Armed Dragon Thunder LV10 – #BLVO-EN001
If this card was Special Summoned by the effect of an “Armed Dragon” monster, it gains the following effects based on its ATK.
● 1+: Its name becomes “Armed Dragon LV10”. ● 10+: Control of it cannot switch. ● 100+: Cannot be destroyed by battle. ● 1000+: Once per opponent’s turn (Quick Effect): You can send 1 card from your hand to the GY, then target 1 other card on the field; destroy it, and if you do, this card gains 1000 ATK. ● 10000+: Once per turn: You can destroy all other cards on the field.
Date Reviewed: March 19th, 2021
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Armed Dragon Thunder LV10 wraps up the retrains of Armed Dragons.
It can be summoned on its own, or by cards like Monster Reborn or Reasoning, which gives it an advantage over its predecessor. If you do summon it via an Armed Dragon monster effect you get a LV10 that can’t be stolen or destroyed by battle and can pop a card on your opponents turn in the form of a nice 1-for-1 that doesn’t feel like it if you’re on the receiving end of Armed Dragon Thunder LV10. Having disruption during your opponents turn is something Armed Dragons have never had and even though it isn’t a board wipe like the original LV10 or LV7 effect, it is for any card on the field and it is either turn, and it pumps you up 1000ATK each time you use that effect, which feeds into its last potential effect. If you can pump your LV10 up to 10,000ATK you will get to clear the opponents entire field for free once per turn as long as it is 10K+ ATK. There are cards in the archetype that will increase its ATK like Armed Dragon Thunderbolt and Armed Dragon Lightning, and its own 1-for-1 that gives it 1000ATK each time as well, but it isn’t likely that you will be getting to that 10K, but that doesn’t matter.
You can summon this card without Armed Dragon effect(s) and it will still be a 3000ATK beater. With Armed Dragon effect(s) it is a beater that gets stronger each time it uses its destruction ability, which can cause you to plus if combined with the Armed Dragon Thunder monsters. Armed Dragon Thunder LV10 may not be able to clear the field as easily as the original, but it still could, and even without that effect it is a more flexible version of itself for the archetype.
Until Next Time
One! Ten! Hundred! Thousand! Manjome Thunder! Stings that reference is lost to those that only watch GX dubbed, but here we are, the big final boss of the Armed Dragon Thunder line: Armed Dragon Thunder LV10.
Thunder LV10 is basically the same stat-wise as yesterday with the original LV10. No more level up effects, we now get a powerful boss on board. It only gets its effects if summoned by an Armed Dragon effect, probably to make sure you don’t be lazy and try to summon this another way, but at least that’s an option for a 3k vanilla if you need. Anyways, its effects is based on the amount of ATK is has at a given moment, with the first four being guaranteed bar the opponent trying to lower its ATK. It’s also a reference to Chazz’s original catchphrase, so that’s cool. Anyways, 1+ ATK has this card’s name treated as Armed Dragon LV10 so you can use Blitz and summon the original from Deck if you want. I guess it’s fair you don’t get that for free and you got to summon this with the Armed Dragon Thunders. 10+ ATK prevents control of this card from switching, so the opponent can’t steal it from you, that’s a positive. 100+ ATK makes this unable to be destroyed in battle. Kind of redundant on 3000 ATK, especially a monster that makes its own ATK larger. Wish the protection was something else, but you take what you get. 1000+ ATK gives you a Quick Effect on the opponent’s turn to send a card from hand to grave to pop a card on field and have this gain 1000 ATK. Nice that even the final boss triggers the Armed Dragon Thunders and getting a pop of any card on field is pretty good. 1000 ATK is great to get this to 4000 ATK and beyond, which you need to work on if you want the final effect. If you somehow get this to 10000+ ATK, which your best means are Pile Armed Dragon, Armed Dragon Lightning, Armed Dragon Thunderbolt, or this card’s own effect, then you get a once per turn effect to destroy every other card on the field. A field nuke is nice, especially when you remain with a 10000+ ATK monster on field. It basically guarantees your win if you pull this off, but Armed Dragons are able to win before you get this to 10k ATK probably. It’s easy to do, just not something you have to worry about working towards considering it actually does enough already with the first four effects. Either way, a cool final boss in the Armed Dragon Thunder series and I appreciate all the Chazz references here. It’s a really cool card that I’m glad to see printed, now to update the other LV monsters. Horus anyone?
Advanced Rating: 4/5
Art: 5/5 Love the Chazz pose.
Armed Dragon Thunder Level 10 finishes the week, surprised as you may be, and matches his counterpart in everything. Effects here are attack based, which is good and bad, but I’ll circle back to that.
1+: Name change to the original effect. Next to nothing but on all the rest so appropriate enough.
10+: Control of this card can’t switch. Seems little but that’s still a little protection and the last thing we want to see is our boss Monster taken and used against us.
100+: Battle immunity. Also always a good thing, but less good when there’s all ready a 3000 attack body attached. Destroying in Battle won’t be easy, and additional effects here make it more difficult.
1000+: A once per opponent’s Turn, Quick Effect, lets you discard a card from your Hand to the Grave to Target and destroy a card on the Field. We like any card can be discarded, we also like the card can be any card in any position, and we love the 1000 attack increase…IF you’re successful.
10000+: You can destroy ALL other cards on the Field once per turn. Cost less. For free. That is incredible, no getting around that.
The big thing here is as follows: First, it would take 7 rounds to get his attack to 10000 by his own effect. While this card also has Battle immunity and almost a locked in control to you, held NEVER going to get to 10000 attack to nuke the Field. Still vulnerable to Magic/Trap and effects, this shouldn’t ever get to go off. And that’s assuming your opponent does not prioritize or chain something faster to negate said effect and/or destroy this card.
Better than the original? Absolutely. But still more or less a meh card.
Art: 4.75/5 Now THIS is pretty rocking. Those wings make him look more like an insect though.
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