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

Ritual Beast Ulti-Cannahawk
- #THSF-EN030

1 "Ritual Beast Tamer" monster + 1 "Spiritual Beast" monster Must be Special Summoned (from your Extra Deck) by banishing the above cards you control, and cannot be Special Summoned by other ways. (You do not use "Polymerization".) Once per turn: You can target 2 of your banished "Ritual Beast" cards; return them to the Graveyard, and if you do, add 1 "Ritual Beast" card from your Deck to your hand. During either player's turn: You can return this card you control to the Extra Deck, then target 2 of your banished monsters (1 "Ritual Beast Tamer" monster and 1 "Spiritual Beast" monster); Special Summon them in Defense Position.

Card Ratings
Advanced: 3.40 / 5.00

Date Reviewed: Nov. 18, 2015

Back to the main COTD Page

 

Baneful

Despite Ritual Beasts not seeing much competitive play, Ulti-Cannahawk was Limited to 1 because it has a loop combo.  To be perfectly honest, I don't know much about Ritual Beasts, and I always defer to superior knowledge (rather than talk out of my ass), so I'm going to quote Faelivri on Dueling Network on how to enact the loop:
 
"Let's pretend that you have Kannahawk + Elder in you hand on you first turn.
 
- Summon Elder, then Kanna.
- Use Kanna effect to banish something (Let's say Wen).
- Summon Ulti-Kanna.
- Detach him without doing anything else.
- Use Kanna to banish another card (Rampengu for example).
- Summon Ulti-Kanna.
- Use Ulti-Kanna effect selecting Elder + Wen.
 
This is where the fun beings. Only one card need to hit the graveyard. You can chain Ulti-Kanna to summon second tamer (Wen) and beast (Rampengu) and his effect will still work.
 
- Do above searching for Steeds.
- Use rampengu to banish Ulti-Apelion and sent Apelion to grave.
- Summon Ulti-Kanna.
- Use Ulti-Kanna selecting one tamer and Ulti-Apelion searching for Ambushed.
- Set what you can and end the turn with a happy face.
 
This is only you first turn, so you can imagine what can happen later. Abusing Ulti-Kanna effect with other cards helping him is a key to victory. As long as you have materials you can do this as much as you want/can. Teach yourself how to do it and you will see how stupid it can be. Also you opponent will hate you because it can take ages before you end you turn."

3/5


Dark

Paladin
Wednesday
 
Shifting from the Banned to the Restricted column, we look at Ritual Beast Ulti-Cannahawk.  This is a Level 6, Wind attributed, Thunder Monster, with 1400 attack and 1600 defense, who is Fusion Summoned with a Ritual Beast Tamer and Spiritual Beast Monster.  So a vaguely specific Fusion requirement here.  So first off, you note this card can only be Fusion Summoned by removing the chosen cards used for this Fusion from play.  Polymerization isn't required, so that's an obvious benefit however.  Once a turn, you're allowed to take two of your Ritual Beast cards that have been removed from play and send them to your Graveyard, which in turn, allows you to add a Ritual Beast card from the Deck to your Hand.  Additionally, during either players' turn, you can send this card back to the Extra Deck to Special summon a Ritual Beast Tamer and Spiritual Beast Monster that have been removed from play, back to the Field in Defense position.  You'd really like to see some more attack on this card, but honestly, he's a cycle card.  You get new pieces, can reuse old pieces, and he adds a great deal of speed to a Deck that's all ready pretty quick.  One allowed helps to slow down the Deck, but its gameplay isn't crippled.

Rating:  3.5/5
Art:  5/5 

Rikothe
FoxKid
YouTube

Ritual Beast Ulti-Cannahawk is the black sheep of this Forbidden/Limited List; it’s Limiting came completely out of left field, and I’m still scratching my head as to why exactly it warranted such a hit. Ritual Beasts have never been a large threat to the metagame; their inherent inconsistency prevents them from being anything more than a Tier 2/Tier 3 choice.

 

The only possible reasons I can think of as to why Ulti-Cannahawk got Limited are to lower the insanely long combos that the Deck can do, and to weaken potentially strong matchups Ritual Beast had with future Decks. The latter reason is highly disputable, and the former reason is really a moot point because Ritual Beast only really needed one Ulti-Cannahawk to go off; all that Limiting it accomplishes is that they can’t send Cannahawk off of Rampengu anymore, and they have to avoid getting hit by something like Solemn Warning.

 

This was the most off the wall hit that occurred this time around. If there’s any change to the list that you can honestly say didn’t need to happen, it was this one.

 

Advanced: 3/5

Warlockblitz

Ritual Beast Ulti-Cannahawk has gone from unlimited to limited this month. I can agree with this limitation. Ritual Beasts didn't become unplayable with the loss of this card. Basically, if this card is dealt with, the opponent doesn't have to deal with it again later. It already has a self loop effect and is sufficiently weak that it didn't need to be outright banned. I feel Nekroz got the shortest end of the handle of the Banhammer, while Ritual Beast received a love tap.
 
Score: 4/5
Art: 3/5
-WarlockBlitz


Misdreavus
"Mean and Evil"
With the advent of Dimension of Chaos, it is at last time to say goodbye to any old challengers: yesterday we talked about the impact of the limit of Ritual Beast Ulti-Cannahawk on the 'Ritual Beast' deck - Spiritual Beast Rampengu becomes a tad less useful in short - and possibly of whether the limit was warranted. Seeing how the "Unfairnutty" deck was brutally murdered after winning worlds last year, a similar fate was perhaps to be expected for version 2.0: 'Ritual Beast' was far from liked by a majority of players, and many hope to see this deck go for good as a result of the latest hit.
 
The timing of Ritual Beast Ulti-Cannahawk's limit is however suspicious to say the least, and, no matter how glad I would be to find that Konami of America takes notice of the wishes of their fanbase, I can't say this hit makes it seem like they did: very few of the additions to the forbidden/limited card list were necessary if you ask me - yes, 'Nekroz', 'Qli-', 'Shaddoll' decks have been around for a long time, and hits to these decks would have been in order only a few months ago, would have let variety flourish, but it is only when a greater evil is released, decks that were going to wipe the floor with the rulers of old anyway, that it was decided to permanently end their reign: 'Kozmo' and 'Majespecter' will fill the void 'Nekroz' etc. left behind and start suppressing any other decks for yet another format before one can even say "the banlist is just another way for Konami to regulate profit".
 
Now for today's review bestowed upon me is the task to declare 'Shaddoll' dead, but let me make clear that this has nothing to do with the limit of El Shaddoll Fusion (want me to talk about El Shaddoll Fusion's limit? A minor consistency hit, that's all - thanks for reading), or even the ban on El Shaddoll Construct. 'Shaddoll' were like the 'Mermail' deck not too long ago, able to dodge a large number of hits by inventing themselves over and over again: throughout the last few formats we've seen several 'Shaddoll' variants surface, and even in OCG-territories, where El Shaddoll Construct (as well as some other members) has been gone for a while, 'Shaddoll' kept up decently well before the era of "Performage and Pals" - the deck has indeed a remarkable adaptability.
 
But what happens now is different: just like 'Mermail' before, 'Shaddoll' is starting to face opponents that do everything the deck can do, but better, faster, and more consistently. The 'Shaddoll' monsters are marvelously designed, and El Shaddoll Shekhinaga and El Shaddoll Winda especially remain higly impactful, so I can see 'Shaddoll' make an appearance again somewhere, someday; this will, as always, largely depend on whether a secondary theme will appear that gives the 'Shaddoll' part of the deck the options, the pressure, the power, that it needs at the time.
 
Advanced: 5/5. Surely El Shaddoll Fusion could have been better - it could have fused using opponent's monsters, or monster from the (extra) deck, but honestly a spell speed two fusion spell is fantastic already.
 
Art: "A puppet that can no longer be used is mere garbage. This puppet's role has just ended..."/5
Snodin

Card: Ritual Beast Ulti-Cannahawk 

I'm all for Fusion Monsters that don't require Polymerization, as that gives you room more for other cards. This one serves its deck well; you can bring back Monsters from the “Different Dimension,” AKA out of play, back to the Graveyard, once per turn. And, you could grab another Ritual Beast from your deck as well. OR, you could use its other effect to return it to the Extra Deck to special summon two banished monsters back to the field in DEF position. And if you're dedicated to this deck, that shouldn't be a problem- in fact, you might even end up bringing back the same monsters used to Fusion this one if you need the added defense. 

This card is pretty versatile, but only for the Ritual Beast/Tamer theme. Which is why I don't get why it got nerfed in the new format. Was it really that much of a threat, especially compared to the previous two carss? Maybe I'm being a n00b for not having seen this theme in action personally. Hmm...

Final Score: 4/5 (Ritual Beast/Tamer only)


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