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Pojo's Duel Masters Card of the Day

invincible_aura
Image from Wizards Duel Master site
 

  Invincible Aura
Stomp-a-trons

Card #1


Date Reviewed: 05.17.05

Constructed Average Rating: 1
Limited Average Rating: 1


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

 
Fish &
Chips
Invincible Aura

Fish

I'm sorry about the long hiatus from card reviewing. I had stopped playing the game for a while, and my life was just too busy. That and a combination of short memory has made my reviews very inconsistent over the past few months. Fortunatly, things have begun to slow down a bit, so I'll make sure to keep up with the reviews.

Now that that's out of the way, onto looking at Invincible Aura.

When I first looked at this card, my eyes were instantly drawn to the mana cost, which is 13. With a mana cost of 13, this card will rarely be able to be played in an actual game, and even if it is, would you really want to use 13 mana that you could have used somewhere else to play this card?

Now, the main problem I have with this is not only the mana cost, but part of the effect itself. When you take 3 cards from the top of your deck and put them into your shields, that's removing three cards from your deck. Now, assuming that the game is actually played long enough for this card to be used, both players must be running out of cards by now. Those 3 eliminated cards could mean the game, especially if you're playing against a stall deck.

The interesting part about the above argument, however, is that that effect could be used for card drawing advantage as well. If you place 3 cards in your shield zone, then get them all broken, you'll have 3 extra cards. With 13 mana, you'll most likely be able to play them all. The shield effect itself is also a plus, as giving yourself 3 shields could save you.

Overall, I really don't think that this card is going to get much play time. The mana cost is way too high, and at that point in the game things will most likely be too hectic for three shields to save you.

Constructed: 1.5/5
 
Steven Cantrell
Today’s review will be shorter than usual. I will not have a tournament report either because GQ did not have a tournament last weekend (everyone went to Yugioh regionals). Next week I can finally get back to GQ and start writing the regular tourny reports again.
 
Invincible Aura
Type: Spell
Civilization: Light
Mana Cost: Thirteen
Rules Text:
Add up to 3 cards from the top of your deck to your shields face down.
Flavor Text:
The Fire army has enough firepower to lay waste to a planet-but even that isn't enough to bring down the wall of Light.
Rarity: Very Rare
Set: Stompatrons of Invincible Wrath
 
Getting three extra shields sure seems good at first. But what does this really do for the tempo of a deck? Invincible Aura offers no hand, field, or mana advantage. Rather than help you win the game, it only prolongs defeat. This does not look good so far.
 
Now look at Invincible Aura from a mathematical perspective. There are already several shield-generating cards, so we can compare them. Mystic Inscription is the most similar. It takes just one card from deck to shield for a six-mana cost. Aura does the same for
only 4.3 mana per shield. That shows signs of promise, but the low ratio is offset by the ridiculous thirteen mana cost. No matter how you view Invincible Aura, it is anything but an invincible card overall.
 
Limited: 1.5/5
Most of the five major spells are horrible in draft. Invincible Aura is no exception. Try to avoid it if possible. Otherwise, just play it as mana everytime.
 
Constructed: 2.5/5
Invincible Aura would probably work best in some form of a stall or deckout strategy. Sadly, those decks normally do not incorporate Nature, which is needed to reach the thirteen mana casting cost. So Invincible Aura just takes too much work to pull off efficiently.
 
Toilet
Head
Brett
Continuing the week of invincibles today we look at invincible aura:

civilization: light

spell

Add up to 3 cards on top of your deck to your shield zone face down.

Getting 3 shields is very nice but by the time you get to 13 mana your opponent will probably have something to counter it. Also, you have no idea what you are putting in your shields it could be holy awe or nothing at all. There is just no way to know unless you summon telitol the explorer who lets you see your shields, but you still cannot change them.(except with emeral of course) ;) Which this would take many turns and unless you have many blockers your opponent will probably have broken your shields anyway so........That sucks.

constructed: Don't think about it in mono light just use sundrop armor instead. At least you know what your putting in your shields. 1/5

limited: Do I really need to explain this? NO DON'T USE IT. 1/5

art:second to worst of the invincibles, but still cool 4/5
 

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