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

Road Warrior

"Road Synchron" + 2 or more non-Tuner Monsters.
Once per turn, you can Special Summon 1 Level 2 or lower Warrior or Machine-Type monster from your Deck.

Card Ratings
Traditional: 1.50
Advanced: 1.90 

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

Date Reviewed - 07.28.09

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Dark Paladin

Road Warrior, another excellent drawn picture here, is a Level 8 Warrior Synchro monster of the Light attribute with a very powerful 3000 attack points and a not so impressive 1500 defense points. Now here, we have a Synchro requiring a specific Tuner, in Road Synchron.

Then, you have to use TWO or more non-Tuner monsters, so this is at least a three card Synchro Summon. Now, Road Warrior allows you to Special Summon one Level 2 or lower Warrior-type or Machine-type monster from your Deck.

The point here is to speed along other Synchro Summons you are playing hopefully to pay for the big cost of the three or more cards used to bring out the Road Warrior himself. The 3000 attack is nice, and even Stardust Dragon won't get around that unless it destroys itself to negate the effect.


Traditional: 2.5/5 He is Light
Advanced: 3.5/5
Art: 5/5
General Zorpa Road Warrior

Here we have the main Synchro from the Starter Deck, and this guy is a beast. He has 3000 ATK and 1500 DEF and is an EARTH Warrior of level 8. This is good, as the only onther Synchro that has natural 3000 ATK is Red Dragon Archfiend, who is slightly below favor nowadays due to the faster pace of the game. However, in order to Synchro this guy, you MUST use more than one non-Tuner, which makes him almost unplayable.

The effect is what even makes me consider playing him. Once per turn, you can Special Summon one level 1 or 2 Warrior or Machine from your deck. Let's go through some of the best targets for this effect. Black Sea Rescue (to come out in Ancient Prophecy), Cyber Valley, Jitte Warrior, Tuningware, Turbo Synchron and Quillbolt Hedgehog. All in all we do not see very many game-changing effects among the monsters assembled here.

Automatically, this guy goes into a fun deck, as you have to jump through so many hoops in order to get him to the field, although Road Synchron tries his best to mitigate them by increasing in level sometimes. Ideally, this card would go into an all-Yusei deck, where Tuningware, Dark Sea Rescue and Quillbolt mitigate the massive amounts of cards that you are putting into him. Then, you get whatever monster you need and Machine Duplication it in order to get you more advantage.

I am working on a deck with this guy in it, but it will be strictly a casual card.


Road Warrior ...

I generally don't care much for these Synchro monsters with such specific tuner stipulations ... monster type? ok. monster sub group? fine. But only able to tune with only ONE specific tuner monster (Road Synchron)? Well Road Warrior loses tons of points right there. On top of that, u still need at least 2 other monsters to tune WITH in order to get him out. Not impossible, but considering that he's level 8, and Road Synchron in level 4, u'll need to be stacking a sizable amount of level 2 monsters in your deck to make this thing worthwhile ... and u'll see that even moreso when u look at his effect.

Ok - he's a pain to get out. But is he worth it? - Well 3000 ATK u can almost NEVER complain about. And he gives u a free special summon from your deck for machines and warriors level 2 or below ... a super excellent effect, limited only by your imagination and what is available ... and there are lots.

Basically - if u can ever get him out, he can help swarm the field like mad and there's tons of fun to be had ... except that in the deck u could play him in, u will almost NEVER get him out.

Traditional: 2/5
Advanced: 3/5


N o V a
Today we'll be looking at the Starter Deck 2009 main monster, Road Warrior. Road Warrior is a somewhat difficult monster to summon but if you can summon it, the effect can actually be worth it. Road Warrior needs Road Synchron and 2 or more non-Tuner monsters, if you are running a deck full of Tuningware, Cyber Valley and so forth, being able to duplicate them with Machine Duplication makes getting Road Warrior out more easily, if you happen to already have a Road Warrior out, you can easily pull Tuningware from your deck to the field to duplicate it for another Synchro Summon. Being able to pull some sweet targets like Cyber Valley, Jutte Fighter, Tuningware, and etc. makes synchroing a tad easier.

Traditional: 1.5/5
Advanced: 1.5/5
Parallel Fates Road Warrior…. A level 8-synchro monster, with 2 summoning restrictions. Not only do you need to use Road Synchron as the tuner monster, you also need to use 2 non-tuner monster. That alone is a turn off for anyone to use.

Its effect however, is somewhat good. Being able to special summon a level 2 or lower warrior/machine allows you to bring out a tuner every turn. But let’s face it, you’re not likely to have that many anyway, nor will your opponent let such a big monster stay on the field for so long…and if they don’t get rid of it, they’re going to lose anyway.


Jae Kim
Tuesday: Road Warrior

You don't have enough room in the extra deck to be playing garbage like Road Warrior. And since this is COTD instead of archetype of the day (Road Synchron Beatdown I guess?), I won't comment further :P.

Traditional: 1/5
Advanced: 1/5

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