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Pojo's Duel Masters Card of the Day

Dealer's Choice Day

Each reviewer gets to pick a "key" card for their invitationals deck and review it.

Date Reviewed: 06.10.05

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

White Wolf "key" card in Invitationals deck!

Today folks we're reviewing a card that makes my invitational deck "invitational" worthy. Breif recap, my decks aren't exactly what you would call "cookie" but the themes are, so here we go!

I figured that someone is doing Emeral and SOMEONE is doing Merfolk, so I'd go with the next Cyber Lord (not Corile) in my deck that has had amazing results regardless of the massive flame that I recieve for using it.

Meet Hypersquid Walter. He's that rare from Evo that everyone figured was useless because of his mere 1000 attack. But now that more and more people are moving from rush to control, Walter was taken out of the binder for additional support for Merfolk. As for his race, Walter is a Cyber Lord. He's also Blue. Both of these attributes are amazing in their own right, especially when combined with Merfolk.

3 mana for 1000 is pretty bad, but if you throw in a great effect, you get something usable. Whenever he attacks, you can draw a card. While this may not seem all that great, it actually is! Many people compare Walter to Hulcus, but the thing about Hulcus is that your only drawing one card. That is good by itself, but Walter provides for even more card draw. He can offer multiple cards for the price of a single attack of the sheilds. With blue and black's removal in the early game, that's pretty nice. And if you ever need to, you can always suicide him and get your Hulcus!

But the major point of this is that if your running 4 Walter, 4 Corile, and 4 Emeral, then you have 12 Cyber Lords in your deck (8 of which can come out before turn 5), because on turn 5, you can play your Merfolk and gain some advantage over your opponent. It may not seem like much, but 8 cards out of 40 is a 1/5 chance to draw a Cyber Lord and keep it on the field for turn 5. Up to turn 5, your opponent will have access to their Crimson Hammers and all their weenie removal. This can cause problems with your lone Emeral. That means that you would have to wait till turn 6 to play that Merfolk. Not something you would want.

In the end, try out Walter. Over the 7 months that I've been using him, he has proved to be a great asset in getting more advantage quicker.

Constructed: 4/5 - 1000 power can still be a problem, but it's workable.
Limited: 3/5 - card advantage is the most important thing in Limited, but if you don't have a way to keep it on the field, then your in trouble.
mah key card

Well today is my first dealers choice review and it is about the KEY card in your deck at invitationals.  Mine is crystal paladin:
Crystal Paladin
cost 4
liquid people
5000 power
When you put this creature into the battle zone return all blockers to their owners hand
 Even though I only have one paladin (trade me yours) it is my key card.  It is also my favorite and for a good reason.  1) It has 4:5000 2)It can attack IMMEDIATELY 3)  IT LOOKS AWESOME!!!!  This is a very useful little card as it has a mass removal ability.  I am sorry I don't have the time to type a llloooonnngggg review so here ar his perfect ratings.
constructed:  Great for any deck that uses water 5/5
limited:  If you get the bait, use it. 5/5
I gave all the cards perfect reviews this week :)
Steven Cantrell

Today we are supposed to pick the one key card in our Invitational deck. I chose to review Twin-Cannon Skyterror partly because I love playing him and partly because I have already reviewed most of the other cards in my deck. Now let’s see how this bad boy breaks down...


Twin-Cannon Skyterror

Type: Creature
Civilization: Fire

Race: Armored Wyvern

Mana Cost: Seven
Rules Text:

Speed attacker (This creature doesn’t get summoning sickness.)

Double breaker (This creature breaks 2 shields.)

Flavor Text:

The first cannon blasts your flesh. The second cannon blasts your soul.

Power: 7000

Rarity: Rare

Set: Survivors of the Megapocalypse, Release promo


Power/Cost: Do not be scared away by the expensive cost. This will probably be the best seven mana you have ever spent in your life. Twin-Cannon’s 7000 power is enough to defeat just about all blockers, regular creatures and mid-level Evolution cards. His 1:1 power to cost ratio is right on the money.


Civilization/Race: This area is of little importance today. Twin-Cannon is from the Fire civilization, which means he fits along with the other Speed Attackers. There are currently seven other Armored Wyverns, most of them sup-bar at best. They have no Evolutions and really don’t matter at all. Nuthin special here.


Effects: Speed attacker and Double breaker were never supposed to meet. This combination has got to be one of the most lethal in all of Duel Masters. He has the element of surprise coming onto the field. Twin-Cannon can immediately swing for two shields, tackle another fatty, or Stomp-a-tron any poor blocker who gets in his way. Simply a great finisher.


Limited: 5/5

If you pass up this guy in draft, please burn your DCI card and go hide under a rock. There is absolutely no reason not to grab Twin-Cannon Skyterror immediately. He will win you countless games when used in the draft format, guaranteed.


Constructed: 4.5/5

He has slightly less power in regular play due to the abundance of pesky chump blockers. Still an incredible late-game topdeck though. Twin-Cannon works great in all the cookie cutter D/F/W control decks running around.


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