****
Defense: **
Special: *
Rating:  30%
Notes: 2 CP for 7 attack? I'll take that trade if I am 
doing an attack-based deck. This is a nice card, a good 
addition to a lot of decks.

047: Titan: Fissure:
Attack:  ***
Defense: **
Special: *
Rating: 5%
Notes: I will use this one rare occasions. At least the CP 
requirement helps the attack power. I still like other ones 
better (such as Photosynthesis for the same CP 
requirements).

048: Titan: Fissure+:
Attack:  ***
Defense: *
Special: *
Rating:  0%
Notes: If you are reading in order, you already know what I 
think about luck attacks. Still, if you don't mind the luck 
and no defense, it's a good card. It's just not for me.

049: Shiva: Chilling Whisper:
Attack:  ***
Defense: *
Special: *
Rating:  0%
Notes: No defense and a freeze? I think I'll pass. It might 
be good as an early setup for a strong attack, but that's 
not for me.

050: Shiva: Extinguish:
Attack:  ***
Defense: **
Special: ***
Rating:  5%
Notes: This one has its uses. I am not the biggest fan of a 
CP crush, but it could hurt your opponent, and it at least 
has one defense.

051: Shiva: Extinguish+:
Attack:  ***
Defense: **
Special: ****
Rating:  5%
Notes: An extra CP requirement but to take away all red CP? 
For you that might be a good trade. For me, both the normal 
and plus versions are about on an even footing. If you want 
one, just take your pick.

052: Shiva: Snow Veil:
Attack:  **
Defense: ***
Special: *
Rating:  0%
Notes: I like guard cards, but this one seems pointless. It 
guards only half of attacks and only does damage for 25% of 
them. That's too based on luck for me.

053: Shiva: Diamond Dust:
Attack:  *****
Defense: **
Special: *
Rating:  15%
Notes: 8 attack for 3 CP and a defense? Sometimes that's 
good enough for me. This card can do some good damage. I 
have seen it used effectively a lot. Still, the CP 
requirement stops me from constantly using it. Good card 
though.

054: Shiva: Heavenly Strike:
Attack:  ****
Defense: **
Special: *
Rating:  15%Notes: This, Diamond Dust, or both, take your 
pick. Both 
are good cards with a higher CP cost. This one is more 
based on luck, but red CP is not uncommon.

055: Leviathan: Tail Whip:
Attack:  **
Defense: *
Special: ***
Rating:  0%
Notes: For a low attack and no defense, stealing 3 CP just 
isn't worth it for me. Perhaps it is a good starter card, 
but I don't like it.

056: Leviathan: Thunder Storm:
Attack:  **
Defense: *
Special: ***
Rating:  5%
Notes: With no defense and little attack, how does this one 
make the cut sometimes? Simple. This is the ONLY color card 
that has a direct attack that is NOT the color of the card. 
It's a great way to surprise your opponent ;). Still, it 
rarely makes it into my decks.

057: Leviathan: Geyser:
Attack:  *
Defense: ***
Special: (-1)
Rating:  0%
Notes: Can someone PLEASE tell me the point to turning all 
of your own CP to the same color? Is it for Typhon? I just 
don't get a card like this.

058: Leviathan: Geyser+:
Attack:  *
Defense: ***
Special: ***
Rating:  0%
Notes: At least this one makes more sense. Still for a 
semi-large CP requirement, there are probably better ways 
to disrupt your opponent's plans.

059: Leviathan: Tidal Wave:
Attack:  ***
Defense: *****
Special: *
Rating:  75%
Notes: This is one of my most-used cards. It didn't make 
the cut for my "ultimate" team, but if there had been 16 
slots, it might have. Great defense with a decent attack 
makes this card an asset to most decks.

060: Leviathan: Tidal Wave+:
Attack:  ****
Defense: **
Special: *
Rating:  40%
Notes: To me, I like the original better. Still, if you are 
one who likes strong attacks over defense, use it and 
enjoy. It's a great card.

061: Mist Dragon: Mist Breath:
Attack:  **
Defense: **
Special: ****
Rating:  0%
Notes: Sealing CP is nice, but with a low attack and 
defense, this card rarely makes the cut.

062: Mist Dragon: Billowing Mist:
Attack:  *
Defense: ***
Special: ****
Rating:  50%
Notes: This card isn't not the easiest to get to play, but 
it certainly has its place in some decks. My first 
playthrough, this card saved my neck many times. Because 
it's a guard healer, it gets onto my "ultimate" team.

063: Mist Dragon: Aqua Breath:
Attack:  ***
Defense: *
Special: **
Rating:  0%
Notes: This might get into some decks if it wasn't for the 
2 CP requirement. That is just too high for no defense, a 
weak special, and an average attack.

064: Mist Dragon: Aqua Breath+:
Attack:  **
Defense: *
Special: *******
Rating:  40%
Notes: If you are doing a blue-based deck, this card is a 
must. Just 4 blue CP will totally restore you and do some 
damage too. Problem is that 3 CP is a bit steep for a 
multi-colored deck. It's an awesome card for what it does 
though, so if it sounds like you, don't hesitate to use it.

065: Mist Dragon: Ice Bind:
Attack:  **
Defense: ***
Special: **
Rating:  25%
Notes: Just how did a 25% make it to the "ultimate" team? 
Two answers. First is that it barely made it. Second  is 
that it works well in certain situations. It may one day be 
replaced with Leviathan's Tidal Wave. It's still a good 
card (has to be to make the team).

066: Mist Dragon: Ice Bind+:
Attack:  **
Defense: ***
Special: **
Rating:  20%
Notes: This is nearly identical to Ice Bind, except it 
steals CP instead of freezes. Personally, I like to plan my 
CP more, so I use the normal. The choice is really yours.

067: Bismarck: No Mercy:
Attack:  **
Defense: ******
Special: ***
Rating:  75%
Notes: This is a great card. It has only spot to be 
attacked in and has a halfway decent attack and special. I 
wish the attack was a bit higher, but still, it is a great 
all-around card.

068: Bismarck: Engulf:
Attack:  ***
Defense: **
Special: **
Rating:  10%
Notes: You can use this card if you like to steal CP. It is 
decent in most areas, but it also doesn't really excel.

069: Bismarck: Engulf+:
Attack:  ***
Defense: *
Special: ***
Rating:  0%
Notes: Trading defense for a CP destruction just doesn't 
cut it for me. There are better 3-attack that have some 
defense to them.

070: Bismarck: Breach Blast:
Attack:  **
Defense: **
Special: *
Rating:  0%
Notes: Me no like luck. This one is based on luck, and luck 
of guard zones at that. I don't mess with it.

071: Bismarck: Breach Blast+:
Attack:  ****
Defense: *
Special: *
Rating:  0%
Notes: You can get lucky and pull off a really powerful 
attack, but with a one-of-each CP requirement and no 
defense and a strong luck factor, this doesn't make it to 
my decks.

072: Bismarck: Maelstrom:
Attack:  ***
Defense: **
Special: *
Rating:  5%
Notes: I rarely use this card. It has some luck to it and 
requires two CP, but it's not all that bad... I just like 
other cards better.

073: Carbuncle: Shining Star:
Attack:  **
Defense: ***
Special: ***
Rating:  45% 
Notes: This one is mostly average, and it's a defense card, 
which I like. There are a few better ones, but this one is 
still good with the CP seal, barely making it to the 
"ultimate" team.

074: Carbuncle: Quickstomp:
Attack:  ***
Defense: **
Special: ***
Rating:  30%
Notes: I see a lot of this card at the start. It's one of 
the few that gives 4 attack without any CP, and it has a 
special! If only it was a guard card, this would make it to 
the "ultimate" team. Still, it gets on to many of my teams.

075: Carbuncle: Ruby Light:
Attack:  *
Defense: ******
Special: ******
Rating:  90% 
Notes: This is my most-used card of all. For 2 CP you can 
turn around any attack that you want! Even better, you 
don't worry about meeting CP requirements (although if the 
attack/special is CP-based, it does use yours). With this 
card, I can use Explode+ without ANY red CP! No wonder it's 
in my "ultimate" team (and just about any other team).

076: Carbuncle: Ruby Light+:
Attack:  *
Defense: ******
Special: ********
Rating:  75%
Notes: OUCHIE! Opponents beware if you are using this card! 
Double the pain (and any specials). No CP requirements (for 
the returned card). This card absolutely rules. The problem 
is that crazy CP requirement for the card. But hey, it's 
what stops this card from being crazy overpowered. If you 
have a diverse card range with some strong yellows, make 
sure this card is in your deck. It's perhaps the "ultimate" 
card (a special note about this is noted in section 4).

077: Carbuncle: Holy Guard:
Attack:  *
Defense: *
Special: ******
Rating:  0%
Notes: While the heal is great, the chances of being 
attacked in one specific spot is so luck-based that I won't 
touch this card at all.

078: Carbuncle: Blessed Song:
Attack:  **
Defense: **
Special: ****
Rating:  5%
Notes: I rarely use this card. It's a nice way to disrupt 
your enemy, however it is designed to be used at the start 
of the battle, which severely limits it. By the time this 
card can really make a difference, there are other cards 
that can CP crush with stronger attacks/defense.

079: Ramuh: Shock:
Attack:  ***
Defense: **
Special: *
Rating:  5%
Notes: I rarely use this card. I find that blue CP is one 
of the least used CPs in the game, so the card isn't good 
for an all-around deck. However, if you're going up against 
a blue deck, you'll probably want it around.

080: Ramuh: Thundercloud:
Attack:  ****
Defense: ***
Special: *
Rating:  75%
Notes: This card is awesome. I might go so far as to say it 
is the best card in the game that does not require CP. It 
can deal 8 damage without any CP! This card is a winner and 
belongs in most decks, including the "ultimate" deck.

081: Ramuh: EM Field:
Attack:  **
Defense: ***
Special: **
Rating:  0%
Notes: If you want to use this card, either take Shock or 
Thundercloud. Both seem better to me. It's luck based and 
has a special I rarely use.

082: Ramuh: EM Field+:
Attack:  *
Defense: ******
Special: (-1)
Rating:  0%
Notes: WHY??? Why does it have to be your own CP that's 
turned yellow? If it was one's opponent's CPs instead, this 
card would get like a 70%. Too bad...

083: Ramuh: Judgment Bolt: 
Attack:  ****
Defense: **
Special: *
Rating:  20%
Notes: If I have an attack deck, this card is normally in 
it (normally have the CP due to same requirements as Ruby 
Light). It's got a defense and a strong attack. Nice.

084: Ramuh: Judgment Bolt+:
Attack:  ******
Defense: *
Special: *
Rating:  30%
Notes: Again, this card is in my deck if I'm attacking. An 
attack of 9 for just 3CP? I'll do it! This is THE strongest 
of the simple attack cards (non-CP-based).

085: Cait Sith: Megaphone:
Attack:  ***
Defense: **
Special: ****
Rating:  40% 
Notes: If I'm on the offensive or even a mixed 
offense/defense strategy, you can bet that this card will 
be in the deck. It's got decent defense, and if you attack 
first, you get a shield for basically two turns. 
Furthermore, the attack isn't too shabby. Good card.

086: Cait Sith: Battle Trumpet: 
Attack:  ***
Defense: **
Special: ** 
Rating:  10%
Notes: This is a halfway decent card. It gets better 
against human opponents (as the computer doesn't care about 
numb), but it still has an average attack and defense. Use 
it if you want to, and if Megaphone, Battle Trumpet+, and 
Quickstomp are already in your deck (both are similar but 
better). Although, if you already have those two, you may 
not need this card ;).

087: Cait Sith: Battle Trumpet+:
Attack:  ***
Defense: **
Special: **
Rating:  25%
Notes: Nice! A 4-hitter that you can use right off the bat! 
This is a rather powerful card, but it has a comparatively 
low rating for all that it does. Why? Cause there's so many 
others that are very similar (especially Megaphone and 
QuickStomp) that are just as good, if not better. Still, 
it's a good card.

088: Cait Sith: Cat Rain:
Attack:  ***
Defense: ***
Special: ****
Rating: 65%
Notes: This will be in most of my decks. It's a defense 
card, which you already know I like. It's got a good 
attack, and it can be a VERY annoying card. I have gotten 
out of several binds with this card. Destroying the most 
abundant crystals is very powerful later in the game and 
can stop an ultra-destructive move. Use it and you won't be 
disappointed (unless you have to give up Thundercloud, 
which is just a bit better).

089: Cait Sith: Marvelous Cheer: 
Attack:  **** 
Defense: ** 
Special: *
Rating:  10% 
Notes: This is a nice, well-rounded card. It's especially 
powerful later on, hitting up to 10 damage (although 
average is probably about 6-7). It does require some CP, 
but that shouldn't be an issue as the card isn't good until 
later on in the battle. Still, it doesn't have a very high 
rating as it's simply mediocre. If I want this card, I'll 
probably go for the + card instead.

090: Cait Sith: Marvelous Cheer+:
Attack:  ********
Defense: *
Special: *
Rating:  40%
Notes: This is probably one of the most discussed cards. 
It's uber-powerful, especially later in the game. It has no 
defense, but it attacks generally over 15 damage, later on 
a perfect 20 attack. It has some strong CP requirements, 
but that isn't a big deal as it's a late-game card anyways. 
Use it if you want an uber-attack card and you won't be 
disappointed. In fact, one of the best strategies is to 
combine this card with a total guard deck, letting your 
opponent think that you are just going to guard and then 
get an OHKO!

091: Iron Giant: Fist:
Attack:  ***
Defense: **
Special: *
Rating:  10%
Notes: While it requires a CP, this is a good card. It's 
got the red defense, which is nice. Also, with an attack of 
4, it's somewhat strong. Use it for a nice early to mid 
game attack card. However, Overhead Smash+ is much better.

092: Iron Giant: Tackle:
Attack:  ****
Defense: ******
Special: **
Rating:  75%
Notes: There is only one downside to this card, and that's 
the stronger CP requirement. However, it is even useful at 
the start as a defensive card. Once you have the CP, this 
card is nearly unstoppable. It even has a bonus of going 
first next time. If you are going to use Ruby Light/+, be 
sure this card is also in your deck.

093: Iron Giant: Beam:
Attack:  ****
Defense: *
Special: **
Rating:  0%
Notes: If you are going to use this card, know that there 
are other, better cards. There are many yellow attacks that 
have lower CP requirements and higher defense (like 
Quickstomp, Fist, or Megaphone). It's decent, but not good 
enough compared to all of the other good yellows.

094: Iron Giant: Beam+:
Attack:  ***
Defense: *
Special: *
Rating:  0%
Notes: Can someone make sense of this card? You need 3 
yellow CP to use an attack with ONLY your other CP??? This 
makes no sense. Use one of the Marvelous Cheers instead, 
just avoid this card.

095: Iron Giant: Overhead Smash:
Attack:  ***
Defense: **
Special: ***
Rating:  5%
Notes: This is an okay card. I would use it more if there 
weren't so many substitutes, including the + version. 
Still, it's situationally powerful if you find yourself 
constantly with less HP than your opponents.

096: Iron Giant: Overhead Smash+:
Attack:  ***
Defense: **
Special: **
Rating:  20%
Notes: This is a very good card. It has a 4 attack right 
from the get go. It has a red defense, which is nice. It 
also has a special. I don't know why I don't use it more, 
but I really don't use it often. You might like it better 
though as it's still a great card.

097: Odin: Zantetsuken:
Attack:  ****
Defense: **
Special: (-1)
Rating:  0%
Notes: Why? I guess if you never use blue cards, this card 
may be okay, but let's be realistic: this card is 
atrocious. Don't use it!

098: Odin: Zantetsuken+:
Attack:  ****
Defense: **
Special: (-1)
Rating:  0%
Notes: Ditto for above, but for not using green. I have 
literally seen the computer kill THEMSELVES by playing 
these cards!

099: Odin: Gungnir:
Attack:  ***
Defense: *
Special: *
Rating:  0%
Notes: Okay, a card that is based on luck, with an average 
attack of 3, that has no defense and no CP creation... 
WHY???? Use basically any yellow standard attack card (i.e. 
Megaphone) as a MUCH better substitute.

100: Odin: Gungnir+:
Attack:  ***
Defense: *
Special: ****
Rating:  0%
Notes: Well, the + version is better, but that only goes to 
show how bad the original is. The special is good, but with 
no defense and no CP creation, I would pass on this one.

101: Odin: Sleipnir:
Attack:  *****
Defense: *
Special: ***
Rating:  0%
Notes: In a word, avoid! You have to get VERY lucky for an 
opponent to just happen to attack red in order to get this 
card to work. I don't know about you, but I am not going to 
risk that big of a gamble. IF the opponent has a strong 
enough red hand to have all red cards (the ONLY time to use 
this card), chances are that he has enough red CP to make 
Explode+ better, and that card is also awful.

102: Odin: Dark Blade:
Attack:  ****
Defense: **
Special: *
Rating:  0%
Notes: So not every Odin is terrible. This one has some 
use, albeit small. Only use it if you normally have high 
health. Even then, with the nasty CP requirement, I don't 
recommend it. IF you do want to use it, be sure to check 
Tonberry's Knife first as the CP requirement is a bit nicer 
in my opinion. I never use it, but you may have a bit 
better luck (but don't count on it).

103: Bahamut: Air Strike:
Attack:  ****
Defense: *
Special: *
Rating:  0%
Notes: Well, it has a nice, no CP attack. However, it has 
no defense, nor does it generate CP. Thus, while it's not 
all that bad, I don't use it. If I was strictly offense 
though... I might use it.

104: Bahamut: Mega Flare:
Attack:  ****
Defense: *
Special: *
Rating:  0%
Notes: Well, it has a nice, no CP attack. However, it has 
no defense, nor does it generate CP. Thus, while it's not 
all that bad, I don't use it. If I was strictly offense 
though... I might use it. (Same as Air Strike, just red, 
not green.)

105: Bahamut: Mega Flare+:
Attack:  ****
Defense: *
Special: **
Rating:  0%
Notes: Well, it has a nice, no CP attack. However, it has 
no defense, nor does it generate CP. Thus, while it's not 
all that bad, I don't use it. If I was strictly offense 
though... I might use it. Also, it's the best of the trio 
(see above two) as it at least has some special (numb).

106: Bahamut: Tera Flare:
Attack:  *****
Defense: **
Special: *
Rating:  5%
Notes: I would use this more if it gave CP. It's actually 
rather decent, dishing out an average of 8 attack or more. 
I am just a total color-user. In an attack hand though, you 
may get surprised by it, as it is a rather hefty card with 
at least a little defense.

107: Bahamut: Tera Flare+:
Attack:  *******
Defense: *
Special: *
Rating:  10%
Notes: This card might be able to be used in the most 
lethal attack period (section 4). It dishes out major CP-
based damage. The downside is that it has no defense and 
has several cards in direct competition with it (such as 
Marvelous Cheer+).

108: Bahamut: Impulse:
Attack:  ***
Defense: ***
Special: **
Rating:  15%
Notes: Say hi to perhaps my most used gray card. It's a 
guard card, which I like. Unfortunately, blue and green are 
among the most guarded locations. Still, if you are up 
against an opponent who likes blue & green, this may be a 
handy card to have ready.

109: Tonberry: Poison Cloud:
Attack:  ***
Defense: ***
Special: **
Rating:  10%
Notes: Actually, this one is probably more useful than 
Impulse (above), with basically the same setup, just with 
yellow/green guard instead (which there are fewer cards 
of). However, I simply do not like Tonberry, so I rarely 
use it :P.

110: Tonberry: Shadowbind:
Attack:  ****
Defense: **
Special: ***
Rating:  5%
Notes: This isn't a bad card, but above-average doesn't 
normally cut it in my decks. It's got some power though, 
with a 5 attack and a small defense. I should put it in 
more decks, but again I don't like Tonberry.

111: Tonberry: Knife:
Attack:  ****
Defense: **
Special: *
Rating:  5%
Notes: Well, if you have good HP, I guess this card might 
be useful. Problem is that the CP requirement puts it at a 
mid or late game card, and by then, HP is generally not at 
max if you're in a tough battle. Use it if it's your style; 
that's all.

112: Tonberry: Karma:
Attack:  *****
Defense: **
Special: *
Rating:  0%
Notes: Until your health is at 7 or less, this card is 
pointless. And, after your health is that low, healing is 
probably the bigger priority than attacking. This is too 
situational (in a bad way) for it to make it into a single 
deck.

113: Tonberry: Karma+:
Attack:  ******
Defense: **
Special: *
Rating:  0%
Notes: Welcome to perhaps the most worthless card in the 
game. Who really wants to get hit down to 3 or less to use 
a card that only gives 10 damage? Not me. Yes, 10 is a lot, 
but this is pathetic. Don't even bother with it unless you 
want dead weight in your deck.

114: Goblin: Slap:
Attack:  **
Defense: **
Special: *
Rating:  0%
Notes: Did you really think a starter card would be worth 
anything? I guess that is true in some games, but certainly 
not this one.

115: Goblin: Slap+:
Attack:  ****
Defense: *
Special: *
Rating:  0%
Notes: This has mild uses, getting 5 attack with no CP 
requirement, but I don't want it in my decks.

116: Goblin: Rage:
Attack:  *
Defense: ***
Special: *
Rating:  0%
Notes: Tons of better cards; don't bother with this starter 
either.

117: Goblin: Shout:
Attack:  **
Defense: **
Special: *
Rating:  0%
Notes: The last starter card is the best, but it's still 
not worth much.

118: Goblin: Meteor:
Attack:  ****
Defense: **
Special: **
Rating:  0%
Notes: If you have all that CP, use it on a bomb card, not 
this one (unless you really want to, I guess it's not 
atrocious...).

119: Typhon: Fireball:
Attack:  ****
Defense: *
Special: **
Rating:  10%
Notes: Basically, if you have a hand with a lot of red 
cards, this might be a good card. Else, avoid.

120: Typhon: Chow Time:
Attack:  ****
Defense: *
Special: **
Rating:  10%
Notes: Basically, if you have a hand with a lot of green 
cards, this might be a good card. Else, avoid.

121: Typhon: Snort:
Attack:  ****
Defense: *
Special: **
Rating:  10%
Notes: Basically, if you have a hand with a lot of blue 
cards, this might be a good card. Else, avoid.

122: Typhon: Chow Body Splash:
Attack:  ****
Defense: *
Special: **
Rating:  10%
Notes: Basically, if you have a hand with a lot of yellow 
cards, this might be a good card. Else, avoid.

===========================================================

-----------------------
4. Miscellaneous & FAQs
-----------------------

The "Ultimate" Teams:

These are the two teams that I have developed that have 
taken on all of the bosses in the game with little to no 
problems. In fact, with these teams, I have been known to 
end a battle with full HP. They are my most-recommended 
teams to use. If you don't want to use them, that's fine, 
but you still may want to review them to see why I consider 
them good for the building of your own team. Also, if you 
have an ultimate team, please let me know what the team is 
AND why you think it's an ultimate team.

ULTIMATE TEAM 1:
015: Lamia: Maiden's Kiss
018: Lamia: Entice+
022: Phoenix: Undying Spirit+
026: Adamantoise: Turtle Power+
027: Adamantoise: Miraculous Shell 
034: Cactuar: Photosynthesis
062: Mist Dragon: Billowing Mist
065: Mist Dragon: Ice Bind
067: Bismarck: No Mercy
073: Carbuncle: Shining Star 
075: Carbuncle: Ruby Light
076: Carbuncle: Ruby Light+
080: Ramuh: Thundercloud
088: Cait Sith: Cat Rain 
092: Iron Giant: Tackle

Strengths:
>Well-balanced color choices for maximizing Ruby Light+
>Lot's of healers (2 red, 1 green, 1 blue)
>Mixture of attack and guard cards
>Well-adaptable to any situation

Weaknesses:
>2 healers are weak with the wide color distribution 
(Undying Spirit+ and Billowing Mist)
>Attack cards can be countered if not careful
>Weaker vs. a strong yellow or strong red deck
>Explode+ is devastating to the main strategy

Main Strategy: 
Your goal is to simply survive the first five or so turns 
with minimal damage. You won't be dishing out all that much 
either. However, later when your CP gauge is getting 
filled, you can unleash some decent attack. Try to time it 
so Ruby Light+ is used right at the best moment. Heal if at 
15 or less (later in the game means that uber-powerful 
cards are coming into play). Beware of Explode+ if it is in 
your opponent's deck. However, that's a sweet card to use 
Ruby Light+ on ;). Win by survival, then by attrition 
(slowly wearing down your opponent).


ULTIMATE TEAM 2:
008: Bomb: Delta Guard
018: Lamia: Entice+
025: Adamantoise: Turtle Power
026: Adamantoise: Turtle Power+
027: Adamantoise: Miraculous Shell
034: Cactuar: Photosynthesis
062: Mist Dragon: Billowing Mist
065: Mist Dragon: Ice Bind
066: Mist Dragon: Ice Bind+
067: Bismarck: No Mercy 
075: Carbuncle: Ruby Light
076: Carbuncle: Ruby Light+
080: Ramuh: Thundercloud
088: Cait Sith: Cat Rain
092: Iron Giant: Tackle

Strengths:
>Colors more uneven to maximize attacks that need more CP
>All are guard cards, so no worrying about counterattacks
>2 Healers, both potent and easier to reach (than team 1)
>Ultra versatile, with the widest range of defense areas

Weaknesses:
>Some cards are just fillers that don't do much (besides 
save you when you're in a bind)
>Weaker vs. strong red hand or an evenly-distributed hand

Main Strategy:
As this is my second deck, I built it off of lessons 
learned from the first deck (why there are fewer 
weaknesses). You no longer have a survival period at the 
start. There are enough low or no CP required cards that 
allow you to get right in from the get-go. And, that is 
balanced by a few more-powerful end cards (such as Ruby 
Light+). My complaint is against cards like Delta Guard and 
Turtle Power, but I wouldn't get rid of either as they have 
both saved me in several situations. This is also an "easy" 
deck to use, with the not worrying about counters. Finally, 
it's a great annoyance to your opponent after you get ten 
or more counters in a row! Keep calm and heal whenever you 
need to. Use your incredible counter ability to learn your 
opponent's cards to plan accordingly. In fact, the longer 
the duel goes, the better your chances to win are. Not 
recommended for those who like quick duels (although they 
still are somewhat fast with the no initial survival time). 
Time Ruby Light+ right to really get an edge over your 
competition.



CARDS NOT TO BE WITHOUT:
There are some cards that should be in just about every 
deck. Here is a list of those that are simply the best of 
the best:

026: Adamantoise: Turtle Power+:
Don't let the rareness of attacking get you down. Even if 
you're an offensive player, still considering having it in 
your deck, especially if your opponent has a gray card or 
two. It can really be a lifesaver.

067: Bismarck: No Mercy:
Just because this card has a low attack does not mean it 
should be passed up. It has no CP requirement and is almost 
guaranteed to attack for 2 damage. It even has a CP crush 
attached to it.

075: Carbuncle: Ruby Light:
This card is great. While the strength depends on your 
opponent's card, even if you guess wrong, it's great to 
have in your hand. It will force your opponent to think 
twice about every move he makes. And, it has a rather low 
CP requirement.

080: Ramuh: Thundercloud:
You may glance over this card the first time through. I 
know I did. However, you simply cannot top a 4-attack with 
a possible 8-attack with NO CP requirement. One of the best 
things to watch is an opponent trying to be sneaky with 
Thunder Storm and seeing him get 8 damage for his troubles!

092: Iron Giant: Tackle:
This is the one that almost doesn't make the cut. It's an 
amazing card, but it does have a triple CP requirement. 
However, if you have the CP, you have a near-guaranteed 5 
damage (which is generally better than Ruby Light).


Honorable Mentions:

012: Bomb: Explode+:
IF you can manage 5 red CP, this card is hard to top. 
Destroying all of your opponent's CP is simply devastating 
to most strategies (many of mine included). And, you get a 
great 8 damage to top it off with.

027: Adamantoise: Miraculous Shell:
It's got some CP requirement, but if you have the CP, this 
card is an almost guaranteed 3 damage, making rather nice.

029: Adamantoise: Slowspell:
Tough to be hit back when using this card. No CP 
requirement. 3 damage. Gives your opponent slow. Sounds 
like a good combination to me!

034: Cactuar: Photosynthesis:
If you have been reading, you know how against I am about 
cards based on luck. This one is based on your opponent 
having yellow CP. However, with how strong yellow is, I 
don't see many teams without at least some yellow. So, if 
you can get the CP required, then heal up with perhaps the 
best healer in the game.

046: Titan: Earthen Fist+:
This card gives you 7 attack with a comparatively low CP 
requirement and a defense space.

059: Leviathan: Tidal Wave:
Somewhat low on the damage side, but this card can defend 
and defend well. Further, it can have up to a 10 attack, 
although more commonly about 4-5.

074: Carbuncle: Quickstomp:
This is a great first card, with 4 damage right from the 
start, as well as moving first on the next turn. They even 
threw in a defense space for fun.

076: Carbuncle: Ruby Light+:
Before I get any emails, let me explain. This card has an 
insane CP requirement; thus, it is not for everyone. 
However, IF you can get the CP, this is one of the absolute 
best cards in the game.

084: Ramuh: Judgment Bolt+:
If you want power, take a look. This is a guaranteed 9 
damage, the highest guaranteed damage in the game (minus 
Karma+, but don't even go there). Just watch out for a Ruby 
Light/+ shooting it back at you ;).

085: Cait Sith: Megaphone:
If you see it (especially on your first turn), just throw 
it up. Then, you go first and basically get protect for two 
turns. Further, it will deal out 3 damage to your opponent.

087: Cait Sith: Marvelous Cheer+:
Ah, I cannot ignore this card. Only once have I been OHKO'd 
when I had full health, but it's enough to remember the 
card that did it. Again, beware of Ruby Light/+.



Maximum Damage:
There are two main strategies to maximize damage. One is 
actually possible in a random game. The other takes a setup 
(and has not been tested to see if it does work).

80 Damage:
This one can actually happen in a game without being setup 
(although it takes some luck). First, you have to numb your 
opponent (for example, use Battle Trumpet). The next turn, 
your opponent uses Marvelous Cheer+ (with a full CP gauge) 
and you use Ruby Light+. He hits you for (probably) 20 
damage (depends on your CP), but Carbuncle grabs it and 
hurls back 40 (cause he has a full CP and Ruby Light+ 
doubles damage). However, because he is numb, the yellow 
attack does double damage, that's double of the 40, meaning 
that you just hit him for 80 damage! (Note that this is 
still untested, but I am rather sure it works)

120 Damage:
Jaw dropped? Yes, I think it is possible to reach 120 
damage. However, you need a friend to do it. This probably 
won't happen in a normal game, unless you are against a 
strictly red, yellow, and gray player (which there are a 
few rare ones, maybe). Again, the first turn you numb him 
(like a Battle Trumpet). On the next turn, your opponent 
(with a full CP gauge of red & yellow only) fires off Tera 
Flare+ (Bahamut, #107). You use a Ruby Light+, doubling the 
power and sending it back. However, this is based on your 
opponent's CP, which is all red & yellow. And, with 3 
attack per red/yellow CP, that's 30 damage. Doubled is 60 
damage. And, because this is a yellow attack and he is 
numb, the attack is doubled again, hitting at a whopping 
120 damage! (only problem would be if numb needs to be 
yellow card & attack, but I think it's just the attack)

===========================================================

------------------
5. Contact & Legal
------------------

CONTACT:
Name: The Ambassador (or) just4yoshi
Email: ambassador@wideopenwest.com

Please do not send any type of vulgarity, spam, etc. Keep 
the 
emails clean please. Thank you.

My Other Guides:Mario Tennis: Power Tour
Monopoly Tycoon
Galactic Civilizations
Cossacks 1
Gallop Racer 2004


LEGAL:
The ONLY sites to use this guide are gamespot.com, 
gamefaqs.com, 
www.mogelgott.de, and supercheats.com . If you see this 
guide on 
any other site, please notify me.