Amazement Attendant Comica
Amazement Attendant Comica

Amazement Attendant Comica – #LIOV-EN008

When this card is Normal Summoned: You can Set 1 “Attraction” Trap directly from your Deck. (Quick Effect): You can target 1 of your “Attraction” Traps equipped to a monster; equip it to 1 “Amazement” monster you control or 1 face-up monster your opponent controls. You can only use this effect of “Amazement Attendant Comica” once per turn.

Date Reviewed:  June 28th, 2021

Rating: 3.75

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

Hello Pojo Fans,

Amazement Attendant Comica starts off the Amazement archetype week.

Anything that can set something from your deck to the field is doing you a service. Six total targets for Comica to choose from. Of the six, four of them do more for you advancing towards control of the game: Cyclo-Coaster, Vanquishing Viking, Wonder Wheel, and Horror House. Comica’s ability to switch who is attached with an Amazement Trap can give you the benefit of both effects of each Attraction Trap Card. If you keep it on your opponents side you can move it off a monster before destroying it so you don’t lose advantage. While you’d want your opponent to not have any monsters on the field, there are “Attraction” Trap cards that allow you to control your opponents moves, and early in the game those are going to be important in stopping your opponent. Vanquishing Viking while attached will get rid of your opponents monster when it activates an effect, Cyclo-Coaster will get you a search, and Wonder Wheel will switch ATK and DEF until the end of the turn. There’s also Horror House, but we’re reviewing that later this week (along with Cyclo-Coaster) and House is great no matter where it’s attached.

Comica is good early on when you want to control your opponents movements with your Attraction traps and when you want the opposite effect of your traps. The set directly to your field is the best effect it has though, lets be real.

Advanced-3.5/5     Art-3.5/5

Until Next Time

Crunch$G Avatar

Amazment week is something I look forward to considering it’s probably my favorite new archetype in a long time and it looks like a ton of fun. We start off the week with the main Normal Summon for the archetype, Amazement Attendant Comica.

Comica is a Level 4 LIGHT Machine (don’t ask how) with 1400 ATK and 1800 DEF. A solid DEF stat and okayish ATK stat, plus a good combo of LIGHT and Machine. Upon Normal Summon, Comica lets you set any Attraction Trap directly from the Deck. Nice to access whatever Trap you need in the archetype to get whatever effect you’re going to end up using. The Attraction Traps are overall pretty good, especially the two we will look at this week. The second effect is a Quick Effect to target an Attraction Trap you control that’s equipped to a monster and you can equip it to an Amazement monster you control or any monster the opponent controls. It’s a useful effect potentially to change whatever effect you might need to use on your Attraction Traps or prevent your Attraction Trap from going to the grave once the equipped monster leaves the field. Having the ability to move your Traps when you need is pretty good. It’s the lone hard once per turn effect on Comica, because if you play cards to get more Normal Summons, you deserve to set more Attraction Traps. Comica is a good way to access your main Traps and her second effect that all the other basic Amazment monsters have is useful to have access to. Don’t go without this in a more Amazement-heavy Deck.

Advanced Rating: 4/5

Art: 4/5 She seems lovely, I’ve heard Tour Guide comparisons, only she’s blonde. Still want to know where the Machine part is unless she’s an android.

Dark Paladin's Avatar

It’s a week of Amazement here on CotD beginning with Amazement Attendant Comica.  Light/Machine is a fantastic pairing.  1400 attack isn’t great but the 1800 defense could do a thing or two for you.  A Normal or Special Summon of this card nets you a direct Set of an ‘Attraction’ Trap from your Deck to your Field.  Free cards are fun, and always welcome, even if you have to wait at least a moment for you to use this Trap.  Still a +1 upon the Summon of your choice there.  The second Effect, this one being Quick, allows you to Target an ‘Attraction’ Trap of yours and move it from one Monster to another.  This helps keep your Effects going and take note you can use an opponent’s Monster with this Effect too.  While her attack isn’t going to win you (m)any contests, both Effects here are pretty integral to the Theme and to get/keep things moving within.  

Rating:  3.75/5

Art:  So…she’s pretty, sure, and the background art is a lot of fun…but…I’m gonna say it…Machine how?  

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