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

Drill Synchron
#ABPF-EN004 

While you control this face-up card, during each battle between a Warrior-Type attacking monster you control and a Defense Position monster whose DEF is lower than the ATK of the attacking monster, inflict the difference as Battle Damage to your opponent. Once per turn, when you inflict battle damage to your opponent with this effect, you can draw 1 card.

Card Ratings
Traditional: 1.50
Advanced: 2.15 

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


Date Reviewed - 02.22.10

Back to the main COTD Page

 

Dark Paladin

Monday

First off, I don't know how many people are Olympic Hockey fans, but a HUGE congrats to team USA for beating team Canada last night!

As for the cards, we open this week an interesting little Rare, Drill Synchron. An Earth attributed, Machine-type, Tuner monster, who is Level 3, with 800 attack and 300 defense points. Now, for good points:
Level 3, Tuner monster, is usually good...Machine-type is fine, a little different, but fine.

Now, when you control a Warrior, who attacks a defense position monster, as long as our little Tuner friend is face-up, you have trample with your Warriors, which is fine. I always thought trample, outside of Airknight was a very overlooked strategy.

Also, once per turn, you can Draw one card from your Deck, when you inflict trample Damage, via this cards effect. We have a couple of decent abilities, and being a Tuner never brings down a card. Tuners, outside of the select few, come down ot a personal preference. If you need a Machine-type Tuner, or run lots of Warriors, go here.

Ratings:

Traditional: 1.75/5
Advanced: 2.75/5
Art: 3/5

General Zorpa

Drill Synchron

This is the newest of the "Synchron" monsters and it is also one of the most useful. It has 800 ATK and 300 DEF on a level 3 EARTH Machine Tuner. Not that bad, they didn't make the mistake of making it under 500 for Machine Duplication, but the stats just do not hold up in battle well at all.

The effect is to give all of your Warrior monsters piercing and whenever one of these monsters does piercing damage, once per turn you get to draw a card. The original Anime card allowed you to draw a card each time you dealt damage, which would have made this guy playable, not so much now.

The effect is truly meh. Most monsters are played in ATK position nowadays, so it just isn't worth it to play an 800 ATK Tuner and not Synch with it. If there were to be a Token deck coming out anytime soon, this card might find a place in a deck, but right now, it is just a fancy Yusei card. Drill Warrior is not even that good, at least not good enough to justify playing him.

Traditional-1/5
Advanced-1.5/5


Freeza

Drill Synchron ...

This guy is ...

Well, he's level 3. Always nice. And it makes him a target for that Dark Bug thing. Ok. Machine - good. 800 ATK? - lame for a level 3. And it's effect? - well it gives Warriors on your side a piercing effect, but not only that - when they DO pierce - u get to draw a card. That's really good and all, but my problem with this is - 1 - Drill Synchro ain't a warrior. So it can't even make use of its own effect on its own. It needs to have another card - a warrior - out on the field to do the work for it, to make Drill Synchron worth while. Plus, not only do u need to have a warrior out and attacking, but u need to have it pierce a defense position monster in order to gain the draw effect. That turns "situational" into "sucky". Drill Synchron is a Tuner, so it gets the bonus of helping to make stronger monsters, but then again - once u do - IT'S off the field ... your Warrior (if u had one) is off the field ... so u miss out on the pierce/draw anyway ...

gah.

Traditional: 1.5/5
Advanced: 2/5

- FREEZA


Otaku

Name: Drill Synchron

Level: 3

Attribute: Earth

Type: Machine/Tuner

ATK: 800

DEF: 300

Text: While you control this face-up card, during each battle between a Warrior-Type attacking monster you control and a Defense Position monster whose DEF is lower than the ATK of the attacking monster, inflict the difference as Battle Damage to your opponent.  Once per turn, when you inflict battle damage to your opponent with this effect, you can draw 1 card.

 

Today is a special day.  First and foremost, it’s George Washington’s birthday!  He was quite a guy, and if you’re unfamiliar with him you owe it to yourself to study up on him (especially U.S.A. citizens).  It is also my younger sister’s birthday!  Happy birthday, Jennie!

 

And… this has absolutely nothing to do with today’s CotD.  Well, I guess Washington was famous for having false teeth and my sister did have braces when she was younger, so I guess reviewing a drill based monster makes an odd kind of sense.   Regardless, today’s CotD is Drill Synchron!  It has a specific Synchro Monster it can make, but I’ll come back to that later.  Note that it joins the Synchron family of Tuners which gives it… one additional card of support, Quickdraw Synchron.  Oh well, at least there is potential for more to come based on the fiction.

 

Drill Synchron is a Level 3 Tuner, letting it tune with any other low level non-Tuner Monster for something.  It is still small enough to fit under cards like Level Limit – Area B and Gravity Bind, which is also a useful trait.  It is an Earth/Machine; this is not the most potent or numerous pairing, but it still has a lot of potential support behind it.  The ATK and DEF are pretty pathetic; if you aren’t using this to Synchro Summon right away, you’ll have to protect it.

 

The reason you might not want to use it for a Synchro Summon right away is that it has an effect that has some potential: while you control your Drill Synchron, your Warrior-Type monsters gain piercing a.k.a. trample a.k.a. that thing where ATK points in excess of the defending monster’s DEF points get converted to Battle Damage instead of being wasted.  This is an extremely useful effect, especially against a “turtling” (extremely defensive) opponent.  While it requires running multiple Monster-Types, Warriors are still one of the best supported monster types in the game.  Just as important as the trampling effect is that you get to draw a card when you inflict damage via Drill Synchron’s effect.  Sadly, it only works once.  Since it requires you do damage via trampling to trigger, this was probably overkill: this isn’t Airknight Parshath.  His effects may only have applied to himself, but he allowed you to draw whenever he inflicted Battle Damage.  So a direct attack still netted you a card if it went through and did at least one point of damage.  Perhaps more important, if you tricked your opponent into crashing something into him (like by activating Shrink in the Damage Step), you also got the draw.

 

I said I’d come back to it, so let me add that Drill Synchron (or Quickdraw Synchron) is needed to bring out Drill Warrior.  Drill Warrior does not impress me.  It isn’t worthless, since it can be used to make a direct attack… but this Level 6 Monster has to permanently drop its ATK by half in order to get a single direct attack in.  While its ATK remains halved it will have to use the effect again (and again and again) each turn it wants to attack directly.  It also has an effect to remove itself from play and return during your next Stand-By Phase, at the cost of discarding a card from your hand.  When it returns, two good things will occur: its ATK will be back to normal (since it counts as being Summoned all over again) and you get to add a Monster from your discard pile back to your hand.  There are some interesting combos this opens up, but it seems like a lot of work for very little gain.

 

Uses and Combinations: Here is where I’d love to tell you some killer combo that breaks this card wide open.  Actually, that is incorrect: this game has too many combos (and even individual cards) that are too powerful.  Still, I’d like to tell you at least some little trick that makes it worth running this card in its own deck or even a pre-established one.  I just don’t see anything spectacular.  Sure, it’s nice to drop this bad boy, gore something (yet another term for piercing/trampling/etc.) and draw a card, thus replacing what you spent in playing it, and finish it off by Synchro Summoning something useful.  You can fetch it from your deck and Special Summon it via Giant Rat or Special Summon it from hand with Marauding Captain to bring out a Level 6 Synchro Monster with ease… but these are all pretty generic tricks, as far as Earth Tuner Monsters go.

 

Ratings

 

Traditional: 1/5

 

Advanced: 2/5

 

Summary

I can’t help but feel like I missed something, and I was quite excited when I first saw this card because I had missed something: I though it basically gave all Warriors Airknight’s effect.  It doesn’t, though.  Warrior Monsters are used in enough decks that you could actually consider adding this guy in to them without him being a horrible drag, and in a deck that he honestly works in (Warrior or Earth/Warrior derived themes) he can allow for some nice plays… but I can’t help but think several other Tuners would offer you more.

NOVA

Drill Synchron starts off the week, low stats, level 3 tuner. It seems to give all warrior types an "Airknight Parshath" ability, allowing piercing and a free draw when it does damage. This is actually pretty cool, gives warriors like Goyo Guardian and Colossal Fighter a way to put you even further ahead. Its a level 3 tuner monster as well. I wont talk about Drill Synchron much because there is a better tuner to use if you are going to deck any Synchron monsters. Quickdraw Synchron works as any "Synchron" monster and can only be used for a Synchro Summon of a monster that requires a "Synchron" monster.

- Drill Warrior
- Junk Warrior
- Road Warrior
- Nitro Warrior
- Turbo Warrior

and there will also be Junk Destroyer when it gets released in a few months. Quickdraw helps bring all of those out, without having to add in all of the "Synchron" monsters. But of all the "Synchron" tuners, Drill is one of the good ones. Junk Synchron being the best of them all.

Traditional: 2.5/5
Advanced: 2/5


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