When this card declares an attack, your opponent cannot activate cards or effects. If this card attacks, it is changed to Defense Position at the end of the Battle Phase, and its battle position cannot be changed until the End Phase of your next turn.
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - October 15, 2012
Continuing with another week of fresh Return of
the Duelist cards, we open with a new member of the
ever growing Goblin family, Goblin Marauding Squad.
If I were ranking the Goblin card family, I'd say
Elite Attack Force would be the best, (as he happens
to have a not awful 1500 defense to go with his 2200
attack) but this guy would probably be tied for
second with the original Goblin Attack Force.
Anyway, let's cover the basics...Earth,
Beast-Warrior, Level 4 are all good starts. 1900
attack is quite good for Level 4 (the 0 defense
seems pretty standard on Goblin cards excluding the
aforementioned Elite Force) so it won't lose any
additional points for that. It has the standard
Goblin text, change to defense position at the end
of a Battle Phase, can't change back until the End
Phase of your next turn. Now, what makes this guy
so valuable? Your opponent cannot activate cards or
effects when Marauding Squad attacks. That safety,
on a 1900 beatstick, if only for his attack, surely
makes him techable I think. Good for Beatdown,
Beast/Warrior/Toolbox, and anywhere you think you
might have room to try one out. Have fun with him.
3/5 both Formats
We start the week off with a short print common
card from Return of the Duelist called Goblin
Marauding Squad or Force as it was once referred to.
With 1900 attack, it is not too shabby as a beat
stick monster. It does however have the bad side
effect of changing to defense position after it
attacks and with 0 defense, it will be toast on your
opponent’s turn unless you can protect it. Playing
Final Attack Orders will get around this little
defect, but of course now you are depending on a
card combo which is never a good idea in Yu-Gi-Oh.
You could also play Skill Drain, but then its first
effect will be negated.
With so many 1900 to 2100 attack monsters to include
Squad’s cousins Goblin Attack Force and Goblin Elite
Attack Force at 2300 and 2200 attack respectively,
running Goblin Marauding Squad for its attack alone
is not a reason. Being a Beast-Warrior, you could
pump it up with Horn of the Phantom Beast, but the
attack boost would be a non-factor when it changed
to defense. If you are depending on a Final Attack
Orders to be in play, then you will need a three
card combo which is an even worse idea.
Goblin Marauding Squad has a good effect to it
though. When you attack with it, you opponent cannot
respond to the attack declaration with cards or
effects, so cards like Mirror Force and Utopia
cannot be used. Once that small window has passed,
your Goblin is fair game. At least Pitch-Black
Warwolf’s effect will last through the battle phase,
use can use Horn with it, it does not change to
defense for two turns, and you can attack with it
again next turn.
My advice is to only use Goblin Marauding Squad if
you plan to make a fun Goblin deck.
We bumrush Goblin Marauding Squad today. It's
part of that Goblin family, along with Goblins
Attack Force, Elite Attack Force, Decoy and Pothole
to name a few. A level 4 EARTH, Beast-Warrior type,
with 1900 ATK and 0 DEF. But we've all seen these
stats before on a few of these goblins before. card
is best su
When is card declares an attack, your opponent
cannot activate cards or effects. If this card
attacks, it is changed to defense position at the
end of the battle phase, and its battle position
cannot be changed until the end phase of your next
1900 ATK, good. 0 DEF, bad. The ability to have this
card shut down your opponent's ability to do
anything when it attacks, pretty good. So cards like
Mirror Force, Dimensional Prison, Shrink, and others
are not a problem. But like some of the other
stronger Goblin monsters, it switches to defense
position at the end of the battle phase, making
it vulnerable to pretty much anything with 100 ATK
or more. It's a nice card with a decent little
effect, but nothing to go crazy over.
Tomorrow: Time/Space program
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