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Pojo's Duel Masters Card of the Day

engineer_kipo
Image from Wizards Duel Master site

  Battleship Mutant
Thundercharge of Ultra Destruction

Card # DM3


Date Reviewed: 12.30.05

Constructed Average Rating: 2.5
Limited Average Rating: 1.5


Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.

 

Matrixzero

 

First off I would like to wish you all a happy new year. Now on to the review

Name: Battleship Mutant
Cost: 6
Race: Hedrian
Civilization: Darkness
Type: Creature
Rules Text:
Instead of having this creature attack, you may tap it to use its ability.
Until the end of the turn, each of your darkness creatures in the battle zone gets +4000 power and "double breaker." Whenever any of those creatures battles this turn, destroy it after the battle.
Power: 5000+
Mana Number: 1
Artist: Masaki Hirooka
Rarity: V
Collector Number: 3
Set: Thundercharge of Ultra Destruction

Civilization: What better could the darkness civilization show off it's colors than kill all it's troops in mid battle?

Effect: Ok this effect is meant to be a game ender, the turn you tap this thing should be the turn you win. But as we all know that won't always happen.
No matter how may guys you have as long as they are a part of the darkness civilization, they get +4000 power and double breaker from this guy when you tap him for his effect, but at a cost. Just like any other quick body building method theirs a draw back, this one being that anything that attacks that has been effected by this effect dies. So sad isn't it. So you can see why you would only want to tap this guy when you have a chance of winning. I can see this effect being used but you need your own deck for him, black weenie or something like that.

Cost: 5 of the cost for the power and one for the effect, sounds about right, but since I can't compare it I'm going to say that this card is cost right if not under costed by 1.

combos: Play him with Mongrel man to draw after your guys go pop after they battle.
Summon a number of creatures from turn 1-5, summon battle ship turn 6, holy awe turn 7 and attack for the win.

Constructed: 2.5-3.5/5 I really can't decide on a solid score, I can see it being powerful if used in it's own deck but then again, I wonder if it really work.

Limited: 1.5/5 Chances are you won't pull enough low cost dark creatures to make se of his effect
 

Sengoku the Buddha
Hi Everyone, today we will be reviewing one of my favorite cards, and potential strategies to bring out its true potential as well as discussing some conflicts as well.


Name: Battleship Mutant
Cost: 6
Race: Hedrian
Civilization: Darkness
Type: Creature
Rules Text:
Instead of having this creature attack, you may tap it to use its ability.
Until the end of the turn, each of your darkness creatures in the battle zone gets +4000 power and "double breaker." Whenever any of those creatures battles this turn, destroy it after the battle.
Power: 5000+
Mana Number: 1
Artist: Masaki Hirooka
Rarity: V
Collector Number: 3
Set: Thundercharge of Ultra Destruction

Power/Cost:

Battleship Mutant has a pretty fair power to attack ration with a 6:5, and alone its pretty good to place in a deck since most fire spells (excluding: apocalypse vice & darkness spells) cant touch it; however, this creatures uneven 6 for 6: doesn't occur due to the almost amazing ability that has been granted to it.

Civilization:

Darkness are known for creatures that are cheap and powerful with small drawbacks (aka Bloody Squito) or creatures that are weak and have powerful abilities ( Merciless King) as this creature falls into the latter category. Alone it can win a few battles if it had to; but combined with cheaper mana acceleration civilizations such as nature along with cards such as Marine Scrambler from the water civilization, and behold you have yourself a powerful deck. And unlike the may other creatures we have discussed Hedrians are a race that have very unique abilities for example: Propeller mutant is a hedrian that when destroyed randomly discards a card from your opponents hand, and combined with this creatures ability will be able to not only become a 5000 power creature but a double breaker that card destroys as well. Very impressive. But that’s not all this creature is also able to evolve so don't leave that option out when your decide whether or not to put this card in your deck.

Effect:

Important things to remember when playing this card!

1) Darkness creatures are the only ones that benefit from this creatures ability!

2) Many cards such as propeller mutant, root charger, marine scrambler, Marrow Ooze, and cryptic totem can all enhance the ability of Battleship mutant so if your opponent overloads on shield triggers or has to many cards in his hand you'll be able to annihilate some of those pesky cards, as well as creatures who already die when they would regularly attack would increase this cards potential.

3) Creatures that attack will DIE so make sure your ready for the consequences of your attack.

4) Hedrians are evos so make sure you remember this if you happen to like to evo creatures ( I know I do =)

Limited:3.5

Potential lies with this card in a limited format since only a handful of blockers come in the thunder charge booster so with this card effect you almost seal your opponents fate and wiping out all his shields with only a sliver of a chance on getting stopped with a shield trigger. I highly recommend it in here.

Constructed: 4

This card is good all-around and even though I like to give high scores to cards this card is far from perfect since it basically can leave you defenseless if you don't manage to defeat your opponent on the turn you activate this cards tap ability; however, you also have the opportunity to wipe out your opponent without breaking a sweat so I recommend you go out there play this card and feel if its your thing. Till next week have fun, and be safe. Oh, Happy New Years to everyone out there

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 Sportcard: 1231 South Euclid Anaheim, CA 92802 US
 
Ferret Mage Battleship Mutant
Cost: 6
Race: Hedrian
Power: 5000+
-Instead of having this creature attack you may tap it to use it's tap ability.
-Until the end of turn, each of your darkness creatures in the battle zone get +4000 power and double breaker.
-Whenever any of those creatures battles this turn, destroy it after the battle.

So today we have yet another high costed creature but this time it isn't from the Water Civilization. It's a card that with potential, could really be deadly to your opponent.

Cost: This card comes to the high cost of 6 mana, which as you all know, you could be used on something like a Terror Pit or Holy Awe. Unfortunatly for this card, you can only use it's tap ability on the next turn, meaning that this card really cost you 6 mana and a turn until you can use it's effect. Which is sad because you can get pretty much the same effect from the spell Snake Attack for 2 less mana and a shield. Also it has no Double Breaker despite being worth 6 mana, which doesn't stand good in my eyes.

Race: Not evos. No point in having to run them over any other race.

Power: While it says that this card has +5000 power in all reality your only going to be attack with 5000 power, the 9000 can only be used if you used it's tap, and then your opponent is the one who's going to do the attacking. As said above you have to wait for it to tap, meaning that while it's 5000 power it's vurneable to a couple of Fire's kill spells, Volcanic Arrows and Apocalypse Vise come to mind.

Effect: On turn seven this card will turn all your weenies into big hulking berserkers that die after they attacked. It's too bad for this card that it comes a little to late into the game, by turn seven your opponent is going to have some removal spells in the game and chances are that your going to have a limited number of creatures on the field that will turn into the bruisers you need to finish off your opponent, and with them getting destroyed at the end of turn you'll definatly want to finish off your opponent.

Not to mention that while you're attacking your opponent you still run the chance of hitting a few shield triggers, the one thing you don't want is to destroy all your creatures without the chance of defeating your opponent. So unless you have a good amount of creatures to break all your creautres shields AND weather any potential shield triggers then you better wait to use that mana for something better.

Constructed: 3/5 Only use in situations where you are sure you'll win.
Limited: 2/5 Pick Snake Attack over this one.
Art: 4/5 I like it.
 

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