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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!

Rank-Up-Magic - The Seventh One
- #PRIO-EN058 

To activate this card, you must draw it for your normal draw in your Draw Phase, reveal it, and keep it revealed until the start of Main Phase 1. At the start of your Main Phase 1 that same turn, you can: Special Summon, from your Extra Deck or Graveyard, 1 monster that has a number between "Number 101" and "Number 107" in its name, except "Number C" monsters, then Xyz Summon, from your Extra Deck, 1 "Number C" monster with the same number in its name as the first monster, by using it as the Xyz Material. You can only apply the effect of "Rank-Up-Magic - The Seventh One" once per Duel.

Card Ratings
Traditional: 1.80
Advanced: 3.25 

Ratings are based on a 1 to 5 scale
1 is Horrible. 3 is Average. 5 is the highest rating.

Date Reviewed:
June 12, 2014

Back to the main COTD Page




SO much text.  Yuck...1/5 all, next?
Okay, let's be fair, I think that's my rating, but let's actually look at the card.  Obviously this thing is only used to bring out your Chaos Number Monsters "easily".  That's in quotes because I'm very loosely using the word easily.  First, you can only use this card if you Draw it during a normal Draw Phase, so you can't even use any tricks to add it to your Hand...from anywhere.  That's an immediate downside.  It then for whatever reason makes you reveal it and stay revealed until your Main Phase 1, of the same turn, where you Special Summon a Number from 101-107 from your Graveyard or Extra Deck (specific, but good with the little bit of versatility) and THEN you get the Chaos variant from the Extra Deck using the Number version as XYZ Material.   So long as it's one Rank higher, which it should be anyway.  I mean, IF and only IF, you're that desperate for this card, and this is the only way you can possibly think about doing this, than go ahead I suppose.  But it just seems completely unnecessary.  

Nice art though:  4.5/5


Rank-Up-Magic - The Seventh One
Get ready to activate your Barian Draw as today we look at Rank-Up-Magic - The Seventh One, the main Rank-Up card of the Barians in Yu-Gi-Oh! ZeXal.
This card has one of the strictest activation conditions of any Yu-Gi-Oh! Card. It can only be activated if you drew and revealed it during your Normal Draw in your Draw Phase and have kept it revealed until the start of Main Phase 1 which is the only time you can activate it. So if you drew this as part of your opening hand or drew it/added to your hand thanks to a card effect or you forget to activate it at the right time; it is a dead draw.
Okay if you do manage to activate this card, you can special summon 1 Over Hundred Number monster from the Extra Deck or Graveyard (provided you Xyz summoned it first) and then Xyz Summon its Chaos version using the original as material. This is actually a good effect, allowing you do get out a Chaos Number using only one card is very good, and since you are using the original as material you can use the Chaos Number’s main effect.
However this card can still be negated and apart from getting out your Chaos Number a lot faster, it doesn’t give the Chaos Number any new abilities so it could easily be destroyed as soon as it hits the field. Also there is another condition; you can only apply the effect of this card once per Duel, so if you have multiples in your deck, only 1 won’t be a dead draw. At least this card perfectly reproduces how this card was used in the show.
Overall, a great effect but the conditions are too much and it has the risk of becoming a dead draw, to be as playable as it could have been.
Traditional: 1.5/5
Advanced: 2.5/5


Rank-Up-Magic - The Seventh One is without a doubt the most powerful Rank Up Magic card we have seen released up to this point. For just one resource, you can special summon any Number monster from your extra deck between 101-107 and overlay its "C" version on top of the number monster. Top picks are going to be C 101 and C 107. There are no restrictions on the monsters effects, stats, or ability to battle. This card can by itself turn the entire tide of a duel, and it brings a new validated meaning to the phrase "heart of the cards" when you draw into it. 

The restriction of the card lies not in the monsters capabilities of which it summons, but solely on the fact that you must draw it during your draw phase. That means draw it during your opening hand, or from a card effect such as Reckless Greed, Cardcar D, or Upstart Goblin, and you are out of luck. Not only will you not be able to activate the effect, but you will have a completely dead resource in your hand, which will put you at a major disadvantage. 

Statistically, it's more likely that you will start the game with this in your hand than to draw into it later. Also, since you have to draw into it during your normal draw phase and then use it that very turn to activate the effect, there aren't many practical ways of strategically timing the activation of this card during a key part of the duel.

This card does work better in certain decks and deck builds than others. For example, you could try using it in decks which do not have additional draw power, to ensure you won't draw into this card outside of the draw phase, making it a dead waste of a resource. Or run at least 2 copies of this card in a Dark World deck and combo with 2 or 3 copies of A Feather of the Phoenix so that you can either discard your Darkworld monster to activate effects while placing a copy of The Seventh One from your grave on top of your deck, or discard a dead copy of The Seventh One you opened in your starting hand or drew into with a card effect to recycle any card from your grave to the top of your deck. Of course these ideas can be incorporated into considerably formidable decks, but the most competitive archetype that comes to mind to best utilize this tech are Sylvans.

Sylvan's utilize three copies of Sylvan Charity, a very useful card which allows you to draw cards, and then place 2 cards, including a sylvan card, on top of your deck in any order. This ensures that even if you run a draw engine and draw into the Seventh One outside of your draw phase, or even if you open with The Seventh One in your starting hand, you will be able to strategically place it on top of your deck during the time of your choosing. Wait until your opponent doesn't have any backrow, or you have a set Wiretap or similar card, then activate Sylvan Charity placing The Seventh One on top of your deck, and draw and activate it during your next turn to summon an incredibly powerful boss monster such as C 101 or C 107, and you can often times easily win the duel.

Overall, Rank-Up-Magic - The Seventh One is an absolutely workable card with one of the most powerful effects available in the game today. A successfully activated and resolved copy of this card can often times spell instant victory, or if you are losing or in a tough spot, it can instantly turn the tide of the battle in your favor. As such, it's natural that there would be some restrictions in place keeping the effect from being guaranteed. However, specific decks can be made to best utilize this card, and in the right build it's a terrifyingly deadly option to consider, and in many instances the pro's far out weigh the con's. Successfully resolve this effect and your opponent will be far less than thrilled every single time.


Traditional:  2.0/5  (Simply put this format doesn't revolve around strong boss monsters but more so abusable loops and combos)
Advanced:   4/5 (Absolutely devastating effect with some noticeable drawbacks that can be mitigated in decks built to accommodate this card)

Mechanic Design: 4/5 (Finally a Rank-Up-Magic card worth using. A great way to start giving some "C" monsters play time, and a powerful effect with large drawbacks that just ever so slightly manage to stop this card from being over powered)

Art:  3/5 (Looks like some kind of powerful firework-esque magic, although the art isn't detailed enough to give an idea of what exactly is happening)


Rank Up Magic – The Seventh One


The two basic things you need to know about this card.  (A), you summon a really powerful monster with ease when you draw this card during your Draw Phase.  (B), if you draw this card via a card effect or are unlucky enough to get it in your opening hand, it just sits there.


So, it's not for all decks specifically for this reason.  A deck with a triplet of Reckless Greed would not want to bother with this card.  Lots of draw-heavy decks will want to pass on this card as one powerful card, to them, isn't worth damaging the consistency.


Ideally, you would want to find cards that allow you to put cards from your hand to the top of the deck.  I can think of two right away.  The first is Sylvan Charity for Sylvan decks.  The second is Plaguespreader Zombie for Synchro or Zombie decks.


So, in a way, this card wants to revive the good old fashion days of slow formats and give a reward for decks that aren't speed-demons.  Taking things as they come rather than diving into them.  Overall, this is a card that can be splashed right into specific deck types.  Its pretty inert itself and requires a little support, but the fact that you can summon extremely powerful monsters with ease is more than enough to make this card worth your while.


Basic Math


I like to call this card "Schrodinger's +1".


At its very best, you can +1 or even +2 if you bring out a powerful LV9 (or so) XYZ and activate its effects.  Worst case scenario, it's a -1.  The optimistic view is that it can be discard bait and that players are dumb enough to MST it, but the risk is still there.


I see it as a risk-reward situation much like Sixth Sense, but obviously more hedged.  Will it sometimes fail you?  Yeah.  But the reward in giving it a chance is enough to make you endure some duels with it. 




There's no way to avoid the risk for most decks though I would say it depends on the deck.  If you have numerous draw effects in your deck, this card wouldn't be easy to recommend.  But if you have cards that can mitigate the situation and let you re-draw this, it would be even less of a risk.


All in all, pros and cons together, its a great card worth owning.




Traditional – 1.5 (You want to kill your opponent in less than 5 turns here.  You'll never serendipitously draw it.  But if it does activate, it can be really good.)


Advanced – 4.25


Mechanic Design – 2.5 (Split in the middle.  An interesting mechanic but way too go-for-broke for its own good.  Will lead to lots of excuse-making from both players as to why they couldn't win.)


Art – 3 (Is simple like Swords of Revealing Light but doesn't necessarily evoke that iconic imagery.  Since it's a holo, it looks nice though.)

Terrorking Rank-Up Magic - The Seventh One... such creative naming...
Hello, and today this is what we're discussing. If you do remember, which you should, I mentioned "there's an incoming card that lets you summon him and his original form off of just that one spell card," in my review of Number C101. This card lets you summon any Number C monster from 101-107 just by playing it. If you know anything about Number C monsters, it's most of them win once you get them out. What this card is is another "I win" button. There's only two ways this card will be dead: if you draw it in your opening hand (but if you only run 1 copy of it, the probability of that happening is mighty low) or if you draw it off of some drawing card (which also carries a low chance). 
Really, you can put this card into any deck and not have to change your deck's set up or strategy to make use of it. Highly splashable, highly powerful.
Advanced: 4/5
Traditional: 3/5 
Shaun Callen Rank-Up-Magic - The Seventh One was quite possibly one of, if not THE most hyped cards in Primal Origin. The worst thing about it is that it came crashing down on the day of the sneak peek, but personally, I do not believe it was that warranted. 

The biggest liability of the card in the TCG right now is the fact just about everyone runs 3 copies of Upstart Goblin, and some still run Reckless Greed. Those two cards have the biggest factor of making Rank-Up-Magic - The Seventh One completely dead.

However, for what it does - Bringing out a C10X monster from your Extra Deck practically for free - the card is amazing. I personally run it with my Bujins. 

Instead of 3 Upstart Goblins, I utilize 3 copies of Duality. The deck thinning given to me with 3 Tenki, 3 Duality, and multiple Yamato/Susanowo effects make it much easier to draw, and if I happen to open it, I can still search a Crane and dump The Seventh One with Yamato.

The deck that can REALLY utilize it is Sylvans, obviously. With all the excavating, it becomes a lot easier to dig for. And with Sylvan Charity, it goes back to the top of the deck allowing you to draw it on your next turn, keeping it from being dead in the hand.

The other big constraint to some decks is the limited space. Personally, I only have room to squeeze in C101 and 107/C107 in my primary deck, but if I could, I'd certainly make room for others.

It's definitely solid without being broken, but the limitations of what it can do, combined with the nature of the TCG...

Advanced 3.0/5.0 - Solid and above average but with way too much holding it back. Only suitable for a few decks but the ones that can use it have access to some of the most powerful Xyz Monsters in the entire game.

Traditional 1.5/5.0
Still amazing but when you're running Pot/Graceful/etc, you're less likely to draw this as a regular draw vs an effect one

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