Clockwork Night
Clockwork Night

Clockwork Night – #RA03-EN071

All face-up monsters on the field become Machine monsters. Machine monsters you control gain 500 ATK/DEF, also Machine monsters your opponent controls lose 500 ATK/DEF. You can banish this card from your GY, then discard 1 card; add 1 EARTH Machine monster from your Deck to your hand. You can only use this effect of “Clockwork Night” once per turn. You can only activate 1 “Clockwork Night” per turn.

Date Reviewed:  January 30th, 2025

Rating: 3.25

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,

Clockwork Night is our Throwback Thursday choice this week to pair with the card that shares its name but different spelling: Clockwork Knight.

Searchable with previously-mentioned card, Clockwork Night makes everything on the field become Machine-Type monsters and does the standard ATK/DEF drop from long-ago Yu-Gi-Oh: 500ATK/DEF boost for you, 500ATK/DEF drop for the opponent. Making everything Machine-Type works in two ways: 1) Clockwork Knight being able to search this card and tribute a Machine on the field for a Special Summon from your grave, and 2) Chimeratech Fusion plays. Playing this also messes with certain cards that revolve around having certain Types on the field, but unlike Zombie World, I don’t see this as a splashable Field Spell as Side Deck material.

Banish from the grave and discard to add a EARTH Machine monster from the Deck to the hand screams Ancient Gear, but there are so many other archetypes that can benefit from this. Discarding can set up the grave (Geargia), and banishing Clockwork Night isn’t a loss for you because it’s already in the grave, so you already lost it or put it there to get the grave ability. A negative for this card is that you can only activate one per turn, eliminating the chance of playing two and firing off this grave effect same turn unless Night gets negated/destroyed.

An alright card that could see some play in archetypes if a few slots are available. You can run one copy if you can make Clockwork Knight (not sure why you’d play this without that monster) and you should get that search from the grave. This will only be played in strategies that can maximize the 1000ATK/DEF swing and making the opponent’s monsters Machine.

Advanced- 3/5     Art- 3/5

Until Next Time,
KingofLullaby


Crunch$G Avatar
Crunch$G

It might not be that old of a card (in terms of being physically printed), but with a card designed to specifically search for it, it was fitting for Throwback Thursday this week to revisit Clockwork Night.

Clockwork Night is a Continuous Spell that turns every face-up monster on the field into a Machine, which can make it difficult for the opponent if you choose to run a floodgate like Rivalry of Warlords or maybe even There Can Be Only One if you don’t plan to summon a lot of monsters yourself, but the former is preferable. It also means Cyber Dragons can send the opponent’s entire board away for Chimeratech Fortress Dragon, which is nice. Machine monsters you control gain 500 ATK and DEF while the opponent’s Machines lose 500 ATK and DEF, which should help get a lot of damage in. Finally, you can banish this card from the graveyard and discard a card to search for any EARTH Machine from your Deck, which is nice for Machines to search for Therion “King” Regulus to have an omni-negate at hand, and gets more useful if you run a Deck more dedicated to EARTH Machines. You can only use the search effect once per turn and you can only activate one of these a turn, so no searching too much and no trying to use Clockwork Knight to swap copies of this card to try and get the search and the transforming of all monsters into Machines. It’s been a nice card in many Machine strategies overall, especially for Cyber Dragon to get easier Fortress board wiping and a Therion “King” search for a negate besides Cyber Dragon Infinity. Ancient Gears could use it as well since this searches every Ancient Gear monster and Clockwork Knight can send Ancient Gear Advance or Fortress to search for this. It might not be for every Machine Deck exactly, but it’s useful in more than enough of them to have a place, especially with Clockwork Knight.

Advanced Rating: 3.5/5

Art: 4/5 Classic DM-era art just adjusted to look a bit better since it took nearly 20 years to print.


Mighty Vee
Mighty
Vee

(2025 already?! Time flies…) Since we went over Clockwork Knight, it makes sense that Throwback Thursday would be the Continuous Spell Clockwork Night, which only made its card game debut in 2022 despite being from the original Duel Monsters anime. Thanks to Knight, you can search it in practically any deck with a Machine monster with 500 or less attack, provided you have a Continuous Spell to send for it; currently, EARTH Machine, Crystron, and Cyber Dragon are the decks best equipped for that since they have Continuous Spells to spare. Clockwork Night can only be activated once per turn and comes with a pair of Continuous Effects: it makes all face-up monsters on the field Machine monsters, plus boosts the attack and defense of all of your Machine monsters by 500 while dropping the attack and defense of your opponent’s monsters by 500 instead. It can function as a sort of soft floodgate since decks like Maliss rely on their typing for their Link Summons and combos, so it’s not totally useless if you choose to field it. Many thought this would put Cyber Dragon back on the map thanks to Chimeratech Fortress Dragon, which would be able to use all of your opponent’s now-Machine type monsters and leave them helpless as you proceed to crush them without mercy or remorse– the stat boost and drop are just cherries on top. Unfortunately, even with the help of Clockwork Knight and their upcoming support, this hasn’t been enough to make Cyber Dragon meta again, and it’s pretty hard to match the efficiency of Tenpai as an OTK deck. However, Clockwork Night also has a hard once per turn effect, letting you banish it from your Graveyard and discard a card to search any EARTH Machine monster. This effect also saw a lot of buzz, especially since Therion “King” Regulus being splashed into decks was a pretty hot topic for the time period. Indeed, I found a single Crystron decklist in the OCG playing Clockwork Night to search Regulus for a bit of extra disruption. Any deck that appreciates an EARTH Machine search like Ancient Gear or, well, EARTH Machine can always run Foolish Burial Goods to get Clockwork Night straight into the Graveyard, as long as you don’t mind the discard. While it hasn’t quite lived up to the hype, Clockwork Night is an interesting little card with its own uses, so we’ll see if Knight’s ability to weave it into combos will make it more playable.

+Can search EARTH Machine monster playmakers or Regulus for a more formidable board
+Machine type change can mess with your opponent’s combos or enable boardbreaking for Cyber Dragon
-Can only be searched by Clockwork Knight if you already have a Continuous Spell 
-Needs to go to the Graveyard if you just want the search

Advanced: 3.25/5
Art: 2.25/5 Looks like DM art, because it is DM art!


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