|
|
|
Pojo's Yu-Gi-Oh Card of the Day
|
Mefist the
Infernal General
Rare
When this card attacks with an
ATK that is higher than the DEF of your opponent's
Defense Position monster, inflict the difference as
Battle Damage to your opponent's Life Points. When this
card inflicts Battle Damage to your opponent's Life
Points, select 1 card from your opponent's hand randomly
and discard it.
Type
- Fiend / Effect Monster
Card Number
- DCR-066
Traditional:
2.5
Advanced: 3.1
Ratings
are based on a 1 to 5 scale
1 being
the worst. 3 ... average. 5 is the highest rating
Date Reviewed - 11.23.04 |
ExMinion OfDarkness |
Mefist the Infernal General
Anyone who thinks this card isn't good doesn't know
what they're talking about. It screwed me at a
Regionals and it screwed another player at the
Butler Regionals in March of 2004 (tie situation,
first LP change wins, Mefist does trample damage.)
Basically this card's the reverse of Airknight
Parshath -- instead of you drawing, they discard.
It's 100 less attack, so it needs to be picking off
weaker monsters or effect monsters in order to do
well.
Pros:
GREAT against Scapegoats (which I learned the hard
way, and many others will as well)
Dark type -- Chaos food
Fiend type -- not only Necrofear food, but if Dark
Ruler Ha Des is on the field, he's a 1800 trampler
that negates effects.
5 stars -- Balter morphability
Screws Spirit Reaper (which is seeing more play in
Advanced)
Cons (outside of those of all Tribute monsters):
Only 1800 ATK...Berserk Gorilla/Archfiend Soldier
kill it, Command Knight defends against it
successfully
Conclusion: side-deck one and watch your opponent
practically crap their pants if you bring him out in
Duel 3.
Traditional: 3/5
Advanced: 3/5
|
Snapper |
Mefist the Infernal General
The week continues with another monster of terrible
stats. Today we’ll be reviewing Mefist the Infernal
General, the polar opposite of Airknight Parsath.
Stats: Mefist the Infernal General has the less than
extraordinary ATK and DEF of 1800 and 1700
respectively. The ATK is just shy of the Average
Joe’s standard for what a Level 5 or 6 monster
should have (most prefer at least 1900). This little
fact makes Mefist exclusive to only a few decks.
He’s a DARK monster, a common Attribute for monsters
with an effect like Mefist’s.
He’s also a Fiend, a Type that benefits all who fall
into to that classification. Unfortunately, Mefist’s
low ATK/DEF make his chances of getting these
privileges slim. Stats – Almost Good.
Effect: Mefist the Infernal General has a few
effects. Its first effect gives it the Fairy Meteor
Crush ability (aka. Trample), allowing it to
possibly do damage to monsters in Defense Position
with a lower DEF than Mefist has ATK. The good thing
about this is that the majority of Low-Level
monsters these days have a relatively low DEF,
giving Mefist few problems here. The second effect
allows you to discard 1 random card from your
opponent’s hand when Mefist does damage to their
Life Points. This is the sole reason Mefist ever
sees play. A good forced discard from your
opponent’s hand is always enjoyable. You can lower
their options, destroy a combo they’re planning, or
discard something you’d like to revive. Oh the fun
you can have! Effect – Good.
Combos: As is the norm with low ATK monsters, an
Equip Spell Card could help out Mefist. Use a card
like Enemy Controller to put that nasty Jinzo in
Defense Position so that your Mefist can destroy it,
do damage, and discard an opponent’s card all at the
same time. Finally, use a last minute ATK altering
card such as Rush Recklessly or Mirror Wall to
weaken that monster your overly confident opponent
had attack your weak unsuspecting Mefist. The result
should be a no-brainer.
Usability: Mefist the Infernal General fits into
really only two different decks. The first is a
Fiend Deck; although Fiends have better High-Level
monsters, Mefist could be of some use. The second
more common home for Mefist is a Hand Destruction
Deck, a deck that would greatly welcome a monster
with an effect like Mefist’s.
Mefist the Infernal General is a good monster that
may be successful in your deck, but make sure you
can work with him well; you wouldn’t want to waste a
summon on a weak Level 5 monster and not be able to
use the effect a few times.
Advanced Format: 2/5. Hand destruction is always
fun.
Traditional Format: 2/5. Hand destruction is always
fun.
Overall: 2/5.
Art: 2/5. I’ve seen more sinister looking Fiend
monsters.
|
Coin Flip |
Mephist is like the stupid counterpart to Airknight
Parshath.
Airknight Parshath was very good for its time, and
still good now, in that there were few 1900s out and
they were all hard to get. As well, Airknight
spawned control along with Yata and Drop Off in
Legacy of Darkness (well, if you want to get
technical, Shining Angel and White Magical Hat
spawned control first). It was a very decent card
for its time, and the low DEF trend only made it
more playable. Then came Mephist.
Mephist is beaten out by Don Zaloog in most control
decks, and for good reason. Some people would play
an Airknight over a third Don or DDWL in your
standard Chaos Control because it can always offer
an advantage, and it is a bit harder to take out.
Mephist is beaten by Kycoo, laughed at by the many
1850's we see in play, and is useless when your
opponent has no cards in hand. It is a good card, I
don't want to imply that it isn't, but it was
released in a time where even Airknight's usability
was fading away because it was always becoming less
and less likely to pull off an effect. And, like I
said yesterday, there are better cards to use for
the same job. You can still use it if it helps you
and if your deck is more likely to benefit from it,
but otherwise, don't bother. Use Don Zaloog over
this. Use White Magical Hat over this. Control isn't
in scarcity at all, card drawing is.
1/5 Traditional (don't even bother)
3/5 Championship (more options here)
|
JAELOVE |
Mefist
the Infernal General
Rated For: Control, Side-Deck
This is a card that's gone overlooked
in Dark Crisis, since there were so many other
standouts of the set. He's also overlooked
(rightfully so) for his cousin, Airknight Parshath,
but in decks with control elements, he might even be
a better pick.
Of course, since he's using the dark
side of the force, he should have gotten 2000
attack; 1800 attack is somewhat crippling and will
definitely hurt his use.
Advantage F/H:
If you're using trampling monsters,
you're probably trying to get through the annoying
Spirit Reapers and Scapegoats that see constant play
in the environment. This card, like it's buddy
Airknight, offers break-even advantage with a
successful attack (your monster for their card from
hand). If they don't get rid of Mefist soon, they'll
be in for a world of hurt. The 1800 attack lowers
his score significantly.
Traditional--
7.5/10
Advanced--
7.5/10
Best Draw for the Situation:
Obviously you'll want to
take him out versus Beatdown decks, simply because
he dies to Gorillas and even Kycoos. However, if you
support him fully with good cards such as Book of
Moon and Enemy Controller, Mefist can wreak some
serious havoc on your opponent's strategies. As he
stands, his attack is too weak to warrant serious,
main-decked play.
Traditional--
5/10
Advanced--
5/10
Attributes/Effect:
He should have been a Zombie, but a
fiend works as well in a fiend/control deck. Trample
mixed with an effect triggered by life point damage
is simply game-breaking; a few direct attacks with
this thing will break your opponent down completely.
The 1800 attack rears its ugly head again, lowering
his score a bit.
Traditional--
8.5/10
Advanced--
8.5/10
Dependability:
Assuming he's side-decked against the
proper deck (heavy scapegoat, reaper usage, less
beatsticks), Mefist is almost guaranteed to do some
damage. It's nice that he tramples, and behind
Airknight he's probably the best trample monster in
the game (unless you're running Beasts). This is an
excellent counter against the environment.
Traditional--
7.5/10
Advanced--
7.5/10
The Bottom Line:
Great side-deck fodder; can be decent
in a pure control deck (I've playtested him!)
A BAD Score:
Traditional--
3.56/5
Advanced--
3.56/5
Cards it functions well with:
Book of Moon, Enemy
Controller, Waboku
|
Tranorix |
Mefist the
Infernal General
I have a sneaking suspicion everyone else is going
to compare Mefist to Airknight in some way, so I'll
do my best to avoid that. Mefist himself is good,
but not great. With ATK of 1800, he's not very
powerful for a tribute monster; being a DARK/Fiend
is good, however, since he can fit pretty well into
Necrofear Decks.
He has a Trample effect, which is always nice; your
opponent's DEF monsters will be no more safe than
his ATK ones. And of course, running over a
Scapegoat with a Trampler is just plain evil. His
secondary effect is, quite simply, useful. Like Don
Zaloog, Spirit Reaper, and other cards of that
nature, when he does damage, your opponent discards
randomly. Giving Mefist Trample increases the
likelihood that he will inflict damage, giving you a
pretty good chance of making use of his effect.
But the 1800 ATK hurts. Few people will want to
tribute for such a weak (for that level) monster,
but there's no denying that Mefist CAN be useful.
He's just not quite as good as some other tributes
(...like Airknight).
Traditional CCCC: 3/5
Traditional Fiend: 3.5/5
Advanced Fiend: 4/5
|
|