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Duel Masters Top 10
Spell Cards
Welcome back for my next Top
Ten article! This one will be covering the best Spell
cards in the game as I view them. Each card is now
color-coded by Civilization. I also added a one word
summary of each card to start things off. Enjoy!
10. Spiral Gate:
Underrated. Bouncing a creature from field to hand has
become less effective since the release of Speed
Attackers and Evolutions. Despite this, Spiral Gate is
still a solid spells with multiple uses. It can clear
anything you want your opponent to replay. Spiral Gate
works well when triggered too. The only problem with
this comes against cards like Aqua Hulcus that have CIP
(come into play) effects.
09. Death Smoke: Old school. I still firmly
believe that good ole Death Smoke has an advantage over
the new-age Proclamation of Death. Being able to choose
what dies is just nice, even if there are other
restrictions. This has already been discussed so many
times that I'll spare the details. Both Smoke and Proc
are above average forms of creature control. Use
whichever suits your style. Moving along...
08. Energy Stream:
Prosperous. Card advantage wins games. Energy Stream
costs three mana to gain one extra card in your hand.
Not a bad deal when you look at the long term
implications. Energy Stream has more potential than
Crystal Memory or Brain Serum because it costs less, so
you have more mana left to play cards after it.
07. Crimson Hammer:
Simple. Some of
the most useful cards in Duel Masters are short and
sweet. This card is so good because it is an easy way to
kill those annoying weenie creatures. All the commonly
played Cyber Lords that fuel Merfolk can be targeted by
Crimson Hammer. Rush creatures have trouble maintaining
field presence against such cheap field control.
Overall, Hammer is the best spell for taking down little
guys.
06. Mana Nexus:
Tricky. I disagree with those who say Mana Nexus is
counter-productive. Losing one card from the mana zone
is a small price to pay late in the duel. Many of the
combinations with Mana Nexus can completely turn a duel
around. Setting an effective Shield Trigger or even
another Nexus can be downright nasty. Great in
Blue/Green decks, especially ones with Terror Pit or
Holy Awe splashed.
05. Future Slash: Painful. At least for whoever
is having Future Slash played against them. I really
like being able to undermine the opponent’s strategy by
leaving their deck filled with only cards you want them
to have. Say they are running out of time before their
deck count hits zero. Not only does this make their deck
two cards smaller, but you remove the best two cards
they were counting on! You can also look through the
deck to tell which cards might be in their shield zone.
This card works wonders for stall decks that try to
force the opponent into decking out. Black/Blue control
could benefit from two copies thrown in as well.
04. Natural Snare:
Rewarding. This is a card where you must ask: Do the
ends justify the means? I say it is well worth giving
your opponent an extra mana or two to clear their threat
off the board. Natural Snare provides an easy way to
remove big evolutions. The only problem is that you
don't want to use Snare too early in the game, unless
the target is too troublesome to allow it to live (Pyro,
Horrid, etc.). Snare also has a good relationship with
Mana nexus that can save you in a pinch. Not bad at all.
03. Searing Wave:
Efficient. Searing Wave provides the best massive field
destruction to date. The possible card advantage is
amazing! I don't mind losing a shield here and there if
it will help eliminate three or four creatures. Many
duelists have even gone as far as splashing four Waves
in a deck with no other Fire cards. That’s how good this
card has become, especially against control decks that
set up for a long time. Absolutely 1337 in my book.
02. Holy Awe:
Versatile. Holy Awe is known for having uses both
defensively and offensively. It can halt any remaining
attackers when set of as a Trigger. Your opponent may
have enough creatures to kill you 10 times over, but
none of them matter once Holy Awe is through. It is also
great when hardcasted during your own turn. This will
allow you to bypass any blockers or attack your
opponent’s creatures in a mass slaughtering. I see Holy
Awe as a great card for a long time to come.
01. Terror Pit:
Staple. No Timmy, not the kind you use to bind two
documents together. The term “staple” in DM refers to
cards that are in high demand because they are so
powerful. Terror Pit is without a doubt extremely
powerful. Its effect can instantly clear that
threatening evolution off the board. Say goodbye to Mist
Rias, Mongrel Man, Horrid Worm, Twin-Cannon, etc. There
are no drawbacks or power restrictions. Terror Pit kills
anything you target when hardcasted or activated as a
Trigger. Highly useful.
And that’s the way the cookie
crumbles...I will be more than happy to discuss these
rankings and defend my opinion. You can catch me on AIM
at Smcman7 or send an email to
Smcman7@aol.com.
Look forward to another article sometime next week. I
plan on writing Deck Building Guidelines and then
starting a series to break down deck types in today’s
metagame. Good luck to everyone at Wizard World Philly
this weekend!
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