RA01-EN019
Eldlich the Golden Lord

Eldlich the Golden Lord – #RA01-EN019

You can send this card and 1 Spell/Trap from your hand to the GY, then target 1 card on the field; send it to the GY. If this card is in your GY: You can send 1 Spell/Trap you control to the GY; add this card to your hand, then you can Special Summon 1 Zombie monster from your hand, and if you do, until the end of your opponent’s turn, it gains 1000 ATK/DEF and cannot be destroyed by card effects. You can only use each effect of “Eldlich the Golden Lord” once per turn.

Date Reviewed:  June 26th, 2025

Rating: 3.92

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,

Eldlich the Golden Lord is the Throwback Thursday choice this week and was a stand-alone archetype monster that was Tier 1 for a decent bit of time…and could always make a comeback.

Being a Level 10 with 2500/28000 stats, Eldlich seemed underwhelming until you looked into his support cards and effects. Sending him and a Spell/Trap from hand to grave to get rid of a card on the field is an easy out against cards that you need to get rid to propel your turn forward (Skill Drain, There Can Only Be One, etc.) or draw out a negation from a boss monster so you can continue uninterrupted. Because Eldlich is the only Main Deck monster, there had to be a way to get him back from the grave added into his effects, and by sending a Spell/Trap from the field to the grave you can and then Special Summon any Zombie from your hand. Nine time out of 10 it was Eldlich, obviously, especially when that Zombie (Eldlich) would gain a 1000ATK for the turn and be protected from destruction card effects. Spot removal was suddenly turned off against that monster and 1000ATK is usually the difference between winning and losing a battle.

In one turn you could get rid of a card on board, get Eldlich to the field with destruction protection for the turn and an extra 1000ATK, making him 3500ATK. It was also until the end of the opponents turn, making certain that unless your opponent could banish or bounce him, Eldlich was likely staying on the field. Discarding a few of the traps in the archetype didn’t hurt you, as they could be banished in the End Phase to set something from the Deck. The Eldlixer Spells could be banished to set the Golden Land Traps, and vice versa, there was no losing advantage. The traps can become Trap Monsters and could be fodder for the now two Fusion options within the archetype. The Trap Monsters aren’t strong, but oddly enough they are 2500DEF, making them a target for Dragon’s Mind alongside Eldlich.

Eldlich, despite being a one-monster archetype for the time being, was very successful in the meta and is always lurking, just waiting for a new card to add to its builds to make it back to Tier 1. There’s a ton of support for Zombie monsters and despite his Level, Eldlich is easily summoned and continues to come back time and time again and you never seem to lose out on card advantage. All those things are great to see in a one-monster archetype and thankfully Konami did that for Eldlich.

Advanced- 4/5      Art- 4/5

Until Next Time,
KingofLullaby


Crunch$G Avatar
Crunch$G

Throwback Thursday this week, instead of being an Evil Twin card, will build up to tomorrow’s card as it’s the leader of the zombie horde himself: Eldlich the Golden Lord.

Eldlich is a Level 10 LIGHT Zombie with 2500 ATK and 2800 DEF. Fairly respectable stats, LIGHT is usually nice, and Zombies are rich in generic support. The first effect lets you send this card along with any other Spell/Trap in your hand to the graveyard to target a card on the field and send it to the graveyard. It looks like a -1 at first, but Eldlich is full of their Golden Land and Eldlixir cards that have graveyard effects to banish themselves in order to grab the other from the Deck and set it onto your field, which is perfect for this Trap-heavy archetype. Even if you don’t pitch a Spell/Trap with a grave effect, you can use this to remove a threat on the board or even send your own cards for their graveyard effects, like Cursed Eldland. The other effect is a graveyard effect, letting you send a Spell/Trap you control to the graveyard to add this card back to your hand, then you can summon a Zombie from your hand with a 1000 ATK/DEF boost and protection from destruction via card effects until the end of the next turn. Most likely you’ll just summon the Eldlich you grab back, which will turn it into a strong 3500/3800 body for a short period, but you at least have the versatilty to summon other Zombies, like maybe a Doomking you hard drew and hopefully you already have Zombie World up. Eldlich can also combine with another copy of itself you’ll likely play to make a Rank 10 like Gustav Max, which can go into Juggernaut Liebe, or Varudras for an omni-negate. HOPT on each effect of Eldlich, nice you can use both effects in the same turn in this case. Eldlich is solid for removal and recovery, especially since the Spells and Traps you send that are in archetype usually get you to more of the Spells and Traps you run. Multiples in a dedicated Eldlich Deck should suffice considering you don’t want anything bad to happen to your singular copy.

Advanced Rating: 4.25/5

Art: 3/5 for the original and 5/5 for the alternate artwork, the original just became so boring when you get Eldlich sitting on his throne of the dead (score still applies to the LART I guess as well)


Mighty Vee
Mighty
Vee

“Trap Daddy”, “Laundry’s Best Friend”, and “Golden Douchebag”, this week’s Throwback Thursday card goes by many names, and it’s none other than Eldlich the Golden Lord, a level 10 LIGHT Zombie monster that spearheads the Eldlixir and Golden Land mini-archetypes. Cursed Eldland and Eldlixir of Scarlet Sanguine are the intended ways to access it, but the best way to access Eldlich is through Delta of Invitation, which will conveniently also set up a Rank 10 Xyz when paired with tomorrow’s card. Statwise, though they sit at a decent 2500 attack and 2800 defense, most people are already familiar with Eldlich’s real stats.

Eldlich has 2 hard once per turn effects, the first letting you send it and a Spell or Trap from your hand to the Graveyard to target any card on the field and send it to the Graveyard. As people who have suffered against Eldlich will tell you, despite it not being a Quick Effect, it’s still quite powerful and annoying when it happens repeatedly throughout the duel– as expected of a control-style deck! That’ll also set up Eldlich’s other effect, which can be used while Eldlich is in your Graveyard; it’ll let you send any Spell or Trap you control to the Graveyard to recycle Eldlich back to your hand, then you can optionally Special Summon a Zombie from your hand. That Zombie will gain a boost of 1000 attack and defense and destruction protection until the end of your opponent’s turn. The idea is pretty simple– you use your backrow as fodder to dismantle your opponent’s board as Eldlich constantly comes back as a 3500 beater, slowly beating your opponent to death if they can’t outgrind your resources. Of course, the most nefarious use of Eldlich is as a stun deck, packing in as many floodgates as possible to both annoy your opponent and function as fodder for Eldlich itself (helpfully, Eldlich can get rid of any when needed, like if you need to summon 2 Eldlichs for an Xyz play, and it’s almost completely unbothered by Skill Drain!). All of this made Eldlich an icon for Trap-based control and stun decks– the deck might not necessarily build a strong board, but it does force you into a drawn-out duel. Despite all of this, Eldlich has 2 main downfalls in the current meta preventing it from topping. The more tangible threat is Bystials, which will basically take Eldlich out of the picture forever because, even though it was plenty of ways to recycle the backrow from banishment, recycling Eldlich itself is a completely different story as you’ll be forced to use Flying Mary, the Wandering Ghost Ship. The second and more abstract threat is the overall weakening of stun and control; power floodgates like Skill Drain and There Can be Only One are hit by the banlist, and modern decks are shifting towards an “extreme midrange” playstyle, matching combo decks in power but also matching control decks in grind and resilience. Eldlich may have taken a vacation from the meta, but it’ll still go down in history as the original face of Trap control decks. Maybe one day it shall rise again! Just not necessarily with tomorrow’s card.

+Great stats and self-recycling make it a constant threat that can dismantle boards over several turns
+Very easy to field and access
-Can end up bleeding advantage compared to far more efficient modern decks
-Extremely weak to banishing, especially from Bystials

Advanced: 3.5/5
Art: 4.5/5 (Alt Art) I think everyone can agree this sassy depiction of Eldlich is the best one, and it certainly fits.
4/5 (Original) It’s still good and more menacing in a way, but obviously more bland as the original.


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