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					Pojo's Yu-Gi-Oh Card of the Day 
						
						
							|  |  | 
							Mine GolemCommon
 
							When this card is sent to the Graveyard as a result 
							of battle, inflict 500 points of damage to your 
							opponent's Life Points. 
							
							Type - Rock/EffectCard Number - TLM-EN018
 
							Card RatingsTraditional: 1.7
 Advanced: 
							2.3
 
							Ratings are based on a 1 to 5 scale 1 being the worst. 
							3 ... average. 5 is the highest rating.
 
 Date Reviewed - 06.20.05
 |    
                        
                          |  Lord
 Tranorix
 | Mine Golem 
 With every set comes my obligatory Burn Week, and 
							although The Lost Millennium isn’t exactly the best 
							set for Burn (stupid wombat), it has a few cards 
							worth mentioning. One of these is Mine Golem, an 
							interesting choice for Rock Decks. It’s Level 3 with 
							1000 ATK, not the best; but it boasts an impressive 
							1900 DEF, making it a tough wall to get around.
 
 The effect might be brushed off as insignificant, as 
							500 damage isn’t great; but it’s notable. If your 
							opponent breaks through Mine Golem with a Berserk 
							Gorilla or something, he’ll take 500 damage. If he 
							runs into it with something weaker, he’ll have 
							wasted an attack. Mine Golem can also attack in a 
							pinch, and of course, if nothing else, it’s food for 
							Megarock Dragon.
 
 Then you can look at Minefield Eruption. This is a 
							Trap that inflicts 1000 damage to your opponent’s 
							Life Points for each face-up Mine Golem you have on 
							the field. So if you have three on the field, that’s 
							3000 damage – not at all bad (of course, it’s not at 
							all likely either, but there you are).
 
 A Rock Burner could easily be built around Mine 
							Golem and Minefield Eruption, based on getting Mine 
							Golems onto the field repeatedly and activating 
							Minefield Eruptions. I’m not sure how successful it 
							would be, but I’m sure someone could pull it off.
 
 Traditional – CCCC: 2/5
 Traditional – Rock Burn: 3.5/5
 Advanced – CCWC: 2.5/5
 Advanced – Rock Burn: 4/5
 OVERALL RATING: 3/5
 
 |  
                          |  ExMinion OfDarkness
 | 
								Mine Golem 
								  
								Just...eww. 
								  
								Okay, it's Giant Germ, minus the swarming, plus 
								Minefield Eruption for a potential 3,000 (which 
								usually won't happen), plus a better defense 
								(but don't you WANT this card dying in battle?) 
								  
								Sorry for the really short review, but the card 
								works against itself. 
								  
								Giant Germ > this, period. 
								  
								1/5 all
 |  
                          |  SandTrap
 | Mine Golem COTD ATK/1000 DEF/1900
 Rock/Effect
 Earth ***
 
 When this card is sent to the Graveyard as a result 
							of battle, inflict 500 points of damage to your 
							opponent's Life Points.
 
 Welcome to uh...TLM Burn Week...yay....
 
 Oh yeah, just a reminder that all the COTD Reviews 
							that I do from now until Nationals have all been 
							sent the Tuesday before SJC Charlotte. So if I rate 
							a card badly and it does well, then...ooopsie ;P.
 
 500 LPs of burn...sucks. 1900 DEF is nice, but 
							that's the only thing decent about it. You could 
							combine this card with Minefield Eruption, but you 
							nuke your own cards just to do a max of 3000 LPs 
							worth of damage while killing your own field. On top 
							of that, the Mine Golems won't get their own 
							effects.
 
 Rating: 1/5. I wish I could still rate lower than 
							one ;/.
 
 |  
                          |  Coin Flip
 | Mine Golem starts us off this week. A number of 
							cards in TLM are based off the principle of high 
							DEF. This is no exception. A number of cards in TLM 
							are Rock monsters. This is no exception. 
 That doesn't mean it's good. It's a 1900 defender. 
							That's worse than just a 2000 Defender by far, with 
							Berserks and Blades permeating the very air around 
							the decks which house them, giving people around 
							those decks a whiff of something that smells 
							somewhat like sour milk. On the upside, this fellow 
							gives us 1900 DEF. And, when he dies, he'll do a 
							little bit of damage to the opponent. His support is 
							simply sucktacular, and should be ignored by all 
							logical beings. 1900 DEF is nice and stuff, but if 
							you're looking for good DEF with burn power, Stealth 
							Bird gives it to you. Heck, Stone Statue of the 
							Aztecs gives it to you. But this is just lackluster.
 
 Call me pessimistic if you must.
 
 General:
 Traditional: 1.6/5
 Advanced: 2.1/5
 
 Burn:
 Traditional: 2.4/5
 Advanced: 2.9/5
 
 |  
                          | Snapper | Mine Golem 
 Welcome to TLM Burn Week! Never shall you guess who 
							came up with a Burn oriented week, as I myself do 
							not know. Today’s card is Mine Golem, a monster that 
							may possibly Burn the opponent.
 
 It isn’t often that monster’s DEF is high enough to 
							warrant the extreme ignoration of the monster’s most 
							likely bad ATK, but MG manages to make itself 
							eligible of such an honor. With 1900 DEF, MG should 
							be somewhat of an impenetrable shield for most 
							monsters the opponent may summon, which may lead to 
							problems later in MG’s career. It’s also a Rock 
							monster, which, despite the large array of Rock 
							“support” in TLM, is still far from advantageous.
 
 MG’s effect may be familiar to those who run a “CC 
							Fiend Deck”, as it closely resembles the effect of 
							the ever-contagious Giant Germ; when MG is destroyed 
							in battle, it inflicts 500 points of damage to the 
							opponent’s Life Points. In my personal 
							never-used-a-Burn-Deck-in-his-life opinion, the 
							burnination MG can inflict is inconsistent with MG’s 
							primary stat.
 
 A 1900 anything is not easy for most Level 4 or 
							lower monsters to get around, given the fact that 
							Beatdown Decks have fallen to the wayside. With this 
							decline in macho macho monsters, so declines MG’s 
							chances of using its effect. You could of course put 
							MG in Attack Position, though if it were to meet its 
							demise in battle (most likely as a suicide attempt), 
							you’d very likely lose more Life Points than your 
							opponent. All in all, MG is for the most part a wall 
							that will probably never be able to use its effect. 
							Unless you for some reason use Gaia Power in 
							whatever Deck MG may quite possibly be beneficial 
							in, MG should be reserved for those 
							I-Wish-This-Thing-Was-Available-In-WWII Decks.
 
 Advanced: 3/5. Walls are nice, but for burning stick 
							with big bacteria.
 Traditional: 2/5. VERY unlikely to use it’s effect 
							OR defend Life Points.
 Overall: 2.5/5.
 Art: 3/5. How many potential Mine Golems to you see? 
							I see 4 ˝! (The half is from the one blowing up in 
							the background [assuming that’s a mine Golem].) Of 
							course even 4 Mine Golems exceeds the maximum 
							allowed copies of a card, so I’d lower my answer to 
							3; 3 Mine Golems.
 
 |  
                          | dawnyoshi | Okay. Today's card is Mine Golem. 
 Now, it's level 3, it has 'meh' ATK and a decent 
							DEF, but its effect sucks. It obviously won't see 
							play in a standard chaos deck, and two decks that 
							this card IS suited for, which is burn and 
							Bind-Dodgers/Clown Control, there are better 
							options.
 
 Bottom line? In Traditional and advanced, this 
							card's bad. It shouldn't see play. In limited, it's 
							a decent defender that can win you the game or tie 
							it up. Run it if you don't have better options (and 
							run it over Elemental Hero Clayman), but even then, 
							Monk Fighter + Lone Wolf still owns this card as a 
							defender.
 
 Traditional: 1/5
 Advanced: 1.5/5
 Limited: 2/5
 
 |  
                          | Dark Paladin | Mine Golem Level 3
 Earth/Rock
 1000-1900
 
 When this card is sent to the Graveyard as a result 
							of Battle, inflict 500 points of damage to your 
							opponent's lifepoints.
 
 Welcome to The Lost Millenium Burn Week!
 
 Well, 1000 attack isn't the greatest thing in the 
							world, but not all too terrible for a Level 3 
							monster. However, 1900 defense is quite good, it'll 
							stop most of your beatsticks right away. The only 
							things this guy won't be able to stop that are 
							commonly run are Beserk Gorilla and Goblin Attack 
							Force.
 
 In your Rock or even just an Earth deck that needs a 
							defender, you could just stick with Big Shield 
							Gardna or even Gear Golem the Moving Fortress. As 
							for the burn effect, 500 points is meh at best and 
							Golem has to be destroyed as a restult of Battle.
 
 So, if somehow for whatever reason your opponent 
							can't get through a 1900 defensive wall, and uses 
							Lightning Vortex or something on it, you don't even 
							get the effect.
 
 This isn't the best, yet not the worst burn card at 
							the same time.
 
 Ratings:
 
 Traditional: 1.9/5
 Advanced: 2.4/5
 
 Art: 2.5/5 Nothing cool really.
 
 You stay classy, Planet Earth :)
 
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