Goblins Vs. Merfolk Duel Decks…SpartanNerd Unboxing and Review

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At this point, my favorite sealed MTG product seems to be Duel Decks.  I own a ton of them.  And the only ones that I haven’t purchased since I began getting serious about the game are Mind vs. Might, the one released earlier this year.  That one was widely panned, and I couldn’t get excited about a Storm deck vs. a Beatdown deck.***

But Merfold vs. Goblins.  That’s different.  First of all, Elves vs. Goblins is incredible fun.  What made that so successful was not only the intense tribal flavor, but also the gameply, where you really felt like you were piloting an army of elves vs an army of goblins.  Merfolk Vs. Goblins seemed positioned to do the same thing.  Does it?  Keep reading for my full review!

PACKAGING.

The box comes in the same kind of box that Duel Decks have been released in for awhile. It makes a nice display.  (pictured above)  Not sure why you would keep it MIB, but it looks like a sell-able product.  This box shows off the flashy foil rares.  The back of the box has good information.  I think this is to really sell the product to new players.

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The box isn’t easy to open and get the product out.  (unlike Commander boxes.)

I opened mine before a draft tournament.  So I took hasty pictures on the Tangled Web table sized playmats

Here’s what’s in that package.

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The main product is sealed in two trays that make up the bulk of the box.  THis is covered by a plastic blister that shows off the foil rares.  Behind the tray is the Quick Reference, a guide to playing the decks, and the two new boxes intended for each deck.

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Here are those deck boxes assembled.  Notably, these boxes are big enough to hold SLEEVED CARDS.  (Can you hear the SpartanNerd crying tears of joy?)  Virtually all of the other duel decks we have ever gotten have come with pretty “poker card” type of boxes.  The exception was the Duel Decks anthology.

These boxes still leave a little to be desired, but that they can hold sleeved cards is BIG.  The wizards apparently took cues from the design of the Nicol Bolas Archenemy set.  These are also side loaders, but they have the janky folding flap that tucks into the main box.  However, there is a slot for easy opening.  The boxes have art on them reflecting what they are intended to hold, and they also feature the set symbol on the other side, which the SpartanKid pointed out is a trident and an axe head combined.  After saying all of this, these boxes are still made of thin cardboard…thinner and cheaper than what the actual cards are made of.  And they couldn’t possibly stand up to heavy use if a person decided to say, carry around this box to alot of tournaments.  (Sleeving out the cards fills them to the max.  There is enough room for 60 cards plus the tokens in Dragon Shields, but you wouldn’t be able to carry a full sideboard.)

But if you are like me, and your duel decks stay together resting in an organized fashion, waiting to see some light play, then these boxes are just fine.

The other things…the quick reference guide is a must include, as this product will definitely find its way into the hands of beginning players.  This isn’t an intro deck, but new players are bound to be drawn into purchasing these at the low price point.  (Mine was $19.99 at the Tangled Web.)

The poster features nice artwork, and importantly, a DECKLIST.  (The last sealed product I opened for the SpartanNerd blog didn’t include a decklist. BOO.)  I keep my decklists all in one place for when I inventory my cards about three times a year.  (Occasionally I might borrow a card from a pre-con deck for Standard, Modern, or Commander.)

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You get two life counter dice, and that’s about it for the packaging.

THE DECKS.

Longtime Hub City Geeks will know that that SpartanNerd is running out of photo space on WordPress.  So I have minimized my pictures a little.  Here are the decks with the flashy rare cards.

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Warren Instigator.  This one wasn’t on my radar.  This is how you get alot of Goblins on the field, and trigger Enters the Battlefield effects.  Oh yeah.  DOUBLE STRIKE.  You Get TWO triggers.  Sick.  This is one of the sets money cards.  This foil printing is already worth around $5.

Goblin Diplomats.  This showcases the funnyness of the Goblin deck.  And they are hilarious.

Master of Waves.  Here is one from my favorite THEROS BLOCK.  Master of Waves is a BEAST.  in the Merfolk deck, you will definitely have a ton of devotion to blue, and so will get a bunch of elementals when he enters the battlefield.  And this new art makes it look like he’s been working out!

Harbinger of the Tides.  And iconic merfolk that is removal on a stick.  Amazing.

So I am going to show you a mat full of the strategy of each deck, starting with Merfolk.

MERFOLK

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Merfolk in Modern is a strategy that depends on lords, which are creatures that give others of the same type +1/+1,  and Islandwalk, which is a type of evasion.

The Merfolk deck here highlights this by including three merfolk lords.  If you get all three out, you win.  (But the odds are against you.)  The evasion piece here is Aquatech’s Will, which is a busted spell that makes an opponent’s land into an island (in addition to its other types) and also lets you draw a card.  There are FOUR COPIES in this deck!  That’s how important it is.  One of our lords, Master of the Pearl Trident, gives all merfolk you control islandwalk.

What else is here?  Some iconic merfolk.  In addition to Master of Waves, we also get Cold Eyed Selkie, who is big in Commander.  We get Scroll Thief, who would be an automatic inclusion into any merfolk deck, and is an important core set type of MTG card.  Harbinger of the Tides.  And Tidebinder Mage, who was important a few years ago in standard.  (M13-Innistraad-Return to Ravnica-M14 Standard).

Then this is a blue deck, so it also has plenty of control.  Notably here is Essence Scatter, because you KNOW your opponent is going to cast creature spells in this duel deck environment.  Concentrate and Misdirection, which are classics.  Tidal Wave, which gives you a quick, big blocker, and Engulf the Shore which is a sweeper.

GOBLINS

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It’s hard to put your finger on the strategy of goblins.  There is a randomness to it, that finds success anyway.  And they are also always pretty much hilarious.  In this deck, you want to build up a critical mass of goblins before the merfolk are able to get out their evasive lords.  So board presence is the key, rather than evasion.

There aren’t that many goblin lords, but they are still about spiritually the same.  Goblin Wardriver has Battle Cry, which means whenever he attacks, other attacking cratures get +1/+0.  Goblin Chieftain is a goblin lord.  Goblin Rabblemaster makes goblin tokens with haste everytime you get a combat stage.  (Rabblemaster was important in Khans block).

Other ways to get out tokens?  Krenko, Mob boss makes a ton of goblins if left unchecked. Goblin Ringleader lets you get goblin cards in your hand.  (Tribal instants and sorceries count as goblins!)  Also, when paired with Warren Instigator, this is just incredible.

Blue has control, but red has burn of course!  Very notable here is Goblin Grenade.  (This card wasn’t in the first Goblin Duel Deck.  It wasn’t a thing yet.)  Goblin Diplomats makes the merfolks swing into a bunch of goblins that can black and eat them up.  Tarfire, the aforementioned tribal instant which was in the previous duel deck, as was Gempalm Incinerator.  I haven’t got to see the Goblin Razerunners do his thing yet.  (I have played seven matches.  He seems busted though, as a goblin burn spell on a stick.)  Tokens are so important here that we have four token producing spells.  (Three copies of Krenko’s COmmand and one copy of Hordeling Outburst.)

Goblin Charbelcher.  Ahh.  The Eternal Masters art.  With Black Lotus among other things flying out of the cannon.  The way this works is, you pay to activate it, then reveal your cards until you hit a land.  The number of card revealedis the amount of damage assigned to target creature of player.  Now out there in the world, there is a Modern and a Legacy version of this strategy as a whole deck.  Basically, you will build a deck with only a single land, probably Stomping Ground.  You build up your mana base using Simian Spirit Guides and borderposts, or other fast mana tricks, and then you activate the cannon and reveal all of your cards.  Hopefully at least twenty damage is sent to your opponents face!  But here, you will probably only get a few damage ponts in as the deck has a bunch of lands.  But it is a flavorful and important inclusion.  This is reliable removal that the merfolk deck can’t stop.

Ghostfire.  A colorless burn spell that costs two generic and a mountain.  Why?  I think the wizards just wanted to reprint it.  But it is handy against something like Master of Waves, which has protection from red.  This card is important also historically, as it gave the wizards inspiration for the cards with DEVOID in the recent Battle for Innistraad block.

HOW THE DECKS PLAY OUT.

So far, the Goblins beat the Merfolk most of the time.  These decks are INCREDIBLY balanced against one another if both players hit a land drop every turn and play a spell every turn.  The experience here is not unlike Elves Vs. Goblins.  You just about have the same experience.  While the Elves work differently, trying to power out big green monsters, the Merfolk work organically together to create evasion and hit the opponent hard.  The Goblins work about the same as the previous decks, with the new tricks of Goblin Charbelcher, Goblin Grenade, and Goblin Rabblemaster.  DIfferent bosses, with the same strategy of go wide and do whatever it takes to damage the opponent.

It is pretty much hilarious when someone gets Master of Waves out and gets a huge board presence, only to suddenly lose it to Ghostfire or Goblin Charbelcher.  On the other hand, it is humorous to make the Goblins have a Mountain Island and then hit them hard with islandwalkers.  Also, the Merfolk get that sweeper spell, which does away with the tokens.  It also wipes their board, but they don’t rely on creature tokens as a base strategy the way Goblins do.  (I really think Master of Waves is here for the new players.  He is splashy and flashy and fun.  But another merfolk lord would have been better.  Or a devastating artifact along the lines of the charbelcher.)

THE SPARTANNERD’S RATING OF DUEL DECKS: MEFOLK VS. GOBLINS.

Maybe you think I’m a fanboy.  But I’m giving this a 5/5.  The WIzards must be listening.  They improved the deckboxes and included a decklist.  Mind Vs. Might was poorly received because it was considered unbalanced, and therefore unfun.  This set is the opposite.  So the Wizards ARE LISTENING.

The SpartanNerd rates Merfolk Vs. Goblins a 5/5.  Do you agree or disagree?  Let me know in the comments, oh Hub City Geeks!.

 

***I eventually DID pick up the “Mind Vs. Might” Duel Decjs.  As told by everyone else, one there is no balance at all.  One deck gets early advantage and then pancakes the other.  However, notable that each deck contained ten rares, and also the storage boxes are of the same design we have with Merfolk Vs. Goblins.  Incidentally, I got mine for $8 off of TCGplayer!  I am going to piece these out, and am excited about making a commander deck with the blue/red legendary.

 

SpartanNerd Review…TruForce Collectibles Designer Series Megaman X

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My review of the TruForce Collectibles Designer Series Megaman X can’t be a true unboxing.  This item was on display at the Tangled Web Comics and Games store in Spartanburg SC.  But I have the packaging, and here it is…very brilliant!  We picked it up for the price of $79.

Neither I nor the SpartanKid had ever heard of this brand name.  When we saw it, I of course thought it was a new line of D-Arts figure.  But this figure is superior to the D-Arts figures in several ways.  Keep on reading for more details!

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You can see why we thought it was D-Arts when you see the figure.  Here is a front and back view…the size and scale is very similar, and there is a similar design to the figure.  The D-Arts set a very high bar…those figures look exactly like their media counterparts.  AND those toys came with lots of accessories. AND they were generally durable.  (Generally.  Sometimes parts come off, but they snap back on with a little work.  We only have one figure that is broken, and that was after over a year of really rough play.)

A big difference is the way the figure highlights the “panel lines.”  They are bold black or in some other way pronounced.

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Notice the words…”Beware of blast.”  The SpartanKid LOVES this detail.  It’s not for me, but it does the trick for him.  Megaman X has these words tattooed all over his body in places.  I think they are trying to make a “living diagram” or something.

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Megaman X came with two different blast effects.  One regular, and one charged.  In the picture below, you can see where we changed his face.  The figure came with two faces, one regular and one yelling.

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Megaman X doesn’t have to have his blaster out all the time…he came with alternate fist hands as well.

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Here is TruForce Megaman X facing a potential blast from D-Arts Zero Type 2.  You can see a little comparison here…The SpartanKid tells me that in the fiction and video games that Zero actually should be taller than X.  (I reviewed the Black Zero version of this figure here.  They are the same except for the color scheme.)

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Designer Series X came with something else…something very welcome!  An articulated flight stand!  I haven’t mentioned it yet, but this figure is fairly substantial.  It really feels like you are holding something weighty.  This is because there are lots of DIE CAST parts.  Not just regular plastic.  Which is why this flight stand is all the more useful.

That it has TWO arms, it can hold him up.  But also….

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You can pose two figures in battle.

All of this is great, and already I believe this figure to be a 5/5.  But for $79, we have EVEN MORE cool value.  Check it out!

When you bend Megaman’s knees, you get this awesome detail.  You can see the machine parts inside.  And this requires nothing more than bending the knee.

D-arts Vile Type 2 had an issue where he had a “knee blast” that required disassembling the leg.  Thankfully, this figure forgoes any of that nonsense.

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Remember “Beware of Blast” tattooed on the back of his calves?  Those are actually panel doors that open to reveal rocket boosters!

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And if all of this wasn’t enough, the true icing on the cake is the working LED light in the blaster!

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I had to finagle around with the mechanism to make it work correctly…but after I got it going, it worked like a charm!

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Tell me this isn’t a 5/5!

SO the SpartanNerd rates the TruForce Collectibles Designer Series MegaMan X a solid 5/5.  What an incredible figure.  And true to the spirit of the character.  There are also lots of features to keep an adult or a kid busy.  This figure would look great in an office or a man-cave.  I couldn’t recommend it more!

 

Do you agree or disagree?  Let me know in the comments!

SpartanNerd and SpartanKid Unboxing and Review…D-Arts Vile

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D-Arts Vile is the first villain for Mega-Man X that we have at the SpartanNerd household.  How do I know he is a villain?  Who’s name is “Vile?”

Vile comes in this nice window box.  I am going to apologize up front about some of the pictures in this review.  It seems my lights have gone out for the light box.  Here is the item photographed on the kitchen table.

The box shows the figure nicely, and the side is similar to the other D-Arts figures we have opened.

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The parts all come in this nice blister.

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Here are some of the accessories.

You get alternate hands.  Cannons for the back.  Different barrel ends for the guns.  Chain gun ammunition.  Knee guns (not pictured), and What??  Some kind of beverage!

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Not really sure how this works, since he doesn’t have a mouth…at least he doesn’t have an alternate face or removable helmet.

The SpartanKid thinks this during must be Coke.  I think sweet tea, though.  It is a detailed piece, with ice cubes.  You can remove the contents to have an empty cup as well.

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The figure has excellent articulation.  He has movable wrists, elbows on a hinge, biceps swivels, ball jointed shoulders, a ball jointed head.articulated torso, moving waist, ball jointed hips, double jointed knees, and ball jointed feet.

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Vile looks menacing with the double guns attached to his backpack.  SpartanKid says that only rarely is Vile seen with both guns armed in the video games.  (Maybe even never.)

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The knee gun is an interesting feature.  The SpartanNerd would like to say that it was very difficult to achieve.  Mostly because the gold ring around the upper part of the figures boot doesn’t want to let go, and is necessary to put the knee gun on properly.  In fact, it was highly frustrating, and will be rarely done.

Following are a few action poses versus other figures in the D-Arts line, so you can compare.

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SpartanKid has a few statements to make about this figure…

“The guns are pretty detailed and an essential accessory for this figure, for he’s never seen without one of his precious cannons.”

“He looks pretty cool without the shoulder pads, because it appears as if he’s been fighting for awhile, and they got knocked off.”

“His feet are different, made for flying.  I like that they made them different.”

“The blue backpack on his back were originally used for flight until he was upgraded with feet thrusters  (Mega-Man X-3)”

SpartaNerd Rating of D-Arts “Vile” is 4/5.  The figure is well articulated and beautifully painted and detailed.  It comes with lots of accessories.  However, there is a little problem with changing the knee guns.

SpartanNerd and SpartanKid Unboxing and Review…D-Arts Megaman X (Ultimate Armor X)

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SpartanKid purchased D-Arts Ultimate Armor X with some money that he saved up.  It was $47.29 on Ebay.  The other figures in this line have been excellent.  Does Ultimate Armor X measure up?  Keep reading to find out!

(Link to SpartanNerd Unboxing and Review of Megaman X Black Zero)

(Link to pictures of Megaman X…no review was done for that figure…)

Megaman X came in this window box.  There is Japanese writing all over it, except for the branding and the name of the character.  I suspect the words in the black under the window explain that this is the Ultimate Armor version.

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The back of the box shows some suggested poses for Megaman X.  Everything is in Japanese…so…

The sides of the box deliver just as good of an experience as the other toys in this line.

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Opening the box you see this double blister tray.

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You can see all of Megaman’s parts and accessories in this tray.

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You also get this nifty sheet of instructions.  Good thing there are good pictures!  I need to scan that QR code and see where it takes me.  (I did.  The site is in Japanese, with no translation button evident.  It appears to have a shopping cart, however.)

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Megaman X looks like this standing up.  His big feet insure that he doesn’t fall over.  Noteworthy, those feet have two rocket boosters on the soles, as opposed to one on the other figures.  I suppose this means he flies faster…

(SpartanKid tells me that the others can’t fly at all!  Zero can double jump depending on your upgrade.)

He has some gems that are very evident…this alongside the blue and gold color scheme as well as the purple armor color makes this character very colorful when compared to Black Zero and regular Megaman X.

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These were the accessories that came with Megaman X (that weren’t currently on the figure…with exception to the face for comparison purposes.)  One face is shifty eyed.  One is screaming from battle.  The other is normal.

The green blast is from a halfway charged shot.  (According to the SpartanKid.)

Megaman X comes with an arm to change out the buster cannon, and two extra hands.  The other round thing is the end of the buster cannon to use the charged shot.

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At first I thought the shifty eyed face would be kind of dumb, until I saw this pose.  It looks spectacular!

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The screaming face lets you do a Mortal Kombat inspired uppercut.

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Megaman X firing the halfway charged X-Buster cannon….

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The SpartanKid said that Ultimate Armor Megaman X doesn’t always have the wings out on the backpack.  The wings are removable for those special times.  I really like the circuitry details on the backpack.  (This detail is all over the figure…his plastic is semi-transluscent, giving a very cool effect.

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Comparison Time…(Oh, Pixel Dan!)

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Black Zero is still in good shape.  Regular Megaman X has taken some…abuse…his arm had to be super-glued into place after over a year of rambunctious SpartanKid play.  Really a testament to the surprising durability of these figures.  As an adult, I would expect as much from figures that cost so much.

We didn’t take any pictures, but the accessories are all interchangeable, as are the faces.

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Here is a battle pose between Megaman X, Black Zero, and Axl.  Note that Axl isn’t a D-Arts figure…

SpartanKid has some things to say….

“Ultimate Armor X has a lot of details not evident in the games.”

“In Megaman X 5, Ultimate Armor X is a cheat code, and an unlockable thing…(the same for Black zero as well.)”

“One of my only complaints is that he DID NOT come with a Z-Saber…Like he had in Megaman X 6.”

SpartanNerd Rating of D-Arts Megaman X Ultimate Armor version is 5/5.  While Black Zero had an issue with the pegs for the hands right out of the box, no such issue has been apparent on this figure.  This figure is over the top as far as details, accessories, articulation, and posibility.

SpartanNerd Rating of D-Arts Megaman X Ultimate Armor version is 5/5. Do you agree or disagree?  Let me know in the comments!