Magikey Mechmortar – Garesglasser – #DAMA-EN033
You can Ritual Summon this card with “Magikey Maftea”. Gains 300 ATK for each different Attribute in your GY. You can only use each of the following effects of “Magikey Mechmortar – Garesglasser” once per turn. When your opponent activates an effect of a monster with the same Attribute as a monster in your GY, if at least 2 Attributes of monsters were used for this card’s Ritual Summon (Quick Effect): You can negate the activation, and if you do, destroy that card. If this Ritual Summoned card is sent to the GY: You can add 1 “Magikey” monster from your Deck to your hand.
Magikey Dragon – Andrabime – #DAMA-EN037
1 “Magikey” Effect Monster + 1 Normal Monster, except a Token
When this card is Fusion Summoned, your opponent cannot activate cards or effects. Once per turn: You can target 1 Normal Monster or “Magikey” monster in your GY; destroy all monsters your opponent controls with that monster’s Attribute. Once per turn, if an opponent’s monster with the same Attribute as a monster in your GY is destroyed by battle or card effect, if this card was Fusion Summoned using 2 different Attributes as material: You can draw 1 card.
Date Reviewed: September 24th, 2021
Rating: See Below
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
The week ends off with a double dose of boss monsters for the Magikey archetype with Magikey Mechmortar – Garesglasser and Magikey Dragon – Andrabime.
Garesglasser is a Level 8 EARTH Machine Ritual with 2000 ATK and 2800 DEF. Not as impressive stats for a Level 8, but at least the DEF is good, and we got the perfect combination for Machine with it being EARTH. Ritual Summon this with Magikey Maftea of course is the main option. Gains 300 ATK for each different Attribute in your graveyard, so you want to try and fill the grave with all 6 Attributes as soon as possible, which Maftea/ARA should help with 2 at the very least. Now we get to all the hard once per turn effects on this card. When the opponent activates the effect of a monster with the same Attribute as any monster in the grave (nice to be more lienant) while you control this monster that was Ritual Summoned with 2 or more different Attributes of monsters, you can negate that activation and destroy that card. Nice negation effect that should be easy to make live as well. You want to ensure you aren’t using the same Attributes of monsters for this and you of course want multiple monsters. After that, just fill the grave with missing Attributes, which hand traps or other combo piece monsters can help fulfill, and you’re set with this. The second effect triggers upon this card being sent to the graveyard where you can then search for any Magikey monster out of the Deck. Nice search effect, though I wouldn’t rely on this as a primary search option. Either way, it’s a pretty good boss for Magikeys to serve as some negation. It can get fairly strong as well, all the way up to 3800 ATK to be exact. Being 2000 original ATK again makes perfect Drytron fodder, but you rather not use 1 monster to summon this. Still, good boss.
Advanced Rating: 3.5/5
Art: 4.5/5 Super Pew Pew!
Now for Andrabime, we got a Level 8 WIND Dragon Fusion with 2800 ATK and 2000 DEF. Better stats, great Type, not so good Attribute (though coverage is needed, especially as we await the Synchro and Xyz to give us FIRE and WATER). Fusion Materials are any Magikey Effect Monster and any Normal Monster that isn’t a Token, so Clavikys can’t be your Magikey name this time. Upon Fusion Summon, your opponent cannot activate cards or effects, ensuring this hits the board. Soft once per turn to target a Normal Monster or Magikey monster in your grave to destroy all of the opponent’s monsters with a matching Attribute, again more incentive to fill the grave, though sadly isn’t any monster this time unlike with the Ritual. Another soft once per turn where if an opponent’s monster was destroyed that matches Attributes with any monster in grave (there it is again) while you control this monster Fusion Summoned with 2 monsters of different Attributes, you get to draw a card. Not the greatest effect, but free draws is always good. Should be easy to summon this with 2 different Attributes as well. Overall decent monster, though not as good as the Ritual in my opinion. All effects being a soft once per turn do help at the very least.
Advanced Rating: 3/5
Art: 4/5 Almost Plant like to me, though that could just be me because it’s a green Dragon.
Another double dose, to close the week, Fusion/Ritual again. For Fusion, Magikey Dragon-Andrabime is a Level 8 Dragon (love it), Wind (don’t love it) with a nice 2800 attack (and 2000 defense) needing a Magikey Effect Monster and a Normal non-Token Monster. So needing an Effect Monster throws Clavkiys out, but you could use either guy we looked at Wednesday. There’s also Mafteahl (he’s just a Level 4 Effect Monster) but we don’t have him yet unfortunately. So, your opponent is locked out of their Cards/Effects when this card is Fusion Summoned. Beautiful, that’s a welcome piece of safety to any card coming from the Extra Deck. To continue to improve over the Effects of the Level 4 Extra Decks we looked at earlier, this guy can destroy all your opponent’s Monsters as one you Target and choose from your Grave (still has to be a Magikey or Normal Monster). If an opponent’s Monster is destroyed by Battle or Effect with the same Attribute as a Monster in your Grave, you can Draw 1 card from your Deck; SO LONG AS you used two differently Attributed Monsters to Fuse this card. There’s a lot of Dark in this Theme, so that might be a little more difficult, and Maftea can certainly help you with that. Both Effects are, naturally, Once per Turn. This guy certainly has a lot going for him. Moderate initial protection, Monster destruction (every Turn maybe?), and a built in Draw Effect make this guy pretty stout. And that 2800 attack.
Art: Little Jack Atlus-How to Train Your Dragon (I wanted to say Dragon Tamer, but I went with Beast Tamer earlier this week, so I had to opt out). 5/5
For Ritual: Magikey Mechmortar-Garesglasser is a Level 8, Earth(yuck)/Machine(yay) with inverted attack and defense again. Maftea again can be used for this, so that’s helpful. 300 extra attack for each Attribute in your Graveyard. Note that it isn’t limited to the Theme, so if you’ve got a little bit of other stuff, or Extra Deck stuff in there, that helps. But even just two makes this 2600 (which is fine, and just a third is 2900) and both of those are easy for you to obtain.
Lots of text here for a couple of Once per Turn Effects, but let me try to sum this up. If you used two or more Attributes for Ritual Summoning this (akin to the Fusion aspect here from Andrabime) you get a Quick Effect where if your opponent activates a Monster Effect with an Attribute akin to that of a Theme/Normal in your Grave, you can negate the Effect and destroy the card, if you’re successful. Certainly good, if not overly clunky in text. If Ritual Summoned and sent to the Grave, you can add any Magikey card from your Deck to your Hand. That’s also wonderful, any card there straight to you is always a winning play.
Different from earlier this week, the Fusion is definitely the better card. This card is more vulnerable, but you gotta protect your Graveyards with these guys. Since this is all so Attribute/Grave dependent, removal could just ruin you.
Art: Little Jack Atlus apparently has a BFG, and a cannon for destruction as well. 5/5
Magikey Dragon – Andrabime wraps up the week of Magikey and may be the most powerful of all the Magikey monsters we’ve reviewed so far.
Normal Monster and a Magikey Effect monster keeps the theme of needing your Clavkiys alongside another Magikey. Locking out your opponent from doing anything to your dragon upon its Fusion Summon is a great form of protection alongside its 2800ATK. Field wipe each turn corresponding to a Magikey or Normal Attribute is what we’ve wanted to see from a monster this week. It is an overpowering effect that can swing the game in your favor and it is cost free and an easy restriction to accommodate unless you run into an Attribute you don’t have in the grave. The draw effect ties directly to using two different Attributes like the Ritual Monster today and also ties directly to Andrabime’s destruction effect. Nothing says momentum swing like wiping your opponent’s monsters off the board and drawing a card for nothing. The archetype encourages using two different Attribute monsters but has made it at least easier for the Ritual Monsters to use two of the same Attribute within their Ritual/Fusion Spell, as well as something like Advanced Ritual Art.
This is arguably the best of the four boss monsters we’ve reviewed this week. Draw power, board-wipe power and both with no backlash to you. Summon protection included in with high ATK, what more could you want aside from a negate and destroy effect added on, but that may have been too much. Andrabime would be my first choice of the four to summon: it needs the least setup, has the fewest restrictions, and is the strongest attacker.
Until Next Time
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