Key Cards in Today's Environment
 
Hey all! It's me, ssj2_dork, again. I really want to contribute to the Duel Masters' society, so I've been thinking of ways on which I could help out. My greatest idea was my Beginner's Guide (which, I hope, has helped out some people), but I didn't know if it would have been enough.
 
Duel Masters may have only been out for about a week or so now, but there are some cards that I really think are influencing the game and what a player plays in his/her deck. In this small "yammer" I'm just going to cover what I believe to be the most powerful/influencial or best card in each type.
 
Fire has some pretty awesome cards. One of these cards is, of course, Bolshack Dragon. This is probably my favorite card in the whole base set. It has a Mana cost of 6 (I consider 5/6 the "average" Mana cost), so it's not too bad. But the effects on this card are awesome! It's a 6000 attack creature with Double Breaker. Still not satisfied? It gets +1000 attack for each Fire card in your graveyard! All you need is four Fire cards in your graveyard to have THE single strongest monster in the current environment. Another interesting feature about Fire cards is that many of the creatures are low cost with insane attack power. Take for instance: Onslaugher Triceps. It's a 3-Mana creature that has a 5000 attack at the price of ONE Mana card. Also, there's Explosive Fire Ucarn. It has a 5-Mana cost but comes into play with a 9000 attack power AND Double Breaker! The side-effect is that you have to discard two of your Mana cards to get it into play. It's still a powerful card to consider. Honorable mentions are: Gatling Skyterror and Scarlet Skyterror. Best card IMO: Bolshack Dragon.
 
Nature, IMO, has great Mana acceleration. A card that I can see standing out is Roaring Great-horn. It's a 7-Mana, 8000 attack creature with Double Breaker and Power Attack +2000. I think it's a pretty impressive card. It's definately a threat to your opponent. Some other cards that come to mind are: Mighty Shouter, Coiling Vines, and Dimension Gate. Both Mighty Shouter and Coiling Vines go into the Mana Zone when they are destroyed, which is very nice. If you're playing Nature/Darkness you can summon creatures like Stinger Worm and Gigaberos and sacrifice your Mighty Shouters or your Coiling Vines and they would be sent to the Mana Zone! That's a pretty nifty combo. Dimension Gate is useful because it allows you to search your deck for a creature card and add it to your hand. It's helpful in nabbing that Roaring Great-horn or that extra Mighty Shouter you need. Keep in mind that Nature is not a very powerful type, so it is best used for support. Honorable mentions: Mighty Shouter and Coiling Vines. Best card IMO: Roaring Great-horn.
 
Water is a pretty awesome color. Many players with think of Crystal Memory when they think of Water. Crystal Memory is a 4-Mana Spell--along with being a shield trigger--that lets you search your deck for ANY card. Yeah, that's right; ANY card. To me, this is one of the best cards in the game, let along the best card in Water. All decks that run Water have Crystal Memory, but they also have the power King Depthcon. King Depthcon is a 7-Mana, 6000 attack power creature with Double Breaker. Oh, did I forget to mention it's UNBLOCKABLE? That's so awesome! By turn eight you can be attacking with a King Depthcon and taking out TWO shields a turn! I would gladly take that in a heart beat. But we can't over-look the little guys! Marine Flower is a cheap blocker at 1-Mana cost and packs a 2000 attack, so it's like Light's La Ura Giga, Sky Guardian. Brain Serum is another awesome card that lets you draw two cards. Water seems to focus on card drawing with a bit of unblockable creatures in the mix. Honorable mentions: King Depthcon, Brain Serum. Best card IMO: Crystal Memory.
 
Darkness seems more like the control type. Unlike the other four types, some Darkness creatures come with the "Slayer" ability, which basically reads, "If I die, you die." One cheap awesome creature that comes to mind is Stinger Worm. It is a 3-Mana creature with a 5000 attack, but you have to destroy another one of your own creatures to get it into play. Sounds like Onslaughter Triceps, huh? Some fantastic control cards in Darkness are: Ghost Touch, Death Smoke, and Terror Pit. Ghost Touch, for only 2-Mana, forces your opponent to discard one card from his/her hand. While one card doesn't seem like a lot, it really is a big issue in the early game. One or two Ghost Touches from an opponent could put you in an awful position. Death Smoke allows you to destroy one of your opponent's untapped creatures. For instance, if your opponent plays a new Gatling Skyterror or King Depthcon the previous turn, you can cast Death Smoke and destroy it! Awesome card. Last but not least is Terror Pit. For 6-Mana you can destroy one of your opponent's creatures. Yes, that's right; any creature you want, tapped or untapped.  However, while all these spells are nice, THE creature card in the Darkness type would happen to be: Deathliger, Lion Chaos. It is a 7-Mana card with a 9000 attack power AND Double Breaker. Who would NOT take that?! I think it is the third best creature card in the game (second being Bolshack Dragon and Gran Gure, Space Guardian, THE blocker), but it's just my opinion. Honorable mentions: Death Smoke, Terror Pit. Best card IMO: Deathliger, Lion of Chaos.
 
Light, strangely enough, is the type I have saved for last. Why? Because I honestly believe Light is THE best type in today's environment right now. And this is only because of one card: Holy Awe. Holy Awe states that to tap all your opponent's creatures in the battle zone, AND this card is a Shield Trigger! If your opponent attacks with a Stinger Worm and breaks a shield and you manage to nab Holy Awe, you can stop your opponent from attacking that turn! But on your turn you can cast a Holy Awe and, if you have at least six creatures, you WIN THE GAME. If you're playing Light you HAVE to run four copies of Holy Awe. The card is seriously _that good_. Also, Solar Ray is pretty devastating too. If you're running a fast deck, a fourth or fifth turn Solar Ray or two can really put you ahead. Solar Ray says that you can tap one of your opponent's creatures. You could tap your opponent's only blocker and attack freely with your creatures! Light is best for tapping your opponent's creatures so you can have an easy shot at their shields. But, Light also has amazing Blockers. La Ura Giga, Sky Guardian, is a 1-Mana Blocker with a 2000 attack power. You can drop La Ura Giga turn one and be safe for a few turns while you build up an early force. However, the best Blocker in the game is Gran Gure, Space Guardian. It is a 6-Mana, 9000 attack creature, but it cannot attack. WHO CARES? You can be blocking nearly every large threat your opponent throws at you. Honorable mentions: La Ura Giga, Sky Guardian, Gran Gure, Space Guardian. Best card IMO: Holy Awe.
 
Here's an overall summary of what cards to watch out for:
 
Light's Holy Awe
Black's Deathliger, Lion of Chaos
Nature's Roaring Great-horn
Water's Crystal Memory (then probably King Depthcon)
Fire's Bolshack Dragon
 
Everything in this small article is strictly my opinion. I'm sure some people will think that I'm wrong about some things, but that is what makes this game so unique =) I hope I helped some players realize how powerful certain cards have become!
 
Name: Atom (ssj2_dork)
E-mail: Stegyman@aol.com
AOL: Stegyman