Shield Trigger (When this spell is put into your
hand from your shield zone, you may cast it
immediately for no cost)
Look at the top 4 cards of your deck. Put one of
them into your hand, and put the rest on the bottom
of your deck in any order.
Power & Cost: Well, a spell doesn't have any ATK
power, but it does have a cost. Which is 3 mana and
Shield Trigger. And both are good for a draw card.
Race & Civ: Spells doen't have races, but it's civ
(Water) is a good one. Water is like the master of
drawing, with Aqua Hulcus, Brain Serum, Astral
Warper (needs more evo bait), IllFolk, Crystal
Effect: Submarine Project allows you to see the top
4 cards of your deck, pick the best one, and shift
the remaining 3 to the bottom of your deck. While
that's great for removing any bad top decks, what if
those cards were useful to you now (or they would
be, in the next 3 turns.) Such a pity you can't put
them on the bottom of the deck, and then shuffle.
Limited: 3.5/5 (You may want to smooth out your
Constructed: 2/5 (Better draw cards)
Mana Cost: Three
trigger (When this spell is put into your
hand from your shield zone, you may cast it
immediately for no cost.)
Look at the
top 4 cards of your deck. Put one of them into
your hand, and put the rest on the bottom of
your deck in any order.
death changes nothing. Keep digging to the core."
Set: Fatal Brood
of Infinite Ruin
When picking the
cards to review this week, Submarine Project caught
my eye because it is sort of a mini-Crystal Memory.
These two cards are strikingly similar, both being a
search/draw spell from the Water civilization.
Project and Memory also share the Shield trigger
ability and give you card advantage by the quality
of the card, not the quantity. In contrast, Project
comes with a cheaper price tag but the search
parameters are restricted to the first four cards of
your deck. A couple of the other new cards from
Fatal Brood like Kelp Candle and Zeppelin Crawler
have identical search abilities as well.
So now that you
have a good idea what Submarine Project does, is it
good enough to make the cut? I’m still undecided
because Water already has strong, established draw
cards like Aqua Hulcus and Energy Stream at the
three drop. Those cards offer numerical advantages
over Submarine Project so they have a leg up there.
However, Project does have the Shield trigger
advantage as an added bonus and can help you more in
a pinch. Say the duel boils down to a sticky
situation where you must draw a Speed
attacker to win. Project gives you 4 shots to pull
one of the top of the deck whereas with Stream you
only get two. This is the ideal situation where
Project is at its best. Generally speaking though,
Stream earns a slight not in my book. Maybe try out
2 or 3 copies of each and see what works best in
draw power, creature kill, and hand destruction are
hard to come by in draft, so you should always deck
cards like Submarine Project when the opportunity
comes. Just keep in mind that dropping a creature to
gain field presence is probably more important early
I see Submarine
Project as a card with loads of potential that
probably won’t make it past the initial testing
stages in most decks. It's effect putting the
remaining cards on the bottom could really hurt if
they were ones you needed. On the flip side,
stashing away three straight dead draws could really
help. We’ll see what happens.
-Look at the top 4 cards of you deck.Put one of them
in your hand, and put the rest on the bottom of your
deck in any order.
Flavor: Read it yourself.
Cost: 3 mana is pretty cheap for what the card can
get you. For 3 mana you get a "near" Crystal Memory.
Not bad, not really good, but not bad.
Effect: This card let's you search the top 4 cards
of your deck, pick which card you want, and then
force you to put the rest at the bottom of your
deck. Hand Advantage is really nice and it get's
even better because now you can pick and choose what
card you want to draw. Instead of summoning Hulcus
and getting something crappy you could find that
Terror Pit lying in your deck. This effect can be
just what you need to fish out that card you need to
finish your opponent off, or it could allow you to
just gain a little extra help. The adding cards to
the bottom of your deck part can also be
semi-negated via cards that make you shuffle your
deck. Adding Shield Trigger to the deal and it get's
a little bit sweeter.
Constructed: 4/5 Draw the card you want.
Limited: 4/5 Nothing wrong with drawing
Submarine Project Cost: 3 Civilization: Water Type: Spell Rules Text:
Shield trigger (When this spell is put
into your hand from your shield zone, you
may cast it immediately for no cost.)
Look at the top 4 cards of your deck. Put
one of them into your hand, and put the rest
on the bottom of your deck in any order. Flavor Text: "Ballom's death changes nothing. Keep
digging to the core." -Emperor Maroll Mana Number: 1 Artist: Norikatsu Miyoshi Rarity: U Collector Number: 22
Civilization: Again water digs and searches
for what it needs.
Effect: An interesting effect. It lets you
actually pick what you want to get from this
card. Though it won't get you 2 cards like
energy stream, you'll have a better chance
of getting what you want since you pick the
card. The one card you pick goes to your
hand, while the rest go to the bottom of the
deck. So the 3 cards you send to the bottom
you may not be seeing for a while unless you
have a search engine. The only down side to
this effect, is if the 4 cards you can't or
don't plan on playing any of them soon. If
you trigger this as a shield trigger though,
you get to pick 1 of 4 cards to use next
turn. Not bad at all.
Cost: I found that shield triggers usually
cost 0 -1 and since this is a mini search it
would be too good to play this on turn 2. So
I find the cost of this card reasonable.
Flavor text: What? Ballom can't be dead.
He's the master of Death, He can't die!!!
Constructed: 3/5 I can see this card being
played, but it's competing for the spot
against Aqua Huclus and Energy stream
Limited: 4/5 any thing that searches is a