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Gaial King Dragon, Raging Dragon Lord

Card text:

*  When this creature attacks, destroy all of your opponent's creatures with less power than this creature.

*  World breaker (This creature breaks all your opponent's shields)

*  Link Release (When this creature would leave the battle zone, return 1 psychic cell to your hyperspatial zone and flip the other cards instead.)

  • Collector Number: P15b-Y10
  • Rarity: Promotional
  • Type: Psychic Super Creature
  • Race: King Command Dragon/Hunter
  • Power: 25000
  • Cost: 24
  • Civilization: Fire
  • Artist: Hisanobu Kometani
Gaial King Dragon, Raging Dragon Lord
LONGEST CARD REVIEW EVER

written by masterofdark
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First off, most of you look at this card, examine it, and th First off, most of you look at this card, examine it, and then forget it. You say to yourself this card is hard if not impossible to summon. But like every other card, you can use spells and creatures to make this card an ease to summon. First, we are going to try to understand this simple yet complex card. It is what we call a PSYCHIC SUPER CREATURE, another new type of card released by Japanese card producers. This card is one of a few of its type. Now, how do use a psychic super creature.
You have to summon psychic creatures like you would normally using card effects.
Then at the start of your turn, link all of your parts together, just like a god link and flip all the creatures over.

First off, I am not planning to win membership or anything. Just want to write a good review on my best card. Most of you look at this card, examine it, and then forget it. You say to yourself this card is hard if not impossible to summon. But like every other card, you can use spells and creatures to make this card an ease to summon. First, we are going to try to understand this simple yet complex card. It is what we call a PSYCHIC SUPER CREATURE, another new type of card released by Japanese card producers. This card is one of a few of its type. Now, how do use a psychic super creature.
You have to summon psychic creatures like you would normally using card effects.
Then at the start of your turn, link all of your parts together, just like a god link and flip all the creatures over.

If you need help with this concept go to, http://duelmasters.wikia.com/wiki/Psychic_Super_Creature#List_of_Psychic_Super_Creatures

Next, we examine how to use this card. this card is pretty hard to summon even for DM pros, but the main think that matters is the deck you use.
-His ability is to destroy all creatures your opponent controls under 25,000 (covers over 99% of creatures existing)
-If he would be destroyed, destroy a psychic cell instead.(Basically one of the links) This is a plus effect because it makes him harder to kill as your opponent will still have the other two creatures to deal with

All basic abilities...

Next, we look at the hard part about this creature, summoning the three psychic creatures.

Summoning these creatures will require up to 2 hyperspatial spells even thought it can be done with less. If we want to summon this creature we will have to make a deck that is well synced and can match the speed of decks that summon from turn two to a light deck that uses abundant blockers followed by tap spells. Either way, the deck we make will have to be 40-50 cards and I will show you the cards I would add and why. I personally would prefer using a 5-civilization deck because it allows use to use hyperspatial spells from all five civilizations and it allows you to use each of their specials.

This will be a basic layout of the deck:
22-25 Hyperspatial Holes
5-10 nature cards
7-8 fire cards
4-5 darkness cards
6-7 water cards

Hyperspatial spells will be used to summon out the three psychic creatures ASAP. Nature cards will be used to produce mana. Fire cards will be those to help out hunters. Darkness will be used to discard from your opponent’s hand and mainly for death smoke to wipe out early threats. Next, water will be used as draw power mostly utilizing cheap water cards that help you draw.

We will be replacing at least five cards in this deck with multi-colored cards.

Let us start with the three psychic creatures need to summon him:

First



Dragonic Pippi


This is the middle link of the three psychic creatures and this is the one that flips them over.
This creature gets +1000 for each hunter. I am planning on making a deck dedicated to Gaial Raging Dragon so there won't me much place left for useless hunter cards as goo as they can be so his second effect is pretty much useless.


Next, we have the other link



Boost, Crimson Lord

His effect is another easy one. When summoned destroy a creature with power 3000 or less... Okay this is basically like a powered up version of Meteosaur who takes out anything under 2000. Use this effect to destroy slayers or anything that can come close to stopping the combo summon of our trump

Finally, the hardest to summon and the most effective psychic creature in this deck that we can pull off combos with



Gaial Kaiser

First off, he is a speed attacker, which is an automatic plus and a double breaker. These are universal effects that need no explanation.
The other effect "When your shields break, view that shield. You may put it into your graveyard instead of your hand. If you do, you may put a Hunter psychic creature with the same cost of the card you put into the graveyard from your hyperspatial zone into the battle zone."

So basically, if your shields break you send it to the grave to summon a psychic creature with less power than the spell/monster sent to grave. We are going to have about 25 spells and most of them are going to be 5 mana+ so summoning Boost and Pippi should be a breeze.



Now that we have our three basic creatures down, we will move on to the hyperspatial spells and suppport cards...



Geo Crashing Miranda, the Dimensional Force

here's the effect (When you put this creature into the battle zone, put a light, fire, or nature psychic creature with a cost of 6 or less into the battle zone from your hyperspatial zone.)

So summoning this creature automatically means you get the pippi or Boost the same turn. He is nature and at 5-mana (a good option) he is very summonable.




Hyperspatial Bolshack Hole

Destroy one of your opponent’s creatures that has 3000 power or less.
■ Choose and activate one of the following effects.
► Choose creatures from your hyperspatial zone with a total cost of 5 or less and put them into the battle zone.
► Choose 1 Fire creature with a cost of 7 or less from your hyperspatial zone and put it into the battle zone.

So you can summon either Boost or Pippi. With Boost, you get to destroy two of your opponent's creatures with power 3000 or less. This is only 5-mana and is a fire spell.




Hyperspatial Dravita Hole

Return a spell with a cost of 3 or less from your graveyard to your hand.
■ Choose and activate one of the following effects.
► Choose creatures from your hyperspatial zone with a total cost of 5 or less and put them into the battle zone.
► Choose a Light creature with a cost of 7 or less from your hyperspatial zone and put it into the battle zone.

This spell is 5-mana and gets you either Boost or Pippi. Along with it, it gets you your choice of a spell. With about 20+spells you will have a plethora of options. You can use this card to recover Hyperspatial Holes you have already used and reuse them again.


Hyperspatial Energy Hole

Draw a card.
■ Choose and activate one of the following effects.
► Choose creatures from your hyperspatial zone with a total cost of 5 or less and put them into the battle zone.
► Choose a Water creature with a cost of 7 or less from your hyperspatial zone and put it into the battle zone.

You will be using this card to bring out you know what. Draw a card is a +1 so use this card to make sure your hand doesn't get depleted.


Hyperspatial Fairie Hole

Put the top card of your deck into your mana zone.
■ Choose and activate one of the following effects.
► Choose creatures from your hyperspatial zone with a total cost of 5 or less and put them into the battle zone.
► Choose 1 Nature creature with a cost of 7 or less from your hyperspatial zone and put it into the battle zone.

First effect is self explanatory and pretty useless. Summon Boost or Pippi.




HYPERSPATIAL GAIAL HOLE

Finally, we get to the star spell:
Put up to 2 fire psychic creatures with a total cost of 8 or less into the battle zone from your hyperspatial zone.

YOu should use this card to summon Boost and Pippi, OR Gaial Kaiser. Then you can use Gaial Kaiser's effect to summon the other two. Use this card to fill in the creatures you need.


Hyperspatial Kutt Hole

■ Destroy one of your opponent's creatures that has "Blocker" and power 4000 or less.
■ Choose and activate one of the following effects.
► Put a psychic creature with a cost of 2 or less into your battle zone from your hyperspatial zone.
► Put a fire or nature psychic creature with a cost of 4 or less into your battle zone from your hyperspatial zone.

Use it to summon Pippi and destroy a Senatine Jade Tree or something as a plus.



Hyperspatial Revive Hole

Return a creature from your graveyard to your hand.
■ Choose and activate one of the following effects.
► Choose any number of creatures in your hyperspatial zone with a total cost of 5 or less and put them into the battle zone.
► Choose 1 Darkness creature with a cost of 7 or less from your hyperspatial zone and put it into the battle zone.

Use it to summon Boost and Pippi and then use its effect to return key creatures in the grave to the hand for resummoning.



Hyperspatial Samurai Hole

Destroy 1 of your opponent's creatures with a cost of 4 or less.
■ Put 1 fire psychic creature with a cost of 7 or less into the battle zone from your hyperspatial zone.

Use this card to destroy anything with 4 or less and summon Boost to destroy something at 3000.



Hyperspatial Storm Hole

Destroy one of your opponent's creatures that has power 5000 or less.
■ Put a fire psychic creature with a cost of 10 or less into the battle zone from your hyperspatial zone.

I recommend using this card for Gaial Kaiser than the other two because there are less spells to summon him than the other two.



Hyperspatial Vice Hole

Look at your opponent's hand and choose a spell from it. Your opponent discards that spell.
■ Choose and activate one of the following effects.
► Choose up to 2 creatures from your hyperspatial zone with a total cost of 6 or less and put them into the battle zone.
► Choose a Darkness creature with a cost of 10 or less from your hyperspatial zone and put it into the battle zone.

This is the hands down most important spell in your deck. WHY? First, you get to look at your opponent's hand and predict his possible strats. Next, you can discard a spell, which might be enought to kill your psychic creature ad even stop the summoning of Gaial Raging Dragon. Cards like Death SMoke, Terror Pit, Holy Awe, Moonlight Flash, Natural Snare, and Spiral Gate are all annoying spells that need to be taken down. You can use this card to summon Pippi or Boost.







Raging Apache Lizard

When you put this creature into the battle zone, put a fire or nature psychic creature with a cost of 8 or less into the battle zone from your hyperspatial zone.

Use this card to summon Gaial Kaiser.




Rikabue Yanus, Researcher of the Temporal Foundation

Power attacker +2000 (While attacking, this creature gets +2000 power.)
■ When this creature is destroyed, put a water or fire psychic creature with a cost of 5 or less into the battle zone from your hyperspatial zone.

Not a popular choice of mine but can be used.



Shobu Aini
Instead of having this creature attack, you may tap it to use its ability.
Destroy this creature. Then, you may choose a fire psychic creature with a cost of 7 or less in your hyperspatial zone and put it into the battle zone.

Again not a choice of mine. You will be able to use the tap ability at the fifth turn, which is the same as using a Hyperspatial Hole so might as well not.


Zabi Demona, Dead Sea Treasure

Shield Trigger
■ When you put this creature into the battle zone, you may destroy 1 of your darkness or fire creatures. If you do, put a darkness or fire psychic creature with a cost of 4 or less into the battle zone from your hyperspatial zone.

YAY shield trigger. Destroy this creature to get Pippi out...



Zabi Implosion, Lord of Demons
Evolution—Put on one of your water or fire creatures.
■ When you put this creature into the battle zone, put a water, darkness, or fire psychic creature with cost 7 or less into the battle zone from your hyperspatial zone.
■ Double breaker

Not RECOMMENDED


Saver: (Victory) (Whenever one of your creatures would be destroyed, you may destroy this creature instead.)
■ When this creature is discarded during your opponent's turn, you may put a Gaial Kaiser into the battle zone from your hyperspatial zone.


Saver: Hunter (Whenever one of your Hunter creatures would be destroyed, you may destroy this creature instead.)
■ When this creature is discarded during your opponent's turn, you may put a Gaial Kaiser into the battle zone from your hyperspatial zone.

Use this cards to save key cards that you put hard work into summoning like Gaial Kaiser.
Perfect against dark discard decks and will win fast against them.

Cons: A bit hard to summon, not many others, no spell protection
PROS: EVERYTHING, kills everything, world breaker, WHATS NOT TO LIKE

one shot KO

I will be posting a deck soon enough



Card review is coming to an end

Hope you guys will tell me how to make this card review better and how I can improve it. PLZ RATE AND COMMENT

TOLD U IT WAS LONG

 

Modified on October 5, 2011 06:01 am



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Discussion about this Card Review
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Author Message
shuriken6 Premium Member
LV20 United States send message

Avatar for shuriken6
Member since
July 1, 2010
Subject: Just a few things i noticed   Posted: September 23, 2011 04:08 am Reply with quote Report content icon

  • The first 2 paragraphs say the same thing. Guess u didn't notice that.


  • The deck layout u left seems to be dependent on the Psychic itself, as if it's the only creature that could do some real damage. I know Kaze Black can pull a deck like that off (from personal experience) but a deck w/ 20 hyperspatial spells seems like a bit much, especially since psychics aren't even that hard to summon. The main challenge is keeping them alive.


  • Boost, Crimson lord kills your opponent creature with power less than his. They Literally mean Less than his, as in 3000 isn't less than 3000. in turn, this will make it so that his highest kill rate, if not boosted by some ability already on the field, would be 2500.


Gaial Kaiser's effect says that when your shields break, you view it and you may discard it, to summon a psychic with the same cost as the discarded card. This game is extremely specific.



quote:
So basically, if your shields break you send it to the grave to summon a psychic creature with less power than the spell/monster sent to grave. We are going to have about 25 spells and most of them are going to be 5 mana+ so summoning Boost and Pippi should be a breeze.


The effect says the same cost, nothing more, nothing less.

  • And Psychen Pippi's not reccomended? That must be a typo because that's a really big contradiction. Psychen specifically summons gaial, and it can protect the Raging Dragon lord because it's a saver, both of them And since The dragon lord is a victory creature and a hunter, both can be used. Besides, the thing's not invincible, Terror pit can easily get rid of it.


Sorry about going about this rant, but after doing a Gaial Review myself, i really noticed quite a few things that didn't add up to what i found out about it.
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waileukwu
LV23 China send message

Avatar for waileukwu
Member since
January 14, 2010
Subject:    Posted: September 25, 2011 09:59 am Reply with quote Report content icon

lo, the authority of Gaial Kaiser speaks. And well, he said pretty much all I can say. Of course, when it comes to such big psychic creatures, you would want other possibilities incorporated in your hand to ensure you actually make it out alive the first five turn or so. So yes (which Kaze does by Rose Castle and Noble Enforcer)

Are there any possible ways of playing a Gaial King Dragon deck?

And...it might be your longest card review, but well, there are longer ones. Take for example: The Gallows Devil Dragon review, Shuriken 6's Gaial King Dragon, Juncombo0's Genji Aini
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