Brotherhood of the Fire Fist – Dragon
– #DL18-EN008
Date Reviewed:
October 10, 2019
Rating: 4.00
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, Brotherhood of the Fire Fist – Dragon is our Throwback Thursday choice for the Fire Fist theme this week and this card has gotten much better since the new support for Fire Fists was released. The pull from the deck and set is a great deck thin option that you could trigger every turn since the deck plays so many spell/traps within the archetype. Set spells can be activated that turn, Tenki and Tensu are the best options, of course. The heavy cost of two Fire Formation spell/trap cards for the Special Summon a Fire Fist from the grave has been made easier with their Link Monster we reviewed earlier this week. You will always run three of Dragon, so you should have a decent shot of having him on the field with Eagle to benefit from the cost-free Special Summon you’d get then with Dragon. Even if you can’t unite them on the field, Dragon can still pop so many of the spell/traps used by this archetype and the ATK boost from the trap cards remains even after the card leaves the field. You will be getting another Link, Xyz, or Synchro off of Dragon, so two cards isn’t that big of a loss, especially with recycling effects of your spell/trap cards in the game as well. Dragon has always been a great option to get to Tiger King or any Special Summon from the Extra Deck that you were going for, now with more cards it is even better. Advanced-4/5 Art-4/5 Until Next Time |
Crunch$G Whether it got reprinted or not, considering Eagle makes this one of the more important Fire Fist monsters now, we’ll look at Brotherhood of the Fire Fist – Dragon. Dragon is a Level 4 FIRE Beast-Warrior with 1800 ATK and 400 DEF. Good ATK and low DEF for a Level 4. Once per turn, if you activate a Fire Formation Spell/Trap (except during the Damage Step), you can set any Fire Formation Trap directly from your deck. So options are Tenken for a miniature Forbidden Lance for the archetype and 300 ATK boost for all Fire Fists, Tensen to boost a Beast-Warrior by 700 ATK for the turn and your other Beast-Warriors by 300 ATK, Ultimate – Seito which needs you to banish 7 Fire Formations from your graveyard to revive as many Fire Fists as possible and then set Fire Formations from your deck up to the number of revived monsters, finally you got Ultimate – Sinto as the only Counter Trap in the archetype and it negates Spells/Traps if you control a Fire Fist and Fire Formation. Tenken is ok, Tensen is solid, Seito will probably never resolve, and Sinto is pretty good, so overall that makes Dragon’s effect here a good one I’d say. The best effect of Dragon is that once per turn you can send 2 Fire Formation Spells/Traps that are face-up to the graveyard to revive any Fire Fist monster that isn’t Dragon. Not a hard once per turn, meaning it can be done over and over if you summon more Dragons, meaning that can be a lot of revival with Eagle on the field or if you want to send Domei to the graveyard with this, but most of the time you’re using this with Eagle for a free Monster Reborn basically to setup an Xyz, Synchro, Ritual, Fusion, or Link play in the archetype. Dragon is most certainly an important card in the deck now that Eagle is a thing for its revival and free Traps from the deck, so it’s an easy 3 of now. Advanced Rating: 4.25/5 Art: 4.75/5 Whoa, that’s a lot of Dragon heads there, buddy. |
Alex Searcy Throwback Thursday treats us this week to an older card (after a couple weeks of not) albeit, one still not reviewed, despite the Brotherhood getting some reviews in the past. This member of the Brotherhood is the Dragon, still a Fire/Beast-Warrior combo here, Level 4, with 1800 attack and 400 defense. This card continues to change the mechanic a bit, while still staying true to what the Deck does. Once a turn if you activated a theme Magic or Trap card, you can Set a theme Trap from your Deck directly to the Field. That’s an interesting effect in itself, being able to bring a card from the Deck to the Field, even if it’s a Trap. (You can’t do this during the Damage Step). The latter effect here is similar to, yet different from, the one we saw yesterday. By sending two face-up theme Magic/Trap cards you control from the Field to the Graveyard, you get to Special Summon a member of the Brotherhood other than this guy. I don’t like the double cost here, and I don’t like the fact that his own effect sets a card, and what you send for this has to be face-up. So he’s a bit more costly, and this is done more easily yesterday, as we saw. Still a good card though. Rating: 3.75/5 Art: 4.5/5 I spy 10 Dragons here, not just one, but the bright orange of the fire(s) here is great against the darker armor and space or sky in the background. |
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