Starry Knight Rayel – #GFTP-EN028
When this card is Normal Summoned: You can add 1 “Starry Knight” Spell/Trap from your Deck to your hand. You can banish this card from your GY, then target 1 “Starry Knight” monster in your GY, except “Starry Knight Rayel”; Special Summon it. You can only use each effect of “Starry Knight Rayel” once per turn.
Date Reviewed: May 10th, 2021
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Starry Knight week as we get into May’s first full week, starting things off with Starry Knight Rayel.
Standard search card most archetypes have: Search off a Normal Summon and strong ATK. Spell/Trap from the deck pertaining to the archetype off Rayel’s Normal Summon does get you directly to support, and that’s always appreciated. Banish to Special Summon a Starry Knight from the grave is great effect. The Starry Knight monsters don’t get effects off being Special Summoned, and they like to banish themselves, so having one available may be tricky at times. Regardless, having a way to get another Starry Knight onto the field that plays to the archetype strategy is good. As a Fairy archetype and LIGHT, the Starry Knights inherit some awesome support to be used alongside them. As for the Spell/Trap you can search with Rayel, Balefire is another search card that works best against a DARK monster, Blast is your negation trap (though it isn’t a Counter Trap, shame), but Starry Knight Sky is a card you want in the opening hand, and no surprise, it’s the archetype Field Spell.
Rayel gets you to your helper cards within the archetype, can hold its own in battle, and can bring sometimes back to work towards your goal, which looks to be LIGHT Level 7 Dragons.
Until Next Time
The last bit of Ghosts From the Past we’re doing is one of the new archetypes in Starry Knight, which feels weird we get a Christmas-themed archetype in April, but Japan got this at the right time. Either way, we start the week with the best Normal Summon for the archetype in Rayel.
Rayel is a Level 4 LIGHT Fairy with 1800 ATK and 700 DEF. Fine Level 4 stats, LIGHT is a great Attribute, and Fairy is a decent typing. Upon Normal Summon, Rayel searches for any Starry Knight Spell or Trap from the Deck. Good way to get to your backrow like Balefire, Night, Ceremony, Blast, or Arrival. It doesn’t work on Special Summon sadly, but the archetype is barely Special Summoning their Level 4s anyways as they want to summon Level 7 Dragons instead. You can also banish this card from the graveyard to Special Summon a Starry Knight from the grave that isn’t Rayel, so funny I mentioned the archetype barely Special Summons the Level 4s, but Rayel isn’t an option so my previous point still stands. The other monsters like Flamel and Astel are good to Special Summon for their field effects at least. Any chance for revival is nice, though you can’t revive the Dragon. Either way, you got cards to get that Dragon from grave to hand, where you want to summon it from. Rayel is the most important Level 4 in the archetype and is the easy 3-of. It helps the archetype get to cards to keep looping the Dragon from hand.
Advanced Rating: 4/5
Art: 4/5 It’s kinda pretty art. Love the theming at least.
This new Archtype is adorable, and introducing things is Starry Knight Rayel. A Level 4, Light/Fairy with 1800 attack is all fine too start. Two once per turn effects are attached, where first, you can add a Theme Magic/Trap to your Hand from the Deck upon this cards Normal Summon. The burn and restriction of a Normal Summon stings a bit, but you’re still getting a free card, so it’s hard to be too upset about this. You can remove this card from your Graveyard from play to Special Summon a Theme Monster, other than itself, from your Grave. Being able to replace yourself, even if it’s only from your Grave pool is great, and only better as the game continues as you have more available to you. Nice card and a good start to the week.
Art: 4.25/5 There’s a lot going on here, but a couple seconds of looking, and it’s rather pretty
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