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Pojo's
Duel Masters Card of the Day
Image from
Wizards Duel Master site
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Root Charger
Epic
Dragons of Hyperchaos
Card # DM52
Date Reviewed: 12.16.05
Constructed Average Rating:
3.15
Limited Average Rating: 2.75
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
Matrixzero |
Because I'm
not feeling to well this is going to be short
Name: Root Charger
Cost: 3
Civilization: Nature
Type: Spell
Rules Text:
Whenever any of your creatures would be destroyed
this turn, put it into your mana zone instead.
Charger (After you cast this spell, put it into your
mana zone instead of your graveyard.)
Flavor Text:
Life is the building block of life.
Mana Number: 1
Artist: Atsushi Kawasaki
Rarity: R
Collector Number: 52
Set: Epic Dragons of Hyperchaos
Civilization: Nature likes to grow mana, and this
card does just that.
Effect: If you read really closely this card
actually says, "Kill off your creatures and your
field presence, just to gain some mana". Now I don't
know about you, but personally I wouldn't give up my
field just to gain some mana, especially when their
are better ways to do it. If you have a huge field
and you play this, then you most likly be decreasing
your field, and helping your opponent. If you play
it when your field is small, then you most likly
just gave up the pressence you had for a few drops
of mana.
Cost: The 3 cost for this card sounds about right
for what you get out of it.
Constructed: They're are better cards to use to
build up your mana. 2/5
Limited: Still no as seeing as you need to keep that
important field presence here. 1.5/5
|
Catherine
Byrne |
Root Charger
3 Mana
Nature Civ
Spell
Rules Text: Whenever any of your creatures would be
destroyed this turn, put it into your mana zone
instead. Charger (After you cast this spell, put it
into your mana zone instead)
Flavor Text: Life is the building block of life.
Wow. Your opponent would have to be silly and
activate that triggered Terror Pit or Tornado Flame
or Burst Shot after you cast this baby.
Pros:
Lots of mana increase (but that's what nature's good
at)
Your opponent won't dare activate a triggered
creature destruction card after this.
Cool art.
Cons:
Not likely to get you many creatures into the mana
zone
You may not want to put your creatures into the mana
zone.
Usually will only get one mana from it (from the
Charger ability)
Not as good as other mana gain cards, like
Bronze-Arm Tribe, or that green spell that brings
back two creatures as mana, or Bliss Totem, Avater
of Luck.
Rating:
Constructed: 2/5 (better cards)
Limited: 2/5
|
Ricardo
|
Hello
everyone my name is Ricardo and the
card we are reviewing today is Root
Charger, lets check out what this
card does.
Name: Root Charger
Cost: 3
Civilization: Nature
Type: Spell
Rules Text:
Whenever any of your creatures would
be destroyed this turn, put it into
your mana zone instead.
Charger (After you cast this
spell, put it into your mana zone
instead of your graveyard.)
Flavor Text:
Life is the building block of
life.
Mana Number: 1
Artist: Atsushi Kawasaki
Rarity: R
Collector Number: 52
Set: Epic Dragons of
Hyperchaos
This card
seems to be very interesting, it has
potential to be a good card. Lets
have a closer look at this card.
This card
is from the all mighty Nature
Civilisation, known for their mana
acceleration and beatdown creatures,
so this card greatly suits the theme
of Nature as this card is about pure
mana advantage.
This card
costs 3 which competes with the
famous Bronze Arm Tribe but it is
likely you wouldn't cast this card
on turn 3 anyways.
1: Whenever any of your
creatures would be destroyed
this turn, put it into your mana
zone instead.
This card gives pure mana
advantage, attack with a swarm
of weenies and any that get
destroyed go directly to the
mana zone, or kamikaze your
creatures into your opponents
creatures of equal power to gain
a powerful advantage over your
opponent, the possibilities are
endless with this card.
2: Charger (After you cast
this spell, put it into your
mana zone instead of your
graveyard.)
As if the effect did not provide
enough mana advantage the card
goes to the mana zone after you
cast it, making even more mana
advantage.
Limited:
This card is a charger so
you can use it to gain more
mana for your big drops, but
in this format it would
probably be the only reason
you would play this card.
Constructed:
This card offers so much
mana advantage it isn't
funny, however the only
constructed decks I can
see this card working in
are Mist Rias/Elf-X
cutter decks and
possibly in GRUB control
decks, other than that
not many decks can use
it to it's full power.
|
Sengoku the
Buddha |
Hi Everyone,
The final charger card of the week is Root charger,
and this is one charger that holds surprising
potential.
Name: Root Charger
Cost: 3
Civilization: Nature
Type: Spell
Rules Text:
Whenever any of your creatures would be destroyed
this turn, put it into your mana zone instead.
Charger (After you cast this spell, put it into your
mana zone instead of your graveyard.)
Flavor Text:
Life is the building block of life.
Mana Number: 1
Artist: Atsushi Kawasaki
Rarity: R
Collector Number: 52
Set: Epic Dragons of Hyperchaos
Power/Cost:
Root charger is one amazing card, and unlike most
other chargers its relatively cheap to cast. With
three mana it is much more potent to play then
Gigamantis since it allows for all your creatures to
potentially wrench some havoc and should they be
killed allow you to mana accel like crazy. And in a
nature deck chargers usually aren't needed since on
the third turn a person would normal summon bronze
arm it does change the pace in a game with the
opponent overwhelming you with pesky blockers. So
all in all its is amazingly cheap and good in almost
any deck.
Civilization:
As I stated before not many card have the potential
to place three or more mana cards in your grave yard
in one turn, and the potential to incorporate green
in a red rush deck has surprising potential.
Gigamantis is good however the flaws are that it is
an evo, mild cost, and only allows nature creatures
to go to the mana zone. However, with this card you
could also bind it with a darkness deck and by
playing creeping plague will not only make creatures
that are potentially weak like bronze arm tribe to
kill anything it touches with the knowledge that it
isn't going to waste but rather your mana zone.
Effect:
Wow.... This cards is amazing for its size. Indeed
life is powerful and root charger makes use of even
your decks weakest creatures. I play a blue/ black
deck myself and one card that gains strength from
this card is Marrow Ooze the twister who dies if it
attacks so why not die and go to the mana zone? Also
combinations with battle ship mutant is awesome as
it makes all darkness creatures +4000 double
breakers and they go to the graveyard at the end of
the turn. Oh wait no they don't because root charger
turns them into mana!!!!!!! Amazing but that’s not
all if you play a Diadalos deck creatures that are
sacrificed like propeller mutant instantly become
mana. Although these are some of the more radically
cool combos, if you feel like throwing it in to make
good use of your bronze arm tribe why not throw it
in also. Another cool move yet would only apply in
the first couple turns is playing lone tear and
playing root charger although it’s a waste of both
cards. Oh well I'm sure there are plenty more combos
with this card, and remember this card has an even
better ability then Gigamantis so I'd play one or
the other. Go out try this card and remember have
fun with it!
Limited:3
I give it a three for its potential; however, the
epic dragon set really has no blockers and this is a
spell that applies for one turn so you would
probably have no need for it in a limited format.
Although if you consider a structured deck well....
Constructed: 5
This cards got true skills! Cheap, powerful, and
applies to any creature from all five civilizations.
Just place it into a deck that maximizes its skills
and let the mana flow.
Need help? E-mail me at BusteraBlader48@msn.com or
if you happen to be in Anaheim at 3:00 on a Sunday
afternoon come play me at Three J's Sportcards. till
next week have a good one guys, and wish me luck on
my finals =)
|
Ferret Mage |
Root Charger
Cost:3
Spell
Whenever any of your creatures would be destroyed
this turn, put it in your mana zone instead.
Charger (After you cast this spell put it into your
mana zone instead of your graveyard)
Life is the building block of life.
Well here we are at the end of the Ch-Ch-Charger
week, and we going to view what, is in my humble
opinion, the best of the chargers. So I'm going to
stop stalling for time and just go ahead and get on
with the end of Ch-Ch-Charger week!!!
Cost: Just 3. Three is a good number in Duel
Masters, it's not too much to use a rushing, and not
too little to provide some fire power. Since this
card is a Ch-Ch-Charger, it also means that this
card will give an extra one unused mana to spend.
Which means you can summon another Braid Claw, or La
Ura Giga for some good ole' blocking. Not to mention
that you'll use this card for even more mana gain
which, used in the right situations, can shoot you
up way up into the mana lead. Speaking of the
effect....
Effect: When your creatures are destroyed you can
recycle them into your mana zone instead of sending
them to dark depths of the graveyard. Normally to
use this card you would have to plan on the
destruction of your creatures, whether it be
slamming them into a blocker or creating a draw with
an equal powered monster. So if you destroy 2
creatures, you get 3 mana with the Ch-Ch-Charger
effect!! This is even better when you destroy a
creature like Propellor Mutant or use another
creature to fuel Daiadalos.
But it is important to note that this works only
during your turn, the effect ends when your
opponent's turn begins. Thus, when your opponent
doesn't have any creatures to rumble with, some
players would see this card as useless. Not true.
Take for exampe this combo. You have Intense Evil, a
card most players would skip over in favor of some
of Water's draw power. But Intense Evil become
insanely good when paired with Root Ch-Ch-Charger.
Let's say you have 3 Propellor Mutants on the field,
no cards except Intense Evil and Root Charger, and 6
mana. I think most of you can see where I'm going.
Play Root Charger.
Play Intense Evil.
Destroy Propellor Mutants.
Opponent discards 3 cards.
You draw 3 cards.
You place Mutants in Mana Zone.
With this combo you get hand advantage, and card
advantage, at the same time!!!! Now you have 9 mana
with witch to thrash your opponent on next turn with
all the cards you drew. Sweet, sweet, sweet,
SWEET!!!!!
Constructed: 4/5 The only disadvantage would be that
you have to plan on your creatures dying, either
than that I don't see a reason why you shouldn't
stick this in your deck!!!
Limited: 5/5 Your going to want all the mana you can
get in Limited and this card does more than. I tend
to rush in Limited so the more creatures you can get
out in one turn, the better.
Art: 4/5. Up you go little creatures, into the mana
zone with ya!!!
|
Jason
Scarborough |
Root Charger
Cost: 3
Civilization: Nature
Type: Spell
Rules Text:
Whenever any of your creatures would be destroyed
this turn, put it in your mana zone instead.
Charger (After you cast this spell, put it into you
mana zone instead of your graveyard.)
Review:
I do not feel this card is quite good enough to
include in most decks. You just have too many better
options to choose from. The main thing I dislike
about this card is that unless you are planning to
destroy your own creatures to boost your mana your
opponent is probably going to have some control over
how much mana you get. That is because unless you
are attacking his tapped creatures he can choose how
many shields you let you destroy and how much mana
you gain.
I still think this is a good card, just not good
enough in my opinion. It is great with any creature
that automatically dies at end of battle or turn if
it attacks or any card that destroys one of your
creatures as a cost to do something that helps you.
In the right deck this card could work quite well to
quickly increase your mana and gain card advantage.
constructed: I give Root Charger a 3/5 in any deck
that has some card that benefits from it.(such as
many of the black cards that force your creature to
die after battle.)
limited: I give this card a 3/5. This card can help
gain card advantage and that is always important in
limited.
If you would like to discuss DM strategy you can
e-mail me at:
shaddow_slasher_1@yahoo.com
|
The Englishman |
Root Charger
Cost: 3
Civilisation: Nature
Type: Spell
- Charger (you know the drill!)
- Whenever any of your creatures would be destroyed
this turn, put it into your mana zone instead.
Set: Epic Dragons of Hyper Chaos (DM-08)
Ah, today has been a great week for me to begin as a
COTD reviewer. I promise that I will stick at this
until the end, and in the foreseeable future you
will always have a reviewer on board who’s critique
you can trust.
Civilisation: Nature, the experts of mana. No
surprise to see a mana manipulation spell surfacing
here. Nature is a fairly popular Civ, so of course
this card is versatile.
Cost: A very affordable 3 mana, which is the
cheapest charger we have reviewed this week. At 3
mana, it just about costs more than Fairie Life, but
with an extra effect.
Abilities:
- Charger (After you cast this spell, put it into
your mana zone instead of your graveyard.) The
Charger effect runs nicely in Nature, and offers the
more costly control options to be unleashed in the
early/
mid-game.
- Whenever any of your creatures would be destroyed
this turn, put it into your mana zone instead. A
very interesting effect to say the least, It
requires field presence and good timing to be
developed properly. It is more suited to an aggro
based deck, where a good field is found often, and
the way to advance is to break shields. In short, it
can be an insurance plan. In the early game,
opponents may find themselves hard pressed to use
shield triggers when this card is activated, as the
mana build may put you even further in favour of the
win. A good way to take advantage of this effect
would be, again, to use Thrash or perhaps even
Sniper Mosquito to recycle the spell and use it over
and over to take the full advantage.
Card Efficiency: Chargers are always brilliant when
it comes to economy and value of their play. Root
allows a 2-1 to begin with, pumping the mana
reserves and bringing with them a nice effect.
Through the actions of the opponent, it may even
increase it’s worth further by recycling your
creatures.
In Constructed: Root’s effect can be very
situational, and a risky move. But the mana added
can make the spell worthwhile without the plan
pulling off. I think he is better played in more
aggressive decks that force your opponent to make
plays that aid this card, e.g. Terror Pit. Root is
probably the weakest of its Charger friends reviewed
this week, but can still shine. 3/5
In Limited: Destruction is scarce here, so the cards
potential would be dampened somewhat. Then again, in
Epic format he could save your Dragons and combo
nicely with Dracodance Totem. And the free mana
could accelerate to a quicker fattie, such as
Terradragon Regarion. 2.5/5
That’s all from Charger week from me, hope you
enjoyed my company, and I hope to see you next
week!!!!!
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