Dark Contract with the Entities

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When a “D/D/D” monster of the below card type is Special Summoned from the Extra Deck to your field: You can activate the appropriate effect once per turn;
● Fusion: Gain 1000 LP.
● Synchro: Your opponent cannot target that Special Summoned monster with card effects.
● Xyz: Banish 1 card from the field or the Graveyard.
● Pendulum: Draw 1 card, then discard 1 card.
Once per turn, during your Standby Phase: Take 2000 damage.
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Currently Found In: Raging Tempest (RATE-EN099), 2017 Mega-Tin Mega Pack (MP17-EN239)

D/D takes the reckless strategy to center arround every Extra Deck summon imaginable to gather a diversity of lead monsters in no time, something which even other Decks tries to replicate they often focus more towards one or two of these summons. For D/D achieve such major investment it gets support from the Dark Contracts, powerful Spells and Trap Cards which does most of the job required for the average Deck. But these Dark Contracts have a catch, as they’ll make the user lose big chunks of Life Points the longer they remain on the field. Yet this is a risk D/D must accept to play all their big summons without losing too many resources, and in many cases they’ll be able to obtain a powerful field before their backrow takes away all their Life Points.

 
“Dark Contract with the Entities” is a Spell Card which brings some of the Entity archetype’s mechanics towards D/D as both shares some similarities in terms of their Extra Deck investment. “Entities” will provide one of four different effects (once per turn each), which will vary of the type of D/D/D we summon from our Extra Deck. With a Fusion Monster will gives us 1000 Life Points, a Synchro Monster will make said monster protected against opponent’s targetting effects, a Xyz Monster will banish a card from either field or Graveyard, and lastly a Pendulum Monster will let us draw a card and discard another. The catch of this wide variety of benefitial effects is that “Entities” will make us lose 2000 Life Points in our Standby Phase, but much like many other Dark Contracts if played properly it can settle Duels as we can potentially activate two or more effects to gain a major advantage from the first turn.

 
With assistance of members like “D/D Savant Kepler” and “D/D/D Wave King Caesar”, “Entities” will be right on time to start providing their many benefits as long we follow with a diversity of Extra Deck summons. Obviously the best way to play arround this card is to simply play the archetype like normal, as D/D will soon gain on speed as they gather D/D/D monsters and Dark Contracts from the very first turn. With “Dark Contract with the Swamp King” and “D/D Swirl Slime” being in charge of Fusion Summons, “D/D Lamia” and “D/D Nighthowl” as easily accessible Tuners towards Synchro Monsters, and these two along monsters like “D/D/D Flame King Genghis” arranging Xyz Summons, is more than possible to follow one Extra Deck summon after another as “Entities” keeps providing its many effects one after another. Obviously as an archetype that debutted along Pendulum Monsters these cannot be ignored, not only granting us the opportunity to summon monsters back from the Extra Deck but also retrieve any Pendulum Monster which is also a Fusion, Synchro, or Xyz if are face-up. Link Monsters might not give us direct benefits arround “Entities” but can still become vital options towards the Dark Contract, with “D/D/D Abyss King Gilgamesh” not only providing Pendulum Monsters from the Deck but potentially cheating the arrival of an Extra Deck monster, and “Cross-Sheep” which grants its own bonuses when involving different Extra Deck summons. To make things even more favorable “Entities” has no effect clauses affecting all its copies, therefore we can take the risk of losing Life Points if that means we can obtain a mass removal effect with an Xyz Summon or able to draw various cards with a Pendulum Summon. Like any Dark Contract the risk of losing a major quantity of our Life Points can become detrimental if the opponent finds an opening in our game, but under the pressence of lead cards such as “Go! – D/D/D Divine Zero King Rage” and “D/D/D Oracle King d’ Arc” we can avoid the negatives of most of all Dark Contracts.

 
“Dark Contract with the Entities” is that kind of card that doesn’t show its potential until the Deck that gets involved starts moving. D/D has no big problems to go from a cheap Fusion Summon to end with a board carrying a variety of Extra Deck creatures, and between those plays “Entities” and any other copies will provide its benefits to gain the upper hand in no time. “Entities” might have been introduced before Link Monsters, but these monsters can grant not only additional Zones for our Pendulum Monsters but also effects to gain a major advantage as we keep playing monsters one after another. The problem with “Entities” is not truly the Life Point cost as there’s simple methods to deal with it, but rather its reliance on the archetype despite how handles the Extra Deck in an average Duel. Fusion and Synchro Monsters often become D/D’s most prominent summons even though “Entities” grants the weakest effects in comparison with the rest, Xyz Monsters has the most devastating outcome despite the few of them the average D/D Deck will run, and the many restrictions Pendulum Monsters has to deal with nowadays makes it not as simple to pull out just to draw cards with. “Entities” is far from a bad card for an archetype that juggles through Extra Deck summons with a minor investment, but requires a special focus arround its best results that many D/D players won’t risk over other alternatives.

 

Personal Rating: B+

 

+ Grants effects depending of the kind of D/D/D monster we summon from the Extra Deck
+ D/D has no problems to summon a variety of Extra Deck monsters one after another
+ Able to stack effects with its own copies

 

– We lose 2000 Life Points during our Standby Phase
– D/D will often gain its weakest effects unless invests arround it
– Depends on the entire archetype to function

Excited Melffys

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2+ Level 2 Beast monsters
You can detach 1 material from this card; this turn, your “Melffy” monsters can attack directly. During your opponent’s turn (Quick Effect): You can target 1 Beast Xyz Monster you control; return it to the Extra Deck, then you can Special Summon Level 2 or lower Beast monsters from your GY, up to the number of materials the returned monster had. You can only use this effect of “Excited Melffys” once per turn.
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Currently Found In: Phantom Rage (PHRA-JP044)

Melffy is an archetype with an incredibly adorable and unique artwork consisting of little animals drawing with pastel colors. Much like its monsters truly stand out over the rest in the franchise, Melffy is quite evasive on its playstyle as their monsters keep bouncing themselves as soon there’s any sign of danger. This is compensated with not only abilities triggered once returned to our hand, but also able to Special Summon themselves together once our turn is about to end. Making quite tricky to take down as they keep gathering resources, the goal of Melffy is to force the opponent at our own pace until they have all the necessary cards to win in a single turn.

 
“Excited Melffys” is a recent addition to this archetype which grants them some solid offense when the moment comes for them to potentially win the Duel. By detaching a material all our Melffys will be able to direct atack for that turn, not only making “Excited” itself quite dangerous in late game but a potential OTK the more monsters of its archetype are gathered together. The second effect occurs during the opponent’s turn and is as particular as Melffys themselves, allowing us to return a Beast Xyz from our field to the Extra Deck to revive as many Level 2 and below Beasts as the number of materials the monster had. In resume, while “Excited” garnt us a good chance to bypass any big monsters and direct attack with all our Melffys, the second ability is a backup plan where can recover several key cards of this archetype and then some.

 
Melffy might be a unorthodox archetype compared to your average build, but that doesn’t mean they can’t easily Xyz Summon “Excited” when needed. Given their ability to swarm the board from our hand at the moment our turn ends, Melffy can either keep a strong board with Anti-Meta effects until our next turn, or rely on both “Melffy Puppy” and “Melffy Catty” to gather more monsters once bounced due an opponent’s summon or attack. Due the Low Level of these monsters Melffy actually has some powerful support without having to be too passive at all times, with “Rescue Cat” and “Obedience Schooled” able to summon several monsters from our Deck ready to go towards the arrival of “Excited” (As well “Rescue Rabbit” if we include “Melffy Rabby”). In fact Melffy have become a solid engine among Decks involving small Beasts and can cover each other and the summon of this monster, ranging from “Nimble Beaver” bringing a Nimble from our Deck or Graveyard, to “Valerifawn, Mystical Beast of the Forest” reviving any small Beast from our Graveyard. Obviously “Excited” can be a viable option to summon another, returning itself or any other Xyz Beast to gather the needed materials and just hope they can survive the opponent’s turn. In conjunction with “Melffy Tag” reviving a Melffy during any turn, “Excited” can take a wide variety of routes for an assured arrival depending if the archetype needs to play defensively or be direct on its summons under the right circumstances.

 
“Excited” can and will win you games even if is the only Melffy available at the moment of activating its main effect. “Excited” carries a 2000 ATK which while making it the strongest Melffy offensive wise, is more than enough to steal games once the players’ Life Points are at their lowest. This effect will also apply to its own copies, so even with effect clauses we can bring as many “Excited” copies as possible for a potential OTK. The rest of Melffys might have very low stats but are compensated in number of monsters, as with their many opportunities to swarm the field during any turn and the possibility to include boosts from cards like “Solidarity” and “Melffy Playhouse” they can obtain a slight chance to finish off the opponent together. The ability to return a Xyz Monster to our Extra Deck is more for emergencies as we chain and respond against the opponent’s actions, by gathering any Melffys back from our Graveyard as well other monsters with effects during their turn like “Hop Ear Squadron” we can keep the pressure going even if “Excited” has to leave the field. Keep on mind that the direct attack of “Excited” will linger once activated, therefore we can retire “Excited” from the field (Even by its second ability) if we are planning further plays.

 
“Excited Melffys” is in a very interesting situation where can easily be the main winning condition of its archetype, but when compared to other lead cards doesn’t need a huge investment to do so. Melffy often goes defensively until they can gather all their big plays, but “Excited” becomes a more direct and cheap approach towards winning Duels with. But because “Excited” on its own is a very strong direct attacker and given the rest of Melffys are quite subpar statwise, it can be added in any Beast Deck that wants to steal wins with this monster’s almost costless Xyz Summon. Its second ability is more particular given we are trading a Xyz Monster to basically refund its attached materials, but is clearly aimed towards Melffys as they can use their bouncing mechanics the moment they arrive during the opposite turn. Much like the rest of the archetype “Excited” has many particularities to interact with, but is in a position where can act alone and turn into a dangerous late game summon with ease.

 

Personal Rating: A

 

+ Allows all our Melffys to direct attack
+ Can return a Beast Xyz Monster to summon as many Beasts from our Graveyard as the number of materials it had attached
+ Very easy to summon
+ Can be a strong late game winning condition or work along the archetype’s several summons
+ Allows Melffys to keep a steady pressence during the opponent’s turn with its revival effect

 

– The majority of Melffys have very poor stats to take full advantage of its direct attacks

Pinpoint Dash

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Each player reveals 1 face-down card from their Extra Deck. If they are the same type (Fusion, Synchro, Xyz, or Link), send your opponent’s card to the GY, and if you do, Special Summon your card, then, if the cards have the same original Type and Attribute, your opponent loses LP equal to their revealed card’s ATK. Otherwise, send your card to the GY, and if you do, your opponent Special Summons their card. You can only activate 1 “Pinpoint Dash” per turn.
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Currently Found In: Eternity Code (ETCO-EN080)

Players in any card game will prefer effects with an assured outcome rather taking a gamble for certain results. Is no wonder that mindset when creating a Deck is preferable, as is better to play a card that gives us something in return as intended rather taking a major risk for something other cards could provide without any drawbacks. While effects with die or coin related effects have a fanbase due the random nature of their strategies making unpredictable Duels, some cards are easier to handle their possible effects by simply creating a Deck arround them and/or when confronting certain players.

 
“Pinpoint Dash” is a Trap Card capable of providing a wide variety of benefits if very specific conditions are met arround its effect. On its activation “Pinpoint Dash” will make players reveal a face-down card from their Extra Deck, and if they are the same card type we will bea ble to Special Summon the revealed monster as the opponent sends theirs to the Graveyard. Additionaly, if the shown cards also have the same monster Type and Attribute “Pinpoint Dash” will deal as much damage as the ATK of the opponent’s revealed card. The possibility to summon an Extra Deck monster for no effort and the possibility to deal major damage has a catch, as if the revealed monsters don’t match whatsoever we will lose ours to the Graveyard as the opponent summons their monster. While far from a major recommendation, “Pinpoint Dash” is a very interesting Trap Card given the odds are in its favor against a major number of Decks if played properly.

 
Due its random nature is very difficult to always assure the best outcome towards the benefits of “Pinpoint Dash” by playing it blind, but if activated under the right circumstances is quite likely that we will obtain a free summon from our Extra Deck. Due it has to handle four kinds of Extra Deck monsters is preferable to have as much diversity of them as possible, preferably with expensive monsters of the likes of “Infinitrack Fortress Megaclops” and “Raidraptor – Ultimate Falcon” which can settle Duels on their own. One major factor to increase of chances of a positive effect is to know about the opponent’s Deck, as depending of their theme and playstyle we can easily guess which monster to reveal to match theirs. This is specially favorable with the popularity of both Xyz and Link Monsters in most Decks, giving us a 50% chance of revealing the right card against most opponents. However, if we really wanna acheive the best from “Pinpoint Dash” without worrying about the opponent’s Deck every time is activated, “Zaborg the Mega Monarch” not only has the ability to mill Extra Decks but the optional effect to decide which cards the opponent loses so the Trap Card has all the odds in its favor. However, if you don’t wanna invest too many resources on “Pinpoint Dash” and confront the possibility of the opponent summoning a monster while losing ours, we can reveal monsters like “Elder Entity N’tss” and “Herald of the Arc Light” which will trigger positive effects once sent to the Graveyard.

 
“Pinpoint Dash” is that kind of weird and gimmick card that might gain a cult following at best, as there’s clearly too many negatives to become a reliable Trap Card in your average Deck. First and foremost is the chances of both players revealing the same kind of card, which while the popularity of Xyz and Link Monsters increases the chances of success considerably, is not a situation we can always depend on in every Duel the Trap Card gets involved. On the other hand there’s a wide variety of solutions for “Pinpoint Dash” improve and/or mitigate its outcomes, as the likes of “Zaborg the Mega Monarch” can manipulate the players’ Extra Decks to have a way more limited number of monsters to pick, while others such as “Elder Entity N’tss” will be a solid compensation for being sent to the Graveyard. If anything is its Burn damage what “Pinpoint Dash” can’t do nothing about with external support, as even with some popular Extra Deck cards roaming in many Decks is not as manipulable as the possible Special Summon we can achieve. Overall, “Pinpoint Dash” either requires a Deck arround it or be just played and accept the consequences, and due its two approaches won’t be more than just a fun card for casual and/or creative players.

 

Personal Playing: C+

 

+ Makes both players reveal an Extra Deck monster and if both are the same type we can Special Summon it while the opponent sends their to the Graveyard
+ If the revealed monsters are the same card type as well matching Type and Attribute the opponent will take damage equal to their monster’s ATK
+ Various options and scenarios to assure its best results or mitigate its demerits

 

– If the revealed monsters don’t match we will send ours to the Graveyard while the opponent summons theirs
– Might require a Deck and Extra Deck arround it
– Incredibly difficult to assure its effect damage

Bujinki Ahashima

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2 monsters with the same Level
Cannot be used as Link Material. You can only use each of the following effects of “Bujinki Ahashima” once per turn.
● If this card is Link Summoned: You can Special Summon 2 monsters with the same Level, 1 from your hand and 1 from your GY, but negate their effects, and immediately after this effect resolves, Xyz Summon 1 Xyz Monster using those 2 monsters only.
● If an Xyz Monster this card points to activates an effect by detaching material(s) (except during the Damage Step): You can target 1 Spell/Trap your opponent controls; destroy it.
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Currently Found In: Duel Overload (DUOV-EN018)

Many current Decks spend long turns on several summons and Extra Deck preparatives to obtain the strongest board as soon as possible, but that doesn’t mean every strategy has to follow this playstyle. A good example of this is the Bujin archetype, which only requires a single monster from the Main Deck to already become a main threat against any opponent. Thanks to the Bujingi subgroup a monster of this archetype can stay alive and even punish the opponent’s actions, which with some backrow for further support it can turn into an Anti-Meta strategy without no much effort. Despite its passive nature doesn’t mean that Bujin won’t take the offensive at any chance given, as will look for the right opening to bring their Xyz Monsters to either beat the opponent or rearrange our resources.

 
“Bujinki Ahashima” is the Link Monster addition many classic archetypes gained in recent years, not only able to support its own kind but any Xyz Summons in general. With the drawback where cannot become a Link material, the Link Summon of “Ahashima” will allow us to immediately follow with a Xyz Summon by summoning two monsters sharing equal Levels from our hand and Graveyard respectively with their effects negated. “Ahashima” continues the support with its second effect, where a Xyz Monster pointed by its arrows detaches a material to activate an effect it will allow us to destroy an opponent’s Spell or Trap. “Ahashima” might not have a high ATK, but can become a reasonable investment in any Xyz focused strategy which wants some field pressence and backrow removal all together.

 
The summoning conditions of “Ahashima” are quite odd, as pretty much shares the same as a Xyz Monster by needing monsters with the same Level. Because of that “Ahashima” must be played as if we were aiming for a Xyz Summon (Specially due its effects), and all will vary of the Deck is interacting with. Bujin although often a passive strategy they won’t hesitate on bringing materials to summon “Ahashima” in no time, as from a mere “Rescue Rabbit” summoning copies of “Bujin Hiruko” from inside our Deck, to gaining additional summons by the likes of “Bujin Hirume” and “Fire Formation – Tensu”, the archetype can easily go from a simple field to one with “Ahashima” and the following Xyz Monster by its effect. This same outcome can be replicated by pretty much any Deck that has even some basics arround Xyz Monsters given the effects and summon of “Ahashima” isn’t exclusive to its archetype, ranging from being easily accessible by Decks that swarms the board with materials such as Frogs or Burning Abyss, to those that slightly mix Levels like Gagaga. One major advantage “Ahashima” has on its summon over Xyz Monsters is that is capable of using Tokens for its arrival, therefore we can instead use way simpler resources such as “Scapegoat” and “Photon Sanctuary” to obtain all the materials needed for its Link Summon. Lastly, its arrows’ locations and several restrictions to be a material makes “Ahashima” not a favorable revival target, but unless there’s a Xyz Monster in the Extra Monster Zone it can become a material for a Tribute or Fusion Summon in some particular cases.

 
At first might seem rebundant to Link Summon “Ahashima” to simply follow with a Xyz Summon we could’ve used the materials of the former into, but there are various advantages no matter if involves other Bujins or not. First of all is field pressence, as even though “Ahashima” might not be the strongest monster out there and will often rely on the likes of “Honest” and/or “Bujingi Crane” to survive, the mere fact we obtained two monsters at cost of technically one summon it can create a strong setup by little effort. Because “Ahashima” requires monsters with matching Levels in our hand and Graveyard for its Xyz Summon ability can lead to a very expensive summon if not careful, but in many cases it will potentially use one of the materials of its Link Summon and thus pretty much become a card that requires three monsters to work with (In other words, the two Link materials plus a monster in our hand). Another important trait of “Ahashima” is the potential to rearrange our setups if stuck, as while its Link Summon has more liberties than a Xyz Summon the latter can be prepared with monsters in our hand and Graveyard which otherwise wouldn’t find a way to be brought together (For example, using cheap Level 3 monsters on “Ahashima” so can summon Level 5 monsters). The removal effect is much simpler on its usage, as the very same Xyz Monster we just brought or any other pointed by “Ahashima” will trigger this ability once detaches one of its materials. This also can include opponent’s Xyz Monsters, as given the upper arrow of “Ahashima” it can punish reckless players which didn’t consider card location during their plays.

 
“Bujinki Ahashima” is not like many other Link Monsters which often provides straightforward assist effects towards other summons, but can truly stand out among the competition due many of its unique traits. With the right material management “Ahashima” is a card that will require three monsters at most, leading to not only its own Link Summon but also a Xyz Monster which isn’t limited to other Bujins. This also gives us the opportunity to slightly diversify our monsters’ Levels when working arround its effect, taking advantage of the simple investment of Link Summons to then aim for a Xyz Summon by this monster’s shortcuts. The backrow removal although might not be as prominent against various Decks is nonetheless powerful, leading to a strong board with two Extra Deck monsters immediately taking over the field. While in the right hands “Ahashima” grants a lot of benefits no other Link Monster will easily replicate, both its low ATK and the fact the opponent might gain an additional Zone for their Link and Pendulum Summons due its upper arrow it leads to a major risk that will affect the overall usage of this monster. While this alone damages its pressence in many Extra Decks, “Ahashima” offers a strong balance of benefits for the overall investment required.

 

Personal Rating: A-

 

+ When Link Summoned it will perform a Xyz Summon by summoning a monster in our hand and Graveyard with matching Levels
+ If a Xyz Monster pointed by its arrows detaches a material to activate an effect we can destroy an opponent’s Spell or Trap
+ Easy to handle its summon and effects arround Xyz strategies

 

– Cannot be used as Link material
– Low stats and an upper arrow carries several risks to be aware of

Number C1: Numeron Chaos Gate Sunya

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4 Level 2 monsters
You can also Xyz Summon this card by using “Number 1: Numeron Gate Ekam” you control as material. (Transfer its materials to this card.) If this card is Xyz Summoned: Banish all monsters on the field. Once per turn, during your next Standby Phase after this card was banished: You can Special Summon this banished card, then if “Numeron Network” is in your Field Zone, inflict damage to your opponent equal to the combined ATK of all banished Xyz Monsters.
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Currently Found In: Battles of Legend: Armageddon (BLAR-EN021)

Numeron is an archetype consisting of the final Numbers to be shown in the ZEXAL series. The archetype might be small, but it has incredible swarming potential due the ability to summon all four of their Xyz Monsters by very little effort. Although all Numerons share the same ability to double their ATK, the fact that we obtain a board full of Extra Deck monsters can be followed by very powerful plays such as summoning monsters with very particular and expensive requeriments.

 
“Number C1: Numeron Chaos Gate Sunya” is the boss monster of this archetype, providing a major investment to acheive these monsters’ winning condition. When Xyz Summoned by normal means or by Ranking Up “Number 1: Numeron Gate Ekam”, “Sunya” will trigger an obligatory effect where will banish all monsters on the field. This alone is already a devastating ability yet a turn later will follow with another effect if “Numeron Network” is active, as in our Standby Phase “Sunya” summons itself and will deal as much damage as the total ATK of every banished Xyz Monster. Numerons individually are overall weak statwise, but “Sunya” can cause a delayed yet devastating victory as banishes its own kind along other monsters which might include additional Xyz Monsters to pile to the total effect damage.

 
Although the likes of Nimble and Ojamas have no problem to summon “Gate Sunya” by a traditional Xyz Summon, is far easier to summon “Sunya” if we simply invest on its archetype cards. All we have to do is obtain “Numeron Network”, which can be accessed by popular support such as “Terraforming” as well the only Main Deck monster of this archetype “Numeron Wall”. Once “Network” is out all preparatives will be set, as will use its milling effect to copy “Numeron Calling” and summon all Numerons from the Extra Deck (And even if “Calling” is in our hand, “Network” is still required for its activation). This obviously leads to “Number 1: Numeron Gate Ekam” becoming available, and thus achieving the arrival of “Sunya”. In resume, is simply activating “Network” to not only swarm the board with the Numerons but also prepare the Burn damage of “Sunya”, becoming incredibly easy as long the opponent doesn’t negate the Field Spell. However, if you just wanna get “Sunya” without the need of its whole archetype coming along, “The Phantom Knights’ Rank-Up-Magic Launch” gives us the opportunity to use any Rank 1 DARK Xyz Monster as its material and obtain its removal effect if needed.

 
Numeron is an archetype that requires very little effort to achieve its goals, and “Sunya” is a proof of this statement. The banishing ability alone that wipe out any menacing monsters which often have protection against destructive sources, and if the opponent had any Xyz Monster(s) it will add up to the Burn damage of “Sunya”. Given “Numeron Calling” will be its main method to arrive on the field it will lead to banishing the rest of “Numeron” along itself, but given “Calling” carries a banishing demerit on its own is obviously preferable to retire them this way so we can achieve atleast 3000 effect damage (Since the attached “Ekam” won’t be banished). The more Xyz Monsters get involved the more dangerous the delayed damage will be, and that includes those banished outside of the effect of this creature. Therefore, if we are able to bring other Xyz Monsters before the arrival of “Sunya” and/or use them for banishing costs, is more than likely that the total damage will be enough to finish off the opponent right from our first turns. Just keep on mind that to achieve this effect we must survive an opponent’s turn without any other summons to follow (As “Numeron Calling” will limit us to only summoning “Sunya”), requiring a proper backrow and other effects like “Swift Scarecrow” to avoid as many threats as possible and keep “Numeron Network” present.

 
“Number C1: Numeron Chaos Gate Sunya” has the potential of winning Duels at the cost of the single card that moves the whole archetype forward. “Numeron Network” is literally everything this monster needs to make its appearance right from the first turns of a Duel, as well leading to taking advantage of its mass banishing effect to deal big amounts of damage with the rest of summoned Numerons and any other Xyz Monsters involved during a Duel. Obviously the damage takes a full turn as well the pressence of “Network” to be triggered, but by basic coverage and even Anti-Meta tools “Sunya” can settle a victory with ease. The problem is not just the complete dependance on “Network” to achieve all its effects in an instant, but the fact that requires a big portion of the Extra Deck arround all the Numerons and any other Xyz Monster we can increase the effect damage with. Given the activation of “Numeron Calling” still allows us to summon an additional monster “Sunya” might not be prioritized when we could use the other Numerons towards powerful creatures such as “Number S0: Utopic ZEXAL”, but a single copy alone will suffice to become a source of massive damage in mid game.

 

Personal Rating: A

 

+ Banishes all monsters when Xyz Summoned
+ If banished summons itself in our next turn and if “Numeron Network” is present deals damage equal to the ATK of all banished Xyz Monsters
+ Very easy to summon and arrange its effects by “Numeron Network”

 

– Slow effect damage
– Relies on “Numeron Network” and the other Numerons to work
– Overshadowed by other monsters that take advantage of “Numeron Network” to be summoned

Space Cyclone

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Detach 1 Xyz Material from a monster.
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Currently Found In: Photon Shockwave (PHSW-EN061)

Xyz Monsters has a lot of particular restrictions compared to many other Extra Deck summons, mainly to compensate their easy summoning by only matching their Rank with monsters’ Levels. One of these unique limitations is the way they activate effects, often requiring the very same materials used on their summon and are now attached on them. While having a limited number of times to use their effects is a major disadvantage to many other kinds of monsters, the easy accesibility of Xyz Summons as well the ability to Rank-Up into bigger creatures allows them to easily handle this handicap.

 
“Space Cyclone” is a card which by artwork alone might seem another counterpart of “Mystical Space Typhoon” to deal with backrows, but is actually a more particular tool to counter a single kind of monster and their mechanics. Upon activation, “Space Cyclone” will force a Xyz Monster to lose a material attached on it, leading to a wide number of results depending of timing and target. Although strategies became diverse enough so Xyz Monsters aren’t the status quo in every Extra Deck they are still a prominent choice for many players, allowing “Space Cyclone” cause some interesting outcomes when dealing with certain creatures and plays.

 
Although limited to a specific kind of monster, the situations “Space Cyclone” can be played on might be as vary as the several Xyz Monsters this card will be used against. By default many Xyz Monsters will carry two materials and an effect that requires to detach one of them for its activation, so in most cases “Space Cyclone” assures the opponent gets no additional chances to use said abilities in their next moves. In some special cases a Xyz Monster must spend both of its materials to obtain an effect, therefore “Space Cyclone” can completely cripple the likes of “Heroic Champion – Excalibur” and “Number 101: Silent Honor ARK” as soon they arrive on the field. In other cases just for carrying a material on them will enough to have their abilities active, allowing “Space Cyclone” to erase strong effects like “Evilswarm Ophion” and “Red-Eyes Flare Metal Dragon” or simply force the opponent to rethink if detach the last material remaining on them. This is specially effective against Xyz Monster reliant on having specific cards as their materials, as some powerful cards like “Number S39: Utopia the Lightning” and “Madolche Puddingcess Chocolat-a-la-Mode” can have their best abilities unavailable as soon “Space Cyclone” gets rid of that particular material. To make things even better against most Xyz Monsters “Space Cyclone” doesn’t target as interacts with materials instead, therefore bypassing a big number of protective effects often seen in lead monsters. Last but not least important “Space Cyclone” gives us the liberty to use its effect against our own Xyz Monsters, mainly effective for creatures that trigger special effects once they run out of materials like “Salamangreat Blaze Dragon” turning itself into another Xyz Salamangreat, or aiming for an automatic victory by “Number C88: Gimmick Puppet Disaster Leo”.

 
“Space Cyclone” easily falls in the category of cards mostly helpful in a Side Deck position, as despite Xyz Monsters remaining a popular pick in many Extra Decks this is still a card that won’t be devastating in every Duel it gets involved. While limiting the use of effects is nonetheless handy it won’t stop the average Xyz Monster from causing havoc, this leaves the best purpose of “Space Cyclone” towards more specific creatures of this kind. Some monsters will require two or more materials for their effects so “Space Cyclone” can easily ruin their main task, while others which often involves Rank-Up summons are reliant of specific materials to function. To make things less situational for this card “Space Cyclone” can also be used against our own Xyz Monsters, but much like its efficiency is narrowed to certain enemies same applies to the builds that can get involved with our field. “Space Cyclone” is undoubtly a strong card against Xyz Monsters, but even though their high popularity along Link Monsters is a Spell Card which is only effective against very specific targets in a time where there’s many negation options to stop all kinds of monster effects before is too late and being way less specific.

 

Personal Rating: C

 

+ Detaches a material from a Xyz Monster
+ Can potentially shut down the use of effects on a Xyz Monster
+ Can work along Xyz Monsters that aims to detaching all their materials

 

– Mainly effective against or along very specific Xyz Monsters
– Overshadowed by negation effects

Gallant Granite

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2 Level 4 monsters
You can detach 1 material from this card, then activate 1 of these effects;
● Add 1 Rock monster from your Deck to your hand.
● Special Summon 1 Rock monster from your hand in face-down Defense Position.
You can only use this effect of “Gallant Granite” once per turn.
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Currently Found In: Chaos Impact (CHIM-EN036)

Rock monsters might not have the speed of more prominent Types, yet they have all the tools necessary to gain a strong pressence in no time. Along some staple cards to gain Special Summons with, Rock Decks often center arround Anti-Meta effects to cripple the opponent’s plans from start to finish. A single monster alone can already affect a few or most of a Deck’s options depending of the opponent, and as they struggle to work arround that nuisance we will have our lead monsters without any worries. Capable of mixing the current mindset of gathering monsters as soon as possible with effects to restrict the opponent, Rock Decks have a very strong advantage against many competitive Decks that leave their guard down.

 
“Gallant Granite” is a Xyz Monster that immediately became a must have for any Rock Deck with even the slightest investment on the Extra Deck. Detaching a material, “Gallant Granite” will let us choose from two effects for that turn (And affecting all its other copies): Either we add a Rock monster from the Deck to our hand, or we summon a Rock from the hand face-down. The first effect alone proves why “Gallant Granite” became a popular pick for the Type, which combined with its basic summon requeriments makes it a strong monster to start Duels with.

 
“Gallant Granite” has not special conditions for its Xyz Summon, and by being one of the most prominent Ranks in the game makes it incredibly easy to bring out right from the very first turn. Not only a wide variety of Rock monsters such as “Adamancipator Analyzer” and “Gigantes” gives us a starting point to gather materials towards “Gallant Granite”, but practically any monster unrelated to the Type can be included towards this summon. From “Rescue Rabbit” and “Summoner Monk” bringing materials from inside our Deck, to more creative engines like “Madolche Petingcessoeur” and “Dodododwarf Gogogoglove” which can benefit from the most prominent Attribute among Rocks, the Type might be known for Anti-Meta setups but they are more than capable of swarming the board with plenty of materials on their own or in mixed builds without compromising their playstyle. Not only that but some materials can give us additional benefits by being part of “Gallant Granite”, like “Tackle Crusader” triggering disruptive effects as soon is detached from this Xyz Monster.

 
Although mainly limited to a supporting role, “Gallant Granite” alone covers the entirety of its own Type with both of its effects. With no limitations whatsoever “Gallant Granite” gives us access to any Rock monster residing the Main Deck, no matter if are popular picks in the Type like “Koa’ki Meiru Guardian” and “Block Dragon” to cover certain aspects of a Duel when needed, or assisting entire archetypes such as Admanacipator and Magna Warriors to gather their key cards. Some of these potential targets can settle the Duel and make “Gallant Granite” a solid choice even in Decks not fully invested on its Type, like obtaining “Nibiru, the Primal Being” and threaten the opponent if they overdo their summons, or “Fossil Dyna Pachycephalo” which can forbid the use of Special Summons as long it stays on the field. The massive coverage the searching effect of “Gallant Granite” might overshadow its alternative effect, but it actually has some strong plays for a Type also known for taking a defensive approach. Although playing monsters face-down won’t give us immediate uses for current strategies, it will still become benefitial to summon high Level monsters with powerful Flip effects such as “Pot of The Forbidden”.

 
Very similar to the Reptile counterpart “King of the Feral Imps”, “Gallant Granite” offers a lot for very little in a Type already quite oppresing with their Anti-Meta options yet speed to gather big monsters in no time. With a very simple Xyz Summon to the point any non-Rock monster can help us with, in return “Gallant Granite” will allow us to obtain any monster of its Type without any limitations beyond its once per turn clause. Either by gathering staple cards of the Type and/or Archetypes, to even working along mixed builds to obtain the likes of “Nibiru, the Primal Being” or “Gigantes” among several others, the searching ability of “Gallant Granite” completely overshadows its summoning ability by a big margin. Its second effect is as helpful given that can bring powerful monsters by no effort, but because summons them face-down it limits its uses to very particular builds such as those involving Flip Monsters. Although will have a short pressence on the field to obtain a Rock monster and potentially leave as turns into a material of another summon, even if you have a few number of monsters of this Type “Gallant Granite” provides too much for such an incredibly easy Xyz Summon.

 

Personal Rating: A+

 

+ Adds a Rock monster from our Deck to our hand
+ Special Summons a Rock monster from the hand face-down
+ Very easy to summon
+ Covers the entirety of its Type with its searching effect

 

– Mainly limited to a supporting role
– Summoning effect is mainly benefitial for defensive strategies

Gagagaga Magician

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2 Level 4 monsters
You can detach 1 material from this card, then target 1 Xyz Monster in your GY, except “Gagagaga Magician”; Special Summon it, but negate its effects. You can only use this effect of “Gagagaga Magician” once per turn. A “Utopic Future” Xyz Monster that has this card as material gains this effect.
● During your Main Phase: You can detach 2 materials from this card, then target 1 Xyz Monster you control; until the end of this turn, change its ATK to 4000, also negate its effects.
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Currently Found In: Legendary Duelists: Magical Hero (LED6-EN034)

Gagaga is part of a particular archetype actually onsisting of different branches. While Gagaga monsters themselves debuted along Xyz Monsters and thus are their main goal in most situations, it also became part of the Onomat series where gathers other kinds of monsters such as Zubaba and Dododo. Working along these monsters or on their own Gagaga often centers towards summoning “Number 39: Utopia” and its several counterparts, practically creating an entire build where consists of different archetypes fusing into one.

 
“Gagagaga Magician” is the Xyz version of the well-known “Gagaga Magician”, keeping its role as support of Xyz Monsters even in this form. “Gagagaga” cam detach a material to revive a Xyz Monster in our Graveyard besides its own copies, but in return the target will lose its effects upon arrival. The second effect of “Gagagaga” comes when becoming an attached material of an Utopic Future, granting it the ability to detach two materials to negate its effects but turn its ATK into 4000 ATK. Its revival effect alone makes “Gagagaga” a strong choice for some big plays under any Deck, but working along Utopic Future monsters and other options can grant us a winning condition for a very small investment.

 

With no particular conditions on its summon, “Gagagaga” becomes available for virtually any Deck with even the minimum investment on Xyz Summons. Many current Decks have no struggles to gather Level 4 materials when needed the most, ranging from the generic support provided by the likes of “Goblindbergh” and “Summoner Monk”, to themed options of the likes of “Rescue Rabbit” and “Buzzsaw Shark” among hundreds of cards to choose from. Gagaga and the rest of Onomat cards are no exception to Xyz Summon this monster immediately, as not only members like “Gagaga Child” and “Gagaga Sister” will support us with both summons and Level manipulation, but others such as “Zubababancho Gagagacoat” and “Utopic Onomatipeia” will work along the vast number of Onomat monsters for this goal. Keep on mind that although “Gagagaga” can’t be revived by another copy and won’t have materials anyways it can still use its effect when attached to an Utopic Future, making it worth bringing it back towards obtaining the ATK boost.

 
The performance of “Gagagaga” will slightly vary of the Deck it gets involved into, as despite has a clear objective it can diversify its goals during a Duel. The main purpose of “Gagagaga” is come along the monster that will revive from the Graveyard, which if both share the same Rank we can follow with the Xyz Summon of “Number F0: Utopic Future” so can trade its effects to turn its lack of ATK into a massive offense as “Future Drive” assures a winning condition against boards filled with monsters. In some cases there’s no need to aim for this Utopic Future or even the ATK increase, as for such little effort we can turn “Number F0: Utopic Future” into “Number F0: Utopic Future Dragon” so can use its negation effect to stop opponent’s plays as well steal their monsters. On the other hand, if our top priority isn’t summoning the Utopic Future monsters “Gagagaga” can still become a valuable monster towards other goals. The revived target by “Gagagaga” can be used to Rank-Up into other monsters, and due its relation with the Utopia archetype we can go from “Number 39: Utopia” into “Number S39: Utopia the Lightning” by some basic in-between steps. Otherwise the simple requeriments of Link Monsters allows “Gagagaga” to become a reliable option towards said summons, but more particularly the likes of “Infinitrack Fortress Megaclops” which asks for Extra Deck monsters as its materials can become cheaper to access as soon “Gagagaga” gets a target in our Graveyard. But in some cases the need of going towards an Utopic Future or invest on a consequent summon won’t be needed, as “Gagagaga” itself can revive a Xyz Monster strong enough to take down the opponent without relying on further plays.

 
“Gagagaga Magician” is that kind of card which effects clearly states its main goal, but that didn’t stop it to show up in other builds outside its theme. As itself being a very cheap Xyz Summon to go into, “Gagagaga” provides easy access to either “Number F0: Utopic Future” so can turn into a powerhouse specially along “Future Drive”, or “Number F0: Utopic Future Dragon” which can potentially take control of the Duel without relying on this monster’s attached effect. But “Gagagaga” can go beyond assisting two specific monsters, as its revival effect is as handy as any other towards a variety of summons which includes Rank-Up and some very particular summoning requirements, in addition of bringing back powerful monsters without having to invest on the Utopic Future monsters. This is what makes “Gagagaga” land in a complicated situation in terms of building a Deck arround it, as along the possibility that this monster won’t have any value until mid to late game, some Decks will need to spare Extra Deck slots for the Utopic Future monsters, while in other cases summoning a Utopic Future won’t be needed as the combined attack with “Gagagaga”itself can lead to similar or more effective results. But despite this ordeal of fitting in Decks with or without Utopic Future monsters, there’s no doubt that “Gagagaga” is incredibly handy to assist us in a wider variety of plays than its default.

 

Personal Rating: A

 

+ Revives a Xyz Monster from our Graveyard
+ If attached to an Utopic Future can be detached to make it lose its effects but turn its ATK to 4000
+ Very easy to summon as well the Utopic Future monsters can follow into
+ A variety of alternative uses to aim for

 

– Depending of preference might need investment in our Extra Deck to work along Utopic Future monsters
– Some monsters that can revive will deal similar or stronger results than its effect involving an Utopic Future
– Might only be helpful in mid or late game

Xyz Xtreme !!

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When an Xyz Monster you control is destroyed by battle: Pay 1000 Life Points; you reveal 1 Xyz Monster from the Extra Deck with a Rank less than or equal to that destroyed monster’s, and so can your opponent (simultaneously). The player who revealed the monster with lower ATK takes damage equal to the difference between the revealed monsters’ ATK’s. If the opponent doesn’t reveal a monster, inflict damage to your opponent equal to the ATK of your revealed monster.
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Currently Found In: Abyss Rising (ABYR-EN070)

Along Link Monsters, Xyz Monsters quickly became the most prominent Extra Deck summons in your average Deck. Is not surprise given the majority of Xyz Summons don’t require harsh requeriments to bring out monsters, as while Fusion and Synchro Summon often require some specifications on their materials, by just matching Levels any build can perfectly aim for a Xyz Summon. Combined with Rank-Up mechanics so small monsters become huge threats, even with Link Summon having more liberties there’s still a big number of players relying on Xyz Monsters a decade after their debut.

 
“Xyz Xtreme !!” is a Trap Card which to summarize its effect, recreates a Battle Phase with the players’ Extra Decks. In response of a Xyz Monster of ours being defeated in battle, at cost of 1000 Life Points “Xyz Xtreme !!” will make both players reveal a Xyz Monsters from their Extra Deck with a Rank equal or lower than the destroyed monster. The player with the weakest revealed monster will take damage equal to the ATK difference, but if the opponent doesn’t show any monsters will receive total damage to the ATK of our monster. Although a bit convoluted, “Xyz Xtreme !!” actually can assure favorable results to punish the opponent for defeating our Xyz Monsters by forcing them to deal high Burn damage with the right Extra Deck.

 
Given how simple is to Xyz Summon nowadays, the main requeriment to activate “Xyz Xtreme !!” is assured as we try to make sure the opponent takes down our monster in battle. No matter if is by their own attacks or sending our Xyz Monster to a suicidal battle, “Xyz Xtreme !!” will be activated and make players reveal a Xyz Monster from their Extra Deck. While there’s a slight chance that the opponent has no Xyz Monsters (Either in their Extra Deck or matching the destroyed monster’s Rank) and thus take clean damage from our revealed monster, we still have to carry some of the strongest Xyz Monsters in the game to not only deal the most damage by this Trap Card but also make sure we win the opponent in this particular showdown. There are some powerful candidates to carry atleast one copy arround to be revealed by “Xyz Xtreme !!” and all is up to the Xyz Summons our Deck is mainly centered arround. “Number 30; Acid Golem of Destruction” covers both Rank 3 and 4 Xyz Monsters and thus becoming the most prominent choice arround these popular Ranks, “Paleozoic Anomalocaris” and “Sylvan Princessprite” have an upper hand as the opponent has less chances to have a Xyz Monster with their low Ranks, while “Superdimensional Robot Galaxy Destroyed” and “Number 22: Zombiestein” being some of the strongest Xyz Monsters in the game statwise carry enough ATK to win against most of the competition and/or deal massive damage to the opponent.

 
Despite the gambling factor of its effect, “Xyz Xtreme !!” is actually very simple to manage and obtain devastating results with. Xyz Monsters aren’t as recurrent nowadays with Link Monsters taking over as the main Extra Deck choice in most strategies, making the chances for the opponent have a Xyz Monster with same or lower Rank than the defeated creature quite slim. Obviously is all up to the opponent having a weaker Xyz Monster than ours if any, but even against Xyz heavy strategies “Xyz Xtreme !!” only needs a powerful monster in our Extra Deck of the same or lower Rank than those our Decks centers arround given many players rely more on effects than raw stats. Either by working with the lowest Ranks as “Sylvan Princessprite” assures all its ATK goes through against the majority of opponents, “”Number 30; Acid Golem of Destruction” winning the vast majority of matches arround the most prominent Ranks in the game, or “Superdimensional Robot Galaxy Destroyed” potentially becoming a winning condition, truly the biggest challenge of this Trap Card is to prepare itself for when an Xyz Monster of ours is defeated in battle and not be taken down by backrow removal before the opportunity comes. Although in the right Deck “Xyz Xtreme !!” might require some Extra Deck slots for its effect (From 1 through 3 for each copy, to most of it in builds with Rank diversity), it might not become a recommended pick due its requeriments but has some clear results by just investing a few options arround its effect.

 

Personal Rating: B

 

+ If an Xyz Monster of ours is destroyed in battle both players reveal a Xyz Monster with the same or lower Rank as that monster and the one with the weakest card takes damage equal to the ATK difference
+ If the opponent doesn’t reveal a Xyz Monster will take as much damage as the ATK of our revealed monster
+ Several powerful Xyz Monsters to win with this effect and/or deal massive damage

 

– Might require some space in our Extra Deck just for its effect
– Tricky activation requeriment
– Efficiency will vary of the opponent’s Extra Deck

Pendulum Xyz

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Target 2 cards in your Pendulum Zones; Special Summon both targets, but negate their effects (if any), and if you do, immediately after this effect resolves, Xyz Summon 1 Xyz Monster using only those 2 monsters. (You can treat the Level of 1 of those monsters as the other monster’s.) You can only activate 1 “Pendulum Xyz” per turn.
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Currently Found In: Premium Pack 2020 (20PP-JP016)

Pendulum Monsters compensates the limitations applied by the Extra Monster Zone by becoming builds all about extending plays. With the ability to be in the backrow as they provide Scales towards Pendulum Summon, Pendulum Decks use the monsters’ effects in that location to be immediately replaced with another batch of Pendulum Monsters by the use of backrow removal and some costs. This makes them more versatile than might apparent, to the point of obtaining a very powerful early game in exchange of having barely any interactions with the Graveyard and heavy reliance on Link Monsters compared to other builds.

 
“Pendulum Xyz” is a Spell Card that pretty much summarizes its main uses by its name alone. The card will take the two cards in our Pendulum Zones to be Special Summoned without their effects if any, to then make them materials of a Xyz Summon. The main catch of all this is that both monsters will be able to share the same Level up to our own choice, allowing “Pendulum Xyz” become an incredible tool to shortcut all sorts of Xyz Monsters including those that usually require heavy Levels for their summon.

 
Despite the simplicity of its name, “Pendulum Xyz” has a very strong start because of it thanks to the small yet powerful support for making it part of two small archetypes. If we already have one or both Pendulum Zones occupied “Duelist Alliance” can search for this Spell Card for an immediate use, while the pressence of a Xyz Monster on our field let us use “Generation Force” for the same purpose instead. While the chances of having two Pendulum Monsters in our backrow are quite high right from the first turns, depending of the build we can get assistance by a wide variety of searching tools such as “Pendulum Call” or “Odd-Eyes Revolution Dragon” to obtain the right monsters for this Spell Card. Xyz Summoning by “Pendulum Xyz” becomes quite simple thanks to the ability to make both monsters share one of their Levels, not only assuring us a Xyz Monster no matter the Pendulum Monsters in our backrow, but giving us the opportunity to place a Pendulum Monster which high Level can be used to lead into big Xyz Monsters no matter the second material. This is specially the case when monsters such as “Odd-Eyes Raging Dragon” or “Magician of Hope” are involved, not only due being potential Xyz Summons by this Spell Card but as Pendulum Monsters they can gain a Level along the proper partner once relocated in our backrow. To make things more benefitial Pendulum Decks aims to keep using Pendulum effects in their backrow as they clear the Zones to place new Pendulum Monsters, making “Pendulum Xyz” a strong method to clear our backrow for new cards to be played.

 
“Pendulum Xyz” has the potential to become one of the best tools towards all sorts of Xyz Summons thanks to the ability to change the Levels of the materials involved. Along the fact that can shortcut the summon of high Level Pendulum Monsters and therefore big Xyz Monsters, “Pendulum Xyz” becomes a very powerful early game card as continues the current trend of Pendulum Decks trying to abuse as many Pendulum effects as possible while piling the Extra Deck for future summons. While the requeriments to work arround “Pendulum Xyz” are quite simple as well the small yet strong support involved making things easier, is a card that will mainly fit in builds that goes for high Rank Xyz Monsters as there’s many other alternatives to Xyz Summon without a third card involved. If you can gain strong momentum as you rotate through Pendulum effects right from early game, “Pendulum Xyz” can easily fit any Deck that tries to gain big advantage with each consequent play.

 

Personal Rating: A

 

+ Summons Pendulum Monsters from our backrow for an immediate Xyz Summon
+ One of the Pendulum Monsters involved will share its Level with the other
+ Strong shortcut of expensive Xyz Monsters while clearing the backrow for other Pendulum Monsters

 

– More effective in early game
– Mainly benefitial for high Rank Xyz Summons