Card Mod is a menu ability in Final Fantasy VIII that allows the player to create items from Triple Triad cards. Every card can be refined and has its specific item it can become. Card Mod is the best way to get some of the very rare items in the game, such as Hero and Holy War, and is excellent for menu grinding high-powered spells at the beginning of the game before they become available from enemies.
The Guardian ForceQuezacotl learns Card Mod for 80 AP after mastering Card. Quezacotl is Squall Leonhart's starter GF, obtained by inspecting the Study Panel at the classroom. If Quezacotl's ability list is full when Card is mastered, the player needs to make space for Card Mod to appear by deleting some other ability with Amnesia Greens. If the player removes Card Mod, there is no way to get it back.
Mechanics[]
Using Card Mod to a card currently in the player's possession turns into into items, up to 100 units of a single type of item.
Card Mod is an excellent ability worth learning even if the player opts to not partake in Triple Triad, as enemies will still drop cards and the player can even get some rare cards without needing to play the minigame, such as GF cards from bosses. It is worth setting Card as one of the first abilities for Quezacotl to learn and then master Card Mod in its wake.
Card Mod can turn one-of-a-kind GF and character cards into various excellent rare items that are hard to come by otherwise. Notable cards include Heros from Laguna's card, Holy Wars from Gilgamesh's card, Megalixirs from Bahamut's card, Hyper Wrists (Str+60%) from Zell's card (which is also available early), Royal Crowns (Mag+60%) from Edea's card, Accelerators (Auto-Haste) from Kiros's card, and Adamantines (Vit+60%) from Minotaur's card, among other great conversions. If the player modifies one-of-a-kind card, it will be gone for good unless the player completes the Card Club quest before the point of no return at the boss atop Lunatic Pandora, and finds the club members inside the Ragnarok in the endgame where they will play every card the player does not currently hold, no matter if they missed it, lost it, or modded it. This is also a great time to prepare for the final dungeon and final battles by modifying the rare cards for great items and then winning the cards back from the club members.
Card Mod is great in the beginning of the game for consuming basic cards won from NPCs who use them in their hands for making items that teach QuistisBlue Magic, are used for Irvine'sShot, for weapon remodeling, for recruiting Doomtrain, and/or refine into spells:
Gayla cards become Mystery Fluids that teach Acid to Quistis and become Meltdown spells with ST Mag-RF
Gesper cards become Black Holes that teach Degenerator to Quistis and become Demi spells with Time Mag-RF
Behemoth cards become a Barrier that teaches Quistis Mighty Guard
Elastoid cards become Steel Pipes needed for recruiting Doomtrain
Malboro cards become Malboro Tentacles used to teach Quistis Bad Breath and are needed for her ultimate weapon, are needed for recruiting Doomtrain, and become Bio spells with ST Mag-RF
Ruby Dragon cards become an Inferno Fang that teaches Quistis Fire Breath and become Flares with F Mag-RF