Xeno Meteorus
Xeno Meteorus

Xeno Meteorus – #WISU-EN001

If a card(s) is destroyed by battle or card effect: You can Special Summon this card from your hand. During your Main Phase: You can destroy 1 Dinosaur monster in your hand or field, then Special Summon 1 Dinosaur Normal Monster from your hand or Deck, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Dragon, Dinosaur, Sea Serpent, or Wyrm monsters. You can only use each effect of “Xeno Meteorus” once per turn.

Date Reviewed:  July 31st, 2023

Rating: 3.42

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

Xeno Meteorus starts a week of Dinosaurs, namely the Transcendosaur archetype on Pojo CoTD.

Meteorus, like many Dino monsters is a higher level monster (Level 6) with 2000ATK and a small 200DEF. FIRE Attribute is pretty standard alongside EARTH for Dinosaur-Type monsters, and being a high level Tuner helps with Synchro Summons using your smaller Dinosaurs that benefit from being sent to the grave. Special Summon ability for Meteorus whenever a card(s) is destroyed by card effect or battle ties in with monsters used within the Dino archetype that pop cards like the True Kings and Ultimate Conductor Tyranno, as well as give you another monster to plus off of the destruction of Babycerasaurus and Petiteranodon. Meteorus isn’t the strongest Dino monster for you to use considering its Level 6 stat, but with you being able to pop a Dino to Special Summon a Dino from your hand or Deck is pretty good, even if it has to be a Normal Monster…sounds like the return of Dino Rabbit. You get locked down slightly using this effect, though it only involves your Extra Deck, and with Dragon, Dino, Sea Serpent, or Wyrm monsters to choose from, I think you’re pretty covered for monsters to continue your turn.

Meteorus within its archetype is one of two Main Deck monster, and each other member is a different Type, explaining why there’s so many to choose from for the limitation Meteorus puts on you after its Special Summon effect. The Normal Monster effect of Meteorus touches on the Extra Deck monsters being bigger forms of their Normal Monster counterparts. Popping a Normal in your hand to get to another Normal Monster will eliminate a dead draw and thin the Deck, but you really want to pop something that is useful in the grave or something like the mentioned Babycerasaurus or Petiteranodon to get an additional card.

Xeno Meteorus is the starter monster you want to see when playing the Transcendosaur archetype. It is the anchor that allows for searching and then Extra Deck summoning of any of the archetypes forms. While within the Dino archetype in general it is another high level monster that pops a card for you to get advantage and a body on board, as well as gets on board through other cards being destroyed in any fashion by any player.

Advanced-3/5     Art-3.5/5

Until Next Time
KingofLullaby


Crunch$G Avatar
Crunch$G

Dinosaurs are coming back from extinction this week as we look at the new Xeno/Transcendosaurus cards that help boost generic Dinosaurs, and we start the week with Xeno Meteorus.

Xeno Meteorus is a Level 6 FIRE Dinosaur Tuner with 2000 ATK and 200 DEF. 2000 ATK is fine, 200 DEF is fine on a FIRE monster, Dinosaur has all that great support, and being a Tuner gives Dinosaurs more Synchro options. If a card(s) is destroyed by battle or card effect, you can Special Summon this from your hand, which is very easy to do in a Deck who is trying to destroy Babycerasaurus and Petitaranadon as much as possible for their effects. During your Main Phase, you can also destroy a Dinosaur monster from your hand or field to summon a Level 6 or lower Dinosaur Normal Monster from the Deck, but you can only summon Dragon, Dinosaur, Sea Serpent, and Wyrm monsters from the Extra Deck for the rest of the turn. The 4 types you’re locked to do still leave for some versatile options still, so it’s not that bad. It’s an easy way to get a good Synchro or Xyz on the field with greater ease while also destroying the aforementioned 2 Dinosaurs like to keep destroying. Hard once per turn on each effect is fine. Xeno Meteorus is a pretty good piece of generic Dinosaur support. It’s extremely searchable, so maxing out isn’t needed to prevent bricking. No matter what, it has a place in Dinosaurs for some interesting plays.

Advanced Rating: 3.5/5

Art: 4.5/5 Looks like a Jurrac that’s a decade late, but I love it all still, especially the volcanos in the back.


Mighty Vee
Mighty
Vee

We finally leave behind Cyberstorm Access and dive into the Wild Survivors booster box, beginning our coverage of the Transcendosaurus series. Xeno Meteorus is currently their sole “mook” monster, a level 6 FIRE Dinosaur Tuner monster, barely meeting the cutoff to be searchable by Fossil Dig and tomorrow’s card, and it can be accessed with Petiteranodon as well. Despite its level, Meteorus has a mediocre 2000 attack and a horrendous 200 defense, though its defense stat does give it the fringe advantage of being a Rekindling target.

Meteorus’s first effect Special Summons itself from your hand if any card is destroyed by battle or card effect on a hard once per turn, making it the primary way you’ll be summoning Meteorus. Given the gimmick of Dinosaur decks, it’s not hard to trigger Meteorus’s summon, though it does make Meteorus itself relatively bricky if you run too many copies. Its other effect, also a hard once per turn, lets you destroy any Dinosaur in your hand or on your field to Special Summon any Dinosaur Normal monster from your hand or deck, locking you into summoning Dragon, Dinosaur, Sea Serpent, and Wyrm monsters from your Extra Deck for the rest of the turn. While this does shut out many popular monsters like Baronne de Fleur and Beatrice, Lady of the Eternal, there are plenty of strong monsters, particularly on the Dragon and Wyrm side; the Evolzar Xyz monsters are still solid negate options and the recently unbanned Denglong, First of the Yang Zing opens up potentially strong combo lines with Wyrm monsters. While you’d have to weave it into combos to avoid making it a brick, it’s still an excellent combo tool for Dinosaur decks, and shouldn’t be a problem if you run it at one copy.

Advanced: 3.75/5

Art: 3.75/5 I see someone at Studio Dice played Fossil Fighters recently…


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