
NT8000 – SIRIUS – #ALIN-EN030
This linked card cannot be destroyed by battle. You can only use each of the following effects of “NT8000 – SIRIUS” once per turn. During the turn a Link Monster’s effect was activated (Quick Effect): You can target 1 face-up card you control and 1 face-up card your opponent controls; destroy both. If this card is sent to the GY, except from the field, and you control a DARK Link Monster: You can Special Summon this card, but banish it when it leaves the field.
Date Reviewed: June 2nd, 2025
Rating: 3.33
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Reviews Below:

King of
Lullaby
Hello Pojo Fans,
Starting an Alliance Insight week for the first week of June and we’re beginning with something that supports Link Monsters: NT8000 – SIRIUS.
SIRIUS has the DARK Attribute and Level 8 stats going for it, as well as being a Machine-Type, so plenty of support backing it up. Battle protection when linked is a plus, because at 2300ATK it is under-performing as a Level 8 in terms of ATK. As for helping Link Monsters, while it is on the field it can facilitate a 1-for-1 trade the turn a Link Monster activates their effect. A Quick Effect, it works on either players turn, turning a Link Monster against the opponent as long as SIRIUS can target a face-up card you control to trade with the card you target on the opponent’s field. Both targeted cards have to be face-up, so it isn’t the best spot removal out there. The immediate monster that comes to mind to counter with SIRIUS is S:P Little Knight. While it won’t negate, it will force Little Knight to respond and leave your opponent without their Link Monster until the End Phase.
If you were to send SIRIUS to the grave except while it is on the field (Trade-In, discard effect, etc.) you can Special Summon it if you have a DARK Link Monster on your field. You’ll have to banish SIRIUS when it leaves the field next, but that’s common place now in effects like this. With the Special Summon ability lining up with DARK Link Monsters, this monster is immediately thrown into consideration within the Maliss archetype. An easy extender to Special Summon that can pop a face-up card you control to trade with the opponent and if it would be a Maliss monster you can banish them while in the grave with something and then use their ability to bring them back. Dharc and S:P are two generic DARK Link Monsters that are easily made that can also utilize this card’s Special Summon to then go into a Link-3. Can’t also forget cards like A Bao A Qu or the still popular I:P.
Needs a DARK Link Monster to enable its Special Summon, and it has to be sent to the grave, but there are plentiful ways to do that. Once on board, SIRIUS is a medium-sized body that gives you the option to 1-for-1 the opponent on each turn a Link Monster activates their effect(s). Against Maliss and for Maliss it can be useful, and if you make a great deal of Link Monsters that are DARK and can get this to the grave this may be a card to test out.
Advanced- 3/5 Art- 3.5/5- Kozmo vibes
Until Next Time,
KingofLullaby

Crunch$G
Finally made it to Alliance Insight, with a bunch worth covering, so we’ll start with the generic support meant to go with the Orcust, Dragonmaid, and P.U.N.K. cards we’ll get in Battles of Legend next week, starting with the Orcust related card: NT8000 – SIRIUS.
SIRIUS is a Level 8 DARK Machine with 2300 ATK and 2500 DEF. Fine stats on a Level 8 monster, and DARK Machine brings perfect synergy for Orcust with Orcust Knightmare being able to put this into the graveyard. This linked card cannot be destroyed by battle, similar to the Orcust Links having protection themselves. The remaining effects are each HOPT, first being a Quick Effect during the turn a Link Monster activated its effect, letting you target a face-up card you control and a face-up card the opponent controls to destroy both, which works with some of the destruction protection in Orcust via Dingirsu or Longirsu for example, and Orcustrated Babel will make your Orcust monsters into Quick Effects so this is live on both player’s turns. If this card is sent to the graveyard from anywhere but the field while you already control a DARK Link, you can Special Summon this card back, but it’s banished if it leaves the field. Mainly you Link Summon your Orcust Links and get Orcust Knightmare to send this from the Deck to the graveyard to revive it as the main way you’ll trigger this effect and get it on the field. If you can somehow get another Level 8 on field with this in Orcust, like maybe World Legacy – “World Wand”, you can Xyz Summon a Dingirsu properly and not worry about the banish, but you’ll likely also have this linked so it cannot be destroyed in battle and is harder to get off the field. It might not be an Orcust card by name, but it’s the most obviously designed card for its designated archetype, Orcust, compared to the other two that you can’t help but to only really think of this as an Orcust card. As it is, you really don’t want to draw into this at all, otherwise it’s likely stuck there. You want it as a brick in your Deck to send off Orcust Knightmare and that’s it, and in return you get a decent monster for more disruption if you can keep Orcustrated Babel on the field and use your Orcust effects on the opponent’s turn. Decent enough to throw a copy into Orcust and get linked up with your monsters.
Advanced Rating: 3/5
Art: 4/5 Wonder what it’s like to ride inside this?

Mighty
Vee
As we enter June, we say goodbye to Maze of the Master and hello to Alliance Insight, which has become even more of a meta bombshell here in the TCG than the OCG, and we’ll get to why in the coming weeks (certainly has nothing to do with a certain Reptile Ritual archetype!). This week, we’ll be focusing on some generic support– ironically, we’ll have to wait a bit for Monster Mayhem to drop to use them to their fullest, but they’re definitely coming. NT8000 – SIRIUS starts us off, a level 8 DARK Machine monster. In case it wasn’t obvious from being a DARK Machine, Sirius is an Orcust monster in all but name, as you’ll be able to summon it under their strict DARK Machine lock and can even send it to the Graveyard with Orcust Knightmare. Hypothetically, it could help make Dingirsu, the Orcust of the Evening Star, but you can cheat it out anyway so it’s not that big of a deal. Statwise, Sirius comes with a relatively low stat spread of 2300 attack and 2500 defense, though they’re decent enough for the reasons we’ll be using it.
While Sirius is Linked, it’ll gain battle protection, which helps make up for its low stats a bit. Between Galatea, the Orcust Automaton and all of your Girsu Links, it shouldn’t be too difficult to make this live, though it’s not a big deal if Sirius is left by itself anyway. What we’re really looking at are its 2 hard once per turn effects. The first is a Quick Effect that can only be used during the same turn that a Link monster’s effect was activated, letting you target and destroy 1 face-up card each on both fields. More disruption for Orcust? Sign me up! The Link effect requirement is a little annoying, but it shouldn’t be an issue thanks to the new Galatea Link monster, which you can just use during the Standby Phase of your opponent’s turn (with Orcustrated Babel, that is) and it’ll conveniently provide fodder to destroy with Sirius as well. Sirius’s other effect is the main reason it works in Orcust, triggering if it’s sent to the Graveyard, but not from the field, letting you Special Summon it as long as you control a DARK Link monster, though it’ll be banished if it leaves the field. Again, your Galatea and Girsu Links should make this trivial, and Orcust Knightmare will be your main way of sending Sirius to the Graveyard. If you know anything about Orcust, you’ll know that being banished is actually a good thing, since you’ll be filling your banishment with another Machine to be recycled for the effects of your Girsu monsters and Galatea. Even if you don’t need the destruction anymore, it’s perfectly fine to use it as Link fodder too. It’s almost hilarious how Sirius is basically an Orcust monster, but I get that a jet thing is kind of out-of-place in that deck. Overall, an extremely solid honorary Orcust monster; doesn’t hurt to play 1, and opening it isn’t that bad either since the new Galatea Link will be able to discard it too. Convenient, isn’t it?
+DARK Machine with outstanding synergy with Orcust
+Provides additional disruption and Link fodder
-Can only really be accessed with Orcust Knightmare
-Relatively low stats for a level 8
Advanced: 4/5
Art: 3.75/5 Looks like Batman made another crazy vehicle…
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