XYZ Hyper Cannon – #KICO-EN010
You must control “XYZ-Dragon Cannon”, or a Fusion Monster that lists “XYZ-Dragon Cannon” as material, to activate this card’s effect. This card’s effect depends on whose turn it is.
● Your turn: You can target 1 of your banished Union monsters; place it on the bottom of your Deck, and if you do, draw 1 card.
● Your opponent’s turn: You can discard any number of cards, then target the same number of cards your opponent controls; destroy those cards.
You can only use this effect of “XYZ Hyper Cannon” once per turn.
Date Reviewed: August 25th, 2021
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
XYZ Hyper Cannon is a good callback to Kaiba and Battle City, but as a card…
Can’t be played in anything unless you are using “XYZ-Dragon Cannon”, or one of the two Fusion Monsters in the game that list it as a material (A-to-Z-Dragon Buster Cannon and VWXYZ-Dragon Catapult Cannon). You won’t be using the latter, so we’ll focus on just XYZ-Dragon Cannon and A-to-Z-Dragon Buster Cannon. XYZ Hyper Cannon is a Continuous Trap that can use an effect during either players turn (a Quick-Play Trap?) but you need XYZ-Dragon Cannon or A-to-Z-Dragon Buster Cannon to do so, putting this card’s playability in a tough spot even in its own archetype.
Bringing back a Union Monster you banished helps cycle back copies of whatever you banished to get to your big fusion monsters. Bottom of the deck is better than the top and drawing a card makes this effect a great one. You’re breaking even with amount of cards in the deck, getting a plus from this effect, and you aren’t drawing the same card you just cycled back. ABC and XYZ banish and you won’t be able to cycle by X-Head Cannon, but all the others are fair game, with A,B, and C being the best ones.
Opponents turn is a little different. Discard to destroy, the more bullets (cards) you’ve got, the better. If the cards discarded were banished it would tie better into the first effect of the card. 1-for-1 removal is always good and while it doesn’t negate you can take away turn-starting pieces that could be the downfall of your big fusion.
Opponent’s turn effect is more constructive for gaining advantage than on your turn, but that is a better balance, it would be ridiculous if you could do that during your turn and then hit your opponent for an OTK potentially with your fusion and another fusion you might summon.
If you can keep these cards protected then you should win. XYZ is 2800, ABC is 3000, A-to-Z is 4000. Fire off this card during your opponents turn, dump your hand to clear things out, then recoup a card next turn and draw to get to two in hand. Yes, you can use stuff like Prisma and Phantom of Chaos to help with this trap, but during your opponents turn you can’t use them, and that’s a downer.
I want to see this work, but it’s tough.
Until Next Time
I guess we had to make good for ABC being far better than Magnet Warriors, so Unions get XYZ Hyper Cannon.
XYZ Hyper Cannon is a Continuous Trap where you must control XYZ-Dragon Cannon or a Fusion that lists said monster as material to activate this card’s effects. Basically, you need to get X, Y, and Z on the field and use them to summon XYZ at worst, or you can take the extra steps for VWXYZ or A-to-Z. So far not a good start. The effect of this card depends on whose turn it is. Your turn, you can target a banished Union monster to place it on the bottom of the Deck and draw a card. Kinda underwhelming to get this for having XYZ when you could of went for ABC and use him to summon the materials you used to summon that back to your field. The draw at least is good. On the opponent’s turn, you can discard any number of cards to target the same number of cards the opponent controls and destroy them, basically making XYZ a Quick Effect similar to ABC. Hard once per turn on this effect, which I feel is unnecessary. They tried to make XYZ less inferior to ABC with this card from what I can tell, but the problem is we didn’t need a Trap to do that, we needed a retrain of the old XYZ instead. This card is pretty underwhelming considering you got to use the worse line of Union Fusions to make use of it, and you can’t even use XY, YZ, or XZ to get these effects, you got to put in the effort for XYZ. Overall, don’t like this card.
Advanced Rating: 1.5/5
Art: 4/5 Art is pretty cool at least, just wish we got something else to redeem the classic XYZ.
XYZ Hyper Cannon seems a little too late, but that doesn’t mean this is a bad or useless card. Quite the opposite I believe, and it’s open to more than JUST XYZ-Dragon Cannon. You have to control XYZ-Dragon Cannon (or a Monster listing that as its Fusion Material) and the Effect becomes one of two, depending on the Turn player.
Your Turn gives you the option to cycle a removed Union Monster of yours back to the bottom of your Deck, and then Draw 1 card. You likely have multiples of whatever Alphabet Hybrid you’re playing, so sending it to the bottom is fine, and you’re still getting a Draw off of it.
Your Opponent’s Turn lets you discard any number of cards to Target and destroy an equal number of your opponent’s cards. So that could be a finishing move, in theory, but, as soon as this card gets activated, you might only get one shot at that, before your opponent destroys this (plays around it, or even just outright negates the activation).
There’s some potential here, and I’d probably use one in whatever Alphabet variety I was using, but I think it’s not going to go AS WELL as you’re hoping most of the time, unless you can activate this on your opponent’s Turn, have the full Hand and/or options to clear/negate their Field. It’s a fun card for sure.
Art: 3.5/5 Not quite hyper enough for me in the attack
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