YuGiOh Phantom Revenge - Flip Persona with Enneacraft YuGiOh Phantom Revenge - Flip Persona with Enneacraft

YuGiOh Phantom Revenge - Flip Persona with Enneacraft

Flip Monsters have been part of Yu-Gi-Oh since the very start of the game. From Man-eater Bug in the early days to Ryko, Lightsworn Hunter rampaging the synchro era, to most recently Mimighoul, Konami has been trying to find new ways to innovate this old game mechanic. Enneacraft is the newest rendition of these monsters, which for the first time do not need to wait to get flipped-up, but whenever an opponent's card gets activated. Inspired by the Enneagram of Personality, a model that expresses nine human emotions and personality types (there are currently eight monsters revealed, one still remaining to appear in a future set, most likely a boss monster that the archetype still does not have), while also incorporating Lovecraftian themes of horror and proto-civilization tech from his literature, this archetype represents the idea of a hidden civilization that once given the chance, will bring forth the end of the world. 

Attempting to remove the weakness of Flip monsters, Enneacraft monsters flip themselves up depending on the interactions your opponent used, while also activating certain effects afterwards. Not only that, but they are all Pendulum monsters, giving them additional effects that are more pro-active than reactive. 

The first four monsters of the archetype are level one earth machine monsters, each sharing the pendulum effect to pay life points to reveal 3 Ennecraft cards, making your opponent randomly pick one for you to add to your hand, as well as sharing the same summoning requirement to reveal itself to summon any monster in your hand in face-down Defense Position, to then lock your for the turn into only special summoning face-down monsters. Deftero Enneacraft - AlazonelA flips himself from face-down to face-up when your opponent activates a card or effect that includes an effect that adds a card(s) from the Deck to the hand, adding any Enneacraft card upon resolution. Additionally, on a new trigger as a mandatory effect, Banish one random card from your opponent’s hand face-up until the End Phase, potentially punishing the opponent from searching in the first place. Ekto Enneacraft - TromarlA alternatively reacts when your opponent activates a card or effect that Special Summons a monster(s) to flip itself and add an archetypal card, then negates the effects of one Effect monster your opponent controls until the end of the turn, instantly stopping any troublesome monsters on the field. Enato Enneacraft - OknirIA reacts when your opponent activates a card effect from their Graveyard or Banishment to apply the same effect, as well as shuffling up to 3 cards from your opponent’s Graveyard and/or Banishment into the deck, being quite an effective effect against decks reliant to the zones. Finally, Proto Enneacraft - OrgIA reacts when your opponent activates a monster effect from hand, to then destroy any monster your opponent controls. 

The final four monsters are the current “Boss monsters” of the archetype, reacting to specific effects your opponent might activate to resolve either an entirely offensive or defensive effect. They all share a similar pendulum effect to, during the end of Battle Phase and if you have an Enneacraft card in the other Pendulum Zone, be able to target and destroy a monster your opponent controls that has less ATK than itself, which would realistically be most monsters due to their staggering 3000 ATK, clearing away any monster you haven’t already destroyed. Enneacraft - Asta.PIXEA flips itself up when your opponent activates a card or effect that targets a card(s) you control, negating that effect, then banishing one random card from your opponent’s hand, face-down, practically removing it from play permanently. In addition, on a new trigger, while Enneacraft - Asta.PIXIEA is in the Monster Zone, your opponent can no longer target cards in the Field or Graveyard with card effects, protecting your own resources while creating bizarre restrictions for your opponent, similar to the effect of Saint Azamina from the Azamina/White Forest strategy. For example, K9-66b Lantern would not be able to use its effect to summon itself and a Level 5 K9 monster in the grave, nor can an opponent attempt to target their Maliss monster in the grave with a Bystial attempting to extend plays. Enneacraft - Atori.MAR reacts when your opponent activates a card or effect on the field during your turn, negating the activation and destroying said card, additionally changing all monsters your opponent controls to face-down Defense Position, If that wasn’t enough, those monster can no longer change battle position. Enneacraft - Archa.TAIL flips itself up when your opponent activates a card or effect that would destroy a card(s) on the field, making all monsters and Enneacraft Spells/Traps you control unable to be destroyed by card effects for the rest of the turn. Afterwards, while it is still in the Monster Zone, each time a monster(s) is sent to your opponent’s Graveyard, inflict 900 damage to your opponent, making them play under a timer. Finally, Enneacraft - Aiza.LEON acts when your opponent activates a card activation or effect in response to one of our own activations or effects, to then return up to 3 cards on the field to the hand. Afterwards, while this card is still in the Monster Zone, each time a card(s) is added to your opponent’s hand by their card effect, inflict 900 damage to your opponent for each. 

Another common effect that has not been mentioned yet is all of the monsters Pendulum effect that places a Sinquisition Counter whenever a monster(s) is flipped face-up. This is highly relevant for their archetypal field spell Enneapolis, which has the effect of once per turn, during the End Phase, to remove all Sinquisition Counters from your field to inflict 900 damage to your opponent for each. Another nifty thing that the field spell does is that once per turn, you can target any number of Enneacraft Pendulum Monster(s) and return them to the hand, effectively resetting them. Finally, its final effect is if an Enneacraft Pendulum Monster(s) is flipped face-up during the Main Phase, you can return one of them to the hand or place it in your Pendulum zone, making sure to either take advantage of monsters non-once per turn effects or to gain full value of all their effects. 

The final two cards left to highlight for the archetype are both Normal Spells. Enneacraft Release places one Enneacraft Pendulum Monster from your Deck in your Pendulum Zone, acting as an additional form of consistency outside the smaller monsters. Other than the turn the card was sent to the graveyard, you can also banish it to add a face-up Enneacraft monster from your Extra Deck to your hand. It makes it so that your bigger monsters can never fully be gone. Lastly, Enneacraft Reverth shuffles any number of Enneacraft monsters from your hand/or face-up field into the deck to draw an equal amount to the number shuffled. If your opponent Normal or Special Summons a monster(s) while this card is in the Graveyard, you can banish this card to either Special Summon an Enneacraft monster from your hand in face-down Defense Position or change a face-down Defense Position Enneacraft monster you control to face-up Defense Position. Enneacraft - Atori.MAR and any of the smaller archetypal monsters are the best monsters you can flip-up against your opponent with this effect, effectively disrupting most of their plays. 

An archetype that can complement the strategy well also includes Flip Monsters are the Mimighouls. Mimighoul Cerberus and Mimighoul Slime can help proc Ekto Enneacraft - TromarlA, while Mimighoul Archfiend associates with Deftero Enneacraft - AlazonelA, creating layers of interaction that has to be forced if Mimighoul Dungeon is on the field. As the deck lacks normal summons, Mimighoul Master is a welcome addition to the roster, as his effects make it so all Enneacraft monsters can proc their effects whenever they please. As it is easy to swarm the field with light monsters, a scary (yet funny) interaction would be adding Zaborg The Mega Monarch into the deck as your normal summon, as if it was tribute summoned using a monster, it can destroy a monster on the field (most notably itself) to force both players to send that many cards as possible from their Extra Deck to the Graveyard, but if a light monster was used, YOU get to choose the cards your opponent sends to the Graveyard, which not only restricts your opponent from key Extra Deck Monsters from their strategies, but sets your own up as well with card like Garura, Wings of Resonant Life and Tri-Brigade Ferrijit the Barren Blossom, allowing you to draw into key cards of your deck, Elder Entity N'tss and Golden Cloud Beast - Malong for extra removal, or Jurrac Astero and any other Jurrac Synchro Monster to summon Jurrac Meteor whenever you want, clearing the field when you feel like it. 


Enneacraft has fixed many of the issues surrounding flip monsters, turning them into a real threat of an archetype in which opponents must stay vigilant when sequencing their plays. Hidden under the shroud of the unknown, these monsters are ready to FLASH in when the opportunity arrives, leaving destruction and waste in its path, FLIPPING the game state and SWINGING the victory to your favor.

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