Eldlich the Golden Lord
– #SESL-EN027
You can send this card and 1 Spell/Trap from your hand to the GY, then target 1 card on the field; send it to the GY. If this card is in your GY: You can send 1 Spell/Trap you control to the GY; add this card to your hand, then you can Special Summon 1 Zombie monster from your hand, and if you do, until the end of your opponent’s turn, it gains 1000 ATK/DEF and cannot be destroyed by card effects. You can only use each effect of “Eldlich the Golden Lord” once per turn.
Date Reviewed:
June 26th, 2020
Rating: 4.63
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, Eldlich the Golden Lord wraps up the week and why not? He’s the only monster within the archetype. Level 10 isn’t the greatest in Zombies, but it is all about his effects. First effect is a -1, but it can be an even break if you get rid of something important that your opponent had. Any card will do for discarding, but if you discard grave-centric cards like the spell/traps in the Eldlich archetype, then you will be breaking even off the first effect. Eldlich can pop himself back to the hand using a spell/trap on the field, which again works great with the spell/traps within the archetype. Other archetypes can also gain pluses off their spell/trap cards going to the grave in any way, and we all have a card we can give up if it means getting a monster back and getting a Special Summon off it as well. Any Zombie is available to be summoned from Eldlich popping back to the hand, but lets be real, 9/10 it’s going to be him. The added 1000ATK/DEF is great, and destruction protection from card effects, even for a turn will never be turned down. You can have a 3500 unkillable by effects Zombie for the turn and it cost you one spell/trap, that is far from breaking even. Combine that will all the archetype cards Eldlich has and you could have some serious advantage within the archetype, and you can keep doing that each turn. Outside the archetype it is a Level 10 that could work with Trains, or any deck that runs an abundance of Continuous Spell/Trap cards or even has cards they can give up for a beatstick. Eldlich fits almost anywhere in the game if you have the deck space and potential synergy within your deck for it. Advanced-4.5/5 Art-4/5 Until Next Time |
Crunch$G With all the build up to this card, we had to end the week with it: Eldlich the Golden Lord. Eldlich is a Level 10 LIGHT Zombie with 2500 ATK and 2800 DEF. Good stats on Level 10, Zombie is a great Type, and LIGHT is a great Attribute. Being Level 10 and the ease of summoning multiple of this does mean the Superdreadnought Xyzs for massive burn or damage. The first effect lets you send this card and a Spell/Trap from hand to grave to target a card on field and send it to the grave. Helps get rid of an opponent’s big threat or triggers your graveyard effects while also putting this and an Eldlixir or Golden Land Spell/Trap in grave for its graveyard effect. Invoked can also send Invocation with this to put it back in Deck and a banished Aleister the Invoker to hand. There’s other Spells and Traps you could use in grave with this as well, or get rid of brick Spells or Traps for removal. The second effect lets you send a Spell or Trap you control to grave while this is in grave to add this to hand, and then you can Special Summon a Zombie from hand by giving it a 1000 ATK and DEF boost plus protection from destruction effects until the end of the opponent’s turn. Getting this to a much better 3500/3800 statline on top of the protection is great, and it once again can trigger grave effects of Cursed Eldland, Eldlixir, or Golden Land cards. Another option is to get rid of a useless Spell/Trap like a Call of the Haunted not attached to a monster or an Infinite Impermanence against a board you can’t target. Each effect of Eldlich is a hard once per turn, and this is a good time to have both effects to be used in a turn. Eldlich is key to the strategy of course, so it’s the staple when playing the Eldlich package or pure Eldlich. It’s a 2-3 of depending on Deck space and what else you’re playing Eldlich with. Advanced Rating: 4.5/5 Art: 4.5/5 It does look like the master of the Golden Land at least. |
Alex Searcy To close one the week we finally arrive at Eldlich the Golden Lord. Light/Zombie, Level 10, and a low attack and defense at 2500/2800 respectively. First, sending this card and a Magic or Trap from your Hand to the Grave lets you Target a card on the Field and also send it to the Grave.
An offensive and defensive ability and you don’t want to waste two tributes on a Level 10 like this. Zombies like being in the Graveyard after all. Sending a separate Magic or Trap from your Field to the Grave cycles this back to your Hand, where you can then Special Summon a Zombie (certainly this) from your Have.
There’s your loop around the tributes. Then the Monster also gets 1000 attack until the end of your opponent’s turn. 3500 looks far superior to 2500. Defense is also increased (3800) plus you gain immunity to destruction via card effects.
Even just for that turn(s) you should be able to do some good Damage. This card does a lot. It makes Zombies quicker, while also being disruptive, and is very powerful. Amazing
Rating: 4.5/5
Art: 4/5 The suit and armor are cool, the purple cape stands out nicely amidst the gold and red. But there’s nothing too special here
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This card is the core card of the Eldlich accompanying archetypes, so it is time to analyze! The fact that this is the only monster in the series speaks to how the whole archetype is meant to be a generic engine for other Zombie decks. This card adds power to the Golden Land and Eldlixer Spell/Traps. In a dedicated deck, neither of this card’s effects are truly a loss of card advantage. Zombies thrive in the GY, and the Eldlich series itself is full of Spell/Trap cards that activate effects from the GY. This often amounts to being able to send a troublesome card the opponent controls to the grave, Special Summon this card with a boosted attack and protection and using the effects of the 2 cards discarded throughout the whole cycle to retain control (probably searching for Eldlilixer to summon any Zombie from your deck). That is a mouthful, but the general summary is that it doesn’t have any true loss if played normally. Another note is that this card works well within other archetypes as well. I splashed this card into a Harpie Deck to add power and monster removal while being able to use the effects of some cards sent to the GY for this card’s cost. I also found this card had strength in Paleo-Frogs and Plant decks. I made an entire Trap Monster deck that utilized this card, as well. My point is that there are options to be found, so get creative. Being a HOPT on both effects makes this card well rounded, especially considering the effects would be loopable otherwise. The design of this card is really good. It fits with the theme of the Eldlich series. He is a Lich, and he is poised to wreak havoc with his necromancy. The golden armor alludes to alchemy. The focus is meant to be on his hands, and that is uncommon for Yu-Gi-Oh! cards. Versatility – 5 I score this card a 5/5 out of necessity. It sends (not destroys) cards on the field. It adds power to the entire series of cards built around it, and is necessary for many of the cards to work at all. You need this card to play this deck. It also makes some unexpected rogue decks viable, so give it a shot. |
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