Vaylantz World – Shinra Bansho – #TAMA-EN012

When this card is activated: Place 1 “Vaylantz” Field Spell from your Deck face-up in your opponent’s Field Zone, except “Vaylantz World – Shinra Bansho”. If there are 2 cards in the Field Zones: The turn player can target 1 Monster Card in their own Spell & Trap Zone; they Special Summon that card to their own Main Monster Zone in its same column. The turn player can only use this effect of “Vaylantz World – Shinra Bansho” once per turn.

Vaylantz World – Konig Wissen – #TAMA-EN013

When this card is activated: Place 1 “Vaylantz” Field Spell from your Deck face-up in your opponent’s Field Zone, except “Vaylantz World – Konig Wissen”. If there are 2 cards in the Field Zones: The turn player can target 1 Effect Monster in the opponent’s Main Monster Zone, in the same column as one of the monsters they control; they place that opponent’s monster face-up as a Continuous Spell in their Spell & Trap Zone in its same column. (If the zone is occupied, destroy the occupying card.) The turn player can only use this effect of “Vaylantz World – Konig Wissen” once per turn.

Date Reviewed:  November 9th, 2022

Ratings: See Below

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

Hello Pojo Fans,

Vaylantz World – Shinra Bansho is one of the two Field Spells we look at for a double dose of Vaylantz this Wednesday.

Each Field Spell when played will place the other into the opposing zone, a convenient out to Mystic Mine. Once you have two Field Spells on the field, Shinra Bansho allows the turn player to Special Summon a monster in their Spell/Trap Zone to the Main Monster Zone in the same column. You don’t want to give your opponent the ability to break their monsters out of the jail you put them in, so this effect allowing either player to do so doesn’t sit well with me. I know the archetype is based on a board game, and this is fair, but you forced your opponent’s monsters into the Spell/Trap Zone to get around them or to destroy them by forcing your opponent to put another monster into that same Spell/Trap Zone. This card doesn’t hurt you as much though: Nazuki can Special Summon one of your Vaylantz Monsters from the Spell/Trap Zone when moved to a different Monster Zone, and Hojo can use them as Fusion Materials for a Fusion Summon.

This Field Spell feels like it could’ve been better for the archetype player rather than fair down the middle.

Advanced-2/5     Art-3/5

Vaylantz World – Konig Wissen starts off just like Shinra Bansho, so we’ll skip that and get to the good stuff.

Turn player can put an opponent’s Effect Monster into the same column’s Spell/Trap Zone. This is where column placement becomes crucial. Your opponent sets up their board and you play your Field Spells and they have a Spell/Trap behind one of their monsters, that Spell/Trap is going bye-bye and that Effect Monster is taking its place. Sure, with that other Field Spell you have to play they can Special Summon that monster on their turn, which could mess up your strategy if it has a Special Summon effect that triggers, however, you’ll hopefully have dealt with that monster already with something like Hojo returning it to the hand or Saion can return it to the hand or destroy it.

Search one Field Spell and you auto get the other. Play each and the card game becomes a board game. Konig is better than Shinra, but only if you can keep destroying opponent’s monsters by constantly placing them in occupied Spell/Trap Zones. The Vaylantz archetype really needed a card that would place all opponent’s monsters into unoccupied Spell/Trap Zones just for them to be Harpies Feather Duster’d.

Advanced-2.5/5     Art-3/5

Until Next Time

Crunch$G Avatar

Midweek brings us to the Field Spells that perfectly encapsulate the gimmick of the archetype: Vaylantz World – Shinra Bansho and Vaylantz World – Konig Wissen.

Both are Field Spells that upon activation let you place a Vaylantz Field Spell with a different name to the opponent’s Field Zone, mainly so you can have both of these set up so their effects can combo off each other. It’s mandatory to place the Field Spell in the opponent’s zone, so you can’t activate this if there are no more Field Spells in the Deck, which is a bummer. Both cards require there to be 2 cards in the Field Zones, with Shinra Bansho letting the turn player target a monster in their Spell & Trap Zone and Special Summon it to the Monster Zone in the same column while Konig Wissen can let the turn player target an Effect Monster the opponent controls in the Main Monster Zone that’s in the same column as a monster the turn player control and place that monster in the Spell & Trap Zone of the controller as a face-up Continuous Spell (and if that zone is already occupied, you destroy the card already in that zone). It’s a cute gimmick, just wish it didn’t let the opponent put your monsters away in the Spell & Trap Zone while also being allowed to resummon their own monsters. The turn player only gets each effect once per turn as well, so neither player can just put the whole opponent’s board in the backrow or get all their monsters back immediately. I still like the gimmick, as it does resemble somewhat of a board game, they just don’t feel that great or necessary to play the archetype.

Advanced Rating: 2/5

Art: 5/5 Love both designs on their own and together to resemble different sides of the board.

Dark Paladin's Avatar

The Vaylantz World is apparently a complicated, diverse place; so much so they needed two Field Magics.  So today we’re looking at Shinra Bansho as well as Konig Wissen.  The first Field card here lets you place the other face-up in your opponent’s Field Zone upon activation.  As you may have imagined after seeing that, the other literally does the same but with the opposite card.  So they both have to be in play at the same time.  Interesting enough mechanic there.  Bansho lets the Turn player Special Summon a Monster from the Magic/Trap Zone to the Monster Zone directly above in the same column.  Which does actually help the Theme, so that’s something.  That Effect Targets, as does the similar one on Wissen.  Which, again, is more or less inverted, where you Target an opponent’s Monster and move it to the M/T Zone directly below in the same Column as a Continuous Magic.  The bonus, or detriment, I suppose, depending on the situation, is that if the Zone is occupied when using this Effect, said card to be moved is destroyed.  These would be LOADS better if they weren’t able to be used by both players, they seem more of a hinderance to the Theme overall, but maybe I’m missing something here.  Both of these are too dependent on each other, seemingly for no reason, and just not doing enough to help.

Rating:  1.5/5 for both

Art:  4/5  I gotta give art props, both of these pictures are pretty cool.  If the Effectst complimented each other as well as the arts, we’d have something.

Mighty Vee

A double whammy today for the two Field Spells for the Vaylantz archetype (yes, two, as weird as it is, it works). Vaylantz World – Shinra Bansho places a Vaylantz Field Spell to your opponent’s Field Zone when activated except itself. Currently, the only target is Vaylantz World- Konig Wissen, which we’ll get to soon. While both players control a Field Spell, the turn player can Special Summon a monster in their Spell/Trap Zone to the Main Monster Zone in the same column, this being a hard once per turn effect. Obviously, Vaylantz monsters benefit a lot from this, and while your opponent can technically benefit, they won’t get much mileage unless they’re also playing a Pendulum deck. For the most part, this is a good extender for Vaylantz combos, and in a pinch it’ll destroy your opponent’s Field Spell if you need to.

Konig Wissen’s first effect is exactly the same, which means currently the only target is Shinra Bansho if you activate it. The second effect is a hard once per turn and is the direct inverse of Shinra Bansho’s; the turn player can target an Effect monster in an opponent’s Main Monster Zone and move it to the Spell/Trap Zone in the same column, destroying the Spell or Trap if the zone is occupied. For the Vaylantz player, this is pretty neat non-destructive removal, and in niche scenarios can be even more deadly than simply destruction or banishing since the monster will clog spaces in your opponent’s backrow. Your opponent can try to pull this on you, but if they have Konig Wissen, chances are you have Shinra Bansho to bring the monster back. Of course, unfortunately, the inverse is also true; your opponent will likely have Shinra Bansho to reverse your Konig Wissen. Think of the removal as only being temporary and it doesn’t seem so bad. Overall, while very gimmicky, you’ll still want to play at least one of each just in case.

Advanced: 3/5

Art: 3.5/5 Not much to say, other than the whole “samurai vs robot” thing reminding me of Unreal Tournament.

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