Top 2
cards per Civilization from Shadowclash of the Blinding Night -
Miller1119
Top Two Cards per
Civilization from Shadowclash of the Blinding Night
Note: All names are
unofficial, either translated via DMC or by word of
mouth.
Darkness
2.
Ballom, Master of Darkness- Demon Command Evo. 12000 attack, 8 mana
and "[Double Breaker]
When this creature is summoned destroy all
non-darkness creatures
on the field"
Albeit hard to bring
out, an overall great card...if you get this out
your opponent will
most likely forfeit, because as they say in Star
Trek, Resistance is
Futile.
1. Mongrel Man
(Trash Man)- Hedrian, 2000 attack, 5 mana, and
"Whenever another
creature on the field is destoryed you may draw a
card"
He's a great card,
through and through, he is of the civ. that does the
most destruction and
he also pairs nicely with the Fire civs
destruction cards as
well.
Light
2. Lord
Alcadeis- Angel Command Evo. 12500 attack, 6 mana and
"[Double Breaker]
While this creature is on the field players can only
play light
spells"
No Terror Pit, no
Natural Snare, no Teleportation, no nothing...once
this card hits the
field it basically stays there, unless your opponent
runs creatures that
destroy other creatures.
1. Mist Rias, Sonic
Guardian - Guardian, 2000 attack, 5 mana and
"Whenever a creature
is summoned you may draw a card"
How can this card not
lead to good things? Draw two when you summon an
Aqua Hulcus??? thats
awesome... It will however have a humongous target
on its head as your
opponent will not like all the drawing that
generally occurs from
him.
Water
2.
Astral Leaf- Cyber Virus evo, 4000 attack, 2 mana, and "When this
creature is put into
the battle zone, draw 3 cards."
This card will cause a
resurgance in the usage of Marine
Flower...drawing three
cards for two mana while getting a creature that
can attack is nothing
to scoff at.
1. Hydro
Hurricane- Spell, 6 mana, and "For each of the Darkness
creatures in your
battle zone, your opponent returns 1 creature in
their battle zone to
their hand. For each of the Light creatures in
your battle zone your
opponent returns 1 mana in their mana zone to
their
hand."
This card is my
favorite card from the set, hands down...it has too
much potential in my
opinion...if you don't understand why this card is
good then maybe you
should be playing a different game.
Fire
2. Super
Rock Beast- Rock Beast Evo, 8000 attack, 6 mana, "[Double
Breaker] When this
creature is put into the battle zone, you can choose
1 creature with the
power of 3000 or less and put it into its owners
graveyard."
Unfortunately this is
the second best card Fire gets...I think fire is
a lost cause seeing
the new fire cards from this set...
1. Young Missle
Boy- Human, 1000 attack, 3 mana, "While this creature
is in the battle zone,
the cost to summon a Light creature or to play a
light spell is
increased by 1."
Well, this is the
cream of the crop for red...harvest time wasn't
exactly a good time
for the fire civ.
Nature
2.
Horned Protector Fiona- Horned Beast evo., 9000 attack, 6 mana,
"[Double Breaker] When
this creature is put into the battle zone,
search your deck for 1
Nature creature. Show it to your opponent then
put it into your
hand. Shuffle your deck afterwards."
1. Highest
Bless- Beastfolk, 1000 attack, 2 mana, Shield Trigger.
This is basically the
only sheild trigger creature worth playing...he
will replace some
peoples Burning manes for the second Beastfolk spot.
He is good...no
doubt.
Well, that’s my
list...if you any disagreements or discrepencies feel free to email me at miller1119@msn.com or IM me at
MillerGuy85.