Pojo's Yu-Gi-Oh! news, tips, strategies and more!


Card Game
Card of the Day
TCG Fan Tips
Top 10 Lists
Banned/Restricted List
Yu-Gi-Oh News
Tourney Reports
Duelist Interviews

Featured Writers
Baneful's Column
Anteaus on YGO
General Zorpa
Dark Paladin's Dimension
Retired Writers

Releases + Spoilers
Booster Sets (Original Series)
LOB | MRD | MRL | PSV
LON | LOD | PGD | MFC
DCR | IOC | AST | SOD
RDS | FET
Booster Sets (GX Series)
TLM | CRV | EEN | SOI
EOJ | POTD | CDIP | STON
FOTB | TAEV | GLAS | PTDN
LODT
Booster Sets (5D Series)
TDGS | CSOC | CRMS | RBGT
ANPR | SOVR | ABPF | TSHD
STBL | STOR | EXVC
Booster Sets (Zexal Series)
GENF | PHSW | ORCS | GAOV
REDU | ABYR | CBLZ | LTGY
NUMH | JOTL | SHSP | LVAL
PRIO

Starter Decks
Yugi | Kaiba
Joey | Pegasus
Yugi 2004 | Kaiba 2004
GX: 2006 | Jaden | Syrus
5D: 1 | 2 | Toolbox
Zexal: 2011 | 2012 | 2013
Yugi 2013 | Kaiba 2013

Structure Decks
Dragons Roar &
Zombie Madness
Blaze of Destruction &
Fury from the Deep
Warrior's Triumph
Spellcaster's Judgment
Lord of the Storm
Invincible Fortress
Dinosaurs Rage
Machine Revolt
Rise of Dragon Lords
Dark Emperor
Zombie World
Spellcaster Command
Warrior Strike
Machina Mayhem
Marik
Dragunity Legion
Lost Sanctuary
Underworld Gates
Samurai Warlord
Sea Emperor
Fire Kings
Saga of Blue-Eyes
Cyber Dragon

Promo Cards:
Promos Spoiler
Coll. Tins Spoiler
MP1 Spoiler
EP1 Spoiler

Tournament Packs:
TP1 / TP2 / TP3 / TP4
TP5 / TP6 / TP7 / TP8
Duelist Packs
Jaden | Chazz
Jaden #2 | Zane
Aster | Jaden #3
Jesse | Yusei
Yugi | Yusei #2
Kaiba | Yusei #3
Crow

Reprint Sets
Dark Beginnings
1 | 2
Dark Revelations
1 | 2 | 3 | 4
Gold Series
1 | 2 | 3 | 4 | 5
Dark Legends
DLG1
Retro Pack
1 | 2
Champion Pack
1 | 2 | 3 | 4
5 | 6 | 7 | 8
Turbo Pack
1 | 2 | 3 | 4
5 | 6 | 7

Hidden Arsenal:
1 | 2 | 3 | 4
5 | 6 | 7

Checklists
Brawlermatrix 08
Evan T 08
X-Ref List
X-Ref List w/ Passcodes

Anime
Episode Guide
Character Bios
GX Character Bios

Video Games
Millennium Duels (2014)
Nighmare Troubadour (2005)
Destiny Board Traveler (2004)
Power of Chaos (2004)
Worldwide Edition (2003)
Dungeon Dice Monsters (2003)
Falsebound Kingdom (2003)
Eternal Duelist Soul (2002)
Forbidden Memories (2002)
Dark Duel Stories (2002)

Other
About Yu-Gi-Oh
Yu-Gi-Oh! Timeline
Yugi Polls
Pojo's YuGiOh Books
Apprentice Stuff
Life Point Calculators
DDM Starter Spoiler
DDM Dragonflame Spoiler
The DungeonMaster
Millennium Board Game

Magic
DBZ
Pokemon
Yu Yu Hakusho
NeoPets
HeroClix
Harry Potter
Anime
Vs. System
Megaman

This Space
For Rent

Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!

Neo-Spacian Grand Mole
- #STON-EN005

Card Ratings
Traditional: 2.50
Advanced: 3.75 

Ratings are based on a 1 to 5 scale
1 is Horrible. 3 is Average. 5 is the highest rating.


Date Reviewed:
March 26, 2014

Back to the main COTD Page

 

Dark

Paladin

When this card battles with an opponent's monster, you may return this card and that opponent's monster to respective owner's hand without doing Damage Calculation. 900 attack is low, and 300 defense is also quite low. However, you probably aren't going to use Ground Mole to attack your opponent anyway. So, if Ground Mole is attacked, both the attacking monster and our furry friend return to the owner's respective hands. If that wasn't enough, Neospacian Ground Mole is immune to trample. Note the effect says without applying Damage calculation. I haven't seen this guy in a long time, but I wouldn't at all fault anybody for using it. It's a sound defensive card.

Ratings:

Traditional: 2/5
Advanced: 3/5
Art: 5/5

Leo
Kearon

Neo-Spacian Grand Mole
EARTH/Rock/Effect/Level 3/900/300
At the start of the Damage Step, if this card battles an opponent's monster: You can return both monsters to the hand (without damage calculation).

Next in ye olde card week is Neo-Spacian Grand Mole, a very annoying card from Yu-Gi-Oh! GX. Statwise it is an EARTH/Rock which is good and it can be used to get out E-Hero Gaia, with 900 ATK and 300 DEF. Both ATK and DEF are pretty poor even for a level 3, but they are also irrelevant thanks to this card’s effect.

Neo-Spacian Grand Mole’s effect is legendary, at the start of the Damage step this card and the card it battles can return to the hand. This was and still is an annoying effect, unless you negate it or stop the attack one of your best monsters will be back where it belongs and your opponent can do it all over again next turn.

Of course, there are a lot of effect negation these days and it might leave you defenceless but these are things people will have considered when using this card.

Overall it was annoying back then and it is still annoying now, pray you don’t encounter it.

Traditional: 4.5/5
Advanced: 4.5/5

Cyberplum

Hello again folks.  Today we look at Neo-Spacian Grand Mole, another older card in the game and another one that's been restricted for a good deal of time now.

Now in case you weren't aware, Grand Mole's effect, when declared, allows you to bounce himself and a monster he's battling back to the hand before the damage step.  This means that when properly defended, he can be used to pick off the opponent's field while your stronger monsters do the heavy lifting.  In today's game of XYZ monsters galore, Mole can easily plus you up quickly if you can hit your opponent's precious XYZ (or synchro) monsters, making it difficult to recover.  Combo it with the other stun cards I mentioned in the D.D. Warrior Lady review, and you can set up situations that are pretty poor for your opponent.

Now of course he has his limitations.  900 Attack is pretty paltry, meaning he can get run over easily if his effect is negated.  He's a bit slow, using up your normal summon for the turn, possibly multiple turns in a row if you keep using the effect.  And being a monster who has to battle to use his effect, he's vulnerable not only to the industry-standard Fiendish Chain and Breakthrough Skill stopping his effect, but battle traps like Mirror Force, D-Prison, or even something like Widespread Ruin.  You'll need to be able to protect him from those threats; of course everyone runs Lance these days, you also have Dress available to you, so if you play your cards right he should be well-protected when you need the effect to happen.

Finally, there's his use as a deterrent.  No one is going to attack it with something they want to give up, and you can put them in the same situation you may find yourself in; wasting their normal summon to repeatedly get the Mole off the field.  This lets you set up your field in the meantime, getting ready to push back.

All in all the Troll Mole is still a great card with many applications.  The slow introduction of new trap cards over time has somewhat hindered his use, but really, that can be said of anything that activates an effect.  If you think you can use the Mole, even in your side deck, he's a lovely tech card that can keep an opponent on his toes.

Traditional: 2/5
Advanced: 4/5
Art: 4/5

Thanks for reading!


Christian
Moss

Neo-Spacian Grand Mole is a earth attribute rock monster which was revealed to us during the GX era and has stuck with us ever since. At first glance, this monster doesn't seem like much with only 900 attack and 300 defense. But it's effect has allowed it to withstand the test of time. 

At the start of the damage step, if this card battles an opponent's monster: You can return both monsters to the hand (without damage calculation). So without taking any damage, you can attack and "bounce" any problematic monster your opponent controls back to the hand (or better yet in most circumstances, the extra deck.) Since you also return Grand Mole to the hand, you can again use this effect in turns that follow. This monster is really helpful to get around problematic boss monsters. Especially in a meta filled with monsters that have effects not allowing them to be destroyed. Also, Grand Mole doesn't target, so it is just yet another way to get around problematic monsters including Noble Knights equipped with Noble Arms - Excaliburn, or even monsters equipped with a safe zone. 

The downside is you will need to use up your normal summon to get this monster on the field. Also, this monster is fully susceptible to traps and spells and any kind of effects that may be able to prevent it from getting its attack through and effect activated.

Overall Neo-Spacian Grand Mole is a unique monster with a good effect that has managed to stand the test of time. Although not necessary, it is highly splashable in a variety of decks and is an interesting tech card to consider.

Traditional: 2/5 
Advanced: 3.5/5 

Mechanic Design: 4/5 (Interesting and unique effect that makes it versatile as well as worth considering in a vast amount of different deck options)
Art: 3/5 (Since it's a Neo-Spacian, it's kind of child like as well as silly. However, Grand Mole is a nostalgic nuisance we can't help but love.)


Baneful

Neo-Spacian Grand Mole

Mole was quite a good aggro card of his day (a standout of the Neo-Spacians), and as long as you had one more monster than your opponent, you could pummel your opponent with direct attacks by returning back every monster they summon. In a trap-heavy format, with cards like Torrential Tribute waiting to rain on his little parade, there are more risks to running Mole. Don't get me wrong. The aggro side of things is still there.

In the era of Synchros and XYZ's though, Mole has taken on an entirely new meaning. Returning to the hand can be just as devastating as destroying a card and you can keep re-using it. Mole's not a big disposable beater in the same way that D.D. Warrior Lady isn't. It counts on an on-field effect. But the many things you can do with Grand Mole are limited largely by your imagination. I splash him in some of my decks and he usually works fine. When you have a wall of monsters, floaters, or searcheres protecting you, Mole can harass while your other cards keep you safe.

You may sacrifice some field presence though, which is why you want to make sure you have more field advantage than your opponent, otherwise you enable your opponent to aggro you. Nonetheless, I still think this card is relevant. It's slightly less powerful than it used to be, but it's perfectly viable.


Traditional: 2.0 (Mediocre)
Advanced: 3.5 (Very Good)

tails512
YouTube

Neo-Spacian Grand Mole is as powerful as he's ever been with the prominence of Xyz monsters. Grand Mole allows you to bounce back an Xyz or Synchro monster to the extra deck each turn at the cost of your normal summon. He's an excellent fit in a stun deck or in the side of any deck that can afford to use its normal summon on Grand Mole. Even against non-extra deck monsters, Grand Mole is great alongside another monster that can attack directly after Grand Mole clears the way for it. Part of what makes Grand Mole so great is that he returns to your hand to be reused over and over again. The only downside to Grand Mole is he can be taken out by common traps like Warning, Mirror Force, or Fiendish Chain.

Rating: 4/5 (Very Good)


Copyrightę 1998-2014 pojo.com
This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site.