Primite Roar
Primite Roar

Primite Roar – #ROTA-EN059

Pay 2000 LP, then declare 1 Normal Monster Card name; the declared Normal Monsters and “Primite” monsters you control cannot be destroyed by battle (until the end of your opponent’s turn), then if you control no monsters, you can Special Summon 1 declared Normal Monster from your Deck in Defense Position. If your opponent Normal Summons a monster: You can banish this card from your GY, then target 1 Normal Monster you control or in your GY; banish 1 monster from the field with less ATK than that monster.

Date Reviewed:  November 26th, 2024

Rating: 3.75

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:


KoL's Avatar
King of
Lullaby

Hello Pojo Fans,

Primite Roar may be the most anticipated card of the toolbox.

A Quick-Play, Primite Roar costs you 2000LP, but it can pay for itself depending on how you use it. You first get to protect Primite monsters on the field as well as one named Normal Monster from being destroyed by battle until your opponent’s next turn ends. Battle protection when your monsters have no effects helps keep them on the field for as long as possible. The real reason this card has garnered attention is because if you control no monsters you can Special Summon the declared Normal Monster from your Deck in Defense Position. Primite Roar gets searched by Lordly Lode and both of them are capable of getting you Special Summons of Normal Monsters in the same turn. You can use this to protect the monster and summon it from the Deck, keeping your LP safe on your opponent’s turn, or, summon during your turn and get things going.

If your opponent Normal Summons a monster, you can banish Primite Roar in your grave to trade a Normal Monster of yours in the grave with a monster on the field with less ATK. Normal Monsters being used alongside this will typically be heavy hitters. In the case that they are Level 4’s off of Rescue Rabbit, this card is meant to take away a combo piece that gets the opponent something off the Normal Summon and remains on the field to do some other shenanigans. While it won’t negate the monster you trade with, it does get rid of it, and as previously stated, getting rid of a piece makes it more difficult for your opponent to combo, and you don’t have to banish your Normal Monster. You can also select a Normal Monster on your side of the field, but you are more likely to use this with a monster in the grave.

If you only use Primite Roar to Special Summon a Normal Monster from the Deck while you have no monsters, it will pay for itself in doing that, thinning the deck, and setting up summons of bigger monsters. Trading on your opponent’s turn via banishing this card while keeping your Normal Monster on field or in the grave is a balanced advantage to you. No negation tied to this card hurts it, and Normal Monster support should have some negation, but getting rid of something still will put you at an advantage.

Advanced- 3.5/5     Art- 4/5

Until Next Time,
KingofLullaby


Crunch$G Avatar
Crunch$G

Want more ways to summon your Normal Monsters? Well Primite gives you a searchable way to do that with Primite Roar.

Roar is a Quick-Play Spell that lets you pay 2000 LP to declare the name of any Normal Monster, allowing the declared Normal Monster and your Primite Monsters to not be destroyed by battle until the end of the opponent’s turn, then if you control no monsters, you can summon a copy of the declared monster directly from your Deck in Defense Position. For 2000 LP, most of the time I feel like you’d only activate this when you have no other monsters so you can summon your vanilla and get your plays started. Being any Normal Monster in this case, when previous cards like this usually had a Level restriction, does mean you can summon some big names like Blue-Eyes White Dragon, Red-Eyes Black Dragon, or Dark Magician from the Deck with greater ease. Sure the Decks dedicated around those monsters had no issue doing that, but more ways to do so doesn’t hurt when it’s part of an engine that does offer some value to your strategy. The protection from battle destruction is also fine, and I guess can be worth the 2000 LP if you need it, but again this card is preferred to be a starter for your plays by summoning the vanilla. The other effect triggers in the graveyard when the opponent Normal Summons a monster, letting you banish this from the graveyard to target a Normal Monster you control or in your graveyard to banish a monster on the field with less ATK than that monster, which again goes great with the bigger vanillas, especially with those already having archetypes and strategies based around them. The biggest target for this of course is Blue-Eyes White Dragon, but there’s so many Normal Monsters this can be used with that have more than enough ATK to be able to banish nearly anything. Primite Roar is one of the most important cards for anything Primite related, as it can help get you to your Normal Monsters without shutting you down from the effects of your other monsters you Special Summon. Lordly Lode searches this, so 3 isn’t mandiatory, but the number is based on preference to how often you want to see your Normal Monsters.

Advanced Rating: 3.5/5

Art: 4/5 That’s supposedly a baby Alexandrite Dragon, which makes me wonder if we’ll see that printed one day.


Mighty Vee
Mighty
Vee

THE reason to play a Primite engine, Primite Roar is today’s card, a Quick-Play Spell in the Primite archetype. Primite Lordly Lode is the main way you can search it, and the upcoming Primite monster can indirectly search it by searching Lordly Lode as well (I don’t recommend directly searching it with that monster since it directly sets Roar and prevents you from activating it immediately). Roar has two effects, neither of them once per turn, oddly enough. On activation, by paying 2000 Life Points, Roar lets you declare the name of any Normal monster, making said monster and Primite monsters immune to destruction by battle until the end of your opponent’s turn. Additionally, if you don’t control any monsters, you can Special Summon a copy of the declared monster from your deck in defense position. Roar is what makes the engine work because it has a single job: bringing out Normal monsters that are key combo pieces. Gladiator Beast and Aroma can kickstart their combos with Primite since their combo lines can branch off of a single vanilla monster. Six Samurai and Blue-Eyes are similar, though they rely on two card combos instead, so Primite just helps you access their key vanillas. Roar’s other effect triggers whenever your opponent Normal Summons a monster, letting you target a Normal monster on your field or in your Graveyard then banish a monster on the field with a lower attack stat. This encourages you to play high-attack vanillas like Alexandrite Dragon and Megalosmasher X, alongside classics like Blue-Eyes White Dragon; it’s a neat disruption that can be an extra push against decks that rely on low-attack combo pieces, and it’s effectively free too in most decks that can play the Primite engine. The battle protection is a nice touch and the disruption is cool, but the main reason you’ll be playing Roar is the Special Summon effect. In pure Primite, it’ll field a second body so that you can go for Extra Deck plays (commonly Hope Harbinger by summoning 2 level 8 jobbers alongside Lordly Lode) since you won’t be bothered by Lordly Lode’s lock. Needless to say, no matter what build, 3 copies will probably be your best bet.

+Accesses any vanilla monster in the game for extender or combo purposes
+Disruption can be very strong against decks that rely on weak Normal Summons
-Relatively small cost of 2000 Life Points for the main effect
-Needs Lordly Lode for full potential in pure builds

Advanced: 4.25/5
Art: 4/5 HE LIVES! If it wasn’t obvious, this deck is begging you to play Alexandrite Dragon.


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