Name: Stormspark Blast
Civilization: Light
Type: Spell
Race: N/A
Level: 6
Power: N/A
Flavor Text: Megaria looked up. The clouds
crackled with energy. The sky thundered and the
ground tore open. For the first time in an age, the
Dark Lord felt fear.
Rarity: Rare
Set Number: 28/165 l 3RIS
Abilities:
Shield
Blast (Instead of putting this spell into your
hand from a broken shield, you may cast it for
free.) Tap all enemy creatures.
First of all the flavor text on this card is by
far one of the most detailed and dramatic I've seen
in this game thus far. I would really like for
Wizards to continue to provide us with some stories
in our cards outside of watching the show; I really
enjoy it.
The art on this card is really
kinda awkward... the most common thing I've heard
tends to focus on the mammary glands shooting out
lasers but in other words! Regardless of all of
that, this card is the one card that people hope is
never in your opponents shields. This is one of
players' biggest fears when playing against the
Light Civilization, especially late game. If you
happen to hit a Stormspark Blast it could mean game
over for you! Sure you had some blockers in the
battle zone... unless it happens to be a card that
automatically untaps at the end of the turn like
Ra-Vu, then you're in trouble.
Defensively this card is
amazing. It can completely turn the game around in
your favor. One minute you're at your last shield
and the next your opponent's turn is over! Also, you
get to attack unguarded, so go right ahead and win
the game.
Offensively it can be a bit
pricey to play but can be worth it in the right
deck. If you focus on using a lot of skirmishers or
creatures that gain effects when winning battles,
then this card is for you! I personally use light
tap spells like Stormspark Blast alongside cards
like Herald of Infernus and Tatsurion the Unchained
to set up ridiculous combos.
Basically this card should be
run in every deck that runs light. I would almost
encourage you to even consider teching a playset
into your deck just because. As the game progresses,
I think tap spells will see more play and I also
think cards that untap your creatures will also
start to see play. I know I've considered trying out
Current Charger or Regroup for the KMCs and it could
prove to be quite effective against this card as
well as Lyra the Blazing Sun; just remember you
heard it from Mark Woodin AKA Raijinku here first!
Ratings:
Constructed: 4.50/5.00
(This card often will sit around in your hand unless
you need to press in for game or take out a lot of
your opponent's creatures all at once. It is an
amazing card that can turn the game completely in
your favor; this card isn't just a game changer, it
can be a game ender.)
Limited: 4.50/5.00 (Why
not? There's a decent amount of skirmishers in Rise
that could benefit from this card, plus you can get
around all of your opponents blockers.)
Make sure to stop back again
tomorrow for some new tips and tricks as well as
another KMC worthy card review! Until next time my
fellow Kaijudo Duel Masters, keep calm and game on!