Fiend Reflection of the Millennium
Fiend Reflection of the Millennium

Fiend Reflection of the Millennium – #INFO-EN005

If this card battles a monster, neither can be destroyed by that battle. You can only use each of the following effects of “Fiend Reflection of the Millennium” once per turn. If this card is in your hand: You can place it in your Spell & Trap Zone as a face-up Continuous Spell. If your opponent activates a card or effect, while this card is a Continuous Spell (except during the Damage Step): You can Special Summon this card, then you can gain LP equal to half the ATK of 1 monster on the field.

Date Reviewed:  September 3rd, 2024

Rating: 2.43

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:


KoL's Avatar
King of
Lullaby

Hello Pojo Fans,

Fiend Reflection of the Millennium is the only Illusion monster within the Millennium archetype we’ll review this week, but there are more.

As per usual with all Illusion-Type monsters, Fiend Reflection can battle a monster and neither are destroyed by that battle. Combo it with Nightmare Magician and that monster you battled goes bye-bye at the end of the Damage Step. Not sure if you’d drop Illusion-Type support within the Millennium archetype, especially when you are trying to summon out a big Exodia monster or get to the game win of collecting all the pieces.

All Millennium monsters can Special Summon themselves from the Spell/Trap Zone, which is handy against being turned into a Continuous Spell via a Snake-Eye card. For Fiend Reflection, all you have to do is wait for an opponent to play a card or activate an effect and boom! You get this Level 4 onto the field and gain LP in the process. Half the ATK of a monster on the field is an okay boost. You get to choose the monster, so if you have something big on your side (like Sengenjin) you’ll gain 1375LP…the math likely won’t get too bad but some players may have to break out the calculator. LP gain isn’t much of a concern, however, the big Exodia monster Ankh wants you to summon needs your LP to be as high as possible, so it kinda sucks that Fiend Reflection doesn’t gain you the whole thing rather than half.

Fiend Reflection doesn’t search anything in the archetype, nor does it really do anything except pad your LP a little for your big Exodia monster. If it had a LP gain off its battle where neither is destroyed it would be far better for the archetype’s purpose. As is, it is okay, but not great, and not as useful as yesterday’s card.

Advanced- 2.5/5     Art- 3.5/5

Until Next Time,
KingofLullaby


Crunch$G Avatar
Crunch$G

From your big Millennium monsters to get plays going, to the smaller ones to offer some utility, Fiend Reflection #1 is retrained into Fiend Reflection of the Millennium.

Fiend Reflection #3 is a Level 4 WIND Illusion with 1300 ATK and 1400 DEF. Not the best stats for Level 4, neither is WIND as an Attribute, but it at least has the continuously supported Illusion typing. If this card battles another monster, neither can be destroyed in that battle, so instantly the standard Illusion stuff (as long as said Illusion monster has the Millennium Eye in the artwork). The remaining effects each are a HOPT, first being the effect we saw yesterday to place this from the hand to the Spell & Trap Zone as a Continuous Spell. The summoning condition, however, is different as it triggers if the opponent activates a card or effect while this is treated as a Continuous Spell, letting you Special Summon this and gain LP equal to half the ATK of a monster on the field. Assuming you summoned the new Exodia and battled with it without losing LP so it gains 8000 ATK, you can summon this and gain a nice 4000 LP to have the next battle with that Exodia give it a 12000 ATK boost. If you have no ATK on your Exodia, your next best target is probably Sengenjin from yesterday since it has the highest base ATK currently to give you a 1375 LP boost, but soon the Millennium Deck will get a new Blue-Eyes to give you a 1500 LP boost if you targeted it. It’s a fine card for gaining LP to make Exodia stronger, though it might not be too necessary. You can play 1 by preference, but you can also choose not to run the Illusion monsters in this Deck and not lose out on too much.

Advanced Rating: 2.5/5

Art: 4/5 One day they might actually print Fiend Reflection #1 in the TCG.


Mighty Vee
Mighty
Vee

Fiend Reflection (#1) gets a new makeover in the Millennium archetype as Fiend Reflection of the Millennium, a level 4 WIND Illusion monster this time around instead of a Winged Beast. While you can search it with generic Illusion tools like Nightmare Apprentice if you really wanted to, in practice you’re better off grabbing it with Sengenjin Wakes from a Millennium or Wedju Temple if you really want to grab it. Unsurprisingly, it retains Fiend Reflection #1’s mediocre stats of 1300 attack and 1400 defense. All hail old vanilla monsters!

As an Illusion monster, Fiend Reflection shares the standard Illusion protection, preventing itself and monsters it battles from being destroyed by battle. It’s less relevant for Millennium, but in a pinch I guess it can be an emergency wall to maintain your very precious Life Points. Like Sengenjin, Fiend Reflection has two hard once per turn effects, and the first is a direct copy and paste, letting you place it into your Spell/Trap Zone as a Continuous Spell. Again, this isn’t as relevant as it is for Sengenjin, this time because Fiend Reflection is already level 4 so you can Normal Summon it, though I would’ve liked this effect more if you could Special Summon Fiend Reflection for free. That brings us to its last effect, triggering if your opponent activates any card or effect while Fiend Reflection is a Continuous Spell, letting you Special Summon it then heal Life Points equal to half of the attack of one monster on the field. That fact that it’s a trigger alone makes it rather underwhelming, and I don’t like that it only heals for half of the monster’s attack. While Sengenjin can get you a decent chunk, you pretty much won’t get any significant amount without relying on your opponent. The only saving grace is that it counts current attack instead of original attack, so you can also choose your own boss monster (which, ironically, needs you to have high Life Points in the first place to have good attack). In pure builds, Fiend Reflection is an okay card to run, and Maiden of the Millennium Moon isn’t all that much better anyway. Hybrid builds can definitely skimp out on Fiend Reflection and Maiden since they won’t contribute anything significant in the end.

+”Free” body during the opponent’s turn
+Can heal to increase your boss monster’s attack
-Relies on your opponent to Special Summon itself, otherwise takes up your Normal Summon
-Heal will be insignificant unless you already have high LP or your opponent summons a strong monster

Advanced: 2.25/5
Art: 4/5 I always loved Fiend Reflection (#2)’s art as a kid, even if I acknowledged that it was yet another garbage pack filler Normal Monster. Now, he’s…still kind of garbage, but at least he looks cool!


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