Number iC1000: Numerounius Numerounia
Number iC1000: Numerounius Numerounia

Number iC1000: Numerounius Numerounia – #MGED-EN032

5 Level 13 monsters – If this card is Special Summoned by the effect of “Number C1000: Numerounius”, it gains 100,000 ATK/DEF during your opponent’s turn only, also apply the following effects from the start of the next turn after this card was Special Summoned.
● Monsters your opponent controls must attack this card, if able.
● At the end of your opponent’s turn, if this card did not battle, you win the Duel.
When an opponent’s monster declares an attack: You can detach 1 material from this card; negate the attack, and if you do, gain LP equal to that monster’s ATK.

Date Reviewed:  December 10th, 2021

Rating: 1.13

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,

We’re finally at the end of Numeron week and it has been a rough one to get here, but we finish it with Number iC1000: Numerounius Numerounia.

RANK 13!!! 5 Level 13 monsters!!! C’mon! This is the most ridiculous card we’ve reviewed in a very long time. It is the only “13” of anything in the game! You can only summon this card currently with Number C1000: Numerounius, which is awful. If you can manage to get Numerounia out you have a monster that has an unheard of 100,000 ATK/DEF during your opponent’s turn only. So your opponent won’t be able to get through this monster with brute force. After you Special Summon this monster your opponent has one turn before you win the duel through this card. Numerounia forces your opponent to attack it if able to, and if they can’t that is how you win the duel. You’d win the duel if you forced your opponent to attack into a 100,000ATK/DEF monster through so mute point here. If your opponent does have outs to this you get to detach a material to negate their attack and gain LP equal to that monster’s ATK. Not a once per turn so you are only limited to materials you have attached.

Now, all of that sounds great, but lets look at the reality of the situation with this card: Incredibly hard to summon, restrictive even within this own archetype. You won’t likely have materials because C1000 will likely be summoned through Numeron Chaos Ritual or Astral Force or used through Phantom of Chaos or something that will copy C1000’s effects to get to Numerounia, so no negation of attacks. No inherited protection is a balance attempt to you winning the duel and the insanely high attack. I’m a DM player and if I see this I’m going to Dark Magical Circle this thing out of existence. If it doesn’t have any materials (likely) you can use something like Honest for LIGHT monsters. For all other decks there are ways to get around this card because there are no restrictions on opponent monster effects or spell or traps.

Numerounia is loud noise. Too tough to summon, too tough to set up to actually win you the duel, too easy to beat.

Advanced-1/5     Art-2/5

Until Next Time
KingofLullaby


Crunch$G Avatar
Crunch$G

We reach the end of the week with the ultimate final boss for the Numerounius series: Number iC1000: Numerounius Numerounia.

Number iC1000 is a Rank 13, the only one in the game, LIGHT Fiend with ? ATK and DEF. Again, LIGHT and Fiend are nice. The regular summoning requirements are 5 Level 13 Monsters, which 100,000% not happening. Speaking of that number, if this card was summoned with Number C1000’s effect, its ATK and DEF become 100,000 on the opponent’s turn only and applies the following effects the turn after it was Special Summoned where monsters your opponent controls must attack this if able, and if this does not battle by the end of the opponent’s turn, you win the Duel. Basically, your opponent rams their head at light speed into a brick wall or the brick wall comes at them to finish it for you. Nothing can run over this minus the select few cards you can have counter the 100,000 stats. It’d be nice if this had the 100,000 stats on your turn and you could attack with it considering how hard this is to summon. The only effect this card has if you don’t summon this with Number C1000 is the effect where when an opponent declares an attack, you can detach a material from this to negate the attack and gain LP equal to the opponent’s monster, likely to prevent the very few things that would get over this considering you shouldn’t fear that too much with 100,000 ATK. This is the epitome of the final boss from the final villain from the show. It’s super hard to summon and has some crazy effects in terms of how insane they look. It’s still a card you build a Deck around and just for fun and not for competitive play, which is fun to do, just you’re still lucky to summon Number C1000, let alone this thing.

Advanced Rating: 1.5/5

Art: 4/5 I mean, it has that final boss aura, even if I don’t know what it even is.


Dark Paladin's Avatar
Alex
Searcy

Closing the week is the iCarly…i-iteration of our card from Monday.  Behold, the lone Rank 13 in the game…who needs 5 Level 13 Monsters for an XYZ Summon (more on that in a bit) ?/? atk and def again, still a Light/Fiend as well.  100,000 attack (which is so crazy for varying reasons I laugh out loud) but only during your opponent’s Turn.  Assuming it came out via Effect of it’s little brother, which you better do, or you’ve got 0 anything here.  We gotta assume this can work out here now and then, if only for the sake of argument, no?  The Turn AFTER being Special Summoned, your opponent has to attack this with all Monsters that are able to do so.  Obviously, with the 100,000 attack, that’s likely not going to go well.  You see you win the Duel if this card didn’t Battle at the end of said Turn, so your opponent may have to get a little creative in how they’re going to take this down…oh wait…simply an Effect before getting to the Battle Phase, perhaps?  Not so complicated after all.  Detaching a Material negates an opponent’s attack, which could be necessary sometimes, and it does also increase your Lifepoints by the amount of the attack of the Monster in question.  Nice little bonus there.  This is one of those cards you should win the game for assuming you can drop it to your Field at all.  Not enough protection, even with all the assistance here, there’s too many specifics and variables.  Novel idea, just awful execution here from start to finish.

Rating:  1/5

Art:  3/5  Not as cool as it’s little brother either


Mighty Vee
Mighty
Vee

At last, we pull up to the big boss of Yugioh Zexal and Don Thousand’s ace, Number iC1000: Numerounius Numerounia, an unprecedented rank 13 (you read that right) LIGHT fiend XYZ monster. The requirements are 5 level 13 monsters, which is even more ludicrous than its predecessor, Numerounius, though technically still possible through the F.A. archetype. Also like its predecessor, it has ? attack and defense by default and only gains stats through its effect, so cheating it out with Waking the Dragon or making it the hard way are ill-advised as it would have a measly 0 for both stats.

As we covered with Numerounius on Monday, summoning this thing by its own condition is almost as difficult as summoning it through F.A.; you have to rely on your opponent destroying Numerounius by card effect, which will only work on newer players or players who choose not to read the last line of Numerounius’s effect. For all your hard work, Numerounia will actually have an effect (as it is a useless 0 attack and 0 defense monster otherwise), granting it a hilarious 100,000 attack and defense during your opponent’s turn. Furthermore, starting from the next turn, the monster’s main meat kicks in: your opponent is forced to attack this 100,000 attack behemoth, likely depleting their own life points in the process. If they choose not to attack, whether by changing their monsters to defense or wiping them out, the alternate win condition triggers, winning you the duel. If you opponent foolishly thinks they can out Numerounia with Borrelsword Dragon or Mekk-Knight Crusadia Avramax, you can detach an XYZ material (usually the sole Numerounius from the summoning condition) to negate the attack and gain the monster’s attack as LP, likely winning the game. The problem? Aside from jumping through all the hoops to summon Numerounia in the first place, all your opponent has to do is remove it by an effect before their battle phase, as it has no protection and no more forms to evolve into after dying. Its effects are continuous effects that only apply while face-up on the field, so your opponent isn’t even pressured into an OTK. Even something as simple as the link 2 monster Knightmare Cerberus can remove any semblance of a threat this monster gives off. Ultimately, Numerounia is a big joke, a fitting way to end a joke archetype.

Advanced: 1/5
Art: 3/5 A little scrawny for a final boss monster, but it’s creepy enough I guess.


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