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Duamutef, Blessing of Horus – Yu-Gi-Oh! Card of the Day

Duamutef, Blessing of Horus
Duamutef, Blessing of Horus

Duamutef, Blessing of Horus – #AGOV-EN012

If you control “King’s Sarcophagus”, you can Special Summon this card (from your GY). You can only Special Summon “Duamutef, Blessing of Horus” once per turn this way. Gains 1200 ATK/DEF for each “Horus” monster you control. If another card(s) you control leaves the field by an opponent’s card effect, while this card is in your Monster Zone (except during the Damage Step): You can draw cards equal to the number of monsters with different names in your Main Monster Zone. You can only use this effect of “Duamutef, Blessing of Horus” once per turn.

Date Reviewed:  January 2nd, 2024

Rating: 3.37

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,

Duamutef, Blessing of Horus loves it when there are many monsters on your side of the field.

One of the “Sons of Horus”, Duamutef is one of the weakest sons, boasting 0/0 stat line for a Level 8. Same Special Summon ability from the grave as all Sons of Horus, revolving around King’s Sarcophagus. The more “Horus” monsters you have on the field, the better for Duamutef, as previously mentioned. 1200ATK/DEF gain for each Horus, it doesn’t state that it needs to be different names, making it able to gain even if you have doubles on the field. It can have 6000ATK/DEF if all your Main Monster Zones are filled with Horus monsters, though it likely will only need to get up to 2400ATK/DEF to be formidable.

If your opponent gets rid of one of your monsters in your Main Monster Zone, Duamutef is going to pay you back wiht a draw equal to the number of differently-named monsters in your Main Monster Zone. This is where King’s Sarcophagus being able to Special Summon a different Horus up to four times in the turn pays off. A draw effect with this potential had to be responsive to your opponent to be fair. If not, you could be hitting your opponent with a 6000ATK/DEF monster that just nabbed you four free draws. That still can happen, but your opponent has to get rid of one of your Main Monster Zone monsters.

The draw can be fantastic, but your opponent is likely to get rid of Duamutef if they are getting rid of any of your Main Monster Zone monsters. The ATK/DEF gain is all dependent on getting King’s Sarcophagus to work to its maximum. A draw is still a draw and players like that. At worst, you use Duamutef as Rank 8 or Link fodder, at best it becomes a boss-like attacker on the field, and your opponent stupidly triggers the draw ability.

Advanced- 3.5/5     Art- 4/5

Until Next Time,
KingofLullaby



Crunch$G

We saw the Sarcophagus, now we can look at 3 of the 4 sons for the rest of the week (sorry Qebehsenuef, but you’re the least played one anyways) and the first of the three we’ll discuss is Duamutef, Blessing of Horus.

Duamutef is a Level 8 WATER Beast with 0 ATK and DEF. Dreadful stats naturally, but WATER and Beast are fine. Of course you can summon this from the graveyard if you control King’s Sarcophagus, and something to note is that this doesn’t trigger. It’s kinda like Special Summoning a Cyber Dragon, so no effect to start a chain here, just the summon of the monster. You can only summon it once a turn this way, otherwise we just have infinite monsters coming out. It gains 1200 ATK and DEF for each Horus monster on the field, so it can get up to 4800 ATK/DEF if you use all four sons, plus it can go higher if you use the old Horus the Black Flame Dragon monsters or the new Horus in Phantom Nightmare, giving you up to 6000 ATK/DEF for the five zones you can put Horus monsters in. Anyways, if another card(s) you control leaves the field by an opponent’s card effect while this card is in the Monster Zone, you get to draw cards equal to the number of monsters with different names in your Main Monster Zones. So while you could use the Horus monsters for Rank 8s, you can also keep them on the field to make the opponent think twice about using removal on your cards, otherwise you can start generating advantage. I can imagine this would get a fair amount of draws if it did resolve, but really this is the 3rd Horus monster you’d consider and if ran, it’s likely the one going into making a Rank 8. It’s still great in that role, and it can be strong if you do try to use it for its draw effect, though that likely just means the opponent will go for this first and foremost. If you need a 3rd Horus name, this is the one to play a copy of, but that isn’t to say its bad, its just 3 of the 4 Horus monsters are bricks in the hand.

Advanced Rating: 3/5

Art: 4/5 Always love the monsters with the classic Egyptian theme considering the first series of the anime focused on that mostly.



Mighty
Vee

Duamutef, Blessing of Horus continues our Horus coverage, a level 8 WATER Beast monster; WATER Beasts aren’t common and have very few applications, though that does make it searchable with Ice Barrier if you’re crazy enough to do that. Duamutef sports 0 attack and defense– on a level 8 monster that either means it’s meant to be a combo piece, or has some way to gain stats. In this case, the latter!

Duamutef shares the same first effect as all of the first four Horus monsters, letting you Special Summon it from the Graveyard once per turn as long as you control King’s Sarcophogus. This goes back to Sarcophagus’s insane potential in longer games; you can practically revive your Horus monsters every turn and overwhelm your opponent (provided Sarcophogus isn’t destroyed or your Horus monsters get banished, anyway). Duamutef gains 1200 attack for each Horus monster you control, so while it has the potential to have an outstanding 6000 attack, it’ll generally have between 1200 and 4800, giving you plenty of raw power to push for OTK. Duamutef’s final effect is a hard once per turn, triggering if your opponent’s card effect makes a different card you control leave the field to let you draw cards equal to the number of monsters with different names in your Main Monster Zones. It’ll depend on your opponent to decide which Horus punishment effects they’ll want to trigger, and Duamutef will probably be one of the main targets, considering that refilling your hand after splurging with Sarcophagus would be very helpful. Despite its potentially high stats and useful bonus effect, the Horus monsters (sans Imsety) are infamously bricky; unless you’re playing a casual pure Horus deck, Duamutef should probably stay at no more than one copy.

+Excellent stats under normal circumstances
+Can counteract Horus’s tendency to bleed card advantage
-Brick issues like the other Horus monsters
-Bonus effect relies on your opponent

Advanced: 3.5/5
Art: 3.75/5 I thought it was a cat, but apparently, it’s a jackal!


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