Brain Jackers are entertaining little critters.
They seem harmless when you first summon them
but it’s only a matter of time until your
opponent becomes gradually inconvenienced.
Let’s see how venom capsule compares.
Venom Capsule
Cost:
2
Race:
Brain Jacker
Civilization:
Darkness
Type:
Creature
Rules Text:
-
Each
Silent skill
(At the
start of each of your turns, if this
creature is tapped, you may keep it tapped
and use its
ability.)
This
creature breaks one of your opponent's
shields.
Power:
1000
Despite Venom Capsule’s potential, I find myself
oftentimes considering its flaws. Sure it comes
out fast but the first problem is the fact that
it’s a silent skill creature. The problem with
silent skill creatures is that their effects do
not trigger right away, which gives your
opponent enough time to develop a counter. In
Venom Capsule’s case, it comes out on turn 2,
then attacks/taps on turn 3 and the effect
doesn’t start until the beginning of turn 4.
This gives your opponent 2 full turns (from turn
2 to the beginning of turn 4) to deal with this
pesky little critter. To make matters worse,
Venom Capule is very weak, making it susceptible
to an early death. In order to use the effect,
you’ll need to leave it tapped in the battle
zone, which means that it can be destroyed by
almost any attack and it can fall victim to all
sorts of weenie kill.
Despite these concerns, there are a few good
aspects. For one thing, Venom Capsule comes out
early enough so you can start hammering away at
shields on turn 4. Yes, this is still pretty
slow but the nice thing is that you’ll have time
to set up a proper defense. In other words,
when it’s time to attack/tap, you’ll be able to
have at least 1 blocker in position. The 1
blocker could either be huge, or it could be
something like Pala Olesis, which powers up
Venom Capsule while it is tapped.
Obviously the other great thig about Venom
Capsule is its effect. At the beginning of each
of your turns, while you have Venom Capsule
tapped, it breaks a shield. This effect is
HIGHLY underrated. What’s the advantage of
breaking a shield when starting your starting
your turn?
Strategy… Depending on what you
trigger or what your opponent does with the
shield, you’ll be able to stay a step ahead of
them. You can usually judge by their reaction
to the shield... If it’s a good card, then do
some hand destruction but if they have a bad
reaction to that shield then continue bolstering
your strategy. What if it’s a Terror Pit?
Terror Pits are excellent! Your opponent might
want to waste it on this creature or eliminate
another key threat. The difference is that it’s
done at the beginning of your turn so you’ll be
able to draw your next card then
summon/recover. Holy Awe is even funnier. If
you trigger a Holy Awe and your opponent casts
it then, tap all of your creatures. After you
tap them, you’ll get to continue with the
beginning of your turn, so just untap them and
draw your card.
Yes the drawbacks suck but the benefits are
glorious! If you’re able to plan ahead and
build around this creature then you will not be
disappointed.
The Good:
You get to nail your opponent’s shields without
breaking a sweat.
The Bad:
Silent skill creatures take a while before their
abilities can manifest.
The Ugly:
If you’re not going to protect this creature
then don’t bother playing it. It’ll just die.
Constructed Rating:
3/5 – It seems like Venom Capsule’s benefits and
setbacks cancel each other out. As long as
you’re able to keep it in the battle zone,
victory couldn’t be simpler.
Limited Rating:
3.5/5 – It’s always good to have an attacker out
on turn 2 in limited. No strategy will be
needed for Venom Capsule, although you’ll most
likely leave it tapped for as long as possible.
I would recommend getting blockers along with
this creature.
Want to get more Duel Masters
support
in your area? Come and check out our Duel
Masters
petition.