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Mystic Mine – Yu-Gi-Oh! Review

Mystic Mine
Mystic Mine

Mystic Mine
– #DANE-EN064

If your opponent controls more monsters than you do, your opponent cannot activate monster effects or declare an attack. If you control more monsters than your opponent does, you cannot activate monster effects or declare an attack. Once per turn, during the End Phase, if both players control the same number of monsters: Destroy this card.

Date Reviewed: 
July 9, 2019

Rating: 4.25

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

Reviews Below:


King of
Lullaby

Hello Pojo Fans,

Mystic Mine has become the bane of many players existence, much like a card later in the week was years ago.

Field Spell, easily searchable using draw cards or cards like Metaverse. Cost-free Skill Drain and attack-stopper when you have less monsters than your opponent. Wait until your opponent has a monster, activate Metaverse, no Yu-Gi-Oh for them. With the lack of people playing cards like Twin Twister and MST as readily as they did in the past, Mystic Mine is likely to stay on the field for quite a while unless your opponent matches your monster amount, triggering Mystic Mine’s destruction effect. If you have no monsters and your opponent matches that, then that’s fine, their field is open for you to pounce. Mystic Mine is better than Skill Drain for obvious reasons: Only hurts your opponent, quicker, more searching options to get to it, not limited.

This card may see itself to the ban list in some form coming up, we’ll have to wait and see. I don’t think it is debilitating enough to warrant a ban just yet.

Advanced-4/5     Art-3/5

Until Next Time
KingofLullaby


WarlockBlitz

I remember thinking this card was funny when I first read its effect. Mystic Mine is a free Continuous Spell Card that can shut down yours or your opponent’s monsters from their effects and their attacks depending on who controls more monsters. If the monster count is the same for both players, Mystic Mine will destroy itself during the End Phase. That’s it. Not a lot of text for such an annoying card. Isn’t Chicken game banned for similar reasons? Try to set Metaverse turn one or use Terraforming turn two to get this to be a one sided monster stopper. Combo decks hate this while Exodia and Burn players love it. I like that Mystic Mine has also found a place in Sky Strikers. This shows just how versatile a card that can shut out a third of the opponent’s deck can be. Own 3 while you can just in case this doesn’t get banned. 

Score: 4.25/5     Art: 5/5 Such an accurate description of the card’s effect. 


Crunch$G

Next up in random Dark Neostorm cards is one a lot of people love to hate, Mystic Mine.

Mystic Mine is a Field Spell, meaning Terraforming and Metaverse (the latter is important), that prevents the player who controls the most monsters from attacking and activating monster effects as long as they do control the most monsters. So it’s common to see this in burn because they don’t summon monsters, so they just use Lilith to get to Trap Trick or Metaverse to set them directly from the deck so they can activate a Metaverse the second you summon a monster so all your monster effects and attacks are shut down. It basically makes you just sit there unless you got backrow removal that isn’t in monster form. The one out is if both players control the same number of monsters, in which this card destroys itself in the End Phase. Considering your opponent might wait to get this out when you get two or more monsters out so they can just summon one (likely Lilith) to help get to cards to burn you, it’ll be hard to get rid of all your monsters so both you and the opponent have none to where this card self destructs, but it does prevent your opponent from activating this with no monsters and wait for you to summon so you can’t do anything, that’s why Metaverse is important. Mystic Mine might not be perfect, there’s tons of backrow removal and it self destructs, but it’s still a Kaiser Colosseum pumped up to 11 and Colosseum is banned currently, so having this in the game doesn’t seem fair, even with a ton of ways to get rid of it.

Advanced Rating: 4.5/5

Art: 4.25/5 Are those Noble Knights on their knees?


Alex
Searcy

Mystic Mine is a rather interesting Field Magic card.  It’s like Kaiser Colosseum…but not.  It’s like Chicken Game…but not.  It’s like both put together…but not.  So in short here, if a player controls more Monsters than the other, said player can’t attack or activate Monster effects.  Both players should be able to take advantage of this, and it wouldn’t be uncommon to see that float from turn to turn of each respective player.

It does leave the Field if both players have the same number of Monsters on the Field, and I feel given that should be easy enough to accomplish for either side, if you don’t want it, or your opponent is annoyed by it, it might be harder to keep this on the Field.  I’m thinking this probably works best in at least a semi-constructed build, but if you can keep it working in your favor, it should work damn well for you.  The potential is there.

Rating:  4.25/5

Art:  3.5/5  This isn’t particularly interesting for me.  I love what I’m assuming to be a Mage back there in the darkness, and the color in whatever land they’re in, seems foresty to me, is pretty cool.

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