Spotlight: True King Of All Calamities

Kelly Locke

5/9/2017 11:02:00 AM
 Comments

Last November I put the spotlight on the first two True Kings: True King Agnimazud, the Vanisher, and True King Bahrastos, the Fathomer.

At that time Maximum Crisis spoilers were still trickling in, and the rest of the True King and True Draco line-up had only just been revealed. We've come a long way since then. True King Lithosagym, the Disaster was released in Raging Tempest in February, and now True King of All Calamities is finally available.

Card Design Fit For A King
The True King Xyz Monster is a generic powerhouse that can stand alone in decks with Rank 9 access, but its true home is in a dedicated True King or True Draco build. True King of All Calamities checks all the boxes for a strong boss Xyz: great stats, a unique effect that makes it worthwhile to Summon, and excellent synergy with other cards from the theme.

You can Xyz Summon Calamities with two or more materials, but there's rarely any reason to use more than two. At 3000 ATK and DEF it's the strongest True King, which can be especially relevant when using other True King cards. Calamities can be Special Summoned by card effects which means it's a possible target for True King Lithosagym, the Disaster and True King's Return. Additionally its Continuous Effect is applied whether or not it has materials, so it's often worthwhile to revive it.

Let's check out True King of All Calamities' two effects. First, you can detach an Xyz Material from it on either player's turn to make all face-up monsters on the field a declared Attribute. Also, monsters with that Attribute in your opponent's possession can't activate their effects or attack. Note that while the Attribute-changing part of the effect only hits face-up monsters on the field, the effect negation affects monsters anywhere in your opponent's possession. That includes the hand, field, graveyard, deck, and removed zone.

 True King of All Calamities
$4.95
$0.39
$0.08
True King of All Calamities131163
Set Maximum Crisis
Number MACR-EN046
Level 9
Type Xyz/Effect Monster
Monster Wyrm
Attribute DARK 
A / D 3000 / 3000
Rarity Super Rare
Card Text

2 or more Level 9 monsters
Once per turn, during either player's turn: You can detach 1 Xyz Material from this card and declare 1 Attribute; this turn, all face-up monsters on the field become that Attribute, also all monsters in your opponent's possession with that Attribute cannot activate their effects or attack. Monsters that "True Draco" and "True King" monsters in your hand would destroy with their effects can be chosen from your opponent's field.


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Calamities' Quick-Effect is its primary appeal. It's reminiscent of Number 16: Shock Master, but it doesn't have quite the same stopping power. It hits mono-Attribute strategies the hardest because it stops just about everything in their hand and graveyard. That said, Calamities' efficacy plunges against decks with a variety of Attributes, or spell and trap-heavy strategies like Paleozoics. It's still a good card in those match-ups, and particularly against Paleozoics, but it's not the play-stopping behemoth it is against Zoodiacs.

Changing the Attributes of monsters on the field is great against strategies using Xyz, Synchros, and Fusion Monsters that require specific Attributes for their Tuners or materials. Toadally Awesome and Bahamut Shark require Water monsters, and True King of All Calamities can make it impossible to put Water monsters on the field. Unfortunately that utility doesn't extend very far across the top match-ups this format. Zoodiacs are largely unconcerned with Attributes, and Metalfoes, Dinosaurs, and pure True Dracos are similarly unaffected.

That said, Calamities is still amazing on offense of defense. You can activate its effect before destroying your opponent's monsters to block self-replacing effects in very much the same way you'd play Abyss Dweller. Or you could activate it at the start of your opponent's turn to preemptively block their plays or effects. Calamities only stops effects from activating, again like Abyss Dweller, so you can't chain it to an effect to try and stop it.

Calamities' final effect lets you destroy your opponent's monsters to Summon any of the three True Kings or Mariamne, the True Dracophoenix. Keep in mind that you only need one matching Attribute in your hand or on the field, and combined with the Attribute-changing effect of Calamities you can use one or two of your opponent's monsters.

That's great for field clearing, but it also helps you remove dead True Kings from your hand when you're lacking a monster of a matching Attribute. Better yet, True Kings check the Attribute of the monster when it was destroyed, not while it's in the graveyard. You can declare Earth with Calamities, then Summon Lithosagym by destroying two monsters your opponent controls and banish three cards from their Extra Deck.

Finding Synergies Beyond Pure True Kings
You can play True King of All Calamities in any deck that can Summon Rank 9's, but decks that are already playing True Kings are best suited to quickly Summon it and abuse all of its effects.

Luckily you'll only need one True King, and True King Lithosagym, the Disaster is already played in decks like Subterrors and Dinosaurs. Subterrors can use their Level 9 monster, Subterror Behemoth Voltelluric, to pair with Lithosagym for a Rank 9 Xyz Summon. Thanks to Subterror Nemesis Archer the play couldn't be easier, but most decks don't have Level 9 monsters besides True Kings.

Using two True Kings is a stretch if you're not playing a larger True King line-up. You'll probably want to use another Level 9 monster: Denglong, First of the Yang Zing. Denglong's Level-modulation effect makes it a perfect pair for any True King. All you need to do is send another Level 9 Wyrm from your deck to the graveyard. That shouldn't be a problem unless you've somehow managed to draw into every copy of Lithosagym. From there you can either make a Rank 9 like True King of All Calamities and Phantom Fortress Enterblathnir, or Summon Ultimaya Tzolkin to eventually Summon Crystal Wing Synchro Dragon.

So how do you Summon Denglong reliably outside of Yang Zings? Luckily it's generic, much like Calamities, so any way you'd make a generic Level 5 Synchro is fair game. Instant Fusion and Elder Entity Norden with a Level 1 Tuner in your graveyard is a one-card Denglong, and so is Speedroid Terrortop and Speedroid Red-Eyed Dice. Instant Fusion's also a one-card Yazi, Evil of the Yang Zing with a Level 3 Tuner in the graveyard. Yazi can destroy itself and an opponent's card, then Special Summon a True King from the deck. Level 3 Tuners are actually extremely common right now: look no further than Ash Blossom & Joyous Spring and Ghost Ogre & Snow Rabbit.

Dinosaurs get two excellent cards in Maximum Crisis: True King of All Calamities and Dragonic Diagram. In the Dinosaur deck you'll Summon Calamities in exactly the same way you've been Summoning Phantom Fortress Enterblathnir: simply Summon Denglong, First of the Yang Zing after resolving Lithosagym, send another True King to the graveyard, then Xyz Summon Calamities. Jurrac Aeolo comes to the rescue here as your go-to Level 1 Tuner.

A Competitive Calamity
Master Peace, the True Dracoslaying King isn't the only new boss monster making waves in the post-Maximum Crisis environment. True King of All Calamities is strong enough to demand specific answers in your Main or Side Deck, especially when it's backed up by Evolzar Laggia. Rather than change the game or radically alter tech line-ups like Master Peace, I think Calamities simply reinforces already good cards by adding further justifications for playing them.

Kaijus have remained relevant for a long time and will likely continue to stick around for longer yet. They're noticeably a bit more important now as one-card solutions to Master Peace, and they also happen to knock out Calamities in a single shot. There's a serious drawback to their effectiveness against Calamities thoughĖit won't stop your opponent from preemptively activating its effect and blocking your effects for the turn. If that effect alone isn't enough to stop you then Kaijus are definitely your best bet, but if if not there are probably better options.

 Interrupted Kaiju Slumber
$4.99
$2.98
$2.00
Interrupted Kaiju Slumber111188
Set Breakers of Shadow
Number BOSH-EN089
Type Spell Card
Attribute SPELL 
Rarity Super Rare
Card Text

Destroy as many monsters on the field as possible, then Special Summon in Attack Position, 2 "Kaiju" monsters with different names from your Deck (1 on each side), but they cannot change their battle positions, and must attack, if able. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; add 1 "Kaiju" monster from your Deck to your hand. You can only activate 1 "Interrupted Kaiju Slumber" per turn.


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Calamities has no protection against spells and traps. Dark Hole, Raigeki, and Interrupted Kaiju Slumber will make short work of it, but again you'll still be under its One of the best answers to Calamities is Forbidden Chalice, which lets you negate its effect when your opponent tries to activate it during the Draw Phase. It's already a great out to Master Peace and numerous other monsters, but it will bump Calamities up to 3400 ATK, or 3700 ATK when Dragonic Diagram is on the field. Again, no protection from spells and traps means most removal effects will be enough to get rid of it after you've negated its effect. As a result Evolzar Laggia is hugely important if you want to keep Calamities safe.

Graydle Eagle is a rising Side Deck star that's gaining popularity as a Snatch Steal against Master Peace. Unfortunately it doesn't work nearly as well here. Eagle can't crash into Calamities because it will change Attributes upon hitting the field and will no longer be able to attack. You could destroy it yourself with a monster effect, but I can't think of any serious ways of accomplishing that without Graydle Slime, or possibly True King Bahrastos, the Fathomer. Neither option seems consistent enough to warrant play against Calamities specifically.

Interrupting Denglong, First of the Yang Zing is the easiest way to keep Calamities off the field. Effect Veiler, Ash Blossom & Joyous Spring, and Ghost Ogre & Snow Rabbit can shut it down immediately. You can only Special Summon Denglong once per turn, so once it's gone your opponent will need to field another Level 9. That's no small task. In most situations your opponent will be left with a lonely True King or True Dracophoenix on the field.

Long Live The Kings

True Kings are being drowned out by True Dracos for now, but I think there's a future in store for these monsters well beyond this era of dueling. Each True King offers something unique, and with four Attributes of on-demand destruction there's almost no chance we won't be seeing these cards long after True Dracos have faded from memory. They're not the second coming of Dragon Rulers by any means. Yet, they're integral parts of currently-existing strategies.

The demand for effects to destroy your own monsters seems to only be going up, and what happens when Dragonic Diagram and Zoodiac Barrage are limited in some way? And Metalfoes fall out of favor post-Links? I predict that players will almost certainly return to relying on True Kings to make otherwise-inconsistent strategies and cards viable for competitive and casual play.

Until next time then

-Kelly


Kelly​​ ​​Locke​​ ​​is​​ ​​a​​ ​​West​​ ​​Michigan​​ ​​gamer,​​ ​​writer,​​ ​​and​​ ​​college​​ ​​student.​​ ​​​​ ​​In​​ ​​addition​​ ​​to​​ ​​writing​​ ​​on TCGplayer,​​ ​​Kelly​​ ​​writes​​ ​​​​personal​​ ​​blog​​​​ ​​covering​​ ​​Yugioh,​​ ​​Destiny,​​ ​​and​​ ​​other​​ ​​hobbies.​​ ​​You​​ ​​can follow​​ ​​him​​ ​​on​​ ​​​​Twitter​​​​ ​​and​​ ​​check​​ ​​out​​ ​​his​​ ​​​​Youtube​​ ​​channel​​.​​ ​​​​ ​​He​​ ​​is​​ ​​currently​​ ​​studying​​ ​​marketing​​ ​​at Western​​ ​​Michigan​​ ​​University,​​ ​​and​​ ​​hopes​​ ​​to​​ ​​graduate​​ ​​before​​ ​​​​Dragon​​ ​​Ravine​​​​ ​​is​​ ​​Unlimited.


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