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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!

Satellarknight Alsahm
- #DUEA-EN021 

If this card is Summoned: You can inflict 1000 damage to your opponent. You can only use this effect of "Satellarknight Alsahm" once per turn.

Card Ratings
Traditional: 1.25
Advanced: 2.30 

Ratings are based on a 1 to 5 scale
1 is Horrible. 3 is Average. 5 is the highest rating.


Date Reviewed:
Sep. 30, 2014

Back to the main COTD Page

 

Baneful

Satellarknight Alsahm

 

Let's be honest.  Alsahm is the weakest link amongst the Satellar monsters.  With 1400, its stats are pretty much unimpressive.  Its effect of inflicting 1000 damage makes for quick burn, but that's not what the deck's about.  If you're going to Special Summon a monster, you're going to go with the other 4. 

 

Deneb will +1 a card to your hand. 

 

Unukalhai will fill your graveyard for a combo. 

 

Vega will give you another summon for an XYZ.

 

Altair will let you summon another monster.

 

This card.... doesn't fit.

 

The deck bases on XYZ summoning and this card doesn't help.  It's generally a -1 for 1000 damage which goes against the mentality of sacrificing life points for card advantage.  There's a reason why people run Solemn Warning and not Reflect Bounder.

 

The only reason this card would be worth any play is Soul Charge.  Take an extra 1000 damage to attrition down your opponent's life points, if you have life point advantage.  Late game, you might be able to cripple their Soul Charge with an extra 1000 damage or punish them for their Soul Charge use.  But this is really situational.

 

And that describes what this card is.  If you can get an extra target off Soul Charge, hey why not?  But don't waste any resources summoning this.

 

It's not absolutely horrible.  It's just not something I would use in competitive play.  I'd splash in 1 a copy of Alsahm in a locals for fun, but never use more than 1 of this card in ANY deck.

 

Even burn decks wouldn't waste their Normal Summon on this.

 

Assessments:

 

Power - 2/5 ; Can hurt Soul Charge players a little bit.  That's it.

 

Versatility – 2/5 ; 1000 damage is never bad but its rare to see a situation where you need it.

 

Dependability – 2/5 ; You can summon it without Altair or Soul Charge, but you wouldn't want it.

 

Card Advantage – 1/5 ; Unlike the other cards in the archetype, this card does squat

 

Speed – 3/5 ; The effect happens on summon, which is fast.  But the overall card itself isn't quick, and fast doesn't mean good.

 

Ratings:

 

Traditional – 1/5

Advanced – 2/5


mkohl40
Satellarknight Alsahm
   
This is the worst of the Satellar monsters released currently. The ability to do 1000 life points on summon is subpar. I don't think this card warrents more then a 1 of slot in todays current metagame.

Traditional 1
Advanced 2
Leo
Kearon

Satellarknight Alsahm
 
We continue looking at ‘tellarknights this week with today’s card; Satellarknight Alsahm. Statwise Satellarknight Alsahm is a LIGHT/Warrior so there is loads of support for him and has 1400 ATK and 1800 DEF which makes his searchable and have a decent bit of defence.
 
Effectwise, once per turn when it’s summoned, you can inflict 1000 points of damage to your opponent. As with Satellarknight Deneb yesterday it doesn’t matter how it is summoned , so get off its effect is easy. 1000 points of damage may not be the largest amount of effect damage but can still be quite nasty, especially if you can do it constantly, so  it’s a good thing this card has a once per turn condition. It is a level 4 and with ‘tellarknights love summoning, you could Overlay this with another level 4 and get out Gagaga Cowboy and inflict another 800 points of damage or use it with Ceasefire for even more damage.
 
Overall a searchable monster that can easily do 1000 points of damage and open the possibilities for more damage.
 
Traditional: 3/5
Advanced:  3.5/5

That
Guy
With
The
Hat

Kind of sad faced I missed out on yesterdays review of Deneb but today we take a look at the 50/50 card of the Satellarknight Monster lineup, Alsahm. Alsahm has pretty meh stats for a level 4 monster but his effect is certainly a fun one. Simply summon him and burn for 1000 damage. Doesn't matter how he's summoned, just like all the Satellars. This lone effect basically gives Satellars a leg up in end of round procedures where every Lifepoint truly does count. His downfall pretty much is by himself, he does very little to help the deck as a whole. Considering the whole concept revolves around summon deneb, search altair, repeat, it leaves little room for a subpar statistic'd monster to take up room in the lineup which leads many to not use him at all. Personally, I DO run him in my Satellar deck, being able to Altair into him can set up nearly 2500 lp worth of damage between burns and attacks utilizing cowboy which can be game ending.

Traditional 1.25/5
Advanced 2/5


Electric
Soldier
Satellarknight Alsahm
 
Oh hey guys, its me! Sorry I haven't been writing as much as I would like to, but I hope I can make it up with these next four reviews.
 
Today's card is Satellarknight Alsahm. A simple card, with the same level and attribute as all the other Satellarknights. Searchable by Rota, Deneb, Delteros, and anything else that might be able to(i.e) monk.
 
Its effect is very simple, when it is summoned, burn your opponent for
1000 damage.  As to be expected, it has a once per turn clause tacked on at the end, for no apparent reason. This might've been to stop strange otks, but I digress.
 
This card is the textbook definition of win-moar. In terms of what it does for the deck,  it doesn't search, it doesn't special from hand or grave, AND it doesn't send from deck to grave or provide any draw power of any sort. In case you aren't familiar with the term win-moar, it is a player-generated term that generally refers to any card that is generally gimmicky, and doesn't provide any use outside of winning a game once per 100 games. It isn't even strong enough to beat down with.
 
If you want to pay this card, play it as a one-of tech. But I wouldn't advise it.
 
Advanced:2/5
Traditional:1/5

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