Card of the Day:
Light and Darkness
In anticipation of the third set of the Kingdom Hearts TCG, the friendly Moogles of FFG present these spoilers from Light and Darkness. This set contains a bunch of new tricks, traps, and surprises: old Friends with new faces as well as the deeper Dark boiling out of the shadows. It won't be too hard to find homes for these cards in most of the decks out there.
Check back every weekday until the set releases for a new Card of the Day!
Day 47 (Final Day!)
Cloud (Friend)
31/91 SR
Level 4
+9/4
You do not have to discard this card after the battle in which this card took part. Instead, return it to your Friend Area.
We're going out with a bang, Kingdom Hearts fans! Enjoy the new set!
Day 46
Atlantica (World)
69/91 C
Level 3
[Dark 3] — You must discard two Friend or Magic/Friend Cards before you play this card.
You have to decide whether it's worth losing Friends over.
Day 45
Dumbo (Friend)
36/91 U
Level 1
+3/0
SPLASH (Blizzard effect): All Dark/Heartless Cards in play get -1 POW. Dark Cards whose POW is reduced to zero are defeated and discarded.
Big power, widescreen format.
Day 44
Deep Jungle (World)
63/91 C
Level 3
[Dark 3] — Support Value of all Friend and Magic/Friend Cards is reduced to 0 while on this World Card.
Day 43
Olympus Coliseum (World)
62/91 C
Level 1
[Dark 1]:You get +2 Attack Value while fighting Dark Cards placed on this World Card.
Home field advantage is pretty awesome.
Day 42
Pinocchio (Friend)
21/91 R
Level 1
+1/0
LIAR: You may discard this card from your Friend Area and declare a card name during your Action Phase. If you do so, your opponent reveals his/her hand and discards all card with the name you declared.
Perfect for the election season!
Day 41
Jasmine (Friend)
19/91 R
Level 0
-2/0
[COME INTO PLAY EFFECT]: You may choose one "Aladdin" card from your deck and reveal it. If you do, put that card into your hand, and then shuffle your deck.
Who better to summon that Aladdin card you need than Jasmine herself?
Day 40
Tinker Bell (Magic/Friend)
37/91 R
Level 0
+0/0
[COME INTO PLAY EFFECT] REGEN: You gain +1 HP.
Do you believe in fairies?
Day 41
Magic Carpet (Equipment)
41/91 C
+2/+1
You can have only one "Magic Carpet" in play at a time, and only on an "Aladdin", "Jasmine", or "Abu" card you control. If the bearer of this card is forced to be discarded, you may discard this card instead.
Power and protection? Sign me up!
Day 40
Lord Fortune (Equipment)
47/91 R
+1/+1
You can have only one "Lord Fortune" in play at a time, and only on a "Donald Duck" card you control. You may discard this card from play in your Discard Phase. If you do so, you may retrieve a Magic Card (Magic/Friend Cards are not included) from your Discard Area.
"One man's magic is another man's engineering."
Day 39
Atlantica (World)
68/91 C
Level 1
[Dark no Limit] — Any number of Dark Cards may be played here.
You may choose one "Ariel" card from your deck and reveal it. If you do so, put that card into your hand, and then shuffle your deck.
"Ya' we in luck here, down in the muck here, Under the Sea!"
Day 38
Winnie the Pooh (Friend)
26/91 R
Level 1
+0/0
The Attack Value of each Player Card is reduced to 0.
A good idea if you want to even things up a bit.
Day 37
Alice (Friend)
15/91 R
+0/-
Each player must choose and discard a Friend Card in his/her Friend Area during his/her Discard Phase.
"You're nothing but a pack of cards!"
Day 36
Aeroga (Magic)
39/91 R
Level 5
Choose and discard two cards from your hand to discard a level 1 or lower World Card with no Dark Cards on it in play. Note: This card can only be used during your Action Phase, and only once during that phase.
World Racers will really hate this one!
Day 35
Save the King (Equipment)
43/91 U
+1/-
You can have only one "Save the King" in play at a time, and only on a "Goofy" card you control. If a Friend Card you control is forced to be discarded in any Challenge Phase, you may discard this card instead.
We need it, man!
Day 34
Gigant Shadow (Dark/Heartless)
50/91 C
Level 1
POW 5
You may play this card on a World Card, ignoring its Dark limit.
"Well…it's one louder."
Day 33
Jafar Genie (Dark/Villains)
60/91 SR
Level 8
POW 18
"JAFAR" BECOMES A "GENIE": If a "Jafar" card on your opponent's World Card is defeated, you may place this card from your hand to that World, ignoring its Dark limit and the level of this card. (This does not count as a play.)
Wow. Just wow.
Day 32
Sheltering Zone (Dark/Heartless)
57/91 C
Level 6
POW 11
DIVISION: If this card is on your opponent's World Cards, you may discard this card during your Action Phase. If you do so, you may choose up to four "Sea Neon" cards from your hand and place them on that World Card, ignoring their levels and the World Card's Dark limit. (This does not count as a play.)
Sea Neons of a feather flock together!
Day 31
Rare Truffle (Dark/Heartless)
55/91 C
Level 4
POW 1
Each Player Card gets +1 Magic Value.
A Magic Amplifier? That could help!
Day 30
Warhammer (Equipment)
44/91 C
+4/+0
You can have only one "Warhammer" in play at a time, and only on a "Donald Duck" card you control.
Only one? I wish I had 40,000 of these!
Day 29
Dark Riku (Player/Dark)
72/91 SR
Level 3
8/2
HP6
You cannot play Friend Cards and Magic Friend Cards. You may put your Dark Cards into your Friend Area as if they were Friend Cards. You may play Dark Cards of the same name in this manner. The Support Value of Dark Cards played into your Friend Area is half of their POW (round down). Treat these cards as both Dark Cards and Friend Cards.
This, Kingdom Hearts fans, is where everything changes.
Day 28
Bit Sniper (Dark/Heartless)
54/91 C
Level 4
Pow 8
You may play three "Bit Sniper" cards at once. These cards put into play in this manner count as a single Dark/Heartless Card with respect to Dark limit. Treat these cards separately after they have been played.
I bet that he doesn't care about load limits on elevators, either!
Day 27
Creeper Plant (Dark/Heartless)
53/91 C
Level 2
Pow 7
ROOT OF NEEDLE: You may discard this card. If you do so, choose a dark or Nobody Card in play and deal 1 damage to it.
Don't take time to smell this flower!
Day 26
Crescendo (Dark/Heartless)
56/91 R
Level 5
Pow 7
[Come into play effect] OFFENSIVE TIME: If you play this card on your opponent's World Card, reveal two cards from the top of your deck. Put all Dark Cards into your hand and discard the others. Note: This effect cannot come into play more than once per turn.
Crescendo calls more Dark Cards to join the attack, but lets his opponent knows who's coming, negating any surprise.
Day 25
Smasher (Equipment)
42/91 C
No level prerequisite
+3/-
You can have only one "Smasher" in play at a time, and only on a "Goofy" card you control. If the bearer of this card is forced to be discarded, you may discard this card instead.
This card effectively doubles the number of Goofy cards you have in your deck. Cool, eh?
Day 24
Black Fungus (Dark/Heartless)
51/91 U
Level 1
Pow 1
All Dark Cards in play and in players' hands lose one level. This effect cannot reduce a card's level below 0.
This fun guy has a nice little power, doesn't he?
Day 23
Bambi (Friend)
35/91 U
Level 1
+1/0
["BAMBI" limit 3]
[Come into play effect] Draw one card.
Bambi, powerful enough to warrant a three-card rule? Appearances can be deceiving.
Day 22
Piglet (Friend)
27/91 U
Level 0
-1/-
If this card is discarded from your Friend Area, you may choose one "Winnie the Pooh" card from your deck and reveal it. If you do so, put that card into your hand, and then shuffle your deck.
A Tigger may be a wonderful thing, but a Piglet can be more helpful in a pinch.
Day 21
Roo (Friend)
29/91 U
Level 0
-1/-
All "Tigger" cards in your Friend Area get +3 Support Value.
Power can be held in the smallest of things…
Day 20
Beast (Friend)
12/91 U
Level 3
+8/0
FURIOUS BELLOW: If you discard this card from your Friend Area, choose and discard one Dark/Heartless Card in play of level 4 or below.
You take a loss in Magic ability by playing this alternate, with only a marginal boost in Support value. On the other hand, the fact that this version of Beast is Uncommon might get him more play time, especially very Aggro decks.
Day 19
Never Land (World)
90/91 SR
Level 2
[Dark no Limit] — Any number of Dark Cards may be played here.
You may choose one "Peter Pan" card from your deck and reveal it. If you do so, plut that card into your hand, and then shuffle your deck.
This one is pretty dangerous with its [Dark no limit] but being able to pull any level of Peter Pan is pretty strong. On the other hand, a well-timed Captain Hook can invalidate this card's usefulness, so watch out!
Day 18
Agrabah (World)
88/91 SR
Level 3
[Dark no limit/no level] — Any number and any level of Dark Cards may be played here.
All magic damage is doubled here. For each additional doubling effect card used, the damage multiplier increases by 1.
For those of you that run strong magic decks, the various Agrabahs can be a real boon to you, especially given the high-level magic Friends of this set and the Equipment for Donald Duck.
Day 17
Monstro (World)
67/91 R
Level 2
[Dark no Limit] — Any number of Dark Cards may be played here.
You may choose one "Pinocchio" card from your deck and reveal it. If you do so, plut that card into your hand, and then shuffle your deck.
Day 16
Morningstar (Equipment)
46/91 C
+0/+2
You can have only one "Morning Star" in play at a time, and only on a "Donald Duck" card you control.
For when you need higher Magic, but don't want to commit to packing your deck with unplayable higher level Donald Ducks.
Day 15
Flounder (Friend)
24/91 U
Level 0
-2/-
[Come Into Play Effect] You may choose one "Ariel" card from your deck and reveal it. If you do so, plut that card into your hand, and then shuffle your deck.
Need an Ariel? Need Simba-bait?
Day 14
Ultima Weapon (Attack)
48/91 SR
+13/-
[limit 1] If you defeat any Dark Cards with this card, draw two cards.
Really, this card speaks for itself.
Day 13
Aerora (Magic)
38/91 C
Level 4
Discard a card from your hand. Choose two World Cards with no Dark Cards on them in your opponent's World Card Area and switch their positions. Note: This card can only be used during your Action Phase, and only once during that phase.
The whole Aero group is necessary for Control decks and this card really gets in the face of World Racers.
Day 12
Gigant Shadow (Dark/Heartless)
50/91 C
Level 1
Pow 5
You may play this card on a World Card, ignoring its Dark limit.
For when you really need to lock up a World card. Fill your Stall deck with these.
Day 11
Magic Lamp (Equipment)
40/91 C
+0/+1
You can put only one "Magic Lamp" in play at a time, and only on an "Aladdin" card you control. If a "Genie" card is discarded from your Friend Area, you may put that card under this card instead. You may discard this card. If you do so, you may put all "Genie" cards under this card into your Friend Area.
Here we introduce a whole new type of card: Equipment. Attach this card to your Aladdin to keep a good Genie handy. Can come in useful using Genie back-to-back in a Battle and then a Challenge.
Day 10
Sebastian (Friend)
23/91 U
Level 0
-2/0
The Attack Value of all Attack Cards is reduced to 0.
Can potentially pull the teeth out of an Aggro deck (of course, you will have to simultaneously work on Friend-denial)
Day 9
Abu (Friend)
20/91 C
Level 0
+0/-
[Come Into Play Effect] You may look at your opponent's hand.
The true secret of deck-building? Timing. But you can put three of these guys in your deck, so you've got three chances to time an Aero just right.
Day 8
Phil (Friend)
18/91 U
Level 1
+6/-
No player can use Magic Cards at any time. Magic/Friend Cards can be used.
+6 Support at Level 1 is pretty hot, but as a security measure against Magic cards, Phil is priceless.
Day 7
Merlin (Friend)
13/91 U
Level 3
+0/5
You may discard this card from your Friend Area when your opponent plays a Magic Card. If you do so, that Magic Card is discarded and its effects are nullified.
The +0 Support wouldn't exactly dislodge Base Set Level 3 Donald Duck from most decks, but the ability to cancel a Magic card is Red Hot.
Day 6
Peter Pan (alternate) (Friend)
11/91 U
Level 3
+4/1
TIME-OUT: While this card is taking part in a battle, each Dark/Heartless Card that participates in the battle loses its card text.
+1 boost to Magic isn't bad, but what sells this version of Peter Pan is its Uncommon rarity.
Day 5
Ariel (Friend)
10/91 C
Level 4
+4/4
CURE POTION: When you lose HP, you may take this card from your Friend Area and discard it. If you do so, you will prevent the loss of 3 HP.
Has the same level of CURE POTION as Level 3 Ariel, but has slightly stronger Support and Magic Values. Moreover, this Ariel is Common, so it shouldn't be too hard to find a place for her in many decks.
Day 4
Aladdin (Friend)
9/91 R
Level 4
+1/4
[Come Into Play Effect] You may choose one "Genie" card from your deck and reveal it. If you do so, put that card into your hand, and then shuffle your deck.
He takes a dive in Support Value, but being able to search out any Genie, especially Base Set Level 4 Genie, who then lets you search out a Magic card… SHOWTIME!
Day 3
Hercules (alternate) (Friend)
8/91 U
Level 3
+4/0
[Come Into Play Effect] ENERGY BURST: Choose one Dark/Heartless Card in play of level 5 or below and return it to its owner's hand.
A significant drop in Support value, but being able to pop Level 5 or lower Dark cards is pretty powerful.
Day 2
Goofy (alternate) (Friend)
7/91 U
Level 3
+5/1
[Come Into Play Effect] Draw one card.
Again, slightly lower Support value, but card draw is worth a lot in this game.















































