Obviously this is an amazing card. Duelists should
generally run two copies with a One for One to
fetch, effectively creating three copies.
One of the finer nuances to Infernity dueling is
that you generally want to keep your normal summon
open. This allows you to be flexible and even
creatively achieve game shot through D.D Crow. So
while Infernity Mirage is an amazing mid to late
game topdeck and a suitable substitute for Infernity
Launcher, Launcher is obviously preferred (even to
the point where you might want to dump Mirage
through Launcher's effect instead of summon it with
To those who saw my deck list for the YCS on
go-YGO.com, Mirage is the reason I decided to run
one copy of Dark Eruption. I originally had two
copies, but a Call of the Haunted went in for the
Design-wise, this card is obviously better designed
than Infernity Launcher. It's actually not half bad
as an “on theme” two for one. The problem is the
additional tricks that Archfiend can conjure in
conjunction with a Necromancer.
Today's card is one of the infamous Infernity
supers, although it's also not 100% necessary.
However, it's still an extremely good card.
Actually, what am I talking about!? Empty hands are
something Infernity players love-- and an empty hand
means a strong field. Just drop it and BAM! You've
got Infernity Archfiend, then Infernity Launcher,
and Infernity Necromancer, and another Infernity,
and Infernity Beetle, and another Archfiend, and
another Launcher, more Beetles, some Synchros,
another Launcher, and so on.
This is the Infernity loop. And Infernity Mirage is
one of the many ways to start it.
Traditional: Where everything is 1/5 if it isn't
Art: *looks closer* And I thought it was freaky
Fun Fact: A mirage isn't just "seeing things" and
you can even take a picture of it. It doesn't exist,
but it's still light being refracted or whatnot.
Tomorrow: Very random.
is the first card we look at this
shortened holiday week.It’s a Level 1
Dark/Fiend/Effect Monster with
absolutely no ATK or DEF, and it
can’t be Special Summoned from the
Graveyard.There’s good reason for that
restriction: if you have no cards in
hand, you can Tribute this card and
select two “Infernity” monsters from
your Graveyard.When that resolves, you
Special Summon said monsters to the
field.The low stats that should
make it junk just make it easy to
search from the deck and that 0 DEF
means you can recycle it with
Infernity Mirage can get
Infernity Archfiend, and
Infernity Necromancer… which can
all be traded in for more card
advantage!Swarm and Synchro Summon,
The real question is not whether
Infernity decks should run this,
but both “Should I run an
Infernity deck?” and “If I run
Infernity deck, how many
Infernity Mirage should I run?”Since I don’t know your
metagame and haven’t had enough
exposure to the deck, I’ll let the
rest of the CotD crew pinpoint that.
Infernity Mirage …
I’d call it the core of the Infernity Deck … but the
Infernity Deck has way too many cores to limit it to
No ATK. No DEF. Just one sick effect. When no cards
in your hand, tribute this card to special summon 2
Infernity Monsters from your Graveyard. No muss. No
fuss. No limit. Fantastic. Unbelievably broken
without the limits placed on it. For 1 – it can’t be
special summoned from the graveyard. Absolutely key
to keeping at least a LITTLE leash around this
fiend. and the 2nd – u must select TWO Infernity
monsters from your grave. Unlike the Launcher which
brings “up to 2” – With Mirage – u MUST have 2, or
it wont work.
Still – Mirage is awesome. The best is shortcutting
him from the DECK to the field, since the
restriction is only on special summoning him from
Uhm – nothing more to say. He’s a staple for the
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