Argostars - Glorious Adra
Argostars – Glorious Adra

Argostars – Glorious Adra – #SUDA-EN010

During your opponent’s turn, if you control a Continuous Trap Card (Quick Effect): You can banish this card from your hand; make the ATK of 1 monster on the field 0 until the end of this turn. If this card is Normal Summoned: This turn, your opponent cannot activate cards or effects in response to the activation of your Continuous Trap Cards or their effects. You can banish this card you control; place up to 2 “Argostars” Continuous Traps with different names from your hand and/or Deck face-up in your Spell & Trap Zone. You can only use this effect of “Argostars – Glorious Adra” once per turn.

Date Reviewed:  March 28th, 2025

Rating: 3.92

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

Reviews Below:


KoL's Avatar
King of
Lullaby

Hello Pojo Fans,

We’ve reached the end of the week and our look at Argostars, and finally review the only Main Deck monster (but not for long) of the archetype: Argostars – Glorious Adra

Standard Warrior-Type stats and EARTH Attribute (great RoTA target), Adra is the focal point of the archetype as she helps get you to your Argostars Continuous Traps, helps take down enemies, and protects your Continuous Trap cards.

First, she can drop the opponent’s ATK to 0ATK if you control a Continuous Trap. The whole strategy of the archetype is this, so you will be banishing Adra to drop an opponent’s monster to 0ATK and going over it. At the very worst you’ll draw out a negation and Adra will still be banished, which is not a problem in this archetype and at time necessary. During the opponent’s turn limits you to baiting out attacks from the opponent while you control a Continuous Trap, but as a Quick Effect that directly alters the opponent’s ATK/DEF, you can chain her in the Damage Step. Would’ve been better had it been each turn, but I understand.

When Normal Summoned, she’ll protect your Continuous Traps from being countered by opponent card effects for the turn, giving you the chance to summon Capane and Tydeu. Eteo responds to opponent card effects, so them being locked out of countering Continuous Trap effect(s) means likely no Special Summon of Eteo. Despite that, blanket protection for your Continuous Trap cards in the Monster Zone and Spell/Trap Zone means a lot of advantage for you. You do want Adra to be banished though to fuel Home Stadium’s negation power.

Finally, banishing from the hand to put up to two different Argostars Continuous Traps face-up in the Spell/Trap Zone from the Deck or hand immediately puts you in the position to summon either as monsters without first having to activate them as Continuous Traps and potentially have them negated. With this effect as well Arda banishes herself to fuel Home Stadium and its negation power, and Home Stadium can bring Arda back to the hand each turn for only 1000LP for her to keep banishing herself either on the opponents turn or your own.

She is the focal point of the archetype for all those reasons. Adra is glorious indeed. You need to see her in the first hand or have a way to get to her immediately. Being able to quickly get two Continous Traps that are going to turn into monsters and get you advantage on-field (Eteo and Tydeu) or summoning her normally to protect all your Continuous Traps from having their effect(s) countered is huge. You are doing a Dark Ruler No More to the opponent when you summon her without the sacrifice of not being able to do damage. Sure, can’t chain her to drop the opponent’s ATK to 0 during your turn, but with more support to come, there’s likely a card that’s going to allow Arda to hop back into the hand each turn, making her always a threat to the opponent.

Advanced- 4/5
Art- 4/5

Until Next Time,
KingofLullaby


Crunch$G Avatar
Crunch$G

We end Argostars Week off with so far the only monster the archetype has: Argostars – Glorious Adra.

Glorious Adra is a Level 4 EARTH Warrior with 1800 ATK and DEF. Good stats and a Level 4 Warrior means you can use RotA, and EARTH would have suggested M-X-Saber Invoker summoning this, but the TCG still has him locked away. During the opponent’s turn, if you control a Continuous Trap, then you have a Quick Effect to banish this card from the hand to make the ATK of a monster on the field become 0 for the turn. It’s a way to banish her at least to make the other Argostars effects better, and I’m sure there are cases where this can come up, but an Honest-like effect isn’t that great anymore, so thankfully we got other ways to banish this. If Normal Summoned, this turn the opponent cannot activate cards or effects in response to the activation of your Continuous Traps and their effects, which should let them go off without a hitch, especially Lightning Tydeu dodging Ash Blossom. Finally, you can banish this card you control to place up to 2 Argostars Continuous Traps with different names from your hand and/or Deck into the Spell & Trap Zone, which is for sure the best way to get her banished as she gets 2 of your Traps out onto the field immediately so they’d be live with their effects right away. Different names would make you want to run multiples of all three to get the maximum value from this effect when activating it. Slayer Eteo and Lightning Tydeu are your likely targets, but Swift Capane isn’t that bad either if you want to get the third name onto the field for battle protection and LP recovery. HOPT on the last effect, so you can’t fill the back row with your Continuous Traps right away. She is one of two monsters in the Argostars Deck, but she’s for sure the best one and the one you’d want to see right away, with all the search options for her (and M-X-Saber Invoker if he ever returns). You shouldn’t have the hardest time getting to a copy of Glorious Adra, but you play 3 to hope to draw it just to be sure.

Advanced Rating: 4/5
Art: 4/5 I wonder if she knows the U.A.s?


Mighty Vee
Mighty
Vee

The keystone card that makes the deck go ‘round, Argostars – Glorious Adra finishes the week, a level 4 EARTH Warrior monster, breaking the ranks of the other Argostars monsters being Trap monsters (until their support in Alliance Insight, anyway). It’s a level 4 EARTH Warrior monster, so the main ways you’ll get to it are Reinforcement of the Army and their upcoming Quick-Play Spell. In the OCG, they have the privilege of using the Terrortop engine to access it as well since MX-Saber Invoker is unbanned over there, but unfortunately we don’t have such a luxury in the TCG. Adra’s stats are quite average, with 1800 on both ends. Not a spread I want to see in a deck that lacks high-stat monsters, but that’s life!

As if Konami heard my prayers but only decided to fulfill 10% of them, Adra’s first effect is a Quick Effect that can only be used during your opponent’s turn, letting you banish Adra from your hand while you control a Continuous Trap to reduce the attack stat of any monster to 0 until the end of the turn. The intent is to shore up Argostars’s mediocre offensive pressure by tricking your opponent into attacking an Argostars monster. Two problems: one, if you use Argostars – Home Stadium to recycle Adra, your opponent will definitely know it’s coming. Two, it’s only usable during your opponent’s turn, so you can’t even push for OTK. The silver lining is that it’s an alternative way to get Adra banished to make Stadium and your Trap monster bonus effects live, though frankly you’re probably better off keeping Adra banished unless absolutely necessary. On Normal Summon, Adra will prevent your opponent from activating cards and effects in response to your Continuous Trap cards and effects, effectively shielding you from most conventional Hand Traps– something the deck very much appreciates considering how underpowered they are in other areas. It won’t make you completely untouchable, since cards like Effect Veiler can still hit your combo pieces after resolution, but at least you won’t have to worry about Ash Blossom & Joyous Spring, generally speaking. Neither of these effects are once per turn, but as always, you’d struggle to find a way to abuse them anyway. That brings us to Adra’s last but certainly not least effect, its sole hard once per turn effect to banish itself then place 2 Argostars Continuous Traps with different names directly to your Spell/Trap Zone. This is your bread and butter combo: you can bring out Argostars – Lightning Tydeu and Argostars – Swift Capane, summon both of them, grab Stadium with Tydeu, then either put them back into the Spell/Trap Zone to prepare for Stadium or Link them into Silhouhatte Rabbit to grab Argostars – Slayer Eteo or whichever Trap monster tickles your fancy. Gracefully, Adra banishing itself will again make all bonus effects live. This is the deck’s greatest strength and also its downfall; you basically need Adra to resolve or you will have virtually nothing! There are some multi-card combos you can cobble together in Odion hybrids thanks to Temple of the Kings, but on its own, Argostars have huge combo troubles considering Tydeu needs to be able to activate itself going first. Perhaps the worst thing is Adra being unable to protect itself, so if it gets zinged by Inifnite Impermanence or Veiler, you have already lost. It’s still hands-down the most important card in the deck considering it’s your main combo starter and makes your disruptions actually functional, so you will run 3. And ROTA. And their new Quick-Play. And Terrortop if we ever get Invoker back.

+Primary combo starter in Argostars that sets up all bread and butter lines
+Insulates your combo from many conventional disruptions
-Doesn’t protect itself from several classical Hand Traps
-Not that many searchable copies despite its importance

Advanced: 3.75/5
Art: 3.5/5 I like the overall monster herself, though her face is oddly round in this particular art. 5pb!


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