Card Game
Card of the Day
TCG Fan Tips
Top 10 Lists
Banned/Restricted List
Yu-Gi-Oh News
Tourney Reports
Duelist Interviews
Featured Writers
Baneful's Column
Anteaus on YGO
General Zorpa
Dark Paladin's Dimension
Retired Writers
Releases + Spoilers
Booster Sets (Original Series)
LOB |
MRD |
MRL |
PSV
LON |
LOD |
PGD |
MFC
DCR |
IOC |
AST |
SOD
RDS |
FET
Booster Sets (GX Series)
TLM |
CRV |
EEN |
SOI
EOJ |
POTD |
CDIP |
STON
FOTB |
TAEV |
GLAS |
PTDN
LODT
Booster Sets (5D Series)
TDGS |
CSOC |
CRMS |
RBGT
ANPR |
SOVR |
ABPF |
TSHD
STBL |
STOR |
EXVC
Booster Sets (Zexal Series)
GENF |
PHSW |
ORCS |
GAOV
REDU |
ABYR |
CBLZ |
LTGY
NUMH |
JOTL |
SHSP |
LVAL
PRIO
Starter Decks
Yugi |
Kaiba
Joey |
Pegasus
Yugi 2004 |
Kaiba 2004
GX: 2006 |
Jaden | Syrus
5D: 1 | 2 | Toolbox
Zexal: 2011 | 2012 | 2013
Yugi 2013 | Kaiba 2013
Structure Decks
Dragons Roar &
Zombie Madness
Blaze of Destruction &
Fury from the Deep
Warrior's Triumph
Spellcaster's Judgment
Lord of the Storm
Invincible Fortress
Dinosaurs Rage
Machine Revolt
Rise of Dragon Lords
Dark Emperor
Zombie World
Spellcaster Command
Warrior Strike
Machina Mayhem
Marik
Dragunity Legion
Lost Sanctuary
Underworld Gates
Samurai Warlord
Sea Emperor
Fire Kings
Saga of Blue-Eyes
Cyber Dragon
Promo Cards:
Promos Spoiler
Coll. Tins Spoiler
MP1 Spoiler
EP1 Spoiler
Tournament Packs:
TP1 /
TP2 /
TP3 /
TP4
TP5 /
TP6 /
TP7 /
TP8
Duelist Packs
Jaden |
Chazz
Jaden #2 | Zane
Aster | Jaden #3
Jesse | Yusei
Yugi | Yusei #2
Kaiba | Yusei #3
Crow
Reprint Sets
Dark Beginnings
1
| 2
Dark Revelations
1 |
2 |
3 | 4
Gold Series
1 | 2 | 3 | 4 | 5
Dark Legends
DLG1
Retro Pack
1 | 2
Champion Pack
1 | 2 | 3 | 4
5 | 6 | 7 | 8
Turbo Pack
1 | 2 | 3 | 4
5 | 6 | 7
Hidden Arsenal:
1 | 2 | 3 | 4
5 | 6 | 7
Checklists
Brawlermatrix 08
Evan T 08
X-Ref List
X-Ref List w/ Passcodes
Anime
Episode Guide
Character Bios
GX Character Bios
Video Games
Millennium Duels (2014)
Nighmare Troubadour (2005)
Destiny Board Traveler (2004)
Power of Chaos (2004)
Worldwide Edition (2003)
Dungeon Dice Monsters (2003)
Falsebound Kingdom (2003)
Eternal Duelist Soul (2002)
Forbidden Memories (2002)
Dark Duel Stories (2002)
Other
About Yu-Gi-Oh
Yu-Gi-Oh! Timeline
Pojo's YuGiOh Books
Apprentice Stuff
Life Point Calculators
DDM Starter Spoiler
DDM Dragonflame Spoiler
The DungeonMaster
Millennium Board Game
Magic
DBZ
Pokemon
Yu Yu Hakusho
NeoPets
HeroClix
Harry Potter
Anime
Vs. System
Megaman
This Space
For Rent
|
|
Pojo's Yu-Gi-Oh Card of the Day
|
|
Core Blast
#ABPF-EN072 You can only activate this card's effect while you control a face-up "Koa'ki Meiru" monster. Once per turn, during your Standby Phase, if your opponent controls more monsters than you do, you can destroy a number of cards your opponent controls so that your opponent will control the same number of cards as you control monsters.
Card Ratings
Traditional: 2.00
Advanced:
3.40
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - 04.22.10
Back to the main COTD
Page
|
General Zorpa |
Core Blast
This is another support card for an
undersupported archetype. Core Blast is a Continuous
Trap, swhich is just about as bad as it can be, as
it has to be face-up on the field to activate it's
effect, so a card like Dust Tornado or Mystical
Space Typhoon can really ruin your day.
The effect can only be activated while you
control an Iron Core monster. During your standby
phase if you control less monster sthan your
opponent, you destroy a number of cards on your
opponent's side fo the field so that they control
the same amount of cards as you do monsters.
Now this is what a support card should look like.
It rewards you for playing the archetype (Koa'KI
Meiru) without being ridiculous in it's drawbacks or
timing. It would be ideal if it was able to be
played anytime, but during the Standby Phase is not
so bad. Also the Koa'Ki Meiru deck is very much into
the whole lone wolf concept, where one monster beats
face for a whilk supported by effects and abilities.
The fact that you can do this multiple times is
the real icing on the cake. It will be especially
helpful against Gladiator decks as they are immune
to your Koa'Ki Meiru effects and will often have 2
monsters on the field as well as a bunch of set
cards. That way you can get maximum destruction for
your buck.
All in all the card is a bit situational, but can
real work to your advantage if you let it.
Traditional-2/5
Advanced-3.5/5
|
Greg |
Core Blast:
More junk for an archetype nobody plays or cares
about, awesome. This card is just stupidly
complicated for an effect that pretty much sucks. If
your Koa'ki Meiru (I really hate typing that name)
monster manages not to commit suicide during your
end phase, AND lasts through your opponent's turn,
and your opponent doesn't get rid of your backrow,
then you can use the effect of this card to destroy
1 card (or 2 if your extremely lucky). Stupid. This
archetype is dead, stop making cards for it...
Traditional: 1.0
Advanced: 1.0
|
Otaku |
Core Blast
is another piece of
Koa’ki
Meiru support.
Mixed blessing that it is a
Continuous Trap: makes the effect
re-useable but vulnerable to removal
(and fizzling).
You
have to have at least one face up
Koa’ki Meiru to be allowed to
activate the card’s effect.
It’s a once-per-turn effect
that has to during your Standby
Phase.
Again, a mixed blessing: you
might be able to take advantage of
the end result of the effect, but
only if you either kept a
Koa’ki Meiru monster alive
through your opponent’s turn or can
manage to summon one before your
Standby Phase ends.
After all the hassle, it is a pretty
nifty effect: as long as your
opponent controls more Monsters than
you, you can destroy a number of
cards your opponent controls until
that number is equal to how many
monsters you control.
If they give
Koa’ki Meiru some support that
forces your opponent to generate
useless Monster Tokens, this would
be great.
I don’t like the idea of
having to cram that into a
Koa’ki Meiru deck.
This cards best use is
probably to bait the opponent into
killing it, instead of something
more useful.
It is great you pick what it
kills but it will be very hard to
get the effect off: keep it alive
and your monster alive while your
opponent has more field presence.
Ratings
(Koa’ki
Meiru decks)
Traditional:
1/5
Advanced:
2/5
|
Mark
Howard |
Core Blast
Core Blast is our nine thousandth Kooky Moo
support card (easier to type, and easier on the
eyes, and admit it, you think that's a much more
entertaining name). If you have one of the Kooky-Moo
monsters out during your Standby Phase, you can
destroy the opponent's cards until they only have as
many cards as you do monsters. This doesn't just
mean destroying their monsters-- this means you can
destroy their spells and traps as well!
With this card, you can make it so that there's a
good chance the opponent will never be able to have
more than one card on their field! You need to watch
out for Starlight Road, but the theme can deal with
that easily (albeit using lots of resources), and
it's well worth the risk.
However, you need to keep in mind that you will
likely only get this effect off once because the
opponent has to have more monsters than you in order
to let you blow up their field. When you do get it,
though, it's going to make a huge difference in the
duel, and this is one of the cards that gives a huge
boost to Kooky Moo decks (but I don't really know
how they work, nyeh).
4/5
Art: Is the core an evil spider monster thing?
Fun Fact: Kooky Moo is the best YuGiOh theme
nickname ever.
Tomorrow: Another continuous card.
|
Jae Kim
Blog:
Go-YGO.com |
Thursday- Core Blast
This is a very interesting card. It requires a
certain type of field that is hard to manage against
top tier tournament players (they have two monsters
and you have zero). Even worse, you need to have had
the monster on the field during the standby phase,
or used some method of recursion such as Call of the
Haunted to put your Koa'ki Meiru monster on the
field.
So your opponent needs two monsters and you need
one, probably, that survived the last turn. This
scenario seems rather far-fetched and unlikely. Your
reward for achieving this, however, is a +2 or +3 or
even greater (depending on your opponent's
backfield). And the effect is continuous, meaning it
will linger.
I think it's safe to say this card is worth basing a
deck around. Assuming you put a big Koa'ki Meiru
monster on the field that slows the game state (such
as Dragos), your opponent may have to set a few
monsters to counter this. You can also manipulate
your opponent's monster count through Ojama Trio and
other types of monsters. In these closed games, Core
Blast could potentially remove 4-5 cards from your
opponent's field if it resolves.
Feel free to use my Contact form at
www.go-ygo.com
if you know of some cards that KM can use to achieve
this. I don't use KM myself so I am not familiar
with their special summoning capabilities.
T- 3.5/5
A- 3.5/5
|
|