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Basically, they have TWO Civilizations to them, and will thusly usually have traits from both of them (for example, a Fire/Nature Civilization Spell that lets you destroy one Mana card and then make the top card of your Deck a Mana card). Not sure quite what to call these trippy hellions other than that. So, sometimes you might want to deck these on the off chance it ends up in your Shields (it's normally random, though some Water-Civilization cards can swap out a card in your hand for a Shield, letting you set up one of these puppies). However, some cards are able to be PLAYED when they're a shield that gets broken. It should be noted that when a Shield is 'broken' by an attack, it is added to your HAND rather than sent to the discard pile. Some creatures (and Evolution creatures by definition) are able to get around this 'sickness' and attack anyways. So that means it can only attack on the next turn. Basically, if a creature is played normally, it's 'sick' for a turn.
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And yes, you can play a creature and then evolve it on the same turn (i.e., if I had 7 mana free and at least 2 were Water Civilization, I could go out and play Aqua Guard and THEN level him up for a nice smashing).Īt least, I think that's what this is called. So I can choose to, if I tap 6 Mana for my Cost 6 'Crystal Lancer' (or was it 'Crystal Paladin'? It's been so long my memory's foggy on that.) and then play it on top of my Aqua Guard. He's a creature of the Liquid People race. For example, my deck has a Cost 1 Blocker by the name of Aqua Guard. This works simply by tapping enough mana to play the Evolution creature and then placing it on a creature you control of the proper race - for that's the deciding factor for Evolution, a race. Some monsters can only be played by 'evolving' a monster you have on the field already. A Triple Breaker takes this a step further and gets rid of THREE at once. So imagine your horror to learn that some creatures can break TWO Shields. (Yes, Triple Breakers exist.) In Duel Masters, you start out with five Shields - once they're gone and you get attacked directly, you lose. For those of you who actually want to get into the game IRL, the pack to get the most of these guys is 'Survivors of the Megapocalypse' (surprise, surprise). The 'Q' is to denote that it is a Survivor. NOTE: If you want to make a Survivor, PLEASE note that there is a naming scheme - ' Q'. So if you have one that's a Slayer and a Blocker, for example, you could use ANY Survivor you have to block an attack and then thusly KILL what had it battled. Not really so much an 'effect' as it is a 'subtype', it basically boils down to teamwork - every Survivor out gets the effects of ALL SURVIVORS YOU CONTROL. Typically weak creatures meant to simply take out a threat (there's no such thing as taking Battle Damage in Duel Masters, so you don't have to worry about that).
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These creatures are usually meant to take the hit for you and die, but there are some pretty epic Blockers out there, particularly in the Light and Water Civilizations.Ī Darkness-exclusive horrorshow, a Slayer creature basically has the equivalent of YGO's Zanji-break - a monster it battles dies no matter what.
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Some notable effect that you (and the rest of the people who are interested) should know:īasically, a Blocker creature can force a battle between an attacking creature and itself by tapping itself. don't worry, I'm sure we can work together to find a site you can use to reference Duel Masters OCG.
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that type of effect you put for Guile is usually denoted as a Power Attacker effect (i.e., it says "Power Attacker (While attacking, this creature gets power.)"). What sort of Deck do you run? I prefer a Water-Light-Nature Deck that focuses heavily on Blockers and the Water Civilization aspect (translation: Crystal Lancer is the 'big guns', and I just so happen to run Aqua Guard).Īnd now, seeing as my posting in a card thread wouldn't quite be complete without even the barest of reviews.