Jordyce of Tikku Gaming [mailto:tikkugaming@hotmail.com] Submitting Duel Yammer - Part 2 of my Survivors Preview. SET 5; Survivors of the Megapocalypse (exposed!) Part 2 - Walk into the LIGHT Welcome back, you are now present at the second part of Jordyce's look at the the next set coming out in english - the Survivors of the Megapocalypse. Today we look at all but two of the light cards from this set, and review each of the good points, and bad points. All translations are from Edo's Duel Masters site. Search for it in google. SEEKER OF THE WIND RA BAIRU Creature / Mechathunder / Light / 7 / 5000 / 1 - Blocker (When an opposing Creature attacks, you may tap this Creature, and stop that attack. Then, this Creature Battles the opposing Creature.) - When this Creature Blocks, untap it after the Battle. 1/55 (Very Rare) This is the VR of the set, Ra Bairu is a very big version of Spiral Grass. He can stop multiple attacks in one turn, and is rightly priced to do so. He's probably suited in any kind of stalling or acceleration light deck; so light-water, light-nature and mono-light are all good decks to put this in. Now this card is a lot more playable than many of the other Very Rare cards from other sets, but if you are not running stall, along with drawing (Mist Rias) and playing the right mana each turn than I can promise it will be useless to you. He is basically a reusable version of Dia Nork. Rating: 7.5/10 - It's a usable rare, to an extent. I'll skip Syforce at this point, we have already had him around enough to know him - so we look this time at: GUARDIAN OF DIVINE SOULS SHUNOOKU-RAA Creature / Guardian / Light / 3 / 3000 / 1 - Blocker (When an opposing Creature attacks, you may tap this Creature, and stop that attack. Then, this Creature Battles the opposing Creature.) - This Creature can't attack the opposing player. - While this Creature is in the Battle Zone, if a card in your Mana Zone by put into your Graveyard by your opponent, you may return that card to your Mana Zone. 7/55 (Rare) Yes, it's a rarer and weaker version of Senatine Jade Tree - and it's additional effect is it stops your opponent from destroying your mana. The key word to that card is opponent, which means you can't use this card to stop your own Engineer Kipo/Bombersaur/Ucarn from destroying your mana. I hope they change that when this set comes out. Unless your meta-game is extremly heavy on mana destruction I wouldn't bother running any of these at all. A poor excuse for a rare, better suited for a common. 3.5/10 - If it was both players, maybe a 6.5/10. GLORY SNOW Spell / Light / 4 / 1 - Shield Trigger (When this card is returned to your hand from the Shield Zone, you may use it without paying its Cost.) - If your opponent has more cards in his or her Mana Zone than you do, put the top 2 cards of your deck in your Mana Zone. 8/55 (Rare) A card which has an effect much suited for nature instead, this card is 4 drop shield triggger than lets you pump your mana if you opponent pumps theirs higher than yours. The problem is to use this card when your first draw it, it requires you to probably have already skipped playing mana on turn 3 before you play it. So you play it and get your mana accelerated ahead? Not exactly. Because you tapped four mana to play this card, you still have to wait another turn to use the mana. Making the point of the card very slight. I would never actually use this card, even in a mana acceleration meta game because although it is mana acceleration it slows down mana use which is against the whole point. You don't get a creature or anything with this card. Not worth it. 2.0/10 - Why bother? DIVINE COUNTERFLOW Spell / Light / 9 / 1 - Each player returns all cards in his or her Mana Zone to his or her hand. 11/55 (Rare) This card is bloody deadly, it resets mana for both players, gives massive but useless card advantage and would make it very easy for the user of Divine Counterflow to deck the opponent out with this card. Running a light/nature that is heavily focused on stall and acceleration, hopefully getting this card on turn 7 while you have tons of creatures on the field. The high mana cost means that you would find it hard to play it in a mono-light deck, where you could just summon tons of blockers than play this card, and mana until you get a Diamond Cutter, a super stall if you will. Really only suited for light/nature, this card actually makes Glory Snow have a use. Play Glory Snow as mana early on, then Divine Counter Flow, your opponents mana is played first, go from there. It's a pickle of a card, but I'd have to say that Hydro Hurricane would do the job better. 3.5/10 - In a normal deck. 7.5/10 - In a light/nature deck built around this card. SEEKER OF LIGHTNING RA-GAIRU Creature / Mechathunder / Light / 6 / 7500 / 1 - Double Breaker (When this Creature attacks a Shield, it breaks 2 Shields.) 21/55 (Uncommon) This guy is a high powered uncommon, double breaker - the usual type of card, he dosen't have any type of power up, and his power still can't take down some of the stronger evolution cards and will really only get one attack in most decks. 6 is an OK cost for a card that gets 7500 power and Double Breaks, but he's got no extra speed or anything like that. 4.5/10 - If you can't get any better cards, I guess this guy would be OK. RETAINER OF THE SKY BARUS Beta Creature / Berserker [Survivor] / Light / 5 / 3000 / 1 - (Survivor) While this Creature is in your Battle Zone, at the end of your turn, untap it. - Survivor (While this Creature is in the Battle Zone, your other Survivors have the above (Survivor) ability.) 22/55 (Uncommon) 5 for 3000 makes this guy an OK card, using the survivor ability to untap itself at the end of the turn. However, this guy is not that great considering if you use his ability on other survivors all of your survivors become massive bait for Death Smoke and cards like that. 3000 power means he goes over Crimson Hammer but not Tornado Flame, and Terror Pit beats this guy down anyway. Being a Berserker gives him no special perks in the Light category, but he's not that bad as a survivor. You wouldn't play this against a deck with dark cards, because your just asking for Death Smoke. 6.0/10 - Really depends on your opponent, he's a loser against dark/fire, winner against the rest! THUNDER NET Spell / Light / 2 / 1 - For each of your Water Creatures in the Battle Zone, you may choose 1 of your opponent's Creatures in the Battle Zone and tap it. 23/55 (Uncommon) A non-trigger card that provides mass-tappage is OK, but if your playing a water/light deck your probably playing a tap and kill deck anyway, this provides massive assistance for a low cost. In my opinion, this card would be very helpful late game if you've got at least 3 water and 3 light on the field, allowing you to beat down your opponents attackers. The problem is that most high powered and evolution creatures are a bit too strong to be beaten by normal creatures, but if you play this card with light/water liquid people evolution it wouldn't be too bad. It's an OK card, but maybe a 3 for a shield trigger version? This card is also evil against blocker decks, play this, Diamond Cutter, win. That simple. 6.5/10 - A versatile but weak card without Shield Trigger. Could have been done better. MIRACLE SEARCHER Spell / Light / 3 / 1 - During this turn, whenever a Creature of your Breaks a Shield, you may draw 2 cards. 26/55 (Uncommon) The light civilisation is getting some pretty cheap, powerful, but hard to use spells aren't they? Miracle Searcher is another card that promotes drawing in light, and it was pulled of quite well. The only problem with this card is that in a light deck the only time you will be using Diamond Cutter to attack shields anyway, and this card would really only be a fallback incase you were going to die anyway. I personally hope this is changed to 2 mana for whenever a Light Creature breaks a shield, it would be better to make this card a little less broken with the amount of possibilites in just splashing 4 of these and 4 Holy Awe. ?/10 - I really can't rate this, it's a little too broken and not broken at the same time. GUARDIAN OF THE WALLS GARIA-ZOORU Alpha Creature / Guardian [Survivor] / Light / 5 / 2000 / 1 - (Survivor) Blocker (When an opposing Creature attacks, you may tap this Creature, and stop that attack. Then, this Creature Battles the opposing Creature.) - Survivor (While this Creature is in the Battle Zone, your other Survivors have the above (Survivor) ability.) 36/55 (Common) It's official - this card is a survival card god, he give's all other survivors blockers. Then all the other survivors can get powered up and you have a wall! Right? Not really, this card is a weak 2000 power for 5, if you use his ability to block your kind of screwed anyways. So many cards can beat this guy down it's not funny. Basically every destruction card can do quite a bit of damage to this card, Crimson, Searing, Terror, Tornado, Smoke and a few other killing cards make slim pickings of this card. He's a grab for a common, and powerful in limited 'fo sure - but he really won't make too much of an annoyance of himself. Which isn't too great. Should he have been 500 power higher, he would've been pretty awesome. 4.0/10 - Survivors can be much better, this guy is just too weak. RETAINER OF WINGS KURUSU Creature / Berserker / Light / 4 / 3500 / 1 - When this Creature is played to the Battle Zone, if your opponent has more cards in his or her Mana Zone than you, put the top card of your deck into your Mana Zone. 37/55 (Common) Ugh, another one of these desperation mana cards. This is actually not too bad a card because unlike most nature cards that accelerate mana are too weak to be powerful attackers, this guy here floats above a few destruction cards, is quite versatile and a nice late game play before you Holy Awe. I can't give a great answer to if this is an amazing card or not in limited, if you don't play mana turn 5 and play this instead you save yourself some hand space. And maybe get a different colored mana. It's 3500 which also isn't too bad. 7.0/10 - I'm being very lenient here, but this could be quite good if used well. EMISSARY OF NIMBUS KARUGO Creature / Initiate / Light / 3 / 2000 / 1 - This Creature can't be Blocked by Creatures that have a Power of 4000 or more. 38/55 (Common) Aha. This is a very odd, yet evolvable card. He can't be taken down by powerful blockers, but he is still blockable by Emerald Grass/Sarius. Chances are that he'll only ever take down 1 shield before being blocked. Sort of useful to get past Ladia Bale/Dia Nork/Senatine for a short time, but unless you have some protection for it it's useless. Stick to real unblockables like Candy Drop and Faerie Child for water, or if you want a guy that won't be killed by the first 4 level blockers than Ethel, Star Sea Elemental is the evolvable choice. Just don't choose this guy. 2.5/10 - Yawn, pretty bad unless your up against hardcore blockers. PROPHET REKUIRU Creature / Lightbringer / Light / 2 / 1500 / 1 - When this Creature attacks, you may choose 1 Dark or Fire Creature in the Battle Zone and tap it. (First, choose what this Creature is attacking, then choose a Creature to tap.) 39/55 (Common) The last card in this part of my preivew, it's getting pretty long already isn't it? A 2 mana for 1500 lightbringer is this, and is a mini-Miele. He can't be suicied into by little 1000 guys, but any normal blocker/powerattacker/card will be able to kill this guy. He's pretty awesome in limited, because this guy basically taps two fifths of anything coming at you. And that's cool. Unless your meta is heavy fire and dark abuse you wouldn't use this in any competitive deck, maybe for fun you'd try it out. The fact that you choose the creature to tap after targetting a creature for this guys attack also sucks too. Damn... 3.0/10 - There are worse cards, but this guy is godly in limited. Overall, I personally think that there are very few low cost Light cards in this set. The bigger cards like Ra Bairu and Syforce are more dangerous and usable even though they are painfully high cost. I would have to say that this kind of holds Light cards back from the huge boost they got in Shadowclash, which is very good. Still playable though. Look out for part 3 of my Survivors of the Megapocalypse preview - WATER CARDS.