Instructions for playing Horus - Part 4

Instructions for playing Horus - Part 4

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!




Use Horus as engine

 

Horus is an archetype that can combine with many other archetypes to increase tactical diversity

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.


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.


    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 can be combined with many different archetypes. Depending on the archetype you use, the Horus engine may be different.

      The most obvious features that help the Horus engine can be played with many other card races are:

      • This engine does not consume normal summons during your turn, so you can save the normal summons for important monsters of the deck's main archetype.
      • You can perform a Horus combo with just 1.5 cards. That's right, with just 1 Imsety and any card, you can summon a rank 8 xyz monster with 2 ingredients to protect your combo from hand traps (equal to Number 90 ) or dig up resources for your combo (with The Zombie Vampire ) or even your opponent's board break (with Dingirsu ).
      • The archetype's combo is viable every turn as long as King's Sarcophagus is on your field.

      Imsety Glory of Horus (The most important card of the engine)

      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.


      Imsety will of course still be Horus' most important card, always played in maximum numbers.

      King's Sarcophagus (Another important 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 played as an engine, Horus is just a secondary strategy that supports the main archetype of the deck. Therefore, the importance of King's Sarcophagus is also reduced. King's Sarcophagus will still be an important card in the Horus engine, but you will no longer be too dependent on this card. This card will be played in quantities of 2 or 1 in the deck.

        Hapi, Guidance of Horus, Duamutef and Blessing of Horus (Other options)

        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.


        Hapi and Duamutef are two monsters used depending on strategy, playing 1 or 0.

        Engine is as minimalist as possible

        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.


            The remaining Horus cards will be used very rarely as players will want to keep the engine as minimal as possible to avoid picking up unnecessary cards.



            Engine 1

            Engine 1

            • Imsety x3;
            • King's Sarcophagus x2;
            • Hapi x1.

            (Sometimes Hapi can be changed to Duamutef )

            This is the combination you will most often see when playing decks using the Horus engine.

            The main purpose of this engine is to be able to summon xyz 8 monsters as quickly as possible to support your combos.

            Usually these decks will only take advantage of this engine once to summon xyz monsters for combos like Number 90 or The Zombie Vampire only once. In the following turns, these monsters will have the task of being summoned again to deal additional damage to the opponent or used as materials to summon links.

            Number 90: Galaxy-Eyes Photon Lord (Underwrite)

            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 90 will usually be the summoned target to protect your combo from being hindered by the opponent's hand trap monsters. Players will often summon Number 90 before starting the combo of the main archetype in the deck.

            PUNK will often take advantage of the Horus engine to summon to Number 90 (protecting the deck from hand traps such as Ash Blossom , Effect Veiler , Droll & Lock Bird ) before activating the effects of Ze Amin or Foxy Tune . Not only that, PUNK is also a deck that can take advantage of the Horus engine again in the next turns with this clan's diverse way of building extra decks.

            In addition, other card clans such as Rescue-ACE, Centur-Ion, Orcust also often summon Number 90 with the Horus engine to protect the important main monsters of the card clan.

            The Zombie Vampire (Plus resources)

            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 one of the monsters with the highest summon rate in this engine, not only that, this monster also helps you pull another monster from the grave depending on the cards that have been sent to the grave. Decks that often apply this engine to summon The Zombie Vampire include Tearlament (replacing the departure of Agido and Kelbek ), Orcust, Infernoid, Snake-Eyes, SPYRAL.



            Engine 2

            Engine 2

            • Imsety x3;
            • King's Sarcophagus x2;
            • Catch x1;
            • Duamutef x1

            Coach King Giantrainer (Plus resources)

            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.


            This engine is often used to summon Coach King Giantrainer to draw 3 cards for their strategy. Some card races that can take advantage of this engine include Rescue-ACE, Runick, or Therion.



            Engine 3

            Engine 3

            • Imsety x3;
            • King's Sarcophagus x2;
            • Wall of the Imperial Tombs x2;
            • Hapi x1;
            • Duamutef x1.

             

            Using this engine can help you search Imsety and perform Horus combos more easily.

            You can cut off 1 Hapi or 1 Duamutef to make the engine more compact in case you don't need many monster corpses.

            Rainbow Bridge of Salvation and Terraforming (Support search field spell)

            Rainbow Bridge of Salvation Rainbow Bridge of Salvation
            Rainbow Bridge of Salvation
            Trap Normal
            Rainbow Bridge of Salvation

              If there are 2 or more different Monster Types among the Level 10 or higher monsters on the field: Shuffle all cards except this one from both players' hands, fields, and GYs into the Deck, then each player draws 5 cards. You can banish this card from your GY; add 1 "Crystal Beast" monster and 1 Field Spell from your Deck to your hand. You can only apply each effect of "Rainbow Bridge of Salvation" once per Duel.


              Terraforming
              Terraforming
              Terraforming
              Spell Normal
              Terraforming

                Add 1 Field Spell from your Deck to your hand.




                Tag(s):

                You can further increase your combo odds with cards like Terraforming or Rainbow Bridge of Salvation .

                Wall of the Imperial Tombs can be reduced to 1. Furthermore, this card also helps you put the Crystal Beast monster from your hand back into the deck so that the Rainbow Bridge of Salvation engine is no longer "useless". Usually this engine is used in decks that use other environmental spells besides Wall of the Imperial Tombs .



                Runick Strategy ft. Horus

                Runick Strategy ft. Horus

                Refer to the deck list here .


                Runick itself is an archetype that tends to annoy and destroy the opponent's deck. With the playing style of the players at TCG, they will definitely find another engine to coordinate to create combos to make Runick less boring and more difficult to counter.

                Horus can be used together with Runick with the engine of many card clans. The combination of Coach King Giantrainer , Imsety , and Runick Fountain helps you draw up to 7 cards per turn!!

                Not only that, the deck also uses the Vision Resonator and Crimson Gaia engines to be able to summon synchro 10 monsters or link monsters from the extra deck to support the deck's strategy.



                Tactical Rescue-ACE ft. Horus

                Tactical Rescue-ACE ft. Horus

                Refer to the deck list here .


                Rescue-ACE is a deck that appears constantly in the current meta. Recently the deck has also benefited from support for FIRE-type cards. Using the Horus engine helps the deck protect important monsters in combos like Hydrant or Air Lifter .



                Tactical Tearlaments ft. Horus

                Tactical Tearlaments ft. Horus

                Refer to the deck list here .


                The Zombie Vampire is a more suitable replacement in the Tearlaments deck for the loss of Agido and Kelbek . During the combo, you can also put cards that would have been in the grave if you drew them.



                Orcust Strategy ft. Horus

                Orcust Strategy ft. Horus

                Refer to the deck list here .


                As a deck that plays like Orcust, King's Sarcophagus and The Zombie Vampire are two names that cannot be ignored. This is also the home of Dingirsu , a rank 8 monster that I often mention playing with Horus.



                Tactical Snake-Eyes ft. Horus

                Tactical Snake-Eyes ft. Horus

                Refer to the deck list here .


                Snake-Eyes, a new archetype this year with many supports outside of archetypes like Bonfire and Promethean Princess, Bestower of Flames makes an already burning deck burn even harder. With full combo gameplay without any restrictions, Horus is an engine that you can consider playing with Snake-Eyes.



                Tactical Centur-Ion ft. Horus

                Tactical Centur-Ion ft. Horus

                Refer to the deck list here .


                In Centur-Ion, Horus plays the role of opening combos to Number 90 to protect the main combo circuit, or sometimes providing non-tuner ingredients for combos.



                Tactics Therion ft. Horus

                Tactics Therion ft. Horus

                Refer to the deck list here .


                Therion and Horus are two card clans with the ability to spam a lot of level 8 monsters. Using Horus with Therion can make Therion's gameplay easier.



                Goblin Tactics ft. Horus

                Goblin Tactics ft. Horus

                Refer to the deck list here .


                Goblin is an archetype that was released not long ago in PHNI. This is an archetype whose gameplay revolves around xyz materials, so having an xyz monster early and being able to protect combos from hand traps is a good thing.




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