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Mysterious Opponents

Card Number: U106
Card Type: Event
Rarity: Uncommon
Expansion: Bounts
Deck Limit: 4
Cost: 1b 1s
Card Text:
(Remove from the game after use.) Name a character. Your opponent reveals his hand and discards all versions of that character in his hand.

Review Date: 02.25.09

Average Card Rating

Competitive Play:: 5.00
Casual: 3.50

Ratings are based on a 1 to 5 scale.
1 being the worst.
3 = average.
5 is the highest rating.

Orange
Hat
Guy
Mysterious Opponent's is one of my personal favorite cards because its usability scales with the skill of the player. An occasional player with no real handle on the environment will not be able to use this call to its full effect, whereas a hardened veteran can turn this card into a weapon of mass destruction. Right now, this card is often better than dropping a character on turn 1. Especially if you go first, play your two energy and pass to your opponent. At the end of his resource step, before his main step begins, Mysterious Opponents can extremely easily turn his great hand into a pile of crap. Senna loses all her blanks, Byakuya loses his Renjis, and if you suspect a Mod Souls deck, naming Noba can set your opponent back 2 turns.

Also worth mentioning is a very useful side-effect of Mysterious Opponents. Your opponent must show you his hand before discarding everything, and that provides you with valuable information. If you have a game winning character to bring out but you are scared of a QQ or a Dark Ritual, you can use Mysterious Opponents before the fact to make sure he doesn't have the response he needs. You can even use two of them in the same turn if you aren't sure what character you need to hit. You might get lucky with the first, but you know you'll hit with the second one.

If you aren't quite so sharp to read your opponent's hand from just his guardian though, have no fear. You can drop Surveillance Device on your first turn and wait until your second turn to use Mysterious Opponents, and you'll know exactly what to name.

Competitive Playability - 5/5 it fluctuates depending on the meta, right now its near staple status
Casual Playability - 3/5
Art - 2/5
Fled Not the most game-breaking card in Bleach, but it comes close if well timed. The fact that it costs energy puts it a step below the other staples, but with the current and future format looking the way it does, this card can absolutely destroy an opponent if used at the right time. You're opponent suddenly has to think twice sitting on a Renji, Unleashed and 3 Renji, Pointing. While playing around with Senna I've mulled hands with too many Blanks on numerous occasions just to avoid ditching it all turn 1.

Competitive Play: 5/5 - It hasn't always been - and may not always be - but right now it's an absolute staple. All but a few obscure top tier decks (like Sawatari Bounts Forever) are highly susceptible to this card. Add in the free peak at their hand and you've got a GREAT card. Combine with surveillance device for best results.

Casual Play: 3.5/5-Less effective against some of the squad-based decks like 8 and 13, along with Five and Gin. Still solid if you're thinking about what to toss in and drawing a…blank?

Art: 3/5-It got two of those points from the pose alone. I'm not a fan of cards with such a little amount of color variation. Hawt Foil.
NavyCherub Mysterious Opponents

Recently – no, really since theme decks became prevalent – you can guess the character your opponent is likely to be holding in his hand based on the deck they are running, sometimes simply based on the guardian they are running. Mysterious Opponents is the perfect counter to all of these. See a Toshiro guardian? Myst, Toshiro. Zangetsu? Myst, Ichigo. Senna? Myst, Blank. And of course, the all important preventing of Renji – Unleashed can be done with this simple card. I try to use this in every deck I build, and it wouldn’t hurt if you tried it out too, especially now.

Competitive Play 5/5
Casual Play 4/5
Art 5/5

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