Unchained Twins – Aruha
You can target 1 card you control; you cannot Special Summon monsters for the rest of this turn, except Fiend monsters, also destroy the targeted card, and if you do, Special Summon this card from your hand. If this card on the field is destroyed by card effect, except “Unchained Twins – Aruha”, or by battle: You can Special Summon 1 “Unchained” monster from your hand or Deck, except “Unchained Twins – Aruha”. You can only use each effect of “Unchained Twins – Aruha” once per turn.
February 17th, 2020
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Time to get a little Unchained this week with the new Unchained archetype, starting with Unchained Twins – Aruha.
Aruha is a Level 3 FIRE Fiend with 1500 ATK and DEF. Decent stats overall for the Level, being a Fiend allows for the newly semi-limited Tour Guide, and FIRE can be fun. The first effect comes from the hand where you can target a card you control and destroy it to Special Summon this card from the hand. This can trigger a lot of cards like most of the Unchained cards and some True Draco cards in general, so there’s a lot of synergy to have here. Self destruction has always been an interesting concept. The other effect is one shared by the other two Unchained Twins (so shouldn’t they be triplets?) where if they’re destroyed, you can summon an Unchained monster with a different name from the hand or Deck. You probably want to get to your Unchained Soul monsters in the Main Deck to hopefully start the Link Plays the archetype has, as those Links are extremely interesting. Both effects are a hard once per turn, which is a line copied and pasted from card to card now-a-days. Aruha is a pretty good way to get plays started for Unchained, so it is a good 3-of in any Unchained variant.
Advanced Rating: 4/5
Art: 4.5/5 These guys look really fiendish and evil and it’s amazing.
Unchained Twins-Aruha kicks things off this week. Level 3, Fire, Fiend, 1500 attack and defense. Not terrible stats for a Level 3, Fiend is very well supported, and Fire is interesting enough. Targeting a card you control and destroying it lets you Special Summon this card from your Hand. Giving up a card to get a card on the Field is fair and honest, so I’m fine with this.
You’re prevented from Special Summoning non-Fiend Monsters for the rest of the turn, but that’s not an issue either. If this card is destroyed by effect (other than its own) or in Battle, you can Special Summon another Unchained Monster from your Deck. Except itself, of course, and each effect here is once per turn. Easy to bring out, destroying a card of your own can’t hurt more often than not, and a free Special Summon?
Great card in the Deck, no question.
Art: 5/5 There are certainly some broken shackles here. Very fiendish indeed. Even the color scheme is rough on this.
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