Celestial Wolf Lord, Blue Sirius, actually isn't
a bad Synchro Monster...and he tries really hard to
be good...but he's just not. Statistically, he's not
bad for a Level 6 Synchro...Dark is good, 2400
attack is, well, average. Beast Warrior...you could
do worse. The 1500 defense isn't great, and even
before we get into the effect, we'll think we can
make better Rank 6 Monsters, and likely easier too.
Well you're right about that. When this card is sent
from the Field to the Graveyard, you target a
Monster your opponent controls (face-up) and it
loses 2400 attack. That's a hell of a drop, but
again, you're going to find better and easier ways
to do this. Sure, I've been kinda cynical lately,
but I'm trying to be positive doing it. Think about
Celestial Wolf Lord, Blue Sirius
1 Tuner + 1 or more non-Tuner monsters
When this card on the field is destroyed and sent to
the Graveyard: Target 1 face-up monster your
opponent controls; it loses 2400 ATK.
To wrap up this week we have Celestial Wolf Lord,
Blue Sirius a Jack Atlas card from the 5Ds Manga.
Statwise Celestial Wolf Lord, Blue Sirius has good,
if unremarkable stats for a Level 6 monster. 2400
ATK is what we like to see in a level 6, while 1500
ATK isn’t great but is par for the course for level
6s with 2400 ATK.
Effectwise, I am surprised that his guy has his
effect not just intacted but actually improved. The
Manga version only works when he is destroyed by
battle and only on the monster that destroyed it,
here though the effect triggers when it is destroyed
and it can be any Face up monster your opponent
controls. Of course the effect itself 2400 ATK is a
massive amount of ATK to lose for any monster and it
will force your opponent to try to think of other
ways to get rid of this card.
Overall, a powerful effect and a good monster on his
own right. Of course it depends if you have room in
your Extra Deck for him.
Celestial Wolf Lord, Blue Sirius
Howdy there, today's card is Celestial Wolf Lord,
Blue Sirius a really bad ass monster to finish off
the week. He is a reprint in ways that players
wanted for a while from OCG and we got him in
Shadows Specters he could have done more before XYZ
we brought in, but he is still a good, if not maybe
sadly the best generic 6 Synchro monster, I kind of
wish he didn't need to be destroyed to get his
effect which could allow cool Synchro - > XyZ - >
detach combos. He still is really cool and that art
Traditional: 4/5 (Honestly kind of stomps CED, oh
destroy my Sirius hello 600 attack CED :D)
Advanced: 3/5 (Synchro is just not the same anymore)
Art: 5.5/5 Blue werewolf guy with arms that are
also wolves, bad #@$%ing ass sooo coool!!!
Happy Friday everyone! We conclude the week with
a review of Celestial Wolf Lord, Blue Sirius, a
level 6 Synchro from the Shadow Specters expansion.
This card has a number of benefits going for it that
might make it worthwhile to play. First, it's level
6, which from the Synchro side of things is not a
strong number. There are unique cards like the
Dragunity monsters and Naturia Barkion, but if
you're not playing a deck that can easily make
those, you need another option.
You can then turn to Orient Dragon or Gaia, one of
which is nothing but a beatstick, and the other is
meant to give you an edge of other Synchro Monsters.
I have no problem with Orient Dragon, but sometimes
that's not what you need. There's also HTS
Psyhemuth, a card that functions like a D.D.
Warriorr Lady with higher attack. Again, useful,
and it will make your opponent think twice about
attacking it, but it may not always be the best
So now you have this, with a pretty reasonable
Attack stat at 2400, a paltry 200 less than Gaia the
Beatstick Warrior, and with a reasonable effect of
basically making whatever destroyed it useless. Now
granted Psyhemuth will neutralize that monster
permanently, but that's only in battle.
Furthermore, if Iron Wall is on the field, it's not
happening anyway. This gives you a secondary option
to employ in the right situation. Even if it's not
destroyed by battle, say your opponent uses Smashing
Ground or something, you get the effect. I feel
like that's a nice incentive to give this card a try
if you have the space.
If you only have room for one though, I'd still use
Psyhemuth over this. His effect is probably the
more useful of the two, but don't write this card
off because of that.
Thanks for reading and have a great weekend!
Hello Pojo Fans,
Today we are looking at another Synchro monster:
Celestial Wolf Lord, Blue Sirius. A Level 6, Dark,
Beast-Warrior with 2400ATK/1500DEF. Sirius takes 1
Tuner + 1 or more non-Tuner monsters to summon. When
this card on the field is destroyed and sent to the
Graveyard: Target 1 face-up monster your opponent
controls; it loses 2400 ATK.
Though he doesn't take much to bring out, Sirius
works best with a Fire Fist deck that works more
around Synchro Summoing. All the standard Fire Fist
cards will help power up Sirius (Tenki, Tensen,
etc.). Sirius's effect can be used in combination
with a variety cards to gain you an advantage,
without having to wait for it to be destroyed by
your opponent. Wild Nature's Release will boost its
attack by it's defense (1500) until the End Phase,
when it will be destroyed. Destruct Potion will
destroy Sirius, activate its effect, and give you
life points equal to his attack (2400). Easiest way
to combo this card is with Scrap Dragon or Diamond
Dire Wolf. Each monster will be able to destroy
Sirius while giving you an immediate advantage on
the field, as well as lowering one monster's attack
by Sirius's attack. If you want to gain advantage
while waiting for your opponent to destroy Sirius,
then use Horn of The Phantom Beast to increase
Sirius by 800ATK and draw when he destroys a
Standard stats for a level six monster, nothing too
impressive. It's effect can be useful, but players
like to gain advantage without losing resources or
using resources to pull off combinations of cards to
gain advantage when there are easier routes to get
there. Sirius has some uses, and he has support
behind him. He can be combo'd with different cards
to gain advantage and take down troublesome monsters
your opponent may have...but there may be better
ways to do that then Sirius. Best move with this
monster may still be using Dark Hole to clear a
Dracossack's tokins and Sirius off the field, then
special summoning something to finish off the
leftover Phantom Beast.
If you're going to synchro for a 6 star monster
they're tons of better targets. It's stats are cool
but if a monster is giving you issues you don't want
to have to have your awesome synchro summoned
monster destroyed to reduce its attack points. No,
you want something that can run over the monster
giving you trouble or get rid of it through an
effect while not sacrificing field presence.
Breaking this week's tradition of not-so-good cards
is a good one. This week's theme has been stat
increase/decrease, and the principle holds true that
how good cards of that nature are often depend on
what the stat changes are. Thankfully, in this case
we have a good one.
At level 6, its an easy-to-summon Synchro. At 2400
ATK, it's strong and can run over most monsters.
And the ATK reduction of 2400 is strong enough to
actually matter on many occasions. It effectively
shines against a swarm where it can kill monster #1,
absorb the attack from monster #2 and weaken monster
#3 (or #2). Also, the prospect of making a monster
your opponent thinks is strong into a weak one opens
up the opportunity for inflicting some decent battle
This card still has it's share of holes. Since it
only works after being destroyed (which is usually
the opponent's turn), they can see it coming in
advance and prepare for it. Stat reduction weakens
the threat but doesn't eliminate it (they can still
tribute, xyz and synchro it if it remains). It
requires you have another card to destroy the target
in value. If your opponent destroys Sirius whilst
controlling no monsters or they control a monster
that isn't surviving because of it's stats anyway,
the effect can be a waste.
This card has it's shortcomings for sure, but what
matters is that there are situations where you would
want to use this card, so you might want to splash 1
into your Extra Deck if you're looking for LV6
Oh my, it seems today we shall be reviewing a card
played by the King himself, Jack Atlas from the
Yu-Gi-Oh 5D's manga. A king reviewing a king's card.
How kingly. Hello my guppies, and welcome to
Terrorking's review of Celestial Wolf Lord, Blue
If you remember my review of Giganticastle from a
few days ago, you'll remember I compared it to other
Level 9 Synchros. Well with this, there's a lot more
to compare it to, so let's list them off, yeah? Iron
Chain Dragon, Psyhemuth, Vulcan the Divine, Gravity
Warrior, Flamvell Uruquizas, Mighty Warrior,
Splendid Rose, Orient Dragon, and Gaia Knight, the
Force of the Earth. Now let's remove all those that
have less ATK than Sirius and no good effect to save
them and see who's left: Psyhemuth, Mighty Warrior,
Orient Dragon, Gaia Knight, Vulcan and Iron Chain
Dragon. Now let's remove the situational cards (the
ones that require a very particular situation or
deck to be effective): Psyhemuth, Iron Chain Dragon,
and Gaia Knight.
Both Iron Chain Dragon and Gaia Knight have superior
stats to Sirius, but Gaia Knight is a vanilla
monster and is easily countered without giving you
benefits. Iron Chain Dragon mills the opponent, and
getting milled in Yu-Gi-Oh is a good thing; you do
not want to be doing good things to your opponent.
Psyhemuth is the closest thing to real competition
since it has similar stats and remove problematic
graveyard-activated cards, but ultimately, it loses
out to Sirius for one simple reason: Sirius is a
DARK monster. If I need to tell you more, you need
to start paying attention, guppy. 2400 ATK and DARK
means you can use it with Deck Destruction Virus,
which cripples a lot of strong decks out there, and
the fact that this is generic and can be accessed by
anyone massively ups its playability.
How to Counter Sirius: every commonly-used
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