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Merciless Mutant Deity, Darkface
- #G-TCB02/006EN
Reviewed: Aug. 24, 2016

[Stride]-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down. [ACT](VC)[1/Turn] Dark Device (Active when your opponent has no [Stand] units in the same column as this unit):[Counter Blast (1) & Choose a face down card from your G zone, and turn it face up] Choose up to the same number of your opponent's rear-guards as the number of face up cards named "Merciless Mutant Deity, Darkface" in your G zone, and until end of your opponent's next turn, they get "[CONT](RC):This unit cannot intercept, and cannot be chosen by your card effects and costs.", and for each rear-guard chosen with this effect, this unit gets [Power]+5000 until end of turn.

Rating:  3.50 / 5.00

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Merciless Mutant Deity, Darkface
No I'm not reviewing Superior Mantis (at least not this week, depends on what Winston wants next week), because he sucks and is uninteresting to talk about. So let's talk G-Units. New Darkface's skill is Dark Device: there has to be no units at stand position in the same column as him. It costs CB1 and a G Persona Blast, once per turn. Then, for every face-up Darkface in the G Zone, one of the opponent's rear-guards becomes unable to intercept or be chosen for card effects and costs (although cards that can get rid of themselves without targeting like most Forerunner starters are still good), then for every chosen rear-guard, he gains 5k until end of turn.
Mostly, he's there to either get Grade 3 Darkface's skill online, but also to combine with paralyzed Grade 2s so they can't be gotten rid of without calling over them and thus minusing the opponent. What really sucks about him is the fact he has to be run at 4 copies for him to work, because you pretty much have to use him straight away to not undermine the Darkfaces coming later. By late in the game, you'll be wanting to invest in better G Units.
Useful enough but requires he be used in conjunction with other intercept sealers just to not make his first turn suck. But at least he's part of a bigger whole as well as Darkface's GB2 skill.

Winston Fairwinds

[Merciless Mutant Deity, Darkface]

Megacolony's time as a joke clan has passed. What held back Megacolony from actually controlling the opponent were decks that could put their units back to hand like Bermuda, restand them anyway like Novas, or get rid of them to fuel their main gambit and still win like Shadows. Megacolony just didn't impede the opponent enough.

Since Darkface will target 1, 2, then ultimately 3 units, it effectively puts a dent in many deck's gambits. Your only option is to then call over those units with units from hand (or deck if you're a Paladin player), and don't be like this one kid I overheard once:

he basically said that the above was the solution, like calling a unit over a unit isn't a straight-up minus. There's still a few units that won't be phased by Dankface, such as Grade 1 Conroe, who just sacks himself without having to be targeted, or anything that can be bounced to hand via its own effect. There aren't enough of those going around competitively to worry Megacolony players though.

Remember, Dankface isn't a persona flip, so make sure to get the full mileage out of him. On your first stride, flip up a Dankface copy, second time flip over anything else so that you can make Dankface happen a third time.

Grab your 4 copies and make people wonder why they sat down to play this game. 



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