
Diabellstar Vengeance – #ALIN-EN011
(This card is always treated as a “Sinful Spoils” card.)
You can banish 1 Spell and 1 Trap from your hand and/or GY; Special Summon this card from your hand or GY. (Quick Effect): You can pay half your LP, then target 1 card your opponent controls; destroy it, then if another “Diabell” Monster Card is on the field, you can Special Summon 1 Tuner Synchro Monster (Illusion or Spellcaster) from your Extra Deck. You can only use each effect of “Diabellstar Vengeance” once per turn.
Date Reviewed: July 25th, 2025
Rating: 3.75
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,
Diabellstar Vengeance is something I would expect to be a Dragon-Type rather than a Fiend, but regardless, she ends our week looking into the new support for White Forest.
A full-on Sinful Spoils version of our favorite new waifu, Diabellstar Vengeance will always be treated as a Sinful Spoils card. Cards like Dramatic Snake-Eye Chase can set this into the Spell/Trap Zone and Special Summon it all in the same turn, even if it would be in the End Phase for her Special Summon. If that isn’t what you want, Diabellstar Vengeance has her own Special Summon ability and banishing a Spell & Trap from the hand or grave is a pretty simple effect to come by, especially when the targets for banishing don’t have to be Sinful Spoils cards. With many of the traps played in today’s game being from the hand and universal to play (staples), this effect is as easy as playing Infinite Impermanence during the opponent’s turn, then searching Vengeance out with WANTED and banishing both. Like her previous form, she is easy to summon.
Paying half your LP during either turn to pop a card your opponent controls is a simple, useful effect. No one is going to have problems paying half their LP each turn to destroy a card their opponent controls or force out a negation. Disrupting their combo or plays in general is more important than maintaining a high LP. As an added bonus, if you have another “Diabell” monster on the field you can Special Summon a Tuner Synchro Monster from the Extra Deck. Not all of them are available though, only Illusion or Spellcaster Types (as per the archetype theme), but even with just that leaves three in the archetype, Ib from yesterday, the new version of Poplar, T.G. Wonder Magician, and even a Centur-Ion monster: Primera Primus. Of all those choices outside the archetype, only Wonder Magician grants you advantage, with the ability to Synchro Summon during the opponent’s turn, as well as drawing a card when destroyed, while the others need to be Synchro Summoned to gain effects. This won’t always be an applicable effect of Diabellstar Vengeance, but with the ability to Special Summon Diabellze and Diabellstar relatively easy, you may have more chances of getting to the archetype Synchro Tuner than you think.
Continues the flow of the archetype through Synchro Summoning by getting you to a Tuner Synchro if you have one of the two archetype storyline monsters on the field, easy to Special summon, and easy to come by spot removal available each turn to interact with your opponent’s moves. Diabellstar Vengeance is out for blood and she is likely always going to get it. She can be played outside her archetype for just the Special Summon ease and spot removal alone, and as a Level 8 gains some better options for Xyz plays. Could see her outside the archetype, but right now her biggest advantage is there and it is showing.
Advanced- 4/5 Art- 4.5/5
Until Next Time,
KingofLullaby

Crunch$G
We end the week off with Diabellstar reaching her final form with Diabellstar Vengeance.
Diabellstar Vengeance is a Level 8 DARK Fiend with 2500 ATK and 2100 DEF. Fine stats for a Level 8, DARK is great, and Fiend is nice. This is always treated as a Sinful Spoils card, making it extra searchable and able to be used with Azamina cards to summon the Fusions. You can banish a Spell and a Trap from your hand and/or graveyard to Special Summon this card, which is easy enough to do for White Forest with using their Spells & Traps as costs for their effects, or combining the new Diabellze with the new Diabell Spell and Trap we’ll see next week. We got a Quick Effect to pay half your LP to target a card the opponent controls to destroy it, then if you have another Diabell on the field you get to summon any Spellcaster/Illusion Synchro Tuner from your Extra Deck. The removal is nice, though costly in terms of LP, but it can be worth it if you hit the right monster. If you got another Diabell, which is likely with the White Forest boss Synchro or Diabellze 2, you can get to Poplar of the White Forest to use that and this or your other Diabell to make a Level 12 Synchro on the opponent’s turn, or if you kept the original Diabellstar on the field, you can go for a Level 11 like Juraishin. HOPT on both effects, of course. Diabellstar Vengeance is a strong card for White Forest mainly, being searchable in the combo since accessing Diabellze the White Witch is easy and she gets you access to this via her effect and the new Diabell backrow. It already requires bricks to run this, though, so it’s a 1-of in White Forest as well as some interesting Diabell Trap Decks and Regenesis variants.
Advanced Rating: 3.5/5
Art: 4/5 The dragon armor is a very interesting choice.

Mighty
Vee
We’ve been spoiling it all week because it’s almost impossible to talk about the other cards without mentioning it, so without further ado, our final card of the week is Diabellstar Vengeance, the newest and currently final form of Diabellstar the Black Witch. Vengeance is a level 8 DARK Fiend monster, making it the first and only viable Fiend Fusion material for Azamina Moa Regina. You’re meant to search it with Filia Diabell, but it’s a lot more effective to weave it into your combos, so you’d rather search it with Elzette, Azamina of the White Forest or Azamina Mu Rcielago– which you can do thanks to its name clause! Diabellze the White Witch is also an excellent way to access it, and it can enable its summoning condition too. Vengeance keeps the traditional Diabellstar stats, with 2500 attack and 2100 defense. I would’ve preferred a slight stat boost, but I can’t complain.
Like I mentioned, Vengeance has a name clause to make it a Sinful Spoils card as well, so you can search it with Azamina Elzette and Mu Rcielago to seamlessly incorporate it into combos. Vengeance comes with 2 hard once per turn effects, the first letting you Special Summon it from your hand or Graveyard by banishing 1 Spell and 1 Trap from among your hand and Graveyard. If you’re playing it in White Forest and its hybrids, you’ll almost always have a Spell in the Graveyard. Getting a Trap in circulation is a bit trickier since it requires you to go through a few hoops, but at least White Witch can send Curse of the Diabell so you can take advantage of its banish effect to get Filia Diabell for more backrow fodder. Summoning Vengeance will get easier as the duel goes on and you fill the Graveyard with more and more backrow, but it’s something to keep in mind, especially in builds that run very few Traps. Vengeance’s other effect is the real meat of this card, a Quick Effect that’ll let you pay half of your Life Points to target and destroy 1 of your opponent’s cards, and as a bonus, if you control any other Diabell monster, you can Special Summon a Spellcaster or Illusion Tuner Synchro monster directly from your Extra Deck. While halving your own Life Points is rather brutal, it’s well worth it for the disruption, and this is the main way you’ll summon Poplar of the White Forest and go into level 11 or 12 Synchros– Snake-Eyes Vengeance Dragon and Juraishin, the Cursed Thunder God being pretty popular. If you don’t need those guys, it’s perfectly fine to summon Silvera, Wolf Tamer of the White Forest for disruption too. Vengeance takes a bit of work to get out, but it sets up 2 disruptions all on its own, and that’s not even counting the combo potential going second with Filia Diabell. If you’re committed to the package, you only need 1, though in my opinion it’s not strictly necessary since White Forest has so many flexible hybrids.
+Basically sets up 2 disruptions by itself
+Can generate a lot of advantage as the duel goes on
-Requires heavy comboing to summon reliably
-Halving Life Points too much can be dangerous in longer duels
Advanced: 3.75/5
Art: 3.5/5 I get what they’re doing here though I can’t say she rocks that armor too well.
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