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



Card Number - SDRL-EN019

Card Ratings
Traditional: 1.80
Advanced: 4.00

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

Date Reviewed - 12.17.0


Dark Paladin
Today we look at Trade-In...one of those Draw option cards that actually isn't terrible, but isn't all that useful either. You see, all you have to do is discard a Level 8 monster, and you can Draw two cards from your Deck.

It doesn't specify which type of monster, so you could discard a Vanilla monster, an Effect monster, a Nomi, a Ritual...like something as Demise, King of Armageddon? Wait, that works wonderfully. The problem being, that odds are, whatever monster you are discarding, you probably would rather use as oppose to discard.

However, in a Dragon deck, say one attempting to summon Five God Dragon, discard a Blue Eyes, draw the two cards, and then Special Summon the Blue Eyes back...that's pretty sweet. For those of you who may have been wondering, this card breaks even advantage wise...Trade In + a discard = two cards from your Deck.


Traditional: 1.5/5 Not terrible, but I still say using the monster is more intelligent than dumping it, despite easier revival.

Advanced: 2/5 Same reasoning as Traditional.

Advanced Dragon/Five God Dragon: 3.5/5

Art: 3/5
General Zorpa Trade-In
Definitely one of the better cards from the new Rise of the Dragon Lords Structure Deck. This allows you to pitch any level 8 monster in order to draw two cards. Destiny Hero Plasma, Light and Darkness Dragon and DMoC got a huge boost from this card. So now those huge level 8 monsters are no longer such dead draws. You can also use it with a Demise deck, as both Zorc and Demise are level 8 as is the hulking Metal Armored Bug and Doom Dozer. My friend actually managed to put together a very competitive deck that used of all things, Blue Eyes White Dragon and all of the Normal Monster Revival to continuously beat down the opponent with 3000 ATK monsters that would only go away if you removed them from play. This was exactly the card that so many decks and ideas needed to get off the ground.



Trade in is a Normal Spell that lets you discard a Level 8 Monster to draw 2 cards.  For someone who plays a game like Pokémon, this level of draw power seems pretty weak, but of course for Yu-Gi-Oh, drawing two at the cost of two is still pretty great: how many decks out there suffer from having too many cards in them?  I mean, if you could come in under 40, your decks overall utility would drop (less possible reactions), but its stability should rise (getting the cards you want when you want them).  Given the potency of so many cards in this game, a smaller deck would be a huge boon.


However, you have to run Level 8 Monsters for the discard cost.  Ouch.  Level 8 Monsters tend to be very low on the utility scale, and as such also adversely affect deck stability; after all a card you draw and can’t use is almost as bad as no draw at all.


So clearly we have a card meant to work with the rare high utility (or low utility with obscene power) Level 8 Monsters.  What are such Monsters?  Truth be told, I am quite out of practice.  Just playing the game on my DS due to a lack of time, funds, and truth be told, interest.  I see enough in this game, though, that I don’t want to let it go completely.  With any luck, soon I will be able to play a bit more in Yu-Gi-Oh again.  Just consider that a disclaimer as to why I am so apt to miss something “obvious”.  On the bright side, this does let me look at cards from a different perspective, and that isn’t all bad.  I didn’t see anything that really screamed “play me” when glancing through the list of Level 8 effect Monsters.


Trade In reminds me a bit of Destiny Draw, where you have to discard a Destiny Hero to draw two cards.  That card is wonderful in Destiny Hero decks, but therein lays the rub: you’d have to build a Level 8 heavy deck to use this card reliably, and I don’t know of any such deck that works well.  Most Destiny Hero Monsters have a use in the field, and many have a use in the Graveyard.  So while Destiny Draw is a dead card on its own, it is rare that it will be on its own and a good player will generate advantage off the discard more often than not.


So in the end, this appears to be another failed attempt at making Level 8 Monsters, as a whole, more playable.  Though it is good that it could theoretically work in any deck, I am not sure if there are even enough specialized decks it can work with.




Traditional: 1/5

Advanced: 1.25/5

The First Hokage Trade In
Monday, December 17th, 2007

Hello fellow Pojoers, some of you might recognize me from my Naruto CotD reviews or from the Pojo Message Boards as The First Hokage. Either way, this is my first time doing a review for Yugioh.

Today, we are looking at one of my favorite cards out of the most recent starter deck, Trade In. This card is definitely seeing a lot of play in many different decks. The top 2 decks that are currently abusing this card are Trade In Demise, which features getting the OTK much faster than its original version, and the new DDT[Diamond Dude Turbo], both decks abuse this card like no other.

In Demise, you'll have a lot of level 8 Monsters to use Trade In with including: Doom Dozer, Demise, Zorc, and Metal Armored Bug. The Demise OTK can go off as early as turn 1 or 2 depending on if you went second or first. Regardless, this card gives a lot of support to this deck.

In DDT, I really love this card as it's another version of Destiny Draw. It will allow you to draw your 2 cards without cost or use Trade In to discard that Destiny Hero Plasma and draw 2 cards. Plasma then would be fodder for Divine Sword, and we just go on from there. DDT is making a comeback with some of the new support it got including Trade In.

I know there are other decks using Trade In as well, but these are the top 2 that come to mind when I think of Trade In. It gives more drawing power to a limited drawing power format aside from the Destiny Draws. Definitely, a fantastic card for decks that can fit around it.

In Traditional, I don't see this making an impact since the only level 8's you'd run would be the Chaos Monsters, which would be pointless because then you'd throw away your win condition.

In Advanced, this is where this card makes the largest impact. It adds great speed to some decks.

Traditional: 2/5
Advanced: 5/5 - For Said Reasons Above :)
Art: 2.5/5 Just what you'd expect: Someone trading something in
Tebezu Trade-In

If we still had pot of greed, obviously this card would be not be the best draw option out there. But I think it is, it allows players to run lv. monsters, dump them in the graveyard for future non-tribute revival, and cycle two cards from the deck. A brilliant card that was definitely needed to make some themes more playable. I like destiny draw, but I really think this is a better card. Destiny draw is limited to Destiny Hero's. This card can be used in any deck as long as the cost is efficiently provided. It allows demise otk to be more consistent, provides BEWD/big dragons some hope (coupled with Decoy Dragon obviously), and works with Destiny-Hero Plasma. I really love plasma due to both the draw cards working off his set up. I am really interested to see if anyone rebuilds Diamond Dude Turbo due to its introduction. Monster Gate and Reasoning, plus 6 potential plus 2 draw cards is quite tantalizing to think about.


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