Subject: A brief breakdown of the civilizations-Matt Rieper

As in a certain other card game *cough*M:TG*cough* Duel Masters run 5 different colors/civilizations.
For those of you who have already played the game a bunch, you already know everything i am going to talk about. But for those of you that haven't played yet, this will help you...hopefully.

Every Civilization in Duel Masters has its strengths and weakness, and I'm gonna help you figure out what those are.

First we have the Fire Civilization(red). Fire's cards are revolve around power. With the biggest collection of double breakers in the base set. But with the power of this civilization, comes a drawback; It has no blockers. Fire is the way to go if you want to overpower your opponent, just hope you can kill them before they do you.

Next up is the Nature Civilization(green). Just about all of nature's cards are in some way tied in with mana. The majority of these cards help you get more mana into your mana zone. It accomplishes this with cards such as Bronze Arm Tribe, Poisonous Mushroom, Mighty Shouter, and Ultimate Force. But like red, it has some drawbacks. With the exception of a few cards, nature lacks the power that some other civilizations have and like Fire, it has no blockers.

Now Lets talk about the Water Civilization(blue).
Water's cards are broken up into 3 main kinds. They have the most Draw power out of any civ, its the only civ with monsters that are unblockable, and it also has lots of cards that "bounce" monsters back into their owners hands. Water, like Nature, lacks some strong monsters, with a few exceptions, but makes it up by having small and weak monsters that cant be blocked. Unlike Fire and Nature, blue posses some blockers, the only problem with them is that they cant attack, again with an exception or two.

3 down, 2 to go, so lets keep on rolling, eh? Next up with have the Light Civilization(yellow). Yellow is a mixture of all kinds of cards, but this civ has been mostly used for defense as it has a high number of low cost blockers. Lights blockers are strong, and can still attack monsters, just not shields. But light has two of the strongest monsters in the game, one of which untaps every-turn. Problem is, both of these monsters are the Light Secret Rares. On top of the blockers and the two uber-cards, light has some pretty balanced attackers as well, along with some spell cards that allow you to tap your opponents monsters, and make your own monsters unblockable.

Last, and certainly not least, is the Darkness Civilization(black). Darkness is the only civ that has monsters with the Slayer ability (at least to my knowledge). Darkness has some high powered monsters, but they come with a price, often times involving the sacrifice of one or more creatures you control.
Blacks spell cards are some of the best so far (in my opion). They consist of 2 cards that allow you to destroy opponents monsters, 1 that allows you to take a monster from your graveyard and add it to your hand, and another that allows you to randomly discard 1 card from your opponents hand (a few of their monsters have this ability as well).

Thats all for now, any feedback would be much appreciated! if i get enough good reviews (or even get
posted) i might write a few more articles. You can e-mail me at Matt_lol14@yahoo.com