Dark Mirror Force IOC-054

Trap

You can only activate this card when your opponent's monster declares an attack. Remove all monsters in Defense Position on your opponent's side of the field from play.

Rulings:

1. "Dark Mirror Force" doesn't stop the attack.

2. Both face-up and face-down Defense Position monsters are removed from play.

3. You can't activate "Dark Mirror Force" if your opponent doesn't have any Defense Position monsters.


Not quite sure what theme this week is but in any case this afternoon we take a look at Mirror Force's evil twin.

Just like its Holy counterpart, Dark Mirror Force destroys all opponent's monster's that exist in a certain position when they attack with a monster. Only this one takes out the defense position ones. Not only that, it removes them from play. How useful is it to remove opponent's def monsters? There's no absolute answer.

On its own, its does permanently take out any potentially dangerous flip effect monsters, def monsters, spirit reapers and the like, but it won't stop the attack in question unless its a total defense shogun.

This card works great for decks that use Level Limit- Area B. It'll take out all LV4 or higher monsters that'll prove a problem even if they can't attack (i.e. BLS, Chaos sorrecer, Tribe Infecting Virus and so on). Depending on your meta, you probably will run across a limited amount of LV3 or lower monsters that will prove a problem. Your opponent can only keep so many cards in his hands for so long. Eventually he'll have to keep setting monsters and Dark Mirror Force will punish them when they finally do get in an attack. And unlike Mirror Force its not limited.

Obviously, if you come across Dimension Fusion on a regular basis, this card is not a good choice since you basically do the removing for them. But at the same time, it's deadly to decks that need monsters in the graveyard.

It really depends on your playing style. If you enjoying limiting your opponent's graveyard options than try it out.
 
If it negated the attack, I could see it being played. But as it is now? I don't really see the point of this card, even against burn decks. I mean, why would a burn deck attack you at all?
 
well, archfiend general brought up a good point with the level limit thing. that actually does work, now that i think about it.

basically, this cards a huge Nobleman of Crossout but worse. a lot worse. like, to the point that it pretty much sucks.

i also have to ask, why did this come out as an ultra rare?? maybe they have plans for it in the future, but as of now, its just not that great.

Rating:
Traditional: 1.5/5. Dont even think about it.
Advanced: 2/5. Think about it, but not that much.
(Advanced) Burn/Stall: 3.5/5. At least it'll be more possible here.

Art:
3.5/5. Meh, its okay. There're cracks in it, i thought that was pretty cool.
 
chaos general said:
well, archfiend general brought up a good point with the level limit thing. that actually does work, now that i think about it.

In theory.

Though in practise, what deck would be significantly affected by Area B, and yet still have level 3 or less monsters to attack you with?

It doesn't make a lot of sense. I deck high in level 4+ attackers probably won't run any level 3 or less monsters other than Sangan, Exiled, Sinister and Magician of Faith. Decks that run a lot of level 3 and less monster probably won't be using them to attack you.
 
Xeno said:
In theory.

Though in practise, what deck would be significantly affected by Area B, and yet still have level 3 or less monsters to attack you with?

It doesn't make a lot of sense. I deck high in level 4+ attackers probably won't run any level 3 or less monsters other than Sangan, Exiled, Sinister and Magician of Faith. Decks that run a lot of level 3 and less monster probably won't be using them to attack you.

Clown decks, decks that use Swarm of Scarabs, Swarm of Locusts, Burn decks that use direct attackers in combination with other burn monsters (ie. Stealth Bird / Jinzo #7)
 
Raging Flame Sprite, Solare Flare Dragon, UFO Turtle as it tries to swarm with Solar Flare Dragon(s) or Raging Flame Sprite (s).
 
I only run 1, but it's prety useful against your opponent's Cyber Jar pulls, especially if it's full a monsters, and a Raging Flame Sprite they have intentions of attack with.

Stealth Bird, Des Koala, Swarms of Scarabs, Swarms of Locusts, etc.
 
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