Curse Necrofear
Curse Necrofear

Curse Necrofear
– #LED5-EN001

Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. You can target 3 of your banished Fiend monsters; Special Summon this card from your hand, and if you do, shuffle those banished monsters into the Deck. During the End Phase, if this card is in the GY because it was destroyed in your Monster Zone by an opponent’s card and sent there this turn: Special Summon this card from your GY, then, you can destroy cards your opponent controls, up to the number of face-up Spells/Traps you control with different names. You can only use each effect of “Curse Necrofear” once per turn.

 

Date Reviewed: 
November 15, 2019

Rating: 4.00

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
Lullaby

Hello Pojo Fans,

Curse Necrofear is a new Necrofear and that “curse” is only bad for your opponent.

Cycling back monsters instead of banishing is an interesting effect to have, but it combos with Dark Necrofear and has synergy with Allure of Darkness. Reverse stats of Dark Necrofear give Curse more ATK to give it a better shot at staying on the field. Like Dark Necrofrear, Curse has a grave effect, and I think it’s better. Special Summoning it back for free puts you back in business, but the destruction ability it has can swing momentum. The more face-up spell/trap you have, the more cards you can wipe out. Different named spells/traps are fine with it being great in Destiny Board, but even in something like a BA variant, you should get +1. Regardless, the Special Summon ability is good enough for me. Keeping a monster on the field maintains field presence and it isn’t a one-time effect. You could lose out on the effect if they negate it or destroy it with something like Bottomless Trap Hole, but you then just forced them to use another card. Crashing this into bigger monsters to set off its destruction ability and Special Summon ability is more practical I think than its counterpart. Each grave effect can only happen if the specific Necrofear was in the Main Monster Zone, and only Curse comes back their on its own.

What have I said before? If you remake cards in different forms they should get better. Dark Necrofear has in this form.

Advanced-4/5     Art-5/5

Until Next Time
KingofLullaby

Crunch$G Avatar
Crunch$G

We end the week off with Dark Necrofear’s new retrain, Cruse Necrofear.

Curse Necrofear is a Level 8 DARK Fiend with 2800 ATK and 2200 DEF. Swapped stats from yesterday is something I like more, and the combination of type and attribute is still approved of. Just like yesterday, this card cannot be Normal Summoned or Set but it can be Special Summoned off any card effect, not just via the effect it has, so it works well with the new Dark Spirit monsters. You can target 3 banished Fiends to Special Summon this card and if you do, said Fiends are returned to the deck. So summoning Dark Necrofear immediately sets up the summon of Curse Necrofear and that’s something I really like. Synergy like that is amazing to have, and banishing your Fiends won’t be hard even outside using Dark Necrofear. During the End Phase, if this card is in the graveyard because it was destroyed in the Monster Zone by the opponent, you can revive this card and destroy cards your opponent controls up to the number of face-up Spells and Traps you control with different names. Obviously meant to work with Destiny Board, but it doesn’t have to be Destiny Board to use this with. Nice the card revives itself and it doesn’t have an on field effect so summoning it with the Dark Spirits won’t matter that they negate the effects, similar to Dark Necrofear as yesterday even though that one has to be properly summoned first. Free destruction that isn’t too hard to pull off and doesn’t target is a good thing to have. Curse Necrofear is a pretty good card and helps making a Necrofear deck worth building and does make mixing these Necrofear cards with the Destiny Board cards more worthwhile, even if they’re still better separated arguably.

Advanced Rating: 3.75/5

Art: 5/5 Uhhhh, you’re fading away.

Dark Paladin's Avatar
Alex
Searcy

Did we not see this coming?  Curse Necrofear is the new Necrofear on the block.  Initially things are the same, Dark/Fiend, Level 8, but the attack and defense swap, (2800-2200) which is a big improvement.  Can only be Special Summoned by a card effect (which we covered in various ways in other reviews earlier this week) so still a similar condition attached.

Also, Targeting three of your Fiends that are removed from play lets you Special Summon this card from your Hand.  If successful, said Monsters return and are shuffled back into your Deck.  That’s fun.  It’s counter productive of the other Necrofear, but still good to return things to your Deck and get a beater out.  And instead of taking control of a Monster when destroyed and sent to the Graveyard during the End Phase…

You can Specials Summon this card instead (again, quick note about the timing and resolution all being correct for that) and then you destroy a number of your opponent’s cards equal to the number of differently named Magic/Trap cards you control.  So this encourages Destiny Board play too, which is cool, but unnecessary in my opinion.  I do still overall consider this a slight upgrade though.  Better attack and destruction anyway

Rating:  4.25/5

Art:  4.5/5  I do prefer the original Dark Necrofear art better.  I like this background better though.  The art here on the body I feel is a bit more vivid, and it does seem to be a bit more of a Spirit.

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