
XYZ-Hyper Dragon Cannon – #MZTM-EN021
“X-Cross Cannon” + “Y-Yare Head” + “Z-Zillion Tank”
Must first be Special Summoned (from your Extra Deck) by banishing the above cards from your field and/or GY. Once per opponent’s turn (Quick Effect): You can discard 1 card, then target 1 card your opponent controls; destroy it. You can banish this card from your field or GY and reveal 1 Level 8 LIGHT Machine Fusion Monster in your Extra Deck; Special Summon up to 3 of the Fusion Materials mentioned on it from your GY and/or banishment.
Date Reviewed: May 16th, 2025
Rating: 3.50
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Reviews Below:

King of
Lullaby
Hello Pojo Fans,
XYZ-Hyper Dragon Cannon ends the week and is the new version of Kaiba’s Battle City Fusion Monster.
Needing each of the new XYZ cards isn’t an issue with how much faster they are. The added benefit of needing to banish on field or in the Graveyard far exceeds needing them all on the field at the same time, though as we’ve seen this week, this archetype doesn’t have an issue getting all the pieces on the field. Grave involvement allows you to go into something like Platinum Gadget for an extra search and not lose out on your Fusion Monster.
The 1-for-1 effect is good, being a Quick Effect, but restricting it to the opponent’s turn only is a downer for the card. They could’ve added a negation ability on top of that effect if they were to restrict it to the opponent’s turn.
Banishing Hyper Dragon Cannon to Special Summon up to 3 Fusion Materials is a great recoup of lost resources, and being able to banish from the grave or field adds some flexibility, though I wish this could’ve been a Quick Effect as well. However, you cannot return the pieces it used for its Fusion Summon, because you need to reveal a Level 8 LIGHT Machine Fusion, and XYZ-Hyper Dragon Cannon is a Level 9. However, this is great for the ABC part of your Deck (if you play it, which you should), or something niche like revealing Cyber Twin Dragon to Special Summon two Cyber Dragons from your grave or banished area. The choice will always be ABC-Dragon Buster though. You’d get two searches and a Special Summon off sending them all to the grave for something like a Link-3, and that’s some serious recoup of resources.
Far easier to summon, same 1-for-1 ability but restricted to your opponent’s turn. It does help better as you can interact and possibly stop a combo despite not having negation. The banish ability on-field or in grave is not a Quick Effect which would have made it even more powerful to trade itself during the opponent’s turn for up to three monsters. As is, it is a far-better choice for XYZ, and faster. The new ones are here to stay.
Advanced- 4/5 Art- 4/5
Until Next Time,
KingofLullaby

Crunch$G
If ABC-Dragon Buster wasn’t enough for retraining XYZ-Dragon Cannon for you, now we got a more direct retrain of the card with XYZ-Hyper Dragon Cannon.
XYZ-Hyper Dragon Cannon is a Level 9 LIGHT Machine Fusion with 3000 ATK and 2800 DEF. A nice small stat buff by 200 ATK/DEF between the original and the new version I guess. Fusion Materials are specifically X-Cross Cannon, Y-Yare Head, and Z-Zillion Tank. It’s not often you see Fusion Monsters any more with only specific materials, but at least you got very easy ways to get to the three monsters to try and summon this in a single turn. You must first Special Summon this from the Extra Deck by banishing the above materials from your field and/or graveyard, so thankfully they knew letting ABC-Dragon Buster be summoned using the grave for materials was successful in making it playable. It does mean you never really have to summon all the Fusion Materials, just get any of them in the grave or on the field via any means and you get this. Once per opponent’s turn, you get a Quick Effect to discard a card to target any card the opponent controls and destroy it. Odd debuff from ABC-Dragon Buster where now this destroys the card as ABC banished it, and now it’s exclusive to the opponent’s turn. I guess they made it like the original XYZ-Dragon Cannon, just now on the opponent’s turn in exchange for being a soft once per turn, and they probably didn’t want this to be a discard for a negate type thing since A-to-Z-Dragon Buster Cannon does that. The other effect lets you banish this card from the graveyard and reveal a Level 8 LIGHT Machine Fusion from your Extra Deck to summon up to 3 of the Fusion Materials mentioned on it from your graveyard and/or banishment, which is solid just in case your ABC pieces end up banished somehow while the others are stuck in the graveyard. It could also work with the original XYZ-Dragon Cannon, which you’d only run if you really wanted to make A-to-Z-Dragon Buster Cannon, which I do wish this was just instead treated as XYZ-Dragon Cannon so we can summon A-to-Z without using the subpar original XYZ. As it stands, new XYZ is much better than the old one with the Fusion Materials being easier to get to and use to actually summon it with the monsters in the grave instead of exclusively on the field, and the discard to pop does feel better when it can be done on the opponent’s turn. This just sadly feels like a bit of a downgrade from ABC-Dragon Buster, but I just think Konami wanted to support the LIGHT Machine Union stuff, but had no clue where to go after they already made ABC so great for the time it released. I do hope they figure out something new in the future for A-to-Z that brings it closer to what the ABC Deck once was than what this support did, since it wasn’t enough to make it close to a serious rogue contender now. Still, it’s fair to consider this an upgrade to the Deck as it stood as you get another boss monster to sit on besides ABC, so it’s staple in dedicated A-to-Z in making it no longer just ABC, now I just want to see XZ-Tank Cannon, YZ-Tank Dragon, and XY-Dragon Cannon get retrains, or just do AB, BC, and AC since that’s really the only direction left to go for this strategy, as well as making A-to-Z more playable without using the old XYZ.
Advanced Rating: 3.5/5
Art: 4/5 Konami somehow snuck a 4th alternate art of XYZ-Dragon Cannon on us without making it an actual alternate art.

Mighty
Vee
One of my favorite monsters from my childhood is back– closing out the week is a retrain of XYZ-Dragon Cannon, the aptly-named XYZ-Hyper Dragon Cannon. Hyper Dragon Cannon is a slight step up from its predecessor in all respects, this time being a level 9 LIGHT Machine Fusion monster instead of level 8, and it comes with a slight stat boost for a total of 3000 attack and 2800 defense. In terms of Fusion material, it’ll instead take all 3 retrains of the original trio– X-Cross Cannon, Y-Yare Head, and Z-Zillion Tank, so it’s pretty easy to make if your goal is to just make it. But that usually isn’t your goal in this deck, now is it?
In a departure from its original form, Hyper Dragon Cannon must first be Special Summoned by banishing the appropriate materials from either your field or, mercifully, the Graveyard. This means you can summon it after linking off your pieces for Platinum Gadget or something without feeling like you’ve wasted resources. But, in a pinch, you can still summon it with a lot of 2 card combos as long as you can access Cross Cannon and get to the other 2 pieces. Hyper Dragon Cannon has 2 effects, the first being a soft once per turn Quick Effect only usable during your opponent’s turn, letting you discard a card to target and destroy one of your opponent’s cards. It’s basically a Quick Effect version of the original’s pop, which I can’t say I’m too happy with. I don’t mind that it’s soft once per turn and being a Quick Effect is a huge boost, but the fact you can only use it during your opponent’s turn dampens its versatility and potential as a boardbreaker. I assume the idea is they still want you to play the original XYZ-Dragon Cannon, which brings us to its final effect, which lets you banish it from your field or Graveyard to reveal a level 8 LIGHT Machine Fusion monster in your Extra Deck, then Special Summon the appropriate materials from among your Graveyard and banishment. The obvious target is the original Dragon Cannon, but if you have the pieces in circulation, ABC-Dragon Buster is a considerably more powerful target. I kinda like the idea of this sort of mini-loop where you use Hyper Dragon Cannon as disruption then follow up with Dragon Cannon to clear your opponent’s board, but you’ll quickly find that getting all 3 of the original XYZ trio (this is on top of having to make Hyper Dragon Cannon in the first place) is a complete chore, and that’s not mentioning that you’ll quickly bleed card advantage if you keep using the Dragon Cannon effects like crazy. I also have similar gripes with Union Controller; it’s a very banish-heavy deck, so you’re extremely reliant on Zillion Tank to combo and recycle your resources. It’s a decent boss monster, but at this point, you’re much better off doing the wacky loops or even making A-to-Z unless you are a believer in the midrange builds (did I mention this doesn’t count as XYZ-Dragon Cannon so it’s not a valid Fusion mat? Aiiieeee!).
+Solid disruption to complement ABC-Dragon Buster
+Can set up follow up with XYZ-Dragon Cannon if you prepared the materials
-Not a valid Fusion material for A-to-Z Dragon Buster Cannon
-Awkward to weave into combos without abusing Z-Zillion Tank
Advanced: 3/5
Art: 4.25/5 One thing’s for sure, Konami knew how to gloss up the original.
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