N.As.H. Knight
N.As.H. Knight

N.As.H. Knight – #LED9-EN003

2 Level 5 monsters – Cannot be destroyed by battle while a “Number” monster is on the field. During the Main Phase (Quick Effect): You can detach 2 materials from this card; attach 1 “Number” Xyz Monster from your Extra Deck to this card as material that has a number between “101” and “107” in its name, then you can attach 1 other face-up monster on the field to this card as material. You can only use this effect of “N.As.H. Knight” once per turn.

Date Reviewed:  August 24th, 2022

Rating: 3.57

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,

N.As.H. Knight was one of the many choices for Xyz Summoning using the previous days cards, lets see if this card can give WATER decks some help.

Rank 5 isn’t good, but with Abyss Shark and Crystal Shark this can be easily made, as well as using something like Cyber Shark or even use a Level 5 that isn’t WATER like Cyber Dragon. Battle protection while you have a “Number” monster on the field makes it ideal to summon with something like Acid Golem, or something else that has high ATK to counter the 1700ATK of N.As.H. Knight (2700DEF not bad though).

Detach both materials to get a “Number” monster attached from your Extra Deck and then attaching any monster on the field as material is a round-about way of spot removal against your opponent. Between numbers 101-107 as well, so no attaching anything besides that I guess. Of those choices, #101, 103, and 106 are great for Xyz Summoning and should likely be left to be summoned properly through the Extra Deck. None of the choices do anything when sent to the grave or have an effect while attached as material. You can keep doing this effect as long as you have a target in your Extra Deck, so Knight is only limited by the number of those “Number” monsters you have in the Extra Deck.

This effect feels like there’s too much invested. First, you need to get 2 Level 5 monsters, so you need to play Crystal and Abyss Shark for the most consistency for summoning. Next, you have to have at least one “Number” monster between 101-107 to attach to this after you detach both materials. This is all for you to attach a monster of your opponents to Knight so you can detach and use that effect again. It being a Quick Effect is a big plus, making it able to be used on your opponent’s turn, but you still have to fill your Extra Deck with a couple copies of those specific “Number” Xyz Monsters.

N.As.H. Knight is meant to be in a specific style of WATER deck. One where you are dialed in to using “Number” Xyz and specifically on the WATER side of Xyz. Had the effect not been a Quick Effect this card would have been terrible, but because it has support behind it with Abyss and Crystal Shark, as well as other things going for it with the increased “Umi” support, it could find a home in its own dedicated WATER style. Rank 5’s aren’t for all archetypes, and a different copy of “Umi” can raise Levels to make summoning this easier, it just seems like a lot for a spot removal of your opponent’s monster. 

Advanced-3/5     Art-4/5

Until Next Time
KingofLullaby


Crunch$G Avatar
Crunch$G

Midweek brings us to a new Rank 5 to use the previous 2 Level 5s to summon: N.As.H. Knight.

N.As.H. Knight is a Rank 5 WATER Aqua Xyz with 1700 ATK and 2700 DEF. Very good DEF stat for a Rank 5 at least to play defensively, also Aqua is still one of three Types that goes well with WATER. Any 2 Level 5 monsters summons this, so completely generic. It cannot be destroyed by battle while a Number monster is on the field, so a little protection I guess. The main effect is a Quick Effect in the Main Phase to detach 2 materials from this card to attach a Number Xyz with a Number between 101 and 107 from your Extra Deck to this card and then attach another face-up monster on the field to this as well. So very easy removal as you can take an opponent’s monster and put it on this as material. Attaching a Number between 101 and 107 will also help with this card’s’ CXyz form as well. Hard once per turn on this effect, of course, but it’s easy removal on a Rank 5 monster. You do have to dedicate a bit of Extra Deck space to this, but that’s fine, a duelist will hardly ever use all 15 Extra Deck cards in a Duel anyways. It’s a really nice generic Xyz.

Advanced Rating: 3.75/5

Art: 4.5/5 Don’t know what it is, but I do like it.


Dark Paladin's Avatar
Alex
Searcy

Why the small ‘s’ though?  Midweek shifts us to XYZ with N.As.H. Knight.  Rank 5, still Water, but paired with Aqua, and a meh attack at 1700 but a solid defense at 2700, and requiring only any two Level 5 Monsters for XYZ Summon.  So first, we see Battle Immunity is granted if there’s a Number XYZ Monster on the Field.  I do like this doesn’t have to be YOUR Number Monster, so that’s helpful, and something you may occasionally run into.  A rather odd Quick Effect lets you detach two XYZ Material to add two more to it…for a plus, you get to add a face-up Monster on the Field to this card, ideally a big, bad, boss Monster belonging to your opponent that you couldn’t or didn’t have an answer to, so just absorb it.  The other Monster, oddly specifically, has to be a Number Monster.  But not just any Number Monster, it has to be specifically a Number 101-107, and it has to come from your Extra Deck.  Getting XYZ Material from your Extra Deck is rather unique (and I still say it’s good to steal Monsters from your opponent, though you won’t always have that opportunity).  I don’t like the synergy they’re trying to force with Numbers, and moreover, specific Numbers, but even past that, the Effect seems like a lot of unnecessary and underwhelming work.  I mean, sure, being able to take an opponent’s Monster with that would be fun, and could really disrupt their plays.  But in the end here, you’re just giving up two Material for two other Material, and given that’s really all this card does, (the Battle Immunity, remember, doesn’t even come from itself) I just don’t see much use for this card.  Certainly worse cards out there though.

Rating:  3/5

Art:  4.5/5  This almost looks cosmic (I’m assuming that’s still Water, but if it is space, that’s really cool) and the look of what I believe to be a…ship of some sort?  Either way, nice colors, great background (again) and a really pretty picture here. 


Mighty Vee
Mighty
Vee

Considering that we got 2 level 5 WATER monsters meant to facilitate a Rank 5 Xyz Summon, it should come as no surprise that our next card is N.As.H Knight (yeah I’m just gonna call it Nash Knight), a Rank 5 WATER Aqua Xyz monster. Rank 5 in general is incredibly awkward (Rank 6s are ironically easier to make), but as we’ve seen this week, it’s not a huge issue for Sharks. Though it has a puny attack stat of 1700, it sort of makes up for it with a decent defense stat of 2700, though it’s still not particularly high.

Nash Knight can’t be destroyed by battle as long as a Number is anywhere on the field, which normally isn’t too relevant but it’s a nice bonus if you have Number 4: Stealth Kragen out (odds are your opponent will beeline for Kragen anyway with its poor 1900 attack). Nash Knight’s main draw is its hard once per turn Quick effect, which allows you to discard 2 Xyz materials to attach any Number monster from 101 to 107 from your Extra deck directly to Nash Knight then any other monster on the field as well as Xyz material. We’ll get the second part out of the way first, non-targeting non-destructive removal is always fantastic, and getting it as an Xyz material is icing on the cake. The other effect will look a lot more useful once we cover Friday’s card, but just know that the main candidates will probably be Number 103: Ragnazero, Number 104: Umbral Horror, Number 106: Giant Hand, and Number 107: Galaxy-Eyes Tachyon Dragon. Its only real issues are rather weird stats and being a slightly awkward Rank 5 for Sharks, which isn’t hard by any means, but it can be slightly troublesome when most extenders are level 4 and level 4 only. Overall, without stealing the thunder of a later card, Nash Knight is a pretty flexible option for removal or disruption if you can afford getting to Abyss Shark.

Advanced: 4/5

Art: 3/5 The shark sword fin things are funny, though it’s clearly based on Silent Honor Ark which I have a bit of a vendetta against design-wise.


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