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Intimidating Mutant, Darkface
- #G-BT04/009EN

Date Reviewed: Oct. 26, 2015

[AUTO](VC) Generation Break 2 (This ability is active if you have two or more face up G units in total on your (VC) or G zone):[Soul Blast (2)] When your opponent's unit is placed on (RC), you may pay the cost. If you do, [Rest] that unit. [AUTO](VC):[Counter Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, choose two of your opponent's rear-guards, [Rest] them, until end of your opponent's next turn, they get "[AUTO](RC):At the end of your turn, if this unit is at [Rest], your opponent may draw a card.", and those units cannot [Stand] during your opponent's next stand phase.

Rating: 3.50

Ratings are based on a 1 to 5 scale.
1 - Horrible  3 - Average.  5 - Awesome

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Intimidating Mutant, Darkface
So the boss took a week off to see the sights of your NEEDLESSLY enormous country, but we're back now and all is well. It's Megacolony week (for lack of anything better to review) and we start off with Intimidating Mutant Darkface. His GB2 ability rests a unit the opponent calls with a Soulblast 2. His On-Stride skill is to CB1, choose two enemy rear-guards, rest them if they're standing, and Paralyze them. They also gain a skill that lets you draw a card if they're still on the board at rest when the opponent's turn ends.
Well, the GB2 ability's not entirely interesting or spammable, so we skip that. It's good for getting a big attacker that only gets bigger out your hair once (twice if you run Machining Mosquito or something) but that's about it. So what you're using him for is the Stride skill. Ideally you're wanting to stun anything the opponent cannot intercept away such as G3s and any boosters that don't get rid of themselves (like the starting Forerunner Vanguard) to translate to a +2 to card advantage, not even including the soft advantage gained from the not-attacks the opponent's making. And if they call over the stunned units the opponent's taking a minus so it's still good to you either way.
It's evil.


Intimidating Mutant, Darkface
So, did you miss us?
*Crickets chirp*
Yeah, guess not.
Not our fault, boss took a trip, I told him not to go, but he decided to go to New Mexico and was thoroughly probed somewhere near a hidden military base.  Had to perform a rescue operation to get him back.
Anyway, Darkface is what we're looking at today.
...Really, Darkface?  Why not just call it evil bug man?
The Break-Stride of the Megacolony brings some new abilities to the clan.  Well, less new abilities and more just new ways to do the old ones.
The GB2 skill is...
Well, THAT'S interesting at least!  SB2 to stun a rear guard as it comes into play?  That...  I like that.  Defensive in ways that other decks aren't.  I do like that one.  Only downside is that you need to have two units in the soul to do it, so, unless you can constantly charge up the soul, you can only do it once or twice a game.
On the other hand, Megacolony does have units that can go into the soul, so that's nice.
What about the Break Stride ability?
CB1, stun two of your opponent's rear guards and if you do, if they're still there at the end of the turn, they get to draw a card.  Not bad, not at all.  Sure, the card draw isn't so great, but we really don't need a Break Stride Infinite Zero Dragon, do we?
It's a very solid card, not as good as Machinings, but still very solid and worth a shot, I think.
Plus, you know, it's an ugly bug man.
Rating: 4/5


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