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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!
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Neo-Spacian Grand Mole
- #STON-EN005
Card Ratings
Traditional: 2.50
Advanced:
3.75
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Date Reviewed:
March 26, 2014
Back to the main COTD
Page
|
Dark
Paladin |
When this card battles with an opponent's
monster, you may return this card and that
opponent's monster to respective owner's hand
without doing Damage Calculation. 900 attack is low,
and 300 defense is also quite low. However, you
probably aren't going to use Ground Mole to attack
your opponent anyway. So, if Ground Mole is
attacked, both the attacking monster and our furry
friend return to the owner's respective hands. If
that wasn't enough, Neospacian Ground Mole is immune
to trample. Note the effect says without applying
Damage calculation. I haven't seen this guy in a
long time, but I wouldn't at all fault anybody for
using it. It's a sound defensive card.
Ratings:
Traditional: 2/5
Advanced: 3/5
Art: 5/5
|
Leo
Kearon |
Neo-Spacian Grand Mole
EARTH/Rock/Effect/Level 3/900/300
At the start of the Damage Step, if this card
battles an opponent's monster: You can return both
monsters to the hand (without damage calculation).
Next in ye olde card week is Neo-Spacian Grand
Mole, a very annoying card from Yu-Gi-Oh! GX.
Statwise it is an EARTH/Rock which is good and it
can be used to get out E-Hero Gaia, with 900 ATK and
300 DEF. Both ATK and DEF are pretty poor even for a
level 3, but they are also irrelevant thanks to this
card’s effect.
Neo-Spacian Grand Mole’s effect is legendary, at
the start of the Damage step this card and the card
it battles can return to the hand. This was and
still is an annoying effect, unless you negate it or
stop the attack one of your best monsters will be
back where it belongs and your opponent can do it
all over again next turn.
Of course, there are a lot of effect negation
these days and it might leave you defenceless but
these are things people will have considered when
using this card.
Overall it was annoying back then and it is still
annoying now, pray you don’t encounter it.
Traditional: 4.5/5
Advanced: 4.5/5
|
Cyberplum |
Hello again folks. Today we
look at Neo-Spacian Grand Mole, another older card
in the game and another one that's been restricted
for a good deal of time now.
Now in case you weren't aware, Grand Mole's effect,
when declared, allows you to bounce himself and a
monster he's battling back to the hand before the
damage step. This means that when properly
defended, he can be used to pick off the opponent's
field while your stronger monsters do the heavy
lifting. In today's game of XYZ monsters galore,
Mole can easily plus you up quickly if you can hit
your opponent's precious XYZ (or synchro) monsters,
making it difficult to recover. Combo it with the
other stun cards I mentioned in the D.D. Warrior
Lady review, and you can set up situations that are
pretty poor for your opponent.
Now of course he has his limitations. 900 Attack is
pretty paltry, meaning he can get run over easily if
his effect is negated. He's a bit slow, using up
your normal summon for the turn, possibly multiple
turns in a row if you keep using the effect. And
being a monster who has to battle to use his effect,
he's vulnerable not only to the industry-standard
Fiendish Chain and Breakthrough Skill stopping his
effect, but battle traps like Mirror Force,
D-Prison, or even something like Widespread Ruin.
You'll need to be able to protect him from those
threats; of course everyone runs Lance these days,
you also have Dress available to you, so if you play
your cards right he should be well-protected when
you need the effect to happen.
Finally, there's his use as a deterrent. No one is
going to attack it with something they want to give
up, and you can put them in the same situation you
may find yourself in; wasting their normal summon to
repeatedly get the Mole off the field. This lets
you set up your field in the meantime, getting ready
to push back.
All in all the Troll Mole is still a great card with
many applications. The slow introduction of new
trap cards over time has somewhat hindered his use,
but really, that can be said of anything that
activates an effect. If you think you can use the
Mole, even in your side deck, he's a lovely tech
card that can keep an opponent on his toes.
Traditional: 2/5
Advanced: 4/5
Art: 4/5
Thanks for reading!
|
Christian
Moss |
Neo-Spacian Grand Mole is a
earth attribute rock monster which was revealed to
us during the GX era and has stuck with us ever
since. At first glance, this monster doesn't seem
like much with only 900 attack and 300 defense. But
it's effect has allowed it to withstand the test of
time.
At the start of the damage step, if this card
battles an opponent's monster: You can return both
monsters to the hand (without damage calculation).
So without taking any damage, you can attack and
"bounce" any problematic monster your opponent
controls back to the hand (or better yet in most
circumstances, the extra deck.) Since you also
return Grand Mole to the hand, you can again use
this effect in turns that follow. This monster is
really helpful to get around problematic boss
monsters. Especially in a meta filled with monsters
that have effects not allowing them to be destroyed.
Also, Grand Mole doesn't target, so it is just yet
another way to get around problematic monsters
including Noble Knights equipped with Noble Arms -
Excaliburn, or even monsters equipped with a safe
zone.
The downside is you will need to use up your normal
summon to get this monster on the field. Also, this
monster is fully susceptible to traps and spells and
any kind of effects that may be able to prevent it
from getting its attack through and effect
activated.
Overall Neo-Spacian Grand Mole is a unique monster
with a good effect that has managed to stand the
test of time. Although not necessary, it is highly
splashable in a variety of decks and is an
interesting tech card to consider.
Traditional: 2/5
Advanced: 3.5/5
Mechanic Design: 4/5 (Interesting and unique effect that makes it
versatile as well as worth considering in a vast
amount of different deck options)
Art: 3/5 (Since it's a Neo-Spacian, it's kind of
child like as well as silly. However, Grand Mole is
a nostalgic nuisance we can't help but love.)
|
Baneful |
Neo-Spacian Grand Mole
Mole was quite a good aggro card of his day (a
standout of the Neo-Spacians), and as long as you
had one more monster than your opponent, you could
pummel your opponent with direct attacks by
returning back every monster they summon. In a
trap-heavy format, with cards like Torrential
Tribute waiting to rain on his little parade, there
are more risks to running Mole. Don't get me wrong.
The aggro side of things is still there.
In the era of Synchros and XYZ's though, Mole has
taken on an entirely new meaning. Returning to the
hand can be just as devastating as destroying a card
and you can keep re-using it. Mole's not a big
disposable beater in the same way that D.D. Warrior
Lady isn't. It counts on an on-field effect. But the
many things you can do with Grand Mole are limited
largely by your imagination. I splash him in some of
my decks and he usually works fine. When you have a
wall of monsters, floaters, or searcheres protecting
you, Mole can harass while your other cards keep you
safe.
You may sacrifice some field presence though,
which is why you want to make sure you have more
field advantage than your opponent, otherwise you
enable your opponent to aggro you. Nonetheless, I
still think this card is relevant. It's slightly
less powerful than it used to be, but it's perfectly
viable.
Traditional: 2.0 (Mediocre)
Advanced: 3.5 (Very Good)
|
tails512
YouTube |
Neo-Spacian Grand Mole is as powerful as he's
ever been with the prominence of Xyz monsters. Grand
Mole allows you to bounce back an Xyz or Synchro
monster to the extra deck each turn at the cost of
your normal summon. He's an excellent fit in a stun
deck or in the side of any deck that can afford to
use its normal summon on Grand Mole. Even against
non-extra deck monsters, Grand Mole is great
alongside another monster that can attack directly
after Grand Mole clears the way for it. Part of what
makes Grand Mole so great is that he returns to your
hand to be reused over and over again. The only
downside to Grand Mole is he can be taken out by
common traps like Warning, Mirror Force, or Fiendish
Chain.
Rating: 4/5 (Very Good)
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