First Opus VIII Spoilers
New spoilers coming straight from Japan. Set is already looking pretty hype!
First Lets cover the Promo Cards that were shown a few weeks back.
Cloud 5CP EX
Soldier [VII]
When Cloud enters the field, choose 1 Forward your opponent controls. Deal it 3000 damage plus a 1000 damage for each damage point you’ve received. When Cloud is put from the field into the break zone, you may remove the top 10 cards of your deck from the game. If you do so, return Cloud to the field Dull.
Bahamut 4CP
Summon [Special]
You can only pay with CP produced by Backups to cast Bahamut
Choose 1 Forward. Deal it 10000 damage. If it is put from the field into the Break Zone this turn, remove it from the game instead
Next Lets show off the first two card of the weeks
Lyse 4cp
Scion of the Seventh Dawn [XIV]
You cannot play Lyse or Card Name Yda while already in control of either Character.
The Forwards other than Lyse you control gain +1000 power. If you have received 5 or more points of damage the Forwards you control gain +2000 power instead
Dragon Kick [S] (Dull): Choose 1 Forward. Deal it 8000 damage
(Its worth it to note that at 5 damage Lyse also buffs herself)
Cloud 3cp
SOLDIER [VII]
When Cloud enter the field, choose 1 Forward. If you control 4 or more Category VII Forwards, break it
When a Category VII Forward you control block, it gains +100 power until the end of the turn.
Next we have some text from cards that were shown in a recent magazine and poster
8-043H Lasswell [FFBE]
Ice 4cp 8000 Job:Knight
When Lasswell enters the field or attacks choose 1 forward. If it has received damage dull and freeze it.
(F): choose 1 forward deal it 1000 damage.
Azure Sky (S)(F)(I)(Dull): Choose 2 forwards. Deal 8000 damage to the first. Dull and Freeze the other.
8-062H Veriaulde [FFCC]
Wind 4cp 8000 Job:Yuke
When Veriaulde is put from the field into the break zone. Choose 1 Wind monster of cost 4 or less in your break zone. Play it on to the field.
8-018R Marche [FFTA] EX
Fire 4cp 5000 Job: Clan Leader
EX Burst: When Marche enters the field, reveal the top 5 cards of your deck. Add 1 Fire card among them to your hand and the rest to the bottom in any order
8-074H Gladiolus [XV]
Earth 4cp 9000 Job: Retainer
You may only pay with Earth cp to play Gladiolus on to the field.
If you control a Card Name Noctis the cost to play Gladiolus on to the field is reduced by 2
Cyclone (S)(E)(E)(2)(Dull): Deal 7000 damage to all forwards opponent controls
8-101H Diana
[FFL]Lightning 3cp 6000 Job: Warrior of Darkness
When Diana enters the field choose 1 category FFL forward other than card name Diana in your break zone and add it to your hand.
(Dull):Choose 1 category FFL forward other than Diana you control. It gains +2000 power until end of turn.
8-112R Eiko
[XI]Water 5cp 4000 Job: Summoner
When Eiko enters the field you may Search your deck for 1 summon and add it to you hand.
When Eiko is put from the field into the break zone. Draw 1 card
8-041H Palom [DFF-IV]
Ice 2CP 5000
When Palom enters the field choose one of the following:
-All players discard one card.
-Choose one forward. Freeze it.
-Dull all the back ups your opponent controls.
8-078L Nacht [FFL]
Earth 4CP 8000 Job: Warrior of Darkness
If you control another (job: Warrior of Darkness) other than Nacht, Nacht gains +1000 power and Brave.
(X)(X): Choose a forward or a monster. If its cost is X, break it. You can only use this ability during your turn, once per turn.
[S](E)(E): Choose one forward. Deal it 8000 damage.
8-108R Rude [FF VII]
Lightning 2CP Back up
Dull: choose 1 (card name: Rufus) or (job: Turks) you control. Until the end of turn, it gains +1000 power.
[S](L)(L)(L)(4)dull: Deal 8000 damage to all active forwards. You can only use this ability if you control (card name: Reno).
8-012H Zenos [FF XIV]
Fire 4CP 8000
If your opponent controls a forward (job: Warrior of Light), Zenos gains +2000 power, Haste and Brave.
When Zenos deals damage to your opponent, choose a forward your opponent controls. Deal it 5000 damage.
Water 8-124C Ninja [FFTA]
3CP 5000
(Water)Dull, put Ninja into the break zone: choose 1 forward your opponent controls. Active it, and gain control of it until the end of the turn.
8-045R Arc Angel MR [FF XI]
2CP 3000
Wind Arc Angel MR cannot be blocked by forwards with 7000 power or more.
(Wind)(Wind): Until the end of turn, Arc Angel MR cannot be targeted by your opponents summons or abilities.
That was a lot of spoilers. be sure to come back here to see what gets revealed next!