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Runick Fountain – Yu-Gi-Oh! Card of the Day

Runick Fountain
Runick Fountain

Runick Fountain – #TAMA-EN027

You can activate “Runick” Quick-Play Spell Cards from your hand during your opponent’s turn. Once per turn, if you activate a “Runick” Quick-Play Spell Card: You can target up to 3 “Runick” Quick-Play Spells in your GY; place them on the bottom of your Deck in any order, then draw the same number of cards.

Date Reviewed:  November 25th, 2022

Rating: xx

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,

Runick Fountain is the Field Spell for the Runick archetype that wraps up the week.

While it doesn’t do anything to your opponent like most of the Runick Quick-Play Spells do, it may be the best card in the archetype. Allowing you to play the Runick Quick-Play Spells from your hand eliminates them as targets on the field, as well as keeps your opponent guessing if the card(s) in your hand are live at any moment. The draw ability combined with recycling up to three Runick Quick-Play Spells is what really makes this card worth playing. Anytime you can get some good spells back to your Deck it is good, and then combine that into a draw equal to the number you put back in the Deck is great. I like that it isn’t like Reload where you cycle back and shuffle before drawing. Placing them on the bottom ensures you won’t redraw at least those up to three cards that you put back in the Deck. You may draw copies, but you are likely getting new cards to help your hand now. Both effects are cost-free and while there isn’t negation on this Field Spell it benefits Runick players greatly.

Won’t see this played unless you are running a dedicated Runick Deck…or quite possibly using this alongside Set Rotation. It recycles your best Spells while getting you up to three draws and can be activated each turn, and with most Runick Spells being Quick-Play Spells, you may very well get to use this effect each turn.

Advanced-3.5/5     Art-4/5

Until Next Time
KingofLullaby



Crunch$G

The week ends off with the Runick Field Spell, which is kinda like the archetype’s boss monster: Runick Fountain.

Fountain is a Field Spell with a first effect letting you use Runick Quick-Plays from the hand on the opponent’s turn, which is great to keep those safe from removal, even if that in turn makes this a much bigger target. The second effect is a soft once per turn that triggers after you use a Runick Quick-Play, letting you target up to 3 Runick Quick-Plays in the graveyard and return them to the bottom of the Deck to draw cards equal to the number returned. Being able to recycle your Spells while drawing cards so you don’t run out of advantage is great, especially since this can get you to more Spells to speed up a Deck-out. It’s a great Field Spell overall, and pretty much the most important card to Runicks so you don’t run out of resources in hand to interact with the opponent and remove cards from their Deck.

Advanced Rating: 4.25/5

Art: 5/5 A pretty spooky looking fountain. I wouldn’t trust it.



Mighty
Vee

Runick doesn’t have a boss per se, so their final card for this week is none other than Runick Fountain, the one and only Field Spell of the Runick archetype. In addition to the obvious Terraforming, you can search it with Hugin the Runick Wings, which you can summon with the Runick Quick Play Spells. While it’s active, Fountain will allow you to activate Runick Quick Play Spells from your hand during your opponent’s turn without setting them first. This essentially turns them into hand traps, which lets you dodge Spell and Trap removal that would otherwise force you to activate them first. More importantly, it goes excellently with Runick Fountain’s second effect, which is a soft once per turn; if you activate a Runick Quick Play Spell, you can place up to three Runick Quick Play Spells on the bottom of your deck in any order to draw the same number of cards. Not only is this an excellent draw engine for Runick decks, it can trigger on your opponent’s turn as well, so you can even activate the Quick Play Spells you just drew as if they were hand traps. Mine Runick builds (before the recent banning of Mystic Mine, anyway) might have leaned less into this, but without Mystic Mine, there’s no reason not to go all out with Runick Fountain; you’ll need to access and recycle it as much as you can.

Advanced: 3.75/5

Art: 4/5 I remember when Runick was teased and a lot of people, including myself, thought it’d be Archfiend support. Tragic!


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