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Pojo's Duel Masters Card of the Day

nariel_the_oracle
Image from Wizards Duel Master site
 

  Nariel, The Oracle
Epic Dragons of Hyperchaos

Card # DM11


Date Reviewed: 12.23.05

Constructed Average Rating: 2.3
Limited Average Rating: 3.2


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

 

Matrixzero

 

Name: Nariel, the Oracle
Cost: 4
Race: Light Bringer
Civilization: Light
Type: Creature
Rules Text:
Creatures that have power 3000 or more can't attack. (Creatures that have power less than 3000 and get extra power while attacking can still attack.)
Flavor Text:
Just as predicted, the earthquakes created by the waking Dragons reactivated the sentinels. Everything was still under their control.
Power: 1000
Mana Number: 1
Artist: Atsushi Kawasaki
Rarity: R
Collector Number: 11
Set: Epic Dragons of Hyperchaos

A card that bring some stall into this game, but is it worth it?

Civilization: Light is starting to look more and more like the peace lovers of the 5 realms, and this cards couldn't say it any better.

Effect: First I just gotta say one thing, This will never die to baza ever, hurray, but everything else is fair game sadly. Ok for the effect it says that anything with a base power of <3000 can not attack. So if it has 3000 attack it gets stopped by this, but if something has a attack less than 3000 but has a power attacker that brings it over 3000 it can still attack (I know says it on the card, but I've seen people miss it). So it stops massive creatures, but does it really help? In RUB, the current metagame, most creatures have 1000-2000 power, Emril, Locomotiver, Aqua Huclus, Corile. So it won't be stopping a whole lot when Vs. that deck, but if your metagame is full of heavy hitters then this could be the card for you.

Cost: Well IMO it's a little high cost for a 1000 power creature, but you would mainly be playing it for it's effect, and since no other card has had this effect before I can't compare this card against others. The only thing I don't like about the cost is that it's close to the 5 mana turn, and this card screams to be coriled, and with no real come into play effect that could hurt. but other than that the cost/power/effect sound about right.

Combo: combo this with Thrumiss, Zephyr Guardian and a bit of 2000 power guys and you could have as pretty fun deck on your hands. Attack tap their blockers and not be hit back, just thinking about it makes me want to build one. Or a light fire weenie deck so your guys don't get hit back.

Constructed: 3/5 Mainly a stall card, but I could see this getting some play if it gets a little more support.
Limited: 3.5/5 While it won't stop the turn 3 turbo rushers, it will stop the bigger guys that will be coming out later in the game.
 
Catherine Byrne Nariel, The Oracle
Cost: 4
Race: Light Bringer
Civ: Light
Type: Creature
Rules Text: Creatures that have power 3000 or more can't attack. (Creatures that have power less than 3000 and get extra power while attacking can still attack.)
Power: 1000

Art: What seems to be the standard kind of art for Light cards, some sort of Machinery.

Power/Cost/Effect: It would have to be a really really good effect for me to play 4 mana for power 1000. Sadly this effect doesn't seem that useful to me. If I wanted to stop attacks, I'd just use a few blockers. After all, Light has no shortage of those.

Constructed: 1.5
Limited: 2.5
 
Ricardo

 

Article for Nariel, the Oracle
 
Hello everyone I'm Ricardo and I am back for another Card of The Day review, today's card is Nariel, the Oracle, lets look at what this card does.
 
Name: Nariel, the Oracle
Cost: 4
Race: Light Bringer
Civilization: Light
Type: Creature
Rules Text:
Creatures that have power 3000 or more can't attack. (Creatures that have power less than 3000 and get extra power while attacking can still attack.)
Flavour Text:
Just as predicted, the earthquakes created by the waking Dragons reactivated the sentinels. Everything was still under their control.
Power: 1000
Mana Number: 1
Artist: Atsushi Kawasaki
Rarity: R
Collector Number: 11
Set: Epic Dragons of HyperChaos
This card seems to have one of the most unique effects in the game, lets see how good this card is.
 
Civilisation:
This card is from the Light Civilisation which specialises in defence so this is one card that fits the theme of light.
 
Cost/Power:
This card costs 4 for 1000 power which is bad as it can be destroyed very easily, is it worth the cost though.
 
Effect:
This card has 1 effect:
Creatures that have power 3000 or more can't attack. (Creatures that have power less than 3000 and get extra power while attacking can still attack.)
This is a unique effect that can be really good or really bad. This effect effects both you and your opponent and prevents attacks from occurring, which can be useful if you are losing but it also prevents your attacks by higher powered creatures.
 
Limited: Prevents your opponents big creatures from hitting you, which can save your life, and there is not as much destruction cards in this format.
Rating: 3/5
 
Constructed: Okay card in this format, it can prevent attacks but it will probably be destroyed by the time you can use it to full effect.
Rating: 2/5
 

Sengoku the Buddha
Hi Everyone, today we will be reviewing a card that is really annoying, and has great potential in control decks.

Name: Nariel, the Oracle
Cost: 4
Race: Light Bringer
Civilization: Light
Type: Creature
Rules Text:
Creatures that have power 3000 or more can't attack. (Creatures that have power less than 3000 and get extra power while attacking can still attack.)
Flavor Text:
Just as predicted, the earthquakes created by the waking Dragons reactivated the sentinels. Everything was still under their control.
Power: 1000
Mana Number: 1
Artist: Atsushi Kawasaki
Rarity: R
Collector Number: 11
Set: Epic Dragons of Hyperchaos

Art: Ohhh, those dragons are going to get it now!


Power/Cost: Only considering power and cost this creature stinks like spoiled bean curds; however, that isn't the only down side to this card because its 1000 it is perfect bait for every type of destruction card ranging from searing wave to burst shot to the lovely hopeless vortex. 4 mana for 1000 is just too steep; however, that’s where we get to his ability and that looks promising.

Civilization: The light civilization is played often for its holy awe and guardian/ initiate creatures/blockers; although, this creature is neither of those, and with no evos for it, it is on its own through most of the duel probably not attacking at all but why would you want to?

Effect: The reason you wouldn't want to attack with this creature is its potentially to buy you time. With this card almost all but the weakest creatures can attack, and stops you opponent dead in his shield breaking streak. At my card shop I see many good duelist run this card but never truly master it, and seemingly have it just because it seems so darn good; however, that is not the case it is only good with strategy built around it. I like to include my view of one potential strategy: use a tri deck of water, nature, and light with nature pumping out cheap creatures with its mana accel and water drawing power sooner or latter you'll find your opponent with a lancer or dual fang so you play Nariel which stops them in place. Its here when you activate a card we reviewed yesterday called Marine Scrambler to allow your weak creatures like bronze arm and marrow ooz etc to become unblockable and hopefully clinch the game for you but be on the lookout for shield triggers like terror pit/ holy awe.

Limited: 3.5
Good in epic duel to its ability to stop huge dragons dead in their tracks, and with cheap creatures you essentially win the game since there are no good blockers/ destruction cards.

Constructed: 4
Add this card to a rush deck, and tune it for blocker destruction. Doing these two acts will secure yourself with a rocking deck; however, I'm sure dozens of combos can be done with this card so pick it up and get your game on.

Need help? E-mail me at BusteraBlader48@msn.com or if you happen to be in Anaheim at 3:00 on a Sunday afternoon come play me at Three J's Sportcard: 1231 South Euclid Anaheim, CA 92802 US
 
Fult Intro: Nariel, the oracle is a very interesting card and I am glad I have a chance to go over it with you guys. Enjoy!

Name: Nariel, the Oracle
Cost: 4
Race: Light Bringer
Civilization: Light
Type: Creature
Rules Text:
Creatures that have power 3000 or more can't attack. (Creatures that have power less than 3000 and get extra power while attacking can still attack.)
Flavor Text:
Just as predicted, the earthquakes created by the waking Dragons reactivated the sentinels. Everything was still under their control.
Power: 1000
Mana Number: 1
Artist: Atsushi Kawasaki
Rarity: R
Set: Epic Dragons of Hyperchaos

Civilization/Race: Nariel, the Oracle is a Light Bringer from the Light civ. So far there have been no Evolutions for this race.

Cost: Nariel costs 4 mana to summon, which isn’t to great considering it’s power. Unfortunately, this also does put it in harms way of turn 4 and 5 bounce/destruction, which is often played everywhere and anywhere (I.E. Corile, Volcano Charger).

Power: Nariel boasts a mere 1k. This creature’s power really doesn’t have much to do with what it’s used for, but does effect the creature’s ability to survive long enough to do something.

Abilities: Here’s where you might find this card semi-interesting. Creature’s with 3k or more cannot attack. This means that cards like Bolmeteus Steel Dragon and Cryptic Totm will have trouble getting through to you. Unfortunately, this card is weak and you’ll probably not have it out long enough to change anything (Or your like me, and I top deck it right before my opponent swings with Cryptic – in which my opponent, *Cough*Fordham triplets*Cough* top decks a Corile and pwns). Another weakness to this card is that most creatures in competitive decks today are in the 1-2k range of power. Other then that, the ability is really cool, lol.

Constructed overview:

I'm givin' it a 1 out of 5 in the Constructed format.

This card’s weak and costs too much. The ability, which is still really cool IMO, only works against some of the heavier hitters and also effects your side of the field. Most decks would see this as an ample opportunity to drop a Corile/Meteorsaur/Volcano Charger down. If anything else, you’ll probably end up giving your opponent more of an advantage then yourself.

Limited overview:

I'm givin' it a 3.5 out of 5 in the Limited format.

This card can actually shine in this format. Although most cards in this set are 2k & 1k, a lot of them are also 3k and above. This card can really catch your opponent off guard and I recommend you snag one if the odds are on your side creature-power wise.


In the end? I’m still tinkering with my rating system and review composition. E-mail me at ofstephan@yahoo.com or instant message me on AIM at or4ngekid. You can also PM me in the forums, my alias is Fult. Until then ;)

Ttyl, Fult
 
Ferret Mage Merry Christmas everyone, for today we're going to review one of my favorite cards from the last set, Nariel the Oracle!!!

Nariel, the Oracle
Cost: 4
Race: Light Bringer
Power: 1000
Effect: Creatures that 3000 power or more can't attack. (Creatures that have power less than 3000 and get extra power while attacking can still attack.)
Flavor: Too long for me to care.

Hmmmm, a card that stops creatures with over 3000 power from attacking? Interesting.....

Cost: I think that 4 mana is really good cost for what this card can give you via the effect. But in the power range it is too overcosted for just the power, which is good because chances are you're not going to plan on summoning this just to beat down on some weak monsters. Which is funny, because when this guy is out all you can do beat up guys up with weak creatures.

Power: This card has it's power so that it doesn't get affected by it's own effect, unfortunatly this also means that it is affected by every single kill spell out there. But that also means that your opponent can, and will, use every chance he can get to destroy this card. All for it's nasty effect...

Race: Light Bringer. Not evos. Nothing real special.

Effect: War of the Weenies!!!!! When this card is in the battle zone it stops all creatures with 3000 power or more (Save power attackers) from attacking you. Note that this card stops all creatures, not just your opponents. So this means that if your opponent has no kill spells then all they are left to do is battle it out with all the smaller creatures with less than 3000 power. Now think about that effect.

It basically stops over half of creatures in Duel Masters from attacking you. Bajula annoying you? Not anymore. Ballom killing you? Screw 'em. Your opponents has an army of Pryofighters, not anymore. But it is important to remember that this only stops creatures from attacking, they can still be summoned and then used as Evo Bait.

The downside is that you have to plan on having a modest amount of weenies in your deck to really make this work, what is more is that you have to have plenty of support to keep this card from dying, and trust me, it will be targeted for death. If you don't have support, then you'll mostly use this for stalling.

Constructed: 4/5 If you have alot of creatures with less than 3000 power and plenty of support then this card can really screw with your opponents.

Limited: 3/5 Best used as a stall tatic to draw more cards or get more mana.

Art: 3/5 Meh.
Drizer Name: Nariel, the Oracle
Cost: 4
Race: Light Bringer
Civilization: Light
Type: Creature
Rules Text:
Any creature 3000 power or over cannot attack.
Flavor Text:
Just as predicted, the earthquakes created by the waking Dragons reactivated the sentinels. Everything was still under their control.
Power: 1000
Artist:
Rarity: R
Collector Number: 11
Set: Epic Dragons of Hyperchaos

Civilization/Race: Light is currently the least played civilization in the game. The Light Bringer clan currently has no support at all.

Cost: The Power:Cost ratio isn't very good. 4:1000 really sucks, hope it has a good effect to back it up, because the cost for power has nothing at all going for it.

Power: It's mere 1000 makes it vulnerable to any kill spell in the game, and can be suicided into by any creature.

Abilities: Finally, the ability of the card. This is where this card finally has something going for it. Nothing over 3000 can attack, but that also means your stuff. It's OK, but nothing to write home about. I suggest if your playing this card, make sure all your creatures are under 3000 or power attackers, because if not, your not attacking either.

Constructed overview:

3.0/5

This card is average at best. Try to make a deck around using little guys and stall, maybe throw a d cutter it if you want. This card isn't too bad, but I'd try to stray away from it if I were you.

Limited overview:

1.5/5

This card s just ugly here. Most of the creatures in this set are 1000- or if you're drafting, you want 1000- creatures, so, just pass it on, unless you're rare-drafting of course ;)


Just on a side note-Yes, I did steal Cantrell's template, lol. I hope you all liked my short review, I'm hoping this will be the first of another long line of reviews from me. But for now, I'm out till next week, see ya guys.

Have a Merry Christmas! Or Any other Holiday you celebrate!
 

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