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Pojo's Yu-Gi-Oh Card of the Day

Mine Golem
Common

When this card is sent to the Graveyard as a result of battle, inflict 500 points of damage to your opponent's Life Points.

Type - Rock/Effect
Card Number - TLM-EN018 

Card Ratings
Traditional: 1.7
Advanced: 2.3

Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.


Date Reviewed - 06.20.05

 

Lord
Tranorix
Mine Golem

With every set comes my obligatory Burn Week, and although The Lost Millennium isn’t exactly the best set for Burn (stupid wombat), it has a few cards worth mentioning. One of these is Mine Golem, an interesting choice for Rock Decks. It’s Level 3 with 1000 ATK, not the best; but it boasts an impressive 1900 DEF, making it a tough wall to get around.

The effect might be brushed off as insignificant, as 500 damage isn’t great; but it’s notable. If your opponent breaks through Mine Golem with a Berserk Gorilla or something, he’ll take 500 damage. If he runs into it with something weaker, he’ll have wasted an attack. Mine Golem can also attack in a pinch, and of course, if nothing else, it’s food for Megarock Dragon.

Then you can look at Minefield Eruption. This is a Trap that inflicts 1000 damage to your opponent’s Life Points for each face-up Mine Golem you have on the field. So if you have three on the field, that’s 3000 damage – not at all bad (of course, it’s not at all likely either, but there you are).

A Rock Burner could easily be built around Mine Golem and Minefield Eruption, based on getting Mine Golems onto the field repeatedly and activating Minefield Eruptions. I’m not sure how successful it would be, but I’m sure someone could pull it off.

Traditional – CCCC: 2/5
Traditional – Rock Burn: 3.5/5
Advanced – CCWC: 2.5/5
Advanced – Rock Burn: 4/5
OVERALL RATING: 3/5
 

ExMinion OfDarkness
Mine Golem
 
Just...eww.
 
Okay, it's Giant Germ, minus the swarming, plus Minefield Eruption for a potential 3,000 (which usually won't happen), plus a better defense (but don't you WANT this card dying in battle?)
 
Sorry for the really short review, but the card works against itself.
 
Giant Germ > this, period.
 
1/5 all
 

SandTrap
Mine Golem COTD
ATK/1000 DEF/1900
Rock/Effect
Earth ***

When this card is sent to the Graveyard as a result of battle, inflict 500 points of damage to your opponent's Life Points.

Welcome to uh...TLM Burn Week...yay....

Oh yeah, just a reminder that all the COTD Reviews that I do from now until Nationals have all been sent the Tuesday before SJC Charlotte. So if I rate a card badly and it does well, then...ooopsie ;P.

500 LPs of burn...sucks. 1900 DEF is nice, but that's the only thing decent about it. You could combine this card with Minefield Eruption, but you nuke your own cards just to do a max of 3000 LPs worth of damage while killing your own field. On top of that, the Mine Golems won't get their own effects.

Rating: 1/5. I wish I could still rate lower than one ;/.
 

Coin Flip
Mine Golem starts us off this week. A number of cards in TLM are based off the principle of high DEF. This is no exception. A number of cards in TLM are Rock monsters. This is no exception.

That doesn't mean it's good. It's a 1900 defender. That's worse than just a 2000 Defender by far, with Berserks and Blades permeating the very air around the decks which house them, giving people around those decks a whiff of something that smells somewhat like sour milk. On the upside, this fellow gives us 1900 DEF. And, when he dies, he'll do a little bit of damage to the opponent. His support is simply sucktacular, and should be ignored by all logical beings. 1900 DEF is nice and stuff, but if you're looking for good DEF with burn power, Stealth Bird gives it to you. Heck, Stone Statue of the Aztecs gives it to you. But this is just lackluster.

Call me pessimistic if you must.

General:
Traditional: 1.6/5
Advanced: 2.1/5

Burn:
Traditional: 2.4/5
Advanced: 2.9/5
 
Snapper Mine Golem

Welcome to TLM Burn Week! Never shall you guess who came up with a Burn oriented week, as I myself do not know. Today’s card is Mine Golem, a monster that may possibly Burn the opponent.

It isn’t often that monster’s DEF is high enough to warrant the extreme ignoration of the monster’s most likely bad ATK, but MG manages to make itself eligible of such an honor. With 1900 DEF, MG should be somewhat of an impenetrable shield for most monsters the opponent may summon, which may lead to problems later in MG’s career. It’s also a Rock monster, which, despite the large array of Rock “support” in TLM, is still far from advantageous.

MG’s effect may be familiar to those who run a “CC Fiend Deck”, as it closely resembles the effect of the ever-contagious Giant Germ; when MG is destroyed in battle, it inflicts 500 points of damage to the opponent’s Life Points. In my personal never-used-a-Burn-Deck-in-his-life opinion, the burnination MG can inflict is inconsistent with MG’s primary stat.

A 1900 anything is not easy for most Level 4 or lower monsters to get around, given the fact that Beatdown Decks have fallen to the wayside. With this decline in macho macho monsters, so declines MG’s chances of using its effect. You could of course put MG in Attack Position, though if it were to meet its demise in battle (most likely as a suicide attempt), you’d very likely lose more Life Points than your opponent. All in all, MG is for the most part a wall that will probably never be able to use its effect. Unless you for some reason use Gaia Power in whatever Deck MG may quite possibly be beneficial in, MG should be reserved for those I-Wish-This-Thing-Was-Available-In-WWII Decks.

Advanced: 3/5. Walls are nice, but for burning stick with big bacteria.
Traditional: 2/5. VERY unlikely to use it’s effect OR defend Life Points.
Overall: 2.5/5.
Art: 3/5. How many potential Mine Golems to you see? I see 4 ˝! (The half is from the one blowing up in the background [assuming that’s a mine Golem].) Of course even 4 Mine Golems exceeds the maximum allowed copies of a card, so I’d lower my answer to 3; 3 Mine Golems.
 
dawnyoshi Okay. Today's card is Mine Golem.

Now, it's level 3, it has 'meh' ATK and a decent DEF, but its effect sucks. It obviously won't see play in a standard chaos deck, and two decks that this card IS suited for, which is burn and Bind-Dodgers/Clown Control, there are better options.

Bottom line? In Traditional and advanced, this card's bad. It shouldn't see play. In limited, it's a decent defender that can win you the game or tie it up. Run it if you don't have better options (and run it over Elemental Hero Clayman), but even then, Monk Fighter + Lone Wolf still owns this card as a defender.

Traditional: 1/5
Advanced: 1.5/5
Limited: 2/5
 
Dark Paladin Mine Golem
Level 3
Earth/Rock
1000-1900

When this card is sent to the Graveyard as a result of Battle, inflict 500 points of damage to your opponent's lifepoints.

Welcome to The Lost Millenium Burn Week!

Well, 1000 attack isn't the greatest thing in the world, but not all too terrible for a Level 3 monster. However, 1900 defense is quite good, it'll stop most of your beatsticks right away. The only things this guy won't be able to stop that are commonly run are Beserk Gorilla and Goblin Attack Force.

In your Rock or even just an Earth deck that needs a defender, you could just stick with Big Shield Gardna or even Gear Golem the Moving Fortress. As for the burn effect, 500 points is meh at best and Golem has to be destroyed as a restult of Battle.

So, if somehow for whatever reason your opponent can't get through a 1900 defensive wall, and uses Lightning Vortex or something on it, you don't even get the effect.

This isn't the best, yet not the worst burn card at the same time.

Ratings:

Traditional: 1.9/5
Advanced: 2.4/5

Art: 2.5/5 Nothing cool really.

You stay classy, Planet Earth :)
 

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