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

El Shaddoll Anoyatyllis
- #CROS-EN044

1 "Shaddoll" monster + 1 WATER monster Must first be Fusion Summoned. Neither player can Special Summon monsters from the hand or Graveyard with Spell/Trap effects. If this card is sent to the Graveyard: You can target 1 "Shaddoll" Spell/Trap Card in your Graveyard; add it to your hand.

Card Ratings
Advanced: 3.38 

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

Date Reviewed:
May 13, 2015

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The kind of almost nominal support all tier-1 turned tier-3 decks seem to get.  It has good stats and replaces itself, like some of the other Shaddoll fusion monsters, but it's just not as good as Winda, Construct and Shekhinaga.  The weak lockdown effect can do a little damage to the opponent's strategy in some games (like blocking off a Cir revive in Burning Abyss) and can be really harmful against graveyard/hand Special Summon dependent decks like Pendulums or Satellars.  
If you have a good Water monster for it (I can't think of any off hand, but I'm sure there must be some good targets out there), give it a shot.  I'm more lenient on Extra Deck cards since they don't suffer from draw probability issues but at the same time, Extra Deck space is tight.  Anoyatyllis card won't make Shaddolls high tier again but it's a good card overall and it's ultimately up to you on whether you use it or not.



El Shaddoll Anoyatyllis is a big Shaddoll Fusion.  A Level 9, Fiend type Monster, Water attribute (a bit strange for a Fiend) with 2700 attack (good but low for Level 9) and an equally low 2000 defense for its level.  Anoyatyllis is Fusion Summoned with a Shaddoll Monster and a Water Monster (making the Water make a bit more sense).  Must be Fusion Summoned, but the effect is pretty nifty.  Neither player can Special Summon from the Hand OR Graveyard via Magic or Trap effects,  That, in a word, is awesome.  Great way to prevent your opponent from doing a LOT of tricks in just as many Decks.  Furthermore, when sent to the Graveyard, you can Target a Shaddoll Magic or Trap card from your Graveyard and add it to your Hand, so you get a card back, which is good.  I wish he were a bit stronger...or a lower level with that 2700 attack, but he's still strong, the effect is great.  You play this in Shaddoll

Rating:  4/5
Art:  5/5 


Hello Pojo Fans,
The final Attribute for the Shaddoll Fusion Monsters to master came in Crossed Souls in the form of El Shaddoll Anomallith. It retains the same effects that all Shaddoll Fusion Monsters do with the fusion requirements, as well as targeting a “Shaddoll” spell/trap in your graveyard and adding it to your hand upon this card being sent to the graveyard.
Locking down Special Summoning from the hand or graveyard with spell/trap card effects for either player alongside its WATER Attribute makes this card seem like it was made specifically to combat Nekroz decks. Ritual decks in all get shut down by this card, as well as decks that depend heavily on spell/trap cards to bring their monsters back from the graveyard like Soul Charge and Call of The Haunted.
There aren't too many WATER monsters that could be added to a Shaddoll deck to help bring Anomallith out. While it may hold down Nekroz decks, it doesn't impact the other main matchups a player will face. If the effect included Special Summoning from the hand in general then it would be much better.
Until Next Time


Hello fair readers of Pojo, and welcome to today's Card of the Day revew. I would like to apologize for my extended absence, but now I'm back in the swing of things, and I couldn't have picked a better card to come back on: El-Shaddoll Anomashyamalan, or as Konami decides to call it: Anoyatyllis.
In terms of simplicity, this card is pretty simple. Its materials for fusing are one Shaddoll and one water Monster, and it can be summoned through any means possible, be it through the Shaddoll Fusions or some other secret tech. It's stats are perfectly fine for what it does, sitting at a nice 2700/2000. Its effects are very one dimensional for what they are: Your opponent can't special summon monsters from their hand or the graveyard through Spell or Trap card effects. Also, like every other of its El-Shaddoll counterparts, whenever it hits the grave from field you get to add a Fusion back from grave.
It's pretty obvious that this was made with Nekroz in mind, as it completely shuts down every one of their Ritual spells. Aside from Nekroz, however, this card's uses are completely limited, and are good very few situations. This is also not the easiest card to make in Shaddolls, with Shaddoll Core and Treeborn Frog being considered. There are of course other options, but they are few and far between, such as Nephe Shaddoll Fusion.
Overall, a fantastic card to have against Nekroz. Aside from that, meh.
Advanced:(due to the prominence of Nekroz right now:4.0/5

"Mean and Evil"

Once upon a time, a set was released that brought with it an immense rise in power level, taking the first step to drastically change Yu-Gi-Oh! as we knew it: we saw introduced some of the most defining themes, and the most powerful of them all, was "Shaddoll". While the deck this "Shaddoll" theme formed was blown away with the release of the next set, as it had the issue of having a horrible "Qliphort" matchup, Konami of Japan, the designer of all cards, was well aware that "Shaddoll" boasted an adaptability like no other, and that only the harshest of hits by the fabled forbidden/limited card list would do if one wanted to bring it down once and for all.
Konami considered their options, pinpointing three specific strategies the theme requires: every "Shaddoll" deck sends cards from the deck to the graveyard with Shaddoll Squamata and Shaddoll Fusion at least, opts to always activate the effects of its DARK attribute "Shaddoll" main deck monsters, and wants to recycle its themed spells/traps by retrieving them from the graveyard once their powerful "Shaddoll" fusion monster finally falls. Thus Stellarknight Constellar Diamond was born.
The card designers were well aware however, that by the time Stellarknight Constellar Diamond could be used, another theme than "Shaddoll" would reign supreme, a theme that, as could be deducted from its dominance even after consistency hits by the forbidden/limited card list - hits that would have been seen as very destructive were they brought down upon other decks -, made up for its possible lack of adaptibility compared to "Shaddoll", with sheer consistency and power. It was seemingly decided that a similar approach would be taken in neutering this theme: by bringing out a monster capable of bringing the deck's tactics to a halt entirely! The theme in question was "Nekroz", and the card forged to counter it, was El Shaddoll Annoya... Ennuyeux... Anaconda... Omanyte... Anoyatyllis!
Which just so happens to be today's card!
Unfortunately for us, the players, El Shaddoll Achilles is not without its shortcomings; let's start with the good: the card shuts down the main "Nekroz" engine completely, and the option to add any "Nekroz" card from their main deck to hand won't help a "Nekroz" player if he cannot summon his monsters!
To be honest, El Shaddoll Antilles is lucky that "Nekroz" just so happens to be the rumoured best deck of the format, as I would otherwise be talking about how bad of a card it is: an impractical attribute, without the stats that convince one to summon it over El Shaddoll Construct, especially when one considers how much we "Shaddoll" players have to go out of our way to make it! Furthermore El Shaddoll Anorith x Frillish' effect is situational at best, and the card somehow inherited Infernoid Devyaty's type, Trishula, Dragon of the Ice Barrier's attribute and stats, and Number 40: Gimmick Puppet of Strings' ehm... strings. I'll have you know that I can't wait for the next Master Guide...
Alas, all of the negative points do not matter as things are now, because of, again, "Nekroz", so I guess I'd better start tro try and make this review worth reading by providing some ideas to bring El Shaddoll Ankylosaurus out: with the card not even officially released many "Shaddoll" players are at the moment trying out what first comes to mind, usually playing Nephe Shaddoll Fusion, or an extra Shaddoll Core (one can make El Shaddoll Anastasia during the opponent's draw/standby phase if they drew Shaddoll Core and El Shaddoll Fusion, which is just early enough to work). Another obvious inclusion in the deck is Mind Control, as all "Nekroz" monsters are WATER attribute, ensuring the card provides the required fusion fodder in the required matchup.
The more daring approach is for the "Shaddoll" deck itself to include WATER monsters, of which Shock Troops of the Ice Barrier and Fortress Whale (why else would it suddenly be as expensive?) seem the popular choices. My personal preference for a WATER monster however, has to be Ice Hand: Fire Hand always seemed a formidable card in the "Nekroz" matchup, and now that Ice Hand has finally gained a purpose against the deck, I genuinely believe that the two "Hand" monster make for a viable option in the main or side deck.
Another option I should mention is the inclusion of Instant Fusion: El Shaddoll Winda is a viable target already for the summon of rank 5 XYZ monsters and level 7 Synchro monsters, or the delayed retrieval of a "Shaddoll" spell/trap, so why not add a WATER Fusion monster to the extra deck to use as a fusion material? Those patient enough to wait until September will naturally opt for Elder Entity Norden, but there are some less useful WATER low level Fusion monsters that can take his spot until that time comes (not Rare Fish though, as that card would actually be a decent inclusion).
All in all, it seems that for a player willing to jump through some hoops, it is quite possible to incorporate El Shaddoll Anonymous, and for now, that is exactly what "Shaddoll" players will do, hoping to reap instant wins off the very best deck around! On a more serious note, it remains to be seen if the card will make much of a splash, as for its strenghts, its weaknesses are many - did I mention that unlike Stellarknight Constellar Diamond, El Shaddoll Anoyatyllis does not conveniently stop  cards like Farfa, Malebranche of the Burning Abyss, and Tsukuyomi from removing it? - and it tries to be a floodgate against a deck that was always forced to play outs to floodgate cards anyway. I want to end with the notion that it is to early to judge El Shaddoll Anoyatyllis' utility - if it were up to me, we wouldn't have reviewed this card until several weeks later - and I will refrain from rating this card until a so-called meta is developed in which El Shaddoll Anoyatyllis has found its place.
Art: spoderman pls/5

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