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
Phantom Dragon is our card for
today, a card that I have some very mixed feelings
about.
I find it ironicthat 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:3/5SO 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:
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:
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!
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:
D-Hero Disk Commander
Destiny Draw
Allure of Darkness
Dark World Dealings
Trade-In
Hand Destruction
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:
Scapegoat
Fires of Doomsday
Enemy Controller
Brain Control
D-Hero Malicious
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.