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Pojo's
Duel Masters Card of the Day
Image from
Wizards Duel Master site
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Divine Riptide
DM05
Card #17
Date Reviewed: 02.09.05
Constructed Average Rating:
2.5
Limited Average Rating: 1
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
Lee Sandow |
Before I
write today's review, I just want to say
something. I could have SWORN I'd chosen
this card to review, but it looks like
someone else decided to use it instead...
That being said, let's go ahead and review a
card that just BEGS to have a deck built
around it.
Divine
Riptide
Cost: 9
Civilization: Water
Card
Type: Spell
-
Return all cards in both players mana
zones to their hands.
Flavor
Text: "No
idea."
Mana
Generated: 1
Rarity:
Rare
Card
Number: 23/55
This can
be a NICE card if it is used in the right
deck. By that I mean a deck based around
it. Let's review!
Civilization: It's a water spell.
Obviously, it would need to go in a water
deck or a water/something else deck. A deck
with alot of mana accel would be perfect for
this card...
Cost:
This spell costs NINE mana. That is a LOT
of mana. I rarely get nine mana in my
games, but I don't run mana accel either. A
deck using a bunch of mana accel cards with
this would work great. Otherwise, don't
expect to get nine mana very often.
Abilities: This card has an ability
unparraleled by any other card. It
completely resets the mana zone, thus
causing both players to have to start from
scratch in their mana zones. This
COMPLETELY throws off the tempo of your
game, since you are literally back to square
one in the mana zone. However, if you have
several creatures on the field (and your
opponent few or none), when you drop this,
you pretty much win. Your opponent will NOT
be able to deal with your army becasue they
will not have the mana to do so. Unless
they have some KILLER shields, they won't be
able to stem the slaughter.
Oh, and
this is fun to use if your opponent has
several mana nexuses in the shields. Use
this, then break their shields. Watch them
get mad. ;)
Ok, now
that I’ve reviewed these stats, let’s see
how they stack up.
Constructed overview: Don't use this
unless you build the deck to focus on this
card. Expect to play it as mana if you draw
it early on, so you'd probably do well
to use several copies. Build the deck to
get creatures out, clean your opponents
field, then use the riptide. This also
makes a great move to drop AFTER you summon
King Tsunami (We'll get to him next week).
Heck, if you amass 21 mana, you can do both
in one turn. 4/5 in a deck based
around it, 1/5 anywhere else.
Limited overview: Don't even think
about it. 0/5 (but since I can't put
0, 1/5)
The
Tournament of the Five Civilizations
Approaches. My Revenge is at Hand!!!
|
The Antman |
Divine
Riptide - Rare - #17 (DM-05)
Hey peoples sorry I havn't been doing any reviews
lately. I've been buisy with school work and such so
i took a little break from CotDs (darn u Deutsch
II). Anyways im back and ready for some reviews for
the new set.
Well today we have Divine Riptide. Now when I first
looked at this card I saw one thing and one thing
only, and when i saw that thing I said one thing (or
phrase) HOLY FRIGGIN HALABALOU THAT THING IS FREAKEN
EXPENSIVE!! and it is. Sure it isnt as expensive as
say, the tripple breakers, but it is still up there.
Now imagine this: your sitting there with nine mana
open and you could do almost what ever in the world
with at, and what do u decide to do? you decide to
make the opponet get mad and punch you in the face
cuz you just returned all his precious mana. Sounds
juicy doesn't it? Well not when the opponet beats
you next turn... anyways the basic point im saying
is that by the time you get 9 mana out someone will
have either won the game or you would have the
chance to use better choices.
Ratings:
constructed- 1/5 blah too expensive
limited- .5/5 no use here
final thought- well this isnt a final thought, it is
more of a P.S., anyways I have gotten a few emails
on my challenge for a good ballom deck and I will be
making a article for it soon, so be on the look out
on those few who has emailed me about it.
|
Largo 991 |
DIVINE
RIPTIDE
First of all I'd like to say hello to all you dm
fans,
this is my first day on the cotd team and i'm very
excited
(that's 2 ppl from GA on the team)!
Divine riptide is an odd card, but does that mean
it's
worth playing?
We'll find out today...
Here are the specs
Card Type: Spell
Color: Water
CastingCost: 9
Mana Value: 1
Effect: Each player returns all cards from his mana
zone to his hand.
Well, i don't really see the point, it's a bit of a
"fiber jar effect", meaning it resets the game
except
the shields, but not really, as it doesn't take care
of creatures.
I really expect more for 9 mana. This does plenty to
the field, but why affect yourself as well as your
opponent when other, better cards can damage mana?
This card is even worse in draft, as you will rarely
need, or even have 9 mana!
Well, unless I missed something, this card is one to
pass on, here's the rating:
Constructed: 1.5
Draft: 1.0
Art: 2.0 (pretty unexciting.)
Until next time, gg...
-Largo991
(Largo991@yahoo.com) |
White Wolf |
Divine
Riptide, a card that seems too expensive, or is it
really?!
Divine Riptide
Water, Spell, 9
Effect: Both players send all cards in their Mana
Zone to their hand.
Personally, if I'm using nine mana, I want something
REALLY gamebreaking. This effect just doesn’t appeal
to me. Sure, it sends both players back to start,
but only their Mana Zone, and not the Field. Thus,
your opponent still has those blockers, still has
his T-CSkyterror, and he still has that FDF that
needs to be dealt with before it kills you. Knowing
the blockers in today's environment, they normally
can't stand up to that kind of power. This leaves
you sitting there with no mana, a hand full of 9
additional cards, and other cards in your hand that
are quite useless now.
Constructed: 3/10 - sorry, but I'd rather do
something more productive with my 9 mana.
Limited: 2/10 - if you pull it, you will probobly
just use it as Mana. There are much better options.
|
Knives101 |
Divine
Riptude
Well this is an interesting spell. Sends all the
mana back to everybody's hand. I've tested it out
once. I think it could work in a deck with Blockers
and Diamond Cutter. Just get up to that nine mana,
and then cast Riptide to buy time. Then build your
field for a winning Cutter-Run. There's not much
else to say. The card has potential. That's all
though.
Rating: 3
|
Mohamed Alhendy |
Meet the next
card of my week, Divine Riptide. This card is card
is one of the most interesting cards in the
Survivors set, and it’s a personal favorite too.
It’s a Rare, so its somewhat hard to get many of,
but when used correctly, its devastating. It’s also
the most effective and direct form of mana removal.
Divine Riptide costs 9 mana, meaning it won’t be
played any time near early or mid game. Furthermore,
you’ll need an advantageous setup when you cast this
card if you want it to help you. Casting it when
your opponent’s got 2 FDFs and you’ve got an Aqua
Hulcus won’t help you in any way. That means you’ll
need at least 2 cards to work this card in an
effective, beneficial way. You also probably need to
make Divine Riptide its own deck for it to work.
Divine Riptide still has its uses. It has many
combos. For example, if you combo Riptide with a
card like King Tsunami, you’ve got a 99% chance of
winning the game after casting Divine Riptide. It’s
simple really, especially since King Tsunami’s a
triple breaker. However, you’ll need high amounts of
accel to pull off the combo.
Overall, this card is has amazing potential, but
you’ll need to highly support this card for it to be
effective
Rating:
Constructed (In its own deck): 4.5/5 (Easy win when
pulled off right)
Constructed (In any other deck) 1.5/5 (Unless the
deck packs FDFs, you’ll probably never get to use
this card, let alone correctly)
Limited: 2/5 (You’ll need all your mana here, but if
you pull this card off, it’ll probably be easier to
win than in constructed.)
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