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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!
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True King's Return
- #MACR-EN069
If this card is sent from the Spell & Trap Zone to the Graveyard: You can target 1 monster on the field; destroy it. You cannot activate the following effects of "True King's Return" in the same Chain.
● You can target 1 "True Draco" or "True King" monster in your Graveyard; Special Summon it in Defense Position, also for the rest of this turn, you cannot Special Summon.
● During your opponent's Main Phase, you can: Immediately after this effect resolves, Tribute Summon 1 "True Draco" or "True King" monster face-up.
You can only use each effect of "True King's Return" once per turn.
Card Rating
Advanced:
4
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Date Reviewed: May 19, 2017
Back to the main COTD
Page
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RCG |
True King’s Return
I picked the cards to review
this week, and I was torn because there were so many
options. After deciding on Master Peace, Dinomight,
and Diagram (for obvious reasons), it came down to
picking one spell or trap from the large selection
of incredibly powerful cards at the disposal of True
King/Draco players. Ultimately I chose True King’s
Return, perhaps because the name embodies the
supremacy of the archetype.
The two trap cards of the True
K/D theme are not subtle in their structure. They
were created to be similar and give six deck
presence to the deck instead of three, thereby
granting stability for True K/D, especially for
Master Peace and True Draco Heritage. And the cards
were tailor-made for Dinomight Knight, which can
retrieve and activate them straight from the deck.
Once that happens, you can tribute from the hand at
any time during your opponent’s main phase, which is
an unprecedented first for the game. Think Ultimate
Offering on caffeine. The additional on-field effect
to special summon a True K/D once per turn from your
grave is quite ludicrous if you think about it. This
card would have been run in triplicate without that
effect being added, but it just highlights how
broken the archetype currently is.
True King’s Return is entirely
reliant on its own archetype though. As the deck
goes, so does this card. And unless a card has
“Blue-Eyes” or “Dark Magician” in its name or effect
somewhere, eventually it gets relegated to the
binder like all the others. As such, this amazing
card will only be amazing for so long.
Advanced: 5/5
Future Potential: 1.5/5
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Kingof
Lullaby |
Hello Pojo Fans,
Final card of the week is one of those cards
Dragonic Diagram allows you to search for: True
King's Return.
If it leaves the field you can destroy a monster,
that includes if it is tributed for a True King or
True Draco monster, breaking even at the worst and
maintaining field pressence. Two effects, each can
be used in the same turn, but not the same chain.
Call of the Haunted for True King or True Draco
monster, but locks out your Special Summons for the
rest of the turn. If used during your opponents
turn, this restriction doesn't matter. The second
effect is specific to your opponents turn, allowing
you to Tribute Summon a True Draco or True King.
During the Main Phase still leaves your newly
summoned True King or True Draco vaunerable, but you
will get their effect(s) upon the summon,
potentially interrupting your opponents strategy.
The True Kings woun't gain their effects as they
need to be Special Summoned from the hand and need
two monsters with the same Attribute as them to gain
their effect. Also, Agnimazud has only 1800DEF and
being required to Special Summon them in defense
with True King's Return hurts Agnimazud. Regardless,
to get a strong monster on the field during your
opponents turn, every turn is a good effect.
Advanced- 3/5
Art-4.5/5
Until Next Time,
KingofLullaby
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Crunch$G |
We end this week off with True King's Return, which
is the better of the two traps to play in the True
Draco deck.
I've talked enough about how if the traps are sent
to the graveyard from the field that they pop a
monster, as well as them being an Escalation of the
Monarchs, but both traps have a unique effect as
well, and is one has the better of the two effects
in my opinion. Once per turn, during either players
turn, you can revive a True King or True Draco from
the graveyard. This allows you to gain tribute
fodder for your Master Peace, and with the
Escalation effect you can do it on your opponents
turn. Not just that, but if you do play a copy of
the wind True King (seriously, if you do play it,
don't play more than one) you can revive it to pop
with Dragonic Diagram to search for another
spell/trap as well as the True King letting you get
to that ever so important Master Peace.
As I mentioned earlier in the week, all the True
Draco and True King spells and traps are 3 ofs, and
this is the most important trap to have 3 of.
Advanced Rating: 4/5 |
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