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Joseph Quarm-Magnotti's (Ryoma Echizen's)
Look to the Future
March 23, 2005
Enjoy the ridiculously
long article on DM-13 (Eternal Phoenix).
This is an extremely long translation file w/ commentary.
Read only if you have a good amount of time on your hands,
it will take awhile, but is worth it. This is an incredible
set.
DM-13 (Eternal Phoenix) Translation File Version 1.00
3/21/2005 Commentary V1.0 3/21/2005
Eternal Phoenix, Phoenix of the Dragon Flame Evolution
Creature / Fire / 5 / Phoenix / 11000
- When this card is placed in the mana zone, it is placed
into the mana zone tapped.
- Vortex: Place one Firebird and one Armored Dragon into a
stack and then place this card on top of the stack.
- Your Dragon or Phoenix creatures may attack untapped
creatures.
- When this creature is separated from the battle zone,
return all non-evolution fire creatures from the grave to
your hand.
-Double Breaker
S1/S5 (Super Rare)
Well gee, this card has the same name as the set so it
should be powerful.
Well it has some pretty easy Vortex components considering
many dragon decks enjoy playing that lovable 3 mana firebird
that reduces the cost of the dragon and then that awesome
Bolshack Dragon right after it. After you fuse them you
basically annihilate your opponents field. And when your
opponent does kill this you can get a bunch of stuff back.
No wonder this thing is approaching the cost of Bolmeteus
already on auction sites.
Auzesu, the Demonic Holy Spirit
Creature / Light + Darkness / 6 / Angel Command + Demon
Command / 6500
- When this card is placed in the mana zone, it is placed
into the mana zone tapped.
- Sympathy: This card’s cost is reduced by 1 for each Angel
Command or Demon Command in your battle zone. You cannot
reduce the cost below 2.
- When one of your Angel Command or Demon Command attacks,
you may destroy one of your opponent’s tapped creatures.
- Double Breaker
S2/S5 (Super Rare)
Introducing the latest mechanic Sympathy! Although a bit
tough to play multiple Angel/Demon Command it’s a plus.
Killing tapped creatures allows you to not have to waste a
turn killing their weak stuff, and instead go for their
shields. If they foolishly attack with 2 creatures then both
will die.
Also introduces off-color dual civ. The “bonus” is less but
the unique combinations make up for it. Light loves a direct
kill option.
Asylum, the Dragon Paladin
Creature / Light+Fire / 6 / Angel Command + Armored Dragon /
6000
- When this card is placed in the mana zone, it is placed
into the mana zone tapped.
- Sympathy: This card’s cost is reduced by 1 for each Angel
Command or Armored Dragon in your battle zone. You cannot
reduce the cost below 2.
- When this card is destroyed instead of placing it in the
graveyard, place it face-down in your shield zone.
- Double Breaker
S3/S5 (Super Rare)
Gotta love the name, and also he combines 2 cool races into
one. It’s a cheap Double Breaker with an effect and it has
evolution possibilities. The effect makes your opponent
think twice about using their removal on it.
Overall, this is a solid creature to put in your light/fire
deck. Becoming a shield in the afterlife isn’t a bad extra
to have considering this ability is usually much more
expensive.
Dorgazer, Veteran of Hard Battle
Creature / Water + Nature / 8 / Earth Eater + Giant / 9000
- When this card is placed in the mana zone, it is placed
into the mana zone tapped.
- Sympathy: This card’s cost is reduced by 1 for each Earth
Eater or Giant in your battle zone. You cannot reduce the
cost below 2.
- When this card is summoned, you may draw 1 card for each
Earth Eater or Giant in your battle zone.
- Double Breaker
S4/S5 (Super Rare)
This card so wants to be Zeta Tureito, but for Earth
Eater/Giant.
Water/Nature decks finally get officially recognized
support, definitely an interesting combination. The Earth
Eater/Giants are mostly 5+ cards, Earth Eater having a
single 4 cost, and there being a 4 cost Giant coming in this
set. Considering a player can have a single 4 cost
Giant/Earth Eater out, this is a 7 mana for 9k and a Brain
Serum. If one plays a 4 then a 5 cost, well it becomes 6
mana for 9k and a Cyber Brain (draw 3). Definitely worth
building a deck around this guy, he can be a Merfolk that
can break stuff.
Scary indeed.
Matchless Lord of Fear, Galumta
Creature / Darkness + Nature / 6 / Dark Lord + Earth Dragon
/ 5000
- When this card is placed in the mana zone, it is placed
into the mana zone tapped.
- Sympathy: This card’s cost is reduced by 1 for each Death
Puppet and Beastfolk in your battle zone. You cannot reduce
the cost below 2.
- When this creature attacks, no one may use “Shield
Trigger” this turn.
S5/S5 (Super Rare)
Shield Trigger is a bit more dangerous these days. Normally
I would say this guy is ridiculously bad. A 6 for 5000 is
not very playable, even considering the effect. However he
has some very easy Sympathy cards. Beastfolk and Death
Puppets are as cheap as Humanoids making it easy to summon a
bunch of em. Casting this guy for 3 is easily possible, and
putting him in an aggressive green/black makes the deck much
better. Considering the thing that stops aggressive decks
(like my Hyper Destruction) is Shield Trigger rather than
blockers usually, if you can get this guy out turn 3-4 and
be delivering that final blow turn 5 it can be deadly. You
can’t throw this guy into any deck, but he deserves his
rarity for his powerful rush support abilities.
Balforce, the Demonic Holy Spirit
Creature / Light + Darkness / 8 / Angel Command + Demon
Command/ 6000
- When this card is placed in the mana zone, it is placed
into the mana zone tapped.
- Blocker
- All your opponent’s creatures must attack every turn, if
possible.
- This creature cannot attack a player
- When this creature blocks, after the battle untap it.
1/55 (Very Rare)
Wizards is spying on us. They took a card that takes Knives’
Slime Veil deck and made it into a card. Geezus, can you say
annihilation of weenies.
Combine this with power boosting cards such as Light Weapon
Petroba (selected race gets +4000) and you can even
annihilate those powerful dragons. The only problem is
playing an 8 cost is difficult these days.
However, you have the game if you can get off his effect,
and playing a blocker styled deck, you will find time to
cast it.
Aegis, Sage of Fire and Lightning
Creature / Light + Fire / 4 / Gladiator + Armored Wyvern /
5000
- When this card is placed in the mana zone, it is placed
into the mana zone tapped.
- Blocker
- This creature cannot attack a player.
- When this creature blocks and wins the battle, destroy all
creatures with the same type as the destroyed creature.
2/55 (Very Rare)
Dia Nork gets an effect. The effect is a passive effect, not
one you can take direct advantage of. However many players
play a lot of one race. For example this would be good
against Light Aquan (before the restriction) as most
creatures are either Initiate or Guardian. They can’t
Diamond Cutter with this on the field or they lose their
field. If Merfolk is played, the opponent can’t attack with
their Cyber Lords or lose them all. Although not the
greatest, it definitely stops decks of mostly one race in
their tracks.
Acacic First, the Dragon of Electromagnetic Rotation
Creature / Water + Fire / 7 / Cyber Lord + Volcano Dragon /
6000
- When this card is placed in the mana zone, it is placed
into the mana zone tapped.
- Sympathy: This card’s cost is reduced by 1 for each Cyber
Virus and Dragonoid in your battle zone. You cannot reduce
the cost below 2.
- This creature may attack untapped creatures.
- When this creature is destroyed, you may instead return it
to your hand.
3/55 (Very Rare)
This is killer. Wow. You can use 1 cost Marine Flower and 1
cost Claw to make this come out for cheap. Not only can you
get a Gatling Skyterror but it also returns to hand if
killed. Your opponent can’t stop it! Like Eternal Phoenix
this can wipe the opponent’s field. It’s just insane. Just
watch out for a mass removal. Natural Snare is made for
creatures like this. This is the best card of the set. A
true sleeper.
Gaulzaganta, Spirit of the Forested Summit Creature / Water
+ Nature / 5 / Leviathan + Mystery Totem / 5000
- When this card is placed in the mana zone, it is placed
into the mana zone tapped.
- Sympathy: This card’s cost is reduced by 1 for each Gel
Fish and Snow Fairy in your battle zone. You cannot reduce
the cost below 2.
- Whenever a evolution creature is summoned, tap all
evolution creatures in the battle zone.
4/55 (Very Rare)
Evolution hate is here! Light has a blocker with a similar
ability but it only taps the creature summoned. This
definitely helps in dealing with an Eternal Phoenix or even
a Dual Fang. This will come out for 2-3 always considering
the heavy Snow Fairy support coming out in the last few
sets.
While I don’t think a quick Snow Fairy deck has much to fear
from evolutions, having a cheap beatstick is what Snow
Fairy’s lacked. Now they have it. Enjoy the Snow Fairies.
Unleashed Geccheru
Creature / Darkness + Nature / 6 / Spirit Quartz / 7000
- When this card is placed in the mana zone, it is placed
into the mana zone tapped.
- When this creature attacks, you may place 1 card from your
hand in your shield or mana zone
- Double Breaker
5/55 (Very Rare)
Who likes power unleashed. Well this guy is quite powerful.
Increasing your shields with every attack is scary, and he
has solid base stats. He is a bit slow, but with Nature’s
boost getting him out turn 4-5 you’ll be in a pretty good
position. His effect is insane. This guy will be abused.
Doroshia, the Missionary
Creature / Light / 4 / Gladiator / 3000
- During the opponent’s turn, whenever you discard cards,
draw the same amount you discarded.
6/55 (Rare)
Discard is annoying. This card prevents discard from being
used. However the opponent can just kill this and play their
discard. It’ll slow a discard deck down though. This card is
not as useful as other anti-discard cards as they can see
this coming. Other cards activate from being discarded which
is better in my opinion.
Asteria, Spirit of Heaven’s Blessing
Creature / Light / 5 / Angel Command / 6000
- Blocker
- This creature cannot attack a player.
- Except during the start of the opponent’s turn, whenever
your opponent draws cards, draw the same amount they drew.
7/55 (Rare)
Water hates this guy utterly. However water can use Spiral
Gate and then draw anyway, and it can’t stop early draw.
It’s purpose is for Trash Man / Mist Rias multi-draw or some
other expensive card. If this guy came out sooner he’d be
nice since early draw is so useful. But at 5 the opponent
can easily formulate a plan to remove him. Asteria is a
minor hinderance, not a major nuisance like the could have
been.
Inspect Seed
Creature / Water / 4 / Gel Fish / 3000
- Silent Skill (At the start of your turn, instead of
untapping this creature you may use the following ability):
During this turn, whenever your creatures attack draw 1
card.
8/55 (Rare)
Silent Skill is difficult to utilize but if you do you’ll be
drawing lots of cards with this effect. Get out cheap water
creatures and starting turn 6 you should be drawing 2-3
cards a turn. Of course you need to protect this guy.
Difficult to use, but is worth the cost of use.
Pacific Champion
Evolution Creature / Water / 2 / Merfolk / 5000
- Evolution: Place on one of your Merfolk.
- This creature cannot be attacked by non-evolution
creatures.
- This creature cannot be blocked by non-evolution
creatures.
9/55 (Rare)
This guy is really nice. Set 10 had Crystal Blader, with the
same stats but Blocker for the effect, and it was a Liquid
People evolution. This is better. There are very few
evolution blockers played making this guy pretty much
completely unblockable. Also Storm Javelin Wyvern (e.
Ruthless
Skyterror) can’t touch it, nor can big nasty dragons, or
demon commands, or angel commands. This can just take
shields at will, you have to remove it or die, or play an
evolution. However most evolutions played are 4-6 range so
he has plenty of time to reek his havoc. A killer card for
water.
Emperor of Death, Belzeber
Evolution Creature / Darkness / 6 / Dark Lord / 8000
- Evolution: Place on one of your Dark Lord.
- When other creatures are summoned to the battle zone, that
creature’s owner must choose 1 card from their mana zone and
place in their graveyard.
-Double Breaker
10/55 (Rare)
This guy punishes the blocker player for putting things in
play to stop its rampage. Sure you can remove it, but if
your deck doesn’t contain a clean removal option
(light/fire/water) or don’t have it in hand, your in
trouble.
A solid evolution creature.
Toronbo, the Bone Fracturing Puppet
Creature / Darkness / 2 / Death Puppet / 1000
- Wave Striker (If there are two or more other creatures
with "Wave Striker"
on your field, this creature gains the following ability):
When this creature is summoned, return 1 creature from your
graveyard to your hand.
11/55 (Rare)
Another cheap Wave Striker. He makes getting Wave Striker
off either, its doubtful his effect will be used.
Spiritual Star Dragon
Creature / Fire / 7 / Armored Dragon / 8000
- Double Breaker
- When this card is summoned, search your deck for a
creature that evolves from a dragon, show it to your
opponent and add it to your hand. Afterwards, shuffle your
deck.
12/55 (Rare)
Valkyrie Dragon gets a cousin. Valkyrie can search for any
armored dragon but this guy searches for the evolution of
that dragon. Use this to pull your Phoenix out. Also this
can get the Dragon evolutions with “Triple Breaker”. A very
solid card, might see even more play than Valkyrie since
(with Lupia out) you can summon this and next turn Vortex
your Eternal Phoenix into play. Dragon decks get even more
support, or should I say Phoenix decks, lol.
Mettza Iron
Creature / Fire / 3 / Xeno Parts / 1000
-When this card breaks a shield, at the end of this turn
destroy this creature and both players must chose a card
from their mana zone and send it to their graveyard.
13/55 (Rare)
An Engineer Kipo you don’t have to rely on your opponent
killing. Part of the new mana destruction deck support. Kipo
is still better in my opinion.
Ground Giant
Creature / Nature / 4 / Giant / 1000+
- This creature gets +2000 power for each civilization in
the battle zone.
- If this creature has more than 6000 power, it gains Double
Breaker.
14/55 (Rare)
A must include if you run 4-5 colors. If your opponent runs
a different civilization he’ll be automatically 5000 and if
your opponent has a dual civ creature with different colors
than you he’s a 7000 double breaker for 4. A very good card.
A turn 3 Double Breaker is nothing to sneeze at. He’ll be
used in aggressive nature build.
Courtney, Fairy of the Summer Breeze
Creature / Nature / 2 / Snow Fairy / 2000
- Cards in your mana zone are considered to be cards of
every civilization.
15/55 (Rare)
I never thought we’d ever see a card like this. With this
card in play, even if your entire mana zone has only nature
cards, as long as you have 6 of them you can play a Holy
Awe, Terror Pit, Bolshack Dragon, or Aqua Surfer.
The real trick is playing a dual civ card such as Eternal
Sword. An opponent seeing only one civilization will expect
a splash, but its unlikely they will be prepared from a dual
civ out of nowhere. Playing Courtney and then the spell same
turn for a total surprise factor. The shock value alone may
win you the game. Joiner Adept meet Duel Masters and get the
respect you deserve.
The Grave of Angels and Demons
Spell / Light + Darkness / 4
- Shield Trigger
- When this card is placed in the mana zone, it is placed
into the mana zone tapped.
- If there are 2 or more of a card with the same name in the
battle zone, destroy all of them. Afterwards look at all
mana zones, and if there are 2 or more copies of a card with
the same name, destroy all of them.
16/55 (Rare)
My survivor deck loves to get multiple Smash Horns. Many
people get bad luck and throw both Holy Awe into the mana
zone. This card eliminates the doubles. Highly conditional,
but I have seen many instances where the same card is mana’d.
Kill 2 mana turn 4 and you win the game. Same if you can
kill 2 creatures turn 4. It’s a card to include just because
of the upside.
If you can’t use it, just mana it. You’ll be thankful for
the opportunity to kill 2 mana/creatures at once for a mere
4 mana.
Mobile Saint Meermax
Creature / Light + Fire / 6 / Initiate + Armoroid / 3000
- When this card is placed in the mana zone, it is placed
into the mana zone tapped.
- This creature may attack untapped creatures.
- When this creature wins a battle, you may untap it.
- This creature cannot attack a player.
17/55 (Rare)
This guy is a reusable Burst Shot, able to rampage through
the opposing weenie forces. Use a power-up card to allow it
to kill through 5000 level stuff and you made a pretty
deadly play. Without power-ups even he’s a killer. As long
you pick off opposing fatties, he will keep killing weenies,
and then untap preventing him from being killed by an errant
Excess Wyvern.
Fortification against Barrage and Ambush Spell / Water +
Fire / 5
- When this card is placed in the mana zone, it is placed
into the mana zone tapped.
- Reveal cards from the top of your deck until you reach a
creature. Destroy all creatures with a power less than that
of the revealed creature. Put all cards revealed in this way
into the graveyard.
18/55 (Rare)
This is another card to use in an Aqua
Analyzer/Reincarnation Program deck.
The general idea is to put use Analyzer to change the top 5
cards of the deck so an uber-fatty rests on top and summon
it via Reincarnation program.
Using this trick you can summon a Scarlet Skyterror or even
King Tsunami.
Using such a trick you can use Aqua Anayzer to place this
card on top and then wipe the opponent’s field. Just keep in
mind it also kills your creatures as well. Being able to
wipe the board for 5 mana is insane, but it takes some work
to use. This is one of my favorite cards of the set.
Acacic Third, the Electromagnetic Bandit Creature / Water +
Nature / 2 / Cyber Lord + Beastfolk / 1000
- When this card is placed in the mana zone, it is placed
into the mana zone tapped.
- When this creature battles, reveal cards from the top of
your deck until you reach a creature. Until the end of the
turn, this creature becomes the revealed creature. Put all
cards revealed in this way into the graveyard.
19/55 (Rare)
This is also a fun card. Although I am pretty sure you can’t
get the effect of a card like Horrid Worm, you should be
able to get off Forte’s effect since it would be considered
blocked. A surprise Forte would devastate that blocker deck.
Also having your 2 mana weenie transforming into a Billion
Degree Dragon would be rather humorous way to take out
Alcadias.
Absorbing Serigel
Creature / Darkness + Nature / 6 / Spirit Quartz / 7000
- When this card is placed in the mana zone, it is placed
into the mana zone tapped.
- This creature attacks you may return one card from the
mana zone or shield zone to your hand.
- Double Breaker
20/55 (Rare)
The other Darkness/Nature Spirit Quartz is much better.
However this also has its uses. You could get back an Asylum
(S3/S5) you put into your shields, or a removal you mana’d
early. It’s a solid creature with a decent effect. This is
definitely an option for a Spirit Quartz deck.
Paralis, the Prophet
Creature / Light / 3 / Lightbringer / 2000+
- When your creatures are attacked, that creature gains
+2000 power.
21/55 (Uncommon)
This can protect weenies from counterattack, or a strong
creature from a stronger creature. This is a solid addition
to a light deck.
Zereem Crawler
Creature / Water / 5 / Earth Eater / 4000
- This creature may attack untapped fire creatures.
- This creature cannot attack a player.
22/55 (Uncommon)
Wants to be Storm Javelin Wyvern but its much weaker.
However it can carve up fires weenies all the same. However
Fire is less reliant on weenies, so this cards usefulness
has dwindled.
Flowing Anger Man
Creature / Darkness / 4 / Hedrian / 3000
- When this creature is summoned to the battle zone, return
one evolution creature from your graveyard to your hand.
23/55 (Uncommon)
Your evolution get killed, revive it! If you play cheap evos,
this guy is a must. Card advantage for black is always a
good thing.
Jiruba, Precision Shooter
Creature / Fire / 3 / Humanoid / 2000
- Silent Skill (At the start of your turn, instead of
untapping this creature you may use the following ability):
Until the end of the turn, all your other creatures can
attack untapped creatures.
24/55 (Rare)
Cheap Silent Skills are good. Get a powerful 4 drop (like
Storm Javelin
Wyvern) and carve up the opponents creatures. Silent Skills
are tough to use, only kaijudo masters should attempt using
them. However those that can use them will gain powerful
effects like elimination of the opponents field.
Funeral Song of the Beasts
Spell / Nature / 4
- Until the end of the turn, all your creatures gain +4000
and the text “When this creature attacks and is blocked,
break 1 of your opponent’s shields”.
25/55 (Rare)
Aura Blast gets a boost, a major boost. All creatures are
boosted by a lot and break shields even if they are blocked.
This power-up is so good it should be considered in the
nature aggressive deck that this set is supporting. Blockers
are a bit more prevalent in the Japanese metagame so making
them meaningless along with the power boost is crazy.
Melcap, the Ghostly Sage
Creature / Light + Darkness / 6 / Gladiator + Hedrian / 4000
- When this card is placed in the mana zone, it is placed
into the mana zone tapped.
- When this creature attacks and isn’t blocked, tap all your
opponent’s creatures.
26/55 (Uncommon)
Holy Awe in creature form this is. Light Blockers stall the
opponent and this can allow the blockers the kill what
they’ve stalled. Diamond Cutter loves the ability to
repeatedly Awe.
Breiga, the Wicked Protector
Creature / Light + Darkness / 4 / Guardian + Brain Jacker /
3000
- When this card is placed in the mana zone, it is placed
into the mana zone tapped.
- Saver: All Races (While this creature is in the battle
zone, when one of your creatures is destroyed, you may
destroy this creature instead)
27/55 (Uncommon)
It’s been forever since there has been a saver, they forgot
the ability after they made the Armored Dragon Saver.
Control decks love this guy. If you have Arc Bine on the
field controlling, having it die to a lucky topdeck isn’t so
cool. But with a Saver he is protected against such an
accident.
You use this guy to maintain a lock of some sort or during a
final attack to prevent your Bolmeteus from dying from your
other creatures attacks. Use wisely.
Funnoo, Officer of Bloody Winds
Creature / Light + Fire / 3 / Soul Trooper + Melt Warrior /
3500
- When this card is placed in the mana zone, it is placed
into the mana zone tapped.
- Blocker
- Speed Attacker
- When the opponent breaks your shields, at the end of your
turn destroy this creature.
28/55 (Uncommon)
A speed attacking blocker? What the heck! Well the blocker
is there for a reason. If the opponent bypasses your defense
he dies, so he can stay into block when the opponent
threatens with a strong threat. Chump Blocking and Speed
Attacker in one. A unique combination, but it is another
Speed Attacker and it has significant power for the cost,
able to kill a 3000 power creature without dying which the 5
cost Bombat cannot do.
Stronghold of Lightning and Flame
Spell / Light + Fire / 5
- Shield Trigger
- When this card is placed in the mana zone, it is placed
into the mana zone tapped.
- Destroy one of your opponent’s creatures of 3000 power or
less.
Afterwards, you may select and tap one of your opponent’s
creatures.
29/55 (Uncommon)
Someone fused Picket Missile (kill a 3000 or less, 3 mana)
and Solar Ray together. Even has the fused costs. Being able
to stop 2 creatures with 1 card is killer. Killing a weenie
and using your fatty to kill the tapped creature gains you
tons of advantage. A must for a light/fire deck.
Chick Chick, the Ferocious Germ Swordfighter Creature /
Water + Fire / 4 / Cyber Virus + Dragonoid / 1000
- When this card is placed in the mana zone, it is placed
into the mana zone tapped.
- Speed Attacker
- When the creature attacks, you may draw 1 card.
30/55 (Uncommon)
Two greats effects in one card. He’s advantage in a card.
You pay 4 mana and gain 1 card and 1 shield destroyed, and
even if he’s killed, the advantage gained is plenty. This is
a card to play along with Crystal Paladin and some red
weenies for a killer rush deck. This guy is just
outstanding.
Judgement of the Flame’s Spear and the Water’s Blade Spell /
Water + Fire / 6
- When this card is placed in the mana zone, it is placed
into the mana zone tapped.
- Destroy all creatures with 3000 power or less. Afterwards,
you may draw 1 card for each creature destroyed.
31/55 (Uncommon)
Wave + Draw. It even counts your creatures so be careful.
However if you have 2 weenie blockers and the opponent has 2
weenie creatures, you can wipe the field and draw 4. This
sort of thing is easily possible, and creates huge advantage
easily. Although there is Thousand Spears (kill all 4000 or
less, 6 mana fire), this is better since 4000 power
creatures are not so common, and this draws for each
destroyed, wow!
Queen Maiden, the Eternal
Evolution Creature / Water + Nature / 3 / Spirit Quartz /
6000
- When this card is placed in the mana zone, it is placed
into the mana zone tapped.
- Evolution: Place on one of your Spirit Quartz.
- When this creature is summoned, name 1 card. Reveal the
top card of your deck. If it is the named card add it to
your hand. If it is not, place it in the mana zone.
- Double Breaker
32/55 (Uncommon)
A 3 mana Double Breaker hasn’t been seen since Valborg. Now
we have deadly Spirit Quartz evolution with a Fairy
Life/Draw effect. If you use Aqua Analyzer you can use it to
draw, or you can just gain a mana. Either way, a Spirit
Quartz deck has been in the making for awhile, and support
for this decktype is now in the open. A killer Spirit Quartz
deck will be made, with this card at the forefront.
Paradise of Sacred Birds and Crystal
Spell / Water + Nature / 2
- When this card is placed in the mana zone, it is placed
into the mana zone tapped.
- During this turn, your multi-color creatures cannot be
blocked.
33/55 (Uncommon)
Sonic Wing/Laser Wing has gained little popularity even
though Wizard gives hints by reprinting the card in the base
sets. This is cheaper than both and effects ALL your
creatures. Spirit Quartz decks love a card like this since
it will make everything unblockable. Having all your
creatures unblockable for 2 is insane. Now that there are
more multi-color cards to take advantage of this cards
effectiveness has multiplied.
Gashi Gashi, the Brave Puppet
Creature / Darkness + Nature / 3 / Death Puppet + Wild
Veggies / 2000
- When this card is placed in the mana zone, it is placed
into the mana zone tapped.
- When this creature loses a battle instead of placing this
card in the graveyard, place both cards that battled in
their respective owner’s mana zone.
34/55 (Uncommon)
It’s slayer but only when it dies, and both go the mana
zone. This nature version of slayer is interesting. Wild
Veggie decks love having a new playmate. This card is an
advantage card so it should be popular.
Conversion of Life and Spiritual Energy
Spell / Darkness + Nature / 5
- Shield Trigger
- When this card is placed in the mana zone, it is placed
into the mana zone tapped.
- During this turn, when your cards (other than this one)
are placed in the graveyard, instead place them in your mana
zone tapped.
35/55 (Uncommon)
One of the worst cards of the set. If the effect sent this
card as well it’d be worth it. However it has little use as
a Shield Trigger, and if hardcasted Ultimate Force gives you
2 mana without sacrificing creatures to do so. It does
include spells so if one had Essence Elf in play, you can
play this for 4, and then a Fairy Life for 1 to gain 2. If
you can play another spell you gain another mana.
Unfortunately, this is still only 2 extra mana. If you need
to get to 13 mana quickly however, you can use a lot of
cheap spells and Essence Elf to do it with this spell.
However that’s the only reason you’d want to use this card.
Simply too overcosted, though a master could possible get
slightly more use out of it than Ultimate Force.
Rubels, the Missionary
Creature / Light / 3 / Gladiator / 2500
- When your creatures break shields, the opponent must
reveal them to you.
36/55 (Common)
A vanilla creature with the ability to see broken shields.
Not a very useful creature, but sometimes seeing what they
have in their hand will allow you to plan. Should only go in
a control deck.
Creis Dober, Guardian of the Barrier
Creature / Light / 2 / Guardian / 2000+
- Blocker
- This creature cannot attack a player.
- When this creature blocks, if there is a evolution
creature in the opponent’s battle zone, this creature gets
+4000.
37/55 (Common)
An evolution creature blocker! Finally a 2 mana blocker that
can counter 2 mana evos like Valdios, and Barkwhip. With a
new variety of 2-3 mana evolutions like Queen Maiden and
Pacific Champion a blocker like this is very useful indeed.
It doesn’t even need to be battling, just on the field.
Rieile, the Prophet
Creature / Light / 2 / Lightbringer / 1000
- When this creature is attacked, you may tap one of the
opponent’s creatures.
38/55 (Common)
This creature is not very good, but also not bad. Attacking
this creature will stop another from attacking. If the
opponent has two creatures they will likely have to attack
the shields first and risk a Shield Trigger.
Minor deterrence only as this creature should have been
1500. It is a cheap weenie for a light civilization rush
though.
Pulpy Goobie
Creature / Water / 3 / Gel Fish / 3000
- Blocker
- This creature cannot attack.
- When this creature is summoned look at the top 5 cards of
your deck.
Afterwards, put them back in any order.
39/55 (Common)
This is Aqua Analyzer in blocker form. Now Reincarnation
Program based decks have another way of stacking their decks
to utilize cards that rely on revealing a powerful card from
the top of the deck. This card not only helps the decktype
but also is a solid blocker on its own. A must include a
Reincarnation Program deck.
Bye Bye Amoeba
Creature / Water / 3 / Cyber Virus / 1000
- When this creature is attacked, after the battle, return
the attacking creature to the owner’s hand.
40/55 (Common)
This is Built-in Spiral gate with a 1000 body. This is
lovely. No one wants to use their Bolshack Dragon to kill
this thing. Although trading with a weenie is silly, you can
use water blockers to prevent weenies from attacking this
creature, so the opponent is forced to use a fatty to deal
with it, which goes back to their hand. An evil card indeed.
Magical Pot
Spell / Water / 1
- Return 1 evolution creature in the battle zone to the
owner’s hand.
41/55 (Common)
Bouncing Evolutions are silly right. Well they do usually
take a turn to recast, and you can use it yourself on say a
Chaos Worm. The real meat and potatoes of this card is the
ability to bounce Vortex creatures. Unlike normal
evolutions, Vortex creatures evolve from 2 creatures, and
both of which are usually cost 3+ as opposed to 1-2 with a
normal evolution creature. It doesn’t have a huge amount of
utility, but it is a wonderfully simple way to delay Eternal
Phoenix.
Fallen Monk of the Bloodstained Soil, Zahaku, Creature /
Darkness / 4 / Demon Command / 2000+
- This creature gains +3000 for each tapped creature in the
opponent’s battle zone.
42/55 (Common)
This is another cheap Demon Command. It can’t stand up to
Dark Molder(4 mana
7k) or Diadoros (4 mana 11k) in terms of usefulness. Both of
the example demon commands have drawbacks but only minor
ones in comparison with what you get in return. Zahaku can
be powered up with Holy Awe and kill a fatty.
Zahaku is the most stable of the 4 cost demon commands as
Daidoros requires sacrifice to attack, Dark Molder (e. Vile
Mulder) dies when it wins a battle so dies easily. Zahaku
can easily get to 11k with an Awe and if attacked is 5k
minimum so won’t die to weenie like Darkmolder can. It isn’t
a bad card at all, just not as good as the others, since
they can Double Break Shields which Zahaku cannot.
Niyaari, the Puppet Bomb
Creature / Darkness / 2 / Death Puppet / 1000
- When this creature is attacked, it gains “Slayer” until
the end of the turn.
43/55 (Common)
Attacking shields with impunity is great. No matter what
this guy is an even trade. Removal costs at least 2, and
using a 1 drop to kill it means the opponent has lost tempo.
However it can be chump blocked so be wary of this.
However clear the blockers with Critical Blade and attack
without fear. This will give your opponents fits of
annoyance.
Nightmare Machine
Spell / Darkness / 5
- Shield Trigger
- Destroy one of your untapped creatures. Afterwards, the
opponent chooses and destroys one of his untapped creatures.
44/55 (Uncommon)
This is Rothus in a Shield Trigger. I am guessing if you
don’t have an untapped creature only the opponent destroys
one of theirs, since this card lacks the “if you do” clause.
This makes this card rather good, since you can play it when
only they have a creature, or trigger when they attack and
all your creatures are tapped. However Death Sentence is
better than this since he still get to choose, and this
costs more than Sentence. However its another black removal.
Langren, the Lone Wolf
Creature / Fire / 2 / Dragonoid / 4000
- If there is another untapped creature in the battle zone,
this creature cannot attack.
45/55 (Common)
This creature has a hefty drawback. A single blocker stops
this from attacking without even having to block. You use
this in a red/black or a deck that kills untapped creatures
so you always attack with everything. If you can’t assure
yourself of attacking, this creature is a wasted summon.
However getting a 4000 power creature for 2 can be rather
good.
Zack Ranbaa, the Sword Attacker
Creature / Fire / 2 / Dragonoid / 1000+
- If all the cards in your mana zone are tapped, this
creature gets +2000.
46/55 (Common)
Zack is perfect in a rush deck. A rush deck must use all its
mana perfectly to work, and if you do this you have a 3000
for 2 mana. It’s not as good as Snip Striker Bullraizer in
my opinion but it is still a cheap dragonoid.
Made for using “Legend Attacker” which gives all dragonoids
+4000 and Double Breaker, and turns thems into Armored
Dragons for the turn.
Joe’s Toolkit
Creature / Fire / 2 / Xeno Parts / 1000
- When this creature is attacked, you may destroy one of
your opponent’s creatures with 2000 power or less.
47/55 (Common)
If you’ve noticed, each civilizations gets a 1000 creature
with one of the civilizations cheap spells tacked on when it
is attacked. Well the effect prevents a 2000 creature from
killing it, making it a deadly play. Who wants to kill this
thing with their Rias on the field. Many good creatures are
1000-2000 power and punishing your opponent for attacking
this is a great ability. It’s great for rush as the opponent
has to deal with this or die, and loses a creature for
dealing with it. It’s win-win for the summoner.
Toxic Wasp
Creature / Nature / 4 / Giant Insect / 3000+
- Power Attacker +3000
48/55 (Common)
Nature gets a cheap way to deal with Valdios finally. Of
course being 6000 allows it to kill all the new 5000
evolutions and creatures at a cheap cost.
Giant Insect decks will also find it useful.
Pocopen, the Counterattacking Fairy
Creature / Nature / 2 / Snow Fairy / 2000
- When this creature attacks, the opponent must select one
card in their mana zone, and send it to the graveyard.
49/55 (Common)
Mana destruction needed a boost and it got it. This card is
a new staple for mana destruction decks. Also Snow Fairy
decks get a solid, cheap Snow Fairy with a killer effect.
Pixie Cocoon
Spell / Nature / 2
- Shield Trigger
- After this spell is cast, instead of placing it in the
graveyard, place it in the mana zone.
50/55 (Common)
How do you improve Fairy Life? You send the spell itself to
the mana zone instead of the top of the deck. Now decks can
play effectively 8 Fairy Life.
Using Essence Elf you can play it for 1, effectively
increasing your mana for free. Not only this but you don’t
risk sending a useful card to the mana zone, and it
triggers. More acceleration for nature.
Strange Insect Gyunair
Creature / Light + Darkness / 4 / Rainbow Phantom + Parasite
Worm / 2500
- When this card is placed in the mana zone, it is placed
into the mana zone tapped.
- Blocker
- This creature cannot attack a player.
- Slayer
51/55 (Common)
Curse Pendant just got an extra 500 power and the ability to
attack creatures. This is pretty good. Now it can actually
block 2000 power creatures without dying, and actually
attack creatures tapped with Solar Ray. A light/dark deck
should heavily consider running this creature.
Keen, the Mobile Sage
Creature / Light + Fire / 3 / Gladiator + Parasite Worm /
4000+
- When this card is placed in the mana zone, it is placed
into the mana zone tapped.
- Blocker
- This creature cannot attack a player.
- Power Attacker +2500
52/55 (Common)
This blocker is a tap-killer just waiting to kill Bolshack
Dragon or Valdios, or Queen Maiden. This creature is perfect
for a Rumble Gate/Tap Kill/”can attack untapped creatures”
deck.
Stubborn Jasper
Creature / Water + Fire / 2 / Spirit Quartz / 1000
- When this card is placed in the mana zone, it is placed
into the mana zone tapped.
- This creature must attack every turn, if possible.
- When this creature is destroyed, instead of placing it in
the graveyard you may return it to your hand.
53/55 (Common)
Does Wizards realize the annoyance they have created. Not
only have they made this thing a cheap Spirit Quartz to be
evolved into a 3 mana Double Breaker, but it combines two of
the most annoying cards in the game, Aqua Soldier and Blaze
Claw. For a mere 2 mana this is the perfect bait for Queen
Maiden, while in the mean-time taking shields without dying.
Again, you play blockers so creatures like this don’t eat
all your shields.
Acacic Second, the Electromagnetic Tree Spirit Creature /
Water + Nature / 5 / Cyber Lord + Mystery Totem / 3000
- When this card is placed in the mana zone, it is placed
into the mana zone tapped.
- When this creature is summoned, you may draw 1 card.
- When this creature is destroyed, instead of placing it in
the graveyard, place it in your mana zone.
54/55 (Common)
This is basically a fusion of Aqua Hulcus and Mighty
Shouter. Similar to MTG’s Solemn Simulcum in terms of being
a card with advantage. This card is a bit expensive but
gives you +2 card advantage (a draw, a mana in addition to
it being a creature). This card exemplifies the card/mana
advantage water/nature decks are designed to produce.
Water/Nature decks should consider including this “advantage
in a can” card.
Animatrain, the Daring Beast
Creature / Darkness + Nature / 2 / Hedrian + Horn Beast /
4000
- When this card is placed in the mana zone, it is placed
into the mana zone tapped.
- When you have more shields than your opponent, this
creature cannot attack.
55/55 (Common)
This green/black combination just wants to be the new
aggressive deck in town. However the effect limits the
aggressiveness. This card is designed to be an evolution
bait for Hedrian or Horn Beasts, being protected from
Searing Wave-ish mass removal. A solid early evo bait, than
can take that 1st shield without problems.
Also here’s some new promo cards:
Matchless Dragon Knight Dorzack
Creature / Fire + Nature / 6 / Armored Dragon + Earth Dragon
/ 7000
- When this card is placed in the mana zone, it is placed
into the mana zone tapped.
- When another of your dragons attacks, you may choose one
of your opponent’s creatures of 5000 power or less and place
it in their mana zone.
- Double Breaker
P27/Y3
This card came with the DM Movie and is reason enough to pay
your 10$ to see it. This is an interesting card in that its
removal effect combines both fire and nature removal. With
this card on the field, and a dragon you can keep sending
opposing blockers to the mana zone. While not as good as
destroying outright, it can be a boon, preventing Aqua
Revivor from returning to the opponent’s hand and returning
to block your dragons. It also has nice stats.
Divine Green Dragon, Soulgardas
Creature / Nature / 7 / Earth Dragon / 8000
- Power Attacker +2000
- When this creature is destroyed you may send one Fire Bird
and one Earth Dragon from your mana zone to your graveyard.
If you do, this creature remains in the battle zone.
P20/Y3
Interesting card, but rather high in cost. Fun to play I
would imagine, however. Usually you’d drop Bolmeteus or
Bolbalzack at the 7 drop position.
Future Slash
Spell / Darkness / 7
- Look at your opponent’s deck and send up to two cards to
their graveyard.
The opponent shuffles their deck afterwards.
P23/Y3
This is a weaker version of Hell Slash which is three cards
for 8. However it contributes to a deck destruction deck.
Now with 12 deck destructors and light/dark dual
civilization cards, a stall/deck destruction deck could
become viable.
I hope you enjoyed reading this long ass
translation/commentary. If you have any comments feel free
to say them. This was a fun set to translate as it
introduced my favorite card combinations. I am glad there
are finally fire/water, light/dark, and water/nature dual
civilization cards. Spirit Quartz seems like a really fun
deck and it might be fun playing an Acacic Trio deck getting
out Acacic First, Acacic Second, and Acacic Third on the
field at once. I’d love seeing a Vortex that combined all
three into one, lol. Here are my top 10 favorite cards of
the set:
1. Acacic First, the Dragon of Electromagnetic Rotation
(This guy is the real Eternal Phoenix, unkillable, coming
out cheap, and killing untapped
creatures.)
2. Eternal Phoenix, Phoenix of the Dragon Flame (The card
the set is named for. It’s just an awesome card with
incredible art.) 3. Unleashed Geccheru (I don’t believe they
made something like this, you can get a shield with every
attack) 4. Queen Maiden, the Eternal (3 mana Double Breaker
is great, and you get a free mana with the summoning. I love
it.) 5. Judgement of the Flame’s Spear and the Water’s Blade
(Searing Wave and Card Draw, this has to be the biggest card
advantage switch imaginable with just 1 card. Kill 3
creatures and draw 3 cards for a +5 advantage. Just
nuts!)
6. Acacic Third, the Electromagnetic Bandit (I just love
being able to turn my weenie into a Billion Degree Dragon)
7. Acacic Second, the Electromagnetic Tree Spirit (Card
advantage is awesome, Hulcushouter is funny) 8. Courtney,
Fairy of the Summer Breeze (Five Color Deck Support people,
I love 5 color decks, and he makes them possible) 9. Chick
Chick, the Ferocious Germ Swordfighter (Speed Attacker and
Card Draw, the two things rush decks love) 10. Mobile Saint
Meermax (Who enjoys Burst Shotting repeatedly? I do! With a
power-up spell even fatties aren’t safe from his wrath)
This is a set where even the worst cards are decent. Even
compared with recent sets, this one is very, very good. So
please give you thoughts/comments/etc. Cecillbill, you
should Duel Yammer this since it is an article of immense
proportion (7900 words), just tell me how to send it to you.
-Ryoma Echizen
(this is my DMRealms Board Name)
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