Hey guys. Turns out that my soccer
schedule was even less generous than I was hoping,
so don’t expect a tournament report for the next
three weeks. Meanwhile my DCI rating will be going
absolutely nowhere. But I can at least keep
practicing for Continentals over the internet, so
anyone interested in a fun duel (preferably on the
weekends) catch me on AIM. Thanks.
Back on the subject of CotD now.
Today we were each asked to pick any Race in the
game of Duel Masters to review. I had a tough time
deciding between several candidates that I’ve used
over time, but eventually decided upon...
Yea, I know there will probably be
others covering the lovable blue creatures, but they
deserve that much recognition. There are currently a
strong number of Liquid People at fourteen. They
also boast three evolutions, tied for highest ratio
in the game. What does all this mean? Quite frankly,
not as much as it would have in the past. Race no
longer holds the importance of post-Evo Crush in my
view. Overall evolutions are seeing less play with
other capable closers like Cryptic Totem and
Twin-Cannon Skyterror hanging around. Pessimistic
views aside, let’s move onto breaking down my race
These four creatures are the cream of
the crop. Aqua Guard can come in handy as a cheap
chump blocker, Jolter is a trigger threat, Hulcus
has excellent draw power, and Surfer combines bounce
with shield trigger action. Any of them could fit
into mono-Water or an aggressive scheme utilizing
blue. They are also relatively cost-effective.
This well-known pair of unblockables
has seen plenty of playtime. Both were unleashed in
Evo-Crush and became popular soon after.
ran two each of the duo in my U/B control a while
back to great success. Lee Sandow has also promoted
the Liquid People, particularly Crystal Paladin.
They can still be useful for bypassing blockers in
todays metagame. Just don’t expect too much.
There are a few non-Liquid People
cards that affect the race. Blue creatures like King
Nautilus lend unblockable aid, while the Cyberlords
make a great team as well. However, Fire brings out
some worrying weaknesses. Massive field sweepage
like Searing Wave could knock out almost every
Liquid People creature. Just things to keep in mind.
Race has almost no bearing in limited
play, but I’ll give the Liquid People an average
score for the sake of statistics. For anyone
wondering Base Set holds the most blue men at five.
There are not many races that can
keep up with these guys in terms of playability and
sheer numbers of the group. Paladin and Lancer are
still potent, while Hulcus remains a staple Water
creature. Solid all around.