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Pojo's Yu-Gi-Oh Card of the Day
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Mecha Dog Marron
Common
When this card on the field is destroyed and sent to
the Graveyard as a result of battle, inflict 1000
points of damage to both players' Life Points. When
this card on the field is destroyed and sent to the
Graveyard except as a result of battle, inflict 1000
points of damage to your opponent's Life Points.
Type - Machine/Effect
Card Number - FET-EN019
Card Ratings
Traditional: 2.9
Advanced:
2.85
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 04.19.05 |
ExMinion OfDarkness |
Mecha Dog Marron
Stupid fact: This card has "1,000" written on it 4
times.
Mecha Dog Marron is built for a quick burner -- if
they kill it through battle, both of you are taking
1,000 (and you probably a bit more if it was in ATK
position). If they kill it with a card effect,
you're spared of that damage and they still take
1,000.
Unless they RFG it (Nobleman it while F/D or BLS/Chaos
Sorcerer) they're taking 1,000 damage regardless.
This isn't a bad opening play for a Burn deck -- if
they attack it, then you're both burned a bit. If
they waste a card effect to get rid of it, that
saves a future monster of yours (Stealth Bird,
probably) from that same Nobleman...that, and if you
don't respond with your face-down spell/trap the
first time, then they're less likely to think it's a
Gravity Bind or something when they attack on the
next turn.
However, as I said yesterday, there are simply
better cards that do 1,000 damage a turn.
Traditional: 1/5
Advanced: 2.5/5
Limited: 2.5/5 (less card effects)
|
Tranorix |
Mecha-Dog Marron
THIS is more like it! Mecha-Dog Marron is a very
interesting monster, a great surprise card and,
although it can also backfire, an interesting
addition to a Burner.
Granted, the stats are even worse on this thing than
yesterday’s card, only 1000 ATK and DEF for Level 4.
Then again, it’s also LIGHT, which means this will
actually be of at least some benefit to Chaos Decks.
Being a Machine also helps, as you can boost this
with Limiter Removal.
The effect is what makes this such a rentsy monster.
If this is destroyed in battle, you and your
opponent each take 1000 damage. That’s a good effect
for Burners; usually, you’re ahead in LP anyway, so
this is basically tantamount to using something like
Ring of Destruction (though don’t assume I’m saying
this card is anywhere near as good).
The fact that you CAN use Barrel Behind the Door on
this card only adds to is playability. So if it’s
destroyed in battle, you can make your opponent take
2000 and you’ll take nothing.
Then there’s the better part of the effect: if this
is destroyed by a card effect, only your opponent
takes the damage. So if your opponent uses Mirror
Force when you attack with Marron, he’ll take 1000
damage. If your opponent uses Ring of Destruction on
Marron, he’ll take 2000 and you’ll take 1000. If you
use Limiter Removal on Marron, you’ll get a 2000 ATK
monster for the turn that’ll deal 1000 LP of damage
to your opponent when Limiter kills it.
I think I’ve mentioned Machine Burners before, using
cards like Bowganian and Reflect Bounder. Well,
here’s the latest addition.
Traditional – CCCC: 2.5/5
Traditional – Machine Burn: 3.5/5
Advanced – CCWC: 3/5
Advanced – Machine Burn: 4/5
OVERALL RATING: 3.3/5
|
Snapper |
Mecha-Dog Marron
Today’s card is Mecha-Dog Marron, a monster that the
creator of this and all Burn Weeks found a use for.
Marron has awful stats; 1000 ATK allows it to
destroy Magician of Faiths, commit suicides with
Sangan, and do basically nothing else. It is a
Machine though, allowing you to raise its ATK via
Limiter Removal, a bonus that is especially useful
when considering Marron’s effect.
Marron has an odd effect; if Marron goes to the
Graveyard as a result of battle, you and your
opponent lose 1000 Life Points. If it’s destroyed
and sent to the Graveyard by any other means than
only your opponent loses 1000 Life Points. The first
option for Maroon demise allows you to use Barrel
Behind the Door, allowing you to transfer the 1000
points of damage you’d receive to your opponent,
giving them a total of 2000 Life Point lose. The
second effect gives Marron and a few other once
useless burn cards access to a new Deck-Type;
Suicide Burn. By using cards like Destruction Ring,
Thunder Crash, Assault on GHQ, and Jigen Bakudan
with/on Maroon you can give your opponent –1000 Life
Points and a few other “bonuses”. All in all, Marron
proves to be the perfect example of the statement,
“All cards have a use,”
for in the proper Burn Deck Maroon can spell doom
for the opponent.
Advanced (Burn Deck): 3/5. I’m not great with Burn
Decks, but it’s obvious that Maroon has potential.
Traditional (Burn Deck): 3.5/5. You may not even
need Thunder Crashes; monsters don’t seem to remain
on the field for very long in Traditional.
Overall (Burn Deck): 3.25/5.
Art: 3/5. So this is, what, the 4th Dog Maroon? I’d
say the artwork ranks second place amongst its
brethren.
|
Otaku |
Stats:
Mecha-Dog Marron is a Level 4
Light/Machine Effect Monster with an ATK/DEF of
1000 each. There are some good benefits from
these Stats:
-
Light has decent support and is Chaos Food
-
Machine’s have some great support
-
Good synergy between Attribute/Type (many
“good” or better Light/Machines exist)
-
This card can be searched from the deck and
Special Summoned via Shining Angel
-
This card can be searched from the deck and
added to your hand by the effects of
Sangan and Witch of the Black Forest.
-
Small enough to slip under Messenger of
Peace
The main draw back of the card at this point is
its rather puny ATK/DEF of 1000. Most
supporting Monsters are strong enough to put
this dog down. Then again, this is an
Effect Monster, and it is Burn Week, so
the stats are probably secondary.
Effect(s):
Simply put, one way or another, if this card is
destroyed and sent to the graveyard, your
opponent is taking 1000 points of damage. Thing
is, if it’s through battle, then you also take
it. This isn’t too great an effect on its own,
but it is much more predictable than
yesterday’s, so it is fairly solid. Since it is
concrete damage, Barrel Behind the Door
can be used with it. The other main benefit is
that it discourages your opponent from doing
anything but attacking it (so that you both take
the damage).
Too bad players love what is left of their mass
removal: Lightning Vortex, Mirror
Force, Torrential Tribute, and
Tribe Infecting Virus. This basically adds
a 1000 LP “cost” (not in the literal game sense)
to using those cards effect. It also can make a
Cyber Jar a lethal weapon.
Uses and
Combinations:
Here is this card’s chance to shine. First, it
is “Chaos Compatible”. That helps immensely.
Second, as stated, your opponent will either
have to suck up the LP loss or waste an attack
on killing it if s/he wants both of you to take
the damage. What also helps is that the effect
doesn’t state who has to destroy it. If either
player uses Ring of Destruction or
similar cards on it, your opponent ends up
taking an extra 1000 points of damage. Probably
the sweetest thing is that, unless I missed a
ruling or errata, this effect should trigger
when Limiter Removal has been used and
you reach the End Phase. So in addition to
turning this pup into a decent 2000 (or great
4000, or sick 8000) ATK Machine, you’ll get an
extra 1000 points of direct damage to the
opponent.
Summary
Traditional:
3/5-Machine/Chaos can be done, and this is
decent enough to consider for “normal” Chaos
too. I wouldn’t expect it to carry your deck,
but it probably won’t need the rest of the deck
to carry it.
Advanced:
3.75/5-This is more a composite rating: I’d
consider it a staple for a Machine Chaos deck,
for example, and a solid choice for a burner. I
can’t think of any decks where it would horribly
clash (barring the obscure), though it’s
probably not too helpful to a handful (like
Exodia).
Limited:
3/5-It’s probably going to die in battle, so it
basically becomes a guaranteed 1000 points of
damage to each player. This doesn’t seem to
support any real themes found in the cards, but
as long as you are already ahead in LP, that’s
useful.
|
Dark Paladin |
Mecha-Dog Marron
Level 4
Light/Machine
1000-1000
If this card is on the field and sent to the
graveyard as a result of battle, inflict 1000 points
of damage to both players lifepoints. If this card
is on the field and sent to the graveyard EXCEPT as
a result of battle, inflict 1000 points of damage to
your opponent.
Well, this card is weaker than yesterday's card with
an even less solid effect.
Since the only way this card doesn't hurt you is if
it's sent to the graveyard in a way that doesn't
include battle, that bring this card down.
With only 1000 attack and defense, it isn't going to
be hard to send it to the graveyard via battle. So,
you're hoping that your opponent will Torrential
Tribute your field just to do 1000 damage.
In Traditional though, you're more likely to get the
effect. With CED, Raigeki, Dark Hole and the like
still floating about, it isn't impossible. However,
in Advanced, there are many less field clearers and
you probably are going to take the damage also.
Not exactly the best burn card, as it's more likely
to hinder you as well.
Ratings:
Traditional: 2.6/5 You actually could get it to only
hurt your opponent here.
Advanced: 1.9/5 Lower here as I said with the effect
less likely to be only to your opponent.
Art: 2/5
You stay classy, Planet Earth :)
|
Coin Flip |
Mecha Dog Marron has the odd quality of stopping an
attack and doing a quick 1000 damage. Sometimes to
both players. So when you lose advantage, you gain
no advantage.
There's another situation I like to refer to when I
come up against something like this. It is the
prospect of Familiar Knight and the incredibly
super-obvious combo with Raremetal Dragon. You have
to put yourself in an odd situation and do strange
things to take advantage with it, otherwise it's
just a Special Summon of a LV4. If you're lucky, you
got past summon requirements of one or two monsters.
If you aren't, you have a completely dead monster in
your hand.
This is okay for burn. It blocks and shoots,
sometimes to both players. But burn has more
reliable ways of doing constant damage or better
1-time damage. This is just going under the idea
that even if both of your LP is reduced, theirs gets
reduced first so you win. But then you have less
room in your deck for better cards.
General:
Traditional: 1.8/5
Advanced: 1.4/5
Burn:
Traditional: 2.4/5
Advanced: 2.2/5 |
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