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

Diskblade Rider

LODT-EN035
Diskblade Rider
WIND
Level 4
ATK/1700 DEF/1500
[Fiend/Effect]
Once per turn, you can remove from play 1 Normal Trap Card from your Graveyard. This card gains 500 ATK until the End Phase of your opponent's turn.

Card Ratings
Traditional: 1.12
Advanced: 1.75 

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


Date Reviewed - 07.14.08

 
General Zorpa Diskblade Rider
 
This is a card very much in the same vein as Bazoo the Soul Eater and Chaosrider Gustaph. Bazoo had his time to shine and Gustaph never was really popular. Thus with this background, lets do the review of Diskblade Rider.
 
Rider has 1700 ATK is of the WIND attribute and oddly enough a Fiend. You remove a Normal Trap in the graveyard from play to have his ATK boosted by 500 till the end of your opponent's turn. The fact that his type and attribute don't help him at all is already a strike against this card. However, a 2200 ATK monster for no tribute is always nice, and 1700 unboosted is always nice as well.
 
However, Normal traps are usually the powerful ones (Mirror Force, Torrential Tribute, Crush Card Virus) so you would much rather be able to get them back with Mask of Darkness which is quickly becoming a staple card in many decks. However a deck using Bazoo, Gustaph and Rider can remove form play most of the cards in the graveyard form play fairly easily, so shenanigans using DD Borderline and Chaos Greed can be used to compensate for the lackluster beasts that are these three.
 
If you don't care about your Trap cards, then this guy might just fit into your deck style. 2200 is nothing to sneeze at and could mean game if played right.
 
Advanced-2/5
Traditional-1/5

Jeff Lang
LODT-EN035
Diskblade Rider
WIND
Level 4
ATK/1700 DEF/1500
[Fiend/Effect]
Once per turn, you can remove from play 1 Normal Trap Card from your
Graveyard. This card gains 500 ATK until the End Phase of your opponent's
turn.
41113025
Rare

    The card up for review today, is Diskblade Rider. I cannot really see a use for it, no matter what type of decks are in play. Its stats are meh for a 4 star, but it being a fiend doesnʼt help its cause. Sorry for the short review, but if you find out a use for this, let me know lol

Trad: 1.5/5
Adv: 1.5/5

Velvet Jones

LODT-EN035
Diskblade Rider
WIND
Level 4
ATK/1700 DEF/1500
[Fiend/Effect]
Once per turn, you can remove from play 1 Normal Trap Card from your
Graveyard. This card gains 500 ATK until the End Phase of your opponent's
turn.
41113025
Rare

 

Not much to say about this card, but BOOOO!  2200 ATK Level 4 potential is good, but the requirement is very specific.  Mask of Darkness is a Fiend that makes much better use of spent traps.

 

Traditional 1

Advanced 1

 

“In Velvet Veritas”


Jon Moore

Hey! Jon Moore Here! Let's begin!

Diskblade Rider ---- Oh! Rida be a G!
WIND ---- Ew....
Level 4 ---- woohooo!
ATK/1700 DEF/1500 - Not too bad.
[Fiend/Effect] ------ Decent.

Once per turn, you can remove from play 1 Normal Trap Card from your
Graveyard. This card gains 500 ATK until the End Phase of your opponent's
turn.

All right, so basically he's the next step up from Bazoo and Chaos Rider. Bazoo had to remove 3 monsters. Chaos rider had to remove 2 spells. This guy removes one trap.

Key word for this guy though. "Normal trap". Many traps in this format don't go by that. Most everyone, their great aunt Phil, and her naked mole rat are playing 3 solemns. What are those? Counter traps! Also, he just doesn't seem to fit into a glad/lightsworn/dad deck that much. He's a wind type. He's a fiend. No searchability there. While the attack boost is AMAZING, and the card is actually VERY playable, the format just does not allow for him.

Advanced format - 2/5 (It'd be good in a deck built more around beatdown and 1 for 1's. Lots of bottomless trap holes, d-prisons, etc)
Traditional format - 1/5 he has no place here.

Pwii

Well, back to another monday. This ones actually normal!

Discblade rider is good, but outdated. It would've been an automatic in the time when cyber dragon ruled. Now it's not as good, but you should probably run about 2 if you still have lots of cyber dragons in your meta.

1/5 trad.

2/5 adv.

C
legg

Diskblade Rider

 

We begin this week with what, in my opinion, is a fairly interesting card. In an era of 2100 atk and defenders, the possibility of dropping a 2200 beater is quite intriguing. It's a shame this card was printed as a WIND fiend =/

 

Playability; There is no competitive deck that this card could really be played in. The ability to remove Normal traps doesn't really help achieve any greater purpose. In fact, when I think of any deck that uses a high enough number of traps to warrant the possible use of this card, said deck usually includes more counter traps than anything else. There was no reason for this card to have been made with the restriction of normal traps only - if it didn't have such a restriction, the card may have actually had some playability as it could run over a Wulf, Laquari or even Homplus. As it stands however, with the "normal" restriction and it's lack of any searchability, I cannot really see Diskblade Rider as a playable card.

 

Score - 4/10

 

Plus; While this card does have the potential to destroy a non-floating monster, such as a Cyber Dragon or Homplus, I think it'd be fairly rare that this card would turn into anything better than a 1 for 1. However, if your opponent does not have protection, the potential this has to run over most non-special summoned monsters is quite compelling. If your opponent is unable to deal with this beatstick on their following turn, it could actually turn into an advantageous card. But really, in today's game, I seriously doubt any of that will be happening often enough to consider using this card.

 

Score - 4/20

 

Power; Many formats ago, in the days of Warrior toolbox, a 2200 attacker would have been a marvel. Today, a card has to be able to do more than boast a high attack. What's worse about this card is that the ability to give it such attack requires a normal trap in the grave. I will concede that, despite the unlimited status of Jinzo, most decks are currently using 8-12 traps, which, in theory, should provide enough food for a Diskblade. However, with no guarantee of destruction, plus, negation, or anything, the idea of using a card simply because it's a beatstick is almost laughable.

 

Score - 6/20

 

Overall - Advanced; 1.4/5

 

Traditional, 1/5 (It's not even a light or dark monster =/)

Dark
Paladin

Monday

 

Diskblade Rider opens up our week, an interesting little Rare card given to us.  Diskblade Rider is a Level 4 monster of the Wind attribute with a decently respectable 1700 atk and 1500 def, who is also a Fiend.

 

For the effect, once per turn, you can remove a Normal Trap Card from your Graveyard to increase this cards attack by 500 points until the End of your opponent's turn.  That's not a bad increase, which boosts our friend up to 2200 atk.

 

However...how many Normal Trap Cards do you run in your Deck?  I'm not saying there aren't any good Normal Traps, but again, how many do you run?  Maybe a Waboku or a Sakuretsu Armor or two?  Odds are, you aren't going to have one in the Gravyeard very often. 

 

Ratings:

 

Traditional:  1/5

 

Advanced:   2.25/5  Decent tech for Wind Decks.

 

Art:  4/5


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