Red-Eyes Black Fullmetal Dragon
Red-Eyes Black Fullmetal Dragon

Red-Eyes Black Fullmetal Dragon – #ROTA-EN005

Cannot be Normal Summoned/Set. Must first be Special Summoned with “Max Metalmorph” that was activated by Tributing a Level 5 or higher Dragon monster. You can reveal this card in your hand; Set 1 “Metalmorph” Trap from your Deck, and if you do, shuffle this card into the Deck. When your opponent activates a card or effect (Quick Effect): You can negate the activation, then you can inflict damage to your opponent equal to the original ATK of 1 Attack Position monster your opponent controls. You can only use each effect of “Red-Eyes Black Fullmetal Dragon” once per turn.

Date Reviewed:  November 8th, 2024

Rating: 4.08

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,

Red-Eyes Black Fullmetal Dragon wraps up the week and is one of the two big boss monsters I’ve referenced a few times.

Fullmetal can be used to search Max Metalmorph or any Metalmorph Trap Card from the Deck, then shuffle itself back into the Deck. If you use it to search and set Max Metalmorph, you will be summoning Fullmetal next turn from the Deck, so no loss there. Great direct way to search out the archetype’s main card and it doesn’t hurt you to lose Fullmetal in doing so.

Summon this thing with Max Metalmorph, which will have to tribute a Level 5 or higher Dragon monster on your field. This is easily done with any Bystial or your Metal Illusionist pretending to be a Dragon-Type monster who is Level 5. Once on the field, Fullmetal can negate a card effect every turn and then inflict burn damage equal to the original ATK of an Attack Position monster on their field. Burn damage is appropriate when you think about Red-Eyes and its lore cards. You will have protection from monster effects and Spells while equipped with Max Metalmorph, but this negation will help if you lost Max Metalmorph along the way. If you have it, you have far more control over your opponent’s moves. While it doesn’t destroy, it forces your opponent to play around the burn damage they will take. Your opponent isn’t going to summon out a 3000ATK monster to activate its effect just to take that amount of burn damage. Players may not care as much anymore about their LP, but I think taking that amount of damage and not get their effect through would be pretty stupid.

This effect is meant to be used alongside Max Metalmorph staying attached to your Fullmetal. You can negate anything that you aren’t protected against or prevent your opponent from getting to what they need/negating what you play. Thankfully this effect doesn’t have the mandatory requirement of your opponent having an Attack Position monster on the field to do the burn damage, otherwise its negation power would be far-less useful.

You aren’t likely to do big damage unless you hold off the negation until your opponent gets further into their turn. This is why having Max Metalmorph attached is key. You don’t have to worry about their monster effects hurting you, nor their Spell Cards. You can negate anything that would destroy Max Metalmorph and if they have a monster in Attack Mode you get to do some burn. Any burn damage will be good though, and with 3400ATK at its weakest, Red-Eyes Black Fullmetal Dragon is a powerhouse for the archetype.

Advanced- 4/5     Art- 4/5

Until Next Time,
KingofLullaby


Crunch$G Avatar
Crunch$G

Considering we were never playing Red-Eyes Black Metal Dragon, it was interesting to see how Konami would retrain that, and now we got our answer with Red-Eyes Black Fullmetal Dragon.

Fullmetal Dragon is a Level 8 DARK Machine with 3400 ATK and 2400 DEF. Very strong stats for a Level 8 monster, plus DARK Machine is great. It cannot be Normal Summoned or Set and must be Special Summoned via activating Max Metalmorph by tributing a Level 5 or higher Dragon, which isn’t hard to do with all the good Dragons out there plus the Max Metalmorph support to get you to it. You can reveal this card in your hand to Set any Metalmorph Trap from your Deck, then shuffle this into the Deck. So it isn’t really a brick since if you draw it, you can just put it back to get Max Metalmorph directly from your Deck to help summon this once you get to your Level 5+ Dragon. Finally, when the opponent activates a card or effect, you get a Quick Effect to negate the activation, then you can deal damage to the opponent equal to the original ATK of an Attack Position monster they control. So they gave Red-Eyes an omni-negation, which is always great to have, and you can also have some additional burn for your strategy if the opponent has Attack Position monsters, but it’s fine if they don’t since that’s a bonus on top of the negation. HOPT on each effect is fine. It is fairly easy to summon, considering it searches the main card needed to summon it, leaving you to just provide a Level 5+ Dragon, which Bystials along with many other cards provide, not to mention Metal Illusionist as well. In return, any Dragon strategy gets a free omni-negation and maybe some burn as well. Being a Machine does mean you can’t summon it under a Dragon lock, but that’s fine on the opponent’s turn when you likely won’t have said lock. You only need 1 of this, since you do want to summon it from Deck and multiples on field don’t do much besides being big beatsticks, but it’s a great omni negate for Dragons to have after they lost Borreload Savage Dragon and Baronne de Fleur.

Advanced Rating: 4/5

Art: 4.5/5 The original was cool, and this keeps a lot of what made it so cool.


Mighty Vee
Mighty
Vee

Red-Eyes Black Metal Dragon is infamously one of the worst cards in the game, being a nomi monster that was arguably worse than the original Red-Eyes Black Dragon equipped with Metalmorph. It’s gotten a couple of new forms in the past, and it gets another one as the boss of the Metalmorph series, Red-Eyes Black Fullmetal Dragon. Fullmetal keeps the parameters of the original, being a level 8 DARK Machine monster– while it doesn’t strictly have synergy with Dragon Link on its own, being a Red-Eyes monster makes it searchable with Black Metal Dragon, plus in pure builds it’s accessible with anything that searches cards that mention Max Metalmorph. Fullmetal Dragon also gets a substantial stat upgrade, with a well-above average attack stat of 3400 and a decent defense stat of 2400. And that’s not even the end of it!

Fullmetal Dragon is a semi-nomi monster, so you first have to Special Summon it through Max Metalmorph using a level 5 or higher Dragon monster. Metal Illusionist and Red-Eyes Black Dragon are the intended targets, but literally any level 5 or higher Dragon will do– Dragon Link hybrids will often use Bystials, and some crazy people have experimented with using Snake-Eyes Flamberge Dragon (please do not do that). This also means that Fullmetal Dragon will usually be equipped with Max Metalmorph by default, boosting its stats to a terrific 3800/2800 as well as giving it destruction and targeting protection against monster and Spell effects only (though Traps won’t be a huge issue either). That alone would just make Fullmetal Dragon a rather mediocre beater, but fortunately it actually has effects this time around, two hard once per turn effects to be exact. The first will let you reveal it in your hand to set any Metalmorph Trap directly to your backrow, then shuffle itself back into the deck. Konami’s been on a roll with fixing nomi and semi-nomi monsters using hand effects, and Fullmetal Dragon is no exception; Max Metalmorph will summon it from the deck anyway, and it’s a great way to get it out of your hand while halfway setting itself up in the process. I say halfway because it doesn’t guarantee you’ll have tribute fodder, which is very unfortunate. I wish you could search Metal Illusionist, but it’s already fairly accessible anyway, especially once we get Metal Flame Swordsman. Fullmetal Dragon’s other effect is a standard omni negate, responding to any of your opponent’s card or effect activations to negate it, though as a bonus you can also burn your opponent for the original attack of any attack position monster they control. People with bad memories of Swordsoul will remember that big burns can easily turn the tide of the duel, so it’s a great bonus that more than makes up for the lack of destruction on the negate. It also covers the Trap weakness a bit so Infinite Impermanence isn’t the end of the world. Fullmetal Dragon is a great boss with excellent staying power– really, it’s only limited by Max Metalmorph itself being a Normal Trap, making it rather painful to get out going second. I think it’s a safer option than Metalzoa X overall, but of course, Metalzoa will be better against decks that get crumpled by destruction. Hybrid builds should absolutely stick to only one copy; pure Metalmorph might be okay with more, though I still wouldn’t recommend it considering Max Metalmorph won’t have any tribute fodder.

+Solid negation with good protection and excellent stats from Max Metalmorph
+Very easy to summon and recycle constantly
-Doesn’t completely set up its own summon on its own
-Slow to come out due to the limitations of Max Metalmorph

Advanced: 4.25/5
Art: 4.5/5 Love the nod to the anime artwork of Black Metal, it even has the same background!


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