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Pojo's Yu-Gi-Oh Card of the Day
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Jetroid
Common
At the time card is selected as an attack target by
your opponent' monster, the controller of this card
can activate Trap Card(s) from their hand.
Type - Machine/Effect
Card Number - CRV-EN011
Card Ratings
Traditional: 2.65
Advanced:
3.125
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 08.08.05 |
Lord
Tranorix |
Jetroid
Jetroid’s another interesting monster, almost a
mini-Makyura. With only 1200 ATK, he’s rather weak
for a Level 4; but 1800 makes him a decent wall.
He’s also a Machine…but he’s WIND, a relatively
unsupported Attribute.
His effect, while nice, is too situational. If your
opponent attacks Jetroid, you can use Mirror Force
or Sakuretsu Armor or Magic Cylinder from your hand.
Chainability is no longer an issue – your opponent
can’t very well MST a card you haven’t set.
But that raises a problem. If you have cards in your
hand, and a face-up Jetroid on the field...why would
your opponent attack it? Unless he had absolutely no
other options, it’d be really stupid to do so,
rendering Jetroid’s effect pretty much useless.
Except, of course, as a stall card. So, like
Bounder, use Jetroid if you want stall – not if you
want the novelty of activating Traps from your hand.
CCGCC: 2/5
Machine Deck: 3/5
OVERALL RATING: 2.5/5
|
ExMinion OfDarkness |
Jetroid
Now THIS little Machine could see some play.
1200 ATK is sub-par, especially given the beatsticks
the Machine sub-type has. However, the 650
difference between him and what you'd rather be
playing is easily made up for by his effect.
This guy will let you spring a Trap from your hand
when he's being attacked. This in effect, gives you
the benefit of having Sakuretsu Armor down without
actually risking it to S/T destruction on the field.
(Given that we won't have Mirror Force or Ring most
likely, that's the best of what you'll actually be
pulling from your hand.)
This guy goes along well with the stereotypical
Machine deck in some sense -- you want to conserve,
then greatly overextend for the win when playing
Machines. This lets you hold the Saku in your hand,
block an attack, and hopefully summon something
stronger/Limiter for a win on the next turn.
Again, not great, but possible to be tech in some
builds.
2.25/5 Traditional (anything that helps keep cards
in your hand is good here!)
2.5/5 Advanced
|
Coin Flip |
Jetroid is, surprisingly enough, decent. Decent.
That's not good, but hey, it's not bad.
Basically it lives through one attack a turn. Combo
it with The Dark Door and you've got a nice combo...
for second graders.
Anyway, at first glance this card is fun, but then
you actually read it again and blood goes back to
your brain.
Yeah.
3/5 General
LATE CORRECTION:
I reviewed the wrong card, yeah, but you can't blame
me. This one shows so little promise that I'd
rather've reviewed another card with "roid" in its
name, and there aren't many good ones.
But I digress. This card is lackluster. Its
potential is limited at best. While you can frighten
your opponent, most good opponents will know whether
or not you are actually sitting on top of a Mirror
Force or Ring of Destruction or Magic Cylinder. Its
stats also suck, so I can't even bother going over
them.
1800 isn't too bad, but the effect just isn't useful
enough to cut it. Pass.
General: 3/5
|
Snapper |
Jetroid
Today's card is Jetroid, a monster that is slightly
similar to a card that has left Advanced Decks
everywhere.
Jetroid has what is almost an acceptable ATK. 1200
ATK won't do much against the majority of the
monsters your opponent will control, but it will at
the very least stand its ground against "tech"
monsters. As a Machine… surely you see where I'm
going with this?
When Jetroid is selected as the target of an attack,
Jetroid's controller can activate Traps from their
hand. To be blunt, there is little hope in you ever
using this effect, for if your opponent is smart
enough to know what Jetroid does, they're probably
smart enough to know they shouldn't attack it when
its controller has a card in hand. Because, you
know, it could be a Trap.
A resourceful person however may put some though
into this; if they're contemplating whether or not
to attack Jetroid, they can check the opponent's
Graveyard for things that may be problematic when
attacking:
Mirror Force, Sakuretsu Armor, Ring of Destruction,
Mirror Wall, and any other Trap they may have
nightmares about. If they find that all knotty Traps
are no longer available, they could deem Jetroid
worthy of an attack, and not worry about any
consequences (because there probably won't be any).
But let's pretend for a moment that your opponent
isn't the brightest of bulbs, and attacks Jetroid
just seconds after he got 5 monsters via Cyber Jar
and you only got a measly Jetroid as well as 4
Mirror Forces (not legal, I know, so just hesh up).
So they attack, you play Mirror Force from your
hand, your opponent says, "Oh no I'm so stupid," you
say, "Yes. Yes you are," and you can then freely
attack the opponent with Jetroid on your next turn.
Hooray for you.
Overall, Jetroid is an interesting Machine that
could be an excellent defensive monster when coupled
with Patrician of Darkness (and/or similar
cards) and in a Deck filled to the brim with Traps.
But the complete and utter failure at the surprise
element really makes Jetroid exclusive to 'Roid
Decks, which you'd use for some reason despite the
fact that there's no "'Roid" support.
Advanced (Machine Deck): 3/5. A lack of large Trap
line-ups hinders its usefulness.
Traditional (Machine Deck): 2.5/5. Most used Traps
are chainable, so you really don't need Jetroid.
Overall (Machine Deck): 2.75/5.
Art: 2/5. I don't believe I've ever seen a red jet
with four wheel axel things.
|
Dark Paladin |
Here again, as I said, we come to another CRV
monster who happens to have a name that ends in "Roid"
Jetroid is a nifty monster...a very nifty monster
who happens to be what many consider to be Makyura
the Destructors (superior) replacement.
Jetroid only has 1200 attack points but a fairly
respectable defense of 1800 for a Level 4 monster.
Now, I believe this card is better than Makyura
because where Makyura has to be destroyed for the
effect, Jetroid only needs to be attacked.
Being able to throw Mirror Force, Magic Cylinder,
Ring of Destruction, Sakuretsu Armor, or whatever
else you want simply when attacked is truely
excellent.
This card is a welcome addition to Machine decks, or
any deck you'd like to try him out in for that
matter. The effect is truely good.
Ratings:
Traditional: 3.0/5
Traditional Machine: 3.8/5
Advanced: 3.5/5
Advanced Machine: 4.3/5
Overall Rating: 3.7/5
Art: 4/5
You stay classy, Planet Earth :)
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