Meklord Nucleus Infinity Core
Meklord Nucleus Infinity Core

Meklord Nucleus Infinity Core
– #LED7-EN018

The first time this card would be destroyed by battle each turn, it is not destroyed. You can only use each of the following effects of “Meklord Nucleus Infinity Core” once per turn. If this card is Normal or Special Summoned: You can add 1 “Meklord” Spell/Trap from your Deck to your hand. If this card is destroyed by card effect: You can Special Summon 1 “Meklord Emperor” monster from your hand or Deck with a different Attribute from the monsters you control, ignoring its Summoning conditions, also for the rest of this turn, you can only declare an attack with 1 monster.

Date Reviewed: 
November 23rd, 2020

Rating: 3.08

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
Lullaby

Hello Pojo Fans,

Meklord Nucleus Infinity Core starts up our Rage of Ra continuation for the week, as well as a look at Meklords.

Lot of support behind this little guy, being a smaller monster within the Meklord archetype. Some battle protection is always appreciated, especially if you have 0ATK and 0DEF. Meklord spell/trap search upon any way of summoning, great flexibility lending you to be able to recoup off a One for One with this card. It is good that it can replace itself with a Meklord Emperor from your hand or Deck, but you need to control a monster for it to do so. The different Attribute or attacking with one monster thing isn’t a problem, the problem is if Core is your only monster you are screwed. Also, not replacing itself when beaten in battle is a negative, blanket replacement to match with the effect upon summoning would have been better. Each “Emperor” has an “Army” version to match its Attribute, so having to summon a different Attribute from one you control isn’t too difficult, and it not needing a “Meklord” monster also helps with using monsters teched in as requirements for Core’s effect. Destroying Core after summoning it and gaining the spell/trap would be optimal, and tomorrow’s card does just that.

Core is a good addition to the archetype. A small, easily summoned searcher that can get to a big monster is a good addition. Machine Duplication is unlimited and while you wouldn’t get the search again, you’d get three of these little ones on the field.

Advanced-3/5     Art-3/5

Until Next Time
KingofLullaby

Crunch$G Avatar
Crunch$G

Everyone’s favorite anti-Synchro archetype is back to try and become playable in the modern era where we’ve added 3 more summoning mechanics since. We start with a retrain of the Meklord Cores in the anime, putting them together to create Meklord Nucleus Infinity Core.

Infinity Core is a Level 1 DARK Machine with 0 ATK and DEF. Low stats as always for Level 1, but you at least got some good synergy options with DARK and Machine that we’ll see all week. The first time this card would be destroyed in battle each turn, it is not. Nice little stalling protection, even if we’d prefer pure protection from battle destruction. The rest of the effects are hard once per turns where the first one was a soft once per turn, so here’s the good stuff. On Normal or Special Summon, you get to search for any Meklord Spell or Trap from the Deck, which no good options truly existed until the latest wave of support, so having the new and perhaps old support be searchable is great. Finally, if this card is destroyed by a card effect, you can summon a “Meklord Emperor” from your hand or Deck with a different Attribute from the monsters you control, ignoring the summoning conditions. It could be harder to get Wisel out since it’s DARK alongside most the other Meklord cards, which can sting since it’s the best one with highest base stats and a good effect. Skiel is meh, but it’s a WIND so it’s easy to summon. Grannel can hit hard depending on your LP and it’s EARTH, so that’s easy to summon as well. The fact that this helps get to the Emperors easier is something the archetype needed for a long time, since before you just had to hard-draw them and hope you pull off the summoning condition of a monster being popped by an effect. Speaking of which, popping this with an effect alongside an Emperor in hand at least guarantees 2 Emperors on field. Infinity Core is a good piece of support for an overall underwhelming, yet cool archetype.

Advanced Rating: 3.5/5

Art: 2.5/5 It’s pretty basic and bland compared to the Emperors and even the Army.

Dark Paladin's Avatar
Alex
Searcy

Thanksgiving week treats us to new support we didn’t want or ask for in the Meklord Theme…perhaps I’m being cruel.  I do appreciate new things for old themes, just I wouldn’t have put this very high on my list.  Infinity Core is a Dark/Machine, Level 1, wit 0 attack and defense.

First Battle immunity is a good thing on a card with no attack or defense.  Means your opponent is attacking twice (unlikely) or using an effect or wasting a Magic/Trap to destroy this.  Furthermore, a Normal or Special Summon nets you a Theme Magic or Trap from the Deck to your Hand.  Nothing not to like here for a free resource.

If destroyed by effect (as previously referred to) you can Special Summon a Meklord Emperor with a different Attribute than any Monsters you control.  A bit messy but coming from the Hand or Deck is great as is ignoring Summoning requirements.  It’s a neat little combo piece but very dependent on the Field and what happens to it.  Fairly meh, which is also its rating.

Rating:  2.75/5

Art:  3/5  It is fairly reminiscent of a nucleus and the background art is awesome.  But the core itself is rather lacking to me and bland.

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