Supreme King's Castle
Supreme King’s Castle

Supreme King’s Castle
– #LED5-EN015

You can Fusion Summon Fusion Monsters that must be Special Summoned with “Dark Fusion”, with effects other than “Dark Fusion”. Once per turn, during damage calculation, if your Fiend monster battles an opponent’s monster: You can send 1 “Evil HERO” monster from your Deck or Extra Deck to the GY; your monster gains ATK equal to the Level of the monster sent to the GY x 200, until the end of this turn (even if this card leaves the field).

 

Date Reviewed: 
November 20, 2019

Rating: 1.83

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

Supreme King’s Castle does what Dark Calling and Dark Fusion do…but not as well.

It is nice to use something else than Dark Fusion or Dark Calling to Fusion Summon an Evil HERO from the Extra Deck, but with Dark Fusion you get targeting protection for the turn, while Castle gives you no protection. You search any of the three listed above with your Adusted Gold, but you want the best to get things going, and that would be Dark Fusion. The pump-up ability combined with a Foolish Burial is okay, but it would be nicer if it were ATK and not ATK based on levels x 200. You only want Necrom in the grave, so that is one target that would get you 1000ATK for the turn more, but once again, no protection like Dark Fusion can give you for a turn.

Field Spells that allow for Fusion Summoning are okay, but when you have two other choices to search that can do things better, search them.

Advanced-1.5/5     Art-3/5

Until Next Time
KingofLullaby

Crunch$G Avatar
Crunch$G

After all these years, we can finally be like the Supreme King and summon our Evil HEROs with Super Polymerization. It’s a card we’re looking at mostly due to the artwork and it being an anime reference, here’s Supreme King’s Castle.

Castle is a Field Spell that lets you Fusion Summon your Evil HERO Fusions without specifically having to use Dark Fusion. I mean, Dark Fusion and Dark Calling were already very easy to search with Adusted Gold, so I don’t think it matters as much that you can’t use something like Polymerization for them. I guess if you somehow use Super Polymerization to summon Malicious Fiend, Dark Gaia, or Malicious Bane then it’s worthwhile, though it’s not guaranteed your opponent will have the specific requirements for them. Once per turn, during damage calc, if your Fiend monster battles an opponent’s monster, you can send an Evil HERO from the Deck or Extra Deck to the grave to have your Fiend gain 200 ATK times the Level for the rest of the turn. Another way to get Sinister Necrom to the grave, that’s the only card I can imagine you’d want to send. Maybe send a high level Evil HERO to the grave as well to get the Level 5 or higher and/or the Level 6 or higher Fiend requirement for Malicious Bane or Malicious Fiend. The ATK boost is fine as well, though the main Evil HERO Fusions probably won’t need it. Supreme King’s Castle might get better if Evil HEROs ever get more, but at least I can appreciate the nostalgia in the artwork.

Advanced Rating: 2.5/5

Art: 5/5 It’s as I remembered it.

Dark Paladin's Avatar
Alex
Searcy

Supreme King’s Castle…Field Magic card, eh?  So, first we see that’s opens us your Fusion plays by allowing you to bring out Dark Fusion Monsters with effects and cards OTHER than Dark Fusion.  Dark Fusion is good, but restrictive, so being able to work outside those bounds is certainly a welcome bonus.  Being able to use Super Polymerization would be cool with these cards.

Furthermore, if your Fiend Monster is engaged in Battle, during the Damage Step, you can send an Evil Hero Monster from your Deck or Extra Deck, to your Graveyard.  This can be done once per turn to give your Monster an attack increase equal to the Level of the sacrificed Monster x200.  From your Hand, that’s probably a Level 4 (for 800 extra attack) which could be enough in a pinch.

From the Extra Deck, you’d likely go for a Level 8, and that’s a 1600 attack boost.  That should be a considerable swing in your favor, or at least enough for you to prevail in said battle.  This card is by no means bad, just what it doesn’t isn’t persuasion enough for me to play it.  For a Field Magic card, I’d like to see a little more kick in it.  It does a couple things, just not particularly game breaking things.

Rating:  Meh/5 which I’ll equate to 2.5/5

Art:  4/5  I never liked how the castle seems actually negligible in the art here.  But the mountain is cool, as are the lightning and fire.  

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