Pojo's Duel Masters news, tips, strategies and more!

DM Home

Message Board

DM News Reports

Trading Card Game

Price Guide
Card of the Day
Duel Yammers - Fan Tips
Top 10 Lists
Tourney Reports


Featured Writers
JMatthew on DM
cecillbill's C-Notes
Hydromorph


Deck Garages
Dry’s Arsenal
Drizer's Dungeon
cecillbill's Dojo
Knives101's Lab
NFG's Garage
aka GDOG'S-VERSION


Spoilers
Base Set DM-01
Evo-Crushinators of
Doom DM-02

Rampage of the
Super Warriors DM-03

Starter Deck
Shobu's Fire Deck
Kokujo's Darkness Deck
Shadowclash Collector's Tin
Shadowclash of
Blinding Night Spoiler

Survivors of the
Megapocalypse

Disruptive Forces Decklist
Block Rockers Decklist
Duel Masters Starter Set (2)
Twin Swarm Deck
Hard Silence Deck
Promo Card List
Stomp-a-trons
Thundercharge
Epic Dragons
Fatal Brood
Shockwaves
Blastplosion
Thrash Hybrid

Video Games
Sempai Legends

Other
Staff

Magic
Yu-Gi-Oh!
Duel Masters
DBZ
Pokemon
Yu Yu Hakusho
NeoPets
HeroClix
Harry Potter
Anime
Vs. System
Megaman

Pojo's Kaijudo Card of the Day


Image from Wizards Duel Master site

   Sasha, Channeler of Light

- #S3


Date Reviewed: 01.17.13

Constructed Rating: 2.13
Limited Rating: 3.00


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

 

Raijinku
YouTube
Twitter

Hello everyone, welcome to another Card of the Day brought to you by Pojo.com! Yesterday we took a walk on the dark side of things, so I figured we would put things on a lighter note today with my fourth tech pick of the week: Sasha, Channeler of Light.

Sasha is a massive Level 9 Angel Command with 5,500 Power and an ability called, "Megalaser Cannon," which states: When this creature enters the battle zone, choose up to 2 target tapped enemy creatures. Your opponent shuffles those creatures into his or her deck.

I'm going to dive in to the nitty-gritty of this card first before I touch on the good side of things. Sasha is a Level 9... A LEVEL NINE!!! (All I can think of is that silly clip of Hitler smacking a table and yelling Nein over and over and over again; if you haven't seen it, it's worth the ten seconds of your life). Normally most people don't want to use such a high level as it is basically a dead card the entire game. However, it's ability is what makes it shine (not the fact that it's a Light Civilization card). By the time you can play this card the game is either already over or in the most crucial state where the next push by a player can seal the game. Seeing as most people will be attacking late game to go for your shields or destroy your blockers, you can expect their field to be tapped, not to mention Light Civ decks tend to run a lot of cards that tap your opponents creatures. Sasha will get her effect off when she's played (unless your opponent plays a card that untaps all of their creatures at the end phase).

The effect itself avoids some of the major triggers of creature abilities that require them to be banished or attacked to activate their effects. Also the fact that they leave the field completely regardless of Level or Power is amazing! If the game goes that far, you may see them again but may be unlikely, after all, they were sent back to the future!

5,500 Power isn't horrible. It gets Sasha over Frogzooka, Mother Virus, Emperor Neuron, and Hydra Medusa among others. But for a Level 9, I would expect a little more power honestly. This card is useful primarily in a deck based around Light or even mixed with Nature. An unlikely but amazing combo could be comboing this with Orion, Radiant Fury; if he dies, you might get a shot to bring out Sasha and get rid of their cards that already attacked/blocked prior. Ideally though, if you run a Light/Nature deck and you're able to ramp up to 9 mana by turn five or six, you're set to get Sasha in gear! She can bring the game in your favor but only with some thought out planning and strategizing.

Sasha may see some play in the future but it is a really slow card outside of Light/Nature decks. Until we get some Angel Command support, it may be a while before this gets anywhere near mainstream. Still a very fun and entertaining card to use and get out against your opponent!

Ratings:

Constructed: 2.25/5.00 (I really like this card but it's a slow card until late game. It's either amazing or the game's already been done a turn or two ago. In a devoted Light/Nature build I would give this card a 3.75/5.00)

Limited: 3.00/5.00 (Removal in limited is one of the best things to have built into a creature. If you can drag the game out long enough to get Sasha out, she can get quite fierce...Sasha fierce!)

Stop out tomorrow when we conclude my tech choices for the week with one of our more resilient creatures who may or may not spend his free time riding around on the bayou; see you then!


Aiden Thorne
YouTube

Sasha, Channeler of Light

Today we bring out the princess of the Light Civilization, and her giant death cannon. Sasha is one dangerous beauty, capable of feeling emotions and beginning to grasp human nature; she's been known to be quick to snap! Let's take a closer look at the champion of order and benevolence.

Sasha, Channeler of Light
Cost: 9
Civilization: Light
Type: Creature
Race: Angel Command
Power: 5500

Card Abilities:
Megalaser Cannon - When this creature enters the battle zone, choose up to 2 target tapped enemy creatures. Your opponent shuffles those creatures into his or her deck.

Sasha is a card that is rarely played, not because she is bad; but because she lacks support. Sasha herself is powerful defensive removal in the form of a body. Late enough into the game she can be used as offensive removal as well, casting spells such as Helios Rings and Stormspark blast and then throwing Sasha on the board can be a game changer.

Being 5500 she's stronger than a good portion of creatures, but when it comes to other creatures that can come out at the same time she can, well, she pales comparison. Situationally though, she can be very powerful.

She likely won't be more than a 1-of in any control variants running Light, but she is capable of generating massive advange. Throwing two of your opponents evolutions card back in their deck can almost promise you won't be seeing them again.

Constructed Rating: 2/5


Copyright© 1998-2013 pojo.com
This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site.

/