Pojo's Duel Masters news, tips, strategies and more!

DM Home

Message Board

DM News Reports

Trading Card Game

Price Guide
Card of the Day
Duel Yammers - Fan Tips
Top 10 Lists
Tourney Reports

Featured Writers
JMatthew on DM
cecillbill's C-Notes

Deck Garages
Dry’s Arsenal
Drizer's Dungeon
cecillbill's Dojo
Knives101's Lab
NFG's Garage

Base Set DM-01
Evo-Crushinators of
Doom DM-02

Rampage of the
Super Warriors DM-03

Starter Deck
Shobu's Fire Deck
Kokujo's Darkness Deck
Shadowclash Collector's Tin
Shadowclash of
Blinding Night Spoiler

Survivors of the

Disruptive Forces Decklist
Block Rockers Decklist
Duel Masters Starter Set (2)
Twin Swarm Deck
Hard Silence Deck
Promo Card List
Epic Dragons
Fatal Brood
Thrash Hybrid

Video Games
Sempai Legends


Duel Masters
Yu Yu Hakusho
Harry Potter
Vs. System

Pojo's Duel Masters Card of the Day


  Or, don't love in this case.
Dealer's Choice

Cards that proved LEAST useful at Invitationals.

Date Reviewed: 08.29.05

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

Lee Sandow Welcome to blocker week! Sort of. We'll be reviewing blockers on Wednesday and Friday, but today we are doing something special. We are reviewing the cards in our deck that were least useful at invitationals. I can't do that. In my mind, there is no "least helpful" card in my deck. All of them had their purposes, and they served them. So instead, I'm going to revew the most controversial card in my deck.

Zagaan, Knight of Darkness
Cost: 6
Civilization: Darkness
Card Type: Creature
Race: Demon Command
• Double Breaker (This creature breaks two shields).
Flavor Text: "If I were to send him out into the battlefield, he would be corile'd in an instant. Where is the fun in that?" - The critics
Power: 7000
Mana Generated: 1
Rarity: Super Rare
Card Number: S6/S10

Note the alteration to the flavor text. Anyhow, most people say this guy is way outdated and that I'm crazy to use him. I still plan to use him at nationals though, and I'll tell you why.

Civilization/Race: He's a big, beefy darkness creature. He's also a Demon Command, who have one good evo, and more coming in the future. He's not the best command for evolution purposes, but he's far from the worst.

Cost: He costs six mana. A hefty cost, to be sure, but it can easily be done in nearly any sort of deck. With mana accel, you can use him even sooner. Short of evolving a creature, you won't summon many things this beefy on turn six.

Power: Zagaan has a lovely 7000 attack. He can flatten nearly any creature in battle, and is rarely threatened by another creature that isn't a slayer. Just beware of big evolutions like Fighter Dual Fang, and cards such as Bagazagel Dragon.

Abilities: He double breaks. Yay! That's his only ability, which may be why many people just don't care for Zagaan.

Ok, now that I've reviewed these stats, let's see how they stack up.

Constructed overview: Sadly, I must agree with my critics that Zagaan is a little past his prime here. We live in an age of control, and aside from using his high power to smack little creatures around, he doesn't fit that theme. He isn't meant for rush. There are cheaper Demon Commands to evolve from to Ballom. But guys, Zagaan needs your love! He does do one thing very well. He is excellent at forcing your opponent to act. They won't like your fatty lingering on their field, so you can bet that they will do everything in their power to destroy him. He's excellent for drawing out your opponent's Terror Pits, Death Smokes, and other such things. Just beware of Corile. Still, if all you are is a meatshield, then it's time to go. I'll be using Zagaan in L.A. because I love the old-school factor, but otherwise, Zagaan is past his prime. 3/5, cause everyone loves personal bias.

Limited overview: A nuclear bomb just waiting to happen. He'll be hard to destory, he'll be GREAT for smashing shields, and he'll come out at a time in the duel where he cans till turn the tide. Take him, or be dumb. Everyone knows fatties ROCK in Base Set limited. 5/5

Why can't Kaijudo Masters keep girlfriends?
They're all players!
Steven Cantrell To those of you who normally read my reports, there sadly will not be one this week. I have been short on time to write now that school and soccer both started again. Quick summary of the tournament anyway: I came in second using my trusty BUG deck. Sole loss on the day was 1-2 versus Justin Florio in the finals. We also had the second GA Circuit event yesterday (Sunday). I didn’t enter having already won the trip, but Stephen Fordham and Andrew Philips won their respective divisions. Congrats guys. Now onto the actual Card of the Day. Today’s is supposed to be any card that underperformed in my deck at Invites. That would be...

Faerie Life

Type: Spell

Civilization: Nature

Mana Cost: Two (2)

Rules Text:

Shield trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.)
Put the top card of your deck into your mana zone.

Rarity: Common

Set: Stompatrons of Invincible Wrath

Faerie Life is simply the spell version of the staple Bronze-Arm Tribe. For the cost of two mana, an additional mana is generated off the top of your deck. This can set up for a turn three Locomotiver or Corile/Merfolk as early as turn four. Good things happen when you get an early jump on the opponent. Faerie Life even has Shield trigger tacked on that will earn you a free mana in a pinch.

So with all that upside, why did I choose Faerie Life as the one card that failed to meet my expectations? Well obviously mana generation is most useful early on. That makes the ideal time to cast Life on turn two, but you can’t play it without another Nature card already as mana. In my BUG deck that was frequently becoming a problem, so I ended up ditching Life for Crow Winger. Moral of the story: have at least 12-14 other Nature cards in your deck if you expect to reap the benefits of a turn two mana accelerant.

Faerie Life is also a terrible topdeck late in the duel. Many times I’ve seen duelists groan in disgust at drawing Life when it was the least needed card. But in that situation, the best you can do is drop Life as mana (not casting it). This way you save a card off the top of your deck, and gain the mana anyway.

Limited: 2.5/5

Life is great if you can snag a pair to consistently pull them off on turn two. But like my problem, limited usually means 3+ colors, so you may not have an additional Nature card as mana to play Life on turn two. Be careful.

Constructed: 3.5/5

In the regular format, Life on turn two is more feasible. I suggest at least trying 2-3 copies in any part-Nature deck. Green’s acceleration normally works best alongside draw power or to speed up normally slow decks. Just keep that in mind.

Copyright© 1998-2005 pojo.com
This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site.