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

Goblin Marauding Squad
- #REDU-EN040 

When this card declares an attack, your opponent cannot activate cards or effects. If this card attacks, it is changed to Defense Position at the end of the Battle Phase, and its battle position cannot be changed until the End Phase of your next turn.

Card Ratings
Traditional: 1.50
Advanced: 2.87 

Ratings are based on a 1 to 5 scale
1 being the worst. 3 is average. 5 is the highest rating.


Date Reviewed - October 15, 2012

Back to the main COTD Page

 

Dark

Paladin

Continuing with another week of fresh Return of the Duelist cards, we open with a new member of the ever growing Goblin family, Goblin Marauding Squad.  If I were ranking the Goblin card family, I'd say Elite Attack Force would be the best, (as he happens to have a not awful 1500 defense to go with his 2200 attack) but this guy would probably be tied for second with the original Goblin Attack Force.  Anyway, let's cover the basics...Earth, Beast-Warrior, Level 4 are all good starts.  1900 attack is quite good for Level 4 (the 0 defense seems pretty standard on Goblin cards excluding the aforementioned Elite Force) so it won't lose any additional points for that.  It has the standard Goblin text, change to defense position at the end of a Battle Phase, can't change back until the End Phase of your next turn.  Now, what makes this guy so valuable?  Your opponent cannot activate cards or effects when Marauding Squad attacks.  That safety, on a 1900 beatstick, if only for his attack, surely makes him techable I think.  Good for Beatdown, Beast/Warrior/Toolbox, and anywhere you think you might have room to try one out.  Have fun with him.
 
Ratings:

3/5 both Formats

Art:  4/5


John Rocha

We start the week off with a short print common card from Return of the Duelist called Goblin Marauding Squad or Force as it was once referred to. With 1900 attack, it is not too shabby as a beat stick monster. It does however have the bad side effect of changing to defense position after it attacks and with 0 defense, it will be toast on your opponent’s turn unless you can protect it. Playing Final Attack Orders will get around this little defect, but of course now you are depending on a card combo which is never a good idea in Yu-Gi-Oh. You could also play Skill Drain, but then its first effect will be negated.
 
With so many 1900 to 2100 attack monsters to include Squad’s cousins Goblin Attack Force and Goblin Elite Attack Force at 2300 and 2200 attack respectively, running Goblin Marauding Squad for its attack alone is not a reason. Being a Beast-Warrior, you could pump it up with Horn of the Phantom Beast, but the attack boost would be a non-factor when it changed to defense. If you are depending on a Final Attack Orders to be in play, then you will need a three card combo which is an even worse idea.
 
Goblin Marauding Squad has a good effect to it though. When you attack with it, you opponent cannot respond to the attack declaration with cards or effects, so cards like Mirror Force and Utopia cannot be used. Once that small window has passed, your Goblin is fair game. At least Pitch-Black Warwolf’s effect will last through the battle phase, use can use Horn with it, it does not change to defense for two turns, and you can attack with it again next turn.
 
My advice is to only use Goblin Marauding Squad if you plan to make a fun Goblin deck.
 
Traditional: 1/5
Advanced: 2/5

Miguel

We bumrush Goblin Marauding Squad today. It's part of that Goblin family, along with Goblins Attack Force,  Elite Attack Force, Decoy and Pothole to name a few. A level 4 EARTH, Beast-Warrior type, with 1900 ATK and 0 DEF. But we've all seen these stats before on a few of these goblins before. card is best su
 
When is card declares an attack, your opponent cannot activate cards or effects. If this card attacks, it is changed to defense position at the end of the battle phase, and its battle position cannot be changed until the end phase of your next turn. 
 
1900 ATK, good. 0 DEF, bad. The ability to have this card shut down your opponent's ability to do anything when it attacks, pretty good. So cards like Mirror Force, Dimensional Prison, Shrink, and others are not a problem. But like some of the other stronger Goblin monsters, it switches to defense position at the end of the battle phase, making it vulnerable to pretty much anything with 100 ATK or more. It's a nice card with a decent little effect, but nothing to go crazy over.
 
Traditional: 2
Advanced: 3.5'
Tomorrow: Time/Space program


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