True King of All Calamities
Once per turn, during either player’s turn: You can detach 1 Xyz Material from this card and declare 1 Attribute; this turn, all face-up monsters on the field become that Attribute, also all monsters in your opponent’s possession with that Attribute cannot activate their effects or attack. Monsters that “True Draco” and “True King” monsters in your hand would destroy with their effects can be chosen from your opponent’s field.
July 18, 2019
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
True King of All Calamities is still the best Rank 9 for you to summon if possible.
As many Level 9 monsters as you can muster, but you are likely to have only two for it. Bring this boss Wyrm out for ATK/DEF power and its all-around negation ability to stop your opponent from playing Yu-Gi-Oh. Quick-Effect to make all monsters a certain Attribute is good, especially with Attribute-specific support, but the second part of that effect is why TKoAC is so good: a Skill Drain to your opponent’s monsters of that Attribute. It locks your opponent’s monsters down from activating effects and with monster effects so big in the game, this is such a crippling effect. It doesn’t hurt you, it ony hurts your opponent. Not only that, it prevents attacking, so if your opponent had a stronger monster, it can’t get rid of your True King or other monsters. You are forcing your opponent for a minimum of two turns to depend on their spell/trap cards rather than attacking or monster effects. With so many players not playing traps that can respond to attacks like Mirror Force, or cards like Dark Hole, you are all-but safe from harm. If running True King or True Draco monsters you can also use that nifty effect to use your opponent’s monsters instead to destroy to summon them, though that effect hardly gets used it is still good to have just in case.
Such a great Xyz, if you can summon it, you do because you can control the board with it.
Until Next Time
I don’t even know what to say. This is just so good. Great stats, easy requirements, and great effects. True King of All Calamities starts by looking like palette swap diabolos, which is fine. At the cost of 1 material you can neuter your opponent’s field from activated effects and attacking. Finally, any True Draco or True King monsters in your hand can destroy your opponent’s monsters for their activated effects. Let’s keep this one short, if you can summon Rank 9, you run this for the big body and neutering. In Tue Draco/King, this can be great for some questionable hands, but isn’t as necessary. Still run at least 1 of course. I’m both surprised and glad we hadn’t reviewed True King of All Calamities because I might have missed out on such a great card for Throwback Thursday.
Score: 4.5/5 Art: 4.75/5
Throwback Thursday this week will look back at one of the final cards from the previous big lore in Yu-Gi-Oh, the True King/True Draco lore, and here we have True King of All Calamities.
TKoAC is a Rank 9 DARK Wyrm with 3000 ATK and DEF. Stats are something I’ll approve of, DARK is great, and Wyrm is a cute typing. The summoning requirements are any 2 or more Level 9 monsters, which I appreciate how he lets you use more monsters if you so wish. Once per turn, during either player’s turn, you can detach a material from this to declare an Attribute and this turn, all monsters on the field become that Attribute and all monsters in your opponent’s possession with said Attribute can’t activate their effects or attack. A very huge floodgate like effect, shuts your opponent down from their field effects and can mess up their plays if said plays are Attribute dependent. You can shut down hand and graveyard effects as well if said monsters have the same Attribute you declared since their Attributes won’t change from this. True King and True Draco monsters in your hand that would destroy with their effects can destroy your opponent’s monsters as well as long as you control this, which is great with the first effect since the other Level 9 True Kings and True Dracos gain effects if you destroy 2 monsters with the same Attribute as them, and you can destroy 2 of your opponent’s monsters at the same time. It sucks the EARTH one is banned, but you still got WIND, WATER, and FIRE. True King of All Calamities is great mainly for his first effect, but the second effect can come in handy if you are messing around with True Kings and True Dracos.
Advanced Rating: 4.5/5
Art: 4.5/5 Another thing that I’d see in my nightmares.
Austin’s been doing a really cool job picking un-reviewed cards for our Throwback Thursday slots. Don’t get me wrong, it’s awesome to re-review OLD cards, but when we can still look at ‘new’ ones in this segment, it’s always kinda like a treat to see ‘hey we never did that.’ True King of All Calamaties is a Dark, Level 9 XYZ Monster, and a Wyrm, who needs 2 or more Level 9 Monsters for an XYZ Summon.
So this boss Monster has some lock-down attached to it. Once per turn, during the turn of either player, note, you can detach an XYZ Material and choose an Attribute. For the turn, ALL face-up Monsters become that attribute, and your opponent is prohibited from attacking or activating Monster effects if they fall under the chosen Attribute. That can wreak some hell, if only even for the turn that is activated.
The second effect, appropriate to the name, spans into the True Kings and True Dracos, by allowing you to use Monsters of the opponent to sacrifice instead of themselves from your Hand. If your Deck with this guy/these guys encompasses them all, that can help, but this card works well in and out of its theme, so it might be worth a slot in the Extra Deck to play/test with if you have the room.
Art: 4/5 Honestly, I’d have a nightmare if I saw this thing in my sleep too. The picture and detail is still good, but the Monster itself is a little bland for me.
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