T.G. Over Dragonar
T.G. Over Dragonar

T.G. Over Dragonar – #AGOV-EN035

1 Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned: You can Special Summon any number of “T.G.” monsters from your GY in Defense Position, also you cannot Special Summon monsters for the rest of this turn, except “T.G.” monsters. You can only use this effect of “T.G. Over Dragonar” once per turn. If this card on the field is destroyed: Draw 1 card.

Date Reviewed:  November 21st, 2023

Rating: 4.08

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,

T.G. Over Dragonar is a setup card for Glaive Blaster and your Synchro climbing.

Generic materials for this Level 5, this is the perfect card for this archetype. Synchro Summon Over Dragonar and Soul Charge for free as many T.G. monsters that you can in the grave. Doesn’t matter that they will be in defense, you’ll be using them for Synchro Summoning almost immediately. Locks you into T.G. monsters for the rest of the turn, but that won’t matter if you’re staying within the archetype for your Synchro climbing. 1-for-1 when destroyed on the field in any fashion, always appreciate a draw to replace a monster. Rocket Salamander and Screw Serpent are the one-two combo you want for an easy Synchro Summon and, when brought back together can use their effects once more, swarming your field with more Synchro material.

You can use Mighty Striker to Synchro Summon this during your opponent’s turn and then have at least up to a Level 9 Synchro Summon possible with Mighty Striker and two Level 1 monsters you’ll presumably have Special Summoned with Over Dragonar’s effect. If you Special Summon Rocket Salamander or Screw Serpent your options grow, especially if you have All Clear on the field, making all of your monsters Machine-Type and thus turning on Rocket Salamander’s other effect.

T.G. Over Dragonar is meant to spam the field for more Synchro Summoning. With Synchro climbing you need multiple ways to Special Summon and T.G. didn’t have that way until now. You won’t be using something like four monsters to make Over Dragonar, but you don’t need to. You can Synchro Summon two monsters, then make this, then get everything back, and that is great.

Advanced-4/5     Art-3.5/5

Until Next Time
KingofLullaby


Crunch$G Avatar
Crunch$G

Next up we got T.G. version of Junk Speeder with T.G. Over Dragonar.

Over Dragonar is a Level 5 DARK Dragon Synchro with 2100 ATK and 0 DEF. ATK is fine, and the Type and Attribute do give T.G. a way to summon King Calamity on the opponent’s turn with your Level 2 and 5 Tuners in the Deck and Extra. Materials are any Tuner and non-Tuner(s), so it’s generic. Upon Synchro Summon, you can summon any number of T.G. monsters from your graveyard in Defense Position, but you can only Special Summon T.G. monsters for the rest of the turn. Basically a easy way to let T.G. keep Synchro Summoning and get to their bigger monsters. Hard once per turn on this effect, of course. The other effect let’s you draw a card upon destruction, which is nice, but you’ll likely use this as Synchro Material, not destroy it. Over Dragonar really helps the Deck turbo out Synchro Monsters even faster than before, and gives the Deck another good Level 5 non-Tuner Synchro besides Hyper Librarian. Play 2 in T.G. and try to get as many monsters back from the grave with this as possible.

Advanced Rating: 4/5

Art: 4/5 Could of almost passed as a pseudo-boss monster.


Mighty Vee
Mighty
Vee

A deck like T.G. deserves its “Speeder moment” eventually; T.G. Over Dragonar joins T.G.’s Synchro monster lineup, a level 5 DARK Dragon Synchro monster. It has generic materials, though for obvious reasons it’s best made in T.G. decks; T.G. Screw Serpent and any of their level 1 non-Tuner extenders will field it easily. Being a level 5 DARK Dragon Synchro monster is key for their King Calamity combo, which Dragonar conveniently sets up. Stat wise, Dragonar’s stats are simply mediocre, with only 2100 attack and 1900 defense.

Dragonar’s first, and much more important effect, is a hard once per turn, triggering if it’s Synchro Summoned to Special Summon as many T.G. monsters as you wish from your Graveyard in Defense position, at the cost of locking you into Special Summoning T.G. monsters for the rest of the turn. That’s right, it’s a Soul Charge, and at the bare minimum, you get refunded for Dragonar’s own materials for a Level 10 Synchro Summon, though T.G.’s stronger combos will easily flood your board with materials, including T.G. Mighty Striker to set up the summon of Hot Red Dragon Archfiend King Calamity. Locking you into T.G. monsters sounds pretty bad, though fortunately Mighty Striker and the other Tuner Synchro monsters can offset the restriction with their Quick Synchro effects, letting you make Baronne de Fleur or Chaos Angel if you choose. Dragonar’s little-known second effect is not once per turn but probably won’t come up anyway, letting you draw 1 card if it’s destroyed on the field. Unlike T.G. Hyper Librarian, this effect is pretty hard to abuse; it’s just a nice bonus if your opponent destroys it with a Quick pop or something. Like with Mighty Striker, Dragonar’s only weakness is more the archetype itself being at fault; it’s a gigantic Hand Trap magnet, and T.G. doesn’t really have ways to protect Dragonar in-archetype since it’ll be one of the early playmakers in your combo. Still, it’s an essential combo piece that generates massive advantage, and on turn 3, summoning a second Dragonar will easily secure an OTK with how many bodies you’ll be getting. You only need one, but the idea of playing a second copy for follow up is too amusing to pass up.

+Absurd advantage generation and follow up
+Perfect type, attribute, and level to make King Calamity
-Very vulnerable to Hand Traps and no way to protect itself in-archetype

Advanced: 4.25/5

Art: 3.5/5 Kinda feels like a Zexal monster, doesn’t it?



Aeolus

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