Kaijudo Discussion: Five Cards From Dragonstrike Infernus
by Aaron Sirois on April 2, 2013

dragonstrikeboxSo Dragonstrike Infernus has hit stores, and I’ve gotten my hands on a few boosters. Normally I only write about Kaijudo when I’ve got specific product, such as a battle deck, to review. However, since there are no battle decks for DI, I thought it would be fun to talk about some of the interesting cards I got in my boosters, and maybe a bit about how these cards are expanding the Kaijudo experience. The game is moving forward, and becoming delightfully more complex and interesting.

250px-Defense_Mode_(6DSI)

First up is Defense Mode. I really dig this card. It grants one of your creatures the defender ability until your next turn, meaning you can defend an opponent’s attack without a dedicated defender, or maybe convince them that attacking isn’t in their best interest. It’s also a shield blast card, which could be useful in situations where your opponent is attempting to swoop in for the win, and you don’t have a blocker handy. A card like this allows you to play defensively while also moving forward on offense. Let’s say you have defenders on the field, and you know your opponent is going to attack. You only have enough mana to play one creature from your hand. Normally, you would have to play the defender, or risk losing the game. With this card, you can play the attacker, play Defense Mode on him, and then safely pass the turn. Cards like this that temporarily grant abilities are always nifty, as they give players more options.

250px-Gloom_Tomb_(6DSI)

Now this is a fun one. There are a number of cards that allow you to rearrange a portion of your deck, and using something like this can expedite matters. Let’s say you need a combo piece out this turn, but can’t find it. Playing this card could get it into your hand now instead of later, as long as it’s nearby. If you’ve played a card that allows you to rearrange things, but you need the top card immediately, you can use this as well. It also serves to simply allow you to grab a card already in your graveyard and put it back into your hand. This card will see a lot of play in decks that have a reanimator theme. It pairs quite nicely with Return From Beyond, which allows you to play a low level monster from your graveyard. It will be interesting to see what players come up with.

250px-Dragon_of_Reflections_(6DSI)

This set is all about dragons, and part of that is adding a new dragon race to the civilizations that didn’t previously have one. For the water civilization, Tsunami Dragons are where it’s at. Dragon of Reflections is a good indicator of what a water dragon should be about. For basics, it’s a level seven card with seven thousand attack and the double breaker ability. That’s pretty standard. What’s fun is its secondary ability, which allows you to pick up a shield and replace it with a card from your hand. That’s just darn cool and useful. The best use of this feature is to take an expensive but useful shield blast card, like Terror Pit, and put it down as one of your shields. If and when your opponent breaks the shield, there will be a nasty surprise waiting for them. Paired with cards that shield from your deck, this sucker becomes extra nifty.

250px-Burnclaw_the_Relentless_(6DSI)

Burnclaw the Relentless is far from the best of evolution creatures, based on its strength. Sure, getting five thousand attack for the cost of three mana may seem great, but you’ll find Laser-Arm Drakon is far more useful in battle, thanks to its double breaker ability. What makes Burnclaw great is that he calls forth another card from your deck and puts it on the battlefield. In this case, that card is a simple level two vanilla card with two thousand attack. However, that doesn’t matter. You’re getting two monsters for the price of one. Better yet, Branca, the card you call in, is also a Drakon, and therefore can evolve into a second Burnclaw, or even a Laser-Arm! It’s a fun one two punch that can quickly put the creature count in your favor.

250px-Andromeda_of_the_Citadel_(6DSI)

This sucker was the crown jewel of what I got, and I’m sure you can see why. Andromeda of the Citadel is this set’s super rare from the light civilization. It’s a powerhouse to begin with, thanks to its substantial attack power and double breaker ability, but it has two secondary abilities that make it even grander. First up, it puts the top two cards of your deck into your shield zone. Late in the game, this can put you back into good shape, or be paired with something like Dragon of Reflections to create a devastating combo. The second ability, Awe Strike, punishes your opponent for making a play on those same shields. If they attack you instead of one of your creatures, they have to also tap one of their other creatures. This prevents them from swinging with too many guys at once, and leaves the tapped monster wide open for attacks on your next turn. This card is a life saver, and one that can definitely tip the scales in your favor late in the game.




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