White Aura Whale
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1 WATER Tuner + 1+ non-Tuner WATER monsters
When this card is Synchro Summoned: You can destroy all your opponent’s Attack Position monsters. This card can make up to 2 attacks on monsters during each Battle Phase. If this card attacks a Defense Position monster, inflict piercing battle damage. If this card you control is destroyed by an opponent’s card (by battle or card effect) and sent to your GY: You can banish 1 other WATER monster from your GY; Special Summon this card, and if you do, it is treated as a Tuner.
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Can Be Found In: Battles of Legend: Light’s Revenge (BLLR-EN020)
Not every archetype requires a big card pool to be efficient, as some might have the bare minimum and still able to stand out. A good example is the White archetype, a WATER theme mostly consisting of Synchro Monsters. While each of them provide strong effects to dominate the field with, they all share the ability to revive themselves if defeated. Not only that, but by said effect White monsters can turn into Tuners to support any future Synchro Summons we can aim in our next turns.
“White Aura Whale” might be the most disruptive Synchro Monster its small archetype offers, becoming a valuable option in any WATER Deck that can fit in. When Synchro Summoned, “White Aura Whale” is able to wipe out all opponent’s Attack Position monsters in return. “Whale” is also able to attack two monsters in each Battle Phase, and with the addition of dealing piercing damage against defensive enemies overall covers several parts of a Duel on its own. The last but not least important effect of “Whale” is similar to other White Synchro Monsters, as once destroyed by the opponent we can banish a WATER monster in our Graveyard to be revived as a Tuner. With the only condition being the need of WATER materials for its summon, “White Aura Whale” is a cheap yet threatening monster capable of clear entire fields on its own or assist other summons if something goes wrong.
Despite being exclusive to its Attribute, most WATER Decks provides a variety of opportunities to summon “White Aura Whale” right from our first turn. Recurring materials like “Atlantean Heavy Infantry” and “Deep Sea Diva” will open Duels by gathering monsters together for the Synchro Summon, as in later turns cards like “Double Fin Shark” and “Fishborg Launcher” will take over with their Graveyard interactions. Options will expand further depending of our approach involving Synchro Summons, ranging from “Instant Fusion” summoning the Tuner “Sea Monster of Theseus”, “Superancient Deepsea King Coelacanth” swarming the board with more than enough materials, to entire archetypes like Mermail and Crystron providing all their resources to easily summon “Whale”. Obviously we cannot forget about the rest of White monsters, starting with members like “White Stingray” summoning itself to using the revival effects of “White Aura Dolphin” or “White Aura Monokerus” as they become Tuners.
With three offensive abilities to pressure the opponent with, “White Aura Whale” becomes a serious problem for our opponent from start to finish. Its Synchro Summon alone is capable of clearing the opponent’s board due the lack of defensive monsters in most current Decks, allowing “Whale” and other monsters to attack directly and potentially finish the Duel. This ability is specially effective if working along Crystrons and other methods to Synchro Summon during the opponent’s turn, bringing “Whale” when they least expect it as we ruin all their efforts. If we opponent is able to keep some monsters or we are unable to use the destructive effect of Whale, its double attacks will take care of any nuisances. Its attacks have assured damage thanks to its piercing effect, so no matter if the opponent protected their monsters from its first effect or is playing defensive is likely that will be punished in one way or another. Obviously due how dreadful “White Aura Whale” can become the opponent won’t hesitate to get rid of it before is too late, but if is destroyed because of it it will be revived to continue with its attacks. This also causes “Whale” to become a Tuner, giving us the opportunity to summon bigger Synchro Monsters such as “White Aura Biphamet” or “Leo, the Keeper of the Sacred Tree” with the assistance of the same WATER options we easily brought “Whale” with. Keep on mind that the revival effect of “Whale” has no restrictions, so as long we have WATER monsters to banish from the Graveyard “Whale” can continuously come back even during the same turn.
“White Aura Whale” seems a Synchro Monster that should be a higher Level and/or more expensive, because all its abilities won’t take long to constantly pressure the opponent in one way or another. From potentially destroying the entire opponent’s board with two or its effects to returning as a Tuner to prepare other Synchro Summons, “Whale” quickly became a staple of many WATER Decks due the strong pressence that will have on the field. Truly its main issue is its revival effect, as might rarely happen given many non-destructive effects have become more prevalent as years passes to avoid abilities triggered when a card is destroyed. But besides that nuisance, with its easy accesibility “White Aura Whale” is one of the most dangerous monsters out there reigning every WATER Deck with some investment arround Synchro Summons.
+ Destroys all opponent’s Attack Position monsters when Synchro Summoned
+ Able to attack two monsters each Battle Phase
+ Deals piercing damage
+ If destroyed by the opponent will revive itself as a Tuner if we banish another WATER monster in our Graveyard
+ Very easy to summon
- Many non-destructive options will take care of it without triggering its revival effect