Judgment Of The Pharaoh
Stargazer Magician
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If a Pendulum Monster you control attacks or is attacked, your opponent cannot activate Spell Cards until the end of the Damage Step. Unless you have a “Magician” card or “Odd-Eyes” card in your other Pendulum Zone, this card’s Pendulum Scale becomes 4.
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Once per turn, when exactly 1 other Pendulum Monster you control (and no other cards) is returned to your hand by an opponent’s card effect (except during the Damage Step): You can Special Summon 1 monster from your hand with the same name as that returned to the hand.
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Can Be Found In: Super Starter: Space-Time Showdown (ST14-EN009)
Pendulum monsters might seem at first a kind of creature which requires heavy setup to make them work, specially since they have to balance their scales on the field. However, with their ability to go to the Extra Deck when leaving the field allows them to keep a powerful field pressence, as they will summon bigger quantities of monsters without spending our hand so much. Although these new monsters came out very recently, they already are getting a considerable status with such methods along builds like Qliphoth.
"Stargazer Magician" is along "Timegazer Magician" the very first Pendulum monsters to arrive on the game as well the series. Although with a Scale of 1 which might allow him to fit in several builds his Pendulum effect will change it to 4 unless with another Magician or an Odd-Eyes creature on the other Pendulum Zone, so unless you play arround high level creatures "Stargazer" is forced to play with a very few other creatures. However, "Stargazer" also has the ability to nullify any chance to use spell cards during battles involving Pendulum monsters, basiically stopping Quick-Play spells from being used for affect results in the Battle Phase. His monster effect however is more situational but still useful, as if another Pendulum monster is about to return to our hand we can summon it back again to the field. Overall and which such defensive stats, "Stargazer Magician" will most likely stay in a spell card form on the field for not only its low scale but also protection in battle.
As both Spellcaster and Pendulum, “Stargazer Magician” has many tools to be obtained outside drawing. “Odd-Eyes Pendulum Dragon” will self-destruct during the End Phase for search any Pendulum we want, not only obtaining “Stargazer” but also able to summon the Dragon later on. If “Stargazer” is in the Extra Deck instead, “Rescue Rat” can either retrieve him back to the hand or summon a new copy from the Deck. Obviously as Spellcaster-type obtains some resources for be brought to the field aside Pendulum Summon, which goes from “Magician’s Circle” being used during a battle to Prophecy members like “Fool of Prophecy” or  ”Temperance of Prophecy” bringing him to the monster zone. Otherwise, “Justice of Prophecy” instead can add him to the hand for be used later.
"Stargazer Magician" pendulum effect can be very helpful for any build arround these creatures. Overall will stop stat manipulation spells such as "Forbidden Lance" or "Forbidden Scripture" for overcome our creatures, to tools for stall our field like "Enemy Controller" or "Book of Moon". This protection goes even further combined with "Timegazer Magician", as will additionaly unallow the use of trap cards arround his kind. Since more Pendulum monsters will gather on the Extra Deck, more difficult for the opponent to stop all ours monsters coming back and forth.
"Stargazer Magician" overall is an average Pendulum Monster for his kind. The protection against Quick-Play spells in battle can actually be very helpful as combined with his scale of 1 or 4 can go arround various builds. Obviously the late can be problematic if we want to summon monsters of Level 4 and below, as right now only "Timegazer Magician" and "Odd-Eyes Pendulum Dragon"are the only other Pendulum monsters available to expand our Pendulum summon options. Additionaly, his monster effect isn’t very useful in most Duels, as in most cases will only stop "Compulsory Evacuation Device" targeting another Pendulum monster and nothing else.  So in resume, either "Stargazer Magician" will stay on the Pendulum zone swarming and stopping Quick-Play spells against his kind, or will be summoned later on mostly for wall the opponent and/or as material.
Personal rating: B
+ Protection in battle for Pendulum monsters against Quick-Play spells
+ Well supported as both Pendulum and Spellcaster
- His monster effect is very situational
- Will only get his original and best scale with another Magician or Odd-Eyes on the other Pendulum Zone

Stargazer Magician

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If a Pendulum Monster you control attacks or is attacked, your opponent cannot activate Spell Cards until the end of the Damage Step. Unless you have a “Magician” card or “Odd-Eyes” card in your other Pendulum Zone, this card’s Pendulum Scale becomes 4.

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Once per turn, when exactly 1 other Pendulum Monster you control (and no other cards) is returned to your hand by an opponent’s card effect (except during the Damage Step): You can Special Summon 1 monster from your hand with the same name as that returned to the hand.

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Can Be Found In: Super Starter: Space-Time Showdown (ST14-EN009)

Pendulum monsters might seem at first a kind of creature which requires heavy setup to make them work, specially since they have to balance their scales on the field. However, with their ability to go to the Extra Deck when leaving the field allows them to keep a powerful field pressence, as they will summon bigger quantities of monsters without spending our hand so much. Although these new monsters came out very recently, they already are getting a considerable status with such methods along builds like Qliphoth.

"Stargazer Magician" is along "Timegazer Magician" the very first Pendulum monsters to arrive on the game as well the series. Although with a Scale of 1 which might allow him to fit in several builds his Pendulum effect will change it to 4 unless with another Magician or an Odd-Eyes creature on the other Pendulum Zone, so unless you play arround high level creatures "Stargazer" is forced to play with a very few other creatures. However, "Stargazer" also has the ability to nullify any chance to use spell cards during battles involving Pendulum monsters, basiically stopping Quick-Play spells from being used for affect results in the Battle Phase. His monster effect however is more situational but still useful, as if another Pendulum monster is about to return to our hand we can summon it back again to the field. Overall and which such defensive stats, "Stargazer Magician" will most likely stay in a spell card form on the field for not only its low scale but also protection in battle.

As both Spellcaster and Pendulum, “Stargazer Magician” has many tools to be obtained outside drawing. “Odd-Eyes Pendulum Dragon” will self-destruct during the End Phase for search any Pendulum we want, not only obtaining “Stargazer” but also able to summon the Dragon later on. If “Stargazer” is in the Extra Deck instead, “Rescue Rat” can either retrieve him back to the hand or summon a new copy from the Deck. Obviously as Spellcaster-type obtains some resources for be brought to the field aside Pendulum Summon, which goes from “Magician’s Circle” being used during a battle to Prophecy members like “Fool of Prophecy” or  ”Temperance of Prophecy” bringing him to the monster zone. Otherwise, “Justice of Prophecy” instead can add him to the hand for be used later.

"Stargazer Magician" pendulum effect can be very helpful for any build arround these creatures. Overall will stop stat manipulation spells such as "Forbidden Lance" or "Forbidden Scripture" for overcome our creatures, to tools for stall our field like "Enemy Controller" or "Book of Moon". This protection goes even further combined with "Timegazer Magician", as will additionaly unallow the use of trap cards arround his kind. Since more Pendulum monsters will gather on the Extra Deck, more difficult for the opponent to stop all ours monsters coming back and forth.

"Stargazer Magician" overall is an average Pendulum Monster for his kind. The protection against Quick-Play spells in battle can actually be very helpful as combined with his scale of 1 or 4 can go arround various builds. Obviously the late can be problematic if we want to summon monsters of Level 4 and below, as right now only "Timegazer Magician" and "Odd-Eyes Pendulum Dragon"are the only other Pendulum monsters available to expand our Pendulum summon options. Additionaly, his monster effect isn’t very useful in most Duels, as in most cases will only stop "Compulsory Evacuation Device" targeting another Pendulum monster and nothing else.  So in resume, either "Stargazer Magician" will stay on the Pendulum zone swarming and stopping Quick-Play spells against his kind, or will be summoned later on mostly for wall the opponent and/or as material.

Personal rating: B

+ Protection in battle for Pendulum monsters against Quick-Play spells

+ Well supported as both Pendulum and Spellcaster

- His monster effect is very situational

- Will only get his original and best scale with another Magician or Odd-Eyes on the other Pendulum Zone

Elemental HERO Blazeman
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If this card is Normal or Special Summoned: You can add 1 “Polymerization” from your Deck to your hand. During your Main Phase: You can send 1 “Elemental HERO” monster from your Deck to the Graveyard, except “Elemental HERO Blazeman”, and if you do, this card’s Attribute, ATK, and DEF becomes the Attribute, ATK, and DEF of the monster sent to the Graveyard by this effect, until the end of this turn. If you activated this effect, you cannot Special Summon monsters for the rest of this turn, except Fusion Monsters. You can only use 1 “Elemental HERO Blazeman” effect per turn, and only once that turn.
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Can Be Found In: The New Challengers (NECH-JP087)
Elemental HERO is a good example of an archetype severely improving over the years. They started as a small group of Normal Monsters which will bring a high variety of Fusions depending of the combined materials. As soon we got Fusions with lighter conditions, they focused more on Attributes while obtaining more resources for their strategy. At this time Elemental HERO is without doubt one of the biggest archetypes as well the one giving Fusion monsters a name, as once they have one of the key cards to Fusion summon they’ll easily bring out their best members.
"Elemental HERO Blazeman" is pretty similar to "Elemental HERO Prisma" in terms of replacing other creatures, but with its additional pros and cons. When "Blazeman" is summoned he will search "Polymerization" on our deck, the most basic Fusion spell card in the game which is getting even more resources inside and outside HERO. While on the field, this creature is able to mill out other Elemental members from the deck for copy its attribute, ATK, and DEF. Although this limits our summons for the rest of the turn, "Blazeman" is basically a new creature able to copy Attributes for some of the Elemental HERO fusions as well for Masked HERO, while additionaly able to replace to subsittute its weak stats for better ones if we prefer to strike rather pull out a Fusion.
Like any other HERO, “Blazeman” is well supported for come out as soon as possible. A mere “E - Emergency Call” or “Reinforcement of the Army” are enough for search this creature in the deck. “Elemental HERO Shadow Mist” can search for him one lands in the graveyard, which in addition to its ability to search Masked HERO tools can get us key cards smoothly. If you want to bet some life points, “A Hero Lives” can bring this monster from the deck to the field.
"Blazeman" as material will basically assist those Fusions asking for certain attributes. Monsters such as "Elemental HERO Absolute Zero", "Elemental HERO Great Tornado", "Elemental HERO Escuridao" among others will be available to be summoned using "Blazeman" as well either the recently searched "Polymerization" or others methods like "Miracle Fusion". Same goes for Masked HERO and "Mask Change" bringing creatures like "Masked HERO Koga", "Masked HERO Acid", "Masked HERO Dark Law", and other members using only this monster once obtains a new attribute. Obviously "Blazeman" on his own attribute can also do the job, assisting to summon "Elemental HERO Nova Master" along other material or "Masked HERO Goka" by the Masked resources.
But “Blazeman” is not only a shortcut for summon Elemental and Masked HEROs, as can get other purposes on the field. “Blazeman” also replicates the stats of the sent monster, therefore he can get the ATK of creatures like “Elemental HERO Neos” or “Elemental HERO Captain Gold” for go on the offensive without relying on Fusion setups. He also becomes a big ally for “Elemental HERO Shadow Mist” as not only will copy its attribute but also activate the searching effect in the process. If you run the Normal members and/or “Neos” and “Neos Alius”, “Hero Blast” becomes easier to prepare for destroy opponent cards and recover said creatures in the process. “Blazeman” doesn’t really need to be the material for such Fusion setups as dumping out certain monsters will let us abuse “Miracle Fusion”, “Contact Fusion”, and even “Dragon’s Mirror” with other materials in the graveyard without losing this Elemental HERO. Last, if combined with “Elemental HERO Prisma” not only will be able to get any Fusion setup we like but also we might fill our graveyard for “Fifth Hope”, shuffling back Elemental cards for get new cards.
"Elemental HERO Blazeman" increases the number of HERO tools for Fusion summoning even further. Together with "Prisma", Elemental HERO decks can simply keep milling their deck for setup their Fusions, which includes graveyard abuse by other card effects. It has some simple flaws however, as although is able to search "Polymerization" HERO decks became independent of the spell thanks to others like "Mask Change" and "Super Polymerization". The Fusion only restriction might seem a problem, but since Elemental strategies are about setup and then Fusion summon shouldn’t be a problem. Finally, "Blazeman" on his own can only summon either "Nova Master" or "Goka", Fusions usually ignored by players as others like "Dark Law" and "Absolute Zero" are more devastating by a big margin. But as said, these all are but little negative points which once this HERO is on the field won’t matter much, as will get us a field ready together with "Prisma" and other resources for summon any Elemental or Masked HERO we want at the moment.
Personal Rating: A
+ Shortcut for Masked HERO and some Elemental HERO fusions
+ Able to take the stats of stronger members
+ Sinergy with graveyard effects and resources
- Restricts summons only to Fusion monsters
- "Blazeman" on its own won’t summon the best monsters of the archetype
- “Polymerization” became obsolete for Elemental HERO

Elemental HERO Blazeman

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If this card is Normal or Special Summoned: You can add 1 “Polymerization” from your Deck to your hand. During your Main Phase: You can send 1 “Elemental HERO” monster from your Deck to the Graveyard, except “Elemental HERO Blazeman”, and if you do, this card’s Attribute, ATK, and DEF becomes the Attribute, ATK, and DEF of the monster sent to the Graveyard by this effect, until the end of this turn. If you activated this effect, you cannot Special Summon monsters for the rest of this turn, except Fusion Monsters. You can only use 1 “Elemental HERO Blazeman” effect per turn, and only once that turn.

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Can Be Found In: The New Challengers (NECH-JP087)

Elemental HERO is a good example of an archetype severely improving over the years. They started as a small group of Normal Monsters which will bring a high variety of Fusions depending of the combined materials. As soon we got Fusions with lighter conditions, they focused more on Attributes while obtaining more resources for their strategy. At this time Elemental HERO is without doubt one of the biggest archetypes as well the one giving Fusion monsters a name, as once they have one of the key cards to Fusion summon they’ll easily bring out their best members.

"Elemental HERO Blazeman" is pretty similar to "Elemental HERO Prisma" in terms of replacing other creatures, but with its additional pros and cons. When "Blazeman" is summoned he will search "Polymerization" on our deck, the most basic Fusion spell card in the game which is getting even more resources inside and outside HERO. While on the field, this creature is able to mill out other Elemental members from the deck for copy its attribute, ATK, and DEF. Although this limits our summons for the rest of the turn, "Blazeman" is basically a new creature able to copy Attributes for some of the Elemental HERO fusions as well for Masked HERO, while additionaly able to replace to subsittute its weak stats for better ones if we prefer to strike rather pull out a Fusion.

Like any other HERO, “Blazeman” is well supported for come out as soon as possible. A mere “E - Emergency Call” or “Reinforcement of the Army” are enough for search this creature in the deck. “Elemental HERO Shadow Mist” can search for him one lands in the graveyard, which in addition to its ability to search Masked HERO tools can get us key cards smoothly. If you want to bet some life points, “A Hero Lives” can bring this monster from the deck to the field.

"Blazeman" as material will basically assist those Fusions asking for certain attributes. Monsters such as "Elemental HERO Absolute Zero", "Elemental HERO Great Tornado", "Elemental HERO Escuridao" among others will be available to be summoned using "Blazeman" as well either the recently searched "Polymerization" or others methods like "Miracle Fusion". Same goes for Masked HERO and "Mask Change" bringing creatures like "Masked HERO Koga", "Masked HERO Acid", "Masked HERO Dark Law", and other members using only this monster once obtains a new attribute. Obviously "Blazeman" on his own attribute can also do the job, assisting to summon "Elemental HERO Nova Master" along other material or "Masked HERO Goka" by the Masked resources.

But “Blazeman” is not only a shortcut for summon Elemental and Masked HEROs, as can get other purposes on the field. “Blazeman” also replicates the stats of the sent monster, therefore he can get the ATK of creatures like “Elemental HERO Neos” or “Elemental HERO Captain Gold” for go on the offensive without relying on Fusion setups. He also becomes a big ally for “Elemental HERO Shadow Mist” as not only will copy its attribute but also activate the searching effect in the process. If you run the Normal members and/or “Neos” and “Neos Alius”, “Hero Blast” becomes easier to prepare for destroy opponent cards and recover said creatures in the process. “Blazeman” doesn’t really need to be the material for such Fusion setups as dumping out certain monsters will let us abuse “Miracle Fusion”, “Contact Fusion”, and even “Dragon’s Mirror” with other materials in the graveyard without losing this Elemental HERO. Last, if combined with “Elemental HERO Prisma” not only will be able to get any Fusion setup we like but also we might fill our graveyard for “Fifth Hope”, shuffling back Elemental cards for get new cards.

"Elemental HERO Blazeman" increases the number of HERO tools for Fusion summoning even further. Together with "Prisma", Elemental HERO decks can simply keep milling their deck for setup their Fusions, which includes graveyard abuse by other card effects. It has some simple flaws however, as although is able to search "Polymerization" HERO decks became independent of the spell thanks to others like "Mask Change" and "Super Polymerization". The Fusion only restriction might seem a problem, but since Elemental strategies are about setup and then Fusion summon shouldn’t be a problem. Finally, "Blazeman" on his own can only summon either "Nova Master" or "Goka", Fusions usually ignored by players as others like "Dark Law" and "Absolute Zero" are more devastating by a big margin. But as said, these all are but little negative points which once this HERO is on the field won’t matter much, as will get us a field ready together with "Prisma" and other resources for summon any Elemental or Masked HERO we want at the moment.

Personal Rating: A

+ Shortcut for Masked HERO and some Elemental HERO fusions

+ Able to take the stats of stronger members

+ Sinergy with graveyard effects and resources

- Restricts summons only to Fusion monsters

- "Blazeman" on its own won’t summon the best monsters of the archetype

- “Polymerization” became obsolete for Elemental HERO

Number C107: Neo Galaxy-Eyes Tachyon Dragon
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3 Level 9 monsters
Once per turn: You can detach 1 Xyz Material from this card; until the end of this turn, negate the effects of all other face-up cards currently on the field, also your opponent cannot activate cards or effects on the field. If this card has “Number 107: Galaxy-Eyes Tachyon Dragon” as an Xyz Material, it gains this effect.
● You can Tribute 2 monsters; this card can make up to 3 attacks on monsters during each Battle Phase this turn.
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Can Be Found In: Primal Origin (PRIO-EN041)
When talking about Galaxy it usually refers to the Photon archetype aswell along their most known monster, “Galaxy-Eyes Photon Dragon”. However, there’s other creature which although not directly part of the build is also treated as one. “Number 107: Galaxy-Eyes Tachyon Dragon” might only obtain part of the support from the Galaxy resources, but the Xyz got a time of fame on the competitive scene with its ability to neutralize effects in battle as well increase its potential if the opponent isn’t careful. 
As an obvious member of the Barian Numbers, “Number C107: Neo Galaxy-Eyes Tachyon Dragon” is its upgraded and more menacing form. Like its original form “Neo Tachyon” is able to negate effects, but in this case goes further by neutralizing all face-up cards as well not allowing the opponent to use any other cards or effects on the field. With its 4500 ATK basically allows the Xyz to have a safe turn not only for strike but also for the rest of our actions. But “Neo Tachyon” becomes even more threatening if the former “Tachyon Dragon” is a material, as gets the ability to tribute two monsters for be able to attack three times agianst other monsters. Although this nullifies any chance to get a direct attack, combined with its insane stats as well the ability to shut down the opponent’s field gives us a high opportunity to finish off the opponent the turn “Neo Tachyon” is summoned.
Because its basic summon condition is pretty heavy to achieve due the difficulty to gather Level 9 materials, is highly preferable to focus on a Rank-Up method. Obviously “Number 107: Galaxy-Eyes Tachyon Dragon” is the main target if we want “Neo Tachyon” to attack multiple times, so we can go for the basic “Rank-Up-Magic Numeron Force” or answering opponent actions by “Rank-Up-Magic Quick Chaos”. “Rank-Up-Magic Argent Chaos” can become very useful specially on late turns due its ability to recover itself from the graveyard. The Galaxy archetype obviously assists on the summoning of “Neo Tachyon”, as not only “Tachyon Dragon” but also the Xyz monsters “Number 62: Galaxy-Eyes Prime Photon Dragon” and “Neo Galaxy-Eyes Photon Dragon” are valid targets to Rank-Up as well to be revived later on by “Tachyon Chaos Hole” and “Galaxy Zero”. Obviously as a Barian Number we can completely skip all these setups with a lucky draw of “Rank-Up-Magic The Seventh One”, making “Neo Tachyon” available for any deck which can get the spell card on their Draw Phase.
Regardless of how we summon “Neo Tachyon”, once it activates the mass negation effect the game might be ours. Although the Xyz also negates cards on our field, that doesn’t stop us to keep summoning other monsters for assist this creature as well to pay its bonus effect if able. If somehow the opponent is prepared against this creature, “Tachyon Transmigration” is able to be activated from the hand for negate and shuffle all active cards on the field back to their owners’ deck. If on the other hand “Neo Tachyon” is defated, “Tachyon Chaos Hole” will banish as many opponent cards as possible as well be used on later turns to revive a Galaxy Xyz.
"Neo Tachyon" is already a truly menacing creature with just its ATK and first effect, but if we face an opponent which likes to fill their field with monsters its bonus effect shouldn’t be ignored. Although tributing two monsters seems pretty expensive there’s various methods to obtain two candidates for this effect. Cards like "Rekindling", "Photon Sanctuary", or Pendulum monsters among many other examples can quickly gather enough monsters for feed "Neo Tachyon". As a result, if the opponent doesn’t expect its arrival, is very possible to finish them off with just this Xyz.
"Number C107: Neo Galaxy-Eyes Tachyon Dragon" might be the most dangerous of the Barian Numbers. Its high ATK, ability to negate the entire field including possible activations, as well the chance to attack three times makes it very likely to end a Duel. It becomes even more menacing with the assistance of Galaxy cards for summon or improve the Xyz, and "Rank-Up-Magic The Seventh One" allowing any deck to get a lucky top deck in the form of a mass negation giant. The "Tachyon Dragon" effect although easy to prepare might not be the cup of tea for every player, and there’s a chance the opponent can still rely on cards in the graveyard or the hand for stop the Xyz. But "Neo Tachyon" is still a dangerous creature just for its ability to shutdown entire fields for either attack freely or keep playing with the minimum risks.
Personal Rating: A+
+ Very high ATK
+ Able to shutdown entire fields for a whole turn
+ Optional effect to attack multiple monsters
+ Galaxy tools for improve the Xyz even further
- "Tachyon Dragon" bonus effect might become expensive
- Doesn’t stop graveyard and hand effects

Number C107: Neo Galaxy-Eyes Tachyon Dragon

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3 Level 9 monsters

Once per turn: You can detach 1 Xyz Material from this card; until the end of this turn, negate the effects of all other face-up cards currently on the field, also your opponent cannot activate cards or effects on the field. If this card has “Number 107: Galaxy-Eyes Tachyon Dragon” as an Xyz Material, it gains this effect.

● You can Tribute 2 monsters; this card can make up to 3 attacks on monsters during each Battle Phase this turn.

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Can Be Found In: Primal Origin (PRIO-EN041)

When talking about Galaxy it usually refers to the Photon archetype aswell along their most known monster, “Galaxy-Eyes Photon Dragon”. However, there’s other creature which although not directly part of the build is also treated as one. “Number 107: Galaxy-Eyes Tachyon Dragon” might only obtain part of the support from the Galaxy resources, but the Xyz got a time of fame on the competitive scene with its ability to neutralize effects in battle as well increase its potential if the opponent isn’t careful. 

As an obvious member of the Barian Numbers, “Number C107: Neo Galaxy-Eyes Tachyon Dragon” is its upgraded and more menacing form. Like its original form “Neo Tachyon” is able to negate effects, but in this case goes further by neutralizing all face-up cards as well not allowing the opponent to use any other cards or effects on the field. With its 4500 ATK basically allows the Xyz to have a safe turn not only for strike but also for the rest of our actions. But “Neo Tachyon” becomes even more threatening if the former “Tachyon Dragon” is a material, as gets the ability to tribute two monsters for be able to attack three times agianst other monsters. Although this nullifies any chance to get a direct attack, combined with its insane stats as well the ability to shut down the opponent’s field gives us a high opportunity to finish off the opponent the turn “Neo Tachyon” is summoned.

Because its basic summon condition is pretty heavy to achieve due the difficulty to gather Level 9 materials, is highly preferable to focus on a Rank-Up method. Obviously “Number 107: Galaxy-Eyes Tachyon Dragon” is the main target if we want “Neo Tachyon” to attack multiple times, so we can go for the basic “Rank-Up-Magic Numeron Force” or answering opponent actions by “Rank-Up-Magic Quick Chaos”. “Rank-Up-Magic Argent Chaos” can become very useful specially on late turns due its ability to recover itself from the graveyard. The Galaxy archetype obviously assists on the summoning of “Neo Tachyon”, as not only “Tachyon Dragon” but also the Xyz monsters “Number 62: Galaxy-Eyes Prime Photon Dragon” and “Neo Galaxy-Eyes Photon Dragon” are valid targets to Rank-Up as well to be revived later on by “Tachyon Chaos Hole” and “Galaxy Zero”. Obviously as a Barian Number we can completely skip all these setups with a lucky draw of “Rank-Up-Magic The Seventh One”, making “Neo Tachyon” available for any deck which can get the spell card on their Draw Phase.

Regardless of how we summon “Neo Tachyon”, once it activates the mass negation effect the game might be ours. Although the Xyz also negates cards on our field, that doesn’t stop us to keep summoning other monsters for assist this creature as well to pay its bonus effect if able. If somehow the opponent is prepared against this creature, “Tachyon Transmigration” is able to be activated from the hand for negate and shuffle all active cards on the field back to their owners’ deck. If on the other hand “Neo Tachyon” is defated, “Tachyon Chaos Hole” will banish as many opponent cards as possible as well be used on later turns to revive a Galaxy Xyz.

"Neo Tachyon" is already a truly menacing creature with just its ATK and first effect, but if we face an opponent which likes to fill their field with monsters its bonus effect shouldn’t be ignored. Although tributing two monsters seems pretty expensive there’s various methods to obtain two candidates for this effect. Cards like "Rekindling", "Photon Sanctuary", or Pendulum monsters among many other examples can quickly gather enough monsters for feed "Neo Tachyon". As a result, if the opponent doesn’t expect its arrival, is very possible to finish them off with just this Xyz.

"Number C107: Neo Galaxy-Eyes Tachyon Dragon" might be the most dangerous of the Barian Numbers. Its high ATK, ability to negate the entire field including possible activations, as well the chance to attack three times makes it very likely to end a Duel. It becomes even more menacing with the assistance of Galaxy cards for summon or improve the Xyz, and "Rank-Up-Magic The Seventh One" allowing any deck to get a lucky top deck in the form of a mass negation giant. The "Tachyon Dragon" effect although easy to prepare might not be the cup of tea for every player, and there’s a chance the opponent can still rely on cards in the graveyard or the hand for stop the Xyz. But "Neo Tachyon" is still a dangerous creature just for its ability to shutdown entire fields for either attack freely or keep playing with the minimum risks.

Personal Rating: A+

+ Very high ATK

+ Able to shutdown entire fields for a whole turn

+ Optional effect to attack multiple monsters

+ Galaxy tools for improve the Xyz even further

- "Tachyon Dragon" bonus effect might become expensive

- Doesn’t stop graveyard and hand effects

Ghostrick Scare
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Target any number of face-down Defense Position monsters you control; change them to face-up Defense Position, count the number of “Ghostrick” monsters among them, and if you do, change up to that many face-up monsters your opponent controls to face-down Defense Position (min. 1).
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Can Be Found In: Shadow Specters (SHSP-EN074)
Ghostrick overall is a very defensive archetype in all aspects. With their Level 1 members activating effects from the hand, different tools in the backrow for any situation, and their various field spells with different abilities allows them to reduce incoming damage as well keep an unbreakable pressence of set monsters. Although these creatures aren’t the strongest in the game, their various options along alternative win conditions like “Ghostrick Skeleton” and “Ghostrick Spoiled Angel” allows them to run a slow yet steady progress.
"Ghostrick Scare" is one of the various cards the archetype relies on for stall and stop any powerful creatures on the opponent’s field. When activated, all our face-down monsters will be flipped but still in defense position (Flip effects will activate). For each Ghostrick among them, we will flip face-down that number of monsters on the opponent’s field. Is pretty much the archetype’s "Book of Moon", but with the benefits of not only targetting various monsters if able but also triggering various Ghostrick effects when flipped.
As more face-down Ghostricks on our field, more creatures will be affected by “Ghostrick Scare” on both sides. The Level 1 monsters of the build usually summon themselves when the opponent is attacking along some additional effect, except for “Ghostrick Mary” which instead discards herself for summon any member from the Deck. “Ghostrick Doll” has a similar effect to “Scare”, but also the ability to summon Ghostricks from the deck during the end turn. Obviously as we gather monsters on the field the opponent won’t hesitate to use effects to stop us, which in that case “Ghostrick Vanish” will protect all members as well set ones from most effects. If can’t be helped and one of our monsters is destroyed, “Ghostrick Break” will replace them by two Ghostricks in the graveyard and therefore increasing our field pressence as punishment. Meanwhile, members like “Ghostrick Spoiled Angel” and “Ghostrick Stein” will search for the trap card during the setup.
The Ghostrick strategy is basically to stall the opponent with “Ghostrick Scare” and other backrow as their members strikes by various methods. Not only “Scare” but also “Ghostrick-Go-Round” will be able to change battle positions on each side of the field. “Ghostrick Nekomusume” can lockdown various moves of some builds, so being flipped by “Scare” can provide us additional control after the trap card resolves. Once various opponent monsters are face-down, “Ghostrick Night” and “Swords of Concealing Light”will make them unable to flip summon and therefore stay on defense taking space on the opponent’s field as our members goes through by “Ghostrick Mansion” and “Ghostrick Parade”.
Obviously is not all about the results we will get on the opponent’s field, but also the opportunity to activate various Ghostrick effects beforehand and without expecting the opponent to attack them. “Ghostrick Jiangshi” is the main searcher of the build and will get us new Ghostricks on our hand. “Ghostrick Doll” is slower on obtaining new members, but she’s able to flip down all Ghostricks affected by “Ghostrick Scare” ready to use their effects a second time as soon is possible. “Ghostrick Yeti” can provide some protection to a member, useful in case the opponent will still take down our creatures after the trap card was used. “Ghostrick Warwolf” can deal chip damage for each monster set on the field (probably the opponent’s due “Scare”) as well set cards in the players’ backrow. Last and yet the most terrifying of the Ghostricks for work arround “Scare” and similar effects, “Ghostrick Skeleton” will mill and banish the opponent’s deck as we keep stalling their actions with the more members on the field the more powerful it becomes. Keep on mind that not only Ghostricks will have their effects activated when flipped, as although “Scare” gets its full potential from them it can still get effects of other creatures outside the archetype.
"Ghostrick Scare" seems to rely much on the situation of the field at first since if the opponent outnumber us the trap card might fail in its mission. However, with the many methods to survive and summon creatures combined with their flip effects and tools is easy to keep a field full of set monsters slowing down the entire Duel. The only main problem comes that the opponent can simply flip summon their monsters right after "Scare" is used on their turn, but if used during their Battle Phases or combined with "Ghostrick Night" or "Swords of Concealing Light" is easy to cover any openings. Overall "Ghostrick Scare" at first appears to require some work to be truly efficient, but as how the archetype works by covering several aspects of a Duel as well various tools to lockdown the opponent is pretty easy to be a very reliable trap card.
Personal Rating: A-
+ Able to flip down several opponent monsters
+ Activates flip effects in the process
+ Various cards and strategies to work arround it
- Requires setup and strong field pressence for get the most from it
- If we aren’t prepared the opponent can easily recover

Ghostrick Scare

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Target any number of face-down Defense Position monsters you control; change them to face-up Defense Position, count the number of “Ghostrick” monsters among them, and if you do, change up to that many face-up monsters your opponent controls to face-down Defense Position (min. 1).

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Can Be Found In: Shadow Specters (SHSP-EN074)

Ghostrick overall is a very defensive archetype in all aspects. With their Level 1 members activating effects from the hand, different tools in the backrow for any situation, and their various field spells with different abilities allows them to reduce incoming damage as well keep an unbreakable pressence of set monsters. Although these creatures aren’t the strongest in the game, their various options along alternative win conditions like “Ghostrick Skeleton” and “Ghostrick Spoiled Angel” allows them to run a slow yet steady progress.

"Ghostrick Scare" is one of the various cards the archetype relies on for stall and stop any powerful creatures on the opponent’s field. When activated, all our face-down monsters will be flipped but still in defense position (Flip effects will activate). For each Ghostrick among them, we will flip face-down that number of monsters on the opponent’s field. Is pretty much the archetype’s "Book of Moon", but with the benefits of not only targetting various monsters if able but also triggering various Ghostrick effects when flipped.

As more face-down Ghostricks on our field, more creatures will be affected by “Ghostrick Scare” on both sides. The Level 1 monsters of the build usually summon themselves when the opponent is attacking along some additional effect, except for “Ghostrick Mary” which instead discards herself for summon any member from the Deck. “Ghostrick Doll” has a similar effect to “Scare”, but also the ability to summon Ghostricks from the deck during the end turn. Obviously as we gather monsters on the field the opponent won’t hesitate to use effects to stop us, which in that case “Ghostrick Vanish” will protect all members as well set ones from most effects. If can’t be helped and one of our monsters is destroyed, “Ghostrick Break” will replace them by two Ghostricks in the graveyard and therefore increasing our field pressence as punishment. Meanwhile, members like “Ghostrick Spoiled Angel” and “Ghostrick Stein” will search for the trap card during the setup.

The Ghostrick strategy is basically to stall the opponent with “Ghostrick Scare” and other backrow as their members strikes by various methods. Not only “Scare” but also “Ghostrick-Go-Round” will be able to change battle positions on each side of the field. “Ghostrick Nekomusume” can lockdown various moves of some builds, so being flipped by “Scare” can provide us additional control after the trap card resolves. Once various opponent monsters are face-down, “Ghostrick Night” and “Swords of Concealing Light”will make them unable to flip summon and therefore stay on defense taking space on the opponent’s field as our members goes through by “Ghostrick Mansion” and “Ghostrick Parade”.

Obviously is not all about the results we will get on the opponent’s field, but also the opportunity to activate various Ghostrick effects beforehand and without expecting the opponent to attack them. “Ghostrick Jiangshi” is the main searcher of the build and will get us new Ghostricks on our hand. “Ghostrick Doll” is slower on obtaining new members, but she’s able to flip down all Ghostricks affected by “Ghostrick Scare” ready to use their effects a second time as soon is possible. “Ghostrick Yeti” can provide some protection to a member, useful in case the opponent will still take down our creatures after the trap card was used. “Ghostrick Warwolf” can deal chip damage for each monster set on the field (probably the opponent’s due “Scare”) as well set cards in the players’ backrow. Last and yet the most terrifying of the Ghostricks for work arround “Scare” and similar effects, “Ghostrick Skeleton” will mill and banish the opponent’s deck as we keep stalling their actions with the more members on the field the more powerful it becomes. Keep on mind that not only Ghostricks will have their effects activated when flipped, as although “Scare” gets its full potential from them it can still get effects of other creatures outside the archetype.

"Ghostrick Scare" seems to rely much on the situation of the field at first since if the opponent outnumber us the trap card might fail in its mission. However, with the many methods to survive and summon creatures combined with their flip effects and tools is easy to keep a field full of set monsters slowing down the entire Duel. The only main problem comes that the opponent can simply flip summon their monsters right after "Scare" is used on their turn, but if used during their Battle Phases or combined with "Ghostrick Night" or "Swords of Concealing Light" is easy to cover any openings. Overall "Ghostrick Scare" at first appears to require some work to be truly efficient, but as how the archetype works by covering several aspects of a Duel as well various tools to lockdown the opponent is pretty easy to be a very reliable trap card.

Personal Rating: A-

+ Able to flip down several opponent monsters

+ Activates flip effects in the process

+ Various cards and strategies to work arround it

- Requires setup and strong field pressence for get the most from it

- If we aren’t prepared the opponent can easily recover

Goyo Guardian
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1 Tuner + 1 or more non-Tuner monsters
When this card destroys an opponent’s monster by battle and sends it to the Graveyard, you can Special Summon that monster to your side of the field in face-up Defense Position.
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Can Be Found In: Collectors Tins Promos: Series 5 Exclusive Tins (CT05-ENS03), The Duelist Genesis (TDGS-EN042), Duel Terminal - Preview (DTP1-EN030), Duel Terminal 1 (DT01-EN087)
As the card game continuously evolves with new cards, older cards also gets changes on their performance. Some easily forgotten cards might suddenly become a menacing threat with the release of an archetype or just combining effects with a single card. Same goes the other way arround, as staple choices and banned cards might become less powerful to completely unreliable compared to previous releases and tournaments. Due the card game doesn’t have restricted formats compared to others, is a continuous cycle for each card have a rise and decline on every build.
"Goyo Guardian" was too much of a powerhouse for the debut of Synchro Monsters as well the start of decks focusing on Extra Deck setups. When "Goyo" destroys a monster in battle, he will inmediately summon it on our side of the field in defense position. This effect combined with its high ATK and quite low level made "Goyo Guardian" a dreadful creature on every Extra Deck for summon inmediately to steal opponent monsters for our personal use. However, as decks obtained more options to cover their game both offensively and defensively, "Goyo Guardian" is still quite a powerful creature but not as devastating as on the first days of Synchro summoning.
"Goyo Guardian" was easy to summon back in the day and is even easier to summon nowadays, therefore is still a creature the opponent shouldn’t let their guard down against Synchro users. From "Plaguespreader Zombie" to "Masked Chameleon", passing from tools like "Emergency Teleport" and "Rekindling", overall any deck with atleast a Tuner is able to quickly bring out "Goyo Guardian" for low to zero effort. Due this Synchro full power comes from the Battle Phase, the Yang Zing archetype can make him extremely terrifying as "Bixi, Water of the Yang Zing" and "Pualo, Wind of the Yang Zing" gives him protection inside and outside of battle.
This Synchro is still a powerful creature just by its high ATK, so if is not stealing monsters will be dealing serious damage through our opponent monsters and direct attacks. However, as mentioned players are more than ready against this sort of monster by cards like “Bacon Saver” along chainable effects like “Compulsory Evacuation Device”, so we shouldn’t let our guard down despite how powerful “Goyo” is. Unless using materials providing bonus effects for his summon, simple staples like “Breakthrough Skill” or “Forbidden Lance” will overall protect the Synchro from any sort of danger. Additionaly and in case the opponent has some boosts for outmatch “Goyo Guardian”, “Safe Zone” will provides him protection to battle, and due the Synchro’s true power comes from attacking other monsters it won’t matter much losing the direct attack.
"Goyo Guardian" is as powerful as was back in the day. Is a Level 6 with 2800 ATK which just for that we can pull out an insanely strong creature for few resources for finish off the opponent, and its stealing ability will let us from take away powerful enemies on our side to use them on Main Phase 2 as materials. The only true flaw is the fact decks evolved enough to have coverage in battle and even before the Synchro strikes, but despite that "Goyo Guardian" can become as dominating as was on his debut.
Personal Rating: A
+ Able to steal opponent monsters
+ Very high ATK for a Level 6
+ Very easy to summon for low effort
- Today’s decks are more than ready against this kind of creature

Goyo Guardian

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1 Tuner + 1 or more non-Tuner monsters

When this card destroys an opponent’s monster by battle and sends it to the Graveyard, you can Special Summon that monster to your side of the field in face-up Defense Position.

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Can Be Found In: Collectors Tins Promos: Series 5 Exclusive Tins (CT05-ENS03), The Duelist Genesis (TDGS-EN042), Duel Terminal - Preview (DTP1-EN030), Duel Terminal 1 (DT01-EN087)

As the card game continuously evolves with new cards, older cards also gets changes on their performance. Some easily forgotten cards might suddenly become a menacing threat with the release of an archetype or just combining effects with a single card. Same goes the other way arround, as staple choices and banned cards might become less powerful to completely unreliable compared to previous releases and tournaments. Due the card game doesn’t have restricted formats compared to others, is a continuous cycle for each card have a rise and decline on every build.

"Goyo Guardian" was too much of a powerhouse for the debut of Synchro Monsters as well the start of decks focusing on Extra Deck setups. When "Goyo" destroys a monster in battle, he will inmediately summon it on our side of the field in defense position. This effect combined with its high ATK and quite low level made "Goyo Guardian" a dreadful creature on every Extra Deck for summon inmediately to steal opponent monsters for our personal use. However, as decks obtained more options to cover their game both offensively and defensively, "Goyo Guardian" is still quite a powerful creature but not as devastating as on the first days of Synchro summoning.

"Goyo Guardian" was easy to summon back in the day and is even easier to summon nowadays, therefore is still a creature the opponent shouldn’t let their guard down against Synchro users. From "Plaguespreader Zombie" to "Masked Chameleon", passing from tools like "Emergency Teleport" and "Rekindling", overall any deck with atleast a Tuner is able to quickly bring out "Goyo Guardian" for low to zero effort. Due this Synchro full power comes from the Battle Phase, the Yang Zing archetype can make him extremely terrifying as "Bixi, Water of the Yang Zing" and "Pualo, Wind of the Yang Zing" gives him protection inside and outside of battle.

This Synchro is still a powerful creature just by its high ATK, so if is not stealing monsters will be dealing serious damage through our opponent monsters and direct attacks. However, as mentioned players are more than ready against this sort of monster by cards like “Bacon Saver” along chainable effects like “Compulsory Evacuation Device”, so we shouldn’t let our guard down despite how powerful “Goyo” is. Unless using materials providing bonus effects for his summon, simple staples like “Breakthrough Skill” or “Forbidden Lance” will overall protect the Synchro from any sort of danger. Additionaly and in case the opponent has some boosts for outmatch “Goyo Guardian”, “Safe Zone” will provides him protection to battle, and due the Synchro’s true power comes from attacking other monsters it won’t matter much losing the direct attack.

"Goyo Guardian" is as powerful as was back in the day. Is a Level 6 with 2800 ATK which just for that we can pull out an insanely strong creature for few resources for finish off the opponent, and its stealing ability will let us from take away powerful enemies on our side to use them on Main Phase 2 as materials. The only true flaw is the fact decks evolved enough to have coverage in battle and even before the Synchro strikes, but despite that "Goyo Guardian" can become as dominating as was on his debut.

Personal Rating: A

+ Able to steal opponent monsters

+ Very high ATK for a Level 6

+ Very easy to summon for low effort

- Today’s decks are more than ready against this kind of creature

Wyrm the Genesis Dragon
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2 Normal Monsters
Must be Fusion Summoned and cannot be Special Summoned by other ways. This card cannot be destroyed by battle except with a Normal Monster, also it is unaffected by other monster effects. You can only control 1 “Wyrm the Genesis Dragon”.
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Can Be Found In: The New Challengers (NECH-JP050)
Normal Monsters went from the most ignored and obsolete creatures in the game as more effects appeared, to one of the most versatile creautres able to cover several roles. Despite their lack of own effects and only having their stats to stand their ground, these vanilla cards started becoming from tools arround easy and quick setups to complete builds where they swarm and/or go full aggro against the opponent. There’s many ways to approach Normal Monsters nowadays, as they have an inmense variety of tools and even Effect Monsters to assist in their strategies.
"Wyrm the Genesis Dragon" is a Fusion which truly encourages the use of effectless creatures. Requiring only two Normal Monsters for its summon, "Wyrm" carries protective abilities agaonst monster effects as well battles which doesn’t involucre a Normal Monster. So overall, and like some Normal builds, "Wyrm" punishes the vast majority of builds as they rely on Effect Monsters for everything, and even if they bring stronger creatures than this Fusion they’ll be unable to get rid of it.
Since the summon conditions are very vague, there’s several approaches to summon “Wyrm the Genesis Dragon”. Going by the basic “Polymerization” cards like “Summoner’s Art”, “Rescue Rabbit”, “Dark Factory of Mass Production”, or “The White Stone of Legend” if playing arround “Blue-Eyes White Dragon” are some of the many methods we can gather vanilla creatures on both hand and field. If you play arround Pendulum creatures like “Flash Knight”, “Dragon Horn Hunter”, or “Qliphort Tool” among others can be used as materials on the field for later on be resummoned by other Pendulum monsters from the Extra Deck. Hieratic monsters are practically all arround Normal Monsters, as tributing each other will bring a vanilla card from the deck in the process. Last but not least, Gemini monsters since are treated as normal monsters from the start are still valid targets for the summoning.
Although there’re these and much more options to gather materials for the original “Polymerization”, probably the most recommended method to summon “Wyrm” is by “Dragon’s Mirror”. Cards like “Dragon Shrine” and “Advanced Ritual Art” can dump the necessary materials as we play normally our build until we are ready to Fusion Summon. The previously mentioned Gemini monsters are also treated as normal monsters in the graveyard, not only becoming viable targets for “Supervise” or “Birthright” but also for “Dragon’s Mirror” use. Obviously this also means we can just play normal monsters normally, either getting into battle or being used for Extra Deck summons so later on the spell card banishes them for bring “Wyrm” on the field.
Unless you’re facing a deck arround “Blue-Eyes White Dragon” and some other strong Normal Monsters, “Wyrm the Genesis Dragon” will stay on the field for very long. In a game completely dominated by monster effects, powerful threats like “Black Rose Dragon”, “Mecha Phantom Beast Dracossack”, or tribute summoned Monarchs and Qliphoths will become useless against “Wyrm” pressence. Same goes for effects outside the field, as common staples like “Effect Veiler” or “Fire Hand” will do nothing to the Fusion. As mentioned, unless facing Normal Monsters “Wyrm” won’t care how powerful the opponent’s field is as long our life points are not in danger, since no matter monsters like “Shooting Quasar Dragon” and “Chimeratech Overdragon” or unpredicatble boosts from “Honest” or “Bujingi Crane” the opponent relies on the Fusion will become harmless from those encounters. The only protection “Wyrm” requires for most encounters is obviously against spells and traps, in which simple options like “Wiretap” or “Forbidden Lance” among many others will do the job.
"Wyrm the Genesis Dragon" might not be the strongest creature in terms of stats, but can become a huge annoyance for the majority of builds we are facing against. Thanks to its vague summon condition and "Dragon’s Mirror", "Wyrm" is available from decks completely focused on Normal Monsters to those who just uses a few for "The Agent of Creation - Venus" or "White Elephant’s Gift" among other examples. The true problem might come when facing Normal and/or Gemini decks, but the odds of that compared to the hundreds of builds relying on effects are pretty low, making "Wyrm" a powerful ally even if is the weakest on the field just for stall.
Personal Rating: A+
+ Complete protection against Effect Monsters
+ Several ways to be summoned by traditional methods or “Dragon’s Mirror”
+ Big annoyance even with stronger enemies on the field
- A bit lacking on stats
- Not much of a problem against Normal and Gemini builds

Wyrm the Genesis Dragon

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2 Normal Monsters

Must be Fusion Summoned and cannot be Special Summoned by other ways. This card cannot be destroyed by battle except with a Normal Monster, also it is unaffected by other monster effects. You can only control 1 “Wyrm the Genesis Dragon”.

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Can Be Found In: The New Challengers (NECH-JP050)

Normal Monsters went from the most ignored and obsolete creatures in the game as more effects appeared, to one of the most versatile creautres able to cover several roles. Despite their lack of own effects and only having their stats to stand their ground, these vanilla cards started becoming from tools arround easy and quick setups to complete builds where they swarm and/or go full aggro against the opponent. There’s many ways to approach Normal Monsters nowadays, as they have an inmense variety of tools and even Effect Monsters to assist in their strategies.

"Wyrm the Genesis Dragon" is a Fusion which truly encourages the use of effectless creatures. Requiring only two Normal Monsters for its summon, "Wyrm" carries protective abilities agaonst monster effects as well battles which doesn’t involucre a Normal Monster. So overall, and like some Normal builds, "Wyrm" punishes the vast majority of builds as they rely on Effect Monsters for everything, and even if they bring stronger creatures than this Fusion they’ll be unable to get rid of it.

Since the summon conditions are very vague, there’s several approaches to summon “Wyrm the Genesis Dragon”. Going by the basic “Polymerization” cards like “Summoner’s Art”, “Rescue Rabbit”, “Dark Factory of Mass Production”, or “The White Stone of Legend” if playing arround “Blue-Eyes White Dragon” are some of the many methods we can gather vanilla creatures on both hand and field. If you play arround Pendulum creatures like “Flash Knight”, “Dragon Horn Hunter”, or “Qliphort Tool” among others can be used as materials on the field for later on be resummoned by other Pendulum monsters from the Extra Deck. Hieratic monsters are practically all arround Normal Monsters, as tributing each other will bring a vanilla card from the deck in the process. Last but not least, Gemini monsters since are treated as normal monsters from the start are still valid targets for the summoning.

Although there’re these and much more options to gather materials for the original “Polymerization”, probably the most recommended method to summon “Wyrm” is by “Dragon’s Mirror”. Cards like “Dragon Shrine” and “Advanced Ritual Art” can dump the necessary materials as we play normally our build until we are ready to Fusion Summon. The previously mentioned Gemini monsters are also treated as normal monsters in the graveyard, not only becoming viable targets for “Supervise” or “Birthright” but also for “Dragon’s Mirror” use. Obviously this also means we can just play normal monsters normally, either getting into battle or being used for Extra Deck summons so later on the spell card banishes them for bring “Wyrm” on the field.

Unless you’re facing a deck arround “Blue-Eyes White Dragon” and some other strong Normal Monsters, “Wyrm the Genesis Dragon” will stay on the field for very long. In a game completely dominated by monster effects, powerful threats like “Black Rose Dragon”, “Mecha Phantom Beast Dracossack”, or tribute summoned Monarchs and Qliphoths will become useless against “Wyrm” pressence. Same goes for effects outside the field, as common staples like “Effect Veiler” or “Fire Hand” will do nothing to the Fusion. As mentioned, unless facing Normal Monsters “Wyrm” won’t care how powerful the opponent’s field is as long our life points are not in danger, since no matter monsters like “Shooting Quasar Dragon” and “Chimeratech Overdragon” or unpredicatble boosts from “Honest” or “Bujingi Crane” the opponent relies on the Fusion will become harmless from those encounters. The only protection “Wyrm” requires for most encounters is obviously against spells and traps, in which simple options like “Wiretap” or “Forbidden Lance” among many others will do the job.

"Wyrm the Genesis Dragon" might not be the strongest creature in terms of stats, but can become a huge annoyance for the majority of builds we are facing against. Thanks to its vague summon condition and "Dragon’s Mirror", "Wyrm" is available from decks completely focused on Normal Monsters to those who just uses a few for "The Agent of Creation - Venus" or "White Elephant’s Gift" among other examples. The true problem might come when facing Normal and/or Gemini decks, but the odds of that compared to the hundreds of builds relying on effects are pretty low, making "Wyrm" a powerful ally even if is the weakest on the field just for stall.

Personal Rating: A+

+ Complete protection against Effect Monsters

+ Several ways to be summoned by traditional methods or “Dragon’s Mirror”

+ Big annoyance even with stronger enemies on the field

- A bit lacking on stats

- Not much of a problem against Normal and Gemini builds

Artifact Moralltach
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You can Set this card from your hand to your Spell & Trap Card Zone as a Spell Card. During your opponent’s turn, when this Set card in the Spell & Trap Card Zone is destroyed and sent to your Graveyard: Special Summon it. If this card is Special Summoned during your opponent’s turn: You can destroy 1 face-up card your opponent controls.
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Can Be Found In: Primal Origin (PRIO-EN011)
Artifacts relies in one of the most unique mechanics in the game for become a powerful group of monsters able to fit various builds. With the ability to summon themselves from the backrow, their increasing presence in various competitive builds is making players to think twice what cards to destroy. As either will summon an Artifact along activating their correspondent, or the user themselves will force their destruction during the opponent turn. As a result, Artifacts covers the opponent turn with their many abilities by baiting effects and our tools themselves.
"Artifact Moralltach" might be a high-level creature like the others, but won’t mean much due the archetype gamestyle. Once is destroyed while set in the Spell & Trap Zone "Moralltach" summons itself on the field. However, if destroyed during the opponent’s turn obtains the additional effect of destroying a face-up target. So not only Artifacts punishes backrow disruption with their summoning and certain benefits, but "Moralltach" can create a serious punishment as gets rid of an opponent card on its arrival.
Like any other Artifact, “Moralltach” is mainly summoned by getting destroyed regardless the player. The common mindset is that the opponent themselves are the ones who target and destroy this creature with cards like “Mystical Space Typhoon” or “Dark Armed Dragon” among several others, severely punishing their setups if any. However that might depend of some luck and we will prefer to be ourselves the ones responsibles of “Moralltach” destruction, as cards like “Double Cyclone”, “Absorbing Jar”, and “Artifact Ignition” can destroy our own Artifacts while also providing benefitial effects. If “Moralltach” is not on our hand, “Artifact Sanctum” can summon it directly from the Deck and still obtain its effect when the trap is activated on the opponent’s turn. The other Artifact monsters also can assist on “Moralltach”, as “Artifact Beagalltach” can destroy additional members in the backrow for be summoned and “Artifact Failnaught” can set it in the backrow from the graveyard.
The Artifact build basically gets all its activity during the opponent’s turn, starting with a backrow full of members and tools ready to answer anything. As “Moralltach” arrives for target a face-up card, “Artifact Caduceus” gives us drawing power as we summon more creatures. “Artifact Aegis” and “Artifact Achilleshield” arrival will activate several protective abilities for our creatures on the field, perfect to answer the most serious opponent actions. The summon of “Moralltach” and others completely filling our backrow can bring “Artifact Labrys” from the hand, strengthing our field in the process. Finally, their boss monster “Artifact Durendal” can manipulate effects so the opponent is forced to destroy a set “Moralltach” and any other member.
"Moralltach" has a powerful advantage compared to the rest of the archetype. While their member mainly focused on protection and  swarming of each other, "Moralltach" simply yet powerful effect makes it available for any sort of build it can fit in. Just for being able set in our backrow doesn’t severely damage our hand as dead draw, bluffing the opponent to think we are setting common tools of our deck. The cards "Double Cyclone" and "Artifact Sanctum" which works as a must arround Artifacts also does outside of them, as will bring "Moralltach" when needed. But if you truly want a backrow more dangerous when destroyed, "Moralltach" can join forces outside the archetype with "Artifact Scythe" and its ability to lockdown the Extra Deck, "Artifact Chakram" for use actual traps and spells the bait to summon itself by changing places, or "Artifact Beagalltach" for be summoned together with this creature.
"Artifact Moralltach" and some of the archetype staple cards together funded the H.A.T. Deck to domain tournaments. With just this Artifact, both "Fire Hand" and "Ice Hand", and the Traptrix creatures the build is able to keep a powerful management of both its resources and field. "Moralltach" assists inside and outside the archetype by getting rid of the opponent’s resources during their turn no matter if is their best creatures or materials, some continuous or field spell, and Pendulum monsters ready to swarm or use their effects. The only problem like most of the archetype is its high reliance on other effects, as their Level 5 although useful on the field for material setups it limits its use to be summoned on the opponent’s turn by being destroyed or summoned with "Artifact Sanctum" or "Call of the Haunted". However, the simple fact that we can use a variety tools for not only obtain a summon but also getting rid of a threat during the opponent’s actions is what made "Moralltach" a loner member able to fit in a high variety of builds.
Personal Rating: A+
+ Summon and destructive effect during the opponent’s turn
+ Able to fit in various decks outside the archetype
+ Either the opponent destroys and summons it or we do so with effects
- High reliance on other cards and/or opponent actions

Artifact Moralltach

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You can Set this card from your hand to your Spell & Trap Card Zone as a Spell Card. During your opponent’s turn, when this Set card in the Spell & Trap Card Zone is destroyed and sent to your Graveyard: Special Summon it. If this card is Special Summoned during your opponent’s turn: You can destroy 1 face-up card your opponent controls.

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Can Be Found In: Primal Origin (PRIO-EN011)

Artifacts relies in one of the most unique mechanics in the game for become a powerful group of monsters able to fit various builds. With the ability to summon themselves from the backrow, their increasing presence in various competitive builds is making players to think twice what cards to destroy. As either will summon an Artifact along activating their correspondent, or the user themselves will force their destruction during the opponent turn. As a result, Artifacts covers the opponent turn with their many abilities by baiting effects and our tools themselves.

"Artifact Moralltach" might be a high-level creature like the others, but won’t mean much due the archetype gamestyle. Once is destroyed while set in the Spell & Trap Zone "Moralltach" summons itself on the field. However, if destroyed during the opponent’s turn obtains the additional effect of destroying a face-up target. So not only Artifacts punishes backrow disruption with their summoning and certain benefits, but "Moralltach" can create a serious punishment as gets rid of an opponent card on its arrival.

Like any other Artifact, “Moralltach” is mainly summoned by getting destroyed regardless the player. The common mindset is that the opponent themselves are the ones who target and destroy this creature with cards like “Mystical Space Typhoon” or “Dark Armed Dragon” among several others, severely punishing their setups if any. However that might depend of some luck and we will prefer to be ourselves the ones responsibles of “Moralltach” destruction, as cards like “Double Cyclone”, “Absorbing Jar”, and “Artifact Ignition” can destroy our own Artifacts while also providing benefitial effects. If “Moralltach” is not on our hand, “Artifact Sanctum” can summon it directly from the Deck and still obtain its effect when the trap is activated on the opponent’s turn. The other Artifact monsters also can assist on “Moralltach”, as “Artifact Beagalltach” can destroy additional members in the backrow for be summoned and “Artifact Failnaught” can set it in the backrow from the graveyard.

The Artifact build basically gets all its activity during the opponent’s turn, starting with a backrow full of members and tools ready to answer anything. As “Moralltach” arrives for target a face-up card, “Artifact Caduceus” gives us drawing power as we summon more creatures. “Artifact Aegis” and “Artifact Achilleshield” arrival will activate several protective abilities for our creatures on the field, perfect to answer the most serious opponent actions. The summon of “Moralltach” and others completely filling our backrow can bring “Artifact Labrys” from the hand, strengthing our field in the process. Finally, their boss monster “Artifact Durendal” can manipulate effects so the opponent is forced to destroy a set “Moralltach” and any other member.

"Moralltach" has a powerful advantage compared to the rest of the archetype. While their member mainly focused on protection and  swarming of each other, "Moralltach" simply yet powerful effect makes it available for any sort of build it can fit in. Just for being able set in our backrow doesn’t severely damage our hand as dead draw, bluffing the opponent to think we are setting common tools of our deck. The cards "Double Cyclone" and "Artifact Sanctum" which works as a must arround Artifacts also does outside of them, as will bring "Moralltach" when needed. But if you truly want a backrow more dangerous when destroyed, "Moralltach" can join forces outside the archetype with "Artifact Scythe" and its ability to lockdown the Extra Deck, "Artifact Chakram" for use actual traps and spells the bait to summon itself by changing places, or "Artifact Beagalltach" for be summoned together with this creature.

"Artifact Moralltach" and some of the archetype staple cards together funded the H.A.T. Deck to domain tournaments. With just this Artifact, both "Fire Hand" and "Ice Hand", and the Traptrix creatures the build is able to keep a powerful management of both its resources and field. "Moralltach" assists inside and outside the archetype by getting rid of the opponent’s resources during their turn no matter if is their best creatures or materials, some continuous or field spell, and Pendulum monsters ready to swarm or use their effects. The only problem like most of the archetype is its high reliance on other effects, as their Level 5 although useful on the field for material setups it limits its use to be summoned on the opponent’s turn by being destroyed or summoned with "Artifact Sanctum" or "Call of the Haunted". However, the simple fact that we can use a variety tools for not only obtain a summon but also getting rid of a threat during the opponent’s actions is what made "Moralltach" a loner member able to fit in a high variety of builds.

Personal Rating: A+

+ Summon and destructive effect during the opponent’s turn

+ Able to fit in various decks outside the archetype

+ Either the opponent destroys and summons it or we do so with effects

- High reliance on other cards and/or opponent actions

Sky Scout
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'With eyes like a hawk and a flying speed exceeding Mach 5, this monster is a master of the sky.'
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Can Be Found In: Pharaoh’s Servant (PSV-EN049), Dark Beginning 1 (DB1-EN094), Astral Pack Two (AP02-EN014), Starter Deck: Joey (SDJ011)
Very back in the day there wasn’t archetypes to group monsters in certain strategies just by name except for Toon which was a secondary monster type, so you could find several unreasonable name changes in comparison of the OCG. However, right at the release of the Archfiend monsters and the increasing number of archetypes, several older cards needed to clarify that they were part of said group. Some cards like “Axe of Despair” or “Chimera the Flying Mythical Beast” obtained an additional line stating that they are part of an archetype, while others such as “Amazon Archer” or “Oscillo Hero #2” got a complete name change for their respective archetype.
In some unique situations, a very few cards instead had to change their name for say that they aren’t part of an archetype. “Sky Scout” quickly became popular during the first years of the game due its alternative name, “Harpie’s Brother”. Such title made the TCG community think that he was part of the “Harpie Lady” build despite the archetype focuses on said monster and several substitutes by their effects. However, as cards like “Harpie Channeler” and “Harpie’s Pet Baby Dragon” started mentioning Harpies rather “Harpie Lady” herself, this normal monster needed to be changed for avoid confusion among players. Therefore, it got a new release as “Sky Scout”, a traditional 1800 ATK normal monster which can get some solid support from and for their type and attribute.
WIND might not be the most supported attribute in comparison to others, but combined with normal monster support gives “Sky Scout” various opportunities to appear on the field. As Normal Monster obviously becomes a solid candidate for “Rescue Rabbit”, summoning two copies for both attack the opponent and use as materials. Using some bouncing effects of the attribute for play arround “Divine Wind of Mist Valley” allow us to bring “Sky Scout” and many other creatures in the process. “Swallow’s Nest” can either use or summon this creature during opponent actions or a Battle Phase, great for either go arround certain effects and/or keep the offense.
As any normal monster, “Sky Scout” can cover a high variety of purposes in a build along its high ATK. As mentioned, “Rescue Rabbit” can quickly bring two copies for summon Extra Deck monsters such as “Lightning Chidori”, “Ice Beast Zerofyne”, or “Wyrm the Genesis Dragon”. Normal decks not only can use that strategy but also rely on cards like “Dragon Horn Hunter” or “Symbols of Duty” for keep a strong field pressence as we stop opponent actions by “Skill Drain” and “Non-Spellcasting Area”. Obviously we cannot ignore its Winged Beast Type, as the mentioned “Swallow’s Nest” will assist us to keep a strong field by changing places with “Sky Scout” or destroying opponent cards by “Icarus Attack”.
"Sky Scout" might not be part of the Harpie archetype as its former name stated, but as normal monsters obtained several strategies for compensate their lack of effects it can fit in any build as any other. There might be stronger creatures for a vanilla build, but "Sky Scout" is the only Winged Beast among vanilla cards with such stats, making him a solid option arround the Type or Attribute for keep an aggresive game as either we use him as material or obtain a solid enough offensive.
Personal Rating: B
+ As any normal monster he can work on different roles during a Duel
+ The strongest Level 4 of its kind and Type
- Easily replaced by stronger normal monsters

Sky Scout

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'With eyes like a hawk and a flying speed exceeding Mach 5, this monster is a master of the sky.'

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Can Be Found In: Pharaoh’s Servant (PSV-EN049), Dark Beginning 1 (DB1-EN094), Astral Pack Two (AP02-EN014), Starter Deck: Joey (SDJ011)

Very back in the day there wasn’t archetypes to group monsters in certain strategies just by name except for Toon which was a secondary monster type, so you could find several unreasonable name changes in comparison of the OCG. However, right at the release of the Archfiend monsters and the increasing number of archetypes, several older cards needed to clarify that they were part of said group. Some cards like “Axe of Despair” or “Chimera the Flying Mythical Beast” obtained an additional line stating that they are part of an archetype, while others such as “Amazon Archer” or “Oscillo Hero #2” got a complete name change for their respective archetype.

In some unique situations, a very few cards instead had to change their name for say that they aren’t part of an archetype. “Sky Scout” quickly became popular during the first years of the game due its alternative name, “Harpie’s Brother”. Such title made the TCG community think that he was part of the “Harpie Lady” build despite the archetype focuses on said monster and several substitutes by their effects. However, as cards like “Harpie Channeler” and “Harpie’s Pet Baby Dragon” started mentioning Harpies rather “Harpie Lady” herself, this normal monster needed to be changed for avoid confusion among players. Therefore, it got a new release as “Sky Scout”, a traditional 1800 ATK normal monster which can get some solid support from and for their type and attribute.

WIND might not be the most supported attribute in comparison to others, but combined with normal monster support gives “Sky Scout” various opportunities to appear on the field. As Normal Monster obviously becomes a solid candidate for “Rescue Rabbit”, summoning two copies for both attack the opponent and use as materials. Using some bouncing effects of the attribute for play arround “Divine Wind of Mist Valley” allow us to bring “Sky Scout” and many other creatures in the process. “Swallow’s Nest” can either use or summon this creature during opponent actions or a Battle Phase, great for either go arround certain effects and/or keep the offense.

As any normal monster, “Sky Scout” can cover a high variety of purposes in a build along its high ATK. As mentioned, “Rescue Rabbit” can quickly bring two copies for summon Extra Deck monsters such as “Lightning Chidori”, “Ice Beast Zerofyne”, or “Wyrm the Genesis Dragon”. Normal decks not only can use that strategy but also rely on cards like “Dragon Horn Hunter” or “Symbols of Duty” for keep a strong field pressence as we stop opponent actions by “Skill Drain” and “Non-Spellcasting Area”. Obviously we cannot ignore its Winged Beast Type, as the mentioned “Swallow’s Nest” will assist us to keep a strong field by changing places with “Sky Scout” or destroying opponent cards by “Icarus Attack”.

"Sky Scout" might not be part of the Harpie archetype as its former name stated, but as normal monsters obtained several strategies for compensate their lack of effects it can fit in any build as any other. There might be stronger creatures for a vanilla build, but "Sky Scout" is the only Winged Beast among vanilla cards with such stats, making him a solid option arround the Type or Attribute for keep an aggresive game as either we use him as material or obtain a solid enough offensive.

Personal Rating: B

+ As any normal monster he can work on different roles during a Duel

+ The strongest Level 4 of its kind and Type

- Easily replaced by stronger normal monsters

Number C102: Archfiend Seraph
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4 Level 5 LIGHT monsters
If this face-up card would be destroyed, you can detach 2 Xyz Materials from this card instead. When the last Xyz Material(s) is detached from this card: Inflict 1500 damage to your opponent. If this card has “Number 102: Star Seraph Sentry” as an Xyz Material, it gains this effect.
● Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; change that target’s ATK to 0, and if you do, negate its effects.
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Can Be Found In: Primal Origin (PRIO-EN044)
Star Seraph arrived as pretty small group of monsters for a booster later become a powerful setup mechanic. Usually combined with Satellaknight, a build arround them have no problems for gather enough materials for those Xyz monsters which requires more than two monster for be brought to the field. As a result, a variety of expensive summons can be brought to the field with the same effort than any other by using these creatures.
While their boss “Number 102: Star Seraph Sentry” didn’t obtain as much revelance than its partners, “Number C102: Archfiend Seraph” on the other hand is a dangerous creature if the opponent isn’t careful. When “Archfiend Seraph” is menaced to be destroyed (by effect or battle), we can detach two materials for survive such situations. Although seems a pretty expensive effect, actually “Archfiend Seraph” has a punishment effect in where once it runs out of materials it will deal 1500 damage, punishing the opponent actions even further. Obviously as an upgraded of “Star Seraph Sentry” it obtains an additional effect if the original is a material, where we can detach a material for negate effects and weaken to 0 ATK a target. Overall this Number is a very offensive creature as will make easy targets to strike, survive destruction, and even deal bonus damage if the opponent isn’t careful using their resources against it.
Obviously, as a Chaos Number the basic option to go for summon “Archfiend Seraph” is by Rank-Up. If you’re aiming to have the bonus effect, we can easily summon “Number 102: Star Seraph Sentry” by many options. Preferably its own archetype along Satellaknight if able, since monsters like “Star Seraph Scepter” and “Star Seraph Sovereign” will work together with “Satellarknight Deneb” or “Satellarknight Vega” for not only gather materials but also don’t lose many resources in the process. Then a mere “Rank-Up-Magic Barian’s Force” or “Rank-Up-Magic Quick Chaos” will bring “Archfiend Seraph”. There’s an even easier option if you don’t want the original “Number 102”, since we can work arround “Crane Crane” and “Tour Guide From the Underworld” for Xyz summon “Mechquipped Angineer” and rank up by “Rank-Up-Magic Astral Force”. Similarly, “Rank-Up-Magic Limited Barian’s Force” practically any Rank 4 Xyz up our choice, extending the number of builds this Number can get into. Finally and being part of the Barian Numbers, with a bit of luck drawing we can pull out this monster with “Rank-Up-Magic - The Seventh One”, only obtaining a single material but enough for weaken an enemy and unlock its burn damage.
With protective abilities, weakening effect, and able to deal extra damage, “Archfiend Seraph” is a very aggresive creature. If is not targetting monsters for make them either easy to beat or deal extra damage, it will be avoiding cards like “Dark Hole” and even unpredictable ATK boosts like “Honest” or “Battlin’ Boxer Counterpunch”. As a result, “Archfiend Seraph” will keep stricking the opponent for reach its damage reward by either the safety of gettin protected with its materials or weakening enemies if “Star Seraph Sentry” is a material. Keep on mind that we can be ourselves the ones using destructive effects, so if the opponent hesitates to use theirs we can trigger the Xyz effect for unleash its 1500 damage and deal the final blow.
Actually, the fact this Number rewards players for spending out all its materials can create a variety of OTK and constant damage setups. “Oni-Gami Combo” takes away all its materials for grant the Xyz the chance to attack twice, which combined with the burn damage it might probably finish off the opponent if they aren’t careful. Cards like “Spirit Converter” and “Overlay Regen” can provide the Xyz two new materials, so once is out of them we can give not only a new opportunity to avoid destruction but also to trigger the effect damage. Finally and if we were able to bring this monster with “Star Seraph Sentry”, using its weakening effect along “Stoic Challege” will give us a boost with doubled damage in battle, able to defeat the opponent as will deal 9400 damage in the process. However if “Stoic Challenge” fails, we will detach two materials so “Archfiend Seraph” isn’t destroyed by the spell, a possible chance to deal damage by the Xyz effect.
"Number C102: Archfiend Seraph" might not be the most popular Barian Number to pick for "Rank-Up-Magic - The Seventh One", but is still one dangerous Xyz to be very aware of. Star Seraph builds got considerably improved for obtain this creature easily at full potential, the mentioned "Seventh One" can get us a weakning and burn effect out of the blue, and "Mechquipped Angineer" provide us a shortcut for those who don’t wanna rely on the original form. In any case, "Archfiend Seraph" will be constantly attacking the opponent, as no matter destructive effects or unpredicted boosts land on their field the Xyz will survive them along get closer to deal additional damage. Said effect also encourages to go full offensive with this creature, with various chances to pull out an OTK specially with "Star Seraph Sentry" attached. Maybe the problem comes on material management, as we will think twice to just attack normally and depend on its protection ability or go full offensive by weakening monsters as we get closer to its bonus effect. Is an all-round Xyz monster overall, which can be played by various methods and won’t defraud its user.
Personal Rating: A
+ Protective effect
+ Able to completely weaken monsters
+ Extra damage once runs out of materials
+ Various OTK strategies arround it
- With all effects active might become problematic to decide where to spend its materials
- Might require some effort to go for its full potential

Number C102: Archfiend Seraph

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4 Level 5 LIGHT monsters

If this face-up card would be destroyed, you can detach 2 Xyz Materials from this card instead. When the last Xyz Material(s) is detached from this card: Inflict 1500 damage to your opponent. If this card has “Number 102: Star Seraph Sentry” as an Xyz Material, it gains this effect.

● Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; change that target’s ATK to 0, and if you do, negate its effects.

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Can Be Found In: Primal Origin (PRIO-EN044)

Star Seraph arrived as pretty small group of monsters for a booster later become a powerful setup mechanic. Usually combined with Satellaknight, a build arround them have no problems for gather enough materials for those Xyz monsters which requires more than two monster for be brought to the field. As a result, a variety of expensive summons can be brought to the field with the same effort than any other by using these creatures.

While their boss “Number 102: Star Seraph Sentry” didn’t obtain as much revelance than its partners, “Number C102: Archfiend Seraph” on the other hand is a dangerous creature if the opponent isn’t careful. When “Archfiend Seraph” is menaced to be destroyed (by effect or battle), we can detach two materials for survive such situations. Although seems a pretty expensive effect, actually “Archfiend Seraph” has a punishment effect in where once it runs out of materials it will deal 1500 damage, punishing the opponent actions even further. Obviously as an upgraded of “Star Seraph Sentry” it obtains an additional effect if the original is a material, where we can detach a material for negate effects and weaken to 0 ATK a target. Overall this Number is a very offensive creature as will make easy targets to strike, survive destruction, and even deal bonus damage if the opponent isn’t careful using their resources against it.

Obviously, as a Chaos Number the basic option to go for summon “Archfiend Seraph” is by Rank-Up. If you’re aiming to have the bonus effect, we can easily summon “Number 102: Star Seraph Sentry” by many options. Preferably its own archetype along Satellaknight if able, since monsters like “Star Seraph Scepter” and “Star Seraph Sovereign” will work together with “Satellarknight Deneb” or “Satellarknight Vega” for not only gather materials but also don’t lose many resources in the process. Then a mere “Rank-Up-Magic Barian’s Force” or “Rank-Up-Magic Quick Chaos” will bring “Archfiend Seraph”. There’s an even easier option if you don’t want the original “Number 102”, since we can work arround “Crane Crane” and “Tour Guide From the Underworld” for Xyz summon “Mechquipped Angineer” and rank up by “Rank-Up-Magic Astral Force”. Similarly, “Rank-Up-Magic Limited Barian’s Force” practically any Rank 4 Xyz up our choice, extending the number of builds this Number can get into. Finally and being part of the Barian Numbers, with a bit of luck drawing we can pull out this monster with “Rank-Up-Magic - The Seventh One”, only obtaining a single material but enough for weaken an enemy and unlock its burn damage.

With protective abilities, weakening effect, and able to deal extra damage, “Archfiend Seraph” is a very aggresive creature. If is not targetting monsters for make them either easy to beat or deal extra damage, it will be avoiding cards like “Dark Hole” and even unpredictable ATK boosts like “Honest” or “Battlin’ Boxer Counterpunch”. As a result, “Archfiend Seraph” will keep stricking the opponent for reach its damage reward by either the safety of gettin protected with its materials or weakening enemies if “Star Seraph Sentry” is a material. Keep on mind that we can be ourselves the ones using destructive effects, so if the opponent hesitates to use theirs we can trigger the Xyz effect for unleash its 1500 damage and deal the final blow.

Actually, the fact this Number rewards players for spending out all its materials can create a variety of OTK and constant damage setups. “Oni-Gami Combo” takes away all its materials for grant the Xyz the chance to attack twice, which combined with the burn damage it might probably finish off the opponent if they aren’t careful. Cards like “Spirit Converter” and “Overlay Regen” can provide the Xyz two new materials, so once is out of them we can give not only a new opportunity to avoid destruction but also to trigger the effect damage. Finally and if we were able to bring this monster with “Star Seraph Sentry”, using its weakening effect along “Stoic Challege” will give us a boost with doubled damage in battle, able to defeat the opponent as will deal 9400 damage in the process. However if “Stoic Challenge” fails, we will detach two materials so “Archfiend Seraph” isn’t destroyed by the spell, a possible chance to deal damage by the Xyz effect.

"Number C102: Archfiend Seraph" might not be the most popular Barian Number to pick for "Rank-Up-Magic - The Seventh One", but is still one dangerous Xyz to be very aware of. Star Seraph builds got considerably improved for obtain this creature easily at full potential, the mentioned "Seventh One" can get us a weakning and burn effect out of the blue, and "Mechquipped Angineer" provide us a shortcut for those who don’t wanna rely on the original form. In any case, "Archfiend Seraph" will be constantly attacking the opponent, as no matter destructive effects or unpredicted boosts land on their field the Xyz will survive them along get closer to deal additional damage. Said effect also encourages to go full offensive with this creature, with various chances to pull out an OTK specially with "Star Seraph Sentry" attached. Maybe the problem comes on material management, as we will think twice to just attack normally and depend on its protection ability or go full offensive by weakening monsters as we get closer to its bonus effect. Is an all-round Xyz monster overall, which can be played by various methods and won’t defraud its user.

Personal Rating: A

+ Protective effect

+ Able to completely weaken monsters

+ Extra damage once runs out of materials

+ Various OTK strategies arround it

- With all effects active might become problematic to decide where to spend its materials

- Might require some effort to go for its full potential

W Nebula Meteorite
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Change all face-down monsters on the field to face-up Defense Position. During the End Phase this turn, change all face-up LIGHT Reptile-Type monsters you control to face-down Defense Position, then draw 1 card for each. After that, you can Special Summon 1 Level 7 or higher LIGHT Reptile-Type monster from your Deck.
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Can Be Found In: Extreme Victory (EXVC-EN080)
Worms might not be one of the most popular archetypes in the game, but they still are a powerful group to be careful against. They can setup a solid field right at the start of the field with just “Worm Xex” and “Worm Yagan”, various Reptile tools can be added for improve further their performance, and overall keep control of the game without depending on high stat creatures to do so. Such potential let the archetype shine in various competitive events as a build which although doesn’t completely rely on Extra Deck or Graveyard setups like the vast majority of builds, it can still be a threat on the right hands.
"W Nebula Meteorite" provides far too many advantages to a Worm deck just with its mere activation. On activation all set monsters will be flipped face-up, normally activating flip effects which are usually prevalent among the Worm archetype. Then during end turn, every LIGHT Reptile will be flipped back face-down and we will obtain a draw for each one, so not only we will obtain effects but also set them back and increase our hand in reward. But "W Nebula Meteorite" doesn’t end there, as finally we will be able to summon a Level 7 or higher LIGHT Reptile from the Deck. So to sum up: A single trap card is able to flip all monsters on the field, then flip face-down LIGHT Reptiles, then we will get cards for each one of those Reptiles, and finally get a boss monster on the field. Practically, "W Nebula Meteorite" alone moves the whole Worm deck on its own as provides a massive card advantage as well triggering various effects in the process.
There’s no much strategy behind playing “W Nebula Meteorite”. Worm monsters will be temporally flipped for then get set back again for end with a draw each. The best candidates for do so are both “Worm Xex” and “Worm Yagan”, as the former will discard the latter from the deck to self-revive and therefore “W Nebula Meteorite” not only will activate “Yagan” flip effect when needed but also get us two cards. “Worm Cartaros” can be flipped for search for another member as well draw a card, so later on be flipped again and add another monster to the hand. “Worm Opera” can weaken the entire field except for Worms before the opponent strikes, debilitating threats up to twice if is attacked afterwards. Finally, “Worm Victory” can be flipped before is threatened by a stronger creature or effect for clear up the opponent’s field. Keep also on mind that will obviously rearrange monsters we already flip summoned, obtaining their effects back once we have the chance.
After getting flip effects and increasing our hand, “W Nebula Meteorite” finishes with a big summon straight from the deck. The usual target is “Worm King”, a creature which can tribute Worms for target and destroy any kind of card on the field. “Worm Queen” instead tributes members for be replaced with others, which can work for setup certain summons along other tools like “Viper’s Rebirth”. If in late turns our graveyard has plenty of members, “Worm Victory” can be brought not for its flip effect but for its high ATK ready to finish the opponent.
"W Nebula Meteorite" goes mainly towards Worms, but its effects are kinda vague with the monsters it supports that it might be mixed with other Reptiles. Aliens can obtain some extra cards along one of the Worm big monsters as they flip down "Alien Dog" or "Alien Grey". "Gentlemander" is a creature which summons himself when the opponent attacks, giving us a chance to increase our field pressence as well drawing power. You are not forced to setup monsters just to draw cards, as you can place "W Nebula Meteorite" in any deck simply for mess up the opponent defenses for then able to summon a creature like "Worm King" effortlessly.
"W Nebula Meteorite" is practically the whole Worm deck. As more Worms and some other LIGHT Reptiles land on our field, more effects and more cards we will obtain in return for end with a big monster straight from the deck. Since flipped Reptiles will be set once again, creatures like "Worm Cartaros" and "Worm Yagan" are able to use their effects multiple times before the opponent gets rid of them, or we use them for "Worm King" or a Extra Deck summon. However, "W Nebula Meteorite" has the riskful flaw of flipping opponent monsters as well, which might be an advantageous effect but also means that we might accidentaly trigger effects like "Ryko, Lightsworn Hunter" or "Absorbing Jar" and ruin our setup. Still, "W Nebula Meteorite" provides so many effects that any deck can use all of them or a pair and obtain great results in return, specially since most of these effects activates on End Phase we can obtain a powerful field right before the opponent ends their turn for get them unguarded.
Personal Rating: A+
+ Four effects in a single card for Worms and other builds it can benefit
+ Drawing effect as well obtain early flip effects
+ Brings a big creature straight from the deck
- Might activate opponent flip effects

W Nebula Meteorite

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Change all face-down monsters on the field to face-up Defense Position. During the End Phase this turn, change all face-up LIGHT Reptile-Type monsters you control to face-down Defense Position, then draw 1 card for each. After that, you can Special Summon 1 Level 7 or higher LIGHT Reptile-Type monster from your Deck.

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Can Be Found In: Extreme Victory (EXVC-EN080)

Worms might not be one of the most popular archetypes in the game, but they still are a powerful group to be careful against. They can setup a solid field right at the start of the field with just “Worm Xex” and “Worm Yagan”, various Reptile tools can be added for improve further their performance, and overall keep control of the game without depending on high stat creatures to do so. Such potential let the archetype shine in various competitive events as a build which although doesn’t completely rely on Extra Deck or Graveyard setups like the vast majority of builds, it can still be a threat on the right hands.

"W Nebula Meteorite" provides far too many advantages to a Worm deck just with its mere activation. On activation all set monsters will be flipped face-up, normally activating flip effects which are usually prevalent among the Worm archetype. Then during end turn, every LIGHT Reptile will be flipped back face-down and we will obtain a draw for each one, so not only we will obtain effects but also set them back and increase our hand in reward. But "W Nebula Meteorite" doesn’t end there, as finally we will be able to summon a Level 7 or higher LIGHT Reptile from the Deck. So to sum up: A single trap card is able to flip all monsters on the field, then flip face-down LIGHT Reptiles, then we will get cards for each one of those Reptiles, and finally get a boss monster on the field. Practically, "W Nebula Meteorite" alone moves the whole Worm deck on its own as provides a massive card advantage as well triggering various effects in the process.

There’s no much strategy behind playing “W Nebula Meteorite”. Worm monsters will be temporally flipped for then get set back again for end with a draw each. The best candidates for do so are both “Worm Xex” and “Worm Yagan”, as the former will discard the latter from the deck to self-revive and therefore “W Nebula Meteorite” not only will activate “Yagan” flip effect when needed but also get us two cards. “Worm Cartaros” can be flipped for search for another member as well draw a card, so later on be flipped again and add another monster to the hand. “Worm Opera” can weaken the entire field except for Worms before the opponent strikes, debilitating threats up to twice if is attacked afterwards. Finally, “Worm Victory” can be flipped before is threatened by a stronger creature or effect for clear up the opponent’s field. Keep also on mind that will obviously rearrange monsters we already flip summoned, obtaining their effects back once we have the chance.

After getting flip effects and increasing our hand, “W Nebula Meteorite” finishes with a big summon straight from the deck. The usual target is “Worm King”, a creature which can tribute Worms for target and destroy any kind of card on the field. “Worm Queen” instead tributes members for be replaced with others, which can work for setup certain summons along other tools like “Viper’s Rebirth”. If in late turns our graveyard has plenty of members, “Worm Victory” can be brought not for its flip effect but for its high ATK ready to finish the opponent.

"W Nebula Meteorite" goes mainly towards Worms, but its effects are kinda vague with the monsters it supports that it might be mixed with other Reptiles. Aliens can obtain some extra cards along one of the Worm big monsters as they flip down "Alien Dog" or "Alien Grey". "Gentlemander" is a creature which summons himself when the opponent attacks, giving us a chance to increase our field pressence as well drawing power. You are not forced to setup monsters just to draw cards, as you can place "W Nebula Meteorite" in any deck simply for mess up the opponent defenses for then able to summon a creature like "Worm King" effortlessly.

"W Nebula Meteorite" is practically the whole Worm deck. As more Worms and some other LIGHT Reptiles land on our field, more effects and more cards we will obtain in return for end with a big monster straight from the deck. Since flipped Reptiles will be set once again, creatures like "Worm Cartaros" and "Worm Yagan" are able to use their effects multiple times before the opponent gets rid of them, or we use them for "Worm King" or a Extra Deck summon. However, "W Nebula Meteorite" has the riskful flaw of flipping opponent monsters as well, which might be an advantageous effect but also means that we might accidentaly trigger effects like "Ryko, Lightsworn Hunter" or "Absorbing Jar" and ruin our setup. Still, "W Nebula Meteorite" provides so many effects that any deck can use all of them or a pair and obtain great results in return, specially since most of these effects activates on End Phase we can obtain a powerful field right before the opponent ends their turn for get them unguarded.

Personal Rating: A+

+ Four effects in a single card for Worms and other builds it can benefit

+ Drawing effect as well obtain early flip effects

+ Brings a big creature straight from the deck

- Might activate opponent flip effects