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Pojo's Duel Masters Card of the Day

Image from Wizards Duel Master site

  Marine Scramble
Epic Dragons

Card # DM22

Date Reviewed: 12.22.05

Constructed Average Rating: 2.1
Limited Average Rating: 2.58

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

Matrixzero Name: Marine Scramble
Cost: 7
Civilization: Water
Type: Spell
Rules Text:
Your creatures in the battle zone can't be blocked this turn.
Flavor Text:
"Analysis complete. Begin the assault!" -Emperor Quazla
Mana Number: 1
Artist: Jason
Rarity: R
Collector Number: 22
Set: Epic Dragons of Hyperchaos

A card that gives all your creatures the Can't be blocked ability, but is it worth it?

Effect: A simple effect, all your creatures can not be blocked this turn. But how often are you going to get the full potential out of this effect? If you use it on one creature it's kind a  waste, but unless you have a deck that works on having five creatures out all the time and keeping them out, how often will you be able to play this card to it's full potential. When it's RUB V RUB, one will be keeping control of the game and the other will be losing it, and when you have the control you won't need this card. But if an aggro deck some how manages to still have at least 3 creatures by turn 7 then this card might be useful to them, But chances are unlikely that this situation will come up often.

Cost: Since I the only card I can really compare this one with is Laser Wing and that card is part of the light civilization, it's hard to compare the cost. For 5 mana Laser wing can be played 2 turn earlier and make 0-2 of your creatures unblockable, while Marine Scramble comes out 2 turns later and makes all your creatures unblockable. Also keep in mind that the big deck type is RUB and it's evil stuff comes out starting turn 5 so it's going to be harder to use M.S. to it's full pontental, so if you really want a card that makes your creatures unblockable I'd stick with Laser wing.

Combos: turn six play a lot of little guys, and then hope they live through the next turn, then play this. Could be a game winning card if you can get it off with a nice field on your side.

Constructed: 2/5 There are just better cards to use, but this could make for a fun deck.
Limited: 1.5/5 Chances are your game is not going to go to turn seven, and theres not a lot of blockers around to use this.
Catherine Byrne Marine Scramble
Cost: 7
Civ: Water
Type: Spell
Rules Text: Your creatures in the battle zone can't be blocked this turn.
Epic Dragons of Hyperchaos

Art: The art is ok. Some creaures attacking. Fitting, I suppose, to the effect.

Power/Cost/Effect: Well, since it's a spell, it has no atk value, but it does have a cost. 7 mana. While not as much as, let's say, Billion Degree Dragon, it's still a big number. On turn 7, I always prefer playing a swarm of creatures, or one of my double breakers, than playing a spell.

Of course the effect may just be worth it. Making all your creatures unblockable could, of course, win you the duel. But it's only worth it if you're facing a good number of blockers, and Fire and Nature have no blockers at all, with Darkness having only a small number. Those three civs are too popular at the moment, so I don't expect to see this card played much any time soon. Makes me wish we have a sidedeck in DM. :(

Constructed: 2.7
Limited: 2.5


Marine Scramble
Hello everyone I am Ricardo and today we are reviewing the card Marine Scramble, lets have a look at what this card does.
Name: Marine Scramble
Cost: 7
Civilization: Water
Type: Spell
Rules Text:
Your creatures in the battle zone can't be blocked this turn.
Flavour Text:
"Analysis complete. Begin the assault!" -Emperor Quazla
Mana Number: 1
Artist: Jason
Rarity: R
Collector Number: 22
Set: Epic Dragons of HyperChaos
An interesting card, it has potential, but is it worth putting in your deck.
This card is from the Water Civilisation so it fits the theme of manipulation and strategy, this card has to compete with all of waters other unlockable creatures.
This card costs 7 which is very steep for this cards effect and makes it have to compete for the top spot in players decks.
This card has 1 effect:
1: Your creatures in the battle zone can't be blocked this turn.
This is a finishing card, but it isn't that strong as it only makes your creatures unblockable and it's cost makes it a very weak card.
Limited: Totally not worth it, in this format there are not many blockers, making this card pointless.
Rating: 1/5
Constructed: This card is not as powerful as some of the other cards in this format, this card easily gets put to shame by Holy Awe, and it's cost is unfavourable to pay, making Marine Scramble receive a low score.
Rating: 1/5
Black Chaos Dragon BCD here again for another card. Today's card is Marine Scramble from Epic Dragons.

Name: Marine Scramble
Cost: 7
Civilization: Water
Type: Spell
Rules Text:
Your creatures in the battle zone can't be blocked this turn.
Flavor Text:
"Analysis complete. Begin the assault!" -Emperor Quazla Mana Number: 1
Rarity: R

Effect: Classic effect from water, the "unblockable".
If your opponent has some heavy duty blockers and you have an army of unblockables, it's game over(except triggers)for them.

Cost: 7 mana is about right for this cards. To use the full effect, you want it late in the game. Any less and this card would be abused, of course Essence Elf would make this card sick.

Limited: Only if you have mana accel.

Constructed: This card work great in any deck that uses Water and Nature.

That's it for now. Until next time.
marine scramble

Yes, I am back. Please hold your applause until the end of the review. I can do 1 or 2 of these a week as I have a life. My internet is being weird(not my email) so, I can't get to the card database. I know marine scramble is 7 mana and makes your creatures unblockable for a turn. It is inferior in every way to holy awe. If you don't want to be blocked, use holy awe. That's really the best advice you can get about this card. lol.

Constructed: 2/5 Holy awe people........

Limited: 4/5 Cause' there ain't no holy awe here.

Short review...........

Marine Scramble
Civilization: Water
Card Type: Spell
• Your creatures in the battle zone can't be blocked this turn.

Civilization:Water, home of the best unblockable creatures in the game, headed by Crystal Lancer stays true to its roots with the addition of cards like Wave Lance and Marine Scramble.

Cost/Effect: 7 mana cost for the ability to clench the game... hmmm I smell potential. I've splashed 2 copies of Marine Scramble in my Yaken style decks and they've worked quite well. Perfect to use with Turbo Rush creatures, Marine Scramble sadly will only see light play until should the time come that blocker heavy decks rise again in use.

Card Efficiency:Dependant on how many creatures you have on your side of the field and how many shield triggers your opponent may have, Marine Scramble should almost never have a negative impact (the exception is if you only had that 1 chance to win or end up hitting a Holy Awe).

Constructed/Limited: In both cases, blockers aren't very popular nor in high use at the moment. 2/5

Sengoku the Buddha
Hi Everyone, today we will be reviewing a nifty card that I haven't seen played much be maybe we may be able to change that...

Name: Marine Scramble
Cost: 7
Civilization: Water
Type: Spell
Rules Text:
Your creatures in the battle zone can't be blocked this turn.
Flavor Text:
"Analysis complete. Begin the assault!" -Emperor Quazla
Mana Number: 1
Artist: Jason
Rarity: R
Collector Number: 22
Set: Epic Dragons of Hyperchaos


Seven MANA!!! wow is wizard trying to drown us, wait no its actually kind of worth it lets take a look. This card is deceptive in so many ways, and one main reason is that seven mana seems like an eternity; however, that’s only if you play it is the wrong type of deck. This card is bound to be found in a blue deck focusing on hulcus and card drawing, but also adding wither red or green to gain mana accel and cheap creature. Either civilization is necessary in order to fully tap this cards ability. Seven is too high a number without help from another civilization.


Although, looking at this card by itself in a mono color deck its hard to put this card to good use because it essentially is a seven tap and if your first unblockable creature hits a holy awe then you just wasted a turn, and let your opponent obtain a game changing opportunity to thrash you. No, if you want to maximize your civilization, mana, and overall flow of the game you must constantly summon creatures with your dual or tri color deck, and once you near the seven mana area start using dimensional gate or crystal memory to pull both this card and cryptic totem onto the field. Why rely on green? Because with type of deck green allows for many potentially cheap two-three drops with mana accel perks. And later when you have 6 creatures activating marine scrambler, and have cryptic taped the game is essentially yours. How's that for strategy!!!


Mana and such a broad effect are the two reasons that make duelist avoid this card; however, don't be afraid of the POWER! Just kidding though, in reality this card is amazing in its effect to allow all your creatures to attack , and many times all you need to bypass your opponents shields in order to pull of that finally win. Although, its at that moment that reality slaps you in the face with two bloody squitos oh well there is next week right? Wrong, change your strategy, and give this card's effect a spin because even though powerful cards such as lancer maybe unblockable and a double breaker the same effect can be reached with two bronze arm tribes that are unblockable can inflict the same damage inflicting equal damage themselves. I recommend all duelist to find his/ her own combos with this card; because it is just too duel changing to ignore in the future.

Limited: 1
There is not much need for this card in the limited format due to their being not that may blockers coming out in this set. However, I see the potential for this card blazingly great affect to blindside many unsuspecting duelist, and they are bound to make a blunder of this card. Stay away in a limited format please.... the only blockers are evos and you would rather place Uberdragon Bajula in your deck wouldn't you

Constructed: 4
Again I reiterate the need to FULLY make use of this cards effect and that means placing it in a blue/green deck or even blue/ green/ red if your into that kind of thing. This isn't cause I hate black or light; however, those decks don't have the sear cheap creature to mana ration that blue, green, and red have to truly maximize this card. This is a potential game changing card, and until we see more decks played to its cheap unstoppable theme it may be a while until I'm beaten by it =)

Need help? E-mail me at BusteraBlader48@msn.com or if you happen to be in Anaheim at 3:00 on a Sunday afternoon come play me at Three J's Sportcard: 1231 South Euclid Anaheim, CA 92802 US
Ferret Mage Marine Scramble
Cost: 7
Civilization: Water
"Your creatures in the battle zone can't be blocked this turn
Flavor: You don't want to know what it says, and I...don't know.

Civilization: Water is the only civilization with cards that can bypass those pesky blockers and get right to shields that protect your opponent.

Cost: This card is one of 5 spells in Duelmasters that cost the very, very, very high cost of seven mana. So that means that you'll probably be playing this spell depending on whether or whether you running mana accel. Of course 7 mana is kinda of worth it for what the spell does, so in the right situations, this card can be deadly.

Effect: As said before, this card can be deadly when used in the right situations. By situations I mean like in instances when you have a few weenies on the field and your opponent has got a handful of blockers annoying. Or when you got that great Bolmeteus on your side and you want to destroy some shields without wasting your attack on some weenie blocker with 1000 power. With mana accel in your deck that also means you'll be able to pull this card out faster to attack for the win.

But then again, using this card to attack your opponents shields without defeating him could really spell trouble for you. Imagine attacking 3 shields only to give your opponent the cards he needs to defeat you, or having 4 unblockable creatures only to hit a Terror Pit. Not good.

Final Thought: This card cost alot, ALOT. But using this in the right situation can pull in you in for the win in a pinch, or it could utterly destroy you by giving you opponent hand advantage. So I suggest using this card when you know you can win.

Constructed: 3/5. Used in the right situations you could totally dominate with this card, or totally lose. If I had to pick between this and another creature destruction card though, I would pick the destruction card.

Limited: 2/5. Hmmmmm, I wouldn't pick. But if you got some good ideas then go ahead and do what you want.

Art: 4/5. They're everywhere!!!!!

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