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Arcana Force XIX – The Sun – Yu-Gi-Oh! Card of the Day

Arcana Force XIX - The Sun
Arcana Force XIX – The Sun

Arcana Force XIX – The Sun – #SUDA-EN005

If a card that has a coin tossing effect is on the field: You can Special Summon this card from your hand. You can only use this effect of “Arcana Force XIX – The Sun” once per turn. If this card is Summoned: Toss a coin.
● Heads: Set 1 Spell from your Deck that has a coin tossing effect.
● Tails: Destroy all cards in the Spell & Trap Zones.

Date Reviewed:  February 25th, 2025

Rating: 3.68

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:



King of
Lullaby

Hello Pojo Fans,

Arcana Force XIX – The Sun was one of the heavy hitters I was talking about at the end of the review yesterday and is tied for the highest Level Arcana Force monster in the Main Deck before The World.

Special Summon ability if you have a coin toss effect on the field? Where was this kind of ability when the archetype was first released? Special Summon The Sun after playing Light Barrier or any Arcana monster and you’ve now got a 2900/2900 beater at the very worst on the board…that’s more than the archetype was doing before the new support.

Coin toss time: Heads will set a coin tossing Spell from your Deck, while a Tails destroys all cards in the Spell & Trap Zones. Dropping The Sun on a board going second after pitching Hirophant to protect your monster will ensure that your plans will proceed. This is one of those times you are hoping for Tails and with Light Barrier you don’t have to worry about losing out. However, if your game is to get to another Spell like the new Light Force, Arcana Reading or Arcana Spread, then you’ll hope to flip Heads or choose Heads. Regardless of which effect you get you are gaining advantage and that was something that was missing from Arcana Force: no punishment for missed coin flip. You aren’t summoning The Sun at a point where you have a decently stocked backrow and your opponent has a card or two in theirs. Battle Trap Cards like Mirror Force are all-but phased out of the game at this point so the odds that your opponent will hit you with something like that is almost non-existent. Negation is everything and that is where Hirophant being discarded to protect helps cards like The Sun.

Big body that doesn’t really have a downside to it. Heads gets you a Spell from the Deck that you’ll activate straight-away and further your coin-flipping goals, while Tails nukes the Spell/Trap Zones and (hopefully) hurts your opponent more than you. Arcana Force needed a Special Summon that wouldn’t hurt them and The Sun is the monster that fits the bill.

Advanced- 3.5/5     Art- 4/5

Until Next Time,
KingofLullaby



Crunch$G

We didn’t just get a new Level 4 for Arcana Force, but a new Level 7 as well to give you more monsters with respectable stats: Arcana Force XIX – The Sun.

The Sun is a Level 7 LIGHT Fairy with 2900 ATK and DEF. Big stats for a Level 7, plus of course it’s a LIGHT Fairy. If a card that has a coin-tossing effect is on the field, you can Special Summon this card from your hand, so you don’t have to Tribute Summon it like all the old Level 5+ Arcana Force monsters. You can only use that effect once per turn because we probably shouldn’t give this level of swarming of big monsters to even Arcana Force. The coin-flip effect is still here as well, with heads letting you set a Spell with a coin-tossing effect from Deck and tails destroying all cards in the Spell & Trap Zones. Once again, we prefer to hit heads. This gets you to some of your main Spells to make Arcana Force more consistent like Arcana Reading, Arcana Spread, Light Force, and Light Barrier. The tails effect isn’t that bad since it can wipe out the opponent’s back row as well and ignore Field Spells so you get to keep Light Barrier up if you already have it. Once again a massive improvement over old Arcana Force cards, especially since all the high-Level ones besides The World and later The Fiend were not all that good at all. Another 3 of for Arcana Force, the bar was low, but this is pretty good.

Advanced Rating: 3.75/5

Art: 4/5 It’s pretty much an opposite of The Moon, so I can respect that.



Mighty
Vee

Arcana Force XIX – The Sun continues our Arcana Force lineup, a level 7 LIGHT Fairy monster. While it’s too high-leveled to be accessible with Arcana Force V – The Hierophant, you’ll still be able to grab it just fine with Light Force and Goddess of the Two Sides– the latter 2 being the best ways to search it. Sun has a meaty stat spread of 2900 attack and defense despite being level 7, which comes up oddly frequently considering how accessible it is. Basically, you’ll never be wanting for a stat stick in this deck, even if you ignore the actual stat sticks.

Sun has two effects, the first of them being a hard once per turn effect to Special Summon itself from your hand as long as you control any card with a coin tossing effect. That means you’ll be able to summon it immediately after searching it with Light Force and Goddess of the Two Sides, and of course most Arcana Force cards proper will also allow you to field it. That brings us to its obligatory coin flip effect, which triggers on Special Summon. If you get heads, you’ll be able to set any Spell from your deck with a coin tossing effect. Pretty much all of the Arcana Force Spells are good targets, so you’ll generally just grab whichever ones you haven’t used yet among Arcana Reading, Arcana Spread, and Light Force. It’s recommended to find a way to Light Barrier before fielding Sun because its tails effect destroys all cards in the Spell & Trap Zones, likely blowing up your Light Force in the process (fortunately, Light Barrier will effectively protect itself since you’ll be able to choose the heads effect anyway). Sun once again falls into the coin flip trap of relying on RNG to actually get your combo rolling, but when it does, it blows your combo lines right open! Just make absolutely sure you can get the heads effect, otherwise you’ll probably end up passing on S:P Little Knight.

+Powerful extender that’s fairly easy to summon
+Impressive stats 
-Can be a brick in catastrophically bad hands
-Almost requires accessing Light Barrier because failing to get the heads effect will likely end your combo early

Advanced: 3.75/5
Art: 4.25 If there’s one thing I give Arcana Force credit for, it’s the high-level monsters looking like biblically accurate angels!


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