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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. |
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. |
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. |
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. |
Nature only has one 1st turn creature, Sniper Misquito, which is useful if you use it right.
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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.
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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)
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I get that. I actually did that once. Yet that seems to be the only useful purpose he has beyond speed.
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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
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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. |
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
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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. |
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 |
Mullet's turn to pick a card... Wonder where he's been? :\
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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. |
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.
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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 |
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. |
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.
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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.
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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.
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Why would you put nature in there? :\ With Nature you wouldn't really need light mana speed.
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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.
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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.
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Yes we are, but you questioned me about a nature/light deck.
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