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Card # DM-S1
Date Reviewed: 05.04.06
Constructed Average Rating:
Limited Average Rating: 2
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.
If there was ever evidence that Wizards wanted us
all to forget about mono decks, here is some obvious
proof. I find it sort of funny that they keep
flipping from “Make a mono deck” to “Mono decks are
for suckers” and back to “mono decks rule!” In the
next few sets, we will go back to mono card boost,
but for now variety is the spice of life. But why,
oh why would you want to run a 5-civilization deck?
That would be what you needed to have to fully
utilize the effect of Elixia (or just power it up a
turn Ala Sword of Malevolent Death or something else
to power it up a bit). Here is a quick break down:
Upon summoning, he could have 4,000 power if all
your mana were light (Since that count’s as one).
If you have two, it would have 7,000 power with
Add another civ into the mana zone; it becomes a
10,000 powered double breaker.
Four civilizations more keep it a double breaker and
If ALL the civilizations are present, it is only a
16,000 powered creature and becomes the godly Triple
breaker (an underutilized effect due to such high
costs for creatures with that ability).
The way this card is worded, it would be a minimum
of 4K power, since you would need at least one
civilization in your mana zone. The other aspect of
this card to keep in mind is the power levels needed
to gain Double Breaker or Triple breaker. If,
somehow, you could power it up a bit more, you could
have a double breaker while having, for example,
Petrova boosting your Angel Commands in a mono light
deck (this would make it an 8K power, and well over
the double breaker limit). A bit of a shaky
strategy, but a potential sneak attack if you have
ways to boost him up a level of breakage. I feel
that the effect to watch for is the last two, rather
then the first one. I rarely see people running more
then a three civ deck at real tourneys (aside from
release events like a few weeks ago purely out of
necessity). People would want to power it up to
utilize the effect to its deadliest potential. The
levels chosen are interesting, because a simple
2,000 power boost makes a mono light deck a double
breaker and a quad civ strategy into a triple
beaker. A simple Burning Power (from the base set)
could be just the thing to boost enough to get an
extra shield (since it would trigger upon attacking,
and his power would meet the minimum levels. That
might be wrong since an official ruling for that has
not been established, but worth trying). The last
thing to remember is the multi-color civilizations.
If I have a light/water card in my mana zone, which
counts as two civilizations. A multi-color strategy
might be just the thing to gain a strong upper hand!
At the current time, this card only scores 3 out of
5, since there are better choices for the 6th
summoning slot and a shaky power level. Only utilize
this card in a multi-civ deck or have numerous ways
of powering it up.
1) Potential nearly unstoppable triple breaker, with
enough mana choice / power ups.
2) Ok power/cost ratio (6 cost for a base 4K power)
3) Angel Command (translation = evo bait)
4) Manageable power increase to gain another shield
break (add 2K with either one or four civs in mana
5) Sometime in the next few sets, there is a card
that will support the multi-civ mana – it treats all
the mana as any color long as it stays in the battle
zone…a bit off, but packs some potential.
1) Really, all five civs in one deck? When has that
EVER paid off?
2) Triple breaker doesn’t really help a lot when
they bust out late in the game (on turn seven it can
attack under normal circumstances, but there are
better triple breakers with guaranteed power levels.
3) As stated above, it can be hurt if you have only
one card of a certain civ and it is destroyed /