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Starry Night, Starry Dragon – Yu-Gi-Oh! Review

StarryNightStarryDragonDragon
Starry Night Starry Dragon

Starry Night, Starry Dragon – #GFTP-EN027

If this card is Normal or Special Summoned from the hand: You can target 1 card on the field; destroy it. Cannot be destroyed by battle with a DARK monster, or by a DARK monster’s effects. Once per turn, at the start of the Damage Step, if this card attacks an opponent’s monster: You can banish that opponent’s monster until the End Phase, also this card can make a second attack in a row.

Date Reviewed:  May 14th, 2021

Rating: 3.58

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:



King of
Lullaby

Hello Pojo Fans,

Starry Night, Starry Dragon is the boss monster for the Starry Knight archetype and looks to be a retrain of Seiyaryu (another Level 7 LIGHT Dragon).

Normal or Special Summon destruction effect is a great start to a monster that interacts with every monster within the archetype. Can be Special Summoned from the grave or hand with help from your Starry Knight monsters without giving hardly anything up, and Arrival plays ping-pong with Starry Dragon if you run it. Like Consecrated Light before it, Starry Knight is the bane of DARK monsters existence. Destruction protection against DARK monster effects and is a wall against DARK monsters in battle. While that is great, not all players play DARK monsters, so Starry Dragon needed something more to make it a boss-level monster, and it has that. Starry Dragon can banish a monster and make a second attack. While you only banish until the End Phase, you still open your opponent up and remove something that may be a problem. The second attack ability is new to add to an effect like this, but it makes it easier to use Starry Dragon at the start of the Battle Phase and still get to use Starry Dragon for damage or getting over another big monster on the field. 2500ATK isn’t the biggest, especially for Dragon-Type Level 7 monsters, but it is big enough where if you have another monster on the field that you could make some trouble for your opponent. Get your attacks in and get Starry Dragon to the grave or back to the hand to re-use its effect. Link or Xyz Summoning with Starry Dragon and Arkbrave is something you want to do, because either is going to be good in the grave.

Starry Dragon is a good card on its own, but the more it interacts with the archetype, the better it becomes. Each turn you want to be using that first effect and during each of your turns you want to be pushing for big damage.Also, it surprisingly isn’t a once per turn on this destruction effect, so feel free to bounce and summon as many times as needed in a turn…this is why Arrival is useful, but still feels slow.

Advanced-3.5/5     Art-3.5/5

Until Next Time
KingofLullaby



Crunch$G

The week ends off with the main Level 7 LIGHT Dragon you want to use, and the Seiyaryu retrain we never knew we wanted, in Starry Night, Starry Dragon.

Starry Night, Starry Dragon is a Level 7 LIGHT Dragon with 2500 ATK and 2300 DEF. Pretty fine stats for Level 7, and that good combo of LIGHT and Dragon. Upon this card being Normal or Special Summoned from the hand, you can target and destroy any card on the field. Stings it has to be from the hand, but destruction for any card is pretty good. No hard once per turn also rewards you for summoning this as much as possible for multiple pops. It cannot be destroyed by battle or effects of DARK monsters, which is specific, but it’s fine I guess. Still don’t like the cards in this archetype being specific to DARK monsters being on the opponent’s board, but it’s at least a common Attribute and I guess it works thematically. Finally, at the start of the Damage Step once per turn where this attacks an opponent’s monster, you can banish that opponent’s monster until the End Phase and then this makes a second attack in a row. It’s a strange effect, but lets you help get in some decent damage to help an OTK potentially. More damage is always useful, even if that ensures the opponent gets the monster back if you don’t finish them off. With that said, Starry Night, Starry Dragon is a decent boss for the Starry Knight archetype. It isn’t a proper Starry Knight card, but being Level 7, LIGHT, and Dragon basically makes it part of the archetype. I wish it could be summoned from more than the hand from the pop and design the cards around that, it’d improve the archetype, but I guess they wanted a balance somewhere to prevent this from being meta.

Advanced Rating: 3.5/5

Art: 5/5 Nicer version of the original vanilla, love the solid white look and the shine like stars.



Alex
Searcy

Starry Knight, Starry Dragon, aptly, if not lazily named, closes the week.  Level 7, Light/Dragon, 2500/2300 is all a solid start for this Monster.  A Normal or Special Summon of this from your Hand lets you Target and destroy a card on the Field.  A free boom on any card, any position just for hitting the Field is always a win.  Selective immunity to destruction from Dark Monsters and their effects is…something.  It fits the bill, I suppose, and it’s better than nothing.  A modified BLS-Envoy is defect also appears where once at the start of the Damage Step this card can remove an opponent’s Monster it Battles from play and then make a second attack in a row.  Oddly, the Monster returns during the End Phase, so if you’re not winning or didn’t have something since removal to answer that card, it might now actually help much.  I still like the card though.

Raying:  3.75/5

Art:  4.75/5  The Dragon is cool but I think the background art and colors are the winner here. 


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