Fallen Paradise
Fallen Paradise

Fallen Paradise
– #SDSA-EN021

Your opponent cannot target “Uria, Lord of Searing Flames”, “Hamon, Lord of Striking Thunder”, “Raviel, Lord of Phantasms”, or “Armityle the Chaos Phantasm” in your Monster Zones with card effects, also those monsters cannot be destroyed by your opponent’s card effects while you control them. If you control “Uria, Lord of Searing Flames”, “Hamon, Lord of Striking Thunder”, “Raviel, Lord of Phantasms” or “Armityle the Chaos Phantasm” in your Monster Zone: You can draw 2 cards. You can only use this effect of “Fallen Paradise” once per turn.

Date Reviewed: 
September 10th, 2020

Rating: 3.83

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,

Fallen Paradise is our Sacred Beast Throwback Thursday choice, and a card now critical to their success.

Not very good until the new support arrived, their own personal Field Spell offers targeting protection and targeting destruction, both good things to have in a Field Spell for an archetype. The draw two effect each turn is incredible. Getting to your support pieces is critical and the added cards will help you not only get to cards to protect Fallen Paradise and your Sacred Beast(s), but also summon more through your support monsters. As stated in previous CoTD entries, Prisma and Phantom of Chaos can copy a Sacred Beast so if you didn’t have one on the field but needed those cards you can go this route. Protection is so important to keeping the Sacred Beasts on the field. Monster outs are so easy and a dime a dozen, but with Fallen Paradise you can make it much harder for your opponent to get rid of your Sacred Beasts, as they will have to use a blanket-style removal or get rid of Fallen Paradise. The card is searchable in many ways and offers so much for the archetype…another card that would’ve been useful when they were first released.

Other archetypes couldn’t have this kind of power in a Field Spell for themselves, but since the archetype here contains 4 monsters so far in the TCG, the dominance is limited.

Advanced-4/5     Art-3.5/5

Until Next Time

Crunch$G Avatar

Throwback Thursday this week has the anime Field Spell for Sacred Beasts that recently came to real life a few years ago: Fallen Paradise.

Fallen Paradise is a Field Spell that gives your Sacred Beasts and Armityle the Chaos Phantasm protection from targeting and destruction effects from the opponent, which is some protection that could of been nice for those 4 to naturally have, but I guess that would of been too good for the time of their release and it’s nice to have it now on a Field Spell. The second effect can be activated if you control 1 of the Sacred Beasts or Armityle the Chaos Phantasm where it lets you draw 2 cards, which can be an outstanding effect to get every turn. Draw 2 is an effect you see with a cost usually on other cards, and here you don’t really have to pay anything, just summon a Sacred Beast. This is the hard once per turn effect, which is fair considering it’s a draw 2 just for controlling 1 monster. It’s a great card for Sacred Beasts that’s now searchable by the archetype outside Terraforming, so you don’t need to stress out having 3, but 1 might be too small still so I’d go with 2.

Advanced Rating: 4/5

Art: 4/5 Someone needs to water that tree.

Dark Paladin's Avatar

Fallen Paradise, a Field Magic, is our Throwback Thursday for the week.  There’s a lot of text on this card, but it’s rather simple.  Your Sacred Beasts, as well as the Fusion of them, become immune to Targeted effects from your opponent.  Which is a good thing, sure, but it still leaves all the non-Targeting effects to get them.  That may seem nitpicky, BUT, it’s worth pointing out.  Any protection is better than no protection though.  Further protection is awarded in the fact they can’t be destroyed by card effects, which does makes things much better, more or less leaving them having to be taken down by Battle, so we’ll give props to that.  Finally, once a turn, if you control a Sacred Beast, or again, the Fusion Armityle, you can Draw 2 cards.  That’s easily the best part of this card, at least in my opinion.  However you bring out 1 or more o the Beasts, or Armityle, you’re likely needing new cards, so even just a turn or two netting that effect should net you some serious gains.  Protection is key, being a Field Magic, so keep it around a while, and you should be great.

Rating:  3.5/5

Art:  4.5/5  For the first time in a minute here, I’m getting good vibes between the name and the picture, and it all fits together nicely today.

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