-Post RotSW Competetive - by SpoonHunter

 

Hey, I've only written one of these strategy guides so far even though I promised I would write more. Time just isn't on my side. So, here's one I hadn't seen on the site, a view on how Duel Masters will look after the 3rd set, Rampage of the Super Warriors. The full visual spoiler is up on the WotC official card database, so go check it out if you haven't already....because I'm not sure when this guide will be up (if it is :p )

 

What it will do to existing decks:

 

The current most popular decks around seem to be Human evo rush, beast folk rush, most forms of control decks, and G/B excel control. There are alot of others, but they aren't as high a "tier" as these. Liquid People sometimes, and mono-light Diamond Cutter win pop up occasionally. So anyway.....with the addition of cards from RotSW, heres my predictions for the state of these decks after it settles.

 

-Any kind of Fire weenie deck-

these get quite a few new additions this time around. Baby Zoppe is very effective, being a 4k power creature for only 3 mana in mono Fire. The additions of Explosive Dude Joe, Volcanic Arrows, and Snip Striker Bullraizer are also great additions to the deck. If this one wasn't already good as is, its going to get even better.

 

-Any kind of Green weenie deck-

Well, first off, you should throw away any green weenies you have. Those are definately spoiled. Hmm...the DECk though, gets Snipe Mosquito, Sword Butterfly, and perhaps Pouch Shell and Earthstomp Giant. The latter are questionable, but seem like good candidates. Total beastfolk in the set is....0! No bones for beastfolk evo really, but there are a few good additions here. Overall, the deck doesn't get a whole lot, but its power form the first two sets should still keep it ok.

 

-Control decks-

This set has its fair share of control support cards. Volcanic Arrows is solid spot removal, and will likely find a place in every deck with Fire in it. Searing Wave brings cheap board sweeping, because who can wait for Silphy when your getting chewed up by weenies. Flood Valve could prove to be even better than Crystal Memory maybe, or it could flop completely. Its uncommon anyway, so just get a playset...

 

Sundrop Armor is dual purpose, in that it protects you, AND sets up a nasty shield trigger....a good addition to decks packing stuff like Brain Serum, Terror Pit, and Snare. There are a bunch more, but I'll just keep it at the fact that control will do just fine.....

 

I did these three as examples, but really there are so many decks it would take me hours. Moving on...

 

Decks that could pop as as a whole new breed:

 

Ok, so we saw what decks could change....now I'll look at possible new comers.

 

-Combo!-

 

Yes, finaly, Duel Masters sees its first combos pop up. Really, they aren;t combos as much as synergistic effects, but combo is a shorter word :p. Jack Viper, Shadow of Doom has already seem much talk around message boards and chat rooms. It's a combolicious evo that comes out early, and keeps your dark creatures alive. Combo it with Slayer creatures and suicide blockers such as Bloody Squito, and you have the makings of one fun deck.

 

Then we have the cards that mess with the manazone and shield zone. Prime examples are Mana Nexus, Emeral, Sundrop Armor, Flood Valve, and Earthstomp Giant. Trixy things can go on with these....nasty things. who wouldn't like to cast Emeral, setting up one nasty shiekld trigger for your opponent to wlak into, and not losing any card advantage in the process. Its also attached to a 1k body, useful if they have just 1 shield left hanging, or simple beatdown purposes.earthstomp Giant allows you to snag all those things you lost early on in the game back for another go round. He's also a massive 8k double breaking body for a mere 5.

 

-Mono Civ decks-

 

Ok, these were existant before this set. But most of them were either weenie decks, or casual decks that didn't see a whole lot of sucess. With the obvious support of mono civ decks going on in RotSW, its no surprise here. Who made out with the best mono-civ support though? Well, in first, we have....WATER! Water gets the uber delicious Angler Cluster, perhaps the best Water card in the set. Then it gets super card drawing with Streaming Shaper, and Chaos Fish. Some debate has gone on whether or not Chaos Fish is worth beans....my side is that it really depends on how you use it and what your opponent is playing. Legendary Bynor, the super sized Leviathan evolution, looks to make some impact as well, putting King Nautilus to shame.

 

Next is Fire, with its offensive stripes still strong in this set. Baby Zoppe  and Flametropus bring heavy power to the field for very low costs, and to heck with the consequences. Who needs mana when your swinging for 6000 double breakage turn 4 or 5? Blaze Cannon has "big flashy massive finisher" written all over it. Problem is, it has no deck. Its powerful, but too expensive for humans, and thats really the only mono fire deck played. Armored Warrior Quelos is a mana eater if it isn't dealt with. Yes, it is mono civ support, because of the "non-Fire" text on it. Alot of people miss that...

 

3rd is Darkness. This is a strange choice, and was made really because of one card, Jack Viper. He's the best Very rare in the set, and better than the Super Rares as well. Heck, probably better than all the Rares. It's one pesky ghost...other notable cards include...well, not much. Gamil is sort of expensive, Mudman is par at best, and Scartchclaw is just a little better than Bone Assassin, the Ripper. Jack Viper makes this decision all by itself, hes that good.

 

The other two didn't get away with alot. Nature got Gigamantis and Raging-Dash Horn, both seem good, but everythignelse was pretty bland. Light got ummm... Sieg Balicula.......and...thats about it. Sparkle Flower is so-so, Ur-Pale, Seeker of Sunlight is ok, and Ra Vu, Seeker of Lightning is too costly. Alek, Solidity Enforcer could prove to be a hidden gem...but I doubt it. Moving on.

 

Decks that could re-surface:

 

Hmm...you know those decks back aorund Base Set that seemed good, and were good, until Evo came along and crushinated it? Well, maybe RotSW can help them back up. Or not. Lets see.

 

-Water/Light blocker thingy?-

 

I don't know what this deck was called, but alot of people ran it. It was a deck that centered around using Light blockers and Water's unblockable creatures, comboed with Toel, Vizier of Hope to make your creatures neigh unkillable. This got burnt when Critical Blade and other creature ahte came around. What could revive it? Sadly, not much in RotSW brings dual colorsupport to the deck. Both the civs best blockers support a mono color deck plan, Sieg Balicula and Angler Cluster. too bad too, I liked this deck...

 

-Stall decks-

 

Decking your opponent out is fun,  but it doesn't work often enough. This one died when Evo Crushinators brought its super speed to the game. So, what did RotSW bring to aide this fallen deck? Depending on your civ choices, either alot or nothing! Water gets good additions, as it adds Angler Cluster the Barkwhip killer,Emeral, who makes you think twice before breaking sheilds, and Flood Valve, a versatile spell that allows you to get what you need without lowering deck size. oddly enough, Fire's two great removal spells, Volcanic Arrows and searing Wave bring the goods. Maybe even Muramasa, Duke of Blades could be useful for staving off weenie assaults. Light brings perhaps the most, with a bunch of shield boosting cards. Stall decks could re-emerge, just keep your eyes peeled.

 

Closing this guide out, I would like to post my opinion on the top 10 cards of the set.

 

10. Searing Wave -Crash, boom! Weenie decks croak on turn 5 or earlier. Good times.

9. Sieg Balicula, the Intense- Although it lacks a deck, it has massive potential

8.Mana Nexus - although it lowers your mana pool, its like Sundrop armor and Emeral. Set up a nasty shield trigger.

7.Flood Valve - Rivals Crystal Memory....which is good. Should prove to be interesting.

6.Wailing Shadow Belbetphlo -  The slayer we've been looking for. Is it creature removal, or sheild breaking? Its both! Its also a ghost, which is great for Jack Viper.

5.Legendary Bynor- Rar. Cast it and win most of the time.

4.Raging Dash-Horn - In mono nature, its a HOUSE. 5 mana, 7k, doublebreaker, no drawbacks.

3.Angler Cluster - Stops a horde rush dead, and meets that 5k or above power. Simply awesome.

2.Jack Viper, Shadow of Doom - A mass of deck ideas come to mind....find at least 2, if this thing proves to be a game breaker like we're expecting it to be.

1.Emeral - banned in japan....unedited in english? Hmmm....questionable choice by Wizards....

 

Hall of shame

Stinger Ball - 3 mana for 1000 power should get you something with a good effect. Looking at a shield isn't special, and that only happens when it ATTACKS. Craptastic.

 

Eldritch Poison- Hey, 2 cards for one. What an awesome deal. Oh, you also lose one mana. Perhaps the worst card in the whole game.

 

Raza Vega, Thunder Gaurdian - 10 mana is way way way too much for this creature. Sure it becomes a sheild when it flops, but by the time you have 10 mana, there are so much better things to cast. Had potential, but lost it when the manacost was confirmed.

 

And tehre you have it. Comments, suggestions, be ratings, etc go to me at SuperTreeElf@hotmail.com

 

Hope you learned something, S

poonHunter.