Salamangreat Burst Gryphon
Salamangreat Burst Gryphon

Salamangreat Burst Gryphon – #LD10-EN004

1 Tuner + 1+ non-Tuner monsters
You can target 1 Level 7 or lower FIRE monster in your GY; Special Summon it, and if you do, reduce this card’s Level by that monster’s original Level, also you cannot Special Summon monsters for the rest of this turn, except FIRE monsters. If this card is Synchro Summoned using “Salamangreat Burst Gryphon” as material: You can activate this effect; during the next Standby Phase, Special Summon 1 monster from your GY. You can only use each effect of “Salamangreat Burst Gryphon” once per turn.

Date Reviewed:  October 11th, 2023

Rating: 3.0

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,

Salamangreat Burst Gryphon is the first Synchro for the archetype and can be made with our past two CotD entries.

Generic Level 8 Synchro with generic requirements, Burst Gryphon is an immediate Monster Reborn for any of your Level 7 or lower FIRE monsters. Dropping its own Level by the monster’s Level that it Special Summons can set up a future Synchro Summon if you drop a Tuner onto the field or align it to be used for an Xyz Summon. FIRE Special Summon restriction is wasted text but is there just in case someone outside a FIRE-based strategy summons Burst Gryphon. The drop in Level has to do with the next effect of Burst Gryphon: the recurring theme of using oneself as material to summon yourself again.

If you use Burst Gryphon to Synchro Summon Burst Gryphon again, you get another Special Summon, this time during the next Standby Phase. While you won’t need Burst Gryphon on the field for this, the potential to have two 2800ATK monsters on the field is phenomenal. At the very least you will have another Burst Gryphon and another FIRE monster on the field.

Salamangreat Burst Gryphon continues the “using yourself to summon another copy of yourself” ability some Extra Deck Salamangreat monsters have. While you’ll have to wait until your next Standby Phase, you are ensured a monster to recoup if you get wiped out. You can have two Burst Gryphons and another Salamangreat from the second Burst Gryphon all from Synchro Summoning your first Burst Gryphon, and that’s impressive. It is great that it lost the Level restriction on the second Special Summon, though that summon wasn’t going to lose its utility.

Advanced-4/5     Art-4/5

Until Next Time

Crunch$G Avatar

Of course with two new Tuners for the archetype that you could expect a Synchro as well, so here’s Salamangreat Burst Gryphon.

Burst Gryphon is a Level 8 FIRE Cyberse Synchro with 2800 ATK and 2000 DEF. Stats are really good, and the combo of FIRE/Cyberse remains solid. Materials are any Tuner and any non-Tuner(s), which is shockingly generic. The first effect lets you target a Level 7 or lower FIRE monster in your graveyard and Special Summon it while also decreasing this monster’s Level by that of the revivied monster, but you cannot Special Summon for the rest of the turn, except FIRE monsters. The extending is pretty nice to make more plays, and the effect does help do what Salamangreat wants to do, and that’s Reincarnation Summon, since reviving a Tuner would lower this card’s Level to allow for another Synchro Summon of Burst Gryphon, which would then allow you to Special Summon a monster from your graveyard during the next Standby Phase, which is honestly a lot of effort for something this slow. HOPT on each effect is fine. Its a solid card for the first effect, just not in Salamangreat. You’re better off just using the monsters immediately for a Link Summon and trying to get that 2nd effect is just not worth it. Any FIRE-based Synchro Deck might like this, but for Salamangreat you can pass.

Advanced Rating: 3/5

Art: 4.5/5 Pretty cool looking monsters for something that won’t see play in its actual archetype for the most part.

Mighty Vee

All this Tuner talk has led up to today’s card, the long-awaited Salamangreat Synchro monster, Salamangreat Burst Gryphon, a level 8 FIRE Cyberse Synchro monster. Though it has generic requirements of a Tuner and any non-Tuner, its level is perfect for Salamangreat Tiger and Salamangreat Gazelle or Spinny, if you choose to make it. 2800 attack and 2000 defense is a decent stat spread, even if there are stronger monsters of the same level.

Gryphon has two hard once per turn effects, though in practice it’s really just one, as we’ll soon find out. Gryphon’s first effect lets you Special Summon any level 7 or lower FIRE monster in your Graveyard and reduce its own level by that monster’s level, at the cost of locking you into FIRE monsters. This immediately sets up a Synchro Summon for another level 8 FIRE Synchro monster if you brought back a Tuner, and go figure, Gryphon’s second effect triggers if it’s Synchro Summoned using itself as a Synchro material, letting you revive any monster from your Graveyard during the next Standby Phase. There are a lot of things wrong with this card, the least of which being the FIRE lock; I get that they didn’t want you to make Crystal Wing Synchro Dragon and you’re probably already locked by Salamangreat of Fire or Salamangreat Miragestallio anyway, but if that’s the case, why use the second effect at all? You’re essentially jumping through hoops to summon a monster you probably could’ve summoned with the first effect anyway, and not gain any mileage out of it either. The only practical use I can see for reincarnation summoning Gryphon is if you somehow managed to dump a non-FIRE monster like Barrier Statue of the Torrent that would be useful to summon on your opponent’s turn, but that is a lot of work compared to your normal combos. Overall, combined with the fact Tiger isn’t worth running, there’s no real reason to play Gryphon outside of casual builds.

Advanced: 2/5

Art: 4.25/5 At least it looks really cool!

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