Target 1 face-up "Ninja" monster you control and 1 face-up monster your opponent controls; send them to the Graveyard, then Special Summon to your side of the field 1 Dragon, Dinosaur, or Sea Serpent-Type monster from your Deck whose Level is less than or equal to the combined Levels of the sent monster(s). When this card leaves the field, banish that monster.
Card Ratings
Traditional: 2.67
Advanced:
3.75
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - Feb. 8, 2012
If you want a reason to run Ninja’s or a deck
with Ninjas in it, Ninjitsu Art of
Super-Transformation would be it. It is a Super
Polymerization without a discard cost. Maybe that is
why they call it SUPER. It is at worst, a two for
two. All you need is a Ninja and a monster on your
opponent’s side of the field that has a level. It is
also a trap so it can be activated on any turn.
There are tons of monsters that you can grab from
your deck and plenty of deck types you can make with
Ninja’s. One of my favorites is one built with Dark
Simorgh; sense you have both Wind and Dark Ninjas.
Simply use Ninjitsu Art of Transformation on one of
your Ninjas to special summon it from your deck.
Then use Ninjitsu Art of Super-Transformation to
special summon Horus LV 6 to lock down your
opponent’s spells and traps.
Probably your best summons will be Dragons as
they tend to be big and powerful. There is a whole
slew of big powerful Dragons to choice from. Tyrant
Dragon, Horus, Prime Material Dragon, Galaxy-Eyes
Photon Dragon, Blue-Eyes White Dragon, and Red-Eyes
Darkness Metal Dragon are just a few.
If we want to keep to the Ninja and or Chaos
theme, we can also bring out White Dragon Ninja with
Ninjitsu Art of Super-Transformation. White Dragon
Ninja will protect your Art card from destruction,
carries a hefty 2700 attack, and is a light monster.
Ninjitsu Art of Super-Transformation opens up a
plethora of deck type options.
Amazing card, as well as annoying to play
against. You could just open this card and cause
havoc, or summon Hanzo to search it out. Basically
your opponent will be scared to summon a monster
unless they have an answer to this card. Sending a
monster from each side and summoning one from your
deck could easily be game breaking/locking. If you
run Ninjas, you could use this, or the original
Ninjitsu Art of Transformation. Both are solid
options, but I like this one better in the long run,
it just helps clear problems. Must use 3 if you want
to use the deck
Trad: 2/5
Adv: 4/5
Argouru
Wednesday:
Ninjitsu Art of Super-Transformation
Continuous Trap
"Target 1 face-up "Ninja" monster you control and 1
face-up monster your opponent controls; send them to
the Graveyard, then Special Summon to your side of
the field 1 Dragon, Dinosaur, or Sea Serpent-Type
monster from your Deck whose Level is less than or
equal to the combined Levels of the sent monster(s).
When this card leaves the field, banish that
monster."
Well... this card is interesting, to say the least.
Being able to tribute the opponent's monster along
with your own is a very handy ability as there's not
many effects that can prevent it. Most
monster-protecting abilities are geared towards
protection from destruction. What's better, even if
there's no valid monsters in your deck you can
Special Summon, the monsters still go to the
graveyard, so it's a win-win for you.
The problem is making actual use of the Special
Summon effect. Since you can't be sure of what level
the opponent's monster will be, that makes putting
the right monsters into your deck a bit tricky.
Flame Armor and Air Armor Ninjas help add a bit of
flexability to that, but not a lot.
If you just use this as a removal effect,
however, it works pretty well. even thought it's a
2-for-1 type of effect.