Banish 4 “HERO” monsters from your GY and/or face-up field, then target 1 “HERO” monster in your GY; Special Summon it, ignoring its Summoning conditions. If you banished EARTH, WATER, FIRE, and WIND Attributes to activate this effect, the monster’s original ATK becomes doubled, also negate the effects of all face-up cards your opponent currently controls. You can only activate 1 “Magistery Alchemist” per turn.
March 25th, 2020
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Magistry Alchemist isn’t the best HERO trap unless you can activate its second effect.
Banishing 4 HERO monsters to essentially get a CoTH for any HERO may not be worth it, even if you ignore summoning conditions. Yeah, there’s some powerful HERO monsters out there, especially in the Extra Deck, but five cards to get to a card in your grave that you already summoned is a -4, monsters that could be used for other purposes like Miracle Fusion. If you are running a different HERO build that doesn’t use Miracle Fusion or other banish effect then this card is great. To get back a HERO without having to follow its summoning requirements is a great end-around to all the “Can only be Fusion Summoned” condition many of the HERO Fusions have. For the second effect, optimal HERO monsters to use this effect with would be: Liquid Soldier, Solid Soldier, Blazeman and Wildheart, in terms of Main Deck monsters. Yup, those last two are gonna be a problem, but that’s where the Fusion Monsters come into play to fill the EARTH and FIRE Attributes requirements. To gain a Skill Drain for your opponents current board, alongside doubling the original ATK of the HERO you summoned is game-turning/ending. Absolute Zero at 5000ATK is scary to think about, let alone some of the higher HERO monsters in terms of ATK, we could be talking in the realm of nearing 10K for ATK.
This card is as good as the players HERO build. First effect is easy to attain, but if you want to use those monsters for something else, this may be hard to come by. If it summoned out of the Extra Deck then this card would be amazing.
Until Next Time
Now we got another anime reference to when Jaden went against Kagemusha and his Sacred Beasts with Magistry Alchemist.
Magistry Alchemist is a Normal Trap that needs you to banish 4 HERO monsters from your graveyard and/or face-up on your field to then target a HERO in your graveyard and Special Summon it, ignoring the summoning conditions. You can at least revive a Fusion off this, but you still have to properly summon it first since that’s how it works. Banishing 4 is asking for a lot, but it’s achievable in HEROs, even if you’d rather banish them with Miracle Fusion. The card also has a bonus effect where if you banish a EARTH, WATER, FIRE, and WIND you can double the summoned monster’s ATK and negate the effects of all face-up cards your opponent currently controls. I mean, I could easily name a good HERO for each attribute listed. EARTH has Solid Soldier, WATER has Liquid Soldier, FIRE has Blazeman, and WIND has Stratos. The question mostly is “Do you want to banish them off this?” I’m sure it can be a game-winner if you pull this off, especially the stronger the HERO is you summoned before doubling the ATK. I feel like you can take a pass on this, but you can try to build a Deck around this, even if it does require you to destroy your strong monsters that you summon.
Advanced Rating: 2/5
Art: 5/5 Electrum is ready to fight the new Sacred Beast support.
The art on this just makes me want to watch Power Rangers. ANYWAY, Magistery Alchemist is a Normal Trap to send us into midweek. This card, much like yesterday, tries to be good, and it tries a little harder, but it’s so much more needlessly complicated and involved, that despite a better effect at the end attached, it’s just too much to go through.
Electrum is the perfect Hero for this picture given what you have to do. Removing 4 Heroes from your Graveyard and/or Field from play lets you Special Summon a Hero from your Grave, and ignore its summoning requirements. Which is cool, but if you’re involving FOUR Monsters, a Fusion (or anything else) requiring that much investment is just silly. It’s a waste.
You DO get the benefit of negating all face-up opponent’s card effects (nothing about face-down ones though, unfortunately) and your chosen Monster does have its attack doubled for the turn. Which can be a fun punch for the turn, assuming said attack actually even gets through. You HAVE to have removed Earth, Wind, Fire, and Water for this to work though. Lots going on, too much investment and not enough return here.
Art: 3.5/5 Electrum goes for battle against Raviel…I foresee him losing.
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