Notes & Combos
I was just gonna mess a round with a list that runs every Mimighoul card at least once, but somehow I kept winning.
It feels like there still are a lot of things wrong here, but I wouldn't even know where to start improving it. I liked maxing out on Tactics/Thrust a lot more now with the extra 3 Forks and Mimighoul names.
I'm not the biggest fan of Shifter in this. It basically turn off Forks (I'm pretty sure if they choose the send option you don't draw under shifter, but I haven't experienced it). But it's still really strong this meta and some people just coop the moment they see it.
If the game goes long, the timer is an actual wincondition, so prompting opponents with fork is surprisingly effective for that.
Some fun things I learned:
- If your Giant Mimighoul gets ashed, it can blow itself up to make Mulcharmys live again.
- An elaborate way to go for game could be to give your opponent 2 of the same name + an Armor. Using Number 13/31 then means that they keep an indestructible guy that you can keep attacking. Basically means you can bypass S:P's "no direct attack restrection".
- Charm is still funny, and if you want more fun you should probably play cards to out bad outcomes. At least a Knightmare Phoenix to remove Promethean from your field is pretty important. Probably cut Fucho or Nightingale for it.
At least for now, this is my prefered way to play Mimighoul. There's a good chance I'm biased because of the fortunate recent games I've had.
Replays
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This was a super fast climb. I somehow ended with a 10-winstreak all the way to Master 1. Turns out if you keep drawing Ash + Nibiru or an unanswered Shifter / Maxx C / Fuwa you can win a lot of games.
The very last game felt like a season finale best of compilation. Crime. Misplays, (Mis)Fortune. Tears. Theft. Peak Ghoul fiction.