Judgment Of The Pharaoh
Penumbral Soldier Lady
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If this card battles a LIGHT monster, this card gains 1000 ATK during the Damage Step only.
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Can Be Found In: Dark Revelation Volume 3 (DR3-EN033), Soul of the Duelist (SOD-EN033)
Like any card game, if a strategy or sort of monsters dominates most Duels, soon enough they’ll release countermeasures to atleast place in the Side Deck. While builds and what kind of exploits players runs with continuously changes, there’s no doubt that both LIGHT and DARK attribute have the upper hand compared to the other Attributes. They contain a quite number of powerful archetypes which even can create sinergy with each other, several graveyard strategies players likes to rely on, as well a good number of powerful creatures they can come out as easy they can change the Duel in our favor. Because of it, cards against these two Attributes are often more prominent than others since the debut of the card game.
"Penumbral Soldier Lady" at first seems a weakling for today’s standards arround high level creatures, but her true potential comes through facing LIGHT creautres. When battling a monster of said attribute, she boosts her ATK by 1000 and overall become a 3100 ATK creature. More than enough ATK to defeat the vast majority of creatures of the attribute, going from the legendary "Blue-Eyes White Dragon" to more recent additions like "Stellarknight Delteros".
"Penumbral" by default requires a single tribute to be normal summoned, so is not very hard to pull out for the right occasion. From monsters like they can summon themselves like "Cyber Dragon" and "Jester Confit" to monsters answering opponent actions like "Battle Fader" and "Tragoedia", there’s a high number of creatures we can easily pull out to be tributed. "Instant Fusion" can summon a weak Fusion monster from our Extra Deck if we have the space for it. We can deal with other opponent monsters right when she hits the field by either "Soul Exchange" and "The Monarchs Stormforth", tributing any threat which can get in the way of "Penumbral" before is too late. But obviously we can always take a special summon approach to bring her into the battlefield, from getting the right scales for a Pendulum Summon from the hand to several revival tools we can pull out on late turns.
Obviously, the entire point of “Penumbral Soldier Lady” is to face LIGHT monsters, therefore she will be more effective against builds arround said attribute. Archetypes like Agent, Lightsworn, or Star Seraph are practically all about LIGHT, giving “Penumbral” the boost she needs to face any of them. However, be very aware that LIGHT nowadays relies on the unpredictable boost of “Honest”, so have cards like “Debunk” and “Chivalry” to stop him an any other threats in battle. If you are facing a non-LIGHT deck, “DNA Transplant” can easily assist “Penumbral” by turning all monsters on the field of said attribute. This is also a great opportunity to get the assistance of the Ally of Justice monsters, and archetype completely focused on disrupting the LIGHT strategies going from limiting summons with “Ally of Justice Quarantine” to destroying further cards on the field with “Ally of Justice Core Destroyer” and “Ally Salvo”.
If facing LIGHT monsters, “Penumbral Soldier Lady” pretty much is a one tribute 3100 ATK. That’s a quite considerable stat to defeat all LIGHT monsters in the game save for some special exceptions. Obviously the problem comes that such effect only is powerful against a single attribute, either making her a Side Deck option or forced to rely on “DNA Transplant”. Also, the paranoia the attribute often causes for having “Honest” in every deck they run is a high risk to rely on “Penumbral” to defeat monsters in battle, specially when Ally of Justice along Anti-Meta effects provides several methods and chances to stop LIGHT in alternative ways. Regardless, “Penumbral Soldier Lady” is a good enough monster for face any creature in battle as long they are LIGHT, and might fit perfectly from decks arround tributes to slower decks which needs a little help against said attribute.
Personal Rating: B-
+ 3100 ATK defeats most LIGHT monsters in the game
+ "DNA Transplant" turns any deck LIGHT for her advantage
+ Ally of Justice can provide further assistance
- "Honest" can severely counter her if we can’t predict him
- Pretty much a Side Deck card
- There’s other tools which can deal with LIGHT on easier ways

Penumbral Soldier Lady

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If this card battles a LIGHT monster, this card gains 1000 ATK during the Damage Step only.

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Can Be Found In: Dark Revelation Volume 3 (DR3-EN033), Soul of the Duelist (SOD-EN033)

Like any card game, if a strategy or sort of monsters dominates most Duels, soon enough they’ll release countermeasures to atleast place in the Side Deck. While builds and what kind of exploits players runs with continuously changes, there’s no doubt that both LIGHT and DARK attribute have the upper hand compared to the other Attributes. They contain a quite number of powerful archetypes which even can create sinergy with each other, several graveyard strategies players likes to rely on, as well a good number of powerful creatures they can come out as easy they can change the Duel in our favor. Because of it, cards against these two Attributes are often more prominent than others since the debut of the card game.

"Penumbral Soldier Lady" at first seems a weakling for today’s standards arround high level creatures, but her true potential comes through facing LIGHT creautres. When battling a monster of said attribute, she boosts her ATK by 1000 and overall become a 3100 ATK creature. More than enough ATK to defeat the vast majority of creatures of the attribute, going from the legendary "Blue-Eyes White Dragon" to more recent additions like "Stellarknight Delteros".

"Penumbral" by default requires a single tribute to be normal summoned, so is not very hard to pull out for the right occasion. From monsters like they can summon themselves like "Cyber Dragon" and "Jester Confit" to monsters answering opponent actions like "Battle Fader" and "Tragoedia", there’s a high number of creatures we can easily pull out to be tributed. "Instant Fusion" can summon a weak Fusion monster from our Extra Deck if we have the space for it. We can deal with other opponent monsters right when she hits the field by either "Soul Exchange" and "The Monarchs Stormforth", tributing any threat which can get in the way of "Penumbral" before is too late. But obviously we can always take a special summon approach to bring her into the battlefield, from getting the right scales for a Pendulum Summon from the hand to several revival tools we can pull out on late turns.

Obviously, the entire point of “Penumbral Soldier Lady” is to face LIGHT monsters, therefore she will be more effective against builds arround said attribute. Archetypes like Agent, Lightsworn, or Star Seraph are practically all about LIGHT, giving “Penumbral” the boost she needs to face any of them. However, be very aware that LIGHT nowadays relies on the unpredictable boost of “Honest”, so have cards like “Debunk” and “Chivalry” to stop him an any other threats in battle. If you are facing a non-LIGHT deck, “DNA Transplant” can easily assist “Penumbral” by turning all monsters on the field of said attribute. This is also a great opportunity to get the assistance of the Ally of Justice monsters, and archetype completely focused on disrupting the LIGHT strategies going from limiting summons with “Ally of Justice Quarantine” to destroying further cards on the field with “Ally of Justice Core Destroyer” and “Ally Salvo”.

If facing LIGHT monsters, “Penumbral Soldier Lady” pretty much is a one tribute 3100 ATK. That’s a quite considerable stat to defeat all LIGHT monsters in the game save for some special exceptions. Obviously the problem comes that such effect only is powerful against a single attribute, either making her a Side Deck option or forced to rely on “DNA Transplant”. Also, the paranoia the attribute often causes for having “Honest” in every deck they run is a high risk to rely on “Penumbral” to defeat monsters in battle, specially when Ally of Justice along Anti-Meta effects provides several methods and chances to stop LIGHT in alternative ways. Regardless, “Penumbral Soldier Lady” is a good enough monster for face any creature in battle as long they are LIGHT, and might fit perfectly from decks arround tributes to slower decks which needs a little help against said attribute.

Personal Rating: B-

+ 3100 ATK defeats most LIGHT monsters in the game

+ "DNA Transplant" turns any deck LIGHT for her advantage

+ Ally of Justice can provide further assistance

- "Honest" can severely counter her if we can’t predict him

- Pretty much a Side Deck card

- There’s other tools which can deal with LIGHT on easier ways

Unformed Void
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3 Level 4 monsters
Once per turn, during your opponent’s Main Phase: You can detach 1 Xyz Material from this card; this card gains ATK and DEF equal to the total ATK of all face-up Xyz Monsters your opponent currently controls (this is a Quick Effect).
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Can Be Found In: Number Hunters (NUMH-EN049)
Xyz monsters inmediately became one of the most reliable as well versatile monsters to carry in the Extra Deck regardless of our strategy. Thanks to their easy setups, practically any deck can get the required materials for one of the many monsters we can Xyz summon and assist us in our goals. This obviously means that the options to deal against them expanded from old cards to fresh releases, going from mainly limiting Special Summons by any method possible to simply deal against Xyz themselves with the upper hand.
"Unformed Void" is clearly a Side Deck monster, as obtains its full potential exclusively facing Xyz monsters. By detaching a material during the opponent’s main phase, "Unformed Void" copies and even piles the ATK of every Xyz monster on the opponent’s field for its own stats. This means that this Xyz either becomes a replica of a single foe in terms of stats, to an undefeatable colossus in battle if the opponent overdoes it with Xyz summons. Otherwise, "Unformed Void" can constantly use its effect and become stronger, pretty much a creature which becomes menacing as the opponent more relies on their Xyz monsters.
Despite being a card focused against a specific kind of monsters, “Unformed Void” isn’t available for every Deck (Or Side Deck) due its requirement of three materials. Archetypes like Heraldic Beast, Six Samurai, or Star Seraph can easily bring out several Level 4 monsters at once in a single turn and therefore the more capable to bring this creature right when needed. Otherwise monsters like “Kagetokage”, “Masked Chameleon”, and/or “Summoner Monk” can easily bring the required materials as fast as possible. Don’t ignore “Soul Charge” for swarm with graveyard monsters, as despite losing our Battle Phase it won’t mean much since “Unformed Void” effect only activates on the opponent’s turn. Try to use “Heroic Challenger - Extra Sword” as material so it gains a bonus boost and able to face lonely Xyz monsters without ending in a mutual destruction. Pretty much the same options as Rank 4 monsters aiming for two materials, but requiring a little more of extra effort.
Obviously with such specific ability “Unformed Void” will be more effective against some decks and situations than others. Xyz are quite prevalent in nearly every Extra Deck in the game, however archetypes such as Utopia or Geargia among other examples focuses all their firepower in their Xyz summons. Remember that “Unformed Void” effect only activates on the opponent’s turn, so they can retaliate on swarming the field with Xyz monsters so it doesn’t turn into a undefeatable monster. But also remember that “Unformed Void” can’t deal against Xyz effects the opponent summons, so we better have cards like “Effect Veiler” and “Safe Zone” ready cover it against any threats. Same goes if the opponent only controls a single monster, as cards like “Forbidden Lance” and “Honest” can make the difference  in battles with mirrored stats.
In resume, “Unformed Void” can be quite the headache for players highly dependable of their Xyz monsters. It can come out on the first turns so the opponent doesn’t bring any Xyz monsters to copy their stats, or right when they already swarmed the field with them to turn into a undefeatable beast. Although this sounds great, “Unformed Void” is pretty much a Side Deck creature, and with a slightly expensive summon cost makes it less available to asssit players against such common creatures. Also, the fact its effect doesn’t activate during our turn makes it not so dependable of getting us out of most situations, as a mere “Torrential Tribute” can quickly deal with an army of Xyz monsters while this creature might practically require two turns to truly become menacing, or even the opponent might outsmart us bringing a Xyz for replicate their stats to bring a new and even stronger one. “Unformed Void” can be a powerful anti-xyz engine, but requires time and resources which most players cannot allow in such fast paced game.
Personal Rating: C
+ Copies and even becomes stronger than every opponent Xyz monsters
+ Might force the opponent to stall their Xyz summons
+ Several tools to cover it against effect and equal stats battles
- Very specific use
- Heavy summon for become Side Deck worthy
- Its effect is only available during the opponent’s turn

Unformed Void

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3 Level 4 monsters

Once per turn, during your opponent’s Main Phase: You can detach 1 Xyz Material from this card; this card gains ATK and DEF equal to the total ATK of all face-up Xyz Monsters your opponent currently controls (this is a Quick Effect).

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Can Be Found In: Number Hunters (NUMH-EN049)

Xyz monsters inmediately became one of the most reliable as well versatile monsters to carry in the Extra Deck regardless of our strategy. Thanks to their easy setups, practically any deck can get the required materials for one of the many monsters we can Xyz summon and assist us in our goals. This obviously means that the options to deal against them expanded from old cards to fresh releases, going from mainly limiting Special Summons by any method possible to simply deal against Xyz themselves with the upper hand.

"Unformed Void" is clearly a Side Deck monster, as obtains its full potential exclusively facing Xyz monsters. By detaching a material during the opponent’s main phase, "Unformed Void" copies and even piles the ATK of every Xyz monster on the opponent’s field for its own stats. This means that this Xyz either becomes a replica of a single foe in terms of stats, to an undefeatable colossus in battle if the opponent overdoes it with Xyz summons. Otherwise, "Unformed Void" can constantly use its effect and become stronger, pretty much a creature which becomes menacing as the opponent more relies on their Xyz monsters.

Despite being a card focused against a specific kind of monsters, “Unformed Void” isn’t available for every Deck (Or Side Deck) due its requirement of three materials. Archetypes like Heraldic Beast, Six Samurai, or Star Seraph can easily bring out several Level 4 monsters at once in a single turn and therefore the more capable to bring this creature right when needed. Otherwise monsters like “Kagetokage”, “Masked Chameleon”, and/or “Summoner Monk” can easily bring the required materials as fast as possible. Don’t ignore “Soul Charge” for swarm with graveyard monsters, as despite losing our Battle Phase it won’t mean much since “Unformed Void” effect only activates on the opponent’s turn. Try to use “Heroic Challenger - Extra Sword” as material so it gains a bonus boost and able to face lonely Xyz monsters without ending in a mutual destruction. Pretty much the same options as Rank 4 monsters aiming for two materials, but requiring a little more of extra effort.

Obviously with such specific ability “Unformed Void” will be more effective against some decks and situations than others. Xyz are quite prevalent in nearly every Extra Deck in the game, however archetypes such as Utopia or Geargia among other examples focuses all their firepower in their Xyz summons. Remember that “Unformed Void” effect only activates on the opponent’s turn, so they can retaliate on swarming the field with Xyz monsters so it doesn’t turn into a undefeatable monster. But also remember that “Unformed Void” can’t deal against Xyz effects the opponent summons, so we better have cards like “Effect Veiler” and “Safe Zone” ready cover it against any threats. Same goes if the opponent only controls a single monster, as cards like “Forbidden Lance” and “Honest” can make the difference  in battles with mirrored stats.

In resume, “Unformed Void” can be quite the headache for players highly dependable of their Xyz monsters. It can come out on the first turns so the opponent doesn’t bring any Xyz monsters to copy their stats, or right when they already swarmed the field with them to turn into a undefeatable beast. Although this sounds great, “Unformed Void” is pretty much a Side Deck creature, and with a slightly expensive summon cost makes it less available to asssit players against such common creatures. Also, the fact its effect doesn’t activate during our turn makes it not so dependable of getting us out of most situations, as a mere “Torrential Tribute” can quickly deal with an army of Xyz monsters while this creature might practically require two turns to truly become menacing, or even the opponent might outsmart us bringing a Xyz for replicate their stats to bring a new and even stronger one. “Unformed Void” can be a powerful anti-xyz engine, but requires time and resources which most players cannot allow in such fast paced game.

Personal Rating: C

+ Copies and even becomes stronger than every opponent Xyz monsters

+ Might force the opponent to stall their Xyz summons

+ Several tools to cover it against effect and equal stats battles

- Very specific use

- Heavy summon for become Side Deck worthy

- Its effect is only available during the opponent’s turn

Number C39: Utopia Ray Victory
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3 Level 5 monsters
If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. If this card has a “Utopia” monster as an Xyz Material, it gains this effect.
● When this card declares an attack on a face-up monster your opponent controls: You can detach 1 Xyz Material from this card; negate that opponent’s face-up monster’s effects, also this card gains ATK equal to that opponent’s monster’s ATK. These changes last until the end of this turn.
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Can Be Found In: Judgment of the Light (JOTL-EN048)
Is obvious that iconic monsters in the series soon or later will go from splashable creatures in certain decks to become complete builds arround them. Some like “Dark Magician” take them longer to reach that point, while others like “Elemental HERO Neos” and “Odd-Eyes Pendulum Dragon” obtained support almost right away. “Number 39: Utopia” is obviously no exception, as it started as a solid creature which can stall the opponent with its materials to become a whole archetype where a single creature is able to overcome any menaces. This is obtained by the many forms “Utopia” can turn into, ach one with their own abilities ready to use at the perfect occasion.
"Number C39: Utopia Ray Victory" is probably the safest form "Number 39: Utopia" can turn. "Victory" attacks nullifies any use of spells and traps, practically making him secure that his attacks go through by reducing what cards the opponent can use against him. But "Victory" becomes even more efficient in battle if carries a Utopia as material (Not only the original "Number 39"), as by detaching a material is able to negate the effects of a target monster as well boost his stats equal to their ATK. "Victory" pretty much becomes unstoppable in battle, so although doesn’t get the damage potential of other Utopia forms it assure us that the Xyz attacks will go through with zero to few problems.
While “Victory” can be brought with three Level 5 materials, is highly preferable to go arround “Number 39: Utopia” for obtain all his potential. There’s plenty of Level 4 to work arround Xyz summon, from swarming with Normal Monsters thanks to “Rescue Rabbit” to summoning additional monsters from the hand by “Kagetokage” or “Tin Goldfish”. Then all we have to do is use a Rank-Up card to finally bring “Victory”, which is up to ours which one to go with. “Rank-Up-Magic Barian’s Force” can be used against other Xyz monsters so “Victory” obtains additional materials. “Rank-Up-Magic Numeron Force” can negate various face-up cards even before “Victory” does so in battle. And “Rank-Up-Magic Quick Chaos” can be used either during a chain against the original “Utopia” or to deal consecutive attacks with the Xyz and then “Victory” on the same Battle Phase. On late turns, summoning “V Salamander” or using “Rank-Up-Magic Astral Force” to instead bring “Number 39: Beyond the Hope” are able to revive any Utopia to then use for Rank-Up and bring “Victory” right away. Remember that as long any Utopia becomes a material we can practically use any form to bring “Victory”, so we can summon “Number 39: Utopia” for inmediately become “Number C39: Utopia Ray” or even use “Rank-Up-Magic Numeron Fall” on “Beyond the Hope” to stack as many materials as possible.
"Victory" is already a dangerous monster in battle, as is able to ignore backrow hazards as well easily face against powerful monsters such as "Beelze of the Diabolic Dragons" thanks to its negation effect as well ATK boost. However, it becomes even more deadly in combination with ZW, an archetype full of monsters completely focused on improving Utopia forms even further. Despite "Victory" coverage there’s still various opportunities the opponent can deal with him with effects, in which "ZW - Lightning Blade" and "ZW - Tornado Bringer" will get on scene for not only boost his stats but also provide further protection. "Victory" effect to negate monster effects and steal their ATK has no restrictions but the materials the Xyz carries, so "ZW - Asura Strike" is able to make him attack as many monsters as possible and thus accumulate more and more ATK in the process. Similarly, "ZW - Leo Arms" will either give a huge boost which can easily end in an OTK result or send itself to the graveyard for provide a second attack. Don’t forget that equipped ZW monsters are still vulnerable to various dangers, so try to protect them with "ZW - Lightning Blade" effect or otherwise retrieve them from the graveyard with "SZW - Fenrir Sword".
"Number C39: Utopia Ray Victory" is as threatening as any Utopia form. Some players might prefer "Number C39: Utopia Ray V" as can destroy monsters and deal damage without need to attack. However, "Victory" coverage abilities assure us that even monsters with protective effects or inmense stats are defeated with no much problem. The only problem comes that "Victory" is still vulnerable to any sort of effect outside the Battle Phase, but is easily solved with the right backrow and chainable effects as well ZW monsters making him even more powerful. Combined with the many Rank-Up cards and the free choice of using any Utopia as material, "Utopia Ray Victory" is the best form for deal against tough situations on the field or simply deal safe hits against the opponent, following the toolbox mechanic yet OTK potential of the archetype.
Personal Rating: A
+ Effects which assure us his attacks will perfectly go through
+ Several opportunities to summon him as requires any Utopia as material
+ ZW and other effects improves him as well easily covers his weaknesses
- Still vulnerable against common effects outside battle

Number C39: Utopia Ray Victory

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3 Level 5 monsters

If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. If this card has a “Utopia” monster as an Xyz Material, it gains this effect.

● When this card declares an attack on a face-up monster your opponent controls: You can detach 1 Xyz Material from this card; negate that opponent’s face-up monster’s effects, also this card gains ATK equal to that opponent’s monster’s ATK. These changes last until the end of this turn.

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Can Be Found In: Judgment of the Light (JOTL-EN048)

Is obvious that iconic monsters in the series soon or later will go from splashable creatures in certain decks to become complete builds arround them. Some like “Dark Magician” take them longer to reach that point, while others like “Elemental HERO Neos” and “Odd-Eyes Pendulum Dragon” obtained support almost right away. “Number 39: Utopia” is obviously no exception, as it started as a solid creature which can stall the opponent with its materials to become a whole archetype where a single creature is able to overcome any menaces. This is obtained by the many forms “Utopia” can turn into, ach one with their own abilities ready to use at the perfect occasion.

"Number C39: Utopia Ray Victory" is probably the safest form "Number 39: Utopia" can turn. "Victory" attacks nullifies any use of spells and traps, practically making him secure that his attacks go through by reducing what cards the opponent can use against him. But "Victory" becomes even more efficient in battle if carries a Utopia as material (Not only the original "Number 39"), as by detaching a material is able to negate the effects of a target monster as well boost his stats equal to their ATK. "Victory" pretty much becomes unstoppable in battle, so although doesn’t get the damage potential of other Utopia forms it assure us that the Xyz attacks will go through with zero to few problems.

While “Victory” can be brought with three Level 5 materials, is highly preferable to go arround “Number 39: Utopia” for obtain all his potential. There’s plenty of Level 4 to work arround Xyz summon, from swarming with Normal Monsters thanks to “Rescue Rabbit” to summoning additional monsters from the hand by “Kagetokage” or “Tin Goldfish”. Then all we have to do is use a Rank-Up card to finally bring “Victory”, which is up to ours which one to go with. “Rank-Up-Magic Barian’s Force” can be used against other Xyz monsters so “Victory” obtains additional materials. “Rank-Up-Magic Numeron Force” can negate various face-up cards even before “Victory” does so in battle. And “Rank-Up-Magic Quick Chaos” can be used either during a chain against the original “Utopia” or to deal consecutive attacks with the Xyz and then “Victory” on the same Battle Phase. On late turns, summoning “V Salamander” or using “Rank-Up-Magic Astral Force” to instead bring “Number 39: Beyond the Hope” are able to revive any Utopia to then use for Rank-Up and bring “Victory” right away. Remember that as long any Utopia becomes a material we can practically use any form to bring “Victory”, so we can summon “Number 39: Utopia” for inmediately become “Number C39: Utopia Ray” or even use “Rank-Up-Magic Numeron Fall” on “Beyond the Hope” to stack as many materials as possible.

"Victory" is already a dangerous monster in battle, as is able to ignore backrow hazards as well easily face against powerful monsters such as "Beelze of the Diabolic Dragons" thanks to its negation effect as well ATK boost. However, it becomes even more deadly in combination with ZW, an archetype full of monsters completely focused on improving Utopia forms even further. Despite "Victory" coverage there’s still various opportunities the opponent can deal with him with effects, in which "ZW - Lightning Blade" and "ZW - Tornado Bringer" will get on scene for not only boost his stats but also provide further protection. "Victory" effect to negate monster effects and steal their ATK has no restrictions but the materials the Xyz carries, so "ZW - Asura Strike" is able to make him attack as many monsters as possible and thus accumulate more and more ATK in the process. Similarly, "ZW - Leo Arms" will either give a huge boost which can easily end in an OTK result or send itself to the graveyard for provide a second attack. Don’t forget that equipped ZW monsters are still vulnerable to various dangers, so try to protect them with "ZW - Lightning Blade" effect or otherwise retrieve them from the graveyard with "SZW - Fenrir Sword".

"Number C39: Utopia Ray Victory" is as threatening as any Utopia form. Some players might prefer "Number C39: Utopia Ray V" as can destroy monsters and deal damage without need to attack. However, "Victory" coverage abilities assure us that even monsters with protective effects or inmense stats are defeated with no much problem. The only problem comes that "Victory" is still vulnerable to any sort of effect outside the Battle Phase, but is easily solved with the right backrow and chainable effects as well ZW monsters making him even more powerful. Combined with the many Rank-Up cards and the free choice of using any Utopia as material, "Utopia Ray Victory" is the best form for deal against tough situations on the field or simply deal safe hits against the opponent, following the toolbox mechanic yet OTK potential of the archetype.

Personal Rating: A

+ Effects which assure us his attacks will perfectly go through

+ Several opportunities to summon him as requires any Utopia as material

+ ZW and other effects improves him as well easily covers his weaknesses

- Still vulnerable against common effects outside battle

Archlord Zerato
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This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 1 face-up “Warrior of Zera” on your side of the field while “The Sanctuary in the Sky” is on the field. If “The Sanctuary in the Sky” is on your side of the field, by discarding 1 LIGHT Monster Card from your hand to the Graveyard, destroy all monsters on your opponent’s side of the field. If “The Sanctuary in the Sky” is not on your side of the field, this effect is not applied.
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Can Be Found In: Dark Revelation Volume 2 (DR2-EN146), Ancient Sanctuary (AST-034)
Like most card games, in here we take the opportunity of witnessing the evolution and growth of certain monsters and storylines. While usually they are portrayed in spells and trap cards, there’s various chances to appear as a completely new monster after all they go through. This also can end from certain monsters ending in an archetype (Or going to a new one), to simply turn into stronger versions of themselves.
The spell “Zera Ritual” spawned “Warrior of Zera”, which later on will have different evolutions through the game. The most interesting of all them is the fact the original monster can go through two routes, which storywise are the opposite of each other.  ”Archlord Zerato” is the ‘good ending” of this creature, requiring the monster itself be tributed while “The Sanctuary in the Sky” is active on the field. The reward we obtain pulling out this monster is the ability to wipe out all opponent monsters on the field by discarding a LIGHT monster. However, said effect can only be available if “The Sanctuary in the Sky” is on the field. Back in the day pulling out “Archlord Zerato” seemed too much effort as we have to deal with opponent moves, but as Fairies as well Normal Monsters obtained several support over the years it became much easier to bring “Zerato” than on his debut.
Summoning this creature requires both “Warrior of Zera” and “The Sanctuary in the Sky” on the field, which fortunately there’s more than enough resources to obtain them right when are needed. “Warrior of Zera” gets the assistance of “Reinforcement of the Army” to be added to the hand, monsters like “Summoner Monk” and “Rescue Rabbit” to be summon straight from the deck, and several revival cards like “Swing of Memories” and “Birthright” on late turns. Meanwhile, “The Sanctuary” gets searched by either the activation of “Terraforming” or by discarding “Zeradias, Herald of Heaven”, another form “Zera” takes in the card game lore. However, keep on mind that “Archlord Zerato” can be brought to the field however is using “The Sanctuary in the Sky”, so if the opponent also plays arround the Field Spell it will save us time to gather the required cards.
Although “Zerato” effect has several limitations, is pretty easy to go arround it or even get advantages from them. Some Fabled monsters gets benefits if used to activate the effect of the Archlord, mainly able to swarm the field with monsters like “The Fabled Cerburrel” and “Fabled Krus” and provide us materials for the Extra Deck. Agents also get benefits from “The Sanctuary in the Sky”, which goes from “The Agent of Miracles - Jupiter” bringing back to the field banished Fairies to “Master Hyperion” able to use its effect multiple times and destroy additional opponent cards “Zerato” can’t deal with (Mainly backrow). Since we have to keep “The Sanctuary in the Sky” active so “Zerato” can use his effect, its personal counter trap “Divine Punishment” along other countermeasures can stop opponent actions as “Meltiel, Sage of the Sky” destroys opponent cards for additional advantage. Last but not least, “Archlord Kristya” will work together with “Zerato” to lockdown special summons as is also able to retrieve the a Fairy for mainly activate the nomi’s effect.
"Archlord Zerato" at first seems a nomi monster pretty tricky to use. He requires two specific cards to be summoned but also one of them stay on the field to make his effect available, meaning that a chained card against "The Sanctuary in the Sky" can completely nullify his effect. However, we shouldn’t ignore the fact "The Sanctuary in the Sky" is practically a deck on its own, providing assistance to other monsters like Agents and Counter Fairies as well several options to protect it and "Zerato" against any disruptive actions. Meanwhile, "Warrior of Zera" has a big number of options to be brought on the field, going from "Reinforcement of the Army" to start the Duel with to "The Warrior Returning Alive" recovering him on late turns, giving us more than enough changes to setup the summon. "Archlord Zerato" might have difficulties to shine in the game since his release, but times changes and nowadays there’s more than enough resources to work his summoning as well assist him and "The Sanctuary in the Sky" with no difficulties.
Personal Rating: B
+ Wipes out the opponent’s field of monsters
+ More than enough cards to prepare his summoning in any turn
+ Various cards can perfectly work arround him as well “The Sanctuary in the Sky”
- Complete reliance on “The Sanctuary in the Sky” to work
- Seems too much effort compared to other destructive effects
- Requires some hand management to have atleast one monster to use his effect

Archlord Zerato

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This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 1 face-up “Warrior of Zera” on your side of the field while “The Sanctuary in the Sky” is on the field. If “The Sanctuary in the Sky” is on your side of the field, by discarding 1 LIGHT Monster Card from your hand to the Graveyard, destroy all monsters on your opponent’s side of the field. If “The Sanctuary in the Sky” is not on your side of the field, this effect is not applied.

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Can Be Found In: Dark Revelation Volume 2 (DR2-EN146), Ancient Sanctuary (AST-034)

Like most card games, in here we take the opportunity of witnessing the evolution and growth of certain monsters and storylines. While usually they are portrayed in spells and trap cards, there’s various chances to appear as a completely new monster after all they go through. This also can end from certain monsters ending in an archetype (Or going to a new one), to simply turn into stronger versions of themselves.

The spell “Zera Ritual” spawned “Warrior of Zera”, which later on will have different evolutions through the game. The most interesting of all them is the fact the original monster can go through two routes, which storywise are the opposite of each other.  ”Archlord Zerato” is the ‘good ending” of this creature, requiring the monster itself be tributed while “The Sanctuary in the Sky” is active on the field. The reward we obtain pulling out this monster is the ability to wipe out all opponent monsters on the field by discarding a LIGHT monster. However, said effect can only be available if “The Sanctuary in the Sky” is on the field. Back in the day pulling out “Archlord Zerato” seemed too much effort as we have to deal with opponent moves, but as Fairies as well Normal Monsters obtained several support over the years it became much easier to bring “Zerato” than on his debut.

Summoning this creature requires both “Warrior of Zera” and “The Sanctuary in the Sky” on the field, which fortunately there’s more than enough resources to obtain them right when are needed. “Warrior of Zera” gets the assistance of “Reinforcement of the Army” to be added to the hand, monsters like “Summoner Monk” and “Rescue Rabbit” to be summon straight from the deck, and several revival cards like “Swing of Memories” and “Birthright” on late turns. Meanwhile, “The Sanctuary” gets searched by either the activation of “Terraforming” or by discarding “Zeradias, Herald of Heaven”, another form “Zera” takes in the card game lore. However, keep on mind that “Archlord Zerato” can be brought to the field however is using “The Sanctuary in the Sky”, so if the opponent also plays arround the Field Spell it will save us time to gather the required cards.

Although “Zerato” effect has several limitations, is pretty easy to go arround it or even get advantages from them. Some Fabled monsters gets benefits if used to activate the effect of the Archlord, mainly able to swarm the field with monsters like “The Fabled Cerburrel” and “Fabled Krus” and provide us materials for the Extra Deck. Agents also get benefits from “The Sanctuary in the Sky”, which goes from “The Agent of Miracles - Jupiter” bringing back to the field banished Fairies to “Master Hyperion” able to use its effect multiple times and destroy additional opponent cards “Zerato” can’t deal with (Mainly backrow). Since we have to keep “The Sanctuary in the Sky” active so “Zerato” can use his effect, its personal counter trap “Divine Punishment” along other countermeasures can stop opponent actions as “Meltiel, Sage of the Sky” destroys opponent cards for additional advantage. Last but not least, “Archlord Kristya” will work together with “Zerato” to lockdown special summons as is also able to retrieve the a Fairy for mainly activate the nomi’s effect.

"Archlord Zerato" at first seems a nomi monster pretty tricky to use. He requires two specific cards to be summoned but also one of them stay on the field to make his effect available, meaning that a chained card against "The Sanctuary in the Sky" can completely nullify his effect. However, we shouldn’t ignore the fact "The Sanctuary in the Sky" is practically a deck on its own, providing assistance to other monsters like Agents and Counter Fairies as well several options to protect it and "Zerato" against any disruptive actions. Meanwhile, "Warrior of Zera" has a big number of options to be brought on the field, going from "Reinforcement of the Army" to start the Duel with to "The Warrior Returning Alive" recovering him on late turns, giving us more than enough changes to setup the summon. "Archlord Zerato" might have difficulties to shine in the game since his release, but times changes and nowadays there’s more than enough resources to work his summoning as well assist him and "The Sanctuary in the Sky" with no difficulties.

Personal Rating: B

+ Wipes out the opponent’s field of monsters

+ More than enough cards to prepare his summoning in any turn

+ Various cards can perfectly work arround him as well “The Sanctuary in the Sky”

- Complete reliance on “The Sanctuary in the Sky” to work

- Seems too much effort compared to other destructive effects

- Requires some hand management to have atleast one monster to use his effect

Des Croaking
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Activate only while you control 3 face-up “Des Frogs”. Destroy all cards your opponent controls.
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Can Be Found In: Cybernetic Revolution (CRV-EN042), Dark Revelation Volume 4 (DR04-EN042)
Mass destruction effects are quite prominent in this game. There’s several boss monsters, builds to go arround, and cards with special conditions with the only purpose of clearing up the whole field. The most rewarding ones however are the ones who only affects the opponent, harder to pull out but obviously allow us to direct attack safely as well dealing with their setups. Although the prominent release of countereffects against destruction might nerfed their use, able to pull out their conditions for end blowing up the opponent’s field can be truly worth it.
"Des Croaking" debuted along the only and original member of the Frog archetype, "Des Frog". The spell card allow us to destroy the entire opposite field once we obtain three copies of "Des Frog". Back in the day the Frog archetype was all arround obtaining "Des Frog" for play the spell card and finish the Duel along other monsters getting certain benefits from it, but once they expanded their options the archetype became a build arround fabricating materials for all sorts of summons. However, that doesn’t stop "Des Croaking" of being viable as most of these staple members also works as replacements of the original Frog monster, even improving the results right after using the spell card.
There’s various ways to go for obtain the conditions of “Des Croaking”. The faster one is to simply excavate the spell with “Destiny HERO - Diamond Dude”, which although requires a lot of luck or help from other effects this monster can completely ignore the conditions of the spell card for be inmediately used next turn. The classic method is arround “T.A.D.P.O.L.E.”, as once two of them are in the grave once we tribute summon the original “Des Frog” we will inmediately obtain the other two copies. The common route to go with nowadays is with both “Dupe Frog” and “Ronintoadin”, wall monsters yet treated as “Des Frog” while also able to manage the Frog archetype with their effects. Finally, the unusual yet unpredictable method is by “Sea Lancer”, usually a finisher monster on the archetype as they banish their members yet if able to equip the original “Des Frog” copies we can still meet the conditions of “Des Croaking”. Obviously you can simply go with all options together, as Frogs assist each other as well create materials for tribute summon the original “Des Frog” or “Sea Lancer” at the right situation.
Once “Des Croaking” is activated and the opponent’s field is cleared up, what happens afterwards depends of how we work our Frog monsters. The original “Des Frog” and their copies are able to deal 5700 damage, probably enough to finish the opponent in most situations. Although “Dupe Frog” and “Ronintoadin” aren’t enough on their own for finish a Duel, their special summon capabilities allow us to inmediately setup for a bigger monster like the tribute summon of “Obelisk the Tormentor” or “Sea Lancer”, or Extra Deck monsters such as “Daigusto Phoenix” or “Junk Warrior” among many others. But despite their low stats that doesn’t mean that Frogs themselves can be the ones in charge of finishing the opponent, as boost effects like “Wetlands” and “Star Boy” along all the swarm options of the archetype we can deal enough damage to finish the opponent.
"Des Croaking" might be seen as a relic of what the Frog archetype started as, but that doesn’t make it less playable. Tribute resources from the archetype itself and even Pendulum Summons can easily bring out all three "Des Frog" inmediately, both "Dupe Frog" and "Ronintoadin" have effects of their own which along other Frogs are able to pull out the spell card conditions, and the archetype became so versatile in setups that we have various opportunities to bring a bigger monster to finish off our opponents. Maybe the only true flaw "Des Croaking" has nowadays is that the Frog archetype together with Nimble monsters became self-reliant to play arround the spell, as since Extra Decks became highly versatile along their capabilities to pull out heavy tribute summons they can easily control the Duel with monsters like "Light and Darkness Dragon" and "Number 96: Dark Mist" right from the start of a Duel. But again, such powerful setups are another reason of play arround "Des Frog" substitutes and "Des Croaking" to clear the field right before bringing our best monsters, making the spell card more like a preference for Frog players.
Personal Rating: B+
+ Completely destroys the opponent’s field
+ Several opportunities and setups to meet its conditions
+ The Frog archetype is able to bring bigger monsters afterwards to finish the opponent
- The archetype can easily control the game with their constant setups to simply rely in this spell
- Risk of having this card negated or chained against

Des Croaking

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Activate only while you control 3 face-up “Des Frogs”. Destroy all cards your opponent controls.

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Can Be Found In: Cybernetic Revolution (CRV-EN042), Dark Revelation Volume 4 (DR04-EN042)

Mass destruction effects are quite prominent in this game. There’s several boss monsters, builds to go arround, and cards with special conditions with the only purpose of clearing up the whole field. The most rewarding ones however are the ones who only affects the opponent, harder to pull out but obviously allow us to direct attack safely as well dealing with their setups. Although the prominent release of countereffects against destruction might nerfed their use, able to pull out their conditions for end blowing up the opponent’s field can be truly worth it.

"Des Croaking" debuted along the only and original member of the Frog archetype, "Des Frog". The spell card allow us to destroy the entire opposite field once we obtain three copies of "Des Frog". Back in the day the Frog archetype was all arround obtaining "Des Frog" for play the spell card and finish the Duel along other monsters getting certain benefits from it, but once they expanded their options the archetype became a build arround fabricating materials for all sorts of summons. However, that doesn’t stop "Des Croaking" of being viable as most of these staple members also works as replacements of the original Frog monster, even improving the results right after using the spell card.

There’s various ways to go for obtain the conditions of “Des Croaking”. The faster one is to simply excavate the spell with “Destiny HERO - Diamond Dude”, which although requires a lot of luck or help from other effects this monster can completely ignore the conditions of the spell card for be inmediately used next turn. The classic method is arround “T.A.D.P.O.L.E.”, as once two of them are in the grave once we tribute summon the original “Des Frog” we will inmediately obtain the other two copies. The common route to go with nowadays is with both “Dupe Frog” and “Ronintoadin”, wall monsters yet treated as “Des Frog” while also able to manage the Frog archetype with their effects. Finally, the unusual yet unpredictable method is by “Sea Lancer”, usually a finisher monster on the archetype as they banish their members yet if able to equip the original “Des Frog” copies we can still meet the conditions of “Des Croaking”. Obviously you can simply go with all options together, as Frogs assist each other as well create materials for tribute summon the original “Des Frog” or “Sea Lancer” at the right situation.

Once “Des Croaking” is activated and the opponent’s field is cleared up, what happens afterwards depends of how we work our Frog monsters. The original “Des Frog” and their copies are able to deal 5700 damage, probably enough to finish the opponent in most situations. Although “Dupe Frog” and “Ronintoadin” aren’t enough on their own for finish a Duel, their special summon capabilities allow us to inmediately setup for a bigger monster like the tribute summon of “Obelisk the Tormentor” or “Sea Lancer”, or Extra Deck monsters such as “Daigusto Phoenix” or “Junk Warrior” among many others. But despite their low stats that doesn’t mean that Frogs themselves can be the ones in charge of finishing the opponent, as boost effects like “Wetlands” and “Star Boy” along all the swarm options of the archetype we can deal enough damage to finish the opponent.

"Des Croaking" might be seen as a relic of what the Frog archetype started as, but that doesn’t make it less playable. Tribute resources from the archetype itself and even Pendulum Summons can easily bring out all three "Des Frog" inmediately, both "Dupe Frog" and "Ronintoadin" have effects of their own which along other Frogs are able to pull out the spell card conditions, and the archetype became so versatile in setups that we have various opportunities to bring a bigger monster to finish off our opponents. Maybe the only true flaw "Des Croaking" has nowadays is that the Frog archetype together with Nimble monsters became self-reliant to play arround the spell, as since Extra Decks became highly versatile along their capabilities to pull out heavy tribute summons they can easily control the Duel with monsters like "Light and Darkness Dragon" and "Number 96: Dark Mist" right from the start of a Duel. But again, such powerful setups are another reason of play arround "Des Frog" substitutes and "Des Croaking" to clear the field right before bringing our best monsters, making the spell card more like a preference for Frog players.

Personal Rating: B+

+ Completely destroys the opponent’s field

+ Several opportunities and setups to meet its conditions

+ The Frog archetype is able to bring bigger monsters afterwards to finish the opponent

- The archetype can easily control the game with their constant setups to simply rely in this spell

- Risk of having this card negated or chained against

Blackfeather Darkrage Dragon
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1 Tuner + 1 or more non-Tuner monsters
Once per turn, when you take damage: You can send up to 5 cards from the top of your Deck to the Graveyard, then if any monsters were sent to the Graveyard by this effect, this card gains 400 ATK.
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Can Be Found In: Premium Gold (PGLD-EN017)
There’s some cases where certain monsters get a completely new version to play as. They are treated as a different monster with their own effects, yet their looks in the artwork along a similar name hints that they’re the same creature. While in some cases like Necloth or Six Samurai shows older creatures have evolved in their own storyline (Or even being younger versions of themselves), in these cases are literally the same monster with usually an improved gamestyle to work with.
The Signer Dragons have completely different names and effects in the 5Ds manga, practically becoming their own creatures to play with. “Blackfeather Darkrage Dragon” is probably the one who became far more effective than its former version “Black-Winged Dragon” as the latter was mainly used towards burn damage. “Blackfeather” however covers any source, making mill five cards from our decks each time we take damage overall. If any monster(s) are sent by this effect, the Synchro boosts its already high ATK by 400 (Per mill effect, not for each monster sent). So pretty much is a punisher creature as if we take damage, “Blackfeather Darkrage Dragon” not only has a chance to become stronger but also fuel our graveyard as a lot of players likes to do nowadays.
As a Level 8 Synchro there’s a high variety of builds and setups to go with. Monsters like “Masked Chameleon” or “Summoner Monk” can easily obtain a second material right away from early to late turns, making “Blackfeather” and other Level 8 Synchros easily available. Some archetypes have additional choices to go with such as the fast setups of Infernity or the additional effects of Yang Zing, while Types like Psychic and Plant have more than enough choices to easily go with. Some monsters can easily assist on gathering materials right at the start of a duel, like summoning “Solar Wind Jammer” along a Level 3 Tuner. Synchros have a solid number of choices to go with as long we can easily bring Tuners with us, specially when it comes with even Levels.
"Blackfeather Darkrage Dragon" pretty much works on its own business, as will trigger its effect each time we take damage. This can go from the opponent attacking weaker creatures, to facing strategies with burn damage, However, keep on mind that this Synchro’s conditions doesn’t limit to only the opponent, as we can be ourselves the ones triggering its effect. This means that we can declare suicidal attacks towards the opponent so we can mill and probably boost "Blackfeather" stats. Is a good choice to go with monsters which can sinergy arround it, like "D.D. Warrior Lady" able to banish the target she faces or the searching effects of creatures like "Shining Angel" and many others. Same goes for effect damage using cards like "Fairy Wind", "Dark Snake Syndrome", or "Ectoplasmer" so both players take damage and thus make "Blackfaeather" mill cards for our benefit.
In a game completely full of graveyard resources, there’s obviously an inmense number of cards and creatures which makes “Blackfeather” more menacing than just obtain boosts by a chance. Lightsworn already contains an inmense number of milling effects, and can go even further if the Synchro punishes incoming damage with even more card dumping. Shaddoll can trigger an inmense number of effects when sent to the graveyard, mostly gathering resources for their Fusion summons. Dragon decks can fuel the graveyard with strong creatures so either are constantly summon by “Red-Eyes Darkness Metal Dragon” or to use with “Dragon’s Mirror” to bring out “Five-Headed Dragon”. The revival spells “Rekindling” and “Soul Charge” will have more than enough monsters to summon when needed, mostly preparing further Extra Deck setups. Last but not least, Tuners such as “Masked Chameleon”, “Junk Synchron”, and “Debris Dragon” will have an inmense variety of creatures to choose from for either summon a new Synchro monster or even more copies of “Blackfeather Darkfrage Dragon”.
This Synchro is nothing else than another proof why graveyard strategies are so powerful in the game. Fuels the graveyard with creatures and some other cards for future use, and although the ATK boosts seems kinda random to depend on if is millling five cards there’s a high chance we dump atleast one monster each time the effect is activated. There’s some flaws however, as “Blackfeather” must wait for incoming damage to become a real threat when monsters like Lightsworn can do a similar job without waiting (And providing additional effects), as otherwise the opponent can decide to pull out several ways to deal damage to the point we might lose for dumping our whole deck in a pair of turns. Despite these risks, “Blackfeather Darkrage Dragon” is a solid creature overall, punishing incoming damage by becoming stronger and providing graveyard resources with ease.
Personal Rating: A-
+ Milling effect and possible ATK boost when we take damage
+ Gaining ATK is highly certain as sends five cards per effect
+ Several graveyard strategies to work with
- Some decks can deal constant damage and empty our deck in a single turn
- Cards like Lightsworn don’t need to wait a condition for mill our deck
- ATK boost is per mill effect, not for each monster sent

Blackfeather Darkrage Dragon

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1 Tuner + 1 or more non-Tuner monsters

Once per turn, when you take damage: You can send up to 5 cards from the top of your Deck to the Graveyard, then if any monsters were sent to the Graveyard by this effect, this card gains 400 ATK.

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Can Be Found In: Premium Gold (PGLD-EN017)

There’s some cases where certain monsters get a completely new version to play as. They are treated as a different monster with their own effects, yet their looks in the artwork along a similar name hints that they’re the same creature. While in some cases like Necloth or Six Samurai shows older creatures have evolved in their own storyline (Or even being younger versions of themselves), in these cases are literally the same monster with usually an improved gamestyle to work with.

The Signer Dragons have completely different names and effects in the 5Ds manga, practically becoming their own creatures to play with. “Blackfeather Darkrage Dragon” is probably the one who became far more effective than its former version “Black-Winged Dragon” as the latter was mainly used towards burn damage. “Blackfeather” however covers any source, making mill five cards from our decks each time we take damage overall. If any monster(s) are sent by this effect, the Synchro boosts its already high ATK by 400 (Per mill effect, not for each monster sent). So pretty much is a punisher creature as if we take damage, “Blackfeather Darkrage Dragon” not only has a chance to become stronger but also fuel our graveyard as a lot of players likes to do nowadays.

As a Level 8 Synchro there’s a high variety of builds and setups to go with. Monsters like “Masked Chameleon” or “Summoner Monk” can easily obtain a second material right away from early to late turns, making “Blackfeather” and other Level 8 Synchros easily available. Some archetypes have additional choices to go with such as the fast setups of Infernity or the additional effects of Yang Zing, while Types like Psychic and Plant have more than enough choices to easily go with. Some monsters can easily assist on gathering materials right at the start of a duel, like summoning “Solar Wind Jammer” along a Level 3 Tuner. Synchros have a solid number of choices to go with as long we can easily bring Tuners with us, specially when it comes with even Levels.

"Blackfeather Darkrage Dragon" pretty much works on its own business, as will trigger its effect each time we take damage. This can go from the opponent attacking weaker creatures, to facing strategies with burn damage, However, keep on mind that this Synchro’s conditions doesn’t limit to only the opponent, as we can be ourselves the ones triggering its effect. This means that we can declare suicidal attacks towards the opponent so we can mill and probably boost "Blackfeather" stats. Is a good choice to go with monsters which can sinergy arround it, like "D.D. Warrior Lady" able to banish the target she faces or the searching effects of creatures like "Shining Angel" and many others. Same goes for effect damage using cards like "Fairy Wind", "Dark Snake Syndrome", or "Ectoplasmer" so both players take damage and thus make "Blackfaeather" mill cards for our benefit.

In a game completely full of graveyard resources, there’s obviously an inmense number of cards and creatures which makes “Blackfeather” more menacing than just obtain boosts by a chance. Lightsworn already contains an inmense number of milling effects, and can go even further if the Synchro punishes incoming damage with even more card dumping. Shaddoll can trigger an inmense number of effects when sent to the graveyard, mostly gathering resources for their Fusion summons. Dragon decks can fuel the graveyard with strong creatures so either are constantly summon by “Red-Eyes Darkness Metal Dragon” or to use with “Dragon’s Mirror” to bring out “Five-Headed Dragon”. The revival spells “Rekindling” and “Soul Charge” will have more than enough monsters to summon when needed, mostly preparing further Extra Deck setups. Last but not least, Tuners such as “Masked Chameleon”, “Junk Synchron”, and “Debris Dragon” will have an inmense variety of creatures to choose from for either summon a new Synchro monster or even more copies of “Blackfeather Darkfrage Dragon”.

This Synchro is nothing else than another proof why graveyard strategies are so powerful in the game. Fuels the graveyard with creatures and some other cards for future use, and although the ATK boosts seems kinda random to depend on if is millling five cards there’s a high chance we dump atleast one monster each time the effect is activated. There’s some flaws however, as “Blackfeather” must wait for incoming damage to become a real threat when monsters like Lightsworn can do a similar job without waiting (And providing additional effects), as otherwise the opponent can decide to pull out several ways to deal damage to the point we might lose for dumping our whole deck in a pair of turns. Despite these risks, “Blackfeather Darkrage Dragon” is a solid creature overall, punishing incoming damage by becoming stronger and providing graveyard resources with ease.

Personal Rating: A-

+ Milling effect and possible ATK boost when we take damage

+ Gaining ATK is highly certain as sends five cards per effect

+ Several graveyard strategies to work with

- Some decks can deal constant damage and empty our deck in a single turn

- Cards like Lightsworn don’t need to wait a condition for mill our deck

- ATK boost is per mill effect, not for each monster sent

Number 65: Djinn Buster
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2 Level 2 DARK monsters
During either player’s turn, when an effect of an opponent’s monster is activated: You can detach 2 Xyz Materials from this card; negate the activation, and if you do, inflict 500 damage to your opponent.
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Can Be Found In: Shadow Specters (SHSP-EN047)
Negating effects and cards have become such an important ability to have nowadays that nearly every competitive deck has to carry atleast a few of them. In a time a lot of strategies relies on setups, stopping the process before is too late not only will stop the arrival of a strong creature but can also leave the opponent’s field defenceless. Obviously this also means that negation effects can be used against each other, so pretty much Duels turns into whoever can keep their game running safely for pull out their best cards flawlessly.
"Number 65: Djinn Buster" gets in the increasing list of creatures able to negate certain plays in the game. By detaching two materials, "Djinn Buster" negates a monster effect and punishes the opponent with 500 damage. Is nothing much out of the ordinary compared to bigger creatures like "Evolzar Laggia", but provides low level builds a creature to do the same task as those popular choices ready to be on the field ready to stop any threatening effect coming through.
Although is restricted to DARK materials, “Djinn Buster” has various creatures and setups to go with. The classic “Giant Germ” can bring two other copies when defeated, perfect for start a Duel with. “Malicevorous Knife” can easily revive one of the other two Malicevorous with its arrival, which can be one “Malicevorous Fork” sends from the hand when special summoned on its own. Builds with several Level 1 creatures can also obtain the Xyz thanks to “Darklon”, a creature which not only increases the level of our monsters but also turn them DARK, therefore making “Djinn Buster” available regardless what attributes we play with. Some builds featuring Spellcasters can fit “Djinn Buster” thanks to both “Apprentice Magician” and “Magical Undertaker”, not only constantly summoning each other but also making sure there’s materials ready to use. And obviously we cannot forget the normal monster staple “Rescue Rabbit”, able to bring two monsters such as “Clown Zombie” ready to be used.
"Djinn Buster" effect is pretty straightforward. Any monster effect coming through can be easily negated by the Xyz. This also includes monster effects outside the field, so if we’re attacking we can easily deal with creatures such as "Honest" or "Bacon Saver". "Djinn Buster" will most likely be brought right before our turn ends however, getting ready to stop monster effects which can easily provide to the opponent an easy comeback. So although "Djinn Buster" has very frail stats, will most likely do its job of stopping the opponent from playing important moves.
"Djinn Buster" potential is obviously debatable, since although negating a monster effect is quite helpful is hard to ignore its fragility. This is because the Xyz is mainly arround getting upgraded by Rank-Up and become "Number C65: King Overfiend", a creature able to weak creatures as well globaly negate any opponent’s monster effect as long the original form stays as material. This can be quite the move if using "Rank-Up-Magic Quick Chaos", as we can outsmart the opponent in case they sacrifice an effect for spend our "Djinn Buster" materials. If you don’t mind how many materials "King Overfiend" carries, we can easily setup the Rank-Up thanks to "Masked Chameleon" reviving "Djinn Buster" on later turns of its defeat. If "King Overfiend" still is not of your taste, "Rank-Up-Magic Astral Force" goes two Ranks ahead for turn "Djinn Buster" into other disrupting Xyz monsters such as "Evilswarm Thanatos" and "Steelswarm Roach".
"Number 65: Djinn Buster" easily fits any Level 2 build which needs a push on keeping their field strong in front of opponent actions. Despite limited to DARK materials, there’s a solid variety of options we can go with for summon this creature easily. It also has various strategies arround Rank-Up, turning it into its upgraded form "Number C65: King Overfiend" and even Rank 4 monsters right when is needed. DARK has more than enough monsters and setups to easily bring this creature, however it could’ve been of great help for popular Level 2 like Frog or Ojama which already have great and easier methods to Xyz setup. But the obvious problem "Djinn Buster" has is its pitiful stats, so either negates an effect before its defeat or we have backrow such as "Safe Zone", "Messenger of Peace", or "Rank-Up-Magic Quick Chaos" ready to answer any of the many chances the opponent can easily deal with this Xyz. "Djinn Buster" is as good as any other negation effect, but we must take care of how easily can be defeated.
Personal Rating: B
+ Negates monster effects from anywhere along some bonus damage
+ Several Rank-Up strategies to go with
- Very low ATK for a Xyz monster and such effect
- Although greatly supported on DARK materials still limits its use to a few builds

Number 65: Djinn Buster

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2 Level 2 DARK monsters

During either player’s turn, when an effect of an opponent’s monster is activated: You can detach 2 Xyz Materials from this card; negate the activation, and if you do, inflict 500 damage to your opponent.

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Can Be Found In: Shadow Specters (SHSP-EN047)

Negating effects and cards have become such an important ability to have nowadays that nearly every competitive deck has to carry atleast a few of them. In a time a lot of strategies relies on setups, stopping the process before is too late not only will stop the arrival of a strong creature but can also leave the opponent’s field defenceless. Obviously this also means that negation effects can be used against each other, so pretty much Duels turns into whoever can keep their game running safely for pull out their best cards flawlessly.

"Number 65: Djinn Buster" gets in the increasing list of creatures able to negate certain plays in the game. By detaching two materials, "Djinn Buster" negates a monster effect and punishes the opponent with 500 damage. Is nothing much out of the ordinary compared to bigger creatures like "Evolzar Laggia", but provides low level builds a creature to do the same task as those popular choices ready to be on the field ready to stop any threatening effect coming through.

Although is restricted to DARK materials, “Djinn Buster” has various creatures and setups to go with. The classic “Giant Germ” can bring two other copies when defeated, perfect for start a Duel with. “Malicevorous Knife” can easily revive one of the other two Malicevorous with its arrival, which can be one “Malicevorous Fork” sends from the hand when special summoned on its own. Builds with several Level 1 creatures can also obtain the Xyz thanks to “Darklon”, a creature which not only increases the level of our monsters but also turn them DARK, therefore making “Djinn Buster” available regardless what attributes we play with. Some builds featuring Spellcasters can fit “Djinn Buster” thanks to both “Apprentice Magician” and “Magical Undertaker”, not only constantly summoning each other but also making sure there’s materials ready to use. And obviously we cannot forget the normal monster staple “Rescue Rabbit”, able to bring two monsters such as “Clown Zombie” ready to be used.

"Djinn Buster" effect is pretty straightforward. Any monster effect coming through can be easily negated by the Xyz. This also includes monster effects outside the field, so if we’re attacking we can easily deal with creatures such as "Honest" or "Bacon Saver". "Djinn Buster" will most likely be brought right before our turn ends however, getting ready to stop monster effects which can easily provide to the opponent an easy comeback. So although "Djinn Buster" has very frail stats, will most likely do its job of stopping the opponent from playing important moves.

"Djinn Buster" potential is obviously debatable, since although negating a monster effect is quite helpful is hard to ignore its fragility. This is because the Xyz is mainly arround getting upgraded by Rank-Up and become "Number C65: King Overfiend", a creature able to weak creatures as well globaly negate any opponent’s monster effect as long the original form stays as material. This can be quite the move if using "Rank-Up-Magic Quick Chaos", as we can outsmart the opponent in case they sacrifice an effect for spend our "Djinn Buster" materials. If you don’t mind how many materials "King Overfiend" carries, we can easily setup the Rank-Up thanks to "Masked Chameleon" reviving "Djinn Buster" on later turns of its defeat. If "King Overfiend" still is not of your taste, "Rank-Up-Magic Astral Force" goes two Ranks ahead for turn "Djinn Buster" into other disrupting Xyz monsters such as "Evilswarm Thanatos" and "Steelswarm Roach".

"Number 65: Djinn Buster" easily fits any Level 2 build which needs a push on keeping their field strong in front of opponent actions. Despite limited to DARK materials, there’s a solid variety of options we can go with for summon this creature easily. It also has various strategies arround Rank-Up, turning it into its upgraded form "Number C65: King Overfiend" and even Rank 4 monsters right when is needed. DARK has more than enough monsters and setups to easily bring this creature, however it could’ve been of great help for popular Level 2 like Frog or Ojama which already have great and easier methods to Xyz setup. But the obvious problem "Djinn Buster" has is its pitiful stats, so either negates an effect before its defeat or we have backrow such as "Safe Zone", "Messenger of Peace", or "Rank-Up-Magic Quick Chaos" ready to answer any of the many chances the opponent can easily deal with this Xyz. "Djinn Buster" is as good as any other negation effect, but we must take care of how easily can be defeated.

Personal Rating: B

+ Negates monster effects from anywhere along some bonus damage

+ Several Rank-Up strategies to go with

- Very low ATK for a Xyz monster and such effect

- Although greatly supported on DARK materials still limits its use to a few builds

Laureate Francois the Melodious Prima
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Once per turn: You can target 1 LIGHT Fairy-Type monster in your Graveyard; add that target to your hand. You cannot activate monster effects the turn you activate this effect, except the effects of LIGHT monsters.
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Can Be Found In: The New Challengers (NECH-JP007)
Nearly every deck nowadays encourages playing arround special summons, as allows players to either bring out their strongest monsters and/or summon various monsters at once to finish off the opponent. Melodious however goes a step further, as the majority of their abilities triggers with their own special summons. The entire archetype rewards the player of an strategy already powerful in the card game, as not only their have more than enough options to bring out their members as quick as possible but also meet the conditions of effects able to strength their game.
"Leaureate Francois the Meodious Prima" is one of the Melodious’ strongest members. And while their key monster "Mozarta the Melodious Maestra" moves the entire build, "Laureate Francois" is in charge of such game keeps going. Each turn, "Laureate Francois" retrieves a LIGHT Fairy from the graveyard, although will limit the use of monster effects to only LIGHT monsters in exchange. So not only this Melodious will retrieve members to been summoned by our many tools, but she’s also able to retrieve other Fairies which can support the archetype with their abilities.
Despite the high level of “Laureate Francois”, that doesn’t make her harder to summon. A mere “Valhalla, Hall of the Fallen” can summon her from the hand when our field is empty, making her effect truly reliable on late turns. A similar option is their main monster “Mozarta the Melodious Maestra”, as can summon any member from the hand. Although she belongs in an archetype focused on special summons, “Serenade the Melodious Diva” can shortcut with a tribute summon as she can be summoned form the deck by “Solo: First Movement”. “Celestial Transformation” has various flaws to inmediately summon “Laureate Francois”, but if “Elegy the Melodious Diva” is on the field we can avoid the spell self-destroying our Melodious Prima. Remember that Melodious monsters gets the most benefits of being special summoned, so don’t hold back on using revival options like a mere “Call of the Haunted”, or even banish her for later on arrive on the field with “Miraculous Descent”.
"Leaureate Francois" pretty much will recover those Melodious monsters we can resummon from the hand. The primary targets will be both "Sonata the Melodious Diva" and "Canon the Melodious Diva", as they can special summon themselves if another Melodious is already on the field for assist with their effects or even setup a summon from the Extra Deck. If she’s on the field with "Mozarta the Melodious Maestra", we can bring their most important members "Aria the Melodious Diva" and "Elegy the Melodious Diva" to trigger their protective effects on the archetype and strength our field. The archetype is still pretty new, but it will obviously expand what other members we can recycle to be resummoned.
However, the real potential of “Leaureate Francois” is not of retrieving other Melodious monsters, but the fact she can recover any Fairy-type monster. The limited card “Honest” becomes extremely lethal together with this Melodious, as we can retrieve him turn after turn to constantly use his boost effect on our creatures. “Hecatrice” can be recovered on late turns to obtain additional copies of “Valhalla, Hall of the Fallen”, making sure we have a special summoning tool even in the worst case scenarios. Herald monsters usually await on the hand to negate certain effects, therefore not only we can recover them for further negation but also reduce the cost of their abilities. We can also add some other archetypes on the mix to get benefits from “Leaureate Francois”, like recovering Artifacts ready to be set once again in our backrow, Star Seraph so they can summon each other for Xyz setups, to even have “Arcana Force XIV - Temperance” always on hand to nullify damage. Last but not least, “Leaureate Francois” can always reload our Extra Deck with defeated creatures, truly useful if are able to setup materials for their summoning.
"Laureate Francois the Melodious Prima" might not be as good if it wasn’t for her ability to recover any Fairy in the grave. Not only assists Melodious with recovering creatures, but also recycle various staple monsters from the Type. Her restriction to only using LIGHT monster effects seems harsh, but she belongs to an archetype mostly arround said attribute. However, she’s mostly an optional choice for the archetype as Melodious can simply use revival cards to not only bring out their creatures but also obtain their special summon rewards, specially when her ATK is pretty low for her level. But you really need to retrieve not only Melodious but also other powerful Fairies, "Laureate Francois" can easily do the job as gets the support of other members.
Personal Rating: B+
+ Recovers any LIGHT Fairy from the graveyard
+ Some Melodious can easily work arround her
+ Able to reuse staple monsters of the Type
- Kinda low stats
- Melodious themselves can simply use revival  rather retrieval

Laureate Francois the Melodious Prima

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Once per turn: You can target 1 LIGHT Fairy-Type monster in your Graveyard; add that target to your hand. You cannot activate monster effects the turn you activate this effect, except the effects of LIGHT monsters.

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Can Be Found In: The New Challengers (NECH-JP007)

Nearly every deck nowadays encourages playing arround special summons, as allows players to either bring out their strongest monsters and/or summon various monsters at once to finish off the opponent. Melodious however goes a step further, as the majority of their abilities triggers with their own special summons. The entire archetype rewards the player of an strategy already powerful in the card game, as not only their have more than enough options to bring out their members as quick as possible but also meet the conditions of effects able to strength their game.

"Leaureate Francois the Meodious Prima" is one of the Melodious’ strongest members. And while their key monster "Mozarta the Melodious Maestra" moves the entire build, "Laureate Francois" is in charge of such game keeps going. Each turn, "Laureate Francois" retrieves a LIGHT Fairy from the graveyard, although will limit the use of monster effects to only LIGHT monsters in exchange. So not only this Melodious will retrieve members to been summoned by our many tools, but she’s also able to retrieve other Fairies which can support the archetype with their abilities.

Despite the high level of “Laureate Francois”, that doesn’t make her harder to summon. A mere “Valhalla, Hall of the Fallen” can summon her from the hand when our field is empty, making her effect truly reliable on late turns. A similar option is their main monster “Mozarta the Melodious Maestra”, as can summon any member from the hand. Although she belongs in an archetype focused on special summons, “Serenade the Melodious Diva” can shortcut with a tribute summon as she can be summoned form the deck by “Solo: First Movement”. “Celestial Transformation” has various flaws to inmediately summon “Laureate Francois”, but if “Elegy the Melodious Diva” is on the field we can avoid the spell self-destroying our Melodious Prima. Remember that Melodious monsters gets the most benefits of being special summoned, so don’t hold back on using revival options like a mere “Call of the Haunted”, or even banish her for later on arrive on the field with “Miraculous Descent”.

"Leaureate Francois" pretty much will recover those Melodious monsters we can resummon from the hand. The primary targets will be both "Sonata the Melodious Diva" and "Canon the Melodious Diva", as they can special summon themselves if another Melodious is already on the field for assist with their effects or even setup a summon from the Extra Deck. If she’s on the field with "Mozarta the Melodious Maestra", we can bring their most important members "Aria the Melodious Diva" and "Elegy the Melodious Diva" to trigger their protective effects on the archetype and strength our field. The archetype is still pretty new, but it will obviously expand what other members we can recycle to be resummoned.

However, the real potential of “Leaureate Francois” is not of retrieving other Melodious monsters, but the fact she can recover any Fairy-type monster. The limited card “Honest” becomes extremely lethal together with this Melodious, as we can retrieve him turn after turn to constantly use his boost effect on our creatures. “Hecatrice” can be recovered on late turns to obtain additional copies of “Valhalla, Hall of the Fallen”, making sure we have a special summoning tool even in the worst case scenarios. Herald monsters usually await on the hand to negate certain effects, therefore not only we can recover them for further negation but also reduce the cost of their abilities. We can also add some other archetypes on the mix to get benefits from “Leaureate Francois”, like recovering Artifacts ready to be set once again in our backrow, Star Seraph so they can summon each other for Xyz setups, to even have “Arcana Force XIV - Temperance” always on hand to nullify damage. Last but not least, “Leaureate Francois” can always reload our Extra Deck with defeated creatures, truly useful if are able to setup materials for their summoning.

"Laureate Francois the Melodious Prima" might not be as good if it wasn’t for her ability to recover any Fairy in the grave. Not only assists Melodious with recovering creatures, but also recycle various staple monsters from the Type. Her restriction to only using LIGHT monster effects seems harsh, but she belongs to an archetype mostly arround said attribute. However, she’s mostly an optional choice for the archetype as Melodious can simply use revival cards to not only bring out their creatures but also obtain their special summon rewards, specially when her ATK is pretty low for her level. But you really need to retrieve not only Melodious but also other powerful Fairies, "Laureate Francois" can easily do the job as gets the support of other members.

Personal Rating: B+

+ Recovers any LIGHT Fairy from the graveyard

+ Some Melodious can easily work arround her

+ Able to reuse staple monsters of the Type

- Kinda low stats

- Melodious themselves can simply use revival  rather retrieval

Onomatopia
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Each time you Special Summon a “Utopia” monster(s), place 1 Feel the Flow Counter on this card. Monsters you control gain 200 ATK and DEF for each Feel the Flow Counter on this card. Once per turn: You can remove 2 Feel the Flow Counters from this card; Special Summon 1 “Zubaba”, “Gagaga”, “Gogogo”, or “Dododo” monster from your Deck.
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Can Be Found In: Duelist Alliance (DUEA-JP089)
The card game pretty much nowadays focuses on archetypes, and in the series this is clearly ilustrates it. Back in the original series, Yugi pretty much had a variety of monsters along “Dark Magician” with no truly sinergy together, and after that the following main cast of the next spin-offs relied on a certain archetype. A close exception is found in ZEXAL, as Yuma works arround various archetypes at once for the same purpose.
"Onomatopia" is all about the entire strategy of Yuma. Each time an Utopia monster is brought to the field, the Field Spell obtains a Feel the Flow Counter (We’ll abreviate as Feel Counter). Said counters will boost our monsters by 200 ATK and DEF each. But once we gather enough we can spend two Feel Counters to special summon a Gagaga, Gogogo, Dododo, or Zubaba member straight from the deck. The Utopia archetype is all about changing forms for easily defeat opponent monsters in battle, so is quite easy to gather Feel Counters for either power up our creatures and even bring more creatures on the field for our purposes.
If your Extra Deck is all about “Number 39: Utopia”, you’ll most likely have several opportunities to obtain counters on “Onomatopia”. The monster itself is pretty easy to summon as a Rank 4, specially as the Gagaga and Gogogo archetypes have reliable members such as “Gagaga Sister” and “Gogogo Ghost” to setup its summon. Once “Number 39: Utopia” is out we can easily give it a new form by various options. The most simple are both “Number C39: Utopia Ray” and “Number S39: Utopia Prime”, as they can be brought right away from the Extra Deck by just using the original Utopia as material. Then you have the Rank-Up forms, which can summon either “Number C39: Utopia Ray V” or “Number C39: Utopia Ray Victory”. Ranking Up goes further with “Rank-Up-Magic Astral Force”, as can special summon “Number 39: Beyond the Hope” which not only is an indirect Utopia member but can also revive other Utopia monsters from the grave, bringing further counters for “Onomatopia” on its own. Finally and if you have some low level materials to play with, “Number 39: Utopia Roots” is a small creature which increases the list of Utopia monsters we can work with. Keep on mind that Utopia monsters don’t need to be Xyz summoned, as a mere “Call of the Haunted” or “Xyz Reborn” can revive them and thus create a new Feel Counter in the process.
The only restriction “Onomatopia” carries is to spend counters once per turn, so you can pretty much summon any monster you want from all four archetypes. Gagaga has a diverse cast of monsters able to manipulate levels, from the basic “Gagaga Magician” to the revival effect of “Gagaga Mancer”. Gogogo monsters are practically all about Rank 4 setups, so if we are not normal summoning “Gogogo Gigas” we’ll bring from the deck “Gogogo Ghost”. Dododo on the other hand is arround high level materials, bringing either “Dododo Driver” and “Dododo Warrior” when needed or “Dododo Witch” if we have members in our hand waiting to be summoned. Last there’s Zubaba with only two members in the main deck, “Zubaba Knight” and “Zubaba Buster”, which can be pretty handy to summon from the deck for face certaon monsters our Utopia summons cannot deal with. Remember that you are not forced to play all archetypes together arround “Onomatopia”, as you can focus on one or a pair of them for speed up their main strategies.
"Onomatopia" is pretty solid support card. "Number 39: Utopia" has many forms and chances to bring them to the field, so is easy to gather atleast two Feel Counters right away. All four archetypes obviously obtains benefits of such spell card, as they pretty much can bring materials for further Xyz summons and thus more Utopia monsters to pile even more counters. However, builds arround "Number 39: Utopia" tends to work perfectly arround ZW monsters along certain Level 4 materials, as they not only can setup the field for Xyz summons but also turn Utopia monsters into OTK beasts. Also, the fact it requires a whole Extra Deck full of Utopia forms limits the options of the deck itself just for fuel "Onomatopia", so might not be a good option in a time Extra Decks are quite diverse and destructive effects can easily deal with Field Spells. Regardless, is a reliable source of further summons for any of the four archetypes it supports, making it viable for even a single one of them, being together with ZW creatures, or even mix them up while helped by both "Onomatopaira" counters and "Onomatopaira" searching effect.
Personal Rating: B+
+ Several Utopia summoning options to gather counters easily
+ Able to summon creatures and support four different archetypes
+ If is not spending counters will be powering up our monsters
- Utopia already works efficiently arround the ZW archetype and certain monsters
- Forces players to have an Extra Deck exclusively arround Utopia for its full potential
- Overall relies on Xyz setups to work

Onomatopia

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Each time you Special Summon a “Utopia” monster(s), place 1 Feel the Flow Counter on this card. Monsters you control gain 200 ATK and DEF for each Feel the Flow Counter on this card. Once per turn: You can remove 2 Feel the Flow Counters from this card; Special Summon 1 “Zubaba”, “Gagaga”, “Gogogo”, or “Dododo” monster from your Deck.

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Can Be Found In: Duelist Alliance (DUEA-JP089)

The card game pretty much nowadays focuses on archetypes, and in the series this is clearly ilustrates it. Back in the original series, Yugi pretty much had a variety of monsters along “Dark Magician” with no truly sinergy together, and after that the following main cast of the next spin-offs relied on a certain archetype. A close exception is found in ZEXAL, as Yuma works arround various archetypes at once for the same purpose.

"Onomatopia" is all about the entire strategy of Yuma. Each time an Utopia monster is brought to the field, the Field Spell obtains a Feel the Flow Counter (We’ll abreviate as Feel Counter). Said counters will boost our monsters by 200 ATK and DEF each. But once we gather enough we can spend two Feel Counters to special summon a Gagaga, Gogogo, Dododo, or Zubaba member straight from the deck. The Utopia archetype is all about changing forms for easily defeat opponent monsters in battle, so is quite easy to gather Feel Counters for either power up our creatures and even bring more creatures on the field for our purposes.

If your Extra Deck is all about “Number 39: Utopia”, you’ll most likely have several opportunities to obtain counters on “Onomatopia”. The monster itself is pretty easy to summon as a Rank 4, specially as the Gagaga and Gogogo archetypes have reliable members such as “Gagaga Sister” and “Gogogo Ghost” to setup its summon. Once “Number 39: Utopia” is out we can easily give it a new form by various options. The most simple are both “Number C39: Utopia Ray” and “Number S39: Utopia Prime”, as they can be brought right away from the Extra Deck by just using the original Utopia as material. Then you have the Rank-Up forms, which can summon either “Number C39: Utopia Ray V” or “Number C39: Utopia Ray Victory”. Ranking Up goes further with “Rank-Up-Magic Astral Force”, as can special summon “Number 39: Beyond the Hope” which not only is an indirect Utopia member but can also revive other Utopia monsters from the grave, bringing further counters for “Onomatopia” on its own. Finally and if you have some low level materials to play with, “Number 39: Utopia Roots” is a small creature which increases the list of Utopia monsters we can work with. Keep on mind that Utopia monsters don’t need to be Xyz summoned, as a mere “Call of the Haunted” or “Xyz Reborn” can revive them and thus create a new Feel Counter in the process.

The only restriction “Onomatopia” carries is to spend counters once per turn, so you can pretty much summon any monster you want from all four archetypes. Gagaga has a diverse cast of monsters able to manipulate levels, from the basic “Gagaga Magician” to the revival effect of “Gagaga Mancer”. Gogogo monsters are practically all about Rank 4 setups, so if we are not normal summoning “Gogogo Gigas” we’ll bring from the deck “Gogogo Ghost”. Dododo on the other hand is arround high level materials, bringing either “Dododo Driver” and “Dododo Warrior” when needed or “Dododo Witch” if we have members in our hand waiting to be summoned. Last there’s Zubaba with only two members in the main deck, “Zubaba Knight” and “Zubaba Buster”, which can be pretty handy to summon from the deck for face certaon monsters our Utopia summons cannot deal with. Remember that you are not forced to play all archetypes together arround “Onomatopia”, as you can focus on one or a pair of them for speed up their main strategies.

"Onomatopia" is pretty solid support card. "Number 39: Utopia" has many forms and chances to bring them to the field, so is easy to gather atleast two Feel Counters right away. All four archetypes obviously obtains benefits of such spell card, as they pretty much can bring materials for further Xyz summons and thus more Utopia monsters to pile even more counters. However, builds arround "Number 39: Utopia" tends to work perfectly arround ZW monsters along certain Level 4 materials, as they not only can setup the field for Xyz summons but also turn Utopia monsters into OTK beasts. Also, the fact it requires a whole Extra Deck full of Utopia forms limits the options of the deck itself just for fuel "Onomatopia", so might not be a good option in a time Extra Decks are quite diverse and destructive effects can easily deal with Field Spells. Regardless, is a reliable source of further summons for any of the four archetypes it supports, making it viable for even a single one of them, being together with ZW creatures, or even mix them up while helped by both "Onomatopaira" counters and "Onomatopaira" searching effect.

Personal Rating: B+

+ Several Utopia summoning options to gather counters easily

+ Able to summon creatures and support four different archetypes

+ If is not spending counters will be powering up our monsters

- Utopia already works efficiently arround the ZW archetype and certain monsters

- Forces players to have an Extra Deck exclusively arround Utopia for its full potential

- Overall relies on Xyz setups to work

Dark Rebellion Xyz Dragon
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2 Level 4 monsters
You can detach 2 Xyz Materials from this card, then target 1 face-up monster your opponent controls; halve that monster’s ATK, and if you do, this card gains that same amount of ATK.
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Can Be Found In: The New Challengers (NECH-JP053)
Xyz monsters easily become the most reliable creatures to have in the Extra Deck. While Fusion and Synchro monsters often requires specific setups and materials to work with, the vast majority of Xyz monsters (Including archetype themed) can fit in practically any build as long they work arround the required levels. This also expands the number of options players can choose among each Rank, as although there’s the usual staple Xyz monsters to go with there’s always alternatives which might even work better arround certain strategies.
"Dark Rebellion Xyz Dragon" can easily become a menacing threat thanks to availability and effect. By detaching two materials, "Xyz Dragon" halves the ATK of an opponent’s monster and takes it for itself. With 2500 ATK, "Xyz Dragon" pretty much will turn into 3000 and higher ATK as weakens a target in the process, pretty much becoming not only a big creature to easily pull out but also a handy Xyz monsters to rely on once there’s a strong enemy hard to deal with.
As Rank 4 and zero restrictions, pretty much any deck can run “Xyz Dragon” easily. Common tools like “Summoner Monk”, “Rescue Rabbit”, “Masked Chameleon”, and “Tin Goldfish” among thousands of other options can easily work together or on its own to setup the summoning of this monsters. Entire archetypes like Constellar, Tellarknight, or Six Samurais among many others can easily gather their member on the field to summon “Xyz Dragon” either late or earlier turns. Level 4 monsters are quite frequent in the card game, and therefore there’s many options and opportunities to bring this Xyz right when is needed.
"Xyz Dragon" will have mostly a comeback role of the likes of "Number 101: Silent Honor ARK" and "Castel, the Skyblaster Musketeer" for deal against powerful creatures. The main difference however is that "Xyz Dragon" will still remain a serious threat right after using its materials, as weakening a target will turn it into a high ATK creature which can still deal with opponent creatures without any effect. We can go further with "Xyz Dragon" effect by combining with "Number 103: Ragna Zero" or her upgrade "Number C103: Ragnafinity" as can get rid of the affected creature once its ATK is halved. Similarly we can obtain another strong ally from "Number 33: Chronomaly Machu Mech", dealing burn damage from the target’s lost ATK but also obtain the same boost as "Xyz Dragon" in the process.
Although “Xyz Dragon” will easily become effectless right after using its effect, there’s some cards it can work for further assistance. The Heraldic archetype not only has strong Rank 4 setups, but thanks to “Heraldic Beast Twin-Headed Eagle” they can constantly reload “Xyz Dragon” with materials for keep weakening monsters as well become even stronger. Since this monster is mostly battle focused, cards like “Forbidden Dress” and “Safe Zone” can respond opponent actions to protect our creature from danger. If can’t be helped and “Xyz Dragon” is going to leave the field, the traps “Deck Devastation Virus” and “Eradicator Epidemic Virus” can tribute the Xyz for then severely disrupt the opponent’s strategies during some turns.
"Dark Rebellion Xyz Dragon" joins the inmense list of Rank 4 monsters we can pick from to build a solid Extra Deck. Already carrying solid stats, the creature can become a serious offense even after using its effect thanks to its drain ability, which can turn it into a high ATK creature the opponent will try to get rid of. The only problem "Xyz Dragon" has is the competition in the Extra Deck choices, as players might prefer other effects to deal with opponent creatures while avoiding the risks of a Battle Phase. But regardless, "Xyz Dragon" is available to not only turn a powerful threat easy to defeat by practically any monster of ours but also be a big attacker after using its effect, not relying in no other but protective effects to keep defeating any opponent monsters after its ATK boost.
Personal Rating: A
+ Weakens a target and gets stronger in the process
+ Thanks to the ATK boost remains a threat after spending its materials
+ Easily available by various setups
- There’s too many Rank 4 choices for even give it a single spot
- Might be preferable to deal with opponent monsters by removal effects

Dark Rebellion Xyz Dragon

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2 Level 4 monsters

You can detach 2 Xyz Materials from this card, then target 1 face-up monster your opponent controls; halve that monster’s ATK, and if you do, this card gains that same amount of ATK.

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Can Be Found In: The New Challengers (NECH-JP053)

Xyz monsters easily become the most reliable creatures to have in the Extra Deck. While Fusion and Synchro monsters often requires specific setups and materials to work with, the vast majority of Xyz monsters (Including archetype themed) can fit in practically any build as long they work arround the required levels. This also expands the number of options players can choose among each Rank, as although there’s the usual staple Xyz monsters to go with there’s always alternatives which might even work better arround certain strategies.

"Dark Rebellion Xyz Dragon" can easily become a menacing threat thanks to availability and effect. By detaching two materials, "Xyz Dragon" halves the ATK of an opponent’s monster and takes it for itself. With 2500 ATK, "Xyz Dragon" pretty much will turn into 3000 and higher ATK as weakens a target in the process, pretty much becoming not only a big creature to easily pull out but also a handy Xyz monsters to rely on once there’s a strong enemy hard to deal with.

As Rank 4 and zero restrictions, pretty much any deck can run “Xyz Dragon” easily. Common tools like “Summoner Monk”, “Rescue Rabbit”, “Masked Chameleon”, and “Tin Goldfish” among thousands of other options can easily work together or on its own to setup the summoning of this monsters. Entire archetypes like Constellar, Tellarknight, or Six Samurais among many others can easily gather their member on the field to summon “Xyz Dragon” either late or earlier turns. Level 4 monsters are quite frequent in the card game, and therefore there’s many options and opportunities to bring this Xyz right when is needed.

"Xyz Dragon" will have mostly a comeback role of the likes of "Number 101: Silent Honor ARK" and "Castel, the Skyblaster Musketeer" for deal against powerful creatures. The main difference however is that "Xyz Dragon" will still remain a serious threat right after using its materials, as weakening a target will turn it into a high ATK creature which can still deal with opponent creatures without any effect. We can go further with "Xyz Dragon" effect by combining with "Number 103: Ragna Zero" or her upgrade "Number C103: Ragnafinity" as can get rid of the affected creature once its ATK is halved. Similarly we can obtain another strong ally from "Number 33: Chronomaly Machu Mech", dealing burn damage from the target’s lost ATK but also obtain the same boost as "Xyz Dragon" in the process.

Although “Xyz Dragon” will easily become effectless right after using its effect, there’s some cards it can work for further assistance. The Heraldic archetype not only has strong Rank 4 setups, but thanks to “Heraldic Beast Twin-Headed Eagle” they can constantly reload “Xyz Dragon” with materials for keep weakening monsters as well become even stronger. Since this monster is mostly battle focused, cards like “Forbidden Dress” and “Safe Zone” can respond opponent actions to protect our creature from danger. If can’t be helped and “Xyz Dragon” is going to leave the field, the traps “Deck Devastation Virus” and “Eradicator Epidemic Virus” can tribute the Xyz for then severely disrupt the opponent’s strategies during some turns.

"Dark Rebellion Xyz Dragon" joins the inmense list of Rank 4 monsters we can pick from to build a solid Extra Deck. Already carrying solid stats, the creature can become a serious offense even after using its effect thanks to its drain ability, which can turn it into a high ATK creature the opponent will try to get rid of. The only problem "Xyz Dragon" has is the competition in the Extra Deck choices, as players might prefer other effects to deal with opponent creatures while avoiding the risks of a Battle Phase. But regardless, "Xyz Dragon" is available to not only turn a powerful threat easy to defeat by practically any monster of ours but also be a big attacker after using its effect, not relying in no other but protective effects to keep defeating any opponent monsters after its ATK boost.

Personal Rating: A

+ Weakens a target and gets stronger in the process

+ Thanks to the ATK boost remains a threat after spending its materials

+ Easily available by various setups

- There’s too many Rank 4 choices for even give it a single spot

- Might be preferable to deal with opponent monsters by removal effects