JJROCKETS
06-12-2008, 09:49 PM
Todays card of the day is from one of Dm's most loved sets- Stomp-a-Trons. You are all probably guessing which card I was going to review today. The card is probably not as expected. In face, it is actually five cards. Todays cards of the day are the Invincible Spells.
For the sake of the card text and other examples so that this review is not way too long, I will be focusing in on Invincible Abyss.
Name: Invincible Abyss
Cost: 13
Civilization: Darkness
Type: Spell
Rules Text:
Destroy all your opponent's creatures.
Flavor Text:
After the latest Nature victories in the Fiona Woods, Ballom decided to host peace talks at the sacred Xhalmic Crater. The stadium filled with Nature and Light representatives, but Ballom, Trox, and Daidalos never showed. As if on cue, the crater started
Mana Number: 1
Artist: Atsushi Kawasaki
Rarity: V
Collector Number: 5
Set: Stomp-a-Trons of Invincible Wrath
I personally belive that the Invincible Spells have been highly over-looked due to the fact that they cost 13 mana. Yes, 13 mana is alot, but mana acceleration can easily put you to 13 mana and beyond in nearly every game if you know what you are doing. One spell that really stands out above the rest for stock-piling large amounts of mana is Mana Bonanza. With Mana Bonanza, you will get to 16 mana, more than enough to play an Invincible spell. Besides Mana Bonanza, other popular choices to rapidly produce mana is the charger spells, Bronze-Arm Tribe and Fairy Life, which all provide an addition mana upon cast/summon.
Its no lie, these spells are really really good. That is, if you can charge enough mana to play them. Effects of the Invincible Spells varies from Instantly destroying three shields, adding three sheilds to your shield zone, to searching your deck for ANY amount of cards. The advantage these spells gain you over your opponent is limitless. You can decimate their entire field, power up all your creatures into triple-breaking beatsticks, to getting any cards you need to your hand- and then some. Just imagine, you could destroy 8 of your opponents creatures with Invincible Abyss, this will get you a +7 advantage. You could search your deck for any 10 cards, netting you a +9 over your opponent. Really, if you can play any of these spells, it can make or break the game. Period.
So now you ask the question, "Which one of these spells are the best to use?" Well, they all are great in their own ways, it really all depends on how you want to use them in you deck. In a control deck, Invincible Technology and Abyss are the ones that will gain you the most advantage, but Cataclysm will put you into win condition to swing for game. I'm not trying to say that every control deck should use all three, in fact, I think that these should only be played with lots and lots of mana acceleration and search. Even then they should be played in low numbers. However, if you really want me to put these in order, here it is:
1. Invincible Abyss
2. Invincible Cataclysm
3. Invincible Technology
4. Invincible Aura
5. Invincible Unity.
Lets go more into detail.
Invincible Abyss is on top because it will remove all threats on the field, however, it can be situational because your opponent wont always have a field worth wasting 13 mana on. For small creatures, there is Searing Wave or Blizzard of Spears, both work nicely, but Abyss works better if you have the mana.
Invincible Cataclysm is great because there is no threat of shield triggers. It can't be Coriled like a Bolmeteus, and it happens the turn you play it. In some cases, your opponent won't have three shields, making this card a dead draw.
Invincible Technology may seem really great at first, but when you really think about it, you wont be able to search too much. This card is obviously going to be a late-game card, and after putting cards from you deck to the mana zone or from other draw, you have the chance at decking out if you search too much. This is why it might be better to stick to less costing draw, this card might not be able to always use its full potential.
Invincible Aura is great, but when using light it may be more viable to just use other blockers. The extra shields aren't going to matter unless your opponent attacks them, which won't happen too often with light's blockers unless they have total control of the field. It works, but it probably wont always save you the game.
Finaly, Invincible Unity is ok, not really my favorite but it does win games if used at the right time. Making your whole field triple breakers is definantly enough to wipe their shields, but if you hit Holy Awe, you just wasted 13 mana on this card. Normally though, its great, it could win the game if you have the mana to play it.
Overall I really think that most people don't give these cards enough of a chance. When playing in a control deck count the number of cards in your mana zone late-game. You would be surprised how often you have almost or more than 13 mana (if you are playing mana accel or chargers.) I give the spells a 6/10 simply because they are VERY good, but cost too much to be used in every duel.
Next review will bring us to the 7th expansion, and my most hated set, however, there are a few great cards, like the one I will review tommorow.
~Luster
For the sake of the card text and other examples so that this review is not way too long, I will be focusing in on Invincible Abyss.
Name: Invincible Abyss
Cost: 13
Civilization: Darkness
Type: Spell
Rules Text:
Destroy all your opponent's creatures.
Flavor Text:
After the latest Nature victories in the Fiona Woods, Ballom decided to host peace talks at the sacred Xhalmic Crater. The stadium filled with Nature and Light representatives, but Ballom, Trox, and Daidalos never showed. As if on cue, the crater started
Mana Number: 1
Artist: Atsushi Kawasaki
Rarity: V
Collector Number: 5
Set: Stomp-a-Trons of Invincible Wrath
I personally belive that the Invincible Spells have been highly over-looked due to the fact that they cost 13 mana. Yes, 13 mana is alot, but mana acceleration can easily put you to 13 mana and beyond in nearly every game if you know what you are doing. One spell that really stands out above the rest for stock-piling large amounts of mana is Mana Bonanza. With Mana Bonanza, you will get to 16 mana, more than enough to play an Invincible spell. Besides Mana Bonanza, other popular choices to rapidly produce mana is the charger spells, Bronze-Arm Tribe and Fairy Life, which all provide an addition mana upon cast/summon.
Its no lie, these spells are really really good. That is, if you can charge enough mana to play them. Effects of the Invincible Spells varies from Instantly destroying three shields, adding three sheilds to your shield zone, to searching your deck for ANY amount of cards. The advantage these spells gain you over your opponent is limitless. You can decimate their entire field, power up all your creatures into triple-breaking beatsticks, to getting any cards you need to your hand- and then some. Just imagine, you could destroy 8 of your opponents creatures with Invincible Abyss, this will get you a +7 advantage. You could search your deck for any 10 cards, netting you a +9 over your opponent. Really, if you can play any of these spells, it can make or break the game. Period.
So now you ask the question, "Which one of these spells are the best to use?" Well, they all are great in their own ways, it really all depends on how you want to use them in you deck. In a control deck, Invincible Technology and Abyss are the ones that will gain you the most advantage, but Cataclysm will put you into win condition to swing for game. I'm not trying to say that every control deck should use all three, in fact, I think that these should only be played with lots and lots of mana acceleration and search. Even then they should be played in low numbers. However, if you really want me to put these in order, here it is:
1. Invincible Abyss
2. Invincible Cataclysm
3. Invincible Technology
4. Invincible Aura
5. Invincible Unity.
Lets go more into detail.
Invincible Abyss is on top because it will remove all threats on the field, however, it can be situational because your opponent wont always have a field worth wasting 13 mana on. For small creatures, there is Searing Wave or Blizzard of Spears, both work nicely, but Abyss works better if you have the mana.
Invincible Cataclysm is great because there is no threat of shield triggers. It can't be Coriled like a Bolmeteus, and it happens the turn you play it. In some cases, your opponent won't have three shields, making this card a dead draw.
Invincible Technology may seem really great at first, but when you really think about it, you wont be able to search too much. This card is obviously going to be a late-game card, and after putting cards from you deck to the mana zone or from other draw, you have the chance at decking out if you search too much. This is why it might be better to stick to less costing draw, this card might not be able to always use its full potential.
Invincible Aura is great, but when using light it may be more viable to just use other blockers. The extra shields aren't going to matter unless your opponent attacks them, which won't happen too often with light's blockers unless they have total control of the field. It works, but it probably wont always save you the game.
Finaly, Invincible Unity is ok, not really my favorite but it does win games if used at the right time. Making your whole field triple breakers is definantly enough to wipe their shields, but if you hit Holy Awe, you just wasted 13 mana on this card. Normally though, its great, it could win the game if you have the mana to play it.
Overall I really think that most people don't give these cards enough of a chance. When playing in a control deck count the number of cards in your mana zone late-game. You would be surprised how often you have almost or more than 13 mana (if you are playing mana accel or chargers.) I give the spells a 6/10 simply because they are VERY good, but cost too much to be used in every duel.
Next review will bring us to the 7th expansion, and my most hated set, however, there are a few great cards, like the one I will review tommorow.
~Luster