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Wall Up Behind Amored Kappa!

November 14th, 2013

It’s been more than two years since Xyz Monsters made their debut in Starter Deck: Dawn of the Xyz, but we still have just five Rank 2’s!  Shadow Specters is going to bring us another one – the first-ever Rank 2 with the WATER Attribute.  Armored Kappa’s a defensive wall, and it’s even better at keeping your Life Points safe than Gachi Gachi Gantetsu.  It can shut down your opponent’s Battle Phase for an entire turn, but it can also grow into a 2400 ATK behemoth all on its own.




Once per turn: You can detach 1 Xyz Material from this card; this card gains 1000 ATK or DEF. During either player’s Battle Step, while an attack involving your monster is occurring: You can discard 1 card; for the rest of this turn, monsters you control cannot be destroyed by battle, also you take no battle damage. You can only use this effect of “Armored Kappa” once per Duel.


You can Xyz Summon Armored Kappa by overlaying any two Level 2 monsters as Xyz Materials, so it fits all sorts of strategies.  Its first effect is awesome because you choose how to apply the bonus: you could play it two turns in a row to put Armored Kappa at 2400 ATK, or boost it up into a 3000 DEF wall to hold off your opponent.  You can even hedge your bets, blocking with 2000 DEF and poking your opponent for 1400 Battle Damage.  Remember, you don’t choose which stat to buff until Kappa’s effect resolves – you don’t choose at activation, so you’ll get to see if your opponent has responses.


And when it all goes wrong and you just need to survive?  Armored Kappa’s got your back.  Once per Duel, when one of your monsters is in the thick of battle, you can discard a card to shield all of your monsters from destruction and protect your Life Points from Battle Damage for the rest of the turn.  If your opponent doesn’t have a negation trick they won’t be winning that turn.  Even if they have something like Compulsory Evacuation Device or Spellbook of Fate to get Kappa off the field, your opponent has to waste it on Armored Kappa before you choose whether or not you want to discard for its ability.  Once that effect’s activated, nothing’s getting through.


Since Armored Kappa’s a WATER monster, it has a ton of synergy with Mermail Decks.  You can Xyz Summon it by Special Summoning Atlantean Heavy Infantry from your Deck with Deep Sea Diva.  Overlay them for Armored Kappa, and when you detach Heavy Infantry to boost Kappa’s stats, you’ll trigger Heavy Infantry’s effect to destroy a face-up card for free.


That’s just the beginning.  Atlantean Marksman, Atlantean Dragoons, and Mermail Abyssgunde all have effects that trigger when you discard them for Armored Kappa’s battle-stopping ability.  Pitch Marksman to destroy a face-down card; Dragoons to search a Sea Serpent from your Deck; or Abyssgunde to revive a Mermail from your Graveyard.  Whatever you Summon with Abyssgunde will even be protected by Kappa’s effect.


Agents love Armored Kappa too.  You can Xyz Summon it by Special Summoning Mystical Shine Balls from your Deck with The Agent of Creation – Venus, then overlay to lock up the field.  Kappa buys you time to draw into your heavy-hitters like Master Hyperion and Black Luster Soldier – Envoy of the Beginning, while Kappa’s protection effect gives you a chance to discard extra monsters, fuelling your Special Summons and effects.


Even Spellbook Duelists can get in on the action!  Search Spellbook Magician of Prophecy with Spellbook of Secrets, and if you can protect one Magician on the field for just one turn, you can Normal Summon another to overlay for Armored Kappa.  The Magicians replace themselves with Spellbooks from your Deck, so it’s like Summoning Kappa for free.  Then its defensive abilities keep you safe and give you time to draw more cards with The Grand Spellbook Tower.


Rank 2’s are really powerful because they’re so easy to make.  Armored Kappa’s one of the best yet, so if you run Level 2’s, make sure to grab one and try it out!