Joker's Straight
Joker’s Straight

Joker’s Straight – #KICO-EN004

Discard 1 card, Special Summon 1 “Queen’s Knight” from your Deck, add 1 “King’s Knight” or “Jack’s Knight” from your Deck to your hand, then, immediately after this effect resolves, you can Normal Summon 1 monster. You cannot Special Summon monsters from the Extra Deck for the rest of this turn, except LIGHT Warrior monsters. During the End Phase, if this card is in your GY: You can target 1 LIGHT Warrior monster in your GY; shuffle it into the Deck, and if you do, add this card to your hand. You can only use each effect of “Joker’s Straight” once per turn.

Date Reviewed:  August 18th, 2021

Rating: 2.75

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,

Joker’s Straight was, like Imperial Bower before, needed when the archetype was released. Having to get to King’s Knight, then have Queen’s Knight on the field was so slow and took two turns unless you used other cards like Shining Angel to Special Summon Queen’s Knight, then Sangan/Witch to get your King’s Knight. A 2-for-2 that gets you all the pieces you need for Arcana Knight Joker or the Link 3: Arcana Extra Joker. Locks you into LIGHT Warrior Monsters from the Extra Deck for the rest of the turn, so do anything with the Extra Deck beforehand. Your Normal Summon doesn’t even have to be Jack’s or King’s Knight, but of course you’d summon the King’s Knight you searched. You won’t search Jack’s Knight because King’s Knight can get it from the deck or use Joker’s Knight to become Jack’s Knight. Cycle back effect like Joker’s Knight and get a LIGHT Warrior back to your deck ensures you won’t have to run three copies of each card. This card, along with Imperial Bower also set up Friday’s card: Arcana Triumph Joker, which we’ll discuss later.

It is nice to see constructive support that ties all loose ends together for this archetype. Speed has been addressed, the need to run 3’s of each knight has been addressed, giving them more options to get to Arcana Knight Joker has been addressed.

Advanced-3/5     Art-4.5/5

Until Next Time

Crunch$G Avatar

Now they’re just giving you the Poker Knight combo on a sliver platter with Joker’s Straight.

Joker’s Straight is a Normal Spell that discards a card, not as cost likely to still make you discard when you copy this with the Trap, to summon Queen’s Knight from the Deck and then search for either King’s or Jack’s Knight, then you can immediately Normal Summon a monster. Downside is you are locked to Special Summoning LIGHT Warriors for the rest of the turn. So basically take your Queen’s, King’s, and Jack’s Knight and get them on the field without using the turn’s proper Normal Summon. Limiting the Special Summon probably doesn’t matter considering the intent is likely to summon any of the Arcana bosses or to try and Tribute Summon your Egyptian God. LIGHT Warrior overall is kind of restrictive, but there’s good cards still like Constellar Pleiades and the Utopia monsters. We also see the same effect to recover this card as we did with Joker’s Knight, so you can refill your hand to make your Slifer less likely to fall over to a slight breeze in battle. Hard once per turns like Joker’s Knight as well. Literally streamlining the Poker Knight combo seems nice on paper, just running the Poker Knights is the worst part about it. It’s good for what it intends to do at the very least, and certainly you use 3 to get the field presence.

Advanced Rating: 3.5/5

Art: 5/5 Alright, seeing the Knights together like this is actually somewhat cool.

Dark Paladin's Avatar

Joker’s Straight…this card is just on the cusp of wanting to be good, but they made it too clunky and overly restrictive in the text.  The Knights ARE NOT that powerful they need to be nerfed in their support like this.  Honestly, the discard to start this whole thing is the worst part of this card.  You’re all ready giving up this card (plus that discard) just to specifically Special Summon a Queen’s Knight (of course it can’t be ANY) but they make you jump through specific hoop after specific hoop here, and it’s just absolutely unnecessary.  You get one of the male Knights to your Hand after this, one of which can be NORMAL Summoned (which IS good for King) and can give you all three in a Turn.  It needlessly locks you out of the Extra Deck, save your Light/Warrior Monsters, which I count as detriment here (I usually don’t, but given the unneeded specifics and other restrictions, here, it’s a con).  They could’ve picked locking you into Light OR Warrior even, but alas, not.  The same cycle Effect is here at the end too where at the End Phase this can return to your Hand by Shuffling a Light/Warrior back into your Deck.  Honestly, I’d stick with yesterdays card over this.  Just too complicated and unnecessarily restricting here.

Rating:  1.75/5

Art:  I do appreciate this pic a lot, especially the energy and cosmic feel on top.  4/5

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