EM:P Meowmine
EM:P Meowmine

EM:P Meowmine – #PHNI-EN032

If a Link Monster is on the field or in either GY, you can Special Summon this card (from your hand). You can only Special Summon “EM:P Meowmine” once per turn this way. If a Link-2 monster you control is sent to the GY or banished face-up (except during the Damage Step): You can banish this card from your GY (if it was there when the monster was sent or banished) or hand (even if not), then target 1 card your opponent controls; return it to the hand. You can only use this effect of “EM:P Meowmine” once per turn.

Date Reviewed:  February 26th, 2024

Rating: 3.43

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:

KoL's Avatar
King of

Hello Pojo Fans,

EM:P Meowmine resumes a look into the Phantom Nightmare series on CoTD, yet another card that falls into the I.P. archetype.

Small ATK for the Level 2 Cyberse without a Tuner option tacked on, Meowmine has a Special Summon ability if you have a Link Monster on the field or in the grave. This had to be involved with the monster considering it seems to be a helper or pet of Masquerena.

Responsive ability to losing a Link 2 on the field,Meowmine can be banished from the grave or hand to accomplish its Compulsory-style spot removal. Spot removal avoiding destruction that is not on the field helps avoid a few counters. Chaining Meowmine off of I:P or S:P’s effects are the obvious choices. Both have effects that cater to this card and don’t have to be responsive to something your opponent has done. On that note, if you were to lose a Link 2 because of an opponent’s attack or card effect, this is a solid 1-for-1, even more if you use it against an Extra Deck monster that they invested in.

EM:P Meowmine is a good little Cyberse monster that helps both offensively and defensively. A nice extension ability at the start of it and it can be used to make I:P or S:P, then support from the grave. While it lacks ATK power, it makes up for it with creating what it can then help. Made for Link-based decks for sure.

Advanced- 3.5/5     Art- 3.5/5

Until Next Time,

Crunch$G Avatar

Phantom Nightmare dropped a few weeks ago and now it’s time to talk about some of the cards in the set, starting with a week of some of the best generic-ish cards in the set and a new card to join the 😛 series of cards: EM:P Meowmine.

Meowmine is a Level 2 DARK Cyberse with 800 ATK and 0 DEF. Basically I:P’s stats on a Level 2 monster, adding the 0 DEF since it can go in DEF mode in this form. If a Link Monster is on the field or in either graveyard, you can Special Summon this from the hand. Literally one of the easiest Special Summon effects you could get without just being outright free. It’s another body on board to climb higher into bigger Links mainly, hence the HOPT on summoning it like this. If a Link-2 monster you control is sent to the graveyard or is banished face-up (except in the Damage Step), you can banish this card from the hand or graveyard to target and return a card the opponent controls to the hand. Nice way to get a card off the field I guess for using the effect of something like I:P Masquerena or S:P Little Knight really. It’s basically free after you got this into the graveyard for using it as Link Material, so can’t complain too much. HOPT on that effect as well, which is fine. EM:P is a solid extender for Cyberse piles and Spright Decks really, letting them continue to Link Summon (or make a Rank 2 in the case of Spright). Being a Cyberse monster, it is fairly searchable, plus HOPTs do make it hard to warrant running 3 copies in the case you draw multiples, and it’s not so powerful you HAVE to draw it, but it’s a nice addition to a few different Decks.

Advanced Rating: 3.5/5

Art: 4/5 Of course Masquerena has bombs on her.

Mighty Vee

We’re finally getting into the highly anticipated Phantom Nightmare booster box (not to be confused with the Phantom Knights), and this week is all about the one-off pack filler cards. EM:P Meowmine kicks off our coverage, a level 2 DARK Cyberse monster, making it accessible through Cynet Mining, Gigantic Spright, and Spright Sprind (hint hint!). Just like its associated card I:P Masquerena, Meowmine has a low 800 attack, and I:P’s Link monster status is reflected in Meowmine’s 0 defense. Needless to say, this card is not a beater.

Meowmine can Special Summon itself once per turn while there’s a Link monster on the field or in the Graveyard, making it a situational extender for Link-heavy decks. I’d hesitate to rely on it as a generic extender, as Parallel Exceed does the job much better, even if it can’t be Normal Summoned in a pinch. Other than that, Meowmine has a single hard once per turn effect that triggers if a Link 2 monster you control is sent to the Graveyard or banished face-up (IE I:P Masquerena, anyone?), letting you banish Meowmine from your hand or Graveyard to target a card your opponent controls and return it to the hand. This card will basically let you get more mileage out of I:P or break boards while Link climbing (maybe both!); all signs point to it being a tech card in decks that would play I:P. I’ve been experimenting with it in Live Twin decks myself, though I’m not a fan; however, I’ve been having a blast playing it in Spright hybrids. Sending it with Sprind will effectively turn I:P into a quick bounce, granting some extra disruption if you don’t have any other targets in mind. Meowmine isn’t a bad card, it just doesn’t quite have a home by virtue of being a non-archetypal pack filler card; it’s best used in Spright decks if you really want to use it.

+Provides more value to Link 2 monsters, especially I:P Masquerena
+Can be an extender in a jam
-Hard to access easily without Spright help
-Potential brick 

Advanced: 3.25/5
Art: 4/5 Bombs away!

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