Rampage Review: Part 2 Water
July 26, 2004
Well,
what can you really have expected,
with a set that’s so heavily
oriented towards huge face-busting
creatures, did you really expect
water to get the best of the best?
Well, it did get some help, more
than I expected. But how will the
third set treat our card drawing
powerhouse color? Will Liquid people
still reign dominant, or will a new
combination of creatures take over?
And what interesting new mechanics
will it get? If you’re looking for
the next big wave of cards, look no
further. Water has a lot to offer
this time around.
Chaos Fish
Water
Creature
Gel Fish
7/1000+
- This creature gets +1000 power for
each other water creature you have
in the battle zone.
- Whenever this creature attacks,
you may draw a card for each of the
other water creatures you have in
the battle zone.
Super Rare - S2/S5
As far as the Super Rares this set
has to offer, Chaos Fish looks
pretty good. By now you should
realize a creature’s power means
little in Water’s plan. It wants
complete control of the game, and
will do it through cards. A lot of
people are going to say the card is
painstakingly slow, and will die the
second it hit’s the field. But if it
does live through your opponent’s
turn, things can turn scary. Even if
it’s the only creature down when you
play it, you can start to chain Aqua
Hulcu’s during your next turn and
swing for a solid 4000 and
ancestral. I don’t think any card
with a bullseye that big when it
hit’s the field is all too bad, but
it’s far from broken.
Rating: ***
Angler Cluster
Creature
Cyber Cluster
3/3000+
- Blocker
- This creature can't attack.
- While all the cards in your mana
zone are water cards, this creature
gets +3000 power.
Common - 12/55
If Water blockers are simply
inferior to Light Blockers, then
there’s little reason to play mono
color, right? Wrong! Angler Cluster
one ups Light in blocking, which is
awesome. The only thing it’s been
good at for so long and this stupid
common shoves it’s behind right in
Light’s face. Obviously you’ll play
it in mono color only, but that’s
6000 power for three mana. That
kills Barkwhip, heck, that kills
Valdios. It also makes blockers
looks good, and may single-handedly
influence Critical Blade back into
the metagame mix. This is what Water
blockers should look like.
Rating: ****
Aqua Deformer
Creature
Liquid People
8/3000
- When you put this creature into
your battle zone, return 2 cards
from your mana zone to your hand.
Then your opponent chooses 2 cards
from his mana zone and returns them
to his hand.
Rare - 13/55
I’m sure there’s some combo deck
that will lock their opponent out of
mana with this card. Nature/Water
tempo decks might start springing up
around the place with this guy and
Shutra. You might as well pick up a
playset in case that deck does take
off, but it has a tough crowd to win
over with cheap EVO’s pounding
through tournies.
Rating: ***
Emeral
Creature
Cyber Lord
2/1000
- When you put this creature into
your battle zone, you may add a card
from your hand to your shields face
down. If you do, choose one of your
shields and put it into your hand.
You can't use the "Shield Trigger"
ability of that shield.
Common - 14/55
No, he’s not a chef. But he is quite
capable of serving your opponent up
a dish of shield triggers. A cheap
but scary card that will net you
card quality. And, of course, if you
somehow know what the shield is, it
can add insult to injury. If Cyber
Lords get big, it will probably be
because this guy is holding off the
early game fort. One of the top ten
cards in the set.
Rating: *****
Flood Value
Spell
2
- Shield Trigger
- Return a card from your mana zone
to your hand.
Uncommon - 15/55
Oh yes, that’s right, any card. The
question is, how good will it be.
Obviously early game this guy will
be used as mana as a first resort,
but it’s an awesome top deck.
Throughout the game you can shape it
so this card will always get you
exactly what you need. I’d
definitely play this card over
Crystal Memory, and it may soon find
itself replacing the random card
draw spell in water decks.
Rating: ****
King Neptas
Creature
Leviathan
6/5000
- Whenever this creature attacks,
you may choose a creature in the
battle zone that has power 2000 or
less and return it to its owner's
hand. (Return it to its owner's hand
before your opponent can block with
it.)
Rare - 16/55
Combo with Aqua Hulcus, maybe. The
latest tech against a slew of
Evolution creatures, probably not.
5000 is a solid attacking force, and
the effects might come in handy.
Leviathan decks will more likely
than not utilize a copy or two of
this guy, as it’s effect might be
effective every once in a while
against your opponent. Until a
second main phase is initiated, I
don’t think it’ll be combo-ing with
your creatures to often though.
Rating: ***
King Ponitas
Creature
Leviathan
8/4000
- Whenever this creature attacks,
search your deck. You may take a
water card from your deck, show it
to your opponent, and put it into
your hand. Then shuffle your deck.
Uncommon - 17/55
The effect is awesome, and 4000 may
be below Barkwhip range, but this
late in the game he’s probably going
to swing once and then die anyways.
Overall, I think eight mana is a few
too much to be asking for this guy,
even if he does tutor up a bomb. Use
Flood Value or Crystal Memory over
this guy and you’ll be a lot
happier.
Rating: **
Legendary Bynor
Creature
Leviathan
6/8000
- Evolution
- Your other water creatures in the
battle zone can't be blocked.
- Double Breaker
Very Rare - 18/55
Six mana is steep, but Leviathan’s
cost quite a bit anyways. This
creature slightly reminds me of King
Nautilus. I don’t see it being tier
one, but this speed attacker is a
step in the right direction. It
makes it more of a creature than an
evasion spell that will probably be
killed next turn. And by the way,
8000 is a lot to kill. Fire curls up
and fizzles to this guy, as does
Light. Darkness and Nature are going
to struggle, but have Natural Snare
and Terror Pit to at least make an
attempt. All in all, I think Bynor
is going to have a say in how the
metagame shapes, even if it is in
the Tier 2 bracket.
Rating: ****
Liquid Scope
Spell
4
- Shield Trigger
- Look at your opponent's hand and
shields. Then put the shields back
where they were.
Common - 19/55
Looking at shields is rarely worth
the mana you invest. Water loves
information, but it also needs
action. If it had Draw a Card
attached, it’d probably see a lot of
play. But giving your opponent the
type of advantage that water thrives
to achieve isn’t realistic in
winning you the game.
Rating: **
Psychic Shaper
Spell
6
- Reveal the top 4 cards of your
deck. Put all the water cards from
among them into your hand and the
rest into your graveyard.
Rare - 20/55
It used to cost three, at which
point it becomes broken, so Wizards
upped the ante. Magic gets
Opportunity, and then you can be
playing five color combo. Also, your
opponent won’t see what your
getting. It seems that a card like
this should cost about 4-5, or maybe
6 with Shield Trigger. Four cards
for six mana isn’t that bad, but
hopefully a varient will come along
where you won’t have to play this.
It’s going to see play in Mono-Blue
decks as that big spell that lets
you recover from Lost Soul, which it
does very nicely. But after that,
where will it be?
Rating: ****
Shutra
Creature
Cyber Lord
4/2000
- When you put this creature into
the battle zone, return a card from
your mana zone to your hand. Then
your opponent returns a card from
his mana zone to his hand.
Common - 21/55
Aqua Deformer’s dorky cousin. He’s a
Cyber Lord, which means the
potential for Illusionary Merfolk is
still there. Maybe the tempo deck
will break the format, maybe it
won’t. In any case Shutra is a lot
more crafty than he looks, maybe not
now, but it’ll be another staple for
the cheap fast water deck that uses
Cyber Lords. If it was a rare, I’d
snatch up what I could, because
it’ll be a sleeper. But it’s just a
common that punches Bornze Arm Tribe
where it hurts: in the mana zone.
Rating: ***
Stinger Ball
Creature
Cyber Virus
3/1000
- Whenever this creature attacks,
you may look at one of your
opponent's shields. Then put it back
where it was.
Uncommon - 22/55
Ending on a rather sour note here.
The Cyber Virus race isn’t doing
anything now. Soon it will, in which
case this card becomes the random
evo-bait, that is, if you own no
Candy Drop. Just another uncommon
that isn’t Flood Value.
Rating: *
Overall:
That’s all from the wild world of
water, which is giving us massive
tempo advantage, a spell and
creature capable of drawing upwards
of four cards, the best blocker this
game has seen, a tweaked up version
of King Nautilus, and one amazing
Cyber Lord. Wednesday we’re going to
see what we can dig up with
Darkness. Until then...
AOL: hydromorph1602
Email:
kian1602@hotmail.com