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Pojo's Duel Masters Card of the Day

engineer_kipo
Image from Wizards Duel Master site

  Invincible Unity

Stompatrons

Card # DM-06


Date Reviewed: 05.12.05

Constructed Average Rating: 2.75
Limited Average Rating: 1.00

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

 
Lee Sandow

I must be the most inconsistent writer of reviews ever.  Sometimes I'm here, sometimes I'm not, and every time I PROMISE to do something, it ends up falling through.   I'm going to say this now.  School is wrapping up, so for the rest of the year, expect me to be off-and-on reviewing.   I'll write when I can, but Graduation, Girl friends, and Star Wars go first (though maybe not in that particular order).

 

The usual statements aside, let me say how thrilled I am to be reviewing the Invincible Cards.   I think they are awesome!  They might not see much play, but they deserve to.  Let's discuss why.  Today's invincible card is:

 

Invincible Unity

Cost:  13

Civilization:  Nature

Card Type:  Spell

  • All your creatures in the battle zone get power attacker +8000 and 'Triple Breaker' until the end of the turn.

Flavor Text:  I forget.

Mana Generated: 1

Rarity:  Very Rare

Card Number:  9/110

 

Ouch.  That's just rude.   And evil.  And EXPENSIVE.

 

Civilization :  Being nature, he fits in well with other nature decks.  Nature decks usually consist of mana acceleration and quick rushing evolutions, followed up late game by fatties and BIGGER evolutions.   Then, they can use this card to essentially end the duel.  Fun.

 

Cost:  Thirteen mana.   More than Billion Degree Dragon.  More than King Tsunami.  The highest cost in the game.   Obviously, you better be packing mana accel if you even want a CHANCE at using this.

 

Abilities:  This card is so evil.   This makes any creature a tank, and gives it the destructive power of a nuclear bomb.  It's like sending GI's into a peasant village.   This card allows your creatures to smash your opponent's shields up good, and allows them to smack-down any creatures your opponent might have tapped at the same time.  It gives all your creatures 8000 extra power, which should allow them to flatten any pesky blockers they go up against (Burning mane has 10000 power, and Barkwhip has 13000!!!)   It also makes them Triple Breakers, so there goes half your opponent's shields with a single swipe.  Suddenly, that Burning Mane is much scarier looking…

 

Ok, now that I've reviewed these stats, let's see how they stack up. 

 

Constructed overview : If you dedicate the deck to this card, it will pwn all.  By that, I mean pack the deck with mana accel, focus on getting MANY small creatures on the field at once, then use this.   Your opponent will hopefully not survive the turn.  If they do, then just lather, rinse, repeat and try again later.  Unfortunately, this usually won't work too well.   I'd pass on this invincible card, but it COULD work…  2.5/5

 

Limited overview :  I wouldn't try it.  Unless you lucked into pulling a bunch of faerie lifes or Bliss Totems, you'll never pull off 13 mana.  Even if you do pull it off, you likely won't have many creatures on the field to take advantage of it.   Can't say I'd recommend choosing this one…  1/5

 

The Sith hits the fan in 9 DAYS!!!!!!!!!!!!!!!!
 

XvDim
AssassinvX
Hello all. This is my first COTD review, So wish me luck! ^__^;
 
This week we're reviewing the newly released Invincible's from Stomp-A-Trons of Invincible Wrath, And today? Invincible Unity, Let's take a look.
 
Name: Invincible Unity
Cost: 13
Civilization: Nature
Type: Spell
Rules Text:
Each of your creatures in the battle zone get +8000 power and ''Triple Breaker'' until the end of the turn. (A creature that has ''triple breaker'' breaks 3 shields)
Flavor Text:
"The roots of the World Tree reach into the hearts of all who cherish life"
Mana Number: (1)
 
 
Alright, Now thats over time to critique it.
 
Well, Its an invincible, So you know its going to cost an arm and a leg to play. A whopping 13 mana. Now the question is: By the time you have enough mana to play it, Will it really make that much of a difference?
 Being a Nature card, It has lots of cards to get a Mana Ramp going in-order to get it out earlyer.
 
+8000 Power and Triple Breaker. Good deal at first glance, But lets see what you should use to make it effective in a deck.
 
Well, If you were planning on useing this card, It would be a good idea to run Mono-Nature. Seeing how Nature has all of the mana excel.
 
Here's some good ideas of cards to use if you plan on useing this card:
- Bronze-Arm Tribe
- Fairy Life
- Poison Mushroom
- *Bliss Totem* (This card would GREATLY improve your chances of getting the full effect from this card. Pumping 3 cards into your mana zone each turn is never a bad thing. And useing it every turn, you'll have enough mana to play Invincible Unity by turn 7-8!
 
Now onto the actual ability on the card.
 
+8000 Power? Useing it with almost any creature on the board means you'll beable to destroy most anything your opponent has.
 
Triple Breaker? If you've got atleast two creatures on the board, Thats all your opponents shields broken, Given they dont have blockers.
 
What else could you play for 13 mana?
 
- Torcon + Barkwhip + Bronze-Arm Tribe + Fighter Dual Fang? .
- Natural Snare + Mana Nexus + Dimention Gate?
- Many different cards.
 
Alright, Onto the Pro's - Con's
 
Pro's:
- + 8000 Power and Triple Breaker, Very mean.
- Your creatures can pretty much destroy any other creature your opponent might have out.
- Can quickly change the tide of the duel.
 
Con's:
- Costs 13 Mana to play, Also very mean.
- By the time you actually have enough mana to play it chances are your opponent wont have enough shields to really make it useful.
 
 
Constructed:  2.5/5  (Unless your deck is built around this card, It's not worth playing)
 
Limited:  1/5  (If you happen to pull this card, Pass it on)
 
Alright! Thats my first COTD review! I hope Pojo picks it..^_^.. See you next time!
 
~DimAssassin
 
Contact me at XvDimAssassinvX@aol.com or on AIM as XvDimAssassinvX
Elk Ok, as you might have assumed we are doing reviews for all of the Invincible cards. Today is Invincible Unity.

Name: Invincible Unity
Cost: 13
Civilization: Nature
Type: Spell
Rules Text:
Each of your creatures in the battle zone gets +8000 power and "triple
breaker" until the end of the turn. (A creature that has "triple breaker"
breaks 3 shields.)
Flavor Text:
The roots of the World Tree reach into the hearts of all who cherish life.
Mana Number: 1
Artist: Hisashi Momose
Rarity: V
Collector Number: 9
Set: Stomp-a-Trons of Invincible Wrath

This card can be useful, but many people can skip this. I mean, n00bs may
think of this card as a life saver, but if you must wait until turn 13 and
draw this card just to win then you are not a worthy duelist. You rely on
cards instead of skill to win when using this card. When using Nature, if
you need a triple breaker, go with Nocturnal Giant. If you need sheer power,
go with Splinterclaw Wasp.

Like I said yesterday, in limited, snatch it and place it in your back
pocket.

Constructed- 3/5
Limited- 1/5
Art- 4/5

Thats my review. If you have anything to say, email me at
i_luv_mimi33@hotmail.com
Byez....

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