• Our friends from the Johto Times are hosting a favorite Pokémon poll - and we'd love for you to participate! Click here for information on how to vote for your favorites!
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

Duel Masters: Individual Card Discussion

Spiral Gate, okay.....

One of Water's specialty is the most fun thing to do, BOUNCING!!! (its not like bouncing a basketball). I like this card better that Teleportation, he costs more, its a double, while you could run 4 of these Gates in your deck! Its good, can bounce anything, from Braid Claw to Alcadeias. This guy's good, run it for mono Water or other decks that run Blue.

RATING 10/10

Speaking of Alcadeias, who's excited for the Shadowclash set?! They're out next week! Oh yeah, oh yeah, oh yeah, only problem Ballom or lcadeias won't do good, I don't have any Angel/Demon Commands! I'll also be interested what Water plays in this set. Fire/Dark Deadly Decay & Light/Nature Lethal Luminosity doesn't include Blue, so I'll be interested to see, I think it helps other civilizations. I think the cards on SoBN would suck, cos what'd you do if you run a mono-Black with Shadowclash w/ mono-red w/ Shadowclash too? Some new cards need other civilizations to work, meh.
 
Reminds me of Critical Blade for darkness, which is a personal fave of mine. I give it 9/10. The only thing I find wrong with it is that it bounces instead of destroys. Destroying the card would be much meaner. :D
 
Well that's as far as water can go...bouncing. I checked out the new set 4 stuff. Just saying that...OMG THAT BLACK SECRET RARE IS CRAZY O_O. and did white just get a massive drawing mechanic? Oh my...

Spiral Gate: Saved my butt enough times and killed me enough times (when others shield trigger it). 10/10
 
Kenny, it's called light, and the card colot is not even close to white. Insome cases I could understand giving it a card color reference like for darkness or nature, but light doesn't need it. Especially since you're giving it a reference that doesn't match it. :\

I haven't taken a look at the new set yet, althoguh i got a newsletter telling me about a tourny held for the new set.
 
Hey man. It takes a long time to switch from magic language to DM language. I'm calling civs for DM "elements" (that's like...nothing I know of...).

It's interesting, since the last set had a heavy single sic intensive cards (see the secret rares) while this new set is allied civ heavy and enemy civ hosing. To make things interesting, most of the bigger power cards from this set also comes from it being single civ intensive.

I found light having a relatively deeper section when it comes down to the rares. Again, lots of shield-related stuff. The hot new guardian that costs 5 for a 2000. The catch? You DRAW a card whenever a monster comes into play. UNCOMMON Aeris is sexy (5 for 9000). I mean, the best defense is...a really big monster ready to kill anything else, right? Anyway, the secret rare (Sorry, I'm never sure which one is more rare, so I say "super" for the less rare and "secret" for the more rare. somebody correct me on that) is the ticket to slaughter-vil, as disabling key spells from the other civs can really hinder (I mean, try winning when you can't play a single spell by turn 6. It's tough).

Dark's got some crazy crap, but mainly I'm excited about the regular rare photocyde (the 5 for 9000 guy) and the very/secret rare guy (8 costing demon command with double breaker and like 11000 or so power, with a come into play ability that kills all other non-dark monsters on the battle zone). I also think mongrel man (the one that draws whenever a monster dies) and the anti-light card (that makes all spells and monsters from light cost 2 more to play) are excellent cards (these 2 are uncommon). I also found a common that pumps all the darkness monsters on the battle zone by 2000. Only costs 4 and has a decent 3000 base to boot. Sexy since the worm and the amber piercer both needed some extra push to be a real major threat on the scene. I noticed quite a few demon commands that might hit the scene to support the evolution guy and then slap in the princess (makes demon command all blockers). Black is...deep. Oh man. Hold the flank in the early game and start slaughtering by turn 5! btw, I haven't seen a single match where the game doesn't end quickly after the secret rare drops onto the field.

Nature's got some depth, but I don't like some of the rares they have and overall the quality isn't as high. I'll dig around to see if anything's good.

Red's gotten light hosing to its maximum. I esp. like its rare shield trigger monster. It kills little guys. And that rare armou dragon is interesting too. Pumping Demon commands eh? Digging required.

Water: 1 for 2000 blocker. Liquid people. Replace marine flower...or not! The flower's got a kick-butt super rare that nets you 3 cards for playing it. It's a great way to get around the problem of not being able to play spells. No regular drawing spells. :-/ The secret rare is crap IMO, too allied civ intensive to use (I mean bouncing demond commands and angel commands in your graveyard to hand? You play with one or the other then...). The Lancer is getting its butt kicked now, as the paladin can finally exert its power (now bouncing blockers is FUN!). I need to dig around this one too, I wasn't too deep into it when I started playing with light and dark, but this civ looks deep.
 
Last edited:
YOu got the newsletter didn't you? But that's kind of hard to understand, so allow me to rephrase what you've said.

THe new set is focusing a lot on the darkness and LIght civs. They also encourage cooperation between the civs light and Nature and between fire and dark. A card they just got that is truly dangerous is an evolution 6 mana, and disallows all spell cards that aren't light to be played. Which pretty much ruins darkness, since it's greatest strength lies in it's highly destructive spells. But they also have themselves a newer card, the only draw power card that isn't water./ Mongrel Man allows you to draw a card every time a creature in teh battle zone is destroyed. And since Darkness is the only Civ with slayers, this guy will be seeing some major use in teh mono dark decks.
Another devastating spell, known as whisking whirlwind, allows you to untap all your creatures at teh end of your turn. Truly devastating, a light 1 mana spell that can untap all your creatures. The best strategy curretnly developed for this is to activate both Whisking Whirlwind and Diamond cutter. Use Diamond cutter to attack with all your monsters, then the whisking whirlwind will kcik in at the end of your turn and untap them, allowing you to reclaim full use of you're blockers so you'll be ready for the opponent's assault.

Which reminds me. It's now my turn to pick the card of the week. I choose Whisking Whirlwind. The card is not yet out yet, but I've pretty much told you all you need to know. I give it a 9/10 because under normal circumstance where you kill something with a light blocker and want to use it against the opponent when they attack, it's mean but not so much so. Only under teh circumstances of Diamond cutter does it truly show it's potential.
 
I still don't see why you don't accept the revision of the colour wheel for DM, tho. ie it's the reason why fire and dark both hose light and light and nature both hose dark. It's the same reason why water helps both light and darkness...

Whirlwind: Powerful card eh. I personally like the card by usually can't find a spot to play it with. Personally I think the good ol' diamond cutter should usually end the game itself tho, so I find the actual use for hte whirlwind a little less...useful.
 
Yeah. I just got a Whisking Whirlwind in one of my three DM-04 set packs today. It is pretty good. I'd give it a 10/10.
 
I know! I bought four packs. I got a Rare Forest Civilization creature:

Name: Ancient Giant- Giant
Mana Cost: 8
Power: 9000
Mana Power: 1
Effects: Can't be blocked by darkness creatures.
Double Breaker
 
That is one of the new boosts of which they spoke of. ALmost every single nature card from taht set focuses on boosting Light, just like all fire cards in that set pretty much boosts darkness.

But you guys are getting off topic. Teh card of the week is Whisking Whirlwind. I understand that the new set is pretty exciting to talk about, but there is another topic for that. :\
 
uhh.. kinda off topic and i dont want to start a thread I just want to ask, where to get good light cards other from random booster packs... in other words, any particular pack that only features light type creatures..crap now i gotta go sleep. i hope someone answers..
 
Pogiforce-14 said:
Whirlwind though is for those instances when Diamond cutter isn't enough on it's own.

True. However I do tend to find that diamond cutter can finish the games quickly enough. Thus my rating for it lowered by a slight amount. That is, if I finish the game with cutter 60-70% of the time, there is no need for the whirlwind.
 
Although if you run more than one diamond cutter and a whirlwind or two, then you could easily perform you're diamond cutter takedown that much sooner before the opponent builds up enough power to ruin you're strategy. I.E., I've foudn when battling mullet's Water Dark Tsunami deck, in my fire deck I have a few molten Tidal waves I believe they are called to wipe out all his monsters with a strength of 4000 or less, And all it would cost me is 1 sheild. it helps weed out the little wheener blockers and attackers, I'll tell you that much. But with whirlwind, and at least 2 diamond cutter, they'll have to hit you much faster to take you down wihtout going down first.
 
Back
Top