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card review Diablost, the Shady General

Card Review
Diablost, the Shady General: click to enlarge
Diablost, the Shady General

Card text:

All your opponent's creatures gain "Blocker".
Double Breaker

  • Collector Number: 20
  • Rarity: Super Rare
  • Type: Creature
  • Race: Demon Command
  • Power: 6000
  • Cost: 5
  • Civilization: Darkness
  • Artist: Kou1
Diablost, the Shady General
written by bolmeteus LV7
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Description

The idea of highlighting this card came in my mind when I was walking down the streets of my city. Though ignored, this is a card to recon with. Kinda suicide card it is. A totally Unique creature. Don't treat this blog as a review, treat it as an highlights of a card.


quote:
If you can't conquer something from outside, try conquering it from inside


The strange ability of making all your opponent's creatures blocker makes some unbelievable combos, compare yourself-





As you can see, you can remove anything of your choice with 1/3 of the normal mana needed. Here is a list of defense crushers good for the combos-



A special combo of 2 cards-

http://duelmasters.wikia.com/wiki/Mustang,_Royal_Destroyer
http://www.tradecardsonline.com/im/selectCard/card_id/169970/cards_lang/1

MOAR

http://www.tradecardsonline.com/im/selectCard/card_id/138583/cards_lang/1
(for clearing up swarms)

http://www.tradecardsonline.com/im/selectCard/card_id/167746/cards_lang/1
http://www.tradecardsonline.com/im/selectCard/card_id/162389/cards_lang/1
(cross gears can't be removed easily)

http://www.tradecardsonline.com/im/selectCard/card_id/187361/cards_lang/1
http://www.tradecardsonline.com/im/selectCard/card_id/121734/cards_lang/1
(can work if you go with a Onimaru Explosion deck running with lots of humans)

http://www.tradecardsonline.com/im/selectCard/card_id/189424/cards_lang/1
(for HP of course)

http://www.tradecardsonline.com/im/selectCard/card_id/211072/cards_lang/1
http://www.tradecardsonline.com/im/selectCard/card_id/215023/cards_lang/1
(If you manage Diablost these are excellent triggers)

Now coming to the next part of this, the main problems of Diablost. Like most other cards cards in OCG, the chances for this card to stay in the battle zone is limited to 2 to 3 turns only. Control decks can even discard this card from your hand before you are able to make it move. The only solution to this is-


(Of-course a life saver, this card is outstanding )

I won't recommend Berlin here cause that'll force you to make a complex deck with four civilizations. Now choosing from Nature and Water, water is a better choice because of the draw power needed against control. For dragon decks you could probably add discards from your side or few triggers like terror pit if Dioblost doesn't shows up at the starting rounds.

HAVE FUN PLAYING WITH DIOBLOST

 

Modified on March 8, 2014 11:48 pm



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