Primite Drillbeam
Primite Drillbeam

Primite Drillbeam – #ROTA-EN060

Reveal 1 “Primite” card, or 1 Normal Monster, in your hand, except “Primite Drillbeam” (or if you control a Normal Monster or a Level 5 or higher “Primite” monster, except a Token, you can activate this effect without revealing a card), then target 1 face-up card on the field; negate its effects, and if you do, banish it. During your Main Phase, if you control a “Primite” monster: You can Set this card from your GY. You can only use each effect of “Primite Drillbeam” once per turn.

Date Reviewed:  November 27th, 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 Drillbeam is another Quick-Play Spell within the toolbox that is that negation I was wishing for yesterday.

Quick-Play Spell that requires a Normal Monster or Primite monster for you to activate. You either have to have a Primite card or Normal Monster in your hand to reveal, or a Primite monster or Normal Monster on the field. Worth nothing, the text specifies Level 5 or higher Primite monster, guaranteeing more Primite monsters to come. Simple requirement to meet that almost all the time should be attainable, but balanced enough to prevent you from activating now and then. Once activated, it offers negation of a face-up card and banishment of that card. Revealing the monster or card required for Drillbeam to activate helps against your opponent blowing out your board and you losing the requirement for Drillbeam. Also, the target has to be face-up on the field, making it not the best negation against things from the hand, but still a great piece of negation that is within the archetype.

Resetting itself from the grave during your Main Phase is great, setting you up for next turn if you’ve already used Drillbeam during your turn. However, needing Primite monsters only makes this ability pretty narrow at the moment. Imperial Primite Dragon is the only monster so far in the archetype and you don’t really need to run it for the toolbox (though you can and it shouldn’t hurt your consistency). The more monsters for the archetype, the easier this ability will be to activate and without the added downside of it banishing itself after its second use, Drillbeam can turn into a once per turn negation and banish that never goes away.

A card with a lot of potential. Good right now, better in the future. Capable negation in the toolbox, gets rid of a card, balanced as it can’t deal with stuff in the hand or grave, and will get better as the archetype gets fleshed out.

Advanced- 3.5/5     Art- 4/5

Until Next Time,
KingofLullaby


Crunch$G Avatar
Crunch$G

If you don’t need ways to summon your Normal Monsters, then you might want access to disruption for controlling them, so Primite Drillbeam has you covered there.

Primite Drillbeam is another Quick-Play Spell that requires you to reveal a Primite card or any Normal Monster in your hand, can’t reveal another Drillbeam, to activate. You can bypass that, however, if you already control any Normal Monster or any Level 5+ Primite. Upon activation, you can target a face-up card on the field to negate its effects and banish it. Basically, any monster effect the opponent might activate or any Spell/Trap they use can be targeted by this to negate the effects as well as banishing it from the game to not make it as much of an issue for you. Only negative is that it targets, but it’s so easy to activate with anything Primite related that it could be forgiven. During your Main Phase, if you control a Primite monster, you can Set this back from the graveyard to use again. Better in dedicated Primite when you’ll more likely run Imperial Dragon, but once these Primite Decks get Another Beryl, that’ll be your requirement since you’ll likely run Beryl to search for your Primite cards to begin with as well as be a recurring resource every turn. Each effect is a HOPT, which makes sense here while Roar lacked it yesterday. Drillbeam is an option you’re going to want to have when you already got access to your plays with Roar more than likely, and its better in Decks that’ll keep the Normal Monster on the field like some of the suggestions I provided yesterday. The number played is up to you, but at least 1 feels mandiatory.

Advanced Rating: 4/5

Art: 4.5/5 We drilling for Normal Monsters here.


Mighty Vee
Mighty
Vee

As it turns out, Primite does have cards that aren’t relevant to the engine (go figure); Primite Drillbeam continues our coverage, a Quick-Play Spell once again searchable with Primite Lordly Lode and indirectly by the upcoming Primite monster. Unlike Roar, they remembered to make its effects hard once per turn, though I doubt you could abuse it by searching multiples anyway. On activation, Drillbeam will let you reveal a Normal monster or Primite card in your hand to target a card on the field, negate its effects, then banish it. Alternatively, if you control a non-Token Normal monster or a Primite monster, you can use Drillbeam for free instead. It’s a basic but strong disruption that you don’t see too often, so I’m glad that Primite of all things gets it. In pure Primite, this will almost always be live considering you’ll be fielding the boss eventually or at least have reveal fodder in your hand. In builds using Primite as an engine, this card won’t be relevant unless your endboard involves a Normal monster (and even then, why did you search this instead of Roar?). Drillbeam’s other effect can only be used if you control a Primite monster, setting it directly to your backrow from your Graveyard. Self-recycling is great and it definitely wants you to play it in pure Primite, since you’ll be fielding their boss monster as frequently as possible. In almost any other deck, Drillbeam would actually be pretty broken, but (un)fortunately it’s stuck in Primite. I’ll discuss why pure Primite and Primite-focused decks aren’t so great when we get to the boss, but for now, just know that Drillbeam needed to be this good to make it even worth considering at even a casual level. Since it heavily relies on other cards and recycles itself, I recommend running just 1 copy, maybe 2 if you’re paranoid of banishing disruption. Hybrid builds should skimp on it and just run Lordly Lode and Roar.

+Extremely strong disruption that negates and banishes cards
+Recycles itself every turn
-Quick-Play Spell means it can’t be activated immediately when directly set by itself or Primite monsters
-Relies on Normal monsters or other Primite cards so it’s useless on its own or in an engine build

Advanced: 3.75/5
Art: 3.5/5 This is what the cool kids call a “mining laser”.


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