Ancient Warriors Saga - Three Visits
Ancient Warriors Saga – Three Visits

Ancient Warriors Saga – Three Visits
– #IGAS-EN055

During your Main Phase, if you Normal or Special Summon an “Ancient Warriors” monster(s): You can target 1 of those monsters; add 1 “Ancient Warriors” monster with a different name from your Deck to your hand. If this card is sent from the Spell & Trap Zone to the GY: You can Special Summon 1 “Ancient Warriors” monster from your hand. You can only use each effect of “Ancient Warriors Saga – Three Visits” once per turn. Send this card to the GY during your 2nd Standby Phase after activation.

Date Reviewed: 
May 6th, 2020

Rating: 4.31

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,

Ancient Warriors Saga – Three Visits is the go-to Continuous Spell for the Ancient Warriors.

A searcher once per turn (if it lives) and can be a way to Special Summon an Ancient Warrior from your hand that both play into the strengths of this archetype. You need an Ancient Warrior on the field for the search, which doesn’t make it the greatest search card, but because it can trigger if you summoned an Ancient Warrior at any point during your Main Phase it shouldn’t be tough to accomplish. The Special Summon works once you get rid of Three Visits or it is removed from the field by an effect of your opponents. A free Special Summon during either turn is a good effect to maintain field presence. It would’ve been nice to have it from the deck, but since you presumably searched before Special Summoning using the 2nd effect of this card you would most likely want that monster on the field. Most of the Ancient Warrior monsters have the ability to get rid of Three Visits and trigger the Special Summon ability alongside their own effect(s). Getting to two Ancient Warriors on the field will open up your Extra Deck strategies with these monsters, or allow for Valiant Zhang De to be Special Summoned.

You want to open with this card and you want to resolve it first turn. If you don’t open with it, you want to search it straight-away because it can get you to where you want to go.

Advanced-4/5     Art-4/5

Until Next Time

Crunch$G Avatar

We had to review at least one Spell/Trap, so we’ll go with the best one, Ancient Warriors Saga – Three Visits.

Three Visits is a Continuous Spell with a few effects. During the Main Phase, if you Normal or Special Summon an Ancient Warriors monster(s), you can target one of those monsters to search for an Ancient Warriors monster with a different name from the targeted monster from the Deck to the hand. More searching is nice, and it’s only dependent on the name of the monster you summoned, no Attribute, no ATK, just name. It gets you more options, which is likely something you’d prefer with all the hard once per turns. The second effect is that if this card is sent from the Spell/Trap Zone to the grave, you can Special Summon an Ancient Warriors from the hand. Nice field swarming, could be useful in this archetype since their swarming is good, but not great. It triggers off all your Ancient Warriors effects alongside its last effect. The previous two effects are hard once per turns, but there’s a third effect where this card sends itself to the graveyard during your 2nd Standby Phase after activation. Sucks to not keep a Black Whirlwind like card forever, but you have recovery options and you’re likely playing three. This effect will likely be the reason you send this to the graveyard to trigger an Ancient Warriors monster, that or you had multiples. You rather get more value out of the card than itself sending itself away with no real bonus outside its own effect. Three Visits is a staple 3-of in Ancient Warriors, you always appreciate easy searching.

Advanced Rating: 4.25/5

Art: 5/5 The tribes meet face-to-face.

Dark Paladin's Avatar
Midweek brings us to a card with a  whole bunch of text, in the Continuous Magic card, Three Visits.  This card has a variety of effects and operates to me more like a Field Magic, despite it not being one.  
So by Normal or Special Summoming a theme Monster and then Targeting one, you can add a differently named theme Monster from your Deck to your Hand.  That’s pretty Warrior appropriate and even though this isn’t a Field or Swarm effect, it’s  still a +1 I’m resources.  
You get to Special Summon a theme Monster of this card leaves your Magic/Trap card zone (from your Hand).  That also fits with Warriors and is a little better to get a Monster on the Field then just to your Hand.  Each effect is once per turn and this card is destroyed on your second standby phase after being activated.  
I don’t think this card is so powerful it had to destroy itself like that but I guess it helps limit potential abuse.  Even though I like the second effect better, the first effect is likely the one they’re trying to prevent abusing.  
Rating:  4/5
Art:  4.5/5  I do like the Warriors together in this picture a lot.  But I’m not sure name or art fit the card so well.  

Ancient Warriors Saga – Three Visits 

    For a video companion to this review, click here!
    Ancient Warriors Saga – Three Visits is a card that the Ancient Warriors archetype will want to have active as often as possible. While allowing for a steady stream of resource gathering, it can also apply pressure to the opponent when sent to the GY.

   The first effect of this card allows you to target an Ancient Warriors Monster when it is Summoned during your Main Phase in order to search for one with a different name from your deck and add it to your hand. I find this most useful to maintain the two-Attribute diversity several of the Ancient Warriors cards require for their effects to activate, as well as to grab the Monsters that can activate from the hand. This will allow you to start activating your Ancient Warriors Monsters’ effects that can only activate after another one activates its own.

   The second effect provides a Special Summon of an Ancient Warriors Monster when this card is sent from the field to the GY. This is a good way to keep your field presence up, and it pairs well with Ancient Warriors that send face up Continuous Spells or Traps to the GY as part of their effects. Even this card’s own effect that sends itself to the GY on your second Standby Phase after activation can allow for a free Summon.

   This card is balanced in a few ways. Of course the HOPT is sensible, but the specific conditions for activation of both effects stops this card from making certain plays too liberally. The first effect only works during your own Main Phase, so you won’t be searching during your opponent’s turn. The second effect specifies that this card must be sent from a S/T zone in order to activate, so there won’t be any Magical Hats or Foolish Burial plays setting this card off. I will admit that the former was a bit of a let down for me.

   This card pairs really well with Fire Formation – Tensu. Having both in play together essentially allows for no-cost versatility and function rarely (if ever) seen in Yu-Gi-Oh!

   The card’s design is nice, but I don’t think it is as good as the OCG version. This is an unfortunate example of a card looking worse when made holographic.

Versatility – 4
– This card allows the Ancient Warriors to maintain consistency if you want to experiment with other archetypes.
Rogue Plays – 5
– This is definitely a play maker.
Art – 3
– Not all that glitters is gold. If a non-holo version comes out in the TCG, consider this a 5, though.
Balance – 5
– It’s balanced, but I sure do wish Magical Hats worked here.
Uniqueness – 5
– I believe both of its effects are unique.

I score this card a 5/5. It’s always going to be a card you want in an Ancient Warriors deck, and it’s a card I was always happy to have in my hand.

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