Salamangreat Sunlight Wolf
If a monster(s) is Normal or Special Summoned to the zone(s) this card points to (except during the Damage Step): You can add 1 FIRE monster from your GY to your hand, but for the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters with the added monster’s name. During your Main Phase, if you control this card that was Link Summoned using “Salamangreat Sunlight Wolf” as material: You can add 1 “Salamangreat” Spell/Trap from your GY to your hand. You can only use each effect of “Salamangreat Sunlight Wolf” once per turn.
March 27, 2019
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Now we’re getting into the good stuff with the deck, highlighting the Link 2 Salamangreat Sunlight Wolf.
Decent ATK for a Link 2, Wolf pulls FIRE monsters from the grave back to your hand when you Special Summon to one of its link points. Can’t drop the monster you popped back to the hand with Sunlight Wolf, but that shouldn’t be your aim. Wolf also acts as a searcher as long as you reincarnation link summoned him (Sanctuary and Sunlight Wolf to make Sunlight Wolf), searcher an archetype-specific spell/trap. Wolf digs out your Roar, Rage, and Circle as top targets. There are several more, but these are the most important ones, especially a first turn reincarnated Sunlight Wolf. Wolf can be both offensive and defensive, bringing back an Ash Blossom to counter or another Salamangreat for next turn, while searching out protection traps or offensive spells.
This one is a 3 of in the Extra Deck and is a cornerstone to the strategy.
Until Next Time
Salamangreat Sunlight Wolf has a great name for a Wednesday review (I do the reviews in the morning.) It’s a Link 2 Fire Cyberse-type Link Monster with 1800 Atk and with Top and Bottom Arrows. It requires any 2 Fire effect monsters to properly Link Summon, or you can use yesterday’s card with a single copy of itself. The stats are good for Link 2, even the top arrow is good to trigger the first effect during your opponent’s turn. Except any Damage Step, when a monster is Normal or Special Summoned to a zone Sunlight Wolf points to, you get to add any 1 Fire monster from your grave to your hand but you can’t put any copies of that monster on the field for the rest of the turn. So get an Ash Blossom during your opponent’s turn, or you can reset a Fire Extra Deck monster in your grave back to your Extra Deck. Possibilities and future potential for Fire decks is high because this effect is not locked to Salamangreats. The second effect is archetype specific. If Sunlight Wolf was used to Link Summon Sunlight Wolf, you get to add any Salamangreat Spell or Trap from your grave to your hand during the Main Phase. Each effect is once per turn but balance is necessary. Both effects are basically free and can net very good hand advantage in a single turn. Multiple copies are necessary in the Extra Deck for that reason alone. Finally, I just want to play a MegaMan game and fight this as a boss.
Score: 4.5/5 Art: 4.75/5
It makes sense that we look at the Salamangreat Link Monsters and here we have probably the best one with Salamangreat Sunlight Wolf.
Sunlight Wolf is a Link-2 FIRE Cyberse with 1800 ATK and arrows pointing Up and Down. 1800 ATK is solid on a Link-2, FIRE as I mentioned is good with this archetype now, Cyberse will keep getting support, and the arrows do seem good for its effect even though I’d still prefer Bottom Left and Bottom Right. The summoning requirements are any 2 FIRE Effect Monsters, which is easy to supplement. If a monster is Normal or Special Summoned to a zone this card points to, except during the Damage Step as I’d expect, you can add 1 FIRE monster from your GY to your hand but for the rest of the turn you cannot Normal or Special Summon monsters with the same name. What makes this amazing is that Ash Blossom & Joyous Spring, probably the best hand trap in the game, is FIRE attribute meaning this can get it back, so I can appreciate this isn’t locked to the archetype, but still having the ability to get back any Salamangreat is great to have (pun intended). Also it makes your opponent’s summoning more limited and strategic since they won’t want to summon to a zone this card points to unless they don’t care that you get a card back to your hand. During your Main Phase, if this monster was Link Summoned using another Salamangreat Sunlight Wolf (Sanctuary helps here) you can add any Salamangreat Spell/Trap from your graveyard to your hand. Again, more recursion is great to have, especially if you summon Gazelle and dump a Spell/Trap for Sunlight Wolf to grab back for you, the archetype has some nice disruptive options, a searcher, and a Fusion Spell that is always treated as a Salamangreat card (as it is named Fusion of Fire). Both effects of this are a hard once per turn because too much recursion would of made this closer to Tier 0 probably. Sunlight Wolf is the best Link Monster Salamangreat have because its the one that gives the most plusses, three is important for the Extra Deck.
Advanced Rating: 4.5/5
Art: 4/5 A wolf on fire, how lovely.
I’d say moving to Link in mid-week is appropriate, bringing us to Salamangreat Sunlight Wolf. This is a Fire, Cyberese Monster, who is Link 2, with arrows pointing directly above and below itself. Sunlight Wolf has 1800 attack, which is meh but not bad for a Link 2 and requires any two Fire Effect Monsters for a Link Summon. The first effect here could be used outside of the theme, though I don’t see it as GREAT.
So, first off, a Special Summon of a Monster(s) to a Zone(s) this card is Linked to (save the Damage Step) you net a Fire Monster from your Graveyard back to your Hand, although, you can’t Normal OR Special Summon a Monster of whatever you chose for the rest of this turn. Not such a big deal if this happens on your opponent’s Turn, but on your Turn, it kind of sets you back to whatever you wanted it for, save a discard.
Secondly, if you control this card and it was Link Summoned with itself as Material, you can add a theme specific Magic/Trap card from your Graveyard to your Hand. Again, each effect is once per turn, but here, you can use each in a turn instead of choosing. The latter effect here IS better, and accomplished using our card from yesterday. But being dependent on what’s in your Graveyard can limit it.
Art: 5/5 It’s definitely a metallic Wolf. The Fire scarf is really awesome, as is it blazing out the back beind, and the red/pink/purple in the dark background is great too.
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