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Dreamblade Mini of the Day
Reviewed November 15, 2006
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating
Dreadmorph Ogre got some competition...
Seriously, the EXACT same stats, Hellbred
lineage, one less aspect cost, and an ability
that is... frightening, all makes Crypt Worm THE
heavy to include in a Fear band. Certainly, I'd
be packing an Ogre as well, but the two
certainly do play well together.
6 Power puts the Worm in the beatstick league,
just like Ogre, and like I said, they tie with
10|13 D&L, so it's gonna be difficult to move
Slithers here when he don't wanna be moved. Add
in Haunt Gambit, and... yeah. Play him.
Haunt Gambit is the rough opposite of Haste
Gambit (Angel of Sunrises ability). Instead of
moving all your pieces, Haunt moves all of your
opponents pieces in target cell up to two cells
away. If you are wondering why you'd want to
shunt up to 4 enemey pieces just one cell...
well, that's what Fleshless Reaper is for. Of
course, if you don't have one in the right spot,
you could just push them back wherever you
wanted to and claim the cell of your choice.
Since this takes place in the Spawn Phase, there
should not be too much to mess with your fun,
and so long you picked on close to few pieces,
you can take it back without too much trouble.
Your opponent might be able to make it back to
the cell they were just forcibly vacated from,
but that's only if they avoid getting engaged on
the way, and if they do make it, they won't be
able to strike at you the whole turn.
This is definitely a must play for Chessmaster
and Fleshless Reaper focused builds. It is
splashable and still good, but a little focus
will definitely make things a lot easier for
this. As always though, be careful you don't
give your opponent to many conquest points just
for the quick advantage. STRATEGIZE HOW YOU USE
HIM. Don't bother Haunting something if you can
already kick it's tushy.
Constructed: 4/5 Playing Chessmaster or a Fear
band? Let Dreadmorph Ogre have a playmate, god
knows he deserves a friend.
Limited: 5/5 Pull it? Play it.
That Guy That
Ok, more Gambit as we move to the bigger guys.
If you missed my explination of Gambit
yesterday, go read it so you know what I'm
talking about. Now before Baxar's War came out
and I saw these guys previewed, I though the
creators were out of their minds. The effects
seemed more than worth a turn. The two 11 drops
seemed immediately broken. After testing them
however, the 11 drops seemed like the least
useful gambit pieces. When playing with both of
them, I noticed if I got them out too late, it
was too boad a situation on my side of the board
to give up a turn. If I got it out too early
(thanks to the Twin Temple engine), they had
little to no effect on the game. I'll talk about
it more as we talk about Crypt Worm.
Crypt Worm has identical stats to Fear's top
played 11 drop: Dreadmorph Ogre. 6-10/13 is damn
nice. Now instead of Multiblade Expel, you get
Haunt Gambit 2. Its a Spawn Phase / Scoring Cell
ability cost of 0, but you must give the
opponent(s) a turn to move any and all their
pieces up to 2 spaces. Gasp! Seems too good to
be true? Well think bout what I said earlier.
Too late means you might not be in a good
scenario to give a turn away. On the other hand,
too early doesn't have much of an effect on the
board. Now best case scenario, both players
haven't won a significant amount of turns. You
have Fleshless Reaper alongside a Fear army
packed with Expels and Scares galore. Now play
Wormy. If you take the Gambit, you can move all
their fairly weak pieces into Reaper in an
attempt to gain massive advantage. That's bout
it for utility.
Constructed - 3/5 - Works best in PotR bands.
Otherwise, you'll just have a beatstick that you
wish was an Ogre.
Limited - 1.5/5 - Too hard to get out here,
Artwork - 2/5 - Crypt Worm.. more like Brain
~Email me @ Tallbob1112@yahoo.com for Dreamblade
or YGO discussion~