Goe Goe Power Rangers! Wait...I mean Goe Goe the
Gallant Ninja. It's all the same. Maybe not, but
anyway.
Our Gallant Ninja friend is a decent card. 1500
attack and 1000 defense who happens to be a Wind
monster and also Level 4. He's sort of like a more
restrictive Don Zaloog. If he inflicts damage to
your opponent, they must discard two random cards
from their Hand.
Wait...the effect only kicks in if your opponent
happens to be holding five or more cards in their
Hand. Odds are, unless you use this guy early in the
game, your opponent won't be holding that many
cards.
I'd stick with Don, but our Gallant friend may have
a place in Wind based Decks or casual play.
Ratings:
2/5 all around...as stated it is a decent effect,
just hard to use, and he only has 1500 attack
Art: 4/5
You stay classy, Planet Earth :)
Tebezu
Goe
Goe the Gallant Ninja
I kinda think this thing has potential but also
believe it to be situational. I basically look at
this and ask, "Why not Run Don Zaloog"
The key to winning with hand control is to hit fast
and to keep the advantage going while your opponent
is down on luck. Had this monster been a spell it
would be a staple for hopeful openings. Once you
establish control with this you can't follow up with
it. If Don Zaloog hits you three times your losing
something. This guy basically steals touchdown pass
and then lets your opponent catch their breath as he
jogs to the sidelines.
3.5/5
Lonely Wolf
Tuesday, June 19th
Today we look at a card that you would only want to
see in your opening hand when you are going second
and also have Nobleman/Smashing Ground and Heavy
Storm.
GOE GOE THE GALLANT NINJA
Wind
LV4
ATK/1500 DEF/1000
[Warrior/Effect]
When this card inflicts Battle Damage to your
opponent while they have 5 or more cards in their
hand, discard 2 random cards from their hand.
So, it’s a lv4 1500/1000 wind warrior-type monster,
so it’s searchable. Decent stats.
The effect is pretty good, if you do battle damage,
discard TWO cards from the opponent’s hand. That’s a
double Don Zaloog. But, your opponent must have 5 or
more cards in their hand. In most games, against
most decks, there are only two times when the
opponent has 5 or more cards. First, obviously the
opening hand. Second, when you are barely able to
defend yourself and your opponent just keeps
knocking out your defense but draws nothing to make
an additional push with.
I might tech one copy of this into a warrior and/or
wind deck, otherwise I’d stick to Thestalos, Don,
and Confiscation.
Tradtional: 1/5
Advanced: 2.5/5
Art: 2/5
Tomas Mijares Top 8
SJC
San Jose THe ONe PG 16 on the Pojo Boards
Goe
Goe the Gallant Ninja
Level 4
Wind
[Wind/Effect]
When this card inflicts Battle Damage to your
opponent while they have 5 or more cards in their
hand, discard 2 random cards from their hand.
1500/1000
I don't really see the point of this card. A usual
start for a player (not always, but usual) is a set
monster and one set spell or trap. That already is 4
cards left in their hand leaving Goe Goe's effect
really worthless. I just don't see how your opponent
will have 5 cards in hand when you do after and do
damage. I would still rather play Don Zaloog. Though
many can see Don Zaloog only has 1400 ATK, but this
effect isn't hindered by how many cards someone has
in their hand. There are better cards out there than
this, sure if it hits, it's like a Delinquent Duo,
but what are the realistic instances that it
happens. It's not like your opponent is going to
flip morphing jar and just end. So I don't really
like the card and how you have to work around his
effect to make him a viable deck choice. But don't
forget about Destiny Hero Beatdown or Perfect Circle
Monarchs, many times they have 5 or 6 cards in hand
and this can be a really good card, but not
maindecked. Though there are better side deck
choices against those decks, I can really only see
this card in a side deck somewhere.
Traditional: 1/5 Not really effective at all
Advanced: 1.5/5 Maybe in a side deck, other than
that, doubt it will see play.
- Tomas Mijares
Turkeyspit
Goe
Goe the Gallant Ninja
A rather interesting Warrior card, introduced in the
Force of the Breaker Set. If his wording had been
slightly different, he would have become the
replacement for Don Zaloog, long seen as one of the
best Hand Control cards next to Thestalos.
What really keeps Goe Goe down is the requirement
that your opponent have 5 or more cards in their
hand to activate his effect. If instead his effect
read "When this card inflicts Battle Damage to your
opponent, discard one random card from their hand.
If they have 5 or more cards in hand, discard two
random cards", then he would easily supplant Don
Zaloog, you would see this guy in pretty much every
deck.
The only saving grace that Goe Goe has is the fact
that he is Wind Attribute. Normally this would be a
"bad thing", as DARK or EARTH or searchable by
Tomato and Rat, until you realize that the WIND
themed monsters often involve "spinning" cards back
to the owners hand or deck. By using cards like
"Spiritual Wind Art - Miyabi", or "Swift Birdman
Joe" to return cards to your opponent's hand,
pushing their hand size to 5 cards or more, you can
then take advantage of that by hitting them with Goe
Goe.
I don't really see him being used in any competitive
deck anytime soon, but he doesn't completely suck.
------------------------------
Traditional:
1/5 - Wind? I think not.
Advanced:
1/5 - He could be tossed into a WIND deck I guess,
but Don Zaloog is just way better, with more
consistent effects.
Card Art:
2/5 - "Go, go Power Rangers! Go, go Power Rangers!
Go, go Power Rangers! Mighty Morphin Power Rangers!"
Amp
Dominick
Goe Goe
the Gallant Ninja
Goe Goe
is basically a hyped up Don Zaloog with
stipulations. Instead of discarding one card
when it hits, it discards two. Its stipulation
is what makes it from becoming almost splashable
into a lot of decks. Being that your opponent
has to have five cards in hand for its effect to
activate, it will usually only be effective
early game or after a Morphing Jar flip. If
you’re opponent has five in hand otherwise,
you’re normally losing the game.
This
card is best used as a side card against gadgets
seeing as they keep high hand counts. It has its
uses against T-build early game to try and
disrupt their combos to keep you alive for a few
turns. It has its uses in a single copy in decks
that utilize 2 RotA
and Toolbox variations as a quick early game
changer or in Wind variations to give utility to
Flying Kamakiri.
To the
point- it is a solid choice for the side,
especially after Canadian Nationals. Its
maindeckable, but only in a limited number of
decks.
Advanced- 3/5
COTP
Tuesday:
Goe Goe the Gallant Ninja
A restricted Double Don Zaloog...let's take a look.
1500 ATK is the pinnacle of being searchable but not
having crap stats. Warrior gives you even more ways
to fetch him with Reinforcement of the Army. The
tough thing is your opponent having 5+ cards in
hand, but not killing you because of it. I could see
this working against a few specific decktypes
though:
*Gadgets -- they tend to hold high card counts
because of the freebie searches.
*Demise OTK -- with 9 cards that replace themself
with a free search, pretty much any turn before the
opponent would be able to go off with the big combo,
they'll have 5 cards, and a -2 can cripple them.
Additionally, except for stuff like Insect Knight
and Neo Bug, the deck's regular monsters are all
1400 ATK, so Goe Goe will edge that out and force
the double discard.
Other than that, you typically only catch the
opponent with a 5+ card hand very early. It's side
deck material for a Warrior deck though.