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					Joseph Quarm-Magnotti's (Ryoma Echizen's) Look to the Future
 March 23, 2005
 
					Enjoy the ridiculously 
					long article on DM-13 (Eternal Phoenix).
 
 This is an extremely long translation file w/ commentary. 
					Read only if you have a good amount of time on your hands, 
					it will take awhile, but is worth it. This is an incredible 
					set.
 
 DM-13 (Eternal Phoenix) Translation File Version 1.00 
					3/21/2005 Commentary V1.0 3/21/2005
 
 Eternal Phoenix, Phoenix of the Dragon Flame Evolution 
					Creature / Fire / 5 / Phoenix / 11000
 - When this card is placed in the mana zone, it is placed 
					into the mana zone tapped.
 - Vortex: Place one Firebird and one Armored Dragon into a 
					stack and then place this card on top of the stack.
 - Your Dragon or Phoenix creatures may attack untapped 
					creatures.
 - When this creature is separated from the battle zone, 
					return all non-evolution fire creatures from the grave to 
					your hand.
 -Double Breaker
 S1/S5 (Super Rare)
 
 Well gee, this card has the same name as the set so it 
					should be powerful.
 Well it has some pretty easy Vortex components considering 
					many dragon decks enjoy playing that lovable 3 mana firebird 
					that reduces the cost of the dragon and then that awesome 
					Bolshack Dragon right after it. After you fuse them you 
					basically annihilate your opponents field. And when your 
					opponent does kill this you can get a bunch of stuff back. 
					No wonder this thing is approaching the cost of Bolmeteus 
					already on auction sites.
 
 Auzesu, the Demonic Holy Spirit
 Creature / Light + Darkness / 6 / Angel Command + Demon 
					Command / 6500
 - When this card is placed in the mana zone, it is placed 
					into the mana zone tapped.
 - Sympathy: This card’s cost is reduced by 1 for each Angel 
					Command or Demon Command in your battle zone. You cannot 
					reduce the cost below 2.
 - When one of your Angel Command or Demon Command attacks, 
					you may destroy one of your opponent’s tapped creatures.
 - Double Breaker
 S2/S5 (Super Rare)
 
 Introducing the latest mechanic Sympathy! Although a bit 
					tough to play multiple Angel/Demon Command it’s a plus. 
					Killing tapped creatures allows you to not have to waste a 
					turn killing their weak stuff, and instead go for their 
					shields. If they foolishly attack with 2 creatures then both 
					will die.
 Also introduces off-color dual civ. The “bonus” is less but 
					the unique combinations make up for it. Light loves a direct 
					kill option.
 
 Asylum, the Dragon Paladin
 Creature / Light+Fire / 6 / Angel Command + Armored Dragon / 
					6000
 - When this card is placed in the mana zone, it is placed 
					into the mana zone tapped.
 - Sympathy: This card’s cost is reduced by 1 for each Angel 
					Command or Armored Dragon in your battle zone. You cannot 
					reduce the cost below 2.
 - When this card is destroyed instead of placing it in the 
					graveyard, place it face-down in your shield zone.
 - Double Breaker
 S3/S5 (Super Rare)
 
 Gotta love the name, and also he combines 2 cool races into 
					one. It’s a cheap Double Breaker with an effect and it has 
					evolution possibilities. The effect makes your opponent 
					think twice about using their removal on it.
 Overall, this is a solid creature to put in your light/fire 
					deck. Becoming a shield in the afterlife isn’t a bad extra 
					to have considering this ability is usually much more 
					expensive.
 
 Dorgazer, Veteran of Hard Battle
 Creature / Water + Nature / 8 / Earth Eater + Giant / 9000
 - When this card is placed in the mana zone, it is placed 
					into the mana zone tapped.
 - Sympathy: This card’s cost is reduced by 1 for each Earth 
					Eater or Giant in your battle zone. You cannot reduce the 
					cost below 2.
 - When this card is summoned, you may draw 1 card for each 
					Earth Eater or Giant in your battle zone.
 - Double Breaker
 S4/S5 (Super Rare)
 
 This card so wants to be Zeta Tureito, but for Earth 
					Eater/Giant.
 Water/Nature decks finally get officially recognized 
					support, definitely an interesting combination. The Earth 
					Eater/Giants are mostly 5+ cards, Earth Eater having a 
					single 4 cost, and there being a 4 cost Giant coming in this 
					set. Considering a player can have a single 4 cost 
					Giant/Earth Eater out, this is a 7 mana for 9k and a Brain 
					Serum. If one plays a 4 then a 5 cost, well it becomes 6 
					mana for 9k and a Cyber Brain (draw 3). Definitely worth 
					building a deck around this guy, he can be a Merfolk that 
					can break stuff.
 Scary indeed.
 
 Matchless Lord of Fear, Galumta
 Creature / Darkness + Nature / 6 / Dark Lord + Earth Dragon 
					/ 5000
 - When this card is placed in the mana zone, it is placed 
					into the mana zone tapped.
 - Sympathy: This card’s cost is reduced by 1 for each Death 
					Puppet and Beastfolk in your battle zone. You cannot reduce 
					the cost below 2.
 - When this creature attacks, no one may use “Shield 
					Trigger” this turn.
 S5/S5 (Super Rare)
 
 Shield Trigger is a bit more dangerous these days. Normally 
					I would say this guy is ridiculously bad. A 6 for 5000 is 
					not very playable, even considering the effect. However he 
					has some very easy Sympathy cards. Beastfolk and Death 
					Puppets are as cheap as Humanoids making it easy to summon a 
					bunch of em. Casting this guy for 3 is easily possible, and 
					putting him in an aggressive green/black makes the deck much 
					better. Considering the thing that stops aggressive decks 
					(like my Hyper Destruction) is Shield Trigger rather than 
					blockers usually, if you can get this guy out turn 3-4 and 
					be delivering that final blow turn 5 it can be deadly. You 
					can’t throw this guy into any deck, but he deserves his 
					rarity for his powerful rush support abilities.
 
 
 Balforce, the Demonic Holy Spirit
 Creature / Light + Darkness / 8 / Angel Command + Demon 
					Command/ 6000
 - When this card is placed in the mana zone, it is placed 
					into the mana zone tapped.
 - Blocker
 - All your opponent’s creatures must attack every turn, if 
					possible.
 - This creature cannot attack a player
 - When this creature blocks, after the battle untap it.
 1/55 (Very Rare)
 
 Wizards is spying on us. They took a card that takes Knives’ 
					Slime Veil deck and made it into a card. Geezus, can you say 
					annihilation of weenies.
 Combine this with power boosting cards such as Light Weapon 
					Petroba (selected race gets +4000) and you can even 
					annihilate those powerful dragons. The only problem is 
					playing an 8 cost is difficult these days.
 However, you have the game if you can get off his effect, 
					and playing a blocker styled deck, you will find time to 
					cast it.
 
 
 Aegis, Sage of Fire and Lightning
 Creature / Light + Fire / 4 / Gladiator + Armored Wyvern / 
					5000
 - When this card is placed in the mana zone, it is placed 
					into the mana zone tapped.
 - Blocker
 - This creature cannot attack a player.
 - When this creature blocks and wins the battle, destroy all 
					creatures with the same type as the destroyed creature.
 2/55 (Very Rare)
 
 Dia Nork gets an effect. The effect is a passive effect, not 
					one you can take direct advantage of. However many players 
					play a lot of one race. For example this would be good 
					against Light Aquan (before the restriction) as most 
					creatures are either Initiate or Guardian. They can’t 
					Diamond Cutter with this on the field or they lose their 
					field. If Merfolk is played, the opponent can’t attack with 
					their Cyber Lords or lose them all. Although not the 
					greatest, it definitely stops decks of mostly one race in 
					their tracks.
 
 
 Acacic First, the Dragon of Electromagnetic Rotation 
					Creature / Water + Fire / 7 / Cyber Lord + Volcano Dragon / 
					6000
 - When this card is placed in the mana zone, it is placed 
					into the mana zone tapped.
 - Sympathy: This card’s cost is reduced by 1 for each Cyber 
					Virus and Dragonoid in your battle zone. You cannot reduce 
					the cost below 2.
 - This creature may attack untapped creatures.
 - When this creature is destroyed, you may instead return it 
					to your hand.
 3/55 (Very Rare)
 
 This is killer. Wow. You can use 1 cost Marine Flower and 1 
					cost Claw to make this come out for cheap. Not only can you 
					get a Gatling Skyterror but it also returns to hand if 
					killed. Your opponent can’t stop it! Like Eternal Phoenix 
					this can wipe the opponent’s field. It’s just insane. Just 
					watch out for a mass removal. Natural Snare is made for 
					creatures like this. This is the best card of the set. A 
					true sleeper.
 
 Gaulzaganta, Spirit of the Forested Summit Creature / Water 
					+ Nature / 5 / Leviathan + Mystery Totem / 5000
 - When this card is placed in the mana zone, it is placed 
					into the mana zone tapped.
 - Sympathy: This card’s cost is reduced by 1 for each Gel 
					Fish and Snow Fairy in your battle zone. You cannot reduce 
					the cost below 2.
 - Whenever a evolution creature is summoned, tap all 
					evolution creatures in the battle zone.
 4/55 (Very Rare)
 
 Evolution hate is here! Light has a blocker with a similar 
					ability but it only taps the creature summoned. This 
					definitely helps in dealing with an Eternal Phoenix or even 
					a Dual Fang. This will come out for 2-3 always considering 
					the heavy Snow Fairy support coming out in the last few 
					sets.
 While I don’t think a quick Snow Fairy deck has much to fear 
					from evolutions, having a cheap beatstick is what Snow 
					Fairy’s lacked. Now they have it. Enjoy the Snow Fairies.
 
 Unleashed Geccheru
 Creature / Darkness + Nature / 6 / Spirit Quartz / 7000
 - When this card is placed in the mana zone, it is placed 
					into the mana zone tapped.
 - When this creature attacks, you may place 1 card from your 
					hand in your shield or mana zone
 - Double Breaker
 5/55 (Very Rare)
 
 Who likes power unleashed. Well this guy is quite powerful. 
					Increasing your shields with every attack is scary, and he 
					has solid base stats. He is a bit slow, but with Nature’s 
					boost getting him out turn 4-5 you’ll be in a pretty good 
					position. His effect is insane. This guy will be abused.
 
 Doroshia, the Missionary
 Creature / Light / 4 / Gladiator / 3000
 - During the opponent’s turn, whenever you discard cards, 
					draw the same amount you discarded.
 6/55 (Rare)
 
 Discard is annoying. This card prevents discard from being 
					used. However the opponent can just kill this and play their 
					discard. It’ll slow a discard deck down though. This card is 
					not as useful as other anti-discard cards as they can see 
					this coming. Other cards activate from being discarded which 
					is better in my opinion.
 
 Asteria, Spirit of Heaven’s Blessing
 Creature / Light / 5 / Angel Command / 6000
 - Blocker
 - This creature cannot attack a player.
 - Except during the start of the opponent’s turn, whenever 
					your opponent draws cards, draw the same amount they drew.
 7/55 (Rare)
 
 Water hates this guy utterly. However water can use Spiral 
					Gate and then draw anyway, and it can’t stop early draw. 
					It’s purpose is for Trash Man / Mist Rias multi-draw or some 
					other expensive card. If this guy came out sooner he’d be 
					nice since early draw is so useful. But at 5 the opponent 
					can easily formulate a plan to remove him. Asteria is a 
					minor hinderance, not a major nuisance like the could have 
					been.
 
 Inspect Seed
 Creature / Water / 4 / Gel Fish / 3000
 - Silent Skill (At the start of your turn, instead of 
					untapping this creature you may use the following ability): 
					During this turn, whenever your creatures attack draw 1 
					card.
 8/55 (Rare)
 
 Silent Skill is difficult to utilize but if you do you’ll be 
					drawing lots of cards with this effect. Get out cheap water 
					creatures and starting turn 6 you should be drawing 2-3 
					cards a turn. Of course you need to protect this guy. 
					Difficult to use, but is worth the cost of use.
 
 Pacific Champion
 Evolution Creature / Water / 2 / Merfolk / 5000
 - Evolution: Place on one of your Merfolk.
 - This creature cannot be attacked by non-evolution 
					creatures.
 - This creature cannot be blocked by non-evolution 
					creatures.
 9/55 (Rare)
 
 This guy is really nice. Set 10 had Crystal Blader, with the 
					same stats but Blocker for the effect, and it was a Liquid 
					People evolution. This is better. There are very few 
					evolution blockers played making this guy pretty much 
					completely unblockable. Also Storm Javelin Wyvern (e. 
					Ruthless
 Skyterror) can’t touch it, nor can big nasty dragons, or 
					demon commands, or angel commands. This can just take 
					shields at will, you have to remove it or die, or play an 
					evolution. However most evolutions played are 4-6 range so 
					he has plenty of time to reek his havoc. A killer card for 
					water.
 
 Emperor of Death, Belzeber
 Evolution Creature / Darkness / 6 / Dark Lord / 8000
 - Evolution: Place on one of your Dark Lord.
 - When other creatures are summoned to the battle zone, that 
					creature’s owner must choose 1 card from their mana zone and 
					place in their graveyard.
 -Double Breaker
 10/55 (Rare)
 
 This guy punishes the blocker player for putting things in 
					play to stop its rampage. Sure you can remove it, but if 
					your deck doesn’t contain a clean removal option 
					(light/fire/water) or don’t have it in hand, your in 
					trouble.
 A solid evolution creature.
 
 Toronbo, the Bone Fracturing Puppet
 Creature / Darkness / 2 / Death Puppet / 1000
 - Wave Striker (If there are two or more other creatures 
					with "Wave Striker"
 on your field, this creature gains the following ability): 
					When this creature is summoned, return 1 creature from your 
					graveyard to your hand.
 11/55 (Rare)
 
 Another cheap Wave Striker. He makes getting Wave Striker 
					off either, its doubtful his effect will be used.
 
 Spiritual Star Dragon
 Creature / Fire / 7 / Armored Dragon / 8000
 - Double Breaker
 - When this card is summoned, search your deck for a 
					creature that evolves from a dragon, show it to your 
					opponent and add it to your hand. Afterwards, shuffle your 
					deck.
 12/55 (Rare)
 
 Valkyrie Dragon gets a cousin. Valkyrie can search for any 
					armored dragon but this guy searches for the evolution of 
					that dragon. Use this to pull your Phoenix out. Also this 
					can get the Dragon evolutions with “Triple Breaker”. A very 
					solid card, might see even more play than Valkyrie since 
					(with Lupia out) you can summon this and next turn Vortex 
					your Eternal Phoenix into play. Dragon decks get even more 
					support, or should I say Phoenix decks, lol.
 
 Mettza Iron
 Creature / Fire / 3 / Xeno Parts / 1000
 -When this card breaks a shield, at the end of this turn 
					destroy this creature and both players must chose a card 
					from their mana zone and send it to their graveyard.
 13/55 (Rare)
 
 An Engineer Kipo you don’t have to rely on your opponent 
					killing. Part of the new mana destruction deck support. Kipo 
					is still better in my opinion.
 
 Ground Giant
 Creature / Nature / 4 / Giant / 1000+
 - This creature gets +2000 power for each civilization in 
					the battle zone.
 - If this creature has more than 6000 power, it gains Double 
					Breaker.
 14/55 (Rare)
 
 A must include if you run 4-5 colors. If your opponent runs 
					a different civilization he’ll be automatically 5000 and if 
					your opponent has a dual civ creature with different colors 
					than you he’s a 7000 double breaker for 4. A very good card. 
					A turn 3 Double Breaker is nothing to sneeze at. He’ll be 
					used in aggressive nature build.
 
 Courtney, Fairy of the Summer Breeze
 Creature / Nature / 2 / Snow Fairy / 2000
 - Cards in your mana zone are considered to be cards of 
					every civilization.
 15/55 (Rare)
 
 I never thought we’d ever see a card like this. With this 
					card in play, even if your entire mana zone has only nature 
					cards, as long as you have 6 of them you can play a Holy 
					Awe, Terror Pit, Bolshack Dragon, or Aqua Surfer.
 The real trick is playing a dual civ card such as Eternal 
					Sword. An opponent seeing only one civilization will expect 
					a splash, but its unlikely they will be prepared from a dual 
					civ out of nowhere. Playing Courtney and then the spell same 
					turn for a total surprise factor. The shock value alone may 
					win you the game. Joiner Adept meet Duel Masters and get the 
					respect you deserve.
 
 The Grave of Angels and Demons
 Spell / Light + Darkness / 4
 - Shield Trigger
 - When this card is placed in the mana zone, it is placed 
					into the mana zone tapped.
 - If there are 2 or more of a card with the same name in the 
					battle zone, destroy all of them. Afterwards look at all 
					mana zones, and if there are 2 or more copies of a card with 
					the same name, destroy all of them.
 16/55 (Rare)
 
 My survivor deck loves to get multiple Smash Horns. Many 
					people get bad luck and throw both Holy Awe into the mana 
					zone. This card eliminates the doubles. Highly conditional, 
					but I have seen many instances where the same card is mana’d. 
					Kill 2 mana turn 4 and you win the game. Same if you can 
					kill 2 creatures turn 4. It’s a card to include just because 
					of the upside.
 If you can’t use it, just mana it. You’ll be thankful for 
					the opportunity to kill 2 mana/creatures at once for a mere 
					4 mana.
 
 Mobile Saint Meermax
 Creature / Light + Fire / 6 / Initiate + Armoroid / 3000
 - When this card is placed in the mana zone, it is placed 
					into the mana zone tapped.
 - This creature may attack untapped creatures.
 - When this creature wins a battle, you may untap it.
 - This creature cannot attack a player.
 17/55 (Rare)
 
 This guy is a reusable Burst Shot, able to rampage through 
					the opposing weenie forces. Use a power-up card to allow it 
					to kill through 5000 level stuff and you made a pretty 
					deadly play. Without power-ups even he’s a killer. As long 
					you pick off opposing fatties, he will keep killing weenies, 
					and then untap preventing him from being killed by an errant 
					Excess Wyvern.
 
 Fortification against Barrage and Ambush Spell / Water + 
					Fire / 5
 - When this card is placed in the mana zone, it is placed 
					into the mana zone tapped.
 - Reveal cards from the top of your deck until you reach a 
					creature. Destroy all creatures with a power less than that 
					of the revealed creature. Put all cards revealed in this way 
					into the graveyard.
 18/55 (Rare)
 
 This is another card to use in an Aqua 
					Analyzer/Reincarnation Program deck.
 The general idea is to put use Analyzer to change the top 5 
					cards of the deck so an uber-fatty rests on top and summon 
					it via Reincarnation program.
 Using this trick you can summon a Scarlet Skyterror or even 
					King Tsunami.
 Using such a trick you can use Aqua Anayzer to place this 
					card on top and then wipe the opponent’s field. Just keep in 
					mind it also kills your creatures as well. Being able to 
					wipe the board for 5 mana is insane, but it takes some work 
					to use. This is one of my favorite cards of the set.
 
 Acacic Third, the Electromagnetic Bandit Creature / Water + 
					Nature / 2 / Cyber Lord + Beastfolk / 1000
 - When this card is placed in the mana zone, it is placed 
					into the mana zone tapped.
 - When this creature battles, reveal cards from the top of 
					your deck until you reach a creature. Until the end of the 
					turn, this creature becomes the revealed creature. Put all 
					cards revealed in this way into the graveyard.
 19/55 (Rare)
 
 This is also a fun card. Although I am pretty sure you can’t 
					get the effect of a card like Horrid Worm, you should be 
					able to get off Forte’s effect since it would be considered 
					blocked. A surprise Forte would devastate that blocker deck. 
					Also having your 2 mana weenie transforming into a Billion 
					Degree Dragon would be rather humorous way to take out 
					Alcadias.
 
 Absorbing Serigel
 Creature / Darkness + Nature / 6 / Spirit Quartz / 7000
 - When this card is placed in the mana zone, it is placed 
					into the mana zone tapped.
 - This creature attacks you may return one card from the 
					mana zone or shield zone to your hand.
 - Double Breaker
 20/55 (Rare)
 
 The other Darkness/Nature Spirit Quartz is much better. 
					However this also has its uses. You could get back an Asylum 
					(S3/S5) you put into your shields, or a removal you mana’d 
					early. It’s a solid creature with a decent effect. This is 
					definitely an option for a Spirit Quartz deck.
 
 Paralis, the Prophet
 Creature / Light / 3 / Lightbringer / 2000+
 - When your creatures are attacked, that creature gains 
					+2000 power.
 21/55 (Uncommon)
 
 This can protect weenies from counterattack, or a strong 
					creature from a stronger creature. This is a solid addition 
					to a light deck.
 
 Zereem Crawler
 Creature / Water / 5 / Earth Eater / 4000
 - This creature may attack untapped fire creatures.
 - This creature cannot attack a player.
 22/55 (Uncommon)
 
 Wants to be Storm Javelin Wyvern but its much weaker. 
					However it can carve up fires weenies all the same. However 
					Fire is less reliant on weenies, so this cards usefulness 
					has dwindled.
 
 Flowing Anger Man
 Creature / Darkness / 4 / Hedrian / 3000
 - When this creature is summoned to the battle zone, return 
					one evolution creature from your graveyard to your hand.
 23/55 (Uncommon)
 
 Your evolution get killed, revive it! If you play cheap evos, 
					this guy is a must. Card advantage for black is always a 
					good thing.
 
 Jiruba, Precision Shooter
 Creature / Fire / 3 / Humanoid / 2000
 - Silent Skill (At the start of your turn, instead of 
					untapping this creature you may use the following ability): 
					Until the end of the turn, all your other creatures can 
					attack untapped creatures.
 24/55 (Rare)
 
 Cheap Silent Skills are good. Get a powerful 4 drop (like 
					Storm Javelin
 Wyvern) and carve up the opponents creatures. Silent Skills 
					are tough to use, only kaijudo masters should attempt using 
					them. However those that can use them will gain powerful 
					effects like elimination of the opponents field.
 
 Funeral Song of the Beasts
 Spell / Nature / 4
 - Until the end of the turn, all your creatures gain +4000 
					and the text “When this creature attacks and is blocked, 
					break 1 of your opponent’s shields”.
 25/55 (Rare)
 
 Aura Blast gets a boost, a major boost. All creatures are 
					boosted by a lot and break shields even if they are blocked. 
					This power-up is so good it should be considered in the 
					nature aggressive deck that this set is supporting. Blockers 
					are a bit more prevalent in the Japanese metagame so making 
					them meaningless along with the power boost is crazy.
 
 Melcap, the Ghostly Sage
 Creature / Light + Darkness / 6 / Gladiator + Hedrian / 4000
 - When this card is placed in the mana zone, it is placed 
					into the mana zone tapped.
 - When this creature attacks and isn’t blocked, tap all your 
					opponent’s creatures.
 26/55 (Uncommon)
 
 Holy Awe in creature form this is. Light Blockers stall the 
					opponent and this can allow the blockers the kill what 
					they’ve stalled. Diamond Cutter loves the ability to 
					repeatedly Awe.
 
 Breiga, the Wicked Protector
 Creature / Light + Darkness / 4 / Guardian + Brain Jacker / 
					3000
 - When this card is placed in the mana zone, it is placed 
					into the mana zone tapped.
 - Saver: All Races (While this creature is in the battle 
					zone, when one of your creatures is destroyed, you may 
					destroy this creature instead)
 27/55 (Uncommon)
 
 It’s been forever since there has been a saver, they forgot 
					the ability after they made the Armored Dragon Saver. 
					Control decks love this guy. If you have Arc Bine on the 
					field controlling, having it die to a lucky topdeck isn’t so 
					cool. But with a Saver he is protected against such an 
					accident.
 You use this guy to maintain a lock of some sort or during a 
					final attack to prevent your Bolmeteus from dying from your 
					other creatures attacks. Use wisely.
 
 Funnoo, Officer of Bloody Winds
 Creature / Light + Fire / 3 / Soul Trooper + Melt Warrior / 
					3500
 - When this card is placed in the mana zone, it is placed 
					into the mana zone tapped.
 - Blocker
 - Speed Attacker
 - When the opponent breaks your shields, at the end of your 
					turn destroy this creature.
 28/55 (Uncommon)
 
 A speed attacking blocker? What the heck! Well the blocker 
					is there for a reason. If the opponent bypasses your defense 
					he dies, so he can stay into block when the opponent 
					threatens with a strong threat. Chump Blocking and Speed 
					Attacker in one. A unique combination, but it is another 
					Speed Attacker and it has significant power for the cost, 
					able to kill a 3000 power creature without dying which the 5 
					cost Bombat cannot do.
 
 Stronghold of Lightning and Flame
 Spell / Light + Fire / 5
 - Shield Trigger
 - When this card is placed in the mana zone, it is placed 
					into the mana zone tapped.
 - Destroy one of your opponent’s creatures of 3000 power or 
					less.
 Afterwards, you may select and tap one of your opponent’s 
					creatures.
 29/55 (Uncommon)
 
 Someone fused Picket Missile (kill a 3000 or less, 3 mana) 
					and Solar Ray together. Even has the fused costs. Being able 
					to stop 2 creatures with 1 card is killer. Killing a weenie 
					and using your fatty to kill the tapped creature gains you 
					tons of advantage. A must for a light/fire deck.
 
 Chick Chick, the Ferocious Germ Swordfighter Creature / 
					Water + Fire / 4 / Cyber Virus + Dragonoid / 1000
 - When this card is placed in the mana zone, it is placed 
					into the mana zone tapped.
 - Speed Attacker
 - When the creature attacks, you may draw 1 card.
 30/55 (Uncommon)
 
 Two greats effects in one card. He’s advantage in a card. 
					You pay 4 mana and gain 1 card and 1 shield destroyed, and 
					even if he’s killed, the advantage gained is plenty. This is 
					a card to play along with Crystal Paladin and some red 
					weenies for a killer rush deck. This guy is just 
					outstanding.
 
 Judgement of the Flame’s Spear and the Water’s Blade Spell / 
					Water + Fire / 6
 - When this card is placed in the mana zone, it is placed 
					into the mana zone tapped.
 - Destroy all creatures with 3000 power or less. Afterwards, 
					you may draw 1 card for each creature destroyed.
 31/55 (Uncommon)
 
 Wave + Draw. It even counts your creatures so be careful. 
					However if you have 2 weenie blockers and the opponent has 2 
					weenie creatures, you can wipe the field and draw 4. This 
					sort of thing is easily possible, and creates huge advantage 
					easily. Although there is Thousand Spears (kill all 4000 or 
					less, 6 mana fire), this is better since 4000 power 
					creatures are not so common, and this draws for each 
					destroyed, wow!
 
 Queen Maiden, the Eternal
 Evolution Creature / Water + Nature / 3 / Spirit Quartz / 
					6000
 - When this card is placed in the mana zone, it is placed 
					into the mana zone tapped.
 - Evolution: Place on one of your Spirit Quartz.
 - When this creature is summoned, name 1 card. Reveal the 
					top card of your deck. If it is the named card add it to 
					your hand. If it is not, place it in the mana zone.
 - Double Breaker
 32/55 (Uncommon)
 
 A 3 mana Double Breaker hasn’t been seen since Valborg. Now 
					we have deadly Spirit Quartz evolution with a Fairy 
					Life/Draw effect. If you use Aqua Analyzer you can use it to 
					draw, or you can just gain a mana. Either way, a Spirit 
					Quartz deck has been in the making for awhile, and support 
					for this decktype is now in the open. A killer Spirit Quartz 
					deck will be made, with this card at the forefront.
 
 Paradise of Sacred Birds and Crystal
 Spell / Water + Nature / 2
 - When this card is placed in the mana zone, it is placed 
					into the mana zone tapped.
 - During this turn, your multi-color creatures cannot be 
					blocked.
 33/55 (Uncommon)
 
 Sonic Wing/Laser Wing has gained little popularity even 
					though Wizard gives hints by reprinting the card in the base 
					sets. This is cheaper than both and effects ALL your 
					creatures. Spirit Quartz decks love a card like this since 
					it will make everything unblockable. Having all your 
					creatures unblockable for 2 is insane. Now that there are 
					more multi-color cards to take advantage of this cards 
					effectiveness has multiplied.
 
 Gashi Gashi, the Brave Puppet
 Creature / Darkness + Nature / 3 / Death Puppet + Wild 
					Veggies / 2000
 - When this card is placed in the mana zone, it is placed 
					into the mana zone tapped.
 - When this creature loses a battle instead of placing this 
					card in the graveyard, place both cards that battled in 
					their respective owner’s mana zone.
 34/55 (Uncommon)
 
 It’s slayer but only when it dies, and both go the mana 
					zone. This nature version of slayer is interesting. Wild 
					Veggie decks love having a new playmate. This card is an 
					advantage card so it should be popular.
 
 Conversion of Life and Spiritual Energy
 Spell / Darkness + Nature / 5
 - Shield Trigger
 - When this card is placed in the mana zone, it is placed 
					into the mana zone tapped.
 - During this turn, when your cards (other than this one) 
					are placed in the graveyard, instead place them in your mana 
					zone tapped.
 35/55 (Uncommon)
 
 One of the worst cards of the set. If the effect sent this 
					card as well it’d be worth it. However it has little use as 
					a Shield Trigger, and if hardcasted Ultimate Force gives you 
					2 mana without sacrificing creatures to do so. It does 
					include spells so if one had Essence Elf in play, you can 
					play this for 4, and then a Fairy Life for 1 to gain 2. If 
					you can play another spell you gain another mana. 
					Unfortunately, this is still only 2 extra mana. If you need 
					to get to 13 mana quickly however, you can use a lot of 
					cheap spells and Essence Elf to do it with this spell. 
					However that’s the only reason you’d want to use this card. 
					Simply too overcosted, though a master could possible get 
					slightly more use out of it than Ultimate Force.
 
 Rubels, the Missionary
 Creature / Light / 3 / Gladiator / 2500
 - When your creatures break shields, the opponent must 
					reveal them to you.
 36/55 (Common)
 
 A vanilla creature with the ability to see broken shields. 
					Not a very useful creature, but sometimes seeing what they 
					have in their hand will allow you to plan. Should only go in 
					a control deck.
 
 Creis Dober, Guardian of the Barrier
 Creature / Light / 2 / Guardian / 2000+
 - Blocker
 - This creature cannot attack a player.
 - When this creature blocks, if there is a evolution 
					creature in the opponent’s battle zone, this creature gets 
					+4000.
 37/55 (Common)
 
 An evolution creature blocker! Finally a 2 mana blocker that 
					can counter 2 mana evos like Valdios, and Barkwhip. With a 
					new variety of 2-3 mana evolutions like Queen Maiden and 
					Pacific Champion a blocker like this is very useful indeed. 
					It doesn’t even need to be battling, just on the field.
 
 Rieile, the Prophet
 Creature / Light / 2 / Lightbringer / 1000
 - When this creature is attacked, you may tap one of the 
					opponent’s creatures.
 38/55 (Common)
 
 This creature is not very good, but also not bad. Attacking 
					this creature will stop another from attacking. If the 
					opponent has two creatures they will likely have to attack 
					the shields first and risk a Shield Trigger.
 Minor deterrence only as this creature should have been 
					1500. It is a cheap weenie for a light civilization rush 
					though.
 
 Pulpy Goobie
 Creature / Water / 3 / Gel Fish / 3000
 - Blocker
 - This creature cannot attack.
 - When this creature is summoned look at the top 5 cards of 
					your deck.
 Afterwards, put them back in any order.
 39/55 (Common)
 
 This is Aqua Analyzer in blocker form. Now Reincarnation 
					Program based decks have another way of stacking their decks 
					to utilize cards that rely on revealing a powerful card from 
					the top of the deck. This card not only helps the decktype 
					but also is a solid blocker on its own. A must include a 
					Reincarnation Program deck.
 
 Bye Bye Amoeba
 Creature / Water / 3 / Cyber Virus / 1000
 - When this creature is attacked, after the battle, return 
					the attacking creature to the owner’s hand.
 40/55 (Common)
 
 This is Built-in Spiral gate with a 1000 body. This is 
					lovely. No one wants to use their Bolshack Dragon to kill 
					this thing. Although trading with a weenie is silly, you can 
					use water blockers to prevent weenies from attacking this 
					creature, so the opponent is forced to use a fatty to deal 
					with it, which goes back to their hand. An evil card indeed.
 
 Magical Pot
 Spell / Water / 1
 - Return 1 evolution creature in the battle zone to the 
					owner’s hand.
 41/55 (Common)
 
 Bouncing Evolutions are silly right. Well they do usually 
					take a turn to recast, and you can use it yourself on say a 
					Chaos Worm. The real meat and potatoes of this card is the 
					ability to bounce Vortex creatures. Unlike normal 
					evolutions, Vortex creatures evolve from 2 creatures, and 
					both of which are usually cost 3+ as opposed to 1-2 with a 
					normal evolution creature. It doesn’t have a huge amount of 
					utility, but it is a wonderfully simple way to delay Eternal 
					Phoenix.
 
 Fallen Monk of the Bloodstained Soil, Zahaku, Creature / 
					Darkness / 4 / Demon Command / 2000+
 - This creature gains +3000 for each tapped creature in the 
					opponent’s battle zone.
 42/55 (Common)
 
 This is another cheap Demon Command. It can’t stand up to 
					Dark Molder(4 mana
 7k) or Diadoros (4 mana 11k) in terms of usefulness. Both of 
					the example demon commands have drawbacks but only minor 
					ones in comparison with what you get in return. Zahaku can 
					be powered up with Holy Awe and kill a fatty.
 Zahaku is the most stable of the 4 cost demon commands as 
					Daidoros requires sacrifice to attack, Dark Molder (e. Vile 
					Mulder) dies when it wins a battle so dies easily. Zahaku 
					can easily get to 11k with an Awe and if attacked is 5k 
					minimum so won’t die to weenie like Darkmolder can. It isn’t 
					a bad card at all, just not as good as the others, since 
					they can Double Break Shields which Zahaku cannot.
 
 Niyaari, the Puppet Bomb
 Creature / Darkness / 2 / Death Puppet / 1000
 - When this creature is attacked, it gains “Slayer” until 
					the end of the turn.
 43/55 (Common)
 
 Attacking shields with impunity is great. No matter what 
					this guy is an even trade. Removal costs at least 2, and 
					using a 1 drop to kill it means the opponent has lost tempo. 
					However it can be chump blocked so be wary of this.
 However clear the blockers with Critical Blade and attack 
					without fear. This will give your opponents fits of 
					annoyance.
 
 Nightmare Machine
 Spell / Darkness / 5
 - Shield Trigger
 - Destroy one of your untapped creatures. Afterwards, the 
					opponent chooses and destroys one of his untapped creatures.
 44/55 (Uncommon)
 
 This is Rothus in a Shield Trigger. I am guessing if you 
					don’t have an untapped creature only the opponent destroys 
					one of theirs, since this card lacks the “if you do” clause. 
					This makes this card rather good, since you can play it when 
					only they have a creature, or trigger when they attack and 
					all your creatures are tapped. However Death Sentence is 
					better than this since he still get to choose, and this 
					costs more than Sentence. However its another black removal.
 
 Langren, the Lone Wolf
 Creature / Fire / 2 / Dragonoid / 4000
 - If there is another untapped creature in the battle zone, 
					this creature cannot attack.
 45/55 (Common)
 
 This creature has a hefty drawback. A single blocker stops 
					this from attacking without even having to block. You use 
					this in a red/black or a deck that kills untapped creatures 
					so you always attack with everything. If you can’t assure 
					yourself of attacking, this creature is a wasted summon.
 However getting a 4000 power creature for 2 can be rather 
					good.
 
 Zack Ranbaa, the Sword Attacker
 Creature / Fire / 2 / Dragonoid / 1000+
 - If all the cards in your mana zone are tapped, this 
					creature gets +2000.
 46/55 (Common)
 
 Zack is perfect in a rush deck. A rush deck must use all its 
					mana perfectly to work, and if you do this you have a 3000 
					for 2 mana. It’s not as good as Snip Striker Bullraizer in 
					my opinion but it is still a cheap dragonoid.
 Made for using “Legend Attacker” which gives all dragonoids 
					+4000 and Double Breaker, and turns thems into Armored 
					Dragons for the turn.
 
 Joe’s Toolkit
 Creature / Fire / 2 / Xeno Parts / 1000
 - When this creature is attacked, you may destroy one of 
					your opponent’s creatures with 2000 power or less.
 47/55 (Common)
 
 If you’ve noticed, each civilizations gets a 1000 creature 
					with one of the civilizations cheap spells tacked on when it 
					is attacked. Well the effect prevents a 2000 creature from 
					killing it, making it a deadly play. Who wants to kill this 
					thing with their Rias on the field. Many good creatures are 
					1000-2000 power and punishing your opponent for attacking 
					this is a great ability. It’s great for rush as the opponent 
					has to deal with this or die, and loses a creature for 
					dealing with it. It’s win-win for the summoner.
 
 Toxic Wasp
 Creature / Nature / 4 / Giant Insect / 3000+
 - Power Attacker +3000
 48/55 (Common)
 
 Nature gets a cheap way to deal with Valdios finally. Of 
					course being 6000 allows it to kill all the new 5000 
					evolutions and creatures at a cheap cost.
 Giant Insect decks will also find it useful.
 
 Pocopen, the Counterattacking Fairy
 Creature / Nature / 2 / Snow Fairy / 2000
 - When this creature attacks, the opponent must select one 
					card in their mana zone, and send it to the graveyard.
 49/55 (Common)
 
 Mana destruction needed a boost and it got it. This card is 
					a new staple for mana destruction decks. Also Snow Fairy 
					decks get a solid, cheap Snow Fairy with a killer effect.
 
 Pixie Cocoon
 Spell / Nature / 2
 - Shield Trigger
 - After this spell is cast, instead of placing it in the 
					graveyard, place it in the mana zone.
 50/55 (Common)
 
 How do you improve Fairy Life? You send the spell itself to 
					the mana zone instead of the top of the deck. Now decks can 
					play effectively 8 Fairy Life.
 Using Essence Elf you can play it for 1, effectively 
					increasing your mana for free. Not only this but you don’t 
					risk sending a useful card to the mana zone, and it 
					triggers. More acceleration for nature.
 
 Strange Insect Gyunair
 Creature / Light + Darkness / 4 / Rainbow Phantom + Parasite 
					Worm / 2500
 - When this card is placed in the mana zone, it is placed 
					into the mana zone tapped.
 - Blocker
 - This creature cannot attack a player.
 - Slayer
 51/55 (Common)
 
 Curse Pendant just got an extra 500 power and the ability to 
					attack creatures. This is pretty good. Now it can actually 
					block 2000 power creatures without dying, and actually 
					attack creatures tapped with Solar Ray. A light/dark deck 
					should heavily consider running this creature.
 
 Keen, the Mobile Sage
 Creature / Light + Fire / 3 / Gladiator + Parasite Worm / 
					4000+
 - When this card is placed in the mana zone, it is placed 
					into the mana zone tapped.
 - Blocker
 - This creature cannot attack a player.
 - Power Attacker +2500
 52/55 (Common)
 
 This blocker is a tap-killer just waiting to kill Bolshack 
					Dragon or Valdios, or Queen Maiden. This creature is perfect 
					for a Rumble Gate/Tap Kill/”can attack untapped creatures” 
					deck.
 
 Stubborn Jasper
 Creature / Water + Fire / 2 / Spirit Quartz / 1000
 - When this card is placed in the mana zone, it is placed 
					into the mana zone tapped.
 - This creature must attack every turn, if possible.
 - When this creature is destroyed, instead of placing it in 
					the graveyard you may return it to your hand.
 53/55 (Common)
 
 Does Wizards realize the annoyance they have created. Not 
					only have they made this thing a cheap Spirit Quartz to be 
					evolved into a 3 mana Double Breaker, but it combines two of 
					the most annoying cards in the game, Aqua Soldier and Blaze 
					Claw. For a mere 2 mana this is the perfect bait for Queen 
					Maiden, while in the mean-time taking shields without dying. 
					Again, you play blockers so creatures like this don’t eat 
					all your shields.
 
 Acacic Second, the Electromagnetic Tree Spirit Creature / 
					Water + Nature / 5 / Cyber Lord + Mystery Totem / 3000
 - When this card is placed in the mana zone, it is placed 
					into the mana zone tapped.
 - When this creature is summoned, you may draw 1 card.
 - When this creature is destroyed, instead of placing it in 
					the graveyard, place it in your mana zone.
 54/55 (Common)
 
 This is basically a fusion of Aqua Hulcus and Mighty 
					Shouter. Similar to MTG’s Solemn Simulcum in terms of being 
					a card with advantage. This card is a bit expensive but 
					gives you +2 card advantage (a draw, a mana in addition to 
					it being a creature). This card exemplifies the card/mana 
					advantage water/nature decks are designed to produce. 
					Water/Nature decks should consider including this “advantage 
					in a can” card.
 
 Animatrain, the Daring Beast
 Creature / Darkness + Nature / 2 / Hedrian + Horn Beast / 
					4000
 - When this card is placed in the mana zone, it is placed 
					into the mana zone tapped.
 - When you have more shields than your opponent, this 
					creature cannot attack.
 55/55 (Common)
 
 This green/black combination just wants to be the new 
					aggressive deck in town. However the effect limits the 
					aggressiveness. This card is designed to be an evolution 
					bait for Hedrian or Horn Beasts, being protected from 
					Searing Wave-ish mass removal. A solid early evo bait, than 
					can take that 1st shield without problems.
 
 Also here’s some new promo cards:
 
 Matchless Dragon Knight Dorzack
 Creature / Fire + Nature / 6 / Armored Dragon + Earth Dragon 
					/ 7000
 - When this card is placed in the mana zone, it is placed 
					into the mana zone tapped.
 - When another of your dragons attacks, you may choose one 
					of your opponent’s creatures of 5000 power or less and place 
					it in their mana zone.
 - Double Breaker
 P27/Y3
 
 This card came with the DM Movie and is reason enough to pay 
					your 10$ to see it. This is an interesting card in that its 
					removal effect combines both fire and nature removal. With 
					this card on the field, and a dragon you can keep sending 
					opposing blockers to the mana zone. While not as good as 
					destroying outright, it can be a boon, preventing Aqua 
					Revivor from returning to the opponent’s hand and returning 
					to block your dragons. It also has nice stats.
 
 Divine Green Dragon, Soulgardas
 Creature / Nature / 7 / Earth Dragon / 8000
 - Power Attacker +2000
 - When this creature is destroyed you may send one Fire Bird 
					and one Earth Dragon from your mana zone to your graveyard. 
					If you do, this creature remains in the battle zone.
 P20/Y3
 
 Interesting card, but rather high in cost. Fun to play I 
					would imagine, however. Usually you’d drop Bolmeteus or 
					Bolbalzack at the 7 drop position.
 
 Future Slash
 Spell / Darkness / 7
 - Look at your opponent’s deck and send up to two cards to 
					their graveyard.
 The opponent shuffles their deck afterwards.
 P23/Y3
 
 This is a weaker version of Hell Slash which is three cards 
					for 8. However it contributes to a deck destruction deck. 
					Now with 12 deck destructors and light/dark dual 
					civilization cards, a stall/deck destruction deck could 
					become viable.
 
 I hope you enjoyed reading this long ass 
					translation/commentary. If you have any comments feel free 
					to say them. This was a fun set to translate as it 
					introduced my favorite card combinations. I am glad there 
					are finally fire/water, light/dark, and water/nature dual 
					civilization cards. Spirit Quartz seems like a really fun 
					deck and it might be fun playing an Acacic Trio deck getting 
					out Acacic First, Acacic Second, and Acacic Third on the 
					field at once. I’d love seeing a Vortex that combined all 
					three into one, lol. Here are my top 10 favorite cards of 
					the set:
 
 1. Acacic First, the Dragon of Electromagnetic Rotation 
					(This guy is the real Eternal Phoenix, unkillable, coming 
					out cheap, and killing untapped
 creatures.)
 2. Eternal Phoenix, Phoenix of the Dragon Flame (The card 
					the set is named for. It’s just an awesome card with 
					incredible art.) 3. Unleashed Geccheru (I don’t believe they 
					made something like this, you can get a shield with every 
					attack) 4. Queen Maiden, the Eternal (3 mana Double Breaker 
					is great, and you get a free mana with the summoning. I love 
					it.) 5. Judgement of the Flame’s Spear and the Water’s Blade 
					(Searing Wave and Card Draw, this has to be the biggest card 
					advantage switch imaginable with just 1 card. Kill 3 
					creatures and draw 3 cards for a +5 advantage. Just
 nuts!)
 6. Acacic Third, the Electromagnetic Bandit (I just love 
					being able to turn my weenie into a Billion Degree Dragon) 
					7. Acacic Second, the Electromagnetic Tree Spirit (Card 
					advantage is awesome, Hulcushouter is funny) 8. Courtney, 
					Fairy of the Summer Breeze (Five Color Deck Support people, 
					I love 5 color decks, and he makes them possible) 9. Chick 
					Chick, the Ferocious Germ Swordfighter (Speed Attacker and 
					Card Draw, the two things rush decks love) 10. Mobile Saint 
					Meermax (Who enjoys Burst Shotting repeatedly? I do! With a 
					power-up spell even fatties aren’t safe from his wrath)
 
 This is a set where even the worst cards are decent. Even 
					compared with recent sets, this one is very, very good. So 
					please give you thoughts/comments/etc. Cecillbill, you 
					should Duel Yammer this since it is an article of immense 
					proportion (7900 words), just tell me how to send it to you.
 
 -Ryoma Echizen
 (this is my DMRealms Board Name)
 
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