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


At the time card is selected as an attack target by your opponent' monster, the controller of this card can activate Trap Card(s) from their hand.

Type - Machine/Effect
Card Number - CRV-EN011

Card Ratings
Traditional: 2.65
Advanced: 3.125

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

Date Reviewed - 08.08.05



Jetroid’s another interesting monster, almost a mini-Makyura. With only 1200 ATK, he’s rather weak for a Level 4; but 1800 makes him a decent wall. He’s also a Machine…but he’s WIND, a relatively unsupported Attribute.

His effect, while nice, is too situational. If your opponent attacks Jetroid, you can use Mirror Force or Sakuretsu Armor or Magic Cylinder from your hand. Chainability is no longer an issue – your opponent can’t very well MST a card you haven’t set.

But that raises a problem. If you have cards in your hand, and a face-up Jetroid on the field...why would your opponent attack it? Unless he had absolutely no other options, it’d be really stupid to do so, rendering Jetroid’s effect pretty much useless.

Except, of course, as a stall card. So, like Bounder, use Jetroid if you want stall – not if you want the novelty of activating Traps from your hand.

CCGCC: 2/5
Machine Deck: 3/5

ExMinion OfDarkness

Now THIS little Machine could see some play.

1200 ATK is sub-par, especially given the beatsticks the Machine sub-type has. However, the 650 difference between him and what you'd rather be playing is easily made up for by his effect.

This guy will let you spring a Trap from your hand when he's being attacked. This in effect, gives you the benefit of having Sakuretsu Armor down without actually risking it to S/T destruction on the field. (Given that we won't have Mirror Force or Ring most likely, that's the best of what you'll actually be pulling from your hand.)

This guy goes along well with the stereotypical Machine deck in some sense -- you want to conserve, then greatly overextend for the win when playing Machines. This lets you hold the Saku in your hand, block an attack, and hopefully summon something stronger/Limiter for a win on the next turn.

Again, not great, but possible to be tech in some builds.

2.25/5 Traditional (anything that helps keep cards in your hand is good here!)
2.5/5 Advanced

Coin Flip
Jetroid is, surprisingly enough, decent. Decent. That's not good, but hey, it's not bad.

Basically it lives through one attack a turn. Combo it with The Dark Door and you've got a nice combo... for second graders.

Anyway, at first glance this card is fun, but then you actually read it again and blood goes back to your brain.


3/5 General

I reviewed the wrong card, yeah, but you can't blame me. This one shows so little promise that I'd rather've reviewed another card with "roid" in its name, and there aren't many good ones.

But I digress. This card is lackluster. Its potential is limited at best. While you can frighten your opponent, most good opponents will know whether or not you are actually sitting on top of a Mirror Force or Ring of Destruction or Magic Cylinder. Its stats also suck, so I can't even bother going over them.

1800 isn't too bad, but the effect just isn't useful enough to cut it. Pass.

General: 3/5

Snapper Jetroid

Today's card is Jetroid, a monster that is slightly similar to a card that has left Advanced Decks everywhere.

Jetroid has what is almost an acceptable ATK. 1200 ATK won't do much against the majority of the monsters your opponent will control, but it will at the very least stand its ground against "tech" monsters. As a Machine… surely you see where I'm going with this?

When Jetroid is selected as the target of an attack, Jetroid's controller can activate Traps from their hand. To be blunt, there is little hope in you ever using this effect, for if your opponent is smart enough to know what Jetroid does, they're probably smart enough to know they shouldn't attack it when its controller has a card in hand. Because, you know, it could be a Trap.

A resourceful person however may put some though into this; if they're contemplating whether or not to attack Jetroid, they can check the opponent's Graveyard for things that may be problematic when attacking:
Mirror Force, Sakuretsu Armor, Ring of Destruction, Mirror Wall, and any other Trap they may have nightmares about. If they find that all knotty Traps are no longer available, they could deem Jetroid worthy of an attack, and not worry about any consequences (because there probably won't be any).

But let's pretend for a moment that your opponent isn't the brightest of bulbs, and attacks Jetroid just seconds after he got 5 monsters via Cyber Jar and you only got a measly Jetroid as well as 4 Mirror Forces (not legal, I know, so just hesh up). So they attack, you play Mirror Force from your hand, your opponent says, "Oh no I'm so stupid," you say, "Yes. Yes you are," and you can then freely attack the opponent with Jetroid on your next turn. Hooray for you.

Overall, Jetroid is an interesting Machine that could be an excellent defensive monster when coupled with Patrician of Darkness (and/or similar
cards) and in a Deck filled to the brim with Traps. But the complete and utter failure at the surprise element really makes Jetroid exclusive to 'Roid Decks, which you'd use for some reason despite the fact that there's no "'Roid" support.

Advanced (Machine Deck): 3/5. A lack of large Trap line-ups hinders its usefulness.
Traditional (Machine Deck): 2.5/5. Most used Traps are chainable, so you really don't need Jetroid.
Overall (Machine Deck): 2.75/5.
Art: 2/5. I don't believe I've ever seen a red jet with four wheel axel things.

Dark Paladin
Here again, as I said, we come to another CRV monster who happens to have a name that ends in "Roid"

Jetroid is a nifty monster...a very nifty monster who happens to be what many consider to be Makyura the Destructors (superior) replacement.

Jetroid only has 1200 attack points but a fairly respectable defense of 1800 for a Level 4 monster. Now, I believe this card is better than Makyura because where Makyura has to be destroyed for the effect, Jetroid only needs to be attacked.

Being able to throw Mirror Force, Magic Cylinder, Ring of Destruction, Sakuretsu Armor, or whatever else you want simply when attacked is truely excellent.

This card is a welcome addition to Machine decks, or any deck you'd like to try him out in for that matter. The effect is truely good.


Traditional: 3.0/5
Traditional Machine: 3.8/5

Advanced: 3.5/5
Advanced Machine: 4.3/5

Overall Rating: 3.7/5

Art: 4/5

You stay classy, Planet Earth :)

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