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[repost]Mirror Force Archetype(written)


TF2_The_Scout

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Mirror Force Warrior

Level 5

ATK: 1300 DEF: 1200

Warrior/Light

 

Any Battle Damage from this card is reduced to 0. When this card attacks or is attacked: Destroy all Attack position monsters on the field. When this card is destroyed: Add 1 "Mirror Force" card from your Graveyard to Hand. You can only use this effect of "Mirror Force Warrior" once per turn.

 

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Mirror Force Shark

Level 5

Fish/Water

ATK: 1200 def: 1500

 

Any Battle Damage from this card is reduced to 0. When this card attacks or is attacked: destroy all Defense position monsters on the field. If at least 2 "Mirror Force" monsters you control are destroyed by this effect: You can banish this card; Special Summon 1 "Mirror Force" monster from your Deck, except "Mirror Force Shark". You can only use this effect of "Mirror Force Shark" once or turn.

 

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Mirror Force Jaguar

Level 5

Beast/Earth

ATK: 1500 def: 1100

 

Any Battle Damage from this card is reduced to 0. When this card attacks or is attacked: Destroy all Defense Position monsters on the field. If this card is destroyed: You can banish this card; add 2 "Mirror Force" Spell/Trap cards from your Deck to hand. You can only use this effect of "Mirror Force Jaguar" once per turn.

 

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Mirror Force Bat

Level 5

Winged-Beast/Wind/Pendulum

ATK:1400 def: 1200

Scale: 7

 

Once per turn: You can Normal Summon 1 "Mirror Force" monster without Tributing. If you do, return it to Hand during the End Phase. You cannot Pendulum Summon monsters, except "Mirror Force" monsters.

 

Any Battle Damage from this card is reduced to 0. If this card attacks or is attacked: Destroy all Attack position monsters on the field. When this card is destroyed: Add 1 "Mirror Force" Pendulum card from your Deck to Hand.

 

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Mirror Force Snake

Level 5

Reptile/Water/Pendulum

Scale: 4

ATK: 1300 DEF: 1200

 

You cannot Pendulum Summon monsters, except "Mirror Force" monsters. Once per turn: You can Normal Summon 1 "Mirror Force" monster without Tributing, and if you do, it's ATK and DEF is halved.

 

Any Battle Damage from this card is reduced to 0. When this card attacks or is attacked: Destroy all Defense position monsters on the field. If this card is destroyed: You can banish 1 "Mirror Force" Trap card from your Graveyard; Set 1 "Mirror Force" trap card from your Deck. You can activate it this turn. You can only use this effect of "Mirror Force Snake" once per turn.

 

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Mirror Force Raptor

Level 5

Dinosaur/Earth/Pendulum

Scale: 4

ATK: 1500 def: 1300

 

If both of your Pendulum Zones have a "Mirror Force" Pendulum monster in them, you can return 1 of them to Hand and activate this card in that Pendulum Zone(this is a Quick-Effect). You can only use this effect of "Mirror Force Raptor" once per turn. While this card is face-up in either Pendulum Zone, "Mirror Force" monsters cannot be destroyed by the effects of "Mirror Force" cards. You cannot Pendulum Summon monsters, except "Mirror Force" monsters.

 

Any Battle Damage from this card is reduced to 0. If this card attacks or is attacked: Destroy all Defense position monsters on the field. When this card is destroyed: You can activate 1 Pendulum Monster from your Hand.

 

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Mirror Force Barbarian

Level 5

ATK: 1600 def: 1400

Warrior/Earth/Pendulum

Scale: 7

 

Once per turn, if you Pendulum Summon "Mirror Force" monsters(min. 2): Add 1 "Mirror Force" card from your Deck to Hand, except "Mirror Force Barbarian". You cannot Pendulum Summon monsters, except "Mirror Force" monsters.

 

Any Battle Damage from this card is reduced to 0. If this card attacks or is attacked: Destroy all Attack position monsters on the field. If this card is destroyed: Target 1 card your opponent controls; send it to the Graveyard. The targeted card cannot be activated in response and its effects are negated until the end of this turn. You can only use this effect of "Mirror Force Barbarian" once per turn.

 

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Radioactive Mirror Force

Trap

 

Activate only during your opponent's Main Phase 1. Reduce the ATK of all monsters your opponent controls to 0. All monsters your opponent controls must attack this turn, if able.

 

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Swinging Mirror Force

Trap

 

When your opponent's monster declares an attack: Destroy 2 Pendulum monsters in your Pendulum Zones; Destroy all monsters on the field.

 

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Mirror Force Generator

Continuous Spell

 

Destroy 1 other "Mirror Force" card you control; Add 1 "Mirror Force" Spell/Trap card from your Deck to Hand. You can use the effect of "Mirror Force Generator" once per turn.

 

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Mirror Force Core

Continuous Spell

 

Once per turn, if a "Mirror Force" monster(s) is destroyed: Place 1 Core Counter on this card. If this card has 4 Core Counters on it, send it to the Graveyard and target 4 cards on the field; Banish them. You can only use the effect of "Mirror Force Core" once per turn.

 

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Mirror Force Recovery

Spell

 

Special Summon any number of "Mirror Force" pendulum monsters from your Extra Deck, then banish an equal number of "Mirror Force" Trap cards from your Graveyard. You cannot conduct your battle phase the turn you activate this card. You can only use 1 "Mirror Force Recovery" per turn.

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If none of these cards inflict battle damage, what's your wincon?

And it kinda sucks that the destruction effect is mandatory. 

 

Warrior: It can recover itself with no once per turn, which may be problematic. Or it may not be, since it adds to hand. Even so, you should give it an OPT just to be safe. Warrior-type works with Feast of the Wild LV5, so that's a plus. LIGHT works for Pleiades - also a plus.

 

Shark: That's a really hard to reach condition, requiring a three card investment. You're probably going to get those cards by pendulum, and if you can pendulum, you should have just already pendulumed whatever card you want to summon in your hand. And there's not much point in putting these cards on the field after the battle phase, since your opponent will use removal on them. You could use it for xyz, but then the xyz can't attack, so you could have just used the two destroyed Mirror Force cards for said xyz. I really don't think the cost is necessary.

 

Jaguar: Shuffling pendulum cards is a great loss of resources, and the hand is not an optimal place to summon from. Considering the cost, I think it would be balanced enough if you allowed it to summon from deck. Also you may want to specify 'your side of the field'.

 

Bat: Solid card. Would be faster if it hit attack mode monsters, so it could pop itself.

 

Snake: Drawback is less harsh than the scale 7s. Effect is exactly the same as Bat, but 100 less atk for some reason.

 

Raptor: I don't know why it would be important to replace your pendulum scales. And you may want to limit that to once per turn, since two copies can loop infinitely. It'd be like the Exodia Gearfried loop all over again. It's protection effect for your Mirror Force monsters could be good, but it could also be bad since their destruction effects are your best way to trigger their float effects. And it would be absolutely terrible during a mirror match. I don't see how the on-destruction effect to activate a pendulum would be useful.

 

Barbarian: A really good effect, and the only one which can search the trap cards. The float effect could take out backrow, which is pretty significant since backrow could ruin your day.

 

Radioactive: Could get in some pretty good damage if your opponent has a full field and you have something that's not a Mirror Force monster. However, it's not necessary and decreases consistency. Wouldn't run it.

 

Swinging: Harsh cost for a worse Dark Hole. But it is generic so some pendulum deck out there might make use of it. If they like getting their scales destroyed. Somehow.

 

Generator: Pretty good effect, though this deck's going to have a huge weakness to spell/trap destruction.

 

Core: Slow effect which both targets, destroys, and is not quick. Outclassed by Twin Twisters (cuz you should have monster destruction covered with this deck).

 

Recovery: Really powerful effect, which can lead to a bunch of Xyz summons late game. Since the battle phase restriction prevents you from otking outright, Xyz summoning with your pendulum monsters prevents you from reusing them, and this archetype isn't very fast, I guess a card like this is acceptable.

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If none of these cards inflict battle damage, what's your wincon?

And it kinda sucks that the destruction effect is mandatory. 

 

Warrior: It can recover itself with no once per turn, which may be problematic. Or it may not be, since it adds to hand. Even so, you should give it an OPT just to be safe. Warrior-type works with Feast of the Wild LV5, so that's a plus. LIGHT works for Pleiades - also a plus.

 

Shark: That's a really hard to reach condition, requiring a three card investment. You're probably going to get those cards by pendulum, and if you can pendulum, you should have just already pendulumed whatever card you want to summon in your hand. And there's not much point in putting these cards on the field after the battle phase, since your opponent will use removal on them. You could use it for xyz, but then the xyz can't attack, so you could have just used the two destroyed Mirror Force cards for said xyz. I really don't think the cost is necessary.

 

Jaguar: Shuffling pendulum cards is a great loss of resources, and the hand is not an optimal place to summon from. Considering the cost, I think it would be balanced enough if you allowed it to summon from deck. Also you may want to specify 'your side of the field'.

 

Bat: Solid card. Would be faster if it hit attack mode monsters, so it could pop itself.

 

Snake: Drawback is less harsh than the scale 7s. Effect is exactly the same as Bat, but 100 less atk for some reason.

 

Raptor: I don't know why it would be important to replace your pendulum scales. And you may want to limit that to once per turn, since two copies can loop infinitely. It'd be like the Exodia Gearfried loop all over again. It's protection effect for your Mirror Force monsters could be good, but it could also be bad since their destruction effects are your best way to trigger their float effects. And it would be absolutely terrible during a mirror match. I don't see how the on-destruction effect to activate a pendulum would be useful.

 

Barbarian: A really good effect, and the only one which can search the trap cards. The float effect could take out backrow, which is pretty significant since backrow could ruin your day.

 

Radioactive: Could get in some pretty good damage if your opponent has a full field and you have something that's not a Mirror Force monster. However, it's not necessary and decreases consistency. Wouldn't run it.

 

Swinging: Harsh cost for a worse Dark Hole. But it is generic so some pendulum deck out there might make use of it. If they like getting their scales destroyed. Somehow.

 

Generator: Pretty good effect, though this deck's going to have a huge weakness to spell/trap destruction.

 

Core: Slow effect which both targets, destroys, and is not quick. Outclassed by Twin Twisters (cuz you should have monster destruction covered with this deck).

 

Recovery: Really powerful effect, which can lead to a bunch of Xyz summons late game. Since the battle phase restriction prevents you from otking outright, Xyz summoning with your pendulum monsters prevents you from reusing them, and this archetype isn't very fast, I guess a card like this is acceptable.

I edited the effects to make the cards more useful. The intended win condition was to use the effects to destroy your opponent's field so that late game you can make rank 5 plays in order to take advantage of this. Ultimately, it's a control deck.
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