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Doomkaiser Dragon
Card# CSOC-EN043
Doomkaiser Dragon's effect isn't just for Zombie World duelists: remember that its effect can swipe copies of Plaguespreader Zombie, too!
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“Why deny yourself the power of the Archfiends? I know that you fear it, but there is no need to. You can use it as you wish to fulfill your own goals.”
“It is the path of dishonor.”
“Fine, you can keep your honor. And while you keep your honor, your allies lose their will and their lives defending what’s left of their land. How much is your 'honor' worth, warrior?”
“The power of the Archfiends . . . it would consume me.”
“Ah, but you don’t know that for certain, do you? Even now you question it. You have the choice, warrior of Zera. You can choose to search endlessly for a power that does not exist, or you can take the power of the Archfiends, the power you have seen with your own eyes, and use it against them.”
It was choice that would determine the outcome of war. It was choice that would determine the fate of his land and of his people. Knowing this, the warrior’s choice was made . . .
Choice is what we face when entering our draft. We find ourselves facing down eighteen cards, and our first two choices will set the pace for the remainder of our draft. Our choices can aid us in victory or render us vulnerable to defeat. No one can make these choices for you, but given the right information, you can be certain that your choices will be the right ones.
In this week's article, we will step into the Pack Game, two random packs for each player with an accompanying evaluation of their contents. I will make suggestions based on the merits of the cards and how they can best be combined together.
Player One
Player one’s pack results are both fortunate and unfortunate. There is a secret rare in one of the packs, but that card is unplayable in Ancient Sanctuary Draft. Selecting it to keep weakens his or her early selections by giving only one playable card.
Player one has two good offensive monsters available, the Regenerating Mummies. There is also a good stall card, Level Limit - Area B, that serves as protection from higher-level monsters. There are a Fiend Scorpion and a Sword of the Soul-Eater that can work together to create a potentially strong monster. Order to Smash would also work with the Fiend Scorpion and give player one a reliable method of spell and trap removal.
If player one opts to keep the secret rare, he or she should focus on standards of combat and select a Regenerating Mummy to go along with it. A card like Regenerating Mummy stands on its own with little needed support and can help to pick up the slack.
If player one forgoes the secret rare, his or her options expand. If he or she opts to keep Level Limit - Area B, he or she should look to get as many lower level monsters as possible to go with it, with a focus on boosting these monsters. Order to Smash would also be a good choice, helping to support the offense with a good form of spell and trap removal.
Giving up Level Limit - Area B for both Regenerating Mummies or any other cards almost guarantees another player will select it, and player 1 will then face the fact that he or she could very well run into again, but this time it won’t be under friendly terms.
Player Two
Pack 1
The Agent of Creation - Venus Mystical Shine Ball Desertapir Aswan Apparition Absorbing Kid from the Sky Level Limit - Area B Delta Attacker Judgment of the Desert Dora of Fate
Pack 2
The Agent of Wisdom - Mercury Fiend Scorpion Elephant Statue of Disaster Emissary of the Oasis Regenerating Mummy Disc Fighter Mystik Wok Micro Ray Labyrinth of Nightmare
Pack 1
Legacy Hunter Mystical Shine Ball Metal Armored Bug Night Assailant Solar Flare Dragon Monster Gate The Law of the Normal Solar Ray Dora of Fate
Pack 2
Draining Shield Pharaonic Protector Desertapir Arcane Archer of the Forest Sonic Jammer Absorbing Kid from the Sky Dust Barrier Goblin Thief Judgment of the Desert
Player three has obtained some muscle in the form of Metal Armored Bug. Metal Armored Bug will work well against the Wall of Revealing Light players who often are reluctant to spend upwards of 3000 life points on its effect, allowing Metal Armored Bug a chance to overrun them. Draining Shield is also in the card pool. It's an effective card for various strategies in Ancient Sanctuary and just a good shield from an attack in general.
Legacy Hunter was created to work against the discard effects of various cards in Ancient Sanctuary. Using it, you can achieve some element of hand disruption in Draft, but its ATK will leave it susceptible to retaliation. This is a card that may function better in Constructed play where it can be more readily supported.
Player three’s packs are loaded with burning damage: Solar Flare Dragon, Solar Ray, Dora of Fate, and Goblin Thief. Any one of these will be a great addition, but Solar Flare Dragon is the longest in staying power and if one or two more are drafted they will become quite powerful.
Player Four
Pack 1
Theban Nightmare Aswan Apparition Legendary Jujitsu Master Spirit Caller Absorbing Kid from the Sky Blessings of the Nile Soul Reversal Judgment of the Desert Beckoning Light
Pack 2
Triangle Power Pharaonic Protector Man-Thro' Tro' Sonic Jammer Solar Flare Dragon Dust Barrier The Law of the Normal Human-Wave Tactics Desert Sunlight
Player four has a few combinations to select from:
Man-Thro' Tro' and Pharaonic Protector will combine as a source of 800 points of damage. Soul Reversal and Spirit Caller can function as a revival tactic for low-level normal monsters. Sonic Jammer and Soul Reversal act as a method of spell prevention for a short time, which offers more of a delay tactic then anything else.
Theban Nightmare is an interesting card for Constructed play, but its effect is less likely to be activated in Limited. That said, it does mix well with various Light-related cards in the set, and thus is of benefit beyond its effect.
Next week . . . The Judgment of Saturn.
Send all comments, suggestions, and Menchi recipes to Curtis@metagame.com.
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