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Pojo's Duel Masters Card of the Day
 

storm_shell
Image from Wizards Duel Master site
 

  Urth, Purifying
Elemental

Base 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.
 

Scott
Gerhardt
* Game Store owner in CA, ShuffleAndCut

Multiple M:TG Pro Tour Appearances

 

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 
 
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
 
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 unblockableAlways 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
 
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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