Exosister Vadis
Exosister Vadis

Exosister Vadis – #GRCR-EN024

Pay 800 LP; choose 1 “Exosister” monster from your Deck, then take 1 other “Exosister” monster from your Deck that is mentioned on that monster, and Special Summon both, but shuffle them into the Deck during the End Phase, also for the rest of this turn after this card resolves, you cannot Special Summon monsters from the Extra Deck, except “Exosister” monsters. You can only activate 1 “Exosister Vadis” per turn.

Date Reviewed:  March 9th, 2022

Rating: 3.38

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,

Exosister Vadis is the one trap currently in the archetype.

800 LP cost is consistent with all Exosister Spell/Trap. Does what Pax does, but double-time and only for Exosister monsters. Locking yourself into Exosister monsters for the turn isn’t bad when you get to Special Summon two monsters for 800LP, have both of them trigger off each other for their 800LP gain (because of you have to search the other mentioned on the first one’s text). Shame that none of their better effects will trigger because they aren’t automatic like that, but that’s okay because you are getting two monsters for 800LP from the deck, so double deck thin. Cycling them back at the End Phase can happen, but you are going to Xyz Summoning with them if you use Vadis on your turn, and they likely will end up as defensive monsters on your opponent’s turn, unless they trigger the one-card Xyz Summon effect each have…which would be pretty dumb of them.

A trap that is much better on your turn than your opponents turn. Defensive capabilities yes, and at worst you lose the monsters you summoned. On your turn Vadis is a double search and Exosister Xyz Summon.

Advanced-3/5     Art-4/5

Until Next Time
KingofLullaby


Crunch$G Avatar
Crunch$G

Now it’s time for our archetypal Trap card, and one that helps you get more Exosisters on board as well: Exosister Vadis.

Vadis is a Normal Trap that lets you pay 800 LP to take an Exosister monster from your Deck to Special Summon it alongside the Exosister mentioned in the summoned monster’s text from the Deck, but they’re shuffled into the Deck during the End Phase and for the rest of the turn after this card resolves, you can only summon Exosisters from the Extra Deck. Best time I can imagine using this is most likely when the opponent is about to move a card from either graveyard, resolving this to get the sisters so they can trigger their effects to go into your Xyzs on the opponent’s turn and avoid returning them to the Deck, otherwise I’d wait til your turn just so you can make an Xyz the original way, which would be where you feel the lock to the archetype, but their Xyzs aren’t that bad really. Another case where it’d be nice if we had cards in archetype to force the opponent to move cards from either graveyard so it’s easier to trigger the Exosisters. Either way, it’s a fine card to put a few copies of in the Deck. Having a free Xyz is never that bad.

Advanced Rating: 3.5/5

Art: 4.5/5 Looks like the sisters found something.


Dark Paladin's Avatar
Alex
Searcy

These ladies LOVE their Special Summons.  Exosister Vadis, is similar to, while still managing to be different enough to Pax, to be its own thing.  The game here is the same, the rules just changed a bit.  For 800 Lifepoints, you choose an Exosister in your Deck, than another mentioned in the text of said card, Special Summon both, and shuffle them into the Deck at the End Phase.  Which means nothing, because you’re obviously XYZing them (or perhaps just using them as defenders, whatever the situation may warrant) and this does also keep you from Special Summoning non Exosisters from your Extra Deck for the Turn (no harm on their Turn, and meaningless on yours too).  It can’t fetch you a Magic or Trap piece like yesterday, and it’s slower being a Normal Trap here, opposed to the Quickplay yesterday.  Pax remains a 3 of in the Deck.  This, I’d honestly use 1, if any…there’s going to be a time you may need that extra pinch of speed.  But this is nothing to Pax, but if you’re not using 1, keep one in your Side if you have room, it’s not at all worthless.

Rating:  3/5

Art:  4/5  Good luck ladies


Mighty Vee
Mighty
Vee

Following up on Exosister Pax is another bread and butter backrow for Exosisters, the trap card Exosister Vadis. Like Pax, it’s a hard once per turn and can be searched by Pax or Exosister Mikalis. Once again, by paying 800 LP (I get why P.U.N.K.s do this, but why Exosisters?) you can special summon 2 Exosister monsters from your deck with different names, with the second one being mentioned on the first one’s text. This means you’ll be picking either Exosister Elis and Stella or Irene and Sophia. As Irene and Sophia are arguably the least useful ones in the hand, you’ll probably want to pick them for this effect (they can all turn into each other’s XYZ forms anyway). As a consequence, you’ll have to shuffle them back into the extra deck during the end phase if they somehow didn’t get destroyed or trigger their XYZ summons, and you’re limited to summoning Exosisters from the extra deck for the rest of the turn. Unless you’re running a strange hybrid build with Crystrons, you’ll usually be using Vadis on your opponent’s turn, so the extra lock is fine. The trap’s main purpose is, naturally, getting out two Exosister bodies and punishing your opponent’s graveyard plays. If you manage to scare your opponent into passing and you still have Vadis set, you can even use it on your own turn and make plays as normal, though the Exosister lock will hurt a lot more this time. While predictable, it is a decent deterrent, though tragically it is vulnerable to Ash Blossom & Joyous Spring so relying solely on it probably isn’t a good idea. Overall a very strong trap for the archetype. 

Advanced: 4/5

Art: 3.5/5 “Who you gonna call? Ghostbusters!”


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