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Pojo's Duel Masters Card of the Day
 

miar_comet_elemental
Image from Wizards Duel Master site

  Miar, Comet Elemental

Rampage of the Super Warriors


Date Reviewed: 7.27.04


Constructed Average Rating: 1.75
Limited Average Rating: 3.43


Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.

Gordon
Kane
Miar, Comet Elemental (Angel Command) - 8 / 11500
Although the power curve of the creatures keeps getting turned up for each release, I have yet to see the need for anything this costly or powerful - especially in Light. There is no "comes-into-play" effect, there are no cards yet that give cool stuff to Angel Command creatures. Double Breaker isn't enough to make me want to play it. 11500 - big deal. If I need to kill a creature on the field that is littler that Miar, then I'll use Terror Pit. When we only had the Base set, I was able to pay 8 to get an Aqua Sniper on the board -- but the environment got faster with Evo, and Rampage has done very little to slow down Fire or Nature.

Constructed - 0.5 / 5
Limited - 0 / 5 (let the rare drafter have it)
 
Rob Miller

Miar, Comet Elemental-Light Civilization, 8 mana, 11500 attack, and ďDouble BreakerĒ

 

At first glimpse you may think this card is great.  Well, its not exactly great, but then again its not bad.  This card has the now highest base attack in the game, the title formerly held by the behemoth known as Ultracide Worm.

 

I like this card for one reason, no creature can withstand an attack from this, not only that any blocker your opponent tries to use against it isnít going to survive.  This card does have a downside.  That is the fact that it cost 8 mana.  Now unless you run a Nature/Light deck, which most people donít, this creature is going to have a hard time finding playtime, especially should you happen to draw him before turn 5.  I would personally not run this card in a constructed contest.  This card is king in limited however.  If you pull this in Limited snatch it quick and then grab a good bit of filler light cards.  This creature could very well win you the game in limited due to the lack of creature removal cards found there.

 

Constructed-2.5/5: This card isnít all its cracked up to be I mean it looks good and seems as though it would work, but it doesnít end up doing that.

 

Limited-5/5:  This card, since there is no pre-requisite, can totally decimate your opponent when you bring it out, especially if you have been using yellow blockers up to that point to keep your shields intact.

 
Knives101 Miar, Comet Elemental

This card is just horrible. For starters eight mana is such a high price tag that you'll probably only see this in Light/Nature decks. If you want, you can put this thing into play. Then I'll just cast Terror Pit, Death Smoke, Chaos Worm, Natural Snare, Spiral Gate, Corile, Teleportation, Aqua Sniper, or Unicorn Fish. This card is just junk. If you pull it, then you need to trade it to someone else.

Final Rating: 1 (Never use this. NEVER!)

Limited Rating: 4 Fatties are better in limited, because they are harder to deal with. Not everyone is going to pull a destruction spell. If they don't then this card will run them over.
 
Cecillbill MIAR, COMET ELEMENTAL

First, thanks Christine Gerhardt for snagging copies of the SR's from Rampage of the Super Warriors at the SD Comic Con, thus facilitating this week's COTD reviews. Your gain is our gain. woOT! Second, this next expansion set makes my deck building trigger finger itch for the playable Water and Fire cards coming to us August 6th. I'm biased to those civilizations-mono-Fire Rush really takes off in Rampage and Water's Emeral is just so darn nifty. Hum.I'm getting ahead the scope of this review, so more on that stuff later. Rampage introduces huge creatures that probably will become chase cards for the "legion of Deathliger and Bolshack fans"
lurking in the murky depths of the tourney scene. This brings me to my review the Light civilization's huge "chase" foil--Miar, Comet Elemental.

PROS:
Double Breaker. Check.
Huge Power. Check.
Angel Command creatures' trademark "Holier-Than-Thou" card art. Check.
Those are the good things about Miar in a nutshell. Miar is Hanusa's older brother, the Angel Command with the bigger weekly power allowance of 11,500.

Attack-wise it can take down anything (that's not ridiculously pumped)-provided you can keep it on the field past its' summoning sickness.
If your opponent has no effective way to deal with super huge, nasty creatures, then Miar can be an okay asset.

CONS:
Not much about this card piques my interest. You pay 8 mana to get a Hanusa with 2000 extra power. At least Ladia Bale can attack the same turn and moonlight as a blocker. Miar's card text might as well read: "Pay 8 mana to have this creature get Death Smoked or Spiral Gated next turn." Ideally an expensive creature should come packed with some killer effect that triggers when it's summoned, or with speed attack or something that doesn't make me feel like I've fallen victim to the "shinny foil syndrome." Huge base power and double breaker ability sans attack-same-turn-summoned just doesn't cut it for the Post-Evo "gotta deck it now" player.

OVERAL IMPRESSION:
Miar, Comet Elemental is the height of vanilla (no text effect) raw power; purely a big body that makes your opponent quickly scramble for his removal or the nearest untapped blocker in his battle zone. If I had to play with Angel Commands at this point in the game, then I'd stick with choosing Hanusa because it's partically the same thing for less mana. Even then I'd be hard pressed to include the Angel Commands in a deck-until their race gets the evolution creature that prohibits players from casting non-Light spells or until the Angel Command support cards are released. One of the beautiful aspects of Duel Masters is that being a big shinny creature doesn't necessarily equal greatness. Miar is a prime example of that aspect.

FORMAT RATINGS:
Constructed: 2/5. Miar, Comet Elemental is expensive and gives ho-hum earnings compared to the double breaking big bodies that come into the game at 4-6 mana. If you're playing mono-Light and just want a lot of scary-as-heck creatures in your deck, then Miar qualifies.

Limited: 3.7/5. Huge guys are cool pulls (collection-wise) and hard to deal with when played in draft. Here Miar's a bit easier to keep on the field with destruction not being as rampant.

 

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