Diabellze the Original Sinkeeper
Diabellze the Original Sinkeeper

Diabellze the Original Sinkeeper – #LEDE-EN012

If a “Sinful Spoils” card is in either player’s GY, you can Special Summon this card (from your hand). You can only Special Summon “Diabellze the Original Sinkeeper” once per turn this way. Your opponent must Set Spell/Trap Cards before activating them. If a Spell/Trap becomes Set on the field, while this card is in the Monster Zone (except during the Damage Step): You can target 1 card you control and 1 card your opponent controls; destroy them. You can only use this effect of “Diabellze the Original Sinkeeper” once per turn.

Date Reviewed:  June 28th, 2024

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

Hello Pojo Fans,

Diabellze the Original Sinkeeper is the rival and former friend of our game’s current waifu Diabellstar.

Incredibly easy to Special Summon, needing only a Sinful Spoils in either player’s graveyard (mirror match potential). Not to shabby for a 2500ATK Level 7. While on the field, Sinkeeper forces your opponent to set Spell/Trap cards before activating them (Dark Simorgh and this turn one hurts pretty much every deck in the game). Setting cards before being able to activate them slows the opponent down drastically depending on the deck. Sky Striker, Runick, and even its own archetype (Snake-Eyes) would hate this card. On top of that, this locks out Spell/Trap cards that are in the grave so no banishing to activate effects that many MANY Spell/Trap cards now have as secondary effects.

If your opponent were to set a Spell/Trap to the field to placate that constriction, Sinkeeper can target a card on each side and destroy them. With Snake-Eyes ability to continually fill the Spell/Trap Zone with cards that shouldn’t be too bad of a trade, especially if your opponent is hard-pressed on resources or attempting to force past the restriction of Sinkeeper. Destruction ability during either turn means your opponent is losing at least one card every turn they try to set. Choosing what you want to lose when Sinkeeper is on the field is key. The player controlling Sinkeeper can wait for the opponent to finish setting cards to activate the ability, or pull the trigger straight-away. That is where the chess match really begins.

Diabellze the Original Sinkeeper is quite the addition to the Diabellstar/Snake-Eye archetype, much like how Snake-Eye Diabellstar is. Easily summoned, controlling aspect on the field, spot destruction that is 1-for-1 for the most part, and works with the Sinful Spoils cards. Despite being rivals now they work pretty well together.

Advanced- 4/5     Art- 4/5

Until Next Time,

Crunch$G Avatar

The week ends off with the sister of Diabellstar, or they’re related somehow to the lore, anyways it’s Diabellze the Original Sinkeeper.

Diabellze is a Level 7 LIGHT Illusion with 2500 ATK and 2000 DEF. Fine overall stats on a Level 7, LIGHT is pretty good, and it’s good to see Konami keep doing things with the Illusion typing. If a Sinful Spoils card is in the graveyard, you get to Special Summon this from the hand, which is a super easy Special Summon condititon to achieve with Diabellstar searching your Sinful Spoils out, and the main card to search for her being a Sinful Spoils itself. You can only summon Diabellze once a turn this way. Your opponent must set any Spells and Traps before activating them, which for Traps you kinda have to do anyways besides maybe using this to dodge Imperm. For Spells, setting them doesn’t really stop you from immediately activating it after unless it’s a Quick-Play Spell, so you at least shut those off. If comboed with Anti-Spell Fragrance or Dark Simorgh, I can imagine this being a strong way to prevent the opponent from using any Spells and Traps and having to rely on just monsters, though again the first card mentioned is Limited now and the other is super niche. If a Spell/Trap is Set while this is in the Monster Zone, you can target a card you control and a card the opponent controls and destroy them. It’s a nice way to at least prevent one of the opponent’s Spells from being activated potentially, but they could always set a bluff first, so it’s easy to play around. Hard once per turn on this effect, so you aren’t just shutting off the opponent’s Spells entirely if you can keep up the fuel to destroy for this. Diabellze is an interestingly designed card that you don’t really see everyday. She lacks the standard Illusion effects we’ve previously seen, but the effects she does have somewhat goes hand-in-hand with Diabellstar setting the Sinful Spoils cards from Deck, so synergy is there. You can also use this as a generic Illusion monster in Chimera, which did also get Nightmare Apprentice recently. Fine card I can imagine seeing more of in the future.

Advanced Rating: 3.75/5

Art: 4.5/5 I expect a lot more great artwork involving her in the future.

Mighty Vee

Misplaced fears abound as we end the week with Diabellze the Original Sinkeeper, a new player in the Diabellstar lore. Fittingly, it mirrors Diabellstar the Black Witch as a level 7 LIGHT Illusion monster, and it’s searchable with Nightmare Apprentice as well as accessible with Sinful Spoils Subdual. Diabellze also takes a page out of Diabellstar’s book stat wise, also packing the decent but relatively low protagonist stat spread of 2500 attack and 2000 defense; maybe it should’ve had rival stats instead? Then again, I guess that’s what Flamberge was for…

Diabellze can Special Summon itself from the hand once per turn as long as either player has a Sinful Spoils card in their Graveyard. I’m always a fan of high-level monsters that can field themselves, though this does mean Diabellze is more or less limited to decks that can run Sinful Spoils or Labrynth (like we said for Subdual!). Mirroring yesterday’s Dark Simorgh, Diabellze will force you opponent to set Spells and Traps before activating them, making it a much weaker version of Anti-Spell Fragrance because your opponent can simply set their Normal, Continuous, and Field Spells and flip them immediately (in fact, you would need Dark Simorgh and Diabellze to replicate the effect). Diabellze’s final effect triggers if any Spell or Trap is set, letting you target and destroy one card on both sides of the field. This finally made me realize that’s what Subdual’s Graveyard effect is for, since it’ll effectively turn Diabellze into a quick pop if you can manage to trigger it. Otherwise, it’s a nice disruption that at least can potentially stop one of your opponent’s backrow, though it’s a bit of a gamble considering they can easily bait it out (you won’t know what they set, after all). Contrary to fears of Diabellze being “a new and more expensive Anti-Spell Fragrance”, it takes more effort to field and brings a much weaker effect as well. Outside of being a tech for Labrynth and Sinful Spoils, it’s still a card to keep an eye on since Diabellstar lore is still ongoing; who knows what support lies in the future!

+Floodgate can cheese decks that rely on Quick-Play Spells 
+Can destroy backrow before they can activate
-Easily baited
-Largely useless against monster-heavy decks

Advanced: 3.5/5
Art: 4.25/5 It’s not very obvious in her regular artwork, but she and Diabellstar having sharp teeth give me Studio Trigger vibes…

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