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C-Notes
Epic Dragons of Hyperchaos Sealed Review
– Light Ratings

October 24, 2005

By Christina “cecillbill” Page 

Light Civilization

Light is a great civilization to run in Sealed. With Light you’re more likely to find blockers, and cheap overpowered ones at that, which are golden in Sealed when they don’t have horrible drawbacks. Light also brings tap and untap effects to the board—effects that are often very powerful in Sealed (especially untapping). Light’s spells are decent for the format, but some shouldn’t take the place of creatures because they’re most effective when you have hitters in your field. 

Kuukai, Finder of Karma 

Sorry, Charlie, but this guy has bad karma and no way to get into play in Epic-only Sealed because there are no Mecha Thunder evobait in the set.  

Rating: Unplayable 

Nastasha, Channeler of Suns 

It’s a nice fattie creature. Expensive, but it’s nice. 7 mana is a lot to pay for saving a shield ala Pulsar Tree, but if you have many other threats or solid threats out and don’t need Natasha to seal a win, it’s shield saving effect might be useful.  

Rating: Medium 

Dracobarrier 

This is a very soild spell. It can you set up a creature for demise or bypass a blocker. If you tap a Dragon then you’ll gain a shield. That extra shield just might help you prolong the game long enough to turn things around. Might come for free.  

Rating: High 

Laser Whip 

A helpful spell as it lets you setup a creature for demise and gives you a way to bypass defense. I’d be careful not to pass up good creatures to include it, but it’s decent. 

Rating: Medium 

Lunar Charger 

As it doesn’t remove creatures from your opponent’s field or tap them, it’s not a first pick for me. It does help you keep two of your creatures from being slammed on the rebound. So, it’s playable, especially since it also gives mana, but weigh out your other choices first. I would much rather summon a creature and build a field.  

Rating: Medium 

Migalo, Vizier of Spycraft 

It’s a 2 mana creature, and that means auto-pick for me. Neat little effect that helps you gain a little more control over what options your opponent sees from his shield zone. Nice if you want to avoid giving him the killer creature, spell or blocker he needs. 

Rating: High 

Misha, Channeler of Suns 

It’s a solid creature for this format—5 mana for 5000 power. Your opponent’s Dragon guys can’t attack it.  

Rating: High 

Nariel, the Oracle 

This is an okay pick if you’re rocking a good number of little guys in your deck. It’s sure to annoy your opponent if he is riding on a lot of big guys. You get several little guys out and then drop this. I see this hurting a bit more than helping since you may pull a lot of good creatures over 3000 power. Take careful note of the size of your creatures and weigh whether or not this will help you more than hurt you. Depends on your other picks. 

Rating: Medium 

Sasha, Channeler of Suns 

This guy has some nice stats, but 8 mana is really pushing it. It will be able to stop those Dragons or help you win the game with its double breaker ability. If you run some Chargers or other acceleration effects then you may be able to get this guy out faster. Definitely weigh out your other choices first because 8 mana is really expensive for this format.  

Rating: Medium 

Sol Galla, Halo Guardian 

Auto-pick. Honestly, I don’t care what its effect is—which can be darn helpful—because it’s the cheapest blocker in the set. 2 mana and you have some defense. It can swing if you need it to hit. If you run spells, then you’ll have even more reasons to love this blocker, as it’ll get 3000 extra power whenever a player casts one. That effect can help it starve off something bigger or destroy something with greater chances of remaining in the field. 

Rating: High 

Solar Grass 

If Solar Grass’ Turbo Rush effect activates and it’s attacking your opponent and isn’t blocked, then you get to untap the rest of your field that are not Solar Grasses. That is very killer. You basically get to attack twice with your non Solar Grass. That effect wins games in Sealed. 

Rating: High 

Thrumiss, Zephyr Guardian 

With Thrumiss out, whenever one of your creatures attacks you can tap one of your opponent’s creatures. You can use it to set up future creature kills or to bypass defense to get some Turbo Rush effects to pop off. Annoying because it works each time one of your creatures attacks.

Rating: High

 

Light Summary

# High: 6
# Medium: 5
# Low: 0
# Unplayable: 1

Light offers a lot of playable cards for the format. If you pull the 2 mana blocker and Solar Grass, then do yourself a favor and commit to this civ in your deck. Just be careful with the spells I’ve rated medium. They can be helpful but shouldn’t detract from being able to mount pressure on your opponent.

 

 

 


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