Union Hangar
Union Hangar

Union Hangar – #SBC2-ENB12

When this card is activated: You can add 1 LIGHT Machine Union monster from your Deck to your hand. Once per turn, if a LIGHT Machine Union monster(s) is Normal or Special Summoned to your field (except during the Damage Step): You can target 1 of those monsters; equip 1 appropriate LIGHT Machine Union monster, with a different name, from your Deck to that monster, but the Union monster you equipped cannot be Special Summoned this turn. You can only activate 1 “Union Hangar” per turn.

Date Reviewed:  May 15th, 2025

Rating: 4.17

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,

Union Hangar is a Throwback Thursday card that has gotten better with the addition to the Union Monster Type.

Field Spell that can be searched easily with Terraforming, Set Rotation, Metaverse, or the new Fusion card in the XYZ revamped archetype: Union Controller. LIGHT Machine Union monster searcher upon activation to net you the missing or extra piece you were looking for. Because most Union compositions have a monster that isn’t a Union-Type, you’ve gotta use some piece of search power on that, so this helps get you to what you need to speed up the combos.

Once you summon a Union monster though, Union Hangar will get you another search from the Deck and equip it with whatever you searched. In the case of the revised XYZ monsters, X-Cross Cannon is equipping Y-Yare from the Deck, then you can Special Summon Y-Yare that turn and trigger this alongside Y-Yare, getting you another LIGHT Machine Union monster in addition to whatever you search off Hangar. Sadly, you cannot Special Summon the Union monster you search off of Hangar, meaning if you plan to unequip a monster, then make sure you search a different one.

With the way the Union-based strategy can combo now with the ABC and new XYZ monsters splashed together, it is important to search the right piece in your combos so that you can Special Summon your best monsters while still keeping that piece. It doesn’t stop you from using your Normal Summon on it though, but you usually are using that on something like Assault Core or Cross Cannon.

Advanced- 4/5      Art- 3/5

Until Next Time,
KingofLullaby


Crunch$G Avatar
Crunch$G

Throwback Thursday for a week of looking at a lot of Union stuff is the main Field Spell for the only real Union Deck: Union Hangar.

Union Hangar is a Field Spell that on activation can let you add any LIGHT Machine Union from your Deck to your hand, so excluding X-Cross Cannon, but you could get Y-Yare Head or Z-Zillion Tank, or most likely the ABC pieces since the hand likely won’t be where you Special Summon Yare Head or Zillion Tank from often minus using C-Crush Wyvern’s effect. The other effect is a soft once per turn on the Normal or Special Summon of a LIGHT Machine Union, letting you equip another LIGHT Machine Union with a different name from your Deck to your summoned Union, but the newly equipped monster cannot be Special Summoned that turn, which is why you can equip Union Driver to banish himself to also equip a Union from Deck to your monster and it actually be summonable to your field. Also note, it won’t prevent you from summoning other copies of the monster you equip for the rest of the turn, just specifically that Union while it’s equipped to your monster. You can only activate one of these a turn, mostly to prevent the searching for too much consistency, but at least you can equip a Union from Deck to a monster you summon, activate another copy of this on your new turn, and then do another Union equip in that same turn. It’s still important to this very day for anything A-to-Z related, though I do wish it was generic for Unions since I would like for more to be done with the mechanic besides the A-to-Z series in terms of making playable strategies. Of course it’s a 3-of for A-to-Z though and you hope to see it when the Duel starts. Still odd it has no synergy with X-Head Cannon or V-Tiger Jet, though I understand X-Cross Cannon a bit to not make this generic for any LIGHT Machine Deck.

Advanced Rating: 4.25/5

Art: 4.5/5 I guess we rather focus on the cards Kaiba used and not think of Chazz’s V-Tiger Jet or W-Wing Catapult.


Mighty Vee
Mighty
Vee

With cards like these, who needs 1 card combos? Throwback Thursday gives us one of the bombshell Union support cards that made them (well, ABC at least) a functional deck, Union Hangar, a Field Spell that is now accessible with Union Controller, though in the past, Ancient Fairy Dragon would come up pretty often for reasons we’ll get to. Similar to many Field Spells, it can only be activated once per turn, effectively balancing its non-once per turn activated effect. Upon activation, Union Hangar will search any LIGHT Machine Union monster (so whichever you need between Y-Yare Head, B-Buster Drake, and Z-Zillion Tank). This alone is already great as a ROTA, but if that wasn’t enough, Union Hangar has a soft once per turn (no real point in trying to exploit this, unlike the Union bros) effect that triggers if you Normal or Special Summon a LIGHT Machine Union monster– you know, like maybe the one you just searched. It’ll let you equip any appropriate LIGHT Machine Union monster with a different name to it, albeit locking you out of Special Summoning that monster that turn. Sounds lame, but that’s where our buddy Union Driver comes in, who will be able to banish itself to equip a different Union monster– and this one can be Special Summoned, so you can start getting our Yare Head and Buster Drake loops live. It’s effectively a juiced-up version of Unauthorized Reactivation, and it’s key for many Union combos. In the past, you would combo this with a Dragon engine, using Dragon Ravine to field Destrudo the Lost Dragon’s Frisson then make Ancient Fairy Dragon, which would be able to destroy Dragon Ravine to search Union Hangar and, potentially, destroy Union Hangar to search Chicken Game and pull off some nasty combos. This would eventually get ABC hit, with Union Hangar itself being Semi-Limited in the TCG for a while (it had an even more rocky banlist history in the OCG). With ABC largely being powercrept, Union Hangar isn’t the menace it used to be despite doing a lot for Unions, and luckily it still has a home in ABC proper and, of course, the new XYZ deck if you want to play it. While Union Controller can easily access it, I’d still play 3 only because it’s still amazing for 2 card combos.

+Excellent combo starter and combo piece for ABC and XYZ Union decks
+Has powerful synergy with Ancient Fairy Dragon 
-Requires playing Union Driver as a garnet to make full use of it

Advanced: 4.25/5
Art: 3.75/5 Confession: for the longest time I thought this was literally just A-Assault Core. It wasn’t until later that I realized that these were containers with the original XYZ trio.


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