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Regenesis Lord – Yu-Gi-Oh! Card of the Day

Regenesis Lord
Regenesis Lord

Regenesis Lord – #ALIN-EN017

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 face-up monster you control with 2500 original ATK and DEF. You can only Special Summon “Regenesis Lord” once per turn this way. If this card is Special Summoned: You can Set 1 “Regenesis” Spell/Trap from your Deck. Gains 2500 ATK during the Battle Phase only. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.

Date Reviewed:  July 18th, 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,

Regenesis Lord is the newest monster in the archetype, the supposed head of the archetype, and the end card of the week here on CoTD.

“Cannot be Normal Summoned/Set” always strikes fear in the hearts of players that wish to play said monster. In Lord’s case, you’ll have to banish a face-up monster you’ve got that has, you guessed it, 2500, but for this it requires ATK and DEF to be 2500. While all the Regenesis monsters have this, this will eliminate any of your tech options you run to help summon these like Bystials. Regardless, you shouldn’t have an issue summoning Lord in a dedicated build for Regenesis.

When Special Summoned, Lord can set a Spell/Trap from the archetype which makes him another option for searching out your Spell/Trap cards. Setting any Regenesis Trap cards you have in the deck may be the best option with Lord if you are looking to set up for next turn. If you need a boost this turn, search any of the Spells because he thankfully has no restriction on you playing the card this turn if it were a Spell.

Double ATK during the Battle Phase only makes him a tough monster to out through attacking on either turn, and while piercing damage won’t always come into play, putting your opponent on the defensive and then dropping Lord to slam into the monster using his 5000ATK will deal serious damage. You might even be able to play something like Book of Moon or Enemy Controller to help with this. Interesting to see an Illusion monster not carrying the typical Illusion-Type effect of neither monster being destroyed by battle.

Regenesis Lord is best used clearing the way for the rest of your Regenesis monsters. Double the ATK in either Battle Phase is useful, and he is an easy summon in the archetype. As long as you can get a single Regenesis monster on the field you can banish it for Regenesis Lord and be off to the races, as you can still Special Summon any other Regenesis monster because of Lord’s stats.

Advanced- 3.5/5      Art- 4/5

Until Next Time,
KingofLullaby



Crunch$G

The week ends off with the big boss to all the Regenesis monsters: Regenesis Lord.

Regenesis Lord is a Level 10 LIGHT Illusion with 2500 ATK and DEF. Stats aren’t as impressive on a Level 10 monster, but LIGHT and Illusion are both nice, though another rare case they could have pulled out DIVINE/Divine-Beast, but I still doubt those will ever be used for anything that isn’t Egyptian God related. It cannot be Normal Summoned or Set and must be Special Summoned from the hand by banishing a face-up monster you control with 2500 ATK and DEF. Not hard to summon, though the main negative is potentially banishing a Regenesis monster with this, even if you have ways to recover them. Still, you should have no issues getting this on board, just use the extra copies of a Regenesis name you have. You can only summon Regenesis Lord once per turn this way. Upon being Special Summoned, you can set a Regenesis Spell/Trap directly from the Deck, probably best to grab Regenesis or Regenesis Birth, though Regenesis Cycle is strong removal if you control Lord and Regenesis Commands can be powerful if you fill your columns with Regenesis monsters. The other effects just let this gain 2500 ATK during the Battle Phase only, and it does piercing, so it should be easy to get damage in with this. I would honestly have hoped for more for a boss monster like this. Getting to more of the backrow can be nice, and it’ll run over stuff your Regenesis monsters will naturally struggle with. You don’t technically need it with all the engines you can run to handle monsters and the fact Archfiend can search your backrow already, but a copy can also be fine for more backrow searching and a 5000 piercer in the Battle Phase.

Advanced Rating: 3.25/5

Art: 5/5 The effects of this don’t feel as grand as this monster looks.



Mighty
Vee

Capping off the week is the official boss monster of the Regenesis archetype, Regenesis Lord, a level 10 LIGHT Illusion monster. Though you can search it with either Regenesis Archfiend or Regenesis, it’s usually a lot smarter to search it with Regenesis Archfiend considering its summoning condition, and it’s somehow even more brutal than the other Regenesis monsters. Can you guess its stats? Yep, once again we have 2500 attack and defense, which is rather underwhelming for a level 10 monster, but Lord has no issues with combat, as we’ll see shortly.

Lord is a nomi monster, so you can only Special Summon it once per turn by its own condition, which lets it Special Summon itself from your hand by banishing a face-up monster with both 2500 attack and defense from your field. Naturally, the Regenesis monsters will all fulfill this by themselves, especially Archfiend after searching Lord, though Dogmatika hybrids have the ability to use Dogmatika Fleurdelis, the Knighted in a pinch. That’s particularly useful on turn 3 after Fleurdelis is spent! It kinda stinks that you have to banish the monster, but at least Regenesis Birth can revive from the banishment too, so it’s not a total loss. Speaking of which, that brings us to Lord’s hard once per turn effect, triggering if it’s Special Summoned to let you Set a Regenesis Spell or Trap directly from your deck. Depending on your situation, you’ll either search Regenesis to fish for your other Regenesis monsters or Regenesis Birth for disruption and follow-up. Despite the hype, I’m not a fan of Regenesis Commands because it’s fairly easy to play around, and you can’t activate Regenesis Code the same turn anyway. Lord’s final set of effects is a pair of Continuous Effects, granting it piercing damage and boosting its attack by 2500 during the Battle Phase, revealing Lord’s intended purposes as a big beater. 5000 attack is no joke, and when paired with Birth flipping your opponent’s monsters face-down, it can dish out a lot of damage so that your other Regenesis and Kashtira or Bystial monsters can easily clean up. Lord is an excellent boss monster that functions as both a combo piece and a game closer, but I’m still bugged by the summoning condition and the fact that it’s hard to get back into circulation if your opponent can get rid of it, which is made worse considering it has no protection at all. After all, there’s a reason most Regenesis hybrids would rather directly search Regenesis Sage than use Lord. Overall, you’ll probably still play 1 copy in Regenesis-focused builds, but you can skip it in hybrids if you want to.

+Accesses powerful Regenesis backrow
+Excellent beater with high stats and piercing damage
-Difficult to recycle if it gets removed and lacks protection
-Banishing your own Regenesis monsters can be troublesome

Advanced: 3.25/5
Art: 3.5/5 Ha! Never seen a doomsday God creature in Yugioh before.


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