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Horus' Hut
Horus' Hut - The Drawing Cards - Part 4
Oct 28, 2005

     Well, today will be a great day, hopefully.  By the time you begin to read this article, I will most probably be on an airplane to Los Angeles or in Los Angeles.  I would like to wish good luck to everyone going to LA for the CC's, and everyone that is going to a regular Saturday tourney.  Hopefully, next time you will get better and be able to attend the next CC.  Anyways, I continue with the next 5 or 6 cards.
 
Name: Hypersquid Walter
Cost: 3
Race: Cyber Lord
Civilization: Water
Type: Creature
Rules Text:
Whenever this creature attacks, you may draw a card.
Power: 1000
 
    Well, if you are wondering why you rarely see this in competitive decks, if at all, it is because of all the other cards that you could play for three mana.  Another reason would be that this card would have to survive a turn for you to even get something better out of it than you would other cards.  Though, it does have a major plus going for it.  It is from the Cyber Lord race.  And as some of you should know, Illusionary Merfolk needs at least one of these Cyber Lords out on the field in order for you to gain its effect, a very awesome one indeed.  Think about summoning one of these on turn four, playing Ill-Folk turn five, and attacking with Hypersquid.  You gain 4 cards combined and lose none provided Hypersquid stays alive.  Nice.
 
Name: Illusionary Merfolk
Cost: 5
Race: Gel Fish
Civilization: Water
Type: Creature
Rules Text:
When you put this creature into the battle zone, if you have a Cyber Lord in the battle zone, draw up to 3 cards.
Power: 4000
 
    Hmm.. where have I heard this before.  Oh yeah!!  This card is often disputed as being on of the most "br0kenest" cards in the game.  Though the obvious side effect would be that it needs a Cyber Lord.  But three nameable ones are Corile, Emeral, and Hypersquid, and possibly, if you like some originality, Shrta.  Corile alone is possibly the greatest card ever printed.  So you do the math, yeah.
 
Name: King Ripped-Hide
Cost: 7
Race: Leviathan
Civilization: Water
Type: Creature
Rules Text:
When you put this creature into the battle zone, draw up to 2 cards.
Power: 5000
 
    Interesting card if you want to run a Leviathan deck.  Other than that, this card is overshadowed by previous cards that I have mentioned.  Sorry King Ripped-Hide, but you're just too expensive for me. 
 
Name: Miracle Quest
Cost: 3
Civilization: Water
Type: Spell
Rules Text:
Whenever any of your creatures finishes attacking this turn, you may draw 2 cards for each shield it broke.
 
    I myself haven't really tried this card out.  But I have seen it put into many decks.  I would say to get the most out of this card, put it into a deck that runs a few double breakers to gain huge advantage.  Though, don't think that you have to put it in one of those decks.  You can still draw two cards per creature in a regular deck.  Just remember to use this if you have at least one clear shot at your opponents shield(s).
 
Name: Neon Cluster
Cost: 7
Race: Cyber Cluster
Civilization: Water
Type: Creature
Rules Text:
Instead of having this creature attack, you may tap it to use its Tap ability.
Tap Draw 2 cards.
Power: 4000
 
    Another card that I haven't tested or done anything with.  This card is an underpowered fatty, IMO.  If you do manage to keep it alive for a turn, you can substitute his attack for two cards from the top of your deck.  I don't know about this card too much but I can tell you that there are other cards out there that can provide you a better chance of survival.
 
Name: Plasma Chaser
Cost: 6
Race: Gel Fish
Civilization: Water
Type: Creature
Rules Text:
Whenever this creature attacks, you may draw a number of cards equal to the number of creatures your opponent has in the battle zone.
Power: 4000
 
    This card used to be so playable way back when creature destruction was minimum.  Now it has lost a lot of playability.  Another downside to this card would be that it works best when your opponent has a number of creatures on the field.  That isn't a good thing unless they can't attack, which would probably spell Diamond Cutter.  And that isn't good, either.  So I would have to say stay away from Plasma Chaser, sorry.
 
    Well that is it for now.  Next article will be the last for this series.  Woo!! That was a lot, lol.
 
 
danieljs@bellsouth.net via MSN IM or e-mail.
 

Until Next time,
 
 
 
~horus  
 


 


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