Ocean Dragon Lord – Kairyu-Shin – #LED9-EN017
While “Umi” is on the field, each player can only control 1 face-up non-WATER monster. (If a player controls 2 or more, they must send some to the GY so they only control 1.) During your Main Phase: You can add from your Deck to your hand 1 “Umi”, 1 “Kairyu-Shin” Spell/Trap, or 1 “Sea Stealth” Spell/Trap. You can only use this effect of “Ocean Dragon Lord – Kairyu-Shin” once per turn.
Date Reviewed: August 16th, 2022
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Ocean Dragon Lord – Kairyu-Shin is a newer version of Shin that WATER players who use “Umi” needed long ago (isn’t that a repetitive story we’ve heard before: needing this kind of monster earlier).
Kairyu-Shin isn’t the strongest monster at 2000ATK with a Level 5 rating, not the best stats, but with Electric Jellyfish yesterday or A Legendary Ocean, you would be able to easily summon the creature, so lets go with that since “Umi” ties into Kairyu-Shin’s effects. While you’ve got “Umi” on the field, Kairyu-Shin stops each player from having more than one non-WATER monster on the field at a time. Kairyu-Shin is a There Can Only Be One for WATER players as long as you play “Umi”, that’s pretty good. Play A Legendary Ocean, summon Kairyu-Shin and clear their field of everything but one monster and keep them locked into one monster. Alongside Electric Jellyfish from yesterday you can negate whatever monster your opponent summons and lock them into that monster until you deal with it. You are likely playing all WATER monsters so you won’t be held back from furthering your field while Kairyu-Shin is on the field.
The search once per turn gets you to “Umi” so you can have a copy always ready to play. If searching “Kairy-Shin” or “Sea Stealth” Spell/Trap cards you’ll likely go after are tomorrow’s Spell: Seal Stealth II, or Rage of Kairyu-Shin because they have the chances of doing the most damage to your opponent through direct field manipulation in the case of Rage of Kairyu-Shin, or protection/increasing field presence with Sea Stealth II. Regardless of the one you choose, the fact that Kairyu-Shin is thinning the deck and getting you something alongside locking down your opponent as long as you have “Umi” is great.
Not the strongest WATER you will have, nor the best without “Umi”, but Ocean Dragon Lord – Kairyu-Shin can get you to “Umi” which then allows you to lock down your opponent. It isn’t a boss monster, nor can it hold its own too well without other WATER monsters, but it alongside some of the new support makes it a great turn one combo piece.
Until Next Time
We retrain another one of Mako’s really old vanilla monsters, this time turning Kairyu-Shin into Ocean Dragon Lord – Kairyu-Shin.
Ocean Dragon Lord is a Level 5 WATER Sea Serpent with 2000 ATK and 1700 DEF. Again, a case of low stats for the Level, but cool throwback to this being Kairyu-Shin’s stats under Umi. Also WATER/Sea Serpent is another pair that goes well together. First effect lingers while Umi is on the field, only letting each player control 1 non-WATER monster and players must send monsters to the graveyard until this requirement is met. It’s a nice stun effect to prevent the opponent from using a ton of monsters barring them playing any WATER strategy. This shouldn’t affect you as much cause you’re most likely playing this in a dedicated WATER Deck. Second effect is a Main Phase search for any Umi, Sea Stealth, or Kairyu-Shin Spell/Trap from the Deck, so a ton of options to search every turn. Hard once per turn of course, no searching 3 cards a turn for free now. Again, also a case of being better than the original, but the bar not being high since the original was a vanilla. This time, I’d say we got a card worth building around cause that first effect is fun to have active.
Advanced Rating: 4/5
Art: 5/5 Love all the blue, Kairyu-Shin looks like a beast here.
Another Mako vanilla retrain, here we have Ocean Dragon Lord-Kairyu-Shin. Level 5, Water/Sea Serpent, and again middling stats for a Level 5 this time at 2000/1700. A face-up Umi (not even yours, for fun) keeps each player from having more than 1 non-Water Monster on the Field. So protecting Umi here is more critical than it was yesterday, as the Effect there is rather troubling if you can maintain it. Furthermore, if either of you control more than 1 non-Water, you must send Monsters from the Field to your Grave until you meet this condition. THAT is not so great, as yes, it does and can clear their Field for you, but then they have all that free fuel for their plays in their Grave now. Also, is a Once per Turn Effect, where you can (During your Main Phase) you can fetch a Umi, Kairyu Shin Magic/Trap, or a Sea Stealth Magic/Trap from your Deck to your Hand. That’s a free card, potentially every Turn, and there’s nothing not to like about that. I don’t like the specific side as to what it can grab for you, but that Umi (again still being forced) is probably your best bet to at least have a spare if necessary.
Rating: 2.5/5 Lower than yesterday, too weak, and not as good combo wise either.
Art: 4/5 The picture is really pretty, as are the colors, especially in the background…the Kairyu, not as pretty
Debatably the new boss of the Umi crew, Ocean Dragon Lord – Kairyu-Shin is the next card for this lineup. Much like Electric Jellyfish, its parameters are exactly like the original Kairyu-Shin (a level 5 WATER Sea Serpent) with an Umi touch-up, giving it a still mediocre but much more respectable stat spread of 2000 attack and 1700 defense for a level 5 monster. Fish Sonar can grab Kairyu-Shin as well as Foolish Burial Goods through Ice Barrier, so it’s ironically easier to search than Electric Jellyfish (go figure).
Kairyu-Shin’s Continuous effect is a nasty floodgate, preventing both players from controlling more than one non-WATER monster as long as Umi is on the field. For the controller of Kairyu-Shin, this is not a problem, considering most if not all their monsters should be WATER. For the opponent, if they don’t have a WATER deck, they’re essentially stuck under Gozen Match. While Gozen-esque floodgates aren’t the strongest right now, they’re still a thorn in the side for most decks without WATER monsters. This also makes Kairyu-Shin a powerful boardbreaker if you summon it on your opponent’s turn with, say, Kairyu-Shin of the Reef. Kairyu-Shin’s other effect is a hard once per turn, searching any Umi, Kairyu-Shin, or Sea Stealth Spell or Trap. If nothing else, you can always search Fury of Kairyu-Shin for a one-sided Torrential Tribute board wipe, though Sea Stealth Attack or its successor are also good choices, and A Legendary Ocean (please, NOT the original Umi) if you don’t have it yet. My only gripe with Kairyu-Shin is that it’s level 5, making it a potential brick, but with all of Umi’s tools, you won’t brick too often; decks have seen success running Pot of Duality and Pot of Prosperity, making it a searcher smorgasbord. As your elite boss, you should probably run 3.
Brenn’s corner: Ocean Dragon Lord – Kairyu-Shin is hands down a 5/5.He takes the powerful Gozen + Kragen lock and puts into one Normal Summonable monster with higher Atk to boot. And that’s not including his search range which is also shockingly wide and useful. I think it says a lot when Ice Barrier is at least a borderline staple just to search this guy.
Speaking of searching, Fish Sonar is 5/5. No explanation necessary.
Art: 4.5/5 The rain? The colors? The unsettling smile? *chef’s kiss*
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