Vernusylph and the Changing Season
Vernusylph and the Changing Season

Vernusylph and the Changing Season – #POTE-EN074

Target 1 “Vernusylph” monster in your GY; add it to your hand or Special Summon it. During your opponent’s turn, except the turn this card was sent to the GY, if you have no cards in your hand: You can banish this card from your GY; Special Summon as many “Vernusylph” monsters as possible with different names from your GY, but return them to the hand during your End Phase. You can only use each effect of “Vernusylph and the Changing Season” once per turn.

Date Reviewed:  October 26th, 2022

Rating: 2.92

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,

Vernusylph and the Changing Season is the Vernusylph CoTH or a 1-for-1 back to the hand.

Normal Trap that needs a Vernusylph monster in the grave and gives you the option of Special Summoning that Vernusylph monster or adding it back to the hand. With all Vernusylph monsters discarding themselves to search something as well as set up an EARTH Special Summon, this is like having another copy of any of those monsters without the double discard. When resources are tight, or it is later in the game, this card can get you any Vernusylph in your grave to do your discard tricks, or get you a beater on the field.

Banish Changing Season to perform a Soul Charge for Vernusylph that will return them all to the hand at the End Phase. In place of paying LP, you need to have no cards in your hand and it can’t be the turn Changing Season was sent to the grave. Banishing this to max out and potentially get a +5 at your End Phase is an insane effect to think about, even with all the discarding Vernusylph do. They have to be different names which stacking multiple copies of the better Vernusylph into your hand at the End Phase. While you could do a rush on your opponent’s LP with this play, the Vernusylph have very low ATK, with the exception of Goddess who could be boosted with Awakening Forests to be double for the turn. This card is all about utilizing the “if you have 5 or more EARTH monsters” clause you see on some Vernusylph cards. This makes that an easier step to obtain, and rewards you for keeping all those tiny EARTH monsters on the field until your End Phase.

Vernusylph and the Changing Season can be a simple summon and smash trap or a card that you chain in the End Phase of your opponent’s turn to setup the banish effect on your turn. Balanced because you don’t get those monsters back to your hand immediately, yet the potential for some big plays is there because you could have five different effects you could volley off in addition to all kinds of Extra Deck summoning (no effects activating for non-EARTH monsters this turn though).

Advanced-3.5/5     Art-3.5/5

Until Next Time
KingofLullaby


Crunch$G Avatar
Crunch$G

Midweek brings us a Vernusylph Trap for the archetype if you’re going a more pure route: Vernusylph and the Changing Season.

Changing Season is a Normal Trap that lets you target a Vernusylph monster in your graveyard to either let you add it to your hand or Special Summon it, which is fine recovery. You might honestly add it to the hand more often than Special Summon it just so you can use their in hand effects again. Second effect can only be triggered during the opponent’s turn, except during the turn this was sent to the graveyard, letting you banish this card from your graveyard to Special Summon as many Vernusylph monsters as possible with different names from your graveyard, but they’re returned to the hand during the End Phase. It’s fine swarming capabilities, though you can’t do much with them on the opponent’s turn, but any that live do return to the hand for their in hand effects. It also helps make the negation effect of Vera live since that does need 5 monsters. Hard once per turn on each effect, which is somewhat fair for something like this, despite being a Trap. It’s another alright card if you’re going a pure Vernusylph route, but really nothing I feel is mandatory with the Vernusylph monsters you’ll run in EARTH strategies.

Advanced Rating: 3/5

Art: 5/5 We walking in a winter wonderland today.


Mighty Vee
Mighty
Vee

This time it’s another Vernusylph backrow card, the Normal Trap Vernusylph and the Changing Season. Changing Season’s first effect is simple enough, letting you either recycle a Vernusylph monster in your Graveyard or Special Summon it. The second effect can only be activated on your opponent’s turn, and not the same turn it was sent to the Graveyard, banishing itself to Special Summon as many Vernusylph monsters as possible from your Graveyard, though they’ll return to your hand during the End Phase. Additionally, both effects are a hard once per turn, and they might as well be one per turn as well. This card is very odd, because in addition to neither effect being very good, the clause on the second effect makes the trap incredibly slow unless you dump it with Vernusylph of the Awakening Forest beforehand. It can be a cheap way to get out the archetype’s boss, but as none of the Vernusylph monsters have powerful trigger effects, Changing Season doesn’t do much in terms of disruption. It can potentially open up powerful follow up, but for that to happen, you’ll need to empty your hand first– a position you definitely don’t want to be in at any point in time unless you’re playing Infernity. Overall, maybe I’m missing something, but this card is just really weird for me. You can play one to cheat out the boss fairly easily, but I definitely wouldn’t run more than that.

Advanced: 2.25/5

Art: 4/5 Monster on the right when? Unless it’s some obscure Plant Tuner I’m blanking on.


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