Hello again my fellow Kaijudo
Duel Masters! Welcome back to Pojo.com's Card of the
Day, where we take a look at cards from both recent
and past sets and give our honest opinions on them.
Today we're going to be taking a look at one of the
new shield blasts from Shattered Alliances that
seems to have quite a bit of potential. Let's take a
look at Sunstrike.
Name: Sunstrike
Civilization: Light/Fire
Type: Spell
Race: N/A
Level: 6
Power: N/A
Flavor Text: Light harnessed the sun's
energy; Fire weaponized it.
Rarity: Rare
Set Number: 56/80 l 9SHA
Abilities:
Shield
Blast- (Instead of putting this spell into your
hand from a broken shield, you may cast it for
free.)
Choose target enemy creature. If it has power 5000
or less, banish it. Otherwise, tap it and it doesn't
untap at the start of your opponent's next turn.
Sunstrike has one of the
coolest arts for a spell that I've seen! It's like a
floating pyramid on top of another pyramid and it's
blasting away its enemies. Also, is it just me or
does that look like a golden pokeball in the center
of the pyramid?
Instead of giving you two
effects like the shield blasts of Clash of the Duel
Masters, Sunstrike gives you the choice to activate
one of two effects. You choose a creature on your
opponent's side of the battle zone and depending on
its stats, you apply the correct effect. If the
creature is 5000 power or less you get to banish it
much like Flame Tornado. However, if the creature
has more than 5000 power you can tap it down and
keep it tapped for an extra turn, just like Lyra,
the Blazing Sun!
These effects by themselves
really aren't worth the six mana you have to pay for
it. But when you have the choice between
activating these effects it becomes more applicable.
Let's say your opponent has a Lux and Lyra, the
Blazing Sun in the battle zone. After attacking with
the Lux they hit your Sunstrike in your shield zone;
you have a decision to make. You
can either banish the Lux or you can tap down their
Lyra and stop them from attacking this turn as well
as their next turn! It is such a huge benefit to be
able to finally get around a creature that has more
than 5000 power when utilizing the Light and Fire
civilization!
This card isn't ideal to
hard-cast and generally is pretty amazing when it's
hit from your shield blasts. This card is still
finding its niche in some decks but I honestly think
that it will continue to see some more play in the
future. Give it a try and you might just find that
this card is what you've been looking for.
Ratings:
Constructed: 4.00/5.00
(It's essentially a Tornado Flame for one more mana
that gives you the option to deal with bigger
creatures if they exceed 5000 power.)
Limited: 4.25/5.00 (This card is one of the
better removal spells in the set. Seeing as games
tend to go a bit slower, at least starting out,
you're more likely to be able to get this effect off
even if you hard-cast it.)
Stop by again tomorrow when we
continue to look at some cards from Shattered
Alliances that didn't quite make the cut for the top
ten list. Until next time my fellow Kaijudo Duel
Masters, keep calm and game on!