Difference between revisions of "Simorgh"

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Revision as of 06:10, 30 July 2010

Simorgh

Japanese

シムルグ

Japanese (translated)

Simorgh

English

Simorgh

Appears in (sets)

Simorghs are a series of three powerful, Wind-type, Winged-Beast monsters based on the bird of legend known as Simurgh, a benevolent deity from Persian mythology. All Simorghs require two tributes in order to be summoned and all of them benefit from being in a deck with wind monsters, with Dark Simorgh gaining an additional benefit with Dark monsters. Simorgh, Bird of Divinity and Dark Simorgh both wreak havoc on an opponent's Spells and Traps and when combined can cause a devastating effect to the opponent, Dark Simorgh preventing the opponent from setting cards, and Simorgh, Bird of Divinity causing continuous Burn Damage as a result. When combined with Anti-Spell Fragrance, it gives a nasty bite to the Anti-Spell Fragrance Lockdown strategy.

Simorgh, Bird of Ancestry helps the combo by making more Simorgh's easier to summon with its effect that decreases Tribute cost (Not Dark Simorgh, however, as it only counts as a WIND monster while it is on the field]]. It also carries the unique distinction of being treated as a Normal Monster while in the hand, as opposed to on the field or in the graveyard. This makes it possible to be summoned with Wind Effigy or other effects that benefit Normal Monsters.

Simorghs benefit greatly from being used with WIND monsters. Simorgh, Bird of Divinity requires WIND monsters as tributes, Dark Simorgh uses WIND and DARK monsters to Special Summon itself, and Simorgh, Bird of Ancestry gains the additional effect of returning cards to the opponent's Hand when it is Tribute Summoned with only WIND monsters.

The obvious problem with Simorghs is that they are very difficult to Summon due to the Tribute cost even with the benefit of Simorgh, Bird of Ancestry's effect as have a hard time protecting themselves once they come out. Dark Simorgh is an exception thanks to its ability to Special Summon itself and prevent your opponent from using Traps. A way to speed this up is to use cards that count as two tributes such as Whirlwind Prodigy and Wind Effigy or monsters that Special Summon themselves like Garuda the Wind Spirit and Silpheed or Swarm like Harpies or even Blackwings to an extent. Afterwards, protect them with cards like My Body as a Shield and Guard Mines. With your opponent's Spells and Traps effectively locked down, you should focus on stopping your opponent's Effect Monsters to protect your side of the field.

Simorgh Deck

Recommended Cards

Monsters

Spells

Traps