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card review Illusionary Revenger, Mordred Phantom: Despair!! To All Who Dare To Oppose Him

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Card Review
Illusionary Revenger, Mordred Phantom: click to enlarge
Illusionary Revenger, Mordred Phantom

Card text:

[AUTO] Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1)] When a «Shadow Paladin» rides this unit, you may pay the cost. If you do, choose your vanguard, and until end of turn, that unit gets [Power]+10000 and search your deck for up to one grade 2 or less «Shadow Paladin», call it to (RC), shuffle your deck, and that unit gets [Power]+5000 until end of turn.
[AUTO](VC):When this unit attacks a vanguard, this unit gets [Power]+2000 until end of that battle.
[CONT](VC/RC): Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

Now is the time to show them our resolution! Revengers, follow me!

  • Number: TD10-001
  • Rarity: Fixed
  • Clan: Shadow Paladin
  • Nation: United Sanctuary
  • Race: Elf
  • Power: 11000
  • Grade / Skill: Grade 3 / Twin Drive!!
  • Trigger: None
Illusionary Revenger, Mordred Phantom
Despair!! To All Who Dare To Oppose Him

written by thedarkdictator LV4
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General Description:
This card is one of my most favorite Shadow Paladin card. The first time i ever saw this card is on the Anime, and i knew that this card would be the perfect Break Ride unit for the Shadow Paladin. Like any other Break Ride units you can pull off unimaginable combinations for a "Final Turn"


Uses:
There are 4 Skills that can be used by Mordred Phantom

He gains [Power]+2000 until end of the battle, when attacking a Vanguard. Illusionary Revenger, Mordred Phantom's Break Ride Skill could give [Power]+10000 to the Vanguard and He could Superior Call from the deck and adding the Original Power of the unit called from the Deck by 5000 making it possible to call a unit with the Power of 12000 (Nullity Revenger, Masquerade) and adding that by [Power]+5000, making it possible to not only make a rear-guard attack of 17000 (not including the boost) but also make an additional attack if you don't have any cards in you hand

Of Course, the skills can only be used after you have 4 Damage, do a Break Ride and pay the cost of only Counter Blast (1)


Strategies and game play:
If you are planning on playing a longer game, or if you think you can still guard your opponent for another turn you can keep on Break Ride with another Mordred Phantom to call more units, to waste your opponents cards on guarding, and to deal damage up till 4 or 5 damage.

If you're ending the Game, make sure that your opponent has no more "Perfect Guards" or no more guards enough to guard your attack, then you can Break Ride with any other Grade 3 Shadow Paladin (I would prefer Revenger, Raging Form Dragon) and make a "Final Turn"

Combos with other cards:
The First Combo,
Revenger, Raging Form Dragon








You could Break Ride for the Last Time with Revenger, Raging Form Dragon, it's best if you could superior call Revenger of Malice, Dilan, so that you can do Raging Form Dragon's Counter Blast, and Dilan's Soul Blast to make a total of an unstoppable Power of 40000, not including the power if you got a trigger.

If you got 2 Raging Form Dragon in your Hand and want to do his Limit Break, or if you need more rear-guards, you could superior call Dark Cloak Revenger, Tartu, so that you can use her Counter Blast to superior call Dilan, so you can make more attacks and also activating Raging Form Dragon's Limit Break if you got another Revenger, Raging Form in your Hand


Ways to counteract it:
The simplest way is to use a perfect guard, but if you ran out of them or don't have any left. You can use a Deck using the clan of Link Joker, Murakumo, or any clan that focuses on retiring rear-guards.

When facing some Murakumo Units (such as Fantasy Petal Storm, Shirayuki or Convert Demonic Dragon, Mandala Lord), his Break-Ride skill of adding [Power]+10000 to the Vanguard could be a [Power]-10000

When facing a Link Joker user, his second skill of doing a superior call from the Deck and adding that power by +5000 could be a waste when the front-row units are locked, because then units can only be called to the back-row which couldn't even boost the front-row

When facing a Clan which focusses on retiring your units, his advantage of not wasting the Hand by making a superior call would be pointless if your opponent keep on retiring your units, forcing you to have less Hand.

Strengths/Pros:
- 13000 power whenever he's attacking a Vanguard
- able to superior call and that unit gains 5000
- Could work with any Shadow Paladin Grade 3s

Weaknesses/Cons:
- needs 4 damage to activate skill
- needs Counter Blast (1) to activate skill
- no use if the rear-guards are locked

Variations:
Only 1 version from Trial Deck 10: Purgatory Revenger

Artwork and aesthetics:
I love the artwork, including the Purple Wallpaper and the Sword and Armor
I also like the Card Flavor, "Now is the time to show our resolution! Revengers, follow me!!, as it connects perfectly to "The Revengers"

Overall rating:
I would personally rate this Card 9 out of 10, especially when handled by a Strong Cardfighter

 

Modified on September 16, 2013 01:10 am



Rating
Current score for this Card Review, based on 2 votes:
 3.50
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Discussion about this Card Review
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Author Message
thedarkdictator
LV4 Indonesia send message

Avatar for thedarkdictator
Member since
June 25, 2013
Subject:    Posted: July 25, 2013 12:35 pm Reply with quote Report content icon

This is my first Card Review, so please rate honestly
If you rate 3 or below, please give a valid reason so that i can improve it

5s are appreciated
Back to top Modified on July 29, 2013 09:01 am 
blackemperor
LV2 United States send message

Avatar for blackemperor
Member since
July 13, 2013
Subject:    Posted: July 25, 2013 04:33 pm Reply with quote Report content icon

Mordred's 2000 power boost isn't permanently as it lasts until at the end of the battle. On "Ways to Counteract it," explain why retiring effect works well against Mordred, show all readers how it works.
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