Dark
Paladin |
We haven't covered many Ghostrick cards but this
is a really fun one, she comes with a "You Win the
Duel" condition. Ghostrick Angel of Mischief,
which is a delightfully contradictory name, is a
Rank 4, Dark attributed, Fairy type XYZ Monster, who
is XYZ Summoned with two Level 4 Monsters.
Dark Fairies are almost as much fun as Light
Fiends...2000 attack is meh for a Rank 4, but the
2500 defense is solid. You can XYZ Summon this
card by using another Ghostrick XYZ Monster as an
XYZ Material, and any XYZ Material said card has
becomes XYZ Material for this card, which is super
relevant, as if this card has 10 XYZ Material, you
win the Duel. Pulling that off would
undoubtedly be difficult...but use an XYZ that has
two all ready, plus another card, and use its effect
to add one once during your turn, and you're up to 5
of 10 all ready. Furthermore, there are ways
to transfer and add XYZ Material, honestly, you
could pull this off in just a couple of turns.
If you can protect her honestly just say 2 turns
after XYZ Summon, you can win. The odds of
that happening often may not be great, but she's
going to receive a favorable potential score.
Rating:
The Ghostrick Deck actually could do fair I think,
not Tier 1, but it's not a bad Archtype at all, and
this makes it worth playing. 3.25/5
Art: 4.5/5
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Kingof
Lullaby |
Hello Pojo Fans,
Ghostrick Angel of Mischief is the third Xyz monster
to have a win condition involved within its effect,
but the only Rank 4 to have one.
Two ways of bringing Angel out lend it more
flexibility for play in other decks, but you likely
won't see her except in a Ghostrick build. Use any “Ghostrick”
Xyz monster as material (and any other materials
attached) or an 2 Level 4 monsters. Good ATK and
great DEF for a Rank 4, and plenty of support for
the DARK Attribute.
If you are going for the win condition, once per
turn Angel allows you to attach any “Ghostrick” card
from your hand to her as a new Xyz Material. There
are also various cards that will attach themselves
to this Xyz monster and become new materials.
Ghostrick Parade can also help you add cards to your
hand for Angel of Mischief to attach to herself.
If you aren't going for the win condition, you can
always detach a material and search out any “Ghostrick”
spell/trap from your deck and add it to your hand.
Eight Ghostrick spell/traps exist currently, giving
you several options to choose from. Ghostrick Museum
alongside Ghostrick Night can create a lockdown
situation. Your opponents monster(s) get flipped
face-down after attacking you while Museum is out,
then activate Ghostrick Night, preventing them from
being Flip Summoned.
There isn't really a fast way for you to achieve the
win condition, but that doesn't mean it can't
happen. Having a win condition available is handy,
and the card has a good effect to back up its win
condition, making it essential for the archetype.
Advanced-2/5 (4/5 in Ghostrick)
Art-4/5
Until Next Time
KingofLullaby
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Misdreavus
"Mean and Evil" |
Ghostrick Angel of Mischief is the one card I
looked forward to World Superstars for, and when it
was revealed, it was a time of celebration: she was
what made the "Ghostrick" theme almost good about a
year ago! A year later, Ghostrick Angel of Mischief
is not nearly enough to salvage the already
forgotten "Ghostrick" deck - which denies me the
opportunity to call her "fashionably late" - but
seeing how the "Ghostrick" theme has to be the most
marvelous archetype the design team ever came up
with, and considering that the deck's strategy was
seemingly never thoroughly explained in previous
Card of the Day reviews, I decided to provide a
short outline of the deck's tactics, and Ghostrick
Angel of Mischief's function in it. Please bear with
me!
The troll that is Konami of America decided to
release Ghostrick Angel of Mischief just after
limiting Tour Guide from the Underworld, forcing
dedicated players to look hard for cards to rebuild
their decks, as any "Ghostrick" deck lists prepared
in advance took a harsh blow. A harsh blow indeed,
as even variants that before did not feel the need
to focus too much on XYZ summons (usually those
focusing on Ghostrick Skeleton), now gained access
to a "Ghostrick" XYZ that is too good to pass up.
Indeed, Ghostrick Angel of Mischief is quite a boon.
First thing first, she sports 2000 ATK, higher than
any other monster in the theme. Add to this that she
can be XYZ summoned using Ghostrick Dullahan as an
XYZ material after he halved an opponent's monster's
ATK, and Ghostrick Angel of Mischief becomes a
valuable offensive force. Moving on, 2500 DEF is
fantastic, considering that with any "Ghostrick"
field spell up, the opponent won't be able to attack
other monsters than Ghostrick Angel of Mischief as
long as they are face-down - Ghostrick Lantern and
Ghostrick Specter will make sure to protect her and
pump out new copies of her during our own turn.
Most importantly however, is her effect to add any "Ghostrick"
spell or trap card from the deck to the hand by
detaching an XYZ material. First of all, this
provides the deck the opportunity to easily recycle
Ghostrick Scare and Ghostrick Vanish by detaching
Ghostrick Alucard or Ghostrick Dullahan, allowing
players to use fewer copies of the not always as
useful Ghostrick Vanish, and to entirely forego the
battle-reliant Ghostrick-Go-Round; furthermore
noteworthy is that Ghostrick Angel of Mischief has
the stats to "back up" the Ghostrick Night she
searches, preventing the opponent from flip
summoning their monsters.
Alas, her most important feat is that Ghostrick
Angel of Mischief basically streamlines the "Ghostrick"
deck, providing one optimal setup that further
emphasises the deck's unmatched defensive game, and
from which winning the game is merely a formality in
a good number of matchups - I'm inclined to compare
the "Ghostrick" strategy to the strategy of decks
usually seen in the Pokémon TCG, for those who have
an understanding of both.
With the powers of searching and recycling on hand,
Ghostrick Angel of Mischief will set up and maintain
a field of herself, backed up by a copy each of
Ghostrick Night, Ghostrick Scare, and Ghostrick
Vanish without much issue, and with any non-XYZ
Ghostrick to allow Ghostrick Scare's activation
added to that, the opponent will find themselves
facing a field that is difficult to overcome:
Ghostrick Night prevents them from flip summoning
their monsters, and Ghostrick Scare flips a possible
threat face-down when they summon it. Lastly there's
Ghostrick Vanish, who prevents the opponent from
destroying the setup, and can even protect it from
targeting effects with correct prediction. Did I
mention that Ghostrick Angel of Mischief can attach
any "Ghostrick" card from the hand to herself as an
XYZ material to keep replenishing the selection of "Ghostrick"
traps?
One more card deserves a mention, namely Ghostrick
Nekomusume: surely relying on a lone trap to disrupt
the opponent's monsters is easily played around, but
using it as a backup while Ghostrick Nekomusume
automatically sets any monster of level 4 or higher
summoned? I think I'm on to something! There's no
need to worry about her low stats: most decks lack
many ways to through this setup get a monster to
attack her on the field anyway, and let us not
forget that Ghostrick Lantern will be there for her
when she needs it.
So, once our primary "Ghostrick" engine (consisting
of Ghostrick Jiangshi, Ghostrick Lantern, Ghostrick
Mary, and Ghostrick Specter, lending itself
extraordinarily well to stall the game) provides us
with the means to set up a field of Ghostrick
Datenshi, who in turn arranges a field of Ghostrick
Jiangshi (or any non-XYZ "Ghostrick"), Ghostrick
Night, Ghostrick Scare, and Ghostrick Vanish, all we
need to do is win the game in some way right? I will
be obvious that a deck including all the cards
listed until now, while strong when on the
defensive, has to work hard to deal the damage
needed to win the game - it's a possibility
nonetheless, and in the final section of this review
I will suggest several ways to neatly end the game
in our favour.
Obviously, there's Ghostrick Angel of Mischief's win
condition, allowing one to win the duel once a tenth
XYZ material is attached to her. Unfortunately
winning in this way is not entirely realistic as one
cannot protect Ghostrick Angel of Mischief forever,
especially if no materials are to be detached from
her to search for traps. There are ways to summon
Ghostrick Angel of Mischief with ten materials in a
single turn, using a lot or Rank-Up-Magic spells,
but these tactics are not to be taken too seriously,
requiring more than three specific cards in hand to
work.
More feasible ways to end the duel are through
damage, using Ghostrick Mansion to lower your
opponent's life points to 0 over a turn or two by
attacking while their monsters are restrained, or
through deckout, using the effect of Ghostrick
Skeleton to demoralize and infuriate the opponent.
The second variant especially makes good use of
Ghostrick Parade to set up in the early game,
because the offset of the opponent not taking any
more damage, is hardly an issue. It's also worth
mentioning that there's a good chance that Ghostrick
Skeleton manages to banish any outs to your lock the
opponent included.
All in all, as is not unusual with cards we review,
Ghostrick Angel of Mischief is a fantastic card in a
not so fantastic deck. It pains me to say that "Ghostrick"
will have trouble keeping up in ths day and age,
even with access to this wonderful XYZ monster -
although I don't believe "Ghostrick" was ever meant
to be a deck that was competitively viable, seeing
the many difficult-to-work-around restrictions the
theme was given from the start; there are multiple
ways to make a deck built around the theme work, and
I for one will certainly try and see how far it can
go.
Traditional: 4/5. Ghostrick Datenshi is a part of
several obscure FTKs/OTKs due to her ability to
search a "Ghostrick" field spell by detaching a
material, as well as due to her win condition. Who
knows whether she could make a splash here? Who
plays the Traditional format? Would there be people
who fall in both of these groups?
Advanced: 4/5. I don't care that the "Ghostrick"
theme comes short; Ghostrick Angel of Mischief
searches any themed spell or trap, and can be placed
on any of the themed XYZ monsters, which recycle any
"Ghostrick" card in turn when detached (except for
Ghostrick Socuteboss, but she's rarely summoned)! If
"Ghostrick" decks cannot keep up, Ghostrick Angel of
Mischief is most definitely not the one to blame for
it.
Art: Futari no Yoru no Konsaato/5.
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