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

Robbin' Goblin

Card Number - MRD-135
Average Rating - 4.06 (based on 3 reviews)

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

Date Reviewed - July 22, 2002


Monday - Robbin' Goblin

Roobin' Goblin is Yu-Gi-Oh!'s first type of disruption.

Robbin' Goblin reads: Each time one of your monsters inflicts damage to your opponents Life Points, 1 card is randomly selected from your opponent's hand and discarded to teh Graveyard.

This means for every monster you have attacking your opponents Life Points directly you can randomly select a card for discarding. The best ways to accomplish this is by playing Raigeki to clear the way and destroy your opponents hand.

A well timed Robbin' Goblin can be completely devastating. The best part about Robbin' Goblin is that it's a Continuous Trap which allows it to stay in play until your opponent destroys it.

The best counter for Robbin' Goblin is Heavy Storm. I would say Remove Trap, but Heavy Storm is just a much stronger card in general that serves multiple purposes

An interesting combo you can do with Robbin' Goblin is using it along with White Magical Hat. This way, you can discard two of your opponent's cards with just one monster.

A weak point to Robbin' Goblin besides Heavy Storm / Remove Trap is that it just sits there if your opponent has no cards in their hand. Also, your opponent will begin playing most of their cards on the field rather than holding them. A decent strategy to surpass this is by letting them fill up their Magic / Trap zone then playing a Heavy Storm of your own. Of course, it would destroy your Robbin' Goblins and whatever else you had in your M / T zone but it could well be worth it.

Rating: 3.8/5


Mon- Robbin' Goblin
Wheeee! My first day of my picks at the CotD! =D
First up is a meanie card, Robbiní Goblin.
I like this card. ^_^ This is the kind of card that goes into any kind of offensive deck. It causes a random discard, so that Dark Elf your opponent may have drawn from the Witch of the Black Forest could be gone. >=D It can also disrupt plans they have in their hand.
Not only does it have its physical uses, it creates the mental image that their hand is no longer safe. Think about it. They have no cards in their hand and an open field. Now whatever card they may draw, they are forced to play it, weather it is a magic, trap, or monster. If it is a magic/trap, even if they canít use it right away, theyíll lose it if they donít set it. Given that most decks run a 1:1 monster, m/t ratio, they COULD be drawing from some time. Add in a Heavy Storm for their m/ts and you can shut them down pretty darn well.
Plus, just the mere presence of a Goblin can destroy someoneís game and they focus their attention on removing or negating your Goblinís effect, no matter the costs. This is much like Knights in Chess and how some players fear them.
Most of those duelists run Exodia. >_>
Oh yea, for every monster that attacks and does damage, they discard a card. At least thatís what I believe, and Edo hasnít said otherwise.
You know whatís REALLY fun? Attacking with The Bistro Butcher, dealing damage, having a Robbiní Goblin active, then attacking directly with White Magical Hat. They lose two to three random cards from their hand. ^_^
Rating: 4.5/5 ≠ I like this card. Itís very flexible. You can actually play it in nearly any deck.


Today is the start of CGChewie's turn as card selector (I get next week ^_^), and we look at a card that I really wanted to pick, Robbin' Goblin.
Card Text:
Continuous Trap
Each time 1 of your monsters inflicts damage to your opponent's Life Points, 1 card is randomly selected from your opponent's hand and discarded to the Graveyard.
This guy is instant hand control.  If you attack with multiple monsters, each taking a chunk of your opponent's life points, your opponent's hand is destroyed.  Best of all, this is a continuous trap, so it stays on the field until destroyed by Heavy Storm or one of the trap destroying cards.
There are so many combos with this card it's not funny.  And the best part is, this card gets better with future sets (Booster Chronicle LOVES this card), but we'll cross that bridge when we get to it.
Robbin' Goblin combos well with the following cards:
Ultimate Offering (more monsters to attack)
Raigeki/Dark Hole/Mirror Force (clear out the opponent's side of the field)
Card Destruction (nuke their current hand, then destroy their new hand)
Direct damage attackers (like Queen's Double) (almost guaranteed discard, then destroy them all with an effect like Cannon Soldier or Dark Hole)
Defense cards (Wall of Illusion, Giant Soldier of Stone, etc.) (if your monster has a higher defense than their attack, they lose LP, remember?)
Reinforcements/Castle Walls (they'll never see it coming)
Barrel Dragon (field control + hand disruption = ouch)
Sadly, this card can't combo with the effects of Cannon Soldier and Catapult Turtle due to an extended ruling saying only battle damage (i.e. a monster attacking or defending) could activate the effect if it causes the opponent to lose LP).
Seven Tools: But hey, that's one less they can use on your Mirror Force/Trap Holes!
Heavy Storm: Blah.
Should YOU play it?
Yes, you should.  You can force your opponent to discard critical cards that they may not be able to get back, and with an empty hand, it prevents them from using cards like Magic Jammer and Tribute to the Doomed.  I would suggest at least sidedecking 2 of these guys.  Barrel Dragon users should maindeck 1-2 of them.
I give Robbin' Goblin a 3.9.  It's an excellent card, but it just falls short of a deck staple due to the fact it's useless if you have no monsters on the field, and that's fairly frequent these days, at least for me =/  I play 2 in my main deck, and it's, umm, cool =)


No review.
Trunks the Swordsman No review.
Codith No review.
Zap No review.



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