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Dark Force: Mirage Body Print E-mail
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Written by Archimedes   
Friday, 08 August 2008

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77In the wake of Feline Spike, Darkness Blade, Ira Spinta, and Great Gerdenheim, many attacks from Realm of Midnight are simply forgotten because they do not do quite enough or provide enough damage for the risks you are taking in exchange for running them in your deck. Today we examine Dark Force: Mirage Body, a card I feel to be the most maligned of all the finishers from the set. Even if I cannot change your mind I hope to at least draw a bit of attention to an attack with possibly the most potential for shenanigans to have hit the meta in a long time.

Sitting down to organize your fresh collection of Realm of Midnight, you sort to your attacks and are immediately blind sided by how awesome most of them are. Great Gerdenheim and Midnight Pleasure provide large sticks to Death and Chaos respectively, something the two symbols were missing. In exchange for that risky 1 check Feline Spike can one shot KO most popular characters out there. Ira Spinta is a throw pumpable by Absurd Strength, recurrable by Military Rank, and is capable of single handedly devastating the opponent's backfield.

Then you get to Dark Force: Mirage Body, and the first thought to run through your mind is "What is this tripe?"

In an initial examination, Mirage Body's stats to potential pay off are absolutely horrible. 8 damage in exchange for a 1 check sitting in your deck? Sitting within the same set is another reversal with a 1 check that does 16 more damage, stuns 2, shares 2 symbols, and is only 1 difficulty more. Breaker: 2? Who blocks these days? Why oh why would anybody even think of running such a janky card in their deck?

Then the gears start turning. Then you see the very first symbol it has. Then you realize that that symbol is the best darn symbol in the game for filling your hand to ludicrous amounts of cards at almost absolutely no cost you you.

My good sirs and handful of madams, Dark Force: Mirage Body is combo tempo acceleration on a scale that this card game has never seen before. The main combo that the underground has been talking about is Vast Resources+Shinobi Tradition with Mirage Body active.

Commit Shinobi to Vast: draw a card. Play a foundation, ready Shinobi, move it down, commit shinobi to draw another card. Play another foundation, ready shinobi, move it down. Repeat to play what is essentially your entire deck.

If you don't have the Shinobi Resources combo, dump down an Ibis Minuet, get it committed, toss another attack, Temporal Resources to fill your hand, and just keep playing foundations. Recur Temporal as necessary with Military Rank and Tag Along to continually dig until you see the board you want to see.

What it boils down to is that when Mirage Body hits, you're going off that turn and there is very little the opponent can do to stop you once you've set up both your perfect board and perfect hand. Pop a Lesser of Many Evils to shut of Injury assets, Saikyo Ryu their key protection pieces away, and go to town.

The possibilities are endless. See to it that you find at least most of them.

~Archimedes. 

 

 
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 I LOVE THIS CARD!, Friday, 08 August 2008
Written by bryn sullivan  - See all my reviews  - Top 100 Reviewer
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forget feline spike, this card can be SOOO degenerate. 
 
good article archi

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Last Updated ( Wednesday, 06 August 2008 )
 

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