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Brandon Scott [mailto:i_luv_mimi33@hotmail.com]
Saturday, March 05, 2005 8:27 PM

Subject: Illusionary Merfolk vs Astral Warper

people these days have been using illfolk in their decks, but has any body tried astral warper?

Illusionary Merfolk
civ-water
cost-5
pwr-4000
race- gel fish
effect- if you have a cyber lord in the battle zone when you summon this creature, draw 3 cards rarity-uncommon


Astral Warper
civ-water
cost-6
pwr-5000
race-cyber virus
effect- evolution(put on top of one of your cyber virus) when you put this
creature into the battle zone, draw 3 cards
rarity-very rare

similarities
-Both net you 3 cards
-both are water(duh)

differences
-rarity
-cost
-power

pros for merfolk
-good mana to pwr ratio, and good on the mana curve
-easier to aquire
-goes good in any 2color deck

cons for merfolk
-gets summon sickness
-emeral and corile might not fit into the deck your using
-no support

pros for warper
-good mana to pwr ratio, and good on the mana curve
-cheap evo bait
-doesnt get summoning sickness


cons for warper
-harder to aquire
-uhh,hmm, i dunno anymore


well, tell me what u guys think about it, and heres a deck to test it out( i

know its hard to get, but just work with me)

Dark/Water Hand Control (not regular control) deck

Water Cards[24]
Marine Flower x4
Stained Glass x4
Stinger Ball x2
Keeper of the Sunlit Abyss x4
Marinomancer x3
Astral Warper x3
Brain Serum x4

Dark Cards[20]
Horrid Worm x4
Locomotiver x4
Bloody Squito x4
Ghost Touch x4
Terror Pit x4

Total[44]

YOU GOT SOMETHIN' TO SAY BOY!!!!! or if you wanna play dm civ with me(i
really need the practice so i can get better!) please email me at
i_luv_mimi33@hotmail.com

What i've learned from all of my experience is that your best cards come
when your in a pinch!
-elk

 

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