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Pojo's Yu-Gi-Oh Card of the Day
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Top 10 Cards of 2009
#6: Tragoedia
#JUMP-EN033
You can Special
Summon this card from your hand when you take Battle
Damage . This card gains 600 ATK and DEF for each
card in your hand. Once per turn, you can send 1
monster from your hand to the Graveyard to take
control of 1 face-up monster your opponent controls
with the same Level as the sent monster. Once per
turn, you can select 1 monster in your Graveyard;
this card's Level becomes the same as that
monster's, until the End Phase.
Card Ratings
Traditional: 2.50
Advanced:
4.50
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - 01.08.10
Back to the main COTD
Page
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Dark Paladin |
#6--Tragoedia
I'm sure there are some broken combos or
something with this card that I'm missing, but I'll
review what I know so brace yourself. I still don't
entirely understand Tragoedia, and I have one...I'm
just not sure what to do with it.
We have a Level 10 Fiend-type monster with ?
attack and ? defense, which is usually not the best
of things. Now, you can Special Summon this card
from your Hand when you take Battle Damage, which is
nifty, really only depending on actually being in
your Hand.
Now, the part that sucks is that his attack is
dependent on the number of cards in your Hand,
specifically x600 attack and defense, so you want to
keep at least four cards in your Hand I'd think for
2400 attack, and maybe even five so 3000 attack to
be able to steam through everything.
Next, you can send a monster from your Hand, once
per turn to the Graveyard, to take control of one
face-up monster your opponent controls. The catch
is, the monster has to be the same Level as the
monster you sent to your Graveyard. You could, at
least theoretically, really wreck some havoc on your
opponent.
I see a problem though, as you probably want to
control a Synchro monster or some other powerful
high level monster they control, but that requires a
Level 5 or higher monster, and you probably don't
have those in abundance in your Deck, not to mention
your Hand.
Ratings:
Traditional: 3.25/5
Advanced: 4.25/5
Art: 5/5
|
General Zorpa |
6 Tragoedia
This is one card that always puzzled me why it
never saw play. Tragoedia is a ? ATK and DEF on a
really high level DARK Fiend. The effect is that
when you taje battle damage you can Special Summon
him. His ATK and DEF are equal to the number of
cards in your hand. You can discard a monster card
from your hand to take control of an opponent's
monster until the end of the game if the discarded
monster has an equal level and you can make his
level equal to that of an monster in your graveyard.
If you thought Gorz was bad, this guy is worse
news. It is commonly used in a Zombie deck to block
attacks as well as get fodder for Synchro Summons
and discard key Zombies like Mezuki and
Plaguespreader Zombie. It is also used in Ritual
Decks to take control of opposing Synchro monsters,
discarding level 7 and 8 Ritual monsters.
I find that he is a bit situational to be used in
EVERY deck at 3, but should at least be in many
decks at 1. Zombies, Twilight and Blackwings can all
make use of him very easily. I just see this guy as
going all the way as far as tournaments are
concerned. Know what he does and how he does it,
because eventually you WILL run into him.
Traditional-2/5
Advanced-5/5
|
Jeff Lang |
6 - Tragoedia
Tragoedia is a sick card, was highly demanded to
be released in America for years, but never started
to take off until late 2009. The effect is amazing,
and his purpose right now is to help block one turn
kills, and he does a good job at it. Outside of
that, he solidifies the Gadget deck, so they are now
the best that they can be. I am just waiting for
someone to abuse him in a deck built around him
though. Some deck that get’s a bunch of cards in the
hand would be cool. He has a permanent stealing
effect(if you have the necessary monster in your
hand), he can also change his level so you can
Synchro with ease. That’s really it, he stop’s otk’s,
aids gadgets, and has massive potential for the
future
Trad: 3/5
Adv: 5/5
|
Freeza |
# 6 Tragoedia …
Hmmm … Top 10 Most INTERESTING monsters of 09? –
Definitely. Top 10 BEST? – Debatable.
I liked Trag when he first came out, but I don’t
feel he’s had the impact of what he should have been
able to do. He’s better than Gorz in the sense that
all u need to do is take battle damage to get him
out … u don’t need a wide exposed field and u can
potentially bring him out during your own battle
phase … But Gorz will give u TWO monsters (himself
and the token) … and he’ll do it by taking effect
damage too … and Gorz’ll give u a give u a
guaranteed 2700 ATK points … potentially more from
the token. Tragoedia needs u to have at least 5 more
cards in hand in order to rival Gorz’s attack power.
More often than not, this won’t be the case. So
Tragoedia’s value lies in his other abilities.
Unfortunately, those abilities rely on the other
monsters (particularly their levels) that u are
playing … the ones in your hand and in your
graveyard at the time that Tragoedia is on the
field. That means he virtually sucks as a top deck,
and as good as Tragoedia CAN be, he’ll only wind up
really useful (as something more than just a turn
stall from being finished off) about half the time …
at best.
He’s ok, but just too unreliable at the end of
the day. He’s too reliant upon other factors in
order to make him useful, while the REALLY great
cards usually stand on their own.
Traditional: 3/5
Advanced: 3.5/5
- FREEZA
|
Greg |
Tragoedia:
When this card was released, I had a conversation
with a friend of mine about how I thought it would
change the format... for the most part, I was wrong.
BUT! It is making appearances in top decks, check
out Vincent Ralambomiadana's decklist from Shonen
Jump Columbus (he placed first) and you will see
that he main decked three of these guys! The trouble
with this guy, er... thing... uh... mutated crab...
or the thing from Cloverfield... whatever the hell
that thing is supposed to be is that you have really
got to play smart to play him right. He does you
little good when you've got no cards in your hand,
or if that damage you are taking to get him out
kills you. That said, his versatility is incredible,
and if you are a patient player this card is for
you. Tragoedia allows you to commit little and yet
still protect yourself and it upsets your opponent's
pace, which can be key in swinging the momentum your
way. The ability to take your opponent's monsters
while dumping your own is the perfect companion to
lightsworn/twilight and zombies. I'm anxious to see
what happens to this card next list and I'm ready to
see more people abuse it until then...
Traditional: 3.0
Advanced: 4.0
|
Evan
"SandTrap"
Vargas |
COTD Tragoedia
Tragoedia is a conservative player's dream
monster. It punishes the opponent for going on the
offensive and can often gain card advantage through
battle. With Trag in hand early/mid game, you just
feel safe.
Trag's ability to permanently steal monsters is
both a gain in card advantage as well as a shift in
field presence...both great situations, all from one
effect. The card advantage can grow even larger when
pitching cards such as Mezuki...it's just sick.
As if it wasn't good enough, it can also help
sync into high-level Synchros very easily.
Wow. Just...wow.
Of course, late game Trag can be a poor draw.
Depending on your deck and your playstyle, you may
not be able to properly support Trag. But if you
can...you should run Trag.
Traditional: 2 (Too much hand disruption, I'd
think).
Advanced: 5
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