Judgment Of The Pharaoh

Primitive Butterfly
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If you control no monsters, you can Special Summon this card (from your hand). Once per turn: You can increase the Levels of all Insect-Type monsters you currently control by 1.
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Can Be Found In: V Jump Fall 2014 Subscription Bonus (VJMP-JP090)

Despite Insects being one of the oldest Types and even most memorable in the original series, they sincerelly haven’t got much to work with in the card game. Quite recently Inzektor gave them a wonderful spotlight in the competitive scene and still are a wonderful build to work with, and builds like Spiders and Naturia can become a serious threat in the right hands. Outside of archetypes however, despite having great cards like “Doom Dozer” or “Verdant Sanctuary”, they mainly had a support role in decks unrelated to the Type since the very first days of the card game with the classic “Man-Eater Bug”.
"Primitive Butterfly" is a creature ready to give a great push to Insect decks in an age where players are in a race to constantly play Extra Deck setups. If our field is empty of monsters we can special summon it right away from our hand, so makes it great for either start a turn or even a comeback. As a plus, "Primitive Butterfly" has the ability to increase the level of all Insects in our field by 1, therefore allowing us to create more expensive summons with ease. Either you go towards a Synchro or Xyz summon, "Primitive Butterfly" can become a solid ally in any deck even if you don’t use its level increase ability.
Under most circumstances “Primitive Butterfly” will be summoned by its own effect, so using other resources for bring it to the field are mostly optional. Cards like “Danipon” and “Resonance Insect” will mostly replace themselves by adding “Butterfly” on our hand with their defeat, while similarly “Verdant Sanctuary” can search it if a Level 5 on our field is destroyed. If you truly can’t wait to be summoned from the hand, “Howling Insect“‘s destruction in battle will summon it from the deck while “Insect Imitation” will tribute a Level 4 Insect to bring it inmediately. But a great play can come out once the opponent controls a monster, using “Inferno Reckless Summon” once we special summon “Butterfly” to bring two other copies on the field and therefore use their increasing levels to Xyz summon Rank 5 to 8 monsters.
How we play “Primitive Butterfly” will depend of the kind of Extra Deck we go arround with. Synchro strategies have it easier, as they can summon this creature along a Tuner for then pull out practically any Synchro monster up our choice, specially with the level increase effect. With Xyz monsters however can be more tricky, as outside Inzektor there’s not many solid options to match levels with “Primitive Butterfly”. However it can compensate by working outside the Type, since monsters with a similar summoning like “Solar Wind Jammer” and “Cyber Dragon” easily work together to inmediately prepare a Rank 5 Xyz summon or even Synchro summon. The big difference though is that “Butterfly” can use the level up effect on itself, becoming an optional material even for Rank 6 builds.
"Primitive Butterfly" is pretty much a material ready to assist with our Extra Deck and does its job as well as monsters with an identical self-summon. Special summoning a Level 5 creature gives us great start to either Synchro or Xyz summon with the right follow up monster(s), with the bonus of increasing level of itself and/or other Insects and as a result expand our options. However and as mentioned before, it can be difficult for Insect decks to work arround Xyz monsters with this card, as there’s no many options to expand their options compared to Synchro summoning. But regardless is still a pretty solid creature which even outside its Type can use the level increase to easily assist heavier summons.

Personal Rating: A
+ Special summons itself for start a turn or even a comeback
+ Solid assistance for Xyz and Synchro summons
+ Can increase its level as well other Insects
- Excluding Inzektor the Type doesn’t have many options to go arround high Rank Xyz summons

Primitive Butterfly

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If you control no monsters, you can Special Summon this card (from your hand). Once per turn: You can increase the Levels of all Insect-Type monsters you currently control by 1.

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Can Be Found In: V Jump Fall 2014 Subscription Bonus (VJMP-JP090)

Despite Insects being one of the oldest Types and even most memorable in the original series, they sincerelly haven’t got much to work with in the card game. Quite recently Inzektor gave them a wonderful spotlight in the competitive scene and still are a wonderful build to work with, and builds like Spiders and Naturia can become a serious threat in the right hands. Outside of archetypes however, despite having great cards like “Doom Dozer” or “Verdant Sanctuary”, they mainly had a support role in decks unrelated to the Type since the very first days of the card game with the classic “Man-Eater Bug”.

"Primitive Butterfly" is a creature ready to give a great push to Insect decks in an age where players are in a race to constantly play Extra Deck setups. If our field is empty of monsters we can special summon it right away from our hand, so makes it great for either start a turn or even a comeback. As a plus, "Primitive Butterfly" has the ability to increase the level of all Insects in our field by 1, therefore allowing us to create more expensive summons with ease. Either you go towards a Synchro or Xyz summon, "Primitive Butterfly" can become a solid ally in any deck even if you don’t use its level increase ability.

Under most circumstances “Primitive Butterfly” will be summoned by its own effect, so using other resources for bring it to the field are mostly optional. Cards like “Danipon” and “Resonance Insect” will mostly replace themselves by adding “Butterfly” on our hand with their defeat, while similarly “Verdant Sanctuary” can search it if a Level 5 on our field is destroyed. If you truly can’t wait to be summoned from the hand, “Howling Insect“‘s destruction in battle will summon it from the deck while “Insect Imitation” will tribute a Level 4 Insect to bring it inmediately. But a great play can come out once the opponent controls a monster, using “Inferno Reckless Summon” once we special summon “Butterfly” to bring two other copies on the field and therefore use their increasing levels to Xyz summon Rank 5 to 8 monsters.

How we play “Primitive Butterfly” will depend of the kind of Extra Deck we go arround with. Synchro strategies have it easier, as they can summon this creature along a Tuner for then pull out practically any Synchro monster up our choice, specially with the level increase effect. With Xyz monsters however can be more tricky, as outside Inzektor there’s not many solid options to match levels with “Primitive Butterfly”. However it can compensate by working outside the Type, since monsters with a similar summoning like “Solar Wind Jammer” and “Cyber Dragon” easily work together to inmediately prepare a Rank 5 Xyz summon or even Synchro summon. The big difference though is that “Butterfly” can use the level up effect on itself, becoming an optional material even for Rank 6 builds.

"Primitive Butterfly" is pretty much a material ready to assist with our Extra Deck and does its job as well as monsters with an identical self-summon. Special summoning a Level 5 creature gives us great start to either Synchro or Xyz summon with the right follow up monster(s), with the bonus of increasing level of itself and/or other Insects and as a result expand our options. However and as mentioned before, it can be difficult for Insect decks to work arround Xyz monsters with this card, as there’s no many options to expand their options compared to Synchro summoning. But regardless is still a pretty solid creature which even outside its Type can use the level increase to easily assist heavier summons.

Personal Rating: A

+ Special summons itself for start a turn or even a comeback

+ Solid assistance for Xyz and Synchro summons

+ Can increase its level as well other Insects

- Excluding Inzektor the Type doesn’t have many options to go arround high Rank Xyz summons


Chiwen, Light of the Yang Zing
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When this card you control is destroyed by battle or card effect and sent to your Graveyard: You can Special Summon 1 “Yang Zing” monster from your Deck, except “Chiwen, Light of the Yang Zing”. When a “Yang Zing” monster(s) you control is destroyed by battle or card effect and sent to the Graveyard, while this card is in the Graveyard: You can Special Summon this card, and if you do, banish it when it leaves the field. You can only use 1 “Chiwen, Light of the Yang Zing” effect per turn, and only once that turn.
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Can Be Found In: Duelist Alliance (DUEA-EN032)

Yang Zing brings to the scene features in a time Xyz monsters are dominant in the game. The first one is a stronger return of Synchro summons to the scene, as their members contains additional effects for improve and make them harder to defeat compared to other builds arround their Extra Deck. The second and brand new feature is the Wyrm-type, often treated as a replacement of the classic Dragon-type. As they constantly bring materials from one method or other, Yang Zing is always ready to bring a new Synchro monster once their game goes in motion.
"Chiwen, Light of the Yang Zing" is one of the main Tuners of the archetype. Like any other Yang Zing monster, "Chiwen" can be replaced by another member if is destroyed on the field, keeping the field pressence as well materials ready. However, "Chiwen" specialty comes when is in the graveyard, due if a Yang Zing (or various at once) is destroyed the Tuner will return back to the field, although will be banished once it leaves once again. This obviously makes "Chiwen" a powerful ally for Synchro summoning, as will be brought to the field for pull out a Synchro for later on self-revive and bring a new big monster. And if our setups fails, the archetype shared effect as well this monster’s main effect will keep our field ready to Synchro summon.
There’s many opportunities to have “Chiwen” on the field when is needed. Excluding copies of itself, any defeated Yang Zing monster will bring this creature straight from the deck, and pretty much settling our field for a Synchro summon. Similarly, “Yang Zing Creation” gives the archetype and additional summon along the one a destroyed member provides, not only summoning the Tuner but also additional materials. Obviously same goes if is in the graveyard, as will special summon itself right on time for pull out a Synchro monster. Alternatively, “One for One” can bring “Chiwen” from the deck without waiting for another member to be destroyed. Finally and if we wanna avoid “Chiwen” be banished by its own effect, “Baxia, Brightness of the Yang Zing” can destroy opponent cards as revives the Tuner in the process, and otherwise “Yang Zing Path” will shuffle it back to the deck for drawing power as will be summoned later once again by the defeat of other members.
Yang Zing is all about Synchro setups, and obviously is all what “Chiwen” wants to do. All the archetype monsters keeps replacing each other after defeat along with the help of “Yang Zing Creation”, so very soon we’ll have a field full of materials ready to use. Although seems that the opponent can keep the offense to get rid of many of our monsters as possible, all Yang Zing members except their Tuners are able to Synchro Summon during the opponent’s turn, therefore once “Chiwen” is on the field we are ready to go. The whole Synchro mechanic finishes with additional effects their members will provide to our summon, from making them undefeatable in battle by “Bi’an, Earth of the Yang Zing” to protection against certain effects thanks to “Bixi, Water of the Yang Zing” and “Pulao, Wind of the Yang Zing”. Keep on mind that the archetype isn’t restricted to summon their own Synchro monsters, therefore we can pull out monsters such as “Leo, the Keeper of the Sacred Tree” or “Goyo Guardian” and become harder to get rid of thanks to the archetype bonus effect. Finally and we’re having problems to gather materials to work with “Chiwen”, “Synchro Material” can sacrifice our Battle Phase in return of allowing us to use an opponent’s monster for a Synchro summon.
Yang Zing requires as many members as possible to constantly summon each other and keep a field filled with materials ready to go. “Chiwen, Light of the Yang Zing” is no exception, as its revival effect allow us to have new opportunities to Synchro summon on late turns. Either is destroyed while we were gathering monsters or simply used for its purpose, “Chiwen” will return to the field right when the opponent deals with our other creatures for quickly prepare our field for a new Synchro monster. For balancing purposes is obvious that being banished after a revival is its biggest flaw, but there’s methods to go arround it along other Tuners like “Masked Chameleon” and “Jiaotu, Darkness of the Yang Zing” so the build doesn’t lose momentum once we are unable to rely on “Chiwen”. In resume, the archetype is all about Synchro monsters and “Chiwen” as a Tuner with a revival effect in a strategy which constantly gathers materials makes it a very important member of the whole deck.

Personal Rating: A+
+ Several opportunities to be on the field with materials
+ Revival effect for later turns and/or recover field advantage
+ Most members allow us to Synchro summon during the opponent’s turn as they try to deal with our field
- Once revived by its own effect will be banished

Chiwen, Light of the Yang Zing

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When this card you control is destroyed by battle or card effect and sent to your Graveyard: You can Special Summon 1 “Yang Zing” monster from your Deck, except “Chiwen, Light of the Yang Zing”. When a “Yang Zing” monster(s) you control is destroyed by battle or card effect and sent to the Graveyard, while this card is in the Graveyard: You can Special Summon this card, and if you do, banish it when it leaves the field. You can only use 1 “Chiwen, Light of the Yang Zing” effect per turn, and only once that turn.

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Can Be Found In: Duelist Alliance (DUEA-EN032)

Yang Zing brings to the scene features in a time Xyz monsters are dominant in the game. The first one is a stronger return of Synchro summons to the scene, as their members contains additional effects for improve and make them harder to defeat compared to other builds arround their Extra Deck. The second and brand new feature is the Wyrm-type, often treated as a replacement of the classic Dragon-type. As they constantly bring materials from one method or other, Yang Zing is always ready to bring a new Synchro monster once their game goes in motion.

"Chiwen, Light of the Yang Zing" is one of the main Tuners of the archetype. Like any other Yang Zing monster, "Chiwen" can be replaced by another member if is destroyed on the field, keeping the field pressence as well materials ready. However, "Chiwen" specialty comes when is in the graveyard, due if a Yang Zing (or various at once) is destroyed the Tuner will return back to the field, although will be banished once it leaves once again. This obviously makes "Chiwen" a powerful ally for Synchro summoning, as will be brought to the field for pull out a Synchro for later on self-revive and bring a new big monster. And if our setups fails, the archetype shared effect as well this monster’s main effect will keep our field ready to Synchro summon.

There’s many opportunities to have “Chiwen” on the field when is needed. Excluding copies of itself, any defeated Yang Zing monster will bring this creature straight from the deck, and pretty much settling our field for a Synchro summon. Similarly, “Yang Zing Creation” gives the archetype and additional summon along the one a destroyed member provides, not only summoning the Tuner but also additional materials. Obviously same goes if is in the graveyard, as will special summon itself right on time for pull out a Synchro monster. Alternatively, “One for One” can bring “Chiwen” from the deck without waiting for another member to be destroyed. Finally and if we wanna avoid “Chiwen” be banished by its own effect, “Baxia, Brightness of the Yang Zing” can destroy opponent cards as revives the Tuner in the process, and otherwise “Yang Zing Path” will shuffle it back to the deck for drawing power as will be summoned later once again by the defeat of other members.

Yang Zing is all about Synchro setups, and obviously is all what “Chiwen” wants to do. All the archetype monsters keeps replacing each other after defeat along with the help of “Yang Zing Creation”, so very soon we’ll have a field full of materials ready to use. Although seems that the opponent can keep the offense to get rid of many of our monsters as possible, all Yang Zing members except their Tuners are able to Synchro Summon during the opponent’s turn, therefore once “Chiwen” is on the field we are ready to go. The whole Synchro mechanic finishes with additional effects their members will provide to our summon, from making them undefeatable in battle by “Bi’an, Earth of the Yang Zing” to protection against certain effects thanks to “Bixi, Water of the Yang Zing” and “Pulao, Wind of the Yang Zing”. Keep on mind that the archetype isn’t restricted to summon their own Synchro monsters, therefore we can pull out monsters such as “Leo, the Keeper of the Sacred Tree” or “Goyo Guardian” and become harder to get rid of thanks to the archetype bonus effect. Finally and we’re having problems to gather materials to work with “Chiwen”, “Synchro Material” can sacrifice our Battle Phase in return of allowing us to use an opponent’s monster for a Synchro summon.

Yang Zing requires as many members as possible to constantly summon each other and keep a field filled with materials ready to go. “Chiwen, Light of the Yang Zing” is no exception, as its revival effect allow us to have new opportunities to Synchro summon on late turns. Either is destroyed while we were gathering monsters or simply used for its purpose, “Chiwen” will return to the field right when the opponent deals with our other creatures for quickly prepare our field for a new Synchro monster. For balancing purposes is obvious that being banished after a revival is its biggest flaw, but there’s methods to go arround it along other Tuners like “Masked Chameleon” and “Jiaotu, Darkness of the Yang Zing” so the build doesn’t lose momentum once we are unable to rely on “Chiwen”. In resume, the archetype is all about Synchro monsters and “Chiwen” as a Tuner with a revival effect in a strategy which constantly gathers materials makes it a very important member of the whole deck.

Personal Rating: A+

+ Several opportunities to be on the field with materials

+ Revival effect for later turns and/or recover field advantage

+ Most members allow us to Synchro summon during the opponent’s turn as they try to deal with our field

- Once revived by its own effect will be banished


Anti Raigeki
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When your opponent activates “Raigeki”, all of your opponent’s monsters are destroyed in place of your own.
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Can Be Found In: Tournament Pack: 3rd Season (TP3-002)

A kind of card which quickly got obsolete over the years are those which only works with a very specific card. While archetypes are practically arround this concept, we refer to a more concrete card (and its copies)  in a whole build. Some cards like “Dark Magic Attack” or “Berserker Crush” still get gameplay as their targets obtained options to keep up with today’s game, but some other cases the effects as well the card(s) arround them became either easily replaceable or hard to pull out. Specially if said card are forbidden, making all cards working arround it completely useless.
"Raigeki" just got out of its forbidden status and the community panicked due what’s to come of such return to the game. On the other hand, this made the forgotten "Anti Raigeki" playable again. The trap card is basically a specific counter for such powerful spell card, bouncing its effect back to the opponent and therefore making their monsters be destroyed instead. Is a clearly obvious guess that "Raigeki" will be in almost every deck in the entire game, so "Anti Raigeki" is ready again to face the dreadful spell card.
There’s really no strategy behind “Anti Raigeki”. Unless the opponent already played their “Raigeki”, we can simply set it as soon as possible for then play our creatures peacefully. We can get our setups and big creatures recklessly come out and trick the opponent to think that their lucky draw of “Raigeki” will make a comeback. Obviously we have to keep in mind the odds a limited card will come out or even if will be played during a Duel, so keep countermeasures ready against other actions coming from the opponent. Also be careful of decks like Meklords and Fire Kings, as being destroyed by effects provides them benefits although losing field presence.
"Anti Raigeki" is again playable and ready to face one of the most terrifying spell cards in existance, but has a quite obvious flaw of the likes of similar effects like "White Hole" and "Gryphon Wing". The trap card exclusively works against a very specific and limited card, so even if "Raigeki" is once again prominent in every player’s build we are still relying in a single trap card for a very specific threat. Specially when there’s so many countermeasures to choose from to deal with "Raigeki" and otherwise other cards, like negating destruction by "Starlight Road" and "Solemn Advice" or simply protecting our key monsters with "Safe Zone" and "Forbidden Lance". "Anti Raigeki" might be back to be playable and can deal a lot of damage towards the opponent if they can’t predict it, but unless the banlist goes nuts and allows additional copies of "Raigeki" will be simply replaced by far better and less situational options.

Personal Rating: D
+ Returns the effect of “Raigeki” back to the opponent
+ Unpredictable due being very rarely played
- Only works against a certain card with a limited status in the banlist
- There’re many other alternatives to deal with “Raigeki” and other menaces

Anti Raigeki

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When your opponent activates “Raigeki”, all of your opponent’s monsters are destroyed in place of your own.

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Can Be Found In: Tournament Pack: 3rd Season (TP3-002)

A kind of card which quickly got obsolete over the years are those which only works with a very specific card. While archetypes are practically arround this concept, we refer to a more concrete card (and its copies)  in a whole build. Some cards like “Dark Magic Attack” or “Berserker Crush” still get gameplay as their targets obtained options to keep up with today’s game, but some other cases the effects as well the card(s) arround them became either easily replaceable or hard to pull out. Specially if said card are forbidden, making all cards working arround it completely useless.

"Raigeki" just got out of its forbidden status and the community panicked due what’s to come of such return to the game. On the other hand, this made the forgotten "Anti Raigeki" playable again. The trap card is basically a specific counter for such powerful spell card, bouncing its effect back to the opponent and therefore making their monsters be destroyed instead. Is a clearly obvious guess that "Raigeki" will be in almost every deck in the entire game, so "Anti Raigeki" is ready again to face the dreadful spell card.

There’s really no strategy behind “Anti Raigeki”. Unless the opponent already played their “Raigeki”, we can simply set it as soon as possible for then play our creatures peacefully. We can get our setups and big creatures recklessly come out and trick the opponent to think that their lucky draw of “Raigeki” will make a comeback. Obviously we have to keep in mind the odds a limited card will come out or even if will be played during a Duel, so keep countermeasures ready against other actions coming from the opponent. Also be careful of decks like Meklords and Fire Kings, as being destroyed by effects provides them benefits although losing field presence.

"Anti Raigeki" is again playable and ready to face one of the most terrifying spell cards in existance, but has a quite obvious flaw of the likes of similar effects like "White Hole" and "Gryphon Wing". The trap card exclusively works against a very specific and limited card, so even if "Raigeki" is once again prominent in every player’s build we are still relying in a single trap card for a very specific threat. Specially when there’s so many countermeasures to choose from to deal with "Raigeki" and otherwise other cards, like negating destruction by "Starlight Road" and "Solemn Advice" or simply protecting our key monsters with "Safe Zone" and "Forbidden Lance". "Anti Raigeki" might be back to be playable and can deal a lot of damage towards the opponent if they can’t predict it, but unless the banlist goes nuts and allows additional copies of "Raigeki" will be simply replaced by far better and less situational options.

Personal Rating: D

+ Returns the effect of “Raigeki” back to the opponent

+ Unpredictable due being very rarely played

- Only works against a certain card with a limited status in the banlist

- There’re many other alternatives to deal with “Raigeki” and other menaces


Number 9: Dyson Sphere
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2 Level 9 monsters
Once per Battle Step, during your opponent’s turn, if this card with Xyz Material is attacked: Negate the attack (this is a Quick Effect). When this card is targeted for an attack, while it has no Xyz Materials: You can target 2 monsters in your Graveyard; attach those targets to this card as Xyz Materials. During your Main Phase 1: You can detach 1 Xyz Material from this card; this card can attack your opponent directly this turn. Your opponent must control a monster with higher ATK than this card for you to activate and to resolve this effect.
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Can Be Found In: Abyss Rising (ABYR-EN044)

The higher a level a monster has the harder is to summon. That has been a basic rule since the beginning of the game with Tribute Summoning to the expansion of choices in the Extra Deck. However, some decks or monsters have it better than others to setup their arrival, as entire strategies can quickly gather creatures ready to summon a big one to staple cards able to shortcut resources. Some have it better than others specially when it comes to Xyz monsters, as there’s a few Ranks which although not the highest have it tougher than even Rank 10 builds.
"Number 9: Dyson Sphere" is a ruler on the field by creating stall strategies with its own abilities, yet is mostly known for its colossal size as probably being the largest creature in the whole franchise. If is attacked by the opponent it will detach materials for negate them, making a halt to stronger enemies as well creatures with battle effects like "D.D. Warrior Lady". Although with (by default) two materials doesn’t seem enough to last various turns, "Dyson Sphere" actually is able to reload materials right before an attack arrives. This not only allows the Xyz to keep stopping attacks but also fuel its second effect, in which by detaching a material is able to direct attack if the opponent controls a stronger monster than it. With the right protection "Dyson Sphere" can last for a good number of turns on the field on its own, constantly stopping the opponent as well taking any opportunity to counterattack thanks to its recycling effect.
The main flaw of “Dyson Sphere” is how to be summoned, as Rank 9 monsters are probably the most difficult Xyz monsters to setup due their limited options. If we play arround low ATK creatures of Level 4 and 5, we will work arround “Tannhauser Gate” so they can combine leves with each other. Gagaga decks does a similar job with “Gagaga Sister” and a Level 7 “Gagaga Magician”, probably one of the easiest methods to bring out “Dyson Sphere”. Another similar strategy is arround “Lemuria, the Forgotten City”, gathering WATER monsters for increase their levels for each one on the field. Photon decks are usually arround Level 8 creatures, however thanks to “Photon Satellite” they can get that extra level for summon this Xyz. If you summoned a Level 9 monsters on early turns, the Synchro Summon of “Cloudcastle” can revive it and overlay together. Otherwise, “Galaxy Queen’s Light” can make other monster(s) share said level and get them ready to bring out “Dyson Sphere”.
This Xyz monster can become quite the headache for the opponent thanks to its constant reuse of materials to stop attacks as well strike back. Thanks to this ability, cards like “Xyz Veil”, “Number Wall”, and “Xyz Tribalrivals” can provide constant protection against effects, practically making “Dyson Sphere” completely invincible. Obviously staples like “Breakthrough Skill” and “Forbidden Lance” can always stay on the backrow to answer serious threats inmediately, as although “Dyson Sphere” practically makes the Battle Phase useless there’s still openings outside of it the opponent can answer against it. In resume, “Dyson Sphere” negation abilities with the right support makes it stay on the field for a big number of turns stalling any opponent actions.
While we take a good defense, “Dyson Sphere” can also go to the offense. As it stops opponent attacks on its own, soon or later the opponent will bring out a stronger enemy in which will meet the conditions of the Xyz to direct attack. Take this opporunity to activate its effect and then use “Oni-Gami Combo” allowing it to attack twice and deal 5600 damage, and if the opponent survives “Dyson Sphere” can refill its materials once the opponent tries to attack back. Its recycling effect not only is for stall and reuse its direct attacks but can also be used for obtain additional effects. It goes from detaching “Tour Bus From the Underworld” to either retrieve cards in our graveyard or disrupt the opponent’s, create constant Tokens by “Dandylion”, or obtain a life point advantage with “Skull-Mark Ladybug” and/or “Volcanic Scattershot”. But let’s not forget that “Dyson Sphere” has a secondary form it can turn mainly by Rank-Up with the name of “Number C9: Chaos Dyson Sphere”, absorbing attackers and targets to become its materials for then use a variety of burning effects.
"Number 9: Dyson Sphere" must be feared not because devastating effects or fast setups like some popular choices. The arrival of the Xyz and itself alone makes the opponent’s Battle Phase inexistent thanks to its ability to obtain materials right before an attack, and with the right backrow will cover any dangers outside battle. The ability to direct attack might become rare as the Xyz already carries quite the high stats, but if the chance comes better use the best from it. Is a powerful stall menace which only big flaw is its Rank, as monsters of this kind doesn’t have the same resources or staple materials compared to the rest of Xyz monsters, to the point its upgrade form "Number C9: Chaos Dyson Sphere" got even more use due its Rank 10 as well extravagant OTK strategies. But once we are able to pull out "Dyson Sphere", there’s few chances it will leave the field.

Personal Rating: A-
+ Negates opponent attacks
+ In the few cases the opponent has a stronger creature is able to go through them with direct attacks
+ Able to reload with new materials to constantly reuse its effects
+ Various cards to protect its weaknesses as well exploit its reloading effect
- Rank 9 Xyz monsters have very few options
- Its entire potential comes exclusively from battles

Number 9: Dyson Sphere

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2 Level 9 monsters

Once per Battle Step, during your opponent’s turn, if this card with Xyz Material is attacked: Negate the attack (this is a Quick Effect). When this card is targeted for an attack, while it has no Xyz Materials: You can target 2 monsters in your Graveyard; attach those targets to this card as Xyz Materials. During your Main Phase 1: You can detach 1 Xyz Material from this card; this card can attack your opponent directly this turn. Your opponent must control a monster with higher ATK than this card for you to activate and to resolve this effect.

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Can Be Found In: Abyss Rising (ABYR-EN044)

The higher a level a monster has the harder is to summon. That has been a basic rule since the beginning of the game with Tribute Summoning to the expansion of choices in the Extra Deck. However, some decks or monsters have it better than others to setup their arrival, as entire strategies can quickly gather creatures ready to summon a big one to staple cards able to shortcut resources. Some have it better than others specially when it comes to Xyz monsters, as there’s a few Ranks which although not the highest have it tougher than even Rank 10 builds.

"Number 9: Dyson Sphere" is a ruler on the field by creating stall strategies with its own abilities, yet is mostly known for its colossal size as probably being the largest creature in the whole franchise. If is attacked by the opponent it will detach materials for negate them, making a halt to stronger enemies as well creatures with battle effects like "D.D. Warrior Lady". Although with (by default) two materials doesn’t seem enough to last various turns, "Dyson Sphere" actually is able to reload materials right before an attack arrives. This not only allows the Xyz to keep stopping attacks but also fuel its second effect, in which by detaching a material is able to direct attack if the opponent controls a stronger monster than it. With the right protection "Dyson Sphere" can last for a good number of turns on the field on its own, constantly stopping the opponent as well taking any opportunity to counterattack thanks to its recycling effect.

The main flaw of “Dyson Sphere” is how to be summoned, as Rank 9 monsters are probably the most difficult Xyz monsters to setup due their limited options. If we play arround low ATK creatures of Level 4 and 5, we will work arround “Tannhauser Gate” so they can combine leves with each other. Gagaga decks does a similar job with “Gagaga Sister” and a Level 7 “Gagaga Magician”, probably one of the easiest methods to bring out “Dyson Sphere”. Another similar strategy is arround “Lemuria, the Forgotten City”, gathering WATER monsters for increase their levels for each one on the field. Photon decks are usually arround Level 8 creatures, however thanks to “Photon Satellite” they can get that extra level for summon this Xyz. If you summoned a Level 9 monsters on early turns, the Synchro Summon of “Cloudcastle” can revive it and overlay together. Otherwise, “Galaxy Queen’s Light” can make other monster(s) share said level and get them ready to bring out “Dyson Sphere”.

This Xyz monster can become quite the headache for the opponent thanks to its constant reuse of materials to stop attacks as well strike back. Thanks to this ability, cards like “Xyz Veil”, “Number Wall”, and “Xyz Tribalrivals” can provide constant protection against effects, practically making “Dyson Sphere” completely invincible. Obviously staples like “Breakthrough Skill” and “Forbidden Lance” can always stay on the backrow to answer serious threats inmediately, as although “Dyson Sphere” practically makes the Battle Phase useless there’s still openings outside of it the opponent can answer against it. In resume, “Dyson Sphere” negation abilities with the right support makes it stay on the field for a big number of turns stalling any opponent actions.

While we take a good defense, “Dyson Sphere” can also go to the offense. As it stops opponent attacks on its own, soon or later the opponent will bring out a stronger enemy in which will meet the conditions of the Xyz to direct attack. Take this opporunity to activate its effect and then use “Oni-Gami Combo” allowing it to attack twice and deal 5600 damage, and if the opponent survives “Dyson Sphere” can refill its materials once the opponent tries to attack back. Its recycling effect not only is for stall and reuse its direct attacks but can also be used for obtain additional effects. It goes from detaching “Tour Bus From the Underworld” to either retrieve cards in our graveyard or disrupt the opponent’s, create constant Tokens by “Dandylion”, or obtain a life point advantage with “Skull-Mark Ladybug” and/or “Volcanic Scattershot”. But let’s not forget that “Dyson Sphere” has a secondary form it can turn mainly by Rank-Up with the name of “Number C9: Chaos Dyson Sphere”, absorbing attackers and targets to become its materials for then use a variety of burning effects.

"Number 9: Dyson Sphere" must be feared not because devastating effects or fast setups like some popular choices. The arrival of the Xyz and itself alone makes the opponent’s Battle Phase inexistent thanks to its ability to obtain materials right before an attack, and with the right backrow will cover any dangers outside battle. The ability to direct attack might become rare as the Xyz already carries quite the high stats, but if the chance comes better use the best from it. Is a powerful stall menace which only big flaw is its Rank, as monsters of this kind doesn’t have the same resources or staple materials compared to the rest of Xyz monsters, to the point its upgrade form "Number C9: Chaos Dyson Sphere" got even more use due its Rank 10 as well extravagant OTK strategies. But once we are able to pull out "Dyson Sphere", there’s few chances it will leave the field.

Personal Rating: A-

+ Negates opponent attacks

+ In the few cases the opponent has a stronger creature is able to go through them with direct attacks

+ Able to reload with new materials to constantly reuse its effects

+ Various cards to protect its weaknesses as well exploit its reloading effect

- Rank 9 Xyz monsters have very few options

- Its entire potential comes exclusively from battles


Beast-Eyes Pendulum Dragon
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1 DARK Dragon-Type monster + 1 Beast-Type monster
Must be Fusion Summoned, or Special Summoned (from your Extra Deck) by Tributing the above cards you control (You do not use “Polymerization”), and cannot be Special Summoned by other ways. If this card destroys a monster by battle: Inflict damage to your opponent equal to the original ATK of the Beast-Type Fusion Material Monster used to Special Summon this card.
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Can Be Found In: V Jump November 2014 Promotional Card (VJMP-JP094)

Fusion monsters have actually some very unique features compared to other kinds of monsters. While usually they have to be brought to the field by using a card like “Polymerization” on the right materials, there’re various cases where these monsters can be Fusion Summoned by a completely different method. They usually require the named materials in the Fusion  on the field much like Synchro or Xyz monsters do, and nothing else but remove them from the field. Some Fusions like from Gladiator Beasts or “Elemental HERO Neos” returns the material into their decks, while other like VWXYZ banishes them.
"Beast-Eyes Pendulum Dragon" is one of the many forms "Odd-Eyes Pendulum Dragon" takes in the Arc-V series. However, this Fusion can be played without the former monster as requires either the Fusion summoning or the tributing of any DARK Dragon-type monster as well a Beast-type. As a result, we obtain a 3000 ATK fusion which each time it defeats a monster in battle will deal damage equal to the ATK of the Beast material we used to bring this creature. Therefore, the stronger the Beast monster we use to pull out "Beast-Eyes Pendulum Dragon", the more effective will become as battles other monsters. Otherwise, the fact it has two summoning methods can become more of an annoyance than its actual effect.
Can look tricky to mix both Dragons and Beasts in a single Deck depending of what we’re aiming with them, but is not impossible. Although it has summoning methods arround Tributes, “Beast-Eyes” can be brought by normal methods like the traditional “Polymerization” and all its searchers, banishing materials in the graveyard by “Dragon’s Mirror”, or even using opponent’s monsters by “Super Polymerization”. When it comes to Tributing the required materials, Pendulum Monsters have an advantage to summon “Beast-Eyes”, as we can tribute creatures like the default “Odd-Eyes Pendulum Dragon” and “Performapal Silver Claw” to land on the Extra Deck and be brought to the field once again in the next turns. Both Types can take shortcuts together for bring “Beast-Eyes” with low effort, going to normal summoning any Level 4 and below DARK Dragon to just use “Instant Fusion” and summon a low level Fusion of the Type we need at the moment. But if you want some surprise factor, a deck arround arround “Red-Eyes B. Dragon” have a bonus advantage to summon “Beast-Eyes”, as the normal summon of “Kinka-Byo” can revive “Red-Eyes B. Chick” for a comeback Fusion Summon despite not providing high burn damage.
Although Dragons are known for their high ATK strategies, we have to focus on the Beast-type if we want a “Beast-Eyes Pendulum Dragon” dealing tons of damage. Monsters like “Hazy Flame Cerberus”, “Berserk Gorilla”, and “Heraldic Beast Leo” carry an original ATK of 2000, quite enough to make the Fusion a threat. The previously mentioned Pendulum, “Performapal Silver Claw”, carries a good 1800 ATK ready to be used for the summon as well the the recycling mechanic of its kind. If a Beast of ours is destroyed during the Duel, “Green Baboon, Defender of the Forest” will be brought to the field from either hand or graveyard to replace it, not only preserving our field but also ready to summon “Beast-Eyes”. But if you wanna obtain the highest damage as possible, a deck arround the trap “Pyramid of Light” can bring “Andro Sphinx” to turn the Fusion monster a threat dealing 3000 damage each time it defeats a monster in battle.
"Beast-Eyes Pendulum Dragon" is a great monster overall. Carries not only the option to be Fusion summoned like any other of its kind, but also an alternative way by tributing the materials needed from the field. Therefore it gives us many situations and opportunities to bring this creature at the right moment. The problem comes that although "Beast-Eyes" carries great stats of its own, if we want the best of it we must manage well our Beast materials. While there’re plenty of DARK Dragons of all kinds and builds, Beasts either goes for quick setups by Ojamas and Raccoons with pitiful ATK monsters or slower yet high ATK materials waiting to be used for the Fusion and provide as much damage as possible. Probably the most balanced deck arround it right now is Performapal, as together with other "Odd-Eyes Pendulum Dragon" forms to come also as Fusions they can exploit the Pendulum mechanics although not giving "Beast-Eyes" a good quantity of damage to deal against the opponent. Regardless, if you are able to mix both Dragons and Beasts together, you’ll most likely have "Beast-Eyes Pendulum Dragon" as your ace card ready to constantly deal damage or simply bring out a reliable 3000 ATK creature.

Personal Rating: A
+ Several methods to be summoned
+ Can deal great damage with the right Beast as material
+ Pendulum monsters can retrieve materials if they left the field
- Completely depends on the Beast-type material to deal good damage
- Not many options to mix both Dragons and Beasts and obtain this Fusion at its best potential

Beast-Eyes Pendulum Dragon

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1 DARK Dragon-Type monster + 1 Beast-Type monster

Must be Fusion Summoned, or Special Summoned (from your Extra Deck) by Tributing the above cards you control (You do not use “Polymerization”), and cannot be Special Summoned by other ways. If this card destroys a monster by battle: Inflict damage to your opponent equal to the original ATK of the Beast-Type Fusion Material Monster used to Special Summon this card.

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Can Be Found In: V Jump November 2014 Promotional Card (VJMP-JP094)

Fusion monsters have actually some very unique features compared to other kinds of monsters. While usually they have to be brought to the field by using a card like “Polymerization” on the right materials, there’re various cases where these monsters can be Fusion Summoned by a completely different method. They usually require the named materials in the Fusion  on the field much like Synchro or Xyz monsters do, and nothing else but remove them from the field. Some Fusions like from Gladiator Beasts or “Elemental HERO Neos” returns the material into their decks, while other like VWXYZ banishes them.

"Beast-Eyes Pendulum Dragon" is one of the many forms "Odd-Eyes Pendulum Dragon" takes in the Arc-V series. However, this Fusion can be played without the former monster as requires either the Fusion summoning or the tributing of any DARK Dragon-type monster as well a Beast-type. As a result, we obtain a 3000 ATK fusion which each time it defeats a monster in battle will deal damage equal to the ATK of the Beast material we used to bring this creature. Therefore, the stronger the Beast monster we use to pull out "Beast-Eyes Pendulum Dragon", the more effective will become as battles other monsters. Otherwise, the fact it has two summoning methods can become more of an annoyance than its actual effect.

Can look tricky to mix both Dragons and Beasts in a single Deck depending of what we’re aiming with them, but is not impossible. Although it has summoning methods arround Tributes, “Beast-Eyes” can be brought by normal methods like the traditional “Polymerization” and all its searchers, banishing materials in the graveyard by “Dragon’s Mirror”, or even using opponent’s monsters by “Super Polymerization”. When it comes to Tributing the required materials, Pendulum Monsters have an advantage to summon “Beast-Eyes”, as we can tribute creatures like the default “Odd-Eyes Pendulum Dragon” and “Performapal Silver Claw” to land on the Extra Deck and be brought to the field once again in the next turns. Both Types can take shortcuts together for bring “Beast-Eyes” with low effort, going to normal summoning any Level 4 and below DARK Dragon to just use “Instant Fusion” and summon a low level Fusion of the Type we need at the moment. But if you want some surprise factor, a deck arround arround “Red-Eyes B. Dragon” have a bonus advantage to summon “Beast-Eyes”, as the normal summon of “Kinka-Byo” can revive “Red-Eyes B. Chick” for a comeback Fusion Summon despite not providing high burn damage.

Although Dragons are known for their high ATK strategies, we have to focus on the Beast-type if we want a “Beast-Eyes Pendulum Dragon” dealing tons of damage. Monsters like “Hazy Flame Cerberus”, “Berserk Gorilla”, and “Heraldic Beast Leo” carry an original ATK of 2000, quite enough to make the Fusion a threat. The previously mentioned Pendulum, “Performapal Silver Claw”, carries a good 1800 ATK ready to be used for the summon as well the the recycling mechanic of its kind. If a Beast of ours is destroyed during the Duel, “Green Baboon, Defender of the Forest” will be brought to the field from either hand or graveyard to replace it, not only preserving our field but also ready to summon “Beast-Eyes”. But if you wanna obtain the highest damage as possible, a deck arround the trap “Pyramid of Light” can bring “Andro Sphinx” to turn the Fusion monster a threat dealing 3000 damage each time it defeats a monster in battle.

"Beast-Eyes Pendulum Dragon" is a great monster overall. Carries not only the option to be Fusion summoned like any other of its kind, but also an alternative way by tributing the materials needed from the field. Therefore it gives us many situations and opportunities to bring this creature at the right moment. The problem comes that although "Beast-Eyes" carries great stats of its own, if we want the best of it we must manage well our Beast materials. While there’re plenty of DARK Dragons of all kinds and builds, Beasts either goes for quick setups by Ojamas and Raccoons with pitiful ATK monsters or slower yet high ATK materials waiting to be used for the Fusion and provide as much damage as possible. Probably the most balanced deck arround it right now is Performapal, as together with other "Odd-Eyes Pendulum Dragon" forms to come also as Fusions they can exploit the Pendulum mechanics although not giving "Beast-Eyes" a good quantity of damage to deal against the opponent. Regardless, if you are able to mix both Dragons and Beasts together, you’ll most likely have "Beast-Eyes Pendulum Dragon" as your ace card ready to constantly deal damage or simply bring out a reliable 3000 ATK creature.

Personal Rating: A

+ Several methods to be summoned

+ Can deal great damage with the right Beast as material

+ Pendulum monsters can retrieve materials if they left the field

- Completely depends on the Beast-type material to deal good damage

- Not many options to mix both Dragons and Beasts and obtain this Fusion at its best potential


CXyz Barian Hope
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3 or more Level 7 monsters
You can also Xyz Summon this card by using any number of “Number C” Xyz Monsters you control, whose number(s) is between 101 and 107, as the Xyz Material (Xyz Materials attached to those monsters also become Xyz Materials on this card.). This card gains 1000 ATK for each Xyz Material attached to it. You can target 1 “Number” monster in your Graveyard; until your opponent’s End Phase, this card’s name becomes that monster’s, and it gains that monster’s original effect. You can only use this effect of “CXyz Barian Hope” once per turn.
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Can Be Found In:  The New Challengers (NECH-EN09?)

The card game is well known for its speed on pulling out one or more big monsters at once nearly every turn. Although most players prefer this strategy to dominate the field as soon as possible, some instead prefer the opposite. Instead on focusing on swarming big monsters, they go towards a very big single one. This obviously makes them have a harder time to obtain results, but the reward of bringing out a difficult to summon yet powerful creature deserves all the effort needed.
"CXyz Barian Hope" can go from a simple creature like any other to a serious heavy hitter during a Duel. "Barian Hope" can be summoned by tree materials, however can also use as many Number C of the Barian Numbers (101 to 107) for his summon. This is not only a shortcut summon, but is also the way he obtains stats. For each material "Barian Hope" obtains 1000 ATK, so depending of how we summon him will vary his stats. But his abilities doesn’t end on diverse summon options, as he can copycat effects of Numbers resting in our graveyard until the opponent’s turn ends. Overall requires a lot of Xyz management for both be summoned and use his effect, but there’s many ways to be played and makes it an unpredictable threat from one Duel to another.
At first glance, the methods “CXyz Barian Hope” requires to be brought can be a difficult task, but it has more than just relying on Barian Numbers. Decks like Harpies, Mermail, or Mecha Phantom Beast have various methods to setup Level 7 materials on the field if you wanna take that approach. We can make it more available for other Xyz strategies with Rank-Up-Magic cards, using Rank 6 monsters with “Rank-Up-Magic Barian’s Force” so “Barian Hope” can steal a material and become stronger, or “Rank-Up-Magic Argent Chaos Force” as can be recycled later on. If your deck is arround LIGHT monsters, we can also use “Rank-Up-Magic Astral Force” on the Rank 5 “Constellar Pleiades” and increase even further the number of chances we can summon him. Since “Barian Hope” will require a diverse graveyard full of Numbers, maybe Gagaga is his best support thanks to their level manipulation strategies to obtain a varied Extra Deck.
His alternative summon has its pros and cons. Obviously if we summon a Barian Number by “Rank-Up-Magic The Seventh One” we can obtain “Barian Hope” right away, however some of these Numbers are already efficient by their own merits. “Number C102: Archfiend Seraph” can deal severe damage by combining with other effects, while “Number C101: Silent Honor DARK” constantly steals opponent monsters. However,  in case one of these monsters feel affected by stall effects like their effects negated and/or a card like “Fiendish Chain”, we can inmediately take a Plan B and summon “Barian Hope” to continue the offense. Obviously, if said monsters are later dettached from “Barian Hope” for a copied effect we can then use their abilities next turn, such as making him even stronger with the mentioned “Silent Honor DARK” or negating effects with “Number C104: Umbral Horror Masquerade” or “Number C106: Giant Red Hand”. Also remember that we can use as many Barian Numbers we want on the field for his Xyz Summon, although it has its risks.
The stats of “Barian Hope” will change from a summon to another. By normal methods he will become the usual 3000 ATK big boss. While if summoned with a Rank-Up-Magic or a Barian Number (or various) will depend of the number of materials they already had on their own. Be aware that his stats might continuously degrade as we use copied effects, so either pull him out at full force with an inmense ATK or think which effects to copy. Otherwise, cards like “Overlay Regen” and a “Number C101: Silent Honor DARK” in the grave will keep his stats steady. Also be very careful that “Barian Hope” doesn’t boost his DEF, so make countermeasures against cards like “Book of Moon” or “Enemy Controller”.
There’s an inmense card pool of Numbers and Numbers C “Barian Hope” can use to copy their effects, and will depend of the time we summon this Xyz as well what creatures we play arround on the Extra Deck. The continuously mentioned “Number C101: Silent Honor DARK” will become a great ally thanks to its ability to not only clear the opponent’s field but also make “Barian Hope” stronger. The Utopia archetype carries an inmense number of creautres this Xyz can copy, from “Number C39: Utopia Ray Victory” giving us safe attacks to the original “Number 39: Utopia” for stall the opponent during their turn. If “Barian Hope” carries an inmense ATK, we can copy either “Number 31: Embodiment of Punishment” or “Number 13: Embodiment of Crime” to force the opponent’s monsters to attack him. “Number 49: Fortune Tune” can make “Barian Hope” very hard to defeat, as not only becomes invulnerable towards target effects but also can avoid destruction by paying a material. Finally and if you were able to summon “Barian Hope” with a good quantity of materials, “Number 86: Heroic Champion - Rhongomiant” provides a list of abilities from protective effects to even forbidding the opponent to summoning monsters.
"CXyz Barian Hope" at first looks like a situational mess of a card, but can actually become an unpredictable threat from one Duel to another. Depending of our Extra Deck as well graveyard on late turns, "Barian Hope" goes from a creature which beats any monster with his high ATK to a creature hard to defeat by copying Numbers’ effects in the graveyard. His summon conditions also can look like a big task, but there’s various shortcuts and opportunities to perfectly bring out this creature at the right moment with more than enough ATK. But as we can clearly see "Barian Hope" practically requires a whole build arround it, not only for have a solid ATK to be on his own but also have powerful Numbers resting in the graveyard ready to assist the Xyz. "CXyz Barian Hope" can look like a difficult monster to play arround, but has the right resources as well a big list of Numbers to help him during a Duel.

Personal Rating B-
+ Several methods to be summoned
+ A massive quantity of Numbers he can copy their effects
- Stats completely depends of his materials
- Requires to have atleast one Number ready in the graveyard to cover his flaws
- Pretty much must be played in a deck arround him

CXyz Barian Hope

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3 or more Level 7 monsters

You can also Xyz Summon this card by using any number of “Number C” Xyz Monsters you control, whose number(s) is between 101 and 107, as the Xyz Material (Xyz Materials attached to those monsters also become Xyz Materials on this card.). This card gains 1000 ATK for each Xyz Material attached to it. You can target 1 “Number” monster in your Graveyard; until your opponent’s End Phase, this card’s name becomes that monster’s, and it gains that monster’s original effect. You can only use this effect of “CXyz Barian Hope” once per turn.

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Can Be Found In:  The New Challengers (NECH-EN09?)

The card game is well known for its speed on pulling out one or more big monsters at once nearly every turn. Although most players prefer this strategy to dominate the field as soon as possible, some instead prefer the opposite. Instead on focusing on swarming big monsters, they go towards a very big single one. This obviously makes them have a harder time to obtain results, but the reward of bringing out a difficult to summon yet powerful creature deserves all the effort needed.

"CXyz Barian Hope" can go from a simple creature like any other to a serious heavy hitter during a Duel. "Barian Hope" can be summoned by tree materials, however can also use as many Number C of the Barian Numbers (101 to 107) for his summon. This is not only a shortcut summon, but is also the way he obtains stats. For each material "Barian Hope" obtains 1000 ATK, so depending of how we summon him will vary his stats. But his abilities doesn’t end on diverse summon options, as he can copycat effects of Numbers resting in our graveyard until the opponent’s turn ends. Overall requires a lot of Xyz management for both be summoned and use his effect, but there’s many ways to be played and makes it an unpredictable threat from one Duel to another.

At first glance, the methods “CXyz Barian Hope” requires to be brought can be a difficult task, but it has more than just relying on Barian Numbers. Decks like Harpies, Mermail, or Mecha Phantom Beast have various methods to setup Level 7 materials on the field if you wanna take that approach. We can make it more available for other Xyz strategies with Rank-Up-Magic cards, using Rank 6 monsters with “Rank-Up-Magic Barian’s Force” so “Barian Hope” can steal a material and become stronger, or “Rank-Up-Magic Argent Chaos Force” as can be recycled later on. If your deck is arround LIGHT monsters, we can also use “Rank-Up-Magic Astral Force” on the Rank 5 “Constellar Pleiades” and increase even further the number of chances we can summon him. Since “Barian Hope” will require a diverse graveyard full of Numbers, maybe Gagaga is his best support thanks to their level manipulation strategies to obtain a varied Extra Deck.

His alternative summon has its pros and cons. Obviously if we summon a Barian Number by “Rank-Up-Magic The Seventh One” we can obtain “Barian Hope” right away, however some of these Numbers are already efficient by their own merits. “Number C102: Archfiend Seraph” can deal severe damage by combining with other effects, while “Number C101: Silent Honor DARK” constantly steals opponent monsters. However,  in case one of these monsters feel affected by stall effects like their effects negated and/or a card like “Fiendish Chain”, we can inmediately take a Plan B and summon “Barian Hope” to continue the offense. Obviously, if said monsters are later dettached from “Barian Hope” for a copied effect we can then use their abilities next turn, such as making him even stronger with the mentioned “Silent Honor DARK” or negating effects with “Number C104: Umbral Horror Masquerade” or “Number C106: Giant Red Hand”. Also remember that we can use as many Barian Numbers we want on the field for his Xyz Summon, although it has its risks.

The stats of “Barian Hope” will change from a summon to another. By normal methods he will become the usual 3000 ATK big boss. While if summoned with a Rank-Up-Magic or a Barian Number (or various) will depend of the number of materials they already had on their own. Be aware that his stats might continuously degrade as we use copied effects, so either pull him out at full force with an inmense ATK or think which effects to copy. Otherwise, cards like “Overlay Regen” and a “Number C101: Silent Honor DARK” in the grave will keep his stats steady. Also be very careful that “Barian Hope” doesn’t boost his DEF, so make countermeasures against cards like “Book of Moon” or “Enemy Controller”.

There’s an inmense card pool of Numbers and Numbers C “Barian Hope” can use to copy their effects, and will depend of the time we summon this Xyz as well what creatures we play arround on the Extra Deck. The continuously mentioned “Number C101: Silent Honor DARK” will become a great ally thanks to its ability to not only clear the opponent’s field but also make “Barian Hope” stronger. The Utopia archetype carries an inmense number of creautres this Xyz can copy, from “Number C39: Utopia Ray Victory” giving us safe attacks to the original “Number 39: Utopia” for stall the opponent during their turn. If “Barian Hope” carries an inmense ATK, we can copy either “Number 31: Embodiment of Punishment” or “Number 13: Embodiment of Crime” to force the opponent’s monsters to attack him. “Number 49: Fortune Tune” can make “Barian Hope” very hard to defeat, as not only becomes invulnerable towards target effects but also can avoid destruction by paying a material. Finally and if you were able to summon “Barian Hope” with a good quantity of materials, “Number 86: Heroic Champion - Rhongomiant” provides a list of abilities from protective effects to even forbidding the opponent to summoning monsters.

"CXyz Barian Hope" at first looks like a situational mess of a card, but can actually become an unpredictable threat from one Duel to another. Depending of our Extra Deck as well graveyard on late turns, "Barian Hope" goes from a creature which beats any monster with his high ATK to a creature hard to defeat by copying Numbers’ effects in the graveyard. His summon conditions also can look like a big task, but there’s various shortcuts and opportunities to perfectly bring out this creature at the right moment with more than enough ATK. But as we can clearly see "Barian Hope" practically requires a whole build arround it, not only for have a solid ATK to be on his own but also have powerful Numbers resting in the graveyard ready to assist the Xyz. "CXyz Barian Hope" can look like a difficult monster to play arround, but has the right resources as well a big list of Numbers to help him during a Duel.

Personal Rating B-

+ Several methods to be summoned

+ A massive quantity of Numbers he can copy their effects

- Stats completely depends of his materials

- Requires to have atleast one Number ready in the graveyard to cover his flaws

- Pretty much must be played in a deck arround him


Junk Anchor
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For a Synchro Summon, you can substitute this card for any 1 “Synchron” Tuner monster. Once per turn: You can discard 1 card, then target 1 “Junk” non-Tuner monster in your Graveyard; Special Summon it. Immediately after this effect resolves, Synchro Summon 1 monster that lists a “Synchron” monster as a Tuner using only this card and that target. Synchro Material Monsters used for this Synchro Summon are banished.
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Can Be Found In:  V Jump Fall 2014 Subscription Bonus (VJMP-JP091)

As their name obviously hints, Synchro is all about Synchro Summons. From the debut of these new monsters, the archetype has been there ready to swarm and setup any kind of Synchro the player needs for the right occasion. Not only that but they often join forces with the Junk archetype, another group of creatures ready to get the Extra Deck ready to go.
"Junk Anchor" is one of those creatures which literally helps both Junk and Synchron. "Anchor" can replace and become the main Tuner of any Synchron Synchro monster, expanding their options in what refers Tuners. This combines with a revival effect at cost of discarding a card, bringing back from the graveyard a Junk monster for inmediately (obligatory) Synchro Summon together although they’ll banish as a result. So overall, "Junk Anchor" is one wild card for both sides of the archetype by assiting them at the same time.
There might not be exclusive cards for work arround Junk, but there’s the ones efficient enough to prepare “Anchor”. A mere “Reinforcement of the Army” will search it right when is needed for a Synchro Summon. Otherwise, “Reinforce Truth” can be activated during the opponent’s turn for summon this creature right away from the deck. If “Anchor” is in the graveyard, several “Limit Reverse” and “Graceful Revival” can constantly bring it back to the field as long we don’t use its own setup effect for end banished.
Synchron carries a diverse selection of Synchro monsters ready for the right situation, in which “Junk Anchor” will be more than ready to bring on the field. Some of them requires the reliable “Junk Synchron”, from “Junk Archer” temporarily clearing the opponent’s field to “Junk Berserker” wiping out entire setups by the number of materials used. “Road Warrior” can be brought so keeps summoning monsters from the deck, providing further Synchro and even Xyz setups. “Chevalier de Fleur” can negate a spell or trap on each of our turns, making our game out of serious danger. Finally, “Drill Warrior” can temporarily leave the game as well retrieve monsters from the graveyard, becoming not only sneaky to defeat but also a reliable recycling mechanic. There’s many other Synchros “Junk Anchor” can assist but are for more specific strategies, like the manipulative “Junk Gardna” or the boosts of “Junk Warrior” arround small creatures.
"Junk Anchor" will mostly be used along its revival effect, as bring us a Synchro monster right away with the target. Remember that we can target the same monster we might discard to activate this effect, so you don’t need to save "Anchor" for late turns when can be used on the very start of a Duel once another Junk hits the graveyard. We can target from small creatures like "Junk Forward" or "Junk Blader" to even Synchro monsters of the archetype resting in the graveyard, for example bringing back "Junk Warrior" to inmediately summon "Junk Berserker". The only restriction "Anchor" has is not targetting another Tuner, which what it comes to the archetype exclusively refers to "Junk Synchron".
"Junk Anchor" is a reliable Tuner like any other. It expands the number of Tuners Synchron can choose from, as well a revival ability to quickly setup a Synchro Summon. The only problem is that if uses its ability to summon a Junk monster it limits our Extra Deck options to the ones in the Synchron archetype, but thanks to their toolbox of an Extra Deck and constant setups they can easily bring the right monster. We also can’t forget that can revive the same card we discard, not even having to expect to have a specific material ready in the grave besides to have "Anchor" effect available. Some might see the fact "Anchor" has to Synchro Summon right away after reviving a Junk kinda limited as we cannot setup further, but with the right target we can Synchro Summon flawlessly the correct creature. Pretty much "Junk Anchor" does what both Synchon and Junk are good at, and doesn’t disappoint on it.

Personal Rating: A-
+ Replaces any Synchron Tuner
+ Revives pretty much any Junk for an inmediate Synchro Summon
+ Can target a monster we just discarded for its effect
- If brings back a monster they’ll be banished right after Synchro Summoning
- Said effect exclusively summons Synchron related Synchros
- Synchro summoning right after reviving a monster is obligatory

Junk Anchor

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For a Synchro Summon, you can substitute this card for any 1 “Synchron” Tuner monster. Once per turn: You can discard 1 card, then target 1 “Junk” non-Tuner monster in your Graveyard; Special Summon it. Immediately after this effect resolves, Synchro Summon 1 monster that lists a “Synchron” monster as a Tuner using only this card and that target. Synchro Material Monsters used for this Synchro Summon are banished.

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Can Be Found In:  V Jump Fall 2014 Subscription Bonus (VJMP-JP091)

As their name obviously hints, Synchro is all about Synchro Summons. From the debut of these new monsters, the archetype has been there ready to swarm and setup any kind of Synchro the player needs for the right occasion. Not only that but they often join forces with the Junk archetype, another group of creatures ready to get the Extra Deck ready to go.

"Junk Anchor" is one of those creatures which literally helps both Junk and Synchron. "Anchor" can replace and become the main Tuner of any Synchron Synchro monster, expanding their options in what refers Tuners. This combines with a revival effect at cost of discarding a card, bringing back from the graveyard a Junk monster for inmediately (obligatory) Synchro Summon together although they’ll banish as a result. So overall, "Junk Anchor" is one wild card for both sides of the archetype by assiting them at the same time.

There might not be exclusive cards for work arround Junk, but there’s the ones efficient enough to prepare “Anchor”. A mere “Reinforcement of the Army” will search it right when is needed for a Synchro Summon. Otherwise, “Reinforce Truth” can be activated during the opponent’s turn for summon this creature right away from the deck. If “Anchor” is in the graveyard, several “Limit Reverse” and “Graceful Revival” can constantly bring it back to the field as long we don’t use its own setup effect for end banished.

Synchron carries a diverse selection of Synchro monsters ready for the right situation, in which “Junk Anchor” will be more than ready to bring on the field. Some of them requires the reliable “Junk Synchron”, from “Junk Archer” temporarily clearing the opponent’s field to “Junk Berserker” wiping out entire setups by the number of materials used. “Road Warrior” can be brought so keeps summoning monsters from the deck, providing further Synchro and even Xyz setups. “Chevalier de Fleur” can negate a spell or trap on each of our turns, making our game out of serious danger. Finally, “Drill Warrior” can temporarily leave the game as well retrieve monsters from the graveyard, becoming not only sneaky to defeat but also a reliable recycling mechanic. There’s many other Synchros “Junk Anchor” can assist but are for more specific strategies, like the manipulative “Junk Gardna” or the boosts of “Junk Warrior” arround small creatures.

"Junk Anchor" will mostly be used along its revival effect, as bring us a Synchro monster right away with the target. Remember that we can target the same monster we might discard to activate this effect, so you don’t need to save "Anchor" for late turns when can be used on the very start of a Duel once another Junk hits the graveyard. We can target from small creatures like "Junk Forward" or "Junk Blader" to even Synchro monsters of the archetype resting in the graveyard, for example bringing back "Junk Warrior" to inmediately summon "Junk Berserker". The only restriction "Anchor" has is not targetting another Tuner, which what it comes to the archetype exclusively refers to "Junk Synchron".

"Junk Anchor" is a reliable Tuner like any other. It expands the number of Tuners Synchron can choose from, as well a revival ability to quickly setup a Synchro Summon. The only problem is that if uses its ability to summon a Junk monster it limits our Extra Deck options to the ones in the Synchron archetype, but thanks to their toolbox of an Extra Deck and constant setups they can easily bring the right monster. We also can’t forget that can revive the same card we discard, not even having to expect to have a specific material ready in the grave besides to have "Anchor" effect available. Some might see the fact "Anchor" has to Synchro Summon right away after reviving a Junk kinda limited as we cannot setup further, but with the right target we can Synchro Summon flawlessly the correct creature. Pretty much "Junk Anchor" does what both Synchon and Junk are good at, and doesn’t disappoint on it.

Personal Rating: A-

+ Replaces any Synchron Tuner

+ Revives pretty much any Junk for an inmediate Synchro Summon

+ Can target a monster we just discarded for its effect

- If brings back a monster they’ll be banished right after Synchro Summoning

- Said effect exclusively summons Synchron related Synchros

- Synchro summoning right after reviving a monster is obligatory


Dragon Horn Hunter
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 All Normal Monsters gain 200 ATK. You take no battle damage from battles involving Normal Monsters you control.
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'The horns were needed to prepare a medicine for her village, suffering from a plague. Unknown to her, the dragons burned and trampled her village, once displaced from their den.'
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Can Be Found In: Duelist Alliance (DUEA-EN000), Duelist Alliance Sneak Peek Participation Card (DUEA-ENSP1)

Pendulum monsters are gradually becoming more and more prominent in today’s game. While archetypes like Perfomapal and Qliphoth completely focus arround them, Pendulum carries several features and advantages which compensates they reliability on creatures of the same kind. Combined with their reswarming potential as they stack in the Extra Deck, Pendulum summon goes from a basic gimmick to a powerful mechanic to go full offensive or even prepare setups over and over.
"Dragon Horn Hunter" on her own is your average high level Normal Monster. With 2300 ATK doesn’t reach today’s standards of these creatures on the field. However, her true potential comes from a Pendulum role. With a Scale of 3 she can help a big number of monsters to Pendulum Summon along the right partner(s). But "Dragon Horn Hunter" goes further by providing assistance to other Normal Monsters with a small yet handy 200 ATK along nullifying battle damage against them. So pretty much she’s designed for a build arround these creatures which tries to always compensate their lack of effects, and as proved by other Pendulum monsters like "Foucault’s Cannon" or  "Qliphoth Tool" they truly can do the job in their designated roles.
As both Normal and Pendulum monster, “Dragon Horn Hunter” has a diverse number of cards to assist on her arrival to the field. A simple “Summoner’s Art” can search her from the deck ready to either be summoned or place in the Pendulum Zone. A bit slower, “Odd-Eyes Pendulum Dragon” also can look for “Dragon Horn Hunter” during the End Phase but compensates by being ready to be Pendulum Summoned from the Extra Deck. In case she goes to the graveyard outside of the field (Like being discarded from the hand or detached from a Xyz monster), either she can be revived by cards like “Birthright” and “Swing of Memories” (The latter can send her to the Extra Deck at the end turn) or even retrieve it back to the hand by “Dark Factory of Mass Production” to be used as Spell. Obviously if she’s in the Extra Deck other Pendulum Monsters (Or copies of herself) can assist in bringing her back to the Duel over and over again. Last we shall not ignore she can be traditionally Tribute Summoned, using from any sort of setups to even using opponent creatures by cards like “Soul Exchange” and “The Monarchs Stormforth”.
The main purpose of “Dragon Horn Hunter” is obviously remain in the Pendulum Zone, as will mostly take a Normal Monster role like any other once summoned from the Extra Deck. Usually Normal Decks focuses on high ATK creatures to compensate their lack of effects, so the boost of this Pendulum makes creatures such as “Alexandrite Dragon” and “Gene-Warped Warwolf” more powerful than already are. They become even more threatening with another Pendulum creature supporting Normal Monsters, “Lancephorhynchus”, providing not only a great scale of 7 to work with “Dragon Horn Hunter” but also piercing abilities for our vanilla creatures. Since on early turns Pendulum Summons can spend a lot of cards in our hand, “Heart of the Underdog” and “Common Charity” can provide us drawing power to compensate or evne obtain more swarm potential. “Dragon Horn Hunter” can also work arround Normal decks arround small creatures thanks to her effect to nullify damage arround them like the setups arround “Princess Cologne” and “Box of Friends”. Finally and although not completely arround Normal Monsters, “Dragon Horn Hunter” as well “Lancephorhynchus” can assist archetypes such as Gemini and Gem-Knight, as they usually start with Normal Monsters on early or recovery turns.
"Dragon Horn Hunter" doesn’t seem much of a Pendulum at first specially with "Foucault’s Cannon" arround, but has some hidden potential. She has a low enough Pendulum Scale to work with certain others and bring out as many creatures as possible, specially the Normal Monsters she assists which most builds goes arround Level 4-6 powerhouses. Her Pendulum Effect doesn’t seem much at first but in a Deck which all their power comes often from battles is more than welcome, making creatures slightly stronger but also safer against more powerful monsters or unexpected stat boosts, and even risk facing face-down monsters with high DEF atleast to uncover them. Her only negative point might be her below average ATK compared to many other high level Normal Monsters, but easily compensates with the many Pendulum mechanics she plays arround with. Combined with "Lancephorhyncus" and many other Pendulum monsters to come, "Dragon Horn Hunter" can become more reliable than she looks.

Personal Rating: A-
+ Coverage in battle for Normal Monsters in the most basic aspects
+ Low Pendulum Scale
+ Several resources as both Pendulum and Normal Monster
+ Great sinergy with “Lancephorhyncus”
- Kinda low ATK for her kind
- Opponent’s Normal Monsters can obtain the ATK boost

Dragon Horn Hunter

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 All Normal Monsters gain 200 ATK. You take no battle damage from battles involving Normal Monsters you control.

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'The horns were needed to prepare a medicine for her village, suffering from a plague. Unknown to her, the dragons burned and trampled her village, once displaced from their den.'

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Can Be Found In: Duelist Alliance (DUEA-EN000), Duelist Alliance Sneak Peek Participation Card (DUEA-ENSP1)

Pendulum monsters are gradually becoming more and more prominent in today’s game. While archetypes like Perfomapal and Qliphoth completely focus arround them, Pendulum carries several features and advantages which compensates they reliability on creatures of the same kind. Combined with their reswarming potential as they stack in the Extra Deck, Pendulum summon goes from a basic gimmick to a powerful mechanic to go full offensive or even prepare setups over and over.

"Dragon Horn Hunter" on her own is your average high level Normal Monster. With 2300 ATK doesn’t reach today’s standards of these creatures on the field. However, her true potential comes from a Pendulum role. With a Scale of 3 she can help a big number of monsters to Pendulum Summon along the right partner(s). But "Dragon Horn Hunter" goes further by providing assistance to other Normal Monsters with a small yet handy 200 ATK along nullifying battle damage against them. So pretty much she’s designed for a build arround these creatures which tries to always compensate their lack of effects, and as proved by other Pendulum monsters like "Foucault’s Cannon" or  "Qliphoth Tool" they truly can do the job in their designated roles.

As both Normal and Pendulum monster, “Dragon Horn Hunter” has a diverse number of cards to assist on her arrival to the field. A simple “Summoner’s Art” can search her from the deck ready to either be summoned or place in the Pendulum Zone. A bit slower, “Odd-Eyes Pendulum Dragon” also can look for “Dragon Horn Hunter” during the End Phase but compensates by being ready to be Pendulum Summoned from the Extra Deck. In case she goes to the graveyard outside of the field (Like being discarded from the hand or detached from a Xyz monster), either she can be revived by cards like “Birthright” and “Swing of Memories” (The latter can send her to the Extra Deck at the end turn) or even retrieve it back to the hand by “Dark Factory of Mass Production” to be used as Spell. Obviously if she’s in the Extra Deck other Pendulum Monsters (Or copies of herself) can assist in bringing her back to the Duel over and over again. Last we shall not ignore she can be traditionally Tribute Summoned, using from any sort of setups to even using opponent creatures by cards like “Soul Exchange” and “The Monarchs Stormforth”.

The main purpose of “Dragon Horn Hunter” is obviously remain in the Pendulum Zone, as will mostly take a Normal Monster role like any other once summoned from the Extra Deck. Usually Normal Decks focuses on high ATK creatures to compensate their lack of effects, so the boost of this Pendulum makes creatures such as “Alexandrite Dragon” and “Gene-Warped Warwolf” more powerful than already are. They become even more threatening with another Pendulum creature supporting Normal Monsters, “Lancephorhynchus”, providing not only a great scale of 7 to work with “Dragon Horn Hunter” but also piercing abilities for our vanilla creatures. Since on early turns Pendulum Summons can spend a lot of cards in our hand, “Heart of the Underdog” and “Common Charity” can provide us drawing power to compensate or evne obtain more swarm potential. “Dragon Horn Hunter” can also work arround Normal decks arround small creatures thanks to her effect to nullify damage arround them like the setups arround “Princess Cologne” and “Box of Friends”. Finally and although not completely arround Normal Monsters, “Dragon Horn Hunter” as well “Lancephorhynchus” can assist archetypes such as Gemini and Gem-Knight, as they usually start with Normal Monsters on early or recovery turns.

"Dragon Horn Hunter" doesn’t seem much of a Pendulum at first specially with "Foucault’s Cannon" arround, but has some hidden potential. She has a low enough Pendulum Scale to work with certain others and bring out as many creatures as possible, specially the Normal Monsters she assists which most builds goes arround Level 4-6 powerhouses. Her Pendulum Effect doesn’t seem much at first but in a Deck which all their power comes often from battles is more than welcome, making creatures slightly stronger but also safer against more powerful monsters or unexpected stat boosts, and even risk facing face-down monsters with high DEF atleast to uncover them. Her only negative point might be her below average ATK compared to many other high level Normal Monsters, but easily compensates with the many Pendulum mechanics she plays arround with. Combined with "Lancephorhyncus" and many other Pendulum monsters to come, "Dragon Horn Hunter" can become more reliable than she looks.

Personal Rating: A-

+ Coverage in battle for Normal Monsters in the most basic aspects

+ Low Pendulum Scale

+ Several resources as both Pendulum and Normal Monster

+ Great sinergy with “Lancephorhyncus”

- Kinda low ATK for her kind

- Opponent’s Normal Monsters can obtain the ATK boost


Hexatellarknight
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Each “tellarknight” Xyz Monster on the field gains 200 ATK and DEF for each Xyz Material attached to it. When a “tellarknight” Xyz Monster is targeted for an attack: You can send 1 “tellarknight” card from your hand to the Graveyard; negate that attack.
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Can Be Found In: Duelist Alliance: Deluxe Edition (DUEA-ENDE7)

Tellarknight is an archetype all arround Level 4 monsters and their Xyz setups. That doesn’t look pretty unique compared to already existing decks if it wasn’t that they focus on heavy summons. Rank 4 Xyz monsters which requires three and up materials to be brought on the field are an easy task for the swarming abilities of Tellarknights, making them pull out a strong setup potential compared to others. Joining forces with Star Seraph, the archetype already obtained powerful results in several competitive events.
"Hexatellarknight" is a Field Spell which assists the Xyz Tellarknights of the archetype. For each material these monsters carries with them they’ll obtain 200 ATK, and since they have to be summoned with a big numebr of materials the spell assure us a solid boosts. Even if their increased stats the opponent still decides to attack them, we can discard a Tellarknight card from our hand to negate the incoming attack. So pretty much protects the main Xyz monsters of the archetype with not only a stat increase but also stopping certain attacks which might be probelmatic for our creatures.
Tellarknight might be a powerful Xyz archetype to hit tournaments recently, but their catalog of Xyz monsters of their own is limited to two to get assistance from “Hexatellarknight”. “Stellarknight Delteros” can destroy opponent cards by detaching materials, but if we keep atleast one of them not only he’ll keep some of the ATK boost but also allow our monster be safe against effects used on their summon. “Stellarknight Trihiver” summon bounces back to the hand all cards on the field except himself, a good opportunity to direct attack right after we (re)activate “Hexatellarknight” and improve his below average stats and even discard opponent cards by detaching some materials. Even if under the Field Spell effects these Xyz are defeated do not worry, as they’ll summon a member from our Deck or hand ready for the next Xyz setup.
With all three materials “Delteros” becomes 3100 ATK and “Trihiver” 2700, more than enough to face more monsters in any Duel. However, we cannot let our guard down as there’s many monsters which can still be a problem in battle regardless of stats. Monsters like “D.D. Warrior Lady”, “Ally of Justice Catastor”, or “Hyper Hammerhead” aren’t afraid of stat boosts thanks to their disruptive abilities, becoming a top priority of we wanna keep our Xyz on the field. Others might rely on unprecitable boosts like “Rush Recklessly” to outmatch our Tellarknights, so we better see them coming before entering the Damage Step. Remember that “Hexatellarknight” is not picky about what archetype card we dump for negate attacks, so if you wanna keep key monsters in your hand we can always use a spell or trap to activate its effect.
There’s really nothing much to talk about “Hexatellarknight”. Both “Delteros” and “Trihiver” have pretty average stats so they welcome the assistance of the Field for protect them. However, the fact “Hexatellarknight” exclusively works with Xyz members which we don’t know will expand their options, having unpredictable options like “Honest” and “Forbidden Lance” to give the archetype the lead in any battle much easier, and pretty much forcing the monsters it helps to save materials for obtain as much boost as possible reduces the reliability of the Field Spell. “Stellarknight Alpha” provides not only a boost but also protection against opponent effects, a way more effective ability to protect any member of the build. And even if we use the negation effect for fuel cards like “Satellarknight Altair” there’s alternatives which doesn’t force us to lose hand or wait an attack to setup the graveyard. “Hexatellarknight” can be of big help, but there’s too many downsides when the archetype can answer against the opponent by alternative ways or quickly replace their main Xyz monsters inmediately.

Personal Rating: D+
+ Increases ATK for each material a Tellarknight carries
+ Able to negate attacks
- There’s many better and cheaper alternatives to get a lead in battles
- Limited use to Tellarknight Xyz monsters
- So far there’s only two Xyz to work arround the Spell
- Force us to think twice when to use the Xyz materials as well negate attacks

Hexatellarknight

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Each “tellarknight” Xyz Monster on the field gains 200 ATK and DEF for each Xyz Material attached to it. When a “tellarknight” Xyz Monster is targeted for an attack: You can send 1 “tellarknight” card from your hand to the Graveyard; negate that attack.

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Can Be Found In: Duelist Alliance: Deluxe Edition (DUEA-ENDE7)

Tellarknight is an archetype all arround Level 4 monsters and their Xyz setups. That doesn’t look pretty unique compared to already existing decks if it wasn’t that they focus on heavy summons. Rank 4 Xyz monsters which requires three and up materials to be brought on the field are an easy task for the swarming abilities of Tellarknights, making them pull out a strong setup potential compared to others. Joining forces with Star Seraph, the archetype already obtained powerful results in several competitive events.

"Hexatellarknight" is a Field Spell which assists the Xyz Tellarknights of the archetype. For each material these monsters carries with them they’ll obtain 200 ATK, and since they have to be summoned with a big numebr of materials the spell assure us a solid boosts. Even if their increased stats the opponent still decides to attack them, we can discard a Tellarknight card from our hand to negate the incoming attack. So pretty much protects the main Xyz monsters of the archetype with not only a stat increase but also stopping certain attacks which might be probelmatic for our creatures.

Tellarknight might be a powerful Xyz archetype to hit tournaments recently, but their catalog of Xyz monsters of their own is limited to two to get assistance from “Hexatellarknight”. “Stellarknight Delteros” can destroy opponent cards by detaching materials, but if we keep atleast one of them not only he’ll keep some of the ATK boost but also allow our monster be safe against effects used on their summon. “Stellarknight Trihiver” summon bounces back to the hand all cards on the field except himself, a good opportunity to direct attack right after we (re)activate “Hexatellarknight” and improve his below average stats and even discard opponent cards by detaching some materials. Even if under the Field Spell effects these Xyz are defeated do not worry, as they’ll summon a member from our Deck or hand ready for the next Xyz setup.

With all three materials “Delteros” becomes 3100 ATK and “Trihiver” 2700, more than enough to face more monsters in any Duel. However, we cannot let our guard down as there’s many monsters which can still be a problem in battle regardless of stats. Monsters like “D.D. Warrior Lady”, “Ally of Justice Catastor”, or “Hyper Hammerhead” aren’t afraid of stat boosts thanks to their disruptive abilities, becoming a top priority of we wanna keep our Xyz on the field. Others might rely on unprecitable boosts like “Rush Recklessly” to outmatch our Tellarknights, so we better see them coming before entering the Damage Step. Remember that “Hexatellarknight” is not picky about what archetype card we dump for negate attacks, so if you wanna keep key monsters in your hand we can always use a spell or trap to activate its effect.

There’s really nothing much to talk about “Hexatellarknight”. Both “Delteros” and “Trihiver” have pretty average stats so they welcome the assistance of the Field for protect them. However, the fact “Hexatellarknight” exclusively works with Xyz members which we don’t know will expand their options, having unpredictable options like “Honest” and “Forbidden Lance” to give the archetype the lead in any battle much easier, and pretty much forcing the monsters it helps to save materials for obtain as much boost as possible reduces the reliability of the Field Spell. “Stellarknight Alpha” provides not only a boost but also protection against opponent effects, a way more effective ability to protect any member of the build. And even if we use the negation effect for fuel cards like “Satellarknight Altair” there’s alternatives which doesn’t force us to lose hand or wait an attack to setup the graveyard. “Hexatellarknight” can be of big help, but there’s too many downsides when the archetype can answer against the opponent by alternative ways or quickly replace their main Xyz monsters inmediately.

Personal Rating: D+

+ Increases ATK for each material a Tellarknight carries

+ Able to negate attacks

- There’s many better and cheaper alternatives to get a lead in battles

- Limited use to Tellarknight Xyz monsters

- So far there’s only two Xyz to work arround the Spell

- Force us to think twice when to use the Xyz materials as well negate attacks


Number 39: Beyond the Hope
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2 Level 6 monsters
(This card is always treated as a “Utopia” card.)
When this card is Xyz Summoned: The ATK of all monsters your opponent currently controls becomes 0. Once per turn, during either player’s turn: You can detach 1 Xyz Material from this card, then target 1 face-up Xyz Monster you control and 1 “Utopia” monster in your Graveyard; banish the first target, and if you do, Special Summon the second target from your Graveyard, then gain 1250 LP.
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Can Be Found In: Master Guide 4 Promotional Cards (MG04-JP001)

Although recent archetypes usually have their key monsters residing the Extra Deck, they still have enough space to fit other creatures such as staples or others which perfectly works with their strategy. However, there’re some cases where the build might require an Extra Deck completely or nearly filled with creatures arround their archetype, practically making the Main Deck all about bringing them. The most notable examples are “Elemental HERO Neos” and “Number 39: Utopia”, which have so many forms and upgrades to turn into that an Extra Deck is practically occupied for their personal use.
"Utopia" has so many forms to turn just by Rank-Up cards that there’s nearly one for each Rank we can easily pull out. "Number 39: Beyond the Hope" is one of their most expensive forms, yet can completely turn the tables once brought to the field. When Xyz summoned, "Hope" weakens all opponent monsters into 0 ATK, practically giving us a big opportunity to deal lethal damage in battle at the right occasion. But "Hope" becomes even more useful on late turns, as detaching a material for then banish a Xyz monster in the graveyard allow us to revive an Utopia form as well gain 1250 Life Points as a bonus. So pretty much "Beyond the Hope" can either assist our field with his many effects to evne become a comeback creature, as he cripples opponent monsters as well bring back Utopia members to either help him in battle or evne use for summon other forms with the right tools.
With the ability to bring back from the graveyard Utopia monsters, is obvius that the deck we must be on is the archetype itself despite not having many resources arround Rank 6. The simplest way to summon it is to target the original “Number 39: Utopia” or any Rank 4 Xyz with “Rank-Up-Magic Astral Force”, bringing “Beyond the Hope” right away and even on the first turns thanks to the easy setups arround the Rank. This is specially useful with “Beyond the Hope” and “V Salamander” revival effects, as they can bring back the basic form for inmediately summon a new copy of this Xyz if needed or any other with the right conditions. But if you don’t really care about the Utopia strategy and instead you just wanna mass weaken the opponent’s field, builds like Hazy Flame or Hieratics among several others can bring out this creature with no problems. So overall, Utopia builds compensates their more limited resources with the bonus effect of “Beyond the Hope” and sinergy, while Rank 6 builds can easily rely on his summoning effect.
"Beyond the Hope" can place the Duel completely in our favor if played at the right chance. Outside the Utopia strategy, just weakening an entire enemy field might be enough to not only make powerful enemies easy targets but also able to defeat the opponent with all the damage we can send through with this Xyz and other creatures. It can reach an inmediate OTK result if is equipped with "Stoic Challenge", taking the risk of destroying "Hope" for deal double damage when battling. However, inside his archetype all alone can become a victory card with the help of ZW members, as they can provide "Hope" several ATK boosts as well additional abilities. If the opponent controls several weakened monsters, a single "ZW - Asura Strike" allows the Xyz alone to attack all of them to the point to finish the opponent. Similarly, the Xyz "ZW - Leo Arms" gives the biggest boost with 3000 ATK, more than enough to finish the opponent against the right target. Otherwise we can take a safer approach so the effort of "Hope" summoning as well effect won’t go with vain by providing the boosts as well protective effects of "ZW - Eagle Claw", "ZW - Lightning Blade", and "ZW - Tornado Bringer".
As said, the revival effect of “Beyond the Hope” considerably assists the archetype on late game. Combined with his mass weakening ability and/or the support of ZW monsters, summoning an Utopia back to the field can bring the Duel to an end with enough damage from these two monsters. Probably the best target to bring back to the game is “Number C39: Utopia Ray Victory”, as carries a protection in battle against spells and traps which requires no materials to be used. Similarly, “Number C39: Utopia Ray V” carries the ability to return to the Extra Deck an Xyz in the graveyard, a good effect if we have a setup ready to resummon it loaded again with materials. Obviously and as mentioned earlier we can use the revived targets to summon other Utopia forms. Which is the case for the original “Number 39: Utopia”, as without materials he becomes extremely fragile in battle if is not carrying materials, and either turns into “Number C39: Utopia Ray” right away or use the right Rank-Up card to bring another Utopia from the Extra Deck.
"Number 39: Beyond the Hope" is a powerful Xyz for whoever is able to pull it out, practically making him a staple among Rank 6 monsters. Outside Utopia, the fact we can easily summon a Rank 6 creature like any other to weaken the entire opponent’s field can reach devastating results in our favor. In the archetype itself might be harder to bring out as unless with Level 6 materials we can only summon him with "Rank-Up-Magic Astral Force", but compensates by obtainining bonus perks from several sources. As gets the assistance of ZW abilities as well several options to be summoned or even summon other forms (and copies if needed) with its revival ability. Maybe the only big flaw "Beyond the Hope" has is that said revival effect is kinda expensive to abuse, when "Number 99: Hope Dragon" can be easier to summon inside Utopia decks and provide a cheaper effect which targets any Number instead. Regardless, the effect of weakening a whole opposite field just with "Beyond the Hope" arrival is a dreadful ability any Rank 6 or Utopia user can depend on, either for deal against tough enemies or simply finish them off.

Personal Rating: A+
+ Completely weakens the opponent’s field
+ Very easy to bring out inside and outside Utopia builds
+ Revival effect to assist his archetype
+ Several opportunities to obtain an OTK by himself or along a revived target
- Revival effect is quite expensive specially compared to “Number 99: Hope Dragon”
- Utopia decks themselves have limited chances to summon him, but compensates with bonus features arround the Xyz

Number 39: Beyond the Hope

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2 Level 6 monsters

(This card is always treated as a “Utopia” card.)

When this card is Xyz Summoned: The ATK of all monsters your opponent currently controls becomes 0. Once per turn, during either player’s turn: You can detach 1 Xyz Material from this card, then target 1 face-up Xyz Monster you control and 1 “Utopia” monster in your Graveyard; banish the first target, and if you do, Special Summon the second target from your Graveyard, then gain 1250 LP.

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Can Be Found In: Master Guide 4 Promotional Cards (MG04-JP001)

Although recent archetypes usually have their key monsters residing the Extra Deck, they still have enough space to fit other creatures such as staples or others which perfectly works with their strategy. However, there’re some cases where the build might require an Extra Deck completely or nearly filled with creatures arround their archetype, practically making the Main Deck all about bringing them. The most notable examples are “Elemental HERO Neos” and “Number 39: Utopia”, which have so many forms and upgrades to turn into that an Extra Deck is practically occupied for their personal use.

"Utopia" has so many forms to turn just by Rank-Up cards that there’s nearly one for each Rank we can easily pull out. "Number 39: Beyond the Hope" is one of their most expensive forms, yet can completely turn the tables once brought to the field. When Xyz summoned, "Hope" weakens all opponent monsters into 0 ATK, practically giving us a big opportunity to deal lethal damage in battle at the right occasion. But "Hope" becomes even more useful on late turns, as detaching a material for then banish a Xyz monster in the graveyard allow us to revive an Utopia form as well gain 1250 Life Points as a bonus. So pretty much "Beyond the Hope" can either assist our field with his many effects to evne become a comeback creature, as he cripples opponent monsters as well bring back Utopia members to either help him in battle or evne use for summon other forms with the right tools.

With the ability to bring back from the graveyard Utopia monsters, is obvius that the deck we must be on is the archetype itself despite not having many resources arround Rank 6. The simplest way to summon it is to target the original “Number 39: Utopia” or any Rank 4 Xyz with “Rank-Up-Magic Astral Force”, bringing “Beyond the Hope” right away and even on the first turns thanks to the easy setups arround the Rank. This is specially useful with “Beyond the Hope” and “V Salamander” revival effects, as they can bring back the basic form for inmediately summon a new copy of this Xyz if needed or any other with the right conditions. But if you don’t really care about the Utopia strategy and instead you just wanna mass weaken the opponent’s field, builds like Hazy Flame or Hieratics among several others can bring out this creature with no problems. So overall, Utopia builds compensates their more limited resources with the bonus effect of “Beyond the Hope” and sinergy, while Rank 6 builds can easily rely on his summoning effect.

"Beyond the Hope" can place the Duel completely in our favor if played at the right chance. Outside the Utopia strategy, just weakening an entire enemy field might be enough to not only make powerful enemies easy targets but also able to defeat the opponent with all the damage we can send through with this Xyz and other creatures. It can reach an inmediate OTK result if is equipped with "Stoic Challenge", taking the risk of destroying "Hope" for deal double damage when battling. However, inside his archetype all alone can become a victory card with the help of ZW members, as they can provide "Hope" several ATK boosts as well additional abilities. If the opponent controls several weakened monsters, a single "ZW - Asura Strike" allows the Xyz alone to attack all of them to the point to finish the opponent. Similarly, the Xyz "ZW - Leo Arms" gives the biggest boost with 3000 ATK, more than enough to finish the opponent against the right target. Otherwise we can take a safer approach so the effort of "Hope" summoning as well effect won’t go with vain by providing the boosts as well protective effects of "ZW - Eagle Claw", "ZW - Lightning Blade", and "ZW - Tornado Bringer".

As said, the revival effect of “Beyond the Hope” considerably assists the archetype on late game. Combined with his mass weakening ability and/or the support of ZW monsters, summoning an Utopia back to the field can bring the Duel to an end with enough damage from these two monsters. Probably the best target to bring back to the game is “Number C39: Utopia Ray Victory”, as carries a protection in battle against spells and traps which requires no materials to be used. Similarly, “Number C39: Utopia Ray V” carries the ability to return to the Extra Deck an Xyz in the graveyard, a good effect if we have a setup ready to resummon it loaded again with materials. Obviously and as mentioned earlier we can use the revived targets to summon other Utopia forms. Which is the case for the original “Number 39: Utopia”, as without materials he becomes extremely fragile in battle if is not carrying materials, and either turns into “Number C39: Utopia Ray” right away or use the right Rank-Up card to bring another Utopia from the Extra Deck.

"Number 39: Beyond the Hope" is a powerful Xyz for whoever is able to pull it out, practically making him a staple among Rank 6 monsters. Outside Utopia, the fact we can easily summon a Rank 6 creature like any other to weaken the entire opponent’s field can reach devastating results in our favor. In the archetype itself might be harder to bring out as unless with Level 6 materials we can only summon him with "Rank-Up-Magic Astral Force", but compensates by obtainining bonus perks from several sources. As gets the assistance of ZW abilities as well several options to be summoned or even summon other forms (and copies if needed) with its revival ability. Maybe the only big flaw "Beyond the Hope" has is that said revival effect is kinda expensive to abuse, when "Number 99: Hope Dragon" can be easier to summon inside Utopia decks and provide a cheaper effect which targets any Number instead. Regardless, the effect of weakening a whole opposite field just with "Beyond the Hope" arrival is a dreadful ability any Rank 6 or Utopia user can depend on, either for deal against tough enemies or simply finish them off.

Personal Rating: A+

+ Completely weakens the opponent’s field

+ Very easy to bring out inside and outside Utopia builds

+ Revival effect to assist his archetype

+ Several opportunities to obtain an OTK by himself or along a revived target

- Revival effect is quite expensive specially compared to “Number 99: Hope Dragon”

- Utopia decks themselves have limited chances to summon him, but compensates with bonus features arround the Xyz