Aluhja Priestess
The Aluhja Priestess is one of the most common Magic Attack Creatures in the game, and also often used as a base for Water-themed decks.

The Priestess makes up half of the cheap-and-easy Magic Attack creatures currently available, which means you have a pretty good chance of seeing this card in a large number of balanced decks.
Aside from its Magic Attack however, there is only one other thing which makes this card stand out – it gains a Dodge attempt if placed on a Water field. This should be a matter of course for creatures with only 1HP anyway, but now you have extra incentive – 3HP plus a Dodge attempt will help it stay alive much longer than it would normally.

Along with the inability to Counter-Attack found in all Magic-Attacking creatures, this one unfortunately has another disadvantage. Much like her Fire-based cousin, the Flame Magus, she has Blind Spots on all 4 sides, which means she all always take an extra point of damage against standard attacks, making that Dodge attempt all the more important.

Dealing with an enemy Aluhja Priestess presents an interesting problem. The Dodge attempt makes standard attacks against it unreliable, but it is such a cheap monster that using a high-cost Magic Attack card to deal with it seems like a waste. Your options depend entirely on your play style. If you have no problem using lots of Mana on low cost creatures, feel free to use something like Undead King Novogus, or even one of the God cards to deal with it. For the more patient player, using your own Priestess or a Flame Magus to pick away at it over several turns will do the job. If you’re in a pinch, you could also boost your Flame Magus/Priestess with a Clare Wil’s Banner and finish it off in a single hit – your net Mana expenditure will be the same in the long run, and it’s certainly the most reliable method. Alternatively, if you’re the kind of person who likes a gamble, just go nuts with standard attacks. Any creature with an Attack Power of 2 or more can finish it in one hit, but you should avoid trying this in a Check situation if that Dodge attempt is the difference between victory and defeat.
Of course, if your opponent has placed it on a non-Water field for whatever reason, you don’t have to worry about any of this – any attack from any creature in the game (even ones which do 0 Damage) will finish it off instantly.
Another way of dealing with it is simply using a Fieldquake – this will rob it of both its Field bonus and its Dodge attempt, making it easy pickings.

Realistically, it is not worth taking any extraordinary measures to keep your Priestess alive – the Dodge Attempt should be sufficient to give your opponent some trouble if you are lucky, but for such a cheap, common card, an early death is pretty much expected.

The Dodge Attempt is a nice feature on this card, but if you aren’t a fan of cards which rely on random chance to stay alive, you should avoid this card and go for the Flame Magus instead – you get the same stats minus the Dodge, and it costs 1 Mana less to summon too.

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Posted by Scanlon on Thu, 29th Nov 2007, at 18:02
Great for 2cc. The dodge makes your opponent use his resources elsewhere, which keeps them on the table for a good long time.
Posted by Pessimism on Fri, 30th Nov 2007, at 02:04
Definatley a great addition- I have one, and plan on putting in another. True, the cost is more than good ol' F.M, but the dodge compensates, and the ability to damage anywhere on field is always a plus. Like to see somthing like this with fewer blind spots, though...
Posted by ArcaneJMS on Fri, 30th Nov 2007, at 09:35
One of my favorites - 1 mana for 1 magic damage is a very solid ability, and this is the only creature in the game who can do it and have any chance of staying on the board for any appreciable length of time.
Posted by Krimsonfyre on Fri, 30th Nov 2007, at 15:00
I love the analysis on these cards, keep up the good work :). Just as you said, the fact that there is a 50% chance that your attack will be wasted often prevents players from even risking the attempt. I find I play these early and they often last quite a few rounds. Future rounds you will have a cheap magic attack for easy combinations to get out of checks later in the game. In my opinion, I find these alot more useful then Fire Magus' and are definitely worth the extra mana to summon.
Posted by drackmire on Mon, 3rd Dec 2007, at 22:28
I'd rate it at about the same as Flame Magus, maybe a little better due to the dodge. Magic attacks for 1 are just plain decent.
Posted by Madafaca on Fri, 7th Dec 2007, at 11:57
Great card, one of my favorites. I have 2 in my deck. Lately I have been lucky with their dodge attempt and feel more like a 75% of success. It's a good play to put it in the top left corner and surround it with 2 allied creatures.
Posted by OverZee on Fri, 25th Jan 2008, at 13:24
I have 2 of them in my deck, can't whitout them.
Posted by Merco on Sun, 6th Apr 2008, at 11:05
Set 2's Flame Novice, and Lament for Clare Wil can act as a counter to this card.
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