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

W Nebula Meteorite

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

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

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

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

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

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

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

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

Personal Rating: A+

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

+ Drawing effect as well obtain early flip effects

+ Brings a big creature straight from the deck

- Might activate opponent flip effects

Clear Vice Dragon
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You are unaffected by the effects of “Clear World”. If this card attacks an opponent’s monster, the ATK of this card becomes twice the ATK of the attack target, during damage calculation only. If this card would be destroyed by an opponent’s card effect, you can discard 1 card instead.
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Can Be Found In: Stardust Overdrive (SOVR-EN098), Legendary Collection 2 Mega-Pack (LCGX-EN209)
Among archetypes and monsters with enough support for make a build arround them, there’s a lower tier of cards which are mainly made to work with each other. Not in the sense of an archetype which carries sinergy between each card, but arround two or three cards which contains literal effects for function together. While some cards like the Gadget trio became popular enough for reach competitive level, some others like “Tricular” quickly became forgotten in the franchise. Then there’s a third kind of cards on this category which can easily work independent of each other, losing the potential they have yet still efficient enough for their other uses and effects.
"Clear Vice Dragon" is a nearly undefeatable monster as covers both battle and destructive effects. Although lacks stats, if this monster attacks a monster it will obtain and double the ATK of the target, overall giving us an assured win each time it strikes. If the opponent tries to get rid of "Clear Vice Dragon" with an effect might destroy it, we can discard a card for protect the creature. Last but not least important "Clear Vice Dragon" carries a protection for the user against "Clear World", a field spell which punishes Attributes by different ways regardless the player. While "Clear Vice Dragon" can simply become a monster which can easily defeat any monster in our Battle Phase as also able to avoid certain effects, the fact it allow us to play arround "Clear World" unharmed is something we shouldn’t ignore.
As any Dragon, “Clear Vice Dragon” has the usual options of the Type to go with. “Red-Eyes Darkness Metal Dragon” as always is the boss monster of Dragon decks for summon and even revive creatures of the kind. “Hieratic Dragon King of Atum” usually summons dragons from the deck in exchange of tyhe target losing all their stats, in which “Clear Vice Dragon” case doesn’t matter and therefore giving us another option. If you play arround “Clear World” you might want to work arround the Duston monsters, creatures which can be summoned on the opponent’s field by “House Duston” and lockdown their options along triggering various effects of the field spell while we obtain “White Duston” copies ready to tribute.
"Clear Vice Dragon" overall is invincible each time it attacks an opponent monster, specially able to discard cards against certain effects. However, such ATK boosts are only available during our turn, therefore this creature easily becomes a sitting duck ready to be attacked during the opponent’s turn. An easy solution is "Zerozerock", a quickly forgotten spell card which protects 0 ATK creatures from being attacked. Similarly, "Messenger of Peace" will stall all 1500 ATK and up creatures from attacking, and since "Clear Vice Dragon" obtains its boosts during damage calculation becomes completely unaffected. Last and since "Clear Vice Dragon" is unable to deal damage by direct attacks, "Safe Zone" makes it not only invulnerable to incoming attacks but also against additional effects he couldn’t stop on its own. Keep on mind that if we play arround "Clear World" and the opponent goes arround DARK creatures, is most likely they become unable to attack us.
The protective effect is self-explanatory. Cards like “Dark Hole” or “Scrap Dragon” among many others will be unable to defeat “Clear Vice Dragon” as long we have hand. But the actual threat of such effect is not only that the dragon remains on the field, but also the fact that such effect is not a cost. That means that is possible to mix Dark World, Shaddoll, and/or Fabled monsters in the process. Increasing the punishment of the opponent’s actions by either destroying their cards thanks to “Grapha, Dragon Lord of Dark World”, to gather key pieces by discarding “Shaddoll Beast” or “Shaddoll Hedgehog”.
If you decide to play arround “Clear World”, as long you bring “Clear Vice Dragon” shouldn’t matter what is your goal since the spell card will be harmless towards us. By default the Duston archetype can completely shutdown the opponent with their effects and the field spell various punishments for each attribute, so is the option which makes “Vice Dragon” less relevant. Alternatively we can simply play any strategy with both cards in it, with the possible addition of cards like “Lava Golem” which can get rid of powerful enemies for then inmediately be defeated by a 6000 ATK “Clear Vice Dragon”.
"Clear Vice Dragon" can easily be played in any deck as a monster we can bring by various methods so can easily get rid of a powerful enemy inmediately, with or without "Clear World" affecting the opponent. Although has solid protection and is basically undefeatable in our Battle Phase, is actually very limited in very visible points. The fact its ATK boosts are only available in our turn makes him an easy target once the opponent turn starts, although is easily solved by cards like "Messenger of Peace" or simply summoned later on by revival effects. The other problem comes that "Clear Vice Dragon" only obtains ATK when attacking other monsters, therefore is unable to direct attack and becomes less of a threat if the opponent decides to leave their field empty. Still, with some backup or just arriving to deal with a dangerous enemy combined with its protective effect "Clear Vice Dragon" is a creature the opponent must be very careful to face against.
Personal Rating: B+
+ Defeats practically any creature in battle
+ Protection against destruction and even able to activate certain effects from the hand
+ "Clear World" invulnerability as bonus for play arround it
- Only obtains ATK boosts during our Battle Phase
- Unable to direct attack as has no stats

Clear Vice Dragon

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You are unaffected by the effects of “Clear World”. If this card attacks an opponent’s monster, the ATK of this card becomes twice the ATK of the attack target, during damage calculation only. If this card would be destroyed by an opponent’s card effect, you can discard 1 card instead.

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Can Be Found In: Stardust Overdrive (SOVR-EN098), Legendary Collection 2 Mega-Pack (LCGX-EN209)

Among archetypes and monsters with enough support for make a build arround them, there’s a lower tier of cards which are mainly made to work with each other. Not in the sense of an archetype which carries sinergy between each card, but arround two or three cards which contains literal effects for function together. While some cards like the Gadget trio became popular enough for reach competitive level, some others like “Tricular” quickly became forgotten in the franchise. Then there’s a third kind of cards on this category which can easily work independent of each other, losing the potential they have yet still efficient enough for their other uses and effects.

"Clear Vice Dragon" is a nearly undefeatable monster as covers both battle and destructive effects. Although lacks stats, if this monster attacks a monster it will obtain and double the ATK of the target, overall giving us an assured win each time it strikes. If the opponent tries to get rid of "Clear Vice Dragon" with an effect might destroy it, we can discard a card for protect the creature. Last but not least important "Clear Vice Dragon" carries a protection for the user against "Clear World", a field spell which punishes Attributes by different ways regardless the player. While "Clear Vice Dragon" can simply become a monster which can easily defeat any monster in our Battle Phase as also able to avoid certain effects, the fact it allow us to play arround "Clear World" unharmed is something we shouldn’t ignore.

As any Dragon, “Clear Vice Dragon” has the usual options of the Type to go with. “Red-Eyes Darkness Metal Dragon” as always is the boss monster of Dragon decks for summon and even revive creatures of the kind. “Hieratic Dragon King of Atum” usually summons dragons from the deck in exchange of tyhe target losing all their stats, in which “Clear Vice Dragon” case doesn’t matter and therefore giving us another option. If you play arround “Clear World” you might want to work arround the Duston monsters, creatures which can be summoned on the opponent’s field by “House Duston” and lockdown their options along triggering various effects of the field spell while we obtain “White Duston” copies ready to tribute.

"Clear Vice Dragon" overall is invincible each time it attacks an opponent monster, specially able to discard cards against certain effects. However, such ATK boosts are only available during our turn, therefore this creature easily becomes a sitting duck ready to be attacked during the opponent’s turn. An easy solution is "Zerozerock", a quickly forgotten spell card which protects 0 ATK creatures from being attacked. Similarly, "Messenger of Peace" will stall all 1500 ATK and up creatures from attacking, and since "Clear Vice Dragon" obtains its boosts during damage calculation becomes completely unaffected. Last and since "Clear Vice Dragon" is unable to deal damage by direct attacks, "Safe Zone" makes it not only invulnerable to incoming attacks but also against additional effects he couldn’t stop on its own. Keep on mind that if we play arround "Clear World" and the opponent goes arround DARK creatures, is most likely they become unable to attack us.

The protective effect is self-explanatory. Cards like “Dark Hole” or “Scrap Dragon” among many others will be unable to defeat “Clear Vice Dragon” as long we have hand. But the actual threat of such effect is not only that the dragon remains on the field, but also the fact that such effect is not a cost. That means that is possible to mix Dark World, Shaddoll, and/or Fabled monsters in the process. Increasing the punishment of the opponent’s actions by either destroying their cards thanks to “Grapha, Dragon Lord of Dark World”, to gather key pieces by discarding “Shaddoll Beast” or “Shaddoll Hedgehog”.

If you decide to play arround “Clear World”, as long you bring “Clear Vice Dragon” shouldn’t matter what is your goal since the spell card will be harmless towards us. By default the Duston archetype can completely shutdown the opponent with their effects and the field spell various punishments for each attribute, so is the option which makes “Vice Dragon” less relevant. Alternatively we can simply play any strategy with both cards in it, with the possible addition of cards like “Lava Golem” which can get rid of powerful enemies for then inmediately be defeated by a 6000 ATK “Clear Vice Dragon”.

"Clear Vice Dragon" can easily be played in any deck as a monster we can bring by various methods so can easily get rid of a powerful enemy inmediately, with or without "Clear World" affecting the opponent. Although has solid protection and is basically undefeatable in our Battle Phase, is actually very limited in very visible points. The fact its ATK boosts are only available in our turn makes him an easy target once the opponent turn starts, although is easily solved by cards like "Messenger of Peace" or simply summoned later on by revival effects. The other problem comes that "Clear Vice Dragon" only obtains ATK when attacking other monsters, therefore is unable to direct attack and becomes less of a threat if the opponent decides to leave their field empty. Still, with some backup or just arriving to deal with a dangerous enemy combined with its protective effect "Clear Vice Dragon" is a creature the opponent must be very careful to face against.

Personal Rating: B+

+ Defeats practically any creature in battle

+ Protection against destruction and even able to activate certain effects from the hand

+ "Clear World" invulnerability as bonus for play arround it

- Only obtains ATK boosts during our Battle Phase

- Unable to direct attack as has no stats

Red-Eyes Darkness Dragon
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Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 1 “Red-Eyes B. Dragon” and cannot be Special Summoned by other ways. This card gains 300 ATK for each Dragon-Type monster in your Graveyard.
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Can Be Found In: Structure Deck: Dragon’s Roar (SD1-EN001), World Championship 2010 Card Pack (WCPP-EN009), Legendary Collection 4 Mega-Pack (LCJW-EN039)
Although “Red-Eyes B. Dragon” is one of the most popular monsters from the original series, it didn’t obtain support of its own to truly match other creatures like “Harpie Lady” and “Blue-Eyes White Dragon”. However, similar to “Dark Magician” the dragon obtained various forms it can turn into along upgraded versions to stand its own ground. So not only we can find strategies arround the summon of monsters like “Meteor B. Dragon”, but also others like “Red-Eyes Darkness Metal Dragon” becoming a staple card in various builds.
"Red-Eyes Darkness Dragon" is one of many forms the original "Red-Eyes" can turn into. Is a nomi monster with a very simple effect but it can become seriously devastating if summoned on late turns. "Darkness Dragon" increases its ATK by 300 for each Dragon-type monster in the graveyard, so just for tributing the original "Red-Eyes" for summon this creature with an empty graveyard we already obtain a 2700 creature which will keep getting stronger as turns passes.
If you wanna play “Darkness Dragon” you have to play arround “Red-Eyes” first. As both Dragon-type and normal monster the creature obtains a huge quantity of options to go through. Cards like “Red-Eyes Darkness Metal Dragon” or “Red-Eyes B. Chick” can summon it from the hand, while “Carboneddon” and the Hieratic archetype can bring the dragon directly from the deck. If in the graveyard, “Darkness Metal” along “Red-Eyes Wyvern” and “Swing of Memories” are able to bring him back to the field. If your Extra Deck carries a Fusion requiring “Red-Eyes”, “Elemental HERO Prisma” can take its name and become another valid option to summon “Darkness Dragon”. Once “Red-Eyes” is on the field, “Tempest, Dragon Ruler of Storms” can be discarded along a WIND monster for search for “Darkness Dragon” and be brought to the field.
Is highly recommended to bring “Darkness Dragon” to battle once our graveyard is filled with dragons so can obtain a massive ATK boost. Cards like “Dragon Shrine”, Lightsworn creatures, and “Elemental HERO Prisma” himself can keep our game going with setups as they fuel the graveyard with dragons for not only “Darkness Dragon” sake but also for other options we can go with. The spells “Trade-In” and “Cards of Consonance” will constantly discard Dragons for improve our drawing power considerably. Finally, “Masked Dragon” can summon its copies along other Dragons for keep the field pressence in battle. Along these options, the simple fact we setup the summoning of “Darkness Dragon” might also end our graveyard full of creatures ready to turn it a powerful offense.
"Red-Eyes Darkness Dragon" is very easy to pull out thanks to the tools we can work arround the original "Red-Eyes B. Dragon". As Dragon decks slowly became more abusive with the graveyard, the speed to obtain various monsters ready to boost this creature increased considerably. However, "Darkness Dragon" doesn’t offer much more than a high ATK on late game after not only setting up "Red-Eyes" but also the graveyard just for this nomi. Specially when the original "Red-Eyes" can work arround "Inferno Fire Blast" and "Dragon’s Mirror" for a better performance, and "Red-Eyes Darkness Metal Dragon" is easier to summon and by far more efficient. But still, with the many options "Red-Eyes" has to be brought to the field, including "Elemental HERO Prisma" as replacement, we have various opportunities to bring "Darkness Dragon" without becoming a dead draw so easily.
Personal Rating: B-
+ Easy to summon thanks to the many tools arround “Red-Eyes B. Dragon”
+ Easy to obtain a good ATK boost for even finish the opponent
- The original “Red-Eyes” has better options to work with
- Only reliable on late game or after various setups
- Nothing much overall for a nomi

Red-Eyes Darkness Dragon

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Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 1 “Red-Eyes B. Dragon” and cannot be Special Summoned by other ways. This card gains 300 ATK for each Dragon-Type monster in your Graveyard.

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Can Be Found In: Structure Deck: Dragon’s Roar (SD1-EN001), World Championship 2010 Card Pack (WCPP-EN009), Legendary Collection 4 Mega-Pack (LCJW-EN039)

Although “Red-Eyes B. Dragon” is one of the most popular monsters from the original series, it didn’t obtain support of its own to truly match other creatures like “Harpie Lady” and “Blue-Eyes White Dragon”. However, similar to “Dark Magician” the dragon obtained various forms it can turn into along upgraded versions to stand its own ground. So not only we can find strategies arround the summon of monsters like “Meteor B. Dragon”, but also others like “Red-Eyes Darkness Metal Dragon” becoming a staple card in various builds.

"Red-Eyes Darkness Dragon" is one of many forms the original "Red-Eyes" can turn into. Is a nomi monster with a very simple effect but it can become seriously devastating if summoned on late turns. "Darkness Dragon" increases its ATK by 300 for each Dragon-type monster in the graveyard, so just for tributing the original "Red-Eyes" for summon this creature with an empty graveyard we already obtain a 2700 creature which will keep getting stronger as turns passes.

If you wanna play “Darkness Dragon” you have to play arround “Red-Eyes” first. As both Dragon-type and normal monster the creature obtains a huge quantity of options to go through. Cards like “Red-Eyes Darkness Metal Dragon” or “Red-Eyes B. Chick” can summon it from the hand, while “Carboneddon” and the Hieratic archetype can bring the dragon directly from the deck. If in the graveyard, “Darkness Metal” along “Red-Eyes Wyvern” and “Swing of Memories” are able to bring him back to the field. If your Extra Deck carries a Fusion requiring “Red-Eyes”, “Elemental HERO Prisma” can take its name and become another valid option to summon “Darkness Dragon”. Once “Red-Eyes” is on the field, “Tempest, Dragon Ruler of Storms” can be discarded along a WIND monster for search for “Darkness Dragon” and be brought to the field.

Is highly recommended to bring “Darkness Dragon” to battle once our graveyard is filled with dragons so can obtain a massive ATK boost. Cards like “Dragon Shrine”, Lightsworn creatures, and “Elemental HERO Prisma” himself can keep our game going with setups as they fuel the graveyard with dragons for not only “Darkness Dragon” sake but also for other options we can go with. The spells “Trade-In” and “Cards of Consonance” will constantly discard Dragons for improve our drawing power considerably. Finally, “Masked Dragon” can summon its copies along other Dragons for keep the field pressence in battle. Along these options, the simple fact we setup the summoning of “Darkness Dragon” might also end our graveyard full of creatures ready to turn it a powerful offense.

"Red-Eyes Darkness Dragon" is very easy to pull out thanks to the tools we can work arround the original "Red-Eyes B. Dragon". As Dragon decks slowly became more abusive with the graveyard, the speed to obtain various monsters ready to boost this creature increased considerably. However, "Darkness Dragon" doesn’t offer much more than a high ATK on late game after not only setting up "Red-Eyes" but also the graveyard just for this nomi. Specially when the original "Red-Eyes" can work arround "Inferno Fire Blast" and "Dragon’s Mirror" for a better performance, and "Red-Eyes Darkness Metal Dragon" is easier to summon and by far more efficient. But still, with the many options "Red-Eyes" has to be brought to the field, including "Elemental HERO Prisma" as replacement, we have various opportunities to bring "Darkness Dragon" without becoming a dead draw so easily.

Personal Rating: B-

+ Easy to summon thanks to the many tools arround “Red-Eyes B. Dragon”

+ Easy to obtain a good ATK boost for even finish the opponent

- The original “Red-Eyes” has better options to work with

- Only reliable on late game or after various setups

- Nothing much overall for a nomi

Gallis the Star Beast
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You can reveal this card in your hand; send the top card of your Deck to the Graveyard, then, if it was a monster, inflict damage to your opponent equal to its Level x 200 and Special Summon this card from your hand, otherwise destroy this card.
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Can Be Found In: Legendary Collection 2 Mega-Pack (LCGX-EN041), Ra Yellow Mega-Pack (RYMP-EN013), Yu-Gi-Oh! GX Tag Force 3 promotional cards (GX06-EN001)
Is no novelty that a single creature and their copies makes the whole strategy of a deck. Not in the sense of “Dark Magician” or “Cyber Dragon” which obtained several support arround them for make a deck, but instead creatures which on their own or with a little push from another card makes an entire victory condition with their effects. Usually these cards gets their build affected by the banlist soon or later, but players will always find replacements for keep their game going.
"Gallis the Star Beast" doesn’t seem much of a threat. A 800 ATK and DEF which asks to mill the top card of our deck. If is a monster "Gallis" will special summon itself along dealing burn damage depending of the milled monster’s level. Otherwise "Gallis" will destroy directly on our hand. It might look some decent creature which might help on some setups and even deal random damage in the progress, but actually created a whole build arround it in which is able to OTK.
If you wanna play “Gallis” outside the deck he created it relies on some luck to do. Cards like “Plaguespreader Zombie”, “Deep Diver”, or “Field-Commander Rahz” can place a monster on the top of or deck ready to be milled by this creature. An even more simple option which requires some gambling is to simply play arround several monsters in our deck, as archetypes such as Lightsworn and Shaddoll carries several graveyard effects as they summon “Gallis” in the process.
This last statement is what made “Gallis the Star Beast” the main monster of an entire OTK setup usually refered as Monster Mash, in which requires two other monsters. The first one is “Genex Ally Birdman”, a monster which special summons itself when returning another monster, and said monster will be “Gallis”. The second is “Koa’ki Meiru Doom”, being able to negate “Birdman” summon. As a result and with a deck exclusively full of monsters, “Doom” allow us to keep returning “Gallis” to the hand without able to bring “Birdman” to the field, therefore milling various high level creatures to completely defeat the opponent in the process. However, keep on mind that it might require some luck to gather all three monsters, specially since “Genex Ally Birdman” being limited due this OTK strategy and being the most fragile tool of the whole plan.
"Gallis the Star Beast" is not popular among the community for being a simple special summon which can mill a monster for future uses and average burn damage. Is known for creating a whole deck full of creatures like "Tragoedia", "D.D. Esper Star Sparrow", or "Metaion, the Timelord" for the sole purpose of filling our graveyard and produce lethal damage. There’s several deck options to go with as all we have to do is to play in a deck full of monsters, as some will exploit revival effects in case "Gallis" fails to finish the opponent while others will use cards like "Exodius the Ultimate Forbidden Lord" for start over. You can always add it to any deck if you don’t mind some luck factor for obtain a quick setup, but once "Koa’ki Meiru Doom" hits the field said player will probably have the game. Although "Genex Ally Birdman" being limited considerably damages the build, with several monster effects to gather the needed pieces to start the loop along various monsters which can support us in case the opponent stops "Gallis", the Monster Mash strategy still lives nowadays.
Personal Rating: A-
+ A whole deck entirely of monsters to create an OTK
+ Decent special summon for Extra Deck material
+ Can mill monsters we can use their graveyard effects afterwards
- “Genex Ally Birdman” limited severely weakens the OTK
- Outside Monster Mash depends on luck for be summoned

Gallis the Star Beast

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You can reveal this card in your hand; send the top card of your Deck to the Graveyard, then, if it was a monster, inflict damage to your opponent equal to its Level x 200 and Special Summon this card from your hand, otherwise destroy this card.

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Can Be Found In: Legendary Collection 2 Mega-Pack (LCGX-EN041), Ra Yellow Mega-Pack (RYMP-EN013), Yu-Gi-Oh! GX Tag Force 3 promotional cards (GX06-EN001)

Is no novelty that a single creature and their copies makes the whole strategy of a deck. Not in the sense of “Dark Magician” or “Cyber Dragon” which obtained several support arround them for make a deck, but instead creatures which on their own or with a little push from another card makes an entire victory condition with their effects. Usually these cards gets their build affected by the banlist soon or later, but players will always find replacements for keep their game going.

"Gallis the Star Beast" doesn’t seem much of a threat. A 800 ATK and DEF which asks to mill the top card of our deck. If is a monster "Gallis" will special summon itself along dealing burn damage depending of the milled monster’s level. Otherwise "Gallis" will destroy directly on our hand. It might look some decent creature which might help on some setups and even deal random damage in the progress, but actually created a whole build arround it in which is able to OTK.

If you wanna play “Gallis” outside the deck he created it relies on some luck to do. Cards like “Plaguespreader Zombie”, “Deep Diver”, or “Field-Commander Rahz” can place a monster on the top of or deck ready to be milled by this creature. An even more simple option which requires some gambling is to simply play arround several monsters in our deck, as archetypes such as Lightsworn and Shaddoll carries several graveyard effects as they summon “Gallis” in the process.

This last statement is what made “Gallis the Star Beast” the main monster of an entire OTK setup usually refered as Monster Mash, in which requires two other monsters. The first one is “Genex Ally Birdman”, a monster which special summons itself when returning another monster, and said monster will be “Gallis”. The second is “Koa’ki Meiru Doom”, being able to negate “Birdman” summon. As a result and with a deck exclusively full of monsters, “Doom” allow us to keep returning “Gallis” to the hand without able to bring “Birdman” to the field, therefore milling various high level creatures to completely defeat the opponent in the process. However, keep on mind that it might require some luck to gather all three monsters, specially since “Genex Ally Birdman” being limited due this OTK strategy and being the most fragile tool of the whole plan.

"Gallis the Star Beast" is not popular among the community for being a simple special summon which can mill a monster for future uses and average burn damage. Is known for creating a whole deck full of creatures like "Tragoedia", "D.D. Esper Star Sparrow", or "Metaion, the Timelord" for the sole purpose of filling our graveyard and produce lethal damage. There’s several deck options to go with as all we have to do is to play in a deck full of monsters, as some will exploit revival effects in case "Gallis" fails to finish the opponent while others will use cards like "Exodius the Ultimate Forbidden Lord" for start over. You can always add it to any deck if you don’t mind some luck factor for obtain a quick setup, but once "Koa’ki Meiru Doom" hits the field said player will probably have the game. Although "Genex Ally Birdman" being limited considerably damages the build, with several monster effects to gather the needed pieces to start the loop along various monsters which can support us in case the opponent stops "Gallis", the Monster Mash strategy still lives nowadays.

Personal Rating: A-

+ A whole deck entirely of monsters to create an OTK

+ Decent special summon for Extra Deck material

+ Can mill monsters we can use their graveyard effects afterwards

- “Genex Ally Birdman” limited severely weakens the OTK

- Outside Monster Mash depends on luck for be summoned

Sword Hunter
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At the end of the Battle Phase, if this card destroyed a monster(s) by battle and sent it to the Graveyard this Battle Phase: Equip all those monsters from the Graveyard to this card as an Equip Spell Card(s) with this effect.
● The equipped monster gains 200 ATK.
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Can Be Found In: Dark Beginning 1 (DB1-EN191), Pharaoh’s Servant (PSV-EN077), Legendary Collection 4 Mega-Pack (LCJW-EN025)
One of the charming points of this card game is that regardless the efficiency the monster have, there’s atleast one fan of it thanks to the series. While some monsters like “Harpie Lady” and “Skull Servant” started as weak creatures which nowadays became their very own archetype, some others still get played in casual Duels due the love they obtain from the community. This allows them to have an opportunity to keep shining on the field as long we can work a build arround them, which isn’t hard as more cards are available periodically.
"Sword Hunter" is one of many high level creatures which got forgotten due their not so threatening stats and effect, but due his brief role in the original series (not in the manga) is still remembered by part of the community. "Sword Hunter" is able to equip any monster he defeats in battle, boosting his ATK by 200 for each one. With 2450 of base might not seem a dangerous creature at first, but might pull out various surprises if the opponent isn’t careful.
The actual problem of “Sword Hunter” comes from his high level, requiring a heavy tribute setup in the process. “The Trojan Horse”, “Performapal Discover Hippo”, and swarm strategies like Frog are basic options for normal summon this creature. We can always use cards like “Sould Exchange” and “The Monarchs Storm Forth” for get rid of monsters stronger than “Sword Hunter” in the process. He becomes even easier to arrive on the field by Pendulum Summon, summoning several monsters at once as long we have a monster with scale 8 and up. Finally, we can always take the revival route if possible.
"Sword Hunter" might require a bit of a push for be able to start defeating creatures with ease. Mere cards like "Forbidden Lance" or "Enemy Controller" let us overcome stronger creatures than him, assuring us they are defeated in battle regardless the players’ turn. "Mage Power" can take the opportunity our backrow is getting filled for provide a great ATK boost to "Sword Hunter" or any other creature. Obviously since "Sword Hunter" focuses in battle we should have cards ready to counter opponent actions before and during the Battle Phase, going from "Safe Zone" giving various protection in exchange of able to direct attack to counter cards like "Wiretap" and "Solemn Warning".
Since “Sword Hunter” will try to constantly equip opponent monsters, we can take the opportunity to play arround it not only for use certain effects but also clear up the backrow for play spells and traps. “Release Restraint Wave” can take one of the equipped monsters for wipe most most of the opponent’s backrow in the process, while “Evocator Chevalier” can deal with any sort of card as soon we pay his effect with a equipment. “Anteatereatingant” can be summoned by sending two equipped monsters so it can destroy opponent spells and traps. Finally and if we’re in a tough situation and/or “Sword Hunter” is about to leave the field, “Emergency Provisions” can use all his equipment to give us a big healing effect.
Although seems “Sword Hunter” is just a monster which slowly gets stronger, there’s actually something else the opponent must be very careful about him. In a time where players focuses on using and reusing monsters in the graveyard, “Sword Hunter” can become a keeper of key monsters of their strategy. Although he doesn’t prevent them from activating graveyard effects, once the Battle Phase ends he will take away those important cards away from revival tools and costs arround them. This can go from monsters like “Mezuki” or “Blackwing - Vayu the Emblem of Honor” among other monsters used to bait attacks for use their effects from the graveyard, to simply taking possible targets for cards like “Soul Charge” or “Masked Chameleon”.
Sincerely “Sword Hunter” is a very slow creature due his high level, below average ATK, and small boosts. But with a bit of thinking he can actually become more dangerous than he looks. After each Battle Phase he will obtain an opponent’s monster which we can work arround Equip effects or simply take away from possible graveyard strategies. Although easily overshadowed by “Truckroid” which only requires assistance on the first attack and even having support from an archetype, “Sword Hunter” is simply another way we can play arround stealing and equipping opponent monsters.
Personal Rating: C-
+ Equipping monsters takes them away from graveyard strategies
+ Various effects to work arround his equipment
- Requires setup for both summoning and assured attacks
- Not much of a boost
- "Truckroid" requires less effort for practically better results

Sword Hunter

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At the end of the Battle Phase, if this card destroyed a monster(s) by battle and sent it to the Graveyard this Battle Phase: Equip all those monsters from the Graveyard to this card as an Equip Spell Card(s) with this effect.

● The equipped monster gains 200 ATK.

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Can Be Found In: Dark Beginning 1 (DB1-EN191), Pharaoh’s Servant (PSV-EN077), Legendary Collection 4 Mega-Pack (LCJW-EN025)

One of the charming points of this card game is that regardless the efficiency the monster have, there’s atleast one fan of it thanks to the series. While some monsters like “Harpie Lady” and “Skull Servant” started as weak creatures which nowadays became their very own archetype, some others still get played in casual Duels due the love they obtain from the community. This allows them to have an opportunity to keep shining on the field as long we can work a build arround them, which isn’t hard as more cards are available periodically.

"Sword Hunter" is one of many high level creatures which got forgotten due their not so threatening stats and effect, but due his brief role in the original series (not in the manga) is still remembered by part of the community. "Sword Hunter" is able to equip any monster he defeats in battle, boosting his ATK by 200 for each one. With 2450 of base might not seem a dangerous creature at first, but might pull out various surprises if the opponent isn’t careful.

The actual problem of “Sword Hunter” comes from his high level, requiring a heavy tribute setup in the process. “The Trojan Horse”, “Performapal Discover Hippo”, and swarm strategies like Frog are basic options for normal summon this creature. We can always use cards like “Sould Exchange” and “The Monarchs Storm Forth” for get rid of monsters stronger than “Sword Hunter” in the process. He becomes even easier to arrive on the field by Pendulum Summon, summoning several monsters at once as long we have a monster with scale 8 and up. Finally, we can always take the revival route if possible.

"Sword Hunter" might require a bit of a push for be able to start defeating creatures with ease. Mere cards like "Forbidden Lance" or "Enemy Controller" let us overcome stronger creatures than him, assuring us they are defeated in battle regardless the players’ turn. "Mage Power" can take the opportunity our backrow is getting filled for provide a great ATK boost to "Sword Hunter" or any other creature. Obviously since "Sword Hunter" focuses in battle we should have cards ready to counter opponent actions before and during the Battle Phase, going from "Safe Zone" giving various protection in exchange of able to direct attack to counter cards like "Wiretap" and "Solemn Warning".

Since “Sword Hunter” will try to constantly equip opponent monsters, we can take the opportunity to play arround it not only for use certain effects but also clear up the backrow for play spells and traps. “Release Restraint Wave” can take one of the equipped monsters for wipe most most of the opponent’s backrow in the process, while “Evocator Chevalier” can deal with any sort of card as soon we pay his effect with a equipment. “Anteatereatingant” can be summoned by sending two equipped monsters so it can destroy opponent spells and traps. Finally and if we’re in a tough situation and/or “Sword Hunter” is about to leave the field, “Emergency Provisions” can use all his equipment to give us a big healing effect.

Although seems “Sword Hunter” is just a monster which slowly gets stronger, there’s actually something else the opponent must be very careful about him. In a time where players focuses on using and reusing monsters in the graveyard, “Sword Hunter” can become a keeper of key monsters of their strategy. Although he doesn’t prevent them from activating graveyard effects, once the Battle Phase ends he will take away those important cards away from revival tools and costs arround them. This can go from monsters like “Mezuki” or “Blackwing - Vayu the Emblem of Honor” among other monsters used to bait attacks for use their effects from the graveyard, to simply taking possible targets for cards like “Soul Charge” or “Masked Chameleon”.

Sincerely “Sword Hunter” is a very slow creature due his high level, below average ATK, and small boosts. But with a bit of thinking he can actually become more dangerous than he looks. After each Battle Phase he will obtain an opponent’s monster which we can work arround Equip effects or simply take away from possible graveyard strategies. Although easily overshadowed by “Truckroid” which only requires assistance on the first attack and even having support from an archetype, “Sword Hunter” is simply another way we can play arround stealing and equipping opponent monsters.

Personal Rating: C-

+ Equipping monsters takes them away from graveyard strategies

+ Various effects to work arround his equipment

- Requires setup for both summoning and assured attacks

- Not much of a boost

- "Truckroid" requires less effort for practically better results

El Shaddoll Nephilim
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1 “Shaddoll” monster + 1 LIGHT monster
Must first be Fusion Summoned. If this card is Special Summoned: You can send 1 “Shaddoll” card from your Deck to the Graveyard. At the start of the Damage Step, if this card battles a Special Summoned monster: Destroy that monster. If this card is sent to the Graveyard: You can target 1 “Shaddoll” Spell/Trap Card in your Graveyard; add it to your hand.
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Can Be Found In: Duelist Alliance (DUEA-JP049)
One of the many reasons why Shaddoll is treated a very powerful archetype is because their high sinergy to mix with other builds. Due their members carrying graveyard effects, Fusion monsters requiring certain attributes, and “Shaddoll Fusion” able to use materials from the main deck allows Shaddoll to keep their own game as they support the rest of monsters in it.
"El Shaddoll Nephilim" is basically the main attacker of the archetype. Requiring a member and a LIGHT monster, "Nephilim" will allow us to discard a Shaddoll card from the deck when summoned (Not only by Fusion). After that, this El Shaddoll will inmediately destroy any special summoned creature who enters battle with. Along the shared effect with the other Fusions of retrieving a Shaddoll spell or trap when sent to the graveyard, "El Shaddoll Nephilim" might not have the full control of other El Shaddolls but will be able to deal with those foes who goes through our strategies.
Each El Shaddoll requires a certain attribute along a Shaddoll for be summoned from the Extra Deck, and “Nephilim” is in charge of LIGHT. That means that either we use cards like “Super Polymerization” for steal opponent monsters for the summon, or we simply mix Shaddoll cards with other LIGHT monsters. Archetypes like Lightsworn, Agent, or Lightray can get shortcuts from “Shaddoll Fusion” if the opponent already controls a special summoned monster, as will allow us to not only dump a Shaddoll (Along the one sent by “Nephilim”), but also able to obtain the effect of “Wulf, Lightsworn Beast” or simply setup the conditions for “Archlord Krystia” among other examples. Otherwise, “Shaddoll Roots” can take the attribute of LIGHT as turns into a monster, while “El Shaddoll Fusion” is able to fusion summon traditionally during the opponent’s turn or even Battle Phase.
When “Nephilim” is summoned, no matter by fusion summon or revived on later turns, we’ll be able to discard any Shaddoll of our choice from the deck, which combined with the one used for the fusion summon will allow us to have two effects in a chain as a result. “Shaddoll Dragon” will be her best ally as will clear the path from nasty backrow once we enter into battle, “Shaddoll Hedgehog” can search for other members to be added to the hand, and “Shaddoll Falcon” is able to summon itself ready to use its flip effect when needed. Keep on mind that “Nephilim” is also able to sent spells and traps from the archetype, therefore we can send cards like “Shaddoll Fusion” for later on be retrieved when an El Shaddoll or “Shaddoll Roots” goes to the graveyard or by the flip effect of “Shaddoll Hound”.
In a time where decks’ top priority is special summons, “Nephilim” becomes a very terrifying creature once entering the battle phase. However that doesn’t mean that this El Shaddoll is invincible, as the opponent is smart enough for rely on card effects or monsters like “Wind-Up Zenmaines” or “Stardust Dragon” for protect their creatures, while some few decks still focuses on normal summons such as Monarchs or Qliphoth. While some other fusions like “El Shaddoll Midrash” and “El Shaddoll Egrystal” can easily limit the oppponent’s options, until then is preferable to rely in our backrow for assist “Nephilim”. In the case we mixed LIGHT monsters, is highly recommended to depend on “Honest” for those few situations an enemy monster is able to overcome this Fusion’s stats and effects. And always remember that if we can’t help it and “Nephilim” is defeated, once hits the graveyard we can recover “Shaddoll Fusion” and other tools for bring out a new copy or El Shaddoll.
"El Shaddoll Nephilim" might not be globaly manipulative like the rest of fusions the archetype offers, but she compensates with a variety of advantages. As LIGHT focused she can assist various archetypes to fuel the graveyard just with her arrival, not only we’ll obtain a Shaddoll effect when we fusion summon but also dump an additional member in the process, and obviously the card game being dominated by special summon strategies makes her undefeatable once the Battle Phase starts. There’s some openings the opponent can go arround her, but with the rest of archetype tools along her ability to retrieve "Shaddoll Fusion" and other tools is far less of a threat than the rest of the El Shaddoll monsters.
Personal Rating: A
+ Completely dominates the Battle Phase as long special summons are frequent
+ Sinergy with various LIGHT creatures and effects
+ Able to obtain up to two Shaddoll graveyard effects with her summoning
- Practically an ordinary monster outside Battle Phase

El Shaddoll Nephilim

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1 “Shaddoll” monster + 1 LIGHT monster

Must first be Fusion Summoned. If this card is Special Summoned: You can send 1 “Shaddoll” card from your Deck to the Graveyard. At the start of the Damage Step, if this card battles a Special Summoned monster: Destroy that monster. If this card is sent to the Graveyard: You can target 1 “Shaddoll” Spell/Trap Card in your Graveyard; add it to your hand.

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Can Be Found In: Duelist Alliance (DUEA-JP049)

One of the many reasons why Shaddoll is treated a very powerful archetype is because their high sinergy to mix with other builds. Due their members carrying graveyard effects, Fusion monsters requiring certain attributes, and “Shaddoll Fusion” able to use materials from the main deck allows Shaddoll to keep their own game as they support the rest of monsters in it.

"El Shaddoll Nephilim" is basically the main attacker of the archetype. Requiring a member and a LIGHT monster, "Nephilim" will allow us to discard a Shaddoll card from the deck when summoned (Not only by Fusion). After that, this El Shaddoll will inmediately destroy any special summoned creature who enters battle with. Along the shared effect with the other Fusions of retrieving a Shaddoll spell or trap when sent to the graveyard, "El Shaddoll Nephilim" might not have the full control of other El Shaddolls but will be able to deal with those foes who goes through our strategies.

Each El Shaddoll requires a certain attribute along a Shaddoll for be summoned from the Extra Deck, and “Nephilim” is in charge of LIGHT. That means that either we use cards like “Super Polymerization” for steal opponent monsters for the summon, or we simply mix Shaddoll cards with other LIGHT monsters. Archetypes like Lightsworn, Agent, or Lightray can get shortcuts from “Shaddoll Fusion” if the opponent already controls a special summoned monster, as will allow us to not only dump a Shaddoll (Along the one sent by “Nephilim”), but also able to obtain the effect of “Wulf, Lightsworn Beast” or simply setup the conditions for “Archlord Krystia” among other examples. Otherwise, “Shaddoll Roots” can take the attribute of LIGHT as turns into a monster, while “El Shaddoll Fusion” is able to fusion summon traditionally during the opponent’s turn or even Battle Phase.

When “Nephilim” is summoned, no matter by fusion summon or revived on later turns, we’ll be able to discard any Shaddoll of our choice from the deck, which combined with the one used for the fusion summon will allow us to have two effects in a chain as a result. “Shaddoll Dragon” will be her best ally as will clear the path from nasty backrow once we enter into battle, “Shaddoll Hedgehog” can search for other members to be added to the hand, and “Shaddoll Falcon” is able to summon itself ready to use its flip effect when needed. Keep on mind that “Nephilim” is also able to sent spells and traps from the archetype, therefore we can send cards like “Shaddoll Fusion” for later on be retrieved when an El Shaddoll or “Shaddoll Roots” goes to the graveyard or by the flip effect of “Shaddoll Hound”.

In a time where decks’ top priority is special summons, “Nephilim” becomes a very terrifying creature once entering the battle phase. However that doesn’t mean that this El Shaddoll is invincible, as the opponent is smart enough for rely on card effects or monsters like “Wind-Up Zenmaines” or “Stardust Dragon” for protect their creatures, while some few decks still focuses on normal summons such as Monarchs or Qliphoth. While some other fusions like “El Shaddoll Midrash” and “El Shaddoll Egrystal” can easily limit the oppponent’s options, until then is preferable to rely in our backrow for assist “Nephilim”. In the case we mixed LIGHT monsters, is highly recommended to depend on “Honest” for those few situations an enemy monster is able to overcome this Fusion’s stats and effects. And always remember that if we can’t help it and “Nephilim” is defeated, once hits the graveyard we can recover “Shaddoll Fusion” and other tools for bring out a new copy or El Shaddoll.

"El Shaddoll Nephilim" might not be globaly manipulative like the rest of fusions the archetype offers, but she compensates with a variety of advantages. As LIGHT focused she can assist various archetypes to fuel the graveyard just with her arrival, not only we’ll obtain a Shaddoll effect when we fusion summon but also dump an additional member in the process, and obviously the card game being dominated by special summon strategies makes her undefeatable once the Battle Phase starts. There’s some openings the opponent can go arround her, but with the rest of archetype tools along her ability to retrieve "Shaddoll Fusion" and other tools is far less of a threat than the rest of the El Shaddoll monsters.

Personal Rating: A

+ Completely dominates the Battle Phase as long special summons are frequent

+ Sinergy with various LIGHT creatures and effects

+ Able to obtain up to two Shaddoll graveyard effects with her summoning

- Practically an ordinary monster outside Battle Phase

D.D. Esper Star Sparrow
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There can only be 1 “D.D. Esper Star Sparrow” on the field. Your opponent cannot target other monsters you control with effects or for attacks. When an opponent’s monster declares a direct attack while this card is in your Graveyard: You can Special Summon this card from your Graveyard in face-up Defense Position. If Summoned this way, banish it when it leaves the field.
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Can Be Found In: Hidden Arsenal 7: Knight of Stars (HA07-EN031), Duel Terminal 7 (DT07-EN051), Battle Pack 2: War of the Giants - Round 2 (BPW2-EN056)
There’s various groups of monsters which although they don’t reach an archetype status like others appearing in the series, they still are able to pull out a build arround them. Some themes like Inca, Trains, or Gadgets aren’t as big compared to the several actual archetypes in the game, but combined with other cards they can work perfectly with their few tools and even able to mix with certain builds. Otherwise, future releases might make them an actual archetype or simple power up their options enough for make them more effective.
"D.D. Esper Star Sparrow" is the main card of a whole build of their own where setups high level creatures with his few comrades. "Sparrow" on his own is already a powerful creature, not only due his high ATK but also the ability to revive himself from the graveyard in defense position when the opponent direct attacks. Not only that, but "Sparrow" also has the ability to redirect all attacks against him, protecting not only the members of his themed build but also any other weak creatures on the field. So overall, "Sparrow" can be a big annoyance as we keep setting up our game regardless if is arround him or any other strategy we can put him in.
Aside of by his own revival effect, “Sparrow” might be limited in options for be summoned. Unless we prefer to dump him to the graveyard by cards like Lightsworns or discarded for an effect like “Phoenix Wing Wind Blast”, we can always take the tribute approach with Nimble and Frog setups, the assistance of monsters like “Jester Confit” and “Performapal Discover Hippo”, or simply use opponent monsters thanks to “Soul Exchange” and “The Monarchs Storm Forth”. However on his own theme his options increases considerably, as he obtains the assistance of “Beast-Warrior Puma” for search and add “Sparrow” to the hand. This will allow us to prepare our hand to summon “D.D. Jet Iron”, a heavy summon which can tribute itself for summon all members of the “Sparrow” group at once.
The just mentioned “D.D. Jet Iron” and “Beast-Warrior Puma” are two of the members focused arround “D.D. Esper Star Sparrow” strategy. Although “D.D. Jet Iron” seems a very heavy nomi monster to summon, the fact it can self-tribute to summon all the required monsters can get us a big advantage as a result. You can completely skip the whole setup to summon “Jet Iron” and use its effect with “Phantom of Chaos”, replacing the original by taking its effect from the graveyard. This will also bring out “Ironhammed the Giant”,  a wall monster which will allow “Sparrow” and other monsters of ours be able to direct attack. But the build is not just arround preparing both hand and field for “D.D. Jet Iron”, but also setup big Xyz summons thanks to “Sparrow” high level and revival effect, letting us to play “Galaxy Queen’s Light” and obtain Rank 10 creatures such as “Number C9: Chaos Dyson Sphere”, “Number 99: Hope Dragun”, or the boss monster of this group “Superdimensional Robot Galaxy Destroyer”.
Inside and outside the theme, “Sparrow” has more benefits to provide beyond a key monster for “Galaxy Queen’s Light”. His revival effect is very useful, but being banished once he leaves the field and the fact is summoned in defense makes him an easy monster to defeat due his DEF. This is completely solved with “Imperial Iron Wall” on the backrow, as will allow “Sparrow” to constantly return to the field as the trap card nullifies the banishing flaw. Remember that if “Sparrow” is used as Xyz material, once dettached will also avoid being banished and return to the graveyard. So in resume, if the build isn’t bringing big creatures over and over, “Sparrow” will keep harassing the opponent’s direct attacks. If you play with many other Level 10 creatures, “Mound of the Bound Creator” will make “Sparrow” even harder to deal with as provides protection against various effects along able to deal extra damage. Finally and if it can’t be helped and “Sparrow” ends banished, “D.D.R. - Different Dimension Reincarnation” will bring him back again to the battlefield and even reset his graveyard effect once he leaves.
"D.D. Esper Star Sparrow" has an interesting effect to rely in any build which can dump him quick to the graveyard, and even a whole theme arround him. However has pretty visible problems which will only reduce him as just a monster to stop a single attack. Unless with "Imperial Iron Wall" active, "Sparrow" revival effect isn’t as threatening as might look due will banish himself once stops an attack with his pity DEF. This becomes a serious problem due his high stats limits him to be brought fast to the field either this way or "D.D. Jet Iron" while the rest of members of his build can easily be summoned by many other options like Pendulum Summon while "Sparrow" will either be banished for stop an attack or rely on other tools for stay on the field long enough to flawlessly play arround his theme. Still, "D.D. Esper Star Sparrow" can easily be used along the likes of "Necro Gardna" and "Bacon Saver" for stop a dangerous attack in an emergency regardless his negative effects, as otherwise will be either harassing the opponent with "Imperial Iron Wall" or summon big Xyz monsters and even "D.D. Jet Iron".
Personal Rating: B+
+ Self-revival effect makes him reliable in a tough situation
+ Can stop several opponent direct attacks combined with “Imperial Iron Wall”
+ Can assist on Xyz summoning Rank 10 monsters
- Being summoned in defense position will rarely stop the opponent from attacking
- That and being banished after revival makes him even more limited than was planned for

D.D. Esper Star Sparrow

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There can only be 1 “D.D. Esper Star Sparrow” on the field. Your opponent cannot target other monsters you control with effects or for attacks. When an opponent’s monster declares a direct attack while this card is in your Graveyard: You can Special Summon this card from your Graveyard in face-up Defense Position. If Summoned this way, banish it when it leaves the field.

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Can Be Found In: Hidden Arsenal 7: Knight of Stars (HA07-EN031), Duel Terminal 7 (DT07-EN051), Battle Pack 2: War of the Giants - Round 2 (BPW2-EN056)

There’s various groups of monsters which although they don’t reach an archetype status like others appearing in the series, they still are able to pull out a build arround them. Some themes like Inca, Trains, or Gadgets aren’t as big compared to the several actual archetypes in the game, but combined with other cards they can work perfectly with their few tools and even able to mix with certain builds. Otherwise, future releases might make them an actual archetype or simple power up their options enough for make them more effective.

"D.D. Esper Star Sparrow" is the main card of a whole build of their own where setups high level creatures with his few comrades. "Sparrow" on his own is already a powerful creature, not only due his high ATK but also the ability to revive himself from the graveyard in defense position when the opponent direct attacks. Not only that, but "Sparrow" also has the ability to redirect all attacks against him, protecting not only the members of his themed build but also any other weak creatures on the field. So overall, "Sparrow" can be a big annoyance as we keep setting up our game regardless if is arround him or any other strategy we can put him in.

Aside of by his own revival effect, “Sparrow” might be limited in options for be summoned. Unless we prefer to dump him to the graveyard by cards like Lightsworns or discarded for an effect like “Phoenix Wing Wind Blast”, we can always take the tribute approach with Nimble and Frog setups, the assistance of monsters like “Jester Confit” and “Performapal Discover Hippo”, or simply use opponent monsters thanks to “Soul Exchange” and “The Monarchs Storm Forth”. However on his own theme his options increases considerably, as he obtains the assistance of “Beast-Warrior Puma” for search and add “Sparrow” to the hand. This will allow us to prepare our hand to summon “D.D. Jet Iron”, a heavy summon which can tribute itself for summon all members of the “Sparrow” group at once.

The just mentioned “D.D. Jet Iron” and “Beast-Warrior Puma” are two of the members focused arround “D.D. Esper Star Sparrow” strategy. Although “D.D. Jet Iron” seems a very heavy nomi monster to summon, the fact it can self-tribute to summon all the required monsters can get us a big advantage as a result. You can completely skip the whole setup to summon “Jet Iron” and use its effect with “Phantom of Chaos”, replacing the original by taking its effect from the graveyard. This will also bring out “Ironhammed the Giant”,  a wall monster which will allow “Sparrow” and other monsters of ours be able to direct attack. But the build is not just arround preparing both hand and field for “D.D. Jet Iron”, but also setup big Xyz summons thanks to “Sparrow” high level and revival effect, letting us to play “Galaxy Queen’s Light” and obtain Rank 10 creatures such as “Number C9: Chaos Dyson Sphere”, “Number 99: Hope Dragun”, or the boss monster of this group “Superdimensional Robot Galaxy Destroyer”.

Inside and outside the theme, “Sparrow” has more benefits to provide beyond a key monster for “Galaxy Queen’s Light”. His revival effect is very useful, but being banished once he leaves the field and the fact is summoned in defense makes him an easy monster to defeat due his DEF. This is completely solved with “Imperial Iron Wall” on the backrow, as will allow “Sparrow” to constantly return to the field as the trap card nullifies the banishing flaw. Remember that if “Sparrow” is used as Xyz material, once dettached will also avoid being banished and return to the graveyard. So in resume, if the build isn’t bringing big creatures over and over, “Sparrow” will keep harassing the opponent’s direct attacks. If you play with many other Level 10 creatures, “Mound of the Bound Creator” will make “Sparrow” even harder to deal with as provides protection against various effects along able to deal extra damage. Finally and if it can’t be helped and “Sparrow” ends banished, “D.D.R. - Different Dimension Reincarnation” will bring him back again to the battlefield and even reset his graveyard effect once he leaves.

"D.D. Esper Star Sparrow" has an interesting effect to rely in any build which can dump him quick to the graveyard, and even a whole theme arround him. However has pretty visible problems which will only reduce him as just a monster to stop a single attack. Unless with "Imperial Iron Wall" active, "Sparrow" revival effect isn’t as threatening as might look due will banish himself once stops an attack with his pity DEF. This becomes a serious problem due his high stats limits him to be brought fast to the field either this way or "D.D. Jet Iron" while the rest of members of his build can easily be summoned by many other options like Pendulum Summon while "Sparrow" will either be banished for stop an attack or rely on other tools for stay on the field long enough to flawlessly play arround his theme. Still, "D.D. Esper Star Sparrow" can easily be used along the likes of "Necro Gardna" and "Bacon Saver" for stop a dangerous attack in an emergency regardless his negative effects, as otherwise will be either harassing the opponent with "Imperial Iron Wall" or summon big Xyz monsters and even "D.D. Jet Iron".

Personal Rating: B+

+ Self-revival effect makes him reliable in a tough situation

+ Can stop several opponent direct attacks combined with “Imperial Iron Wall”

+ Can assist on Xyz summoning Rank 10 monsters

- Being summoned in defense position will rarely stop the opponent from attacking

- That and being banished after revival makes him even more limited than was planned for

Question
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When activating this card, your opponent cannot check cards in the Graveyard. Your opponent calls the name of the first monster found at the bottom of your Graveyard. If he/she calls it right, the monster is removed from play. If he/she calls it wrong, the monster is Special Summoned to your side of the field.
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Can Be Found In: Dark Revelation Volume 1 (DR1-EN053), Pharaonic Guardian (PGD-104)
Revival effects became far too frequent in decks. When back in the day was a shortcut to summon our best creatures, nowadays they are also used for exploit and create setups for bring monsters from the Extra Deck or gather tributes. From simple spells to monsters with effects right when are summoned, is hard to find one deck which doesn’t rely on such options for strength their field.
"Question" is a very unique card as relies on mind games and timing for be played effectively. When active, the opponent must guess which monster rests on at the end of our graveyard (Usually the first one who went there). If they guess it right such monster is banished, but if they get it wrong the monster is brough back to our field. "Question" is a very hard to play card overall since requires the right moment to be used correctly and reduce the odds our opponents guesses the monster, therefore it will require some strategy arround it for get the best from it.
There’s various methods to mess up the memory power of our opponents and even obtain the monster we want at the precisse moment. Milling strategies such as Lightsworn or arround “Kuribandit” and “Magical Merchant” continuously dumps cards in the graveyard, making it harder for the opponent memorize the first monster who landed to the grave. Cards which interferes the graveyard quite often rearranges the graveyard so the last monster isn’t the first to end there, going from other revival cards like “Soul Charge” or “Masked Chameleon” or for use as costs like “Miracle Fusion” or summons such as “Dark Armed Dragon” or the Dragon Rulers. Keep on mind that the mere surprise factor of using “Question” is also a big factor on using the card, as unless the opponent expects it or tries to predict our moves the chances they can’t remember which monster is a the bottom of the graveyard increases. Finally, it will be even harder for the opponent guess which monster is if they have complicated names such as “Interplanetarypurplythorny Dragon”, too long for fully memorize like the vast majority of the Karakuri archetype or “Superdreadnought Rail Cannon Gustav Max”, to even monsters which rarely have been played by the community and therefore harder to remember them like “Peacock” or “Oni Tank T-34” among several others.
While rearranging the graveyard and even play arround pretty particular monsters is an easy task, the problem comes if the opponent guesses the monster. In most cases banishing the affected creature will make “Question” a wasted move and in some cases disrupt our game, but we can easily have some tools arround it. If we play along other banishing effects for manipulate our graveyard and make “Question” harder to guess, cards like “D.D.R. - Different Dimension Reincarnation” and “Escape from the Dark Dimension” can work as alternative routes for bring the monster to the field. Some others might prefer to be banished by “Question” as they carry effects, going from “D.D. Scout Plane” summoning itself when our turn ends to “Necroface”heavily milling both decks.
"Question" main factor to be played is its unpredictability as being a card rarely seen in Duels aside of some casual games, getting the opponent unguarded once is used. As we play normally while moving arround the graveyard with other effects arround it, "Question" becames harder to guess correctly as more monsters we dump and whichever strategy we play to make it even more difficult to find the answer. Although "Question" is a very funny card to play arround, the fact the number of revival cards in the game increases at a big rate made it obsolete in terms of efficiency compared to the first years. However, this fact makes "Question" even harder to see coming and thus more rare that the opponent will remember the monster at the bottom of our graveyard.
Personal Rating: B-
+ Most players don’t expect it and therefore gives its effect a huge advantage
+ Nowadays tools can keep rearranging and manipulate our graveyard
+ Various monster options and names for make them even harder to guess
- Absolutely overshadowed by other revival effects which doesn’t depend on luck
- Only effective on late game and/or heavily focused on dumping monsters
- Might require a lot of trickery and mind games depending of the opponent

Question

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When activating this card, your opponent cannot check cards in the Graveyard. Your opponent calls the name of the first monster found at the bottom of your Graveyard. If he/she calls it right, the monster is removed from play. If he/she calls it wrong, the monster is Special Summoned to your side of the field.

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Can Be Found In: Dark Revelation Volume 1 (DR1-EN053), Pharaonic Guardian (PGD-104)

Revival effects became far too frequent in decks. When back in the day was a shortcut to summon our best creatures, nowadays they are also used for exploit and create setups for bring monsters from the Extra Deck or gather tributes. From simple spells to monsters with effects right when are summoned, is hard to find one deck which doesn’t rely on such options for strength their field.

"Question" is a very unique card as relies on mind games and timing for be played effectively. When active, the opponent must guess which monster rests on at the end of our graveyard (Usually the first one who went there). If they guess it right such monster is banished, but if they get it wrong the monster is brough back to our field. "Question" is a very hard to play card overall since requires the right moment to be used correctly and reduce the odds our opponents guesses the monster, therefore it will require some strategy arround it for get the best from it.

There’s various methods to mess up the memory power of our opponents and even obtain the monster we want at the precisse moment. Milling strategies such as Lightsworn or arround “Kuribandit” and “Magical Merchant” continuously dumps cards in the graveyard, making it harder for the opponent memorize the first monster who landed to the grave. Cards which interferes the graveyard quite often rearranges the graveyard so the last monster isn’t the first to end there, going from other revival cards like “Soul Charge” or “Masked Chameleon” or for use as costs like “Miracle Fusion” or summons such as “Dark Armed Dragon” or the Dragon Rulers. Keep on mind that the mere surprise factor of using “Question” is also a big factor on using the card, as unless the opponent expects it or tries to predict our moves the chances they can’t remember which monster is a the bottom of the graveyard increases. Finally, it will be even harder for the opponent guess which monster is if they have complicated names such as “Interplanetarypurplythorny Dragon”, too long for fully memorize like the vast majority of the Karakuri archetype or “Superdreadnought Rail Cannon Gustav Max”, to even monsters which rarely have been played by the community and therefore harder to remember them like “Peacock” or “Oni Tank T-34” among several others.

While rearranging the graveyard and even play arround pretty particular monsters is an easy task, the problem comes if the opponent guesses the monster. In most cases banishing the affected creature will make “Question” a wasted move and in some cases disrupt our game, but we can easily have some tools arround it. If we play along other banishing effects for manipulate our graveyard and make “Question” harder to guess, cards like “D.D.R. - Different Dimension Reincarnation” and “Escape from the Dark Dimension” can work as alternative routes for bring the monster to the field. Some others might prefer to be banished by “Question” as they carry effects, going from “D.D. Scout Plane” summoning itself when our turn ends to “Necroface”heavily milling both decks.

"Question" main factor to be played is its unpredictability as being a card rarely seen in Duels aside of some casual games, getting the opponent unguarded once is used. As we play normally while moving arround the graveyard with other effects arround it, "Question" becames harder to guess correctly as more monsters we dump and whichever strategy we play to make it even more difficult to find the answer. Although "Question" is a very funny card to play arround, the fact the number of revival cards in the game increases at a big rate made it obsolete in terms of efficiency compared to the first years. However, this fact makes "Question" even harder to see coming and thus more rare that the opponent will remember the monster at the bottom of our graveyard.

Personal Rating: B-

+ Most players don’t expect it and therefore gives its effect a huge advantage

+ Nowadays tools can keep rearranging and manipulate our graveyard

+ Various monster options and names for make them even harder to guess

- Absolutely overshadowed by other revival effects which doesn’t depend on luck

- Only effective on late game and/or heavily focused on dumping monsters

- Might require a lot of trickery and mind games depending of the opponent

Worm Yagan
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If the only monster you control is “Worm Xex”, you can Special Summon this card from your Graveyard in face-down Defense Position. If you do, remove it from play when it is removed from the field. When this card is flipped face-up, select 1 face-up monster your opponent controls, and return it to it’s owner’s hand.
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Can Be Found In: Hidden Arsenal 3 (HA03-EN055), Duel Terminal 3 (DT03-EN083)
Worm is an interesting archetype which although slow it can still hit hard during a Duel. They rely on flip effects and setups for control and prepare the field during the progess of the game. Combined with several Reptile tools and “W Nebula Meteorite” able to bring their key monsters directly from the Deck, Worm got a brief spotlight on competitive play and nowadays remains as an archetype which can outmatch faster builds with ease.
"Worm Yagan" quickly became a staple on various builds inside and outside the archetype in combination with "Worm Xex". If "Xex" is alone on our field, "Yagan" can set itself to the field from the graveyard in exchange of being banished once it leaves the field.Not only we’ll obtain a 1800 DEF each time we pull out "Xex", but also a effect which when this Worm is flipped will bounce an opponent monster. Due "Xex" effect to discard a Worm from the deck, is clearly obvious how these two became highly recommended in both Worm and Reptile builds.
There’s no many options to use on “Yagan” as in the vast majority of conditions it will be brought by “Worm Xex”. When “Xex” is summoned it can discard a Worm from the deck, therefore this creature will probably start a Duel by dumping “Yagan” and inmediately revive itself. This also means that searching effects like “Worm Cartaros” and “King of the Feral Imps” will go towards “Xex” for be normal summoned once we have the chance. Same goes for revival effects like “Viper’s Rebirth”, targetting “Xex” so we can follow with a self-brought “Yagan”. If “Xex” is unable to use its effect, cards like “Snake Rain” can dump several reptiles at once from the deck. Finally and if “Yagan” is in our hand, “Worm Call” gives us an extra summon when our field is empty so we can set “Yagan” along summoning another creature.
The whole strategy arround “Worm Yagan” is simply the setup it pulls out together with “Xex”. As mentioned, “Xex” will dump “Yagan” from the deck for inmediately summon itself, giving us a great start with two monsters at cost of a normal summon. If “Yagan” doesn’t leave the field after is flipped face-up, we can then use both for Xyz summon Rank 4 creatures for the right situations. Doing so not only we obtain a solid Xyz setup, but also detaching “Yagan” will avoid being banished for the next time we have a lonely “Xex” on the field. If you can’t wait for the opponent attack “Yagan” or be flip summoned next turn a simple “W Nebula Meteorite” will flip the Worm for bounce a target before is too late but also bring to the field creatures such as “Worm King” in the process, unlock “Xex” protection against battles, and get us a card on the hand in the process. In case “Yagan” can’t help it and is going to be banished, “Offering to the Snake Deity” can use it as cost for disrupt the field along its bounce effect if possible.
"Worm Yagan" works together with "Worm Xex" for start Duels with a strong field advantage for zero effort. "Yagan" is a defensive creature which will return any threat to the hand when flipped, while "Xex" setups this field but also obtains invulnerability to attacks. "Xex" and "Yagan" is a inseparable duo for any deck start the game with, as combined with backrow containing cards like "W Nebula Meteorite" and "Offering of the Snake Deity" allows us to start a Duel with a powerful field setup. The only problem it can have is that such setup might only be reliable on early turns since "Xex" must be alone as well "Yagan" flip effect becomes slower as the Duel progresses. But doesn’t deny the powerful field we can obtain right on the first turn just by normal summoning "Worm Xex".
Personal Rating: A
+ Literally works together with “Worm Xex” and “W Nebula Meteorite” for setup the field
+ Xyz summoning ignores its banishing effect
- Setups with “Xex” might only be effective on early turns
- Is preferable to remain on the deck until is sent to the graveyard

Worm Yagan

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If the only monster you control is “Worm Xex”, you can Special Summon this card from your Graveyard in face-down Defense Position. If you do, remove it from play when it is removed from the field. When this card is flipped face-up, select 1 face-up monster your opponent controls, and return it to it’s owner’s hand.

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Can Be Found In: Hidden Arsenal 3 (HA03-EN055), Duel Terminal 3 (DT03-EN083)

Worm is an interesting archetype which although slow it can still hit hard during a Duel. They rely on flip effects and setups for control and prepare the field during the progess of the game. Combined with several Reptile tools and “W Nebula Meteorite” able to bring their key monsters directly from the Deck, Worm got a brief spotlight on competitive play and nowadays remains as an archetype which can outmatch faster builds with ease.

"Worm Yagan" quickly became a staple on various builds inside and outside the archetype in combination with "Worm Xex". If "Xex" is alone on our field, "Yagan" can set itself to the field from the graveyard in exchange of being banished once it leaves the field.Not only we’ll obtain a 1800 DEF each time we pull out "Xex", but also a effect which when this Worm is flipped will bounce an opponent monster. Due "Xex" effect to discard a Worm from the deck, is clearly obvious how these two became highly recommended in both Worm and Reptile builds.

There’s no many options to use on “Yagan” as in the vast majority of conditions it will be brought by “Worm Xex”. When “Xex” is summoned it can discard a Worm from the deck, therefore this creature will probably start a Duel by dumping “Yagan” and inmediately revive itself. This also means that searching effects like “Worm Cartaros” and “King of the Feral Imps” will go towards “Xex” for be normal summoned once we have the chance. Same goes for revival effects like “Viper’s Rebirth”, targetting “Xex” so we can follow with a self-brought “Yagan”. If “Xex” is unable to use its effect, cards like “Snake Rain” can dump several reptiles at once from the deck. Finally and if “Yagan” is in our hand, “Worm Call” gives us an extra summon when our field is empty so we can set “Yagan” along summoning another creature.

The whole strategy arround “Worm Yagan” is simply the setup it pulls out together with “Xex”. As mentioned, “Xex” will dump “Yagan” from the deck for inmediately summon itself, giving us a great start with two monsters at cost of a normal summon. If “Yagan” doesn’t leave the field after is flipped face-up, we can then use both for Xyz summon Rank 4 creatures for the right situations. Doing so not only we obtain a solid Xyz setup, but also detaching “Yagan” will avoid being banished for the next time we have a lonely “Xex” on the field. If you can’t wait for the opponent attack “Yagan” or be flip summoned next turn a simple “W Nebula Meteorite” will flip the Worm for bounce a target before is too late but also bring to the field creatures such as “Worm King” in the process, unlock “Xex” protection against battles, and get us a card on the hand in the process. In case “Yagan” can’t help it and is going to be banished, “Offering to the Snake Deity” can use it as cost for disrupt the field along its bounce effect if possible.

"Worm Yagan" works together with "Worm Xex" for start Duels with a strong field advantage for zero effort. "Yagan" is a defensive creature which will return any threat to the hand when flipped, while "Xex" setups this field but also obtains invulnerability to attacks. "Xex" and "Yagan" is a inseparable duo for any deck start the game with, as combined with backrow containing cards like "W Nebula Meteorite" and "Offering of the Snake Deity" allows us to start a Duel with a powerful field setup. The only problem it can have is that such setup might only be reliable on early turns since "Xex" must be alone as well "Yagan" flip effect becomes slower as the Duel progresses. But doesn’t deny the powerful field we can obtain right on the first turn just by normal summoning "Worm Xex".

Personal Rating: A

+ Literally works together with “Worm Xex” and “W Nebula Meteorite” for setup the field

+ Xyz summoning ignores its banishing effect

- Setups with “Xex” might only be effective on early turns

- Is preferable to remain on the deck until is sent to the graveyard

Hero Kid
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When this card is Special Summoned: You can Special Summon any number of “Hero Kid”(s) from your Deck.
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Can Be Found In: Dark Revelation Volume 4 (DR04-EN125), Duelist Pack 3: Jaden Yuki 1 (DP03-EN004), Shadow of Infinity (SOI-EN005), Legendary Collection 2 Mega-Pack (LCGX-EN016)
There’s some special cases where archetypes gets the assistance of other monsters outside the group. Not in the sense of mixing certain monsters which can create sinergy, but cards which are specificaly made for such archetype. It goes from support which follows the build strategy, to far less subtle effects such as “Flamvell Magician” or “Wroughtweiler”.
"Hero Kid" is one of a few creatures which tries to support Elemental HERO outside their group with a very simple effect. When "Hero Kid" is special summoned it will bring from the deck as many copies of himself as possible. Although at first seems a basic monster which can really help with Extra Deck setups, "Hero Kid" has some special cards of his own which can either assist HERO or even create a build arround himself.
Although “Hero Kid” is exclusively reduced to be special summoned for obtain his effect, due his low stats gives him a massive number of options to go with. A mere “Reinforce Truth” is more than enough to bring “Hero Kid” directly from the Deck, making the trap card a staple for work arround this monster. Monsters like “Vermilion Sparrow Summoner” or “Warrior Lady of the Wasteland” among others can give their lives in battle for summon this creature from the deck, a good option for stop as many attacks as possible with the “Hero Kid” copies. If “Hero Kid” is in our hand a mere Pendulum Summon or the effect of cards like “Marauding Captain” and “Saambell the Summoner” will bring him by special summon with no problem. Last but not least, “Hero Kid” obtains assitance from the graveyard by various cards like “Graceful Revival” and “Limit Reverse”, for once all copies are out be reliable for monster setups like “Junk Synchron”.
"Hero Kid" on his own is a setup and support creature for many options. The mere summon of all three copies can get us a field ready for heavy tributes like the Egyptian Gods, Synchro summons of all kinds depending of the Tuner, and even Xyz summoning of Rank 2 creatures like "Number 96: Dark Mist" or "Number 64: Ronin Raccoon Sandayu". But "Hero Kid" not only will be used for bring bigger creatures but also for various other options, like trading them away with "Creature Swap" for stronger monsters or boosting the ATK of "Junk Warrior".
As mentioned earlier, “Hero Kid” was created originally for assist Elemental HERO, and although his swarming effect doesn’t seem to help much but for gather some Fusion Materials he actually obtained cards of his own for do the job in the archetype. “Kid Guard” will stop attacks in exchange of “Hero Kid” for then allow us to search a Elemental HERO from the deck, not only stalling the opponent but also adding even further searching options to the archetype. If instead you prefer this monster on his own, “Miracle Kids” instead will use as many “Hero Kids” in the graveyard for weaken monsters up to 1200 ATK less.
"Hero Kid" is a little monster it shouldn’t be underestimated. Although he lost his place arround HERO due "Kid Guard" being kinda situational and the archetype itself becoming inmense in options on their own, "Hero Kid" is still an accetable creature for setup fields inmediately with the many special summon options he can rely on  as well "Miracle Kids" giving this monster and his copies a new use on late turns. The only problem comes that "Hero Kid" can only summon copies from the deck, therefore we might need a little help from cards like "Vortex Trooper" and "Good Goblin Housekeeping" for replace copies in our hand. But overall, with the many tools and opportunities we can get for special summon "Hero Kid" and the many uses we can give him makes him and his copies a monster will barely deceive us.
Personal Rating: B+
+ A massive number of options to be special summoned and get his effect
+ Great for big summon setups and certain effects
+ "Miracle Kids" gives him and his copies a new use on late turns
- Can only summon copies from our deck
- Not very useful for Elemental HERO as was primarly designed

Hero Kid

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When this card is Special Summoned: You can Special Summon any number of “Hero Kid”(s) from your Deck.

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Can Be Found In: Dark Revelation Volume 4 (DR04-EN125), Duelist Pack 3: Jaden Yuki 1 (DP03-EN004), Shadow of Infinity (SOI-EN005), Legendary Collection 2 Mega-Pack (LCGX-EN016)

There’s some special cases where archetypes gets the assistance of other monsters outside the group. Not in the sense of mixing certain monsters which can create sinergy, but cards which are specificaly made for such archetype. It goes from support which follows the build strategy, to far less subtle effects such as “Flamvell Magician” or “Wroughtweiler”.

"Hero Kid" is one of a few creatures which tries to support Elemental HERO outside their group with a very simple effect. When "Hero Kid" is special summoned it will bring from the deck as many copies of himself as possible. Although at first seems a basic monster which can really help with Extra Deck setups, "Hero Kid" has some special cards of his own which can either assist HERO or even create a build arround himself.

Although “Hero Kid” is exclusively reduced to be special summoned for obtain his effect, due his low stats gives him a massive number of options to go with. A mere “Reinforce Truth” is more than enough to bring “Hero Kid” directly from the Deck, making the trap card a staple for work arround this monster. Monsters like “Vermilion Sparrow Summoner” or “Warrior Lady of the Wasteland” among others can give their lives in battle for summon this creature from the deck, a good option for stop as many attacks as possible with the “Hero Kid” copies. If “Hero Kid” is in our hand a mere Pendulum Summon or the effect of cards like “Marauding Captain” and “Saambell the Summoner” will bring him by special summon with no problem. Last but not least, “Hero Kid” obtains assitance from the graveyard by various cards like “Graceful Revival” and “Limit Reverse”, for once all copies are out be reliable for monster setups like “Junk Synchron”.

"Hero Kid" on his own is a setup and support creature for many options. The mere summon of all three copies can get us a field ready for heavy tributes like the Egyptian Gods, Synchro summons of all kinds depending of the Tuner, and even Xyz summoning of Rank 2 creatures like "Number 96: Dark Mist" or "Number 64: Ronin Raccoon Sandayu". But "Hero Kid" not only will be used for bring bigger creatures but also for various other options, like trading them away with "Creature Swap" for stronger monsters or boosting the ATK of "Junk Warrior".

As mentioned earlier, “Hero Kid” was created originally for assist Elemental HERO, and although his swarming effect doesn’t seem to help much but for gather some Fusion Materials he actually obtained cards of his own for do the job in the archetype. “Kid Guard” will stop attacks in exchange of “Hero Kid” for then allow us to search a Elemental HERO from the deck, not only stalling the opponent but also adding even further searching options to the archetype. If instead you prefer this monster on his own, “Miracle Kids” instead will use as many “Hero Kids” in the graveyard for weaken monsters up to 1200 ATK less.

"Hero Kid" is a little monster it shouldn’t be underestimated. Although he lost his place arround HERO due "Kid Guard" being kinda situational and the archetype itself becoming inmense in options on their own, "Hero Kid" is still an accetable creature for setup fields inmediately with the many special summon options he can rely on  as well "Miracle Kids" giving this monster and his copies a new use on late turns. The only problem comes that "Hero Kid" can only summon copies from the deck, therefore we might need a little help from cards like "Vortex Trooper" and "Good Goblin Housekeeping" for replace copies in our hand. But overall, with the many tools and opportunities we can get for special summon "Hero Kid" and the many uses we can give him makes him and his copies a monster will barely deceive us.

Personal Rating: B+

+ A massive number of options to be special summoned and get his effect

+ Great for big summon setups and certain effects

+ "Miracle Kids" gives him and his copies a new use on late turns

- Can only summon copies from our deck

- Not very useful for Elemental HERO as was primarly designed