How's it going TCGPlayers? Looking back at the ARG Circuit in Washington DC, there was one card in particular that stood out in Nate Forte's tournament-winning deck list. The skies darkened, and thunder boomed as Nate windmill slammed it time and time again: Rank-Up-Magic - The Seventh One!

Newly released in Primal Origin, The Seventh One lets you Special Summon a C101-107 monster for free if you draw The Sevent One with your normal draw for the turn – the ultimate topdeck. This card was immediately sold out from the vendors onsite as soon as Nate won; his success with the card sparked many people's creative juices and got them thinking that maybe using it just wasn't so crazy after all. While using it may feel like the epitome of luck over skill, its effect is so incredibly powerful and game changing how could you not help but try it?

This week I'll be taking a look at the seven different monsters you can bring out with The Seventh One and giving you my opinions on which ones are the strongest. There are three key factors that I'm going to be judging these monsters on: 1) Can they protect themselves, 2) How quickly can they end the game, and 3) How difficult are they to deal with?

What makes this card so powerful is that it allows all of the Number C monsters to get their special effects by having their corresponding Number monster attached beneath them as Xyz Material. Some of these effects are more powerful than others. While doing coverage for the tournament, I got to witness first-hand how Nate would outright steal games time and time again. His opponent would read the card, set it down, then read it again, baffled at the absurdity of the text. Most duelists couldn't even name one monster you could bring out with The Seventh One, so it was a total surprise pick. It won him something like seven matches over the course of the event.

Although the heart of the cards may not be with the average competitor as much as it was with Nate that day, Rank-Up-Magic – The Seventh One is a powerful card worthy of recognition. So let's get started with Nate's weapon of choice: Number C107: Neo Galaxy-Eyes Tachyon Dragon.

#####CARDID= 16175 #####

Released in Primal Origin, C107 is the biggest monster of the bunch weighing in at a whopping 4500 ATK and 3000 DEF. Let's take a look at its first ability: you can detach a material and negate all other face-up cards as well as locking down your opponent, preventing them from activating cards or effects. That means if you can get C107 to stick, your helpless opponent can do nothing but sit back and watch as you terrorize his field.

But that's not all! What adds to this card's strength is its unique effect akin to Trident Dragion: by Tributing two monsters, you can make up to three attacks with it against other monsters. That huge swing in power can end the game against an established field, especially when your opponent can't respond to it. The Tribute effect's also incredibly easy to satisfy in Madolche, as one Madolche Anjelly gives you Madolche Hootcake to bring out another Madolche monster to fulfill the mighty Dragon's costs.

#####CARDID= 14230 #####

Now let's start back at the beginning with this terror released in Legacy of the Valiant. C101 is probably going to be the Number C monster people will use most with Rank-Up-Magic - The Seventh One, and for good reason. Sporting an upgraded version of Number 101: Silent Honor ARK's monster-stealing effect, DARK can quickly swipe the centerpiece of an established field. The Seventh One also allows you to trigger C101's revival effect too, giving you a near immortal source of removal as well as Life Point gain.

It's funny that Number C101: Silent Honor DARK's biggest weakness is actually an opposing Number 101: Silent Honor ARK: while destroying it is only a short-term solution, taking it is permanent. Dark End Dragon's also a viable out, as are other mainstays of Chaos or Dark engines like Chaos Sorcerer and Black Luster Solider - Envoy of the Beginning. Consider Number C101: Silent Honor DARK as your number one choice moving forward if you plan to incorporate The Seventh One into your strategy!

#####CARDID= 16181 #####

A much weaker choice than the first two options presented thus far, Archfiend Seraph's main effect is only a 1500 damage burn. However, you do gain its ability to reduce an opposing monster's ATK to 0, letting you crash over another monster for a hefty 2900 damage. It negates the effects of that monster, giving you a nice out to things like Ice Hand or Fire Hand which are absolutely everywhere at the moment.

C102 just doesn't offer much in the way of utility compared to some of the other Number C monsters, so it should only be considered in decks that can take advantage of its burn effect repeatedly: stuff like the Thunder family strategy with the help of Spirit Converter (although that strategy's more of a novelty at the moment).

#####CARDID= 16179 #####

I'm a sucker for quick effects, so I'm already a big fan of Ragnafinity. Spell Speed 2 removal against your opponent's monsters as well as an ability that deals damage is an incredible upside, especially against things like Bujin and Madolche.

Number C103: Ragnafinity also possesses a similar revival effect akin to Number C101: Silent Honor DARK, but even with that, Ragnafinity just doesn't offer an insane level of power that a card like The Seventh One demands.

#####CARDID= 12837 #####

Now here's a monster I can get behind! While it doesn't have C107's outright negation effect, Number C104: Umbral Horror Masquerade can pop a spell or trap card just by being Special Summoned. That can help you further your momentum and your control over the field after The Seventh One successfully resolves.

That said, the real highlight here is C104's second effect – another Quick Effect! You get effect negation, random discard, and you halve of your opponent's life points all with one ability! The effect forces your opponent to deal with C104 in other ways, since letting that kind of ability go off can put your opponent hopelessly behind. Its 3000 ATK is also incredibly beefy, capable of running over all the common threats save for Star Eater. Number C104: Umbral Horror Masquerade can not only protect itself, it can do so while putting your opponent further in the hole; if you choose not to run C101 or C107, look to C104 as your go-to guy.

#####CARDID= 11930 #####

A Battlin' Boxer special, Number C105: Battlin' Boxer Comet Cestus brings with it a powerful combat effect in the form of burn damage. Getting half of Ring of Destruction's damage just by running over a monster can close out a game quickly; not even your opponent's monsters in defense position are safe! Its 2800 ATK is big enough to run over most defenders, giving you ample opportunities to deal maximum damage. But while its passive trigger effect only does half the monster's ATK, you can detach one Xyz Material to trigger a one-sided Ring of Destruction on your opponent.

Apart from C107, C105 has the highest damage potential out of the Number C monsters we're discussing today.

#####CARDID= 16066 #####

Last but not least we have the upgraded version of the mighty prize card, Number 106: Giant Hand. Sporting the weakest ATK of these Number C monsters at a paltry 2600 attack points, Giant Red Hand's utility comes from its ability to negate the effects of all other face up cards on the field. While that's a great defensive tool, the effect is best played to stifle attempts at comebacks after you've made a substantial push, a thing that Number 106: Giant Hand does just as well (and is also easier to bring out, price of the card aside). Its 2600 ATK is also not enough to protect itself from the Dragon Rulers or even a Mermail Abyssleed. Probably the worst of the bunch.

Looking at all of these monsters, each one offers a slightly different flavor and a different way to tilt the game in your favor. Note that with the right strategy you can engineer the topdecking of Rank-Up-Magic - The Seventh One too, rather than just hoping to catch some luck. Sylvan Charity's a great example, letting you load it back on top of your deck should you have the Misfortune of drawing it in your opening hand. Plaguespeader Zombie's Special Summon ability lets you stack a card to the top of your deck as well, letting you set up for the following turn if you're playing Zombies or anything packing the Level 2 Tuner. These types of effects let you get greedy with The Seventh One to such a degree that you could almost justify running multiple copies just to ensure that you'd see it at least once per duel.

While this card's incredibly powerful, it does come at the cost of Extra Deck space. Taking up at least a minimum of two slots, The Seventh One requires a lot of commitment that not all strategies are capable of making. Nate Forte was able to take advantage of Rank-Up-Magic – The Seventh One because the Madolche Extra Deck is pretty flexible; he even managed to include a few powerful Synchros thanks in no small part to the Tech Genus engine. While four slots may seem like too much to dedicate to one card just to get some extra options (C101 and C107 for example), if you have the availability why not take advantage of it?

I've personally been cramming this thing into every deck imaginable since Primal Origin hit shelves, and I've had the most success with (no surprises) C101 and C107. Nate Forte was able to show us that originality and innovation are alive and well, so long as you just give the right cards a chance to shine!

~Joe Soto