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Why Should One Use Rainbow Cards?
(the following is compiled by one known on the chats and forum as AnGGa - edited by the Site Administrator)
Fire brought us powerful, speedy creatures along with efficient destructive means to counter opposing armies of the lesser power level. Water gave us the ability to manage the cards in hands, we add cards to our hands and send played cards back to hands. Nature allows us to search for creatures in our deck and, on the other hand, allows us to manipulate the mana power of our decks by increasing, decreasing or switching cards in the mana zone and the battle zone. Darkness players enslave opponents by removing a lot of their opponent’s creatures and cards in their hands, while they themselves have the power of resurrection. Finally, Light blesses us with excellent defensive creatures and the power to tap and untap armies.
What this humble writer just barely described are the abilities and specialties of the five known civilizations of this well-designed card game we play. Obviously, one civilization cannot easily master the powers of the others. A perfect civilization is only a dream. That is the reason why many of the professional duelists choose to combine several civilizations to create decks with superior strategies.
This trend caused a new type of card to be released, the Rainbow Cards. At first glance, it is more difficult to master because of the multiple civilizations required to utilize the card. When a Rainbow Card is placed into the mana zone, it is automatically tapped. However, a skilled player will learn to manage this risk by limiting the amount of Rainbow Cards in his or her deck. In the end, one will learn that the benefits of Rainbow Cards exceed the detriment effects of this classification of cards.
First, there is the benefit of bending the mana-power ratio. Usually, a creature with 3 as the cost of mana has 3000 power. However, counting the setback of it requiring two civilizations in the mana to play, 3/4000 Rainbow creatures are often found. This allows an early, aggressive player to bring forth a powerful army to the skirmish. For instance, Gonta, the Warrior Savage is a Fire/Nature creature that has the 2/4000 power ratio. This proved to be the most troublesome creature to face in a Rush decks. As most cards that break the mana-power ratio rule have annoying negative effects, the only thing you need to get the power boost is the civilizations in your mana zone.
Secondly, a positive side of Rainbow creatures is that they often are of two races. Since the dawn of the second set, races play a crucial part in some decks. This humble writer talks about the magic of Evolution creatures. As readers might or might not be aware of, Raibow creatures usually have multiple races, allowing them to act as baits for more Evolution creatures. Vortex Evolution creatures are also helped by the Rainbow Cards. For instance, Gigappi Ponto is a Fire Bird/Chimera that has 3/4000. This is a very good bait for Vortex Evolutions of the Darkness or Fire kingdom. Not only so, some creatures have the ability to improve the powers of a specific race. The most popular of these include Petrova, Channeler of Suns, a card that can increase all creatures of the controller’s choice race.
Thirdly, all Rainbow card players love the multi-civilization abilities of Rainbow Cards. With a single card, multiple effects can be applied due to the abnormal cost of these powerful weapons. This goes both to creatures and spells. For example, a creature called Melnia, the Aqua Shadow has the classic unblockable ability from the Water civilization. Atop of that, it is also a cheap, 2/1000 Slayer. Both of these effects are in Melnia, making it a powerful counter-attacker and assassin. An example of a Rainbow spell is Hide and Seek. With 4 mana, you may return an opponent’s creature back into his hand. This is a classic Water ability, but it also is accompanied by another classic ability from the Darkness civilization, a random discarding effect. Playing this card would shift the flow of the duel into your direction efficiently.
Fourthly, Rainbow cards sometime breed a more powerful version of one half of its civilization, while not actually having any effect to do with the other half of its civilization. For instance, Tanzanyte, the Awakener is a very popular 7 mana creature. It is of the Darkness and Water civilizations, and it holds a proud 9000 power. However, the best thing about this card is its tap ability to retrieve all creatures with the same name from the graveyard to the controller’s hand. As readers can see, this is fully a Darkness effect, and no Water card has the capacity to retrieve a card from the graveyard. Still, the Darkness ability is amplified, as most grave altering cards effect only a limited number of creatures.
In conclusion, the cons of Rainbow Cards are indeed smaller than the pros. These cards unlock new, more powerful abilities for a cheaper cost. They are efficient. They are influential. They will make a great addition to your non Mono decks. Whether it’s Control, Rush, Assault, Aggro or Terminus, consider Rainbow Cards.
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