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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!
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Artifact Beagalltach
- #PRIO-EN012 You can Set this card from your hand to your Spell & Trap Card Zone as a Spell Card. During your opponent's turn, when this Set card in the Spell & Trap Card Zone is destroyed and sent to your Graveyard: Special Summon it. If this card is Special Summoned during your opponent's turn: Destroy up to 2 Set cards you control (min. 1). You can only use this effect of "Artifact Beagalltach" once per turn.
Card Ratings
Traditional: 1.69
Advanced:
3.12
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Date Reviewed:
June 23, 2014
Back to the main COTD
Page
|
John Rocha |
Today we are reviewing one of the new archetype
monsters; Artifact Beagalltach. There are many ways
to play Artifact monsters. You can play them in
almost any deck as they give you some amazing
plusses and allow you to use two powerful cards;
Artifact Ignition and Artifact Sanctum. With
Ignition, you effectively have 6 MST’s. With
Sanctum, you can summon just about any Artifact you
need to stop just about any play your opponent can
make while giving you field presence. All you need
is three or four Artifacts in you deck to play them.
In return, you make your opponent have second
thoughts about destroying any of your spell or traps
or playing those evil Fire and Ice Hands that are
rampant today.
In a deck with Artifacts splashed in, you may
only want to run one Artifact Beagalltach, as you
will not have many Artifacts set at any one time. In
a deck that is a dedicated Artifact theme, you will
want to run at least two Beagalltachs. What often
happens when playing dedicated Artifacts, you end up
with a lot of monsters that you cannot destroy in
your spell and trap zone while your opponent just
beets you down. You will need a number of cards that
can destroy those Artifacts on your opponent’s turn.
Cards like Artifact Ignition, MST, Double Cyclone,
Absorbing Jar, and Malevolent Catastrophe will do
the trick, but you have two other cards you will
want to take full advantage of. Call of the Haunted
and Artifact Sanctum can special summon Beagalltach
from the grave or your deck when you have one or two
Artifacts set. If you wish, you could even run Nova
Summoner to help you special summon Beagalltach with
its 1200 attack.
What the Artifact theme gives you is a tool box
of effects that can disrupt your opponent’s strategy
while allowing you to swarm the field.
Unfortunately, they are extremely one dimensional
and reliant on spell and trap destruction and
special summoning. Cards like Stardust Dragon,
Evilswarm Ophion, Light-Imprisoning Mirror, Vanity’s
Fiend, Soul Drain, Debunk, and Macro Cosmos will
completely shut them down. The vulnerability and
consistency of the Artifacts and the fact that pure
Artifact Decks have yet to prove themselves is what
brings my rating of Artifact Beagalltach down.
Traditional: 1/5
Advanced: 2/5
|
Leo
Kearon |
Artifact Beagalltach
More Artifacts to start off this week and we
start with Artifact Beagalltach. Statwise it is a
LIGHT/Fairy like all Artifacts and is a good
combination with 1400 ATK; bad for a level 5 and
2100 DEF which is solid but not great.
Effectwise it has the standard Artifact effects,
with its own effect being that when it is Special
Summoned during your opponent's turn who have to
destroy up to 2 set cards you control, but you have
to destroy at least 1. This effect and this card is
designed with only 1 real purpose; to get more
Artifacts on to the field and get their effects.
This is a great effect even it is a mandatory effect
and cane result in numerous combos. Also it just has
to be Special Summoned during the opponent’s turn it
doesn’t matter how; making this can even more
versatile.
Overall, a must for Artifact decks, not much cop
anywhere else.
Traditional: 3.5/5
Advanced: 3.75/5
|
Kingof
Lullaby |
Hello Pojo Fans,
This week is going to be full of the new
“Artifact” monsters, so lets get it started with
Artifact Caduceus. Caduceus has the standard Special
Summon effects that all “Artifact” monsters inherit.
Its unique effect after those is when every time an
“Artifact” monster is Special Summoned during your
opponents turn, you draw one card. Drawing a card is
good, and Artifacts are intended to Special Summon
themselves during their opponents turn to gain their
effects. The downside to this effect is that
Caduceus has to be face-up to resolve this effect
while other effect monsters gain their unique effect
when they are Special Summoned during the opponents
turn. Caduceus has lower attack but higher defense,
so bringing it out in defense may be preferred. To
gain the most positive off Caduceus, make sure its
effect is last if it and other “Artifact” monsters
are Special Summoning themselves in a chain.
Caduceus will hit the field, then other Artifacts
will hit the field and you will draw off of
Caduceus. Caduceus is handy to replenish your hand
(as you will be setting a lot of your monsters
rather than summoning them), but it won't be
improving your field advantage.
Traditional-1/5
Advanced-2.5/5
Art-2.5/5
|
Baneful |
Artifact Beagalltach
Any room for a
nice pun?
Aside from Moralltach, Beagal is the most used
Artifact monster.
Most competitive players don't use three but
they do use one or two depending on their
preference.
Its not used to get an immediate +1 on summon like
some of the other Artifacts but instead it is used
as speed to fuel the engine and improve the
consistency, which is why Artifacts are using it to
begin with.
While it doesn't hurt your opponent directly,
you can destroy your other Artifacts and trigger off
effects that do.
Granted, I exaggerated a little when I rated Sycthe
a 4. I,
like probably 80% of YGO players, overestimated the
strength of the Artifact archetype.
What we thought would rule the tournament
scene in and of itself is just an engine (very much
like Frogs in Monarchs).
But this card is, empirically, the second
best Artifact.
Traditional – 1.75
Advanced – 3.75
|
Terrorking |
Ladies, gentlemen, welcome. Welcome to another
week of glorious enlightenment. Today we look at
Artifact Bageltech... uh, I'm being told it's "Beagalltach".
I liked my mental image of it being a mechanical
bagel better...
This card is the companion piece to last week's
Artifact Moralltach. Essentially, all I said last
week about Moralltach applies to this, except it has
2100 DEF and 1400 ATK, so it can't serve as a
beater, but can be a decent enough meat shield (for
one, they can't use Number 101 on it since it'd be
in DEF) and instead of blowing up a face-up card,
this blows up TWO face-down cards (monster,
spell/trap, doesn't really matter). "But Terrorking,
why would I want to blow up my own cards?" is what
you may be asking. Well, my dears, read your cards.
Artifacts want you to blow them up to get their
effects off, so that's the niche this fills in your
deck. As things currently stand, Moralltach is more
powerful, but this is still nothing to sneeze at
since both fill very different roles, boys and
girls, and is a crucial part of the Artifact engine.
As with Moralltach, you know this leads to Rank
5s and all the other benefits being LIGHT Attribute
grants it, so no need to bring that up.
Advanced: 4/5
Traditional: 2/5
Art: 1/5. I don't see this sword being able to cut
anything.
|
That
Guy
With
The
Hat |
Artifact Beagalltach
I don't see Snoopy anywhere in this so I wonder
where they get their names from. Jokes aside,
Beagalltach is the number 2 card in the Artifact
lineup behind Morraltach. With a reasonable 2100
defense and a weak 1400 atk, the only point of this
existing is as a blocker or using it in the end
phase to set up an Xyz play on your turn. The
strongest aspect of the Artifact lineup is the
access to rank 5 Xyz's which right now only Cyber
Dragon's and Wind-Ups can do..and which of the 3
listed themes are actually competitive right
now?..well...Artifacts alone aren't..but you get my
point. You pop this with the double cyclone and
destroy an existing card, like the Morraltach and
set up a Rank 5 play on the following turn or even
just use the Ignition to destroy it, set the
Morraltach, trigger the Beagal and again we've
turned 2 spells into 2 monsters and both thinned the
deck by 1 and likely destroyed something the
opponent controls.
Traditional 1.5/5 - Doesnt really do anything to
counter any of the common plays in traditional.
Advanced 2.5/5 - Necessary for the engine to
function, but a HUGE step down from how good
Morraltach is by itself and even a few baby steps
down from Scythe.
|
Dark
Paladin |
Artifat Beagalltach is our card to open the week.
He's a tricky card, but more on that in a little
bit. As you should be familiar with by now, if only
because we've reviewed a handful of them recently,
these guys like to Set themselves in your Magic/Trap
card zone, as opposed to being Tributed for. Which
is good, cause this guy ONLY has 1400 attack, but
the 2100 defense...still isn't great. If I'm
sacrificing attack for a Level 5 or higher Monster,
I'm not settling for less than 2800. But I
digress...it's a Light/Fairy Monster, so it does
have something going for it. Ironically, it has
maybe the best effect of any of the cards in the
Deck, despite the menial attack. Attack isn't
everything, but these guys aren't strong as it is,
so the 1400 here is kinda quite the kick in the ass.
Anyway, the effect IS good...all the standard, if
it's destroyed during your opponent's Turn you get
to Special Summon, and in this instance, you destroy
two Set cards you control. Obviously that works
incredibly well for the Deck. This Deck just
strikes me as a whole as something that has a lot of
potential, but even if you reach it all, you still
only have something just really average, overall.
Maybe we're just waiting for it to be broken open.
Time will tell
Ratings:
Traditional: 1.25/5
Advanced: I hate to give such a gap in ratings
between the Formats. Especially when the card is
good, yet bad, so we'll say 3.25/5
Art: 4/5
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