|   
 
 DM Home
 Message Board
 
 DM News Reports
 
 Trading Card Game
 Price Guide
 Card of the Day
 Duel Yammers - Fan Tips
 Top 10 Lists
 Tourney Reports
 
 Featured Writers
 JMatthew on DM
 cecillbill's C-Notes
 Hydromorph
 
 Deck Garages
 Dry’s Arsenal
 Drizer's Dungeon
 cecillbill's Dojo
 Knives101's Lab
 NFG's Garage
 aka GDOG'S-VERSION
 
 Spoilers
 Base Set DM-01
 Evo-Crushinators of
 Doom DM-02
 Rampage of the
 Super Warriors DM-03
 Starter Deck
 Shobu's Fire Deck
 Kokujo's Darkness Deck
 Shadowclash Collector's Tin
 Shadowclash of
 Blinding Night Spoiler
 Survivors of the
 Megapocalypse
 Disruptive Forces Decklist
 Block Rockers Decklist
 Duel Masters Starter Set (2)
 Twin Swarm Deck
 Hard Silence Deck
 Promo Card List
 Stomp-a-trons
 Thundercharge
 Epic Dragons
 Fatal Brood
 Shockwaves
 Blastplosion
 Thrash Hybrid
 
 Video Games
 Sempai Legends
 
 Other
 Staff
 
                                  
                                  MagicYu-Gi-Oh!
 Duel Masters
 DBZ
 Pokemon
 Yu Yu Hakusho
 NeoPets
 HeroClix
 Harry Potter
 Anime
 Vs. System
 Megaman
 |  | 
					Pojo's 
					Duel Masters Card of the Day 
						
						
							| 
							 
 |  | Or, don't love in 
							this case. Dealer's 
							Choice
 
							Cards that proved LEAST 
							useful at Invitationals.
 
 Date Reviewed: 08.29.05
 
 
 
 Ratings are based on a 1 to 5 scale
 1 being the worst. 3 ... average.
 5 is the highest rating.
 |    
						
							| Lee Sandow | Welcome to 
							blocker week! Sort of. We'll be reviewing blockers 
							on Wednesday and Friday, but today we are doing 
							something special. We are reviewing the cards in our 
							deck that were least useful at invitationals. I 
							can't do that. In my mind, there is no "least 
							helpful" card in my deck. All of them had their 
							purposes, and they served them. So instead, I'm 
							going to revew the most controversial card in my 
							deck. 
 Zagaan, Knight of Darkness
 Cost: 6
 Civilization: Darkness
 Card Type: Creature
 Race: Demon Command
 • Double Breaker (This creature breaks two shields).
 Flavor Text: "If I were to send him out into the 
							battlefield, he would be corile'd in an instant. 
							Where is the fun in that?" - The critics
 Power: 7000
 Mana Generated: 1
 Rarity: Super Rare
 Card Number: S6/S10
 
 Note the alteration to the flavor text. Anyhow, most 
							people say this guy is way outdated and that I'm 
							crazy to use him. I still plan to use him at 
							nationals though, and I'll tell you why.
 
 Civilization/Race: He's a big, beefy darkness 
							creature. He's also a Demon Command, who have one 
							good evo, and more coming in the future. He's not 
							the best command for evolution purposes, but he's 
							far from the worst.
 
 Cost: He costs six mana. A hefty cost, to be sure, 
							but it can easily be done in nearly any sort of 
							deck. With mana accel, you can use him even sooner. 
							Short of evolving a creature, you won't summon many 
							things this beefy on turn six.
 
 Power: Zagaan has a lovely 7000 attack. He can 
							flatten nearly any creature in battle, and is rarely 
							threatened by another creature that isn't a slayer. 
							Just beware of big evolutions like Fighter Dual 
							Fang, and cards such as Bagazagel Dragon.
 
 Abilities: He double breaks. Yay! That's his only 
							ability, which may be why many people just don't 
							care for Zagaan.
 
 Ok, now that I've reviewed these stats, let's see 
							how they stack up.
 
 Constructed overview: Sadly, I must agree with my 
							critics that Zagaan is a little past his prime here. 
							We live in an age of control, and aside from using 
							his high power to smack little creatures around, he 
							doesn't fit that theme. He isn't meant for rush. 
							There are cheaper Demon Commands to evolve from to 
							Ballom. But guys, Zagaan needs your love! He does do 
							one thing very well. He is excellent at forcing your 
							opponent to act. They won't like your fatty 
							lingering on their field, so you can bet that they 
							will do everything in their power to destroy him. 
							He's excellent for drawing out your opponent's 
							Terror Pits, Death Smokes, and other such things. 
							Just beware of Corile. Still, if all you are is a 
							meatshield, then it's time to go. I'll be using 
							Zagaan in L.A. because I love the old-school factor, 
							but otherwise, Zagaan is past his prime. 3/5, cause 
							everyone loves personal bias.
 
 Limited overview: A nuclear bomb just waiting to 
							happen. He'll be hard to destory, he'll be GREAT for 
							smashing shields, and he'll come out at a time in 
							the duel where he cans till turn the tide. Take him, 
							or be dumb. Everyone knows fatties ROCK in Base Set 
							limited. 5/5
 
 Why can't Kaijudo Masters keep girlfriends?
 They're all players!
 
 |  
							| Steven Cantrell | To those of 
							you who normally read my reports, there sadly will 
							not be one this week. I have been short on time to 
							write now that school and soccer both started again. 
							Quick summary of the tournament anyway: I came in 
							second using my trusty BUG deck. Sole loss on the 
							day was 1-2 versus Justin Florio in the finals. We 
							also had the second GA Circuit event yesterday 
							(Sunday). I didn’t enter having already won the 
							trip, but Stephen Fordham and Andrew Philips won 
							their respective divisions. Congrats guys. Now onto 
							the actual Card of the Day. Today’s is supposed to 
							be any card that underperformed in my deck at 
							Invites. That would be... 
 Faerie Life
 
 Type: Spell
 
 Civilization: Nature
 
 Mana Cost: Two (2)
 
 Rules Text:
 
 Shield trigger (When this spell is put into your 
							hand from your shield zone, you may cast it 
							immediately for no cost.)
 Put the top card of your deck into your mana zone.
 
 Rarity: Common
 
 Set: Stompatrons of Invincible Wrath
 
 Faerie Life is simply the spell version of the 
							staple Bronze-Arm Tribe. For the cost of two mana, 
							an additional mana is generated off the top of your 
							deck. This can set up for a turn three Locomotiver 
							or Corile/Merfolk as early as turn four. Good things 
							happen when you get an early jump on the opponent. 
							Faerie Life even has Shield trigger tacked on that 
							will earn you a free mana in a pinch.
 
 So with all that upside, why did I choose Faerie 
							Life as the one card that failed to meet my 
							expectations? Well obviously mana generation is most 
							useful early on. That makes the ideal time to cast 
							Life on turn two, but you can’t play it without 
							another Nature card already as mana. In my BUG deck 
							that was frequently becoming a problem, so I ended 
							up ditching Life for Crow Winger. Moral of the 
							story: have at least 12-14 other Nature cards in 
							your deck if you expect to reap the benefits of a 
							turn two mana accelerant.
 
 Faerie Life is also a terrible topdeck late in the 
							duel. Many times I’ve seen duelists groan in disgust 
							at drawing Life when it was the least needed card. 
							But in that situation, the best you can do is drop 
							Life as mana (not casting it). This way you save a 
							card off the top of your deck, and gain the mana 
							anyway.
 
 Limited: 2.5/5
 
 Life is great if you can snag a pair to consistently 
							pull them off on turn two. But like my problem, 
							limited usually means 3+ colors, so you may not have 
							an additional Nature card as mana to play Life on 
							turn two. Be careful.
 
 Constructed: 3.5/5
 
 In the regular format, Life on turn two is more 
							feasible. I suggest at least trying 2-3 copies in 
							any part-Nature deck. Green’s acceleration normally 
							works best alongside draw power or to speed up 
							normally slow decks. Just keep that in mind.
 
 |  |