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Pojo's
Duel Masters Card of the Day
Image from
Wizards Duel Master site
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Invincible Aura
Stomp-a-trons
Card #1
Date Reviewed: 05.17.05
Constructed Average Rating:
1
Limited Average Rating: 1
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
Fish &
Chips |
Invincible
Aura
Fish
I'm sorry about the long hiatus from card reviewing.
I had stopped playing the game for a while, and my
life was just too busy. That and a combination of
short memory has made my reviews very inconsistent
over the past few months. Fortunatly, things have
begun to slow down a bit, so I'll make sure to keep
up with the reviews.
Now that that's out of the way, onto looking at
Invincible Aura.
When I first looked at this card, my eyes were
instantly drawn to the mana cost, which is 13. With
a mana cost of 13, this card will rarely be able to
be played in an actual game, and even if it is,
would you really want to use 13 mana that you could
have used somewhere else to play this card?
Now, the main problem I have with this is not only
the mana cost, but part of the effect itself. When
you take 3 cards from the top of your deck and put
them into your shields, that's removing three cards
from your deck. Now, assuming that the game is
actually played long enough for this card to be
used, both players must be running out of cards by
now. Those 3 eliminated cards could mean the game,
especially if you're playing against a stall deck.
The interesting part about the above argument,
however, is that that effect could be used for card
drawing advantage as well. If you place 3 cards in
your shield zone, then get them all broken, you'll
have 3 extra cards. With 13 mana, you'll most likely
be able to play them all. The shield effect itself
is also a plus, as giving yourself 3 shields could
save you.
Overall, I really don't think that this card is
going to get much play time. The mana cost is way
too high, and at that point in the game things will
most likely be too hectic for three shields to save
you.
Constructed: 1.5/5
|
Steven Cantrell |
Today’s review will be shorter than usual. I
will not have a tournament report either because
GQ did not have a tournament last weekend
(everyone went to Yugioh regionals). Next week I
can finally get back to GQ and start writing the
regular tourny reports again.
Invincible Aura
Type: Spell
Civilization: Light
Mana Cost: Thirteen
Rules Text:
Add up to 3 cards from the top of your deck to
your shields face down.
Flavor Text:
The Fire army has enough firepower to lay
waste to a planet-but even that isn't enough to
bring down the wall of Light.
Rarity: Very Rare
Set: Stompatrons of Invincible Wrath
Getting three extra shields sure seems good at
first. But what does this really do for the
tempo of a deck? Invincible Aura offers no hand,
field, or mana advantage. Rather than help you
win the game, it only prolongs defeat. This does
not look good so far.
Now look at Invincible Aura from a mathematical
perspective. There are already several
shield-generating cards, so we can compare them.
Mystic Inscription is the most similar. It takes
just one card from deck to shield for a six-mana
cost. Aura does the same for
only 4.3 mana per shield. That shows signs of
promise, but the low ratio is offset by the
ridiculous thirteen mana cost. No matter how you
view Invincible Aura, it is anything but an
invincible card overall.
Limited: 1.5/5
Most of the five major spells are horrible in
draft. Invincible Aura is no exception. Try to
avoid it if possible. Otherwise, just play it as
mana everytime.
Constructed: 2.5/5
Invincible Aura would probably work best in some
form of a stall or deckout strategy. Sadly,
those decks normally do not incorporate Nature,
which is needed to reach the thirteen mana
casting cost. So Invincible Aura just takes too
much work to pull off efficiently.
|
Toilet
Head
Brett |
Continuing
the week of invincibles today we look at invincible
aura:
civilization: light
spell
Add up to 3 cards on top of your deck to your shield
zone face down.
Getting 3 shields is very nice but by the time you
get to 13 mana your opponent will probably have
something to counter it. Also, you have no idea what
you are putting in your shields it could be holy awe
or nothing at all. There is just no way to know
unless you summon telitol the explorer who lets you
see your shields, but you still cannot change
them.(except with emeral of course) ;) Which this
would take many turns and unless you have many
blockers your opponent will probably have broken
your shields anyway so........That sucks.
constructed: Don't think about it in mono light just
use sundrop armor instead. At least you know what
your putting in your shields. 1/5
limited: Do I really need to explain this? NO DON'T
USE IT. 1/5
art:second to worst of the invincibles, but still
cool 4/5
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