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

Neo Spacian Ground Mole
#STON-EN005 

If this card battles with your opponent's monster, you can return both monsters to their owner's hands at the start of the Damage Step (without damage calculation).

Card Ratings
Traditional: 2.50
Advanced: 3.50 

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


Date Reviewed - July xx, 2010

Back to the main COTD Page

 

Dark Paladin
Thursday
 
Neo Spacian Grand Mole, another card that fits the category of excellent tech...We have a Level 3 Earth monster, Rock type, with 900 attack and 300 defense. 
 
The stats are rather unremarkable and insignificant.  In short, when involved in Battle, this monster and the monster attacking (or
attacked) return to the respective owner's Hands at the start of the Damage Step, without Damage applying.  You can ram into something you want off the Field, and it's gone without Damage, it's awesome.
 
Ratings:
 
Traditional:  4/5  Light or Dark would obviously be better. 
Advanced:   5/5 
Art:  3.5/5 
General Zorpa

Neo Spacian Grand Mole

This is one of the most annoying cards in the game. He is a level 3 EARTH rock monster with 900 ATK and 300 DEF. The stats are also less than impressive, but as I always say, it's effects that matter. Being a NEo Spacian gets it some support, but it is limited support.

The effect is that at the start of damage calculation in the Battle Phase, you can return both battling monsters to their owner's hands. This is an especially effective way to get rid of Synchro monsters, returning them to the extra deckw ithout activating their effects and in many cases, scoring some card advantage as well.

This is very much still a tech card. Many decks including Gladiators, X-Sabers and even a few other decks have run with this card. It is also a very hard card to kill, as it doesn't die in Battle and it cannot be destroyed by Bottomless Trap Hole. Basically it is slow, solid monster removal that is reusable.

It is not quite good enough to be called a staple, but it is a solid card and should be considered for play.

Traditional-1/5
Advanced-1/5


Jae Kim
Blog:
Go-YGO.com

Thursday: Neo Spacian Grand Mole

This card is a great answer to Synchro monsters. It helps anti-meta decks and Rock stun type decks tremendously. Those decks should always main deck a copy of this Mole. I think it's an example of great card design.

It probably won't fit into other decks. However, I think it's good enough to the point that it wouldn't really hurt your X-Saber deck to splash one in. I wouldn't recommend it but that kind of proves how versatile this cute Mole can be!

T: 4/5
A: 4/5

DarthLuigi36

Neo-Spacian Grand Mole

Oh noooooooo! Not the mooooooooole!

One of my personal favorite cards. Grand Mole is a 3-star EARTH Rock monster. Being a Rock is awesome, since he fits into Rock Stun decks. It would be kinda cool if he was a Beast though, so you could get him with Rescue Cat. He has 900 ATK and 300 DEF, which, considering what he does, is decent.

Grand Mole is basically an Insta-Synchro-Death Button. No Synchro monster is safe from him as long as he gets his attack in safely. He can also kill off Fusion monsters in the same way. It’s pretty fun to bounce back Elemental Hero Absolute Zero, then laugh as Grand Mole is in your hand when Zero’s effect activates. When he’s not killing off Synchros, he’s also great at disrupting slow monsters like Super-Nimble Mega Hamster or Treeborn Frog.

As a Rock-type, he fits into the aforementioned Rock Stun decks. These decks use cards like Koa’ki Meiru Guardian, Fossil Dyna Pachycephalo, Legendary Jujitsu Master, etc. to control the game and mess with the opponent’s plays. Grand Mole fits perfectly into the scheme of things here.

Grand Mole suffers from a few problems though. First, defensive cards like Dimensional Prison and Book of Moon are heavily played right now. If he’s turned face-down by Book of Moon, he won’t be able to bounce away whatever attacks him. Secondly, the pace that the game is played at now is not kind to a card like Grand Mole. Using your Normal Summon and leaving yourself open after is almost like saying, “Please, would you OTK me?”

Art: 3/5. Those drills are quite dashing, I must say.

Traditional: 1/5 He doesn’t do anything useful here. Most of the monsters you would care to bounce back are going to finish you off before you get the chance.

Advanced: 4/5 An excellent Synchro killer, and great disruption card in general, but you better have a plan to keep yourself from dying next turn if he leaves you open.


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