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Pojo's Yu-Gi-Oh Card of the Day


Mefist the Infernal General

When this card attacks with an ATK that is higher than the DEF of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points. When this card inflicts Battle Damage to your opponent's Life Points, select 1 card from your opponent's hand randomly and discard it.

Type - Fiend / Effect Monster
Card Number
- DCR-066

Traditional: 2.5
Advanced: 3.1

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

Date Reviewed - 11.23.04

ExMinion OfDarkness Mefist the Infernal General

Anyone who thinks this card isn't good doesn't know what they're talking about. It screwed me at a Regionals and it screwed another player at the Butler Regionals in March of 2004 (tie situation, first LP change wins, Mefist does trample damage.)

Basically this card's the reverse of Airknight Parshath -- instead of you drawing, they discard. It's 100 less attack, so it needs to be picking off weaker monsters or effect monsters in order to do well.

GREAT against Scapegoats (which I learned the hard way, and many others will as well)
Dark type -- Chaos food
Fiend type -- not only Necrofear food, but if Dark Ruler Ha Des is on the field, he's a 1800 trampler that negates effects.
5 stars -- Balter morphability
Screws Spirit Reaper (which is seeing more play in Advanced)

Cons (outside of those of all Tribute monsters):
Only 1800 ATK...Berserk Gorilla/Archfiend Soldier kill it, Command Knight defends against it successfully

Conclusion: side-deck one and watch your opponent practically crap their pants if you bring him out in Duel 3.

Traditional: 3/5
Advanced: 3/5
Snapper Mefist the Infernal General

The week continues with another monster of terrible stats. Today we’ll be reviewing Mefist the Infernal General, the polar opposite of Airknight Parsath.

Stats: Mefist the Infernal General has the less than extraordinary ATK and DEF of 1800 and 1700 respectively. The ATK is just shy of the Average Joe’s standard for what a Level 5 or 6 monster should have (most prefer at least 1900). This little fact makes Mefist exclusive to only a few decks. He’s a DARK monster, a common Attribute for monsters with an effect like Mefist’s.
He’s also a Fiend, a Type that benefits all who fall into to that classification. Unfortunately, Mefist’s low ATK/DEF make his chances of getting these privileges slim. Stats – Almost Good.

Effect: Mefist the Infernal General has a few effects. Its first effect gives it the Fairy Meteor Crush ability (aka. Trample), allowing it to possibly do damage to monsters in Defense Position with a lower DEF than Mefist has ATK. The good thing about this is that the majority of Low-Level monsters these days have a relatively low DEF, giving Mefist few problems here. The second effect allows you to discard 1 random card from your opponent’s hand when Mefist does damage to their Life Points. This is the sole reason Mefist ever sees play. A good forced discard from your opponent’s hand is always enjoyable. You can lower their options, destroy a combo they’re planning, or discard something you’d like to revive. Oh the fun you can have! Effect – Good.

Combos: As is the norm with low ATK monsters, an Equip Spell Card could help out Mefist. Use a card like Enemy Controller to put that nasty Jinzo in Defense Position so that your Mefist can destroy it, do damage, and discard an opponent’s card all at the same time. Finally, use a last minute ATK altering card such as Rush Recklessly or Mirror Wall to weaken that monster your overly confident opponent had attack your weak unsuspecting Mefist. The result should be a no-brainer.

Usability: Mefist the Infernal General fits into really only two different decks. The first is a Fiend Deck; although Fiends have better High-Level monsters, Mefist could be of some use. The second more common home for Mefist is a Hand Destruction Deck, a deck that would greatly welcome a monster with an effect like Mefist’s.

Mefist the Infernal General is a good monster that may be successful in your deck, but make sure you can work with him well; you wouldn’t want to waste a summon on a weak Level 5 monster and not be able to use the effect a few times.

Advanced Format: 2/5. Hand destruction is always fun.
Traditional Format: 2/5. Hand destruction is always fun.
Overall: 2/5.
Art: 2/5. I’ve seen more sinister looking Fiend monsters.
Coin Flip Mephist is like the stupid counterpart to Airknight Parshath.
Airknight Parshath was very good for its time, and still good now, in that there were few 1900s out and they were all hard to get. As well, Airknight spawned control along with Yata and Drop Off in Legacy of Darkness (well, if you want to get technical, Shining Angel and White Magical Hat spawned control first). It was a very decent card for its time, and the low DEF trend only made it more playable. Then came Mephist.

Mephist is beaten out by Don Zaloog in most control decks, and for good reason. Some people would play an Airknight over a third Don or DDWL in your standard Chaos Control because it can always offer an advantage, and it is a bit harder to take out. Mephist is beaten by Kycoo, laughed at by the many 1850's we see in play, and is useless when your opponent has no cards in hand. It is a good card, I don't want to imply that it isn't, but it was released in a time where even Airknight's usability was fading away because it was always becoming less and less likely to pull off an effect. And, like I said yesterday, there are better cards to use for the same job. You can still use it if it helps you and if your deck is more likely to benefit from it, but otherwise, don't bother. Use Don Zaloog over this. Use White Magical Hat over this. Control isn't in scarcity at all, card drawing is.

1/5 Traditional (don't even bother)
3/5 Championship (more options here)
JAELOVE Mefist the Infernal General


Rated For: Control, Side-Deck


This is a card that's gone overlooked in Dark Crisis, since there were so many other standouts of the set. He's also overlooked (rightfully so) for his cousin, Airknight Parshath, but in decks with control elements, he might even be a better pick.


Of course, since he's using the dark side of the force, he should have gotten 2000 attack; 1800 attack is somewhat crippling and will definitely hurt his use.


Advantage F/H: If you're using trampling monsters, you're probably trying to get through the annoying Spirit Reapers and Scapegoats that see constant play in the environment. This card, like it's buddy Airknight, offers break-even advantage with a successful attack (your monster for their card from hand). If they don't get rid of Mefist soon, they'll be in for a world of hurt. The 1800 attack lowers his score significantly.

Traditional--                                                               7.5/10

Advanced--                                                                 7.5/10


Best Draw for the Situation: Obviously you'll want to take him out versus Beatdown decks, simply because he dies to Gorillas and even Kycoos. However, if you support him fully with good cards such as Book of Moon and Enemy Controller, Mefist can wreak some serious havoc on your opponent's strategies. As he stands, his attack is too weak to warrant serious, main-decked play.

Traditional--                                                               5/10

Advanced--                                                                 5/10


Attributes/Effect: He should have been a Zombie, but a fiend works as well in a fiend/control deck. Trample mixed with an effect triggered by life point damage is simply game-breaking; a few direct attacks with this thing will break your opponent down completely. The 1800 attack rears its ugly head again, lowering his score a bit.

Traditional--                                                               8.5/10

Advanced--                                                                 8.5/10


Dependability: Assuming he's side-decked against the proper deck (heavy scapegoat, reaper usage, less beatsticks), Mefist is almost guaranteed to do some damage. It's nice that he tramples, and behind Airknight he's probably the best trample monster in the game (unless you're running Beasts). This is an excellent counter against the environment.

Traditional--                                                               7.5/10

Advanced--                                                                 7.5/10


The Bottom Line: Great side-deck fodder; can be decent in a pure control deck (I've playtested him!)


A BAD Score:

Traditional--                                                               3.56/5

Advanced--                                                                 3.56/5


Cards it functions well with: Book of Moon, Enemy Controller, Waboku


Tranorix Mefist the Infernal General

I have a sneaking suspicion everyone else is going to compare Mefist to Airknight in some way, so I'll do my best to avoid that. Mefist himself is good, but not great. With ATK of 1800, he's not very powerful for a tribute monster; being a DARK/Fiend is good, however, since he can fit pretty well into Necrofear Decks.

He has a Trample effect, which is always nice; your opponent's DEF monsters will be no more safe than his ATK ones. And of course, running over a Scapegoat with a Trampler is just plain evil. His secondary effect is, quite simply, useful. Like Don Zaloog, Spirit Reaper, and other cards of that nature, when he does damage, your opponent discards randomly. Giving Mefist Trample increases the likelihood that he will inflict damage, giving you a pretty good chance of making use of his effect.

But the 1800 ATK hurts. Few people will want to tribute for such a weak (for that level) monster, but there's no denying that Mefist CAN be useful. He's just not quite as good as some other tributes ( Airknight).

Traditional CCCC: 3/5
Traditional Fiend: 3.5/5
Advanced Fiend: 4/5


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