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.
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
- Summon Ulti-Kanna.
- Detach him without doing anything else.
- Use Kanna to banish another card (Rampengu for
- 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
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
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.
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
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.
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.
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
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
Art: "A puppet that can no longer be used is mere
garbage. This puppet's role has just ended..."/5
Card: Ritual Beast Ulti-Cannahawk
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.
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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