Duel Masters PLAY’s - Card Review: Alphadios, Lord of Spirits
Timing of Analysis: DMPP-09EX
Role: Boss, Finisher
[Analysis]
Alphadios debuted in DMPP-06 as a remake and upgrade of the original Alcadeias, Lord of Spirits. It’s current status in the metagame is similar to my earlier analysis of its lore-based rival Dorballom – both are creatures that are among the most expensive to summon in the contemporary metagame, but are rewarded with an almost guaranteed win. In this case, Alphadios can essentially grant an instant win over any deck that does not run any light creatures and spells and, at the point in time of summoning - contain slayers or last-ditch removal options on the field.
You can build a risky deck that dedicates most resources to summoning it, or, with the advent of the other lockdown-themed Angel Commands introduced en-masse in DMPP-09 – use it as a main finisher summoned after the other lockdown pieces have been assembled.
Unfortunately, the sets after its debut are filled with God cards that can bypass this restriction, some which are quite powerful, meta-relevant and define their own deckbuilds and cores. Some of them have higher base power than the Alphadios’s 15500 and can destroy it by battle, rendering its lockdown ability moot. Others Gods and system creatures are quite splashable while being part-light themselves, such as Zen, Transcendent God, with an on-attack destruction effect. These power creeps have proven to weaken the viability of Alphadios as a main finisher.
All in all, Alphadios can still be fun-deck material and surprise some other players when you climb the Ranked ladder with it, or with the above-mentioned lockdown strategy that needs some finesse to pilot.
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