Key Cards in Today's
Environment
Hey all! It's me, ssj2_dork, again. I really
want to contribute to the Duel Masters' society, so I've been thinking of ways
on which I could help out. My greatest idea was my Beginner's Guide (which, I
hope, has helped out some people), but I didn't know if it would have been
enough.
Duel Masters may have only been out for about a
week or so now, but there are some cards that I really think are influencing the
game and what a player plays in his/her deck. In this small "yammer" I'm just
going to cover what I believe to be the most powerful/influencial or best card
in each type.
Fire has some pretty awesome cards. One of
these cards is, of course, Bolshack Dragon. This is probably my favorite card in
the whole base set. It has a Mana cost of 6 (I consider 5/6 the "average" Mana
cost), so it's not too bad. But the effects on this card are awesome! It's a
6000 attack creature with Double Breaker. Still not satisfied? It gets +1000
attack for each Fire card in your graveyard! All you need is four Fire cards in
your graveyard to have THE single strongest monster in the current environment.
Another interesting feature about Fire cards is that many of the creatures are
low cost with insane attack power. Take for instance: Onslaugher Triceps. It's a
3-Mana creature that has a 5000 attack at the price of ONE Mana card. Also,
there's Explosive Fire Ucarn. It has a 5-Mana cost but comes into play with a
9000 attack power AND Double Breaker! The side-effect is that you have to
discard two of your Mana cards to get it into play. It's still a powerful card
to consider. Honorable mentions are: Gatling Skyterror and Scarlet Skyterror.
Best card IMO: Bolshack Dragon.
Nature, IMO, has great Mana acceleration. A
card that I can see standing out is Roaring Great-horn. It's a 7-Mana, 8000
attack creature with Double Breaker and Power Attack +2000. I think it's a
pretty impressive card. It's definately a threat to your opponent. Some other
cards that come to mind are: Mighty Shouter, Coiling Vines, and Dimension Gate.
Both Mighty Shouter and Coiling Vines go into the Mana Zone when they are
destroyed, which is very nice. If you're playing Nature/Darkness you can summon
creatures like Stinger Worm and Gigaberos and sacrifice your Mighty Shouters or
your Coiling Vines and they would be sent to the Mana Zone! That's a pretty
nifty combo. Dimension Gate is useful because it allows you to search your deck
for a creature card and add it to your hand. It's helpful in nabbing that
Roaring Great-horn or that extra Mighty Shouter you need. Keep in mind that
Nature is not a very powerful type, so it is best used for support. Honorable
mentions: Mighty Shouter and Coiling Vines. Best card IMO: Roaring
Great-horn.
Water is a pretty awesome color. Many players
with think of Crystal Memory when they think of Water. Crystal Memory is a
4-Mana Spell--along with being a shield trigger--that lets you search your deck
for ANY card. Yeah, that's right; ANY card. To me, this is one of the best cards
in the game, let along the best card in Water. All decks that run Water have
Crystal Memory, but they also have the power King Depthcon. King Depthcon is a
7-Mana, 6000 attack power creature with Double Breaker. Oh, did I forget to
mention it's UNBLOCKABLE? That's so awesome! By turn eight you can be attacking
with a King Depthcon and taking out TWO shields a turn! I would gladly take that
in a heart beat. But we can't over-look the little guys! Marine Flower is a
cheap blocker at 1-Mana cost and packs a 2000 attack, so it's like Light's La
Ura Giga, Sky Guardian. Brain Serum is another awesome card that lets you draw
two cards. Water seems to focus on card drawing with a bit of unblockable
creatures in the mix. Honorable mentions: King Depthcon, Brain Serum. Best card
IMO: Crystal Memory.
Darkness seems more like the control type.
Unlike the other four types, some Darkness creatures come with the "Slayer"
ability, which basically reads, "If I die, you die." One cheap awesome creature
that comes to mind is Stinger Worm. It is a 3-Mana creature with a 5000 attack,
but you have to destroy another one of your own creatures to get it into play.
Sounds like Onslaughter Triceps, huh? Some fantastic control cards in Darkness
are: Ghost Touch, Death Smoke, and Terror Pit. Ghost Touch, for only 2-Mana,
forces your opponent to discard one card from his/her hand. While one card
doesn't seem like a lot, it really is a big issue in the early game. One or two
Ghost Touches from an opponent could put you in an awful position. Death Smoke
allows you to destroy one of your opponent's untapped creatures. For instance,
if your opponent plays a new Gatling Skyterror or King Depthcon the previous
turn, you can cast Death Smoke and destroy it! Awesome card. Last but not least
is Terror Pit. For 6-Mana you can destroy one of your opponent's creatures. Yes,
that's right; any creature you want, tapped or untapped. However, while
all these spells are nice, THE creature card in the Darkness type would happen
to be: Deathliger, Lion Chaos. It is a 7-Mana card with a 9000 attack power AND
Double Breaker. Who would NOT take that?! I think it is the third best creature
card in the game (second being Bolshack Dragon and Gran Gure, Space Guardian,
THE blocker), but it's just my opinion. Honorable mentions: Death Smoke, Terror
Pit. Best card IMO: Deathliger, Lion of Chaos.
Light, strangely enough, is the type I have
saved for last. Why? Because I honestly believe Light is THE best type in
today's environment right now. And this is only because of one card: Holy Awe.
Holy Awe states that to tap all your opponent's creatures in the battle zone,
AND this card is a Shield Trigger! If your opponent attacks with a Stinger Worm
and breaks a shield and you manage to nab Holy Awe, you can stop your opponent
from attacking that turn! But on your turn you can cast a Holy Awe and, if you
have at least six creatures, you WIN THE GAME. If you're playing Light you HAVE
to run four copies of Holy Awe. The card is seriously _that good_. Also, Solar
Ray is pretty devastating too. If you're running a fast deck, a fourth or fifth
turn Solar Ray or two can really put you ahead. Solar Ray says that you can tap
one of your opponent's creatures. You could tap your opponent's only blocker and
attack freely with your creatures! Light is best for tapping your opponent's
creatures so you can have an easy shot at their shields. But, Light also has
amazing Blockers. La Ura Giga, Sky Guardian, is a 1-Mana Blocker with a 2000
attack power. You can drop La Ura Giga turn one and be safe for a few turns
while you build up an early force. However, the best Blocker in the game is Gran
Gure, Space Guardian. It is a 6-Mana, 9000 attack creature, but it cannot
attack. WHO CARES? You can be blocking nearly every large threat your opponent
throws at you. Honorable mentions: La Ura Giga, Sky Guardian, Gran Gure, Space
Guardian. Best card IMO: Holy Awe.
Here's an overall summary of what cards to
watch out for:
Light's Holy Awe
Black's Deathliger, Lion of
Chaos
Nature's Roaring Great-horn
Water's Crystal Memory (then probably
King Depthcon)
Fire's Bolshack Dragon
Everything in this small article is strictly my
opinion. I'm sure some people will think that I'm wrong about some things, but
that is what makes this game so unique =) I hope I helped some players realize
how powerful certain cards have become!