Vaylantz Wakening
Vaylantz Wakening

Vaylantz Wakening – Solo Activation – #DABL-EN066

Place 1 “Vaylantz” Pendulum Monster from your Deck in your Pendulum Zone. If a card is in a Field Zone: You can banish this card from your GY, then target 1 “Vaylantz” monster in your Main Monster Zone; move that monster you control to an adjacent (horizontal) Monster Zone. You can only use each effect of “Vaylantz Wakening – Solo Activation” once per turn.

Date Reviewed:  January 18th, 2023

Rating: 3.42

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,

Vaylantz Wakening – Solo Activation is the only card from the Vaylantz archetype we’ll look at this week, and is key to getting the Vaylantz monster effects going.

A Pendulum Vaylantz searcher, Wakening puts your choice directly into the Pendulum Zone. We in the TCG still don’t have Electrumite back from the ban list, so this being another Pendulum searcher for your Vaylantz is great. Vaylantz have two Field Spells, neither of them being fantastic, however, you need a Field Spell or your opponent to have one for this card to reach its full potential. When there is that Field Spell, you can banish Wakening and move one of your Vaylantz monsters in the Main Monster Zone to a different zone next to them, which will activate most of the Vaylantz monsters effects. With Ninja being the only monster in the Main Deck for the Vaylantz archetype to be able to move monsters to adjacent zones, you need this card to be at the ready in your grave, but you still need a Field Spell somewhere on the field. The Place of Beginning and Terraforming will help search out your Field Spell, but I think this card’s second effect should have been a free one instead of needing a Field Spell. Two of the Fusion Monsters can move monsters like this card can, but once you get that Fusion Monster on the field you’ve achieved what you were trying to do anyways.

Searcher and facilitator for the archetype’s success, but comes up short with the need of having a Field Spell on the field. The theme revolves around one of the two Field Spells you run, yes, but being able to fire off both effects immediately would have made this archetype far better.

Advanced-3/5     Art-3/5

Until Next Time
KingofLullaby


Crunch$G Avatar
Crunch$G

Back to Vaylantz with a new Normal Spell that’s much better than what they previously had in that department: Vaylantz Wakening – Solo Activation.

Solo Activation is a Normal Spell that lets you place a Vaylantz Pendulum Monster from your Deck directly to the Pendulum Zone, which is great to get you to another monster that can summon itself directlty from the Scale, especially since this can get a specific one you might need like Shinonome, Baron, Hojo, etc. The second effects lets you banish itself from the graveyard if there is a card in the Field Zone to target a Vaylantz monster in your Main Monster Zone and move it to an adjacent Main Monster Zone, which should trigger all the Vaylantz effects that they have for moving Monster Zones. Each effect is a hard once per turn, as is tradition. It’s a simple Spell that does everything Vaylantz wants to go, get to more bodies from Deck to help make Extra Deck plays and move your Vaylantz monsters to help trigger their effects. It doesn’t do a lot, but it does do what the Deck wants to do well enough.

Advanced Rating: 3.5/5

Art: 4/5 Shinonome came out of the machine like she comes out of the Tactical Masters packs while you hunt for Runick and Labrynth cards.


Dark Paladin's Avatar
Alex
Searcy

Vaylantz support comes back for review with the Normal Magic: Vaylantz Wakening-Solo Activation.  First Effect lets you place a Theme Pendulum Monster directly from your Deck to your Pendulum Zone.  Nothing not to like about that.  A free 1-for-1 card wise that likely should net you more advantage overall.  And it’s always a good thing to get a resource from the Deck to the Field.  Removing this from play from your Grave lets you Target and move a Theme Monster from a Main Zone to an open adjacent Zone, horizontally, as makes sense.  Each Effect is Once per Turn.  Both Effects here ARE helpful.  I feel the first is the better of the two but they work well enough in tandem.

Rating: 3/5

Art: 4/5 This is actually a cool little picture and has a nice bit of lore in the Theme about it.


Mighty Vee
Mighty
Vee

More legacy support for Tactical Masters! Vaylantz Wakening – Solo Activation is a Normal Spell for the Vaylantz archetype, supplementing its small but robust pool of backrow. Solo Activation’s first effect is simple, a hard once per turn effect that places any Vaylantz Pendulum monster straight from your deck to your Pendulum Zone. Most of the time you’ll be placing Shinonome the Vaylantz Priestess, your bread and butter combo starter, but if you already have it, grabbing either of the level 6 Vaylantz or the little Machine guys wouldn’t hurt either. The other effect is also a hard once per turn, letting you banish it from the Graveyard while a Field Spell is active to move a Vaylantz monster in a Main Monster Zone horizontally. As if it wasn’t already a great extender, you can immediately move Shinonome to trigger its search effect (Shinonome searches the Vaylantz Field Spells so there should be no problem making it live). If you already have moved Shinonome, just move another Vaylantz monster instead for its bonus effect. Not much else to say, Solo Activation might be one-note, but it is an amazing starter and extender for the archetype that provides a massive consistency boost; always run 3!

Advanced: 4/5

Art: 3.75/5 SKYLANDERS


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