Halo's Top Ten Very/Super Rares

 

Hey, this is a list of the top ten Very/Super Rares from the base set.

 

10. Deathblade Beetle (Super Rare, Nature)

    5 mana for a 3000 with 4000 Power Attacker and Double Breaker.

            This is a great early play, but it gets killed easily without enough blockers. If you make a speed Nature deck, be sure to grab a few of these, as you can bring them out before your opponent can play any of their larger monsters. Good in speed decks, but a poor play late game as it will be killed by almost any creature.

 

9. Crimson Skyterror (Super Rare, Fire)

    8 mana for a 3000, kill all creatures with Blocker when this card comes into play

        A good card for Mono Red decks, this card essentially allows you one free shot at your opponent's shields. It's horrible early game, but can be the pull you need to wipe out their mass of low stat blockers that have bogged your offense down. Don't play it in a deck with too many blockers, as it may hurt you more than your opponent!

 

8. Thorny Mandra (very rare, Nature)

    5 mana for 4000, put one card from your grave into your mana zone when this card comes into play

        Bronze Arm Tribe's bigger brother, this card is one of the best Nature mana accelerators. You get a usable 4000 power creature and an extra mana. This card's greatest benefit is that it doesn't hurt your hand advantage, and doesn't risk dumping the card you needed from your deck into the mana zone.

 

7. Urth, Purifying Elemental (Super Rare, Light)

    6 mana for 6000, double breaker, untaps at the end of your turn

        This card isn't as great as it seems. Sure, its untap ability means it can't be attacked, but it's prone to getting killed by Death Smoke, Terror Pit, or Natural Snare. If you can set this card up right, with a few Sonic Wings the game will be over in a few turns, but Urth won't last long otherwise. 

 

6. Gatling Skyterror (Very Rare, Fire)

    7 mana for 7000, can attack Untapped creatures as though they were Tapped, Double Breaker

        This is actually one of the most overrated cards. Its ability is mediocre at best, as in a Fire deck you need to kill your opponent quickly, before they can destroy your shields. Because of this, you'll be attacking their shields more often than their creatures.

 

5. Bolshack Dragon (Very Rare, Fire)

    6 mana for 6000+, has +1000 Power Attacker for every Fire card in your grave, Double Breaker

        Another overrated Fire card, this has the potential for a limitless attacker. However, it's somewhat pointless, as the largest blocker frequently played is 6000 power... so while your Bolshack may have 18000 attack, it will still only break two shields or kill one blocker.

       

 

4. Gran Gure, Space Guardian (Very Rare, Light)

    6 mana for a 9000 blocker that can't attack players

        This is a GREAT card that fits into almost any Light-type deck. It's an early drop that will kill anything short of a Roaring Great Horn and can be used to attack tapped creatures. A staple in any Light-type deck.

 

3. Hanusa, Radiance Elemental (Super Rare, Light) 9500

    Deathliger, Lion of Chaos (Super Rare, Dark) 9000

    Roaring Great Horn (Super Rare, Nature) 8000 + 2000 PWR ATTACKER

    Astrocomet Dragon (Super Rare, Fire) 6000 + 4000 PWR ATTACKER

   

    I'm doing a combined listing of these three cards, as they are essentially the same (ranked in order from best to worst). They all cost 7 mana and have Double Breaker. They're the biggest creatures currently out, and are roughly the same for different civilzations. Nothing much to say, just three big beatsticks.

 

2. Aqua Sniper (super rare, Aqua)

    8 mana for 5000, when this card comes into the battle zone, return up to 2 creatures in the battle zone to their owners hands

        This is the essential part of the Aqua Control Deck. The Sniper Lock combo uses on Sniper to return two of their cards, then a second sniper to return one of their cards and the first Sniper, which is used to return one of their cards and the second Sniper. This stops your opponent from keeping any creatures on the field long enough to attack. A large cost, but a versatile card. Play Spiral Gates over this (spell, common, 2 mana to return 1 creature in the Battle Zone to its owners hand). 

 

1. KING DEPTHCON (Super Rare, Aqua)

    6 mana for 7000, Double Breaker, Unblockable

        This is the most powerful card in the game (well, maybe Holy Awe...). It's Unblockable, meaning that your opponent can't stop its attacks, and it breaks two shields. The game can be over in just a few turns after this creature comes out.

 

Honorable Mention:

 

Vampire Silphy (Very Rare, Dark)

    8 mana for 4000, destroy all creatures with 3000 or less power when Silphy comes into play

        This is a good card in Dark Beatdown, as it will kill many of your opponent's low attack creatures from the early turns of the game (bronze arm tribes, Mighty Shouters). Use Terror Pits and Death Smokes to kill their larger creatures, and use this for field-clearing.

 

 

My email is halo158@aol.com

no hatemail, please. If you disagree, feel free to send me an email.

Ted Sumers