|   
 
 DM Home
 Message Board
 
 DM News Reports
 
 Trading Card Game
 Price Guide
 Card of the Day
 Duel Yammers - Fan Tips
 Top 10 Lists
 Tourney Reports
 
 Featured Writers
 JMatthew on DM
 cecillbill's C-Notes
 Hydromorph
 
 Deck Garages
 Dry’s Arsenal
 Drizer's Dungeon
 cecillbill's Dojo
 Knives101's Lab
 NFG's Garage
 aka GDOG'S-VERSION
 
 Spoilers
 Base Set DM-01
 Evo-Crushinators of
 Doom DM-02
 Rampage of the
 Super Warriors DM-03
 Starter Deck
 Shobu's Fire Deck
 Kokujo's Darkness Deck
 Shadowclash Collector's Tin
 Shadowclash of
 Blinding Night Spoiler
 Survivors of the
 Megapocalypse
 Disruptive Forces Decklist
 Block Rockers Decklist
 Duel Masters Starter Set (2)
 Twin Swarm Deck
 Hard Silence Deck
 Promo Card List
 Stomp-a-trons
 Thundercharge
 Epic Dragons
 Fatal Brood
 Shockwaves
 Blastplosion
 Thrash Hybrid
 
 Video Games
 Sempai Legends
 
 Other
 Staff
 
                                  
                                  MagicYu-Gi-Oh!
 Duel Masters
 DBZ
 Pokemon
 Yu Yu Hakusho
 NeoPets
 HeroClix
 Harry Potter
 Anime
 Vs. System
 Megaman
 |  | 
					Pojo's 
					Duel Masters Card of the Day 
						
						
							| 
							The Light Civilization
 |  | Date Reviewed: 09.05.05 
 Average Rating: 4.5
 
 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)
 | The Light Civilization
		It’s no 
		secret that I dig several things about the Light civilization, having 
		pioneered Phal Control. Despite what most people think, there’s more to 
		Light than just some godly tappage in Holy Awe and some blockers that go 
		berserk when you cast Diamond Cutter. Let’s check it out: 
		Attributes: 
		1. Tappage—Light 
		basically gives an opponent permission to summon his creatures, and then 
		tries to answer creature summons by preventing them from making 
		effective attacks thru tap-and-destroy. The problem with the approach is 
		that tap-and-kill requires more than a one-card and a one-move 
		investment. Holy Awe is generally the most economical form of creature 
		tappage as it has shield trigger and affects your opponent’s entire 
		field regardless of what civs he’s playing. Tap can be a defensive or 
		offensive play, giving it some versatility.  
		Currently Most Played Tappage Cards: Holy Awe, 
		Craze Valkyrie, Miele, Kolon 
		2. Spell 
		Recursion—although limited in capacity as its restricted to spells, 
		Light’s recursion helps cut down on the randomness associated with 
		gaining more options, and eases the reliance upon drawing another copy 
		of a spell to use it. It also helps extend the use of the singletons and 
		doubles of spells in deck by allowing you to re-use them, and helps curb 
		the damages of hand discard. The tactic is a huge asset when you want to 
		“abuse” a spell like Future Slash.  
		Currently 
		Most Played Spell Recursion Cards: 
		Phal Eega 
		3. Spell 
		Tutoring—no card can match Crystal Memory’s level of flexibility and 
		secrecy, however Light is the civilization to turn to if spell tutoring 
		is what you need or you’d like to have access to a creature with the 
		effect. You can use tutoring to decipher your shield zone and keep track 
		of the options you have left in your deck. Running a creature that can 
		search for spells like Forbos gives you a way to net even more card 
		advantage as you gain a card in hand and field presence. It also greatly 
		enhances spell recursion effects.  
		Currently 
		Most Played Spell Tutoring Cards: 
		Forbos, Logic 
		Cube 
		4. 
		Blocking—ways to prevent the loss of a creature or a shield. One of 
		the drawbacks of playing blockers is that most blockers simply sit there 
		until something attacks and then can only block. But many of Light’s 
		blockers have the distinction of not only sporting great cost-to-power 
		ratios but also being able to attack tapped creatures, and some can 
		attack players and untap after blocking/end of turn. 
		Currently 
		Most Played Blocker Cards: 
		Sarius, 
		Senatine Jade Tree, Kenesill, La Ura Giga 
		5. Card 
		Drawing—enables you to get to your answer/threats and maintain 
		options in hand. It helps you build your mana supply without sac’ing 
		your draws and generate card advantage. No civ can match Water’s card 
		drawers, but Light has some solid offerings. Magris is one of the best 4 
		drops in the game, and is similar to Aqua Hulcus as it’s a body that 
		replaces itself and has utility as evo material. Mist Rias has the 
		potential to be a downright scary source of card draw, and lets you draw 
		cards on your opponent’s turn, which basically penalizes him for 
		building board presence.   
		Currently 
		Most Played Card Drawing Cards: 
		Mist Rias, 
		Magris 
		6. 
		Negation—card negation like 
		
		Alcadeias, Lord of Spirit’s “anti-Light spell” effect 
		cripples your 
		opponent’s ability to use his cards effectively. It also gives you 
		something called virtual card advantage—every time your opponent draws a 
		non-Light spell with Big Al out it’s a dead card aka mana. He won’t reap 
		any of the advantages associated with playing such cards because he 
		can’t play them.  
		Currently 
		Most Played Negation Cards: 
		Alcadeias 7. Untapping—provides 
		a way to 
		
							
							 overextend 
		your attacking options and cut down on a risk you incur when you 
		attack—your creatures being vulnerable to retaliatory attacks. 
		Notable: Whisking 
		Whirlwind. 
8. Mana Zone Drawing—grab 
		back an option & cut down negative effect of losing a card to mana.
		Water completely pwns Light in this 
		department with Thrash Crawler, since all of its mana zone drawers are 
		limited to spells except for Boomerang Comet. Notable: 
		Lena, Vizier of Brilliance. 9. Shield Placement—prolongs 
		duel and complicates opponent’s thinking game. Sundrop Armor still sees 
		some play although it drains your hand and is overshadowed by Mana 
		Nexus. Sphere of Wonder is a nice asset for deck out decks since 
		opponent will often have more shields than you. Notable: 
		Sundrop Armor, Sphere of Wonder (deck out).
10. Mana Acceleration—helps 
		bring late-game online sooner. Light’s offerings like Glory Snow are 
		extremely poor in comparison to Nature’s offerings, especially since 
		they are conditional. Lightening Charger is the most playable offering 
		since it doubles as tappage, and isn’t conditional. Notable: 
		Lightening Charger.
11. Evasion—guarantee 
		a hit with “can’t be blocked” spells. Cards like Sonic Wing are limited 
		to a certain number of creatures, usually one. Far outclassed by Crystal 
		Paladin and Holy Awe. Notable: 
		Miracle Portal. 
12. Blocker Creation—turn 
		other creatures into blockers unexpectedly and have answers to your 
		opponents attacks. Notable: 
		Full Defensor.
		13. Summoning 
		Sickness Removal—launch 
		surprise attacks. Miracle Portal fits this effect too, but is 
		overshadowed due to Diamond Cutter affecting the whole field. Notable: 
		Diamond Cutter. 
		There are 
		more effects in the civilization such as Peeking (Wyn, the 
		Oracle) and Hand Discard (Rain of Arrows), but I covered a solid 
		amount, lol.  
		Ratings: 
		There’s no 
		question that if you want to tap creatures or build a deck focused on 
		spells then Light is the civilization to use. But, some of its 
		attributes are more soundly performed by other civilizations such as 
		Card Drawing or best avoided like Hand Discard. Due to all the 
		blocker-hate in the environment mono-Light has seen its heyday come and 
		go in most metas. Light’s lack of direct creature removal hampers its 
		ability to generate card advantage and control the duel effectively on 
		its own. Light’s a solid support civilization if your strategy calls for 
		use of its best tactics, and is most competitive in non-mono strategies.
		 
		Mono: 2.5/5 
		Multi-civ: 
		4.5/5 |  
							| Lee Sandow | Ladies and 
							gentlemen, today marks a wonderful occasion for the 
							COTD section. For the first time ever, we are 
							reviewing not one card, not a combo of cards, but an 
							ENTIRE CIVILIZATION. Thus, we shall redub the Card 
							OTD to the Civilization OTD. Best yet, we don't even 
							have to change the abbreviation. It's COTD time! 
 The Light Civilization
 
 Civilization Strengths:
 We start with the light civilization. This is a civ 
							that is well known for two strategic elements. 
							Blocking, and tapping. Light has the best blockers 
							in the game. Their power/cost ratio is always nice, 
							and these blockers usually have the ability to 
							attack creatures, and sometimes, players. It is 
							fairly easy to summon a swarm of blockers, then use 
							the Diamond Cutter card to unleash a world of hurt 
							on your opponent!
 
 Also good in the light realm is the ability to tap. 
							Spells such as Holy Awe, and creatures such as Kolon 
							the Oracle and Craze Valkyrie, the Drastic have 
							abilties to render your opponent's creatures 
							helpless! This is great for destroying your 
							opponent's creatures. Just tap them, and have 
							something attack! Also, you can simply tap all your 
							opponent's blockers, and go for the win!
 
 The light civilization also has some draw power, in 
							the form of Magris, Vizier of Magnitism and Mist 
							Rias, Sonic Guardian.
 
 The light civilization creatures have some nifty 
							abilities! Wyn the Oracle allows you to look at an 
							opponent's shield every time you attack, so you can 
							choose to get rid of that shield or save it for 
							later. Great for springing or avoiding shield 
							triggers!
 
 Civilization Weaknesses:
 Light has very little to accelerate it's mana curve. 
							Glory Snow is the only card I can think of that can 
							do this. Light also suffers from having virtually NO 
							killing spells. Additionally, light does not have 
							many attackers, and those that do exist tend not to 
							have terribly helpful effects.
 
 Civilization Allies:
 The light civilization combos very well with the 
							water realm. By using some water cards, such as 
							Emeral, Corile, and Aqua Hulcus, light can for a 
							large army and knock their opponent out. It gives 
							light some desperately needed control options, and a 
							little more offensive muscle.
 
 Light and Nature have been used before, and they 
							kicked butt! Using cards like Craze Valkyrie, along 
							with nature cards to give you extra mana, you can 
							drastically hurt your opponent quickly.
 
 Fire and Darkness might seem wierd to pair with 
							light, but this too can work well to your advantage. 
							Using darkness to destroy your opponent, the light 
							realm can serve to draw you cards and protect your 
							shields. The fire realm has no blockers at all, so 
							light makes an excellent ally for them
 
 Notable Light Cards:
 Alcadeias, Lord of Spirits - A powerful evolution, 
							this card shuts down all spells other than light 
							spells. Your opponent will have a hard time coming 
							back from this!
 
 Holy Awe - A powerful shield trigger, this card is 
							excellent both offensively and defensively. I 
							currently own 36, and I want more!
 
 Sundrop Armor - This spell nets you an extra shield. 
							Great for keeping yourself alive, it's also a great 
							way to get shield triggers like Holy Awe in the mana 
							zone.
 
 Mist Rias, Sonic Guardian - A creature that allows 
							you to draw any time a creature is summoned, this 
							card allows you to draw a multitude of cards 
							quickly. Your opponent won't be able to keep up!
 
 Overview:
 The light civilization is a very powerful 
							civilization on it's own, and with help from the 
							other civilizations can be truely mighty. Out of 
							five points, I give this civilization a solid 4.5.
 
 Light shines in play, so is water all washed up? 
							Find out Wednesday!
 
 |  
							| Steven Cantrell | Lee 
							Sandow did the honors of choosing which cards we 
							review. Turns out he got a little carried away, 
							because the next two weeks we are reviewing 
							entire civilizations. That’s right! To kick 
							things off, dive into my fairly in-depth and 
							hopefully somewhat accurate analysis of....   
							Introduction: The LIGHT civilization generally 
							does not see nearly as much playing time as the 
							other four. But why do the majority of duelists view 
							yellow as the weak link? Well there are 
							one-hundred-eleven Light cards currently released, 
							tying them for the largest card pool. That breaks 
							down to 88 creatures and 23 spells, plus a few 
							promos not released in a set. According to the M:tG 
							color wheel (which you should all know since it 
							applies to DM) yellow tandems with blue and green, 
							while it is opposite red and black. Strong evidence 
							of this comes from Shadowclash.   
							Top Cards: In this grading category I’ll cover 
							some of the most noticeable themes, strengths, and 
							weaknesses between all Light cards. Here is my list 
							of the best few creatures with spells to follow:   - 
							Miele, Vizier of Lightning            (3.25) - 
							Magris, Vizier of Magnetism        (3.50) - 
							Mist Rias, Sonic Guardian            (3.60) - 
							Phal Eega, Dawn Guardian           (4.00) - 
							Forbos, Sanctum Guardian Q       (3.40) 
							- Craze Valkyrie, the Drastic          (2.83) 
							- All Blockers                               (Not 
							Applicable) 
							  - 
							Logic Cube                               (3.50) - 
							Diamond Cutter                         (4.30) - 
							Bonds of Justice                        (2.80) - 
							Holy Awe                                  (4.75) 
							  
							Those ratings come from past CotD reviews. If that 
							particular card has never been done before, then the 
							ranking is my opinion. Together the top Light 
							creatures have an average score of just 3.43, and 
							spells are 3.83 for a combined 3.59 between the two. 
							  
							One of the main Light trends is the ability to tap 
							opposing creatures. This nifty effect can come in 
							handy either to bypass blockers or open creatures 
							for attack. An example would be tapping the 
							opponent’s Emeral via Miele, then smashing it to 
							pieces with your own creature. Cards like Holy Awe 
							can even be used defensively as a Shield Trigger. 
							Because if a creature is tapped, then that means it 
							can no longer attack! 
							  
							They also have a good deal of draw power, though it 
							is not as prominent as in the Water civ. Having more 
							cards in hand simply opens up more options. That in 
							turn allows you to cast more cards, play more mana, 
							etc. Just remember that draw power can often 
							single-handedly decide a game. 
							  
							Several Light cards are extremely spell friendly. 
							Searching for just about any spell can be 
							devastating at the moment. Cards like Logic Cube 
							work best in decks that have at least 16 spells so 
							that you have more choices to grab. Let’s say your 
							opponent has one card in hand. Summon Phal Eega, 
							then re-use Ghost Touch to shut them down. 
							  
							The final major area is blockers. Most decks run at 
							least 3-5 for security and defense. Light’s blockers 
							are the best of the best, which is one of their few 
							advantages over other Civs. Take Senatine Jade Tree 
							for example. Not only is the power to cost ratio 
							excellent, but it can attack creatures unlike some 
							other blockers.    
							Underrated Picks: Now the following cards are 
							not necessarily godly, but I think they deserve a 
							little more recognition. All three can be fun to 
							play. Check em out.   - 
							Rodi Gale, Moonlight Guardian 
							- Dava Torey, Seeker of Clouds 
							- Thunder Net 
							  
							Rodi Gale has a medium curve, with the major plus 
							side of being Wave-proof and unblockable at least 
							50% of the time. Dava Torey is the ultimate 
							anti-control weapon, great for catching the opponent 
							by surprise. Thunder Net was first shown to me by 
							Justin Couch. He of course used it in a deck with 
							plenty of Blue, using Light back up his 
							unblockables.   
							Overall: Light truly deserves the tag of worst 
							Civilization in my opinion. They have a handful of 
							solid cards, but nothing to really push yellow over 
							the top. Stick to splashing Awes along with maybe 
							6-10 other support cards. The more adventurous of 
							you could always try an updated Diamond Cutter deck, 
							but don’t expect amazing results. Civilization 
							standings thus far (one is best, five worst):   1. 
							TBA 2. 
							TBA 3. 
							TBA 4. 
							TBA 5. 
							Light (yellow)   
							Tune in Wednesday as we continue with the Water 
							civilization. Agree, Disagree, think I missed 
							something? Feel free to contact me whenever. You can 
							also check out my latest tournament report which 
							should be up soon.   
							Steven Cantrell 
							
							Smcman7@aol.com  |  |