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Pojo's Duel Masters Card of the Day
Image from
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Lost Soul
Evo
Date Reviewed: 7.13.04
Constructed
Average Rating: 2.7
Limited Average Rating: 2.3
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
Cecillbill |
LOST SOUL
Hand Destruction is one of the most heavily employed
strategies in CCGs. The temptation (and benefit) of
limiting your opponent's playing options by removing
cards from his hand is hard to resist. This is
especially true when the cards supporting hand
destruction are cheap and/or have little drawbacks
to the person playing them. Cheap hand discard has
been available in Duel Masters since Base Set's
Ghost Touch. Now we have even more hand discard
options in Evo Crushinators like Lost Soul.
PROS:
Hand destruction doesn't get any better than "your
opponent discards all
cards from his hand." There goes all those late game
threats your opponent
was saving in his hand like Terror Pit & Crystal
Lancer. Also gone are any
easy cast creatures like weenie hitters and
blockers. Not only does Lost
Soul get rid of your opponent's entire hand, but it
also forces him to
topdeck! Topdecking is very devastating for your
opponent if he draws cards
that he can't cast or that wouldn't be useful if he
cast them. More often
than not, topdecking leads to a game loss. When
you're topdecking, you're
depending on draws like a guy hanging from a cliff
on a string.
CONS:
There's nothing better than making your opponent
lose his whole hand . . .
except the cost. 7 mana is a lot of mana to commit
to a single spell. You
want to see a massive threat drop or a bunch of
swarm-able creatures hitting
the field once you have 7 mana out. Not too many
decks are going to do a
good job of sustaining shield advantage to 7 mana
just for a spell that
doesn't immediately change the field. Simply put,
Lost Soul is a slow cast
if you aren't running mana gain. And Lost Soul is
almost completely null and
void if you're playing against a weenie rusher who
enjoys casting his whole
hand once he has enough mana (which is usually 4-5
mana). Actually, Lost
Soul being 7 mana and not being a shield trigger is
a good thing---for the
person who'd see his hand disappear super-quick had
this spell been cheap or
a trigger.
OVERALL IMPRESSION:
In the majority of deck builds, count on Ghost
Touch, Horrid Worm, and Dark
Titan Maginn for hand discard. If your meta is
dominated by weenie or
mana-swarm decks, Lost Soul won't be very helpful.
Weenie Rush and Swarm
players can topdeck easily on their own (if they are
cast-happy) or tend to
have small hands late game. By the time you have
enough mana to cast Lost
Soul they don't have much of a hand to discard. You
are better off packing
Ghost Touch if all you're going to strip away is 1
or 2 cards for 7 mana..
This can be offset by running mana gain yourself so
you can cast Lost Soul
much earlier than your opponent would like you to
do. If you find yourself
right smack in the middle of a Control-heavy meta,
running Lost Soul is a
solid choice. Especially if you're playing a
Darkness/Nature deck. Control
players try to obtain big hands through cards like
Brain Serum or shield
loss in the early the game. Lost Soul can strip away
the vitality of a
hand-stacking strategy.
FORMAT RATINGS:
Constructed: 2.5/5. In the right deck Lost Soul
works and can have a
significant impact on the duel. That's basically 2
deck types,
Darkness/Nature and Mono-Darkness, and they both do
well without Lost Soul.
Limited: 2/5. Go for Ghost Touch and/or Horrid Worm.
Lost Soul's going to
see your mana zone more often than not. It's not a
terrible thing to slap
one in a limited deck running Darkness.
|
Fish & Chips |
Fish's Review
Hey Everyone! Today
we look at the interesting Lost Soul card. Hmmm....
7 mana
is pretty expensive, but the effect is top notch.
Although at certain times this
card can't be used. It's worthless against a red
rush deck(no cards in hand, all
in battle zone), if you don't combine it with green.
Discarding your opponent's
entire hand can be devastating, but there are
drawbacks. By the time 7 mana
rolls around, if your playing this in a
mono-darkness deck, your opponent won't
have many cards in his/her hand. Due to the rather
high cost it's sure to delay
you a turn. I have noticed myself saving cards like
Teleportation until the last
moment, and you could get rid of said Teleportation
with this card. I'd rather
use Ghost Touch though.
Pros: Opponent's entire hand, use this in a green
deck and you can make some
sever havoc.
Cons: 7 mana is rather expensive, sure to delay you
a turn.
Constructed: 3.5/5
Limited: 3/5 There's not much difference using this
card in limited.
Chips' Review
Hey Everyone this is Chips and today we have an
interesting card called Lost
Soul.
It takes a lot of mana but it's definetely worth it
once you can use it because
it's effect is very good. Anytime you can get a hand
advantage is good in Duel
Masters because having 1 extra card can help you win
a duel. It's effect can
also destroy your opponent's chances to play Gatling
Skyterror, Metalwing
Skyterror, and Scarlet Skyterror. It's very good in
a green/Essence Elf deck
where extra mana and cut spell cost could help you
play this card faster. One of
the only problems is when you play this card you
probably won't be able to play
any other cards that turn.
The Pros: Gets rid of opponent's entire hand, Easy
to use in green deck
The Cons:7 mana is a lot, Probably cannot use any
other card that turn
Constructed:3/5 Can destroy opponent's strategy
Limited:2/5 Won't see as many cards worth discarding
|
Knives101 |
Lost Soul
Well, by the time you get to turn seven both players
should be topdecking. So Lost Soul probably won't
help you out too much. I've thought about using this
is a Darkness/Nature build, but Darkness/Nature has
little synergy other than Lost Soul.
Final Rating: 3
Limited Rating: 3
|
Gordon
Kane |
Lost Soul -
Initially, when I saw a spoiler for ECoD, I felt for
sure that my Blue Bounce / Black Discard deck would
get 3 Lost Souls added to it. My reasoning was that
my opponent often had lots of cards in their hand,
and I needed away to get them in the discard pile.
Lost Soul appearred to be the answer. So it was
there for the first couple of tournaments, and then
came out because it never got used as anything but
mana. Most games (especially with the arrival of
evolutions) saw my opponents with 3 or less cards in
their hand (and I saw that the 7 casting card had to
at least knock out 4 or more cards to make the card
worthy of the mana expended). The only game I could
have used Lost Soul was one I was going to easily
win anyway, so I didn't play it.
Maybe as the power levels keep going up and people
start holding back more cards (or possibly drawing
more cards), then Lost Soul might find a justified
use
- but right now, I need other cards to deal with the
fast swarms and the evolutions and can't wait until
Turn 7 to play this card.
Constructed 1.5 / 5
Limited 1.5 / 5
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