Mamonaka the Vaylantz United – #TAMA-EN009
Pendulum Effect – You can activate 1 of these effects;
● Special Summon this card to your Main Monster Zone in its same column.
● Move 1 monster in your Main Monster Zone to an adjacent (horizontal) Monster Zone.
You can only use this effect of “Mamonaka the Vaylantz United” once per turn.
Monster Effect – 3 “Vaylantz” monsters
During the Main Phase (Quick Effect): You can target 1 Effect Monster in your opponent’s Main Monster Zone; place that opponent’s monster face-up as a Continuous Spell in their Spell & Trap Zone in its same column. (If the zone is occupied, destroy the occupying card, and if it is a Monster Card, your opponent loses LP equal to its ATK). You can only use this effect of “Mamonaka the Vaylantz United” once per turn. If this Special Summoned card you control is destroyed by your opponent’s card effect: You can place this card in your Pendulum Zone.
Date Reviewed: November 11th, 2022
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Mamonaka the Vaylantz United is the final card for the Vaylantz archetype that we’ll be looking at, and fitting that they’re all together in this Fusion/Pendulum Monster.
Fusion Monster before Pendulum, so you’ll need your three Vaylantz monsters for this Fusion Summon. Keeping with the archetype’s theme, MtVU can put any effect monster your opponent has in the Main Monster Zone into the Spell/Trap Zone as if they are a Continuous Spell. Quick Effect that doesn’t need anything to trigger it helps with this monster being a dominant interrupter on either turn for the archetype, combined with its 2800/2800 stat line. If your opponent ends up destroying a monster in their Spell/Trap Zone when placing the monster you targeted, MtVU does burn equal to the destroyed monster’s ATK. Not sure how much this will come into play because with Vaylantz you NEED to watch where you place things, and if you have a monster in your Spell/Trap Zone you aren’t likely summoning to that column unless forced. Can be placed in the Pendulum Zone once destroyed by an opponent’s card effect will lead into its Pendulum Effect for you.
Two effects as a Pendulum Monster: Move a monster to a different Main Monster Zone or Special Summon this to your Main Monster Zone in the same column. You’ll likely use the first effect, then the next turn use the second one because this, like yesterday’s card and Hojo earlier in the week, helps to get the other effects of the Vaylantz going. With this archetype needing to move so much I would’ve liked to see this be a once per turn on each of these Pendulum Effects, not a “choose one” effect. You have to keep your column with your Pendulum slots open so you can summon MtVU back to the field, but as long as this card keeps getting destroyed by your opponent’s card effects it will continue to go back to the Pendulum Zone and recycle itself.
Easy to Summon in the archetype with a decent, but not great disruption ability each turn. Good Pendulum Effects, and it is a scale of 10 to help bring out all your other Vaylantz monsters. Could’ve used negation attached to that Quick Effect, and each Pendulum Effect should’ve been once per turn for each. Despite that, it’s a good Fusion for the archetype and one that can be summoned pretty easily with Hojo.
Until Next Time
The week ends off with the main Fusion boss for the Vaylantz archetype, for now at least: Mamonaka the Vaylantz Warrior.
Mamonaka is a Level 10 Scale 10 WATER Spellcaster Fusion Pendulum with 2800 ATK and DEF. Stats aren’t horrible, Scale 10 is great for a high scale, and everything else remains good.
The Pendulum Effect gives you two options, with it being a hard once per turn to activate to begin with, letting you either Special Summon this to the Main Monster Zone in the same column or move a monster you control to an adjacent horizontal Main Monster Zone, which are both standard Vaylantz things to either get this back on board as a monster or to help move your Vaylantz so you can use their effects again.
As a monster, Mamonaka needs 3 Vaylantz monsters to Fusion Summon, which isn’t too hard to get to with 8 monsters in the Main Deck. First effect is a Quick Effect during the Main Phase to target an Effect Monster in the opponent’s Main Monster Zone and place it to their Spell & Trap Zone in the same column as a Continuous Spell, with any card already occupying that zone being destroyed. It’s a nice Quick Effect to have on a monster to clog the opponent’s backrow while taking care of a threatening monster, better to have this here than on the Field Spell that needs you to have the other one that counters itself. It should also be mentioned that if it was a Monster Card occupying that zone you move the new monster to, you burn the opponent equal to that monster’s original ATK, which is nice little burn. This is a hard once per turn effect, but makes for alright disruption. As for how to get this to the Pendulum Zone, well if this Special Summoned card you control is destroyed by an opponent’s card effect, it goes straight to the Pendulum Zone, so standard stuff for Extra Deck Pendulums. Mamonaka is a fine Fusion for the Vaylantz archetype if you’re able to summon it. Both the Pendulum Effect and Monster Effect are solid for their archetype and the Fusion Materials aren’t impossible to get to, it’s just the only way in archetype to Fusion Summon this requires you to move a monster.
Advanced Rating: 3.25/5
Art: 5/5 Nazuki missed the family photo looks like.
A beefy Vaylantz to end the week in Mamonaka the Vaylantz United. Level 10, Water/Spellcaster, as well as a Fusion/Pendulum, and Scale 10. 2800 atk/def is pretty solid, though I prefer my Level 9+ Monsters to have over 3000. On the Monster side today, first, Fusion requires any THREE Theme Monsters, so that’s a fairly big investment off the back. At least it’s open in that regard though. A Main Phase Quick Effect (we saw this earlier this week) lets you move an opponent’s Effect Monster from a Main Zone to the M/T Zone as a Continuous Magic, and also as seen prior, said card is destroyed if the Zone it’s attempting to move to is occupied. For an added bonus, though, your opponent takes Damage equal to that Monster’s attack if it’s destroyed via this Effect. That’s a fun way to deal some Burn. If this was Special Summoned and destroyed by your opponent’s Card Effect, you can place it in your Pendulum Zone. The first part of the Effect above is Once per Turn, but the placing in the Pendulum Zone Effect is not. You should be able to get the latter Effect here at least once, but being reliant on Special Summoned means it can be attacked over to not get that Effect at all.
The Pendulum side of this card gives you the option of two Effects. Special Summon itself to the adjacent Main Monster Zone, which is something…next to nothing, but something. Or you can move a Monster in your Main Zone to an adjacent, unoccupied Zone, but only horizontally. Which can help with Link and Extra Deck plays, and maybe move plays along in its Theme. But overall, the card is unremarkable.
The Burn aspect is fun on the Monster side, the scale is good enough, and the occasional revival doesn’t hurt. But needing THREE Material is crazy, the Level 10 seems off, too, given that none of these Effects are particularly GOOD, and it’s got no protection.
Art: 4.75/5 The overall use of colors here, especially in the background, is fantastic. The Monster, as well as the armor, are a bit clunky and messy, but it’s still pretty sweet overall.
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