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Aggro cards in each civilization; Aggro referring to lower-cost rushes and higher-cost beatdowns
Topic Started: Jul 3 2012, 11:50 PM (283 Views)
Blitzer
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The following is a list of cards useful in aggro decks at this time. Unfortunately, that does not mean Light is going to be useful is aggressive decks any time soon.

Content warning: Some cards on this list are more useful than others. Obviously.

Light

[card]Alcadeus, Winged Justice[/card]
Alcadeus is a psuedo-triple breaker that works well with anything that has an on-attack ability (like Shaw K'Naw or Seneschal), and it's only level 7. As a creature with 6000 power or more, it's bigger than most blockers.

[card]Magris, the Magnetizer[/card]
It's a one-drop. Best thing for rush.

[card]Shaw K'Naw[/card]
Shaw K'Naw can really help you push through opposing blockers, especially big ones like [card]Frogzooka[/card]. And it's repeatable!

[card]Stormspark Blast[/card]
Holy Awe Super Spark DNA Spark mainly works defensively, but it can be used to tap down all of the opponent's blockers for a final attack.

Water

[card]Aqua Seneschal[/card]
Repeatable card advantage on a cheap attacker means you can keep your assault going. Sure, it can't get around most blockers, but that's why Comet Missile and Ice Blade exist.

[card]Hovercraft Glu-urrgle[/card]
With this card, your creatures just won't die against opposing blockers. Great if you manage to trade with an enemy blocker, or with speed fast attackers like [card]Draglide the Swiftest[/card] or the ever-useful [card]Gilaflame the Assaulter[/card]. You can also reuse the enters-the-battlefield abilities of some weaker creatures like Bronze-Arm and Reef Prince Glu-urrgle this way.

[card]Ice Blade[/card]
Generally a Water version of Comet Missile in that it gets the blockers out of the way for the attacks, but it can also bounce enemy counter-attackers. Due to its Shield Blast and its low cost, it's very effective even if it's temporary. All of the known blockers cost 4 or less except for [card]Ra-Vu, Seeker of Lightning[/card] and [card]Grand Gure, Tower Keeper[/card].

[card]Logos Scan[/card]
If your beatdown deck needs draw and doesn't have a use for small bodies, Logos Scan is useful.

[card]Reef Prince Glu-urrgle[/card]
Reef Prince is better than Hydro Spy in that while Hydro Spy only draws you a card, which any old draw card can do, Reef Prince lets you dig a bit for a certain card you're looking for. While Hydro Spy has an unimpressive 1000-power body, Glu-urrgle has a slightly-less-unimpressive-and-somewhat-useful 2000-power body. Not to mention the level 5 slot isn't particularly filled right now.

[card]Rusalka, Aqua Chaser[/card]
It's bounce on a creature. Unicorn Fish was always a useful card, just overshadowed by Corile. It serves the same purpose as Ice Blade, which is awesome, and it has the potential added bonus of delaying your opponent's big creature.

[card]Teleport[/card]
While more expensive than Veil Vortex while having no Shield Blast, Teleport still draws a card. It's better in higher-level aggros than rush, which are going for larger power and bigger effects.

[card]Veil Vortex[/card]
Not as useful as Rusalka in aggro, but it can serve as copies 4 to 6 if necessary. It has the nice niche of being a Shield Blast that bounces finishers.

Darkness

[card]Bat-Breath Scaradorable[/card]
Can't touch this Squeaky. It will evade nearly all blockers and some counter-attackers, all on an efficient 4/4000 creature body!

[card]Bone Blades[/card]
As I mentioned above, almost all the known blockers are level 4 or less. Bone Blades can kill them off permanently, unlike Veil Vortex.

[card]Brain Squirmer[/card]
Mandatory level 2 power 2000 weenie for Darkness. Since Darkness is a great rush color, Brain Squirmer is usable for now, but it would have been nice if Horrid Worm kept its old effect.

[card]Dark Scaradorable[/card]

[card]Marrow Ooze[/card]
Marrow Ooze is the reason why Darkness is an excellent civilization for rush. One-drops are very important in rush, especially if you have more than one kind of one-drop (use 3 of this with 3 [card]Blaze Belcher[/card]s). The old Marrow Ooze, the Twister was good even before the quick Grave Evolutions came out in DM.

[card]Skull Cutter[/card]
Unlike a removal spell, this creature can attack, and when it does, it trades with large blockers, or, occasionally, a double breaker. It's fairly useful in aggros with Darkness, especially with Glu-urgle.

[card]Terror Pit[/card]
Rather expensive for an aggro deck . . . but usable in combination with Nature, or solely as a Shield Blast. Terror Pit is mainly for getting rid of huge creatures that can impede you, like a Zagaan that's bigger than all of your creatures.

[card]Trox, General of Destruction[/card]
Trox is a double-breaker with several bone blades attached to it. Err, [card]Bone Blades[/card]. When it gets blocked, it can knock an entirely different blocker out of the way.

[card]Zagaan, the Bone Knight[/card]
Having 7000 power means it can deal with all the big 6000-power creatures, or a [card]Frogzooka[/card] boosted with [card]Essence Elf[/card]. Unlike [card]Brave Giant[/card], it costs 6, so it serves as a decently-costed beatstick.

Fire

[card]Badlands Lizard[/card]
A two-drop that swings as a 3000-power beater. Has more initial power than Drakon Weaponsmith.

[card]Blaze Belcher[/card]
Even in modern Japanese Duel Masters, Deadly Fighter Braid Claw is one of the best rush cards (and it was so good, they made an awesome Darkness riff on it). Unless Kaijudo cracks down on rush heavily, Blaze Belcher will follow in Braid Claw's long, venerable footsteps for years to come.

[card]Bolt-Tail Dragon[/card]
It's a shame that Twin-Cannon's cost was increased by 1, but it's still a powerful 7000-power speed-attacking double breaker. Perfect for a high-mana beatdown deck.

[card]Comet Missile[/card]
Comet Missile is a very, very easy way to get those problematic blockers out of the way. This can be utilized by both rushes and higher-level aggros.

[card]Draglide the Swiftest[/card]
In Duel Masters, I've seen many situations where people barely survive a rush with no shields or blockers, and think themselves safe when a surprise speed attacker wins the game. Admittedly, Draglide isn't as good as Gilaflame, but since you can only have 3 of those, Draglide can fill space and be that surprise speed attacker that wins you the game.

[card]Drakon Weaponsmith[/card]
A decent two-drop for Fire that attacks for 3000 each turn. Unlike Kenina, its Powerful Attack is repeating.

[card]Gilaflame the Assaulter[/card]
Gilaflame is Magnus/Exedrive's successor, up to and including having art used on Magnus. Gilaflame is exactly the same as Crimson Ash Lord, except Crimson Ash Lord wasn't used due to power creep progressing too far for it. Gilaflame has all the peskiness of Magnus/Exedrive (It can't be attacked and can't be hit with removal, except Shield Blasts) at a reasonable cost and 2000 more power, which is enough to trade with Frogzooka.

[card]Hyperspeed Dragon[/card]
Makes your Armored Dragons an instant threat when they hit the battle zone. If you already have an Armored Dragon, Hyperspeed Dragon itself gains Fast Attack, too.

[card]Kenina the Igniter[/card]
Kenina can either work as a two-drop or as a small temporary boost to get one attack through. It's more flexible than Vorg, and there isn't much difference between 1000 power and 2000 power. (Okay, it can be killed with Seneschal and kamikaze'd with Hydro Spy...) Kenina can be used as one of many two-drops in fast rush decks, but it's pretty useless in higher-level aggros.

[card]Lord Skycrusher[/card]
Lord Skycrusher has 7000 power, enough to triumph against blockers and 6000-power fatties, and turns another one of your creatures into a threat. By this time, you've probably broken 2 or more shields, rendering the given double breaker not so useful, but the power boost is still good.

[card]Magma Madness[/card]
Think of it not as a spell, but as a cost 3 speed attacker with the condition of having another creature.

[card]Moorna, Gatling Dragon[/card]
Can attack opposing creatures in a pinch. Also has 7000 power.

[card]Tatsurion[/card]
A 6/6000 with double breaker is useful enough stat-wise, with a small and not entirely important bonus of being able to scrap up enemy attackers.

[card]Tatsurion the Unchained[/card]
This bad boy kills one creature and requires two blockers each turn. Left alone by removal (and I assure you it probably won't), Tatsurion the Unchained will smash through and hit your opponent's shields. Perhaps people will just give up blocking it altogether, because it takes so much to do so (unless they have Glu-urrgle). A great card.

[card]Tornado Flame[/card]
Tornado Flame does what Bone Blades does for aggro, but for 1 extra level. Most blockers have 5000 or less power, but unlike Bone Blades, Tornado Flame can't hit Frogzooka + Elf. Tornado Flame can still get you through, though, but you're likely to max out other cards like Comet Missile or Bone Blades first.

Nature

[card]Bestial Rage Tatsurion[/card]
Hooray, another cost 6 Armored Dragon double breaker. Preferable to Bolshack Dragon, and has a resistance to being blocked.

[card]Bronze-Arm Tribe[/card]
An excellent progression: T2 Sprout, T3 Bronze-Arm, T4 beater. T4 Bronze-Arm, T5 beater works as well. We all wish Bronze-Arm still costed 3, but it remains usable as a level 4, especially for progressions into turn 6 creatures like Zagaan or Tatsurion.

[card]Drifting Toadstool[/card]
Gets you to more mana faster by taking your next turn's hand-to-mana charge and letting you do that mana charge earlier.

NOTE: DOES NOT CAUSE MORE CARD DISADVANTAGE THAN PLAYING NORMALLY

[card]Essence Elf[/card]
1000 power can make the difference between dying or trading, or trading and winning. Frogzooka needs it to handle double breakers, while double breakers need it to one-up Frogzooka again. Om Nom Nom and Gilaflame need it to trump Frogzooka. For creatures with 2000 power or less, Essence Elf may not make much difference since blockers like Bloody Squito [card]Skeeter Swarmer[/card] and Revolver Fish Frogzooka are more prominent than Hunter Fish Reef-Eye and Bone Amigo Dream Pirate, but it can still help them get around the aforementioned 3000-power blockers and being counter-attacked by Seneschal.

And best of all, it's a two-drop!

[card]Karate Carrot[/card]
If your opponent does not deal with it immediately, you get to push your attack. If your opponent does deal with it immediately, you get more mana.

[card]Mighty Shouter[/card]
Mighty Shouter tells the blockers to get out of the way. Like Unchained!Tatsurion, Shouter usually forces the opponent to have 2 blockers to block it, and even then it's larger than most blockers. All this at 1 less level, and while Shouter doesn't remove creatures and does nothing if immediately removed, it can apply a lot of pressure onto an opponent.

[card]Quillspike Tatsurion[/card]
Being a cost 5 means it's resistant to most cost 4 or less removal, forcing your opponent to use a Trap or Pit on what would have been better used on a fatty. (There's Tornado Flame, though...) It can't be attacked at all (unless your opponent has a slayer or Lord Skycrusher), and is powerful enough to smash through most small blockers (this is why Frogzooka is around!).

[card]Razorhide[/card]
Razorhide is similar to Seneschal, but instead of cards, it gives you mana. Unlike Bronze-Arm or Sprout, it can give you two mana. It's even worth it to suicide it against a blocker, both to get mana and let another one of your creatures swing through. Now that a player can run 7 to 9 mana-boosters in a deck (other than [card]Chief Many-Tribes[/card], which is too conditional), ramping to high levels of mana is easier.

[card]Return to the Soil[/card]
Same thing as Bone Blades, obviously. If you're also running Darkness, it's best to run 3 Bone Blades before adding Return to the Soil.

[card]Roaming Bloodmane[/card]
As a double breaker that's practically unblockable, Roaming Bloodmane is incredible, especially in Nature, which can get him out quickly. Sure, Frogzooka + Elf can block and trade with it, but that's why aggros bring in their own Essence Elf.

[card]Root Trap[/card]
See Terror Pit.

[card]Splinterclaw Wasp[/card]
Splinterclaw Wasp is unique in that it's a cost 5 double breaker. Even though it can easily be counterattacked, a cost 5 double breaker with no other drawbacks is useful. Combos well with Alcadeus, too!

[card]Sprout[/card]
T2 Sprout into T3 level 4 is a great progression, since there are so many useful level 4s like Om Nom Nom, Gilaflame, Bronze-Arm, and Fumes. Sprout is a simple but amazing card, helping you get to those higher echelons of power more quickly in a way a turn 4 Bronze-Arm can't. (Trivia: The art comes from the DM-32 reprint of Faerie Life. After all these years, Faerie Life is still useful in modern Japanese DM. Faerie Life is awesome, forever and ever.)

[card]The Great Arena[/card]
Draws you cards in a civilization that doesn't have any draw cards (in Kaijudo, anyways). Synergizes with Hyperspeed Dragon and fatties very well, and even cooler with Gilaflame. However, it's vulnerable to removal, so use Toadstool or Sprout to jump to turn 4 quickly.

In consideration/iffy borderline cards:
[card]Aqua Commando[/card]
[card]Breach the Veil[/card]
[card]Crystal Memory[/card]
[card]Gigahorn Charger[/card]

Finished. Feel free to comment.
Edited by Blitzer, Sep 13 2012, 08:09 PM.
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Logic_Cube
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Seems about right.
Any thoughts on [card]Karate Carrot[/card]? Being a 5000 power on attack gets it around Skeeter, and Frogzooka when backed up by Essence Elf. Not to mention it turns into mana advantage when it dies allowing you to start playing 6-7 mana threats.
It's so much better than the original Mighty Shouter.
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Blitzer
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Logic_Cube
Jul 6 2012, 11:41 AM
Seems about right.
Any thoughts on [card]Karate Carrot[/card]? Being a 5000 power on attack gets it around Skeeter, and Frogzooka when backed up by Essence Elf. Not to mention it turns into mana advantage when it dies allowing you to start playing 6-7 mana threats.
It's so much better than the original Mighty Shouter.
I considered Karate Carrot, but it's quite similar to Pyro Trooper, a card I'm iffy on. I should test the Carrot out more.
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WanderingCaptain3972
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Blitzer
Jul 6 2012, 02:06 PM
Logic_Cube
Jul 6 2012, 11:41 AM
Seems about right.
Any thoughts on [card]Karate Carrot[/card]? Being a 5000 power on attack gets it around Skeeter, and Frogzooka when backed up by Essence Elf. Not to mention it turns into mana advantage when it dies allowing you to start playing 6-7 mana threats.
It's so much better than the original Mighty Shouter.
I considered Karate Carrot, but it's quite similar to Pyro Trooper, a card I'm iffy on. I should test the Carrot out more.
I like Karate Carrot.
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Blitzer
Jul 6 2012, 02:06 PM
I considered Karate Carrot, but it's quite similar to Pyro Trooper, a card I'm iffy on. I should test the Carrot out more.
Pyro trooper is a pretty bad card in theory. But since the card pool is so small an unchecked pyro trooper is a legitimate threat. The thing holding back Pyro trooper is Bone Blades, which is almost a non-issue with Karate Carrot.
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Blitzer
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Logic_Cube
Jul 6 2012, 09:21 PM
Blitzer
Jul 6 2012, 02:06 PM
I considered Karate Carrot, but it's quite similar to Pyro Trooper, a card I'm iffy on. I should test the Carrot out more.
Pyro trooper is a pretty bad card in theory. But since the card pool is so small an unchecked pyro trooper is a legitimate threat. The thing holding back Pyro trooper is Bone Blades, which is almost a non-issue with Karate Carrot.
Bone Blades' existence hurts Karate Carrot nearly as much as it hurts Pyro Trooper. I wouldn't call it a non-issue.

Also, Karate Carrot's goes-to-mana-when-dies ability is only useful if it hits on T4 or T5.
Edited by Blitzer, Jul 6 2012, 09:56 PM.
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Blitzer
Jul 6 2012, 09:56 PM
Bone Blades' existence hurts Karate Carrot nearly as much as it hurts Pyro Trooper. I wouldn't call it a non-issue.

Also, Karate Carrot's goes-to-mana-when-dies ability is only useful if it hits on T4 or T5.
That is why I said almost. Sure if you don't have anything to ramp to, Karate Carrot isn't going to do work. But to say that turning into a mana resource so you don't have to play a card from hand as mana as often is nearly equivalent to going to the graveyard with no advantage is wrong.
And what is the point of a card being useful only if it hits T4 or T5? You can use that arguement to invalidate any card.

EDIT: So second thought, I see why you would respond that way. Didn't mean to say in my previous post that Karate Carrot doesn't care about Bone blades, but he has built in mechanics to mitigate it.
Edited by Logic_Cube, Jul 6 2012, 10:55 PM.
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RedRaptor10
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Attack Raptor

Pyro Trooper pretty much loses to every kill spell now (Rock Bite) but he's not bad because he can ram into Frogzooka and run right past Skeeter Swarmer.
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Blitzer
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Logic_Cube
Jul 6 2012, 10:34 PM
Blitzer
Jul 6 2012, 09:56 PM
Bone Blades' existence hurts Karate Carrot nearly as much as it hurts Pyro Trooper. I wouldn't call it a non-issue.

Also, Karate Carrot's goes-to-mana-when-dies ability is only useful if it hits on T4 or T5.
That is why I said almost. Sure if you don't have anything to ramp to, Karate Carrot isn't going to do work. But to say that turning into a mana resource so you don't have to play a card from hand as mana as often is nearly equivalent to going to the graveyard with no advantage is wrong.
And what is the point of a card being useful only if it hits T4 or T5? You can use that arguement to invalidate any card.

EDIT: So second thought, I see why you would respond that way. Didn't mean to say in my previous post that Karate Carrot doesn't care about Bone blades, but he has built in mechanics to mitigate it.
I meant it was only useful if the removal hit Karate Carrot on T4/T5, not if Karate Carrot hit the board on T4/T5.

A random argument that's for Karate Carrot and against Pyro Trooper: in Karate Carrot's case, Nature doesn't have another big 4-drop beater ([card]Sniper Mosquito[/card] is pretty bad in comparison, and Bronze-Arm is small) while Fire has awesome 4-drop beaters already (Gilaflame, Om Nom Nom). Although, in decks with both Fire and Nature, Om Nom Nom and Gilaflame look like better options than Karate Carrot...
Edited by Blitzer, Jul 6 2012, 11:33 PM.
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Blitzer
Jul 6 2012, 11:32 PM
Logic_Cube
Jul 6 2012, 10:34 PM
Blitzer
Jul 6 2012, 09:56 PM
Bone Blades' existence hurts Karate Carrot nearly as much as it hurts Pyro Trooper. I wouldn't call it a non-issue.

Also, Karate Carrot's goes-to-mana-when-dies ability is only useful if it hits on T4 or T5.
That is why I said almost. Sure if you don't have anything to ramp to, Karate Carrot isn't going to do work. But to say that turning into a mana resource so you don't have to play a card from hand as mana as often is nearly equivalent to going to the graveyard with no advantage is wrong.
And what is the point of a card being useful only if it hits T4 or T5? You can use that arguement to invalidate any card.

EDIT: So second thought, I see why you would respond that way. Didn't mean to say in my previous post that Karate Carrot doesn't care about Bone blades, but he has built in mechanics to mitigate it.
I meant it was only useful if the removal hit Karate Carrot on T4/T5, not if Karate Carrot hit the board on T4/T5.

A random argument that's for Karate Carrot and against Pyro Trooper: in Karate Carrot's case, Nature doesn't have another big 4-drop beater ([card]Sniper Mosquito[/card] is pretty bad in comparison, and Bronze-Arm is small) while Fire has awesome 4-drop beaters already (Gilaflame, Om Nom Nom). Although, in decks with both Fire and Nature, Om Nom Nom and Gilaflame look like better options than Karate Carrot...
So your opponent plays Karate Carrot T4 T5. You are just going to let it swing in, break sheilds for free, or kill your blockers as you throw them under the bus? If you are not going to use the kill spell, or trade for the fear that your opponent has a 6-7 mana threat, that is free pressure.

I do agree with your analysis on there being better 4 drops in other colours. But how can you leave Karate Carrot off the list with that logic when you leave Aqua Guard on the list?
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WanderingCaptain3972
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Logic_Cube
Jul 6 2012, 11:38 PM
Blitzer
Jul 6 2012, 11:32 PM
Logic_Cube
Jul 6 2012, 10:34 PM

Quoting limited to 3 levels deep
I meant it was only useful if the removal hit Karate Carrot on T4/T5, not if Karate Carrot hit the board on T4/T5.

A random argument that's for Karate Carrot and against Pyro Trooper: in Karate Carrot's case, Nature doesn't have another big 4-drop beater ([card]Sniper Mosquito[/card] is pretty bad in comparison, and Bronze-Arm is small) while Fire has awesome 4-drop beaters already (Gilaflame, Om Nom Nom). Although, in decks with both Fire and Nature, Om Nom Nom and Gilaflame look like better options than Karate Carrot...
So your opponent plays Karate Carrot T4 T5. You are just going to let it swing in, break sheilds for free, or kill your blockers as you throw them under the bus? If you are not going to use the kill spell, or trade for the fear that your opponent has a 6-7 mana threat, that is free pressure.

I do agree with your analysis on there being better 4 drops in other colours. But how can you leave Karate Carrot off the list with that logic when you leave Aqua Guard on the list?
Aqua Guard is pretty weak. As aggro isn't waters game that is perfectly ok. And for a purely water deck I might be tempted to play it for now. Otherwise if playing w/ another civ I'd go w/ there superior lv 2 creatures. Getting any Aquan evos in the future would greatly increase Aqua Guards playability.

So while I wouldn't argue that Aqua Guard needs to be removed from your list I do agree that if he makes the cut the Unslicable Karate Carrot should make the grade too.
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I'm currently updating the main post with newly-revealed 2DED cards. It'll be finished later.
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chinkeeyong
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[card]Blinder Beetle[/card] and [card]Aqua Commando[/card] are some second-tier rush cards I think are worth mentioning.
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chinkeeyong
Aug 5 2012, 03:08 AM
[card]Blinder Beetle[/card] and [card]Aqua Commando[/card] are some second-tier rush cards I think are worth mentioning.
Hm, I've seen you on WotC's forums.

Blinder Beetle is a possibility that I'm not sure about yet.

Aqua Commando isn't a really good card because it's easily walled by blockers and its ability doesn't help it get around them.
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chinkeeyong
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Cool, you're on the Wizards forums too. What's your username there?

I think Aqua Commando is a decent metagame choice. Right now, every control deck is running Darkness, which relies on cards like [card]Skeeter Swarmer[/card] and [card]Bone Blades[/card] to trade one for one against rush. This makes Aqua Commando a very resilient threat against such decks. Against blocker-heavy Light decks, you can also use it to force blocks so that your other creatures can banish the blockers or smash through.
Edited by chinkeeyong, Aug 10 2012, 03:00 AM.
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