Conquistador of the Golden Land
Conquistador of the Golden Land

Conquistador of the Golden Land
– #SESL-EN034

Special Summon this card as a Normal Monster (Zombie/LIGHT/Level 5/ATK 500/DEF 1800) (this card is still also a Trap), then, if you control “Eldlich the Golden Lord”, you can destroy 1 face-up card on the field. (This is also still a Trap.) During the End Phase: You can banish this card from your GY; Set 1 “Eldlixir” Spell/Trap directly from your Deck. You can only use 1 “Conquistador of the Golden Land” effect per turn, and only once that turn.

Date Reviewed: 
June 24th, 2020

Rating: 3.50

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,

Conquistador of the Golden Land is the first Trap we are reviewing within the archetype, though it is also a Monster.

Level 5 with low ATK doesn’t surprise me for such an easily searchable card within the archetype. Making the levels tougher to match up prevents players from spamming Xyz. Still a Trap so you can destroy it either as a monster or a trap, doubling its vulnerability. At the least you get a monster you can use as fodder for something, at most alongside Eldlich you pop a face-up card. Field advantage is always appreciated, and the archetype revolves around Eldlich so having him out won’t be a problem most of the time. Conquistador pays for itself when banished, netting you another Eldlixir spell/trap and it is set directly to the field. It would’ve been great if you could activate a trap you set that turn, but you don’t want the card to be too good. It is balanced as is, providing potential field advantage on both ends, adding something back for itself, and it revolves around the main monster of the archetype: a good, sound card.

Advanced-4/5- Any deck wanting monster/traps like this can play it, but it excels in the archetype.


Until Next Time

Crunch$G Avatar

Now we can review a Golden Land card: Conquistador of the Golden Land.

Conquistador is a Continuous Trap that upon activation lets you Special Summon this card as a Normal Monster (Zombie/LIGHT/Level 5/ATK 500/DEF 1800), and while the stats might not be great, but it’s a Level 5 LIGHT for Constellar Pleiades and it can pop a face-up card if summoned while you have Eldlich the Golden Lord, which offers some of the best interruption in the archetype. Popping cards is going to be great, and it’s easy to get to with all the Eldlixirs you have to summon Golden Lord on top of Golden Lord’s effect himself or Mezuki if you need. The second effect is during the End Phase to banish this card from grave to set any Eldlixir Spell/Trap from Deck. You’re most likely setting Scarlet Sanguine from Deck with this since it’s a Trap to use on the opponent’s turn to summon from Deck or grave. White Destiny also can be on the opponent’s turn as it’s  Quick-Play Spell, but it isn’t as good since it summons from hand or grave. Either way, you’re getting to your Eldlixirs to help get you to your Eldlich or any other Zombie you might want, and if you banish this to get the Eldlixir for your turn, then Black Awakening might be more useful. Either way, you only get 1 Conquistador effect per turn and only once that turn, because again that’d be too much advantage if you could get both. Conquistador is easily the best Trap Monster in Eldlich, so it’s the one you play the most of when using Eldlich in anything. It’s a great card.

Advanced Rating: 4.25/5

Art: 4/5 The conquistador is going to battle for its leader.

Dark Paladin's Avatar
Midweek doesn’t get us a Monster yet but we do shift from Magic to Trap with Conquistador of the Golden Land.  This is a Continuous Trap and one that Special Summons for you.  A rather not so good Monster, however.  
A Normal Zombie, Level 5 with 500 attack and 1800 defense.  Light is favorable though. And you get to destroy a card on the Field if you control Eldrich at the time.  So that’s a nice bonus anyway.  There are plenty of options here.  
This again should speed up your Extra Deck plays.  At the very least, it’s a free Monster to do with as you please.  It helps get you Eldrich if nothing else.  The stats, while still awful, shouldn’t matter much as it shouldn’t be on the Field long.  
Finally, familiar as this sounds, you can remove this card from your Graveyard from play to set an Eldlixir Magic/Trap from your Deck to the Field.  Like yesterday, I think it’s rather solid.  Another legit piece to this Theme.  
Rating:  3.75/5
Art:  4/5  He’s charging into battle.  Nice background coloring as well as the rider and armors.  

This is a Trap Monster that has a GY effect and potential destruction built in. 

It’s hard to find versatility in this card, but it’s got some good use in its archetype. 

As far as cards in this archetype go, I’m okay with this one being left out of the deck. It’s not bad, but I think it leaves a lot of potential for dead draws.

The balance is good, though the HOPT on the summon is partially why it’s clunky.

The art is fine, but it could be better.

Versatility – 2

Rogue Plays – 1

Art – 3

Balance – 4

Uniqueness – 3

I give this card a 2/5. It’s not necessarily bad, but it’s also not necessarily necessary.

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