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Pojo's Duel Masters Card of the Day
Image from
Wizards Duel Master site
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Marinomancer
DM04
Card #25
Date Reviewed: 12.02.04
Constructed Average Rating: 2
Limited Average Rating: 3.75
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.
|
The Antman |
Marinomancer - Rare
- #25 (DM-04)
Oh yah!!! its time to review the Blue Teddy bear
playing leap frog!!! ^.^
wow who knew that a little teddy bear could be a
cyber lord... and when i think of mancer i think of
a BLACK necromancer.. anyways to reviewing the card.
In this set it seems that blue helps both light and
darkness be in one deck but it also seems like light
and darkness in this set realy dont like each
other... or is that just me? no I don't think it is
^.^ Anyways Marinomancer just costs way too much for
his ability, by turn five you will already be
playing your big ole' monsters and not little 2000
support cards.
If Marinomancer costed 3 and was a spell, or costed
4 and was a 2000 creature he would have been a
viable card, but he doesnt.
Ratings:
constructed- 1.2/5 I realy havn't seen any
Blue/Black/Light decks yet, but I will be on the
look out
Limited- 3.5/5 If you dont go Light and/or Black he
can still be a viable deck thinner, just make sure
he doesn't get your "bomb" card.
Final Thought- His biggest use would be in a
Blue/Black or Blue/Light deck, but we just have to
wait to find out
|
cecillbill
(Top 4 at
2004 GenCon
Championship) |
Marinomancer
You might remember the buzz around this creature
when it was called Akuan and it could net you up to
5 Light or Darkness cards for 4 mana. Thanks the DM
gods this creature was nerfed when it hit the
English game.
Marinomancer's draw power is a gamble, but the
potential reward of 3 cards is appealing.
[Effects]
Netting 3 cards and a creature for 5 mana is a good
deal. If it wasn't then no one would bother trying
to pull off the Illusionary Merfolk + a Cyber Lord
combo. But Marionomancer's draw of up to 3 cards in
a Light, Darkness or Darkness/Light deck can be
clipped for each Water card that you reveal.
Reveal 2 Water and 1 Light cards and you've just
paid 5 mana for Aqua Hulcus
and trimmed the options available from your deck
without extracting value from those cards. That
price is worst if you reveal no Light or Darkness
cards because you'd net only a creature with 2000
power for 5 mana. Those are the risks you run when
you play Marinomancer. Still, if you net at least
2 cards with it then it's a solid play--you net a
creature + the same draw as Brain Serum for 1 more
mana. If you could net any 3 cards revealed when
this creature hit the battle zone, then this card
would be broken.
Effect Rating:
Constructed: 3/5. More draw power for two
civilizations that can do great things when lots of
cards are in hand is nice. It's not for every Light
or Darkness deck, but those two civs also have the
bonus of graveyard recursion. If you happen to drop
a Water spell into your graveyard in a Light build,
then you could fish it out with Phal Eega, and the
same thing goes for Water creatures dumped in a
Darkness build with cards like Dark Reversal. The
draw is optional, so you don't have to deck out with
it.
Limited: 2/5. Chances are solid that you're playing
a 'skittles' deck in Sealed and have 3 or more civs
with weird quantities of all the civilizations. In
Draft you could try to pull heavy Darkness/Light
with Water and have some chances of making this card
work, but it's still risky since most other players
will head for those same civilizations. Well,
anytime you use Marinomancer for draw it's a gamble.
[Power/Cost]
2000 power for 5 mana--this creature is played for
the effect. It's weak for
the money. Good thing the draw power is a come into
play effect. I'm not going to bother with a
numerical rating for the power because it's not the
deciding factor for playing it. You'll play it for
the draw or not at all.
[Other Considerations]
Draw combo: It's a Cyber Lord, so you could combo
this guy with "Ill-folk"
to net 3 more cards. Some duelists run Ill-folk,
Emeral/Corile and Marinomancer in a Darkness or
Light deck for added draw firepower--since those
builds have access to other forms of draw like Aqua
Hulcus, Magris, Mist Rias, Mongrel Man, and Brain
Serum. In other words it's not unheard of to use it
in the combo, but Marionmancer has greater chances
of sending cards to your graveyard the more you
Water down your deck. Keep that in mind
if you ant to use Marinomancer with Ill-folk.
[Where To Deck]
Marinomancer only nets you Light or Darkness cards
in hand, so limit it's use to Light, Darkness or
Light/Darkness builds.
[Format Ratings Overall]
Constructed: 3/5. In the right deck it could go a
long way towards putting options into your hands. As
the old saying goes "card advantage wins games."
I think that's even more poignant in a deck that
pairs draw power with mana gain because you can
translate those draws into plays sooner, but you
don't want to hear me praiseWater/Nature anymore,
right? And Marinomancer isn't even a consideration
for that decktype. Anytime that you use Marinomancer
for draw it's a gamble.
Limited: 2/5. I think it's more risky here, but it
could net you a card or 2.
|
Knives101 |
Marinomancer --
Shadowclash of Blinding Night
In the right deck you can think of this guy as a
Brain Serum for five mana.
Except Marinomancer let's you draw up to three
cards, and can take sheilds.
The right decks to run this guy in would be,
Light/Darkness, Darkness, or Light (all with a
splash of water of course). Well there's not much
else to say about this guy. Except that he's great
in the right deck.
Rating: 4
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