Goblin Bikers Gone Wild
Goblin Bikers Gone Wild

Goblin Bikers Gone Wild – #ROTA-EN012

If you control no monsters, or all monsters you control are “Goblin” monsters, you can Normal Summon this card without Tributing. You can only use each of the following effects of “Goblin Bikers Gone Wild” once per turn. If this card is Normal or Special Summoned: You can Special Summon 1 Level 4 or lower “Goblin” monster from your Deck. If this card is sent to the GY: You can target 1 card on the field; attach it to 1 “Goblin” Xyz Monster you control.

Date Reviewed:  December 13th, 2024

Rating: 3.92

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:


KoL's Avatar
King of
Lullaby

Hello Pojo Fans,

Goblin Bikers Gone Wild ends our week and is the highest Level Goblin we’ve looked at so far in the archetype.

Normal Summon without tribute when you control no monsters or all Goblin monsters eliminates the struggle of summoning this Level 6. When you do summon it, you can Special Summon a Level 4 or lower Goblin from your Deck. Going first or second you will be able to Normal Summon this monster, and if you have already used your Normal Summon and have a Goblin on field, you can always pair it with Grand Entrance for the extra Normal Summon.

When sent to the grave, Gone Wild can take a card on the field and attach it to a Goblin Xyz you control. Taking an opponent’s card, no matter the card, and making it a material for your Xyz Monster or drawing out a negation is a win-win. This is an easy way to deal with boss monsters that your Goblins cannot get over, and all you have to do is send Gone Wild to the grave…like with Grand Breakout or with Diabellstar’s effect. Detaching it as a material will also trigger this, though Goblin’s Crazy Beast is your only Rank 6 target so far.

A high-level Goblin that doesn’t hurt the swarming strategy of the other Level 3 Goblin monsters in the Main Deck. You’ll have to control only Goblins or no monsters to summon this without tribute, so it isn’t fool proof for summoning (Tour Guide is in the fold for Goblin builds). Continues the swarm strategy by getting you to whatever Goblin you need from your Main Deck and, can eliminate a problem on the field while giving your Goblin Xyz something at the same time. At the very least it will eat up a negation on its second effect and since it was hitting the grave already that once again, is a win-win for you.

Advanced- 3.5/5     Art- 3/5

Until Next Time,
KingofLullaby


Crunch$G Avatar
Crunch$G

The week ends off with a fairly big play enabler for Goblin Bikers to have: Bad-A… Goblin Bikers Gone Wild.

Gone Wild is a Level 6 DARK Fiend with 2400 ATK and 0 DEF. A good ATK stat on a Level 6, DARK is great, and Fiend has nice support. It can be Normal Summoned without tribute if either you control no monsters or all the monsters you do control are Goblins, so thankfully a way to get a Level 6 on field on its own without needing to Tribute Summon it. The remaining effects are each a HOPT, first triggering on Normal or Special Summon to summon any Level 4 or lower Goblin from the Deck, which does of course get to all the Goblin Bikers for whichever one you might be needing, which most likely will be Dugg Charger if you don’t already have it. Also, if this card is sent to the graveyard, you can target a monster on the field to attach it to a Goblin Xyz you control, removing a monster on the field. Goblin Bikers Gone Wild is nice support for the archetype to start your plays and helping make Rank 6 and even Rank 9 monsters in the archetype much easier with some of the other support. Being a Level 6 means you don’t really want to see it beyond turn 1, but Grand Breakout does summon it, so a few copies should for sure be good to go with in Goblins.

Advanced Rating: 4/5

Art: 4.5/5 Very Bad-A… wow, they’ve gone wild.


Mighty Vee
Mighty
Vee

We already hinted at it earlier, so finishing the week is a new monster for the Goblin Biker archetype, Goblin Bikers Gone Wild, a level 6 DARK Fiend monster. Notably, it’s the only valid Fiend monster to hard fuse Azamina Moa Regina, but in practice you’ll never do that; instead, it being level 6 is supposed to help you summon Goblin’s Crazy Beast and their upcoming new Rank 6 monster. You’ll want to start combos with it so it’s a prime candidate to search with Goblin Biker Grand Entrance, though it still pairs well with Goblin Biker Grand Breakout (I don’t recommend trying to search it with Goblin Biker Big Gabonga outside of fringe combo routes). True to form, Gone Wild has a respectable 2400 attack balanced out by the horrible 0 defense like all other Goblin Bikers, so you’ll have to be a little careful on the defensive.

As long as you control no monsters or only Goblin monsters, you can Normal Summon Gone Wild without tributes, which is fantastic since we now finally have an in-house 1-card combo enabler. That leads us to Gone Wild’s two hard once per turn effects, the first triggering if it’s Normal or Special Summoned to Special Summon any level 4 or lower Goblin monster from your deck. There are a lot of silly Goblin monsters you can summon, but the most practical choices will obviously be the Goblin Bikers proper– Goblin Biker Dugg Charger accesses your backrow, while Goblin Biker Clatter Sploder can revive other Goblin Bikers depending on the combo line. Though you’ll need level modulation to make Gone Wild useful for Xyz Summoning, you can always use it as Link material in a worst case scenario, or, helpfully, use it as Tribute fodder for Grand Breakout. Gone Wild’s final effect triggers if it’s sent to the Graveyard, letting you target any card on the field and attach it to one of your Goblin Xyz monsters. It’s yet another layer of disruption if you manage to detach it during your opponent’s turn, something that Goblin Biker can do quite easily! Paired with Big Gabonga, you can get both a monster negate and Xyz absorption at the same time. Goblin Biker was already decent with the help of Rank 3 goodstuff, but Gone Wild is the much-welcome glue that takes it to the next level, reducing reliance on external Rank 3 tools (though they certainly still help). Since it’s a starter, I’d definitely run 3 in pure builds, though you can tweak the ratio in hybrids that already have plenty of consistency.

+Strong 1 card starter for Goblin Biker
+Adds another layer of disruption to standard Goblin Biker plays
-Needs an external card to level modulate
-A little awkward to weave into combos when you start the Armored Xyz engine

Advanced: 4.25/5
Art: 4/5 All together now, let’s make a submarine shark robot thing!


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