Winged Kuriboh LV6
Winged Kuriboh LV6

Winged Kuriboh LV6 – #BLTR-EN001

(This card is always treated as an “Elemental HERO” and “Favorite” card.)
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or GY) by banishing 1 “Elemental HERO” Fusion Monster or 1 “Winged Kuriboh” from your hand, face-up field, or GY. You can only Special Summon “Winged Kuriboh LV6” once per turn this way. When an opponent’s monster declares an attack, or your opponent activates a monster effect on the field (Quick Effect): You can Tribute this card; destroy that 1 monster, and if you do, inflict damage to your opponent equal to its original ATK.

Date Reviewed:  July 15th, 2024

Rating: 3.08

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,

Winged Kuriboh LV6 starts our week looking at the Battle of Legends set. Good to see Kuriboh continue cosplaying.

Treated as an EHERO and a “Favorite” card allows for some support to go LV6’s way. WKLV6 can only be summoned through banishing an EHERO Fusion Monster or a Winged Kuriboh from the hand, grave, or face-up on the field. These restrictions are theme-based and were expected, and aren’t that hard to come by. If you play this card you’ll have Winged Kuriboh somewhere in the deck. Instant Fusion can get you an EHERO that you can link away and then banish for this, though you’re more likely to have this in an already established EHRO deck to make it more consistent. Quite searchable, though you have to banish “Winged Kuriboh” and not any of its other cosplays (LV9, LV10). It feels odd to think of using Stratos or E – Emergency Call to search this card.

Spot removal of a monster and burn damage equal to original ATK is pretty decent. You can use this effect either turn, and it is in response to an opponent’s monster activating an effect or declaring an attack. If the effect negated the effect if you went that route then that would make this better. Your opponent gets the effect but loses a monster and takes some damage, which, unless crippling/game-ending, they are likely to do without a second thought.

Winged Kuriboh LV6 is more playable than its previous forms because of the support backing it and the ease of summoning it. I think they could’ve went further and allowed it to negate a monster effect from anywhere (not just on the field) and destroy the monster while doing the burn. It can keep coming back if you can fuel that summoning restriction and in an EHERO deck you likely are going to have many Fusion Monsters hitting that graveyard so maybe no negation made this more balanced.

Advanced- 3/5     Art- 4.5/5

Until Next Time,
KingofLullaby


Crunch$G Avatar
Crunch$G

Back to new cards with the recently released Battles of Legend. We’ll cover the 4 Duel Terminal archetypes that got supported in the upcoming weeks, but first a “best of” Battles of Legend with a new Kuriboh monster: Winged Kuriboh LV6.

Winged Kuriboh LV6 is a Level 6 LIGHT Fairy with 300 ATK and 200 DEF. Stats are pitiful on a Level 6, but being a LIGHT/Fairy is somewhat nice. It’s always treated as an Elemental HERO and a Favorite card to make it extra searchable. It cannot be Normal Summoned or Set and must be Special Summoned from the hand or graveyard by banishing an Elemental HERO Fusion or a Winged Kuriboh monster from your hand, face-up field, or graveyard. You’ll likely banish from the graveyard to use a resource that’s already been played. In HERO, you won’t be using other Winged Kuriboh monsters, so you’ll use the Elemental HEROs that get used up. In Kuribohs, you’ll probably run the original Winged Kuriboh, so there’s your target. You can only summon it once per turn this way, which is fine. The lone effect is when the opponent declares an attack or the opponent activates a monster effect, you get a Quick Effect to tribute this and destroy that opponent’s monster, then you can deal damage to the opponent equal to that monster’s original ATK. It’s at least some sort of removal for HEROs, whether you’re dealing with battle or a powerful monster using its effect, plus you get the classic Flame Wingman level of burn damage. It’s nothing amazing, but you’re turning a used up Fusion or Kuriboh in the grave into monster removal and burn of some sort. It’s fine to run in HEROs, and probably will be ran in Kuribohs, but it’s likely a 1-of by preference.

Advanced Rating: 3/5

Art: 4.5/5 Nice Flame Wingman cosplay.


Mighty Vee
Mighty
Vee

We’re getting back into new card coverage this week as we cover the new imports from Terminal Revenge. Winged Kuriboh LV6 starts us off, a level 6 LIGHT Fairy monster acting as a sort of intermediate for Winged Kuriboh and Winged Kuriboh LV9. As the Flame Wingman cosplay suggests, it’s also considered an Elemental HERO and Favorite card, so you can search it with all of the HERO bells and whistles (notably Xtra HERO – Cross Crusader and Elemental HERO Flame Wingman – Infernal Rage). You can’t have a Kuriboh without the standard Kuriboh stats, and LV6 lives up to the family name with a measly 300 attack and 200 defense.

LV6 can’t be Normal Summoned or Set; instead, you’ll have to Special Summon (once per turn, fortunately) it through its own condition, summoning itself from the hand or Graveyard by banishing an Elemental HERO Fusion monster or a Winged Kuriboh from your hand, field, or Graveyard. It’s not hard to field LV6 if that’s your goal, since summoning Infernal Rage will set it up all by itself, though it’s more practical to get Infernal Rage in the Graveyard first so you can get more value (like, say, as a Link material for Cross Crusader). LV6’s sole other effect is a non-once per turn Quick Effect, tributing itself in response to your opponent’s monster attacking or activating an effect to destroy that monster and burn your opponent for its original attack. It’s not the worst disruption and getting in some cheap damage is nice, though I’m not too fond of reactive pops that don’t negate (if you’ve been keeping up with OCG card reveals, they just did it again!). That said, I do appreciate that it mirrors Flame Wingman and LV10. As for LV6 itself, its main function is ironically thanks to it being level 6, which makes it a valid Fusion material for Destiny HERO – Destroyer Phoenix Enforcer if Destiny HERO – Malicious is either stopped or is otherwise unavailable. Of course, it’s still a valid material for several other valuable HERO monsters as well, including Elemental HERO – Sunrise and, again, Cross Crusader. HERO didn’t really need more extenders and its endboard is already on-point, so while LV6 is helpful, it’s not a major priority for the deck.

+High level extender that can help make HERO boss monsters
+Decent disruption that can continuously revive itself
-Reactive pops are still relatively weak disruption
-Very bricky card since you need a Fusion monster in the Graveyard

Advanced: 3.25/5
Art: 4.5/5 These kinds of crossover cards are always my jam!


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