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Pojo's
Duel Masters Card of the Day
Image from
Wizards Duel Master site
|
|
Volcano Charger
Epic
Dragons of Hyperchaos
Card # DM45
Date Reviewed: 12.12.05
Constructed Average Rating:
3.1
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. |
cecillbill
(Top 4 at
2004 GenCon - Indy
Championship) |
Volcano Charger
Hello Pojoers! I’m back in full force
for the Pojo COTD and articles. I hope folks aren’t
tired of me yet, as I’ll likely be everywhere
there’s Duel Masters coverage. The spell on tap for
today is one of the best Chargers, Volcano Charger.
Along with Corpse and Eureka, it forms what I’ve
dubbed at my store as the “Holy Charger Trinity.” I
give them that goofy nickname because those Chargers
are, imho, the best ones, as they are card and mana
advantage oriented two for ones. Using them allows
any build running their respective civs to jump
tempo, which can have rather profound applications
on deck construction. Upon its inception in the
Japanese meta Volcano Charger was a big hit, it’s
been popularized and championed in the US meta by
Tom Capor, and is a ton of fun in my Armored Dragon
Control and Essence Elf Control decks (more on them
later). Let’s check it out:
[Effects]
1.
Destroy one of your opponent's
creatures that has power 2000 or less.
It’s a cheaper Meteosaur without
legs, a more costly Crimson Hammer, a Phantom
Dragon’s Flame with a different mana advantage
oriented effect. Well, to a certain extent. Like all
of those other options it can only nuke one 2000
power or below target of your choice. It allows you
to exercise greater control over exactly what types
of creatures your opponent has access to in his
battle zone. When that benefit isn’t overcosted or
symmetrical it’s usually worth a test drive. At 4
mana, Volcano Charger can come online to disrupt the
attacking, combo, and evolving plans of your
opponent by nuking creatures like Horrid Worm,
Emeral, and BAT. But, unlike those aforementioned
choices, it’s mana advantage orientation makes it a
2 for one in resources trades. Sure, it’s slower
than some of the similarly oriented choices, but it
compensates for that fact by providing a way to jump
tempo with its Charger effect.
2. Charger
(After you cast this spell,
put it into your mana zone instead of your
graveyard.)
There are
five important things to note about the Charger
effect. First, Volcano leaves you with untapped mana
on the turn you play it by placing itself into your
mana zone. Sure, for many decks on turn 4 that one
extra mana can’t be readily exploited, and it may be
more desirable to go for a mana advantage oriented
effect that simply makes it easier to field plays
via coming for free of the trigger. But, when
combined with earlier mana acceleration like BAT,
Faerie Life or even Essence Elf you might be able to
immediately transform that extra Fire mana into
another play. Second, it’s never going to be a
“completely wasted” resource because it goes from
your hand to your mana zone, possibly after having
taken away one of your opponent’s options. Third, as
a mana accelerator it can help you get your more
expensive plays online sooner. That’s a thing of
beauty when you consider that it also disrupts your
opponent’s plays by nuking a creature. Fourth, it
allows you to retain hand advantage. You don’t have
to expend as many cards from your hand to achieve
your ideal mana supply, which leaves you with more
playing options and a way to get them into play
faster. Lastly, the Charger ability is wonderfully
synergistic with mana zone manipulation tools such
as Thrash Crawler. Reclaiming Volcano Charger with
Thrash Crawler not only allows you to re-use its
effect, but also it decreases the need to draw more
copies of the card to have access to removal and
allows you to run less copies of the card to fit in
other options. Plus, you’ll gain that card back as
mana when re-cast. Delicious!
[Where
To Deck]
IMHO
Volcano Charger performs better and is a greater
asset to Control strategies, and to a lesser extent
it’s generally an acceptable option for Aggro-Control
decks that are more Control oriented than they are
Aggro. It has absolutely no place in a Rush deck,
and is not really desirable in Aggro decks. My
reasoning is this: Control decks have game plans
mapped out for the long haul. They are designed to
win card advantage wars, and are almost always in
need of mana advantage to help them achieve that
end. Many exact mana advantage from their shield
triggers, but we aren’t guaranteed that luxury with
shield negation and some degree of randomness in the
equation. And, not everyone wants to run Nature to
have the benefits of tempo gains form BAT. A Control
strategy could create more time for it to fully
abuse Volcano Charger, and is used to having options
that can only deal with one target in the early game
as well as not needing to use mana early on to build
a rushing field. Its early mana is dedicated to
defense, and Volcano Charger gives defense plus a
way to get Searing Wave off sooner without having to
use Nature. Volcano Charger helps Control by
adorning that single target point-point removal
option greater benefit to the deck on more permanent
basis than say packing Phantom Dragons’ Flame for
the mana advantage trigger action. In terms of its
most common home, DWF, it gives that build more turn
4 plays besides Locomotiver or Cranium Clamp that
don’t disrupt its tempo (ala Thrash Crawler).
Basically, I apply the same line of reasoning to
certain Aggro-Control decks that have room for the
card, although my personal preference is Crimson
Hammer due to needing a higher threat density than
pure Control, needing less mana to operate, and
wanting the option of fielding a threat and killing
one for four mana (i.e. Crimson Hammer + Emeral).
[Format Ratings]
Constructed: 4/5 for Control decks,
though I find Phal Control to be one of the Control
decks that actually benefits from having one of the
other “2000 or less” single target removals over it,
like Crimson Hammer.
Limited: Sealed: 4.5/5. Removal is at
a premium here because it is so scarce and creatures
tend to stay in the field longer as most focus on
busting shields ASAP. This sucker helps you retain a
hand—very crucial in Limited as you don’t have juicy
draw engines—kill something sporting a deadly Turbo
Rush effect, and accelerate that bomb fattie. Draft:
4.5/5 Same reasons as Sealed.
|
defiranth |
Hi all, this
is defiranth and the card, Volcano Charger.
Well, just talking about Charger, for fire its quite
good, as some decks are Mana Destruction and it
might help, as most fire mana destruction cards do
to both players.
But look at the card itself, and you see that it is
grossly overpriced. For 4 ,mana, you get a 2000
destroyer and a mana. But just add 1 more mana and
you get Tornado Flame! And by the 4th mana, people
are already playing stuff like P{yro, and this
doesn't stand a Chance.
Modified: 1/5 Nope. Stck to Mulch Charger for mana.
Limited:1.5/5 Its okay in this format.
|
Ricardo |
Hello everyone my name is Darian ('Ricardo'
is my nickname) and I'm a Duelmasters player
from Australia and this is my first CotD.
Today we are reviewing the card
'Volcano Charger', lets have a look at what this
card does.
Name:
Volcano Charger
Cost: 4
Civilization: Fire
Type: Spell
Rules Text:
Destroy one of your opponent's creatures that
has power 2000 or less.
Charger (After you cast this spell, put it
into your mana zone instead of your graveyard.)
Flavor Text:
Crimson petals scar the earth, sowing the
seeds for the next eruptions.
Mana Number: 1
Artist: Mikumo
Rarity: U
Collector Number: 45
Set: Epic Dragons of Hyperchaos
Chargers seem to be very popular
at the moment especially in control decks, lets
have a look why this card is used.
This card is from the Fire
Civilisation so it has the theme of destruction,
however this card then has to compete with the
Fire Civilisations other destructive cards.
This card costs 4 to cast, which
is a spot that most hand advantage and field
control cards are played.
1: Destroy one of your opponent's
creatures that has power 2000 or less.
This effect is the same as
Crimson Hammer, but this one costs 4 to cast,
you are probably thinking why would I pay double
the cost for the same effect, however this is
not the case for this card.
2: Charger (After you cast
this spell, put it into your mana zone instead
of your graveyard.)
This effect makes up for it's
high cost as you can cast this and then turn 5
you can cast your turn 6 cards, which puts you
one turn ahead of your opponent and makes it
easier to summon your big creatures and cast
your high costing spells.
Limited:
In this format try to take any destruction cards
available to you and this happens to be a weenie
killer which is good in this format.
Constructed:
This card can be very powerful when abused by
casting it again with certain cards, this card
is also lethal as it can get out your big cards
sooner, no opponent wants to have an Apocalypse
Vice or Bazagazeal Dragon set on them one turn
earlier.
|
Matrixzero |
Name: Volcano
Charger
Cost: 4
Civilization: Fire
Type: Spell
Rules Text:
Destroy one of your opponent's creatures that has
power 2000 or less.
Charger (After you cast this spell, put it into your
mana zone instead of your graveyard.)
Flavor Text:
Crimson petals scar the earth, sowing the seeds for
the next eruptions.
Mana Number: 1
Artist: Mikumo
Rarity: U
Collector Number: 45
Set: Epic Dragons of Hyperchaos
Civilization- Fire is best known for rushing, speedy
attacks, and mass kill of everything little, and
this card pretty much follows fires tradition of the
little kill.
Cost- at first I was questioning the cost of this
card, but after using this card a bit found that,
its cost wasn't a problem. Comparing with other
cards we get 2 of the mana cost from Crimson hammer
and the other 2 form the charger ability, which is
average for the cost of a charger ability.
Effect- In short, it's a crimson hammer with a bonus
mana growth effect. This makes it possible to speed
up slower decks with out having to splash nature and
you also get to kill an annoying little creature
with out having to put your own at risk. While it it
doesn't seem like much it is, it is. it gives you
that extra field control and jumps you from turn 4
to turn 6, which is very nice.
Combos- the only one that comes to mind is playing
it turn 4, and then later in the duel brining it
back with thrash crawler, or something among those
lines, and reusing it. Very helpful for keeping
control of your opponents field.
Constructed- If your playing fire, your playing
this, they're no better way for fire to build up
it's mana. 4/5
Limited- If you pull it, someone must like you. It's
the best way to take care of the 3 drop turbo
rushers that you know others will pull, and gain
mana. 5/5
Comments, Questions, Complants?
LSLKAL2@adelphia.net
|
JMatthew |
Volcano Charger
The chargers broke onto the
tournament scene with relatively mixed reviews.
While many players saw great potential in many of
these cards, nearly the same amount of nay-sayers
pointed to their increased casting cost for already
existing effects and cried foul. Now enough time has
passed including two of the truly greatest test –
the 2005 North American Continental Championship and
the 2005 British National Championship.
Focusing specifically on Volcano
Charger we saw some great showings at both of these
events. Both Lee Paker (3rd place 2005
British Nationals) and Tom Capor (1st
place 2005 NACC) choose to run four in their
Water/Darkness/Fire decks. The future for Volcano
Charger looks to be good.
Purpose:
On the surface Volcano Charger is a
limited, pin-point removal spell. This means you
will only be able to play it to remove one creature
from play and even then it will have to be a small
creature. While it sounds like I am degrading this
card you must not misunderstand me. True, there is a
limited amount of targets this spell is able to take
out, however many decks require this early game
removal or else risk certain defeat before they ever
have the chance to establish their own field. This
is where Volcano Charger fits in, right along with
the classics such as Crimson Hammer.
Volcano Charger goes beyond removal,
though. Like all the chargers, Volcano Charger is a
mana accelerator, granting you the potential to
field more powerful creatures and spells than you
might otherwise be capable. In fact, with the likes
of Volcano Charger and some other early nature mana
acceleration you could easily be looking at playing
hefty casting cost cards such as Bagagazeal Dragon
as early as turn five!
Combining Volcano Charger with cards
which return mana to your hand has rapidly become a
popular strategy. With these cards you can play the
Volcano Charger again and again so long as you can
continue to return it from the mana zone. Example of
this function can be found in the likes of Shtra and
Mystic Dreamscape, however it is likely no other
mana recycling card is a popular or as easily potent
as Thrash Crawler has proved to be.
Type of Decks:
Rush
Volcano Charger is a rather poor
choice for rush style decks as they are typically
not going to be very concerned with possessing much
in the way of mana – especially not five mana!
Lesser casting cost fire removal cards such as
Spastic Missile and Crimson Hammer take priority
over Volcano Charger in any rush style deck. These
alternatives will not force the rush player to drop
that fourth mana thus allowing that card to be
played as yet another pressing threat to the
opponent!
Agro
The use of this card in an agro is
purely a personal preference. Likely this choice
will depend on whether the agro deck leans more
toward the rush or the control side of pendulum. I
believe, for the most part, Volcano Charger is a
good addition for many agro decks. While a rush
decks should require little mana to function, agro
decks will often need to build up to five, six and
occasionally even seven mana. Volcano Charger is a
clear asset in such an occasion as it does not force
you to drop yet another needed weapon into your mana
zone.
Control
Volcano Charger clearly shines in
control decks. A large part of playing control is
maintaining a hand advantage while still being able
to drop mana turn after turn, thus allowing you will
be able to truly dominate in the late game. Chargers
in general contribute to this and Volcano Charger
goes a long way to being at the top of the list.
While destroying creatures with a mere 2000 power
may not seem all that powerful this is enough to
take out a number of thorns in controls side such as
your opponents rushing Kooc Pollon or that cyberlord
in waiting (for an Illusionary Merfolk).
Ratings:
Constucted
A strong constructed card so long as
Volcano Charger is played in the right style of
deck. While the casting cost can be a little bit of
a draw back, like with many of the chargers, this
card quickly makes up for it by contributing to your
mana acceleration. 3.75 out of 5.
Limited
Typically, any removal you can get
your hands on in limited is a gift from God. Volcano
Charger is no exception. The casting cost is a
little less prohibitive in limited as decks are
typically not going to have the potential for as
strong of a rush as they do in constructed. The
ability to add to your mana work very well as this
allows you to field a fatty a little bit sooner,
which can be critical in a limited stale mate where
you and your opponent dare not attack thanks to a
plethora of blockers on either side of the field.
4.25 out of 5.
|
Black Chaos
Dragon |
Black_chaos_dragon here, doing my first CotD review.
Today's card is Volcano Charger from Epic Dragon.
Name: Volcano Charger
Cost: 4
Civilization: Fire
Type: Spell
Rules Text:
Destroy one of your opponent's creatures that has
power 2000 or less.
Charger (After you cast this spell, put it into your
mana zone instead of your graveyard.) Flavor Text:
Crimson petals scar the earth, sowing the seeds for
the next eruptions.
Mana Number: 1
Rarity: Uncommon
Set: Epic Dragons of Hyperchaos
Effect: Volcano Charger is decent spell. I can
destroy a creature and add 1 more mana to your zone.
Granted, the creature has to be 2000 or less in
power.
You may thinking that Phantom Dragon’s Flame and
Crimson Hammer are better. They’re cheaper and can
destroys a 2000 or less creature. Heck, PDF is even
a shield trigger. Why use Volcano? If you need extra
mana for later in the duel, Volcano's your card of
choice. If you want speed, use one of the other
spells. It all depends on your style of dueling, but
I would recommend test playing with it before you
decide.
Limited: 5/5
Definitely, use it. Creature destruction and mana
resources are needed in limited formats.
Constructed: 3/5
There are other choices at your deposal, but it
depends on what type of deck you play.
|
Ferret Mage |
Volcano
Charger
Cost: 4
Civilization: Fire
Card Type: Spell
Destroy one of your opponent's creatures that has
power 2000 or less.
Charger (After you cast this spell, put it into your
mana zone instead of your graveyard.)
Flavor: Crimson petals scar the Earth, sowing the
seeds for the next eruptions.
It's ch-ch-charger week at Pojo and we are
Ch-Ch-charging things up with the charger spells
that were released in Epic Dragons and Thundercharge.
So lets ch-ch-charge things up with Ferret Mage's
review of Volcano Ch-Ch-Charger!!!!
Civilization: It's the Fire Civilization, so these
card fits in with the theme of destroying cards
based on their attack power. Also, this card does
the opposite of Fire's mana destruction by allowing
you put this card in the mana zone when your done
with it. But out of the ch-ch-charger cards and Fire
cards this card isn't really great though in my
humble opnion.
Cost: This little number will put you down about 4
mana, which isn't so bad considering that you put in
a couple of other chargers into your deck. It gets
even better if your running Nature along with Fire,
but running Fire/Nature means that you'll have a
deck without blockers. But even with the charger
ability this card just cost way too much for it's
ability. Their are plenty of other Fire cards that
do the almost same exact thing minues the
Ch-Ch-Charger, and they do quicker. Crimson Hammer,
Searing Wave, Phantom Dragon's Flame, Spastic Missle,
need I say more?
So with this card you'll have ask yourself, "Do I
want speed or do I want mana?" With the recent
addition of Dragons you might go for mana, but
considering that your better off picking one of the
other Ch-Ch-Chargers.
Final Thought: This card could've been better for a
little less mana, too bad that it pales in
comparison to some other Ch-Ch-Chargers.
Constructed: 2/5
Limited: 2/5
Art: 3/5 It's a Volcano...am I impressed?
We'll have to wait too see if some of the other
Ch-Ch-Chargers are better.
|
Jason
Scarborough |
Hello this is
Jason Scarborough here to review the latest card of
the day:
Volcano Charger
cost: 4
civilization: Fire
type: Spell
effect: Destroy one of your opponent's creatures
that has power 2000 or lees.
Charger(After you cast this spell, put it into your
mana zone instead of your graveyard.)
Review: Let me start out by saying that I play this
card in my best tournament deck. It is a
Fire/Water/Darkness control deck. No I did not net
deck it but have been playing a variation of it for
over a year.
This card is essentially an expensive crimson hammer
that turns into an extra mana for you. You get a 2
for
1 but it is slower. Is it worth the wait; I think
so.
It won't kill that braid claw in time to help but it
is good versus every other 2000 or less dude. I
switched out 2 of my crimson hammers for this
because I just don't think pure rush is good enough
to beat my variation of 3 color control. I wanted
more card advantage in other control match ups and
Volcano Charger has helped in that respect. I feel
it is the best of the chargers at this time.
Constructed: I give Volcano Charger 4/5. This is
great card in my opinion.
Limited: I give Volcano Charger 4.5/5. You can't as
for a better combination of than card advantage and
removal in one card. this card really shines if you
get one. A first pick in my opinion.
Art/Flavor Text: I give Volcano Charger a 2/5. I am
not that fond of either.
If would like to discuss DM strategy you can e-mail
me
at:
shaddow_slasher_1@yahoo.com
|
Himura363 |
Name: Volcano
Charger
Cost: 4
Civilization: Fire
Type: Spell
Rules Text:
Destroy one of your opponent's creatures that has
power 2000 or less.
Charger (After you cast this spell, put it into your
mana zone instead of your graveyard.)
Flavor Text:
Crimson petals scar the earth, sowing the seeds for
the next eruptions.
Rarity: Uncommon
Set: Epic Dragons of Hyperchaos
Cost to Effect:
I am going to compare this card to Crimson Hammer.
Crimson Hammer is a 2 cost 2000 killer. Volcano
Charger is a 4 cost 2000 killer. Crimson Hammer is
widely used to kill early weenies and small blockers
like La Ura Giga and Aqua Guard. Volcano Charger is
used mostly to kill early control things like Aqua
Hulcus, Emeral, etc, and to gain mana, obviously.
When you use Volcano Charger on Turn 4, you don't
need to worry about having to put a good control
card like Corile in your mana zone just to play
another on Turn 5. These two cards are both good, so
it is your choice whether you want to play an early
red kill, or use it later for use against control
stuff.
Limited:
There are 17 creatures in Epic Dragons that you can
kill with Volcano Charger, so it is worth it in my
opinion. Kill is good in Limited, so use it if you
can get it.
3/5
Constructed:
I kinda blabbed why you would want to use Volcano
Charger in my 'Cost to Effect' section.
4/5
Over all, Volcano Charger is a good card, and a good
choice to use along Searing Wave and Apocalypse Vise
in your Red section. If you are using Thrash
Crawler, it combos well with it.
|
The Englishman |
Volcano
Charger
Cost: 4
Civilization: Fire
Card Type: Spell
- Destroy one of your opponent’s creatures that has
power 2000 or less.
- Charger (After you cast this spell, put it into
your mana zone instead of your graveyard.)
Set: Epic Dragons of Hyper Chaos (DM-08)
Hello, and welcome to my first COTD review. Some of
you will know me as a prolific poster on Pojo
Forums, helping as best I can, and some of you
won’t; to those who don’t I hope you enjoy your
first impression of me.
Civilization: It is no surprise to see a weenie kill
spell like this in Fire’s spell roster. He is a
great new addition to the weenie kill set. In Pure
Control, he is in my opinion better than the likes
of Phantom Dragon’s Flame and Crimson Hammer.
Cost: Again, compared to the rest of the weenie kill
spells, this baby is a matter of preference, a
matter of what attribute you are looking for: the
cheapness of Crimson Hammer, the Shield Trigger
ability within Phantom Dragons Flame, of the mana
acceleration and recycling abilities of Volcano. I
believe 4 to be a very economical choice for control
based decks, a useful mid-game choice.
Abilities:
-Destroy one of your opponents creatures that has
power 2000 or less. Field Control is one of the
prime factors of control, and Volcano offers more
targeted removal for a cheaper price than the likes
of Terror Pit and Apocalypse Vise. He also strikes
on Turn 4, or possibly Turn 3, the perfect way to
disrupt the plans of an Illusionary Merfolk player.
-Charger (After you cast this spell, put it into
your mana zone instead of your graveyard.) On first
glance, this may appear to be simple mana
acceleration, and it does serve this purpose well.
Another way to utilize the abilities of this card is
to use Thrash Crawler, and recycle this cards field
control ability over again. In my control deck
Thrash and the Chargers are a key control method,
and recycling them is also great fun.
Card Efficiency: This is where the second effect
comes into it’s own. He is a veritable 2-1, and due
to its ability to recycle and use its field control
over and over it becomes even more efficient.
Another way that Charger creates efficiency is to
accelerate to a Turn 6 Bomb, i.e. Lost Soul or Twin
Cannon.
In Constructed: Volcano’s field control and
recycling abilities as a charger make him a definite
pick in less aggro Control decks that utilize Fire,
such as RUB. With Thrash, it isn’t just a card; it
is a formidable control plan.
In Limited: I have never played Limited, but have
had enough fun games to know that in random pulls
creature destruction is a godsend, up there with
effective fatties. If you pull him, play him.
Remember to play conservatively, and to support the
franchise of Charger Control!!!! Until next time.
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