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Pojo's Duel Masters Card of the Day

Image from Wizards Duel Master site

  Charge Whipper

Date Reviewed: 02.28.07

Constructed Average Rating: 2.00
Limited Average Rating: 2.00

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

DRY 1337



Today we look at another seldom-used silent skill creature.  Charge Whipper may seem weak and slow, but it does exhibit some potential.  Let’s have a look.


Charge Whipper


Cost: 3


Race: Cyber Virus


Civilization: Water

Type: Creature


Rules Text:

  • Silent skill (At the start of each of your turns, if this creature is tapped, you may keep it tapped and use its ability.)
    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.

Power: 2000


For starters, the power to mana ratio isn’t looking too good.  Having to pay 3 mana for a creature with 2000 power isn’t the greatest investment, but it’s typical for the Water Civilization.  Aqua Hulcus is the best example of this.  Unfortunately unlike Aqua Hulcus, Charge Whipper comes with a silent skill effect.  This type of effect requires that you leave this creature tapped in the battle zone, making it prone to attacks from your opponent’s creatures.  Its lack of power also leaves it prone to almost all weenie kill effects from the Fire Civilization.


At least the effect gives us some hope.  As long as we leave Charge Whipper tapped in the battle zone we get to switch out a shield for one of the cards in our hand.  The effect is exactly like that of Emeral except for the fact that you can keep using it over and over again as long as this creature is tapped.  Just think of having all of your original shields rearranged as you see fit.  Unfortunately because of the fact that this effect is a silent skill, you will not reap the benefits of this creature until turn 5, making it a terrible investment.  Emeral on the other hand has a similar effect which can use as early as turn 2, which is the perfect time to start manipulating your hand.


In conclusion I’d say that this card would be perfect in a Light/Water shield manipulation deck, although it would result in lots of stall and an overall insipid experience.  It’s effective nonetheless and will keep your opponent guessing.


The Good:  You get to rearrange your shields without paying anything extra.


The Bad:  It’s a silent skill effect.


The Ugly:  An Emeral effect on turn 5?  Thank goodness it’s a rare (I wouldn’t want to open this in every pack).


Constructed Rating: 2/5 – For a creature that’s prone to getting killed, it exhibits a weak effect.  Just stick with Emeral.


Limited Rating: 2.5/5 – There aren’t too many shield triggers available in limited but at least you’ll have a creature to attack with.



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