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

Goe Goe the Gallant Ninja


Card Number - FOTB-EN024

Card Ratings
Traditional: 1.33
Advanced: 2.50

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

Date Reviewed - 06.19.0


Dark Paladin

Goe Goe Power Rangers! Wait...I mean Goe Goe the Gallant Ninja. It's all the same. Maybe not, but anyway.

Our Gallant Ninja friend is a decent card. 1500 attack and 1000 defense who happens to be a Wind monster and also Level 4. He's sort of like a more restrictive Don Zaloog. If he inflicts damage to your opponent, they must discard two random cards from their Hand.

Wait...the effect only kicks in if your opponent happens to be holding five or more cards in their Hand. Odds are, unless you use this guy early in the game, your opponent won't be holding that many cards.

I'd stick with Don, but our Gallant friend may have a place in Wind based Decks or casual play.


2/5 all around...as stated it is a decent effect, just hard to use, and he only has 1500 attack

Art: 4/5

You stay classy, Planet Earth :)

Goe Goe the Gallant Ninja

I kinda think this thing has potential but also believe it to be situational. I basically look at this and ask, "Why not Run Don Zaloog"

The key to winning with hand control is to hit fast and to keep the advantage going while your opponent is down on luck. Had this monster been a spell it would be a staple for hopeful openings. Once you establish control with this you can't follow up with it. If Don Zaloog hits you three times your losing something. This guy basically steals touchdown pass and then lets your opponent catch their breath as he jogs to the sidelines.


Lonely Wolf
Tuesday, June 19th

Today we look at a card that you would only want to see in your opening hand when you are going second and also have Nobleman/Smashing Ground and Heavy Storm.

ATK/1500 DEF/1000
When this card inflicts Battle Damage to your opponent while they have 5 or more cards in their hand, discard 2 random cards from their hand.

So, it’s a lv4 1500/1000 wind warrior-type monster, so it’s searchable. Decent stats.

The effect is pretty good, if you do battle damage, discard TWO cards from the opponent’s hand. That’s a double Don Zaloog. But, your opponent must have 5 or more cards in their hand. In most games, against most decks, there are only two times when the opponent has 5 or more cards. First, obviously the opening hand. Second, when you are barely able to defend yourself and your opponent just keeps knocking out your defense but draws nothing to make an additional push with.

I might tech one copy of this into a warrior and/or wind deck, otherwise I’d stick to Thestalos, Don, and Confiscation.

Tradtional: 1/5
Advanced: 2.5/5
Art: 2/5

Tomas Mijares
Top 8 SJC
San Jose
THe ONe PG 16 on the Pojo Boards
Goe Goe the Gallant Ninja
Level 4
When this card inflicts Battle Damage to your opponent while they have 5 or more cards in their hand, discard 2 random cards from their hand.

I don't really see the point of this card. A usual start for a player (not always, but usual) is a set monster and one set spell or trap. That already is 4 cards left in their hand leaving Goe Goe's effect really worthless. I just don't see how your opponent will have 5 cards in hand when you do after and do damage. I would still rather play Don Zaloog. Though many can see Don Zaloog only has 1400 ATK, but this effect isn't hindered by how many cards someone has in their hand. There are better cards out there than this, sure if it hits, it's like a Delinquent Duo, but what are the realistic instances that it happens. It's not like your opponent is going to flip morphing jar and just end. So I don't really like the card and how you have to work around his effect to make him a viable deck choice. But don't forget about Destiny Hero Beatdown or Perfect Circle Monarchs, many times they have 5 or 6 cards in hand and this can be a really good card, but not maindecked. Though there are better side deck choices against those decks, I can really only see this card in a side deck somewhere.

Traditional: 1/5 Not really effective at all
Advanced: 1.5/5 Maybe in a side deck, other than that, doubt it will see play.

- Tomas Mijares
Turkeyspit Goe Goe the Gallant Ninja

A rather interesting Warrior card, introduced in the Force of the Breaker Set. If his wording had been slightly different, he would have become the replacement for Don Zaloog, long seen as one of the best Hand Control cards next to Thestalos.

What really keeps Goe Goe down is the requirement that your opponent have 5 or more cards in their hand to activate his effect. If instead his effect read "When this card inflicts Battle Damage to your opponent, discard one random card from their hand. If they have 5 or more cards in hand, discard two random cards", then he would easily supplant Don Zaloog, you would see this guy in pretty much every deck.

The only saving grace that Goe Goe has is the fact that he is Wind Attribute. Normally this would be a "bad thing", as DARK or EARTH or searchable by Tomato and Rat, until you realize that the WIND themed monsters often involve "spinning" cards back to the owners hand or deck. By using cards like "Spiritual Wind Art - Miyabi", or "Swift Birdman Joe" to return cards to your opponent's hand, pushing their hand size to 5 cards or more, you can then take advantage of that by hitting them with Goe Goe.

I don't really see him being used in any competitive deck anytime soon, but he doesn't completely suck.


1/5 - Wind? I think not.

1/5 - He could be tossed into a WIND deck I guess, but Don Zaloog is just way better, with more consistent effects.

Card Art:
2/5 - "Go, go Power Rangers! Go, go Power Rangers! Go, go Power Rangers! Mighty Morphin Power Rangers!"

Goe Goe the Gallant Ninja

Goe Goe is basically a hyped up Don Zaloog with stipulations. Instead of discarding one card when it hits, it discards two. Its stipulation is what makes it from becoming almost splashable into a lot of decks. Being that your opponent has to have five cards in hand for its effect to activate, it will usually only be effective early game or after a Morphing Jar flip. If you’re opponent has five in hand otherwise, you’re normally losing the game.

This card is best used as a side card against gadgets seeing as they keep high hand counts. It has its uses against T-build early game to try and disrupt their combos to keep you alive for a few turns. It has its uses in a single copy in decks that utilize 2 RotA and Toolbox variations as a quick early game changer or in Wind variations to give utility to Flying Kamakiri.

To the point- it is a solid choice for the side, especially after Canadian Nationals. Its maindeckable, but only in a limited number of decks.

Advanced- 3/5

COTP Tuesday:
Goe Goe the Gallant Ninja

A restricted Double Don Zaloog...let's take a look.

1500 ATK is the pinnacle of being searchable but not having crap stats. Warrior gives you even more ways to fetch him with Reinforcement of the Army. The tough thing is your opponent having 5+ cards in hand, but not killing you because of it. I could see this working against a few specific decktypes though:

*Gadgets -- they tend to hold high card counts because of the freebie searches.

*Demise OTK -- with 9 cards that replace themself with a free search, pretty much any turn before the opponent would be able to go off with the big combo, they'll have 5 cards, and a -2 can cripple them. Additionally, except for stuff like Insect Knight and Neo Bug, the deck's regular monsters are all 1400 ATK, so Goe Goe will edge that out and force the double discard.

Other than that, you typically only catch the opponent with a 5+ card hand very early. It's side deck material for a Warrior deck though.


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