Amazement Administrator Arlekino – #LIOV-EN006
Once per turn: You can banish any number of “Attraction” Traps from your GY, then target that many cards your opponent controls; destroy them. You can only use each of the following effects of “Amazement Administrator Arlekino” once per turn. If a Trap Card is activated (except during the Damage Step): You can Special Summon this card from your hand. If your opponent Normal or Special Summons a monster(s) (except during the Damage Step): You can target 1 of those face-up monsters they control; equip 1 “Attraction” Trap from your Deck to that target.
Date Reviewed: July 2nd, 2021
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Amazement Administrator Arlekino wraps up “Amazement” week on Pojo, and this is the most hyped of the cards in the archetype.
Strong ATK/DEF, Attribute support and synergy with cards like Allure of Darkness, Arlekino is the monster you want to see first. 1-for-1 destruction ability determined by however many “Attraction” trap cards you banish makes Arlekino a board-wipe potential in the mid-to-late game, while also being a strong spot removal option early on. You are running multiple copies of each trap so you won’t be short of traps, even if you use yesterday’s card (Trap Trick) to banish one to get to another copy of it. Deck thin ability when your opponent Normal or Special Summons a monster, attaching an “Attraction” trap to their monster and immediately use the effect stated on the card. Pulling a resource from the deck would’ve been good enough, but putting it into play straight-away is even better. Arlekino is a high level but easy to Special Summon in any deck that plays traps. One trap activation nets you a 2600ATK, Level 7 beater if you don’t run any “Attraction” trap cards. In an Amazement deck, it is the boss monster and it immediately will make an impact on the field. Any trap played has the potential to have an Arlekino hit the field and then when the opponent Normal or Special Summons they will be hit with an “Attraction” trap card on their monster and have to deal with that. Combined with Horror House you have removal with Arlekino and negation with the trap. You may not be able to attach the trap to Arlekino if he searches it out, but that is more than okay, you are directly getting to a resource. The removal cannot be overstated: traps for monsters is not an even trade, especially when field presence is critical.
Arlekino with Horror House on it first turn and even one “Attraction” trap in the grave means bad news for your opponent.
Art-4/5 reminds me of Arkana from Battle City
Until Next Time
The week ends off with the boss monster for the archetype, as we’re used to for these weeks, Amazement Administrator Arlekino.
Arlekino is a Level 7 DARK Psychic with 2600 ATK and 2200 DEF. Good Level 7 stats, being DARK is great, and Psychic is always interesting. First effect is a soft once per turn, pretty rare these days, where you can banish any number of Attraction Traps in your graveyard to target that many cards the opponent controls and destroy them. Nice removal effect. I would of liked to banish any Trap, but that might of made this card way too generic and broken. Soft once per turn does let you use multiple Arlekinos, but I’m sure you got all the removal you needed off a single Arlekino, but at least this gets around negation. The other two effects are your hard once per turns, which are probably the fair effects to be such. First one being you can Special Summon this card from hand if a Trap Card is activated (except during the Damage Step), which a Special Summon effect is something you love to see on high Level monsters. You likely have to wait a turn to get this out, and of course summoning this on the opponent’s turn does mean you can’t use the first effect, but that’s fine. Making that first effect a Quick Effect is another instance where this might start getting to be too good. The final effect that was a hard once per turn lets you target a face-up monster the opponent Normal or Special Summons and immediately equip an Attraction Trap from Deck to that monster. Good way to get to your Traps once again, and if you don’t want it on an opponent’s monster, then Comica, Bufo, or Delia can move it to one of your monsters or an opponent’s monster you rather have the Trap equipped to maybe. Overall, Arlekino is a well balanced boss monster they didn’t make too generic. The only generic effect is the Special Summon effect, while the others need you playing Attraction Traps. A good way to end off the week of a well designed archetype.
Advanced Rating: 4/5
Art: 5/5 Nice Kuriboh balloons.
Guess these guys are a little wild and needed an overseer…Amazement Administrator Arlekino is a Level 7, Dark/Psychic (nice pairing here as well) with 2600 attack (solid) and (an equally nice) 2200 defense. Once per Turn you can remove as many of your ‘Attraction’ Traps from your Grave from play to Target and Destroy an equal number of cards your opponent controls. Fun, SO much fun, and the fact you can do this once a Turn (I mean, you’re likely to run out of resource there pretty quickly, BUT, the fact it’s not just once, or only upon Summon is really cool). Then we have some Once a Turn Effects, starting with: the activation of a Trap, save during the Damage Step, lets you Special Summon this card from your Hand. The winning continues, as that’s an insanely easy way to drop a 2600 attacker to your Field. Lastly, if your opponent Normal OR Special Summons a Monster (again, save the Damage Step) you can Equip an ‘Attraction’ Trap from your Deck to said Monster(s). We saw how focal that was to this Theme pretty much all week, so it’s only appropriate something involving those Traps as such here would be included.
Art: 4.75/5 The background here does it more for me than the Monster, but I enjoy its art too, and the frightened little Monster (balloon?). He doesn’t seem to be administrating much though…or maybe that’s EXACTLY what he’s doing?
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