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Pojo's Yu-Gi-Oh Card of the Day
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Big Core
Ultimate Rare
Put 3 counters on this card when you Normal Summon
it. This card is not destroyed as a result of
battle. If this card battles a monster, remove 1
counter from this card at the end of the Damage
Step. If this card battles without a counter,
destroy this card at the end of the Damage Step.
Type - Machine/Effect
Card Number - RDS-EN030
Card Ratings
Traditional: 1.6
Advanced:
1.75
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 03.30.05 |
ExMinion OfDarkness |
Big
Core
Big Core is a novel idea that gets screwed by a
couple key words. He is a one-trib 2300 ATKer who
can survive battle with things larger than itself.
*must resist obvious joke...* The bad thing is that
this card can only do battle with monsters 4 times
before being destroyed -- even if you're attacking
another monster! If this card had been changed just
slightly, somemone, somewhere might play one.
This card doesn't get its counters when Special
Summoned -- so reviving it is only good for one
battle. Additionally, as I said earlier, even if
you're going on the offensive against weaker
monsters, he still loses his counters. This could
let an opponent summon a weak monster to ram into
him to get his effect to kill him, then get through
to the Life Points with something else. This card
gains no protection from other monster destruction,
either. It'd be nice if the counters could stop him
from being destroyed by T-Virus/X-Force/Smashing
Ground/etc...
But as the card is now, it's a big fat flop.
1/5
|
Coin Flip |
Big Core is
another disappointing card. On the upside, it can't
die in battle. However, monsters don't die from
battle anymore. It just doesn't happen. They get
Sakuretsu'd, Bottomless'd, DDWL'd, Smashing'd or
Snatch'd. When they do, they don't die when they
have 2300 ATK. This thing's effect places a time
limit on its vitality, and therefore, its utility.
It's already a 2300 DARK/Machine with no protection
or good effect to speak of. I, for one, don't want
my opponent ramming Mystic Tomato, Mystic Tomato,
Mystic Tomato and then attacking my clear field with
Don. Not that that would happen.
It has some use, but that's not enough to merit a
slot in a deck, much less a super rare position.
The conclusion is that this thing is totally
unskrimp (uncool).
General:
Traditional: 1.5/5
Advanced: 2.5/5
New Advanced: 2.7/5
|
Tranorix |
Big Core
Big Core? Myeah. There’s really no
other way to describe it. Big Core is a decent
monster with a decent effect, and nothing more.
Being LV6 allows him to Morph into a few things,
being a Machine lets him benefit from Limiter
Removal to an extent, and having 2300 ATK for a
one-tribute monster makes him…decent.
His effect is practically guaranteed
not to matter much. He won’t die in battle for a
little while. Well, chances are that he won’t be on
the field long enough to have done battle three
times in the first place, with the massive amounts
of removal floating around today.
You can give him a shot if you want
to see how he does in a Machine Deck; his effect
might keep him alive a little longer than he
would otherwise. Overall though, I’d definitely
recommend Jinzo (and some other one-tribute
Machines) over this guy.
Traditional – CCCC: 2/5
Traditional – Machine: 3/5
Advanced – CCWC: 2.5/5
Advanced – Machine: 3.5/5
OVERALL RATING: 2.8/5
|
Snapper |
Big
Core
As Big Week continues we come across Big Core, a
forgotten Machine from RDS.
Core has fairly good stats; 2300 ATK makes it an
acceptable Level 6 monster but is just shy of the
“Jinzo Standard”. As a Machine it gains the ability
to be pumped up by Limiter Removal, a card that will
end Core’s time on the field but may be just what
Core needs to be used.
When Core is Normal Summoned it gives itself 3
counters (not Spell Counters mind you; just plain
Counters). Every time it battles with another
monster it loses one of the Counters, and if Core
battles with a monster and doesn’t have any
remaining Counters it’s destroyed at the end of the
Damage Step. As can be seen, Core has an odd effect
that is actually necessary when looking at the whole
purpose behind Core; it can’t be destroyed in
battle. So if it weren’t for that whole Counter
bologna, Core would be a Machine Deck staple.
Seriously, would you turn down a 2300 ATK Spirit
Reaper? Of course you wouldn’t.
It is however because of this Counter business that
Core is ignored. After its fourth battle with
another monster it destroys itself. In retrospect
though Core, like most monsters, probably won’t be
on the field long enough to be destroyed through its
own effect, which gives no real reason for Core to
never be used. Well actually there is a reason; if
Special Summoned Core won’t give itself any
Counters, making it a one hit wonder and taking away
the Dump-and-Revive tactic. With all of these random
sentences and constant repetition of the same words
aside, Core does have one use. After Core has lost
it 3rd Counter it is inevitable that it will die
soon. So why not use Limiter Removal? Either way
Core is going to be going to the scrap heap so why
not do a lot of damage before then? All in all, Core
would have been a GREAT monster had it not been for
that Counter crap. Still, Core should not be
ignored; in a Machine Deck a monster that can’t die
in battle should be a useful one at that.
Advanced (Machine Deck): 4/5. I see it as a giant
Spirit Reaper, which is Oaké in my book.
Traditional (Machine Deck): 4/5. See Advanced.
Overall (Machine Deck): 4/5.
Art: 4/5. It looks like something from Star Wars. I
smell copyright infringement…
|
Otaku |
Big Core
is a big Dark/Machine. This means it is
friendly to Chaos, and has access to all those
Machine goodies, like Limiter Removal.
As a Level 6 Monster, it requires one Monster be
offered as Tribute to normal Summon it. It has
a 2300 ATK and an 1100 DEF. All in all, a hair
sub-par. A good effect could offset this and
turn it into a great card though…
It does get a complicated effect, or four tiny
effects, depending upon how you look at it.
Sadly, it just doesn’t help. The first part of
the effect is Big Core places three
counter on itself when Normal Summoned. That
means a Tribute Summon or Cost Down to
trigger it. The next portion is as long as
there are Spell Counters on Big
Core,
it can’t be destroyed in Battle. Sadly, we get
another intentionally negative part of the
effect: at the end of the damage step, you have
to remove a counter from it. Finally, if Big
Core battles without a counter, it is
destroyed at the end of the Damage Step.
Why do I consider that pretty bad? Well, if
this was a Level 4 or less
Monster so that normal Summoning it
didn’t require Tribute, even if it meant a lower
ATK, it would be better. Ironically, the higher
ATK isn’t work being a Tribute, since guess
what? How often will you really be using it?
You summon it, you attack and kill something;
you lose a counter. Once you kill three
Monsters with it, your opponent can kill it by
suiciding any sort
of peon s/he wants to into it. 2300 means that
only your opponent’s two or three Tribute
Monsters could have taken it out in battle
normally. Plus, this is a Machine: Limiter
Removal plus Heavy Metal Support Platform
is a common combo for Machines, and again, makes
this effect rather pointless (it’d have a 5600
ATK after the combo). If the effect let you
keep it alive by removing a counter anytime it
would be destroyed, it’d be a whole lot more
useful.
There are nice Yu-Gi-Oh cards I found with “Big”
in their names. Four will be reviewed this
week. Of the remaining five, four were worth
reviewing as much as or more than this. That or
I missed some combo.
Ratings
Traditional :
1/5-Zap. This thing will get nuked by Monster
removal like everything else, completely
invalidating its effect. Blowback Dragon has
the same or better stats and a much better
effect. Use it if you want a Dark/Machine Level
6 Monster other than Jinzo.
Advanced :
1/5-When with better stats (Blowback Dragon
has the same stats except for 100 more DEF) and
a superior effect vying for the same 2-3 deck
slots… there’s no real point in this card
existing.
Limited :
3.5/5-It is actually a good pick here. It was
pretty close though: most other Tributes are
better. Still, it can be offensive or
temporarily Defensive, and that can be enough to
win you the game/keep you from losing. Most
other Tributes are better attackers or
defenders, just not so good at doing both at
once.
|
Dark Paladin |
Wednesday brings us another well-oiled Machine card!
Big Core
Dark/Machine
2300-1100
******
Put 3 Counters on this card when you normal summon
it. This card is not destroyed as a restult of
battle. If this card battles a monster, remove 1
counter from this card at the end of the Damage
Step. If this card battles without a counter,
destroy this card at the end of the Damage Step.
Super Rare/Ultimate Rare
I personally pulled an Ultimate Rare one of these in
the first pack of Rise of Destiny I bought. I was
excited for a moment thinking he'd go in the Machine
deck I was building until I realized how much this
guy SUCKED.
First off, 2300 attack for a one tribute monster is
not the greatest thing in the world. 1100 defense is
equally as bad but means Witch searches him out at
least in Traditional.
Machines have better options than this guy. Blowback
Dragon for example?
Fusilier anyone? Machine King is better too. Even
Barrel Dragon is better than this guy. Don't get me
wrong, not being able to be destroyed from battle is
good, however, he can only battle THREE times and
then he's dead. If you special summon him, he only
gets one attack, or time being attacked before he's
destroyed.
However, 2300 attack limitered is 4600 points. In a
direct attack, that is more than half your
opponent's lifepoints.
Conclusion: There are better machines, don't use
him, please?
Traditional: 1.2/5 No reason to use him, even where
he belongs.
Advanced: 2.0/5 Really 1.5 or so, but .5 extra for
4600 atk. when
Limitered
Limited: 2.6/5
Art: 3.3/5 Kinda cool, almost like some wierd Sci-Fi
type ship and attacking that planet is cool.
You stay classy, Planet Earth :)
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