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

Phantom Dragon

LODT-EN041
LIGHT
Level 8
ATK/2300 DEF/2300
[Dragon/Effect]
When your opponent Special Summons a monster, you can Special Summon this card from your hand. 3 of your Monster Card Zones cannot be used.
49879995
Ultra Rare/Ultimate Rare

Card Ratings
Traditional: 2.00
Advanced: 2.50

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


Date Reviewed - 05.06.08

 

Dark Paladin

Tuesday

 

Phantom Dragon is our card for today, a card that I have some very mixed feelings about.  I find it ironic  that anyone with Phantom in their name could be a Light Attribute monster, as in my mind, a Phantom may struggle to survive in the Light...

 

Anyway, Phantom Dragon is Level 8 who has 2300 attack, (and defense), and of the Dragon type, which seems to make sense.  Now, let's look at the effect;  First, when your opponent Special Summons a monster, you can Special Summon Phantom Dragon from your Hand.

 

That's good.  Cyber Dragon play is down, but there are plenty of other Special Summons going on, and we have Monster Reborn back for a while. 

Furthermore, your opponent can't use three of their Monster Card Zones on the Field.

 

A built in Ground Collapse?  That's neat too, however, your opponent can still use two of those zones, but that isn't the biggest problem you have.  Phantom Dragon's real problem is it's 2300 attack, and defense.  If you're going to make a Level 8 monster that can defeat the 2400 attack powerhouses, at least give it enough defense.

 

Ratings:

 

Traditional:  2/5

Advanced:   3/5  SO close to being good.

Art:  4/5


Creator
OfThePoint
System
Tuesday:
Phantom Dragon

Although a 2300 ATK monster that can be a free summon is nice, having to wait for your opponent to do something is bad, and losing 3 of your monster slots is worse.  Most of the big Special Summons that are played nowadays either don't care if this is on the field (like when you Reborn a Disk Commander), or are more than capable of dealing with themselves (Darklord Zerato, Dark Armed Dragon, Dark Magician of Chaos, etc.)  Six Samurai might have some trouble against it unless it can force Shien to the field, or go Spirit of the Six Samurai/Grandmaster/equip Spirit, but otherwise it's not really that good.

2/5
Master Tricks

Destiny Hero - Dragoon

    Hello everyone! Sorry for the constant coming backs and forths. Not many great cards to review until now and I also waited until Light of Destruction is released to finally write some interesting, non-wasteful articles.

    On to the CoTD review! Today, we look at a lethal, deadly D-Hero with a 3000 ATk/DEF to boast greatly about for starters, known as Destiny Hero - Dragoon (Awesome Name and art!). Not only the name and art is excellent, but also its card effects and its stats too! Dragoon can destroy any monster on the opponent's field and inflicts damage to the opponent equal to its ATK in exchange for not conducting your battle phase. Now this part of the effect to destroy a monster is excellent to use against DAD, even though Dragoon boasts more ATK than  DAD deck monsters.

The second part of the effect is just as good as this first one mentioned above. If Dragoon exists in your graveyard during your standby phase, you can remove a D-Hero in your graveyard from play to special summon it. Great card effect especially against DAD decks, again, since if he was destroyed by DAD or Darklord Zerato's effect, he can still come back to life during your standby phase (if you manage to survive with cards to stall such as Scapegoat, Fires of Doomsday, and such) and destroy any opposing monster with its first effect mentioned earlier and inflict some heavy damage to the opponent.

    Now, one big possible problem about Dragoon is that he is a fusion that requires D-Hero Dogma and Plasma as fusion materials to fusion summon it. But I have found some solutions to that problem and here they are:

  1. Fusion Gate - We haven't seen this card in play for quite some time, haven't we? If you got the materials on the field and/or in your hand while this is on the field, you can remove them from play to fusion summon the fusion monster from your fusion deck. Pretty sweet, but how will you manage to summon Dragoon and use Fusion Gate when the materials are in your graveyard and/or deck? Here is another solution to is a great combo with Fusion Gate:
  2. Chain Material: This card was released not long ago in Phantom Darkness as a common that almost everyone ignored and threw away, except for a few duelists who thought about the future. Chain Material is a trap that allows you to use Fusion Materials from your hand, deck, or graveyard for any Fusion-Material-Required card and remove them from play to special summon the intended Fusion Monster. Great Card!
  3. Future Fusion - This was an obvious choice that I really don't want to go greatly in detail about.

    Draw support for a deck that revolves around Dragoon includes the following:

  1. D-Hero Disk Commander
  2. Destiny Draw
  3. Allure of Darkness
  4. Dark World Dealings
  5. Trade-In
  6. Hand Destruction
  7. Cyber Valleys

    If you want to summon Dogma or Plasma from your hand instead of playing Dragoon for a certain reason such as not having any fusion-type card to summon Dragoon, here are some excellent choices:

  1. Scapegoat
  2. Fires of Doomsday
  3. Enemy Controller
  4. Brain Control
  5. D-Hero Malicious
  6. Gravekeeper's Spy (3)

   These are my ideas and statements about D-Hero Dragoon and if you duelists need any advice, deck fixes (I do my best about these since many people submit their decks to me so if you're wondering why some of you guys decks aren't getting replied is probably b/c I am too busy with school, track, tests, and my personal life), suggestions, combos, or just chat about Yugioh stuff, please don't hesitate to contact me at pathoon@aol.com. Thank you for reading this far and have a great week and dueling experience!

Traditional: 3/5 (???)

Advanced: 4.45/5 (It will do well in our new format of speed and destruction. Guarantee it. I even got one at a Sneak Preview!)

Art: 5/5 (Whoever drew this is a art genius and very imaginative b/c I adore it greatly!)

- Master Tricks :)

Ed Tuesday - Phantom Dragon

     And I'm back again on the Pojo.com COTD crew to review some of the new cards introduced in Light of Destruction, our most recent set. Today's card is Phantom Dragon, a card that can come in pretty useful in many situations. I'll start with my usual but new reviewing format that starts with the Effect Explanation

Effect Explanation
    
Because official rulings for this monster have yet to be announced, I may make a small number of mistakes when it comes to what this card does and how to use it, but it should be quite simple and I most likely won't leave any mistakes behind. So, what does Phantom Dragon do, exactly? Well, when your opponent Special Summons a monster, Phantom Dragon gives you the choice of whether or not you want to Special Summon him onto the field at that specific time. I would think that this is an ignition effect, as it can be activated at almost any time during your opponents turn. After being Summoned in any way, Phantom Dragon prevents 2 of your card zones to be occupied as long as it remains on the field.


*Because there's simply nothing to analyze about Phantom Dragon's effect that won't be included in future sections, I'm going to move on to the next section.

When Phantom Dragon comes in handy
    
First of all, I'd like to point out that, in the current state of the format, speed is an important factor, so monsters will be, without a doubt, Special Summoned left and right, more than once per turn. Thus, I would like to stress how many opportunities this card has to activate its effect. And, with Phantom Dragon being a LIGHT 2300 monster, it could easily just give a boost to LIGHT decks, maybe even the new Lightsworns. This is basically a great huge feature of this card since it could happen in too many duels in the current Meta.

When Phantom Dragon isn't handy
    
Phantom Dragon is a great card, but, like all other cards, it has its downsides. Because it can only be Special Summoned on the opponent's turn except in rare cases where the opponent is forced to Special Summon a monster during your turn, the opponent has plenty of time to think about what you're going to do with the monster and decide what the best play is, which is never good for you. Another bad thing is that this monster is so incredibly weak for an 8-star monster, so if the format shifts to a slower-paced Metagame, then this monter won't be useful in too many cases. Also, because of Phantom Dragon's second effect, only 2 other monsters can be summoned while Phantom Dragon is face-up on the field. This is bad as the format is fast-paced, and you will need to summon more monsters than that to win (most of the time).

Traditional: 2/5
Advanced: 3/5

Art: 3/5
Pwii

Hi, this isn't pwii, this is his evil twin a.k.a. Yami pwii. Anyways, I figured I'd mess up his review instead of my usual taking candy from little kids. I guess today's card is phantom dragon, who had potential back when everyone was screaming for an answer to cyber dragon, but even then this would've been shunted off to the side. Why? Because it locks down three of your monster zones. The only thing this would be could for is an extra sheild for zaborg or causis to blast. And we have waboku to do that, thank you very much.

1/5 all.

--(Yami) pwii
Pengwan

LODT-EN041 Phantom Dragon

When I first looked at spoilers for this set, I saw this card and it caught my eye because the spoiler said that it locked up 3 of your opponent's monster zones instead of 3 of your monster zones. So needless to say, I was incredibly dissapointed when I arrived at my Sneak Preview this weekend to find out otherwise. Cyber Dinosaur just outclasses this card in every way possible since there is no logical reason anybody would want to lock up 3 of your own monster zones. Cyber Dinosaur is even better statistically, which is all the more reason why this card is outclassed by Cyber Dinosaur.

Advanced: 1/5

Traditional: 1/5


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