Constructed Average Rating:
4.75
Limited Average Rating: 3.75
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.
Drizer
Name: Emeral
Civilization: Water
Race: Cyber Lord
Cost:2
Mana Generated:1
Rules Text:
When you put this creature into the battle zone, you
may switch one of your sheilds (shortened)
Power: 1000
Type: Creature
Artist: Dai
Drizer's Flavor Text (For cards that don't have
them):
Flavor Text: "If you think I'm good at this, watch
me play video games!"
Ah, so this is the way we start off the week. Great,
I get to review the card that screwed me in the
finals of the tournament on Saturday...Yipee
Good Points of the Card
-2 for 1k
-Low Cost
-Lay down a trigger
Constructed Side
This card is very broken in constructed. It allows
you to lay down those deadly 6 cost sheild triggers
that everyone loves so much. I actually use this
card very often with my splashed holy awes in my
mono blue deck. This card is now heavily abused in
my meta since the invasion of mono blue with a
splash. Oh well, what can ya do? I suggest if your
opponent switched a sheild with emeral, hit it early
or when you don't have anything bigon the feild.
Limited Side
I guess this card could be useful even though you
don't have as many sheild triggers. Oh wel, couldn't
hurt. If you want, you could just play this card to
look at a sheild
Bad Points of the card
-um..
-yea
-Leave me alone, GOSH
Overall Standings:
Ok now class, pay attention. Emeral + deck = PWNAGE
Constructed:5 Have you met Holy Awe? Oh, hello Mr.
Terror Pit
Limited: 4.0
Art: 2.5
Till Wednesday!
Steven Cantrell
Stompatrons
of Invincible Wrath will be released this weekend. I
really hope it will breathe some life into Duel
Masters and shake up the metagame. With that being
said, I have decided to begin writing card reviews
to give you my insight of the new set. First though,
we have an older card from all the way back in
Rampage.
Emeral
Type: Creature
Civilization: Water
Race: Cyber Lord
Mana Cost: Two
Rules Text:
When you put this creature into the battle zone, you
may add a card from your hand to your shields face
down. If you do, choose one of your shields and put
it into your hand. You can't use the "shield
trigger" ability of that shield.
Flavor Text:
"If you think I'm good at this, watch me play video
games!"
Power: 1000
Rarity: Common
Set: Rampage of the Super Warriors
Power/Cost: I am going to cover power and cost in
the same category because of the connection between
them. Emeral has a very low cost of two. This makes
it playable right off the bat. The power of 1000
means it can suicide into other weenies, but will
never win a battle. Two cost for 1k power is decent,
but the effect better make up for the negative
ratio.
Civilization/Race: Emeral is a Water creature. This
is a nice fit, because Water does not have many good
creatures to play on turn 2 other than this one. The
most important part here is the race. As a cheap
Cyber Lord, Emeral is most often used in conjunction
with Illusionary Merfolk. That is half of the reason
why you will see Emeral in most decks. If it does
pop up, be sure to kill it quickly before your
opponent summons Merfolk.
Effects: Emeral has one of the most unique, yet
powerful abilities in the game. Messing with the
shield zone can be devastating to the opponent.
There are two main ways to abuse this ability. The
most obvious way is to set a good shield trigger
like Terror Pit or Holy Awe. You can also set down a
card that you don’t need at the time to pick up
something more useful. Say you got a bad hand.
Emeral allows you to swap the Crystal Lancer you
will need later with something (hopefully) better.
Limited Ranking: 3.5/5
Constructed Ranking: 4.5/5
I look forward to writing reviews in the future as
often as time permits. Please realize that I won’t
be able to do one everytime. Thanks for reading!