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Cir, Malebranche of the Burning Abyss - #DUEA-EN084 

If you control a monster that is not a "Burning Abyss" monster, destroy this card. You can only use 1 of the following effects of "Cir, Malebranche of the Burning Abyss" per turn, and only once that turn. ● If you control no Spell/Trap Cards: You can Special Summon this card from your hand. ● If this card is sent to the Graveyard: You can target 1 "Burning Abyss" monster in your Graveyard, except "Cir, Malebranche of the Burning Abyss"; Special Summon it.

Card Ratings
Traditional: 2.75
Advanced: 3.67 

Date Reviewed: Sep. 26, 2014

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Cir: Malebranche of the burning abyss

A monster that you can special summon with no back row seems good. This one specializes in summoning from the graveyard to reuse Scarm. This card is probably my second favorite burning abyss besides Scarm!

Traditional: 2/5
Advanced: 4/5

Cir, Malebranche of the Burning Abyss

The difference between Cir and Graff is that Cir Special Summons from your Deck and as an additional negative it’s attack is 1600 so it could become subject to Banishment via Bottomless Trap Hole.
Mind you, that “Downside” is a small price to pay for what is such a great Deck tutoring effect.

Just like Scarm and Cir this card can be Special Summoned if you control no Spell or Traps, has a Graveyard effect in being able to Special Summon a Burning Abyss monster from your Deck and you can only use one effect per turn and only once that turn.

Being able to Summon from the Deck is of course an excellent effect as not only does it thin the Deck and provide more consistency, but if it is used to grab the most likely Scarm it serves to keep producing more advantage.

This card is also “Live” immediately as once it is sent to the Graveyard you’ll get to Summon a Burning Abyss monster… This cards only limitation is the number of Burning Abyss cards left in your Deck, but for set-up purposes as well as defensive options this is fantastic.
Three attacks can easily be blocked by this card, by Summoning Cir once it goes to the Graveyard, and once Cir goes to the Graveyard, it can then Summon Dante or Scarm, depending on what serves you best at the time.

Also an essential card for the Deck, and again, there is simply no good reason to not run 3 of these!

Traditional: 3.5. Searching from the Deck here is valuable as it allows easy access to Scarm who can then lead you to further plays… And all in quick time. Sending this to the Graveyard via Graceful Charity or Painful Choice becomes all too easy here.

Advanced: 4. While you may end up running out of targets to search for in the Deck, it’s all too easy to use it early game to help to allow you to set-up your Graveyard and hand quickly and without any real risk.


Cir is the last Malebranche of the Burning Abyss. He has 1600 ATK and 1200 DEF, which is fairly solid; unlike Scarm and Graff, he can actually kill some monsters in battle, however he is susceptible to Bottomless Trap Hole (though, given the card’s rarity in high level play as of now, that probably won’t come up often).
Upon going to the Graveyard, Cir summons a Burning Abyss from the Graveyard. This means he isn’t good on the opening turn unlike his brothers, but it does mean he can revive a fallen Dante, who can then put Cir back in your hand upon his own death. This creates a stable loop of maintaining a strong wall on the board, which allows the Burning Abyss Deck to have staying power to it.
Overall another solid card for the Deck.
Traditional: 3/5
Advanced: 3/5

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