Starry Knight Arrival – #GFTP-EN034
During the Main Phase: You can activate 1 of these effects;
● Target 1 Level 7 LIGHT Dragon monster you control; return it to the hand.
● Special Summon 1 Level 7 LIGHT Dragon monster from your hand.
You can only use this effect of “Starry Knight Arrival” once per turn.
Date Reviewed: May 12th, 2021
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Starry Knight Arrival is meant entirely for your LIGHT Level 7 Dragon.
Continuous Trap that either returns or Special Summons your Level 7 LIGHT Dragon. Either Main Phase making it easy to bounce when in trouble and Special Summon when safe. Once per turn, standard. Two of your Starry Knight monsters can Special Summon your dragon back, so using the first effect of Arrival may not put you at a disadvantage. Starry Dragon pops a card when it is summoned, making this card and your two other Starry Knight Main Deck monsters able to get some advantage each turn with Starry Dragon. It is good that it doesn’t cost anything to activate Arrival. The odds of getting more than one use out of arrival aren’t very high, but it isn’t out of the question. Searchable with Rayel, I feel like it’s a little slow though. Previously mentioned, Astel and Flamel can get your Starry Dragon or Arkbrave on their own, while Ciel can do the first part of Arrival by itself and Special Summon itself in its place, as well as Special Summon your Level 7 LIGHT Dragon once Ciel is in the grave.
It isn’t a bad card, it just may be a little slow in comparison to the monsters in the archetype. Using it to get another LIGHT Level 7 Dragon out alongside one you dropped through the Starry Knight monster’s effects would a definite plus though.
Until Next Time
From Spell to Trap as we look at the card that helps loop your main card: Starry Knight Arrival.
Arrival is a Continuous Trap with two options for an effect that you can only use once a turn. First lets you target a Level 7 LIGHT Dragon from your field and add it back to your hand and the second effect lets you summon a Level 7 LIGHT Dragon from the hand. So it’s a clear way to loop your Level 7 LIGHT Dragons for the boss monster. There isn’t much to it, though it does take board presence from you with the first option putting the Dragon back in your hand and making you wait till the next turn to resummon it, because even with other copies you got the hard once per turn there. Either way, Arrival is a useful card for helping your Dragon do what it wants to do over and over again, you’d probably prefer the loop to summon the Dragon from hand on the opponent’s turn and put it back on your turn. It’s okay, just wish the main strategy of the archetype was better, but it isn’t this card’s fault.
Advanced Rating: 3.25/5
Art: 5/5 The art is the best part of this archetype.
Shifting over to a Trap, here’s Starry Knight Arrival, a Continuous Trap. There are two effects here, and you’re allowed to use the one of your choice, once per turn. Either you return a Light attributed Level 7 Dragon to your Hand from the Field, or Special Summon one, again, from your Hand. The first effect Targets, and could be useful if your Dragon has been weakens or ensnarled otherwise. It could always luck into bouncing an opponent’s Monster. The Special Summon, restrictive as it is, is likely your best option most of the time. You could always Special Summon again what you retuned with the first effect next turn too. It’s alright, there’s nothing GOOD here, but it could be worse.
Art: 4/5 Eh, it’s cool, a star shower of sorts, but I feel this could’ve been better.
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