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Pojo's Duel Masters Card of the Day
Image from
Wizards Duel Master site
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Urth, Purifying
ElementalBase Set
Date Reviewed: 3.31.04
Constructed Average Rating: 4.125
Limited Average Rating: 4.375
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
Christine
Gerhardt
* game store
owner in CA, ShuffleAndCut
|
Urth Purifying Elemental
Urth is another of the very solid Super Rares that
Light seems so found of producing. 6 for a
double-breaker 6000 is excellent, and it's untap
ability gives it some solid protection from
attacks. While 6000 keeps it out of the range of
most creatures, it isn't completely so, so the
untap ability is very useful here. Light seems to
get the lion's share of awesome Supers, so if you
have the money, you really can get a decent build
with good casting cost to power ratios. This is
especially important if the metagame you are
playing in has a lot of removal or bounce... you
don't want to pay a lot to cast your creature only
to have it killed or ending up back in your hand.
In draft, this card is awesome. Removal is few
and far between, and a lot of it can't touch Urth.
With a little luck, your opponent may have blown
it before you cast this guy. If so, nasty things
will happen to him. A first pick.
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Scott
Gerhardt
* Game Store owner in
CA, ShuffleAndCut
Multiple M:TG Pro Tour Appearances
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First of all, it's
shiny and it's Super Rare. That generall means it
packs a mean little punch. In this case,
comparatively, it's punch is little. It is,
though, a fierce punch. Very few blockers will be
able to stand up to 6000 coming it's way. Being a
double breaker helps a lot.
The whole untapping thing can be good, and bad. A
lot of people play Death Smoke, which leaves Urth
completely open at all times to being smoked. Then
again, if they have larger creatures, untapping
isn't such a bad idea. I would generally try to
leave it tapped whenever possible (i.e. no fatties
on the opponent's side) against black, and untap
it against everyone else.
In limited, you drop this and likely win -
quickly. My draft experience has been that most
any Super Rare will end the game fast, and Urth is
no exceptions.
Overall, it's well cost and cheap enough to get
out fast. I beleive this guy has a home in almost
any environment.
Constructed: 4.5
Limited: 5.0
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Stegyman |
Being one of the "untap
after every turn creatures," Urth, Purifying Element
isn't half bad.
Urth, Purifying Element: Light Creature, 6-Mana,
6000 attack, Double Breaker. Interested? You have to
choice to untap it at the end of your turns. We'll
take that.
I think this a really good creature. Maybe not King
Depthcon or Bolshack Dragon good, but it's up there.
First of all, it's a solid 6-for-6000 attack
creature. Those are always nice. You could play Urth,
Purifying Element in ANY deck that runs Light. It
does not need any other card to function, so it can
run solo. In addition to attacking your opponent's
shields, you can attack your opponent's TAPPED
creature. If you untap Urth, Purifying Element at
the end of each of your turns, then your opponent
cannot destroy it with one of his more powerful
creatures. So, you are guarenteed a creature to
attack with every turn. That is some great stuff
right there =)
Pros: 6-Mana, 6000 attack, Double Breaker, can untap
it after your turn
Cons: ..uh.. being too yellow? =P
I put being a 6-Mana creature as a Pro because I
think 6-for-6000 attack is really nice, plus it can
untap after each turn, so the 6-Mana doesn't really
hurt. I would definately play this card if you're
running Light. It is a Light creature to reckon
with. I guarentee that when you summon Urth,
Purifying Element, your opponent will squirm. It is
a tough creature to get rid of.
Casual: 3.5/5
Tournament: 3.5/5
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Otaku |
Name:
Urth, Purifying
Elemental
Type:
Creature
Civilization:
Light (Yellow)
Race:
Angel Command
Cost:
6
Power:
6000
Effect#1:
Double Breaker (This creature breaks 2
shields.)
Effect#2:
At the end of your turns, you may
untap this creature.
Flavor Text:
It is said the destruction of the Ancient
Empire was caused by the descent of the
elementals.
Mana#:
1
Set/Card#/Rarity:
Base Set, S2/S10, Super Rare
Attributes:
Urth,
Purifying Elemental is a creature of Light.
There aren’t a lot of effects that involve the
Civilizations other than summoning right now, so
we’ll just note that and move on. It is
one of the Angel Command,
and that does matter already, as
Iocant, the
Oracle gets a bonus if one is in play. The
cost to summon it is six mana.
As stated before, you generally want a Power of
1000 per mana needed to summon, so it looks good
so far. However, I have also said that the more
it costs to summon it, the harder it is to get
into play (of course) and thus it could use some
bonuses…
Abilities:
…which it gets with two abilities. The first is
that it is a Double Breaker, which is always
nice. The second is that you may
untap this at the end
of your turn, which means that it will be very
hard to get rid of it. Like all monsters a Terror
Pit, Death Smoke, or certain combinations (using a
card to tap it, then attacking with a Slayer and
so forth) will kill it, but brute force on it’s
own won’t.
Uses/Combinations:
Simply put this is a great attacker. As it is
Light, it is even easier to run with the Sonic
Wing and Laser Wing Spell cards, which let you
make a monster unblockable.
Always a nice trick to use on
Double Breakers.
Ratings
Newbie Format:
4/5-An excellent card with no true drawbacks, it
only has to worry about its player getting swarmed
to death before it can join the party, bigger
monsters over-shadowing it, and the normal
creature removal.
Standard:
4/5-The score is the same, but the reasons
differ-hear you will see more combos to hurt and
help it.
Limited:
4.5/5-An excellent combination of speed and
Strength here.
Summary
The only reason not to play this are not owning
it, or having no other Light cards in your deck,
or having a deck that is already too big.
|
Ray "Monk"
Powers
*DCI
Tournament Organizer
*Game Store Owner (Gamer's
Edge) |
Urth Purifying
Elemental
A 6000 for six is a good start for any card. Being a
Double Breaker makes him amazing, and his ability to
untap himself makes him hard to kill from other big
creatures. Very few blockers are big enough to
handle him, and he is out of range for Tornado
Flame. Basically, they need to Death Smoke or Terror
Pit this guy, or he’s going to go all the way. With
no come into play restrictions, he’s also not as
susceptible to bounce as many of the red and black
cards.
Just one solid card.
Constructed: 4
Casual: 4
Limited: 4
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Hydromorph |
Urth Purifying
Elemental
I’m glad this is the first card of the Light
Civilization that were doing.
First, let me point out that not to many base set
cards are overly flashy,
most just give you a bargain on mana cost and throw
in double breaker to
compensate. Some have alternate effects.
Urth falls in the category that gives you more bang
for your buck. For 6
mana, you get a 6000 Double Breaker, which is decent
in it’s own right.
What makes Urth good is that it can untap after each
of your turns. This
makes it nearly immune to attack, aside from light
tricks such as Solar Ray
or Moonlight Flash, but even if they are successful
to tap it, they still
have to destroy it. 6000 is a lot, especially as how
most of the highly
playable mid-cost creatures have 5000, like
Onslaught Triceps and Bone
Spider.
Urth is about what I’d conclude a good Light
creature would be. There are
ways to deal with it, but just like there are ways
to deal with every
creature. Evasion from attacks and Double-Breaker
give this creature a
slight nod over other choices for Light. While it
doesn’t belong in every
deck, it’s once again a strong contender for
consideration if you’re heavy
in Light, and represents a big threat once it hits.
Urth, Purifying Elemental - 4/5
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