
Artmage Academic Arcane Arts Acropolis – #DUAD-EN054
During your Main Phase, you can Normal Summon 1 “Medius the Pure”, in addition to your Normal Summon/Set (you can only gain this effect once per turn). You can discard 1 Spell/Trap, and declare 1 “Artmage” Monster Card name that is not among the monsters you control and has not been declared for “Artmage Academic Arcane Arts Acropolis” this turn; add that monster from your Deck to your hand, also you cannot Special Summon for the rest of this turn, except “Artmage” monsters, “Medius the Pure”, or from the Extra Deck.
Date Reviewed: November 12th, 2025
Rating: 3.63
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Reviews Below:
King of
Lullaby
Hello Pojo Fans,
We come to the Field Spell I’ve referenced a few times this week: Artmage Academic Arcane Arts Acropolis.
A5 is a Field Spell that, like most Field Spells now, searches something for you. While this will cost you a Spell/Trap discard, you can declare an Artmage Monster Card name that you aren’t controlling or have previously declared, then add that to your hand from the Deck. A few things: Would have been easier for the archetype if it just added whatever Artmage monster from your Deck to the hand. Two: Requiring you to have a Spell/Trap to discard hurts in a topdeck situation. Now, two Artmage Spell/Trap Cards have built-in abilities that function when used as the discard for A5, that balances out this effect somewhat. Turmoil will add an Artmage Spell, while Pedigree will add an Artmage Trap, and you could pop in some tech cards that activate in the grave or when discarded to add some more support.
Extra Normal Summon during your Main Phase, but you can only use it on Medius the Pure, a monster that will search Artmage Power Patron, which can be used as a monster version of a Fusion Spell while on the field… and Medius can Special Summon it, making Medius a one-card Fusion Summon.
Artmage Varnish-Alteration- can place A5 from the Deck or Graveyard into the Field Spell Zone and that can be added off of Granflare. As for Medius, Artmage Vandalism-Assault- can add him to the hand, then you’re off to the races with A5 giving you that extra Normal Summon.
While you may have to discard a Spell/Trap within the archetype that you don’t want to discard (won’t grant any advantage), you are doing it to get to whatever Artmage monster you want. You have ways to get to Medius, which this card helps along to push the Fusion plays. A good, pretty balanced Field Spell that doesn’t immediately feel overwhelming to the opponent.
Advanced- 3/5 Art- 4/5
Until Next Time,
KingofLullaby
Crunch$G
Midweek brings us to the Field Spell of the Artmage archetype that gets the ball rolling: Artmage Academic Arcane Arts Acropolis.
Acropolis is a Field Spell that during your Main Phase lets you Normal Summon a Medius the Pure in addition to your Normal Summon/Set (of course being an effect you can only gain once per turn). Funny to give the extra Normal Summon effect to a Deck that isn’t using its Normal Summon a lot, but it gives room for Artmage variants like Branded, K9, etc. You do want to get to Medius the Pure one way or another, so having the extra Normal Summon to ensure you can get him out is nice. You can discard any Spell/Trap to declare an Artmage Monster Card name that you don’t already control and hasn’t been declared that turn and add that monster to your hand. Solid searcher, getting any Artmage name you need while also putting Spells and Traps in the grave you want there, whether Artmage cards or staples like The Black Goat Laughs, also your Special Summons for the rest of the turn are locked to Artmage monsters, Medius the Pure, and anything in the Extra Deck. So you only get to work with the 4 Artmage names in the Main Deck along with Medius the Pure, but you still get the generic Fusion options that exist, and also other monsters you can summon with the other engine pieces you already have on field or in Deck as long as they aren’t being Special Summoned. You want to see this Field Spell pretty often, giving you an additional Normal Summon to make sure you can summon Medius, plus searching every Artmage name under the sun without a HOPT except for repeating Artmage names. Only downside is there only being 3 Artmages you’d want to search as the 4th should remain in the Deck to be summoned off Medius. Play 3 for sure.
As for Genesys, pure Artmage being the way to go makes the restriction especially not matter, making sure you get to your most optimal end board.
Advanced Rating: 4/5
Genesys Rating: 4.5/5
Art: 4.5/5 School Photo!
Mighty
Vee
I hope I never have to type this whole card name out again! Today’s card is the resident Field Spell for the Artmage archetype, Artmage Academic Arcane Arts Acropolis. It’s so important there are no less than 4 ways to search it: Artmage Graflare, Artmage Power Patron, Artmage Varnish -Alteration-, and the new Fusion monster, so that’s how you know you want to get to this card (ironically, not as a starter). Acropolis has 2 effects, the first only being usable once per turn to simply let you Normal Summon or Set Medius the Pure in addition to your allotted Normal Summon or Set. This is mostly as (more) insurance to summon another Medius in case your first one gets dinged, which will be fairly often considering it’s a lynchpin combo piece required for your Fusion monsters. The real effect we’re looking at is the other effect, which has a bit to unpack and technically isn’t once per turn but has its own limits. By discarding any Spell or Trap, it’ll let you search any Artmage monster you don’t already control that you also haven’t searched with Acropolis yet. On top of that, it’ll lock you into Special Summoning anything at all except Artmage monsters and Medius for the rest of the turn. Yes, you can hypothetically search all 4 Artmage monsters so far, but it’s highly unlikely you’ll have nearly enough fodder for that. As Artmage Power Patron is already covered by Medius and doesn’t even summon itself, this is for getting to Graflare and Artmage Litera, or maybe Artmage Finmel, though that won’t be as useful until the new Fusion monster. The Special Summon lock kind of does sting since you won’t be able to summon Nerva the Power Patron of Creation, but thankfully this deck has more than enough ways to summon it during your opponent’s turn. The actual Artmage boss monster is a bigger priority to summon first anyway. Ratios are a mixed bag on this one– I don’t like that it doesn’t do a lot without a Spell or Trap discard, but a lot of lists are running 2 or even 3 copies. I guess the 2 card combos are just too good to pass up!
+Potential 4 searches per turn for devastating combo potential
+Can help fix combos by granting another NS for Medius
-Potential brick in bad hands
-Lock prevents the summon of Nerva on your own turn
Advanced: 3.75/5
Genesys: 4/5
Art: 3.5/5 Harry Potter grrrr
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