1 Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned: Target 1 face-up card you control and 1 face-up card your opponent controls; return those targets to the hand. This turn, you cannot activate cards, or the effects of cards, with the same name as those returned to the hand by this effect. You can only use the effect of "Vulcan the Divine" once per turn.
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - Nov. 19, 2013
Vulcan the Divine. is a Level 6 Synchro Monster,
and a Fire attributed, Beast-Warrior, with 2000
attack and 1600 defense. This guy is far more
splashable than he might originally seem at a
glance. I'd say the best Deck for him is Fire First,
being a Fire Monster, and a Beast-Warrior. When
Synchro Summoned, target a face-up card you control,
and one your opponent controls. Both cards are
returned to the respective Hands. This turn, you
cannot activate cards, or the effects of cards,
returned by this effect. You can only use this
effect once per turn. See, now logically you're
returning, at least in terms of your opponent, an
XYZ or Synchro Monster, that would return to the
Extra Deck, as opposed to the Hand. For yourself,
preferably a card that maybe you want to reuse an
effect of, or a Fire Formation Magic/Trap card to
reuse, not really losing any advantage. This guy can
be dangerous as hell, and if you're playing Synchro,
or can make a Level 6 Synchro easily, use this guy.
He's going to make a big splash on the scene. Vulcan
hasn't broken the game open, but I still think he
has a shot to be able to do it.
Today’s card is from the Shonen Jump
subscription. Vulcan the Divine is from Roman
mythology: God of Fire and Smithery. At 2000 attack,
Vulcan is not going to scare many people, however it
is also a Beast-Warrior so it can get a boost from
Fire Formation cards and Horn of the Phantom Beast.
You will need to run Vulcan the Divine in a deck
that gives you an advantage when face-up cards are
returned to the hand. There are two such decks that
come to mind. Mist Valley decks with the field spell
card Divine Wind of Mist Valley and Fire Fist. It is
the later deck that I find most intriguing.
In a Fire Fist deck, Vulcan the Divine is
incredibly useful. All you need is Brotherhood of
the Fire Fist - Spirit and level 3 Fire Fist in the
grave, preferably Brotherhood of the Fire Fist –
Rooster for mass advantage, to Synchro summon
Vulcan. Then use the effect to return one of your
Fire Formation cards to your hand so you can reuse
it on your next turn.
Vulcan the Divine gives your level 3 Fire Fist
deck another option to Brotherhood of the Fire Fist
Horse Prince and Lion Emperor. If your opponent has
a face-up card on the field that is causing you
problems, then Vulcan is the monster of choice. It
is best used against Synchro, Xyz, and Fusion
monsters as they will go back to the extra deck
basically netting you a plus two card advantage.
Vulcan the Divine
Howdy there, todays card is another exclusive,
Shonen Jump this time. Vulcan the Divine is one bad
ass looking card and honestly the more I look at it
the more I think how useful it could be if they ever
bring Formula Synchron back up to 2 or 3 he could be
extremely good in locking down an opponent. To
explain it a bit further Dragon Rulers are
everywhere, they rot the meta currently, not much
can do to slow them down, but if you pull a Vulcan
with Formula Synchron during your opponents turn
after they summon one of their Dragon Rulers you
effectively cut off the option to use it and
prevents recylcing as well as waste their resources.
To me that is just insane, a bit difficult to pull
off. As a generic 6 though kind of easy with only
needing a level 4 + Formula Synch. Gosh darn
honestly I like this card, the only real drawback is
having to return a card to your deck, but oddly
enough if you revive Form and return him you can
create a loop with frogs, or laval constantly
recreating it the next turn and remaking Vulcan the
Traditional: 4/5 (Pull it out on CED and they can't
use it, hell can stop Yata lock.)
Advanced: 4.5/5 (Potential, simply put)
Art: 5/5 There........GREAT!!!!!
Hey everyone. For Tuesday's review we take a look
at Vulcan the Divine, another recent promotional
Vulcan the Divine
Fire/Beast-Warrior/ATK 2000/DEF 1600
1 Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned: Target 1 face-up
card you control and 1 face-up card your opponent
controls; return those targets to the hand. This
turn, you cannot activate cards, or the effects of
cards, with the same name as those returned to the
hand by this effect. You can only use the effect of
"Vulcan the Divine" once per turn.
To start out, notice that this is a generic level
6 monster. The candidate to make this that comes to
mine is Fire Fists, but it can be made in anything.
Now of course, it seems like Fire Fists are where
it was intended to be played. The effect activates
when you synchro-summon it, returning one face-up
card you control and one face-up card your opponent
controls to the hand. If you played you cards right,
there's a pretty high chance that you control some
flavor of Fire Formation. You can use this to your
advantage to return a precious Tenki or Tensu to
your hand while simultaneously dealing with a pesky
problem your opponent may control, such as a
high-power synchro, an XYZ that is difficult to
destroy like Zenmaines or Maestroke, or perhaps a
continuous backrow card you don't want to deal with.
It's not exactly difficult to set up for this
card either; Fire Fist- Spirit and a Rooster makes
it happen instantly, with Rooster grabbing you
another monster and giving you the chance to set
another Fire Formation card as well. If you do it
right, you can then use Tensu to summon a second
Fire Fist monster, like Bear, Gorilla, Dragon,
whatever you want, then proceed to summon Vulcan,
bounce a monster, recycle your Formation, and attack
through. Keep in mind you can't activate the card
you bounce the turn you bounce it, but chances are
it's something that can only be activated once a
Another nice thing about is that the effect is
mandatory; the only out to it is a Solemn Warning or
an all-out negation of his effect; Torrential,
Bottomless, Compulse, and Book of Moon (among
others) will not be adequate. Just make sure you
have something to bounce or he's going to end up
In closing, this card is a great addition to any
deck that can make a level 6 synchro (and has
candidates to bounce.) It's a great setup card if
you use it right, it's easy to make, and everyone
can use it.
Traditional: 1/5, sadly it's not light and not
obscenely broken, so it won't really work out here
Advanced: 3.5/5, great level 6 choice
Art: 5/5, it's a tiger blacksmith, how is that not
Thanks for reading!
Yet another synchro monster, keep em coming
Here we have a generic level 6 fire/beast-warrior
monster. 2000/1600 seems low for a level 6 synchro
so the effect has to be decent.
He is a watered down version of Brionac with a huge
difference. Once he is summoned you have to target 2
cards, 1 on your side of the field and one on your
opponents side of the field (both have to be face
Obvious combo card is obvious, reuse that continuous
spell or trap you got face up while bouncing
anything your opponent has face up that troubles
Good card is good. Put it in Fire fists to reuse
cards, bounce back a call of the haunted or better
yet target a monster with safe zone summon this guy
bounce safe zone and you essentially make your
opponent minus 2 while you get that safe zone back.
I like this guy. Personally i wouldn't use him in
my synchro builds, but that's just me. I know the
meta scene likes him and that's all that matters
Traditional: 2/5 (dunno if they would even use
it. isn't it a mirror match during every traditional
Advance: 4/5 (as a generic synchro monster on it's
own the effect can be 50/50 but in a deck like fire
fist, it shines quite bright)
art: 4/5 (a tiger with a giant hammer, seems legit)
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