
Argostars – Home Stadium – #SUDA-EN058
Once per turn: You can pay 1000 LP; add 1 “Argostars” card from your GY or banishment to your hand. Each time a Continuous Trap in the Spell & Trap Zone is Special Summoned to your field, inflict 500 damage to your opponent. Once per Chain, if a Continuous Trap activates its effect in your Monster Zone, while you have a banished “Argostars” monster: You can target 1 face-up card your opponent controls; negate its effects until the end of this turn.
Date Reviewed: March 26th, 2025
Rating: 3.75
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,
Argostars – Home Stadium is a double-threat for your Continuous Trap monsters as well as your Main Deck Argostars when they eventually fully get released.
Field Spell for the archetype that returns any Argostars card from the grave or banished each turn at the small cost of 1000LP, incredibly easy to pay and worth it. Returning Arda each turn to have her be used to banish again to drop the opponent’s monster to 0ATK or to summon her and get protection for your Continuous Trap monsters for the turn as well as the chance to banish to search two of your Argostars Continuous Traps.
500LP damage each time a Continuous Trap is Special Summoned is a small bit of burn that can add up with the Argostars able to tag themselves in and out of the Spell/Trap Zone, though I don’t think it’ll add up to being a crucial effect.
The negation during “each Chain” is something that may be even better than the add-back ability. Continuous Trap activates it’s effect in the Monster Zone, which will be each time you summon one of your Argostars trap monsters, you get a card negation for the turn. The only clause for this effect is that you need a banished Argostars monster. Arda has to be banished (being the only Main Deck monster currently) for you to get a card negation per Chain. This isn’t a problem if you’ve brought her back to your hand and banished her again. When there are more Main Deck Argostars released this effect will be easier to exploit while keeping Arda in your hand rather than having her banished.
Argostars – Home Stadium is your weapon to keep getting your best card (Arda) back to your hand each turn. On top of that, as long as you can have Arda banished when your Argostars effects start going off, this card is going to provide a face-up card negation per Chain. It would only have been alright if it had been a once per turn, but per Chain provides coverage for each Continuous Trap effect you want to activate in the Monster Zone, and is not limited to Argostars either if you have some tech Continuous Trap monsters.
Advanced- 4/5 Art- 3.5/5
Until Next Time,
KingofLullaby
Crunch$G
Midweek brings us to an archetypal Field Spell for the Argostars archetype: Argostars – Home Stadium.
Home Stadium is a Field Spell where once per turn, you can pay 1000 LP to add an Argostars card from your graveyard or banishment to your hand. Not the “Field Spell that searches the whole archetype” as we see often, but it’s at least recovery each turn for Argostars, though you’d probably want to keep a monster banished unless you know you can re-banish it. Each time a Continuous Trap in the Spell & Trap Zone is Special Summoned to your field, you can deal 500 damage to the opponent, so a max of 2500 damage a turn if you can get 5 Trap Monsters summoned to your field each turn, 3 of which should be the Argostars Traps going back and forth. Finally, once per chain, if a Continuous Trap activates its effect in your Monster Zone while you have an Argostars monster banished, you can target a face-up monster the opponent controls and negate its effects for the turn. At least some negation for the archetype every time you want to put your Argostars Traps back into the Spell & Trap Zone, or if you trigger Statue of the Anguish Pattern each time you summon a Trap Monster. It’s a fine Field Spell for the archetype, offering as recovery, another way to deal damage, and a form of negation against the opponent’s cards. Not amazing, but has a place in the Deck.
Advanced Rating: 3.25/5
Art: 3.5/5 Looks more like a lab than a stadium.
Mighty
Vee
We touched on it yesterday, but we’re finally covering the card that makes Argostars even remotely threatening– Argostars – Home Stadium, their designated Field Spell. Most of the time, you’ll want to search it with Argostars – Lightning Tydeu, because much like the rest of the deck, it relies heavily on other names (particularly Argostars – Glorious Adra) to get anything done. Stadium’s first effect is soft once per turn, letting you pay 1000 Life Points to add an Argostars card from your Graveyard or Banishment to your hand. The cost is pretty minor, but it can add up quickly in longer games; still, recycling is always valuable in the modern meta as decks become increasingly grindy, and Argostars is no exception. You can also use this to recycle your Main Deck Argostars after they’re banished to take advantage of their hand effects if needed. Fortunately, you won’t be the only one bleeding Life Points because while Stadium is active, you’ll burn your opponent for 500 every time you Special Summon a Continuous Trap from your Spell/Trap Zone, which is all of your Argostars Trap monsters. This helps a bit with their lack of innate offensive pressure, but you might still struggle a bit to secure an OTK or overcome high-stat boss monsters. It’s not too difficult to trigger this multiple times per turn (currently, up to 3, since Argostars have 3 Trap monsters), which brings us to the final effect of Stadium: a once per chain effect that triggers if a Continuous Trap in your Monster Zone activates an effect (again, your Argostars Trap monsters) while you have a banished Argostars monster, letting you target and negate one of your opponent’s face-up cards until the end of the turn. Yep, that’s effectively a thrice per turn omni negate, and it is bonkers…if you can set it up! Again, it’s not hard to have at least one Argostars Continuous Trap ready, as Silhouhatte Rabbit can access Argostars – Slayer Eteo for a double disruption, and Tydeu will help gain advantage as you keep summoning it. With the standard combo line, you can end with Eteo and Tydeu ready, which is a very solid endboard. Argostars just has to deal with being extremely reliant on Adra, which is an entirely different problem, but that doesn’t make Stadium bad! A very minor nitpick is that it conflicts a bit with Treasures of the Kings in Odion hybrids, but it shouldn’t be a huge issue as long as Stadium stays in play, and Temple of the Kings is more important in that build anyway to summon Tydeu immediately. The single OCG topping list played 2 copies, which makes sense since you really don’t want to see this without Adra.
+Continuous recycling every turn, especially for the Main Deck monsters
+Negate can be activated multiple times in one turn
-Extremely reliant on standard combo lines to function
-Can conflict with other Field Spells in some hybrid builds
Advanced: 4/5
Art: 3.5/5 Could’ve fooled me as a F.A. card!
Visit the Card of the Day Archive! Click here to read over 5,000 more Yu-Gi-Oh! Cards of the Day!
We would love more volunteers to help us with our YuGiOh Card of the Day reviews. If you want to share your ideas on cards with other fans, feel free to drop us an email. We would be happy to link back to your blog / YouTube Channel / etc. 😉