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Mullet January 29th, 2005 3:45 PM

To do a good rating you have to know about the current enviorment, card effets, and how to use them well, no matter if they are older cards or newer ones. Flavor text is just for fun anyway, just like it is in M:TG.

Last time we dueled, was about a month ago, because I've had better things to do, I didn't want to duel you, and you didn't ask, so I didn't worry about it.

Pogiforce-14 January 30th, 2005 12:47 PM

I asked you like five times last week and every time you refused, so stop lying thorugh your teeth.

anyway, it's now YOUR week, as you made sure to point out, so hurry up and pick a card.

Mullet January 30th, 2005 5:46 PM

I'll pick when I get the chance. You gave no such challenge, so you stop lying, and trying to make me look like I don't except challenges. I wasn't even at the card shop last week, smart one. I also won't be dueling you this week, because me and John are modifying and testing our decks on eachother.

New card.

Barkwhip the Smasher
Mana Cost:2
Mana Number:1
Power:5000
Nature/Beast Folk
Evolution-Put this on one of your Beast Folk
When this creature is tapped, all other Beast Folk in the Battle Zone get +2000 power.

This card is one of the best nature cards, and it's a really fast card too, and can be played on the third turn, so it is very good at letting you take control early in the game, in a deck that plays nature, and Beast Folk, this gets a 10/10.

Kenny_C.002 January 30th, 2005 7:48 PM

Pretty hot card, the basher. Isn't there are beast for turn 1? I don't remember. If there is, oh man.

8/10 at least for now.

Mullet January 31st, 2005 9:17 AM

Nature only has one 1st turn creature, Sniper Misquito, which is useful if you use it right.

Pogiforce-14 January 31st, 2005 11:10 AM

Thought snipe is a bit of a setback in most situations. But barkwhip is the cheapest evolution, with a lot of power. His effect may not mean so much, but an evolution with that much speed deserves at least an 8 or 9 out of ten.

Kenny_C.002 January 31st, 2005 3:08 PM

Oh the snipe. I always found that thing to be insanely powerful for some reason. I like how you can bounce back the monsters you chuck into the mana zone (oh look, I happened to conviently place a very useful late-game monster, but horrific early game into the mana zone. Oh look, it's out into the battlefield. :P)

Pogiforce-14 January 31st, 2005 6:11 PM

I get that. I actually did that once. Yet that seems to be the only useful purpose he has beyond speed.

Kenny_C.002 January 31st, 2005 7:24 PM

Yeah. I find him very good early game and late game (for speed and then the bouncing ability). And that's all you need really from a card like that. Sure it's got crap mid-game strength, but nature has some good mid-game powerhouses anyway. Love that snipe. :P

B-Baller January 31st, 2005 10:43 PM

Guys, Survivors has been out for a week now, and still not SOTM cards? Ohwells.

Barkwhip. We are repeating cards aren't we?

BTW, Barkwhip is a very awesome card. 2 for 5000 and +2000 power to Beasts is awesome. Combo with FDF and you've got a 10,000 ***-kickin' beast. If you see this in play on Turn 3, you better watch out. Cheapness and brokeness are what this card is about.

Well, I gotta go. See you guys some other time, probably March.

Pogiforce-14 February 1st, 2005 6:32 AM

Actually we have done Some Survivors cards. I did Skullsweeper Q just last week. So maybe you should read what you miss before you start complaining. http://pokecommunity.com/images/smilies/Normal/ermm.gif

Pogiforce-14 February 8th, 2005 5:43 PM

Sorry to double post, but It's time for a new card.

King Tsunami

Super rare water leviathan from Suvivors.
12 mana, 12000. Triple breaker
when you summon him, all other monsters are returned to their owners' hands.

THe ultimate bounce card, but can prove to be a major draw back, plus all that mana makes him rather unweildly shiney beyond a adoubt, but I have to give him a 3/10 at best.

Kenny_C.002 February 9th, 2005 5:33 AM

The ultimate Timmy! Okay anyway this card practically forces you into nature for acceleration to begin with. 12 mana isn't as hard to pull off with acceleration, although the question of why you would want to cast this guy for 12 mana is beyond me. Should have costed 10 or so.

5/10

Pogiforce-14 February 17th, 2005 4:47 PM

Mullet's turn to pick a card... Wonder where he's been? :\

Mullet February 17th, 2005 5:12 PM

Sorry about that, I had and still have a lot to do.

New card.

Natural Snare
Mana Number:1
Mana Cost:6
Spell
Choose one of your opponets creatures in the battle zone and put in into their mana zone.

It's almost the same thing as Terror Pit, but it gives your opponet mana, but who cares, it can get rid of a strong card on your opponets side of the field, it's like Nature's Terror Pit, so it gets, 9/10.

Pogiforce-14 February 17th, 2005 5:45 PM

like Mullet said, it's real mean, but it has teh draw back of giving your opponent mana. For that, it gets an 8 or 9 out of ten.

Mullet March 5th, 2005 3:50 PM

I kind of forgot about this thread, so I'll put up a card, even though it's the last day of my week.

Enchanted Soil
Mana Cost:4
Mana number:1
Spell
Choose up to 2 creatures in your graveyard, and out them into your mana zone.

Good for mana acceleration, and you could use Sniper Misquito to get the cards into you hand after you Encanted Soil them from your graveyard, it's accually pretty useful, and so is that combo, it gets an 8/10.
:D

Pogiforce-14 March 6th, 2005 8:38 AM

A really fast mana producing spell, and since it's coming from teh graveyard, perfect recycle material. Even better than other mana accelerators, who take them from your hand or deck. I give it a 10/10.

I suppose since it's my week now, I'll pick a card from Suvivors as well.

Glory Snow

What I call Mana Catch Up. Gives Light some mana speed, somethign they can use if yhey're in a hurry to do that Diamond Cutter Combo. For that reason, I give it a 8/10.

Mullet March 6th, 2005 11:03 AM

It's alright, the other civs need some mana producing spells anyway, but Nature, is still the king of mana, it gets a 7/10.

Pogiforce-14 March 7th, 2005 3:33 AM

Nature may have more mana production, but that wasn't the point I was trying to make. LIght has the most devastating combo in the game: Diamond cuter and Holy Awe and/or Diamond Cutter nad Larba Geer. But to use both cards requires a lot of mana, and since a good blocker defense is nothing if they summon something good, in a light deck you want speed. If your opponent has more speed than you, which can come to be a possibility if your frantically trying to generate enough blockers for Diamond Cutter to be any threat, then Glory snow may help you get the more mana you need to summon those blockers, summon larba geer, and play that Diamond cutter. I was looking at it at the perspective of possible game strategies that could benefit from it, LIght's instant win combo being the best. I wasn't honestly caring if Nature has better mana speed, because those aren't light cards. Frankly that would make it easier for a light deck to play more glory snow if they're fighting a nature deck.

Scyther5 March 7th, 2005 4:01 PM

Actually, it would work great in a light/nature deck along with supporting tulip and some Commands. You deffentally could get them out within the next one or two turns, depending on whats out.

Pogiforce-14 March 7th, 2005 4:02 PM

Why would you put nature in there? :\ With Nature you wouldn't really need light mana speed.

Scyther5 March 7th, 2005 4:27 PM

My friend runs it great, you get out blockers at extreme speeds, plus have a hitter like Nacturnal Giant and Avalanche Giant and your set. The only thing you need to worry about is Paladin/Geer decks, but every deck has its weaknesses. Plus add some cutters in and you have your self a deck.

Pogiforce-14 March 7th, 2005 5:14 PM

Are we talking about the same card? I'm talking abotu Glory Snow. If you are running nature, you'll already have so much mana speed the likely hood that your opponent will have more mana than you will be very little. Meaning Glory Snow is a little too situational in that circumstance.

Scyther5 March 7th, 2005 5:20 PM

Yes we are, but you questioned me about a nature/light deck.

Mullet March 12th, 2005 1:08 PM

I need to start remembering this thread. New card.

Twin-Cannon Skyterror
Mana Cost:7
Mana Number:1
Power:7000
Speed Attacker (This creature does not get summoning sickness)
Double Breaker (This creature breaks two shields)

Sexy, broken, and a gamebreaker all tied up into one neat little rare card, it's a Speed Attacker, and a Double Breaker, it's so awesome *drool*, it gets a 9.5/10.
:D

B-Baller March 12th, 2005 1:14 PM

Nonsense, it gets a 10/10. Best creature ever in the current DM American game. Too broken. Speed Attacker and Double Breaker make a VERY DEADLY combo. Its broken....I just hope they won't ban this.

Kenny_C.002 March 14th, 2005 6:44 PM

ugh, speed attacker? That's such a crappy mechanic name....

But yeah a big thing with the ability to attack quickly is very dangerous, esp. with double breaker, tho I doubt it'll be banned.

8.5/10

Mullet March 15th, 2005 4:20 PM

It's not worth a perfect score because it's effect is not good enough to make up for the fact it get gets killed by the godly T-Pit.

Kenny_C.002 March 15th, 2005 7:20 PM

Also note that there's still a turn 6 blocker that can handle the poor thing (yeah it was designed to be a turn slower for a reason). Obviously nature's acceleration can push it to turn 5...

Mullet March 16th, 2005 5:25 PM

Well, Pogi was grounded, I don't steal his weeks like he does mine, so someone else can do it or we can keep discussing this card.

Nature's mana acceleration is a powerful thing to behold, and it does push things forward quite a bit.
:D

B-Baller March 16th, 2005 6:20 PM

I'll volunteer to do it, Mullet. Ish that OK?

Kenny_C.002 March 16th, 2005 11:41 PM

Yeah Mullet you can pick. I don't really care that much. lol

Mullet March 17th, 2005 2:59 PM

I really don't want to do it because I don't want to sink to the level of kiniving thief, because I stole his week, so go ahead and pick Kenny, sorry dpkuro, I just think that Kenny would pick a better card, it's not that I think you're bad, but I just think that Kenny would make a better pick.

Kenny_C.002 March 19th, 2005 12:40 PM

Okay....let's see then...nature...blinding night....

mystic inscription
cost: 6
number: 1
Add the top card of your deck to your shields faced down.
rare, blinding night

Stats:
Interestingly enough, the "drawback" of losing 1 CA of sundrop armour is virtually erased for just 2 more mana. I can see however the problem with this, as you can't actually control what you put into your shields (unlike the armour, where you drop shield triggers down) section, and definitely the 6 mana cost is high on the curve to do anything significant on the turn you play this card.

Combos:
Any sort of deck manipulation.

Overall:
Costing at 6, I don't see how it can do as much as it can be projected to do. However, this card proves to hurt less than the armour in terms of CA, and that can be used to describe the extra 2 cost. Even at that, it's only as good as a whole bunch of mana can do, which means more acceleration is needed to play this card effectively...well and it's a rare. lol

6/10

Mullet March 19th, 2005 1:04 PM

I thought you'd pick a card that I didn't care for, it's alright, but it's just not worth it, if it were 4 or 5 mana to cast, then I might concider playing it, but not a 6 cost, it's alright though, it gets a 5-6/10.

Kenny_C.002 March 21st, 2005 10:29 PM

Of course, what's the point of picking all the good cards all the time? :)

Besides, this is still a mediocre card. lol

Pogiforce-14 March 24th, 2005 12:02 PM

And it also happens to be one we've done before. >>

I hate being grounded. I can't get anything done without sneaking.

Kenny_C.002 March 25th, 2005 1:11 PM

lol Really? Maybe it does mean something huh. XD (Yeah we've done so many that I forgot which were done and which weren't. lol)

Mullet March 26th, 2005 5:00 PM

Sorry I was late about the card. New card.

Gran Gure, Space Guardian
Mana Cost:6
Mana Number:1
Light
Guardian
Power:9000
Blocker
This creature can't attack players.

This is a good card, it can handle low-mid power creatures, and some higher ones, a good blocker, and can double as creature destruction, because it can't attack shields but it can attack cretures, not as good a Bale, but it's not an evo, so it's a bit easier to get out, it get an 8.5/10.
:D

Pogiforce-14 March 26th, 2005 5:30 PM

7/10 for me. i see you already are making use of the card I gave you. ;) I like how much strength he puts in as a blocker, but he nonetheless does have his limits.

Mullet March 27th, 2005 9:15 AM

I had to make a lot of edits to that post, now that it's all fixed up, read it again.

The reason why mine was higher is because it is a strong blocker, and it's 6 for 9000, that's 3 above it's summoning cost.

Pogiforce-14 March 27th, 2005 12:49 PM

nonetheless, a blocker is still a blocker, and therefore can only reach a certain level of potential. That's why I rated it the way I did.

Mullet March 27th, 2005 12:56 PM

True, but think about it more, anyway it's your week, and if you can't do it then Kenny can.

Pogiforce-14 March 27th, 2005 6:16 PM

Avelanche Giant. 6 for 8000 double breaker. Nature. If he becomes blocked while attacking, you may break one of your opponent's shields.

Mullet March 27th, 2005 6:36 PM

Good one, only you spelled Avalanche wrong.

I really do like this card, and want one for my Mono-Nature deck, he's like an uber Candy Drop or Farie child, and can kill their blocker, so it's two in one, and if they don't block he breaks two shields, yay for him, he gets a 9/10.

Kenny_C.002 March 27th, 2005 7:31 PM

lol a trampling maniac! But 6 for 8000 double breaker with the ability to trample through monsters to land a shield should have some sort of a drawback?

9.5/10

Mullet March 27th, 2005 7:37 PM

It does, Kenny, T-Pit, Death Smoke, Telaportation, Spiral Gate, and other destruction, and bounce cards.

Kenny_C.002 March 27th, 2005 8:05 PM

No I mean it has no intrinsic weakness right. Not bad at all. :)

Pogiforce-14 March 28th, 2005 9:48 AM

The only weakness I see in him is his attack strength. There are quite a few monsters out right now that are stronger than him, especially for a super rare. My very own deathliger, although one mana slower, is a thousand points stronger. just an example.

Kenny_C.002 March 28th, 2005 10:42 PM

I'm not sure on the average mana-to-power ratio is, so I thought 6 for 8000 is pretty good (in comparison to the older cards out there). I guess that's the weakness then.

Pogiforce-14 March 29th, 2005 11:35 AM

It is still descent. There are just stonger creatures than him out is all.

Kenny_C.002 March 29th, 2005 2:23 PM

Well you're trading power for a trampling effect, which does make him seem fair in that sense.

Mullet March 29th, 2005 3:36 PM

Well, he's the only creature of his type, that means Nature is special, yay!

Pogiforce-14 March 29th, 2005 8:21 PM

no, it means avelanche is special. I doubt they'll be making any more like him anytime soon. In Dm, that sort of effect is deadly.

and there is still a downside to his weakened strength, because that means it's easier to kill him. Meaning he probably won't get to do much anyway. And he still can't win the game by his trampling effect. he can only break the shields that way.

Kenny_C.002 March 30th, 2005 7:56 PM

Still, he's a very powerful 4th turn drop if you ask me. The game can turn ugly when you start swinging on the 5th, for sure.

Pogiforce-14 March 30th, 2005 8:57 PM

4th turn? You need to recount. He's six mana. Eveen with two Elf X on the field you wouldn't be able to summon him till the sixth turn. :\

Kenny_C.002 March 30th, 2005 10:14 PM

You sure? 1, 2nd turn mushroom, 3rd turn tribe, 4th turn beast (exactly 6 mana on 4th turn).

Mullet April 1st, 2005 3:40 PM

I played it out, and Kenny is right he is a 4th turn drop at the earliest, the if you use one Elf X he becomes a 5th turn drop, and at the lastest he's a 6th turn plus drop (depending if you draw him late, is when he's more than a 6th turn drop).:D

Kenny_C.002 April 2nd, 2005 6:08 PM

I like elf x's, but I don't they they belong in rush decks that would use this guy, personally speaking.

Mullet April 9th, 2005 11:18 AM

They can be used in a Rush deck if used properly.

I've had some things to do, like school, but I'm here now.

New card.

Invinsible Abyss
Mana Cost:13
Mana Number:1
Spell
Destroy all creatures on your opponents side of the field.

Say hello to the Raigiki of DM. How long have some of you been waiting for a card like this? I know I have. I knew it would cost a hefty amount of mana. Even if it costs 13 mana to play, I think it's worth it. Nature's mana acceleration can croos this small bump in the road, and bring fourth this cards devistating, game breaking destruction. This card's effect is awesome, and Nautre can make the mana cost not so heavy, (Essence Elf, and produce a lot of mana so it's easier to cast) so it deserves an 9-10/10, considering it would take too long (without Nature) to get the mana to pla this card effectively.
:D

B-Baller April 9th, 2005 11:44 AM

Oh yes, Invincible Abyss.

With Nature's new accelerators (Bliss Totem, Mystic Chest, Pangaea's Will) and Nature's old accelerators (FDF, Tribe, Soil), I'm sure this card will be used by a veteran Dark/Nature player before the 10th turn. 13 mana is a heck load for mana. The effect is crazy. I repeat, its crazy. Crazy crazy crazy. Destroying all your opponent's creatures means that you won! Almost.

10/10 in well built Nature/Dark decks
9/10 for average Nature/Dark decks
5/10 for poor Nature/Dark decks
0/10 for decks that aren't based around him.

Can anyone remind me to make a deck based on Invincible Abyss?

Pogiforce-14 April 9th, 2005 4:54 PM

The only problem with the Invincible Spells is they practically force you to play at least a little bit of nature to use them effectively. That makes me give them a nine.

Kenny_C.002 April 13th, 2005 9:56 AM

Personally speaking, an effect like that should cost like 12 at most. Although overall it doesn't matter too much as this card ends the game right there (and if you can't end the game right there, you need to learn when you should cast this then), its problematic hefty 13 mana cost makes it less stellar (and yes, 12 is must less problematic). IMO the effect doesn't neccessarily beat that of the evolution guy that just kills all the non-darkness monsters (as this can be in mono-dark). Again, having to play nature to accel to this level makes this card weaker, and the overcosting of 1 makes it worst.

8/10

Coming to think about it, I'm still waiting for the card that wipes the whole field for 7 in one of light's arsenals.

Pogiforce-14 April 13th, 2005 11:34 AM

I doubt light is going to do anything like that, kenny. Each civ has it's own specialties, and creature destruction is a darkness thing. >>

Mullet April 13th, 2005 2:39 PM

Kenny, Ballom is too slow making it worse than this. Demon Commands come out slow the cheapest one is 5-6 mana, this makes Ballom too slow. Even with natures mana acceleration he's not worth it, because then he kills your Nature creatures because he nukes everything that's not Dark.

Pogi it's your week.
:\

Kenny_C.002 April 13th, 2005 3:48 PM

I've been thinking about that one tho. I think it's not a bad as you think it is, assuming you're playing with the photocide. Of course, my opinion stays like this anyway.

Wait Pogi, which civ has the "balance both sides" thing going on? I was pretty sure it was either darkness or light.

Mullet April 13th, 2005 5:13 PM

He's good in Mono-Darkness.

Light taps, and blocks, Dark destroys, Water bounces, blocks, draws, and has unblockables, Fire is rush, and pure power, and Nature has mana acceleration. Those are the main stratiges of all five civs.
:D

Kenny_C.002 April 13th, 2005 8:11 PM

Yeah forget the stupid main strats. I never cared about the major abilities (designer part of me). What are the minor ones?

Pogiforce-14 April 14th, 2005 2:39 AM

He pretty much told them all to you, though Nature is develoiping trample.

Anyway, Laveil, Seeker of Catastrophe.

8 mana for 8500 blocker, double breaker. Not as strong as Ladia Bale nor as cheap, but I much prefer him because he untaps at the end of the turn, meaning unlike Bale, you can use him as a power monster and then still use him as an effective blocker. I give him 9/10.

Mullet April 20th, 2005 1:33 PM

Yeah he's sexy, 9/10.

New Card.

Mana Nexus
Mana Cost:4
Mana Number:1
Nature Spell
Take one card from your mana zone and add it to your shields.

I love this card, it can save you by just giving you another shield, or putting an awesome shield trigger in the shield zone. I personally love this card. It deserves a 9/10!
:D

Pogiforce-14 April 21st, 2005 4:50 PM

Amazing how you wait till a a week and half after the card is posted just to say it's sexy and then move on. >>

Mana Nexus is a good nature spell that does make shield triggers much more viable. and being a shield trigger itself, there are chains involved with it that make it even meaner. 9-10/10

Mullet April 21st, 2005 5:54 PM

Not much else to say. You already said it was a versitle blocker, that can block, and attack. No need for me to reidirate the obivious.:\

Mullet April 30th, 2005 5:13 PM

Double posting for new card.

New Card

Spastic Missile
Mana Cost:3
Mana Number:1
Fire spell
Destroy one of your oppoents creatures with a power of 3000 or less.

It's a stronger Crimson Hammer, I like both of them, Hammer is better early in the game, while this is better late early to mid game, it has it's uses, and ccan be a big help, it gets an 8.5/10.
:D

B-Baller April 30th, 2005 5:37 PM

I call Spastic Missle the "next Crimson Hammer", but its more powerful. I also call it "the weaker Searing Wave". Its weenie destruction rules, and.......yeah. Nothing else to say. This card deserves 8/10.

REASONS:
- Weenie destruction
- Awesome art!
- Err, yeah.

PS: OMG I have 666 posts. o.o

Mullet April 30th, 2005 5:47 PM

I'd run two, and two, because you want to use Missile on something stronger because you don't want to waste it one something Hammer can kill. We finally agreed on a card, yay!

You should join the offical Wizards DM site.

Oh my gosh, you evil boy. It's good that you have 667 posts now!
:P

Pogiforce-14 May 7th, 2005 10:28 AM

Since this topic hasn't been posted in for a while, I better say something before everyone here forgets what Duel Masters is. :P

Laveil, Seeker of Catastrophe.

A light super rare from teh stompatrons set. he's an 8 mana mecha-thunder. He's a double breaker blocker with a strength of 7500 that can untap at teh end of the turn. Even though he's a solid 2000 points weaker than Ladia Bale, the fact that he can untap after battle to make him a still valuable blocker while Ladia Bale can't makes him far superior in my eyes. I give him a 9/10, losing that one point only because he get's all the weaknesses with his abilities as well.

Mullet May 7th, 2005 1:22 PM

It was your week anyway.

Oh no not Death Smoke, lol! Anyway he is pretty versitle, I like him. I don't have time for an extensive review, so that's it. He gets a 9/10.
:D

Pogiforce-14 May 7th, 2005 2:33 PM

Like I said, his abilities come with weaknesses. But generally, he is an awesome card.

Kenny_C.002 May 7th, 2005 8:34 PM

I'm still not too used to the mana-curve of DM at this point (guess adjusting is still a bit away...now I seem to just throw in a whole bunch of high-mana guys...), but IMO this guy's not too bad, although it could have gotten at least an extra 500 for all its troubles. Even then it's a fine card to play providing you don't have better old cards and actually have the slot for him...or something. lol

7-9/10

Pogiforce-14 May 9th, 2005 2:24 AM

As I had said though, he's better than older cards as he can untap to blcok even after he attacked.

Kenny_C.002 May 9th, 2005 8:11 PM

That's more opinion-based IMO. Some people have different tastes, thus I didn't rule THAT out, that's all.

Mullet May 14th, 2005 8:22 PM

I totaly forgot about this week, FMA is addictive, I was watching epsodes 1-4. A little sharing won't hurt Pogi, he's stolen my week before, he can deal.

New card.

Faire Life
Mana Cost:1
Mana Number:1
Nature Spell
Shield Trigger
Put the top card of your deck into your mana zone.

A spell version of Bronze-Arm Tribe, it's just basic mana ecceleration, this card gets an 8/10.
:D

Golemaddon May 19th, 2005 8:39 AM

great card for mana acceleration and mana manipulation decks
great when used with high cost creatures
also its shield trigger abiltity make it quite useful since u can charg your mana without cost and lets say u play a bronze arm tribe on your turn and thats +2 mana instantly
its a good card just learn how to use it
:P

Pogiforce-14 June 1st, 2005 6:01 PM

Faerie Life also happens to cost one more mana than Mullet says it does.

I tried playing it once in a mono nature deck. It would be a good substitute for Bronze arm if you aren't playing beastfolk and would prefer a different creature, but otherwise I don't find it necessary. In my deck it proved to be superficial. My Bliss Totems did the mana producing Job much better, much faster.

I give it a 6/10.

Kenny_C.002 June 2nd, 2005 7:25 PM

Life's a very good acceleration card. It's more of the staple speed also, so it's probably the best thing you can use on turn 2 if you're accelerating. Not a tribe, but it's definitely a contender in terms of how well it does its job...which is very good. :) The lack of anything else on the late-game stretch hurts this card a lot (e.g. tribe at least is a monster and all).

7.75/10

Pogiforce-14 June 3rd, 2005 5:15 PM

I found however through test playing a deck that if you have Bronze-Arm and Bliss Totem, Faerie Life really isn't necessary. I had no use for it, and would have been better replaced with Mana Crisis to counteract the Natural Snares I was using.

Mullet June 3rd, 2005 6:42 PM

Sorry I haven't been here in a while, school is being hard on me, and I don't have much free time, in fact I should probally doing my homework right now. It has paid off though, I pass my math S.O.L. I'm very happy.

Too bad I don't have the card, I was thiking it was one, but oh well, I'm not able to do a new card right now, when ever I load PC or any other site the computer does this annoying thing, and it sucks, later though. I'll have a lot more time over the summer though. Which starts on Saturday the 17th I might add, yes!
:D

Kenny_C.002 June 3rd, 2005 7:10 PM

Pogi: yes, that's the reason why I said that the fact it does not have a secondary function does not warrant a slot in most decks. Sometimes, however, it may be a good enough substitute for tribe in certain situations (i.e. you need a deck that accelerates FASTER by sacrificing the monster body), but it may or may not be considered for use right now anyway...

Pogiforce-14 June 7th, 2005 5:44 PM

I don't understand what you mean saying it goes faster by making it monster less. It's best served as a shield trigger, because otherwise you won't get much mana gain from it. considering it's purely mana gain, you have to tap mana to play it, and if you're dry casting it it would be better off being played as mana instead of activating it. Even if it isn't a beastfolkd rush deck, Tribe serves a much better purpose than Life.

either way, I much prefer bliss totem over all other cards. true he may be six mana. But once he's out it's a whole new game. Tap ability that lets you take any three cards from your graveyard and put them in your mana? with him and 4 mana nexus, the shields would never stop. PLus your recycling cards you had already used, instead of wasting resources from the hand or deck for mana.

In fact, since it's a new week and Mullet did the last card, let's make Bliss Totem, Avatar of Luck the new CotW. 6 for 5000, and I already told you his ability. I would give him a 10/10. best mana gaining card in the game.

Kenny_C.002 June 10th, 2005 8:54 PM

The card costs 1 less to strip it of its monster power. So while the tribe costs 3 to accelerate, life costs 2 to do the same thing. That's the only consideration when it comes ot acceleration: 2 or 3 mana. Sometimes it's better to have 2 costing acceleration that doesn't cost you a card in your hand, other times you want that monster body. It's not set in stone that tribe is strictly better, and thus IMO life is still good, just not too good.

I like the totem. Looks to be very good, but only good as a mid-game stabalizer and it does lack the "winning" condition (which is easily filled by the rest of the deck).

I'm not to complain or anything, so I'll give it the standard 9/10.

Mullet June 11th, 2005 8:51 AM

Just so everyone knows, I'll be doing the CoTW a lot less for both of them, I'll be up here when I get the chance, I expect a busy next week, and summer.

Ok, Bliss Totem, it's a nice mana accelerator, but it does cost 6 mana to play, in Mono-Nature it wouldn't take too long, but if you've got two colors, it might take longer, but because of it's high cost, it get's a 9/10.

Pogiforce-14 June 18th, 2005 7:20 PM

I think DM has officially died on PC. :S

Mullet June 18th, 2005 7:35 PM

It's still a good game. I really don't have the time to do much CoTW anymore. It has official died everywhere almost, there hasn't been a new set for a while now!:\

Mullet June 18th, 2005 7:35 PM

It's still a good game. I really don't have the time to do much CoTW anymore. It has official died everywhere almost, there hasn't been a new set for a while now!:\

Pogiforce-14 June 19th, 2005 6:22 PM

Nah, it's still pretty popular, it doesn't take a new set to keep it alive. Pc and P-Town just doesn't have a lot of Dm action.

dragon_master C November 11th, 2005 12:50 PM

i've got a new card of the week... my strongest card, Amnis, holy element
.dark blocker
.when it loses to a dark type, hes not destroyed.

B-Baller November 13th, 2005 10:07 PM

Man, you can't just decide what the COTW is, that's Mullet's and Pogi's job. Did they give you permission?

And yes, DM has died in some areas, but still going strong in my area. Epic Dragons of Hyperchaos, Shockwaves of the Shattered Rainbow and Blastosplosion of Gigantic Rage are gonna boom up the game.

Mullet or Pogi, PM me if you want me to do the COTW.

Pogiforce-14 December 16th, 2005 9:07 PM

I hope it's okay with Mullet if I post a CoTW. Since i've been gone so long I've kinda lost track as to who's week it is.

Volcano Charger
fire spell, produces one mana. costs 4 to cast.
Destroy one of your opponent's creatures power 2000 or less.
After you cast this spell, put it into your mana zone.

A lot more expensive than both Crimson Hammer and Phantom Dragon's Flame, but the fact that's it's a charger makes it see a lot more play. It allows you the potential of playing a six mana card by turn five, and provides the needed mana accel the all powerful RUB decks need. plus with the equally powerful Thrash Crawler, you're capable of reusing the very same spell with no serious mana loss. sounds like a winner to me. I give it a 10/10.

Agent9 December 17th, 2005 12:37 PM

I'd rather play crimson hammer, even though you'll have much more resources with Volcano Charge.


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