#duelmasters(16)
Solder2144
#DuelMasters #DuelMasterPlays #LupintheIII This special event is packed with features that offer fans of both "Duel Masters" and "Lupin the III" plenty to be excited about. Here’s a breakdown of what you might typically expect from a crossover event like this:
1. Exclusive Cards:
Themed Cards: Special cards featuring characters from "Lupin the III" reimagined as Duel Masters creatures or spells. For example:
"Lupin the Master Thief" - A high-power thief creature with a special ability to "steal" (copy) an opponent's card effect.
"Jigen's Precision Shot" - A spell card that can target and eliminate an opponent's card with pinpoint accuracy.
"Fujiko's Allure" - An enchantment card that might make an opponent's creature switch sides temporarily.
"Goemon's Zantetsuken" - A powerful strike card representing Goemon's legendary swordsmanship.
These cards often come with unique art and possibly new mechanics that reflect the characters’ traits and abilities.
2. Event Storyline:
Narrative Quests: Players might participate in a storyline where they team up with or face off against Lupin and his crew. Completing missions and challenges would advance the plot and unlock rewards.
Special Chapters: The event might be divided into chapters, each focusing on different escapades of the crew, such as elaborate heists or intense confrontations with Inspector Zenigata.
3. In-Game Rewards:
Exclusive Cosmetics: Card sleeves, avatars, and playmats themed around "Lupin the III" characters and scenes.
Currency and Boosters: Players can earn or purchase event-specific currency used to obtain event-exclusive items or boosters containing the special cards.
4. Limited-Time Challenges and Tournaments:
PvP Events: Compete in PvP tournaments where you can only use decks containing event cards or a certain number of themed cards.
Time Attack Missions: Where players complete certain objectives under time constraints, such as winning duels or collecting specific card types related to the event theme.
5. Special Sales and Bundles:
Event Bundles: Packs and bundles available in the shop that might offer players a chance to secure event-exclusive cards, additional currencies, or boosters at a discounted rate.
How to Participate
Update the Game: Ensure your game is updated to the latest version where the event is live.
Check Event Tab: Navigate to the special event section in the main menu.
Complete Quests and Challenges: Engage in the event-specific missions and storyline quests to unlock cards and rewards.
Participate in Tournaments: Join the time-limited PvP tournaments designed around the event theme.
Purchase Bundles: Visit the in-game shop for exclusive event offers and packs.
Conclusion
The Duel Masters Play’s x Lupin the III event is a fantastic opportunity for fans of both franchises to come together and enjoy unique content inspired by Lupin's thrilling escapades. Through exclusive cards, engaging storylines, and special rewards, this event promises to deliver unforgettable experiences and add a new dimension to the beloved card game. Read Note
1. Exclusive Cards:
Themed Cards: Special cards featuring characters from "Lupin the III" reimagined as Duel Masters creatures or spells. For example:
"Lupin the Master Thief" - A high-power thief creature with a special ability to "steal" (copy) an opponent's card effect.
"Jigen's Precision Shot" - A spell card that can target and eliminate an opponent's card with pinpoint accuracy.
"Fujiko's Allure" - An enchantment card that might make an opponent's creature switch sides temporarily.
"Goemon's Zantetsuken" - A powerful strike card representing Goemon's legendary swordsmanship.
These cards often come with unique art and possibly new mechanics that reflect the characters’ traits and abilities.
2. Event Storyline:
Narrative Quests: Players might participate in a storyline where they team up with or face off against Lupin and his crew. Completing missions and challenges would advance the plot and unlock rewards.
Special Chapters: The event might be divided into chapters, each focusing on different escapades of the crew, such as elaborate heists or intense confrontations with Inspector Zenigata.
3. In-Game Rewards:
Exclusive Cosmetics: Card sleeves, avatars, and playmats themed around "Lupin the III" characters and scenes.
Currency and Boosters: Players can earn or purchase event-specific currency used to obtain event-exclusive items or boosters containing the special cards.
4. Limited-Time Challenges and Tournaments:
PvP Events: Compete in PvP tournaments where you can only use decks containing event cards or a certain number of themed cards.
Time Attack Missions: Where players complete certain objectives under time constraints, such as winning duels or collecting specific card types related to the event theme.
5. Special Sales and Bundles:
Event Bundles: Packs and bundles available in the shop that might offer players a chance to secure event-exclusive cards, additional currencies, or boosters at a discounted rate.
How to Participate
Update the Game: Ensure your game is updated to the latest version where the event is live.
Check Event Tab: Navigate to the special event section in the main menu.
Complete Quests and Challenges: Engage in the event-specific missions and storyline quests to unlock cards and rewards.
Participate in Tournaments: Join the time-limited PvP tournaments designed around the event theme.
Purchase Bundles: Visit the in-game shop for exclusive event offers and packs.
Conclusion
The Duel Masters Play’s x Lupin the III event is a fantastic opportunity for fans of both franchises to come together and enjoy unique content inspired by Lupin's thrilling escapades. Through exclusive cards, engaging storylines, and special rewards, this event promises to deliver unforgettable experiences and add a new dimension to the beloved card game. Read Note
Solder2144
#Duelmasters #PuyoPuyo #NewCard Here is how Arle Nadja might be envisioned within the Duel Masters TCG:
Arle Nadja, Adventuring Sorceress
Category: Creature
Civilization: Light/Water (This dual civilization reflects her versatility as a sorceress capable of using both supportive spells and magic that deals with manipulation and control.)
Type: Human/Wizard
Mana Cost: 5
Power: 4000
Effect:
Guardian of Magic: When Arle Nadja enters the battlefield, you may choose one spell card from your graveyard and add it to your hand. This represents her mastery over spells and her ability to recall and reuse magical incantations.
Mystic Shield: During your opponent's turn, if an attack targets one of your creatures, you may discard a spell card from your hand. If you do, the attacking creature is blocked and cannot attack for this turn. This highlights her protective nature and her proficiency in defensive spells.
Sorcery Boost: Any Light or Water spells you cast cost 1 less mana. This ability demonstrates her prowess in spell enhancement, making magical spells easier to cast and more efficient for the duelist.
Flavor Text: "With knowledge and bravery, Arle channels the essence of magic to protect, defend, and explore the unknown."
Strategy:
Spell Recycling: Arle Nadja’s ability to return spells from the graveyard to your hand makes her invaluable for a deck centered around powerful spell usage. You can use this to create a cycle of high-utility spells that can continually support your strategy.
Defensive Play: Her Mystic Shield ability gives her a protective edge, allowing you to guard your essential creatures by sacrificing spell cards. This can turn the tide in crucial moments by preventing significant damage or losing key creatures.
Mana Efficiency: By reducing the mana cost of Light and Water spells, she enhances the overall efficiency of your deck, allowing you to play more spells quickly and effectively, which can overwhelm your opponent with a barrage of magical effects.
Deck Building Tips:
Spell-Focused Composition: Since Arle Nadja's effects revolve around spell utilization, it’s best to include a robust selection of spells from both the Light and Water civilizations. Cards that benefit from being recycled or having lowered mana costs will maximize her abilities.
Balance of Defense and Offense: Mix both defensive spells (like shields and blocks) and offensive spells (like direct damage and creature control) to take full advantage of her abilities.
Creatures with Synergy: Include other creatures that either benefit from the use of spells or offer further defensive or offensive capabilities, complementing the spells you use in conjunction with Arle’s abilities.
This representation of Arle Nadja as a Duel Masters card showcases her magical prowess and tactical utility, making her a versatile addition to a duelist’s deck. Read Note
Arle Nadja, Adventuring Sorceress
Category: Creature
Civilization: Light/Water (This dual civilization reflects her versatility as a sorceress capable of using both supportive spells and magic that deals with manipulation and control.)
Type: Human/Wizard
Mana Cost: 5
Power: 4000
Effect:
Guardian of Magic: When Arle Nadja enters the battlefield, you may choose one spell card from your graveyard and add it to your hand. This represents her mastery over spells and her ability to recall and reuse magical incantations.
Mystic Shield: During your opponent's turn, if an attack targets one of your creatures, you may discard a spell card from your hand. If you do, the attacking creature is blocked and cannot attack for this turn. This highlights her protective nature and her proficiency in defensive spells.
Sorcery Boost: Any Light or Water spells you cast cost 1 less mana. This ability demonstrates her prowess in spell enhancement, making magical spells easier to cast and more efficient for the duelist.
Flavor Text: "With knowledge and bravery, Arle channels the essence of magic to protect, defend, and explore the unknown."
Strategy:
Spell Recycling: Arle Nadja’s ability to return spells from the graveyard to your hand makes her invaluable for a deck centered around powerful spell usage. You can use this to create a cycle of high-utility spells that can continually support your strategy.
Defensive Play: Her Mystic Shield ability gives her a protective edge, allowing you to guard your essential creatures by sacrificing spell cards. This can turn the tide in crucial moments by preventing significant damage or losing key creatures.
Mana Efficiency: By reducing the mana cost of Light and Water spells, she enhances the overall efficiency of your deck, allowing you to play more spells quickly and effectively, which can overwhelm your opponent with a barrage of magical effects.
Deck Building Tips:
Spell-Focused Composition: Since Arle Nadja's effects revolve around spell utilization, it’s best to include a robust selection of spells from both the Light and Water civilizations. Cards that benefit from being recycled or having lowered mana costs will maximize her abilities.
Balance of Defense and Offense: Mix both defensive spells (like shields and blocks) and offensive spells (like direct damage and creature control) to take full advantage of her abilities.
Creatures with Synergy: Include other creatures that either benefit from the use of spells or offer further defensive or offensive capabilities, complementing the spells you use in conjunction with Arle’s abilities.
This representation of Arle Nadja as a Duel Masters card showcases her magical prowess and tactical utility, making her a versatile addition to a duelist’s deck. Read Note
rukarioboy
Duel Masters PLAY's – Accelerator’s Dorballom Deck against the Meta
https://www.youtube.com/watch?v=n-bT0D8u02E
Read Note
www.youtube.com
Duel Masters Play's: (Casual Match) Can Dorballom still take on the meta? - YouTube
Here's a good replay from a match I played earlier. And I discuss some thoughts with regards to the meta
rukarioboy
Duel Masters PLAY's – Accelerator’s 5C Control Deck against 2 Dreammate Decks
https://www.youtube.com/watch?v=cBCCV5gZuBw
Read Note
www.youtube.com
Duel Masters Play's: (Ranked Match) Heaven's Gate vs PANDA-MONIUM - YouTube
Damn it so many pandas in the meta, China wants to capture them all.
rukarioboy
Duel Masters PLAY's – Gameplay Videos by Accelerator
Hi all
Just to let you know, starting from this Note onwards, I will be sharing some video content created by 1 of the more prominent and active players in the English-speaking Duel Masters Community, Accelerator.
Trivia: His handle is derived from the creature ability Accelerator, which activates when a creature is crossed with a cross gear, and now is a good time for us players to get acquainted with this keyword, as the next set will debut cross gears as well as creatures that gain positive effects and synergies through the usage of cross gears.
Unfortunately, this keyword was only used in the OCG for a brief period of time, and Chaos Metal Dragon is an example of an Accelerator creature.
Read Note
Just to let you know, starting from this Note onwards, I will be sharing some video content created by 1 of the more prominent and active players in the English-speaking Duel Masters Community, Accelerator.
Trivia: His handle is derived from the creature ability Accelerator, which activates when a creature is crossed with a cross gear, and now is a good time for us players to get acquainted with this keyword, as the next set will debut cross gears as well as creatures that gain positive effects and synergies through the usage of cross gears.
Unfortunately, this keyword was only used in the OCG for a brief period of time, and Chaos Metal Dragon is an example of an Accelerator creature.
Read Note
rukarioboy
Duel Masters PLAY's - Another Similar Game: Z/X TCG (Part 1)
Today, I am going to share with you about another Japanese-exclusive trading card game (TCG) that bears a strong similarity to Duel Masters (DM), called Z/X: Zillions of Enemy X.
There are numerous TCGs that use DM’s civilization color pie and mana system, but with their own twist to it, each trying to refine DM’s system in their own way.
As you can see, the layout of a card in Z/X is very similar to a DM card, especially the placement of the Cost and Power, although the Name is in the middle portion of the card and not on top.
Read Note
There are numerous TCGs that use DM’s civilization color pie and mana system, but with their own twist to it, each trying to refine DM’s system in their own way.
As you can see, the layout of a card in Z/X is very similar to a DM card, especially the placement of the Cost and Power, although the Name is in the middle portion of the card and not on top.
Read Note
rukarioboy
Duel Masters PLAY's - Prediction on Cross Gears
DMPS will introduce Cross Gears in the next booster set, DMPP-10. Cross Blade, Dual Stinger is one of the first few Gears introduced, albeit to a different effect from this paper counterpart.
Cross Gears will probably not be that impactful on overall gameplay when the set drops. They may need 1-2 more sets to become meta, a la the IRL TCG and the situation with Gods in DMPP only becoming meta after Zen-Aku & Geki Metsu's release
I think that most meta and contemporary decks only have enough space to run 8 or at most 12 spells in order for the synergy between the creatures that take up the remaining space of the deck to do their thing, and to thesis an overarching strategy.
I do not have any experience with Cross Gears in the physical version of Duel Masters, but going by this ratio, I think we can only realistically afford to run 4x2 Cross Gears per deck. They can be bad draws early-game when you do not have any suitable creatures to Cross them onto yet (and consequently, have to forgo them and charge them into the mana). Moreover, I have a hunch that having more than 2 on the field at a given time will cripple your creature presence, and not have enough room for finishers, system creatures and blockers, unless your deck is specifically built around creatures that make crossing multiple Gears onto on creature conducive.
Let’s look ahead and see what this mechanic lies in store for us ~
#duelmasters #duelmastersplays #tradingcardgame #tcg #cardbattle #gacha #MySummon #GAME_GACHA #Best_Gacha_Pull
Read Note
Cross Gears will probably not be that impactful on overall gameplay when the set drops. They may need 1-2 more sets to become meta, a la the IRL TCG and the situation with Gods in DMPP only becoming meta after Zen-Aku & Geki Metsu's release
I think that most meta and contemporary decks only have enough space to run 8 or at most 12 spells in order for the synergy between the creatures that take up the remaining space of the deck to do their thing, and to thesis an overarching strategy.
I do not have any experience with Cross Gears in the physical version of Duel Masters, but going by this ratio, I think we can only realistically afford to run 4x2 Cross Gears per deck. They can be bad draws early-game when you do not have any suitable creatures to Cross them onto yet (and consequently, have to forgo them and charge them into the mana). Moreover, I have a hunch that having more than 2 on the field at a given time will cripple your creature presence, and not have enough room for finishers, system creatures and blockers, unless your deck is specifically built around creatures that make crossing multiple Gears onto on creature conducive.
Let’s look ahead and see what this mechanic lies in store for us ~
#duelmasters #duelmastersplays #tradingcardgame #tcg #cardbattle #gacha #MySummon #GAME_GACHA #Best_Gacha_Pull
Read Note
rukarioboy
Duel Masters PLAY's - Ballcadeias & The Art Factor
NINNIN is 1 of my favourite illustrators in Duel Masters (DM) & this is his art for Ballcadeias, Lord of Demons. Ballcadeias is not in DMPS but his Angel and Demon -Command background and effect -lore is partly similar to the many Light-Darkness hybrids present in this game. NINNIN might be familiar to those who play Cardfight!! Vanguard as well.
Not counting WotC's decisions to end the international release after DM-12, I believe 1 of the reasons why DM continues to fluorish in Japan is how it is the only TCG with science magic high-fantasy art during the Pokemon, Yu-Gi-Oh! and Magic: The Gathering "Big Three Reign", and the one with the most number of illustrators illustrating in a semi-consistent art style.
#duelmasters #duelmastersplays #tradingcardgame #tcg #cardbattle #gacha #MySummon #GAME_GACHA #Best_Gacha_Pull Read Note
Not counting WotC's decisions to end the international release after DM-12, I believe 1 of the reasons why DM continues to fluorish in Japan is how it is the only TCG with science magic high-fantasy art during the Pokemon, Yu-Gi-Oh! and Magic: The Gathering "Big Three Reign", and the one with the most number of illustrators illustrating in a semi-consistent art style.
#duelmasters #duelmastersplays #tradingcardgame #tcg #cardbattle #gacha #MySummon #GAME_GACHA #Best_Gacha_Pull Read Note
rukarioboy
Duel Masters PLAY's - English Card Proxies (2)
A more accurate (in terms of font for the effect text) English proxy of Bolmeteus Musha (Samurai) Dragon
#duelmasters #duelmastersplays #tradingcardgame #tcg #cardbattle #gacha #MySummon #GAME_GACHA #Best_Gacha_Pull
Read Note
#duelmasters #duelmastersplays #tradingcardgame #tcg #cardbattle #gacha #MySummon #GAME_GACHA #Best_Gacha_Pull
Read Note
rukarioboy
Duel Masters PLAY's - English Card Proxies
A set of English proxies of Japanese-exclusive cards in the IRL card game, generated using a template program. It's nice to preview how the game would have been like if we still had the English version that went out of print in 2008.
The fonts for the card names and races are accurate to the IRL English cards, but not for the effect text.
#duelmasters #duelmastersplays #tradingcardgame #tcg #cardbattle #gacha #MySummon #GAME_GACHA #Best_Gacha_Pull Read Note
The fonts for the card names and races are accurate to the IRL English cards, but not for the effect text.
#duelmasters #duelmastersplays #tradingcardgame #tcg #cardbattle #gacha #MySummon #GAME_GACHA #Best_Gacha_Pull Read Note
rukarioboy
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.
#duelmasters #duelmastersplays #tradingcardgame #tcg #cardbattle #gacha #MySummon #GAME_GACHA #Best_Gacha_Pull Read Note
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.
#duelmasters #duelmastersplays #tradingcardgame #tcg #cardbattle #gacha #MySummon #GAME_GACHA #Best_Gacha_Pull Read Note
rukarioboy
Duel Masters PLAY’s - Card Review: Dorballom, Lord of Demons
Timing of Analysis: DMPP-09EX
Role: Boss, Finisher
[Analysis]
Dorballom debuted in DMPP-06 as a remake and upgrade of the original Ballom, Master of Death, which is augments the “mass destruction in discrimination of other civilizations” trope. Instead of just wiping the board of creatures, it also strips all non-darkness mana – a severe card disadvantage and dialing both players a few turns worth of game state in terms of mana acceleration.
While powerful on paper and when actually summoned successfully, Dorballom is not extremely practical in today’s metagame due to its high cost of 10, when most major control plays and summoning of finisher creatures occur circa Turn 5-7. Compared to Angel Command, Tyranno Drakes and Dragons, the Demon Command race which Dorballom belongs to is not equipped with that many significant cost-down cards that can reduce their brethren’s summoning cost by more than 1, and those that do rely on semi-random and unreliable methods of “dumping” their creatures into the graveyard mid-game.
Moreover, Dorballom itself has no inbuilt protection to removal, and often takes up most of your hand and creature board by the time you can summon itself (at least based on my observation during the DMPP-06 to 07 era), more so if you choose to run Nature and Water cards to fuel the mana acceleration and draw power needed to summon him timely enough in the first place. If Dorballom gets removed when it attacks into sensitive shield triggers like Terror Pit or Natural Snare, you may need to spend another 2-3 turns to rebuild your board and establish a secondary attacker, during which your opponent can catch up to you.
#duelmasters #duelmastersplays #tradingcardgame #tcg #cardbattle #gacha #MySummon #GAME_GACHA #Best_Gacha_Pull Read Note
Timing of Analysis: DMPP-09EX
Role: Boss, Finisher
[Analysis]
Dorballom debuted in DMPP-06 as a remake and upgrade of the original Ballom, Master of Death, which is augments the “mass destruction in discrimination of other civilizations” trope. Instead of just wiping the board of creatures, it also strips all non-darkness mana – a severe card disadvantage and dialing both players a few turns worth of game state in terms of mana acceleration.
While powerful on paper and when actually summoned successfully, Dorballom is not extremely practical in today’s metagame due to its high cost of 10, when most major control plays and summoning of finisher creatures occur circa Turn 5-7. Compared to Angel Command, Tyranno Drakes and Dragons, the Demon Command race which Dorballom belongs to is not equipped with that many significant cost-down cards that can reduce their brethren’s summoning cost by more than 1, and those that do rely on semi-random and unreliable methods of “dumping” their creatures into the graveyard mid-game.
Moreover, Dorballom itself has no inbuilt protection to removal, and often takes up most of your hand and creature board by the time you can summon itself (at least based on my observation during the DMPP-06 to 07 era), more so if you choose to run Nature and Water cards to fuel the mana acceleration and draw power needed to summon him timely enough in the first place. If Dorballom gets removed when it attacks into sensitive shield triggers like Terror Pit or Natural Snare, you may need to spend another 2-3 turns to rebuild your board and establish a secondary attacker, during which your opponent can catch up to you.
#duelmasters #duelmastersplays #tradingcardgame #tcg #cardbattle #gacha #MySummon #GAME_GACHA #Best_Gacha_Pull Read Note
rukarioboy
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.
#duelmasters #duelmastersplays #tradingcardgame #tcg #cardbattle #gacha #MySummon #GAME_GACHA #Best_Gacha_Pull
Read Note
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.
#duelmasters #duelmastersplays #tradingcardgame #tcg #cardbattle #gacha #MySummon #GAME_GACHA #Best_Gacha_Pull
Read Note
rukarioboy
Duel Masters PLAY’s - Card Review: Bolshack Buddy Dragon
Timing of Analysis: DMPP-09EX
Role: Searcher/System Creature
[Analysis]
Bolshack Buddy Dragon is a game-original card that is somewhat staple to Dragon decks that do not have much competing use for other 4-mana creatures. Buddy is most commonly used to search for the cost-reducing Cocco Lupia, or you can search out Bolshack Lupia and then use it to search for another Buddy the next turn.
We can look at a bigger picture, and consider the interchangeable searchability of the other low-cost Dragons and Fire Birds in the current card pool. The synnergy between these cards help you filter through the deck and act as indirect draws that net you a +1 in card advantage. Even if you don’t intend to summon your search targets, you can still charge them as mana and avoid mana-screwing your current hand, and you can improve the quality and relevance of subsequent draws.
The ability to draw extra cards directly is oftentimes lacking in the Fire, Nature and Darkness civilizations. The above chain-searching suggestion can prove useful when you cannot afford the deck space or civilization ratios to include Water and Light cards associated with drawing.
#duelmasters #duelmastersplays #tradingcardgame #tcg #cardbattle #gacha #MySummon #GAME_GACHA #Best_Gacha_Pull
Read Note
Role: Searcher/System Creature
[Analysis]
Bolshack Buddy Dragon is a game-original card that is somewhat staple to Dragon decks that do not have much competing use for other 4-mana creatures. Buddy is most commonly used to search for the cost-reducing Cocco Lupia, or you can search out Bolshack Lupia and then use it to search for another Buddy the next turn.
We can look at a bigger picture, and consider the interchangeable searchability of the other low-cost Dragons and Fire Birds in the current card pool. The synnergy between these cards help you filter through the deck and act as indirect draws that net you a +1 in card advantage. Even if you don’t intend to summon your search targets, you can still charge them as mana and avoid mana-screwing your current hand, and you can improve the quality and relevance of subsequent draws.
The ability to draw extra cards directly is oftentimes lacking in the Fire, Nature and Darkness civilizations. The above chain-searching suggestion can prove useful when you cannot afford the deck space or civilization ratios to include Water and Light cards associated with drawing.
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Read Note
rukarioboy
Duel Masters PLAY’s - Card Review: Bombazar, Dragon of Destiny
Timing of Analysis: DMPP-09EX
Role: Finisher
[Analysis]
This card has been limited to 1 copy because during its heyday, it was too potent a win condition: being able to double your number of creature attackers and gain a +1 from drawing on the extra turn, as well as its unpredictability and ability to stack its own effect if you summon other Bombazars on subsequent turns. Back then, said increment in the number of attacks was a big deal when there are not many reliable non-evolution Triple Breaker finishers in the card pool.
Now restricted to 1 per deck, Bombazar is now too unreliable to be used competitively, but can still be used as a surprise tech finisher. You will need Fire and Nature mana to run it, which gives a rough hint that you need to use Fire and or Nature Dragons as your main finisher and a sizable portion of your system creatures for optimal synergy. Good choices are Bolmeteus Sapphire Dragon, Super Machine Dragon Dolzark, as well as Romanesk, the Dragowizard.
You will also need the draw power, from either Light or Water civilization cards. Or, if you want to rely on Fire and Nature themselves as you are already running them: by using other Dragons that can search each other out to filter the deck. Try not to search into Bombazar himself and revealing him to the opponent, even if your card effects allow you to, as this will reduce its much-needed elements of stealth and reliance on opponent unpreparedness.
In higher levels of competitive play, it may not be easy to last 10 turns as most current decks aim to win between turns 7-9.
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Timing of Analysis: DMPP-09EX
Role: Finisher
[Analysis]
This card has been limited to 1 copy because during its heyday, it was too potent a win condition: being able to double your number of creature attackers and gain a +1 from drawing on the extra turn, as well as its unpredictability and ability to stack its own effect if you summon other Bombazars on subsequent turns. Back then, said increment in the number of attacks was a big deal when there are not many reliable non-evolution Triple Breaker finishers in the card pool.
Now restricted to 1 per deck, Bombazar is now too unreliable to be used competitively, but can still be used as a surprise tech finisher. You will need Fire and Nature mana to run it, which gives a rough hint that you need to use Fire and or Nature Dragons as your main finisher and a sizable portion of your system creatures for optimal synergy. Good choices are Bolmeteus Sapphire Dragon, Super Machine Dragon Dolzark, as well as Romanesk, the Dragowizard.
You will also need the draw power, from either Light or Water civilization cards. Or, if you want to rely on Fire and Nature themselves as you are already running them: by using other Dragons that can search each other out to filter the deck. Try not to search into Bombazar himself and revealing him to the opponent, even if your card effects allow you to, as this will reduce its much-needed elements of stealth and reliance on opponent unpreparedness.
In higher levels of competitive play, it may not be easy to last 10 turns as most current decks aim to win between turns 7-9.
#duelmasters #duelmastersplays #tradingcardgame #tcg #cardbattle #gacha #MySummon #GAME_GACHA #Best_Gacha_Pull Read Note