Date Reviewed: July 10, 2018
Ratings are based on a 1 to 5 scale.
1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Knightmare Unicorn wraps up our Knightmare coverage for now.
A Link 3, needing 2+ monsters with different names, you can easily make this with a Link 2 Knightmare and another monster. 1-for-1 bounce ability of any card on the field. Handy to avoid monsters that benefit off destruction. Unicorn has a different co-link ability than other Knightmare monsters. You get an additional draw for each Knightmare that is co-linked with a different name. This can lead to a big turn for you if you already have an established board with your co-links. This co-linked with another Knightmare nets you a +2. The best board to get the max out of your co-links would look something like Uniforn linked to Phoenix/Cerberus who links to Goblin who links to Cerberus/Phoenix, that massive field at your Draw Phase would net you an additional 4 cards. You could go one step further and have Mermaid in the Main Monster Zone linking with Phoenix/Cerberus and put Unicorn in the middle of that to get a +5 off the draw and have the added benefit of the 1000ATK/DEF drop for any of your opponents monsters that weren’t co-linked.
Unicorn’s effect is as useful as any of the other Knightmare monsters, and its draw ability is better, which it should be as it is a link higher than the others. Its effect is likely to be better because it has the added benefit of not destroying.
Until Next Time
I’m sorry I missed Knightmare Mermaid yesterday, but that card kinda sucks compared to all the other Knightmare Monsters and was the least versatile. Knightmare Unicorn here is a Link 3 Dark Fiend-type Link Monster with 2200 Atk and Left, Right, and Down Arrows. It’s interesting that none of these Knightmares have any diagonal arrows. I like the 2200 Atk and the other stats are well supported as well. After Link Summoning, you can draw 1 card if Unicorn is co-linked after discarding a card for cost and targeting a card on the field and returning it to the deck. Returning to the deck is an excellent form of removal. Unicorn is the best form of Draw potential because instead of your Normal Draw you get to draw cards equal to the different named Knightmare colinked monsters on the field. Uniorn is also very pretty and deserves high praise for being able to punish the opponent so efficiently.
Score: 4.5/5 Art: 5/5
The final Knightmare Link, and one I’m glad we aren’t missing, Knightmare Unicorn.
Unicorn is a Link-3 DARK Fiend with 2200 ATK with arrows pointing Left, Right, and Down and requires 2+ monsters with different names as material. Easy enough to summon, 2200 ATK isn’t bad and the arrows are solid all around. The type and attribute give some nice bonuses as well. If Unicorn is Link Summoned, you can discard a card to target a card on the field and return it to the deck then draw a card if this was co-linked. The best way to get rid of cards is to put them back into the deck because you never know when it will be able to come back to the field usually. Great removal effect of Unicorn, worthy of being a hard once per turn. While you control co-linked Knightmare Link Monsters, during your Draw Phase, you can draw one card per different named co-linked Knightmare monster there is instead of just drawing one card for your Draw Phase. This can easily net you at least three cards during your Draw Phase if you established a nice Knightmare board and it didn’t get outed, drawing more than 1 card for the Draw Phase can be very powerful. Unicorn is easily one of the best Knightmares there are and that’s saying something cause they are all really good. Have a Unicorn in any Extra Deck, you never know when it will pop-up, especially in Knightmare decks.
Advanced Rating: 4.5/5
Art: 5/5 My personal favorite Knightmare art, I don’t know why.
Knightmare Unicorn (as if you somehow didn’t see that coming) is Link 3, and a Dark-Fiend, with 2200 attack, which is respectable enough, but this card isn’t theme specific outside of the name. Simply requiring two (plus) differently named Monsters, instead of Knightmare specific ones.
So the first effect is granted to you when you Link Summon it, letting you discard a card to target and bounce another card on the Field and return it to the respective owner’s Deck. Either player, and any type of card, no limitations here. As you’ve come to expect, you get to Draw a card if this is done if this card is Co-Linked at the time. Said effect is once per turn, but you knew that too.
Oh, and you know how last week I said over and over how these Draw effects are necessarily once per turn to not break open a turbo Draw engine? This card finally does. You get to Draw an extra card during your Draw phase for EACH differently named Co-Linked Knightmare Monster.
Given the speed and how blatantly easy it is to bring these cards out, and Link them, you can break that open in no time. Each turn is going to give you another Knightmare, and that’s only going to get you more cards, and the faster you get your cards, the faster you win.
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