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Duel Masters Set 14 (Generate Gear) Translation File 1.0
Version 1.0 6/26/2005
Translation V1.0 6/27/2005 1:45pm (Complete Translation)
Commentary V1.0 6/28/2005 3:20pm (Complete Commentary)
Translation and Commentary by: Ryoma Echizen
Special Thanks to: Yoshiki the Deadman (http://www2.pf-x.net/~deadman/)
I have learned much from him, and borrowed his idea for putting Divine Riptide in a survivor deck. His favorite deck is utilizing Dorgazer, Veteran of Hard Battle, and he hates Matchless Dragon Bolbalzak (#9/110 DM-10 Translations) just like I do for its harmful impact on the game. Continue to innovate, and improve “Notorious B.I.G”, your innovative Dorgazer deck. He and his page are Japanese so be careful. Now to commentary/translations.
This commentary makes many references to other cards from sets 10-13, and other cards in the set. For example I refer to Faerie Gift (DM14-69) a lot. The first number DM# is the set name, and the second number is the card number. Real simple. Just be warned I refer to many cards, so you should open multiple windows to access all the translations at once for maximum effect. If you don’t want to do that that’s cool too, just be warned some things may fly over your head. This translation has the flavor text of the cards as well, so be grateful for that! Another cool little note. Although this is not mentioned anywhere (on the cards) but the JP website, the act of summoning a cross gear is called “Generating”. This is where the name “Generate Gear” comes from. Now feel the awesome power of…
Marushias, Spirit of the Sun
Creature / Light / 5 / Angel Command / 2000
-This creature wins all battles. (No matter how much greater the opponent’s creature’s power is, the opponent’s creature loses the battle. If both creatures are tied in power, neither is destroyed.)
(Flavor): Even kings wish they had these battle skills.
S1/S10 (Super Rare)
This is an Angel Command for 5 and only 2000 power. Pathetic for an Angel Command. But look at his effect. WINS ALL BATTLES!?!?! Is wizards insane? No matter if defending or attacking it wins. However, of course slayer will kick in when the opposing creature loses. Slayers aren’t really its enemy since they can be avoided via removal or blockers. Its enemy is Crimson Hammer, and Terror Pits. The majority of fire dangers can be dodged by the multitude of power up cards for light, such as Para Oresis (DM10-14) or Light Weapon Petroba (DM9-S1). However this can’t protect against it against a Death Smoke. That’s why Cabalt, the Patroller (DM14-13) was created. It can discard fire and darkness spells before you summon this invincible angel command. Use alongside the new Angel Command evolution and just command the field. Its flavor text is elite. It can even destroy kings.
Glorious Heaven’s Arm
Cross Gear / Light / 3
-Cross Gear: Put this card in the battle zone when cast. To cross this card with a creature, pay this card's cost again. When that creature leaves the battle zone, this card remains in the battle zone.
-The crossed creature gets +3000 power.
-When the crossed creature attacks and isn’t blocked, put the top card of your deck face-down into your shield zone.
S2/S10 (Super Rare)
It’s King of Fallen Heroes, Star Man (DM12-S2) in a nice little equipment. It’s made for cards such as Melnia (DM10-64) or Candy Drops. Getting a shield every turn can be really nice. The problem lies in that getting in consistently unblocked is a challenge. A Rikabu’s Screwdriver plus a cheap evolution seems like the most effective way. For example a Valdios equipped with this becomes 9000, invincible to all but direct terror pit/snare removal. It’s unlikely to show up in championship decks, but a Star Man deck got top 4 in a Japanese tournament and this is easier to use in many respects. This is a card that requires a skilled duelist to properly use.
Crystal Zweilancer
Evolution Creature / Water / 8 / Liquid People / 13000
-Evolution: Put on one of your Liquid People
-This creature can’t be blocked.
-Triple Breaker
(Flavor): It has lasted 200 years. The journey is at an end, the ultimate twin lances have been found.
S3/S10 (Super Rare)
Lancer gets an upgrade. For an extra two mana it needs not fear ever dying in battle and breaks an extra shield. The normal Crystal Lancer is indeed generally better but with water/light decks on the scene, this is a perfect antidote, getting through all of lights blocker defenses, while having enough power to withstand opposing Angel Commands. Faerie Gift (DM14-69) allows this creature to hit the field mid-game. While the original Crystal Lancer is still better overall, Crystal Zweilancer is more impressive to use, and used skillfully can lead to the same victories that Crystal Lancer gives. The 200 years spent searching for those lances, at least makes Zweilancer look much cooler.
Emerald Mist
Creature / Water / 6 / Splash Queen / 4000
-Instead of having this creature attack, you may tap it to use its {tap} ability: Return all creatures in the battle zone, to the owner’s hands.
(Flavor): When the sea drains the tears, the places to live should return.
S4/S10 (Super Rare)
With a Fire Blade (DM14-102) on the field and 8 mana you can lock the opponent with this. Until they have something without summoning sickness (or an evo) they can’t attack you. Of course you can’t either, but with a single Speed Attacker you can win. Of course it won’t be used this way, its much better to summon creatures with come into play effects and re-use them. It’s a fun card to create locks with, huge card for control. It is harder to use than say Extreme Crawler (DM12-2), but it can inhibit the opponent, allowing you to gain control of both your field and theirs.
Dorballom, Lord of Demons
Evolution Creature / Darkness / 10 / Demon Command / 13000
-Evolution: Put on one of your Demon Command
-When you put this creature into the battle zone, destroy all creatures except darkness creatures. Afterwards, both players put all cards in their mana zone into their graveyard except darkness cards.
-Triple Breaker
S5/S10 (Super Rare)
Ballom gets an upgrade too. Same Triple Breaker and 13000 power as Crystal Zweilancer for the two mana upgrade. Same effect too, man this dude sucks. Oh wait, it has a 2nd effect you say? Wow, destroy all non-darkness mana. That’s game against 90% of the decks you face. It does effect you as well, but of course you can only have 1 water mana but summon mana water creatures, or the same for nature. Nature allows you to use Faerie Gift which allows you to summon this turn 8 or sooner. Get it out its game. Just an amazing card. The problem is keeping a demon command on the field for a long time. It remains to be seen whether such a deck can be competitive, but at minimum such decks will be good, and highly satisfying to play.
Diablost, the Shady General
Creature / Darkness / 5 / Demon Command / 6000
-All your opponent’s creatures gain “Blocker”.
-Double Breaker
S6/S10 (Super Rare)
This is one of the better super rares in this set. This is a 5 mana Demon Command with Double Breaker. Sure we have Vashuna, Sword Dancer but this has no downside. Oh, the effect that forces your opponents creatures to become blockers, almost forgot. This is a benefit not a weakness. Now your Critical Blades and Comet Missiles can take out creatures for cheap. Scarlet Skyterror can clear the field. A Faerie Gifted Skyterror after you play this is just killer. Regardless, this card will form its own decktype which will be deadly. A really fun card to use as well.
Bolberg Cross Dragon
Creature / Fire / 8 / Armored Dragon / 7000
-Speed Attacker
-You may cross your cross gears with this creature without paying their cost.
-Double Breaker
S7/S10 (Super Rare)
It’s the latest in the series of overpowered dragons. However this really isn’t. Even if you can use Cocco Lupia and Faerie Gift on it to make it come out turn 4. It is the first armored dragon with Speed Attacker that will remain on the field, or doesn’t need a separate effect to activate it, or have a condition (Bolbalzak). Already it is decent without an effect. The free equipment of cross gears can set up a devastating play. With 2-3 cross gears on the field, you can play this dragon Turn 6, equip all your cross gears and go to town. This dragon’s effectiveness will be based on the power of cross gears as a whole. Should they falter, this dragon won’t be played much. But the cross gears look effective enough to give them a chance.
Final Dragarmor
Cross Gear / Fire / 3
-Cross Gear: Put this card in the battle zone when cast. To cross this card with a creature, pay this card's cost again. When that creature leaves the battle zone, this card remains in the battle zone.
-The crossed creature gains “Power Attacker +5000”, breaks 1 additional shield, and becomes an Armored Dragon in addition to its other races.
S8/S10 (Super Rare)
This cross gear is expensive, but definitely powerful. The Power Attacker allows for your weenies to kill fatties, and the extra shield break is nice. The extra shield breaks even works for “when this creature is blocked, break 1 shield” effects. So if you have both Neo Sledgehammer (DM14-70) you break 2 shields when it’s blocked. The Armored Dragon thing isn’t as good as the other two abilities, but it allows for it to be evolved into a powerful dragon evolution, or be protected by a “saver” creature for armored dragons. To really make the most out of this cross gear you need to abuse all the effects to the best of your ability, otherwise it's too expensive.
Messiah, the Battlemaster
Evolution Creature / Nature / 7 / Mystery Totem / 13000
-Evolution: Put on one of your Mystery Totem
-No one may use the “Shield Trigger” of the shields this creature breaks.
-Triple Breaker
(Flavor): When all of the hostile kings were defeated, the remaining kings went back to “Senkai”, the pure land.
S9/S10 (Super Rare)
About the flavor text, DM has a world and events not fully explained by the cards. The anime is just getting into “the creature world”, but the creature world has a vast story behind it. The dual civ creatures live in “Senkai”, the pure land. This is basically a heaven-like place, which sits atop the rest of the creature world. I have decided to include the flavor of this set of cards because it’s a necessary thing to understand the future world of DM in some respect. The September edition of Coro Coro has a fold-out map of the creature world which is really cool, but its unlikely America will ever get it, so I’ll try to explain things to the best I can when the flavor text refers to such things. The kings in the card texts refer to Set 12s set of “King” super rares and one very rare. All these kings are apparently involved in an epic battle, such that they should really write a book on it, lol. Anyways onto Messiah.
Messiah is just awesome. He’s as powerful as a dragon evolution, and his effect is great. When he triple breaks, the shield triggers can’t be activated. There are many interesting Mystery Totem’s in this set to evolve from. The only problem comes from Messiah getting blocked. Of course remove the blockers and you likely have just won the game. Triple Break, then a direct attack. Real simple.
Powered Stallion
Cross Gear / Nature / 3
-Cross Gear: Put this card in the battle zone when cast. To cross this card with a creature, pay this card's cost again. When that creature leaves the battle zone, this card remains in the battle zone.
-The power of the crossed creature is doubled.
-If this creature has 6000 or more power, it gains Double Breaker.
-If this creature has 15000 or more power, it gains Triple Breaker.
S10/S10 (Super Rare)
Double the power, double the fun! Bolshack becomes 12000, and your Rumbling Terahorn can become a 6000 Double Breaker! According to the Japanese FAQ Page, you first take the original power of the creature, add any +power abilities of cards on the field, then subtract any –power abilities and then after all this you double this total. This means should you attack with a Brawler Zyler with Stallion equipped, he will become 6000 for the attack and be able to double break! An expensive, unwieldy cross gear but of course decks with it will be attempted with Bolberk Cross Dragon no doubt, in hopes of making a Speed Attacking 15000+ Triple Breaker.
Crimson Divine Dragon, Crimson Thunder
Creature / Fire / 6 / Volcano Dragon / 4000+
-Power Attacker +2000
-Double Breaker
(Flavor): A new legend and its history, is yours to create!
B1/1 (Starter Deck Only Foil)
This card is bad. No one should use it. There already is an Earth Dragon in set 8 with +1000 more power attacker and 1 less cost. Volcano Dragons have a 6 mana 6k Double Breaker with a positive effect. At least the flavor is sort of ok.
Elupheus, Lord of Spirits
Evolution Creature / Light / 5 / Angel Command / 9500
-Evolution: Put on one of your Angel Command
-The opponent’s creatures are put in the battle zone tapped.
-Double Breaker
(Flavor): A shield of holy light is proof of the power of a Lord of Spirits.
1/110 (Very Rare)
This is better than Alcadeias. The Angel Command evolutions seem to have the need for the opponent’s cards to yield to them. Alcadeias is so powerful non-light spells do not effect him. Elupheus is so powerful the opposing creatures bow to it when entering the battle zone. After they bow, Elupheus will smite them with no mercy. Once this Angel Command is on the field, you must get rid of it, or quickly be demolished. Light’s whole mantra is getting things tapped so they can kill them with their superior power. With Marushias (DM14-S1) on their side they can kill anything they want. Normally with its power you could just get a more powerful dragon evolution, or Messiah (DM14-S9) to kill it. However even evolutions have to enter tapped, giving the Elupheus player the opportunity to directly kill the threat or deflect it in some ways. Corile is the best solution to this card, but besides Corile and Terror Pit easy answers to this card are slim.
Light Weapon Melania
Creature / Light / 6 / Mecha Del Sol / 6000
-When you have no shields, all your creatures gain “Blocker”.
-Double Breaker
(Flavor): Desperation is a sign of a miracle.
2/110 (Very Rare)
This is made to fight against popular Bolbalzak (DM10-9) decks. When your creatures turn into an army of blockers when the first Bolbalzak wave hits, the deck is stopped in its tracks. Of course in the following turn that player can use a single blocker killer such as Comet Missile and win anyway. Of course light decks now have Cabalt (DM14-13) to deal with fire/dark removal spells. Solid power, solid effect. Will see some play.
Wave Crawler
Creature / Water / 4 / Earth Eater / 6000
- When you put this creature into the battle zone, the opponent may return 1 of their creatures in the battle zone to their hand. If they do, return this creature to your hand.
-Double Breaker
(Flavor): It keeps coming.
3/110 (Very Rare)
It keeps coming. Broken water cards. Wizards can’t stop making them. First it was 6 water cards, now a 7th. I mean the opponent is forced to choose between allowing a 4 mana 6k Double Breaker onto the field, or turn after turn being forced to return 1 of their creatures. Oh, wait people play many comes into play effect creatures. They like returning Bronze Arm Tribe or Corile. So if you play such cards in your deck you can get around this. Of course ingenious players such as Yoshiki-san have realized you can use Faerie Gift to make this come out turn 2. Should you go first and the opponent not have a 1 drop, it’s all pain for the opponent as your 6k Double Breaker ravages them for a few turns.
Dione
Creature / Water / 3 / Sea Hacker / 3000
-Blocker
-Creatures with “Speed Attacker” may not attack the turn they are put in the battle zone.
-This creature can’t attack.
4/110 (Very Rare)
Finally there is something to hate on the speed attackers. Pyrofighter Magnum and Bazagazeal Dragon are completely useless with this out. Of course a Comet Missile can take this out, or Spastic Missile, or set 11’s Gushut Fist (Triggered Spastic for 4). Of course if the rush deck in question already used its Comet Missile on an Aqua Guard, it could be in trouble. Its not worth being a very rare but it is tech against rush.
Endless Puppet, Lord of Magic
Evolution Creature / Darkness / 3 / Death Puppet / 5000
-Evolution: Put on one of your Death Puppet
-When the opponent discards cards from their hand, you may draw the amount they discarded.
(Flavor): “Dance, Dance, everything is moving as planned!” -Endless Puppet, Lord of Magic
5/110 (Very Rare)
Death Puppets get an awesome evolution. Although discard has waned in power since Skeleton Vice (DM08-14) will be restricted to 1 alongside Lost Charger (DM09-14), Bolbalzak, and Hell Slash (DM06-57). But turning your Ghost Touches into draw as well is just killer. A Lost Soul with this on the field can be godly. It deserves every bit of its rarity.
Dark Divine Dragon Zanbajir
Creature / Darkness / 7 / Dragon Zombie / 5000
-All of the opponent’s tapped creatures in the battle zone get -2000 power. (A creature that has 0 or less power is destroyed.)
(Flavor): This dragon’s breath. His vital fluids. His scars. All composed of decay.
6/110 (Very Rare)
Minuses have come to Duel Masters! However they only occur when the creature is tapped. Power Attackers (such as Brawler Zyler) will get the bonus when attacking so they won’t die during the attack, but immediately afterwards they will. If a 1000 or 2000 power opposing creature blocks, that blocker will be destroyed but the creature will remained blocked. However should a 1000 or 2000 power opposing creature attack you the creature will be destroyed and a battle will not occur. This is because when you tap to attack you then have to choose a target afterward. When blocking, you don’t choose a target, you just block the incoming attack. He can come out turn 5 with Cocco Lupia and he can act as a Burst Shot of sorts, killing all of your opponent’s tapped 2000 power creatures. Needless to say your weenie creatures can easily kill your opponents. Outside of weenie combat it won’t help so much, as 5000 power creatures can easily fall to stronger 8000-9000 power evolutions, but if you boost its power 2000-3000 points it can be a threat.
Howlsk, the Gigantic Avatar
Evolution Creature / Fire / 6 / Melt Warrior / 5000
-Evolution: Put on one of your Melt Warrior
-Instead of having this creature attack, you may tap it to use its {tap} ability: Destroy all your opponent’s creatures that have 3000 power or less.
7/110 (Very Rare)
Searing Wave Man! On Melt Warriors! So cool. This is the latest in options to destroy weenies. Melt Warriors are a bit expensive for evo baits, but this set also introduces some new ones, so its worth a try. Being able to kill weenies repeatedly is outstanding. Howlsk is similar to Extermination Dekurose (DM10-S10) but Howlsk is much easier to use and can fit in a greater variety of decks. Unlike Dekurose, Howlsk only kills the opponent’s creatures. This makes it the best weenie kill option around.
Mega Assault Wyvern
Creature / Fire / 7 / Armored Wyvern / 6000
-Double Breaker
-When this creature is destroyed, destroy all creatures that have 4000 power or less.
(Flavor): Meeting him is a countdown to death.
8/110 (Very Rare)
This is one of the best armored wyverns. They are always overshadowed by their dragon brethren. However, this wyvern rises above and beyond. This wyvern combines solid stats with a solid effect. When the opponent has two or more weenies on the field, they will be torn between protecting their shields or protecting their creatures. An excellent creature if expensive. Summoning it turn 5 with Faerie Gift can muck up a lot of plans. It’s a threat that you hate dealing with.
Green Divine Dragon Magragran
Creature / Nature / 7 / Earth Dragon / 1000+
-When you put this creature into the battle zone, put the top card of your deck into your mana zone.
-This creature gets +1000 power for each card in your mana zone.
-Double Breaker
9/110 (Very Rare)
Its Faerie Life Dragon. Summon him with 5 mana due to Rupia, he’ll have 7k and boost your mana. Summon him with 7 mana, he’s 9k. When you have 8 mana, he’ll be 10k and able to take most anything. Definitely powerful, but you want an effect usually with 7 mana. However it does boost your mana, so if you can get it out quick it could really help you achieve “Metamorph” a card mechanic that activates on many cards in this set should your mana zone have 7 cards in it.
Shaman Totem
Creature / Nature / 6 / Mystery Totem / 4000
-When you put this creature into the battle zone, you may draw 1 card for each race you have other than Mystery Totem in the battle zone.
(Flavor): The hand’s first sweep, the leg’s first kick. Everything in this majestic dance gives power to those who watch it.
10/110 (Very Rare)
Nature draw power! This counts each race, even if they are on the same creature. So dual civilizations creatures with two races count for two races. Survivor cards are also 2 races. (Blazosaur is Rock Beast and Survivor) It’s easily conceivable to get 2-3 races out by turn 4, and then summon this with a Faerie Gift. Even un-accelerated this can be quite powerful.
Light Weapon Dominica
Creature / Light / 5 / Mecha Del Sol / 9000
-This creature is put into the battle zone tapped.
-This creature does not untap at the start of your turn.
-When the opponent attacks, untap this creature at the end of that turn.
-Double Breaker
11/110 (Rare)
This is indeed a challenging card to use. One made for use with the cross gear Reverse Armor (DM14-78) and/or Shining Defense (DM14-46). Reverse Armor allows it to untap so you have effectively a 6 mana 9500 power Double Breaker. Or with Shining Defense you have a 6 mana 10500 power Blocker. This card is a large amount of potential waiting to be used. Not good enough to be in a truly competitive deck, but cross gears could make this a fun deck idea.
Moritz, the Purger
Creature / Light / 4 / Soul Trooper / 3000
-Metamorph (When your mana zone has 7 or more cards, this creature gains the following {Metamorph} ability): When you put this creature or any of your other creatures into the battle zone, choose 1 of your opponent’s creatures in the battle zone and tap it.
12/110 (Rare)
Introducing… Metamorph! Each Metamorph has a nice ability that activates when you have 7 cards in your mana zone. Moritz is huge when it morphs, bordering on Elupheus’ power. Just summon and keep killing. With nature acceleration getting 7 mana turn 5 is a simple task. The trick is not getting outplayed while charging your mana. It’s hard to gauge Metamorph at this point, but you should see a multitude of cards with Metamorph creeping into decks. The game is slowing down with the inclusion of Cross Gears, and should be more palatable to the success of Metamorph.
Cabalt, the Patroller
Creature / Light / 4 / Cosmo Walker / 2500
-When you put this creature into the battle zone, look at the opponent’s hand and discard all darkness and fire spells from it.
(Flavor): A new light was released from Silver Glory’s treasure vault.
13/110 (Rare)
This is killer. Having been whooped by a removal control deck, I know how deadly playing large amounts of fire/dark removal can be. This card shuts the root of the problem, darkness discard and fire mass kill. A hand full of them can be obliterated in a second. Although the two major darkness spells (Skeleton Vice and Lost Charger) will be restricted, discard/removal is still strong and needed a card like this. Now light players have a weapon against the direct removal of their threats. Players will have to use more nature removal such as Natural Snare against them now.
Mestapo, the Patroller
Creature / Light / 3 / Cosmo Walker / 1000
-No one may view the contents of decks.
-When this creature would be destroyed, return it to your hand instead.
(Flavor): You must always accept the truth. Do not listen to the doubts in your heart.
14/110 (Rare)
Lost Charger/Hell Slash could really ruin your day since these cards can just pluck out cards vital to your strategy. The true need for this card has been solved through restriction. However this card is still needed against Bolbalzak decks. Although restricted to 1, there are still many ways to get the 1 copy into the hand. This card stops most of them. Dimension Gate won’t work, nor will Valkyrie Dragon. Massive water draw can still work, though that just makes it a lottery. This card will be essential to combat the post-restriction Bolbalzak decks, as well as those who seek to abuse their copy of Lost Charger via searching it out. An excellent card that also has an Aqua Soldier effect. Essential anti-Bolbal tech.
Apocalypse Day
Spell / Light / 6
-Shield Trigger
-If there are 6 or more creatures in the battle zone, destroy all of them.
15/110 (Rare)
It’s Wrath of God with a different name! Well also a different effect, the battle zone needs to be full of creatures. It can really help against Bolbal decks. You have 3 creatures, they have 3 creatures, everything is set for them to finish you with Bolbalzak when bang! Their hopes and dreams are gone. Sure your creatures are lost too, but when you play this card it’ll almost always be you killing 4 creatures and losing a mere 2. In addition Aqua Soldier type creatures really help, so playing cards such as Mestapo (above card) or Aqua Revivor (DM10-37). Many times I have seen both sides amass massive swarms of creatures, with this card they can be wiped out in an instant. It’s beautiful. Best Shield Trigger ever.
Get Ready
Spell / Light / 5
-If the opponent has more cards in their hand than you, draw until you have the same number of cards as them.
(Flavor): Hey, that’s not fair!
16/110 (Rare)
Truly not fair at all. You can just dump your hand, leaving your opponent to laugh at you. Then you play this, and go right back up to your opponents hand level, but with a decided field/hand adv. When the opponent uses his Cyber Brain(draw 3), or an Illusionary Merfolk you might be worried at the change in card advantage. You play this and negate their advantage over you. It is such a killer card. If you haven’t noticed, this is an example of the “balance” ability that the light civilization has that is carried over from Magic: The Gathering.
Aqua Officer
Creature / Water / 6 / Liquid People / 2000
-At the start of your turn, draw 2 extra cards.
-At the end of your turn, tap 2 of your creatures.
(Flavor): When you do the impossible, of course you’ll get tired.
17/110 (Rare)
Drawing 2 cards is great, but at what cost. Likely Aqua Officer will become tapped at the end of your turn allowing it to be destroyed before you even get a card. But of course you had cleared the field the previous turn and then summon this, you may get your 2 free cards, and a large advantage. Should you get his effect the first time, the advantage can build for you. Getting it off the first time takes a great effort. Too great to really be competitive. An interesting card, but just too weak in power, and the drawback too great.
Salvage Cluster
Creature / Water / 5 / Cyber Cluster / 3000
-This creature can’t be blocked.
-Metamorph (When your mana zone has 7 or more cards, this creature gains the following {Metamorph} ability): When this creature would be destroyed, return it to your hand instead.
18/110 (Rare)
An invincible, unblockable creature is attractive, but you really want a Corile, or Rias, or something with great power or great effect. However it is an ideal platform for cross gearing. So putting a Powered Stallion on this guy gives you an unblockable, invincible 6k Double Breaker, or Dragarmor lets you tie with 8ks when attacking and Double Break. An effective cross gear platform, but too expensive to be a tournament-level cross gear platform. Were it 3 mana, 1000 power it’d be really fearsome. It’ll be fun to try this card out thought with some cross gears though.
Luna Trident Tower
Creature / Water / 4 / Cyber Moon / 4000
-Blocker
-This creature can’t attack.
- When the opponent casts a fire or nature spell, choose 2 cards in the opponent’s mana zone and return them to the owner’s hand.
(Flavor): In the tower, the interference of the multiple electromagnetic waves produced an electronic gospel.
19/110 (Rare)
4000 power blocker. Fire removal (like Comet Missile) causes you to lose two mana, so does Dimension Gate, or Mother Earth (DM10-36). More ammo to use against Bolbalzak decks. Outside of that, it’s not that good. This won’t see too much play.
Dejiron
Creature / Water / 4 / Cyber Lord / 1000
-Blocker
-When this creature blocks, you may put a non-evolution creature with “Blocker” into the battle zone tapped. If you do, return this creature to your hand and instead the tapped creature you put in the battle zone battles the attacking creature.
-This creature can’t attack.
20/110 (Rare)
A really, really, neat card. Finally, Syrius, Firmament Elemental has a purpose with its 11 mana, Blocker self. This card instills fear in opponents. Not only could you have Syrius but also perhaps Balforce, the Demonic Holy Spirit (DM13-1). In any case there is no end to the list of powerful light Double Breakers with Blocker added to it. If you so choose, you can even summon a “Dragon Blocker”. As long as it has the blocker symbol it can be summoned, but not cards that can gain blocker through other effects. Use Slime Veil to force players to attack and watch them run into a wall.
Triple Brain
Spell / Water / 5
-Draw 3 cards.
(Flavor): Insight at all costs!
21/110 (Rare)
Bigger Energy Stream. 2 extra mana, 1 extra card. Mana accelerate this card and use it turn 1 card into 3. This doesn’t trigger but definitely worth the extra mana over Brain Serum to hard cast it. It’ll see use. However turn 5 usually people prefer to play something deadlier rather than to prepare. But whether you use Stream, Brain, or Serum you can’t really go wrong.
Typhoon Bazooka
Cross Gear / Water / 3
-Cross Gear: Put this card in the battle zone when cast. To cross this card with a creature, pay this card's cost again. When that creature leaves the battle zone, this card remains in the battle zone.
-When the crossed creature attacks and isn’t blocked, you may return one creature in the battle zone to the owner’s hand.
22/110 (Rare)
This is a bazooka made for locking people. Get a Corile, equip this and attack, return the Corile for more punishment. If you don’t lock with it, it’d be better to use a beatdown cross gear such as Stallion or Dragarmor. Seems too expensive to really effectively lock people… but Extreme Crawler decks find ways to get to 10-11 mana and then Corile-Extreme Lock you. Creative duelists will find ways to use this.
Bangren, Ancient Arhat
Creature / Darkness / 5 / Demon Command / 3000
-All of the opponent’s tapped creatures in the battle zone get -1000 power. (A creature that has 0 or less power is destroyed.)
(Flavor): The taken item has given boundless prosperity. Once again, hell can spring forth from the cursed path of evil.
23/110 (Rare)
Small size version of the -2000 power Dark Dragon. -1000 power kills a whole lot less, but can still kill. This is an evo bait for Dorballom, a poor one at that. Merely a filler rare to introduce the concept of minus.
Leila, Butterfly Shogun of Death
Creature / Darkness / 5 / Dark Lord / 1000+
-Metamorph (When your mana zone has 7 or more cards, this creature gains the following {Metamorph} ability): This creature gets +7000 power and gains “Double Breaker”.
(Flavor): “Charge! To the Temple of Dreams, my sword of destruction!” –Leila, Butterfly Shogun of Death
24/110 (Rare)
The Temple of Dreams is a section of Silver Glory, the light civilization’s home base. It sits on the roof of the base and is home to the Lightbringers. This is an interesting card. Vashuna, Sword Dancer is generally better… but when Metamorph kicks in this becomes 8000, more than Vashuna. But without Metamorph it’s a pitiful 1000. When you have 7 mana, you want better cards, not a mere 8k Double Breaker. This is another filler rare. It’s not even a Demon Command, but a Dark Lord. Don’t bother with this card.
Wrangle, the Heretical Treasure
Creature / Darkness / 4 / Pandora Box / 3000
-The opponent cannot cast a light or nature spell of the same name as a spell in their graveyard.
(Flavor): Shining light and nature’s breath only fuel its rage.
25/110 (Rare)
Wrangle, is an interesting take on Light/Nature hate. But only stopping doubles just doesn’t get it done. Sure completely preventing the casting of doubles can be effective but its not worth the gamble with this card. At least it has its name going for it.
Gamaa, the Assassination Puppet
Creature / Darkness / 4 / Death Puppet / 1000
-Instead of having this creature attack, you may tap it to use its {tap} ability: Choose 1 of your opponent’s tapped creatures and destroy it.
(Flavor): During the long-standing peace, culture prospered and new technology developed. One of those technologies was in assassination.
26/110 (Rare)
Chaos (Light + Darkness) decks have so much support. Use light to tap, then kill them with this. Elupheus can also assist with its ability. The problem is that Gamaa has only 1000 power, and needs to be protected. But with darkness discard and light blockers it’s a deck possibility. A bit frail but can boost light/darkness decks.
Time Tripper, the Congesting Shadow
Creature / Darkness / 3 / Ghost / 1000
-The opponent’s cards are put in the mana zone tapped.
(Flavor): This shadow secretly took control of a king’s lost inheritance.
27/110 (Rare)
This can really muck people up. Running a turn slower throws people off their game. At minimum the opponent has to put one card in their mana zone tapped, and even if they kill Time Tripper they likely wanted to play a different card that turn. His effect activates for any cards the opponent puts in their mana zone. Fairy Life, Mighty Shouter, and the mana charge at the start of turn all are put in the mana zone tapped.
Demonic Protector
Cross Gear / Darkness / 1
-Cross Gear: Put this card in the battle zone when cast. To cross this card with a creature, pay this card's cost again. When that creature leaves the battle zone, this card remains in the battle zone.
-When the crossed creature is destroyed, you may draw 1 card.
28/110 (Rare)
The very first cross gear released and one of the best. This is card advantage in its simplest form. Add to a card you want protected and feel secure. Mist Rias will now draw at least 1 card. Just remember that the destroyed creature must go the graveyard to be considered “destroyed” so putting it on a Mighty Shouter is not so productive. Make your opponents squirm as their removal nets you card advantage.
Crimson Back Dragon
Creature / Fire / 7 / Armored Dragon / 4000
-When you put this creature into the battle zone, destroy all opponent’s creatures that have “Blocker” and 3000 or less power.
(Flavor): When he rages, the world melts.
29/110 (Rare)
Weenie blocker kill. Since this is a dragon, it can come out much quicker than Scarlet Skyterror and usually you can have a player that plays many weenie blockers. Also with Diablost (DM14-S6) you can clear a field of weenies. A bit too expensive to be really playable however with all the blocker kill already. I’d rather use Howlsk and kill all 3000 power creatures rather than just the blockers.
Screwhead Lizard
Creature / Fire / 6 / Melt Warrior / 5000
-When the opponent casts a light or water spell, destroy one of the opponent’s light or water creatures that has 5000 power or less.
(Flavor): “Want me to screw your head in really good too?” –Screwhead Lizard
30/110 (Rare)
Whenever the opponents wants to draw or tap, you can kill one of their creatures. An awesome effect but too expensive. You need a killer ability for your 6 drop. Screwhead would work if he was 4 mana 3000 power but at 6 mana 5000 power he is lacking significantly in strength.
Dynamite Peak
Creature / Fire / 5 / Big Muscle / 3000+
-Metamorph (When your mana zone has 7 or more cards, this creature gains the following {Metamorph} ability): While this creature is tapped, all of your creatures gain “Power Attacker +3000” and “Double Breaker”.
31/110 (Rare)
Unlike Leila, this is nice Metamorph ability. Just get to 7 mana, and summon this and cross your Fire Blade (DM14-102) to allow it to attack. Peak’s Power Attacker and Double Breaker abilities include itself. It’s quite literally Blaze Cannon in creature form and without the need for all your mana to be fire cards. The first “Big Muscle” creature is showing his strength.
Metal Cook, the Exploding Flame Chef
Creature / Fire / 4 / Humanoid / 3000
-All creatures in the battle zone may attack untapped multi-color creatures.
(Flavor): “One civilization special, coming up!” –Metal Cook, the Exploding Flame Chef
32/110 (Rare)
Dual civ hate. This is a surprise. Many players use dual civilization creatures such as Solar Flare Guardian, Blue Merkis (DM10-S9) and use their mighty powers as the cores of their decks. Being able to attack such cards the moment they come out is really nice. The problem is that it affects the entire field, and at most a players deck will only contain 8-10 dual civ cards. This won’t see much play but its nice to know that such a card exists. Plus the flavor is funny.
Nomad Warrior El Gigio
Creature / Fire / 2 / Armoroid / 4000
-When this creature is destroyed, put 1 card from your mana zone into your graveyard.
(Flavor): “This peaceful world is ours! This is the Gigio tribe’s law!” –Nomad Hero Gigio
33/110 (Rare)
Give it up for the Gigio tribe! Too bad he sucks. Killing your own mana zone has never shown to be worth it and this is no exception. Use other weenies. Playing this is just asking to lose.
Hell's Scrapper
Spell / Fire / 7
-Shield Trigger
-Choose creatures that have a combined power of 5000 or less and destroy them.
34/110 (Rare)
This is a godly card. This can easily kill 3 creatures (2000,2000,1000) in a single shot, and can pinpoint destroy cards with 4000-5000 power that Searing Wave, Burst Shot, and other weenie removal cannot. It doesn’t quite put Hell Vice out of business but it comes really close. Shield Trigger is just awesome. A powerful card that isn’t broken. This card alone will make games longer and force people to use more powerful creatures instead of weenie rush. It is sort of sad that super-fast rush will be impossible in the new age, but that is how things appear to be going.
Snipe Bug
Creature / Nature / 5 / Giant Insect / 4000
-When this creature is destroyed, choose 1 card in your mana zone and return it to your hand. Afterwards, put the top card of your deck into your mana zone.
(Flavor): The Snipe Bug never gives up when hunting its prey. This is because even if it dies, its body will be born into another Snipe Bug.
35/110 (Rare)
This is a really clever effect. Draw from your mana zone but keep the same number of cards in your mana zone, and keep the same card advantage even when it dies. This effect is good but the cost and power are not offensive enough. It’s a card to try to make useful with cross gearing it. Opponents with a view of your mana zone may be hesitant to give you a certain mana card that you may need, allowing your cross geared Snipe Bug to get in some hits.
Broken Horn, the Barracading
Creature / Nature / 4 / Horn Beast / 3000
-Water and darkness spells cost 2 more to cast.
(Flavor): This species of beast gives their own horns to a curse to gain power.
36/110 (Rare)
Solid hate for Aquan black. Discard, removal, and card drawing all cost 2 more and these are the foundations of black/blue control. Right now water/darkness is not so big in Japan as much as some decks, but still is widely played. Decks such as the Extreme Lock decks don’t rely as much on spells as they once did, but it will still hurt these decks as they need to draw/discard to get going. If you are going to hate, this card can do it right.
Innocent, the Invoked
Creature / Nature / 3 / Wonder Trick / 2000
-Metamorph (When your mana zone has 7 or more cards, this creature gains the following {Metamorph} ability): You can put an evolution creature of any race on this creature.
(Flavor): The long, epic battle at the lair of the six great kings, was won by the Eternal Phoenix-led immortal bird corps.
37/110 (Rare)
When you have 7 mana you can play this card, a Faerie Gift after it and then play any 6 mana evolution on Innocent, the Invoked. It is especially good with Crystal Paladin, 3 mana Innocent + 4 mana Paladin = 7 mana. But playing it normally is asking for trouble. While it won’t replace Innocent Hunter, you should consider running it, especially for such creatures as Dorballom. Having a 3 mana Dorballom bait is really nice, and its even has 1000 more power than Hunter. As for the flavor text we now know the Eternal Phoenix whooped up on the dual civ kings, which even consisted of Death Phoenix and Soul Phoenix. Whose side those two phoenixes were on is anyone’s guess.
Quick Avacado
Creature / Nature / 2 / Wild Veggies / 3000
-When creatures that have a greater power than this creature are put into the battle zone, put this creature in your mana zone.
(Flavor): “A huge sighting to starboard, evacuate in 2 seconds!” –Quick Avacado
38/110 (Rare)
This is sort of a clever way to boost your mana. Fairy Life costs 2 and gives you 1 mana and so can this. However this can take a shield, and then go into your mana zone. If it kills an enemy 2000 power creature before becoming mana, then that’s even better. Going to the mana zone is a positive effect even though it is treated as a negative. Get a use out of it, then “dodge” into the mana zone.
Mirumeru, the Love Fairy
Creature / Nature / 1 / Snow Fairy / 1000
-When a player draws their card at the start of their turn, that player may place 1 card from their hand into the owner’s mana zone.
-This creature can’t attack players.
(Flavor): “I think everyone should be happy, but what’s with the Lord of Demons?” –Mirumeru, the Love Fairy
39/110 (Rare)
When you want to get creatures out quick, call on Mirumeru. The trick with this deck is to make better use of the mana than your opponent. For example using drawing or discard alongside Mirumeru can be good. Mirumeru makes a great attacker as it can’t be attacked. Mirumeru takes the game to late game really fast, but does it without giving players time to draw the cards needed to have the mana to summon a high level creature. With a turn 3 Triple Brain you will likely be in better shape than your opponent who will have exhausted his hand just to keep up with you. Keep hitting hard and fast. Mirumeru speeds things up considerably. Just make sure your deck can better handle her.
Evolution Blueprint
Spell / Nature / 2
-Shield Trigger
-Reveal the top 6 cards of your deck. Put all evolution creatures from the revealed cards into your hand, and put the rest on the bottom of your deck in any order.
40/110 (Rare)
This is likely a draw 1 or 2, and to be useful you need this to be a draw 2 affair. With this card you can play a 12-16 evolution deck, since you can draw them with this card turn 2. This is doubtful to be widely used, but it definitely seems fun to have a bunch of cheap evolution cards and keep summoning Barkwhips and Paladins over and over. I haven’t ever tried such a deck, and might be fun. Regardless, you need a lot of evolutions to really make use of this. Otherwise searching with Dimension Gate is better.
Irvine, the Purger
Creature / Light / 5 / Soul Trooper / 5000
-Metamorph (When your mana zone has 7 or more cards, this creature gains the following {Metamorph} ability): When this creature attacks, you may return all light spells in your graveyard to your hand.
41/110 (Uncommon)
Five mana, 5000 power tend to be really poor. But this is half decent. Using the previously laid out Fire Blade + 5 mana creature strategy you can summon this and return all your light spells. Then every turn you can Holy Awe, or Logic Cube until you drop. This metamorph has the potential to be very powerful. Just make sure you get the most out of your spells. Being able to “Get Ready” over and over as you keep summoning creatures at light speed seems really effective.
Parshia, the Missionary
Creature / Light / 3 / Gladiator / 2000+
-While all the cards in your mana zone, are light cards, this creature gets +2500 power, and gains “Blocker”.
(Flavor): The last scar of the monarchy’s life and death struggle, a flower that took 200 years to heal, quietly bloomed.
42/110 (Uncommon)
Powerful mono-decks are now possible! Well no, but they finally have some decent weapons. Courtney, Fairy of the Summer Breeze (DM13-15) allows cards such as Parshia’s effects to activate even if you don’t even have a single light civilization card in your mana zone. A 4500 power Blocker that can attack is nice, but not really deadly, a general problem with this series of card. But as a whole they could make a nice deck. Basically this series of cards get Metamorph-ish bonuses without the need for having 7 cards in the mana zone. While Wizards has much work to do, to make mono-civs playable, they are making strides in improvement.
Regi Pael, Purple Shrine Guardian
Creature / Light / 2 / Guardian / 4000-
-Blocker
-This creature gets -1000 power for each fire or darkness creature in the battle zone. (A creature that has 0 or less power is destroyed.)
-This creature can’t attack players.
43/110 (Uncommon)
Ooh, minus creatures. This blocker is bad since it can actually die with enough fire creatures in the battle zone. But it is a Guardian, and a 2 mana 3000 Guardian doesn’t exist. There are better Guardians to use at this point so this is not worth playing.
Milky Way, the Paladin
Creature / Light / 2 / Rainbow Phantom / 1000
-Instead of having this creature attack, you may tap it to use its {tap} ability: If your opponent has more cards in their mana zone than you have in yours, put the top card of your deck into your mana zone.
44/110 (Uncommon)
Glory Stone
Spell / Light / 1
-Shield Trigger
- If your opponent has more cards in their mana zone than you have in yours, put the top card of your deck into your mana zone.
45/110 (Uncommon)
With people racing to get to 7 mana this is just perfect. When players play their Faerie Life, you can play your Glory Stone right after them. Not as good as Faerie Life but for light to have something almost as good is quite nice.
Shining Defense
Cross Gear / Light / 1
-Cross Gear: Put this card in the battle zone when cast. To cross this card with a creature, pay this card's cost again. When that creature leaves the battle zone, this card remains in the battle zone.
-The crossed creature gets +1500 power and gains “Blocker”.
46/110 (Uncommon)
This is one of the better cross gears. Cross it with an Aqua Soldier or similar creature to create an Aqua Revivor, or a Slayer to create a Blocker/Slayer. Also the power-up is reason alone to use this Cross Gear. I believe this should see some play.
Luna Starbase
Creature / Water / 5 / Cyber Moon / 7000
-Blocker
-This creature can’t attack.
(Flavor): While the destruction and chaos washed away, it quietly observed space. Also the prosperity has brought it…
47/110 (Uncommon)
Cyber Moons are the new fatties for the water civilization. Not much to say. The Light version (DM12-21) of this blocker sees play, but that can attack and kill 6000 power dragons. Since this can only block it’s not quite as useful. This might be useful if Cyber Moons ever get an evolution.
Nostalgia Fish
Creature / Water / 4 / Gel Fish / 3000
-When this creature attacks, choose 1 of your opponent’s creatures with a power lower than this creature and return it to the owner's hand.
(Flavor): The final moment, do you recall your parents or hometown, or wish for battle in the afterlife?
48/110 (Uncommon)
Add a Powered Stallion on this, and you can bounce 5000 power blockers while Double Breaking. Even normally being able to bounce an opposing Mist Rias or weenie is a nice effect. This is card with an innovative effect and will see some play. One of the few water creatures with a good attack trigger.
Brutal Revenger
Creature / Water / 3 / Merfolk / 3000+
-Blocker
-This creature can’t attack.
-Metamorph (When your mana zone has 7 or more cards, this creature gains the following {Metamorph} abilities): This creature gets +2000 power. This creature’s “This creature can’t attack” effect is canceled.
49/110 (Uncommon)
This Metamorph turns this puny 3000 blocker into a 5000 power blocker that can attack. However blockers that can attack aren’t that great. But having a potential 5000 power creature for 3 can be effective. Perhaps enhance it with Reverse Armor to attack and then block.
Pattern Egg
Creature / Water / 3 / Cyber Virus / 3000-
-This creature gets -1000 power for each fire or nature creature in the battle zone. (A creature that has 0 or less power is destroyed.)
50/110 (Uncommon)
Another minus creature. This isn’t good at all. Just terrible.
Dive Juggler
Creature / Water / 3 / Merfolk / 2000+
-While all the cards in your mana zone are water cards, this creature gets +1000 power.
-When this creature attacks, if all the cards in your mana zone are water cards, draw 1 card.
(Flavor): News of the six kings war gathering, sent the entire world into panic in the blink of an eye.
51/110 (Uncommon)
A 3000 power Hypersquid Walter, I like. Water is one of the better mono-civ decks and this makes it even better, maybe even competitive. Well it still needs work, but with the help of Dive Juggler it just might beat a couple competitive decks. Plus it has cool flavor. Kings are scary… they have Vortex.
Spiral Aura
Cross Gear / Water / 2
-Cross Gear: Put this card in the battle zone when cast. To cross this card with a creature, pay this card's cost again. When that creature leaves the battle zone, this card remains in the battle zone.
-When the crossed creature would be destroyed, return it to your hand instead.
52/110 (Uncommon)
Give a creature “invincibility”. Add to your slayers! Add it now! Everything will die! Add it to your Corile and dare them to kill it. Same for any come into play effect. A great cross gear, even if it is simple.
Gigaroaster
Creature / Darkness / 4 / Chimera / 5000-
-The creature gets -1000 power for each light or nature creature in the battle zone. (A creature that has 0 or less power is destroyed.)
(Flavor): An evil fang floating in darkness. There is no compassion for the stabbed prey.
-53/110 (Uncommon)
You are not very good Gigaroaster. You lack compassion, so I have none for you. At least by itself it can be a 4 mana for 5000. Even without the minus effect its still unplayable.
Zamaru, Treasure of Darkness
Creature / Darkness / 3 / Pandora Box / 2000+
-While all the cards in your mana zone are darkness cards, this creature gets +2000 power.
-When this creature attacks, if all the cards in your mana zone are darkness cards, choose 1 card in the opponent’s hand and discard it.
54/110 (Uncommon)
Horrid Worm, but it becomes Dark Titan Maginn at 4000 power. Really nice, perhaps the best of all of them in fact. 4000s are hard to kill so early. Few people run Thousand Spear now that Judgement of the Flame’s Spear and the Water’s Blade (DM13-31) is out. It’ll be getting 1 attack in, likely several. Just awesome.
Gyasuka, the Malicious Madman
Creature / Darkness / 1 / Devil Mask / 4000
-When you put this creature into the battle zone, discard your entire hand.
(Flavor): He loves being in trash, but for some reason he can’t exist without rotting.
55/110 (Uncommon)
A lovely addition to my modern “Hyper Destruction” rush deck. A 4000 power creature for 1. Amazing! The drawback matters not if you have no hand to discard. Even alone, a 4000 power creature is hard to kill early. Mono-black rush, go! I like this card, it’s cool.
Tragic Swamp
Spell / Darkness / 4
-Shield Trigger
-Choose 1 of your opponent’s tapped creatures. That creature gets -3000 power until the end of the turn. (A creature that has 0 or less power is destroyed.)
56/110 (Uncommon)
It’s Gushut Fist (DM11-51) for Darkness. Also of course can power down a fatty so you can kill it. Perhaps the best of the minus cards, though that isn’t saying much.
Ghost Punish
Spell / Darkness / 2
-The opponent chooses 1 card in his hand and discards it.
-Metamorph (When your mana zone has 7 or more cards, this creature gains the following {Metamorph} ability): Instead of the opponent choosing their discard, look at the opponent’s hand, and discard 1 card from it.
57/110 (Uncommon)
It becomes Scheming Hands when you reach 7 mana. I think it can be effective at that stage. The only problem is do you want to hold onto to the card that long. Ghost Touch or this? That’s a judgement call. I’d show slight favoritism towards Ghost Punish because of its high upside. Ghost Punish is not a replacement for Ghost Touch, just different.
Hell Double Claw
Cross Gear / Darkness / 2
-Cross Gear: Put this card in the battle zone when cast. To cross this card with a creature, pay this card's cost again. When that creature leaves the battle zone, this card remains in the battle zone.
-When the crossed creature wins a battle, destroy it.
-The crossed creature gains "Double Breaker".
58/110 (Uncommon)
This is one of my favorite cross gears. Attach to Mestapo, the Patroller(DM14-14) for some fun. Or a Mighty Shouter, or other cards that have effects when they die.
Zyler’s Lighter
Creature / Fire / 3 / Xeno Parts / 2000+
-While all the cards in your mana zone are fire cards, this creature gets +1000 power and gains “Speed Attacker”.
(Flavor): When the master’s name is heard, everyone keeps nodding their heads.
59/110 (Uncommon)
Why this over Pyrofighter Magnum? In a rush deck you want to win as fast as possible, so you need to keep your cards on the field. Pyrofighter is a control card, not a rush card. He can be used in a rush deck, but he’s better served elsewhere. This is one of the many fire creatures who are personal items of other fire creatures, in this case Brawler Zyler. The Japanese name is “Tyler’s Lighter” but in Japanese Brawler Zyler is “Brawler Tyler” so I changed the name so people can get the pun.
Chitta Peloru
Creature / Fire / 2 / Fire Bird / 1000
-All dragons in the battle zone can attack untapped creatures.
(Flavor): This little bird can see the path to victory that others cannot.
60/110 (Uncommon)
This little bird is awesome! With this your dragons can attack untapped creatures and control like none other. Excess Skyterror has a dragon equivalent in the Japanese game. (It’s a special pack promo, so no # sorry) With it, you can just carve up weenies. Even without it, your cost reduced dragons such as Bolshack or the multitude of other cost 6 dragons can decimate weenie and fatty alike. An awesome dragon support card… as if they needed another.
Brock, the Screw Soldier
Creature / Fire / 1 / Armoroid / 1000-
-This creature gets -1000 power for each light or water creature in the battle zone. (A creature that has 0 or less power is destroyed.)
(Flavor): “You don’t need to worry about anyone else” -Lone Spinner, the Solitary Soldier
61/110 (Uncommon)
Another pathetic minus card. Man, all of these minus cards suck. Well this one doesn’t, and it’ll fool everyone. “But it’ll die right when the opponent summons his La Ura” you might say. Japanese players will also concur with you even. But then I will remind them a 4 mana 3000 Armoroid called “Ash” (DM9-16, look at Edos for full translation) exists. Its ability is that whenever one of your Armoroid goes to the graveyard, the opponent must select one of their mana and destroy it. In an Ash Land Destruction deck, this becomes a 1 mana, mana destruction spell! Hurray for Brock. Should the opponent not be playing water or light, then its swift attack time! Who knew minus cards could be so cool.
Drill Bowgun
Spell / Fire / 4
- Choose 1 of your opponent’s cross gears and put it in the owner’s graveyard. Afterwards, if the creature crossed with that cross gear has 2000 or less power, destroy it as well.
(Flavor): The more you pull back, the bigger the boom!
62/110 (Uncommon)
Cross Gear destruction cards are here. This can also kill a weenie. You can easily get a nice 2 for 1 from this card. Just keep in mind you destroy the cross gear first and the creature second, so if a 1000 creature is powered up to 2500 by Shining Defense then Drill Bowgun will kill both the cross gear and the creature it is crossed with.
Cannonball Sling
Spell / Fire / 4
-Shield Trigger
-Destroy one of your opponent’s creature that has 2000 power or less.
-Metamorph (When your mana zone has 7 or more cards, this creature gains the following {Metamorph} ability): Instead of an opponent’s creature that has 2000 power or less, destroy one of your opponent’s creatures that has 6000 power or less.
63/110 (Uncommon)
Volcanic Arrows is a highly underrated card. To get the effect for 4 without having to sacrifice a shield is awesome. Even though you need 7 cards in the mana zone, getting a kill card for 4 is awesome. More importantly it’s the ONLY fire shield trigger capable of killing Bolbalzak.
Crimson Rifle
Cross Gear / Fire / 1
-Cross Gear: Put this card in the battle zone when cast. To cross this card with a creature, pay this card's cost again. When that creature leaves the battle zone, this card remains in the battle zone.
-Instead of having this creature attack, you may tap it to use its {tap} ability: Destroy 1 of your opponent's creatures that has 2000 power or less.
64/110 (Uncommon)
Turn Deadly Fighter Braid Claw into a weenie destroyer. Imagine this scenario. You summon claw, then the opponent summons La Ura and laughs. You laugh back and play Crimson Rifle and equip it turn 2 and tap your claw. This power makes it one of the mightiest cross gears in my opinion. Continuous weenie destruction at such a cheap cost. Gotta love that.
Cyclone Totem
Creature / Nature / 5 / Mystery Totem / 6000-
-This creature gets -1000 power for each water or darkness creature in the battle zone. (A creature that has 0 or less power is destroyed.)
-If this creature has 6000 or more power, it gains Double Breaker.
65/110 (Uncommon)
Minus creatures you are all terrible. How dare you besmirch the glorius name of the Mystery Totem. At least this Totem is a cheap Double Breaker with a clear field. At least he doesn’t suck as bad as the other minus creatures (save the fire one)
Fury Totem
Creature / Nature / 4 / Mystery Totem / 3000
-When this creature is blocked, put the top card of your deck into your mana zone.
(Flavor): The earth gives birth to the forest. The earth rears the forest. Should the earth be ruined, that’s the end.
66/110 (Uncommon)
A cheap Mystery Totem. But there is a 2 mana Mystery Totem in set 8 so that job is taken. His effect is good when facing La Ura, but the metagame has advanced to the point where more powerful blockers are used. Even Americans use Hunter Fish. If you want to get a mana to die, use Shaman Broccoli (DM10-35).
Crowd Mayfly
Creature / Nature / 4 / Giant Insect / 2000+
-While all the cards in your mana zone are nature cards, this creature gets +4000 power, gains “Double Breaker”, and can’t be blocked by any creature that has 5000 power or less.
(Flavor): Their hunger is never satisfied.
67/110 (Uncommon)
A 6000 power Double Breaker with an effect for 4! Amazing! Raging Dash Horn was already good enough to make a mono-nature with and now there exists a cheap much-improved version. This is an amazingly cool card. And the flavor and name is funny. An insect feeding on a crowd. Faerie Gift this to summon this turn 2! You just can’t deal with a 6000 power unblockable double breaker that early! Just a world of ouch for the opponent when that happens. Playable Mono-Nature…yes it just might be here with this card.
Mind Capture
Spell / Nature / 4
-During this turn, when your creatures attack you may select 1 of your opponent’s untapped creatures that has “Blocker”. That creature must block if possible, and your other creatures can’t be blocked by other blockers.
(Flavor): Go get ‘em!
68/110 (Uncommon)
This has possibilities. If the opponent has 5 blockers, you can play this to force La Ura to block, run it over, and then hit with all the rest of your creatures. Or force a big blocker to run into your power attacker boosted creature. I wouldn’t recommend using this since you can just remove blockers, but for a deck that doesn’t run red or black removal, this card is definitely an option.
Faerie Gift
Spell / Nature / 1
-The next creature you summon this turn costs 3 less to summon. It can’t cost less than 1.
(Flavor): One, two, three we count, chin-ton-shan, sing for us great earth, chin-ton-shan.
69/110 (Uncommon)
This card is really nice, perhaps the best card of the set. Playing your trump cards 2 turns sooner is just killer. For example Wave Crawler turn 2, or turn 3 Mist Rias. You can also do unexpected things with them that the opponent doesn’t expect you to have the mana for. For example if you example with 7 mana, you can summon Marushias and generate Fire Blade and cross it with the summoned Marushias, giving the Marushias speed attacker to kill their big fatty. Faerie Gift allows you to absorb part of the cost of the cross gears by cheaply summoning their component creatures. Be wary as this card trades card advantage for speed. But I like turn 3 Mist Rias a lot, or turn 2 Wave Crawler. So many awesome speedy combo possibilities. Chin-ton-shan is just chanting jibberish for those curious. Only the insane can make such a powerful spell.
Neo Sledgehammer
Cross Gear / Nature / 2
-Cross Gear: Put this card in the battle zone when cast. To cross this card with a creature, pay this card's cost again. When that creature leaves the battle zone, this card remains in the battle zone.
-The crossed creature gains "Power Attacker +3000".
-When the crossed creature is blocked, break one of your opponent's shields.
70/110 (Uncommon)
If you keep getting blocked play this. If you don’t get blocked this isn’t very good. I don’t find the “if blocked break a shield” ability to be that good when you can kill blockers easily rather than avoid them. But if you can force the opponent to block to save one of their important creatures from dying, you can kill a creature and break a shield which is nice. The Power Attacker is good, but without blockers to contend with, Powered Stallion or Final Dragarmor are better.
Light Weapon Glacier
Creature / Light / 4 / Mecha Del Sol / 3500
- When this creature attacks, you may choose 1 darkness or fire creature in the battle zone and tap it. (First choose what this creature is attacking. Then choose a creature to tap.)
(Flavor): The light of truth shines even in the hearts of those that do not think in terms of good and evil.
71/110 (Common)
This is bad. Le Quist, the Oracle has gotten no improvements. Just the addition of 2 mana and 2000 power. Not much gained at all. This is beefier but I’d rather have Le Quist use its effect and use the 4 mana slot on something with more power to take advantage of a tapped opponent’s creature. It is a cheap Mecha Del Sol which may matter later for an evolution. Until then, this goes in the trash heap.
Finally! Power Blocker is here! Sure they don’t call it that but that’s what it is. It can block 5000 power creatures and live which is impressive for a 3 drop. Finally there is a 3 drop blocker that can block a 2-3 drop evolution creature. There have been 3 drop 5000 power blockers but they have to block if possible, so the opponent can toss a slayer at them or a power attacker to take them out. This can pinpoint enemy evolution creatures and stop them. An excellent blocker addition to the light civilization.
Rias, the Apostle of Recovery
Creature / Light / 3 / Initiate / 2500
-Metamorph (When your mana zone has 7 or more cards, this creature gains the following {Metamorph} ability): When you put this creature into the battle zone, you may draw 1 card.
(Flavor): If you stray from the path of justice, pray you do not meet him.
73/110 (Common)
This card is either an improved Hulcus or a cheap Magris. But you need to get to 7 mana to use it. This card is obviously better than Hulcus or Magris should you get to 7 mana. The problem is you don’t want this type of card at 7 mana generally. Of course if you have a Metamorph deck designed for it, it might be worth it. But even then, it’s only 500 power over Hulcus. This card just doesn’t give enough advantage for the cost. You can use this card and be successful, but it just isn’t worth the effort. He has such cool flavor text, but no one will fear Rias, ever. I pray he will be reborn as a better card.
Malta, the Prophet
Creature / Light / 3 / Lightbringer / 1000
-When you put this creature into the battle zone, you may choose one of your opponent’s creatures in the battle zone and tap it.
(Flavor): Bound words are most useful when they remain so until the time is right.
74/110 (Common)
Miele in Lightbringer form. Use Malta and Miele together to maximize the benefits of Shaman Totem. Or use the one you think has the cooler picture.
Bix, Guardian of the Sacred Mountain
Creature / Light / 2 / Guardian / 1000
-Saver: Angel Command (When 1 of your Angel Command would be destroyed, you may destroy this creature instead.)
(Flavor): The scars of war were so deep, only the light of the spirits yin could contain them.
75/110 (Common)
Savers! They still exist! This isn’t so bad, fire loves to kill weenies but other civilizations don’t have much in the way of weenie kill. So this can save your big Angel Command. Some may point to Breiga, the Wicked Protector (DM13-27) as superior since it can save all races, but Breiga usually has only one task. In Balforce decks to protect Balforce, which is an Angel Command (and Demon Command). An even cheaper way to protect your Balforce or Elupheus without the need for darkness mana.
Cubela, the Prophet
Creature / Light / 1 / Lightbringer / 1000
-Blocker
-This creature can’t attack players.
-When this creature is destroyed, choose 1 of your opponent’s creatures in the battle zone and tap it.
76/110 (Common)
This card is just awesome. Jil Wakka (DM9-37, see Edo for full translation) is perhaps the most highly played blocker. It has 3 mana and 2000 power, but taps 2 opposing creatures when it dies. This only taps 1, but is even better in ways since it is so cheap. This card has effect greater than its cost. Not only will it stop one attack with its block, but another when it dies. You can also kill this creature yourself with Rothus or similar card to tap an opponent’s creature. I doubt it will quite as popular as Jil Wakka but it is an awesome card.
Martial Law
Spell / Light / 2
-Shield Trigger
-Choose 1 of your opponent’s cross gears and put it in the owner’s graveyard.
(Flavor): Warning! Past this point, weapons are prohibited!
77/110 (Common)
The cheapest, easiest cross gear elimination card there is. The question is will cross gears need eliminating. I have a feeling this card will creep into decks once cross gears get big, but this is only a theory. When they get big is up to the metagame.
Reverse Armor
Cross Gear / Light / 1
-Cross Gear: Put this card in the battle zone when cast. To cross this card with a creature, pay this card's cost again. When that creature leaves the battle zone, this card remains in the battle zone.
-At the end of the turn, you may untap the crossed creature.
78/110 (Common)
Double Breaking Blockers love to have this cross gear as do creatures that can’t be blocked. Many possibilities in this small package. A cheap cross gear with a small effect. I think this cross gear’s effect is too small, and no one uses creatures that untap much. But the combo possibilities are there. Light Weapon Dominica (DM14-11) is made for Reverse Armor.
Luna Photon
Creature / Water / 5 / Cyber Moon / 3000
-Shield Trigger
(Flavor): Mystery basks in the moonlight.
79/110 (Common)
Twister Fish becomes a Cyber Moon. There is no Twister Fish in Japanese, and there may never be. This kills the need for it. It is doubtful no one will use this creature since there are better Shield Trigger creatures to use, that are cheaper to hardcast.
Dolunka
Creature / Water / 4 / Cyber Lord / 2000
-Whenever one of your opponent’s fire or nature creatures attack, you may draw 1 card.
(Flavor): I see them, I see them! The savage’s minds and bodies are so unrefined.
80/110 (Common)
Worth trying out since fire and nature creatures are popular. If you prevent Dolunka from being torched by removal by using Cabalt (DM14-13) this will put the opponent in an uncomfortable position indeed. But likely not to make much of an impact, though it gives people yet another option to hate on Bolbalzak decks.
Rosa Rossa
Creature / Water / 3 / Splash Queen / 4000
-Blocker
-This creature can’t attack.
(Flavor): The girls have been pretending to be bystanders for a while now.
81/110 (Common)
Evo bait for Splash Queens. Whenever it comes this creature can evolve into it. Until then, this has no use.
Aqua Spy
Creature / Water / 3 / Liquid People / 2000
-Metamorph (When your mana zone has 7 or more cards, this creature gains the following {Metamorph} ability): When you put this creature into the battle zone, you may look at all of 1 player’s shields. Then put them back where they were.
82/110 (Common)
I don’t think looking at the shield zone is that helpful an ability. Make it a metamorph ability and this card is utter trash. Throw it away!
Crescent Anemone
Creature / Water / 2 / Gel Fish / 1000
-Saver: Cyber Moon (When 1 of your Cyber Moon would be destroyed, you may destroy this creature instead.)
(Flavor): More than anything, it likes it when the full moon rises in the night sky.
83/110 (Common)
Cyber Moons are the new fatties for the water civilization. Unfortunately they are a relatively new race and have very few notable creatures. In time this may be more signifigance but Cyber Moon creatures are rarely used and until they are, this is not so good.
Wave Rifle
Spell / Water / 7
-Choose 1 cross gear in the battle zone and return it to the owner’s hand. The crossed creature is also returned to the owner’s hand.
(Flavor): We capture those who possess evil weapons.
84/110 (Common)
Too expensive, waaaay to expensive. You can bounce your own cross gears and creature… but why would you want to. There might be a combo I overlooked however. In any case until such a broken combo is discovered, this card is trash.
Spiritual Water
Spell / Water / 3
-Shield Trigger
-You may draw 1 card for each of your opponent’s tapped creatures in the battle zone.
(Flavor): This is our chance!
85/110 (Common)
This is a really interesting card. For example you can use Screaming Sunburst (Angel Song in Japanese) to tap all the opponents creatures, draw 3-4 with this, and kill them with light blockers. In a normal attack drawing 2 cards is a definite possibility, and 1 is guaranteed of course. This is a solid card. If could replace Energy Charge even. I like the name as well. I will definitely be trying this card out in a light/water deck.
Invincible Suit
Cross Gear / Water / 2
-Cross Gear: Put this card in the battle zone when cast. To cross this card with a creature, pay this card's cost again. When that creature leaves the battle zone, this card remains in the battle zone.
-The crossed creature gets +1000 power and can’t be blocked.
86/110 (Common)
The common opinion about this card in the Japanese community is that this card is strong. I have seen some of them point to the ability that you can equip it to Curse Totem, a 6 mana 6000 power Double Breaker which negates shield triggers of all the shields your creatures you destroy. Then Curse Totem becomes 7000 and you can use Bolbalzak without killing the totem, then clear away the shields. Also you can easily activate cards with “Turbo Rush” abilities or “when this creature attacks and isn’t blocked” abilities. This is a powerful card but has to be used properly.
Delorin, the Surprise Treasure
Creature / Darkness / 4 / Pandora Box / 3000
-Shield Trigger
(Flavor): “Show me the path of darkness. Because I will surprise people!” –Delorin, the Surprise Treasure
87/110 (Common)
Shield Triggering Pandora Box! Yay! It even has “surprise” in its name. The only benefit of this card is yelling surprise to scare people when you play this card.
Telescope Horn
Creature / Darkness / 4 / Gargoyle / 2000
-Blocker
-When you put this creature into the battle zone, look at the opponent’s hand and choose 1 nature or light creature from it and discard it.
-This creature can’t attack.
88/110 (Common)
Decent nature/light hate. Nature/light isn’t that big a decktype, but plenty of light players. Seeing their hand and discarding a card is very nice for a 4 mana creature. Against the light civilization this is a nice card to have, better than a Locomotivator.
Automobile Man
Creature / Darkness / 3 / Hedrian / 2000+
-Metamorph (When your mana zone has 7 or more cards, this creature gains the following {Metamorph} ability): This creature gets +2000, and gains “Slayer”.
89/110 (Common)
One of the better Metamorphs. Normally 4000 power slayers are counter-productive. But since this only costs 3 it isn’t. It can survive Wave, Judgement, Gushut Fist, the gamut of weenie kill. Some still can reach it, but those are underplayed. If you meet a 5k evo or Double Breaker you can slam right into it. Of course you need to get to 7 mana. Easy enough to do after this is on the field. You need to take advantage of Metamorph with multiple cards, but this is definitely a decent one to include.
Western Barrel, Shadow of Riots
Creature / Darkness / 3 / Ghost / 1000
-When you put this creature into the battle zone, the opponent must choose 1 card from their hand and discard it.
(Flavor): “Hey Hey! If I don’t kill ‘em all now, this’ll become a hive.” –Western Barrel, Shadow of Riots
90/110 (Common)
This is Locomotivator without the random part of the effect and without Shield Trigger. It also costs 1 less. I’d still play Loco, but in a heavy discard deck you can include this certainly. Or you can just use it normally, and after you use it equip it with a Quake Staff (DM14-94) to give it Slayer.
Bloody Symbol
Creature / Darkness / 2 / Gargoyle / 4000
-Blocker
-When this creature wins a battle, destroy it.
91/110 (Common)
Bloody Squito but for Gargoyle. Use the one you think is cooler. Not much has changed, Squito is still widely played. More black blocking options, but this is still one of the best.
Parole, the Life Saving Puppet
Creature / Darkness / 2 / Death Puppet / 1000
-Saver: Demon Command (When 1 of your Demon Command would be destroyed, you may destroy this creature instead.)
(Flavor): “Lord Dorballom, please come quick!” –Parole, the Life Saving Puppet
92/110 (Common)
You need lots and lots of time to get out Ballom/Dorballom while your Demon Command is waiting to be evolved. This can protect your Demon Command until you gather 10 mana (or 8 and a Faerie Gift) until your Dorballom comes out for victory. It is also a 2 mana Death Puppet if you want to evolve it, though most Death Puppets are cheap so there are likely better choices.
Toxic Vibe
Spell / Darkness / 1
-Shield Trigger
-Choose one of your opponent’s tapped creatures in the battle zone. That creature gets -1000 power until the end of the turn. (A creature that has 0 or less power is destroyed.)
93/110 (Common)
This card is an introduction of minus cards to players. Nothing more. It does trigger so it might kill a Poisonous Mushroom or Bronze Arm Tribe. It can even kill Brawler Zyler. But you’d best avoid it for better Shield Trigger cards such as Tragic Swamp, or Hell’s Scrapper.
Quake Staff
Cross Gear / Darkness / 1
-Cross Gear: Put this card in the battle zone when cast. To cross this card with a creature, pay this card's cost again. When that creature leaves the battle zone, this card remains in the battle zone.
-The crossed creature gains “Slayer”.
94/110 (Common)
Quake Staff is really good. It’s cheap creature kill. Use with creatures that return to hand or mana zone when they die and you have a nice effective strategy. Gatt-Thunder, The Breaker (DM10-31) is particularly effective since it can attack untapped creatures and only cost 2, and also can kill strong creatures by itself. For those too lazy to look at the translation, Gatt-Thunder gets +9000 power whenever it attack a creature with 6000 or more power. Thus for example you can kill a fatty, and then suicide into a weenie/5k evo and use slayer to take them down. Armoring Gatt-Thunder in Demonic Protector can also be an effective technique. When you can equip new creatures for only 1 mana, Demonic Protector + Quake Staff can become a killer combo. Kill a creature, draw a card. It can get annoying quickly when their removal just allows you to draw, but doing nothing will spell doom for their creatures.
Crash Lizard
Creature / Fire / 4 / Melt Warrior / 3000
-When this creature wins a battle, choose 1 card in your opponent’s mana zone and send it to the owner’s graveyard.
(Flavor): Throw away that pathetic spirit. If it cuts through flesh, then it cuts through bone as well!
95/110 (Common)
This creature has a huge upside obviously. You get to kill their mana whenever you win a battle. The problem lies in that the opponent can easily remove a 3000 power creature. Of course you can use Scramble Booster (from set 10). This 1 mana fire spell grants a creature speed attacker for the turn. So you can kill a creature and take a valuable mana. Many players play 1 dual civ creature as mana their first turn, robbing them of this mana is very useful, and this being a creature not a spell is even better. Of course if you did something as ridiculous as equip both Powered Stallion and Final Dragarmor together to create a creature that had 16000 power when it attacks, and was a Quadruple Breaker then they might have to block it… and lose mana. Definitely worth attempting to fit in a land destruction deck.
Guncloak’s Magnifying Glass
Creature / Fire / 4 / Xeno Parts / 3000
-This creature can’t be attacked by light or water creatures.
(Flavor): The commander looked into stockpiling weapons for the time being.
96/110 (Common)
This is an item of Reinforcement Commander Guncloak (DM11-48). I messed up the name in the original translation a bit. Anyway this is a decent card to have against a light/water control deck. They can’t get rid of this guy unless they use their sole direct removal Eternal Guard (DM11-04). Definitely not a bad idea to try in a Xeno Parts build. But this guy is merely average, and likely won’t see much play.
Explosion Lizard
Creature / Fire / 4 / Melt Warrior / 1000+
-Shield Trigger
-Power Attacker +4000
(Flavor): “When you call, I’ll make an explosive entrance!” -Explosion Lizard
97/110 (Common)
This is a nice evo bait for Howlsk. It is also a trigger that can suicide with 5000 power evolution which can be nice. Its nice for the trigger, but for hardcasting there are much better options. Use only in an all-ST deck, or for evolving Howlsk.
Assault Soldier Rugeeza
Creature / Fire / 3 / Dragonoid / 2000+
-Metamorph (When your mana zone has 7 or more cards, this creature gains the following {Metamorph} abilities): This creature can’t be attacked. This creature gains “Power Attacker +3000”.
(Flavor): Even gods fear this move.
98/110 (Common)
This creature has some possibilities. Although summoning it early is a mistake, being able to attack and not be block-killed by 4000 power creatures is nice. But the problem is this is a swift attack creature that can only activate late game. Of course if you add a cross gear or two to this card, it could get troublesome fast.
Pyuzero, Prince of the South Wind
Creature / Fire / 2 / Feathernoid / 2000+
-This creature attacks each turn if able.
-Power Attacker +1000
(Flavor): “What a pleasant breeze. This day looks like it’ll have a great battle!” -Pyuzero, Prince of the South Wind
99/110 (Common)
It’s Mini Titan Birdman. Mini Titan Gett’s usefulness has waned seriously since an un-attackable 2 mana firebird hits the scene set 7. This is the only Feathernoid in this set so it could be the only one, or there could be a series of them.
Protective Soldier Blanka
Creature / Fire / 2 / Dragonoid / 1000
-Saver: Armored Dragon (When 1 of your Armored Dragon would be destroyed, you may destroy this creature instead.)
(Flavor): “My wish lies within you, my lord!” –Protective Soldier Blanka
100/110 (Common)
An Armored Dragon saver. There already exists a Fire Bird with such an ability but this only costs 2. The 3 cost version was never used, but the 2 cost may be more attractive. It definitely has uses, but is it worth playing over a more aggressive card. Generally you don’t play defensive options like this, but instead prefer more offensive options like discard. But it is cheap and you don’t lose much when it dies.
Twin Turbo
Spell / Fire / 2
-One of your creatures gains “Power Attacker +3000” and “Speed Attacker” until the end of the turn.
101/110 (Common)
This card is effective because some creature in past sets receive Double Breaker by having 6000 power such as Rebounding Tagtap (DM10-40). It can be quite effective to summon a 3-4 mana creature and then boost it to become a Double Beaker and Speed Attacker, or just ambush an opposing dragon. This won’t replace Set 10’s Scramble Booster but it is an interesting alternative. Too expensive for rush decks, but might see play to boost mid-level creatures.
Fire Blade
Cross Gear / Fire / 2
-Cross Gear: Put this card in the battle zone when cast. To cross this card with a creature, pay this card's cost again. When that creature leaves the battle zone, this card remains in the battle zone.
-The crossed creature gains "Speed Attacker".
102/110 (Common)
This cross gear is expensive but can easily be good. For 2 mana you can keep speed attacking. By using Faerie Gift you can absorb the cost, and keep on Speed Attacking. However cost 2 kills a rush deck. A clever idea is using this with creatures that can attack untapped creatures. Just quickly get them out and ambush creatures. This is a card for bringing late game out sooner, not to speed up rush decks. The 2 cost of this cross gear makes continuous use of it difficult.
High power for a Shield Trigger creature, but a 4000 vanilla creature helps no one. Stick to cheaper Mystery Totem for your evolution needs.
Brave Bell
Creature / Nature / 3 / Beastfolk / 2000+
-This creature gets +3000 power when it battles water or darkness creatures.
(Flavor): No matter what it dongs once. Even if you don’t need it, it’ll give you an extra dong.
104/110 (Common)
I really like this guy. He’s a bell who keeps dong-ing even through incredible odds! Despite his coolness in being a bell, he need not fear Darkness or water 5000 evolutions. This Brave Bell will take them on, even when tapped! With a Shining Defense or Emerald Claw (DM14-110) attached, he can deal with the popular Dragon Zombie variant of Vile Molder. The Dragon Zombie however has 6000 power and can attack creatures. Used with Cocco Rupia it can be highly annoying, but the Brave Bell with a power up can dispose of it without the need to suicide. A very cool Beastfolk addition, blue/black control is still quite popular in Japanese metagame.
Yuuki, the Invoked
Creature / Nature / 2 / Wonder Trick / 2000
[This creature has no effect]
(Flavor): “Report!” –Yuuki, the Invoked
105/110 (Common)
He has no effect! None at all! He has stupid flavor text. But he is a Wonder Trick, which may matter someday. Only add him for the sake of comedy.
Dreaming Moon Knife
Creature / Nature / 2 / Beastfolk / 1000
-When you put this creature in the battle zone, you may put one card from your hand into your mana zone.
(Flavor): Although small, it makes the best spears.
106/110 (Common)
Poisonous Mushroom is a really cool card that never caught on quite like it did in Japan. Now there is a Beastfolk so that one can actually evolve their Poisonous Mushroom variant. This is the ideal evolution bait for a Barkwhip. A turn 2 accelerant allows you to play another 2 mana creature turn 3 and you can also evolve into Barkwhip the same turn. Just awesome.
Malulu, Fairy of the Snowy Valley
Creature / Nature / 2 / Snow Fairy / 1000
-Saver: Earth Dragon (When 1 of your Earth Dragon would be destroyed, you may destroy this creature instead.)
(Flavor): “Let’s meet again at the end of the world. Because right now, I have the last laugh.” –Malulu, Fairy of the Snowy Valley
107/110 (Common)
I really like the Snow Fairies, little weenies with cool effects. Snow Fairies have Diamond Blizzard (DM11-03) to revive them, so you could try a Snow Fairy/Earth Dragon deck. The problem is that there are few Earth Dragons of which to speak of. This set has a solid one, and in set 8 there is Gregarion, a 5 mana 4000 power Double Breaking dragon with Power Attacker +3000. The problem with Earth Dragons is that are so few of them. They have potential but there just aren’t many good ones. Until you can actually gather an Earth Dragon army, Malulu has little purpose. When the time comes she’ll do he job well.
The mandatory Wild Veggie addition. Already we have Quick Avacado, but Veggies needed another. But this creature isn’t totally hopeless, besides attacking 1000 power creatures, its job is as an evo bait for the Wild Veggie evolution: The Skilled Phantom, Potato Star (DM12-20). This creature race is one of the most amusing, and the effects of the veggies aren’t bad. I particularly like Muscle Potato (DM10-59) and his “Jamming Potato Hold” that he puts his opponent’s into. But Bamboo is made for being an evo bait, but it can also be an effective cross gear platform. Shining Defense makes this a 3500 power blocker, Quake Staff a slayer, and Demonic Protector a suicide 1 draw. Being able to suicide into a 2000 power creature is effective. This is a great common.
Seven’s Tower
Spell / Nature / 3
-Put the top card of your deck into your mana zone.
-Metamorph (When your mana zone has 7 or more cards, this creature gains the following {Metamorph} abilities): Instead of the top card of your deck, put the top 3 cards of your deck into your mana zone.
109/110 (Common)
When you need Dorballom you can use this, to get from 7 mana to 10. Although not saying much, this is perhaps the best Metamorph card. Two of these allow you to play Invincible Spells. At minimum it’s an expensive Faerie Life. If you want to use 10 mana for something this card can get you there. Lock decks may try this as they need lots of mana to fully lock someone.
Emerald Claw
Cross Gear / Nature / 1
-Cross Gear: Put this card in the battle zone when cast. To cross this card with a creature, pay this card's cost again. When that creature leaves the battle zone, this card remains in the battle zone.
-The crossed creature gets +2000 power.
110/110 (Common)
A very basic cross gear is also one of the best. The difference of 2000 power makes the world of different in weenie combat, and allows for example 8000 power evolutions to take out the stronger 8500 and 9500 power evolution varieties. A solid power-up at minimal cost. This card is especially suited for nature creatures who have high power attacker but lower attack powers. Trench Scarab is quite threatening when it can attack 10000 power creatures but also absorb a 5000 power attack. Unlike Shining Defense the powered up creatures are not vulnerable to Comet Missile or Critical Blade which could become more prevalent in the metagame.
Overall this is an awesome set. The cheapest of cross gears appear to be the best since they are so easy to use and integrate in a deck. Shining Defense, Crimson Rifle, Demonic Protector, Quake Staff, and Emerald Claw are all excellent cross gears because their effect can far exceed the minimal investment. The 2 mana Flame Blade and Spiral Aura have potential, but to keep paying for those effects can get quite expensive. One possible exception is Invincible Suit which can be evil if used with creatures that can’t be attacked such as Light Weapon Petroba (DM09-S1) which can’t be targeted by spells. Also the increase in power would take it to 4500. The minor power increase raises its effectiveness over the other two mana cross gears. The three mana cross gears are really expensive, and are only to be used with Bolberk Cross Dragon in my opinion. In any other way is a bit too expensive to be worth it. Glorius Heaven’s Arm may be an exception however. Should cross gear destruction cards like Martial Law become played, they will be because of the cheap cross gears.
What are some other notable cards? Obviously Faerie Gift being at the top of the list. Elupheus, Dorballom, and Apocalypse Day also are cards with huge powerful effects, but not too expensive to activate in each case. Even Dorballom considering his effect = winning the game. Cabalt, is nice as it hits removal where it hurts. Howlsk is the weenie killer. Get Ready and Dejiron are two really innovative and cool cards. Hell’s Scrapper is the best shield trigger to date. Crowd Mayfly is just evil when used with Faerie Gift. You need Volcanic Arrows to stop it. Can’t forget Diablost who combines cheap Double Breaking with an evil effect. Summon Diablost, then next turn summon Scarlet Skyterror and wipe their field.
My Top 10 list for this set.
1) Faerie Gift (Speed your deck up)
2) Apocalypse Day (Correction, this is the best Shield Trigger to date. Bolbalzak, meet your doom)
3) Cabalt, the Patroller (Owns removal cards)
4) Dorballom (Summon it and win)
5) Elupheus (Ultimate tappage for the light civilization)
6) Demonic Protector (I love this cross gear over all others)
7) Get Ready (Empty your hand and then draw a bunch, whats not to get stoked about)
8) Crowd Mayfly (It’s interaction with Faerie Gift is insane, Wave Crawler is cool too but the unblockable of Mayfly that early saves it from getting killed by the 2 mana slayer/blocker Piel)
9) Dejiron (Slime Veil then drop out something ridiculously huge to take the attack)
10) Hell’s Scrapper (Another Shield Trigger Bolbalzak doesn’t want to run into)
HM) Howlsk (Melt Warriors are cool, really cool now, go Mr. Searing Wave)
HM) Marushias (Winning all battles deserves an honorable mention)
That’s not all folks, there’s another card in the Starter Deck and a promo that I’ll post here for those who haven’t seen it:
Gravity Dragon
Creature / Fire / 6 / Armored Dragon / 6000
-Double Breaker
-When this creature is crossed by a Cross Gear, the cost to cross is reduced by 1. However the cost cannot be reduced below 1.
(Starter Deck Card/Coro Coro Promo)
Thanks for taking time to read my ravings on set 14! I not only translate Duel Masters, but also have worked on a fansub, Pocket Monsters Advanced Generation: Episode 130, which is at this link: http://pocketmonsters.edwardk.info/ Go check it out! I am also working on 131 and perhaps later 132 so don’t miss em!
Give your thoughts on this awesome set. I know this is the distant future but you can still get excited about it, lol!
I must get 4 Apocalypse Day, this is sweet tool for Light the common gross gears are amazing (as you noted) and Dorballom are you kidding me, all non-dark creatures and mana go buh bye, not sure if like the metamorph ability but it could prove worthy, and your right all minus creatures are horrible hopefully WotC will improve this ability down the road. Marushias is interesting a little fragile @ 2000 power but the effect is amazing. I'm really starting to like the Mystery Totem race, Other then that you pretty much covered everything else. Great Set should have a huge impact on the meta.
Wow; some amazing new cards, and a large boost to Light's power, too. It'll take me awhile to fully absorb some of the ramifications of this set... but in the meantime, I offer immense thanks, Ryoma, for such a professional translation!
Two things bother me about this set. One, the awful deteriorating creatures, and two, the fact that we won't see this in the US until September 2006.
The things I like:
- Deterioration finally making it in DM
- Metamorph...the name makes sense now
- Apocalypse Day. All we need now is a darkness version that merely kills all creatures.
- Cross Gears. They can't get here fast enough. They look to change the gameplay of DM forever, and I suspect there's going to be more cardtypes introduced to the game later in this block.
Well keep in mind these are introductory level minus bonuses. Tragic Swamp is actually pretty good, since it can kill a 3000 like Gushut Fist, or simply weaken a fatty so yours can kill it. The creatures do suck, but thats primarily because they aren't rare. If you stick Double Breaker on the -2000 dragon he becomes pretty good, in general fatties without Double Breaker aren't very popular, lol.
Thanks for the props, ThanatosAngel and NMZMaster. Darkness will likely get a 10 cost spell down the line, but no way will it get an ST. Totems are the shiz. Even get a 2 mana evo bait in set 8. Cross Gears do appear to be annoyingly effective, enough that players will use Marital Law or Drill Bowgun on them. Its annoying when the Aqua Soldier keeps slaying your forces, or Demonic Protector as it turns removal into card dis-advantage for the opponent.
Keep the comments coming, cecillbill especially I'd like to see your comments. Also I want other peoples thoughts as well. I spent awhile on this afterall so I people are reading this dissertation on set 14, lol.
It's a Double Post I know but I saw a list of 6 seperate (Japanese) top 10 lists and decided to put them together and make a top 10 list of their top 10s. These are the cards that appeared:
Apocalypse Day (on all 6 lists)
Shaman Totem (5)
Hell's Scrapper (4)
Shining Defense (4)
Spiral Aura(4)
Chitta Peloru(4)
Broken Horn, the Barracading (3)
Elupheus, Lord of Spirits (3)
Quake Staff (3)
Bolberg Cross Dragon (2)
Yoshiki the Deadman's list was as follows in 1st-last order:
Apocalypse Day
Faerie Gift
Final Dragarmor
Chitta Peloru
Broken Horn, the Barracading
Marushias, Spirit of the Sun
Cannonball Sling
Wave Crawler
Get Ready
Time Tripper, the Congesting Shadow
It is important to note five strong cards not on my list: Shaman Totem, Shining Defense, Chitta Peloru, and Broken Horn, the Barracading. All of these have top 10 power. Faerie Gift was only on Yoshiki's list (at #2) but did not make any other lists suprisngly. Broken Horn (#36) is suprisngly power.
Apparently blue/black control is more fearsome than I thought. This makes Judgement of Judgement of the Flame's Spear and the Water's Blade of set 13 cost 8, and discard or draw expensive. Energy Stream becomes 5, Lost Soul 9 for example.
As for cross gears, Spiral Aura, Shining Defense, and Quake Staff all got high marks. I still believe Protector is slightly better, but those three are extremely powerful as well. Final Dragarmor almost made the top 10 with 2 votes as well, and Yoshiki has it quite high on his list, suprising considering his Bolberg deck doesn't use it. Dragarmor is useful for the interaction with Chitta Peloru primarily it would appear however. Since it becomes an Armored Dragon it can attack untapped creatures with Peloru on the field, and gets 5000 power attacker!
Shaman Totem would be 4th-5th on my list in terms of playability, but there are just so many cooler effects. But its effect is deadly, and this nature draw engine will be abused much more than any of these cards with the exception of Apocalypse Day. Apocalypse is the best card of the set hands down, though I still like Faerie Gift more. Turn two Mayfly...ownage.
Dejiron got a #1 ranking but that was the only vote he got. The person even mentioned the Slime Veil/Balforce interaction. Shining Defense got 2 #1s, Apocalypse got 1, Hell's Scrapper got 1, and Dorballom got the final one (its only vote). Dorballom's is mainly due to its sale price (around 35$) and popularity however. Strong yes, but hard to use, but still awesome and scored high on my list. Scrapper deserved higher than #10 since its just slightly below Day in strength but I ran out of space. Without a doubt a killer card.
Hopefully their opinions give you some more insight. Indeed Cross Gears appear to be getting respect, with even the most expensive ones coming on the list (Powered Stallion even got a vote). Should be interesting to see exactly how the meta plays out and what decks win tournaments. At minimum, with the immense popularity of Shining Defense and the restriction of Bolbalzak, Bolbalzak decks should be weakened, and a more diverse metagame should emerge. Needless to say the light civilization appears to be on top of the world, and it will be necessary to deal with them, with whatever deck a set 14 user decides to play. Oh, and Mayfly was totally robbed! He got no votes! The Mayfly-Gift combination is real, and scary, even if no one else Japanese (save Yoshiki-san who rated Faerie Gift highly in large part because of its interaction with Crowd Mayfly) realizes it.