Electric Jellyfish
Electric Jellyfish

Electric Jellyfish – #LED9-EN019

You can send 1 “Umi” from your hand, Deck, or face-up field to the GY; Special Summon 1 WATER monster from your hand. When your opponent activates a monster effect, or Spell Card or effect, while “Umi” is on the field (Quick Effect): You can negate that effect, then, you can make this card gain 600 ATK/DEF. You can only use each effect of “Electric Jellyfish” once per turn.

Date Reviewed:  August 15th, 2022

Rating: xx

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,

We’re taking a look at a set I’m not sure how many were excited about: Legendary Duelist Mako Tsunami. Lets begin with Electric Jellyfish, which has some things to be excited about for WATER duelists.

WATER, Aqua monster that involves “Umi”, betcha didn’t see that one coming? Level 4 is pretty standard, Jellyfish gives you a Foolish Burial Goods for “Umi” to get you another Special Summon. You’re likely playing three “Umi” in your Deck (or one of its 4 better counterparts), so losing one wouldn’t be the worst thing, and for a Special Summon from the hand of any WATER monster, yeah, you are gaining rather than losing. As a simple extender this is pretty good, gives you a potential Rank 4 or Link 2, or just another attacker on the board. The extra Special Summon is better the bigger the monster you summon, and in the case of tomorrow’s CoTD, better ability to control your opponent’s moves.

If you do have “Umi” on the field with Electric Jellyfish on the field you get a nice monster or Spell negation, as well as a permanent 600 ATK/DEF boost. While it won’t destroy, the negation will be enough to deal with the Spells, while you could use Jellyfish to negate something like a hand trap. The ATK/DEF boost being permanent lends to keeping Electric Jellyfish around, as after two negates it will be a 2600ATK/DEF Level 4 that can negate each turn, wow. First turn Jellyfish and “Umi” can be a thorn in your opponent’s side, especially alongside tomorrow’s CoTD.

Electric Jellyfish may need to send away “Umi” to be an extender, but with it, it becomes more of a valuable monster to keep on the field. What copies of “Umi” are you playing? Guarantee not the original one, depends on what strategy you have, but if you are, this is one monster you want to be running, even if it is dependent on the Field Spell.

Advanced-3/5     Art-4/5

Until Next Time
KingofLullaby


Crunch$G Avatar
Crunch$G

We’re going under the sea for a few weeks and looking at some of the new WATER Duelist Pack cards starting with all of Mako’s retrains as Jellyfish now becomes Electric Jellyfish.

Electric Jellyfish is a Level 4 WATER Aqua with 1400 ATK and 1700 DEF. Not the greatest stats, but I do like how they’re Jellyfish’s stats with the Umi boost. Also WATER/Aqua go well together. First effect lets you send an Umi from your hand, Deck, or face-up field to the graveyard Special Summon any WATER monster from your hand. It’s a decent way to get your bigger WATER monsters out of the hand without Tribute Summons, and there’s so many cards that treat themselves as Umi that you should have options to pitch. Second effect triggers as a Quick Effect when the opponent activates a monster effect or a Spell Card/effect, letting you negate that effect and then you can make this card gain 600 ATK/DEF. I mean, I don’t know why you’d turn down the boost on stats this low, but this negates pretty much anything that isn’t a Trap, so that’s great. Hard once per turns are present of course, but Electric Jellyfish is still a better version than the original vanilla, but the bar was never high.

Advanced Rating: 3.5/5

Art: 4/5 It’s literally a Jellyfish, like what do I say?


Dark Paladin's Avatar
Alex
Searcy

Directly, indirectly, coincidentally, or otherwise (I’m assuming indirectly this is) a retrain of the vanilla Jellyfish, here’s Electric Jellyfish (also a popular IPA across the southwest according to Google) is a Level 4, Water/Aqua Monster, with middling stats at 1400/1700…I kinda feel like the Electric part should make this a Thunder Monster, but despite my wanting to go 1/5 for that conundrum alone, but in fairness, let’s not immediately do that.

A 1-for-1 discard of Umi or face-up from your Field lets you Special Summon any Water Monster from your Hand.  Most Water Decks don’t use or need to use Umi, but that’s still a nice, quick way to drop a Monster, likely a big one, from the Hand.  A Quick Effect increases the atk/def of this card by 600 (2000/2400 now) which allows you to Negate the Effect of an opponent’s Monster/Magic or Effect, so long as Umi is on the Field.  The over and unnecessary dependence on Umi here is troubling, but the Effects, even at Once each per Turn, troubles me.  

The card IS decent, and Umi is easy enough to fetch and use, but being forced to use it just for these Effects, which you can get other ways, even through other Monsters in your Water Themes, looms heavily.

Rating:  3/5

Art:  3/5 too…the color is great, and the electricity is clearly present, so it is what it is.


Mighty Vee
Mighty
Vee

This week we’re leaving behind Dimension Force to cover the new anime support introduced in Duelists of the Deep; Electric Jellyfish starts our coverage of Mako Tsunami’s new Umi cards. I’m not much of an Umi expert, but my good pal Brenn is, and he’s got quite a bit to say about these new cards. Much like the original Jellyfish, it’s a level 4 WATER Aqua monster. Statwise, it has a fairly mediocre 1400 attack and 1700 defense, which at least is 200 higher than the original (coincidentally, that is what the original’s stats would be under the Umi Field Spell!). Being a level 4 WATER monster is always nice, giving it natural synergy with Shark decks and the ever-increasing pool of Rank 4 WATER monsters. Like the rest of the Umi crew, you can search it with Fish Sonar, so it’s relatively easy to access.

Both of Electric Jellyfish’s effects are a hard once per turn, so unless you’re Xyz summoning, getting out multiple Jellyfish will probably be pointless. Jellyfish’s first effect lets you send an Umi (or A Legendary Ocean, which you usually will be sending instead) to the Graveyard from your hand, deck, or face-up on the field to Special Summon any WATER monster from your hand. As modern Umi decks run quite a few monsters that can’t be Normal Summoned (hint hint for future cards this week), this is a great effect for getting out your big guys with relatively little hassle. While Umi doesn’t do much by itself in the Graveyard, you can always recycle it with Sea Stealth Attack, and there’s a monster TCG doesn’t have yet that can recycle Umi as well. Jellyfish’s other effect, bizarrely, is a monster or Spell negate as long as Umi is on the field, with the bonus of granting Jellyfish a permanent boost of 600 attack and defense. While still not too high, it is a nice bonus for Jellyfish’s disruptive pressure, and as a control-based deck, just a liiittle more attack can help close games faster. Jellyfish doesn’t really jumpstart any combos by itself, but in a deck with a lot of flexible 2 card combos, it’s not much of a concern. Overall, a great start to Umi week; no reason not to run 3 of them.

Brenn’s corner: Electric Jellyfish is 5/5. Like the other cards he’s one of those automatic three-off staples in the deck, and is generally the better normal summon than Kairyu Shin since you can do that consistently and get extra interruption off it to boot. Milling A Legendary Ocean also has occasional use to access it immediately with Sea Stealth Attack.

Advanced: 4/5

Art: 3.25/5 He’s an electric jellyfish, pretty cut and dry.


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