Top 2 cards per Civilization from Shadowclash of the Blinding Night - Miller1119

 

Top Two Cards per Civilization from Shadowclash of the Blinding Night

 

Note: All names are unofficial, either translated via DMC or by word of

mouth.

 

Darkness
2.  Ballom, Master of Darkness- Demon Command Evo. 12000 attack, 8 mana

and "[Double Breaker] When this creature is summoned destroy all

non-darkness creatures on the field"

 

Albeit hard to bring out, an overall great card...if you get this out

your opponent will most likely forfeit, because as they say in Star

Trek, Resistance is Futile.

 

1.  Mongrel Man (Trash Man)-  Hedrian, 2000 attack, 5 mana, and

"Whenever another creature on the field is destoryed you may draw a

card"

 

He's a great card, through and through, he is of the civ. that does the

most destruction and he also pairs nicely with the Fire civs

destruction cards as well.

 

Light
2.  Lord Alcadeis-  Angel Command Evo. 12500 attack, 6 mana and

"[Double Breaker] While this creature is on the field players can only

play light spells"

 

No Terror Pit, no Natural Snare, no Teleportation, no nothing...once

this card hits the field it basically stays there, unless your opponent

runs creatures that destroy other creatures.

 

1. Mist Rias, Sonic Guardian - Guardian, 2000 attack, 5 mana and

 

"Whenever a creature is summoned you may draw a card"

How can this card not lead to good things?  Draw two when you summon an

Aqua Hulcus??? thats awesome... It will however have a humongous target

on its head as your opponent will not like all the drawing that

generally occurs from him.

 

Water
2.  Astral Leaf-  Cyber Virus evo, 4000 attack, 2 mana, and "When this

creature is put into the battle zone, draw 3 cards."

 

This card will cause a resurgance in the usage of Marine

Flower...drawing three cards for two mana while getting a creature that

can attack is nothing to scoff at.

 

1.  Hydro Hurricane-  Spell, 6 mana, and "For each of the Darkness

creatures in your battle zone, your opponent returns 1 creature in

their battle zone to their hand.  For each of the Light creatures in

your battle zone your opponent returns 1 mana in their mana zone to

their hand."

 

This card is my favorite card from the set, hands down...it has too

much potential in my opinion...if you don't understand why this card is

good then maybe you should be playing a different game.

 

Fire
2.  Super Rock Beast-  Rock Beast Evo, 8000 attack, 6 mana, "[Double

Breaker] When this creature is put into the battle zone, you can choose

1 creature with the power of 3000 or less and put it into its owners

graveyard."

 

Unfortunately this is the second best card Fire gets...I think fire is

a lost cause seeing the new fire cards from this set...

 

1.  Young Missle Boy- Human, 1000 attack, 3 mana, "While this creature

is in the battle zone, the cost to summon a Light creature or to play a

light spell is increased by 1."

 

Well, this is the cream of the crop for red...harvest time wasn't

exactly a good time for the fire civ.

 

Nature
2.  Horned Protector Fiona-  Horned Beast evo., 9000 attack, 6 mana,

"[Double Breaker] When this creature is put into the battle zone,

search your deck for 1 Nature creature.  Show it to your opponent then

put it into your hand.  Shuffle your deck afterwards."

 

1.  Highest Bless- Beastfolk, 1000 attack, 2 mana, Shield Trigger.

 

This is basically the only sheild trigger creature worth playing...he

will replace some peoples Burning manes for the second Beastfolk spot. 

He is good...no doubt.

 

Well, that’s my list...if you any disagreements or discrepencies feel free to email me at miller1119@msn.com or IM me at MillerGuy85.