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Kaijudo Battle Decks:
Tatrusion Vs. Razorkinder Review
By J.Matthew Markulin
July 2, 2012

The Kaijudo Battle Decks: Tatsurion verus Razorkinder is the first installment in the actual collectible card game for the multi-tiered approach which Wizards of the Coast is taking towards their new Kaijudo product born of the previously discontinued product known as Duel Masters. This product also includes a cartoon featured on the HUB (of “My Little Pony” fame) and an online element that I personally have still yet to explore enough to say anything about!

The battle decks retail for $19.99, which is a price I personally have to groan about seeing. I’m never a fan of high price points like this when it comes to a small collection of cards that are likely to be nearly worthless after the full game is released. Historically, within collectible cards games, companies have pieced together decks that are full of cards that are simply set to wow the uninitiated. Basically, crud that you later say to yourself, “Was I really stupid enough to pay that much???” Cards that don’t even end up in your box of “good commons” with rares that you place in your binder to trade praying that one day another new player will come along and be foolish enough to fall for the sparkle as much as you did when you handed over that Jefferson so long ago.

HOWEVER…

The Tatsurion versus Razorkinder Battle Decks take that mold and shatter it into so many pieces that nothing but dust exist!

First how about we take a tour through just the product itself? The packaging is attractive enough, though for an old Duel Masters nut such as myself they could have wrapped it in a paper bag and I would have still been in line day one to purchase these decks. As expected, two sparkly cards are set forefront to gain the attention of the passerby. These cards are set apart in a card fan style with the first, Tatsusrion, placed on the left hovering over what appears to be a brownish box styled as if it was an ancient tome containing some great, forbidden knowledge. To the right is Razorkinder set before a greyish/purplish box with just the hint of a wispy skull peeking out from behind the card – enough to wow the passing pre-adolescent, however strategically obscured enough with the hope that mom won’t notice and say something embarrassing like, “I’m not letting my son worship Satan!”

Emblazoned below the cards in bold gold and edged in black is the games new name: Kaijudo. To either side of that title the box presents a close up picture on the faces of those two new sparkly cards. Both monsters smile viscously and give the passer by an, “Oh you know you want some of this” look of excitement.

Removing the plastic covering and ripping off the paper sheath that holds the product together you find an interesting surprise. The ancient looking tome and background of greyish/purplish with the wispy skull did hold a secret after all. These make up two quite study deck boxes, with solid magnetic “locking” mechanisms that actually takes a few moments to figure out how to open (I just hope a lot of younger players do not wind up destroying their boxes in frustration if they can’t figure out how to open them. Remember kids – it doesn’t hurt to ask for help!). Giving deck boxes in a starter is not anything new to the world of collectible card games, however these are two of the more attractive and well put together deck boxes I have seen in the past. I believe I will actually still be able to use them not just for these battle decks, but to house decks of my own construction and…with sleeves! So, plus one point for Wizards of the Coast. I already don’t feel quite as bad about my missing Jefferson.

               

Hhhmmm…now what about the worthless shineys that I will desperately be wishing I can get rid of later on? Let’s start with Razorkinder. This card easily harkens back to the first starter released from back in the Duel Masters days. That starter was released with a shiney known as Rothus, the Traveler. In fact, there were several different art forms of Rothus, the Traveler released around then, all shiney and created for that same purpose – wowing the potential audience! Razorkinder and Rothus, the Traveler share the same 4000 power and a similar ability to smite a single opposing creature. However, with Rothus, the Traveler you had to first destroy one of your own creatures then your opponent received the privilege of choosing which of his creatures he didn’t so much mind perishing. Not as efficient of a removal card as one might really prefer. Needless to say, Rothus, the Traveler did not see much play.

Now, Razorkinder does cost 7 to field, that’s 3 more than Rothus, the Traveler ever cost which can make a huge difference the game. However, the overall cost of many of the previous staples in the game have increased with the Kaijudo release. The most direct comparison would easily be Terror Pit. During the Duel Masters hay day Terror Pit was a 6 cost spell which banished one a creature of your choice and could also be played as a shield blast for free. In Kaijudo that cost has been raised to 7, though the rest of the card has remained the same. So, in direct comparison, Razorkinder to Terror Pit, in Razorkinder for the same cost as Terror Pit you lose the shield blast functionality, however gain a 4000 powered creature on the board. Not a bad exchange and you are effectively doubling the amount of Terror Pits available for use in your deck!

                               

So, Razorkinder is a pretty solid card. Does Tatsurion hold up the same? With Tatsurion I believe it’s a little harder to tell as it so much depends on what other cards are released within the base set. As he stands now he is a 6 cost 6000 double breaker that is able to attack an opposing creature the turn he comes into play if that creature is tapped. Considering you can not normally attack the turn a creature enters play the second ability is pretty solid (even if it’s useless after the turn you put him into play) effectively making Tatsurion into creature removal when pitted against any tapped creature that does not possess a power greater than 6000 and provided the opponent doesn’t possess a blocker that they choose to throw in the way of Tatsurion. Okay…that’s a lot of “buts and ifs” so perhaps the jury should still be out of Tatsurion.

                              

Looking at the “Battle Decks” themselves I must say that I am impressed. Someone at Wizards of the Coast actually knew the game and had a clear understanding of what they were doing. The Tatsurion deck is a Fire and Nature deck which focuses on fielding offensive creatures early in a pretty decent mana curve. In the 40 card deck there are three copies of a 1 cost creature, five 2 cost creatures, five three cost creatures, nine 4 cost creatures, four 5 cost creatures, a single 6 cost creature and two seven cost creatures. Is it a perfect mana curve? I would have made a few adjustments if it was me however, I the mana curve is definitely solid allowing the player to often make a solid play turn after turn thus regularly fielding enough threats to make the opposing player work hard to hold them back.

The majority of the remaining cards focus on removal for a total of 7 removal cards. That’s a whole 17.5 percent of the deck! My previous experience which such pre-constructed decks has normally seen two or three removal cards making any removal a nearly random event.

Additionally, this battle deck introduces the player to a touch of mana acceleration. This function is by no means the primary goal of the deck, but a few cards tossed in to allow the player to take advantage of the function should they find them in their opening hand. This consist of two copies of Sprout (2 cost spell, shield blast, “Put the top card of your deck in your mana zone”) and a single Bronze Arm Tribe (4 cost creature, 1000, “Harvest – When this creature enters the battle zone, you may put the top card of your deck into your mana zone”). Occasionally this will allow you to play a 2nd turn Sprout followed by a 3rd turn Bronze Arm Tribe thus field and 4th turn Tatsurion of 5 turn “other 7 cost fatty.”

The Razorkinder deck is a Water and Darkness deck which sports a just as impressive consideration towards the creature mana curve. While no one cost are available, the two cost creatures weigh in a littler heavier at 7. Five three cost creature moves into nine 4 cost creatures (making 4 the sweet spot on both decks) followed by four 5 cost, two 6 cost, two seven cost and a single 8 cost. Amongst these creatures are eight creatures with the blocker ability and all of eight of them cost 4 or less allowing for the early build up for defenses. This deck is a little more removal heavy than the Tatsurion deck with eight removal spells plus Razorkinder himself making for nine means of direct removal or 22.5 percent of the deck!

Equally impressive is the consideration put into these decks with regards to staples of the past – and not just common (as in rarity) staples. Each deck includes a single card of their best removal from Duel Masters, Terror Pit for the Razorkinder and Root Trap (formally “Natural Snare) for the Tatsurion. Each of these spells have increased in cost to seven, though this keeps them balanced against each other.

So, the question you may be asking is which deck is better? Which one should I lend to my buddy to assure that every time was play I trounce and humiliate him? Frankly, neither. While both of these decks are built to function very differently, they are equally matched. The geniuses at Wizards of the Coast did an exceptional job balancing these decks. It more comes down your play style rather than which deck is better. Tatsurion is relatively quick and in your face, though you have to be careful about over extending as right about the time you are going for the kill your deck is petering out of options and Razorkinder is just starting it hit its stride.

While Razorkinder is a little more sluggish a strong player will be able to beat back the Tatsurion deck in the early game then you can dominate the board and wind up with a fatty much too big for either Tatsurions creatures or spells to handle thanks to the likes of Zagaan or Gigaron (with the exception of the sole Root Trap).

Overall, I would like to say good job to whoever at WotC put these together. I have never been as satisfied with what amounts to a “starter deck” in my life. By the end of July these decks will be completely dismantled and never see the light of day as they were originally formulate. Until then, I can truly say that I appreciate the work and effort that went into the creation of this product. So, no regrets Wizards of the Coast. You can keep my Jefferson!



 


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