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Pojo's Dreamblade Mini of the Day

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Angel of Sunrise
Baxar's War

Reviewed November 17, 2006

Constructed: 4
Sealed: 3.66

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

That Guy That Plays DreamBlade


Ok so to wrap things up, we hae the devine Angel of Sunrise. If you're reading this, I'm pretty sure you know what Gambit is and how the amazing effects are balanced out by their difficulty to bring out and timing of the effect. Angel is no different, being just as hard to use as Crypt Worm. Costing 11 (with 3 aspect!!), he has 5 power and defensive stats similar to Noble Dragon. So why consider Angel then? Haste Gambit 2 is the pure opposite of Haunt Gambit 2. Instead of moving opposing pieces 2 cells, you move all your allies 2 spaces. Thing is, it only happens once, since its a come into play ability. So not only is it hard to play like Crypt Worm, its effect can only go off once. Not only that, but many event winning warbands sport Thunder Sultan and/or Voodoo Manipulator, both of which can screw up the aftermath of Haste Gambit. Even on off initiative, they can move your guys further away so you can't do your desireable move. What am I trying to get at? This piece that looks amazing on paper isn't really that good. Case closed.

Constructed - 2/5 - You may get it off, but you will be close to losing more than likely. Noble Dragon and Pearlthorn Gargoyle are better IMO.

Sealed - 1/5 - Crypt Worm becomes better here, just for being a better beatstick if you don't end up using the ability.

Artwork - 4.5/5 - Yes, it still has sick art. The wings are amazing

~Email me at Tallbob1112@yahoo.com for Dreamblade and YGO discussion~


Angel of Sunrise

And now, ladies and gentlemen, what is arguably the single best movement piece out there.

Angel of Sunrise is THE Valor piece to play. It, Scarab Warcharm, and Virtuous Maiden make mono-Valor not only viable, but an actual threat. This is rush in its most pure form, and it is very, very good.

Yes, it will only be coming out late game. The Spawn and Aspect cost require that, but the thing is... that only makes it better. There are going to be more allies to move and take over territory, and odds are, you can spend both action phases striking, so that whatever survives the first salvo doesn't have too good a chance on lucking out a second time. Move those Zungar Blademasters, Virtuous Maidens, Saints of Roses, Knights of Strife and Joy, Brighthammer Avengers, Noble Dragons, and Pearlthorn Gargoyles wherever you want, while Warcharms, the Clan Scouts, and Instigators move people even FURTHER come battle.

Haste Gambit isn't reusable though, which is a double edged sword. On the one hand, no, you can't use it a second time. On the other, you definitely won't be able to get greedy and give your opponent another turn win. While it would certainly be very difficult to come back after two Hastes, it isn't outside the realm of possibility.

Of course... there are ways around that. Chessmaster builds with Citadel of Torture LIKE come into play abilities, because then they can use Baxar to keep bringing them back. Buzzclaw, Lockjaw, and Angel are the main ones to expect for now, but that number will only increase as sets are released. Baxar's Citadel... will be something to look out for when it has an Angel in its ranks.

Constructed: 5/5 Playing Valor and don't like the Dragon? Here you go.
Limited: 5/5 Playing AT ALL? Here you go. Try to get a couple of other Valor pieces to help cover the Aspect cost, but that's the ONLY thing to worry about.

king atlantis

Today we have something fun- the Angel of Sunrise :-)

All i have to say- I LOVE it. Its the bain of many a band, and i expect to see it in the top 4 bands at the Anehiem 10K *I, myself, am testing it in a V/M DHC band*. so lets get down with it, huh?

5 11/12
come into play: haste gambit 2

ok, decent*ish* stats for a 11 drop, but its real gem is its come into play
effect: haste gambit 2. This gambit allows you to have each of your allys move up to two cells, for the price of giveing your opponent a round on the victory track.
Let me repeat: you may move EACH and EVERY *if you so choose* of your minis on the field, no matter engaged or not, two cells. its a god of a move, to say the least. who cares if your opponent moves one place on the victory track, if you can move all your disrupted back into the fray? use this to move your bright hammer around, then use chaos puppetteer to move him around again! so many possibilitys...*so glad i pulled one ^_^)

limited: 5/5 (need i say more? o, i will...)
constructed: 5/5 (its EXCELLENT!)
sculpt: 5/5 (possible my favorite i have laid my eyes on- truely beautiful)

hate/love/what-ever my reviews? questions/coments? drop me a line on wizards as king_atlantis, or on Pojo as King Atlantis...or e-mail me at king_atlantis@earthlink.net .
woohoo :)
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