Sinful-Spoils-Awakening
Sinful Spoils Awakening

Sinful Spoils Awakening – #SUDA-EN069

If your opponent controls 3 or more monsters and you control a Level 5 or higher Illusion monster: Target up to 3 cards your opponent controls; return them to the hand. If you control a Level 5 or higher Illusion monster and this card is in your GY: You can Set this card, but banish it when it leaves the field. You can only use 1 “Sinful Spoils Awakening” effect per turn, and only once that turn.

Date Reviewed:  April 8th, 2025

Rating: 3.17

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,

Sinful Spoils Awakening is the newest in the line of Sinful Spoils S/T cards, but one that may not be as splashable as the others.

Normal Trap Card that requires you to control a Level 5 or higher Illusion monster, so it isn’t as easy to throw out there as the other Sinful Spoils cards. This trap belongs in a full-on Azamina deck, or something along the lines of White Forest that uses Azamina monsters. There are decks that could use a bunch of Sinful Spoils cards alongside The Hallowed Azamina to Special Summon an Azamina from the Extra Deck, but that would be a lot just to activate this card.

Opponent has to control three or more monsters while you have your Level 5 or higher Illusion monster, which isn’t that hard of a reach considering the amount of swarming/board building the game has. Awakening can pop up to three cards back to the hand once you meet these requirements. While you don’t need to target the monsters that were required to be on the field, dismissing them from the field without destruction would be the best approach for you. Three for the price of one, especially if they all go back to the Extra Deck is the ideal scenario, leaving you with your Illusion monster and a likely empty field.

Awakening can reset itself, but you lose it once it leaves the field again. A double use off this card may not have the same impact, or even work since the opponent will know it is set. They will still have to get rid of it or play around it, and that is worth it since it is a cost-free ability of this card. The balance to the card is not being able to do this in the same turn, otherwise you’d be able to capitalize immediately on having your Illusion monster still on the field. With this, you need to keep it on the field until next turn, and then you still can’t activate it immediately.

A good card if you run or have access to a lot of Illusion monsters. There are some good ones out there (Azamina, Diabellze, the Normal Monster retrains) and this isn’t just for a dedicated White Forest or Sinful Spoils build. I could see the Normal Monster retrains deck using this alongside some Sinful Spoils support, but you need to run a decent amount of Illusion-Type monsters to make it worth your while. Good card to wipe out opponent presence on the field without destruction, and can reset itself, however, still not as good as the generic staples that can board-wipe with less restrictions.

Advanced- 3.5/5       Art- 4.5/5

Until Next Time,
KingofLullaby


Crunch$G Avatar
Crunch$G

We continue to add to the Sinful Spoils lineup with a brand new Trap today: Sinful Spoils Awakening.

Awakening is a Normal Trap where if your opponent controls 3 or more monsters and you control a Level 5 or higher Illusion monster, you can target up to 3 cards the opponent controls and return them to the hand. It’s nice for mass removal in theory, and the opponent controlling 3 monsters will be likely at some point during their turn if they run a combo-oriented strategy, but a lot of other times a card like this would likely be dead if the opponent doesn’t commit, especially after they see this if you search for it. You can also reset this card from the graveyard if you control a Level 5 or higher Illusion, but it’s banished when it leaves the field. It’s some form of recursion for this card to reuse, though, whether to activate it or just to get your Azamina or White Forest effects. Only 1 effect that turn and only once that turn, which is pretty fair. It’s a fine card if the opponent has to commit a ton to their combo, which doesn’t make for a good Main Deck card, but it can be warranted in the Side.

Advanced Rating: 3/5

Art: 4.5/5 Looks very tragic.


Mighty Vee
Mighty
Vee

The Sinful Spoils buffet gets even bigger with yet another piece of backrow, Sinful Spoils Awakening, a Normal Trap for the Sinful Spoils sub-archetype. All of your standard Sinful Spoils searchers will get to it (IE Azamina Mu Rcielago, Diabellstar the Black Witch, and Elzette, Azamina of the White Forest). As it’s more of a disruption kind of card, you’ll likely be searching it later on in your combo instead of early on, like Sinful Spoils of Deception. Awakening comes with 2 hard once per turn one per turn effects, which is a little weird but in practice it shouldn’t be a huge problem anyway for various reasons. Awakening can only be activated if your opponent controls 3 or more monsters and you control a level 5 or higher Illusion monster (your Azamina Fusions, anyone?), letting you target and return up to 3 cards your opponent controls. Bouncing any 3 cards is actually pretty nuts (as anyone who remembers Six Style – Dual Wield can attest), but there are a few caveats here. Relying on your opponent controlling 3 monsters is the main killer, because if you’re searching Awakening, your opponent will be on high alert– it won’t be uncommon for your opponent to either simply keep 2 or less monsters on their board or just get rid of your Azamina monsters that would make the Trap live. Even though we’d have to see how the new format plays out after the freshly-minted banlist, both Ryzeal and Maliss can rather comfortably combo until they can get rid of your Illusion monster or the Trap itself. It’s still strong if it manages to go off since you can bounce any kind of card, but specifically requiring 3 monsters hurts it significantly, especially against backrow removal. Awakening’s other effect will let you Set it directly to your field from your Graveyard as long as you control a level 5 or higher Illusion monster (again, your standard Azamina Fusion duo), at the cost of banishing it the next time you leave the field. More value is always nice, but it’s unlikely your opponent will fall for it a second time, especially since you can’t activate it immediately. Awakening isn’t a terrible card, but in my opinion it’s too telegraphed to be worth searching over Sinful Spoils of Slumber – Morrian, which has a much more versatile effect to compensate for it being weaker. All in all, doesn’t hurt to run 1 in casual builds, but meta builds will generally stay away from it unless we enter a format where the best deck absolutely needs 3 monsters on the board.

+Potentially devastating disruption and boardbreaker
+Practically recycles itself as long as you control a level 5 or higher Illusion monster
-Rather easy to play around in the current meta
-Competes with safer cards as disruption in Sinful Spoils-based decks

Advanced: 3/5
Art: 4/5 That poor windmill…


Visit the Card of the Day Archive!  Click here to read over 5,000 more Yu-Gi-Oh! Cards of the Day!

We would love more volunteers to help us with our YuGiOh Card of the Day reviews.  If you want to share your ideas on cards with other fans, feel free to drop us an email.  We would be happy to link back to your blog / YouTube Channel / etc.   😉