Numeron Calling
Numeron Calling

Numeron Calling
– #BLAR-EN027

If “Numeron Network” is in your Field Zone and you control no monsters: Special Summon up to 4 “Numeron Gate” Xyz Monsters with different names from your Extra Deck, but banish them during the End Phase, also you can only Normal or Special Summon once for the rest of this turn.

Date Reviewed: 
September 22nd, 2020

Rating: 4.0

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,

Numeron Week continues with Numeron Calling.

Like most of the archetype revolving around the Field Spell, you’ll need Numeron Network to get the most out of this card. This is the card that is helping to hurt the meta right now. Four Xyz Monsters with different names Special Summoned is ridiculous from one card, let alone what those monsters can do being the “Don Thousand” Xyz monsters. You only need one other Normal or Special Summon after playing Numeron Calling, so that restriction is essentially meaningless. You summon Numerons 1-4, attack with them until you’ve got your OTK on the final attacker, and then end the game with that attacker, since Numeron Network allows for Numerons to activate without materials. Calling can also be combined with Memories of Hope to get you a +3. Even if you don’t finish your opponent, because of Calling you are going into Utopic ZEXAL or Infinitrack Fortress Megaclops. Calling can be activated from the deck when you activate Numeron Network, which is part of the combo and why off of one card (Numeron Field Spell searching monster, or Terraforming) is so devastating. Sure, you may have a Nibiru or a spell/trap from the hand, or something like a Kuriboh (stopped a Barrel Dragon with 3 Limiter Removals once), but if you don’t you are screwed if you can’t somehow stop the combo.

Numeron Calling is, even without the guarantee of an OTK a silly card. Four Xyz Monsters when Link Monsters exist is stupid, and for no cost either. Half your LP would’ve at least been an attempt at balancing. Needing Numeron Network, when the archetype revolves around it is not enough.

Advanced-4/5     Art-3/5

Until Next Time,

Crunch$G Avatar

Yesterday we talked about the most important card for Numerons and now we discuss the most important target for that card’s effect: Numeron Calling.

Numeron Calling is a Normal Spell that can only be activated if you control a Numeron Network and no monsters, where then you can summon up to 4 Numeron Gate Xyzs with different names from the Extra Deck that are banished when they leave the field at the cost of you only being able to Normal or Special Summon once during the rest of the turn. Being able to get 4 monsters at the price of 1 seems good to me. Sure they’re banished during the End Phase, but you would likely make use of them beforehand. The Numeron Gates are all able to help with an OTK but you also got one summon after to use the Gates for so you can go for cards like Number S0: Utopic ZEXAL, Apollousa, or Infinitrack Fortress Megaclops. This restriction is fine in archetypes that aren’t summoning a lot of monsters to begin with, which is where Numerons as a whole fit in best. Calling is your best card for getting the Numerons going, though not a card you’d want to draw when Numeron Network can use it from Deck, meaning you don’t need to max out on it.

Advanced Rating: 4/5

Art: 3/5 The gates are all here.

Dark Paladin's Avatar

Despite my scowl, again, Numeron Calling is about as close to broken as you can be without being broken.  Conditionally broken, as it were…if it were?  Numeron Calling is a Normal Magic that states you must control a Numeron Network.  You then gain up to 4 Numeron Gate XYZ Monsters from your Extra Deck straight to the Field.  Note these Monsters won’t have any XYZ Material, but they can still use their effects thanks to Network.  This opens up LOTS of plays, Link, Extra Deck, Tributes, OTK…just to name a few.  The Monsters are removed during the End Phase, but you should have more than made use of whatever you bring out (or maybe even have won) before said End Phase.  Plus, you’re STILL allowed a Normal or Special Summon.  I like this card too, easily on par with yesterday.

Rating:  4/5

Art:  5/5  Much like yesterday, I’m not entirely sure what to make o this, but the gates are present.  The art theme is still similar, and I enjoy it again.  

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