Noble Arms Museum
Noble Arms Museum

Noble Arms Museum – #DUNE-EN057

All FIRE Warrior monsters you control gain 500 ATK. Once per turn: You can pay 1200 LP; add 1 “Noble Arms” card from your Deck to your hand, except “Noble Arms Museum”. Once per turn, if the previous effect was applied this turn: You can target 1 “Noble Knight” Monster Card in your Spell & Trap Zone; Special Summon it, also, if you activated this effect while you did not control “Infernoble Knight Emperor Charles”, you cannot Special Summon monsters for the rest of this turn, except Warrior monsters.

Date Reviewed:  September 20th, 2023

Rating: 4.08

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

Hello Pojo Fans,

Noble Arms Museum was one of the searchable cards from Angelica yesterday.

Decent ATK boost for all FIRE Warrior monsters, making even the smallest Level 4 Infernoble Knight 1500ATK. The 1200LP cost for a Noble Arms search is a great effect, especially if you play only a few Noble Arms cards. As long as you pay the LP to search, you get the next effect of Museum: Special Summon a Noble Knight from the Spell/Trap Zone. 10 total targets for Museum, including Gwenhwyfar, you aren’t lacking in choices. The Infernoble Arms destroy themselves after being used during that turn, while the Noble Arms focus on attacking.

The Special Summon will likely be an Infernoble Knight from your Spell/Trap Zone as they are the ones who can equip themselves to other monsters. A 1200LP cost getting you an Equip Spell and then a Special Summon of a monster who will likely benefit from the Equip Spell you searched seems overpowered in your favor. Captain Oliver and Emperor Charles gain effects when equipped with Equip Spells, and if you equip an Infernoble Equip Spell you can make some headway on your opponent’s LP. If Captain Oliver was able to destroy a monster each time it attacked that turn you would get double destruction and then a battle for a potential 3-for-1 trade if equipped with “Infernoble Arms – Hauteclere”. However that isn’t the case.

Noble Arms Museum doesn’t help Noble Knights as much as Infernoble Knights. Their monsters respond better with Equip Spells activating effects on the field, and their equips are suited better for dealing with stuff immediately rather than keeping the equipped monster around. Artorigus, King of the Noble Knights can clear Spell/Trap cards out, but needs a material to detach and several equips attached to maximize his range. Noble Arms Museum is the Field Spell for Infernoble Knights.

Advanced-3.5/5     Art-3/5

Until Next Time

Crunch$G Avatar

Midweek brings us a brand new Field Spell for the Noble Knight/Noble Arms archetype, and finally gets the bad taste of Round Table out of our mouths as we improve to Noble Arms Museum.

Museum is a Field Spell that gives all your FIRE Warrior monsters a 500 ATK boost, which is not something you always see on Field Spells anymore, but this isn’t the selling point of the card. Once per turn, you can pay 1200 LP to search for any Noble Arms card directly from the Deck, besides another copy of Museum of course. A good effect to get to the important Equip Spells in the Noble Arms archetype, mainly the Infernoble Arms to get something like Durendal to search your monsters, Almace to help get the Infernoble Arms out the Deck and thin even more, and Joytuse for graveyard recovery. Or you can use their effects if sent to the graveyard while equipped to a monster to revive a Level 5 or lower Warrior, add a FIRE Warrior that’s banished or in your graveyard to your hand, or summon a FIRE Warrior from your hand respectively. The second effect is another soft once per turn you can use only if the previous effect was used this turn, letting you target a Noble Knight Monster in your Spell/Trap Zone and Special Summon it to your field, but you are locked to Special Summoning only Warriors for the rest of the turn unless you controlled Infernoble Knight Emperor Charles. A great effect to make sure you can keep your plays going, or get your boss monsters that might of ended up as Equips back onto the field as monsters. Noble Arms Museum is a great Field Spell with soft once per turn effects instead of the modern hard once per turn. It makes it much easier to make this card a 3-of in the Deck, not having to worry about bricking as much with this.

Advanced Rating: 4.5/5

Art: 3.5/5 They keep the Infernoble Arms on display pretty well at least.

Mighty Vee

Noble Arms Museum is a new Field Spell for the Infernoble archetype; like usual, you can grab it with Terraforming or from Angelica, Princess of Noble Arms (which will probably be the main way you get to this card). While Museum is on the field, all FIRE Warriors gain 500 attack, a fairly meaty boost that helps secure the OTK, especially if you already have two Emperor Charles on the field. Museum has two soft once per turn effects, which does open up some insane combo potential, but don’t get too greedy! The first effect is a simple ROTA, paying 1200 LP to search any Noble Arms card except itself. If you already used Infernoble Arms – Durendal, it doesn’t hurt to grab the new Infernoble Arms – Almace or Infernoble Arms – Joyeuse depending on the situation. The second effect can only be used if you already used the first effect the same turn, Special Summoning a Noble Knight monster from your Spell/Trap Zone, locking you into Special Summoning Warriors if you didn’t control Infernoble Knight Emperor Charles when you activated the effect. This effect is obviously meant to combo with Infernoble Knight Oliver, which can equip itself to a Warrior monster from the Graveyard and thus be summoned by Museum. The Warrior lock, even if it didn’t apply, is once again largely meaningless since your main Infernoble combos use and end on all Warriors anyway. Museum is not only a powerful combo piece, it can also be an extender and emergency starter (albeit not by itself). Many decks run three copies, and for good reason!

Advanced: 4.25/5

Art: 3.25/5 NPCs

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