Kairo Ryu-Ge Emva – #CRBR-EN032

You can discard this card; add 1 “Ryu-Ge Realm – Sea Spires” from your Deck to your hand. During your Main Phase, if 2 or more monsters were sent from the hand and/or Deck to the GY this turn, except “Kairo Ryu-Ge Emva”: You can Special Summon this card from your GY. You can place 1 “Ryu-Ge Realm – Sea Spires” you control on the bottom of the Deck; banish your opponent’s entire hand, and if you do, they draw the same number of cards. You can only use each effect of “Kairo Ryu-Ge Emva” once per turn.

Ryu-Ge Realms – Sea Spires – #CRBR-EN038

You can only control 1 “Ryu-Ge Realm – Sea Spires”. Your “Ryu-Ge” monsters cannot be destroyed by battle. “Ryu-Ge” Pendulum Monsters, and Level 10 or higher monsters whose original Type is Sea Serpent, that you control, gain this effect.
● Once per opponent’s turn (Quick Effect): You can place 1 “Ryu-Ge” Continuous Spell you control on the bottom of the Deck, then target 1 card on the field; return it to the hand.

Date Reviewed:  January 21st, 2025

Rating: See Below

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,

Kairo Ryu-Ge Emva is your WATER Ryu-Ge and as such will see playability in all WATER-based strategies.

Unlike Kavia, Emva you discard instead of cycling back to the Deck to search out its specific Continuous Spell. Where Kavia had destruction, Emva has being sent from the hand or Deck to the Graveyard as their Special Summon effect, perfect for Mermail. 3000ATK body on board is always encouraging and its Special Summon is from the Graveyard rather than the hand. Discarding this to search the Continuous Spell, then do your Mermail stuff, then Special Summon Emva. Emva’s Special Summon is not a Quick Effect like Kavia, so you have no way of Special Summoning it during your opponent’s turn with its effect, and being in the grave does open Emva up to stuff like D.D. Crow and Shifter hurting its play. When you place its specific Continuous Spell to the bottom of the Deck, Emva can banish the opponent’s hand and have them redraw the same number of cards. Handy if you know what your opponent has and don’t want them to have it. Giving your opponent a new hand opens you up to a potential worse fate than you previously had with the cards you banished. There are cards that prevent drawing that would combo with this card but we’re not trying to get gimmicky and ruin consistency.

As for their Spell: Ryu-Ge Realm – Sea Spires, the same first rules apply like yesterday: only control one copy at a time and its effect is dependent on the card’s theme monster. Battle protection for Ryu-Ge monsters is more useful than an ATK boost, but the effect that really matters is cycling Sea Spires to the bottom of the Deck to pop a card back to the hand. While it doesn’t have negation like Dino Realms, it is a way of dealing with a problem and doesn’t require ATK to be higher than the monster you target. You can target any card on the field as well, lending it more flexibility than Dino Realms. You are able to put any Ryu-Ge Continuous Spell to the bottom of the Deck, not just this one, aiding you if you happen to be playing a pure Ryu-Ge deck and have no access to one of your other Ryu-Ge monsters but have their Continuous Spell.

Emva may not have a wide-reaching effect like Kavia on the field, but it does have the ability to mess things up for your opponent. A lot of the game is about searching and setting up stuff in the hand to use next turn. Your opponent searches some stuff at the end of their turn you can use Emva to get rid of that, though they still get the same number of cards back through the draw. Less impactful than Kavia but can hit more cards as it isn’t restricted.

For the Monster    

Advanced- 3/5     Art- 4/5

For the Continuous Spell

Advanced- 3.5/5     Art- 4/5

Until Next Time,
KingofLullaby


Crunch$G Avatar
Crunch$G

We go underwater for the second of the three in the Ryu-Ge trio: Kairo Ryu-Ge Emva and Ryu-Ge Realms – Sea Spires.

Emva is a Level 10 WATER Sea Serpent with 3000 ATK and 2000 DEF. Still good ATK for a Level 10, and the combination of WATER and Sea Serpent are perfect for each other. You can discard this card to add a Ryu-Ge Realms – Sea Spires from your Deck to your hand, so searching your Realm while getting this one in the graveyard, which is where it prefers to be. During your Main Phase, if 2 or more monsters were sent from the hand and/or Deck to the graveyard this turn, besides Emva, you can Special Summon this from the graveyard. More synergistic than yesterday since you can get this in the grave to search for Sea Spires and then try to meet the requirement to summon this from the grave. The most obvious archetype might be Atlantean Mermail, but I don’t know if they’ll use Emva and Sea Spires when they don’t offer their own Level 10 Sea Serpents for Sea Spires. Finally, you can place a Ryu-Ge Realm – Sea Spires you control to the bottom of the Deck to banish the opponent’s entire hand and then they draw the same number of cards. Good if you know what the opponent has can threaten your board and push potential game against you, or if the opponent might have some hand traps to disrupt you. HOPT on each effect. Emva is fine, easy to discard to get to your Realm. The summoning condition might be hard to meet, but anything you’d run with Ryu-Ge might be able to meet it. I just can’t think of archetypes with Level 10 Sea Serpents you can use Ryu-Ge with, unlike Dinosaur and Wyrm as we’ll see tomorrow, so Emva and his gate don’t give too much extra synergy to anything, but this is soild for the Ryu-Ge package.

Advanced Rating: 3/5

Art: 4/5 I mean, yeah this would live in the ocean.

Now for Ryu-Ge Realms – Sea Spires, another Continuous Spell you can only control 1 of. Your Ryu-Ge monsters cannot be destroyed by battle, which sounds nice until you remember they all have base 3000 ATK or higher, so only really useful if they somehow end up in Defense Position. Ryu-Ge Pendulums and any Level 10 or higher monsters with an original Type of Sea Serpent gain the effect where once per opponent’s turn, you can place a Ryu-Ge Continuous Spell you control to the bottom of the Deck to target a card on the field and return it to the hand. Nice removal, just not much outside the Ryu-Ge archetype to synergize with this I can think of worth playing. There’s only 5 Level 10+ Sea Serpents to work with this, including Emva of course. The only one you might play with Ryu-Ge, however, is Driangle, Dragon of the Dark Deep as stuff like Gladiator Beast Domitianus and Ukiyoe-P.U.N.K. Amazing Dragon are in archetypes that won’t be ran alongside Ryu-Ge and we need better support before considering a card like Water Dragon Cluster. It’s solid to be ran with the rest of the Ryu-Ge cards still, mainly for the second effect again, just hope to get better Sea Serpent archetypes that can be ran with Ryu-Ge that’ll use this better.

Advanced Rating: 3/5

Art: 4/5 So is this part of The Legendary Ocean?


Mighty Vee
Mighty
Vee

Konami thought it would be funny to reveal more Ryu-Ge support while writing this, but fortunately, it doesn’t change much until we get to the boss monster. Continuing our Ryu-Ge coverage is the duo of Kairo Ryu-Ge Emva and Ryu-Ge Realms – Sea Spire. Emva is a level 10 WATER Sea Serpent monster, blatantly meant to synergize with Merlantean and other WATER-based discard decks, and once again being level 10 is great for making Trains or Varudras. Emva oddly enough has 2000 defense to go with its 3000 attack; I’m not sure why they picked Emva specifically to have the highest defense stat, but it shouldn’t really matter either way.

Here comes the 3 hard once per turn effect roll call: to search Sea Spire, you’ll have to discard Emva. Unlike Kaiva, this does set up its own summon, which leads us to Emva’s second effect, letting you Special Summon it from your Graveyard as long as 2 or more monsters have been sent from the hand or deck to the Graveyard that turn. It’s the most straightforward of the Ryu-Ge trio and arguably the easiest even outside of Merlantean hybrids, since Hand Traps that discard themselves and discard fodder should be able to fulfill it. However, once again, the easiest way to summon Emva is to not bother with this at all and just use Ryu-Ge War Zone to bring it out. Emva’s final effect, requiring you to place Sea Spires from your field to the bottom of your deck, will make your opponent banish their entire hand to draw a new set of cards with the same hand size. Despite how much Konami pretends this kind of effect is good, it really isn’t that great; the only time it was marginally threatening in a competitive setting is when Trickstar Reincarnation was paired with Droll & Lock Bird, a combo that is no longer used and can’t even be done with Emva due to it being Spell Speed 1. I guess you can screw over decks that rely on having certain cards in the hand for disruption, like Primite, but it’s such a niche application I can’t see it being particularly helpful to go out of your way to bring out Emva. Overall, I’d rate it as the second best among them because of Sea Spires, but it’s still only marginally better than Kaiva. Play 1 unless you’re going for a Merlantean hybrid.

+Accesses Sea Spires
+Somewhat easier to summon compared to the other Ryu-Ge monsters
-Hand reset is mostly useless
-BRICK

Advanced: 2.75/5
Art: 3/5 Why his head so big?

Sensing a pattern yet? Ryu-Ge Realm – Sea Spires is the signature Continuous Spell of Emva– naturally, you’ll mostly get it through Emva’s effect. It comes with a somewhat helpful effect to protect your Ryu-Ge monsters from destruction by battle, which isn’t too bad in a format with threats like the 5000 attack Maliss Q Hearts Crypter and the often juiced-up Fiendsmith’s Desirae. Sea Spires will grant a soft once per turn Quick Effect (only usable during your opponent’s turn) to Ryu-Ge’s Pendulum monsters and Sea Serpent monsters, which of course encompasses Emva and the deck’s boss monster as well as their upcoming sub-boss. This effect simply lets you place a Ryu-Ge Continuous Spell on the bottom of your deck to target a card on the field and return it to the hand. While its potential isn’t as devastating as the other Continuous Spells, in my opinion it’s easily the most versatile since it’s a simple spot removal. In a completely unknown matchup, I would prefer this over the other two, though it does require you to search Emva instead of Kaiva, which ironically is easier to weave into combos with War Zone because it shuffles itself. Curses! As with most Ryu-Ge cards that aren’t the boss and War Zone, it’s hard to justify running it at more than 1.

+Versatile bouncing disruption
+Battle protection can be useful in a pinch
-Doesn’t reach the same potential power of the other Continuous Spells
-Again, BRICK

Advanced: 3/5
Art: 3.25/5 I spy, with my little eye, Yamatako Orochi…


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