Instructions for playing Horus - Part 2

Instructions for playing Horus - Part 2

Have you noticed that recently there are some decks using level 8 monsters with the ability to massively spam from the grave? They are crowded, difficult to deal with, and when you deal with them, you get hit with some effect and they continue to reappear.

They are cards of the Horus card family. Let's see the strengths, weaknesses and playing style of this card clan!




Important cards in combos

 

Imsety, Glory of Horus and King's Sarcophagus (Key card)

Imsety, Glory of Horus Imsety, Glory of Horus
Imsety, Glory of Horus
DARK 8
Imsety, Glory of Horus
  • ATK:

  • 3000

  • DEF:

  • 1800


If you control "King's Sarcophagus", you can Special Summon this card (from your GY). You can only Special Summon "Imsety, Glory of Horus" once per turn this way. You can only use each of the following effects of "Imsety, Glory of Horus" once per turn. You can send 2 cards from your hand to the GY, including this card; add 1 "King's Sarcophagus" from your Deck to your hand, then you can draw 1 card. If another card(s) you control leaves the field by an opponent's card effect, while this card is in your Monster Zone (except during the Damage Step): You can send 1 card on the field to the GY.


King's Sarcophagus King's Sarcophagus
King's Sarcophagus
Spell Continuous
King's Sarcophagus

    "Horus" monsters you control cannot be destroyed by card effects that do not target them. You can send 1 card from your hand to the GY; send 1 "Horus" monster from your Deck to the GY. You can only use this effect of "King's Sarcophagus" up to four times per turn. Once per turn, at the start of the Damage Step, if your "Horus" monster battles an opponent's monster: You can send that opponent's monster to the GY.


    Horus cards have extremely simple combos with one of two cards, Imsety or King's Sarcophagus .

    First of all, the effects of Imsety or King's Sarcophagus are +0 or +1 effects.

    For King's Sarcophagus , when you have this card on the field, you can send 1 card from your hand to the grave (-1) to send 1 Horus monster you want from your deck to the grave. This monster can be summoned from the grave to the field (+1).

    For Imsety , you need to send this card along with 1 other card from your hand to the grave (-2) to get King's Sarcophagus from your deck to your hand (+1) and then you can draw 1 more card ( +1). Activate King's Sarcophagus from hand (+0) and then revive Imsety from the grave (+1).  



    Combo with King's Sarcophagus

     

    King's Sarcophagus (Key card)

    King's Sarcophagus King's Sarcophagus
    King's Sarcophagus
    Spell Continuous
    King's Sarcophagus

      "Horus" monsters you control cannot be destroyed by card effects that do not target them. You can send 1 card from your hand to the GY; send 1 "Horus" monster from your Deck to the GY. You can only use this effect of "King's Sarcophagus" up to four times per turn. Once per turn, at the start of the Damage Step, if your "Horus" monster battles an opponent's monster: You can send that opponent's monster to the GY.


      When you have King's Sarcophagus in your hand, the simplest thing you can do is use the extra cards in your hand to pay the cost of this card and call a Horus monster to the field.

      Result: King's Sarcophagus + 1 any card from hand => 1 Horus monster on the field



      Combo with Imsety

       

      Imsety Glory of Horus (Key card)

      Imsety, Glory of Horus Imsety, Glory of Horus
      Imsety, Glory of Horus
      DARK 8
      Imsety, Glory of Horus
      • ATK:

      • 3000

      • DEF:

      • 1800


      If you control "King's Sarcophagus", you can Special Summon this card (from your GY). You can only Special Summon "Imsety, Glory of Horus" once per turn this way. You can only use each of the following effects of "Imsety, Glory of Horus" once per turn. You can send 2 cards from your hand to the GY, including this card; add 1 "King's Sarcophagus" from your Deck to your hand, then you can draw 1 card. If another card(s) you control leaves the field by an opponent's card effect, while this card is in your Monster Zone (except during the Damage Step): You can send 1 card on the field to the GY.


      To be able to use Imsety 's effect in your hand, you need to have another card in your hand.

      B1: Activate Imsety 's effect, discard this monster along with 1 other card from your hand to the Graveyard to add King's Sarcophagus from your Deck to your hand, then draw 1 card.

      B2: Activate King's Sarcophagus from your hand.

      Step 3: Use the card you just drew, or any extra cards in your hand, to pay the cost of King's Sarcophagus , sending 1 Horus monster from the deck to the Graveyard (except Imsety ).

      B4: Re-summon Imsety and the Horus monster that was just sent to the grave with their effects (no chaining).

      Result: Imsety + 1 any card from hand => Imsety + 1 Horus monster on the field + 1 other card in hand



      Archetype analysis

      Just now are two combos of the Horus card clan that I want to bring to you.

      These combos help you turn unnecessary cards in your hand into a level 8 monster, or sometimes you need the card in that hand to go to the grave more. Imsety 's ability to draw 1 can sometimes save your lost goals!!

      This clan's combo is simply exchanging "1 card in hand = 1 Horus monster on the field" with King's Sarcophagus .

      Imsety and King's Sarcophagus are extremely important keys to Horus.

      Strengths of archetype

      Imsety, Glory of Horus Imsety, Glory of Horus
      Imsety, Glory of Horus
      DARK 8
      Imsety, Glory of Horus
      • ATK:

      • 3000

      • DEF:

      • 1800


      If you control "King's Sarcophagus", you can Special Summon this card (from your GY). You can only Special Summon "Imsety, Glory of Horus" once per turn this way. You can only use each of the following effects of "Imsety, Glory of Horus" once per turn. You can send 2 cards from your hand to the GY, including this card; add 1 "King's Sarcophagus" from your Deck to your hand, then you can draw 1 card. If another card(s) you control leaves the field by an opponent's card effect, while this card is in your Monster Zone (except during the Damage Step): You can send 1 card on the field to the GY.


      Hapi, Guidance of Horus Hapi, Guidance of Horus
      Hapi, Guidance of Horus
      WIND 8
      Hapi, Guidance of Horus
      • ATK:

      • 2400

      • DEF:

      • 1600


      If you control "King's Sarcophagus", you can Special Summon this card (from your GY). You can only Special Summon "Hapi, Guidance of Horus" once per turn this way. If another card(s) you control leaves the field by an opponent's card effect, while this card is in your Monster Zone (except during the Damage Step): You can target 2 cards that are banished and/or in the GYs; either add both to the hand or shuffle both into the Deck. You can only use this effect of "Hapi, Guidance of Horus" once per turn.


      Duamutef, Blessing of Horus Duamutef, Blessing of Horus
      Duamutef, Blessing of Horus
      WATER 8
      Duamutef, Blessing of Horus
      • ATK:

      • 0

      • DEF:

      • 0


      If you control "King's Sarcophagus", you can Special Summon this card (from your GY). You can only Special Summon "Duamutef, Blessing of Horus" once per turn this way. Gains 1200 ATK/DEF for each "Horus" monster you control. If another card(s) you control leaves the field by an opponent's card effect, while this card is in your Monster Zone (except during the Damage Step): You can draw cards equal to the number of monsters with different names in your Main Monster Zone. You can only use this effect of "Duamutef, Blessing of Horus" once per turn.


      King's Sarcophagus King's Sarcophagus
      King's Sarcophagus
      Spell Continuous
      King's Sarcophagus

        "Horus" monsters you control cannot be destroyed by card effects that do not target them. You can send 1 card from your hand to the GY; send 1 "Horus" monster from your Deck to the GY. You can only use this effect of "King's Sarcophagus" up to four times per turn. Once per turn, at the start of the Damage Step, if your "Horus" monster battles an opponent's monster: You can send that opponent's monster to the GY.


        Horus helps you pull a large number of monsters from the deck onto the field. This ability can be used continuously every turn as long as King's Sarcophagus is on the field.

        Imsety can send any card on the field to the grave without a target.

        Hapi is a monster used to deal with decks that revolve around graveyards or discard cards. Besides Imsety , Hapi is the 2nd priority monster of the Horus card clan.

        Duamutef along with other Horus monsters can cause extremely large amounts of damage to the opponent during the battle phase.

        King's Sarcophagus also clears high ATK or unkillable monsters once.

        Qebehsenuef and King's Sarcophagus can cover Horus monsters on your field. Qebehsenuef is probably the least used monster of this archetype.

        Even more important is that Horus does not consume normal summons during your turn, allowing Horus to be used as a flexible engine in many different decks.

        Weaknesses of the archetype

        Horus the Black Flame Deity Horus the Black Flame Deity
        Horus the Black Flame Deity
        FIRE 8
        Horus the Black Flame Deity
        • ATK:

        • 3000

        • DEF:

        • 1800


        If you control a "Horus" monster and "King's Sarcophagus": You can reveal this card in your hand, then send 1 card from your hand or field to the GY; send 1 card on the field to the GY. If a face-up "Horus" monster(s) you control, except "Horus the Black Flame Deity", or a face-up "King's Sarcophagus" you control, leaves the field by an opponent's card effect (except during the Damage Step): You can Special Summon this card from your hand, then you can send all other monsters on the field to the GY. You can only use each effect of "Horus the Black Flame Deity" once per turn.


        Canopic Protector Canopic Protector
        Canopic Protector
        Trap Continuous
        Canopic Protector

          Once per Chain, when your opponent activates a card or effect: You can Special Summon 1 "Horus" monster from your hand or GY, but for the rest of this turn, you cannot Special Summon monsters with the same original name by the effect of "Canopic Protector". If this card is sent from the hand or field to the GY: You can Set this card, but banish it when it leaves the field. You can only use this effect of "Canopic Protector" once per turn.


          Qebehsenuef, Protection of Horus Qebehsenuef, Protection of Horus
          Qebehsenuef, Protection of Horus
          EARTH 8
          Qebehsenuef, Protection of Horus
          • ATK:

          • 2500

          • DEF:

          • 2000


          If you control "King's Sarcophagus", you can Special Summon this card (from your GY). You can only Special Summon "Qebehsenuef, Protection of Horus" once per turn this way. If another card(s) you control leaves the field by an opponent's card effect, while this card is in your Monster Zone (except during the Damage Step): You can activate this effect; this turn, your opponent's monsters cannot target "Horus" monsters for attacks, also your opponent cannot target "Horus" monsters on the field with card effects. You can only use this effect of "Qebehsenuef, Protection of Horus" once per turn.


          Walls of the Imperial Tomb Walls of the Imperial Tomb
          Walls of the Imperial Tomb
          Spell Field
          Walls of the Imperial Tomb

            This card's name becomes "King's Sarcophagus" while in the Field Zone. During your Main Phase: You can add 1 "Horus" monster from your Deck to your hand, then place 1 card from your hand on the bottom of the Deck. You can only use this effect of "Walls of the Imperial Tomb" once per turn. If you activate the effect of "Horus the Black Flame Deity": You can draw 1 card.


            Although each Horus monster has a non-weak effect, these monsters are relatively passive because they depend on the opponent's actions.

            Horus is often used as an engine in combination with other card races. Horus monsters will be used as materials for xyz 8 monsters with more proactive effects instead of sitting and waiting for the opponent.

             

            Besides Imsety and King's Sarcophagus , I'm sure you don't want to see the remaining Horus cards in your hand. When you draw any Hapi , Duamutef , or Qebehsenuef , your hand loses a card with combo potential.

            Imsety is always played with the maximum possible number (play 3), King's Sarcophagus can be played 1, 2 or 3 depending on strategy as it can be searched with Imsety .

            Hapi , Duamutef , and Qebehsenuef are played in the deck in minimal numbers (playing 1 or 0) to keep the draw rate as low as possible.

             

            Imsety is a DARK Spellcaster monster, King's Sarcophagus is an eternal spell card. These two cards are very difficult to find in your hand with cards outside the clan, so usually you can only rely on drawing Only get these cards in your hand.

            You can use this clan's environmental spell card ( Stone Wall of the Imperial Tombs ) to increase your chances of getting Imsety in your hand, although this doesn't make too much of a difference.



            Expands on Horus' gameplay

            Certainly in the current game environment, you won't be able to just leave Horus monsters on the field and wait for the opponent to help you.

            You can take advantage of these "bodies" on the field to summon other more proactive bosses from the extra deck. The best choice for Horus' extra deck is rank 8 xyz monsters.

            Don't worry too much about Horus monsters because they can reappear from their graves onto the field every turn if King's Sarcophagus is on your field. If King's Sarcophagus isn't on your field at that time, it's okay because the Horus has already completed its mission.


            Below are the xyz monsters that I have compiled that can be used when playing Horus cards. Depending on your play style, you can use the number of Horus cards along with the extra deck monsters you like.

            Number 23: Lancelot, Dark Knight of the Underworld, Number 90: Galaxy-Eyes Photon Lord and Number 38: Hope Harbinger Dragon Titanic Galaxy (Negate effect)

            Number 23: Lancelot, Dark Knight of the Underworld Number 23: Lancelot, Dark Knight of the Underworld
            Number 23: Lancelot, Dark Knight of the Underworld
            DARK
            Number 23: Lancelot, Dark Knight of the Underworld
            • ATK:

            • 2000

            • DEF:

            • 1500


            2 Level 8 monsters This card can attack your opponent directly while it has Xyz Material. When this card inflicts battle damage to your opponent: You can target 1 face-up monster your opponent controls; destroy it. Once per turn, during either player's turn, when a Spell/Trap Card, or another monster's effect, is activated: Detach 1 Xyz Material from this card; negate the activation.


            Number 90: Galaxy-Eyes Photon Lord Number 90: Galaxy-Eyes Photon Lord
            Number 90: Galaxy-Eyes Photon Lord
            LIGHT
            Number 90: Galaxy-Eyes Photon Lord
            • ATK:

            • 2500

            • DEF:

            • 3000


            2 Level 8 monsters If this card has a "Photon" card as material, it cannot be destroyed by card effects. You can only use each of the following effects of "Number 90: Galaxy-Eyes Photon Lord" once per turn. ● When an opponent's monster activates its effect (Quick Effect): You can detach 1 material from this card; negate that monster's effect, and if the detached material was a "Galaxy" card, destroy that card. ● During your opponent's turn (Quick Effect): You can take 1 "Photon" or "Galaxy" card from your Deck, and either add it to your hand or attach it to this card as material.


            Number 38: Hope Harbinger Dragon Titanic Galaxy Number 38: Hope Harbinger Dragon Titanic Galaxy
            Number 38: Hope Harbinger Dragon Titanic Galaxy
            LIGHT
            Number 38: Hope Harbinger Dragon Titanic Galaxy
            • ATK:

            • 3000

            • DEF:

            • 2500


            2 Level 8 monsters Once per turn, when a Spell Card or effect is activated on the field (Quick Effect): You can negate that effect, and if you do, attach that card to this card as material. When an opponent's monster declares an attack: You can detach 1 material from this card; change the attack target to this card and perform damage calculation. If a face-up Xyz Monster(s) you control is destroyed by battle or card effect: You can target 1 face-up Xyz Monster you control; it gains ATK equal to 1 of those destroyed monster's original ATK.


            Number 90: Galaxy-Eyes Photon Lord and Number 38: Hope Harbinger Dragon Titanic Galaxy are the two best negate options for the deck with Number 90 being able to disable monster effects and Number 38 having the ability to disable spell cards of enemy.

            Number 23: Lancelot, Dark Knight of the Underworld is a monster that has the ability to negate the activation of both spell/trap cards and the effects of other monsters, however a huge minus point of this monster is This effect is a mandatory effect, your opponent will easily be able to negate Number 23 . Normally, this monster will be used to summon ZEUS because this monster can directly attack the opponent while having xyz materials, and Number 23 can also shoot one of their face-up monsters. when this monster inflicts damage to your opponent.

            Coach King Giantrainer (Card draw effect)

            Coach King Giantrainer
            Coach King Giantrainer
            Coach King Giantrainer
            FIRE
            Coach King Giantrainer
            • ATK:

            • 2800

            • DEF:

            • 2000


            3 Level 8 monsters You can detach 1 Xyz Material from this card; draw 1 card and show it, then if it was a monster, inflict 800 damage to your opponent. You cannot conduct your Battle Phase the turn you activate this effect. You can only use this effect of "Coach King Giantrainer" up to thrice per turn.


            Coach King Giantrainer can be summoned with 3 level 8 monsters, this is a monster with an effect that allows you to draw up to 3 cards in the same turn it is summoned, in exchange you will not be able to perform the Battle Phase during that turn.

            With the deck filtering ability of King's Sarcophagus , the rate of drawing other Horus cards has decreased to extremely low and increases the rate allowing you to draw other necessary cards into your hand.

            The Zombie Vampire (Effect of sending cards from main deck to grave)

            The Zombie Vampire The Zombie Vampire
            The Zombie Vampire
            DARK
            The Zombie Vampire
            • ATK:

            • 3000

            • DEF:

            • 2800


            2+ Level 8 monsters If you use a monster(s) with a Level that is owned by your opponent for the Xyz Summon of this card, treat it as Level 8. Neither player can target this card with effects of Special Summoned monsters, except those Special Summoned from the GY. You can detach 1 material from this card; each player sends the top 4 cards from their Deck to the GY, then if any monsters were sent to either GY by this effect, you can Special Summon 1 of those monsters to your field. You can only use this effect of "The Zombie Vampire" once per turn.


            The Zombie Vampire is used in graveyard strategies, this monster can send 4 cards from the top of the pile to the grave by discarding 1 of this monster's materials (cost). Then you can also summon to the field a monster that The Zombie Vampire sent to the grave, this is also an indirect way to summon from the deck or steal the opponent's monster.

            Dingirsu, the Orcust of the Evening Star, Garunix Eternity, Hyang of the Fire Kings and Divine Arsenal AA-ZEUS - Sky Thunder (Removal effect)

            Dingirsu, the Orcust of the Evening Star Dingirsu, the Orcust of the Evening Star
            Dingirsu, the Orcust of the Evening Star
            DARK
            Dingirsu, the Orcust of the Evening Star
            • ATK:

            • 2600

            • DEF:

            • 2100


            2 Level 8 monsters You can only Special Summon "Dingirsu, the Orcust of the Evening Star(s)" once per turn. You can also Xyz Summon this card by using an "Orcust" Link Monster you control as material. If a card(s) you control would be destroyed by battle or card effect, you can detach 1 material from this card instead. If this card is Special Summoned: You can activate 1 of these effects; ● Send 1 card your opponent controls to the GY. ● Attach 1 of your banished Machine monsters to this card as material.


            Garunix Eternity, Hyang of the Fire Kings Garunix Eternity, Hyang of the Fire Kings
            Garunix Eternity, Hyang of the Fire Kings
            FIRE
            Garunix Eternity, Hyang of the Fire Kings
            • ATK:

            • 3000

            • DEF:

            • 2000


            2+ Level 8 monsters If this card is Xyz Summoned: You can destroy all other monsters on the field. You can detach 1 material from this card, then target 1 Spell/Trap on the field; destroy it, and if you do, this card gains 500 ATK. If this card is destroyed while it has material: You can Special Summon "Fire King" monsters from your GY, up to the number of materials this card had. You can only use each effect of "Garunix Eternity, Hyang of the Fire Kings" once per turn.


            Divine Arsenal AA-ZEUS - Sky Thunder
            Divine Arsenal AA-ZEUS - Sky Thunder
            Divine Arsenal AA-ZEUS - Sky Thunder
            LIGHT
            Divine Arsenal AA-ZEUS - Sky Thunder
            • ATK:

            • 3000

            • DEF:

            • 3000


            2 Level 12 monsters Once per turn, if an Xyz Monster battled this turn, you can also Xyz Summon "Divine Arsenal AA-ZEUS - Sky Thunder" by using 1 Xyz Monster you control as material. (Transfer its materials to this card.) (Quick Effect): You can detach 2 materials from this card; send all other cards from the field to the GY. Once per turn, if another card(s) you control is destroyed by battle or an opponent's card effect: You can attach 1 card from your hand, Deck, or Extra Deck to this card as material.




            Tag(s):

            Garunix Eternity, Hyang of the Fire Kings along with Dingirsu, the Orcust of the Evening Star are two options that I know of to destroy the opponent's field that work quite well.

            Garunix Eternity, Hyang of the Fire Kings is an option when you want to destroy multiple targets, each effect of Garunix Eternity can only be used once/turn. Garunix Eternity possesses up to 2 effects that destroy cards on the field:

            • If this monster is xyz Summoned, you can destroy all other monsters on both sides of the field.
            • You can detach 1 xyz material from this monster (cost) and target 1 spell/trap card on the field to destroy that card, this monster will permanently gain 500 ATK.

            Furthermore, Garunix Eternity can also be revived from the grave after being destroyed if this monster has xyz materials while still on the field.

             

            Dingirsu is no longer too strange because this monster has been used in the meta for a relatively long time, you can only special summon Dingirsu once/turn. If this monster is special summoned, you can send 1 card on your opponent's side of the field to the Graveyard without going through the target. If cards on your field are about to be destroyed, you can detach 1 material from this monster instead of that destruction.

            Dingirsu is a monster that causes many difficulties for the opponent because this monster's card clearing effect on the field is not "destroyed" and this effect is not targeted. In addition, Dingirsu is also a monster that can protect your field from being destroyed twice.

             

            Although not a rank 8 monster, ZEUS is a monster capable of sweeping the field and is very easy to summon in decks that use xyz monsters.

            Number C62: Neo Galaxy-Eyes Prime Photon Dragon, Number 62: Galaxy-Eyes Prime Photon Dragon and Galaxy-Eyes Full Armor Photon Dragon (Galaxy-Eyes monsters)

            Number C62: Neo Galaxy-Eyes Prime Photon Dragon Number C62: Neo Galaxy-Eyes Prime Photon Dragon
            Number C62: Neo Galaxy-Eyes Prime Photon Dragon
            LIGHT
            Number C62: Neo Galaxy-Eyes Prime Photon Dragon
            • ATK:

            • 4000

            • DEF:

            • 3000


            3 Level 8 LIGHT monsters You can also Xyz Summon this card by using "Number 62: Galaxy-Eyes Prime Photon Dragon" you control. (Transfer its materials to this card.) At the start of your Battle Phase: You can detach 1 material from this card; this card can make up to 3 attacks on monsters during this Battle Phase. If this card has "Galaxy-Eyes Photon Dragon" as material, it gains these effects. ● Unaffected by your opponent's monster effects. ● Gains ATK equal to the combined Levels/Ranks of its attached materials x 100.


            Number 62: Galaxy-Eyes Prime Photon Dragon Number 62: Galaxy-Eyes Prime Photon Dragon
            Number 62: Galaxy-Eyes Prime Photon Dragon
            LIGHT
            Number 62: Galaxy-Eyes Prime Photon Dragon
            • ATK:

            • 4000

            • DEF:

            • 3000


            2 Level 8 monsters If this card battles, during damage calculation (Quick Effect): You can detach 1 material from this card once per battle; this card gains ATK equal to the combined Ranks of all Xyz Monsters currently on the field x 200, during that damage calculation only. If this card in its owner's control is destroyed by an opponent's card effect while it has "Galaxy-Eyes Photon Dragon" as Xyz Material: You can Special Summon this card during your 2nd Standby Phase after activation and double its ATK. Any battle damage this card inflicts to your opponent is halved unless it has "Galaxy-Eyes Photon Dragon" as Xyz Material.


            Galaxy-Eyes Full Armor Photon Dragon Galaxy-Eyes Full Armor Photon Dragon
            Galaxy-Eyes Full Armor Photon Dragon
            LIGHT
            Galaxy-Eyes Full Armor Photon Dragon
            • ATK:

            • 4000

            • DEF:

            • 3500


            3 Level 8 monsters You can also Xyz Summon this card by using a "Galaxy-Eyes" Xyz Monster you control as material, except "Galaxy-Eyes Full Armor Photon Dragon". (Transfer its materials to this card.) Once per turn: You can target up to 2 Equip Cards equipped to this card; attach them to this card as material. Once per turn: You can detach 1 material from this card, then target 1 face-up card your opponent controls; destroy it.


            When talking about xyz 8, it is impossible to forget the Galaxy-Eyes archetype that possesses dragons with very good destructive ability. These Galaxy-Eyes monsters often possess huge ATK/DEF stats, some have bombardment effects or multiple attacks to help you defeat your opponents more quickly.

            Galaxy-Eyes Full Armor Photon Dragon is a 4000 ATK monster and has a card bombardment effect.

            Number C62: Neo Galaxy-Eyes Prime Photon Dragon can be summoned by pressing directly on the monster Number 62: Galaxy-Eyes Prime Photon Dragon and only requires any 2 level 8 monsters as summoning materials.

            Number 38: Hope Harbinger Dragon Titanic Galaxy, Number 100: Numeron Dragon and Number 97: Draglubion (Set of 3 OTK)

            Number 38: Hope Harbinger Dragon Titanic Galaxy Number 38: Hope Harbinger Dragon Titanic Galaxy
            Number 38: Hope Harbinger Dragon Titanic Galaxy
            LIGHT
            Number 38: Hope Harbinger Dragon Titanic Galaxy
            • ATK:

            • 3000

            • DEF:

            • 2500


            2 Level 8 monsters Once per turn, when a Spell Card or effect is activated on the field (Quick Effect): You can negate that effect, and if you do, attach that card to this card as material. When an opponent's monster declares an attack: You can detach 1 material from this card; change the attack target to this card and perform damage calculation. If a face-up Xyz Monster(s) you control is destroyed by battle or card effect: You can target 1 face-up Xyz Monster you control; it gains ATK equal to 1 of those destroyed monster's original ATK.


            Number 100: Numeron Dragon Number 100: Numeron Dragon
            Number 100: Numeron Dragon
            LIGHT
            Number 100: Numeron Dragon
            • ATK:

            • 0

            • DEF:

            • 0


            2 "Number" Xyz Monsters with the same name and Rank Once per turn: You can detach 1 Xyz Material from this card; this card gains ATK equal to the combined Ranks of all Xyz Monsters currently on the field x 1000, until the end of your opponent's turn. When this card is destroyed by card effect: You can destroy as many monsters on the field as possible (min. 1), then each player Sets 1 Spell/Trap Card from their Graveyard to their field. When an opponent's monster declares an attack while this card is in your Graveyard and you have no cards in your hand or field: You can Special Summon this card.


            Number 97: Draglubion Number 97: Draglubion
            Number 97: Draglubion
            DARK
            Number 97: Draglubion
            • ATK:

            • 3000

            • DEF:

            • 3000


            2 Level 8 monsters Your opponent cannot target this card with card effects. You can detach 1 material from this card; take 2 Dragon "Number" monsters with different names from your Extra Deck and/or GY, except "Number 97: Draglubion", Special Summon 1 of them and attach the other to it as material, also for the rest of this turn you cannot Special Summon other monsters, or declare an attack, except with that Special Summoned monster. You can only use this effect of "Number 97: Draglubion" once per turn.


            The duo Number 97: Draglubion and Number 100: Numeron Dragon are also one of the duos with the ability to end the game that are used a lot in xyz 8 decks.

            The third monster used in this duo's combo is usually Number 38 , making your strategy more flexible.

            Number 68: Sanaphond the Sky Prison and Number 1: Infection Buzzking (The effects cause discomfort to the opponent)

            Number 68: Sanaphond the Sky Prison Number 68: Sanaphond the Sky Prison
            Number 68: Sanaphond the Sky Prison
            DARK
            Number 68: Sanaphond the Sky Prison
            • ATK:

            • 2100

            • DEF:

            • 2700


            2 Level 8 monsters Gains 100 ATK and DEF for each monster in the GYs. Once per turn: You can detach 1 material from this card; until the end of your opponent's next turn, this card cannot be destroyed by card effects, also neither player can Special Summon monsters from the GYs.


            Number 1: Infection Buzzking Number 1: Infection Buzzking
            Number 1: Infection Buzzking
            DARK
            Number 1: Infection Buzzking
            • ATK:

            • 3000

            • DEF:

            • 2500


            2+ Level 8 monsters Once per turn, during your Standby Phase: You can attach 1 card from your opponent's GY to this card as material. You can only use each of the following effects of "Number 1: Infection Buzzking" once per turn. If this card is Xyz Summoned: You can look at your opponent's Extra Deck and send 1 card from it to the GY. You can detach 1 material from this card, then target 1 card your opponent controls; destroy it, then if you destroyed a face-up monster, inflict damage to your opponent equal to half the ATK it had on the field.


            Number 68: Sanaphond the Sky Prison is a monster with an effect that prevents both sides from special summoning monsters from the grave.

             

            Number 1: Infection Buzz King is another version of Number 89: Diablosis the Mind Hacker with the ability to see and destroy the opponent's extra deck.



            How to counter Horus

            Above are the xyz monsters that I have compiled that can be used when playing the Horus card clan. Depending on your play style, you can use the number of Horus cards along with the extra deck monsters you like.

            I will temporarily end this article with this part before getting to Horus's strategies.

            Ash Blossom & Joyous Spring (Key)

            Ash Blossom & Joyous Spring Ash Blossom & Joyous Spring
            Ash Blossom & Joyous Spring
            FIRE 3
            Ash Blossom & Joyous Spring
            • ATK:

            • 0

            • DEF:

            • 1800


            When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.


            First, besides Imsety and King's Sarcophagus , all other Horus cards in hand become bricks. So to block Horus's combo, you just need to focus on the two cards Imsety and King's Sarcophagus .

            Using Ash Blossom to directly interfere with Imsety 's effect will give the Horus player -1 and almost completely interrupt Horus's combo.

            Chaining Ash Blossom to King's Sarcophagus depends on the opponent's current card information. However, in the vast majority of cases, you should NOT use Ash Blossom to block King's Sarcophagus . The reason is that players mostly only need to send Horus monsters with the effect of King's Sarcophagus 1 to 2 times per turn, while King's Sarcophagus allows them to use the effect up to 4 times/turn, the Horus player still can continue to perfect their combo after being blocked by Ash Blossom once.

            Twin Twisters, Cosmic Cyclone and Ghost Ogre & Snow Rabbit (Key)

            Twin Twisters Twin Twisters
            Twin Twisters
            Spell Quick
            Twin Twisters

              Discard 1 card, then target up to 2 Spells/Traps on the field; destroy them.


              Cosmic Cyclone Cosmic Cyclone
              Cosmic Cyclone
              Spell Quick
              Cosmic Cyclone

                Pay 1000 LP, then target 1 Spell/Trap on the field; banish it.


                Ghost Ogre & Snow Rabbit Ghost Ogre & Snow Rabbit
                Ghost Ogre & Snow Rabbit
                LIGHT 3
                Ghost Ogre & Snow Rabbit
                • ATK:

                • 0

                • DEF:

                • 1800


                When a monster on the field activates its effect, or when a Spell/Trap that is already face-up on the field activates its effect (Quick Effect): You can send this card from your hand or field to the GY; destroy that card on the field. You can only use this effect of "Ghost Ogre & Snow Rabbit" once per turn.


                Using Ghost Ogre or cards that can destroy or remove spell cards like Twin Twister , Cosmic Cyclone will be a more effective solution to deal with King's Sarcophagus .

                Ghost Belle & Haunted Mansion and Abyss Dweller (Key)

                Ghost Belle & Haunted Mansion Ghost Belle & Haunted Mansion
                Ghost Belle & Haunted Mansion
                EARTH 3
                Ghost Belle & Haunted Mansion
                • ATK:

                • 0

                • DEF:

                • 1800


                When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that activation. ● Add a card(s) from the GY to the hand, Deck, and/or Extra Deck. ● Special Summon a Monster Card(s) from the GY. ● Banish a card(s) from the GY. You can only use this effect of "Ghost Belle & Haunted Mansion" once per turn.


                Abyss Dweller Abyss Dweller
                Abyss Dweller
                WATER
                Abyss Dweller
                • ATK:

                • 1700

                • DEF:

                • 1400


                2 Level 4 monsters While this card has a material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn (Quick Effect): You can detach 1 material from this card; your opponent cannot activate any card effects in their GY this turn.


                Horus monsters that have effects summoned from the grave to the field do not create chains, so cards like Ghost Belle or Abyss Dweller cannot be used to deal with Horus.

                Number 68: Sanaphond the Sky Prison and Necrovalley (Key)

                Number 68: Sanaphond the Sky Prison Number 68: Sanaphond the Sky Prison
                Number 68: Sanaphond the Sky Prison
                DARK
                Number 68: Sanaphond the Sky Prison
                • ATK:

                • 2100

                • DEF:

                • 2700


                2 Level 8 monsters Gains 100 ATK and DEF for each monster in the GYs. Once per turn: You can detach 1 material from this card; until the end of your opponent's next turn, this card cannot be destroyed by card effects, also neither player can Special Summon monsters from the GYs.


                Necrovalley Necrovalley
                Necrovalley
                Spell Field
                Necrovalley

                  All "Gravekeeper's" monsters gain 500 ATK and DEF. Cards in the Graveyard cannot be banished. Negate any card effect that would move a card in the Graveyard to a different place. Negate any card effect that changes Types or Attributes in the Graveyard.


                  Necrovalley or Number 68 can make Horus lose almost all of the inherent power of this card clan.

                  D.D. Crow (Key)

                  D.D. Crow D.D. Crow
                  D.D. Crow
                  DARK 1
                  D.D. Crow
                  • ATK:

                  • 100

                  • DEF:

                  • 100


                  (Quick Effect): You can discard this card to the GY, then target 1 card in your opponent's GY; banish that target.


                  DD Crow can also help you relieve pressure coming from Horus. DD Crow 's targets are any Horus monster other than Imsety because the opponent can use King's Sarcophagus to send another Imsety from the deck to the grave, and other Horus monsters like Hapy , Duamutef , Qebehsenuef are very rare Have a strategy that uses more than 1 of each of these monsters.

                  Bystial Baldrake, Bystial Druiswurm and Bystial Magnamhut (Key)

                  Bystial Baldrake
                  Bystial Baldrake
                  Bystial Baldrake
                  DARK 6
                  Bystial Baldrake
                  • ATK:

                  • 2500

                  • DEF:

                  • 2000


                  You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If your opponent Special Summons a Ritual, Fusion, Synchro, Xyz, and/or Link Monster(s) (except during the Damage Step): You can Tribute 1 other LIGHT or DARK monster, then target 1 of those Special Summoned monsters; banish it. You can only use each effect of "Bystial Baldrake" once per turn.


                  Bystial Druiswurm
                  Bystial Druiswurm
                  Bystial Druiswurm
                  DARK 6
                  Bystial Druiswurm
                  • ATK:

                  • 2500

                  • DEF:

                  • 2000


                  You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If this card is sent from the field to the GY: You can target 1 Special Summoned monster your opponent controls; send it to the GY. You can only use each effect of "Bystial Druiswurm" once per turn.


                  Bystial Magnamhut
                  Bystial Magnamhut
                  Bystial Magnamhut
                  DARK 6
                  Bystial Magnamhut
                  • ATK:

                  • 2500

                  • DEF:

                  • 2000


                  You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If this card is Special Summoned: You can activate this effect; during the End Phase of this turn, add 1 Dragon monster from your Deck or GY to your hand, except "Bystial Magnamhut". You can only use each effect of "Bystial Magnamhut" once per turn.


                  Bystial monsters are not a good choice to counter Horus when this clan's only target on Horus is Imsety .

                  Infinite Impermanence and Effect Veiler (Key)

                  Infinite Impermanence Infinite Impermanence
                  Infinite Impermanence
                  Trap Normal
                  Infinite Impermanence

                    Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.


                    Effect Veiler Effect Veiler
                    Effect Veiler
                    LIGHT 1
                    Effect Veiler
                    • ATK:

                    • 0

                    • DEF:

                    • 0


                    During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY, then target 1 Effect Monster your opponent controls; negate the effects of that face-up monster your opponent controls, until the end of this turn.


                    Infinite Impermanence and Effect Veiler are not options to counter Horus monsters that rise from the grave, however these two cards can counter a large number of monsters that this archetype spawns.

                    Evenly Matched, Coach King Giantrainer and The Zombie Vampire (Key)

                    Evenly Matched Evenly Matched
                    Evenly Matched
                    Trap Normal
                    Evenly Matched

                      At the end of the Battle Phase, if your opponent controls more cards than you do: You can make your opponent banish cards from their field face-down so they control the same number of cards as you do. If you control no cards, you can activate this card from your hand.


                      Coach King Giantrainer
                      Coach King Giantrainer
                      Coach King Giantrainer
                      FIRE
                      Coach King Giantrainer
                      • ATK:

                      • 2800

                      • DEF:

                      • 2000


                      3 Level 8 monsters You can detach 1 Xyz Material from this card; draw 1 card and show it, then if it was a monster, inflict 800 damage to your opponent. You cannot conduct your Battle Phase the turn you activate this effect. You can only use this effect of "Coach King Giantrainer" up to thrice per turn.


                      The Zombie Vampire The Zombie Vampire
                      The Zombie Vampire
                      DARK
                      The Zombie Vampire
                      • ATK:

                      • 3000

                      • DEF:

                      • 2800


                      2+ Level 8 monsters If you use a monster(s) with a Level that is owned by your opponent for the Xyz Summon of this card, treat it as Level 8. Neither player can target this card with effects of Special Summoned monsters, except those Special Summoned from the GY. You can detach 1 material from this card; each player sends the top 4 cards from their Deck to the GY, then if any monsters were sent to either GY by this effect, you can Special Summon 1 of those monsters to your field. You can only use this effect of "The Zombie Vampire" once per turn.


                      Coach King Giantrainer is always the most targeted target. If you have Infinite Impermanence or Effect Veiler in hand, don't hesitate to use them on this monster.

                      Most end boards of Horus strategies can only deal with 2 out of 3 types of effects (monsters/spells/traps), and Horus will have a very difficult time dealing with trap cards like Infinite Impermanence or Evenly Matched . When you go later, if you have Infinite Impermanence in your hand, the possibility of successfully using this card to destroy Horus's board is very high.

                      The Zombie Vampire is no exception with hand trap cards like Ash Blossom , Infinite Impermanence , Ghost Belle and Effect Veiler .

                      Dimension Shifter (Super refined)

                      Dimension Shifter
                      Dimension Shifter
                      Dimension Shifter
                      DARK 6
                      Dimension Shifter
                      • ATK:

                      • 1200

                      • DEF:

                      • 2200


                      If you have no cards in your GY (Quick Effect): You can send this card from your hand to the GY; until the end of the next turn, any card sent to the GY is banished instead.


                      Be careful with Dimension Shifter because this card can block all of Horus's paths.




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