Argostars - Slayer Eteo
Argostars – Slayer Eteo

Argostars – Slayer Eteo – #SUDA-EN073

While this card is face-up in the Spell & Trap Zone, Warrior monsters you control cannot be destroyed by card effects. Once per turn, when your opponent activates a card or effect: You can Special Summon this card as an Effect Monster (Warrior/LIGHT/Level 4/ATK 800/DEF 800) with the following effect (this card is also still a Trap), then if you have a banished “Argostars” monster, you can return 1 card on the field to the hand.
● Once per turn (Quick Effect): You can place this card face-up in your Spell & Trap Zone.

Date Reviewed:  March 24th, 2025

Rating: 3.5

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,

Argostars week on Pojo CoTD, a new archetype in Supreme Darkness utilizing Continuous Trap cards as monsters with currently one Main Deck monster within the archetype (though there will be more). Lets start things with Argostars – Slayer Eteo.

One of the Continuous Trap cards we’ll be talking about, each have an effect while face-up in the Spell/Trap Zone. In Eteo’s case, Warrior monsters that you control cannot be destroyed by card effects. This ties into the only Main Deck monster being a Warrior-Type and would encourage you to run Main Deck Warrior-Type monsters for the time being.

Unlike most Continuous Traps that turn into monsters, Argostars need something to cause them to turn into a monster. In the case of Eteo, it’s when your opponent activates a card or effect. Not hard to wait for, and while Eteo is a small Level 4 Warrior when she’s on the field (800ATK/DEF), she can return a card on the field if you happen to have a banished Argostars monster. You’d think this would be hard with only one Main Deck Argostars monster but that monster banishes herself to get you two different Argostars Continuous Trap cards face-up, so the work has already been done for you to fuel this card’s bounce ability.

Each Argostars Continuous Trap can place itself back into the Spell/Trap Zone as a Continuous Trap from the Monster Zone, and, as a Quick Effect it can dodge targeting and attacks.

Cost-free interaction with the opponent on each turn and the ability to dodge the opponent’s moves, a great start to the archetype. With each Argostars Continuous Trap being able to dart back to the Spell/Trap Zone, it forces the opponent to attack, then use an effect to try and destroy them. You can dodge both an attack and effect if your Argostars Continuous Trap is already on field, making your opponent’s efforts worthless. There’s plenty of protection and support that can fill the spots that lack Main Deck monsters for the archetype. You want to see the Field Spell though (reviewing that Wednesday) as soon as possible as you’ll likely be going through your Argostars cards quickly.

Advanced- 3.5/5
Art- 4/5

Until Next Time,
KingofLullaby


Crunch$G Avatar
Crunch$G

It’s about time Konami gave love to Trap Monsters once again, as we got the new Argostars archetype to look at this week, and we will start with a Trap Monster of course with Argostars – Slayer Eteo.

Slayer Eteo is a Continuous Trap that while face-up in the Spell & Trap Zone, your Warrior monsters cannot be destroyed by card effects, which is nice protection for the entire Argostars archetype since they are all Warriors. Once per turn, when the opponent activates a card or effect, you can summon this card as an Effect Monster (Warrior/LIGHT/Level 4/ATK 800/DEF 800) and then if you have a banished Argostars monster, you can return a card on the field to the hand. The stats aren’t great for when it becomes a monster, but a LIGHT Warrior is good. If you have a banished Argostars monster, which hopefully you should with one of the two Main Deck monsters, you get some disruption by bouncing an opponent’s monster to disrupt their plays, and it should trigger easily since the opponent is likely going to use effects, but you’d probably hold this for a monster effect to bounce it back. If you did summon it as a monster, it also gains a Quick Effect once per turn to go back into the Spell & Trap Zone, so it can dodge being destroyed in battle and can come back out on the opponent’s turn for another bounce and keep it going every turn. Between the three Trap Monsters in the archetype, it isn’t the worst as it is one of your main pieces of disruption. No HOPTs means you can use multiple at least, and the Argostars archetype isn’t very big, so you’ll need to fit space in your Deck somehow, so multiple of these should work.

Advanced Rating: 3.5/5

Art: 4/5 It gives me Fire Fist vibes with the monsters in the back being some colored energy instead of being on fire.


Mighty Vee
Mighty
Vee

Our Supreme Darkness coverage continues this week with the debut archetype Argostars (don’t say it…don’t say it…!), which hasn’t quite been putting up good results, but is seeing experimentation with Eldlich and the new Odion cards, which we’ll get to in due time. Argostars – Slayer Eteo is first up, a Continuous Trap you can search with Argostars – Lightning Tydeu and the deck’s quasi-boss monster, Argostars – Glorious Adra (and by proxy, their upcoming Quick-Play Spell), though the bread and butter combo lines will probably want to access it with Silhouhatte Rabbit instead. While active as a Continuous Trap in the Spell/Trap Zone, Eteo will protect your Warrior monsters (IE all Argostars so far) from being destroyed by card effects. It’s decent protection, though I don’t think it’s particularly useful in this deck considering they already have decent recycling ability from their Field Spell, plus we’ll get into the gimmick shared by all of their Trap monsters that helps dodge removal anyway. Personally, I think it should be blanket protection for Continuous Traps; god forbid Odion get some help! As part of the Argostars gimmick, Eteo has a soft once per turn effect that triggers when your opponent activates a card or effect, letting you Special Summon it as a level 4 LIGHT Warrior with 800 attack and defense, then return any card on the field back to the hand if you currently have a banished Argostars monster. Additionally, every Argostars Trap monster so far has the same effect as a monster, a Quick Effect to place it back into the Spell/Trap Zone. Remember when I said the destruction protection wasn’t that great? The other Argostars Trap monsters can also do this, so while it can come up, you’ll often do this to dodge removal and reactivate effects. Statwise, Eteo is the worst of the bunch, so its primary function is disruption since non-targeting bounces are always great. Relying on a banished Argostar MONSTER is annoying, which is why it’s important to access Adra or their new monster to make sure it’s live. In my testing, I stuck to the standard combo of using the other Argostars to make Silhouhatte Rabbit then set Eteo, but it does compete with arguably stronger Trap monsters that don’t need setup, like Apophis the Swamp Deity (which has gotten even better in Odion proper) or Angel Statue – Azurune. Eteo’s still a good card for what it does, but Argostars in general needs a bit more help…

+Non-targeting bounce offers strong disruption and removal
+Can place itself back and forth for constant disruption
-Requires the Argostars monsters to be banished to use its disruption
-Competes with stronger Trap monsters as a Silhouhatte target

Advanced: 3.5/5
Art: 3.25/5 Probably my least favorite Argostar “monster” in terms of design and artwork, though I like the idea of the archetype, controversy aside. Kancolle’s that way…


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