Duel Masters Japanese Trading Card Game

From Wikipedia, the free encyclopedia

The Duel Masters Trading Card Game is a two-player and 2 vs. 2 team collectible card game (CCG) or trading card game (TCG) jointly developed by Wizards of the Coast, Shogakukan, and Mitsui & Co., Ltd.. The card game is part of the Duel Masters franchise.

It was released in Japan in May of 2002, where it quickly became the number one selling trading card game for over a year. Due to this popularity, it was released in the United States on March 5, 2004, where it has also done well but is currently suffering from declining popularity. The game shares several similarities with Magic: The Gathering, the world's first collectible card game which was first published by Wizards in 1993. In fact, "Duelmaster" was originally intended as an alternative tradename for Magic: The Gathering.

As of now the Japanese Duel Masters CCG has reached its 23rd expansion set

Contents

[edit] Main Sets

Series 1

  • DM-01 : Base Set (120 cards)
  • DM-02 : Master of Evolution (60 cards)
  • DM-03 : Master of Destruction (60 cards)
  • DM-04 : Challenge of Black Shadow (60 cards)
  • DM-05 : Return of the Survivor (60 cards)


Series 2 : Spirit Fighting Block

  • DM-06 : Invincible Soul (120 cards)
  • DM-07 : Invincible Charge (60 cards)
  • DM-08 : Invincible Legend (60 cards)
  • DM-09 : Invincible Blood (60 cards)


Series 3 : Holy Fist Block

  • DM-10 : Eternal Arms (120 cards)
  • DM-11 : Eternal Waves (60 cards)
  • DM-12 : Eternal Vortex (60 cards)
  • DM-13 : Eternal Phoenix (60 cards)


Series 4 : Generation Gear Block

  • DM-14 : Generation Gear (120 cards)
  • DM-15 : Secret of Hidden Gear (60 cards)
  • DM-16 : Origin of Perfect Gear (60 cards)
  • DM-17 : The Over-Technocross (60 cards)


Series 5 : Spectacle Nova Block

  • DM-19 : Spectacle Nova (120 cards)
  • DM-20 : The Ultimate Nova (60 cards)
  • DM-21 : History of Devil Nova (60 cards)
  • DM-22 : The Dragonic Nova (60 cards)
  • DM-23 : The End of Universe (60 cards)

[edit] Theme Decks & Half-Decks

  • DMC-01 : Shobu's Flame Deck
  • DMC-02 : Kokujo's Darkness Deck
  • DMC-03 : Shobu's Blaze Power-Up Pack
  • DMC-04 : Kokujo's Darkness Power-Up Pack
  • DMC-05 : Slaughter! Thunder God Deck
  • DMC-06 : Super Speed! Fire Dragon Deck
  • DMC-07 : Swarm! Soul Insect Deck
  • DMC-08 : Wicked Military Officer! Basement Deck
  • DMC-09 : Shobu's Dragon Legend Deck
  • DMC-10 : Hakuoh's Holy Spirit Deck
  • DMC-11 : Shobu's Dragon Legend Power-Up Pack
  • DMC-12 : Hakuoh's Holy Spirit Power-Up Pack
  • DMC-13 : Coro Coro New Generation Pack
  • DMC-14 : Iron Soldier Group of Crimson
  • DMC-15 : Unlimited Dragon of Fantasy
  • DMC-16 : Deep-Blue Protection Saintly Heaven
  • DMC-17 : Dark Empress of Battlefield
  • DMC-18 : Shobu's Holy Dragon Deck
  • DMC-19 : Zakira's Dragon Commander Deck
  • DMC-20 : Shobu's Holy Dragon Power-Up Pack
  • DMC-21 : Zakira's Dragon Commander Power-Up Pack
  • DMC-22 : Hell Boost Half-Deck
  • DMC-23 : Speed Burn Half-Deck
  • DMC-24 : Illusion Blue Half-Deck
  • DMC-25 : Shobu's Fullmetal Rush Deck
  • DMC-26 : Hakuoh's Angel Kingdom Deck
  • DMC-27 : Coro Coro Dream Pack
  • DMC-28 : Grand Devil Finisher
  • DMC-29 : Arc Seraphim Reverser
  • DMC-30 : Tyranno Drake Crusher
  • DMC-31 : GreatMecha-o Eraser
  • DMC-32 : Mars Flash
  • DMC-33 : Edge of Dragon
  • DMC-34 : Coro Coro Dream Pack #2: Eternal Legacy

[edit] Other Sets

  • DMS-01 : Starter Deck
  • DMS-02 : Starter Deck
  • DMS-03 : Starter Deck
  • DMS-03D : Starter Deck (+DVD)
  • DMS-04 : Generate Gear Starter Deck
  • DMS-05 : Best Challenger Starter Deck
  • DM-18 : Best Challenger (150 cards)

[edit] Card Mechanics

  • Attack each turn if able : The creature with this ability must attack each turn if nothing prevents it from attacking ( summoning sickness, a spell or creature effect etc…)
  • Blocker : Allows a creature with this ability to block an attack from an opposing creature. Ex: if a creature attacks one of your shields, you can use a creature with the “Blocker” ability to stop the attack. Sometimes this is specific to a given trait, e.g. a "Fire Blocker" can only block fire creatures.
  • Charger : Allows a spell to be put it into your Mana Zone instead of your Graveyard after it has been cast.
  • Double/Triple Breaker : Allows a creature to break two/three Shields instead of the normal one.
  • Crew Breaker : Allows a creature to break more than one Shield if you have 1 or more creatures in the Battle Zone that have the same race as the Crew Breaker.
  • Power Attacker : Makes a creature more powerful when they attack. For example, a creature that has power 3000 and Power Attacker +2000 will deliver an attack of 5000. But its power will revert back to normal after the assault.
  • Shield Trigger : Allows a player to use a card from the Shield Zone without paying its cost when that shield is broken if it has the “Shield Trigger” ability.
  • Stealth : Allows a creature to be unblockable when it attacks an opponent with a specific civilization card in their Mana Zone. For example, a creature with "Water Stealth" cannot be blocked by an opponent who has water cards in their Mana Zone.
  • Slayer : Allows a creature to destroy another creature in battle, regardless of the other creature's power. For example, a 1000 power creature with “Slayer” can battle and destroy a 5500 power creature, afterward it will also be destroyed. Sometimes this is specific to a given trait, e.g. a "Nature Slayer" can only use its “Slayer” ability against Nature creatures.
  • Speed Attacker: Allows a creature to attack on the turn that it was summoned, thus cancelling the summoning sickness.
  • Silent Skill : An effect that triggers when you refuse to untap the tapped Creature with Silent Skill during the Untap Step.
  • Tap Ability : Instead of using that creature to attack, you can tap the creature. When it is tapped, its ability triggers and you can use it.
  • Evolution : A creature mechanic that allows you to "evolve" a creature into a more powerful creature. This is done by placing the "evolved" creature on top of the original. Both the original and "evolved" creature must be of the same type (Human, Guardian, etc.). With the introduction of the dual-civilization, dual-race evolution creatures; the “evolved” creature may now be placed on an original creature with any of the same races.
  • Survivor : A creature mechanic that allows your Survivor creatures to share abilities with other Survivor creatures.
  • Turbo rush : A creature mechanic that allows creatures to gain special abilities when other creatures break a Shield.
  • Wave Striker : A creature mechanic that allows Wave Striker effects to take place if there are three or more Wave Strikers in the battle zone.
  • Vortex Evolution : A new evolution mechanic that allows two creatures to “fuse” or “evolved” into a more powerful creature. This is done by placing the "evolved" creature on top of the two original creatures. Unlike the previous Evolution mechanic; the “evolved” and the two original creatures does not have to be the same race nor civilization.
  • Sympathy : A creature with the “Sympathy” mechanic will have reduced cost to be summoned for each creature of a (or several) specific race(s) that is present in the Battle Zone. But there is usually a limit to how low the cost can be (usually the minimum is 2). Ex: a creature will have its cost reduced by 1 for each Angel and/or Demon Command in the Battle Zone, but the cost cannot go lower than 2.
  • Saver : When one of your creatures would be destroyed, another creature with the “Saver” mechanic may sacrifice itself to be sent to the Graveyard in place of that creature, can be race-civilization specific or universal.
  • Crossgear : A Crossgear is neither a creature nor a spell. It is put into the Battle Zone but it cannot attack since it has no power. When you choose to ‘’cross’’ it into a creature, the cost of this card is paid, and the ‘’crossed’’ creature gained this Crossgear’s ability. However when the creature is destroyed, the Crossgear remains in the Battle Zone (a sort of continuous equip card).
  • Metamorph : When you have 7 or more cards in your Mana Zone, the creature or spell will gain a new special ability.
  • Shield Trigger X : A Crossgear’s ability; when it is added to your hand from the Shield Zone, you may generate and cross it into a creature without paying the cost.
  • Accelerator : An effect allowing a creature that has been ‘’crossed’’ by a Crossgear to gain an extra ability.
  • G-Zero : A creature with the “G-Zero” ability may be summoned unto the Battle Zone without paying the cost if certain conditions are fulfilled.
  • Strike Back : A creature’s effect; when a civilization specific card is sent to your hand from your Shield Zone, you may choose to discard that card. If so, you can summon the creature (same civilization as the discarded card) with this ability without paying the cost.
  • Evolution (Crossgear) : same as the creature evolution mechanic, except this is only civilization specific.
  • Evolution GV : An additional evolution mechanic that allows three creatures to “fuse” or “evolved” into an extremely powerful creature. This is done by placing the "evolved" creature on top of the three original creatures. Like the previous Evolution V mechanic; the “evolved” and the three original creatures does not have to be the same race nor civilization.
  • Meteorburn : An ability reserved for evolution creatures; by sending a creature under the evolution creature to the Graveyard (a creature that made up the evolution creature), a special effect can be activated. From the DM-22, Mega-Meteorburn 6(MMB6), the other version of Meteorburn that working by discarding 6 creatures under an evolution creature at once, came out.
  • Dynamo : Instead of attacking, your Dynamo creature can be tapped; at the end of the turn you may add its power and all other special abilities to another Dynamo creature.
  • Cyclone : A spell with the “cyclone” ability is returned to your hand instead of going to the Graveyard after it’s been cast if you’ve played a creature before casting the spell.
  • Photo E(Energy) : If a race-specific card in your Mana Zone is tapped to summon the creature with the “Photo E” ability, the summoned creature will gain an extra ability. Ex: If a Dark Lord is tapped in your Mana Zone to summon this creature, you may destroy one of your opponent’s creatures.
  • Launcher E(Energy) : When the spell with the “Launcher E” ability is cast; you may tap any number of untapped creatures in the Battle Zone with the same race as specified by the card. The effect of the spell is influenced by the number of creatures that are tapped by this ability. Ex: Tap any number of Demon Command in the Battle Zone; destroy the same number of your opponent’s creature.
  • Thrilling Three : Reveal the 3 top cards of your deck, for each race-specific card among those 3 cards; you may activate a special ability of the creature with the “Thrilling Three” effect. Afterward, put the revealed cards to the bottom of the deck in any order. Ex: For each “Armored Dragon” cards, you may draw an extra card.
  • Bio Tackle : A creature with this ability may be discarded from your hand at the beginning of a battle when one of your creatures attacks (this creature’s race is specified). If you choose to discard, you can activate a temporary effect that will last until the end of your turn.
  • Bio King : A creature with this ability may be discarded from your hand when one of your creatures is not blocked when attacking (this creature’s race is specified). If you choose to discard, you may activate a special ability. Ex: when one of your Dragons attacks and is not blocked, you may discard this card from your hand, if so, destroy one of your opponent’s creature.
  • Life Gate : When the creature with this ability is destroyed, you may take a creature from your Graveyard and add it to your hand, if so add the creature with the “Life Gate” ability to the bottom of your deck instead of the Graveyard. (The races of creatures you can take back from the Graveyard are specifically stated by the card)
  • Great Life Gate : Same as the “Life Gate” ability, only this time you are able to take back multiple creatures from your Graveyard to your hand. (The races of creatures you can take back from the Graveyard are specifically stated by the card)

[edit] External Links

  • Takara-Tomy : Official Japanese Duel Masters site
  • Duel Masters' Comet : A site with some newer Japanese sets translations
  • DuelZone : Online community with a card-searcher and dueling program.
  • Duelist-1 A new unofficial tournament league outside of wizards of the coast. Japanese cards are legal here as well as using the Japanese rules.