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Pojo's
Duel Masters Card of the Day
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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