Sengenjin Wakes from a Millennium

Sengenjin Wakes from a Millennium – #INFO-EN001

Cannot be destroyed by monster effects. You can only use each of the following effects of “Sengenjin Wakes from a Millennium” once per turn. If this card is in your hand: You can place it in your Spell & Trap Zone as a face-up Continuous Spell. While this card is a Continuous Spell: You can either pay 2000 LP, or reveal 1 “Millennium Ankh” in your hand; Special Summon this card, then you can add 1 “Millennium” monster from your Deck to your hand.

Date Reviewed:  September 2nd, 2024

Rating: 3.58

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,

We’re starting off September with a Millennium Week on CoTD, beginning with Sengenjin Wakes from a Millennium.

An archetype based off previous monsters, these retrains revolve around Millennium Anuk, which we’ll be reviewing this week as well. Sengenjin cannot be destroyed by monster effects, a handy built-in protection for a 2750ATK monster. Being Level 8 gives it some synergy with Trade-In, but you need to be able to summon this easily. Sengenjin can place itself into the Spell/Trap Zone and then you can either do a Mausoleum of the Emperor and pay 2000LP to Special Summon it, or reveal a Millennium Ankh in your hand. Either effect is good to be honest: LP don’t matter until they are very low or force you to be unable to play certain cards, and revealing one card that your archetype is based off of in your hand is pretty easy. The LP pay as a contingency plan is appreciated, as you may not always have Ankh in your hand.

Off the Special Summon, Sengenjin is the RoTA for the archetype. This monster you’d like to see first turn. You don’t need Ankh to summon him, you can pay the LP early in the game, and you get a search for another monster. All the Millennium monsters carry that Special Summon ability from the Spell/Trap Zone in some form, and Sengenjin can search himself as well, giving you the possibility of a Rank 8 play using two of them. Wedju Temple, a card we won’t be reviewing this week, can keep your Millennium monsters from going to the Graveyard by placing them back into the Spell/Trap Zone. While Sengenjin can’t search this, there’s other Millennium monsters that can and I’m all about revealing Ankh or paying 2000LP to summon back this monster again.

Sengenjin Wakes from a Millennium is a good start to an archetype that honestly revolves around Exodia, and not the Millennium monsters. He is an easy big body to get on the field, gets you another Millennium monster, and has protection for himself. A wall of sorts while you try to get to Exodia or make the bigger Exodia monsters the archetype can produce.

Advanced- 3/5     Art- 3.5/5

Until Next Time,
KingofLullaby


Crunch$G Avatar
Crunch$G

Exodia returns into a more proper Deck, focusing on a Millennium strategy more than the actual wincon, and we start the week of this strategy off with Sengenjin Wakes from a Millennium.

Sengenjin 2 is a Level 8 EARTH Beast-Warrior with 2750 ATK and 2500 DEF. A solid spread of stats on a Level 8 monster, EARTH is good, and Beast-Warrior is solid. It cannot be destroyed by monster effects, which is fine for free protection. The remaining effects are each a hard once per turn, first one triggering from the hand when it’s there to be placed into the Spell & Trap Zone as a Continuous Spell, which is important for the second effect since that while it is a Continuous Spell, you can either reveal a Millennium Ankh (which will be reviewed with the new Exodia) or pay 2000 LP to Special Summon this and then search for any Millennium monster. It’s a good Special Summon, using LP to make the Exodia you intend to summon weaker, but it’s a price to pay if this can help get to the Ankh since this can search Shield of the Millennium Dynasty, who can do the same as Sengenjin here to search the Ankh, though at a 4000 LP deficit. If you already drew the Ankh, then the LP price is no issue. Even if you don’t want to use the new Exodia strategy, the Millennium monsters can be used outside the Deck as an engine to get several big bodies on board, though again very LP costly. Sengenjin here is a good card, of course an upgrade to the vanilla, and is key to the Exodia Millennium Deck. Play 3 in the Deck since it does help get the ball rolling, and at worst it gets you to the card to get you to the Ankh faster.

Advanced Rating: 4/5

Art: 4/5 Is the Millennium Shield actually sentient? How does it feel being carried around by Sengenjin this way?


Mighty Vee
Mighty
Vee

A new month, a new banlist, and a new format, but our Infinite Forbidden coverage marches on! We finally get to the poster deck of the pack, the Millennium archetype, starting with the aptly-named Sengenjin Wakes from a Millennium. Based on the fittingly ancient Normal Monster of the same name, Sengenjin is once again a level 8 EARTH Beast-Warrior monster– nothing too exciting, but some fringe Millennium combos can use it for Rank 8 plays. It’ll also take Sengenjin’s stat spread of 2750 attack and 2500 defense, which were rather mediocre in ancient times compared to the superior stats of Blue-Eyes White Dragon, but at least modern card design makes it possible to summon Sengenjin. On another note, the original Sengenjin has been given an erratum to be a Millennium monster. Not that you’d use it…

Sengenjin is immune to destruction by monster effects, which is rather random but it’s always helpful to have some form of protection as long as it’s not the only effect. That brings us to Sengenjin’s other two effects, both of them being hard once per turn: the first simply lets you put it in your Spell/Trap Zone as a Continuous Spell from your hand. This is another bare minimum self-fielding effect we’ve come to expect from high-level monsters, and that leads right into Sengenjin’s other effect, which lets you either pay 2000 Life Points or reveal a Millennium Ankh in your hand to Special Summon itself then search any Millennium card. Depending on your hand, you’ll likely be searching either Golem that Guards the Millennium Treasures to get to Wedju Temple or Shield of the Millennium Dynasty to search Ankh itself. We’ll talk more about Ankh later, but Sengenjin is still a fantastic monster for both Millennium decks and decks that want to incorporate Millennium as an engine (granted, less good with Beatrice now banned); simply placing Sengenjin will jumpstart a combo to summon their boss monster. Sengenjin’s main downside is shared with the other Millennium combo pieces; while “LP doesn’t matter” is a very common adage in the Yugioh community, the Life Point payment without Millennium Ankh will add up very quickly, which not only brings you dangerously close to OTK range, it also makes their boss monster considerably weaker. Sengenjin is also a little finicky in terms of accessibility; while you can access it with Wedju Temple (and by proxy Golem), it requires a fodder monster that you might not always have. Of course, if you’re playing Millennium you’ve probably already accepted these drawbacks; there’s not reason to run Sengenjin at anything less than 3 copies, either in pure Millennium or in hybrid builds.

+Fantastic combo starter for Millennium that grabs all of your combo pieces
+Technically enables strong combos without eating your Normal Summon
-Like other Millennium cards, paying 2000 LP adds up fast
-Not very accessible despite being an important playmaker

Advanced: 3.75/5
Art: 4/5 The original Sengenjin kinda had an unsettling atmosphere like a lot of early cards, so I kinda like that this iteration is more goofy like a Monsters Inc. character.


Dark Paladin's Avatar
Alex
Searcy

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