Awakening of the Sacred Beasts
Awakening of the Sacred Beasts

Awakening of the Sacred Beasts
– #SDSA-EN035

This card gains these effects based on the number of “Uria, Lord of Searing Flames”, “Hamon, Lord of Striking Thunder”, and/or “Raviel, Lord of Phantasms” with different names you control.
● 1+: Each time your opponent Normal or Special Summons a monster(s): Gain LP equal to the ATK of that monster(s).
● 2+: Negate the activated effects of monsters your opponent controls.
● 3: Any monsters sent to your opponent’s GY are banished instead.
Once per your turn, if you control a Level 10 monster: You can add 1 Continuous Trap from your GY to your hand.

Date Reviewed: 
September 9th, 2020

Rating: 3.75

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,

Awakening of the Sacred Beasts is a defensive-style card for the archetype.

Continuous Trap, the more Sacred Beasts with different names you have on the field the better. You’re most likely going to benefit from the first effect only. Gaining LP for monster you summon is great as ATK is nine times out of ten higher than DEF. Not once per turn gives you the chance to really pile up some LP and fortify your defenses against your opponent. This doesn’t do too much when you’re summoning strategy pieces for a Sacred Beast summon, considering they all have 0ATK, but when you bust out a Sacred Beast (minus Uria) you’ll be getting 4000LP, and that is a whole lot. If you have two the blanket negation of monster effects your opponent has is tremendous. Most players count on monster effects to out monsters nowadays and cards like Raigeki and Dark Hole aren’t played as often as before. For even a turn you could copy a Sacred Beast with something like Phantom of Chaos or Prisma for protection against backrow. If you manage to get one of each on the field you get the option to add back a Continuous Trap from the grave and AotSB turns into a one-sided Dimensional Fissure. The toughest of the three to attain, removing the grave as an option for your opponent would cripple some of their play resources and outright stop certain strategies that depend on the grave to work, but even with the new support it is just too hard to attain. You are most likely getting the first effect and you could get the second effect, and that is more than okay. The LP gaining is defensive and can help with paying for card effects, while the negation ability will prevent your opponent from easily dealing with your Sacred Beasts.

Awakening of the Sacred Beasts is a great card for helping to stop your opponent and make certain that their chances of swinging the game in their favor are much harder, but you still gotta have at least one Sacred Beast for Awakening to do anything.

Advanced-3/5     Art-3/5

Until Next Time

Crunch$G Avatar

Want to help some old cards? Doesn’t hurt to add a floodgate, which Sacred Beasts got with Awakening of the Sacred Beasts.

Awakening of the Sacred Beasts is a Continuous Trap that gains effects based on the number of Sacred Beasts you control with different names with 1 or more letting you gain LP equal to the ATK of a monster the opponent Normal/Special Summons, 2 or more negating all the activated effects of the opponent’s monsters, and 3 banishing any monster the opponent sends to the graveyard. The first effect is okay to make sure you don’t lose, but I doubt you should worry about losing Life Points when you got a big Sacred Beast on board. The second effect is probably the best since it isn’t hard to get 2 Sacred Beasts on field anymore and in return you get to negate all your opponent’s activated effects, which will really put them in a rough situation when facing down 2 giant monsters. The last effect is great as well as it is on Dark Law, you just need to actually get to all 3 Sacred Beasts, which can be a little bit more of an ask, but still not impossible. It’s a nice bonus for having all 3. The second bit is a soft once per turn to add a Continuous Trap from grave to hand if you control a Level 10, being a good recovery if you properly summon Uria and also gets back other floodgates and control cards maybe. It’s a nice piece for Sacred Beasts, even if the most important effects need more than 1 Sacred Beast. Either way it’s worthwhile running it in variants using multiple Sacred Beasts.

Advanced Rating: 4/5

Art: 4.5/5 Interesting to see the Sacred Beasts together.

Dark Paladin's Avatar

Awakening of the Sacred Beasts is a Continuous Trap, and an interesting one at that.  You gain effects equal to the number of Sacred Beasts you control.  

1+ lets you Gain Lifepoints equal to the attack of a Monster(s) each time your opponent Normal or Special Summons a Monster(s).  I always have found Lifepoint gain to be an underrated tactic in Yugioh, and if this were to stay on the field even just a couple of turns, this could be a huge boost to your Lifepoints.  Keep it out a few turns or more and you could easily be looking at 20000+ Lifepoints.

2+ lets you negate the activated effects of your opponent’s Monsters.  This is interesting.  Effect negation is good, but I find it strange it’s not when said effect is/are activated.  Only pertaining to active effects isn’t as good as this may sound, but it’s still something that will help you, if only occasionally.

3+ takes any Monster(s) sent to your opponent’s Graveyard and removes them from play instead.  This could be troublesome BUT, depending on the Deck being played, this may actually help more than harm your opponent.  Even with all this new support, it’s still not EASY to get Sacred Beasts out, let alone in multiples.  

The Continuous Trap you gain is cool, similar to yesterday’s card, so long as you control a Level 10 Monster, but none of this, to me, is ENOUGH to make this card all that great.  Not a bad card, but I would like a lot more out of this.  

Rating:  3.25/5

Art:  4/5  This is cool, yet lazy artwork.  The auras surrounding the beasts IS cool, but conflicts with their Dark natures.

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