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 True King's Return

- #MACR-EN069

If this card is sent from the Spell & Trap Zone to the Graveyard: You can target 1 monster on the field; destroy it. You cannot activate the following effects of "True King's Return" in the same Chain. ● You can target 1 "True Draco" or "True King" monster in your Graveyard; Special Summon it in Defense Position, also for the rest of this turn, you cannot Special Summon. ● During your opponent's Main Phase, you can: Immediately after this effect resolves, Tribute Summon 1 "True Draco" or "True King" monster face-up. You can only use each effect of "True King's Return" once per turn.

Card Rating
Advanced: 4 

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

Date Reviewed: May 19, 2017

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True King’s Return 

I picked the cards to review this week, and I was torn because there were so many options. After deciding on Master Peace, Dinomight, and Diagram (for obvious reasons), it came down to picking one spell or trap from the large selection of incredibly powerful cards at the disposal of True King/Draco players. Ultimately I chose True King’s Return, perhaps because the name embodies the supremacy of the archetype. 

The two trap cards of the True K/D theme are not subtle in their structure. They were created to be similar and give six deck presence to the deck instead of three, thereby granting stability for True K/D, especially for Master Peace and True Draco Heritage. And the cards were tailor-made for Dinomight Knight, which can retrieve and activate them straight from the deck. Once that happens, you can tribute from the hand at any time during your opponent’s main phase, which is an unprecedented first for the game. Think Ultimate Offering on caffeine. The additional on-field effect to special summon a True K/D once per turn from your grave is quite ludicrous if you think about it. This card would have been run in triplicate without that effect being added, but it just highlights how broken the archetype currently is. 

True King’s Return is entirely reliant on its own archetype though. As the deck goes, so does this card. And unless a card has “Blue-Eyes” or “Dark Magician” in its name or effect somewhere, eventually it gets relegated to the binder like all the others. As such, this amazing card will only be amazing for so long. 

Advanced: 5/5
Future Potential: 1.5/5


Hello Pojo Fans,
Final card of the week is one of those cards Dragonic Diagram allows you to search for: True King's Return.
If it leaves the field you can destroy a monster, that includes if it is tributed for a True King or True Draco monster, breaking even at the worst and maintaining field pressence. Two effects, each can be used in the same turn, but not the same chain. Call of the Haunted for True King or True Draco monster, but locks out your Special Summons for the rest of the turn. If used during your opponents turn, this restriction doesn't matter. The second effect is specific to your opponents turn, allowing you to Tribute Summon a True Draco or True King. During the Main Phase still leaves your newly summoned True King or True Draco vaunerable, but you will get their effect(s) upon the summon, potentially interrupting your opponents strategy. The True Kings woun't gain their effects as they need to be Special Summoned from the hand and need two monsters with the same Attribute as them to gain their effect. Also, Agnimazud has only 1800DEF and being required to Special Summon them in defense with True King's Return hurts Agnimazud. Regardless, to get a strong monster on the field during your opponents turn, every turn is a good effect.
Advanced- 3/5
Until Next Time,

We end this week off with True King's Return, which is the better of the two traps to play in the True Draco deck.
I've talked enough about how if the traps are sent to the graveyard from the field that they pop a monster, as well as them being an Escalation of the Monarchs, but both traps have a unique effect as well, and is one has the better of the two effects in my opinion. Once per turn, during either players turn, you can revive a True King or True Draco from the graveyard. This allows you to gain tribute fodder for your Master Peace, and with the Escalation effect you can do it on your opponents turn. Not just that, but if you do play a copy of the wind True King (seriously, if you do play it, don't play more than one) you can revive it to pop with Dragonic Diagram to search for another spell/trap as well as the True King letting you get to that ever so important Master Peace.
As I mentioned earlier in the week, all the True Draco and True King spells and traps are 3 ofs, and this is the most important trap to have 3 of.
Advanced Rating: 4/5

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