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Pojo's Duel Masters Card of the Day

Image from Wizards Duel Master site


Card #14

Date Reviewed: 04.04.05

Constructed Average Rating: 4.75
Limited Average Rating: 3.75

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

Drizer Name: Emeral
Civilization: Water
Race: Cyber Lord
Mana Generated:1
Rules Text:
When you put this creature into the battle zone, you may switch one of your sheilds (shortened)
Power: 1000
Type: Creature
Artist: Dai
Drizer's Flavor Text (For cards that don't have them):
Flavor Text: "If you think I'm good at this, watch me play video games!"

Ah, so this is the way we start off the week. Great, I get to review the card that screwed me in the finals of the tournament on Saturday...Yipee

Good Points of the Card

-2 for 1k
-Low Cost
-Lay down a trigger

Constructed Side

This card is very broken in constructed. It allows you to lay down those deadly 6 cost sheild triggers that everyone loves so much. I actually use this card very often with my splashed holy awes in my mono blue deck. This card is now heavily abused in my meta since the invasion of mono blue with a splash. Oh well, what can ya do? I suggest if your opponent switched a sheild with emeral, hit it early or when you don't have anything bigon the feild.

Limited Side

I guess this card could be useful even though you don't have as many sheild triggers. Oh wel, couldn't hurt. If you want, you could just play this card to look at a sheild

Bad Points of the card

-Leave me alone, GOSH

Overall Standings:

Ok now class, pay attention. Emeral + deck = PWNAGE

Constructed:5 Have you met Holy Awe? Oh, hello Mr. Terror Pit
Limited: 4.0
Art: 2.5

Till Wednesday!
Steven Cantrell Stompatrons of Invincible Wrath will be released this weekend. I really hope it will breathe some life into Duel Masters and shake up the metagame. With that being said, I have decided to begin writing card reviews to give you my insight of the new set. First though, we have an older card from all the way back in Rampage.

Type: Creature
Civilization: Water
Race: Cyber Lord
Mana Cost: Two
Rules Text:
When you put this creature into the battle zone, you may add a card from your hand to your shields face down. If you do, choose one of your shields and put it into your hand. You can't use the "shield trigger" ability of that shield.
Flavor Text:
"If you think I'm good at this, watch me play video games!"
Power: 1000
Rarity: Common
Set: Rampage of the Super Warriors

Power/Cost: I am going to cover power and cost in the same category because of the connection between them. Emeral has a very low cost of two. This makes it playable right off the bat. The power of 1000 means it can suicide into other weenies, but will never win a battle. Two cost for 1k power is decent, but the effect better make up for the negative ratio.

Civilization/Race: Emeral is a Water creature. This is a nice fit, because Water does not have many good creatures to play on turn 2 other than this one. The most important part here is the race. As a cheap Cyber Lord, Emeral is most often used in conjunction with Illusionary Merfolk. That is half of the reason why you will see Emeral in most decks. If it does pop up, be sure to kill it quickly before your opponent summons Merfolk.

Effects: Emeral has one of the most unique, yet powerful abilities in the game. Messing with the shield zone can be devastating to the opponent. There are two main ways to abuse this ability. The most obvious way is to set a good shield trigger like Terror Pit or Holy Awe. You can also set down a card that you don’t need at the time to pick up something more useful. Say you got a bad hand. Emeral allows you to swap the Crystal Lancer you will need later with something (hopefully) better.

Limited Ranking: 3.5/5
Constructed Ranking: 4.5/5

I look forward to writing reviews in the future as often as time permits. Please realize that I won’t be able to do one everytime. Thanks for reading!

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