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Void Reignition – Yu-Gi-Oh! Card of the Day

Void Reignition
Void Reignition

Void Reignition – #BLTR-EN015

Reveal 1 “Infernoid” monster or 1 “Void” Spell/Trap in your hand; discard your entire hand, then draw the same number of cards you discarded. If you control no monsters, or all monsters you control are Fiend monsters, except the turn this card was sent to the GY: You can banish this card from your GY, then target up to 11 of your banished “Infernoid” monsters with different names; return them to the GY. You can only use this effect of “Void Reignition” once per Duel.

Date Reviewed:  August 13th, 2024

Rating: 3.75

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,

Void Reignition is a great setup card for Infernoids, with a big risk.

You’ll always be able to reveal a Void Spell/Trap or an Infernoid monster in your hand, that part is easy. The “big risk” I spoke about comes with the Card Destruction effect for you. Discarding to replenish your hand is great for setting up the graveyard with Infernoid cards…but Ash Blossom and like-minded effects exist in Yu-Gi-Oh!. Losing out on your entire hand is problematic to say the least, but if it goes off you are not only setting up your grave, but you are digging deeper into your Deck.

Banish Reignition to return a slew of differently-named Infernoid monsters to your graveyard. This effect is like Burial From the Different Dimension on steroids. Up to 11 Infernoid monsters can be returned and you just may refill your grave with that many the way the archetype can get through monsters. The restrictions of it being once per Duel, needing no monsters or just Fiend-Type on the field, and having to wait a turn after it is sent to the grave is obvious: fill your grave with the first effect, Special Summon a bunch of Infernoid monsters, then bring everything back to the graveyard with the second effect. Yeah, it had to have these restrictions.

Void Reignition is an easy way to get through your Deck and to get back what you had to banish for your Infernoid Summons. Cost-free with little limitations, you shouldn’t be playing Infernoids without this card.

Advanced- 4/5     Art- 3.5/5

Until Next Time,
KingofLullaby



Crunch$G

With Infernoid monsters comes the Void Spells and Traps, so today we look at one of the better Void cards for the archetype to get: Void Reignition.

Reignition is a Normal Spell that lets you reveal any Infernoid monster or any Void Spell/Trap in your hand to discard your entire hand and draw the same number of cards. A solid way to replenish your hand in the case you bricked on a ton of the bigger Infernoid names and not much else while also filling the graveyard with those same Infernoids to summon other Infernoids from the hand or graveyard. If you control no monsters, or all monsters you control are Fiends, except the turn this was sent to the graveyard, you can banish this from the graveyard to return up to 11 banished Infernoid monsters with different names to the graveyard, which gets you back your fodder in the graveyard to keep summoning more Infernoid monsters. The second effect is a hard once per Duel, probably not to give Infernoids too much of a grind game. It’s still a solid card, helping with a brick hand while putting Infernoids in the graveyard, and the graveyard effect it has is good mainly to let you keep summoning Infernoid monsters. It’s searchable, so you only need 1 since the second effect is the main one here, and it’s once per Duel, but it can keep Infernoids in the game longer.

Advanced Rating: 3.5/5

Art: 4.5/5 Some good artwork, stands out compared to the old Infernoid cards.



Mighty
Vee

As Infernity fans cry in despair, our next card is the Normal Spell Void Reignition, part of the Void mini-archetype and thus searchable with Void Vanishment and Infernoid Evil (and, ironically enough, Infernity Pawn, among other things). Reignition’s first effect is not once per turn, revealing any Infernoid monster or Void Spell or Trap for a quasi-mulligan, discarding your entire hand to draw the same number of cards. You’ll be losing out on one card, but as a “Graveyard is a second hand” archetype, Infernoid highly appreciates being able to dump its monsters into the Graveyard without bleeding advantage. It should go without saying that this card really wants you to play as many Infernoids as possible, so it’s not as great in more midrange builds or hybrid builds with dead discards. Reignition’s other effect is only once per duel and can only be activated if you control no monsters or only Fiend monsters AND a different turn from when it was sent to the Graveyard for some reason, banishing itself to return up to 11 of your banished Infernoid monsters with different names to the Graveyard. As Infernoid monsters can technically Special Summon themselves multiple times, it’s not too hard to see why Konami thought slapping all those restrictions was a great idea. It’s no doubt a very strong effect that recycles a lot of resources and can generate a lot of bodies, though with all of the restrictions, I still think it’s overbalanced for what it is. Maybe I don’t see the true terror of Infernoid since we don’t have the classical mill cards at full power in the TCG! Either way, pure Infernoid decks playing the Graveyard spam strategy should definitely run it at 3, especially to make up for the lack of cards like That Grass Looks Greener and Reasoning. Otherwise, you can skip out on it in Snake-Eyes hybrids since those builds are much less reliant on RNG and thus don’t need Reignition’s mulligan.

+Fantastic way to accrue resources in pure Infernoid without losing too much advantage
+Recycles a massive amount of monsters for strong follow-up
-Can be a dead card that does almost nothing unless you run many Infernoid names
-Recycling effect has way too many restrictions for what it is

Advanced: 3.75/5
Art: 3.5/5 Looks like Evil is evolving into his final form.


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