Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.
(Top 4 at
2004 GenCon - Indy
I'd like to say Happy
Birthday to my little bro, who's 25 today and 6'5".
So, yeah, he's not so little. Well, bro, live it up!
Your gift is in the mail...starting tomorrow. ;)
Usually I write very lengthy strategy-filled COTD
reviews, but today I'm going to plainly state why I
love a certain card. Come on, guess what it
is...okay, enough suspense it's:
TERROR PIT!!!!!! Mwuahahaha!!!!!
When have I not mentioned my undying love and
darn-near unhealthy dependency on Terror Pit? Well,
there was that period when all I talked about was
Mana Nexus, but I did that because of the extra love
it gave Terror Pit. Here's why things rarely come
between me and my 4 Pits:
For 6 mana or for free you get pure and uncut
creature destruction, provided Alcadeias is not on
the board and it's not a psuedo-unkillable (Pit
would be an overcosted Spiral Gate in that case).
Pit is one of the Control player's key weapons as
it's all about limiting the options your opponent
has at his disposal. Unlike Death Smoke, Darkness
other mainstay kill (until set 6 when Death Sentence
is poised to outshine Smoke for some players) Pit's
utility did not tank with the arrival of Evos or
Speed Attackers. Pit will have solid utility for
ions to come, and that's judging the lot of cards
thru Japan's 12th set were the creatures get hella
nasty (some negate Pit like Big Al). Pit is prime
fattie kill, and one of two "clearance" spells that
is often splashed (the other is Holy Awe). If top
players are willing to toss this spell into decks
that have no other Darkness representation, then
it's got to be good, right? You freakin' bet.
Jumping off the "it's all good wagon" for a second,
6 mana is a lot to spend on 1 card that can only
deal with one threat. It won't reap crazy card
advantage like Searing or Awe (if you use it to take
out 2 or more hitters), but it's worth hard casting
it, especially if you've dwindled your opponent's
field and hand down to something manageable or
you're in a tight bind and have nothing else at your
disposal (like you've top decked it). Of course,
hitting a creature for free is devilishly good, and
the shield trigger ability increases the utility of
this spell. Mana advantage is
sweet: your opponent expends 7 mana and two cards
from his hand to bring out Guard & Lancer and you
expend zero mana and zero cards from your hand to
kill it. Pit's potential to be free can be
especially beneficial to decks that have shield
setting strategies. Have to drop a Pit into your
mana zone from your opening hand? No worries,
there's Mana Nexus. Have a Pit in your hand that you
don't want to drop as mana, don't want to lose mana,
and want to nab another draw? Turn to Emeral Pit can
fit in a multitude of decks despite its hefty cost.
Constructed: 4.8/5. If only it weren't 6 mana to
hard cast. Still, we wants it. My precious.
Limited: 5/5. Hits the fattie bomb. Worth every
Valentine’s Day! Today we get to review the
card we love most. Who came up with this
stupid idea? I DID. This is MY COTD week!
the COTD staff gets to each review the cards
they love the most today in honor of
Valentine’s Day. I chose to review that
lovable little Cyber Lord who just got a
SWEET new look this weekend at the
tournament of the five civilizations.
That’s right! Today I will be reviewing
Creature Class: Cyber Lord
you put this creature into the battle
zone, choose one of your opponent’s
creatures in the battle zone and put it
on top of his deck.
Text: When the Cataclysm struck, all the
science of the Cyber Lords couldn’t prevent
the collapse of their underwater city.
this card. How much do I love it? I’ll
write a Sonnet to Corile real quick.
my blessed Cyber Lord, how good
these days. Your new art, ability
intact, makes me wonder how one could
up. Those fools, they I will pity.
top of the deck, that is where their
will go. Not to the hand, oh no!
next draw, well it will get them nowhere,
have left them nowhere else to go.
cost is five, one must be blue
of two thousand, don’t scoff at that.
field will be cleared, then he’ll come for
deck is where your card is at.
control, well ‘tis your middle name
you are the best card in the game.
Civilization/Race: He’s a water card,
which really doesn’t mean jack squat, but he
is a CYBER LORD. This means he plays well
with Illusionary Merfolk, who is quite
rapidly becoming broken. To know why I
think this, see my 5 civs report later this
week. Corile is a great Cyber Lord, who
sees a lot of play.
He costs five mana, which is quite
reasonable. Blue decks don’t have many
cards that can be dropped fifth turn anyways
(except a Merfolk IF you already have a
Cyber Lord out or a one turn Paladin drop),
so this guy fits into the mana curve quite
He only has 2000 power. It can suicide most
other early creatures like Hulcus or Horrid
Worm, and it can kill a Torcon or Bronze-Arm
Tribe flat out. Still, it is vulnerable to
Crimson Hammer, which isn’t something I want
my 5 drop creature to be. His ability had
better make up for this. Oh, it does. It
Abilities: Corile has IMO the nastiest
effect in the game. This was the effect
that effectively made Unicorn Fish
obsolete. You take one of their creatures,
and place it ON TOP OF THEIR DECK. In
addition to stripping your opponent of some
field advantage, you are also depriving them
of their next draw, since they are doomed to
draw the card you bounced. You might be
saying “But what if the card was an Aqua
Hulcus? I’ll be letting him draw an extra
card!” I say, “look at it this way.” He
now has to pay three mana to draw the card
he normally would have been able to draw for
free. In a control deck, where your
opponent will probably be near topdecking
anyway, this ability is sweet.
it’s a Bronze-Arm Tribe? He’ll get extra
mana!” So? If he can’t keep a creature on
the field and you keep destroying his hand,
it doesn’t MATTER how much mana he has.
bounce an evolution creature, your opponent
will essentially miss their next TWO draws.
If you bounce a useless creature to the top
of their deck, they will be in trouble,
because now they can’t turn the tables by
drawing a card that could change the tide of
fun, Corile your opponent several turns in a
row. The look on his face gets more
interesting every time.
just mentioned a FRACTION of the potential
combos this card has, I’ll leave it at
this. He has an AWESOME ability.
that I’ve reviewed these stats, let’s see
how they stack up.
Constructed overview: I think you
probably know what I am going to say here.
This card is one of, if not the best, card
in all of Duel Masters. It IS my all time
favorite. I love this guy. His ability is
unrivaled, and his cost power ratio is right
on considering how great his ability is.
He’s of a great race, since he lends support
to Merfolk, and his cost fits right in to
the mana curve of a blue/black control deck
or mono water deck. I have a little
experience running blue/black (*wins
understatement of the year award with that
comment*), and I can tell you this is the
single most annoying card in it. The only
card more effective than it is Terror Pit.
I love this guy. In a mono-blue deck, a
Merfolk deck, or a Blue/Black control deck,
I give this guy 5/5. He is seriously
Limited overview: This guy is a tank in
limited too. In this format, drawing cards
is vital, and there aren’t many ways to kill
creatures in evo. This guy provides nice
field advantage, and he then restricts your
opponent’s next move by ensuring he gets the
same creature back. There is nothing more
annoying in this format than a Corile.
Valentine’s Day everybody. Later this week
we’ll actually get to review some
will you marry me?
Valentine's Day, so I've picked my all time favorite
Spell in Duel Masters. It's Searing Wave, but is it
any good. The answer - HELL YEAH!!!
Searing Wave is in my opinion the most powerful
Spell in Duel Masters. No card rivals it's sheer
destructivity other than Ballom, but because Ballom
has such a high cost, this leaves Searing Wave being
the most powerful Weenie Removing spell in the game.
This card is so br0ken. Why? 5 mana to blow up your
opponent's entire field in the first few turns of
the game. "That's not that game-breaking!" some say.
Well, think of it this way. On turn 1, they play a
mana. Their hand size is either 5 or 4, depending on
who went first. If they play a creature, it's even
lower. Next turn, they play another mana. They may
play another creature, or may even cast a spell.
Either way, the hand size drops again. The same
thing happens 2 more turns. Turn 5 comes around, and
their hand size is probobly 1-2 cards. You play
Searing Wave. The only creature that could survive
Searing Wave (this is if you go first) is Bloody
Squito or Fighter Dual Fang (that's if they played
BAT). If not, they now have no field and have very
little cards in their hand.
This card is that game breaking, and is usually
tEcH'd in all my decks for this sheer factor of the
game-winning it can accomplish.
Constructed: 9/10 - that br0ken.
Limited: 10/10 - weenie's rule the meta. Kill them
all, then replenish it with a Mana Nexus or
card that I love the most huh? I guess I would have
to say Horrid Worm. I almost said Crimson Hammer. I
use both cards a LOT. Dark/Fire decks just seem to
fit my style. Horrid Worm is a control deck's best
friend. It is good because you can chip away at your
opponent's sheilds without making his hand bigger. A
good deck with Horrid Worm will chip away the first
few sheilds with Horrid/Horrids, and then build up a
ton of creatures to finish the opponent in one fell
swoop. Attacking with Horrid Worm has saved me from
tons of things. It's taken out evolutions by
discarding the evo from their hand before they could
evolve a creature. It's made mana nexus a pain for
my opponent, because I can always attack nexus and
make my opponent lose one card in their hand plus
one mana. It works the same way for Holy Awe, after
it's been placed by emeral/nexus. Horrid Worm can
evolve into the deadly Chaos worm too. Oh and
there's more. Horrid Worm is the best bait card in
the game. Need to keep a creature out? First place
Horrid Worm into play.
Now your opponent must kill it with that Terror Pit
that they were saving for Fighter Dual Fang.
Hey everyone. This is my first shot at a COTD and I
hope you enjoy my analysis of my favorite card:
Armored Blaster Valdios
Civilization – Fire
Cost – 4
Power – 6000
Effect – Evolution (Humans)
Each one of your other humans in the battle zone get
Ah, good ol’ Valdios. This guy got me through some
hard times in this game.
The Plus Side:
Ok, here is, in my opinion, one of the best
evolutions in the game, and the best red one at
that. The card only costs 4, which really isn’t that
much. By the time a red deck even reaches 4, they
are bound to have a titan or brawler or immortal
baron out, ready to be evo-ed. The average red deck
focuses on speed and rushing, or at least the red
decks that I’m familiar with. Having a DB on fourth
turn is amazing, as chances are, your opponent has
nothing to stop it the next turn, except an angler
cluster or slayer perhaps. The second effect is also
helpful, and often overlooked. All playable humans,
except vorg and explosive dude Joe, have power
attacker, making it weaker as it taps, so this card
gives it a little boost to help it prevent being
killed by an attack by some weak monster.
In a speed deck, possibly with darkness or water,
this card works wonders. I use a red/ black, and I
see Valdios just beat up the field like crazy. This
card is basically a necessity for any speed deck, as
it’s older brother, Armored Groblav, is 1 mana
higher and less speedy, and it’s younger brother,
Armored Cannon Balbaro, which…really isn’t too good
at all, anyway.
The Minus Side:
This card does have its disadvantages.
It is highly prone to high blockers. Cards like
Angler Cluster in a mono-blue and Szubs Kin stop
Valdios in its tracks, which is really lame. Armored
Blaster Valdios isn’t the strongest evo in the game.
With only 6000 power, it’s dwarfed by alcadeias,
ballom, FDF, Crystal Lancer, UberDragon, the list
goes on and on. The other problem with Valdios is
that it doesn’t fit with all types of red decks. If
you use speed like a red/black or so, then Valdios
should probably be used, unless your using one of
those Blasto/Shadow moon Decks. However, if you can
support your deck with mana, then you may want to go
with Groblav, as he has the potential to be very
strong when attacking. The last problem I see is
that humans are not reliable to live long enough for
you to actually draw valdios, compared to Aeris or
Photocide, who will probably live to see Ballom or
Alcadeias. Humans are commonly knocked off quick
with blockers or decent attackers, so you need to
have Valdios in your hand early to pull it off.
The Limited Side:
This card should always be drafted. There is a
decent 3-cost or less human in every set, excluding
the Survivor set, since all humans apparently died
in the Megapocalypse.
Base- Brawler, Vorg, Horvath, etc.
Evo- Mini Titan
Rampage- Explosive Dude Joe
Shadowclash- Missile Boy
In draft, speed is amazing, as now the drafters
probably do not have the mass swarm of blockers to
stop you as efficiently. Having him out early means
death in most matches, unless the opponent drafted
- 4-cost 6000 evo-monster. Amazing? Aww, Yea…
- Cheapest DB in the game, if you exclude the ever
popular, Magma-Gazered Braid Claw
- Powers up all of your other humans, so they won’t
die as easily
- Hands down one of the best red cards in the game,
behind Rikabu and DFBC
- Weak for an evo Double Breaker.
- Groblav can be better in certain situations
- Too dependent on unreliable humans. That’s
probably its weak point
Constructed(Speed) – 4.5/5- In a deck revolved
around speed, it’s amazing. Run it
Constructed(Non-Speed)-3/5- It can turn your game
around slightly, but I just think that in long term
matches, Armored Groblav has more of a use.
Limited – 4.5/5 – Speed is amazing in draft. Plus,
it’s good trade bait!
Art- 4/5 – Huge missile launchers and cannons and
fire…what more can you ask for in art?...
Well that’s it for Armored Blaster Valdios. If you
have any questions, comments, concerns, or
complaints, e-mail me at