Stand Up Centur-Ion
Stand Up Centur-Ion!

Stand Up Centur-Ion! – #VASM-EN020

Cannot be destroyed by your opponent’s card effects while you control a “Centur-Ion” Monster Card. You can only use each of the following effects of “Stand Up Centur-Ion!” once per turn. During your Main Phase, if this card was activated this turn: You can send 1 card from your hand to the GY; place 1 “Centur-Ion” monster from your Deck in your Spell & Trap Zone as a face-up Continuous Trap. If a monster(s) is Special Summoned, you can: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using monsters you control as material, including a “Centur-Ion” monster.

Date Reviewed:  January 24th, 2024

Rating: 4.0

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
Lullaby

Hello Pojo Fans,

Stand Up Centur-Ion! is your Field Spell, and one that is a lot of things in one.

Stand Up protects itself as long as you have a Monster Zone Centur-Ion monster. This is counter to what the archetype does with putting their Centur-Ion into the Spell/Trap Zone, but if that were the effect this card would likely always be protected…though I suppose you may always have protection for this card this way as well.

A Foolish Burial for Centur-Ion as well as moving a Centur-Ion from the Deck into the Spell/Trap Zone when activated? Wow, that’s a lot of monsters you can summon that turn just from activating Stand Up. Foolish Burial Emeth VI and put either Primera or Trudea into the Spell/Trap Zone, then Special Summon either (Primera likely), then you can either Normal Summon another Centur-Ion to then put in the Spell/Trap Zone for Emeth VI or just move the one you just summoned from the Spell/Trap Zone. A lot of possibilities, especially when the final effect kicks in.

Stand Up allows for a Synchro Summon to happen if you have the materials for it after a monster is Special Summoned. This happening during your opponent’s turn is what you want. You will Synchro Summon during your turn, but during your opponent’s turn allows you to not only Special Summon a Centur-Ion from your Spell/Trap Zone and trigger this, but avoid interactions from your opponent. Save your LP or your cards as long as you have a Tuner on the field with this card. Level 8 and 12 are mainstays in the Centur-Ion deck, and while Primera being a LIGHT does stop you from getting Beezle, there’s still plenty of choices for you to go after, including your archetype choice: Legatia and its whoppin 3500ATK.

Field Spell capable of protecting itself without much help from you, sets you up with two monsters in various, accessible locations for your archetype, and enables interaction during your opponent’s turn through your Centur-Ion’s ability to Special Summon themselves from the Spell/Trap Zone. A really powerful Field Spell for the archetype. Could be even more powerful if you play more than just Primera as your Tuner.

Advanced- 4/5     Art- 3.5/5

Until Next Time,
KingofLullaby


Crunch$G Avatar
Crunch$G

Midweek brings us to the Field Spell that also helps get your combo going while being the catalyst to Synchro on the opponent’s turn: Stand-Up Centur-Ion!

Stand Up is a Field Spell that cannot be destroyed by the opponent’s card effects while you control a Centur-Ion Monster Card, giving it some protection. The remaining effects are each a hard once per turn, the first during the Main Phase of the turn it was activated letting you send a card from hand to grave to place a Centur-Ion from Deck to the Spell & Trap Zone as a Continuous Trap, meaning you can use this to get to Primera if you don’t already have it, or you can get your Trudea or Emeth VI if you used Primera to get this to begin with. Either way, you should be able to summon your first Level 12 Synchro on your turn and get more setup for another on the opponent’s since if a monster(s) is Special Summoned, you can immediately perform a Synchro Summon using monsters you control as material, helping summon Crimson Dragon on the opponent’s turn to target your first Level 12 Synchro to turn into King Calamity. Stand Up is a starter or extender for the Deck and a key part to your main combo for Centur-Ion. Play 3 in hopes it is one of the starters you see for the Deck.

Advanced Rating: 4/5

Art: 3.5/5 Basically looks like an Emeth VI alternate art, which is weird for a Field Spell.


Mighty Vee
Mighty
Vee

The card that makes Centur-Ion go ‘round, Stand Up Centur-Ion! is the deck’s local Field Spell, primarily searchable with Centur-Ion Primera. Stand Up can’t be destroyed by your opponent’s card effects while you control a Centur-Ion monster card, a very helpful protection clause, though unfortunately it won’t save you from Cosmic Cyclone (one of the deck’s main pitfalls). Stand Up has two other hard once per turn effects, the first of which can only be activated during your Main Phase the turn you activated Stand Up. It’ll let you send any card from your hand to the Graveyard to place a Centur-Ion monster directly into your Spell/Trap Zone as a Continuous Trap. If you’re starting with Stand-Up, you’ll be grabbing Primera, who’ll then search Centur-Ion Emeth VI; if you started with Centur-Ion Trudea or Primera instead, you’ll search Stand Up with Primera then place Emeth VI with Stand Up. Got it? The discard is a little annoying, but it can at least get a bit of mileage out of opening Emeth VI and it helps in Horus hybrids. Equally as important is Stand Up’s final effect, triggering if any monster is Special Summoned and letting you Synchro Summon a Synchro monster using at least one Centur-Ion monster you control. This effect is meant to make their boss during your opponent’s turn for a disruption, though the more popular meta strategy has been making the boss during your own turn then triggering Stand Up during your opponent’s turn to summon Crimson Dragon, going into Hot Red Dragon Archfiend King Calamity instead. That’s a topic for another time, but for now, Stand Up is both a starter and lynchpin combo piece for Centur-Ion; you have so many starters you might not even have to play Terraforming, though 3 copies is probably still ideal.

+Starts combos and protects itself from destruction
+Allows you to access generic Quick Synchro Summoning
-Very vulnerable to Cosmic Cyclone, a common side deck staple, and is necessary for Centur-Ion’s key plays

Advanced: 4/5
Art: 4.5/5 ROW ROW FIGHT THE POWER


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