Fiend-Type monsters you control, except "Fiendish Rhino Warrior", cannot be destroyed by battle or card effects. If this card is sent to the Graveyard: You can send 1 Fiend-Type monster from your Deck to the Graveyard, except "Fiendish Rhino Warrior". You can only use this effect of "Fiendish Rhino Warrior" once per turn.
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
January 29, 2016
An EARTH Attribute Fiend?!? Okay, we can work with
that. Fiendish Rhino Warrior (FRW for the article)
has okay ATK for a Level 3, but there's the magic
number to enable Tour Guide to help out.
Protection for all Fiend-Type monsters from card
effects or being destroyed by battle? Burning Abyss
get another helper. While the opponent can go after
FRW, you can also play cards like Safe Zone to help
protect him and keep your other fiends safe. FRW
also opens up the possibility to go for different
Xyz and Synchro monsters while BA's are face-up on
the field. Once gone to the grave, FRW will toss a
fiend to the grave from your deck except a copy of
himself. Mill another BA to plus off its effect,
search out and deposit a desired fiend for later, or
free up some deckspace for getting to the card you
desire. Tour Bus and Tour Guide are the only things
that can search this card out with consistency, and
not being a DARK doesn't help its playability (you
wouldn't run Giant Rat just for this card).
It's an okay card, and if played in combination with
cards, its protection is really good and could amass
some great plays and advantage. It just doesn't have
enough going for it. If it had higher ATK or was a
DARK it would be better.
So this is an excellent target for Tour Guide
From the Underworld and Fiend Griefing. Why? Because
of this monster's stats. Fiendish Rhino Warrior, is
not a Beast, Beast-Warrior, nor a Warrior-type
Monster. The only part of his name that corresponds
is Fiendish. Anyway, he comes in as a Level 3 Earth
Fiend-type monster with 1400 Atk and 900 Def. For
Fiends, Level 3 is king for Burning Abyss. Earth
helps that deck by dodging Shadow Imprisoning
Mirror. 1400 Atk is passable for a monster with 2
The first effect is defensive. Other Fiends you
control cannot be destroyed by battle or card
effects. So they can charge into battle or get nuked
by torrential and still live. The second effect is
where Combo Rhino shines. If Fiendish Rhino Warrior
is sent to the Graveyard, from anywhere, you can
send a different Fiend to the Graveyard to keep him
company. All the Burning Abyss monsters' effects
would activate. However, you can only use that
effect once per turn, so if another copy is milled
by Dante, you don't get the effect again. So Tour
Guide into this, then XYZ for Dante and hope for
good mills. Fiend Griefing this and then get rid of
that Electromagnetic Turtle in your opponent's grave
while also sending an additional fiend to your
grave. It's good, get 3 and hold onto them.
Score: 4/5 Cheap and effective support.
Art: 4/5 Rocksteady is missing his gun.
Well, here's something you don't review everyday, a
Fiend support card! Fiendish Rhino Warrior works
very similarly to my waifu Neptabyss; when it's
killed, it lets you send one Fiend from your deck to
the Graveyard, except a copy of itself. And really,
why would you want to do that? You'd just be wasting
another opportunity to thin the deck. Anyway, this
is a good effect, but its other effect is amazing:
as long as he's on the field, no other Fiends can be
destroyed by battle or card effects. That means that
not only is he protecting your more powerful
monsters, but he's basically doing his own
impression of Daffy Duck's “Shoot me now, shoot me
now!” rant to your opponent. And your opponent has
no choice but to attack the Rhino, thus allowing you
to send a game-changer to the Grave so that you can
revive it later. In the right Fiend-themed deck,
this is a win-win for you!
Moral of the story: Don't shoot rhinos in real life,
kids. They're highly endangered.
Final Score: 5/5, Fiend decks only
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