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

Mecha Dog Marron

When this card on the field is destroyed and sent to the Graveyard as a result of battle, inflict 1000 points of damage to both players' Life Points. When this card on the field is destroyed and sent to the Graveyard except as a result of battle, inflict 1000 points of damage to your opponent's Life Points.

Type - Machine/Effect
Card Number - FET-EN019 

Card Ratings
Traditional: 2.9
Advanced: 2.85

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

Date Reviewed - 04.19.05

ExMinion OfDarkness Mecha Dog Marron

Stupid fact: This card has "1,000" written on it 4 times.

Mecha Dog Marron is built for a quick burner -- if they kill it through battle, both of you are taking 1,000 (and you probably a bit more if it was in ATK position). If they kill it with a card effect, you're spared of that damage and they still take 1,000.

Unless they RFG it (Nobleman it while F/D or BLS/Chaos Sorcerer) they're taking 1,000 damage regardless.

This isn't a bad opening play for a Burn deck -- if they attack it, then you're both burned a bit. If they waste a card effect to get rid of it, that saves a future monster of yours (Stealth Bird, probably) from that same Nobleman...that, and if you don't respond with your face-down spell/trap the first time, then they're less likely to think it's a Gravity Bind or something when they attack on the next turn.

However, as I said yesterday, there are simply better cards that do 1,000 damage a turn.

Traditional: 1/5
Advanced: 2.5/5
Limited: 2.5/5 (less card effects)
Tranorix Mecha-Dog Marron

THIS is more like it! Mecha-Dog Marron is a very interesting monster, a great surprise card and, although it can also backfire, an interesting addition to a Burner.

Granted, the stats are even worse on this thing than yesterday’s card, only 1000 ATK and DEF for Level 4. Then again, it’s also LIGHT, which means this will actually be of at least some benefit to Chaos Decks. Being a Machine also helps, as you can boost this with Limiter Removal.

The effect is what makes this such a rentsy monster. If this is destroyed in battle, you and your opponent each take 1000 damage. That’s a good effect for Burners; usually, you’re ahead in LP anyway, so this is basically tantamount to using something like Ring of Destruction (though don’t assume I’m saying this card is anywhere near as good).

The fact that you CAN use Barrel Behind the Door on this card only adds to is playability. So if it’s destroyed in battle, you can make your opponent take 2000 and you’ll take nothing.

Then there’s the better part of the effect: if this is destroyed by a card effect, only your opponent takes the damage. So if your opponent uses Mirror Force when you attack with Marron, he’ll take 1000 damage. If your opponent uses Ring of Destruction on Marron, he’ll take 2000 and you’ll take 1000. If you use Limiter Removal on Marron, you’ll get a 2000 ATK monster for the turn that’ll deal 1000 LP of damage to your opponent when Limiter kills it.

I think I’ve mentioned Machine Burners before, using cards like Bowganian and Reflect Bounder. Well, here’s the latest addition.

Traditional – CCCC: 2.5/5
Traditional – Machine Burn: 3.5/5
Advanced – CCWC: 3/5
Advanced – Machine Burn: 4/5
Snapper Mecha-Dog Marron

Today’s card is Mecha-Dog Marron, a monster that the creator of this and all Burn Weeks found a use for.

Marron has awful stats; 1000 ATK allows it to destroy Magician of Faiths, commit suicides with Sangan, and do basically nothing else. It is a Machine though, allowing you to raise its ATK via Limiter Removal, a bonus that is especially useful when considering Marron’s effect.

Marron has an odd effect; if Marron goes to the Graveyard as a result of battle, you and your opponent lose 1000 Life Points. If it’s destroyed and sent to the Graveyard by any other means than only your opponent loses 1000 Life Points. The first option for Maroon demise allows you to use Barrel Behind the Door, allowing you to transfer the 1000 points of damage you’d receive to your opponent, giving them a total of 2000 Life Point lose. The second effect gives Marron and a few other once useless burn cards access to a new Deck-Type; Suicide Burn. By using cards like Destruction Ring, Thunder Crash, Assault on GHQ, and Jigen Bakudan with/on Maroon you can give your opponent –1000 Life Points and a few other “bonuses”. All in all, Marron proves to be the perfect example of the statement, “All cards have a use,”
for in the proper Burn Deck Maroon can spell doom for the opponent.

Advanced (Burn Deck): 3/5. I’m not great with Burn Decks, but it’s obvious that Maroon has potential.
Traditional (Burn Deck): 3.5/5. You may not even need Thunder Crashes; monsters don’t seem to remain on the field for very long in Traditional.
Overall (Burn Deck): 3.25/5.
Art: 3/5. So this is, what, the 4th Dog Maroon? I’d say the artwork ranks second place amongst its brethren.

Stats: Mecha-Dog Marron is a Level 4 Light/Machine Effect Monster with an ATK/DEF of 1000 each.  There are some good benefits from these Stats:

  1. Light has decent support and is Chaos Food
  2. Machine’s have some great support
  3. Good synergy between Attribute/Type (many “good” or better Light/Machines exist)
  4. This card can be searched from the deck and Special Summoned via Shining Angel
  5. This card can be searched from the deck and added to your hand by the effects of Sangan and Witch of the Black Forest.
  6. Small enough to slip under Messenger of Peace


The main draw back of the card at this point is its rather puny ATK/DEF of 1000.  Most supporting Monsters are strong enough to put this dog down.  Then again, this is an Effect Monster, and it is Burn Week, so the stats are probably secondary.


Effect(s): Simply put, one way or another, if this card is destroyed and sent to the graveyard, your opponent is taking 1000 points of damage.  Thing is, if it’s through battle, then you also take it.  This isn’t too great an effect on its own, but it is much more predictable than yesterday’s, so it is fairly solid.  Since it is concrete damage, Barrel Behind the Door can be used with it.  The other main benefit is that it discourages your opponent from doing anything but attacking it (so that you both take the damage).


Too bad players love what is left of their mass removal: Lightning Vortex, Mirror Force, Torrential Tribute, and Tribe Infecting Virus.  This basically adds a 1000 LP “cost” (not in the literal game sense) to using those cards effect.  It also can make a Cyber Jar a lethal weapon.


Uses and

Combinations: Here is this card’s chance to shine.  First, it is “Chaos Compatible”.  That helps immensely.  Second, as stated, your opponent will either have to suck up the LP loss or waste an attack on killing it if s/he wants both of you to take the damage.  What also helps is that the effect doesn’t state who has to destroy it.  If either player uses Ring of Destruction or similar cards on it, your opponent ends up taking an extra 1000 points of damage.  Probably the sweetest thing is that, unless I missed a ruling or errata, this effect should trigger when Limiter Removal has been used and you reach the End Phase.  So in addition to turning this pup into a decent 2000 (or great 4000, or sick 8000) ATK Machine, you’ll get an extra 1000 points of direct damage to the opponent.




Traditional: 3/5-Machine/Chaos can be done, and this is decent enough to consider for “normal” Chaos too.  I wouldn’t expect it to carry your deck, but it probably won’t need the rest of the deck to carry it.


Advanced: 3.75/5-This is more a composite rating: I’d consider it a staple for a Machine Chaos deck, for example, and a solid choice for a burner.  I can’t think of any decks where it would horribly clash (barring the obscure), though it’s probably not too helpful to a handful (like Exodia).


Limited: 3/5-It’s probably going to die in battle, so it basically becomes a guaranteed 1000 points of damage to each player.  This doesn’t seem to support any real themes found in the cards, but as long as you are already ahead in LP, that’s useful.


Dark Paladin Mecha-Dog Marron
Level 4

If this card is on the field and sent to the graveyard as a result of battle, inflict 1000 points of damage to both players lifepoints. If this card is on the field and sent to the graveyard EXCEPT as a result of battle, inflict 1000 points of damage to your opponent.

Well, this card is weaker than yesterday's card with an even less solid effect.
Since the only way this card doesn't hurt you is if it's sent to the graveyard in a way that doesn't include battle, that bring this card down.

With only 1000 attack and defense, it isn't going to be hard to send it to the graveyard via battle. So, you're hoping that your opponent will Torrential Tribute your field just to do 1000 damage.

In Traditional though, you're more likely to get the effect. With CED, Raigeki, Dark Hole and the like still floating about, it isn't impossible. However, in Advanced, there are many less field clearers and you probably are going to take the damage also.

Not exactly the best burn card, as it's more likely to hinder you as well.


Traditional: 2.6/5 You actually could get it to only hurt your opponent here.
Advanced: 1.9/5 Lower here as I said with the effect less likely to be only to your opponent.

Art: 2/5

You stay classy, Planet Earth :)

Coin Flip
Mecha Dog Marron has the odd quality of stopping an attack and doing a quick 1000 damage. Sometimes to both players. So when you lose advantage, you gain no advantage.

There's another situation I like to refer to when I come up against something like this. It is the prospect of Familiar Knight and the incredibly super-obvious combo with Raremetal Dragon. You have to put yourself in an odd situation and do strange things to take advantage with it, otherwise it's just a Special Summon of a LV4. If you're lucky, you got past summon requirements of one or two monsters. If you aren't, you have a completely dead monster in your hand.

This is okay for burn. It blocks and shoots, sometimes to both players. But burn has more reliable ways of doing constant damage or better 1-time damage. This is just going under the idea that even if both of your LP is reduced, theirs gets reduced first so you win. But then you have less room in your deck for better cards.

Traditional: 1.8/5
Advanced: 1.4/5
Traditional: 2.4/5
Advanced: 2.2/5

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