
Y-Yare Head – #MZTM-EN019
If this card is Special Summoned: You can equip 1 Level 4 LIGHT Machine monster from your hand or GY to this card as an Equip Spell, also you cannot Special Summon from the Extra Deck for the rest of this turn, except LIGHT monsters. Once per turn, you can either: Target 1 Machine monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead.
Date Reviewed: May 13th, 2025
Rating: 3.67
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,
Y-Yare Head is the second of the new versions of the original XYZ monsters…bet you can’t guess what card is getting reviewed tomorrow.
Unlike X-Cross Cannon, Y-Yare and the other counterpart, Z-Zillion Tank are both Union Monsters. Y-Yare can equip a Level 4 LIGHT Machine from the hand or grave when Special Summoned, which you are going to do most of the time by unequipping from X-Cross Cannon who can search this or Z-Zillion Tank from the Deck and equip it to itself. In one turn you could get out all three of the new XYZ monsters if you have one in hand or banished. You do get locked into LIGHT monsters for the rest of the turn, but you are likely going for the new Fusion Monster, and being locked into LIGHT monsters isn’t bad at all as it’s the second-most supported Attribute in the game. Involving other LIGHT Machine monsters makes this set of Union Monsters splashable into the ABC archetype. Also, I would be doing a disservice if I didn’t mention Blue Thunder T-45 when mentioning good LIGHT Machine cards.
Y-Yare protects whatever it is equipped to from destruction. Battle or card effect, it doesn’t matter, Y-Yare will eat that effect or battle and keep the equipped monster on the board. This is an inherited trait of Union Monsters. What makes the Union monsters like Y-Yare better than their predecessors is being able to equip to any Machine monster you control rather than a specific letter in the chain of XYZ. Sure, it doesn’t boost the equipped monster, but that protection ability can be enough.
Faster at getting the materials for its Fusion Summon onto the field, this alongside X-Cross Cannon and a Z-Zillion Tank in hand or grave will get you your new version of the XYZ Fusion Monster and you don’t have to wait turns or invest more cards to get to it. Heck, if you Instant Fusion a LIGHT Machine Fusion or Special Summon a Union Monster before X-Cross Cannon, then you will get to Special Summon all your monsters. Add in Union Hanger and it gets even faster. The ability to equip to other LIGHT Machine monsters though gives them the shot of working with ABC and that could be a fun splash of Union Monsters.
Advanced- 3.5/5 Art- 4/5
Until Next Time,
KingofLullaby
Crunch$G
We go in order of the alphabet after looking X yesterday by getting to the second to last letter in the whole thing, Y-Yare Head.
Y-Yare Head is a Level 4 LIGHT Machine Union with 1500 ATK and 1600 DEF. Not as good of stats as yesterday, but a LIGHT Machine is great when you’re also a Union since you have Union Hangar. Being a Union, you get the regular stuff where you can equip this to a monster you control (in this case any Machine) or Special Summon this while equipped to a monster, though we’ve long removed the clause where you can only have a monster equipped with 1 Union at a time. As a Union, this is destroyed instead of the equipped monster if it would be via battle or card effect, but you’re using this to try and summon it, whether via your regular ways or from it being already equipped as a Union. If you do Special Summon this monster, you can equip any Level 4 LIGHT Machine from your hand or graveyard to this as an Equip Spell, but you are again locked from summoning non-LIGHT monsters from the Extra Deck for the rest of the turn. No once per turn clause, though, so the more you Special Summon this, the more you can reequip Unions from the graveyard back to this, which said monster will be able to be resummoned since it is of course a Union. This should help the Deck get a lot of bodies on the board for Link Monsters or Rank 4 Xyzs, even if you are restricted exclusively to LIGHT monsters. Having the monsters on the field for your Fusions doesn’t matter, except with Union Controller, with both Y-Yare Head or tomorrow’s card, Z-Zillion Tank, being the required material with the other being any of your other Unions of choice, but the big boss monsters can just use the graveyard for materials, meaning you don’t have to worry about getting them back on the field to summon those. Y-Yare Head is nice as long as you can keep Special Summoning copies of it, which can be restricted with older Union support not letting you summon Unions you equip from Deck the turn you do so, meaning you rely on the newer means to do so. It can pull off a potential loop with Z-Zillion Tank, and I’d assume there’s something there. You don’t need to max on this, but it’s good to run, especially to summon your new boss.
Advanced Rating: 3.5/5
Art: 4/5 I guess we just added a bit more blue to Y-Dragon Head.
Mighty
Vee
Yare yare daze! Y-Yare Head continues our coverage of the XYZ-Dragon Cannon support, and it’s arguably the only reason people paid attention to it at all. Just like Y-Dragon Head, Yare Head is a level 4 LIGHT Machine Union monster, and thus can be accessed by the small army of A-Z support– Union Hanger, Union Driver, Unauthorized Reactivation, B-Buster Drake, and of course X-Cross Cannon and Union Activation. Statwise, Yare Head is again mediocre in both departments, with 1500 attack and 1600 defense. Faithful to the very end, as retrains go…
Taking a page from B-Buster Drake, Yare Head comes with 3 effects, and the important thing about the first one is that it is not once per turn, triggering if it’s Special Summoned to equip any level 4 LIGHT Machine monster to itself from your hand or Graveyard, locking you into LIGHT monsters from the Extra Deck of course. This caused no shortage of panic when it was revealed; while the LIGHT lock does limit its applications, A-Z’s combo lines are able to extend far beyond what they used to by exploiting Yare Head and its partner in crime, Z-Zillion Tank as well as Buster Drake. This effect also pairs excellently with Yare Head’s second effect, shared with Zillion Tank, which oddly enough is soft once per turn but can still be looped nonetheless; it’ll let you target 1 of your Machine monsters then either equip itself to that monster, or Special Summon itself after unequipping. This is pretty important for the loop, since you’ll often be equipping Yare Head to Zillion Tank then Special Summoning it to equip yet another monster. Yare Head’s final effect is comparatively less useful, shared by most Union monsters to save the monster it’s equipped to from being destroyed by destroying itself instead. It’s okay as protection, but frankly pales in comparison to the combos you can pull off. You can easily summon A-to-Z Dragon Buster Cannon or even do a pseudo-FTK by making Tellarknight Ptolemaeus with an insane number of materials to skip your opponent’s turn. Sounds disgusting on paper, but as with how these things usually go, they haven’t manifested in tournament success (you’ll have to play Tachyon FTK for that!). Overall, much like cards like Genex Controller Repaired, Yare Head is a time bomb waiting to happen, but the explosion may never come, especially if the game continues to be punishing towards combo-heavy decks. You’ll want as many copies as possible to loop and access, so 3 sounds like a good idea given you have plenty of 2 card combo options.
+Ridiculous combo potential due to lacking hard once per turn on its important effects
+Extremely easy to access through generic Union support
-Lack meaningful combos on its own
-Many of the longer combos it enables are frail and impractical
Advanced: 4/5
Art: 3.75/5 I can’t say I like the pose here, because it makes it look very blocky and elongated, but I do like the Kaiba Corp-themed redesign.
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