The Legendary Exodia Incarnate – #BLTR-EN051
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 1 “Forbidden One” monster. Gains 1000 ATK for each “Forbidden One” monster in your GY. Unaffected by other cards’ effects. Once per turn, during your End Phase: Add 1 “Forbidden One” monster from your GY to your hand. When this card is destroyed by battle and sent to the GY: You can reveal any number of “Forbidden One” monsters in your hand, and if you do, draw 1 card for each.
Date Reviewed: September 5th, 2024
Rating: 2.75
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,
The Legendary Exodia Incarnate is our Throwback Thursday choice this week and is one of the Exodia monsters we previously received.
Tributing one of the limbs or the head of Exodia to summon this Level 10 works with pumping up this card’s ATK. Unaffected by other card effects is the kind of protection you’d expect on yesterday’s CoTD. You need to get all the pieces into the grave to give this card 5000ATK, but it will forcefully add back one of the pieces during your End Phase, dropping its ATK. With all pieces in the grave, Legendary Exodia Incarnate is a giant wall that likely will not be beaten in battle and card effects are useless against it. You can’t banish it, you can’t destroy it via card effects, you have to beat it in battle or out it with a Kaiju or something of the like.
Now, you can banish or cycle back the pieces to drop Exodia’s ATK, and that is rather easy to do now. Even in 2016 there were some cards that could do that, and with Painful Choice long gone, there isn’t a reliable way of getting all the pieces into the grave fast. You don’t need all the pieces in the grave, you only need one to Special Summon this, but it’d be unwise to do so without. If you happen to lose Legendary Exodia Incarnate, it will try to pay you back by getting you a draw for every Exodia card in your hand. I’d say if you want Legendary Exodia Incarnate to remain on the field you should keep at most two pieces in your hand. You’ll get a +2 off its destruction (if your opponent survives long enough), and your monster will stay at 3000ATK, which holds its own quite well when combined with the protection this monster has attached to it.
Legendary Exodia Incarnate benefits from its own inherited protection, the increase in Exodia support as a boss-like monster, and the fact that no matter how the game changes, Exodia will always exist as a strategy. Its balance is that it works against itself in terms of ATK, and forces the opponent to keep that in check. If there was a way to get Exodia limbs into the grave quickly that would help a lot, but there’s a lot of removal nowadays that counters this strategy as well. It isn’t the worst Exodia monster by any means, but it no longer is the best one outside of the five pieces either.
Advanced- 3/5 Art- 4.5/5
Until Next Time,
KingofLullaby
Crunch$G
Throwback Thursday this week brings us to the last time they tried to turn Exodia into a proper boss monster with The Legendary Exodia Incarnate.
The Legendary Exodia Incarnate is a Level 10 DARK Spellcaster with ? ATK and 0 DEF. DARK/Spellcaster is great. It cannot be Normal Summoned or Set and must be Special Summoned from the hand by tributing a Forbidden One monster, so summon an Exodia limb in your hand and tribute it away for this. It gains 1000 ATK for each Forbidden One monster in the graveyard, so it works with the original Obliterate!!! putting the pieces in the grave to try and maximize this card’s ATK. It’s unaffected by other card effects, which is about the best protection you can ask for on any monster. Once per turn, during your End Phase, you can add a Forbidden One monster from your graveyard to your hand, sacrificing ATK to get you closer to the Exodia win condition. Finally, when it’s destroyed in battle and sent to the graveyard, you can reveal any number of Forbidden One monsters in your hand to draw a card for each, hopefully getting you closer to drawing more Exodia pieces. It’s a fun card, for sure. It helps you actually try to pull off the Exodia win condition more than the recent support does, but it can also serve as a boss monster if needed by gaining a decent amount of ATK if you got enough limbs or the head in the grave. It’s certainly telling they never intend to move Exodia off the list from more than 1, which the Deck probably won’t be broken even with all the limbs and head at 3, but this is fine if you want to win with Exodia the old fashioned way, but still want a boss monster to help deal some damage.
Advanced Rating: 3.25/5
Art: 5/5 It’s Exodia, as simple as it is, it’ll always be cool.
Mighty
Vee
In preparation for Millennium’s boss monster tomorrow, what card would be more appropriate for Throwback Thursday than The Legendary Exodia Incarnate? One of Konami’s many attempts to shift gears on Exodia’s gimmick, Exodia Incarnate is a level 10 DARK Spellcaster. As it’s not a Forbidden One monster, you can’t actually search it cleanly in Millennium. In fact, if you really wanted to, Timestar Magician and Three-Eyed Ghost are, unfortunately, the easiest ways to access it. While Exodia Incarnate has a laughable 0 defense, it does have ? attack, so we shall see what kind of attack boosting nonsense is in store for us.
Exodia Incarnate is a true nomi monster, forcing you to Special Summon it from your hand through its own condition by tributing any Forbidden One monster you control. With vanilla support like Unexpected Dai, it’s not particularly difficult to access them; I’d be more concerned with accessing Exodia Incarnate itself. It’ll gain 1000 attack for each Forbidden One monster in your Graveyard, plus it’s a true Towers as well, being unaffected by all other card effects. With all Exodia pieces in the Graveyard, you can have up to a whopping 5000 attack, which is quite lethal for a Towers monster. All seems well until you consider you’ll have to actually get all of those pieces in the Graveyard in the first place. The easiest way is to use Obliterate!!! Blaze and then get rid of your own Exodia to send all of the pieces to the Graveyard, but why would you do that? Things only get worse (well, “better”) when we get to Exodia Incarnate’s soft once per turn mandatory effect during your End Phase, forcing you to recycle an Exodia piece back to your hand during the End Phase if able. The intent is to slowly work towards the Exodia win condition while Exodia Incarnate slowly gets weaker to compensate. It might be fine above 3000 attack, but things get much dicier as its attack gets lower and becomes susceptible to being destroyed. Speaking of which, Exodia Incarnate’s final effect triggers if it’s destroyed by battle, letting you reveal any number of Forbidden One monsters in your hand and draw a card for each. This is a last-ditch Hail Mary to hopefully draw a way to get yourself out of the miserable situation (one that you likely put yourself into by playing Exodia!). You could cope into something like Dark Factory of Mass Production to fish out the last few Exodia pieces from the Graveyard, but this is of course a highly antiquated strategy. Funnily enough, Exodia did see fringe play in Duel Links solely because of lower Life Points and deck size making it more dependable than in Advanced, but it’s still a poor strategy that was dead on arrival even for its time. If you want to play Exodia, stick to Millennium’s much more modern gameplan.
+Towers monster that can reach high stats
+Enables a potential instant-win if you somehow survive that long
-Extremely annoying to summon with a decent amount of attack
-Gets weaker with every turn
-Luck-based payoff when it inevitably dies
Advanced: 2/5
Art: 4.25/5 Despite all the grief, at least all of the Exodia monsters (sans Necross) look impressive!
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