Rampage Review: Part 1 - Light
July 25, 2004
Hey
everyone, hydromorph, back from my
vacation of writing anything.
Actually, I’ve been heavy into
testing block constructed in magic
for a while, and with many
qualifiers coming up, I needed
something to take my mind off card
games. So of course I ended up doing
a review of the latest Duel Masters
set.
Let’s face it, Evo-Crushinators of
Doom rocked. All the Super rares see
play, even the Very Rares were
awesome, two solid fatties with card
manipulation attached, red trademark
big dragon with a new archtype
attached, and light and nature even
get two playable evasion creatures.
Aside from that EVO introduced mana
destruction, evolution creatures
(duh), and a handful of other
tidbits. A look into the future
shows us that there’s going to be
tons more interaction with the zones
of the game aside from the battle
zone, and Rampage is the dawn of
this era, giving our Shield Zone and
Mana Zone something to do then just
sit there and watch our creature
have fun.
I give the cards ratings based on a
fairly simple 5-star scale.
***** - Self appointed bomb, one of
the best cards in the set.
**** - Good card at a good cost,
which will probably see play.
*** - Decent card, decent price,
might see play.
** - Below average card, there are
better options.
* - Not the sharpest tool in the
shed.
Light hasn’t been the most pleasant
of options when going into a
tourney. You can’t outrace nature,
you’re susceptible to mass
destruction Fire and Darkness pack,
and you shrivel up and die to Lost
Soul. Light’s either going to have
to get fast enough to outrace Lost
Soul or gain some other form of
trickery to combat the hate, and it
may get just that.
Miar, Comet Elemental
Light
Creature
Angel Command
8/11500
- Double Breaker
Super Rare - S1/S5
Hey it’s Hanusa again. Yup, this is
going to be another set with the
trademark big vanilla monsters.
Paying one more mana for 2000 more
power seems kind of like a gyp. It
will get the props of having the
most base power of any creature for
about 2 months, so enjoy your day in
the sun.
Rating: **
Alek, Solidity Enforcer
Creature
Berserker
7/4000+
- Blocker
- This creature gets +1000 for each
other light creature you have in the
battle zone.
Rare - 1/55
By the time you reach seven mana
you’re not only going to be looking
dead in the eyes of Terror Pit and
Natural Snare, you’re also going to
be in the scary zone, you know, the
point in time when that red mage
turns 8 mana sideways a plays
Scarlet Skyterror. At that time,
you’re not going to be able to keep
very many “other light creature” on
the field, and if you manage to save
a few, will that really compete with
any of the EVO creatures? Nope.
Rating: **
Aless, the Oracle
Creature
Light Bringer
6/1000
- When this creature would be put
into your graveyard from the battle
zone, add it to your shields face
down instead.
Common - 2/55
Here’s one of the new abilities
Light is getting. It’s a nice
ability and who knows, Aless might
be the pioneer broken card for a
revolution that, alright, I’m just
kiding. The card is really expensive
for such a small package. You’ll
always play it as early mana, but
the true test for it will be for
effective the ability is in the late
game. Six mana isn’t out of the
question for a simple shield trade,
and he’s really hard to kill. Only
time will tell though.
Rating: ***
Boomerang Comet
Spell
6
- Shield Trigger
- Return a card from your mana zone
to your hand.
- After you cast this spell, put it
into your mana zone instead of your
graveyard.
Uncommon - 3/55
Another of the interesting
mechanics, this time not only
restricted to Light, is the ability
to return mana zone cards to your
hand. This is a potentially scary
mechanic that could very well change
the game. Being a shield trigger
gives this card a big one up on many
others. If tutoring through your
deck was good, what if you already
drew it, but had to part with it
earlier. I think the shield trigger
justifies it, and you should pick
the copies up while you can.
Rating: ****
Lena, Vizier of Brilliance
Creature
Initiate
4/2000
- When you put this creature into
the battle zone, you may return a
spell from your mana zone to your
hand.
Common - 4/55
Is Lena going to take Magris’ place
at the four drop slot. It’s
possible. The Initiate evolution
costs a mere three, and after you
retract your spell, you get to cast
is next turn. The extra 1000 points
doesn’t really matter, but the
general card advantage might. I’d
probably stay with Magris just
because it helps you burn of the
fuel you got to work with. It might
be better, it might not, or it might
come down to personal preference. I
won’t flinch though, I’m giving it
four stars.
Rating: ****
Logic Sphere
Spell
3
- Shield Trigger
- Return a spell from your mana zone
to your hand.
Uncommon - 5/55
Or you could pay one more and have
an threat on the field. It’s
reasonably priced and could
potentially see play, but it seems
kinda unfair to compare this to a
creature attached effect.
Rating: ***
Ra Vu, Seeker of Lightning
Creature
Mecha Thunder
6/4000
- Whenever this creature attacks,
you may return a light spell from
your graveyard to your hand.
Uncommon - 6/55
The best possible combination you
could have is with Holy Awe or
another effect thereof, and if they
have creatures worth tapping,
they’ll just attack Ra Vu during
your next turn. Unless you have
adequate blockers or Toel, but then
your getting too far into an
intricate combo. Decent, at best.
Rating: **
Raza Vega, Thunder Guardian
Creature
Guardian
10/3000
- Blocker
- When this creature would be put
into the graveyard from the battle
zone, add it to your shields face
down instead.
Rare - 7/55
Alright, I’ll be frank, ten mana is
asking quite a bit. Six mana isn’t
out of the question, but what out
there seriously costs ten mana that
you can get to in a reasonable
fashion? This thing has little to no
chance to compete in today’s
environment. Light can stall you out
for a while, but not long enough to
get this guy out. If the metagame
takes a change, it might see some
play. Until then, trade it to some
johnny.
Rating: **
Sieg Balicula, the Intense
Creature
Initiate
3/5000
- Evolution
- Each of your other light creatures
in the battle zone has "Blocker."
Very Rare - 8/55
They really are encouraging mono
colored decks. Initiates are an
amazing type to begin with, Vizier
had paved the way for this type of
insanity to ensue. This and Toel are
an amazing combo, and one of the
great things is that this creature
has evasion from a lot of red cards,
even Scarlet Skyterror. Expect many
deck to be built around it, because
it’s probably the best Light
creature out right now.
Rating: *****
Sparkle Flower
Creature
Starlight Tree
4/3000
- While all the cards in your mana
zone are light cards, this creature
has "Blocker."
Rare - 9/55
Not overly impressive by any means,
especially with the Sieg in this
set. Unless Starlight Trees go
anywhere in the near future, it’s
just another rare that you don’t
want to open.
Rating: **
Sundrop Armor
Spell
4
- Add a card from your hand to your
shields face down.
Common - 10/55
So it’s come to this. Nature and
Light are going to get abilities
that interact with shields like
this, and they look very promising.
You can either play multi color and
put down an awesome shield trigger,
mono color and get Holy Awe, or just
totally bluff your opponent out.
While that’s not the best course of
action since you are losing, this
card can be very scary, and will
only get better as more shield
triggers become printed. This will
probably allow light to move up a
notch into Domain decks, or other
multi color control deck. Or the
ability could be horrible. There’s
much to be said, but I won’t bore
you. I think it deserves to be on
the top 10 list of the set with Sieg
though. I’ll give it the full five
for now, and hopefully it will live
up to hype.
Rating: ****
Ur Pale, Seeker of Sunlight
Creature
Mecha Thunder
4/2500+
- While all the cards in your mana
zone are light cards, this creature
gets +2000 power.
Common - 11/55
This is part of a cycle of common
creatures that get bonuses for
playing mono colored decks. While
it’s cool to see the new creature
type, Mecha Thunder, in action, I’d
rather this an Initiate. That big
puzzle globe thing from the first
set isn’t seeing that much play, and
this probably won’t either. If only
it traded with Barkwhip.
Rating: **
Overall:
Light gets a creature that turns
your board from early game dudes
into defensive powerhouse, a card
that can force deadly shield
triggers, cards that retract bomb
spells from the Mana Zone, and the
biggest base attack in the game. Not
to shabby. Tomorrow you get to feast
on Water and all it has to offer,
until then…
AOL: hydromorph1602
Email:
kian1602@hotmail.com