"He is a master of forbidden ceremonial magic, a man whose thirst for occult knowledge tore open the boundaries between dimensions to summon entities of unimaginable elemental destruction."
Crowley, the Gifted Magistus
I · The foundling
Left in the woods as a baby, Aleister Crowley was guarded by Chorozo, a spirit only he could see, until a retired scholar found him and raised him.
Among the spellcasters of Graybeard, Crowley studied invocation: following the magic that flows in from other worlds and summoning their spirits. Endymion thought the idea ridiculous.
Crowley, Endymion, Rilliona and Zoroa all became Magistus, until Zoroa betrayed the others and manipulated them into opening Theurgy, the gate to other worlds.
When Zoroa attacked, the Sages called on their guardian deities to lend them power. Crowley's was Aiwass.
In the battle against Zoroa, Endymion and Rilliona gave Crowley all the mana they had. He transformed into Invoked Magistus Omega and defeated Zoroa.
As Aleister the Invoker, he summoned the Invoked by partially merging his soul with them, losing a little more of himself each time.
In the end Aleister merged with a spirit he had invoked and lost control of himself, becoming the Invoker of Madness.
Aleister turned into the monster Invoked Caliga, and his old friend Endymion had to seal him away in the Grand Spellbook Tower.
Deep in the tower, Aleister sleeps on in a stasis tube as Crowley, the First Propheseer: older now, and still wearing Caliga's horns.
Long afterwards, Aleister broke free of his stasis tube in the tower's basement and set out in an illusory body, one that would fade in time, to repay his debt to Endymion.
In a village, Aleister found an impostor using his name, who had enslaved the villagers and whose beast was about to kill a young girl.
Aleister saved her, saw that the beast drew its power from a flawed prototype of one of his own spellbooks, and summoned Cocytus to finish it off. Before moving on, he cured the girl's illness and taught her some basic magic.
Arriving at the cave where Endymion and Verre were fighting Zoroa, Aleister stopped a fatal blow to Endymion with an invoked knight.
While Endymion and Verre bought him time, Aleister finished a new invocation: a black dragon, Invoked De Anima, that defeated Zoroa. At Zoroa's own request, the Three Sages sealed him away.
As his illusory body faded, Aleister the Reminiscent told Endymion and Verre he held nothing against them: his debt had been to seal Zoroa if he ever returned. Then he vanished into the sky.
Who's who
Open questions: the Divine Spirits
Where the Invoker sacrifices his own body as a catalyst to fuse and bind elemental spirits, the Reminiscent instead channels them externally through the divine sword Aiwass — the same symbol later seen overlaid on the Invoker's staff, notably absent during his Crowley years. The identities of Aiwass and Virakam as "Divine Spirits" remain unconfirmed. In the OCG Stories manga, the guardian deity who answered Aleister's call was Aiwass, the Magistus Spell Spirit (the moon goddess Artemis, later Selene, belonged to Endymion and became his wife). The community's leading theories read the Divine Spirits as later forms of those guardians, or as manifestations of Aleister's deceased relatives, invoked back into a fragile, temporary existence.
Real-World Roots
The naming isn't coincidental: Aleister and Crowley share their name with the real historical occultist Aleister Crowley, who claimed a spirit called Aiwass dictated his most famous text, The Book of the Law, to him in Cairo in 1904 — both of which are also real cards in this archetype.
Executive Summary: The Burst
Protocol Shift
The Invoked archetype has long been a testament to
elegant design, centered on the recursive loop of Aleister the
Invoker. While historically defined by the control power of Invoked Mechaba, the release of the "Burst Protocol" set
(2026) has fundamentally altered the strategic calculus.
The introduction of Invoked Magistus Omega bridges
the mechanical gaps between "Invoked" and "Magistus", transitioning the deck from a linear "Fuse and
Pass" strategy into a dynamic, mid-range toolbox capable of dismantling established boards through
Super Polymerization and generating significant
resource loops.
The Alchemist's Circle:
Core Engine
Aleister the Invoker
The prime mover. A simple Normal Summon searches the key spell, Invocation. With new support like Crowley, the Gifted Magistus, access to the
"Aleister" name is more consistent than ever.
Invocation
The grand spell. Fuses using monsters from hand, field, or crucially, by banishing from either
player's GY. Its recursive effect ensures the engine never runs out of steam.
Magical Meltdown
The protected sanctum. This Field Spell searches Aleister and ensures your critical Fusion
Summons—including the new Omega—cannot be negated.
The Omega Convergence
Invoked Magistus Omega
DARK
/ Level 8 / Beast
"The structural pivot point that evolves Invoked
from passive control to active removal."
Targeted Banishment
On Special Summon: Target 1 Fusion, Synchro, Xyz, or Link in your GY
and 1 monster on the field; banish them. This
offers premium non-destruction removal.
Recursive Floating
If destroyed by battle or card effect: Special Summon 1 Level 4
Spellcaster from Deck and equip this card to it (+1000 ATK). Perfect for tagging
into Ecclesia or Zoroa.
Super
Polymerization Threat:
Requires "Aleister the Invoker" + 1 Fusion, Synchro, Xyz, or
Link Monster. Since it accepts generic Extra Deck types, you can fuse away your
opponent's entire board using your Aleister and their boss monster.
Standard Operations
Turn 1: The Mechaba Path
1
Normal Summon Aleister, search Invocation.
2
Link into Almiraj, then Secure Gardna (providing LIGHT target).
3
Activate Invocation using Aleister (GY) + Gardna
(Field) to summon Mechaba. Cycle Aleister back
to hand.
Turn 2: The Omega Crack-Back
1
Identify an opponent's Link, Synchro, or Fusion
monster.
Summon Invoked Magistus Omega. Use effect to
banish 1 card from your GY and 1 card on the field. If Omega is destroyed, float into
Ecclesia.
The Invoked Grimoire:
Fusion Toolbox
Invoked Magistus Omega (DARK)
Removal/Pivot: Banishes threats on summon and floats into a Level 4 Spellcaster.
The new boss.
Invoked Mechaba (LIGHT)
Control: The premier omni-negate and the deck's primary turn-one objective.
Invoked Purgatrio (FIRE)
Offense/OTK: Attacks all opponent's monsters and inflicts piercing damage. A
devastating board-breaker.
Invoked Caliga (DARK)
Floodgate: Restricts both players to one monster effect and one attack per turn.
Invoked Raidjin (WIND)
Disruption: A quick-effect "Book of Moon" to flip an opponent's key monster
face-down.
Invoked Augoeides (LIGHT)
Removal/Offense: Destroys monsters and gains massive ATK, designed to close out
games.
Competitive Analysis
(2026 Meta)
Strengths
Super Poly Viability: Omega turns opponent's generic
bosses (Baronne, S:P Little Knight) into fusion material.
Non-Destruction Removal: Omega's banish effect
bypasses common destruction protections.
Grind Game: The floating effect into generic
Spellcasters ensures you maintain board presence even after board wipes.
Weaknesses
GY Setup Required: Omega requires a Fusion, Synchro,
Xyz, or Link in YOUR GY to activate its banish effect.
Normal Summon Dependency: Despite new extenders like
Crowley, stopping Aleister remains a high-impact disruption.
Banish Vulnerability: D.D. Crow on the target Aleister
in GY still fizzles the invocation loop.
The Paradigm Shift: Chaos Origins
The Chaos Origins booster set (July 2026) marks a structural evolution for the Invoked archetype.
The historic bottleneck — a single, fragile Normal Summon of Aleister the Invoker — is now fully bypassed
by a multi-vector combo framework.
New main deck monsters provide native DARK, WIND, and LIGHT attributes in-engine, eliminating the need for splash hand traps
to access specific Invoked fusions. The deck transforms from a fragile, linear engine into a highly resilient midrange-control powerhouse.
Target 1 Spellcaster or Fusion Monster on the field; Special Summon this card from hand, and that monster gains 1000 ATK until end of turn.
Effect 2 — On Summon Search
If Normal/Special Summoned or flipped: Banish 1 "Invoked" monster from your Extra Deck; add 1 "Invocation" (or a Spell that mentions it) from Deck to hand.
Role: Provides native DARK. Special Summons itself without consuming the Normal Summon, guaranteeing fusion spell access every turn while adding a body for Link or high-level Fusion plays.
Aiwass, Divine Spirit of the Law Missing: 84288367
Aiwass, Divine Spirit of the Law
WIND / Level 8 / Fiend / 2000 ATK / 2800 DEF
Effect 1 — Searcher
Banish this card from hand or field: add 1 "Aleister" monster from Deck to hand. If activated on the field, you may immediately Normal Summon 1 Spellcaster monster.
Effect 2 — GY Recovery
When a face-up Fusion Monster you control is sent to GY (not by battle) while this is in GY: Special Summon this card, then Fusion Summon 1 "Invoked" monster using hand/field materials.
Role: Provides native WIND. Grants a bonus Normal Summon to extend plays. GY effect punishes the opponent's removal by immediately recovering board presence — a built-in counter to board wipes.
Virakam, the Divine Spirit of Artifice
LIGHT / Level 3 / Illusion / 1000 ATK / 1000 DEF
Self-Special Summon
If you have an "Aleister" on field or in GY: Special Summon from hand.
Spell Setter
On Special Summon: Set 1 "Invocation" (or a Spell mentioning it) directly from Deck. Bypasses Ash Blossom entirely.
Quick Negate
When opponent responds to your Fusion Monster's effect (Quick Effect): Banish this card from field to negate and banish that card.
Role: Provides native LIGHT. Usually searched by Invoked Baybarron. Sets Invocation directly to the field (Ash Blossom cannot respond), then protects boss monster activations with a built-in negate.
New Extra Deck Monsters
Invoked Sorath
LIGHT / Pyro / 1600 ATK / 2600 DEF
1 "Aleister" monster + 1 FIRE or WIND monster
Quick Effect: Target 1 Level 6 or lower monster in either GY; Special Summon it to your field in Defense Position with negated effects.
GY: Fusion Summon 1 "Invoked" monster by banishing its materials from field/GY, including this card.
Role:Defensive disruptor that steals the opponent's combo starters. Functions as a secondary fusion spell from GY.
Invoked Baybarron
FIRE / Illusion / 2450 ATK / 2450 DEF
1 "Aleister" monster + 1 LIGHT or EARTH monster
On Special Summon: Add 1 "Virakam" or "Gamma Summon" from Deck to hand, then banish 1 monster from either GY.
GY: Banish this card; all opponent's face-up monsters lose ATK equal to a targeted Fusion Monster's ATK.
Role: Vital searcher for Virakam or Gamma Summon. ATK debuff from GY enables OTKs.
Invoked Oceanus
EARTH / Sea Serpent / 3000 ATK / 3000 DEF
1 "Aleister" monster + 1 DARK or WATER monster
Main Monster Zone: Opponent's monsters cannot target other monsters for attacks.
Extra Monster Zone: Any monster sent to the opponent's GY is banished instead.
GY: Banish this card; target 1 Fusion Monster you control — it can attack directly.
Role:Versatile floodgate. One-sided Dimensional Fissure in the Extra Monster Zone.
Hyperinvoked Aeon
DARK / Fiend / 3800 ATK / 3200 DEFBOSS
2+ Fusion Monsters with different Attributes
On Fusion Summon: Banish cards from field/GYs up to materials used. If 3+: look at opponent's Extra Deck and banish up to 3.
Quick Effect: Declare 1 Attribute — all other face-up monsters become that Attribute until end of turn.
Role:Premier superboss. Rips Extra Deck win conditions on entry. Attribute shift enables Super Polymerization board wipe.
New Spells & Traps
Sacred Spirit Sword Aiwass
Normal SpellKEY STARTER — Run 3x
Activate 1 effect; you cannot declare attacks except with Fusion Monsters for the rest of this turn:
●Special Summon 1 "Aiwass, Divine Spirit of the Law" from your Deck or GY.
● Send or banish 1 "Aleister" monster from your Deck.
● Look at 3 random face-down cards in your opponent's Extra Deck and banish 1.
Role: The primary non-linear combo starter. Effect A summons Aiwass from Deck, which then searches Aleister the Reminiscent + grants an extra Normal Summon — all before using the standard Normal Summon. This bypasses the classic hand trap vulnerability entirely.
Invocation "Sword"
Quick-Play Spell
Main Effect: Fusion Summon 1 monster from your Extra Deck using monsters you control. If Summoning an "Invoked" monster, you can also use banished monsters as materials by returning them to the GY.
GY (Main Phase): Target 1 "Aleister" monster or "Invocation" in your GY; shuffle this card into the Deck and add the target to your hand.
Role: Solves the archetype's historic resource exhaustion. Turns the banished zone into an active second resource pool. Works in tandem with classic Invocation in an infinite recycling loop — banished materials return via this card, then get re-banished by Invocation, endlessly.
Gamma Summon
Normal Trap
Effect 1: Banish 1 "Aleister" monster or 1 Fusion Monster from your GY; Special Summon 1 "Invoked" monster from your Extra Deck ignoring Summoning conditions, but banish it during the End Phase.
Effect 2 (GY): If a monster is banished face-up while this card is in the GY: Banish this card, then target 1 of your banished "Invoked" monsters and Special Summon it permanently.
Role: The ultimate control anchor. Cheats out Invoked Oceanus or Invoked Mechaba on the opponent's turn for an instant floodgate or negation. Effect 2 then permanently revives the temporarily banished monster, preserving full card economy.
Strategic Combo Lines
Combo Guide
These combos may contain errors or use banned cards. If you spot an issue, submit a replay to help keep this guide accurate.
The bread-and-butter non-linear starter — extends into a full turn without ever spending the standard Normal Summon.
1
Activate Sacred Spirit Sword Aiwass (Effect A) → Special Summon Aiwass, Divine Spirit of the Law from Deck.
2
Aiwass Quick Effect: banish itself as cost → search Aleister the Reminiscent from Deck + gain an additional Normal Summon of any Spellcaster.
Aiwass, Divine Spirit of the Law Missing: 84288367
3
Normal Summon Aleister the Reminiscent → banish an Extra Deck card (e.g., Invoked Sorath) → search Invocation or Invocation "Sword".
Aleister the Reminiscent Missing: 57294268
4
Standard Normal Summon still available for Aleister the Invoker. Aleister the Reminiscent can also Special Summon itself from hand if any Spellcaster/Fusion is already present — multiple bodies without spending card economy.
Hand Trap Immunity:
Because this line never relies on a Normal Summon as the entry point, Ash Blossom / Infinite Impermanence on Aleister the Invoker no longer stops the turn. Virakam also sets Invocation directly to the field, bypassing a second Ash Blossom window.
A community-theorized turn-one combo pushing the new engine to its ceiling — starting from a single Link into Salamangreat Almiraj.
1
Link into Salamangreat Almiraj, activate Invocation, fuse Aleister + Almiraj into Invoked Sorath.
2
Activate Invocation from the GY to return Aleister to hand; use Aleister's hand effect to give Sorath +1000 ATK, then Normal Summon Aleister.
3
Link Aleister and Sorath into Aleister the Invoker of Madness, then use Sorath's GY effect to fuse Aleister (GY) and Sorath into Invoked Baybarron.
4
Baybarron's on-summon effect adds The Book of the Law and searches Virakam; Special Summon Virakam and set Invocation "Sword".
5
Activate Book of the Law, tribute Baybarron to summon Invoked Mechaba; Aleister's discard effect adds another Invocation, which fuses Baybarron + Aleister into Invoked Elysium.
Resulting Board:
Mechaba, Elysium, Virakam (protecting future Fusion activations), and a set Invocation "Sword". When the opponent commits to the board, Elysium banishes itself to blow it up; then Invocation "Sword" fuses Elysium + Baybarron + Sorath into Hyperinvoked Aeon during the opponent's turn — banishing up to 3 cards from the field/GYs and 3 cards from their Extra Deck.
Steep on resources (1 combo piece + 2 discards), and Mechaba becomes harder to justify holding up here — some pilots swap it for Invoked Raidjin, Invoked Caliga, or Invoked Oceanus instead.
Cross-Archetype Synergies
Magistus Hybrid
The new main-deck monsters are all Spellcasters, meshing natively with Crowley, the Gifted Magistus, Spenta, the Magistus Sealer, and Rilliona, the Magistus of Verre for easy Rank 4 plays and consistent Fairy Tail – Wiccat access. Crowley's own fusion effect can summon Invoked Sorath or Invoked Mechaba off Magistus equip Attributes without ever using Invocation.
Shaddoll & Super Polymerization
Invocation "Sword" is a Quick-Play fusion trigger that fires on the opponent's turn, reviving the classic Shaddoll-Invoked plan by triggering Shaddoll GY effects on demand into El Shaddoll Winda. Separately, Hyperinvoked Aeon's Attribute-shift Quick Effect can turn the opponent's entire board into one Attribute, setting up a clean Super Polymerization wipe the following turn.
Full In-Engine Attribute Coverage
No more splash engines needed. Every attribute for Invoked fusions is now covered by archetypal cards alone.
🌑
DARK
Aleister the Reminiscent
💨
WIND
Aiwass, Divine Spirit of the Law
✨
LIGHT
Virakam, the Divine Spirit of Artifice
🔥
FIRE
Invoked Baybarron (as fusion target)
🌍
EARTH
Invoked Oceanus (as fusion target)
💧
WATER
Splash / hand traps (Ash Blossom etc.)
Post-Chaos Origins Competitive Analysis
New Strengths
Hand Trap Resilience: Sacred Spirit Sword Aiwass provides a Normal Summon–independent combo starter. Ash Blossom on Aleister the Invoker no longer ends the turn.
Infinite Resource Loop: Invocation "Sword" + classic Invocation creates a self-sustaining banish/recycle engine that never runs dry.
Extra Deck Disruption: Hyperinvoked Aeon strips opponent's Extra Deck win conditions on summon.
Built-in Negation: Virakam protects Fusion Monster activations from opponent disruption with a Quick Effect negate.
Opponent-Turn Threats: Gamma Summon + Invoked Oceanus provide floodgates set on the opponent's turn.
Super Poly Synergy: Aeon's Attribute-shifting Quick Effect converts the opponent's board into a single attribute for a clean Super Polymerization wipe.
Remaining Weaknesses
Spell Speed Limits: Invocation "Sword" is Quick-Play but the resource loop still requires Main Phase activation windows.
Banish Hate: D.D. Crow on a key target (Aleister in GY, Sorath in GY) can still disrupt specific plays.
Gamma Summon Timing: Being a Normal Trap, Gamma Summon requires a setup turn before it can be activated defensively.
Fusion Commitment: Sacred Spirit Sword Aiwass prevents non-Fusion attacks for the turn — using it locks you into a Fusion-only combat phase.
Beyond the Brave: De Anima & Grail
TCG · Beyond the Brave ·
OCG ·
Beyond the Brave gives Aleister a new Fusion Monster and a new Fusion Spell. Invoked De Anima destroys your opponent's Extra Deck monsters or their whole backrow when it's Special Summoned, then trades itself for an Aleister from your Deck to negate a GY effect. Invocation - "Grail" Fusion Summons with one material from your Deck, or with one of your opponent's monsters. The Chaos Origins and Burst Protocol tabs are unchanged. This tab shows where the two new cards fit into those engines.
Early coverage of the OCG release calls them Invoked Dee Anima and Invocation – Chalice. Those are fan translations; this guide uses the TCG names.
Fusion from the Deck
Grail's first effect takes one material straight from your Deck. The Attribute you need no longer has to be in your hand or GY, and Mechaba no longer needs a Link Monster to supply the LIGHT.
Two Removals from One Spell
Grail's second effect banishes one of your opponent's face-up monsters as material, without targeting or destroying it. When that summon is De Anima, its effect then destroys the rest of their Extra Deck monsters, or all their Spells and Traps.
A Negate That Replaces Itself
De Anima banishes itself to negate an effect your opponent activates in the GY, and an Aleister takes its place from your Deck. Gamma Summon and Omega Summon can then return De Anima from banishment.
The Two New Cards
Invoked De Anima
New card · Fusion Monster
Invoked De Anima
Card type
Fusion / Effect Monster
Attribute
DARK
Type
Fiend
Level
8
ATK / DEF
2900 / 1500
Card text
1 "Aleister" monster + 1 monster Special Summoned from the Extra Deck
If this card is Special Summoned: You can activate 1 of these effects;
Destroy all monsters your opponent controls that were Special Summoned from the Extra Deck.
Destroy all Spells/Traps your opponent controls.
When your opponent activates a card effect in the GY (Quick Effect): You can banish this card you control; Special Summon 1 "Aleister" monster from your Deck, and if you do, negate that activated effect.
You can only use each effect of "Invoked De Anima" once per turn.
Board breaker and GY interruption. The first effect works on any Special Summon, not only a Fusion Summon, so The Book of the Law, Gamma Summon, Omega Summon and Super Polymerization all set it off. Going second, it clears whatever Grail didn't banish. Going first, set Invocation - "Sword" or The Book of the Law and summon De Anima on your opponent's turn, after they've committed their Extra Deck monsters. After that, its negate swaps it for an Aleister from your Deck.
Materials
Any "Aleister" + an Extra Deck monster
Summon effect
On any Special Summon
Negate
GY effects only
Limit
Each effect once per turn
Invocation - "Grail"
New card · Fusion Spell
Invocation - "Grail"
Card type
Normal Spell
Summons
"Invoked" Fusion Monsters
Card text
If you have an "Aleister" monster in your field, GY, or banishment: Activate 1 of these effects;
Fusion Summon 1 "Invoked" Fusion Monster from your Extra Deck, by banishing 1 monster in your hand or field and 1 monster in your Deck as material.
Fusion Summon 1 "Invoked" Fusion Monster from your Extra Deck, by banishing 1 monster you control and 1 face-up monster your opponent controls as material.
You can only activate 1 "Invocation - "Grail"" per turn.
Deck fusion going first, removal going second. Every Grail summon uses exactly two materials and banishes both. The first effect thins your Deck, and what it banishes can come back later as Invocation - "Sword" material. The second effect neither targets nor destroys, so "can't be targeted" and "can't be destroyed" don't stop it. No card in the engine can search it: Aleister the Invoker adds "Invocation" by exact name, and Aleister the Reminiscent and Virakam only find "Invocation" or a Spell that mentions it. Grail's text never mentions it.
Condition
An "Aleister" on the field, in the GY or banished
Materials
Exactly 2, both banished
Searchable
No, draw it
Limit
1 activation per turn
What Grail Can Summon
The first effect reaches every Invoked Fusion Monster except Elysium and Hyperinvoked Aeon. The second reaches all of them, as long as your opponent has the right monster face-up.
Invoked Fusion Monsters that each effect of Invocation - "Grail" can summon, with example materials
Invoked Fusion
Effect 1: your hand or field + your Deck
Effect 2: your field + their face-up monster
Mechaba, Purgatrio, Caliga, Raidjin, Cocytus, Magellanica"Aleister the Invoker" + 1 LIGHT, FIRE, DARK, WIND, WATER or EARTH monster, in that order
Yes Aleister the Invoker plus the Attribute from your Deck: Virakam is LIGHT, Aiwass is WIND, Aleister the Reminiscent is DARK. It works the other way round too, with Aleister the Invoker coming from the Deck.
Yes Your Aleister the Invoker plus their face-up monster of that Attribute.
Augoeides"Aleister the Invoker" + 1 Fusion Monster
Yes A Fusion Monster on your field plus Aleister the Invoker from your Deck.
Yes Your Aleister the Invoker plus their face-up Fusion Monster.
Magistus Omega"Aleister the Invoker" + 1 Fusion, Synchro, Xyz or Link Monster
Yes One of those on your field plus Aleister the Invoker from your Deck.
Yes Your Aleister the Invoker plus their face-up Fusion, Synchro, Xyz or Link Monster.
Sorath1 "Aleister" monster + 1 FIRE or WIND monster
Yes Any Aleister plus Aiwass from your Deck.
Yes Your Aleister plus their face-up FIRE or WIND monster.
Baybarron1 "Aleister" monster + 1 LIGHT or EARTH monster
Yes Aleister the Reminiscent plus Virakam from your Deck (Line 2).
Yes Your Aleister plus their face-up LIGHT or EARTH monster.
Oceanus1 "Aleister" monster + 1 DARK or WATER monster
Yes Both main-deck Aleisters are DARK, so one on your field and the other from your Deck is enough.
Yes Your Aleister plus their face-up DARK or WATER monster.
De Anima1 "Aleister" monster + 1 monster Special Summoned from the Extra Deck
Yes Your Extra Deck monster on the field plus an Aleister from your Deck.
Yes Your Aleister plus their face-up Extra Deck monster (Line 3).
Elysium1 "Invoked" monster + 1 monster Special Summoned from the Extra Deck; must first be Fusion Summoned
No Nothing in your Deck is an Invoked monster or came from the Extra Deck.
Yes Your Invoked Fusion Monster plus their face-up Extra Deck monster.
Hyperinvoked Aeon2+ Fusion Monsters with different Attributes
No Your Deck holds no Fusion Monsters.
Yes Your Fusion Monster plus their face-up Fusion Monster of another Attribute. With two materials it banishes up to 2 cards; the Extra Deck banish needs 3.
"Aleister the Invoker" or any "Aleister"? The six Attribute Fusions, Augoeides and Omega need the name Aleister the Invoker, so Aleister the Reminiscent can't be used for them. Aleister the Invoker of Madness has that name on the field and in the GY. Crowley, the Gifted Magistus is treated as Aleister the Invoker only when used as material face-up, so he has to be on your field, never in your hand or Deck. Sorath, Baybarron, Oceanus and De Anima accept any "Aleister" monster.
Ways to Summon De Anima
De Anima's summon effect only needs it to be Special Summoned, so many cards can bring it out, several of them on your opponent's turn.
Cards that Special Summon Invoked De Anima, how they do it, and their limits
Card
Materials or cost
Catch
Invocation - "Grail" (effect 1)
Your Extra Deck monster on the field + an Aleister from your Deck
Uses up an Aleister that De Anima's negate needs later.
Invocation - "Grail" (effect 2)
Your Aleister + their face-up Extra Deck monster
Needs them to have an Extra Deck monster face-up. Best going second.
Invocation - "Sword"
Your Extra Deck monster + an Aleister from your field, or returned from any banishment to the GY
A Quick-Play Spell, so you can set it and summon De Anima on your opponent's turn (Line 2).
Invocation
An Aleister from your hand, field or either GY + your Extra Deck monster on the field
It can only banish from your own field, so it can't use your opponent's monster.
Super Polymerization
Discard 1; your Aleister + their Extra Deck monster, from either field
Neither player can respond to its activation, but it costs a card from your hand.
The Book of the Law
Tribute a non-DARK Invoked monster you control, such as Mechaba or Baybarron
A Quick-Play Spell, one per turn. The summon counts as a Fusion Summon, so De Anima can be returned from banishment later. Aleister the Invoker of Madness searches it.
Gamma Summon
Banish an Aleister or a Fusion Monster from your GY; De Anima ignores its Summoning conditions
It's banished in the End Phase, and because it wasn't properly summoned it can't come back. Its summon effect still resolves.
Combo Lines
Each line starts from two cards, and every step was checked against the printed text of the cards involved. Pick a line in the simulator below to play it on the board.
Line 1 · Going first
Grail Deck Fusion into Mechaba
Hand
Aleister the Invoker, Invocation - "Grail"
Needs
Invocation and a LIGHT monster such as Virakam in the Deck; Invoked Mechaba in the Extra Deck
End board
Invoked Mechaba, with Invocation in hand as the Spell it sends. Next turn Invocation returns Aleister, and the turn repeats.
Why it works: The classic Mechaba turn (see the Burst Protocol tab) uses a Link Monster to supply the LIGHT. Grail takes the LIGHT from your Deck instead, which frees that Extra Deck slot for De Anima. Invocation's GY effect brings back the Aleister the Invoker that Grail banished.
Line 2 · Going first
Reminiscent and Grail into an Opponent's-Turn De Anima
Hand
Aleister the Reminiscent, Invocation - "Grail"
Needs
Invocation - "Sword", Virakam and Gamma Summon in the Deck; a spare Invoked (Magellanica), Baybarron, De Anima and Mechaba in the Extra Deck
End board
Baybarron with Sword and Gamma Summon set. On your opponent's turn: De Anima destroys their Extra Deck monsters, Mechaba stays until the End Phase, then Baybarron returns.
Why it works: Sword can return banished monsters to the GY as material, so the Reminiscent that Grail banished is still De Anima's "Aleister". Grail properly Fusion Summoned Baybarron, so Gamma Summon can return it from banishment; Mechaba came from Gamma Summon and can't. Watch for: removal on Baybarron before you flip Sword. Without an Extra Deck monster on your field, De Anima is off.
Line 3 · Going second
Meltdown and Grail Break
Hand
Magical Meltdown, Invocation - "Grail"
Needs
Aleister the Invoker and Invocation in the Deck; De Anima in the Extra Deck; a face-up monster your opponent Special Summoned from the Extra Deck
End board
De Anima (2900 ATK) after banishing one of their Extra Deck monsters and destroying the rest, with Invocation in hand
Why it works: Grail banishes their best monster as material, so it isn't targeted or destroyed. De Anima's summon effect then destroys the rest. With Magical Meltdown on the field, Grail can't be negated, and your opponent can't activate cards or effects when De Anima is Fusion Summoned. Watch for: Ash Blossom on Meltdown's search leaves you without an Aleister. Ash on Aleister's own search only costs you Invocation; Grail still resolves.
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Rules That Decide Your Turn
Grail can't be searched
Aleister the Invoker adds "Invocation" by exact name. Aleister the Reminiscent and Virakam take "Invocation" or a Spell that mentions it, and Grail's text never mentions it. You have to draw it.
An Aleister has to be there first
You need an "Aleister" monster on your field, in your GY or banished before you activate Grail. Sacred Spirit Sword Aiwass's second effect banishes one from your Deck, which is enough on its own. Crowley doesn't count: he's only treated as Aleister the Invoker while he's being used as material.
Always exactly two materials
Each Grail effect banishes one monster from each place it names. Hyperinvoked Aeon made this way banishes up to 2 cards but never looks at the Extra Deck, which needs 3 materials.
Any Extra Deck monster counts
De Anima's second material can be a Fusion, Synchro, Xyz or Link Monster that was Special Summoned from the Extra Deck, including Aleister the Invoker of Madness. The Invoker of Madness is also an Aleister, but one monster can't be both materials.
The negate needs an Aleister in your Deck
De Anima only negates if it Special Summons an Aleister from your Deck. Grail's first effect, Sacred Spirit Sword Aiwass and Magical Meltdown all take Aleisters from the same Deck, so keep count.
It only answers effects in the GY
Called by the Grave, D.D. Crow, Ghost Belle and the Bystials' summons aren't activated in the GY, so De Anima can't touch them. It stops your opponent's own GY plays: revivals, recursion and effects that activate from their GY.
Returning from banishment
Gamma Summon's GY effect and Omega Summon can return a banished De Anima, and its summon effect triggers again. That only works if it was properly summoned first, by a Fusion Summon or The Book of the Law. One that Gamma Summon's first effect summoned stays banished.
Each effect is once per turn by name
The destruction effect and the negate are counted separately. If De Anima destroys on your opponent's turn, a copy that returns later that turn can't destroy again, but it can still negate.
Where the New Cards Meet the Rest of the Engine
Nothing in the older eras gets replaced. Here is what changes for the cards you already play.
How existing Invoked cards interact with Invoked De Anima and Invocation - "Grail"
Card
What changes
Invocation
Grail's first effect can banish Aleister the Invoker from your hand, field or Deck, and Invocation's GY effect returns a banished Aleister the Invoker to your hand (Line 1).
Invocation - "Sword"
It returns monsters from any banishment to the GY as material for an Invoked. Whatever Grail banishes, from your Deck or from your opponent's field, becomes Sword material (Line 2).
Gamma Summon
Its GY effect triggers whenever a monster is banished face-up. Grail's materials, De Anima's negate cost and Gamma Summon's own End Phase banish all count.
The Book of the Law
Tribute a non-DARK Invoked, such as Mechaba or Baybarron, to summon De Anima on either player's turn.
Invoked Magistus Omega
Both are Super Polymerization targets. Omega needs a Fusion, Synchro, Xyz or Link Monster and banishes one monster; De Anima takes any Extra Deck monster and destroys all of theirs. Grail's first effect also makes Omega from Aleister the Invoker in your Deck.
Magical Meltdown
Adds Aleister the Invoker, and Grail can't be negated while it's on the field (Line 3).
Sacred Spirit Sword Aiwass
Its second effect banishes an Aleister from your Deck, which activates Grail without a Normal Summon. Grail's first effect can then use a monster in your hand plus Aleister the Invoker from your Deck.
Aleister the Reminiscent
It counts as an "Aleister", so it's material for De Anima, Baybarron, Sorath and Oceanus, but not for Fusions that need the name Aleister the Invoker.
Where They Fit
The copy counts below are this guide's recommendation.
Recommended copies of Invocation - "Grail" and Invoked De Anima by deck, with reasons
Deck
Our pick
Why
Invoked (Chaos Origins core)
Grail ×2De Anima ×1
Grail is a second Fusion Spell that doesn't need a second body. Because you have to draw it, two copies keep it from clogging your hand. One De Anima is enough for Sword, The Book of the Law and Super Polymerization.
Invoked Endymion and other Spellcaster builds
Grail ×2De Anima ×1
The published Invoked Endymion list built around this support plays the same counts, with three Super Polymerization. See the Endymion guide for that engine.
Other decks with a small Aleister engine
Grail ×1–2De Anima ×1
Aleister, Meltdown and Invocation already give Grail its condition. Its second effect adds a going-second board breaker the engine didn't have.
Decks without Aleister
Skip
Grail can't be activated without an "Aleister" monster, and De Anima needs one as material.
Weak Points to Play Around
A Spell you have to draw
Nothing searches Grail, so some games you won't see it. Build your turn so that it doesn't depend on Grail, and treat Grail as an extra when you draw it.
Only so many Aleisters
Grail's first effect, Sacred Spirit Sword Aiwass, Meltdown's search and De Anima's negate all take Aleisters from the same Deck. Run out and De Anima can't negate.
A tight Extra Deck
De Anima is one more Invoked in an Extra Deck that was already full. Grail's Deck fusion saves the Link Monster the classic Mechaba turn needed, which gives some of that space back.
Empty or face-down boards
Grail's second effect needs a face-up monster your opponent controls, so against face-down or no monsters only its first effect is live. De Anima's backrow option still destroys Set Spells and Traps.
Verdict
Invoked De Anima gives the engine a board wipe that doesn't depend on Attributes, unlike Elysium's. Going second it breaks boards, and going first it's what Sword or The Book of the Law turns into on your opponent's turn. Invocation - "Grail" is a strong Fusion Spell that you can't search: going first it's a Deck fusion, going second it's removal. Play two Grail and one De Anima in Invoked, and keep counting your Aleisters.
Live TCG Banlist Status
Banlist Impact
Fully Unrestricted
The Invoked archetype, with its Fusion-based engine now utilizing generic Extra Deck monsters as material, with non-Normal-Summon combo lines via Aiwass/Reminiscent, operates at full power with no restrictions on the current TCG banlist.
Maximum Consistency
Play any card at your preferred ratio without restrictions
Full Strength Plays
Access to all archetype synergies without limitations
Strategic Freedom
No banlist constraints holding back your strategy
Banlist Status Summary
Core cards checked:
• Aiwass, Divine Spirit of the Law • Aleister the Invoker • Aleister the Reminiscent • Gamma Summon • Hyperinvoked Aeon • Invocation • Invocation "Sword" • Invocation - "Grail" • Invoked Caliga • Invoked Cocytus • Invoked De Anima • Invoked Elysium • Invoked Magellanica • Invoked Magistus Omega • Invoked Mechaba • Invoked Purgatrio • Invoked Raidjin • Magical Meltdown • Sacred Spirit Sword Aiwass • Virakam, the Divine Spirit of Artifice
analyzed •
0 restrictions found •
All cards legal at 3 copies
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