Ghirra
Knight |
Tuesday: T.G. Rush Rhino
Ah today we start diving into the Tech Genus
archetype. Rush Rhino is an Earth attributed level 4
beast-type monster with 1600 atk and 800 def. It
also has 2 effects, the first increases its attack
by 400 when it attacks. This is very good because it
runs over Thunder King which can prove a problem for
it's second effect. During the end phase of the turn
Rush Rhino is destroyed and sent to the graveyard,
you can add 1 Tech Genus monster from your deck to
your hand except for itself. This is very handy for
setting up combos with the other monsters. It also
means you probably won't be heartbroken if it is
killed unless it is by Thunder King. It's a great
card for Tech Genus though. A nice beatstick when
attacking. If it had 100 more attack it would be so
much better though. 2000 is great but 2100 would be
amazing so it could suicide with Cyber Dragon. All
in all, this card needs to be run in 3s if you play
Tech Genus and it isn't worth running anywhere else.
Traditional: 1.5/5 Better than yesterday's card, but
still not good in this format.
Advanced: 4/5 For Tech Genus decks, 1/5 for
everything else
Artwork: 4/5 I love this art for some reason, Angry
Rhino is angry!
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TENKOS777
(David Post) |
T.G. Rush Rhino
Traditional: 2
Advanced: 3
Before we get into this review let me just touch
upon the T.G.
archtype. The Tech Genius archtype focuses on
getting out synchros - shocking right- that have
pretty decent effects; such as halbred cannon which
negates summons. Everyone in the yugi loop has at
least heard the term T.G. because of Hyper Librarian
which is really just awesome and will have an impact
on the meta as it does in the OCG. So back to the
rhino, who I must admit looks pretty cool. Reminds
me of rhynox from beast wars whos name I have
undoubtedly mispelled. Anyhow. T.G. Rush Rhino is a
4 start 1600 atk/800 def earth monster. He gains 400
attack during the damage step when he attacks
so...he becomes a possible 2000 beater which
is...alright. During the endphase of the turn he
gets the axe and hits the grave you can "add" one
T.G. monster from your deck to your hand except
himself. So if he dies you get a replacement which
is pretty nice. So overall, not a terrible monster
or effect. Having T.G.
monsters in your hand isn't awful because their
cyber magician can synch from the hand. I haven't
seen the deck played yet but the archtype has some
potential.
|
Dark Paladin |
Tuesday
T.G. Rush Rhino, something that looks like it could
have been a villain in the Donkey Kong video game
series perhaps, is a Level 4, Beast type monster, of
the Earth attribute, with 1600 attack and 800
defense. These guys kinda strike me as Six Samurai
or even Gladiator Beast type monsters, or at least
in the type of Archetype, but as opposed to
swarming, or replacing on the Field, they cycle to
and through the Hand.
You see, if destroyed, and sent to the Graveyard,
you can add another T.G. monster, other than
himself, to your Hand from your Deck, during the End
Phase. Aside from that, Rhino does gain 400 attack
(totaling 2000) when he attacks during the Damage
Step, although the attack remains at 1600 when
attacked, but that's hardly a reason to fault a
monster. This is one of those Archetypes that I
actually think has some potential, maybe as a Tier
1.5 kinda thing, but I'm not sure how many people
will play them, or if it's even the most viable
thing to be played right now.
Ratings:
Traditional: 2/5
Advanced: 3/5
Art: 3.5/5
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