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Dark World Accession – Yu-Gi-Oh! Card of the Day

Dark World Accession
Dark World Accession

Dark World Accession – #SR13-EN042

During the Main Phase: Fusion Summon 1 Fiend Fusion Monster from your Extra Deck, by banishing materials mentioned on it from your field or GY. If Fusion Summoning a “Dark World” monster this way, you can also discard monsters as material. During your Main Phase, if this card is in your GY: You can add this card to your hand, then discard 1 “Dark World” monster. You can only use each effect of “Dark World Accession” once per turn.

Date Reviewed:  December 14th, 2022

Rating: 3.57

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,

Dark World Accession is a Quick-Play I could see run in other decks than just Dark World.

Quick way to Fusion Summon a Fiend Monster by banishing rather than sending stuff to the grave. Grave and field are available to be used rather than the hand, fitting for the Dark World archetype. This basic way of Fusion Summoning will not only Fusion Summon the new Dark World Fusion Monster, but also fits into archetypes like Evil HERO, Despian, D/D/D, and Frightfur. With more options than Dark World, I’d say it works better for those archetypes. If you do use it to Fusion Summon a Dark World monster, you will get to discard listed monsters that are your materials instead of banishing, which in turn activates their effects. Grapha and a Dark World monster activating both their effects in addition to Fusion Summoning a boss Fusion will net you a spot removal via Grapha and a choice of effect(s) from whichever Dark World you discard (Goldd or Sillva may be best because of their high ATK.

If Accession is in the grave during your Main Phase you can cycling it back then discard a Dark World monster. Discard here triggers whichever Dark World monster you discard and you get your Fusion Quick-Play back for next turn (if you have multiple copies of your Dark World Fusion Monster or another target). The likelihood that you are running another Fusion target other than your Dark World Fusion Monster is highly unlikely, but if you do an it works it just expands what you can summon with Accession.

Dark World needed more cards that can trigger their effects that work with their archetype, and Accession can do that just by cycling itself back to the hand, and you can use both of its effects each turn. Shame there is only one Dark World Fusion Monster currently.

Advanced-3.5/5     Art-3/5

Until Next Time
KingofLullaby



Crunch$G

As a sign of things to come, midweek brings us to Dark World Accession.

Accession is a Quick-Play Spell that lets you Fusion Summon any Fiend Fusion during the Main Phase by banishing the materials mentioned from your field or graveyard, or if you are summoning a Dark World Fusion with this effect, you can also discard the materials from your hand. It’s a pretty good generic Fiend Fusion Spell that benefits Dark Worlds more since it lets you discard your Dark World monsters for their effects. It’d help if we get more Dark World Fusions, but we got something to work with at least. The second effect lets you discard a card during your Main Phase to add this card from your graveyard to your hand, which is good to be able to recover this card for more Fusion Summons while getting more discards. More hard once per turns here to keep things in check, but it’s a good Fusion Spell for the archetype that’ll improve if we ever get more than 1 Fusion. I hope there comes a day we get to see Colorless, Chaos King of Dark World finally get printed and see what it does.

Advanced Rating: 3.5/5

Art: 4.5/5 Grapha is evolving.



Alex
Searcy

Midweek gives us another Magic, this time a Quickplay (the best type of Magic), in Dark World Accession.  Fusion Summon of a Fiend type Fusion during your Main Phase while being able to use mentioned Material from your Field or Grave (and said Material are removed from play) is fun.  It’s fairly specific here in requirement, but still open enough that it’s not particularly difficult to pull off.  If you bring out a Dark World Fusion with this, you’re also enabled to discard Fusion Material, which further opens the door in the ease of use and access to this card, and that’s appreciated.  If residing in your Grave during your Main Phase, you can cycle it back to your Hand by dumping a Dark World Monster.  That’s fantastic, whether you need it or not, you get it back on an honest 1-for-1 while sending a Dark World to your Grave to Special Summon and/or pop an Effect off.  Anything after the discard is a plus, not to mention whatever the Monster actually does for you, so that can start a nice chain of benefits for you too.  Each Effect, as we’ve seen common this week, is only able to be used Once per Turn.  Not quite as powerful as yesterday, and maybe not as useful, but certainly a nice new tool for Dark World to use too.

Rating:  3.25/5

Art:  4/5  The new Overking is seemingly making his accession in this picture, no?



Mighty
Vee

“Why does Dark World need a Fusion Spell?” you may ask, the answer we’ll get later this week. Dark World Accession is a Quick-Play Spell with two hard once per turn effects, and can be searched accordingly by Snoww, Unlight of Dark World. Accession can only be activated during the Main Phase despite being a Quick-Play Spell, though I haven’t found much use for activating it on your opponent’s turn outside of dodging Dark Ruler no More or Forbidden Droplet. Accession’s first effect is fairly straightforward, letting you Fusion Summon a Fiend Fusion monster by banishing the Fusion materials from your Field and Graveyard; additionally, if you’re summoning a Dark World monster, you can discard materials from your hand as well (hint hint!). Being able to banish Fusion materials from the Graveyard is huge, since you’ll be running through Dark World monsters like crazy just from doing your combos. Though the card itself is technically generic, the pool of Fiend Fusion monsters is actually quite pitiful; only Frightfur Cruel Whale stands out, and even then you’d need to run Fluffal and Edge Imp monsters to even make it. The vast majority of the time, you’ll be summoning Dark World’s new Fusion boss instead, which we’ll get to this Friday. Dark World Accession’s other effect allows you to add it to your hand from your Graveyard, then discard a Dark World monster. Being able to recycle it is incredibly handy, especially since there will be situations where you’re forced to discard it, either to fulfill a mandatory discard or by accident from a Danger! effect activation. I’ve seen people run two copies “just in case”, though I don’t think you will need more than two since it’ll recycle itself and you can search it.

Advanced: 4/5

Art: 3/5 Kinda hard to tell what’s going on here, it’s kinda like how Mike Wazowski was blocked by the barcode in Monster’s Inc.


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