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Pojo's Duel Masters Card of the Day
 

storm_shell
Image from Wizards Duel Master site
 

  Aqua Hulcus

Base Set


Date Reviewed: 4.05.04


Constructed Average Rating: 3
Limited Average Rating: 3


Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.


Scott
Gerhardt
* Game Store owner in CA, ShuffleAndCut

Multiple M:TG Pro Tour Appearances

I guess I can see this guy seeing some constructed play if you need a body since it does replace itself.  I'm just not a big fan of a 2000 for 3 that can't stop an attack and can rarely pose a serious threat at making one, even if it does draw a card.

In limited, drawing a card helps find your fattie bomb faster.  I still don't like it there, but I will definitely play it.  Never know when you need to simply outnumber your opponent to win.

Constructed: 1.5
Limited: 2.5


Christine
Gerhardt
* game store owner in CA, ShuffleAndCut
I like this guy... I really, really like him. One key to most any TCG is this: Card Advantage wins games. Repeat that over and over. The more cards you have available to you, the better the choices available to you are. This guy gives you card economy as you only need the one card to give you 2 things: Card Draw and a Creature. The cost is very good. I figure a cards casting cost on average should be equal to its power x1000. So 2 of the 3 mana go toward the 2000, leaving you 1 mana towards drawing a card... definitely worth it. The one thing I've noticed as I've played Duel Masters is that it is easy to get to a point where you feel very low on cards, sometimes to the point that you think twice about dropping mana because you don't want to waste the cards in your hand. But ideally, you would always drop mana every turn, giving you the best casting opportunities as you draw cards. Using cards like Aqua Hulcus to draw helps to fill that needy hand, and if you have enough drawing sources, you will always feel free to drop mana every turn.

In draft, card draw is also important, and Hulcus is one of my higher picks. Blue is a high pick for me anyway, as besides card draw, Blue affords you evasion, which can make a big difference in a limited game.

Constructed: 4

Limited: 4.5

****************************************************

Dimension Gate

I'm not so sure about this guy. Since I've been playing a lot of limited, I know he isn't too hot there. I tried using him for a while with little advantage. But of course, constructed is another beast all together. Green as a whole isn't a great color so far, and this kind of lumps in there. If there was a creature key to my deck, though, it might be worth a spot. As a shield trigger, good times. But using 3 to cast it from your hand decrades your drop for the turn, so eh. It's not that the ability is bad, just that its cost hurts you too much when played from your hand.

Constructed: 2.5

Limited: 1.5

****************************************************

Ruby Grass

A solid blocker with 2 solid abilities for it's cost. It's an early caster that gives you 3000. It's first advantage is that it's a blocker that can attack other creatures. This is really so much better than blockers that can't attack at all. You at least have the oppotunity to take out a creature with it. It's next advantage is built in evasion. At the end of your turn, you can untap it, keeping it from becoming vulnerable to an attack by your opponent. This is a really nice ability.

Ruby Grass is a nice early creature, and will carry it's share in the early game by holding off a few small creatures. Of course, it becomes more useful as a blocker in the later game. All in all, it's a solid though small blocker with a good cost for it's abilities. Sure he's not a huge one, but you can't wait until turn 6 to start casting. Ruby is a good mid caster until then.

In limited, it's a nice mid to late pick. You'll want to scoop up bigger guys first, but don't miss this one after that. He's solid, solid, solid.

Constructed: 3
Limited: 3.5
 

 DeQuan
 Watson

 * game store owner (The Game Closet - Waco,TX)
 
 * Scrye writer since 2002
 
Aqua Hulcus

I REALLY like Aqua Hulcus. I know that several people might want to down talk this card, but it's is really good. There are a lot of combos that will allow you to replay this card which will build or hand up at a ridiculous rate. If you haven't tried it, you should definitely give him a shot.

Rating: 3.5
 
Hydromorph Aqua Hulcus is one of those cards that isn’t overly flashy, but will
probably find it’s way into a lot of water decks for a long time. First
off, a 2000 body for 3 mana isn’t much of a deal, but it lets you draw a
card when you play it. This means it automatically replaces itself, even if
it dies. In most card games, this ability would be rather important, and
this remains true for Duel Masters.

The ability to cycle through your deck while putting a threat out there is a
good deal, and while 2000 attack may not seem like much of a threat, it
still breaks a shield if it gets through, so I’d take it for what it’s
worth. In the few Water decks I’ve played, this little dude actually ended
up punching through for the win. If you’re running heavy board removal, run
4, otherwise keep it in heavy consideration for you’re looking for early
game plays.

On a sidenote, when Aqua Hulcus takes out a shield or attacks for the win,
it's attack is adequately nicknamed "Hulk Smash"

Aqua Hulcus - 3.5/5
 

 Otaku

Name: Aqua Hulcus

Type: Creature

Civilization: Water

Race: Liquid People

Cost: 3

Power: 2000

Effect: When you put this creature into the battle zone, you may draw a card.

Flavor Text: Liquid People freely control the liquid.  For them, water is armor and shield.

Mana#: 1

Set/Card#/Rarity: Base Set, #23/110, Common

 

Attributes: Aqua Hulcus is on of the Liquid People.  For now, this is just a cool theme as no effects refer to their race.  It is of the Water Civilization, which means fairly little, as usual: I don’t think I’ve seen anything by mana cost reference Civilization.  This creature costs 3 mana to summon, but has a Power of 2000-one less than we paid for.  Fortunately, it also has an effect, and 2000 Power is decent for a Creature that should see play fairly early in the game.

 

Abilities: When you put this creature into the battle zone, you may draw a card.  This is a fairly solid ability, and seems worth a mana to me.  It is an optional effect, and that is important, as I will explain in the next section.

 

Uses/Combinations: I would probably only use this for Water decks.  Draw power doesn’t seem as great in this game as it does in games like Yu-Gi-Oh and Pokémon, since you will rarely be able to use everything you draw.  Also, this game is over the instant you draw your last card, making it a hair easier to deck out than most other games, where you usually lose when you can’t draw any more and have to.  Still, more cards means more options, and while draw power isn’t as useful, in most other games its essential, here it’s just a “strong advantage”.  I also might mix it with Light, as Light seems to be the “baseline” Civilization that is well-balanced.

 

Ratings

 

Newbie Format: 3/5-New players, in my experience, have larger decks, and can definitely use the draw power.  Unfortunately, they are also more apt (again, in my experience) to go overboard and draw too much.

 

Standard: 3/5-Same rating, different reason-decks are slimmer here, so while the players can handle it, as stated, it’s useful, but the mana acceleration of Nature cards, the speed of Fire, and the creature removal of Darkness seem better.  As I stated, if you use a lot of Water, go for it.

 

Limited: 3.5/5-Draw power will probably be better here since you will have a lot of “filler” in the deck.

 

Summary

It’s a solid card that has a place in certain decks, but not all of them, and that’s fine with me. ;)
 


 Ray "Monk"
 Powers
 
*DCI Tournament Organizer
 *Game Store Owner (Gamer's Edge)
Aqua Hulcus

I love this guy. He’s a bit wimpy for his cost, but I like to play control decks, and control decks thrive on card advantage. When you are playing a control deck in this game, the way you win is by simply eventually overwhelming your opponent with creatures, and the fact that these creatures are 1000’s or 9000’s is largely irrelevant. So this guy fills a great slot, adding a creature to your count while continuing to draw you cards to control the game.

Constructed: 4
Casual: 4
Limited: 4
 
Stegyman Drawing is important, and Aqua Hulcus provides that.

Aqua Hulcus: Water Creature, 3-Mana, 2000 attack. Kind of eh, huh? The text says that when you put [Aqua Hulcus] into battle, draw a card. Hmm..

What's good about this card? Well, you get to draw a card, but that's the thing: you only get one card. Water also has Brain Serum and Crystal Memory to draw cards, and they both cost 4-Mana. So, along with the previously mentioned spell cards, you can be drawing cards using Water faster than your opponent, and you get to set up faster.

Pros: cheap creature, draw one card

Cons: sub-average attack power, ONLY one card

Would I play this card? Probably only in a Mono-Water deck. Why? Well, I would use the extra space for something else, but in Mono-Water this card is good. In Limited, however, card drawing=good. An early pick.

Tournament: 3/5

Limited: 4.5/5
 
   

 

   

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