Vernusylph of the Flourishing Hills – #POTE-EN016
“Vernusylph” monsters you control cannot be destroyed by card effects. You can discard this card, and 1 monster or “Vernusylph” card; add 1 “Vernusylph” card from your Deck to your hand, except “Vernusylph of the Flourishing Hills”, then you can Special Summon 1 EARTH monster from your GY, also you cannot activate non-EARTH monster effects for the rest of this turn. You can only use this effect of “Vernusylph of the Flourishing Hills” once per turn.
Date Reviewed: October 28th, 2022
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Vernusylph of the Flourishing Hills ends our week for theVernusylph archetype…honestly thought we’d review the goddess.
Flourishing Hills has very small ATK but some decent DEF for a Level 4, though monsters won’t be sitting still after hitting a high DEF monster like they used to long ago. For her discard effect, Flourishing Hills gets you the Special Summon like all Vernusylph monsters can get you from the grave, but will also get you a Vernusylph card of any kind from the deck. If you choose to use Flourishing Hills on the field, you’ll get a small monster that protects your Vernusylph monsters from being destroyed by card effects. One of two monsters that offers blanket protection for archetype monsters, Flourishing Hills has a good search effect like monst Vernusylph monsters have. Getting to any archetype-specific card you run in the deck is great, it is all about managing the discard correctly. Use Corolla so you only need to discard a Vernusylph that turn, and then bring bring back that EARTH monster you just discarded. It’s too bad there isn’t much protection or balance for the low ATK of the Vernusylph monsters. With two monsters offering such great protection, it’d be great if they could stand on their own and be able to help for at least a turn. As is though, you’ll likely get one big turn of protection before you may have to go into a Link Summon.
Protection is great, search of any archetype card is great, but low stats and nothing in the archetype really able to back you up isn’t. Flourishing Hills needs some setup to be good for at least one turn, but at least it tries. As is, it’s a great searcher for the archetype, maybe the best.
Until Next Time
We end the week off with one of the better Vernusylph monsters in the archetype to boost EARTH strategies: Vernusylph of the Flourishing Hills.
Flourishing Hills is a Level 4 EARTH Fairy with 200 ATK and 2000 DEF. A strong DEF stat to hahve at least, and EARTH Fairy is still a nice combo with all the support now. First effect prevents Vernusylph monsters you control from being destroyed by card effects, which is fine for pure Vernusylph if you got a board set up with Vera. The main draw, however, is the ability to discard this card and another monster or Vernusylph card to add any Vernusylph card from Deck to hand, besides another Flourishing Hills, and then revive any EARTH monster from your graveyard, which is great revival and searching all at once. It helps get you to whatever Vernusylph monster you might need to trigger in hand, especially Mistling Seedlings to search any EARTH Fairy and revive another EARTH monster. The revival is great here as it was at the beginning of the week. Once again, you can’t use the effects of non-EARTH monsters for the rest of the turn, which isn’t that bad of a restriction really. You’re likely using this in an EARTH strategy anyways. Hard once per turn on this effect, which makes it fair, but Flourishing Hills will most certainly be one of the more important Vernusylphs to run if you choose to use them.
Advanced Rating: 4/5
Art: 5/5 Vernusylphs are pretty great in the artwork department as we saw this week.
This isn’t an Extra Deck/boss Monster. I may have missed most of the week, but it is Friday, no? All joking aside, we end this week with Vernusylph of the Flourishing Hills. Level 4, Earth/Fairy with a miserably low 200 atk but makes up for it some with her 2000 def. Theme Monster protection to start from destruction via Card Effects is awesome. She may have to be attacked through to free that up, assuming it actually bothers your opponent, so that 2000 def isn’t likely going to hold you for long. Also, discarding herself and another Monster (Theme or otherwise) nets you any Theme card from your Deck to your Hand (excluding herself, of course). Following this, you get a free Special Summon of an Earth Monster from your Grave. This is nice, combined as well, making your play a generic and honest 2-for-2 advantage wise. You discarded two cards from your Hand and netted one back to your Hand, as well as one on your Field. Non-Earth Effects can’t be activated during all this, which I don’t think should be an issue most of the time; if at all. The second Effect here is Once per Turn, but I kinda lean towards it shouldn’t be. I guess the fact that it’s any Earth Monster on that Effect makes that too dangerous, even in potential, as opposed to being locked in the Theme with it.
Art: 4.5/5 This is pretty, and I like the vague, but semi-varied use of the lighter colors here. But she’s just lacking a bit artistically, and I can’t quite put my finger on it.
As Vernusylph did not get their formal boss monster in Power of the Elements, the week instead finishes with one of their playmakers, Vernusylph of the Flourishing Hills. Like most Vernusylph monsters, it’s a level 4 EARTH Fairy monster, so if nothing else it opens up Rank 4 Xyz plays. Also like its brethren, Flourishing Hills packs a horrendous attack stat, a measly 200, though it makes up for it with a respectable 2000 defense if it stays on the field for some reason.
While it’s on the field, Flourishing Hills will protect all of your Vernusylph monsters from destruction effects, which is okay, but not something to go out of your way for. The sole hard once per turn effect lets you discard Flourishing Hills and any monster or Vernusylph card to search any other Vernusylph card, then Special Summon any EARTH monster from your Graveyard while locking you into EARTH monster effects for the rest of the turn. While not as generic as others, it’s easily the most flexible and important when it comes to pure Vernusylph decks. You’ll use it to get whatever pieces you need to set up the boss, though its application outside of Vernusylph decks is rather limited. Not much else to say, Vernusylph ROTA you run at 3 in more pure decks.
Art: 4/5 Some say she’s kinda creepy, along with the other Vernusylphs, but I think they’re all pretty cute for what they are.
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