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