
Artmage Finmel – #DUAD-EN009
Your opponent cannot target Level 6 or lower “Artmage” monsters you control with card effects. You can only use each of the following effects of “Artmage Finmel” once per turn. If you control an “Artmage” card: You can Special Summon this card from your hand, then you can draw 1 card. During the Main Phase, if you have 3 or more different Monster Types on your field (Quick Effect): You can negate the effects of all face-up monsters your opponent currently controls, also until the end of this turn, their ATK’s become halved.
Date Reviewed: November 10th, 2025
Rating: 3.67
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,
Regardless of talent, we’re all going to art school this week with the Artmage archetype, starting with Artmage Finmel.
Level 7 is an interesting way to start off an archetype, but this archetype functions on different Levels and Types of monsters. Each Main Deck card in the archetype can be Special Summoned if you control an Artmage card on the field, making their summon easier, as well as making them all extenders. Finmel will get you a draw upon Special Summon, and everyone likes getting a free +1. 2400ATK is respectable and if you happen to have three or more Types on the field Finmel gains a Quick Effect that is a one-sided Breakthrough Skill for the turn, on top of it also being a Shrink. Cutting the opponent’s monsters in half and negating their effects is a double whammy, and will make anything on the board vulnerable to your Artmage monsters.
With it being a Quick Effect you can chain it to the opponent attempting to negate something of yours and lock them out for the rest of the turn. Artmage Litera can also Special Summon any of your Artmage monsters during the opponent’s turn by bouncing herself back to the hand, giving you a point of interaction with the opponent without even having Finmel on the field at the time. Opponent not being able to target Level 6 or lower Artmage monsters with card effects protects the other Artmage monsters aside from Finmel and the Fusion Monsters. This is great protection to be tacked on to the once per turn blanket negation and Shrink ability. Three different Monster Types isn’t hard to come by in this archetype, let alone summoning any other extenders outside of the archetype, using a Normal Summon, Link Summon, etc.
Artmage Finmel is a field-clearing card if you have two other Monster Types on-board when you summon her. Immediately she will negate and half the opponent’s ATK and unless they are packing something with 4900ATK originally, they are losing their monsters. Free draw upon Special Summon with protection for your lower Level Artmage monsters helps with needing three different Types on the field for her negation. The Artmage archetype being able to Special Summon most of their monsters off their searcher Field Spell card is pretty busted if you ask me, even if you need three different Types to really benefit from their effects…oh, and their LIGHT-based, so lots of support and Honest.
Advanced- 4/5 Art- 4.5/5
Until Next Time,
KingofLullaby

Crunch$G
The Diabellstar lore is now complete and we move forward to the Medius the Pure lore with its debuting archetype, Artmage, and we’ll start the week with what I assume is a main character going forward besides Medius: Artmage Finmel.
Finmel is a Level 7 LIGHT Warrior with 2400 ATK and 1500 DEF. Stats are fine, LIGHT is always nice, and Warriors are pretty good. Your opponent cannot target your Level 6 or lower Artmages you control with card effects, giving some protection to ensure your playmakers go off. The remaining effects are each a HOPT, first letting you Special Summon this from the hand and netting a draw if you control an Artmage card, which while the Deck only has 1 Level 4 or lower monster, it makes up for with a Field Spell and Continuous Spell at least, both of which are key in the Deck for consistency. Therefore, it shouldn’t be hard to get Finmel on the field. Finally, during the Main Phase, if you have 3 or more different Monster Types on the field, you got a Quick Effect option to negate the effects of all face-up monsters the opponent currently controls and halve their ATK until the end of that turn, so having a blanket negation effect against an opponent’s entire board in the Deck, which is why the restriction of needing 3 Monster Types is there to counterbalance it. It’s a solid end board piece for the Artmage archetype, highly searchable, which is good since multiples can be bricky and it doesn’t really kickstart plays on her own. Once we get Artmage Non Finmel, we could probably bump the number played up, but for now 1 works.
As for Genesys, Artmage has proven to be one of the more consistent Decks in that format to appear in the top cuts of events, as their end board is much better for the weaker format. Plus, the entire archetype is free outside Nerva being 5 points. Artmage ratios don’t really change still.
Advanced Rating: 3.5/5
Genesys Rating: 4/5
Art: 4/5 Is she a teacher or one of the senior students? Gonna assume the latter for now.

Mighty
Vee
We’re finally getting to the new lore series debuting in Duelist’s Advance this week, the Artmage archetype, and their first card is Artmage Finmel. Finmel is a level 7 LIGHT Warrior monster and you’ll usually be searching it with Artmage Academic Arcane Arts Acropolis (try saying that 3 times fast) and Artmage Varnish -Alteration-, though sometimes you’ll also want to summon it with Artmage Pact -Awakening- too. Its stats are a bit low for a level 7 monster, with 2400 attack and 1500 defense, but they’re decent enough!
While Finmel is on the field, it’ll protect all of level 6 or lower Artmage monsters from your opponent’s targeting effects; that’s nice and all, but I wish it applied to your boss monsters too. I guess Konami thought they’d be a bit too strong with targeting protection on top of what they already do. Finmel also comes with 2 hard once per turn effects, the first shared by the rest of the Artmage crew. letting you Special Summon it from your hand as long as you control an Artmage card, with Finmel’s personal bonus giving you a free draw in the process. This is very welcome since Finmel is, of course, level 7 and Medius the Pure will usually be eating your Normal Summon too. The main reason we play Finmal is its last effect, a Quick Effect usable during the Main Phase if you control 3 or more monsters with different types (a recurring theme in this deck), letting you (permanently!) negate all of your opponent’s currently face-up monsters and drop their attack stat by half as well. It’s basically Forbidden Droplet baked into a monster without the unresponding bit, but a blanket negate for monsters is still very good, especially when backed up with an omni negate and a nuke (spoilers). It had to be worth it considering the requirement of 3 monsters with different types is surprisingly steep; Artmage is fairly combo-intensive when it comes to their peak endboards, and that also means your disruptions end up being dead if your opponent can pick away at your monsters until you have 2 or less. That’s why it’s helpful to summon Finmel during your opponent’s turn as an emergency body for your other disruptions– 3 is the magic number! As Finmel has little combo utility on its own compared to the other Artmage monsters, there’s little reason to run it at more than 1 copy, especially since it’s level 7. As far as Genesys goes, you still run just 1, because Artmage is weirdly free there.
+Strong disruption that can shut down many decks
+Fairly accessible through Artmage backrow
-Has a very plausible chance to brick
-Requires 3 different types for its negate
Advanced: 3.5/5
Genesys: 3.75/5
Art: 3.5/5 There’s nothing particularly wrong with her, I just grow a little tired of the magic school aesthetic. Get off my lawn, you crazy kids!
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