CXyz N.As.Ch. Knight
CXyz N.As.Ch. Knight

CXyz N.As.Ch. Knight – #LED9-EN004

3 Level 6 monsters
You can also Xyz Summon this card by using “N.As.H. Knight” you control. (Transfer its materials to this card.) Cannot be destroyed by card effects. You can detach 1 material from this card; Special Summon from your Extra Deck, 1 “Number” Xyz Monster that has a number between “101” and “107” in its name, using this face-up card you control as material, but destroy it during your opponent’s next End Phase. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can only use this effect of “CXyz N.As.Ch. Knight” once per turn.

Date Reviewed:  August 26th, 2022

Rating: 3.00

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,

CXyz N.As.Ch. Knight ends our week.

Chaos version of N.As.H. Knight, you won’t be using 3 Level 6 monsters to summon this, like most Chaos versions, you’ll be using its previous form. Protection against card effects regardless of the amount of materials attached to it is great. Lower ATK than you’d like to see, but that is a balancing effort for the upcoming effect.

Same effect as N.As.H. Knight, except instead of attaching the specific “Number” monster as a material to steal an opponent’s monster, Cxyz N.As.Ch. Knight becomes material for that chosen monster and facilitates an Xyz Summon of that monster. While there are better (easier) ways for a few of the monsters between 101 and 107 to be summoned, a few of them aren’t naturally summoned in a WATER deck that has levels based between 3-5, that’s when this becomes handy. No one is likely going through the problems of N.As.H. Knight just to get another Silent Honor ARK with three materials instead of two, especially when it will be destroyed at your opponent’s next End Phase. You are going for something like Galaxy-Eyes Tachyon Dragon for a big attack and negation all in one.

I can see someone using Crystal and Abyss Shark to get to N.As.H Knight to attach something to steal something of their opponents only to summon this and then go for ARK to steal another thing from their opponent, but that seems like a waste, especially if you are going to lose the monster at the end of the opponent’s next turn. I’d say do your best to get to Numeron Dragon if possible with all the Xyz Summoning, as long as you can have at least a Rank 4 on the field alongside it.

I don’t see what is better with the chaos version of N.As.H. Knight. It can become an Xyz Summon of one of those specific monsters that N.As.H. Knight attaches to itself, however you lose it during the opponent’s End Phase, so you’d better make the most of it, and for me that means a big attack.

Advanced-2.5/5     Art-3/5

Until Next Time
KingofLullaby


Crunch$G Avatar
Crunch$G

Wednesday we looked at the card to attach Number 101 to 107 to itself, now we see the card to make use of that ability to use Number C101 to C107 better: CXyz N.As.Ch. Knight.

N.As.Ch. Knight is a Rank 6 WATER Aqua Xyz witht 2000 ATK and 3000 DEF. Again, another really nice DEF stat and combo of WATER/Aqua. Standard materials are any 3 Level 6 monsters, but I doubt you’ll summon it this way. The main way to summon this is to just slap it on top of N.As.H. Knight that you already control, so thankfully no Rank-Up-Magic is required. This cannot be destroyed by card effects, which is good protection on your 3000 DEF wall. Finally, you can detach a material from this card to Special Summon a Number from your Extra Deck with a Number between 101 and 107 by using this and its Xyz Materials as material, of course treating it as an Xyz Summon, but that monster is destroyed during the opponent’s next End Phase. So after attaching 101 to 107 onto your N.As.H. Knight, you slap this on top and then use that effect to summon C101 through C107 with their full effects since they’ll have the required Number attached as material. It getting destroyed during the End Phase might sting if you didn’t end the game already, but Number C101 at least will revive itself on destruction since you should have Number 101 in your graveyard, and then you get a nice 2800 LP gain. Any other Number summoned I imagine is cause you might go for game or want to put your opponent in a tough situation to recover from. It might be a hard once per turn, but N.As.Ch. Knight is a better way to use the Number C monsters besides having the monster on board with the Rank-Up-Magic or relying on hard drawing The Seventh One. It’s support card for the Chaos Numbers, even if it’s just 101 to 107.

Advanced Rating: 3.75/5

Art: 5/5 So I wonder if he resides in N.As.H. Knight?


Dark Paladin's Avatar
Alex
Searcy

More XYZ, and this time in Chaos form to end the week, with CXyz N.As.Ch (why the small letters?) who is a Rank 6, Water/Aqua Monster, with 2000 atk but a mighty 3000 def.  This card requires any three Level 6 Monsters for an XYZ Summon.  As we often see with Chaos forms of XYZ Monster, the non Chaos counterpart can be used for part of the XYZ, and its Material (if any) even transfer over to this card.  That makes a card that wasn’t SO useful earlier in the week a little more so.  Immunity to Card Effects is one of the best Effects a Monster (or card, for that matter) can have in the game, so it’s awesome to see that.  With that 3000 def, it likely didn’t/doesn’t need Battle Immunity, and I’d rather have the Effect Immunity anyway.  Detaching 1 XYZ Material lets you Special Summon a Number XYZ Monster from your Extra Deck (again between 101 and 107) and you use this card as Material, which is good enough (again), but this time, said card is destroyed during your opponent’s (next) End Phase.  (This IS treated as an XYZ Summon, and any Material from this card to transfer, again, over to the new Monster you bring out).  Also, the latter Effect here is Once per Turn.  Okay…you’re investing a LOT of resources, likely in just bringing this guy out.  All those resources, assuming you still have those Material, are going to whatever you bring out with the next Effect…but that’s at least 2 hoops you’re going through, and this guy isn’t so spectacular on its own either.  Whatever you bring out on top of this, assuming you do, could be a game winner for you, so there’s that.  And if you don’t win, or do SOMETHING else with that card, remember, you lose it during the opponent’s next End Phase, and that really leaves a sour taste in my mouth.  A modest card for the end of the week here.

Rating:  2.75/5

Art:  Like most of the art this week, this is a tricky enough one to score.  The background is definitely the winner here, and while I like the look of the Monster, I don’t like the use of color, as it’s (as opposed to contrasting nicely like most of the week) it’s too similar and almost enough so to be lost in its own picture.  3/5


Mighty Vee
Mighty
Vee

Finishing the week is the alleged new boss monster for Sharks, Cxyz N.As.Ch. Knight (I thought I was crazy, but I guess his name is sometimes spelled as Nasch too). Nasch Knight is a Rank 6 WATER Aqua Xyz monster, being very similar to its predecessors N.As.H Knight and Number 101: Silent Honor ARK, though requiring 3 level 6 monsters is a borderline herculean task, so you’ll be relying on its alternative summoning condition most of the time. Nasch Knight has an underwhelming 2000 attack for a Rank 6 monster, though 3000 defense is fine enough.

Mercifully, you can also Xyz Summon Nasch Knight using a Nash Knight, taking all of its Xyz materials as well, which is quite important for its main effect. Randomly, Nasch Knight can’t be destroyed by card effects, which I guess spares it from Torrential Tribute or something, but is largely pointless because of its main effect (yeah, this card is weird). Nasch Knight’s sole activated effect allows you to Xyz Summon any CXyz Number monster from 101 to 107 using it as material, though it gets destroyed during your opponent’s next End Phase. Given the effect of Nash Knight, the plan is obvious; Nash Knight can set up the summon of any of the Barian Chaos Xyz with their appropriate Xyz material. In particular, Number C103: Ragnafinity (quick banish and burn), Number C104: Umbral Horror Masquerade (monster negate, hand rip, and LP halve), and Number C106: Giant Red Hand (non-once per turn blanket negate) are all good choices to make on turn one. Number C107: Neo-Galaxy Eyes Tachyon Dragon is fine to make going second as an OTK tool or boardbreaker, though the triple attack requires 2 tributes. Of course, the elephant in the room is the fact these monsters are destroyed during your opponent’s End Phase; it kind of makes sense given that detaching Xyz materials means they don’t really need to stick around that long anyway, but it just feels like Nasch Knight was overbalanced. Furthermore, Shark combos will often lock you into WATER monsters, and among the Chaos Xyz I listed, only Ragnafinity is actually WATER. It’s certainly an option in Shark decks, but it doesn’t provide much more than your regular WATER Xyz spam.

Advanced: 3/5

Art: 4/5 Pretty much Silent Honor DARK but not as evil-looking, though the pose reminds me of Decode Talker.

 


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