Armityle the Chaos Phantasm
“Uria, Lord of Searing Flames” + “Hamon, Lord of Striking Thunder” + “Raviel, Lord of Phantasms”. Must first be Special Summoned (from your Extra Deck) by banishing the above cards you control. (You do not use “Polymerization”.) Cannot be destroyed by battle. Gains 10,000 ATK during your turn only.
September 3rd, 2020
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Armityle the Chaos Phantasm, once inconsistent, unplayable, unreliable, can now be easily brought out, and is our Throwback Thursday choice.
Requirements for summoning are obvious, and the conditions don’t matter anymore now that we have Dimension Fusion Destruction. Battle destruction protection is great, and gaining 10,000ATK on your turn is great as well. Armityle is meant to get a finisher on your turn, it’s not supposed to hang around. Fallen Paradise does help protect Sacred Beasts and Armityle from card effects and gets you an extra draw, but again, you want to OTK with this card, not keep it around.
Not too much to say about this card, especially when a better version of it is coming in Phantom Rage. Now at least we have a card that makes it ridiculously easier to summon and another card to protect it
Until Next Time
Throwback Thursday was easy considering what we started the week with and we’re only doing 2 weeks (otherwise we’d probably just look at each Sacred Beast). Here we have the original Armityle the Chaos Phantasm.
Armityle the Chaos Phantasm is a Level 12 DARK Fiend Fusion with 0 ATK and DEF. Those stats aren’t nice for a Level 12 Fusion, especially considering the materials, but the effect does make up for it and it has a solid Type and Attribute. The materials are your 3 Sacred Beasts and before Dimension Fusion Destruction the only way you could properly summon this was by banishing the 3 Sacred Beasts you controlled, which it was hard to get 1 Sacred Beast on your field before the Structure Deck, let alone 3. Armityle the Chaos Phantasm cannot be destroyed by battle, because 0 ATK is easy to get over, but it does gain 10,000 ATK on your turn, making it a devastating OTK monster on something with 2000 or less ATK. I do kind of wish it was just base 10000/10000 in general, but I guess they don’t want to print 5 digits on it and they wanted your opponent to be able to try and finish you off without having to find out how to get 10000+ ATK. Before the modern support, you could easily pass on this, but now it’s worth having just to have a game ender when needed.
Advanced Rating: 3.25/5
Art: 5/5 It looks like a terrifying mess and I love it.
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