Darn...It's been a long time before I last posted. Oh well, let's get down to the point.
Two duelists have put their comments on my video, asking to be part of the team. So, here they are!
Kenny6676
Dragonspirit43
So..I;ve given them the email and password of this blog. Thanks for all the help,guys!
-ballommasterofdeath
Saturday, August 15, 2009
Thursday, April 2, 2009
As I promised
Ok here's what I promised in the last post...How to make your own deck.
Let's get something straight here. You don't need to rely on my or anyone else's deck. You should go out and make your own because, since it is your own, you will have no trouble playing with it because it is YOU who decided on the playing style and other things. even if you say 'I've got no deck creativity and I must learn from the masters", well, that's not true.
I'm not bragging, but I've never copied anyone's deck. Although, yeah, some of my deck ideas are the same as those being used by other people all around the web. However, I still try to keep them original. I try to find out "Why do many people use it? Is it strong? On what aspect? Control? Rush?". This is how you become a good deck maker. Analysis.
So, since I've been giving you some examples, maybe it is time to make an account on tradecardsonline.com. if you're registering, I suggest that you put number31 under the referrer part.
Why? 1. Well, actually i don't find any advantage in it for me, but in my account section I will know how many people have become users of TradeCardsOnline because of my blog.
2. It states there that you should say who referred the site to you, so please be honest XD
Once you have registered or logged in, you may proceed to the decks section, select a card game (obviously, since this is a Duel Masters website, I will urge you to pick Duel Masters =] ). On top of the deck search engine, you will see a "create your own deck here" button. Once you click that button, you will be given a search engine, so just type the card you want to add, press enter.
There will appear a list of cards. Now, look for the card that you wanted to add, click the check box near it, and then type the number of that card you want in your deck (Duel Masters and MTG's maximum is 4 per card, YGO is 3 per card). Finally, click "Add cards and repeat" to search again OR "Add cards and finish" if you're done.
Once you click "Finish", you'll go back to your deck screen. Just click Publish, and your deck is ready to go!
One more thing: It would really help us if you could send us your deck ideas. Just put a comment on any of the articles on this site or on the sites which i may create in the future. I will list Deck Building tips when i make my next article.
Until then, cya!
--ballommasterofdeath
Let's get something straight here. You don't need to rely on my or anyone else's deck. You should go out and make your own because, since it is your own, you will have no trouble playing with it because it is YOU who decided on the playing style and other things. even if you say 'I've got no deck creativity and I must learn from the masters", well, that's not true.
I'm not bragging, but I've never copied anyone's deck. Although, yeah, some of my deck ideas are the same as those being used by other people all around the web. However, I still try to keep them original. I try to find out "Why do many people use it? Is it strong? On what aspect? Control? Rush?". This is how you become a good deck maker. Analysis.
So, since I've been giving you some examples, maybe it is time to make an account on tradecardsonline.com. if you're registering, I suggest that you put number31 under the referrer part.
Why? 1. Well, actually i don't find any advantage in it for me, but in my account section I will know how many people have become users of TradeCardsOnline because of my blog.
2. It states there that you should say who referred the site to you, so please be honest XD
Once you have registered or logged in, you may proceed to the decks section, select a card game (obviously, since this is a Duel Masters website, I will urge you to pick Duel Masters =] ). On top of the deck search engine, you will see a "create your own deck here" button. Once you click that button, you will be given a search engine, so just type the card you want to add, press enter.
There will appear a list of cards. Now, look for the card that you wanted to add, click the check box near it, and then type the number of that card you want in your deck (Duel Masters and MTG's maximum is 4 per card, YGO is 3 per card). Finally, click "Add cards and repeat" to search again OR "Add cards and finish" if you're done.
Once you click "Finish", you'll go back to your deck screen. Just click Publish, and your deck is ready to go!
One more thing: It would really help us if you could send us your deck ideas. Just put a comment on any of the articles on this site or on the sites which i may create in the future. I will list Deck Building tips when i make my next article.
Until then, cya!
--ballommasterofdeath
Monday, March 30, 2009
New Updates!
Sorry if I couldn't make posts for the past 2 weeks. It was kind of a hectic student cos of exams and all the practices I had to attend cos I was an awardee (i bagged 3 medals on saturday..i rock =]), a CAT officer (kinda like someone under military training...except all you do is point your swords to make an arch...kinda sucks, but it's good cos next year i get to make the next batch suffer..) and a third year high school student, which took all my time for the last 2 weeks to make any posts, so I'm making one now =]
I like Demon Commands. It's pretty much clear from my name that, well, i like Ballom, Master of Death. Ballom is a pretty strong Demon, because all of your opponent's resistance is destroyed when he is summoned. It's basically impossible to stop him. He's kinda solid at 12000, and being a double breaker, a game winner. Now, I made a simple nature-dark deck using all kinds of demon support. Result: awesomeness.
Here's the link to my favorite creatures pack into a demon deck: link it
Now, demon commands are almost all solid double breakers with awesome effects. Some, such as Gamil,Knight of Hatred, aren't double breakers but they do pack a bit of power with an added effect. Top that with some demon support cards like Gregoria, Princess of War, Demons get even stronger. Gregoria actually forms a wall of defenders until you summon ballom, which pretty much ends the game. Although Gregoria is a very late game card, so are demons, and since you can block while one summoning sickness, you can take an attacking creature using photocide's enhanced strength, then attack with photocide next turn to kill another one. I call it the power to massacre, and it's even more powerful when topped off with a Mongrel Man, which gives "fuel", in the sense that cards in your hand are pretty uch what you turn into mana, creatures, and spells. Since you destroy a lot of cards with ballom and your other demons, yep, this deck can be pretty powerful.
However, this deck is not perfect. On the next few articles i will show you how to post your own deck on TCO.
--bsllommasterofdeath
I like Demon Commands. It's pretty much clear from my name that, well, i like Ballom, Master of Death. Ballom is a pretty strong Demon, because all of your opponent's resistance is destroyed when he is summoned. It's basically impossible to stop him. He's kinda solid at 12000, and being a double breaker, a game winner. Now, I made a simple nature-dark deck using all kinds of demon support. Result: awesomeness.
Here's the link to my favorite creatures pack into a demon deck: link it
Now, demon commands are almost all solid double breakers with awesome effects. Some, such as Gamil,Knight of Hatred, aren't double breakers but they do pack a bit of power with an added effect. Top that with some demon support cards like Gregoria, Princess of War, Demons get even stronger. Gregoria actually forms a wall of defenders until you summon ballom, which pretty much ends the game. Although Gregoria is a very late game card, so are demons, and since you can block while one summoning sickness, you can take an attacking creature using photocide's enhanced strength, then attack with photocide next turn to kill another one. I call it the power to massacre, and it's even more powerful when topped off with a Mongrel Man, which gives "fuel", in the sense that cards in your hand are pretty uch what you turn into mana, creatures, and spells. Since you destroy a lot of cards with ballom and your other demons, yep, this deck can be pretty powerful.
However, this deck is not perfect. On the next few articles i will show you how to post your own deck on TCO.
--bsllommasterofdeath
Saturday, March 14, 2009
Shadowclash of Blinding Night!
Ok, now for the fourth set!
In this set, the evolutions for Angel Commands and Demon Commands is revealed. These are Alcadeias, Lord of Spirits and Ballom, Master of Death.
Now, Light and Darkness are at war with each other, so cards that give the enemy civlization a distinct disadvantage are introduced. For instance, Volcano Smog, Deceptive Shade makes all light cards cost 2 more,so playing light against a deck using that card would be disastrous.
Fire and Nature allied with Darkness and Light, respectively, so they have cards to help those civs. But the really awesome are the two new evolutions; Alcadeias and Ballom. Alcadeias makes it impossible to cast non-light spells (shield triggers goodbye!) and Ballom obliterates all creatures which aren't darkness (ouch!). So, i hope everyone will enjoy using this set and the new cards.
Yay for my epic entrance!
--ballommasterofdeath
In this set, the evolutions for Angel Commands and Demon Commands is revealed. These are Alcadeias, Lord of Spirits and Ballom, Master of Death.
Now, Light and Darkness are at war with each other, so cards that give the enemy civlization a distinct disadvantage are introduced. For instance, Volcano Smog, Deceptive Shade makes all light cards cost 2 more,so playing light against a deck using that card would be disastrous.
Fire and Nature allied with Darkness and Light, respectively, so they have cards to help those civs. But the really awesome are the two new evolutions; Alcadeias and Ballom. Alcadeias makes it impossible to cast non-light spells (shield triggers goodbye!) and Ballom obliterates all creatures which aren't darkness (ouch!). So, i hope everyone will enjoy using this set and the new cards.
Yay for my epic entrance!
--ballommasterofdeath
Snake attack!
Ok, so I made a new deck, now using Darkness, using Snake Attack. If you've read some of my posts, you know what snake attack does. If not, well, its a 4 mana spell which gives all of your creatures double breaker at the cost of one of your shields going to the graveyard. This can be a game winner at times because it will take fewer attacks to finish off the enemy, so its great if you can make a rushy deck with it.
Here's my deck Snake Attack
(hmm, shoulda named it "When snakes attack!")
Here's the list
Type: Creature (27 cards)
4 x Bone Spider - powerful attacker. cheap at 3 mana
3 x Gamil, Knight of Hatred - upgraded amber piercer,will give hand advantage late game when you've lost some creatures.
2 x Gigargon - this is a good card is good if you run out of hand advantage late game
4 x Horrid Worm - can evolve into chaos worm, cheap attacker
4 x Marrow Ooze, the Twister - very cheap, emergency blocker/attacker
4 x Scratchclaw - the new slayer. it can get really strong, and it will kill whatever is stronger than it. hehehehehe
2 x Swamp Worm - if the game should ever hit late game, use this card
4 x Writhing Bone Ghoul - cheap attacker
Type: Evolution Creature (3 cards)
3 x Chaos Worm - great for control!
Type: Spell (10 cards)
4 x Critical Blade - its important to destroy all enemy blockers before snake attack
3 x Snake Attack - the heart of this deck. rush, cast, and conquer.
3 x Terror Pit - a valuable shield trigger, mana at all other times
There is the list. The mana curve is kinda big, but I think snake attack can compensate. By turn 4, you should have broken a few shield with your creatures, so when you cast snake attack, if should be easy to win. beware of decks with lots of blockers and holy awe, though.
Here's my deck Snake Attack
(hmm, shoulda named it "When snakes attack!")
Here's the list
Type: Creature (27 cards)
4 x Bone Spider - powerful attacker. cheap at 3 mana
3 x Gamil, Knight of Hatred - upgraded amber piercer,will give hand advantage late game when you've lost some creatures.
2 x Gigargon - this is a good card is good if you run out of hand advantage late game
4 x Horrid Worm - can evolve into chaos worm, cheap attacker
4 x Marrow Ooze, the Twister - very cheap, emergency blocker/attacker
4 x Scratchclaw - the new slayer. it can get really strong, and it will kill whatever is stronger than it. hehehehehe
2 x Swamp Worm - if the game should ever hit late game, use this card
4 x Writhing Bone Ghoul - cheap attacker
Type: Evolution Creature (3 cards)
3 x Chaos Worm - great for control!
Type: Spell (10 cards)
4 x Critical Blade - its important to destroy all enemy blockers before snake attack
3 x Snake Attack - the heart of this deck. rush, cast, and conquer.
3 x Terror Pit - a valuable shield trigger, mana at all other times
There is the list. The mana curve is kinda big, but I think snake attack can compensate. By turn 4, you should have broken a few shield with your creatures, so when you cast snake attack, if should be easy to win. beware of decks with lots of blockers and holy awe, though.
Thursday, March 12, 2009
Fire/Light deck using rampage of the super-warriors
Another deck, this time combining the fury of Fire attacks and the blocking capability of Light. Whilst you defend your creatures with your blockers, your fire creatures can pick the opponent's field apart until you can break his shields and todomeda. If need be, I added a diamond cutter to make this deck awesome.
Here's the link : FIre/Light Deck
How to play it:
1. I added both La Ura Giga Guardians and Deadly Fighter Braid Claws as one-drops. Try to summon a lot of blockers early game with a few attackers to start breaking shields.
2. There are a lot of blockers in this deck with the race guardian, so i added Larba Geer, the Inspirational to help in overpowering the opponent's defenses.
3. I added the new powerful fire card, Garkago Dragon,to help kill blockers.Garkago Dragon is also a great way to eliminate threats.
4. There are two sides to this deck: the defensive Light side and the powerful Fire side.The Fire side is composed of lots of cheap Fire Humans with the evolution Armored Blaster Valdios to safely blast away shields while hiding behind a wall of blockers. This can rush if need be, and Armored Blaster Valdios can be an emergency double breaker.
I leave the rest for you to find out =]
Good luck, happy dueling, and be sure to Bring It On!
--ballommasterofdeath
Here's the link : FIre/Light Deck
How to play it:
1. I added both La Ura Giga Guardians and Deadly Fighter Braid Claws as one-drops. Try to summon a lot of blockers early game with a few attackers to start breaking shields.
2. There are a lot of blockers in this deck with the race guardian, so i added Larba Geer, the Inspirational to help in overpowering the opponent's defenses.
3. I added the new powerful fire card, Garkago Dragon,to help kill blockers.Garkago Dragon is also a great way to eliminate threats.
4. There are two sides to this deck: the defensive Light side and the powerful Fire side.The Fire side is composed of lots of cheap Fire Humans with the evolution Armored Blaster Valdios to safely blast away shields while hiding behind a wall of blockers. This can rush if need be, and Armored Blaster Valdios can be an emergency double breaker.
I leave the rest for you to find out =]
Good luck, happy dueling, and be sure to Bring It On!
--ballommasterofdeath
Sunday, March 8, 2009
Rampage of the Super Warriors!
So, if you've been playing with evo-crushinators for a while now, that's great!
Now to move on to the next set!
In Rampage of the Super Warriors, cards begin to be more "civilization oriented", that is, they will help or they will benefit from cards of the same civilization. For example, Angler Cluster will become more powerful if all your cards in the mana zone are Water cards. Some new evolution creatures are introduced and they give an "aura" which benefits creatures of the same civilization. These creatures are: Jack Viper, Shadow of Doom, Sieg Balicula, the Intense, Uberdragon Jabaha, Gigamantis, and Legendary Bynor.
With all these new cards, some new strategies come out. Some of these new strategies come from two powerful spell cards, which have entire decks made to abuse their powerful and game winning effects. These are : Snake Attack, and Diamond Cutter.
Snake attack makes all your creatures double breaker, while Diamond Cutter allows all of your creatures to be able to attack, regardless of summoning sickness or their effects.
Snake attack is great for rush decks because it can break all of the opponent's shields in one turn. Diamond Cutter is often used in a deck with many cheap blockers. The player will simply wait until he has enough blockers to attack, then he will cast Diamond cutter and break all of the opponent's shields. Diamond Cutter combos will with either Toel, Vizier of Hope and Whisking Whirlwind because right after attacking, you can untap your creatures to block next turn until you can cast another Diamond Cutter and win the game.
I hope you have fun with these new cards !
--ballommasterofdeath
Now to move on to the next set!
In Rampage of the Super Warriors, cards begin to be more "civilization oriented", that is, they will help or they will benefit from cards of the same civilization. For example, Angler Cluster will become more powerful if all your cards in the mana zone are Water cards. Some new evolution creatures are introduced and they give an "aura" which benefits creatures of the same civilization. These creatures are: Jack Viper, Shadow of Doom, Sieg Balicula, the Intense, Uberdragon Jabaha, Gigamantis, and Legendary Bynor.
With all these new cards, some new strategies come out. Some of these new strategies come from two powerful spell cards, which have entire decks made to abuse their powerful and game winning effects. These are : Snake Attack, and Diamond Cutter.
Snake attack makes all your creatures double breaker, while Diamond Cutter allows all of your creatures to be able to attack, regardless of summoning sickness or their effects.
Snake attack is great for rush decks because it can break all of the opponent's shields in one turn. Diamond Cutter is often used in a deck with many cheap blockers. The player will simply wait until he has enough blockers to attack, then he will cast Diamond cutter and break all of the opponent's shields. Diamond Cutter combos will with either Toel, Vizier of Hope and Whisking Whirlwind because right after attacking, you can untap your creatures to block next turn until you can cast another Diamond Cutter and win the game.
I hope you have fun with these new cards !
--ballommasterofdeath
Saturday, March 7, 2009
DM 14 , Dorballom , Zweilancer and the cross gears
Okay , guys it's time for us to 'evolve' AKA to ge to a new stage of the japanese DM
The next set is DM 14 or the Generation Gear set . It introduces lots of new things and I hope that I'll be able to introduce to you most of them in this post .
First of all this set introduces the remakes of two famous cards in the DM world AKA Ballom , Master of Death and Crystal Lancer .
The remakes are Dorballom , Lord of Demons and Crystal Zweilancer .
Dorballom, Lord of Demons
Set : DM-14 Generation Gear
Civilization : Darkness
Card Type : Evolution Creature
Cost : 10
Creature Type : Demon Command
Power : 13000
Card Text : 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
Crystal Zweilancer
Set : DM-14 Generation Gear
Civilization : Water
Card Type : Evolution Creature
Cost : 8
Creature Type : Liquid People
Power : 13000
Card Text : Evolution: Put on one of your Liquid People
This creature can't be blocked.
Triple Breaker
Flavor Text : It has lasted 200 years. The journey is at an end, the ultimate twin lances have been found.
As you see the new versions of these 2 creatures are more superior to their predecessors but they cost more mana :( .
Besides these two giants this set also has more annoying creatures like :
Dorberos, the Imprisoning Fiend
Set : DM-15 Secret of Hidden Gear
Civilization : Darkness
Card Type : Creature
Cost : 7
Creature Type : Demon Command
Power : 7000
Card Text : Double Breaker
All non-darkness creatures cost 2 more to summon.
Flavor Text : All who attempt to meet with Ballom receive a welcoming by fiends.
Now this guy can be a real pain in the neck for light users since lots of powerfull light cards cost much and mister Dorberos here will make the situation of light users more complicated .
Marushias, Spirit of the Sun
Set : DM-14 Generation Gear
Civilization : Light
Card Type : Creature
Cost : 5
Creature Type : Angel Command
Power : 2000
Card Text : 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 battling have this ability, neither is destroyed.)
Flavor Text : Even kings wish they had these battle skills.
Ouch ! Now that's one nasty creature ! Really ! Lets say that you attack with Ballom and double breack shields but you have no blocker . Then your opponent attacks Ballom with Marushias . Marushias dosen't even get hurt but Ballom is DESTROYED !
Diablost, the Shady General
Set : DM-14 Generation Gear
Civilization : Darkness
Card Type : Creature
Cost : 5
Creature Type : Demon Command
Power : 6000
Card Text : All your opponent's creatures gain "Blocker".
Double Breaker
You can all say that this guy is totally useless but lets try to find the advantage of having all your opponents creatures blockers .
You : I summon Diablost, the Shady General
Opponent : Loser ! I cast Whisking Whirlwind and now ike Alcadeias breack his last shields ! Now I untap him and he's a blocker as well ! Lets see you try to finish me !
You : I summon Scarlet Skyterror ! Destroy Alcadeias ! Ike Diablost totomeda !
See now ? Just because some creatures may make your opponent more powerfull , they have secret advantages and strategies waiting for you to use them .
Hell's Scrapper
Set : DM-14 Generation Gear Rare
Civilization : Fire
Card Type : Spell
Cost : 7
Card Text : Shield Trigger
Choose creatures that have a combined power of 5000 or less and destroy them.
Now that's one powerfull fire spell and my favorite as well :)
Also this set introduces a new ability . The 'saver' ability . Saver creatures are usually weak . Whenever a certain creature would be destroyed , the saver creature can be destroyed and the other creature survives . A saver creature is :
Parole, the Life Saving Puppet
Set : DM-14 Generation Gear
Civilization : Darkness
Card Type : Creature
Cost : 2
Creature Type : Death Puppet
Power : 1000
Card Text : Saver: Demon Command (When 1 of your Demon Command would be destroyed, you may destroy this creature instead.)
Flavor Text : "Lord Dorballom, please come quick!" -Parole, the Life Saving Puppet
So here's a situation .
You : I evolve Daidalos into Dorballom , Lord of Demons ! (yay)
Your opponent has half of his mana darkness so he survives a bit .
You : Ike Dorballom triple breack his shields ! "
Opponent : Shield trigger I cast Terror Pit and destroy Dorballom !
You : Wait ! I shall 'save' Dorballom by destroying Parole , the Life Saving Puppet !
And finally we have reached to the set's main cards , the cross gears .
This set is the first DM set wich introduces cross gears . These cards are like 'weapons' wich you equipe to creatures . They are brought to the battlezone the same way creatures are . To 'cross' a creature you have to pay the same cost as for summoning it . The 'crossed' creature gets the abilities the cross gear gives it and when the crossed creature leaves the battlezone , the cross gear stays . Cross gears can't be destroyed . If you want to get rid of a cross gear you have to use certain cards .
I think that's enough of the cross gear lesson . Next I shall show you some cross gears so you get ideas about what this is all about .
Glorious Heaven's Arm
Set : DM-14 Generation Gear
Civilization : Light
Card Type : Cross Gear
Cost : 3
Card Text : 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.
My advice : use this cross gear in a liquid people deck and cross it to unblockables like Crystal Lancer .
Final Dragarmor
Set : DM-14 Generation Gear
Card Number : S8
Civilization : Fire
Card Type : Cross Gear
Cost : 3
Card Text : 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.
Powered Stallion
Set/Rarity : DM-14 Generation Gear Super Rare
Card Number : S10
Civilization : Nature
Card Type : Cross Gear
Cost : 3
Card Text : 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.
Demonic Protector
Set/Rarity : DM-14 Generation Gear Rare
Card Number : 28
Civilization : Darkness
Card Type : Cross Gear
Cost : 1
Card Text : 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.
Spiral Aura
Set/Rarity : DM-14 Generation Gear Uncommon
Card Number : 52
Civilization : Water
Card Type : Cross Gear
Cost : 2
Card Text : 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.
There are lots of cross gears with lots of effects .
To check out other cross gears and cards from this set go to this site : http://www.ccgdb.com/ccgdb.com/duelmasters/
In my next post I'll continue with the next set wich has more cross gears and a very powerfull light card ( won't spoil XD )
See ya and don't forget to keep dueling and making people
Hail to us ! HAIL ! Thunder unleashed ! HAIL !
- acumashindorballomu
The next set is DM 14 or the Generation Gear set . It introduces lots of new things and I hope that I'll be able to introduce to you most of them in this post .
First of all this set introduces the remakes of two famous cards in the DM world AKA Ballom , Master of Death and Crystal Lancer .
The remakes are Dorballom , Lord of Demons and Crystal Zweilancer .
Dorballom, Lord of Demons
Set : DM-14 Generation Gear
Civilization : Darkness
Card Type : Evolution Creature
Cost : 10
Creature Type : Demon Command
Power : 13000
Card Text : 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
Crystal Zweilancer
Set : DM-14 Generation Gear
Civilization : Water
Card Type : Evolution Creature
Cost : 8
Creature Type : Liquid People
Power : 13000
Card Text : Evolution: Put on one of your Liquid People
This creature can't be blocked.
Triple Breaker
Flavor Text : It has lasted 200 years. The journey is at an end, the ultimate twin lances have been found.
As you see the new versions of these 2 creatures are more superior to their predecessors but they cost more mana :( .
Besides these two giants this set also has more annoying creatures like :
Dorberos, the Imprisoning Fiend
Set : DM-15 Secret of Hidden Gear
Civilization : Darkness
Card Type : Creature
Cost : 7
Creature Type : Demon Command
Power : 7000
Card Text : Double Breaker
All non-darkness creatures cost 2 more to summon.
Flavor Text : All who attempt to meet with Ballom receive a welcoming by fiends.
Now this guy can be a real pain in the neck for light users since lots of powerfull light cards cost much and mister Dorberos here will make the situation of light users more complicated .
Marushias, Spirit of the Sun
Set : DM-14 Generation Gear
Civilization : Light
Card Type : Creature
Cost : 5
Creature Type : Angel Command
Power : 2000
Card Text : 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 battling have this ability, neither is destroyed.)
Flavor Text : Even kings wish they had these battle skills.
Ouch ! Now that's one nasty creature ! Really ! Lets say that you attack with Ballom and double breack shields but you have no blocker . Then your opponent attacks Ballom with Marushias . Marushias dosen't even get hurt but Ballom is DESTROYED !
Diablost, the Shady General
Set : DM-14 Generation Gear
Civilization : Darkness
Card Type : Creature
Cost : 5
Creature Type : Demon Command
Power : 6000
Card Text : All your opponent's creatures gain "Blocker".
Double Breaker
You can all say that this guy is totally useless but lets try to find the advantage of having all your opponents creatures blockers .
You : I summon Diablost, the Shady General
Opponent : Loser ! I cast Whisking Whirlwind and now ike Alcadeias breack his last shields ! Now I untap him and he's a blocker as well ! Lets see you try to finish me !
You : I summon Scarlet Skyterror ! Destroy Alcadeias ! Ike Diablost totomeda !
See now ? Just because some creatures may make your opponent more powerfull , they have secret advantages and strategies waiting for you to use them .
Hell's Scrapper
Set : DM-14 Generation Gear Rare
Civilization : Fire
Card Type : Spell
Cost : 7
Card Text : Shield Trigger
Choose creatures that have a combined power of 5000 or less and destroy them.
Now that's one powerfull fire spell and my favorite as well :)
Also this set introduces a new ability . The 'saver' ability . Saver creatures are usually weak . Whenever a certain creature would be destroyed , the saver creature can be destroyed and the other creature survives . A saver creature is :
Parole, the Life Saving Puppet
Set : DM-14 Generation Gear
Civilization : Darkness
Card Type : Creature
Cost : 2
Creature Type : Death Puppet
Power : 1000
Card Text : Saver: Demon Command (When 1 of your Demon Command would be destroyed, you may destroy this creature instead.)
Flavor Text : "Lord Dorballom, please come quick!" -Parole, the Life Saving Puppet
So here's a situation .
You : I evolve Daidalos into Dorballom , Lord of Demons ! (yay)
Your opponent has half of his mana darkness so he survives a bit .
You : Ike Dorballom triple breack his shields ! "
Opponent : Shield trigger I cast Terror Pit and destroy Dorballom !
You : Wait ! I shall 'save' Dorballom by destroying Parole , the Life Saving Puppet !
And finally we have reached to the set's main cards , the cross gears .
This set is the first DM set wich introduces cross gears . These cards are like 'weapons' wich you equipe to creatures . They are brought to the battlezone the same way creatures are . To 'cross' a creature you have to pay the same cost as for summoning it . The 'crossed' creature gets the abilities the cross gear gives it and when the crossed creature leaves the battlezone , the cross gear stays . Cross gears can't be destroyed . If you want to get rid of a cross gear you have to use certain cards .
I think that's enough of the cross gear lesson . Next I shall show you some cross gears so you get ideas about what this is all about .
Glorious Heaven's Arm
Set : DM-14 Generation Gear
Civilization : Light
Card Type : Cross Gear
Cost : 3
Card Text : 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.
My advice : use this cross gear in a liquid people deck and cross it to unblockables like Crystal Lancer .
Final Dragarmor
Set : DM-14 Generation Gear
Card Number : S8
Civilization : Fire
Card Type : Cross Gear
Cost : 3
Card Text : 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.
Powered Stallion
Set/Rarity : DM-14 Generation Gear Super Rare
Card Number : S10
Civilization : Nature
Card Type : Cross Gear
Cost : 3
Card Text : 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.
Demonic Protector
Set/Rarity : DM-14 Generation Gear Rare
Card Number : 28
Civilization : Darkness
Card Type : Cross Gear
Cost : 1
Card Text : 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.
Spiral Aura
Set/Rarity : DM-14 Generation Gear Uncommon
Card Number : 52
Civilization : Water
Card Type : Cross Gear
Cost : 2
Card Text : 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.
There are lots of cross gears with lots of effects .
To check out other cross gears and cards from this set go to this site : http://www.ccgdb.com/ccgdb.com/duelmasters/
In my next post I'll continue with the next set wich has more cross gears and a very powerfull light card ( won't spoil XD )
See ya and don't forget to keep dueling and making people
Hail to us ! HAIL ! Thunder unleashed ! HAIL !
- acumashindorballomu
Friday, March 6, 2009
Deck of the Five Gods!!
This is an "advanced" player article, so players who are starting out...
Don't worry, in a few weeks we'll get there XD
It's a little deck that I was talking to acumashindorballomu about.
You know, fun decks XD
Well, I decided to make a deck housing the "ultimate" combo in Duel Masters
When all five God Link to each other.... well, it's impossible to be defeated
with some support cards, such as Zephys, Gaia's Godly General and Olaswan, Knight of Gaia , this deck will attempt to put all five gods on the field
If you don't know who the five gods are, here they are:
Flame Agon, God of Flames
Emerald Pharaoh, Earth God
Blue Poseidon, Sea God
Dark Indora, God of Darkness
Shine Valkyrie, Heavenly God
Although I have many more cards to add (and cards to take out...)
here's the deck: link
Please comment and give ideas =]
--ballommasterofdeath
Don't worry, in a few weeks we'll get there XD
It's a little deck that I was talking to acumashindorballomu about.
You know, fun decks XD
Well, I decided to make a deck housing the "ultimate" combo in Duel Masters
When all five God Link to each other.... well, it's impossible to be defeated
with some support cards, such as Zephys, Gaia's Godly General and Olaswan, Knight of Gaia , this deck will attempt to put all five gods on the field
If you don't know who the five gods are, here they are:
Flame Agon, God of Flames
Emerald Pharaoh, Earth God
Blue Poseidon, Sea God
Dark Indora, God of Darkness
Shine Valkyrie, Heavenly God
Although I have many more cards to add (and cards to take out...)
here's the deck: link
Please comment and give ideas =]
--ballommasterofdeath
Ballom...has returned...
Hey guys, Ballom is back!
prom was so exciting......
anyways, i'll just fix some typos and add links to acumashindorballomu's posts for easier reference, maybe add some photos
i'll generally make it more awesome......
then, i'll continue with my beginner help
and maybe make an article on my new deck.....
--ballommasterofdeath
prom was so exciting......
anyways, i'll just fix some typos and add links to acumashindorballomu's posts for easier reference, maybe add some photos
i'll generally make it more awesome......
then, i'll continue with my beginner help
and maybe make an article on my new deck.....
--ballommasterofdeath
Auzesu deck
If you have read my previous post then I advice you to check out this deck : link
This deck is built over many strategies which I will list them out :
- Darkness rush with : Propeller Mutant , Gachack, Mechanical Doll , Daidalos,General of Fury , etc
- Tapping advantage : Use Auzesu's ability in combination with Zahaku .
- Ballom advantage : One of the most famous creatures in the darkness civilisation is Ballom, Master of Death , so since this deck has alot of demon commands a little destuction of non-darkness creatures won't hurt at all =)
So I guess that's all about this deck for now .
P.S : my profile on treadecards is kokujo_the_fma so don't forget to come there and duel me !
Stay Heavy and have a nice day !
- acumashindorballomu
This deck is built over many strategies which I will list them out :
- Darkness rush with : Propeller Mutant , Gachack, Mechanical Doll , Daidalos,General of Fury , etc
- Tapping advantage : Use Auzesu's ability in combination with Zahaku .
- Ballom advantage : One of the most famous creatures in the darkness civilisation is Ballom, Master of Death , so since this deck has alot of demon commands a little destuction of non-darkness creatures won't hurt at all =)
So I guess that's all about this deck for now .
P.S : my profile on treadecards is kokujo_the_fma so don't forget to come there and duel me !
Stay Heavy and have a nice day !
- acumashindorballomu
Hi guys !
This is acumashindorballomu speaking
FINALLY I get the chance to write here as well :)
From now on I'll take care of the japanese part of DM so if you already are experienced in DM and want to try the japanese cards as well then just read my posts :)
I'm going to start with the 13th DM set wich is the first japanese only set ( and don't worry it isn't an unlucky set XD )
First of all if in DM 10 , 11 and 12 rainbow creatures ( creatures with 2 civilisations ) had only these combinations : darkness/water , light/water , light/nature , fire/nature and fire/darkness
This set(DM 13) has the rest of the combinations AKA darkness/light , fire/light , fire/water , nature/water and darkness/nature .
An example of the cards i've wrote is
Balforce, the Demonic Holy Spirit
Set: DM-13 Eternal Phoenix
Civilization : Light/Darkness
Card Type : Creature
Cost : 8
Creature Type : Angel Command/Demon Command
Power : 6000
Card Text : This card is put into the mana zone tapped.
Blocker
All of your opponent's creatures must attack each turn, if possible.
This creature cannot attack a player.
When this creature blocks, after the battle untap it.
Usually 2 civilisation creatures share the abilities and races of both their civilisations ( with few exceptions )
Also this set introduces new abilites like Sympathy
The Sympathy ability makes a creature's cost for summoning to be reduced by 1 for some creatures that you already have in your battlezone . Those creatures must have 2 races .
Examples of Sympathy creatures are :
Auzesu, the Demonic Holy Spirit
Set: DM-13 Eternal Phoenix
Civilization : Light/Darkness
Card Type : Creature
Cost : 6
Creature Type : Angel Command/Demon Command
Power : 6500
Card Text : This card is put into the mana zone tapped.
Sympathy: This card's cost is reduced by 1 for each Angel Command or Demon Command in your battle zone. You cannot reduce the cost below 2.
When one of your Angel Command or Demon Command attacks, you may destroy one of your opponent's tapped creatures.
Double Breaker
This is my personal favorite and now here's a situation where you can use Auzesu :
- Auzesu can be used when your opponent has attack you first and has his creatures tapped in his battlezone . You have in your battlezone Daidalos General of Fury , Propeller Mutant and Fallen Monk of Bloodstainedsoil Zahaku .
For those who don't know Zahaku :
Fallen Monk of the Bloodstained Soil, Zahaku
Set : DM-13 Eternal Phoenix
Civilization : Darkness
Card Type : Creature
Cost : 4
Creature Type : Demon Command
Power : 2000+
Card Text : This creature gains +3000 for each tapped creature in the opponent's battle zone.
Flavor Text : Even Ballom could not gain control over the blood-stained earth.
So Zahaku and Daidalos are demon commands so you summon Auzesu for 4 mana instead of 6 because his sympathy ability reduces his mana cost with 1 for each angel/demon command you have in your battlezone . Now time to attack . All your opponents creatures are tapped this meaning that Zahaku gets 3000 more power for each of them so he's now a powerfull creature . Also besides Zahaku , Daidalos wich already is powerfull , you can use this basic combo Daidalos + Propeller Mutant to destory your opponent's hand as well . And besides both Daidalos and Zahaku , we have Auzesu wich will destroy the tapped creatures as well meaning that your opponents field is clean . Note : If your opponent won't tap creatures then you can always use Holy Awe to tap them all by yourself and start the destruction .
If you want to check more cards from this set by yourself then go to this link : http://www.ccgdb.com/ccgdb.com/duelmasters/
P.S : Japan has banned Judgement of the Flame's Spear and the Water's Blade because this spell can give you way too big advantage :
Judgement of the Flame's Spear and the Water's Blade
Set : DM-13 Eternal Phoenix
Card Number : 31
Civilization : Water/Fire
Card Type : Spell
Cost : 6
Card Text : This card is put into the mana zone tapped.
Destroy all creatures with 3000 power or less. Afterwards, you may draw 1 card for each creature destroyed.
Flavor Text : I'll use your bones well.
Also Japan has restricted to 1 Pacific Champion also because of the advantage he can give you :
Pacific Champion
Set : DM-13 Eternal Phoenix
Card Number : 9
Civilization : Water
Card Type : Evolution Creature
Cost : 2
Creature Type : Merfolk
Power : 5000
Card Text : Evolution: Put on one of your Merfolk.
This creature cannot be attacked by non-evolution creatures.
This creature cannot be blocked by non-evolution creatures.
So if you want to play with Japanese cards then you aren't allowed to use Judgement of the Flame's Spear and the Water's Blade and you are allowed to use only ONE Pacific Champion .
Oh well I guess that's all for now .
Next I'll write about DM 14 and the new card types , the crossgears .
See ya !
- acumashindorballomu
FINALLY I get the chance to write here as well :)
From now on I'll take care of the japanese part of DM so if you already are experienced in DM and want to try the japanese cards as well then just read my posts :)
I'm going to start with the 13th DM set wich is the first japanese only set ( and don't worry it isn't an unlucky set XD )
First of all if in DM 10 , 11 and 12 rainbow creatures ( creatures with 2 civilisations ) had only these combinations : darkness/water , light/water , light/nature , fire/nature and fire/darkness
This set(DM 13) has the rest of the combinations AKA darkness/light , fire/light , fire/water , nature/water and darkness/nature .
An example of the cards i've wrote is
Balforce, the Demonic Holy Spirit
Set: DM-13 Eternal Phoenix
Civilization : Light/Darkness
Card Type : Creature
Cost : 8
Creature Type : Angel Command/Demon Command
Power : 6000
Card Text : This card is put into the mana zone tapped.
Blocker
All of your opponent's creatures must attack each turn, if possible.
This creature cannot attack a player.
When this creature blocks, after the battle untap it.
Usually 2 civilisation creatures share the abilities and races of both their civilisations ( with few exceptions )
Also this set introduces new abilites like Sympathy
The Sympathy ability makes a creature's cost for summoning to be reduced by 1 for some creatures that you already have in your battlezone . Those creatures must have 2 races .
Examples of Sympathy creatures are :
Auzesu, the Demonic Holy Spirit
Set: DM-13 Eternal Phoenix
Civilization : Light/Darkness
Card Type : Creature
Cost : 6
Creature Type : Angel Command/Demon Command
Power : 6500
Card Text : This card is put into the mana zone tapped.
Sympathy: This card's cost is reduced by 1 for each Angel Command or Demon Command in your battle zone. You cannot reduce the cost below 2.
When one of your Angel Command or Demon Command attacks, you may destroy one of your opponent's tapped creatures.
Double Breaker
This is my personal favorite and now here's a situation where you can use Auzesu :
- Auzesu can be used when your opponent has attack you first and has his creatures tapped in his battlezone . You have in your battlezone Daidalos General of Fury , Propeller Mutant and Fallen Monk of Bloodstainedsoil Zahaku .
For those who don't know Zahaku :
Fallen Monk of the Bloodstained Soil, Zahaku
Set : DM-13 Eternal Phoenix
Civilization : Darkness
Card Type : Creature
Cost : 4
Creature Type : Demon Command
Power : 2000+
Card Text : This creature gains +3000 for each tapped creature in the opponent's battle zone.
Flavor Text : Even Ballom could not gain control over the blood-stained earth.
So Zahaku and Daidalos are demon commands so you summon Auzesu for 4 mana instead of 6 because his sympathy ability reduces his mana cost with 1 for each angel/demon command you have in your battlezone . Now time to attack . All your opponents creatures are tapped this meaning that Zahaku gets 3000 more power for each of them so he's now a powerfull creature . Also besides Zahaku , Daidalos wich already is powerfull , you can use this basic combo Daidalos + Propeller Mutant to destory your opponent's hand as well . And besides both Daidalos and Zahaku , we have Auzesu wich will destroy the tapped creatures as well meaning that your opponents field is clean . Note : If your opponent won't tap creatures then you can always use Holy Awe to tap them all by yourself and start the destruction .
If you want to check more cards from this set by yourself then go to this link : http://www.ccgdb.com/ccgdb.com/duelmasters/
P.S : Japan has banned Judgement of the Flame's Spear and the Water's Blade because this spell can give you way too big advantage :
Judgement of the Flame's Spear and the Water's Blade
Set : DM-13 Eternal Phoenix
Card Number : 31
Civilization : Water/Fire
Card Type : Spell
Cost : 6
Card Text : This card is put into the mana zone tapped.
Destroy all creatures with 3000 power or less. Afterwards, you may draw 1 card for each creature destroyed.
Flavor Text : I'll use your bones well.
Also Japan has restricted to 1 Pacific Champion also because of the advantage he can give you :
Pacific Champion
Set : DM-13 Eternal Phoenix
Card Number : 9
Civilization : Water
Card Type : Evolution Creature
Cost : 2
Creature Type : Merfolk
Power : 5000
Card Text : Evolution: Put on one of your Merfolk.
This creature cannot be attacked by non-evolution creatures.
This creature cannot be blocked by non-evolution creatures.
So if you want to play with Japanese cards then you aren't allowed to use Judgement of the Flame's Spear and the Water's Blade and you are allowed to use only ONE Pacific Champion .
Oh well I guess that's all for now .
Next I'll write about DM 14 and the new card types , the crossgears .
See ya !
- acumashindorballomu
Wednesday, March 4, 2009
A sample Darkness/Nature deck
So here's my first example deck. link I hope it is useful and at the same time,powerful.
This deck combines the rushing capabilities of the nature civilization and the control power of the darkness..... Here's how to play it.
1)RUSH! When I say rush, I mean summon a lot of 2-drops and 3-drops then break all of your opponent's shields and todomeda before he summons big creatures. I put a lot of weenie creatures there, so when your Bronze-Arm Tribes add up huge amounts of mana, you'll know what to do.....
2)Control! this was why it was called a "control rush". Use your Horrid Worms to keep discarding your opponent's cards and kill some useful cards from his hand. use your spells to keep his field clean. If need be, use Dimension Gate and pull in a Chaos Worm to crush the opponent's defenses or to destroy a threat. I didn't add slayers cos this deck's destructive capabilities will be more than enough....
c) I put not only one, but two evolutionary lines here, which are Beast Folk and Parasite Worms. To use Barkwhips most effectively, summon a Bronze Arm Tribe then evolve into barkwhip so that you not only add 1 mana to your mana pool but you added one creature with 5000 power AND is ready to attack on the same turn. This is excellent when you need emergency attackers.
For Chaos Worm, i often use dimension gate to keep on in my hand. a good attack would be to summon Swamp Worm a turn before, then evolve into a chaos worm to destroy two cards OR to spend a total of 8 mana by summoning Horrid Worm and then Chaos Worm.
If you noticed, there are NO strong creatures here. Why? Well, here's why. For example,I summon a very strong creature (this was what i called as "threats") on my turn, but you just smirk and destroy it with all the powerful destruction cards this deck has. That's why. This deck can get rid of a lot of threats in record time.
Tomorrow I'll take a break from deck building so i hope my friend acumashindorballomu can fill in since my prom is very near......
Peace out, stay in school, and kick butt with your cards
--ballommasterofdeath
This deck combines the rushing capabilities of the nature civilization and the control power of the darkness..... Here's how to play it.
1)RUSH! When I say rush, I mean summon a lot of 2-drops and 3-drops then break all of your opponent's shields and todomeda before he summons big creatures. I put a lot of weenie creatures there, so when your Bronze-Arm Tribes add up huge amounts of mana, you'll know what to do.....
2)Control! this was why it was called a "control rush". Use your Horrid Worms to keep discarding your opponent's cards and kill some useful cards from his hand. use your spells to keep his field clean. If need be, use Dimension Gate and pull in a Chaos Worm to crush the opponent's defenses or to destroy a threat. I didn't add slayers cos this deck's destructive capabilities will be more than enough....
c) I put not only one, but two evolutionary lines here, which are Beast Folk and Parasite Worms. To use Barkwhips most effectively, summon a Bronze Arm Tribe then evolve into barkwhip so that you not only add 1 mana to your mana pool but you added one creature with 5000 power AND is ready to attack on the same turn. This is excellent when you need emergency attackers.
For Chaos Worm, i often use dimension gate to keep on in my hand. a good attack would be to summon Swamp Worm a turn before, then evolve into a chaos worm to destroy two cards OR to spend a total of 8 mana by summoning Horrid Worm and then Chaos Worm.
If you noticed, there are NO strong creatures here. Why? Well, here's why. For example,I summon a very strong creature (this was what i called as "threats") on my turn, but you just smirk and destroy it with all the powerful destruction cards this deck has. That's why. This deck can get rid of a lot of threats in record time.
Tomorrow I'll take a break from deck building so i hope my friend acumashindorballomu can fill in since my prom is very near......
Peace out, stay in school, and kick butt with your cards
--ballommasterofdeath
Update!
I got my friend, acumashindorballomu from youtube, to help me out on the blog. You may know him from the previous blog as prioteasadanstefan, but his older account got deleted XD
You will know that its his post by what is written under it.
For example:
EXAMPLE POST
SEE YA!
--acumashindorballomu
BALLOM IS BETTER THAN YOU!
--ballommasterofdeath
So, peace out, and welcome the new member of our little league =]
Also, be sure to spread the word that we're reviving the old blog
--ballommasterofdeath (my youtube account XD)
You will know that its his post by what is written under it.
For example:
EXAMPLE POST
SEE YA!
--acumashindorballomu
BALLOM IS BETTER THAN YOU!
--ballommasterofdeath
So, peace out, and welcome the new member of our little league =]
Also, be sure to spread the word that we're reviving the old blog
--ballommasterofdeath (my youtube account XD)
Tuesday, March 3, 2009
Another dueling theory.....The Theory...Of Control
In Duel Masters, it's not all about breaking shields because as you go on with more "complicated" civilizations like Light, Darkness, and Water, you will learn about control. Control is a theory which deals with how well you can control the game.
looking over all the DM cards, I can say that there is control exerted over the game even by rush decks? why?
Control is how well you can control what your opponent can do. If he has blockers and you have a lot of weeny creatures, you can ascertain yourself he will block. So you in fact control the field because he will try to summon blockers to protect his shield from your unstoppable onslaught. But, what will happen if you summon Scarlet Skyterror? You rid his entire field of blockers, thus giving you a chance of attack and winning.
There are many types of control. Field control is the one emphasized by many decks. For example, If you summon Aqua Sniper or Scarlet Skyterror, you will instantly get more creatures in your field than your opponent does. Water and Darkness are especially terrific in keeping the enemy battlezone clean because their spells (Spiral Gate,Death Smoke etc.) exert control over the battlezone. Chaos Worm is also an annoying card because of its effect which helps keep the battlezone clean,like Aqua Sniper and Aqua Bouncer do. This is important, as Water and Darkness creatures are not as rushy as Fire and Nature creatures are.
Here is an example of control. We are dueling. I put my seventh mana card into the mana zone......I pick out a card from my hand... Light starts shining out....IT'S URTH, PURIFYING ELEMENTAL!Do you:
a)PANIC! untapping double breaker? there is no way to stop that!
b)I don't care! even if i lose, i will copy my idol Shobu and lose with style!
c)Pff. What a waste of mana.....Urth, prepare to die!
Since you are playing a control deck, you have no reason to panic ! Darkness and Water have good board control, so you can use a Death Smoke or a Spiral Gate or a Chaos Worm to remove Urth. it should be as easy as pie.
More Dueling goodness on the next post.
--ballommasterofdeath
looking over all the DM cards, I can say that there is control exerted over the game even by rush decks? why?
Control is how well you can control what your opponent can do. If he has blockers and you have a lot of weeny creatures, you can ascertain yourself he will block. So you in fact control the field because he will try to summon blockers to protect his shield from your unstoppable onslaught. But, what will happen if you summon Scarlet Skyterror? You rid his entire field of blockers, thus giving you a chance of attack and winning.
There are many types of control. Field control is the one emphasized by many decks. For example, If you summon Aqua Sniper or Scarlet Skyterror, you will instantly get more creatures in your field than your opponent does. Water and Darkness are especially terrific in keeping the enemy battlezone clean because their spells (Spiral Gate,Death Smoke etc.) exert control over the battlezone. Chaos Worm is also an annoying card because of its effect which helps keep the battlezone clean,like Aqua Sniper and Aqua Bouncer do. This is important, as Water and Darkness creatures are not as rushy as Fire and Nature creatures are.
Here is an example of control. We are dueling. I put my seventh mana card into the mana zone......I pick out a card from my hand... Light starts shining out....IT'S URTH, PURIFYING ELEMENTAL!Do you:
a)PANIC! untapping double breaker? there is no way to stop that!
b)I don't care! even if i lose, i will copy my idol Shobu and lose with style!
c)Pff. What a waste of mana.....Urth, prepare to die!
Since you are playing a control deck, you have no reason to panic ! Darkness and Water have good board control, so you can use a Death Smoke or a Spiral Gate or a Chaos Worm to remove Urth. it should be as easy as pie.
More Dueling goodness on the next post.
--ballommasterofdeath
Labels:
awesome,
duel masters,
philosophy,
theory
Next Set!
Surely by now, if you read the deck ideas from the Duel Masters site
(if not, here they are : link the earliest ones are at the bottom),
you'll have made some decks of your very own. I still recommend
tradecardsonline.com because:
a)all you need is an internet connection in order to play....
if you don't have one, i don't know how you are viewing this page....
b)it's free! if you want to make private decks, you can pay for a premium acc.
but, if you don't want to, it's free
c)there's a lot of decks there.I'll try to post some decks on TCO using base set and
evo-crushinator set to make some examples....
d)you have access to every card, including promos and super rares....
e)forums!card discussion, this way comes....
So here comes the topic of the day. i think a few duels,be they win or lose, are already in your dueling belt, so you should be ready for the next set..
EVO-CRUSHINATORS OF DOOM!!
What makes this deck so special? well, it introduces a new kind of card, which is called the "evolution creature". These creatures have to be placed on top of a creature on your battle zone with a specific race. For example, Fighter Dual Fang can be evolved on any beast folk..... be it a Bronze Arm Tribe or Burning Mane
Once evolved, the evolved creature "becomes" the creature put on the stack, so it gains new abilities. If you evolved Mighty Shouter into Fighter Dual Fang and Dual Fang is destroyed, it will not be put into mana due to Mighty Shouter's effect. However, here are the advantages of evolution creatures, which more than outbalance the changing of the effect.
One of those is that evolution creatures are usually strong for their mana cost. Barkwhip, the Smasher has incredibly high power for such a cheap creature. Second, EVOLUTION CREATURES HAVE NO SUMMONING SICKNESS! That means that they can be emergency attackers to destroy enemy creatures or to secure a todomeda. So, with all the new evolution creatures and other new cards introduced in the new set, be sure to have fun and to evo-crushinate your opponents!
--ballommasterofdeath
(if not, here they are : link the earliest ones are at the bottom),
you'll have made some decks of your very own. I still recommend
tradecardsonline.com because:
a)all you need is an internet connection in order to play....
if you don't have one, i don't know how you are viewing this page....
b)it's free! if you want to make private decks, you can pay for a premium acc.
but, if you don't want to, it's free
c)there's a lot of decks there.I'll try to post some decks on TCO using base set and
evo-crushinator set to make some examples....
d)you have access to every card, including promos and super rares....
e)forums!card discussion, this way comes....
So here comes the topic of the day. i think a few duels,be they win or lose, are already in your dueling belt, so you should be ready for the next set..
EVO-CRUSHINATORS OF DOOM!!
What makes this deck so special? well, it introduces a new kind of card, which is called the "evolution creature". These creatures have to be placed on top of a creature on your battle zone with a specific race. For example, Fighter Dual Fang can be evolved on any beast folk..... be it a Bronze Arm Tribe or Burning Mane
Once evolved, the evolved creature "becomes" the creature put on the stack, so it gains new abilities. If you evolved Mighty Shouter into Fighter Dual Fang and Dual Fang is destroyed, it will not be put into mana due to Mighty Shouter's effect. However, here are the advantages of evolution creatures, which more than outbalance the changing of the effect.
One of those is that evolution creatures are usually strong for their mana cost. Barkwhip, the Smasher has incredibly high power for such a cheap creature. Second, EVOLUTION CREATURES HAVE NO SUMMONING SICKNESS! That means that they can be emergency attackers to destroy enemy creatures or to secure a todomeda. So, with all the new evolution creatures and other new cards introduced in the new set, be sure to have fun and to evo-crushinate your opponents!
--ballommasterofdeath
Monday, March 2, 2009
The Theory of Material
here's a theory that i got from the short time
playing chess with my classmates
I call it the "material" theory
material is made of chess pieces
some pieces have higher worth than others,meaning the tactical advantage
that they bring is greater than other pieces
for instance, a queen is DEFINITELY worth more than a knight
however, there is also POSITIONAL ADVANTAGE which also determines
how strong a piece is on the battlefield
for example, a rook is nothing when it cannot even move
the same thing is in duel Masters and any card game out there
here, material is simply cards
be it hand cards, mana cards, shield cards, graveyard cards,deck, and creatures
creatures are definitely top in positional advantage,
because they are the ones which can attack
hand cards rank second, these are the cards you can manipulate
mana cards are third because they are not used directly, but only to pay mana costs
shields are fourth because they add hand cards and possible shield triggers
cards in the graveyard are fifth because only darkness cards and some
nature cards use cards in the graveyard
finally, deck is last because it requires certain effects to put cards from the deck to the hand and you get only one card per turn.
for instance, hanusa,radiance elemental is worth much more than reusol,the oracle
here's a little scenario
for example, your enemy has a double breaker and a weak creature
you have no blockers
and,for example, you know that the last shield you have is a terror pit
(or any shield trigger which will remove only one creature)
its his turn
he breaks your last shield with his double breaker
what do you do with your trigger?
A)kill the bastard who broke my shield!
B)escaping todomeda is better. better get rid of his other creature
so, as you can see, if you used your TP (terror pit XD) on the big creature,
the small creature will "checkmate"
whereas if you hit the smaller one instead,
you can survive the next turn, giving you a chance of winning
therefore, this is the theory of material
(i borrowed it from chess... will there be copyrights?)
on the next post, i'll try to give more dueling situations so that you can learn
how professionals duel like they do
playing chess with my classmates
I call it the "material" theory
material is made of chess pieces
some pieces have higher worth than others,meaning the tactical advantage
that they bring is greater than other pieces
for instance, a queen is DEFINITELY worth more than a knight
however, there is also POSITIONAL ADVANTAGE which also determines
how strong a piece is on the battlefield
for example, a rook is nothing when it cannot even move
the same thing is in duel Masters and any card game out there
here, material is simply cards
be it hand cards, mana cards, shield cards, graveyard cards,deck, and creatures
creatures are definitely top in positional advantage,
because they are the ones which can attack
hand cards rank second, these are the cards you can manipulate
mana cards are third because they are not used directly, but only to pay mana costs
shields are fourth because they add hand cards and possible shield triggers
cards in the graveyard are fifth because only darkness cards and some
nature cards use cards in the graveyard
finally, deck is last because it requires certain effects to put cards from the deck to the hand and you get only one card per turn.
for instance, hanusa,radiance elemental is worth much more than reusol,the oracle
here's a little scenario
for example, your enemy has a double breaker and a weak creature
you have no blockers
and,for example, you know that the last shield you have is a terror pit
(or any shield trigger which will remove only one creature)
its his turn
he breaks your last shield with his double breaker
what do you do with your trigger?
A)kill the bastard who broke my shield!
B)escaping todomeda is better. better get rid of his other creature
so, as you can see, if you used your TP (terror pit XD) on the big creature,
the small creature will "checkmate"
whereas if you hit the smaller one instead,
you can survive the next turn, giving you a chance of winning
therefore, this is the theory of material
(i borrowed it from chess... will there be copyrights?)
on the next post, i'll try to give more dueling situations so that you can learn
how professionals duel like they do
Labels:
awesome,
duel masters,
philosophy,
theory
Sunday, March 1, 2009
Starting out....
I recommend all DM players who are starting out
to go and use the base set
It has a rule book and its a starter deck, so it comes with a ready made deck
also, it's the most uncomplicated set, so i don't have to explain evolution, vortex evo, crossgear, god link, and stuff.(yet)
First off, you'll have to read the rule book to get started XD
The rule book and an online demo are on this site: duelmasters.com
Then, you have to find your civilization.There are five civilizations in the game.
It's a good idea to play a civilization that suits your style and your personality.
These are:
LIGHT(yellow),WATER(blue),DARKNESS(black),FIRE(red) and NATURE(green)
Here are their playing styles:
LIGHT emphasizes impenetrability. It has a lot of incredibly strong blockers, however it's offense comes in late game, so you should protect yourself with blockers
Light can also tap(turn sideways), which puts enemy creatures vulnerable to attack.
This is awesome because light blockers CAN attack enemy creatures..... some Light creatures untap at the end of the turn, so they cannot be attacked.....and some Light cards even add cards to your shields!
This civilization is great for defensive players because they can take their time, then summon their big creatures to do the job.
WATER emphasizes strategy. It has weak creatures, but these creatures are deadly in the hands of a master strategist. It has strong blockers like light, but these are static, or blockers who cannot attack creatures. Some water cards allow you to draw cards, others can return enemy creatures back to their hand, thus a water deck is great in the hands of a master strategist.
DARKNESS emphasizes destruction. It disrupts enemy strategies because of its destructive cards. Some creatures have Slayer, so a weak creature can suicide with a bigger creature to destroy it. Darkness cards can discard, destroy, and some cards can even bring back creatures from your graveyard to your hand! Darkness is great for mixing strategy with a little chaos..... and it's great for people who want to see their opponent squirm with fear XD
FIRE emphasizes.....RUSH!! It has no blockers, so your only chance of winning would be breaking all of the opponent's shields and TODOMEDA before they do. FIRE has lots of little creatures,so it should definitely rush. some creatures have power attacker, which means it gets extra power while attacking, which is great for destroying blockers and big creatures. Fire spells can destroy creatures within a certain power gap, meaning,for example, tornado flame can destroy a creature with 4000 power or less. Fire destruction is cheaper than darkness destruction and can destroy more than one creature....also, some cards can attack untapped creatures, and some cards allow attackers to break extra shields! awesome!Fire is for CHAOS!!!
NATURE also emphasizes rush, but not as much. It is more of a mana rush than a todomeda-rush, because its cards can manipulate mana. Nature is great for summoning big creatures much earlier than your opponent would expect,so Nature is great for people who wanna play with lots of creatures and summon big creatures to annoy their enemies XD This civilization ,along with Fire, is recommended for players who are just starting out.
to conclude the first chapter of my guide, i'll add a final note...
YOU CAN HAVE MORE THAN ONE CIV IN YOUR DECK!!
be it a nature/dark, water/dark, light/nature, fire/nature, water/light
BASICALLY ANY COMBO!
YOU CAN EVEN HAVE ALL FIVE CIVS!!
as long as you can play with it
and have the right cards(no stealing =])
YOU CAN HAVE 100-CARD DECKS WITH EVERY COLOR IN IT!!
it's up to you XD
so, see you next time for more chaos!!
--ballommasterofdeath
to go and use the base set
It has a rule book and its a starter deck, so it comes with a ready made deck
also, it's the most uncomplicated set, so i don't have to explain evolution, vortex evo, crossgear, god link, and stuff.(yet)
First off, you'll have to read the rule book to get started XD
The rule book and an online demo are on this site: duelmasters.com
Then, you have to find your civilization.There are five civilizations in the game.
It's a good idea to play a civilization that suits your style and your personality.
These are:
LIGHT(yellow),WATER(blue),DARKNESS(black),FIRE(red) and NATURE(green)
Here are their playing styles:
LIGHT emphasizes impenetrability. It has a lot of incredibly strong blockers, however it's offense comes in late game, so you should protect yourself with blockers
Light can also tap(turn sideways), which puts enemy creatures vulnerable to attack.
This is awesome because light blockers CAN attack enemy creatures..... some Light creatures untap at the end of the turn, so they cannot be attacked.....and some Light cards even add cards to your shields!
This civilization is great for defensive players because they can take their time, then summon their big creatures to do the job.
WATER emphasizes strategy. It has weak creatures, but these creatures are deadly in the hands of a master strategist. It has strong blockers like light, but these are static, or blockers who cannot attack creatures. Some water cards allow you to draw cards, others can return enemy creatures back to their hand, thus a water deck is great in the hands of a master strategist.
DARKNESS emphasizes destruction. It disrupts enemy strategies because of its destructive cards. Some creatures have Slayer, so a weak creature can suicide with a bigger creature to destroy it. Darkness cards can discard, destroy, and some cards can even bring back creatures from your graveyard to your hand! Darkness is great for mixing strategy with a little chaos..... and it's great for people who want to see their opponent squirm with fear XD
FIRE emphasizes.....RUSH!! It has no blockers, so your only chance of winning would be breaking all of the opponent's shields and TODOMEDA before they do. FIRE has lots of little creatures,so it should definitely rush. some creatures have power attacker, which means it gets extra power while attacking, which is great for destroying blockers and big creatures. Fire spells can destroy creatures within a certain power gap, meaning,for example, tornado flame can destroy a creature with 4000 power or less. Fire destruction is cheaper than darkness destruction and can destroy more than one creature....also, some cards can attack untapped creatures, and some cards allow attackers to break extra shields! awesome!Fire is for CHAOS!!!
NATURE also emphasizes rush, but not as much. It is more of a mana rush than a todomeda-rush, because its cards can manipulate mana. Nature is great for summoning big creatures much earlier than your opponent would expect,so Nature is great for people who wanna play with lots of creatures and summon big creatures to annoy their enemies XD This civilization ,along with Fire, is recommended for players who are just starting out.
to conclude the first chapter of my guide, i'll add a final note...
YOU CAN HAVE MORE THAN ONE CIV IN YOUR DECK!!
be it a nature/dark, water/dark, light/nature, fire/nature, water/light
BASICALLY ANY COMBO!
YOU CAN EVEN HAVE ALL FIVE CIVS!!
as long as you can play with it
and have the right cards(no stealing =])
YOU CAN HAVE 100-CARD DECKS WITH EVERY COLOR IN IT!!
it's up to you XD
so, see you next time for more chaos!!
--ballommasterofdeath
Hey guys!
you will know me as ballommasterofdeath from youtube
I made this blog to make duel masters, which is my hobby, more popular
and to help new players to play like pros in a short period of time
i also made this blog to showcase some dueling strategies, theories, and combos that me and my friends made
BTW you don't even need to buy cards in order to duel!!
thanks to some websites, you can duel right on your computer!!
visit trade cards online in order to start playing!!
to make a deck, just go to decks then select the game you like, then click create your own deck!
then, to play, after publishing your deck, just click the play online button!!
here's my profile there : http://tradecardsonline.com/user/number31
wish you guys luck and happy dueling!!
I made this blog to make duel masters, which is my hobby, more popular
and to help new players to play like pros in a short period of time
i also made this blog to showcase some dueling strategies, theories, and combos that me and my friends made
BTW you don't even need to buy cards in order to duel!!
thanks to some websites, you can duel right on your computer!!
visit trade cards online in order to start playing!!
to make a deck, just go to decks then select the game you like, then click create your own deck!
then, to play, after publishing your deck, just click the play online button!!
here's my profile there : http://tradecardsonline.com/user/number31
wish you guys luck and happy dueling!!
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