Arms of Genex Return Zero
Arms of Genex Return Zero

Arms of Genex Return Zero – #BLTR-EN009

1 DARK Tuner + 1+ non-Tuner monsters
When your opponent activates a monster effect (Quick Effect): You can banish 1 monster from your GY with the same Attribute; negate the activation, and if you do, destroy that monster. (You can only banish each Attribute once per turn to activate this effect of “Arms of Genex Return Zero”.) Once per turn: You can target up to 6 of your “Genex” monsters with different Attributes that are banished and/or in your GY; shuffle them into the Deck, then you can destroy up to that many cards in the Spell & Trap Zones.

Date Reviewed:  August 2nd, 2024

Rating: 3.58

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,

Arms of Genex Return Zero ends the look at Genex and is the biggest Synchro the archetype has now.

Specific Tuner needed but a DARK Tuner and then generic stuff makes this Level 10 a pretty splashable monster in other decks that Synchro Summon. Interruption potential with the opponent if you can banish a monster with the same Attribute as the monster activating its effect(s). Negation and destruction is always the preferred pairing. Technically you can do this up to seven times per turn (one for each Attribute in the game), but you are likely getting 1-2 negations potentially, even with all the Attributes you may run in your Genex build. DARK is the majority of the Attributes you have in Genex and is the most popular Attribute, and being able to have a negation and destruction even at once per turn is great on a boss monster.

Return Zero is all about Attributes. Spell/Trap destruction while also returning different Attribute Genex monsters from the banished zone or graveyard is a one-two combo that, alongside Repair Genex Controller, can be lethal for your opponent. Recycle Genex monsters with different Attributes with Repair Zero to destroy your opponent’s Spell/Trap cards, while filling your Deck back up with stuff to hunt out with the extra Normal Summons Repair Genex Controller can get you. While Spell/Trap destruction isn’t as tremendous as it once was, Snake-Eye are using it as an easy way to get out Flamberge Dragon, while Tenpai need their Field Spell, and Centurion are always becoming Continuous Spell cards before Special Summoning themselves. Getting back three or more monsters to the Deck while destroying that many Spell/Trap cards your opponent controls gives you a far greater chance at winning with how this archetype runs.

Great negation ability even if you have to match Attribute, while giving it a more general means of destruction for a second effect while keeping with the Attribute theme. Against certain decks the first effect could feel like the second effect where it is overpowering and nothing can get through, but that would require a graveyard with at least one Attribute of each and an opposing deck that has multiple Attributes. This certainly helps against Hand Traps that vary in Attribute, and negation for an archetype that had little to none makes Return Zero an absolute must and something you want to see after you’ve set it up.

Advanced- 3.5/5     Art- 4/5

Until Next Time,
KingofLullaby


Crunch$G Avatar
Crunch$G

With 90% of the old Genex Synchros no longer cutting it, we needed a new boss monster for the archetype, so here’s Arms of Genex Return Zero.

Arms of Genex is a Level 10 DARK Machine Synchro with 3100 ATK and 2950 DEF. Pretty strong stats, DARK Machine is great as well. Materials are any DARK Tuner and any non-Tuner(s), so can be ran outside Genex if you wish. When the opponent actitvates a monster effect, you get a Quick Effect to banish a monster from your graveyard with the same Attribute to negate the activation and destroy that monster, and this effect can be used once per turn for each different Attribute. Being able to have 6 negates on a single monster is pretty strong in theory, it just requires the opponent to be using monster effects of varying Attributes to get the most out of this, plus you have to have the right Attribute in grave, which isn’t hard for Genex having access to all 6 via the good Main Deck cards they got and any extra Synchros you’ll use to climb. The second effect is a soft once per turn, letting you target up to 6 of your banished Genex monsters with different Attributes that are banished and/or in your graveyard and return them to the Deck and then you can destroy up to that many cards in the Spell & Trap Zones. The recovery is nice to have, and it gives Genex some backrow removal since they have none of their own. Return Zero is a pretty good boss monster for Genex for at the very least being the bare minimum of 1 monster negate, but hopefully you can get more. Recovering your monsters to the Deck can help you make more Synchros as well. Play 1 in Genex, and maybe consider it in other Decks that can make it.

Advanced Rating: 3.5/5

Art: 4/5 I want to know how Field Marshal and Decisive Armor fuse, yet this is somehow weaker than Decisive Armor?


Mighty Vee
Mighty
Vee

Ending the week is the newest and greatest boss monster for the Genex archetype, Arms of Genex Return Zero, representing the apex of the union between Ally of Justice and Genex. Return Zero is a level 10 DARK Machine Synchro monster. It takes a DARK Tuner and any non-Tuners, so Genex Ally Birdman or R-Genex Turing can get you to it combined with the oodles of bodies that Genex will give you, though if necessary you can even cheat it out with Crimson Dragon (though frankly it’s far more likely to be the cheat enabler for Crimson Dragon rather than the other way around). Return Zero boasts a solid stat spread of 3100 attack and 2950 defense– you know me, I love having balanced stats, and anything above 3000 will overcome most other boss monsters. 

Return Zero’s first effect can be activated up to a whopping six (technically seven, but who’s playing DIVINE?) times per turn, a Quick Effect to negate an opponent’s activated monster effect and destroy the monster by banishing a monster from your Graveyard with the same attribute, though you can only use each attribute once per turn. This effect is meant to reward you for playing one of each attribute of Genex monster. Coincidentally, the Repair loop will provide a Genex for each attribute except WATER, and WATER can be covered by R-Genex Undine. It’s a very neat effect and has the potential to completely annihilate certain decks that rely on multiple attributes, though frankly those decks are quite rare so I wouldn’t expect to fire off Return Zero more than twice. Return Zero’s other effect is a soft once per turn, letting you shuffle back up to six Genex monsters with different attributes from your Graveyard or Banishement back into the deck, optionally destroying up to that many cards in the Spell/Trap Zones. This is nice for boardbreaking, but its main function is recycling your Genex monsters, which gives Genex an uncharacteristically powerful grind ability for a combo deck. Since the backrow destruction is optional, you can even use it on turn 1 to recycle important monsters like Birdman or anything you banished because of Undine. Before, I would’ve said Return Zero was good, but outclassed, but now that Baronne de Fleur is banned, it’s probably the best level 10 Synchro to make with Genex; it’s also a great Crimson Dragon target to bring out Bystial Dis Pater and Chaos Angel.

+Solid monster negate with terrific stats that you can easily make and is almost always live
+Can recycle banished combo pieces like Birdman
-Lack of protection makes it vulnerable to backrow during your opponent’s turn
-Sometimes not a priority to summon in builds that focus on level 12 Synchros

Advanced: 3.75/5
Art: 3.5/5 Glad to see Ally of Justice is getting a bone, even if it’s not even an Ally of Justice card…


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