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					Pojo's Yu-Gi-Oh Card of the Day 
						
						
							|  |  | 
							Mechanical HoundCommon
 
							While you have no cards in your hand, yr opponent 
							cannot activate Spell Cards. 
							
							Type - Machine/EffectCard Number - CRV-EN018
 
							Card RatingsTraditional: 2.85
 Advanced: 
							3.1
 
							Ratings are based on a 1 to 5 scale 1 being the worst. 
							3 ... average. 5 is the highest rating.
 
 Date Reviewed - 09.06.05
 |    
                        
                          |  Lord
 Tranorix
 | Mechanical Hound 
 Mechanical Hound is a very interesting monster. With 
							2800 ATK, it’s strong; though it’s also Level 7 and 
							thus requires two tributes. It’s a Machine, so it 
							benefits from Limiter Removal; and it’s EARTH, 
							always nice.
 
 If you have no cards in your hand, your opponent 
							can’t activate Spells. So if you’re both topdecking 
							for some reason, and you get, I dunno, Premature 
							Burial, and you bring Mechanical Hound out from your 
							Graveyard, and then your opponent topdecks Pot of 
							Greed, it won’t help him.
 
 It’s an extremely useful effect, but there’s a huge 
							drawback. You can’t have a hand. Not having a hand 
							in this game is a precarious position to be in; even 
							if you do get Mechanical Hound out, and his effect 
							working, your opponent can still kill it with Traps 
							and monster effects.
 
 There are a bunch of cards in CRV that rely on your 
							not having a hand. In a deck like that, Mechanical 
							Hound is rentsy.
 
 CCGCC: 2.5/5
 No-Hand Deck: 4/5
 OVERALL RATING: 3.3/5
 
 |  
                          |  ExMinion OfDarkness
 | Mechanical Hound 
 I can do most of this review in one sentence.
 
 Here we have a two-tribute (BAD) 2800 ATK (okay) 
							Machine (good) that prevents your opponent from 
							using any spells (good) but only when you are 
							handless (HORRIBLE).
 
 The problem with this guy is that he's STILL 
							vulnerable to too much, especially come the new 
							Advanced Format (or at least what we think it'll 
							be.)
 
 Without Mirror Force or Ring of Destruction, and 
							Goat Control crippled, people will be playing more 
							Bottomless Trap Holes and Sakuretsu Armors to deal 
							with the aggressive style most decks will be using. 
							This means that this guy can still be hit with 
							Bottomless, Sakuretsu, Torrential, T-Virus, X-Force, 
							DDA's effect, DDWL's effect...oh yeah, and if 
							Tsukuyomi gets involved, Nobleman of Crossout will 
							get him outta there too.
 
 Bottom line: You REALLY don't want to play out your 
							entire hand to block spells -- if you're going to 
							protect a monster from spell effects, play Silent 
							Swordsman Lv. 8.
 
 1/5 all
 
 |  
                          |  Coin Flip
 | Something that occurs to me just right now is that I 
							never alerted everyone to the fact that I made a 
							mistake in the Drillroid review. I made a quick 
							assumption based on Ninja Grandmaster Sasuke's 
							effect text and assumed the monster wasn't flipped 
							face-up before being destroyed if it was face-down. 
 It is flipped face up. That probably drops its 
							rating down in both rating formats by half a point. 
							Incredible.
 
 Mechanical Hound basically rewards bad hand 
							advantage, which is rarely a good thing. Cybernetic 
							Cyclopean and Cybernetic Archfiend are better cards 
							to play with, and that says something. Both of them 
							suck.
 
 On the upside, you can get a really nice lock going 
							on with this and Decree. But hey, you can do the 
							same thing with Horus, Spell Cancellor, or Silent 
							Swordsman LV7.
 
 It's good. Not great. But good.
 
 2/5 Advanced
 3.5/5 "Cybernetic" deck
 
 |  
                          | Snapper | Mechanical Hound 
 Today's card is Mechanical Hound, a monster that can 
							become a one-sided Spell Canceller.
 
 MH is a very acceptable 2 Tribute monster. With 2800 
							ATK, it can stomp almost every single monster a CC 
							Deck may be able to dish out. Additionally, incase 
							you didn't get this fact from it's name, MH is a 
							Machine, allowing you to use it with Limiter 
							Removal… um… equip it with Rare Metalmorph… and… 
							Heavy Mech Support Platform… other paragraph 
							lengtheners, and so on.
 
 While your hand is vacant of cards, MH prevents the 
							opponent from activating Spell Cards. Needles to 
							say, this effect roxs! Because around 40% of the 
							average Deck is nothing but the artist formerly 
							known as Magic, MH effectively stops… 1 + 1… carry 
							the 8… multiply by π… roughly 40% of most 
							Decks. So, yeah, MH stops the opponent from using 
							Lightning Vortex, Snatch Steal, Pot of Greed, and so 
							on.
 
 It should be noted though that MH stops the opponent 
							from activating Spells, it does nothing to those 
							that the opponent has already set in motion.
 Example: your opponent stole your Jinzo with Snatch 
							Steal. You, in retaliation for this thievery, use 
							Premature Burial on the MH you discarded a while 
							back. MH is summoned to the field, your opponent 
							can't use their beloved Spells, and they get to keep 
							your Jinzo, which is sad. But do not fret! MH is 
							stronger than Jinzo, so you need not feel pity for 
							the psychotic android shocker because you can send 
							it to an eternal rest!
 
 The only real issue with MH, which I almost forgot 
							to mention, is that its effect only activates when 
							you have no cards in your hand. Currently, that 
							isn't very common unless you're up against a "Hand 
							Control" Deck. It isn't impossible though; if you 
							play recklessly and often find you have no cards in 
							you hand, MH is for you! If you enjoy Setting Normal 
							Spells and having a full Monster Card Zones just for 
							the heckuvit, MH is the answer to all of your 
							prayers. If you like canines yet have allergies, MH 
							is the only thing available that will keep you 
							entertained.
 
 All in all, MH is a really useful monster that could 
							be very useful in Decks already using Cyber 
							Archfiends and Cybernetic Cyclopean. But for the 
							average Deck, I wouldn't advise using it, unless of 
							course you enjoy having a beatstick that may once in 
							a blue moon prove very helpful.
 
 Advanced: 3/5. Its Level brings it down a few pegs, 
							as does the stipulation under which it activates.
 Traditional: 2/5. Imperial Order robs it of its 
							recognition.
 Overall: 2.5/5.
 Art: 1/5. It might just be a bad scan that I'm 
							looking at, but that's one ugly dog.
 
 |  
                          |  Dark Paladin
 | Today we come to the ferrocious Mechanical Hound. 
 Mechanical Hound does have the unfortunate setback 
							of requiring two tributes, but Trojan Horse can deal 
							with that if you want since he is an Earth monster.
 
 Hound harbors 2800 attack points which is pretty 
							good for a monster of his Level and a relatively low 
							1500 defense (which is good for Traditional being 
							Witchable).
 
 Then the effect, while you have no cards in your 
							hand, your opponent cannot activate any Magic cards. 
							Now, this card along with yesterday, promotes BAD 
							hand management. However, your opponent not being 
							able to use Lightning Vortex, Brain Control, NoC, 
							Scapegoat and the like isn't something to shake a 
							stick at.
 
 Ideally, you would summon Mechanical Hound when you 
							had only the said card in hand, and then just play 
							every card you draw to keep the effect or set your 
							cards if you are drawing traps.
 
 Ratings:
 
 Traditional: 2.9/5 Again, he wants an empty hand = 
							Yata Lock
 Advanced: 3.9/5 A solid effect here, and having no 
							hand isn't the
 end of the world.
 
 Art: 3.5/5
 
 You stay classy, Planet Earth :)
 
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