Pojo's Duel Masters Card of the Day
Wizards Duel Master site
Date Reviewed: 01.24.05
Constructed Average Rating: 5
Limited Average Rating: 5
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.
Once again, I find
myself in a hurry to type this blasted thing,
simply because as usual, I'm writing this at six
in the morning because I have no other time.
I've been majorly stresssed lately, so if I've
been short with anyone on AIM I appologize.
Anyways, on to today's card. It's my least
favorite card ever. This guy schooled me in the
draft, and I just haven't been able to get over
him. Personally, I think he's the best card in
the set... Say hello to:
Card Type: Creature
Speed attacker (This
creature doesnít get summoning sickness.)
Double breaker (This
creature breaks 2 shields.)
Flavor Text: The
first cannon blasts your flesh. The second
cannon blasts your soul.
Flavor Text Two: "I'm
Mana Generated: 1
Card Number: 45/55
Ok, so I threw that
extra flavor text in for effect. But seriously,
this guy is BAD news when he hits the field.
Let me explain why.
Heís fire, heís an Armored Wyvern, which are a
very strong race. They currently have no
evolutions, and no support, but they tend to be
big enough that they don't need it. This guy
mana is expensive, but in this guy's case, it is
the best seven mana you'll ever spend. It's
nice for it's power, and it's effects make this
cost seem just plain CHEAP. There is no reason
to not run this guy because of his cost...
power is very strong. It can deal with nearly
every small and mid-range creature, and can
easily dispose of most evolutions. Look out for
other fatties, though. They are the only things
that can take this guy out.
He's got Double Breaker. This means he breaks
two shields. For a seven-cost creature, this
ability is pretty much a given.
He's got Speed
Attacker. OH SNAP. The second this guy hits
the field, he can (and will) swing for two
shields. Or he can swing into that fattie that
has been bothering you. He can overwhelm any
blocker that see's alot of play, and this guy
makes a great finisher. Speed attacker and
Double Breaker were NEVER supposed to meet.
Ok, now that Iíve
reviewed these stats, letís see how they stack
overview: Fricking Insane. I HATE THIS
GUY. He and the other speed attackers will mark
a new shift in the game, and this guy WILL be
seeing alot of play. Expect to see a re-surgance
of blockers in your environment, because nobody
wants this thing to get to their shields. This
guy is metagame changing. And I despise him.
I had to go up against this guy in draft. This
guy SCHOOLED me in every game I met him, and is
the reason I hate him so. If you draft him, use
him. Nuff said. 5/5
Ladies and Gentlmen
(and you roughmen too), this concludes today's
report. Stay tuned tomorrow for less broken
Aint it kinda
funny, at the dark end of the road, how someone
lights the way with just a single ray of hope.
(Top 4 at
2004 GenCon - Indy
Twin-Cannon Skyterror = A Beast. He is hands down
the best card from Survivors and easily one of the
best hitters in the current metagame. You SHOULD be
playing him. And if you aren't playing him, then you
SHOULD be running a set of cheap blockers for him.
1. Double Breaker. Usually this is fluff on a
creature you have to wait a turn to use. On an
Evolution it's great because there's no summoning
sickness. Want to know why this effect is absolutely
sick on Twin-Cannon? No
summoning sickness + no need for evo bait = you got
2. Speed Attacker. Twin-Cannon is the prime example
of why the SA effect can
be game breaking in both Constructed and Limited.
Why? Twin-Cannon has maximum utility. It doesn't
require another card to be effective (like how an
Evo does), it circumvents one of the 'grand
equalizers' of this game--summoning sickness, bounce
is neglible to Twin-Cannon, and he's a total
wrecking ball the sooner he sees the field. Plain
Twin-Cannon is the definition of a deadly threat.
Instant advantage. It's the reason why he's darn
near-perfect in both formats.
7 for 7000 is great on a Speed Attacker with Double
Breaker. You're either hitting for two, slamming a
7000 or below body, or getting rid of a blocker.
But, 7000 isn't perfection, somewhere there's a
player packing Gran to halt his damage or a Fighter
Dual Fang that can slam him after he's done his
thing on the field.
[Where To Deck]
Twin-Cannon Skyterror is a great fit in every deck
running Fire that is not pure uber-Rush. It truly
shines in aggro and aggro-control decks that prepare
for the lategame. Most of those decks usually have
the means to accelerate the deck (like Bronze-Arm
Tribe and Poisonous Mushroom) so Twin-Cannon poses a
threat earlier. In my humble opinion, Twin's also
very sweet in Survivor decks, even more so than
Bladerush Skyterror Q.
Speaking of S-decks, I'm still messing around with
them. (Aren't you?) I present to you my latest build
featuring Twin-Cannon Skyterror. The deck is still
heavily being tested. Soon I'll toss this into the
ring versus some very stiff online competition who
will undoubtedly help me get this puppy ready for my
* Water *
Hunter Fish x4
Aqua Hulcus x4
Spilt-Head Hydroturtle Q x3
Spikestrike Ichthys Q x3
Brain Serum x2
* Fire *
Blazosaur Q x4
Twin-Cannon Skyterror x3
Searing Wave x3
* Nature *
Smash Horn Q x4
Bronze-Arm Tribe x4
Avalanche Giant x2
Natural Snare x4
I'm going to test Tornado Flame, Poisonous Mushroom,
Corile, and a different
angle for the deck using Darkenss for discard and
removal. Regardless of test changes, Twin-Cannon
Skyterror will remain in the deck.
When you play Twin-Cannon in any format you've got
to use him has the tool he's crafted to be--force
your opponent to make tough choices or press for the
win. If you don't face many blockers, then
Twin-Cannon is going to cause
a lot of trouble. But, don't stick just one copy of
Twin-Cannon in a deck with a bunch of low utility
cards and expect it to win games for you.
[Format Ratings Overall]
Contructed: 5/5. You are short-changing yourself if
you don't construct at least one deck for this guy
as the "complete package" finisher. Expect to see
players--even the ones who ahbor blockers to no
end--run a set of cheap blockers just to deal with
this behemoth, and to a lesser extent, the other
Limited: High. Twin-Cannon is an automatic pick for
Limited, despite the need to keep Sealed decks
within the 1-6 mana card choice range. Twin-Cannon
Skyterror is what a "bomb" should be--it's fat, it
packs double breaker, it's reasonably costed, it
doesn't require evo bait--and most importantly--it's
a hitter the moment it sees the battle zone. Lack of
summoning sickness is, well, sick in Limited. If for
no other reason (say that I was crazy and didn't
want to use Twin-Cannon in Limited), I'd Draft
Twin-Cannon simply to keep it out of my opponent's
Well this week we are reviewing three insane cards.
The first of them is what I believe to be the best
card in the set. Twin Cannon Skyterror.
Normally it would take two cards from your hand (and
6 to 9 mana) to get a double breaker to hit the
field all at once. For example:In order go from
having no creatures in play to having a Crystal
Lancer you need to cast Aqua Guard, and then cast
Crystal Lancer on top of Aqua Guard. With Twin
Cannon Skyterror on the other hand you just cast
seven mana, and use up one card from your hand.
Let's say that you need to break three sheilds, and
attack one last time to win the game. Your opponent
has no blockers out. You have two creatures in play,
and no sheilds. Your opponent has three creatures in
play. Looks hopeless huh? Well guess what? It's not.
Just play Twin Cannon Skyterror. With a little luck
you should be able to win in the very turn that you
play Twin Cannon. Another great reason to run Twin
Cannon is that Corile doesn't do very much to him at
all. Your opponent plays Corile. Then you put Twin
Cannon back on top of your deck. But guess what?
Twin Cannon just comes back out next turn. Evil huh?
Twin Cannon can also be used to kill a tapped
creature instantly. Just cast Twin Cannon and attack
the Barkwhip/Chaos Worm/Valdios/Larba Geer. The best
part about Twin Cannon is that he can be used as
early as turn five. How? Just play Poisonous
Mushroom, and Bronze Arm Tribe to get mana faster.
People hate, and fear Dash Horn hitting play on turn
five. Twin Cannon is even worse though, because he
attacks right away.
So let's do a quick review of Twin Cannon
He gives hand advantage (because he requires no evo
He can surprise your opponent, and break two sheilds
out of nowhere.
He cannot be coriled.
He can take out big creatures instantly.
He can hit play on turn five if you want him to.
He looks cool.
Rating: 10/5 (One of the best cards to ever come
into this game.)
||Todayís card, Twin
Cannon Skyterror, is, in my opinion, the best card
in the set. It is also the best of the Skyterror
race. Gatling, Scarlet, Metalwing and definitely
Chaotic donít come close to being as good as Twin
Cannon. And, surprisingly, some of them are harder
to get than Twin Cannon. Anyway, letís get on with
Twin Cannon Skyterror is an amazing card. To start
things off, its not one of those horrible cards with
horrible mana to cost ratios. It costs 7 for 7000.
But thatís not all! Not only does it have the
benefit of being the strongest of the speed
attackers, itís got Double Breaker to boot! That
means that on Turn 7, there is a high chance youíll
be able to double break your opponents shields, and
quite likely end the game. This card is also only a
rare, excellent IMO for a card with such great
stats. Itís even got great art, and a super cool
promo form that looks awesome.
I canít think of anything bad for this card. Sure
itís a bad draw in your opening hand, but what
high-costing card isnít? If you run fire, make sure
to use this card,
Constructed: 5/5 (A must for ANY deck using fire)
Limited: 5/5 (Again, a must for ANY deck using fire,
even more so here. Iíd give it a 10/5, but I canít
really do that)
Artwork: 5/5 (Some of the finest artwork of Duel
Masters, and the holo form makes the picture look
Twin-Cannon Skyterror - One who fears no sickness. This card introduces
another new ability in the Survivors of the Megapocalypse expansion:
Speed attacker. The name says it all, giving this fast-paced creature
some instant satisfaction. Okay, okay, so he's a on the pricey edge of
the game...but there's such a benefit behind it. With 7 mana under his
belt, you expect a decent attack...right? Well you get just that, 7000,
and more! Not only is Twin-Cannon Skyterror a nicely rounded creature in
terms of cost and attack, but he packs a punch with his second effect -
Double breaker! A possible first-turn, double-breaking powerhouse.
Twin-Cannon Skyterror is undoubtably, if not, the best speed attack in
the set. By turn seven, when all chaos unleashes, you'll have a nice
power to push back with and knock out a couple shields in the process.
This card belongs in any fire-based deck which needs a little spicing up
with speed and power. Twin-Cannon Skyterror suffers no serious flaw and
recieves a high 4/5.
+ 7000 Power - Excellent backup power.
+ Speed attacker - The sooner the better!
+ Double breaker - Two shields too many!
- 7 Mana - A turn's worth of mana...but well spent!
Christopher "Kaijudo Chris" Thomas