Iron Dragon Tiamaton
Date Reviewed: July 11, 2018
Ratings are based on a 1 to 5 scale.
1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Iron Dragon Tiamaton may find itself in The Mekk-Knight archetype very soon.
While not entirely part of the synergy that goes with that archetype, Tiamaton is column based. Level 4 that can be Special Summoned when 3 cards are in the same column. This is much harder than Mekk-Knights, but it isn’t impossible. It is a Quick-Effect, so the Special Summon can come during either turn, and from the hand makes this like a hand trap. Once summoned it blows up everything in the column and shuts down that column until it is gone from the field. While the restrictions are high, and you will likely lose a card of your own, the ability to lock out a spell/trap zone and a monster zone (or Extra Monster Zone) of your opponents is awesome. Your opponent just has to play into it, setting a card behind a monster and then you are set. Place a card in your spell/trap zone that you don’t mind losing (there are many cards the benefit off destruction) and then Special Summon this card. You could also chain the set card when you Special Summon Tiamaton, avoiding losing the card entirely.
It is a decent card, and if its effect goes off it’s an even 2-for-2. You just have to wait for your opponent to play into it.
Until Next Time
The addition of the word “first” would go a long way in helping this card. Iron Dragon Tiamaton is a Level 4 Dark Dragon-type monster with 2000 Atk and 0 Def. It can’t be Normal Summoned or Set which is fine, but it can only be Special Summoned from the hand if there are 3 cards in a column. Automatically, this card becomes somewhat useless turn 1 because there aren’t enough cards in the opponent’s zones. Once it’s Special Summoned, it is mandatory to destroy all other cards in its column. Then, the unused zones cannot be used. Non-targeting destruction is good, but the summoning conditions are too strict. If it said must first be Special Summoned, then you could at least get it out of the grave once in a while as an excellent surprise tactic. It can also lock your opponent out of the other Extra Monster Zone you are using one and Tiamaton is in the Main Monster Zone adjacent to the other Extra Monster Zone. But that isn’t really enough to say this card is great. The artwork is, however.
I’m glad the Knightmare is over.
Score: 3/5 Art: 4.5/5
More Flames of Destruction cards continuing this week and it seems we are looking at one of the more interesting cards in the set, Iron Dragon Tiamaton.
Tiamaton is a Level 4 DARK Dragon with 2000 ATK and 0 DEF. ATK is good for a Level 4, but DEF is poor, though being DARK gives it some synergy with the 0 DEF. Dragon is probably one of the best types in the game as well. Tiamaton cannot be Normal Summoned or Set and must be Special Summoned if three or more cards are in the same column. Now I believe it has to be summoned to said column with 3 or more cards, but don’t quote me on that. The summoning condition isn’t too hard if your opponent put two cards in a column, all you’d have to do is set a Spell or Trap. This is a hard once per turn effect of Tiamaton so you can’t spam these out. If this card is Special Summoned, destroy all other cards in this card’s column. This effect is obviously better when your opponent fills the column up so you get the max benefit from this card. Neither player can use unused zones in the same column as this card. This can be great for locking out the other Extra Monster Zone when you’ve already used one. Tiamaton has some solid potential, maybe in Mekk-Knight decks or future decks that are column based. Worth having a few copies of this card, it’s pretty solid.
Advanced Rating: 3.75/5
Art: 4/5 Looks like a Machine-type to be honest, but at least it is a Machine Dragon.
Iron Dragon Tiamaton (picked solely for art) is our midweek card. Level 4, Dark, Dragon, all systems go so far. 2000 attack on a Level 4 (while more common these days) is still great, although the big, glaring 0 defense, would be a mark in the not so great column.
So, no Normal Summon/Set, and as a Quick Effect, can ONLY be Special Summoned from your Hand if three or more cards are in the same Column. Seems like we’re going through a lot of trouble here, doesn’t it? When Summoned, he destroys all other cards in the Column. Which is good, and should grant you advantage.
Likely, you’re losing 1 card, while your opponent should hopefully be losing 2, but you’re gaining a Monster as well. So you’re 1-for-1 and your opponent goes -2, at least in that circumstance. You could further plus on this depending on your Deck, if the Monster or Magic/Trap card is something that benefits you with a new Monster or resource when you lose it.
Finally, it has a soft, mini-lock effect, where neither player can use the unused zones in the Column he’s in. I mean, it’s good, I guess, not game breaking, but you could do worse. As far as Dragons go, I wouldn’t say he’s a necessity. The destruction is good, the attack is fine…the Summoning is probably the roughest part.
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