Wednesday, May 12, 2010

Stick to the Desert

By which I mean my deck!



Most of the time, this card is excruciating to see in the opening hand. Your graveyard isn't set up for it at that time, and probably isn't going to be anytime soon unless you drew the nuts (Double Launcher, Archfiend, Beetle, Barrier) to go with it. Not only that, but it also inhibits your ability to get anything out of your other cards until it is out of your hand. To put it bluntly, Mirage, in testing, has been the source of many instances that had me wanting to pull out my hair.

That being the case, using 1 seems to be ideal at the moment. Sure, you don't get to see it every game that way, and sure, you won't draw it after setting up anywhere near as often, but is that so bad? If a game drags on so long that you're able to summon 2 Mirage without the aid of certain OCG shenanigans (Stygian Street Partrol/Hellway Patrol), you're probably doing it wrong. If you really need it, you can search for a lone copy with "One for One" or Archfiend. The opening hand being playable should be your greatest concern, and Mirage rarely helps in that respect...

"Infernity Mirage" is no doubt a solid card, but I feel that it's grossly overestimated.

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