Horus the Black Flame Deity
Horus the Black Flame Deity

Horus the Black Flame Deity – #PHNI-EN018

If you control a “Horus” monster and “King’s Sarcophagus”: You can reveal this card in your hand, then send 1 card from your hand or field to the GY; send 1 card on the field to the GY. If a face-up “Horus” monster(s) you control, except “Horus the Black Flame Deity”, or a face-up “King’s Sarcophagus” you control, leaves the field by an opponent’s card effect (except during the Damage Step): You can Special Summon this card from your hand, then you can send all other monsters on the field to the GY. You can only use each effect of “Horus the Black Flame Deity” once per turn.

Date Reviewed:  March 6th, 2024

Rating: 3.17

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,

Horus the Black Flame Deity is the retrain of the legendary Horus LV8.

Was wondering if they would remake Horus LV8 in the “Sons of Horus” archetype, and while there’s certainly power behind this monster, it is hard to attain that level of control Horus LV8 possessed. Reveal to perform a 1-for-1 trade with yourself and your opponent (most likely). I say “most likely” because there are times you want to send multiple things to the grave and Horus can do that for you. Hand or field for you increases your resources to use, and with King’s Sarcophagus, you can just bring back any Son of Horus you send to the grave. You’ll need King’s Sarcophagus and a Horus to activate this effect, but with the archetype revolving around that Continuous Spell, it isn’t a stretch to include it in the text. This trade can easily end up being a nothing lost for you with King’s Sarcophagus, and “sending” versus “destroy” is always the best option.

Now onto the destruction. If your opponent were to destroy a Son of Horus or your King’s Sarcophagus, you finally have a card to punish them. Special Summon Horus the Black Flame Deity from the hand and send all monsters on the field to the grave. Once again, sending versus destroying, always good. Burning the field of monsters shouldn’t hurt you because next turn your King’s Sarcophagus will replenish your field with any Horus monster if you have, and this interacting with your opponent on their turn will halt their momentum in an instant and leave you with a 3000ATK vanilla after that. Canopic Protector can Special Summon this in response to an opponent’s monster effect, but you won’t get any destruction off of that. Its Level 8 status aligns with the Sons, enabling it to be included in any Rank 8 summons, though you would need Canopic to Special Summon it back once it hit that grave, while King’s Sarcophagus would be used for your Sons of Horus monsters.

Not involving King’s Sarcophagus in being able to bring Horus back probably was a good thing, even if it wouldn’t get its destruction ability, 3000ATK is still 3000ATK. The reveal in the hand is Ignition, so no interaction with the opponent on their turn there, but still helps to clear the way by eliminating a card. The destruction is fantastic, and it being a response to an opponent destroying a Horus or King’s Sarcophagus during either turn is great. You are most likely to lose something during your opponents turn unless your opponent has an established field already, and if they do, that’s just more stuff for you to destroy by drawing out an effect to trigger Horus. A pretty good retrain, but not as good as its predecessor…even if it was a Level monster.

Advanced- 3.5/5     Art- 4.5/5

Until Next Time,
KingofLullaby


Crunch$G Avatar
Crunch$G

Midweek we get a brand new retrain to the classic Horus the Black Flame Dragon LV8 to go with the new Horus cards properly: Horus the Black Flame Deity.

Black Flame Deity is a Level 8 FIRE Dragon with 3000 ATK and 1800 DEF. Strong ATK, FIRE is pretty good, and Dragon is great. First effect can be triggered if you control a Horus monster and King’s Sarcophagus, letting you reveal this card in your hand and makes you send a card from your hand or field to the graveyard to then send any other card on the field to the graveyard. It’s one-for-one removal that doesn’t target and destroy, which is nice. Controlling King’s Sarc is easy now that we have a Field Spell that treats itself as said card on the field, and the Horus monsters are then very easy to revive. This is also searchable due to said Field Spell, so that’s another plus. If a face-up Horus monster(s) you control that isn’t Black Flame Deity, or King’s Sarcophagus you control leaves the field by an opponent’s card effect, you can summon this card from the hand and then you can send all other monsters on the field to the graveyard. Basically a nuke of the rest of the field if the opponent gets rid of a Horus monster or your King’s Sarc, but if you used the reveal effect previously, or searched for this, then it isn’t much of a surprise and the opponent can just play around it. Hard once per turn on each effect. It’s a fine card, but doesn’t feel necessary in everything running Horus. More dedicated Stun variants might benefit from running the card, especially if you have the Field Spell to search it so you can have it on demand. It’ll be a 1-of if you do run it, but overall it isn’t terrible.

Advanced Rating: 3/5

Art: 4.5/5 Still hope for a proper retrain of the Horus the Black Flame Dragon that goes with its original playstyle.


Mighty Vee
Mighty
Vee

Horus attempts to become a full-fledged deck with the arrival of its official boss monster, Horus the Black Flame Deity, a level 8 FIRE Dragon monster in line with its original version, sharing its solid 3000 attack (and mediocre 1800 defense as well). It’s mainly searchable with their new Field Spell, Walls of the Imperial Tomb, though if you really wanted to it’s also a valid search target with Melody of the Awakening Dragon.

Horus’s effects ironically have nothing to do with the original Horus, both of them being hard once per turn. The first effect can be activated while Horus is in your hand and you control both King’s Sarcophagus and any Horus monster, letting you send any card from your hand or field to the Graveyard then send any card on the field to the Graveyard. Non-targeting removal is always nice to have on hand, and in Horus decks that drawback can quickly turn into a combo play. I kinda wish it was a Quick Effect, because it doesn’t synergize at all with its other effect: Horus can Special Summon itself from your hand if another Horus monster except a copy or itself or King’s Sarcophagus leave the field by your opponent’s card effect, letting you send all other monsters on the field to the Graveyard in the process. On paper, this looks like a strong nuke, especially since you can easily revive your Horus monsters for free. In practice, it’s not reliable at all considering you are banking on your opponent to trigger it, allowing them to prepare for it. Of course, it’s not easy to get rid of Horus monsters without triggering Horus itself, but this assumes you are playing pure Horus as intended, which isn’t a bad deck per se, but there’s a reason it’s not meta! Perhaps what makes me most mad about this card is that Horus can’t revive itself from the Graveyard, effectively ruining the point of the archetype and making it a removal tech at best in the archetype, rather than a true boss. It’s still a decent card for pure builds, but pure Horus needs a lot more help if it wants to rise beyond being an engine.

+Non-targeting removal can quash pesky monsters
+Strong nuke effect that’s hard to avoid in pure builds
-Hard to summon without relying on your opponent
-Bizarre lack of Graveyard effects on a card in a Graveyard archetype

Advanced: 3/5
Art: 4/5 I dare say, Horus looks good with gold trims.


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