Vahram, the Magistus Divinity Dragon
Vahram, the Magistus Divinity Dragon

Vahram, the Magistus Divinity Dragon – #GEIM-EN006

1 Tuner + 1+ non-Tuner monsters – While this card is an Equip Card, the equipped monster cannot be destroyed by your opponent’s Spell/Trap effects. You can only use each of the following effects of “Vahram, the Magistus Divinity Dragon” once per turn. If this Synchro Summoned card is destroyed: You can destroy all face-up If this cards your opponent controls. At the start of the Damage Step, if the monster this card is equipped to battles an opponent’s monster: You can destroy that opponent’s monster.

Date Reviewed:  January 8th, 2021

Rating: 3.25

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

Hello Pojo Fans,

Vahram, the Magistus Divinity Dragon is the Synchro of the archetype and the end of the week choice.

Generic requirements are always a welcome sight for a Level 8. As a monster, it can board-wipe your opponents face-up cards upon destruction (if it were Synchro Summoned), that’s pretty powerful. As an Equip Card, Vahram protects its monster from spell/trap effect destruction, and gives it monster destruction power at the start of the Damage Step. This is a great effect to get rid of powerful boss monsters while keeping your monster on the field. Spell/Trap destruction protection is good, but if it was protection from monster effects it would have been even better. The game has shifted away from spell/trap destruction of monsters, even though board-wipe cards like Torrential, Dark Hole, and Raigeki are still played. Vahram may do more as an Equip Card than as a monster, and while that would normally be a bad thing, with Magistus being able to equip it easily while in the Extra Deck, it isn’t bad to just be an Extra Deck monster second and an Equip Card first, the archetype functions like that.

Good Synchro monster, better equip for the archetype. Use one copy to clear out your opponents face-up cards, then the other as an equip card.

Advanced-3/5     Art-4/5

Until Next Time
KingofLullaby


Crunch$G Avatar
Crunch$G

We end the week with the cover card for the Magistus strategy in Genesis Impact: Vahram, the Magistus Divinity Dragon.

Vahram is a Level 8 FIRE Dragon Synchro with 2500 ATK and 2900 DEF. Fine stats on Level 8, Dragon is good and FIRE is okay. The summoning requirements are any Tuner and non-Tuner, so it’s generic but honestly only useful in Magistus still. While this card is equipped to a Monster, said Monster can’t be destroyed by Spell or Trap effects from the opponent, which is okay I guess. Nothing groundbreaking, but plays around Lightning Storm or Raigeki if you got a Monster you’d really like to protect like the Magistus Xyzs most likely. The other two effects are a hard once per turn where the first effect is if this Synchro Summoned card is destroyed, you can destroy all face-up card the opponent controls. I’d say Fire King synergy here, but Garunix should already be destroying the Monsters so this isn’t useful unless it’s destroying Spells or Traps. It can be destroyed by you at least to trigger this, which is good considering I doubt the opponent runs into this. The second effect is during the Damage Step where if the equipped Monster battles an opponent’s Monster, you can destroy the opponent’s Monster. Nice to use this equipped to your weaker Magistus Monster to get rid of an opponent’s boss Monster and makes it a better incentive to equip this to a Monster. Vahram is a fine card overall, but nothing groundbreaking. The other Extra Deck options for Magistus are better, but this does have a use I can see enough to warrant having it in your back pocket.

Advanced Rating: 3/5

Art: 5/5 See Fire King in the art, but I don’t know where it’d fall in the lore of Spellbooks, Witchcrafters, Invoked, and Endymion.


Dark Paladin's Avatar
Alex
Searcy

I think it had to be obvious where this week had to end, but here we are, with Vahram, the Magistus Divinity Dragon.  Level 8, Fire, Dragon, 2500 attack 2900 defense (meh attack but good defense) who requires generically a Tuner and one or more non-Tuners for Synchro Summoning.  So if Equipped to a card (not even a Theme card, just a Monster) said Monster can’t be destroyed by Magic or Trap effects.  Which is incredible.  However, it does leave this Equip card itself very vulnerable and open to destruction, and that’s troubling.  If this Synchro Summoned card is destroyed, you can destroy all face-up cards your opponent controls.  Now THIS is nice.  Sure, your opponent can play around that to a degree, but even knowing that effect, could make things very murky for them.  Secondly, instant destruction is attached to a Monster attacking your opponent’s Monster while Equipped with this.  That’s a whole lot of fun.  It still means you’re going to have to protect that card (assuming it’s a weaker or smaller Monster) but that’s going to be harder to play around.  Each effect there, is once per turn, which makes total sense here.  Fun card, does cool things, not broken or overly powerful.  Nice close to the week.

Rating:  3.75/5

Art:  4.5/5  The background here is cooler than the Monster, but I like it.


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