Mammon — The Initiative Fighter
Source: Theory | Confidence: Speculative | Category: Midgame
Mammon switches control every main phase but you always get first use when contracted. The exhaust interaction means the active player gets a readied Mammon while the opponent gets an exhausted one. 7 PWR makes him a real combat threat.
How Mammon Actually Works
Mammon's Time passive gives control to the active player at the start of each main phase. This sounds unreliable, but the exhaust mechanic makes it predictable.
First Use Is Guaranteed
Contracted demons enter play during YOUR main phase. When you contract Mammon:
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Your main phase: you control Mammon, attack for 7 damage (exhaust)
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Opponent's main phase: they get an exhausted Mammon — useless
Regardless of initiative, you always get first use.
Post-Rest Dynamics
After Rest Phase readies Mammon, whoever acts first gets the readied Mammon. If you have initiative (Fast demon in contract), you attack with Mammon and the opponent gets him exhausted again.
If the opponent has initiative, they get one use of Mammon. But you can use Pay (1 AP, 1x per turn) to ready Mammon during your turn and reclaim him.
CP Angle
If Mammon dies during the opponent's main phase (when they control him), they eat 3 CP. This creates incentive to let Mammon die on the opponent's turn.
Why Not Fuse Mammon
f(3/5/2) gives +5 fPWR — strong for PWR-scaling demons. But the Time passive carries through fusion, meaning the fused demon switches control every phase. Never fuse Mammon underneath.