Card Tips:The Seal of Orichalcos


 * Use this card in Decks that don't need to Fusion, Synchro, or Xyz Summon regularly, like "Malefic", "Machina Gadget", "Meklord", "Monarch", and "Earthbound Immortal" Decks.
 * If this card is being used in a"Meklord" Deck, make sure the Seal is activated first in order for the strategy to work.


 * Monsters in the past that were easily dealt with can be useful with this card. For example:
 * Direct-attack monsters like "Nightmare Horse" will deal more damage and have some extra protection from stronger monsters.
 * Level 4 monsters with high attack will become as strong as Level 5/6 monsters (For example: Alexandrite Dragon would essentially become a Level 4 Summoned Skull).
 * Level 5/6 monsters will also compare to Level 7/8 monsters the same way (Summoned Skull would become a Level 6 Blue-Eyes White Dragon).


 * Use "Mind Control" to take control on one of the opponent's Special Summoned monsters, then activate "The Seal of Orichalcos" to destroy it.


 * If the owner has two or more face-up attack position monsters with the same attack, and no other monsters, the opponent can't attack any of them. If these monsters can attack directly, they can inflict at least 1000 more damage every turn.


 * Combine this with cards that have effects which activate or can be activated when monsters are destroyed, such as "Michizure" or "Interplanetarypurplythorny Dragon".


 * This card lets the owner manipulate the opponent's attack targets by using effects that increase and decrease their monster's ATK (like "Lumenize"), monsters like "Shining Angel", "Trap Monsters" and effects that protect the owner's monsters from being destroyed by battle.
 * This cards effect is also useful with "Alchemy Cycle". As "Alchemy Cycle" can reduce all of the owner's monsters' ATK to 0 (500 technically due to "The Seal") during the opponent's turn so they can't attack any of those face-up attack position monsters.


 * Use "Magic Deflector" or "World Suppression" to negate this card's effect for a turn, to free up Special Summons for the owner from the Extra Deck.
 * Be wary when using these cards, as the opponent may take this opportunity to try and destroy "The Seal".


 * This card can be useful with "Spell Canceller" because as long as it's in play the owner can keep the Seal negated, so they can summon as many Extra Deck monsters as they desire, then get rid of "Spell Canceller" when they're all summoned. "Spell Canceller" also restricts the opponent from destroying "The Seal" with Spell cards. This is ideal for field control decks.


 * While "The Seal" can only be used once per duel, "Pseudo Space" can be used to replicate its effect after it is destroyed, providing a valid reason to have more then one copy of this card in the deck. Even after it gets used and destroyed, the owner can banish it to make more use of it for one turn, plus it will work for the owner's Extra Deck monsters without destroying them.


 * Use "Forbidden Lance" or "Interdimensional Matter Transporter" to prevent a Special Summoned monster from being destroyed by the effects of this card; the former for an Xyz Monster and the latter for a Synchro or Fusion Monster.


 * Since the owner can only use it once per Duel, it is fine to have only one copy in your Deck. This means the owner should focus this strategy on bringing it out as quickly as possible first, then play the rest of the Duel according to this terms; if the owner are the one going first, and if the owner can successfully get it out during its first turn, then there is no worry of the opponent attempting to negate it if you were going second.
 * "Terraforming" or "Planet Pathfinder" can help the owner search for it. If the owner are facing a Deck where your opponent Special Summons often, "Demise of the Land" can bring it out and automatically activate it during the opponent's turn.


 * It is also imperative that the owner protect it from destruction by any and all means:
 * Since the "Seal" can only protect itself once per turn, opponents can try a double "Mystical Space Typhoon", or follow up with a "Heavy Storm". Use Counter Traps such as "Magic Jammer" or "Dark Bribe" to protect it.
 * Clear the opponent's Spell/Trap Zone first before playing this card, in case they might have a Counter Trap of their own lying around (or bait them out).
 * "Malefic Stardust Dragon" is the perfect monster to protect this card from any additional attempts to destroy it by card effects. Also it becomes a 3000 ATK beatstick.
 * "Field Barrier" is the best Spell to protect it, since the opponent will have to deal with this before getting to this card.
 * Combine both these cards and it'll be an almost-perfect Field Spell defense.
 * If the owner has a Deck that doesn't Special Summon from the Extra Deck (or at least doesn't rely on that) like a Chaos Dragon Deck, a Skill Drain Deck or a "Lightsworn" Deck, the owner can have one copy in their Deck without worrying about its protection, because it's unlikely for the opponent to use his resources on its destruction, and even if they do, it will put them at a disadvantage, since the owner's Traps will be safe, and it's not necessary to rely on this card alone.


 * "Papa-Corn" is an excellent Level 4 to include in a "Seal" Deck, since its 1200 ATK gains 1000 when there is a Field Spell in play, plus an additional 500 from this card means it is an immediate Level 4 2700 ATK beatdown card.


 * Level 4 or lower monsters with high attack are also good candidates to partner with this card, such as "Chainsaw Insect" (can also mill the opponent's card), or "Goblin Attack Force".
 * If a monster the owner control is destroyed and sent to the Graveyard by a card effect, Special Summon "Meklord Emperor Wisel" and it is practically a Level 1 "Blue-Eyes White Dragon". Additionally, its can negate one of the opponent's Spell Cards per turn.
 * "Summoner Monk" can make good use of the extra copies of "Terraforming" or "Field Barrier" (when the owner already have one copy protecting it) after this card is played, to Special Summon additional Level 4 monsters to strengthen the field.


 * This card forces the owner to play without Extra Deck and destroys the special summoned monsters to prevent the owner from abusing it's effects. However, there are many ways for this card to be useful:
 * Use "Mausoleum of the Emperor" to Normal Summon a powerful beatstick, then activate this card. Best used with monsters that have powerful effects.
 * Tribute Summon "Jinzo", then activate this card to have a game-changing scenario - 2900 ATK beater that prevents trap activations.
 * Activate this card, then use "Valhalla, Hall of the Fallen" to summon a big Fairy-Type monsters with a powerful effects (like "Archlord Kristya").
 * Activate this card while you have at least five DARK monsters in the Graveyard (this card will destroy your special summoned monsters to help the owner meet this condition) then summon "The Dark Creator" and use its effect to swarm the field with a big DARK monsters. This card will boost their ATK and prevent "The Dark Creator" from being attacked (his ATK will be the lowest, if all the other monsters have at least 2300 ATK or more from the start).
 * In "Skill Drain" Deck, there are no drawbacks to using it.
 * Chaos Dragon doesn't require Extra Deck all the time, and can add one copy as a support.
 * Use this card in a Watt Deck - It will protect the "Watthopper" (500 ATK, with the bonus) from being attacked, while the Direct Attacking Watts will gain 500 ATK and inflict more damage.
 * "Tiras, Keeper of Genesis" and "Evolzar Solda" (while they have Xyz Material),"Majestic Red Dragon", "Mecha Phantom Beast Dracossack" (while the owner controls a Token), "Hazy Flame Basiltrice" (while it has 5 Xyz Materials) and "Ultimate Axon Kicker" are immune to card effect destruction, making them ideal for this card.
 * Monsters like "Gachi Gachi Gantetsu" can also survive, albeit at the cost of an Xyz Material.
 * "Number 12: Crimson Shadow Armor Ninja" should also be able to survive at the cost of an Xyz Material, along with any other special summoned ninjas.
 * In a "Six Samurai" Deck, if the owner Normal Summons at least one other "Six Samurai" monster, "Legendary Six Samurai - Shi En" will protect himself from the drawbacks of this card and remain on the field, becoming a 3000 ATK monster that can negate Spells and Traps (equipping "Spirit of the Six Samurai" to him is also helpful).
 * Activate this card while "Wind-Up Zenmaines" with an Xyz Material(s) is on the field. It will not be destroyed, and will be able to destroy one of the opponent's cards during that End Phase.
 * This strategy is slightly risky, as during the End Phase if the opponent has no cards to destroy you will either be forced to select this card (and it will protect itself unless previously attempted to be destroyed earlier that turn), or your own cards such as "Wind-Up Zenmaines" itself, wasting an Xyz Material.
 * This card can be safely played in a Zombie deck if it runs "Archfiend Zombie-Skull"; he will protect not only himself from "The Seal", but also any other Zombies that were Special Summoned, thereby letting the owner keep him on the field, and turn him into a 3000 ATK monster.
 * In a Nordic Deck, the owner can first Synchro Summon "Odin, Father of the Aesir", use his Effect to protect him from being destroyed, then Activate this card. However, this card will not boost his attack while his effect is active.
 * Amazoness decks can also utilize this card well. Not only does it boost monsters' ATK (even more than boosts from "Amazoness Village"), this card can also protect "Amazoness Scouts" so that it can Tributed whenever it is necessary. It is ideal to play this card before "Amazoness Village" for distracting the opponent, possibly wasting their resources so "Amazoness Village" can be activated safely.
 * Use with the effect of "Lightray Daedalus" to destroy 2 cards while targeting this card each turn, protecting it with its own effect.
 * Equip Special Summoned monsters with a Union Monster prior to activating this card; the Union Monsters will be destroyed in the equipped monsters' place.
 * Use this card in an "Earthbound Immortal" deck along with "Grinder Golem" and "Precious Cards from Beyond". "Grinder Golem" will summon two tokens with the same ATK to the owner's side of the field rendering the opponent unable to attack and the owner will have tributes for their "Earthbound Immortal" on the next turn (before that, during the opponent's turn, the owner can activate "Card of Sacrifice" for an extra draw), and with "Precious Cards from Beyond" on the field the owner can draw 4 cards.
 * Use a card like "Silent Magician" or "Satellite Cannon" that gains attack points every turn so it will be protected until it's strong enough to protect the owner's other monsters.
 * In an Inca deck, this card can be used without worries after both "Sun Dragon Inti" and "Moon Dragon Quilla" have already been Synchro Summoned.
 * Use the monster "D.D. Sprite" as a substitute to keep any Special Summoned monsters. Alternatively, activate this card whilst "Stardust Dragon" is in the Graveyard, with its effect protecting the card from destruction.
 * Logically the same applies to "Stardust Dragon/Assault Mode".
 * Use this card with "Relinquished"", so he can only be attacked while equipped with a monster or is the only card that the owner controls.
 * This card is an easy way to summon "Theinen the Great Sphinx", and buff it up a little more to boot.
 * Use this card to destroy "Yubel" or "Yubel - Terror Incarnate" to bring out "Yubel - Terror Incarnate" or "Yubel - The Ultimate Nightmare", respectively.


 * Ritual Monsters can make use of this card. A prime target is "Divine Grace - Northwemko", who will then have 3200 ATK and be indestructible by anything but battle for as long as the owner control this card (assuming the owner target it with her effect upon Ritual Summoning her).
 * In addition, if the owner brings her out using "Djinn Releaser of Rituals", the opponent will not be able to perform any Special Summons while she is under the owner's control.
 * Activate this card prior to Ritual Summoning, as it will destroy them (due to being Special Summoned monsters) otherwise.
 * The Duston archetype can benefit from this card.

Playing against the "Seal"

 * "Murmur of the Forest" and "Evigishki Soul Ogre" are good counters to this card.
 * Generally, any card that return cards from the Field to the hand/deck are good against "The Seal of Orichalcos".


 * Note that it is very difficult to destroy this card since it can protect itself once per turn. But one counter-strategy is not to destroy it, but to prevent its activation or to remove it from the field by other methods:
 * Counter Trap Cards such as "Magic Jammer" or "Dark Bribe" will negate the activation of this card and destroy it before any of its effects can apply. However, since the activation was negated, if the opponent has another copy, they can still activate it.
 * If the opponent has already activated this card, in an Atlantean deck the owner can use "Abyss Soldier" to return it to the opponent's hand. The opponent now can't activate this card for the rest of the game.
 * The owner of the card will have to follow up with several Counter Traps of their own to protect it or clear the field before using it.
 * Effects that return Spell cards back to their owner's hand such as "Giant Trunade" (Traditional Format), "Masked Ninja Ebisu" or "Infestation Collapse", while this card is already on the field.
 * You can also use effects like Caius the Shadow Monarch to remove it from play.
 * The owner can use "Skill Drain" to make such effects useless, but also keep in mind of the owner's Effect Monsters may lose valuable effects in the process. "Skill Drain" can also be a benefit to certain monsters that would lose ATK otherwise, such as "Beast King Barbaros".


 * Since Field Spell Cards must fully resolve before their effects can be applied, if you chain "Mystical Space Typhoon" or "Dust Tornado" to the activation of "The Seal", then it will be unable to use it's effect to protect itself once per turn, and will be destroyed.