Stats :
Mirror Force is a Normal Trap, though
only non-players and the newest of newbies
wouldn’t know this. This is a disadvantage, but
due not to Traps being bad but rather cards like
Jinzo and Royal Decree that are
easy to slip into most any deck to easily negate
all Traps, and the easy to use Spell/Trap
removal (including mass removal like Heavy
Storm).
Effect(s) :
Also hurting Mirror Force is that it’s
got a specific “trigger”: it can only be
activated in response to an opponent’s attack.
Of course, this is a pretty common trigger and
only matters because of the excessive easy S/T
removal. The effect is that it negates the
attack, and then destroys all face-up, ATK
position Monsters your opponent has on their
side of the field. Okay, in raw card count,
that means up to a 5 for 1: one card expended to
destroy up to five of the opponent’s. Then
there are the less tangible advantages: their
Monster going to destroy one of yours you didn’t
want dead? Well, a potential -1 was eliminated,
doesn’t that matter? Unless they can Special
Summon in the Battle Phase, you basically forced
them to miss their Battle Phase. If they
already did their Normal Summon, good chance
that now they won’t have a Monster to defend
them next turn.
A very potent effect indeed.
Uses and
Combinations :
This is basically a Staple. Yes, many games
it’s going to be nuked by S/T removal, but most
of us only play the best Traps in the game right
now: so if Breaker “breaks” this, he
can’t use his effect to nuke your Torrential
Tribute or Call of the Haunted, etc.
More importantly, with the last Ban List, we
learned how good Sakuretsu Armor (and to
a lesser extent, Widespread Ruin) were.
Mirror Force is Sakuretsu Armor on
steroids. People were running the slightly
weaker Widespread Ruin as a “fourth”
Sakuretsu Armor, so now they have something
better to run than that.
Besides, just being legal, Mirror Force
alters the game. Most decent players know the
danger of “overextension”: if it’s not ending
the game, it is very risky to play out one’s
entire hand, (or even most of it if it’s very
early in the game). However, this is a game
where players should have a field with several
Monsters: attacking to deplete Life Points is a
large part of the game. Mirror Force
creates an easy way to lucksack back from a near
loss. Not skill, luck: as long as they can’t
destroy the S/T, you just blow up their guys.
Even if the opponent suspects it and shifts
extra attackers to DEF mode, and you only
destroy one or two Monsters, and they still win,
it slowed them down not with skill, but with an
overpowered card you were lucky to draw into.
There is a little skill, since this is a Trap
that can’t be chained at the drop of a hat, but
knowing how to do that is one of the basic
skills needed to be considered not bad.
So Mirror Force only speeds the game up
when it ruins someone else’s skill (of getting
Monsters into play, or even worse, the
“justified comeback” where after you play your
cards right to get a good attacker into play… it
crashes into Mirror Force).
Now, some will say Mirror Force is needed
to keep swarm decks in line: I disagree. You
run Lightning Vortex and maybe
Pineapple Blast in your side deck, and if
the swarm deck is really good, maybe a good
defensive Trap like Waboku. They swarm,
you blow it up. They swarm, you blow it up
again, and chances are now they can’t afford to
swarm again. That’s the inherent weakness of
swarm-tactic decks. There’s also the fact that
many decks that can swarm well… also use a
Monster type that a “Type kill Spell” exists
against: for example, you run into a good
Gravekeeper deck a lot? Side in Last Day
of Witch. Most swarm style decks I’ve seen
are pretty balanced anyway: Gravekeeper’s
rely on a Field Spell and also have low ATK
scores, Harpies rely on a Spell card to
get just one of their number out, and while they
can have a better attack score than many
Gravekeeper’s, they can’t re-swarm as
easily.
In other words, run this unless you want no
Traps in your deck, and why was Konami so stupid
as to bring this back?
Ratings
Traditional :
4/5 – Great card, and one of the reasons
Monsters die so readily in this format. Yes,
it’s going to have a hard time going off, but
when it does, it’s probably setting you up for
the win.
Advanced :
4/5 – Same score because while it is more useful
here, I’ve been told to cut back on fractions.
Here it has a much better chance of going off,
though you’ll have to work just a hair harder to
get the win the turn after. Now, over the next
three turns after it goes off, that’s pretty
doable.
Limited :
5/5 – It will all but actually score the win.
Summary
Mirror Force
is one of those cards you run if you have a copy
and even though I have a copy (and have since
before Spell [Magic] Ruler was released) I am
very annoyed that it was re-released. My scores
may seem low, but that’s because it’s based on
power/usefulness, and there are more potent
cards in this game, sad to say, though it’s
probably the most potent of the Defense to
Offense cards. What’s more sad is some will
think this card is all about skill when compared
to, say Dark Hole. This card may take
more skill to use than Raigeki, but
Mirror Force as used in competitive play is
all about not drawing into it until you’ve
forced your opponent to play out their S/T
removal, or praying they don’t have any to use
when you do set it. Your opponent can
demonstrate some skill in response to it, but
it’s like talking skill about using buck shot or
slugs in your shotgun… for a fencing match. I
don’t care if the judging committee is insane
enough to allow it, or if your opponent is
packing a pistol, none of it belongs.