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Pojo's Duel Masters Card of the Day

/vreemah_freaky_mojo_totem.jpg
Image from Wizards Duel Master site

  Vreemah, Freaky Mojo Totem
Fatal Brood

Card # DM5


Date Reviewed: 02.24.05

Constructed Average Rating: 4
Limited Average Rating: 3


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

 

Prince
Yaken
Vreemah, Freaky Mojo Totem
Cost: 5
Civilization: Nature
Card Type: Creature
Race: Mystery Totem
Power: 4000
. Whenever you put another creature into the battle zone, each Beast Folk in

the battle zone gets +2000 power and "double breaker" until the end of the turn. (A creature that has "double breaker" breaks 2 shields.)

Civilization: Nature like its blocker lacking neighbors the Fire Civilization always seem to find ways of boosting us their abilities and attack powers. The beat boxing (or so I imagine) talents of Vreemah, Freaky Mojo Totem are no exception giving inspiration to any Beast Folk nearby to let loose with a jungle version of Capoeira and to clobber anyone who dare to invade their home territory.

Cost/Power: 5 mana for 4000 power with an effect based on another race isn't

too unusual for Duel Masters. Illusionary Merfolk was first to at first be shunned and then later glorified for her ability to give anyone controlling a Cyber Lord more resources.

Abilities: When any creature is summoned by the controller of Vreemah, Freaky Mojo Totem when on the field can "pump up" any Beast Folk by 2000 power and giving it the ability to break two shields at once. The average strength of a Beast Folk is right around 2500 power which when combined with

Vreemah's effect creates a whopping 4500 power which get past just about every creature around(except for the occasional Thrash Crawler or Gran Gure, Space Guardian).

Card Efficiency: When used with cards that already have strong effects like Bronze Arm Tribe, Quixotic Hero Swine Scout, Crow Winger, and Barkwhip, the Smasher, Vreemah Freaky Mojo Totem can be one of the best exchanges in the game. It does need at least 1 successful double break to occur to become an even exchange, after that point it's all positive exchange for my favorite totem.

Constructed: I myself am a witness to Vreemah's abilities in constructed format since it was the 1 card that clenched me the tournament win and from having a 2nd match against my opponent at the Fatal Brood of Infinite Ruin Tournament of the 5 Civilizations. There are 19 different Beast Folk that can benefit from his "savage jungle beats". 4/5

Limited: There are 3 Beast Folk in Fatal Brood of Infinite Ruin 1 of which being an evolution so Vreemah's efficency is semi-limited but balanced even still. 3/5
 
Eric Draven

 

Name: Vreemah, Freaky Mojo Totem
Cost: 5
Race: Mystery Totem
Civilization: Nature
Type: Creature
Rules Text:
Whenever you put another creature into the battle zone, each Beast Folk in the battle zone gets +2000 power and "double breaker" until the end of the turn. (A creature that has "double breaker" breaks 2 shields.)
Flavor Text:
It lays down savage jungle beats to help its friends lay down savage jungle beatings.
Power: 4000

Civ/Race: Nature/Mystery Totem. You all know how good/great Nature is, and you don't need me telling you how good/great Nature is.

Cost: 5. IllFolk is 5 mana, and it gets used.

Power: 4000. IllFolk is also 4000 power, so there's a predecent.

Effect: To get the best from its effect, run in a mono (or almost mono) Beastfolk deck. That shouldn't be too hard.

Constructed: 4/5

Limited: 3/5 (less Beastfolk)

Art: 1/5
 

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