Eldlixir of Black Awakening
Special Summon 1 Zombie monster from your hand or Deck in Defense Position, but if you control no “Eldlich” monsters, you can only Special Summon “Eldlich” monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. You can banish this card from your GY; Set 1 “Golden Land” Spell/Trap directly from your Deck. You can only use 1 “Eldlixir of Black Awakening” effect per turn, and only once that turn.
June 23rd, 2020
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Eldlixir of Black Awakening continues our look at the “El Dorado” deck.
Simply put, this card is amazing. Special Summon from the hand or deck for any archetype in a Normal Spell would be fantastic, combine that with the support Zombies have within the grave and this is a must in 3. Yeah, you get locked into Zombies for the turn, and sure, if you don’t have an Eldlich monster (there’s only one right now) on the field you have to summon one, but they are pretty good. Zombie World also makes everything Zombies, giving you more flexibility with your grave if you had other monsters you wanted to summon that weren’t Zombies. Eldlixir pays for itself with its second effect, not to mention that both effects are deck thin effects. There are only traps for “Golden Land” cards, but getting one means more offense or a protection card for you. The Continuous Traps pay for themselves in the End Phase and if you have that Eldlich monster we were talking about, they give you field advantage. At the very least you’ve got an Eldlich and a trap off one card in one turn, that’s a +1 and you’ve thinned the deck.
If this type of card existed in other archetypes, it’d be banned.
Until Next Time
Eldlich Week now leads us to one of the Eldlixir cards: Eldlixir of Black Awakening.
Black Awakening is a Normal Spell that upon activation lets you summon a Zombie from your hand or Deck, but you can only Special Summon an Eldlich monster off this effect if you don’t already control an Eldlich. It gets you to Eldlich if you don’t have him, or offers value off something like Uni-Zombie or Doomking Balerdroch if you already got the Golden Lord. Either way, you’re locked to Zombies after you use this, which is fine with Eldlich considering you’d do all the non-Zombie stuff first. The second effect lets you banish this card from grave to set a Golden Land Spell/Trap directly from Deck, which is great to avoid Ash Blossom while getting you a resource to interrupt the opponent. You got the Trap Monsters to interrupt the opponent if you have Eldlich while also serving as potential Xyz fodder for Constellar Pleiades maybe, or you got the Counter Trap as an Infernity Barrier while you got Eldlich the Golden Lord. You get one effect per turn, and only once that turn, and that’s fine because you can generate too much advantage off this if it wasn’t there. It’s a great card, even if Scarlet Sanguine has become the preferred Eldlixir. Play 1 or 3 depending on how you want to play with Eldlich.
Advanced Rating: 4/5
Art: 4/5 I take it the Golden Lord is forming here.
From one Magic card to another, here’s Eldlixir of Golden Awakening. Similar to, yet different enough from our card of yesterday. You get a Special Summon of a Zombie from your Hand or Deck in defense position.
Nothing not to like here. If you have a Zombie(s) of Eldlich, it can be ANY Zombie, but if not, it must be one. Like yesterday, you can’t Special Summon outside Zombies the rest of the turn after playing this.
The Free Monster here should lead you to an easy Extra Deck play, so I’m appreciative. Finally, removing this card from your Graveyard from play lets you take and Set a Golden Land Magic/Trap to the Field. A free and honest 1-for-1 is something I’m always in favor of.
Just a hair below yesterday, in my opinion, but still a very solid card.
Art: 4/5 This is rather bland to me but it keeps my attention.
This is a straightforward card that follows the trend lately of generic search/summon cards getting more powerful and less restrictive. It works best in its own archetype, but it also has some value in Zombie decks that use Eldlich cards as an afterthought.
Additionally, it’s banish effect keeps plays going later in the game and adds value to effects that might send it from the deck or hand to the GY.
There isn’t much more to say about this card. It’s got built in balance in it’s Eldlich restriction and the HOPT.
The art is fantastic, as is common among the archetype. The foiling is perfect.
Versatility – 5
Rogue Plays – 5
Art – 5
Balance – 5
Uniqueness – 3
I score this card a 5/5. I can’t think of any reason not to play it in a qualifying deck. It doesn’t add any congestion and is straightforward.
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