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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!
Rank-Up-Magic - The Seventh One
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.
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
June 12, 2014
Back to the main COTD
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.
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
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
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
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)
(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
(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
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
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.
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
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?
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
– 1.5 (You want to kill your opponent in less than 5
You'll never serendipitously draw it.
But if it does activate, it can be really
– 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.)
– 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.)
Rank-Up Magic - The Seventh One... such creative
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.
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
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
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
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
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