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The Drawing Cards: Breakdown Part 3
Oct 27, 2005

    Well, sorry for no review on Wednesday.  I was sick Tuesday afternoon.  Still feeling some side effects from that.  Oh well, next six cards up for Water.
 
Name: Cosmic Nebula
Cost: 5
Race: Cyber Virus
Civilization: Water
Type: Evolution
Rules Text:
Evolution-Put on one of your Cyber Viruses.
Whenever you draw the card at the start of your turn, you may draw an extra card.
Power: 3000
 
    Okay now trust me, I am a major fan of originality.  This card however, is just way to risky to play.  Unless you make a deck that uses.... wow!! I just thought of a real cool deck with this card.  When I'm done with this series, it will be first up on the list.  Anyways, make sure that you use this card with caution.  Don't expect it to work many miracles for you, just because its effect allows you to draw multiple cards each turn. 
 
  Name: Emperor Quazla
Cost: 6
Race: Cyber Lord
Civilization: Water
Type: Evolution
Rules Text:
Blocker Blocker (Whenever an opponent's creature attacks, you may tap this creature to stop the attack. Then the 2 creatures battle.)
Evolution-Put on one of your Cyber Lords.
Whenever your opponent uses the "shield trigger" ability of one of his shields, draw up to 2 cards.
Power: 5000
 
    Our second card from Epic Dragons happens to be a Cyber Lord evo.  I'm sure all you Ill-Folk abusers took a good look at this one.  All I can really say about this one is that if your opponent is going to use a shield trigger, it will probably be one that destroys creatures.  I nice way to make this card work would to be to use other beat-downers to lure their targets away from the Emperor. 
 
Name: Energy Stream
Cost: 3
Civilization: Water
Type: Spell
Rules Text:
Draw 2 cards.
 
    Now here is the bad boy that you've heard if you read some of my previous articles.  Energy Stream contains countless combos.  One of the best ones I've seen was used by Stephan Slack from Georgia.  He used Thrash Crawler to bounce Energy Stream back to his hand, to then throw it into the grave to draw two additional cards.  Too many "to/two's" lol.  Anyways, one of the best Water spells in the game.  Use it and you'll see why.
 
 
Name: Eureka Charger
Cost: 4
Civilization: Water
Type: Spell
Rules Text:
Draw a card.
Charger
(After you cast this spell, put it into your mana zone instead of your graveyard.)
 
    The first part of this card's name sounds like a Mexican word.  Eureka!!  Back on topic, this card, in a way, produces a 2 for 1.  Allowing you to play it (-1), then it goes to mana (+1), then you draw a card (+1).  Now in most scenarios, Energy Stream is better for the fact that you draw one extra card than you would with Eureka, and it costs less, meaning that you would be able to play Energy Stream when you only have 3 mana.  The only plus that I can think of between Eureka and Energy Stream would be that if you played Eureka, you could possibly drop a bigger creature on the next turn.  Just a very chancy scenario though.  So, IMO, use Energy Stream.
 
Name: Fort Megacluster
Cost: 5
Race: Cyber Cluster
Civilization: Water
Type: Evolution
Rules Text:
Evolution-Put on one of your Cyber Clusters.
Each of your water creatures may tap instead of attacking to use this creature's Tap ability.
Tap Draw a card.
Power: 5000
 
    Another interesting card.  To make this simple, there are 7 evo-bait creatures.  Two of them cost 3 mana, two of them cost 4 mana, and the rest cost 5 and up.  I would advise not to do this, though I haven't truly explored all the advantages and disadvantages with this card yet.
 
 
    Well that is all for this one.  Hopefully I will finish up for Friday.  Then you all will see the Cosmic Nebula deck!! 
 
danieljs@bellsouth.net via MSN IM or e-mail
 
Until next time,
 


 


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