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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!
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Scarm, Malebranche of the Burning Abyss
- #DUEA-EN082 If you control a monster that is not a "Burning Abyss" monster, destroy this card. You can only use 1 of the following effects of "Scarm, Malebranche of the Burning Abyss" per turn, and only once that turn.
● If you control no Spell/Trap Cards: You can Special Summon this card from your hand.
● During the End Phase, if this card was sent to the Graveyard this turn: You can add 1 Level 3 DARK Fiend-Type monster from your Deck to your hand, except "Scarm, Malebranche of the Burning Abyss".
Card Ratings
Traditional: 3.25
Advanced:
3.88
Date Reviewed:
Sep. 22, 2014
Back to the main COTD
Page
|
Baneful |
Scarm, Malebranche of the Burning Abyss
We're day 3 into Burning Abyss, and now let's get
into the meat of the deck.
Since this is just a TCG exclusive, we don't
have a ton of cards for it yet, but more are
certainly coming.
The next three monsters this week are the most
important ones.
Burning Abyss decks use 3 Scarm, 3 Graff and
3 Cir.
No questions asked.
These monsters in and of themselves aren't
really profound.
They're just floaters that help you plus.
Let's make it really simple:
- All 3 basic BA monsters can Special Summon
themselves if you control no spell/traps
- All 3 basic BA are destroyed if you control a
non-BA monster
- SCARM searches from deck to hand ; defense wall
- GRAFF summons from deck to field ; balanced stats
- CIR summons from the graveyard ; relatively higher
atk
They can Special Summon with ease and replace
themselves when destroyed.
They also trigger their effects on discard,
making cards like Phoenix Wing Wind Blast and Karma
Cut, essentially free of cost.
Counting on their cards being destroyed, they
also use cards like Supply Squad to draw off of it
and then chaos cards like Black Luster Soldier Envoy
of the Beginning to make use of them once they are
in the graveyard.
Some tips on Scarm.
1. You can search Tour Guide of the Underworld with
it, and usually, that's what you want to do.
2. If Scarm is destroyed by its own effect, you can
still add the card to your hand penalty-free,
whereas with the other Malebranches, whatever
special summons to the field is just destroyed
anyway, when it comes to the no non-BA monster
restriction.
One thematic complaint, these three Burning Abyss
monsters are too similar to each other, making me
think that they were designed lazily.
All three of them have the same
stats/attributes, all three have near-identical
effects (they're search floaters), all three have
nearly the same name, and the pictures of all three
are really similar.
So memorizing which is which was harder than
it should have been for me.
Anyway, it's the heart of the Burning Abyss deck and
its not too complicated to use.
So just go ahead and run 3 of it, along with
Cir and Graff.
Ratings
Traditional – 1.5/5
Advanced – 3.5
|
T-REX |
Scarm, Malebranche of the Burning Abyss
Outside of Burning Abyss, this card is such a
good fit for any Deck that uses Tour Guide From the
Underworld since it is able to be Summoned directly
by it, and can search for it as well making it now
the best card that can be searched via Tour Guides
effect.
Ideally (but especially in Burning Abyssw) you
want your first play to be Tour Guide > Scarm, Rank
3 and detach, > Tour Guide. Then depending on your
hand, what that Tour Guide Summons next can be up to
you, however Grabbing Cir or Graff is advantageous
as once they go to the Graveyard you can Summon
Scarm from the Graveyard or your Deck by either of
their effect and thus allowing you to keep your
momentum going.
This also can be pretty hard to stop for the
opponent as well.
Keep in mind that because Tour Guide negates the
effect of Scarm (as well as all Malebranche for that
matter) on the Field, it isn’t Destroyed by it’s
effect either.
Additionally, Scarm can be Special Summoned from
the hand if you control no Spell or Trap cards (just
like all of the other Malebranche’s) which can
easily allow you to use it alongside another
Malebranche to Summon a Rank 3 of which Dante is a
quite obvious choice early game for Burning Abyss.
Keep in mind though that you can only use one effect
of Scarm per turn and only once that turn, so you
don’t want to see it sent to the Graveyard during
the same turn that you Special Summon it in this way
otherwise you will not get the search.
Also if Cir or Graff are detached from an Xyz
that isn’t Dante and you Summon Scarm from your
Graveyard or Deck Scarm will immediately die
allowing you an End Phase search. The fact that your
Malembranche’s die when you control a monster that
is not a Burning Abyss monster can be used to your
advantage, so that they die by that effect is not
really much of a downside at all.
And in a Burning Abyss Deck for your End Phase
search, Tour Guide, Graff or Cir are all likely
candidates to be grabbed by Scarm.
Sending Scarm to the Graveyard can also be easily
achieved by cards such as Foolish Burial,
Mathemetican, Phoenix Wing Wind Blast, Raigeki Break
and even Karma Cut among others, and all of those
cards are all cards that you would also expect to
see in a Burning Abyss Deck.
Also, as Scarm is a Graveyard effect it is much
harder to prevent, however since it’s effect
activates during the End Phase a D.D. Crow or even
Soul Release could be used to get rid of it before
it’s effect activates. Karma Cut and Chain
Disappearance are great cards to use against Scarm
upon it’s Summon and Macro Cosmos and possibly even
Dimensional Fissure can also be good cards to use
against it.
Scarm, Malebranche of the Burning Abyss provides
so much consistency to Burning Abyss that this card
almost alone is the reason that the Deck can keep
producing advantage each and every turn, and is also
why Burning Abyss can afford to run discard type
cards while ultimately losing no advantage
whatsoever.
If used defensively, Scarm can even be used to
defend your Lifepoints as 2000 Def can be pretty
hard to run over, especially early game.
Great card and if you are using Tour Guide in a
Deck that isn’t Burning Abyss you WILL be using
Scarm, and there is simply no good reason not to.
In Burning Abyss, if you don’t have 3x Scarm in your
Main Deck (willingly), please give up playing the
game as you certainly don’t realise how GOOD this
card is…
If you don’t, I most certainly hope that I have
enlightened you somewhat!
Traditional: 3.5. I can actually see quite the
good use for this here… Searching your Deck for
anything is pretty good, and here it can be used to
get Sangan as well… Which can thus get you Magical
Scientist… I’m certain that even here this cards
potential will be realised.
Advanced: 4. The only reason that I am holding
this cards score just a little back is that it
requires the End Phase of a turn for you to be able
to get the search, slowing you down just a little if
you don’t open quite how you want/ need to.
Otherwise, the fact that this card is at 3 and is an
essentially generic searcher for any Level 3 Dark
Fiend almost makes the fact that Sangan is (at least
currently when writing this) Banned look a bit
stupid.
|
Kingof
Lullaby |
Hello Pojo Fans,
Scarm, Malebranche of the Burning Abyss is the
searcher monster for the “Burning Abyss” archetype.
Search a level 3 DARK Fiend at the end phase of the
turn this monster went to the grave, simple effect,
powerful one.
Scarm will search out the other two Burning Abyss
monsters in the TCG (cannot search itself), but it
can also pull any other level 3 DARK fiend from your
deck. Tour Guide, Tour Bus, Kuribandit, Archfiend
Heiress Infernity Necromancer, Broww, Huntsman of
Dark World, and Night Assailant are all available
targets for Scarm to pull from your deck.
Scarm can Special Summon itself if you don't have
any spell/trap card on your field, and though it
doesn't have much to speak of for attack, it does
have a respectable defense for a level 3 (2000DEF).
Scarm, like all “Burning Abyss” monsters make quick
Rank 3 monsters, and have the potential to do this
multiple times per turn.
Scarm can be added to any deck that runs a few level
3 DARK fiends. Lightsworns could add it to recruit
Kuribandit from the deck after Scarm gets milled.
Dark Worlds could use it and discard it and add
Broww to the hand while gaining advantage.
Infernities have another monster that can search and
set up their giant combos that swarm the field.
A searcher made for the archetype, that works just
fine outside the archetype. Scarm is a great card,
and may be the best Burning Abyss monster that isn't
named Dante.
Traditional-4/5- Search all the monsters above, as
well as Sangan
Advanced-4/5- Multiple search targets outside the
archetype
Art-3/5
Until Next Time
KingofLullaby
|
Rikothe
FoxKid
YouTube |
For the rest of the week we will be reviewing
each of the three Malebranche of the Burning Abyss.
The Malebranche share the following effects:
(1) If you control a non-“Burning Abyss” monster,
they are destroyed.
(2) If you control no Spell/Trap Cards, you can
Special Summon them from your hand.
(3) If they are sent to the Graveyard, they gain a
trigger effect involving the search/summon of
another monster.
Additionally, between effect (2) and effect (3),
only one of them can be activated per turn, and only
once that turn.
With that out of the way, let us review the first
Malebranche: Scarm.
Scarm has a pitiful 800 ATK but a very solid 2000
DEF, allowing him to wall a variety of low Level
threats. His third effect is delayed because it
activates during the End Phase of the turn he was
sent to the Graveyard, but it is also the most
versatile as it doesn’t directly involve Burning
Abyss monsters. Upon being sent, Scarm will grab any
Level 3 DARK Fiend-Type monster from your Deck and
put it in your hand.
That’s oddly specific; however one monster that fits
the description is the MVP of the 2012 format:
everyone’s favorite Tour Guide From the Underworld.
Given the fact that Tour Guide herself can summon
Scarm from the Deck, this allows for consistent Rank
3 plays, which the Deck thrives on.
Overall a solid card for its Deck, and also not a
bad choice if you’re looking to splash some Rank 3’s
somewhere else.
Traditional: 4/5
Advanced: 4/5
|
mkohl40 |
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Scarm, Malebranche of the burning abyss
Review Notes:
A monster that you can special summon with no back
row seems good. This is the heart and soul of the
burning abyss. This card allows you to search any
burning abyss or Tour Guide from the Underworld.
Allowing the deck to make the combos it needs.
Traditional: 2/5
Advanced: 4/5
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