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Pojo's Yu-Gi-Oh Card of the Day
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Drill Synchron
#ABPF-EN004 While you control this face-up card, during each battle between a Warrior-Type attacking monster you control and a Defense Position monster whose DEF is lower than the ATK of the attacking monster, inflict the difference as Battle Damage to your opponent. Once per turn, when you inflict battle damage to your opponent with this effect, you can draw 1 card.
Card Ratings
Traditional: 1.50
Advanced:
2.15
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - 02.22.10
Back to the main COTD
Page
|
Dark Paladin |
Monday
First off, I don't know how many people are
Olympic Hockey fans, but a HUGE congrats to team USA
for beating team Canada last night!
As for the cards, we open this week an
interesting little Rare, Drill Synchron. An Earth
attributed, Machine-type, Tuner monster, who is
Level 3, with 800 attack and 300 defense points.
Now, for good points:
Level 3, Tuner monster, is usually
good...Machine-type is fine, a little different, but
fine.
Now, when you control a Warrior, who attacks a
defense position monster, as long as our little
Tuner friend is face-up, you have trample with your
Warriors, which is fine. I always thought trample,
outside of Airknight was a very overlooked strategy.
Also, once per turn, you can Draw one card from
your Deck, when you inflict trample Damage, via this
cards effect. We have a couple of decent abilities,
and being a Tuner never brings down a card. Tuners,
outside of the select few, come down ot a personal
preference. If you need a Machine-type Tuner, or run
lots of Warriors, go here.
Ratings:
Traditional: 1.75/5
Advanced: 2.75/5
Art: 3/5
|
General Zorpa |
Drill Synchron
This is the newest of the "Synchron" monsters and
it is also one of the most useful. It has 800 ATK
and 300 DEF on a level 3 EARTH Machine Tuner. Not
that bad, they didn't make the mistake of making it
under 500 for Machine Duplication, but the stats
just do not hold up in battle well at all.
The effect is to give all of your Warrior
monsters piercing and whenever one of these monsters
does piercing damage, once per turn you get to draw
a card. The original Anime card allowed you to draw
a card each time you dealt damage, which would have
made this guy playable, not so much now.
The effect is truly meh. Most monsters are played
in ATK position nowadays, so it just isn't worth it
to play an 800 ATK Tuner and not Synch with it. If
there were to be a Token deck coming out anytime
soon, this card might find a place in a deck, but
right now, it is just a fancy Yusei card. Drill
Warrior is not even that good, at least not good
enough to justify playing him.
Traditional-1/5
Advanced-1.5/5
|
Freeza |
Drill Synchron ...
This guy is ...
Well, he's level 3. Always nice. And it makes him
a target for that Dark Bug thing. Ok. Machine -
good. 800 ATK? - lame for a level 3. And it's
effect? - well it gives Warriors on your side a
piercing effect, but not only that - when they DO
pierce - u get to draw a card. That's really good
and all, but my problem with this is - 1 - Drill
Synchro ain't a warrior. So it can't even make use
of its own effect on its own. It needs to have
another card - a warrior - out on the field to do
the work for it, to make Drill Synchron worth while.
Plus, not only do u need to have a warrior out and
attacking, but u need to have it pierce a defense
position monster in order to gain the draw effect.
That turns "situational" into "sucky". Drill
Synchron is a Tuner, so it gets the bonus of helping
to make stronger monsters, but then again - once u
do - IT'S off the field ... your Warrior (if u had
one) is off the field ... so u miss out on the
pierce/draw anyway ...
gah.
Traditional: 1.5/5
Advanced: 2/5
- FREEZA
|
Otaku |
Name:
Drill Synchron
Level:
3
Attribute:
Earth
Type:
Machine/Tuner
ATK:
800
DEF:
300
Text:
While you control
this face-up card,
during each battle
between a
Warrior-Type
attacking monster
you control and a
Defense Position
monster whose DEF is
lower than the ATK
of the attacking
monster, inflict the
difference as Battle
Damage to your
opponent.
Once per
turn, when you
inflict battle
damage to your
opponent with this
effect, you can draw
1 card.
Today is a special day.
First and foremost, it’s
George Washington’s birthday!
He was quite a guy, and if
you’re unfamiliar with him you owe
it to yourself to study up on him
(especially
U.S.A.
citizens).
It
is also my younger sister’s
birthday!
Happy birthday, Jennie!
And… this has absolutely nothing to
do with today’s CotD.
Well, I guess
Washington
was famous for having false teeth
and my sister did have braces when
she was younger, so I guess
reviewing a drill based monster
makes an odd kind of sense.
Regardless, today’s CotD is
Drill Synchron!
It has a specific Synchro
Monster it can make, but I’ll come
back to that later.
Note that it joins the
Synchron family of Tuners which
gives it… one additional card of
support,
Quickdraw Synchron.
Oh well, at least there is
potential for more to come based on
the fiction.
Drill Synchron
is a Level 3 Tuner, letting it tune
with any other low level non-Tuner
Monster for something.
It is still small enough to
fit under cards like
Level Limit – Area B and
Gravity Bind, which is also a
useful trait.
It is an Earth/Machine; this
is not the most potent or numerous
pairing, but it still has a lot of
potential support behind it.
The ATK and DEF are pretty
pathetic; if you aren’t using this
to Synchro Summon right away, you’ll
have to protect it.
The reason you might not want to use
it for a Synchro Summon right away
is that it has an effect that has
some potential: while you control
your
Drill Synchron, your
Warrior-Type monsters gain piercing
a.k.a. trample a.k.a. that thing
where ATK points in excess of the
defending monster’s DEF points get
converted to Battle Damage instead
of being wasted.
This
is an extremely useful effect,
especially against a “turtling”
(extremely defensive) opponent.
While it requires running
multiple Monster-Types, Warriors are
still one of the best supported
monster types in the game.
Just as important as the
trampling effect is that you get to
draw a card when you inflict damage
via
Drill Synchron’s effect.
Sadly, it only works once.
Since it requires you do
damage via trampling to trigger,
this was probably overkill: this
isn’t
Airknight Parshath.
His effects may only have
applied to himself, but he allowed
you to draw whenever he inflicted
Battle Damage.
So a direct attack still
netted you a card if it went through
and did at least one point of
damage.
Perhaps more important, if
you tricked your opponent into
crashing something into him (like by
activating
Shrink in the Damage Step), you
also got the draw.
I said I’d come back to it, so let
me add that
Drill Synchron (or
Quickdraw Synchron) is needed to
bring out
Drill Warrior.
Drill Warrior does not impress
me.
It isn’t worthless, since it
can be used to make a direct attack…
but this Level 6 Monster has to
permanently drop its ATK by half in
order to get a single direct attack
in.
While its ATK remains halved
it will have to use the effect again
(and again and again) each turn it
wants to attack directly.
It also has an effect to
remove itself from play and return
during your next Stand-By Phase, at
the cost of discarding a card from
your hand.
When it returns, two good
things will occur: its ATK will be
back to normal (since it counts as
being Summoned all over again) and
you get to add a Monster from your
discard pile back to your hand.
There are some interesting
combos this opens up, but it seems
like a lot of work for very little
gain.
Uses and Combinations:
Here is where I’d love to tell you
some killer combo that breaks this
card wide open.
Actually, that is incorrect:
this game has too many combos (and
even individual cards) that are too
powerful.
Still, I’d like to tell you
at least some little trick that
makes it worth running this card in
its own deck or even a
pre-established one.
I
just don’t see anything spectacular.
Sure, it’s nice to drop this
bad boy, gore something (yet another
term for piercing/trampling/etc.)
and draw a card, thus replacing what
you spent in playing it, and finish
it off by Synchro Summoning
something useful.
You can fetch it from your
deck and Special Summon it via
Giant Rat or Special Summon it
from hand with
Marauding Captain to bring out a
Level 6 Synchro Monster with ease…
but these are all pretty generic
tricks, as far as Earth Tuner
Monsters go.
Ratings
Traditional:
1/5
Advanced:
2/5
Summary
I can’t help but feel like I missed
something, and I was quite excited
when I first saw this card because I
had missed something: I
though it basically gave all
Warriors
Airknight’s effect.
It doesn’t, though.
Warrior Monsters are used in
enough decks that you could actually
consider adding this guy in to them
without him being a horrible drag,
and in a deck that he honestly works
in (Warrior or Earth/Warrior derived
themes) he can allow for some nice
plays… but I can’t help but think
several other Tuners would offer you
more.
|
NOVA |
Drill Synchron starts off the week, low stats,
level 3 tuner. It seems to give all warrior types an
"Airknight Parshath" ability, allowing piercing and
a free draw when it does damage. This is actually
pretty cool, gives warriors like Goyo Guardian and
Colossal Fighter a way to put you even further
ahead. Its a level 3 tuner monster as well. I wont
talk about Drill Synchron much because there is a
better tuner to use if you are going to deck any
Synchron monsters. Quickdraw Synchron works as any "Synchron"
monster and can only be used for a Synchro Summon of
a monster that requires a "Synchron" monster.
- Drill Warrior
- Junk Warrior
- Road Warrior
- Nitro Warrior
- Turbo Warrior
and there will also be Junk Destroyer when it
gets released in a few months. Quickdraw helps bring
all of those out, without having to add in all of
the "Synchron" monsters. But of all the "Synchron"
tuners, Drill is one of the good ones. Junk Synchron
being the best of them all.
Traditional: 2.5/5
Advanced: 2/5
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