Duel Masters PLAY’s - Card Review: Crystal Zweilancer
Timing of Analysis: DMPP-09EX
Role: Boss, Finisher
[Analysis]
Zweilancer debuted in DMPP-06 as a remake and upgrade of the original Crystal Lancer, and the overall “massive, unblockable-by-effect attack” trope. Its Sympathy Ability allows it to be summoned for no cost if you have 4 or more Liquid People on the field, a condition that is very easily met in turns 3-4 if around half of your deck comprises 1-3 drop Liquid People.
Was very potent in the set it was released in due to the difficulty in surviving its onslaught and/or counterattacking, but the overall decktype and Liquid People core are susceptible to weenie removal, which was made much easier from the next set onwards with removal spells like Inferno Gate and the uptick in new creatures that can destroy opponent creatures with 3000 power or less. Having Zweilancer discarded off your hand also screws over your strategy, as it is the only main finisher, as you will need some time and luck to draw into the next one.
Lastly, Zweilancer itself does not have any in-built protection, and can be deflected against when it starts mass-breaking shields. As such, it is best to run 2-4 copies of Supernova Mercury Gigablizzard in the same deck, which also uses Liquid People as evolution material. Depending on the threat level of your opponent’s board, it might be wise to hold off attacking using Zweilancer until you have Gigablizzard concurrently to avoid the opponent from striking back with his/her spells.
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