S-Force Rappa Chiyomaru
S-Force Rappa Chiyomaru

S-Force Rappa Chiyomaru – #BLVO-EN011

Each of your opponent’s monsters in the same column as one of your “S-Force” monsters can only target that monster for attacks. (Quick Effect): You can banish 1 “S-Force” card from your hand; return this card to the hand, and if you do, Special Summon 1 “S-Force” monster from your Deck in Defense Position, except “S-Force Rappa Chiyomaru”. You can only use this effect of “S-Force Rappa Chiyomaru” once per turn.

Date Reviewed:  March 22nd, 2021

Rating: 3.92

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,

S-Force week on Pojo CoTD this week, starting things off with S-Force Rappa Chiyomaru.

Small ATK and only Level 2, Chiyomaru makes it so your opponents monsters have blinders on. Column-based fighting is something new for a monster to restrict other monsters to, and if you can protect Chiyomaru then you could have a stall tactic brewing. The banish to pop Chiyomaru back to the hand and Special Summon from the deck is a nifty deck thin and swap out effect. You need an “S-Force” monster in the hand, having it be an “S-Force” card would’ve been better. Defense mode isn’t the strong suit for S-Force aside from Tina and Dog Tag in terms of strong DEF. Gravitino will get you a search and Laser will Special Summon another “S-Force” monster from your hand. Orrafist is a go counter to monster effects despite not negating them, and Tina can Special Summon one of your banished “S-Force” monsters, so depending on your situation you have many of choices to go to, but Orrafist being a removal type of card on either turn may be the best.

Chiyomaru is the monster you need to get to what you want quicker. It costs you an “S-Force” monster in your hand, but you keep Chiyomaru and you thin your deck and get a new monster that will trigger on the Special Summon…you should plus off Chiyomaru.

Advanced-4/5     Art-4/5

Until Next Time

Crunch$G Avatar

Time to join the S-Force on patrol this week as we analyze the archetype and their ways of combating crime. We start off with the enabler of S-Force, Rappa Chiyomaru.

Rappa Chiyomaru is a Level 2 DARK Warrior with 800 ATK and 1000 DEF. Standard Level 2 stats, DARK is great, and being a Level 2 Warrior opens you up to Reinforce Truth to get this from the Deck. It’s something you should want as soon as possible, because Rappa Chiyomaru has a Quick Effect to banish a S-Force card from your hand to then return this to the hand and summon any other S-Force from your Deck in Defense Position. A minus 1 at first, but you can get around that minus in a few ways. First off just summon Gravatino and get a free search for your entire archetype, which is pretty good. Another option is Pla-Tina to Special Summon an S-Force monster you might of banished off this. It’s also a hard once per turn, but I don’t know how often you’ll spam Rappa Chiyomaru’s in an archetype meant more towards control. This being a Quick Effect helps column manipulation more, as all the S-Force monsters have effects when in the same column as an opponent’s monster. Rappa only lets the opponent’s monster in the same column as an S-Force monster only target the S-Force monster in the same column for an attack, which I guess can be fun to play around with getting a stronger monster in a column as an opponent’s monster. Rappa Chiyomaru doesn’t stay on field too long, it’s mostly the play enabler for the archetype to get what you want going, and it’s pretty good at it.

Advanced Rating: 4/5

Art: 4.5/5 She seems like a lovely lady.

Dark Paladin's Avatar

S-Force week begins with a small but useful combo card in S-Force Rappa Chiyomaru.  Level 2, Dark/Warrior are great, though 800-1000 seems a bit low even for this Level.  Each of your opponent’s Monsters in the same column as one of the S-Force can only attack that Monster.  The column effects and aspect here are relatively new.  There’s been a handful over time (Rampaging Rhynos comes to mind) where a Monster gets a small attack boost, their Monster gets a small decrease, either Monster can only attack in said column, etc.  But I do like this.  Better for bigger Monsters, especially if you’re lacking protection, but it’s a nifty tactic for sure.  A Quick Effect lets you remove a Theme Monster in your Hand from play to return this to your Hand to Special Summon a Theme Monster, excluding itself, from your Deck.  This is a -1 but as long as you’re getting the Monster you need, and likely moving your plays along, that shouldn’t be an issue.  Said Monster has to be brought to the Field in defense position.  That’s a bit of a downer in this Theme, but as said, it shouldn’t be on the Field long enough to matter depending on what other plays you’ve opened or have available. He doesn’t do a lot ON HIS OWN but he’s a necessary and useful piece for sure in the Theme.

Rating:  3.75/5

Art:  4/5  She’s pretty and I guess the attack action pose means Warrior but she kinda looks like a Spellcaster to me

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