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Pojo's Yu-Gi-Oh Card of the Day
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Mirage of
Nightmare
Super Rare
During your opponent’s Standby Phase, draw cards
until your hand has 4 cards. During your Standby
Phase, randomly discard the same number of cards you
drew with this card’s effect to the Graveyard.
Type
- Continuous Spell
Card Number
- PGD-036
Ratings
are based on a 1 to 5 scale
1 being
the worst. 3 ... average. 5 is the highest rating
Date Reviewed - 8.6.04
Previously Reviewed:
07.25.03 |
ExMinion OfDarkness |
Friday:
Mirage of Nightmare
This and Magician of Faith were the entire reasons I
wanted to do this overview week. Half the players I
knew took the Mirages out of their Decks and stuck
solely with Painful Choice once Chaos went full-bloom.
Suddenly, Painful Choice has a replacement.
Post-ban pros:
Can draw cards or dump cards in the graveyard --
granted, the discarding isn't of your choice, but it
helps.
Takes up the slot that Painful Choice would be using
in the cookie-cutter Chaos
Post-ban cons:
Opponent will gladly use MST during their draw to make
sure your effect doesn't go off. This happened quite a
lot at Worlds.
The MST you would be chaining to this becomes much
more valuable now that Harpie's is gone; that leaves
you with only 4 cards remaining to deal with opponent
M/T threats.
No Imperial Order to do the Standby Phase combo with
(let Mirage resolve first and don't discard because
it's negated, then then let Imperial resolve and don't
pay)
Still...everyone played it, and everyone who got the
effect to work had much success. Worth playing as a
whole.
4/5 |
Tranorix |
Friday: Mirage of Nightmare
Mirage has gotten a lot of hype, both positive and
negative. What should be obvious by now is that MoN is
ONLY good when combined with Mystical Space Typhoon
(or similar cards, which I'll get to later). If you
don't have something to support it, it is really
completely useless.
That said, when used correctly, Mirage can be a VERY
nice card. If you end up drawing 3 cards with it, then
using MST in your Draw Phase to get rid of it (which
IS legal, if anyone still doesn't know), you gain +1
card advantage, equivalent to Pot of Greed. If you
draw 4, you gain +2; even better!
If, however, you only draw 1 or 2 cards with Mirage,
you're not getting anything out of it. Since you do,
essentially, use two cards in the first place (MoN and
MST), drawing 1 gives you a disadvantage and drawing 2
is just pointless.
Now, there are some other cards you can use to get rid
of Mirage before you discard, one of which is
Emergency Provisions, which will essentially do the
same thing MST does but give you 1000 LP in the
process. Not bad at all. A deck based around Saturn
could make excellent use of that. In conclusion,
Mirage of Nightmare is a great card...but it can
easily backfire and should be used carefully.
Typical tournament deck: 3.5/5
Saturn Burn deck: 4.5/5
OVERALL RATING: 4/5 |
Otaku |
Stats:
Mirage of Nightmare is a permanent Spell. The only
other thing it could be without having to greatly
alter the effect would be a Permanent Trap, and I
think this is better, since it can be used right away
(not having tricky timing issues) and can’t be negated
by Jinzo (hard to summon in your Stand-By Phase),
instead of Imperial Order (easy to activate in your
Stand-By Phase.
Effect(s):
This card has an interesting effect. If you hand is
less than four cards during your opponent’s Stand-By
Phase, it allows you to draw until you have four, and
then on your Stand-By Phase, you must discard as many
as you drew. On its own, it’s not to thrilling an
effect, unless your deck has a lot of stuff that can
be safely thrown away (one of mine actually
does-remember the week I lead off with Chaos
Necromancer?), the only thing you’d accomplish would
be burning through your deck faster.
Uses/Combinations:
This is why this card was over-played for a bit but
still sees a good deal of deserved play. If you can
destroy or negate Mirage of Nightmare before you are
required to carry out the discard part of the effect,
you get to keep what you drew. You also get to if you
somehow skip your Stand-by phase. There might be some
more obscure tricks that no one has thought to ask or
that haven’t been ruled on (if an effect causes you to
increase the turn count by one, would that be
considered skipping the Stand-By Phase after having
drawn?).
Now,
in a Chaos deck, this is a mixed thing. Do it wrong,
and you may chuck a bunch of special summon only
critters into the discard, namely CED and BLS. Do it
right, and can just provide fuel for them instead.
Most decks will just want to burn a MST to nuke it and
claim upwards of a two card advantage (four cards from
two cards). If you make use of Raigeki Break (or some
other chainable Spell destruction), it really helps
make this work a lot better. In my deck, I have 6
total cards I can activate to let me get my cards
without “paying” for them. If you just have the three
MST, and/or do not want to risk doing a lot of
discarding, then you probably should skip this: most
of the time it’ll be dead in your hand or just sitting
as bait. It can be used as anti-mass Spell/Trap
destruction, since your opponent gets a choice: let
you get some extra draw power or nuke what you have.
Ratings
Casual:
3.5/5-Some good decks can make use of it here, but
just as many should pass on it.
Tournament:
3/5-Less decks are usually played here that can make
use of it.
Limited:
2/5-It’s a huge risk here. Timed right, it can power
through your deck for awesome results. More often
then not, it’ll just make you waste a way. Bump it up
to a 2.5/5 if you have a starter with a card that can
nuke it.
Summary
Good
card, with a fairly specific use. |
MerrilHess |
|
JAELOVE |
Friday: Mirage of Nightmare
Rated
For: Any Deck
Mirage of Nightmare caps the week of
World Championship mania. This card was reviewed as
part of my piece on overrated cards in today's
environment. Little has changed since the initial
prognosis; here it is, reprinted in full with new
additions/revisions.
Advantage F/H:
This
card does not affect the field. However, it can net
you either 2 cards, or one card depending on how you
use it. Unfortunately, it can also hurt you (less if
you have sinister serpent in your deck). The
advantages can be enormous, but are also
counterbalanced by the danger. The game-breaking
advantage it can give gets a
9.5/10.
Best
Draw for the Situation:
This
is an excellent card to draw when your hand is running
low on options. It's great in the mid to late game.
Unfortunately, it's a dead draw when you need a
monster, when you have 2-3 space typhoons in the
graveyard already, and bad when you have 2-3 monsters
in hand (making it hard to maximize MoN's drawing
power). 7/10.
Attributes/Effect:
This
card will swing the momentum of duels, either in your
favor or against your opponent. The effect is very
powerful, but it can bite you as well. Near perfect
score though, because drawing is so important in Yu-Gi-Oh!.
9.5/10.
Dependability:
This
is the point at which Mirage of Nightmare gets roasted
by the system. Its usage is wholly based on either 1)
Mystical Space Typhoon or 2) Set Imperial Order. A
Mirage of Nightmare user should also use sinister
serpent. No card can do what it does (provide such a
steady drawing engine), but it's hardly a dependable
card effect (hence its power). A weak
4/10.
The
Bottom Line:
I
realize I've been a bit harsh on it, upgrading its
score by a few points. It's still only worth running
in decks that need draw power (Warriors etc.)
A BAD
Score: 30/40= 75/100
Cards
it combos with: Mystical Space Typhoon, Imperial
Order, Emergency Provisions, Tribute Monsters, Night
Assailant, Sinister Serpent |
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