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Millennium Ankh & The Unstoppable Exodia Incarnate

The Unstoppable Exodia Incarnate

The Unstoppable Exodia Incarnate

Millennium Ankh
The Unstoppable Exodia Incarnate

Millennium Ankh – #INFO-EN053

Show 5 “Forbidden One” Monster Cards from your hand, Deck, and/or face-up field, then Special Summon 1 “The Unstoppable Exodia Incarnate” from your Extra Deck, then shuffle the face-up Monster Cards you control into the Deck, except “Exodia” Monster Cards whose original Levels are 10 or higher, and “Millennium” Monster Cards, also you cannot Summon for the rest of this turn. After activation, shuffle this card into the Deck instead of sending it to the GY.

The Unstoppable Exodia Incarnate – #INFO-EN033

5 “Forbidden One” monsters
Cannot be destroyed by an opponent’s card effects. Once per turn, if this card battles, during damage calculation: You can make this card gain ATK equal to your LP. Once per turn, when a Spell/Trap Card or effect is activated (Quick Effect): You can negate that activation. Once per turn, during the End Phase: You can Set 1 “Exodd” or “Obliterate!!!” Spell/Trap from your Deck. Once per turn, during your Standby Phase: Lose 1000 LP.

Date Reviewed:  September 6th, 2024

Rating: See Below

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,

Millennium Ankh is the archetype card and is part of a two-for-one Friday edition.

Normal Spell that requires you to run Exodia and his limbs in the Deck, but that was already obvious if you were going to run the new big Exodia monster: a Fusion Monster. Revealing all five pieces from anywhere but the banished zone to be the requirement for Ankh to be the Fusion Spell for “The Unstoppable Exodia Incarnate” is pretty easy to do, just make sure you don’t get a limb or the head banished beforehand. Pieces go back to wherever they started when Ankh was activated, and then you shuffle back any of your monsters that aren’t “Millennium” or Level 10 or higher. Good thing it protected its archetype monsters, and while you likely won’t have another Level 10 or higher, your Link and Xyz Monsters are not Level 10 or higher so they aren’t sticking around.

Getting locked out of summoning anything for the rest of the turn sucks as well, but with the Exodia Fusion you hopefully won’t need another monster. Ankh cycles itself back to the Deck instead of going to the grave, so you can either run just one copy to opt for two needed cards, or run three to increase the odds of getting to it outside of monster effects.

An easy way to get out the archetype’s biggest hitter and doesn’t require all the pieces to be in one area is what Ankh had to do. Make sure you’ve done all your summoning before playing this, and make sure you don’t lose anything when the balancing effects of Ankh kick in. Not a card you can shotgun upon drawing unless you’ve got nothing going for you. Set up and make this an OTK play.

Advanced- 4/5     Art- 4/5

The Unstoppable Exodia Incarnate is the archetype boss and Ankh’s only monster to summon.

Requires all the pieces of Exodia through Ankh as its easiest road to summon, Exodia Incarnate inherits protection against opponent card effects that would destroy, but not against stuff that doesn’t. It would suck to do all of that with Ankh only to have Exodia bounced or banished with an effect, but a balance is a balance. Spell/Trap or Spell/Trap card on the field negation once per turn is good, though it should’ve been an omni-negate, also, should’ve included destruction for the negation of a Spell/Trap currently on the field.

Gaining your LP for one battle makes it important to keep your LP high, even if this card could be used as an OTK card rather than a multiple turn card if your LP were high enough. If you are trying for an OTK, you want to get to Obliterate!!! Blaze. Paying half your LP will lower Unstoppable Exodia Incarnate’s ATK, but it won’t matter. You Heavy Storm the field and then equip Exodia with all the pieces you have access to from the hand or Deck, giving it 2000ATK for each. 10,000ATK boost and you get piercing against a defense monster will likely be an OTK when combined with however much ATK you give Exodia when attacking.

Losing 1000LP during your Standby Phase isn’t ideal if you are keeping Exodia Incarnate around for more than a turn, though you should likely always be going for an OTK. During your End Phase, this Exodia will search you an Exodd or Obliterate!!! Spell/Trap to set from the Deck. While Obliterate!!! has its uses, you want to search Friday’s CoTD: Exodd Fire of Rage or Obliterate!!! Blaze. Not handy for the OTK to search in the End Phase, but it does do an okay job trying to prevent Exodia from being a full-blown OTK guarantee.

We’ve gotten some bad Exodia monsters in the past…we were due for a good one. Easy to Fusion Summon with Ankh, has an okay balance with its ATK being dependent on your LP, you lose 1000LP each turn the longer he’s out, and the best Spell/Trap cards for the monster get searched each End Phase rather than during your turn. Still should’ve possessed an omni-negate, and it carrying only destruction protection against card effects gives your opponent several ways to out it. Balance, even with the strongest monster in Yugioh lore had to be done. Still won’t matter if you draw/get to Ankh and have Obliterate!!! Blaze in your hand going second.

Advanced- 4/5    Art- 4/5

Until Next Time,
KingofLullaby



Crunch$G

A double review on Friday is here as we look at the new Exodia monster and the Spell needed to summon him, which also makes the archetype go round, Millennium Ankh and The Unstoppable Exodia Incarnate.

Millennium Ankh first is a Normal Spell that makes you show the opponent 5 Forbidden One monsters from the hand, Deck, and/or face-up field to summon The Unstoppable Exodia Incarnate from the Extra Deck, then you must shuffle face-up Monster Cards into the Deck that are not Millennium monsters or Exodia monsters whose original Level is 10 or higher. So you get your boss monster, but you can’t keep any monster on the field unrelated to the archetype. It at least shuffles Forbidden One monsters into the Deck, where they’re likely safer from ending up in the graveyard vs remaining on your field. You also can’t summon for the rest of the turn after activation, which makes up for the lack of any HOPT preventing you from getting 3 giant Exodias out in a turn. It also shuffles itself back into the Deck after resolving, so you can hopefully research it out or draw it again to use your Millennium effects without paying so many LP. This is the heart and soul of the Exodia/Millennium Deck. You reveal it so you don’t drain your LP so fast and it gets you to your boss monster. Play 3 and hope to see it instantly. Maybe multiples so you can activate one and keep another to reveal.

Advanced Rating: 4/5

Art: 4.5/5 Yep, it’s an Ankh.

Now for The Unstoppable Exodia Incarnate, a Level 10 DARK Spellcaster Fusion with ? ATK and 0 DEF, so the same as yesterday except for the Fusion part. Fusion Materials are 5 Forbidden One monsters, which you are revealing with Millennium Ankh since drawing them just wins you the Duel before you can even consider activating Polymerization. It cannot be destroyed by the opponent’s card effects, which is weaker protection than yesterday, but made up for with the other effects being better. Once per turn, if this card battles, you can have it gain ATK equal to your LP. So a direct shot with this if you never lost any LP should be a one-hit kill against the opponent. The ATK never goes away, so you can get this up to high numbers if you keep having to battle with it. Once per turn, you also get a Quick Effect to negate the activation of a Spell/Trap Card or effect, which negation is always nice on boss monsters. Finally, once per turn during the End Phase, you can set any Exodd or Obliterate!!! Spell/Trap directly from the Deck, great for getting Exxod Fires of Rage for a field nuke on the opponent’s turn, then you can get Obliterate!!! Blaze for your turn to ensure your Exodia can finish the game with a 10000 ATK boost and piercing. It’s a great boss monster and a cool way to design Exodia. It can get insanely high ATK, has Spell/Trap negation, and gets you some versatile Spell/Trap options from the Deck. Play multiples of this in the Extra Deck dedicated to the strategy and get one on the field ASAP.

Advanced Rating: 4/5

Art: 5/5 Again, it’s Exodia, which is always cool to see.



Mighty
Vee

After a whole week of buildup, we’re ending it all with a double feature of both Millennium Ankh and The Unstoppable Exodia Incarnate, the de-facto Fusion Spell of the Millennium archetype as well as the official boss of the deck. We’ll start with Millennium Ankh, searchable with the handy Shield of the Millennium Dynasty (making it searchable with Sengenjin, Golem, and Wedju Temple by proxy). It’s a Normal Spell with a single non-once per turn effect. By revealing five Forbidden One monsters among any combination of your hand, deck, and face-up on your field, you can Special Summon The Unstoppable Exodia Incarnate directly from your Extra Deck. This comes at the very steep cost of locking you out of summoning anything at all for the rest of the turn as well as shuffling all of your own monsters back into the deck except for level 10 or higher Exodia monsters and Millennium monsters. Additionally, instead of returning to the Graveyard, Millennium Ankh shuffles itself back into the deck, which is rather odd but comes with its own benefits and drawbacks. Right off the bat, yes, you can technically use this as a board capper card, since the lock isn’t retroactive (it’d be weird to lock you out of Sengenjin and friends otherwise). However, in practice, this will never work out outside of Trap-based decks since the self-nuke will get rid of all of your own monsters, which also ruins any Link plays you might have in mind. Ankh putting itself back in the deck is very cool on paper, as you can repeatedly search it with Shield and bring out multiple Exodias over multiple turns. The unseen cost of Millennium Ankh is, of course, the fact that it inherently forces you to play at least five bricks– even outside of the Exodia pieces, you still need to play a hefty Millennium package if you want to see it consistently. As such, I would highly recommend against trying to splash Ankh and Exodia outside of Millennium unless you really love building houses. On the flip side, Ankh is nothing short of fantastic in Millennium proper. While it can technically still be a brick, it’s still full combo on its own, and hard opening Ankh saves you a lot of grief paying Life Points for the Millennium monsters. Personally, I still run three copies, but if you are extremely brick-averse (you’re playing Millennium, you’re already bricking!) I suppose you could get away with running only one.

+Full combo all on its own
+Not that bad to open due to Millennium Life Point payment effects
-Requires playing all five Exodia pieces
-Summon lock and self-board wipe interfere with splashability
-Reiterating, REQUIRES PLAYING ALL FIVE EXODIA PIECES

Advanced: 3.5/5 
Art: 3.25/5 I don’t know what I expected.

That brings us to the big boss itself, The Unstoppable Exodia Incarnate. Taking after The Legendary Exodia Incarnate, Exodia is a level 10 DARK Spellcaster Fusion monster this time around, a substantial level boost from Exodia the Forbidden One. Its Fusion materials are, go figure, any five Forbidden One monsters. While you can fuse it the old-fashioned way, nobody sane is going to do that; just stick with Millennium Ankh to bring it out with minimal hassle. As with Legendary Exodia, this one packs 0 defense and ? attack, featuring an easier but much less reliable way of gaining attack.

Unstoppable Exodia trades in its Towers protection for simple destruction immunity from your opponent’s card effects. It’s a letdown, but Unstoppable Exodia comes with enough other benefits to more than make up for it. Hilariously, it has four soft once per turn effects; the first triggers if Exodia battles, permanently boosting its attack by your current Life Points. If you didn’t need to pay anything to summon Exodia, you’re looking at a whopping 8000 attack, and it’ll keep getting higher every turn it battles too. Real life is unfortunately rarely so simple, as you can expect to lose a very sizable chunk of your Life Points if you don’t start with Millennium Ankh. It’s not uncommon to have Exodia start with a measly 2000 attack, getting trounced by most boss monsters. Exodia’s second effect is a simple Spell or Trap negate Quick Effect. It’s kinda random, but it’s better than nothing and it complements its third effect well– during the End Phase, you’ll be able to set any Obliterate!!! or Exodd backrow directly from your deck. The original Obliterate!!! covers a decent amount of bases since it only gets rid of monsters, though you can’t go wrong with Exodd Fires of Rage (do note Obliterate!!! Blaze will blow up your own Exodia backrow in the process). Unfortunately, Exodia’s last effect is a baffling restriction, making you lose 1000 Life Points during each of your Standby Phases. It’s obviously a nod to Legendary Exodia losing its attack, though for a monster that already walks on eggshells, I think it’s highly unnecessary, especially when, again, it’s not uncommon to have to start with only 2000 Life Points. Despite this, the Exodia backrow are still very powerful and negation is at a higher premium than ever. It’s a solid boss monster for the archetype, and hopefully future support can patch up the Life Point issue.

+Solid negate and sets a versatile toolbox of backrow
+”Easy” to summon
-Only practically summonable with Millennium Ankh, which requires five bricks
-Often starts with low attack due to Millennium monsters forcing you to pay

Advanced: 3.75/5
Art: 4/5 Time to obliterate…again!


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