You can Special
Summon this card from your hand when you take Battle
Damage . This card gains 600 ATK and DEF for each
card in your hand. Once per turn, you can send 1
monster from your hand to the Graveyard to take
control of 1 face-up monster your opponent controls
with the same Level as the sent monster. Once per
turn, you can select 1 monster in your Graveyard;
this card's Level becomes the same as that
monster's, until the End Phase.
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - 08.06.09
Tragoedia, our final Jump Promo, is a card I'm not
entirely sure about, one way or the other. I'm sure
there are some broken combos or something with this
card that I'm missing, but I'll review what I know
so brace yourself.
We have a Level 10 Fiend-type monster with ? attack
and ? defense, which is usually not the best of
things. Now, you can Special Summon this card from
your Hand when you take Battle Damage, which is
nifty, really only depending on actually being in
Now, the part that sucks is that his attack is
dependent on the number of cards in your Hand,
specifically x600 attack and defense, so you want to
keep at least four cards in your Hand I'd think for
2400 attack, and maybe even five so 3000 attack to
be able to steam through everything.
Next, you can send a monster from your Hand, once
per turn to the Graveyard, to take control of one
face-up monster your opponent controls. The catch
is, the monster has to be the same Level as the
monster you sent to your Graveyard. You could, at
least theoretically, really wreck some havoc on your
I see a problem though, as you probably want to
control a Synchro monster or some other powerful
high level monster they control, but that requires a
Level 5 or higher monster, and you probably don't
have those in abundance in your Deck, not to mention
I really like this card too, but for a different
reason than usual ... He's got that "I swear there
is something awesome i can do with this guy, but i
just don't know what" appeal. His somewhat limited
brain control type of effect is nice, but wholely
unreliable. His changing his own level around could
be good too to complete almost any synchro u want
(based on what is already in your graveyard). And
he's relatvely easy to special summon. But once he
is, will his ATK boost do anything for u? At the
very most, on your opponent's turn, not including
him, u are holding 5 cards in your hand (although
the longer the game draws out, that number steadily
decreases), so he'll be 3000 ATK at best. Not too
bad. Though If u can manage to draw through your
deck on your OWN turn so u are holding a hell of a
lot of cards, and ram a weak monster into your
opponent to take battle damage so u can special
summon him - u may have something that can then
finish the game with one hit. Couple that with his
crazy amount of stars - and u have something Dark
Strike Fighter will make sweet love to down by the
fire. Let's not forget that he's Dark and Fiend, and
what u have is a recipe for warm chewy goodness.
The verdict? - I like him and other cards like him.
Cards that dont necessarily have any ONE thing
specifically awesome about them, but are just a
bundle of ideas and combos waiting to be tried out.
Combos that can make your opponent say - "Oooh-Weee!"
Snaps to Tragoedia - my favorite card of the week.
N o V a
Thurdsay, almost the
end of the week, and today we'll be reviewing the
new Shonen Jump magazine promo, Tragoedia. Tragoedia
is an easier to use Gorz, but the rest of its effect
is questionable compared to Gorz. Tragoedia, unlike
Gorz, can be Special Summoned when you take any
Battle Damage, even if you have cards on the field,
where as Gorz, you have to have no field what so
ever. While Tragoedia is on the field, it gets 600
attack and defense for every card in your hand, and
once a turn you can send a monster in your hand to
the graveyard to take control of a monster with the
same level as the one the sent monster has. Since
most decks have a bunch of level 4 monsters, it
shouldn't be hard to snatch over a monster.
Tragoedia also allows you to select a monster in
your graveyard and its level becomes that of the
selected monster until the end of the turn. If you
do Special Summon it, and intend on using it for a
Synchro Summon, Special Summon it after their last
attack is all I can say. 600 per card in hand
doesn't always make for a good defense unless it'll
save your butt from losing. Like most good cards, I
can go on and on about it but straight to the point,
this card, like Gorz, can get anyone out of a tight
situation all depending on the timing and how you
play off of it after you use it. Tragoedia will be a
must for just about every deck, with the exception
of a few and is clearly a good card. Aren't you glad
they are really cheap right now?
Tragoedia... It looks
like that this card will be replacing Gorz in a lot
of decks. Certainly more versatile compared to Gorz,
but could be potentially less "impactful". With Gorz,
your opponent will be forced to get around a 2700
attack-beatstick, but with Tragoedia, its attack is
hand-dependent...meaning that certain decks won't be
able to utilize this card to its potential.
Its first effect is deadly, but its a trade off, 600
attack (minus 1 card in hand), for another monster
on the field. Automatic +1s are good, and field
advantage is even better. As for its second effect,
this is where Tragoedia becomes more versatile than
Gorz. With synchros running extremely popular these
days, Tragoedia's ability to change its level is
Any card that can be special summoned from nowhere
to catch your opponent off guard is good, and with
Tragoedia, your opponent cannot read it coming a
turn or so ahead.