From: largo 991 [mailto:largo991@yahoo.com]
 Top Ten Fire/Nature Cards -Largo991

 

Fire is an amazing civilization, weenies, fatties, its all here! I'm going to cover in my opinion

the 5 best fire cards, followed by the top 5 nature cards. then as an added bonus, I'm gonna show you a nice Fire/Nature deck that uses the cards listed. By some standards, this is a long read. i hope it will be worth it however, and hope it changes how you think about these civilizations. On to fire!

Our honorable mention goes to:

Brawler Zyler!

5.

Magma Gazer

Spell, 3 Mana.

One of your creatures gets "power attacker +4000" and "double breaker" until the end of the turn. (A creature that has "power attacker +4000 and "double breaker" gets +4000 power while attacking and breaks 2 shields.)

This one is very debatable. I'll probably get alot of hatemail for putting this on the list and not Brawler Zyler. You wanna know why i put this on the list? No? I'll tell you anyway. I think this card is amazing. There, i said it. giving any of your creatures double breaker, and the added bonus of power attacker +4000 on turn 3 is just great imo. you could use it on last turns Mini Titan Gett, or even the braid claw from the turn before that! There isn't much else to say however, but if you want to hate on me, me email is at the bottom of the page. :P

4.

Rothus The Traveler

Creature, 4 Mana, Armorloid, 4000 Power.

When you put this creature in the battle zone, destroy one of your creatures. Then your opponent chooses one of his creatures and destroys it.

The reason this card gets number 4 for fire should be obvious, however, I'll point it out to you anyway. One word. REMOVAL. Even though it is a double edged sword, (you have to destroy one of your creatures too) and gives your opponent a choice, there are times when this card will help you. In fact, there are alot of times when this creature will help you. It also should be obvious that since he is summon sick when you summon him, you will want to destroy him or another sick monster. Anyway, more to the point, imo if you are running fire, then you should run this guy.

3.

Crimson Hammer

Spell, 2 Mana.

Destroy one of your opponents creatures that has power 2000 or less.

Once again, for number 3, we have removal. This card is amazing.

On turn 2, you can destroy ANYTHING that they have out, ANYTHING. Trust me, by your turn 2, your opponent will not have a creature worth destroying out with higher than 2000 Power. This card also comes in very handy against other red players, as the evo base for the most powerful evo in the game (imo again) is human. the only 2 humans i can think of that will be used in a non-mono color red deck are Mini Titan Gett,(2000+ Power) and Brawler Zyler(1000+ Power). However, i did say outside of a MONO-red deck. In a mono-red human deck, a card that sees some play is Explosive Dude Joe(3000 Power). Just outside the reaches of Crimson Hammer.

Any who, To wrap this up, thats why Crimson hammer gets 3rd. Removal.

2.

Mini Titan Gett

2 Mana, Human, 2000+ Power.

This creature attacks each turn if able. Power attacker +1000 (While attacking, this creature gets +1000 power.)

To start things off here, I'm going to name a term. That term is weenie. In the gamers dictionary, weenie means,

WEENIE w-EE-nee: Low cost, (usually meaning one or two mana.) low Power/Attack/Whatever-call-it-in-the-game-you-play.

The basic premise of this type of card may have seemed weak to you while you were new. BIG emphasis on the "new" there btw. if you get out enough weenies early in the game, it is hard for your opponent to stop you. This card, in case you haven't guessed yet, is a weenie. And not just a weenie, but a human weenie! meaning this card can, and should evolve to valdios. So wrapping this up. This card=weenie+human=fire necessity. At least in todays environment.

1.

Armored Blaster Valdios

Creature, 4 Mana, Evolution, Human, 6000 Power.

Evolution-Put on one of your humans. Each of your other humans in the battle zone gets +1000 Power. Double breaker (This creature breaks 2 shields.)

OK, I'm finally gonna say it. Humans own fire right now. Its as simple as that. This card is the king of humans, as he can come out turn 4 with his mighty 6000 power, double breaker, and boosting ability. That is just wrong. :P Being an evo also means it has its upsides and downsides. upsides being:

No summon sickness, Low mana cost, Good power. Sounds good to me!

Downside of course being lack of creature advantage. Anyway, heres the bottom line. Humans own fire. Valdios owns Humans. Thats it. If you go to your tournament, and check with all the people using fire, you're going to see several valdios. Thats it.

 

Now on to our Nature portion. When i think of nature, i think of mana gain, and brute force.

We got them. I also think of beast folk. WE GOT THEM TOO PEOPLE! lol. Anyway, here we go.

Our honorable mention goes to:

Fighter Dual Fang!

5.

Dimension Gate

Spell, 3 Mana.

Shield trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost)Search your deck. You may take a creature from your deck, show that creature to your opponent,and put it into your hand. Then shuffle your deck.

This card is great right now. Whats that? You need your Barkwhip? You got it. You need your Valdios? you got it. etc, etc, etc. this card also allows you to figure out wth your shields are. If you know your deck, since you can see whats in it with this card, (as opposed to in your shields) you can also figure out whats not in it. Aka: hmmm, 2 of my natural snare aren't in here. I haven't drawn them yet, so they must be in my shields. Sweet huh? Thats why this card places. I think this should be in any deck involving both nature and speed. That is why this is Number 5.

 

4.

Silver Axe

Creature, 3 Mana, Beast Folk,1000 Power.

Whenever this creature attacks, you may put the top card of your deck in your mana zone.

When i was still new, my very helpful friend told me he ran this. I was like, WTF??? That is because i was thinking of Silver fist.XD This card is good, but not if he can only get off one attack, so its best to use him in conjunction with some power up. such as Barkwhip. (My very helpful friend told me that too. lol) Its great to put the top card of your deck into your mana zone repeatedly. But because of low attack, and summon sickness. He is slower than Bronze Arm Tribe, and just as easily picked off. However if you are using this card, chances are you are running barkwhip.

In the case this card is on the field with him, this little guy becomes fairly solid.

And that is why he is number 4.

3.

Bronze Arm Tribe

Creature, 3 Mana, Beast Folk 1000 Power.

When you put this creature in the battle zone,put the top card of your deck into your mana zone.

This card is great. It is fast, it makes great evo bait, you name it. You should use it in any deck using beast folk, as, like i said before, it makes great evo bait. On turn four,

(Provided you have at least 4 mana, 2 of them green.) you can summon this guy, add your top card to your mana, and to top it all off, immediately evolve him to Barkwhip and attack!

There isn't much else to say about this guy, so we'll move on.

2.

Barkwhip the smasher

Creature, Evolution, 2 Mana, Beast folk, 5000 power.

Evolution-Put on top of one of your beast folk.While this creature is tapped, each of your other Beast Folk in the battle zone gets +2000 power.

This is THE best nature creature in the game. Once again my helpful friend from my newbie days pops up. He told me this card was better than Fighter Dual Fang. He was right. This guy has something big that Dual fang doesn't. That would be speed. Speed is good. Speed is your best friend. This guy may not have double breaker, but he'll have broken at least 2 shields by the time Dual Fang would have come out. I'm not saying Dual fang is bad, far from it. I'm just saying this guys better.

1.

Natural Snare

Spell, 6 Mana.

Shield trigger (when this card is put into your hand from your shield zone, you may cast it immediately for no cost.)Choose one of your opponents creatures in the battle zone and put it into his/her mana zone

Once again, our good friend removal pops up. Only this time, it adds the creature to their mana instead of their Graveyard. Doesn't sound as good does it? Ah but it is. i cant tell you how many times my friend has brought his fattie, just to have Natural Snare wreck it next turn. This card is commonly called "Natures Terror Pit" for obvious reasons. Anyway, the bottom line here is This is a nature staple. Thats all there is to say, so we'll go on to the deck.

This decks strategy is to bring out one or two powerful evos as soon as possible. Dimension gate helps this along. For removal we have your standard natural snares, crimson hammers, rothus the travelers, and Tornado Flame/Volcanic Arrows (Depending on your preference of the 2.).

FIRE CARDS

CREATURES

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x2 Armored Blaster Valdios

x2 Rothus The Traveler

x4 Mini Titan Gett

x4 Brawler Zyler

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SPELLS

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x3 Tornado Flame/Volcanic Arrows (your pick)

x2 Magma Gazer

x3 Crimson Hammer

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NATURE CARDS

CREATURES
~~~~~~~~~~~~~~~
x4 Barkwhip The Smasher

x4 Silver Axe

x4 Bronze Arm Tribe

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SPELLS

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x4 Natural Snare

x4 Dimension Gate.

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Anyway, thanks for reading, and stay cool.

If you Hate this, Love this, Think my spelling sux. Whatever, my my e-mail address is below.

-Largo991

Largo991@yahoo.com