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

Top 10 Cards of 2009 #6: Tragoedia

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.

Card Ratings
Traditional: 2.50
Advanced: 4.50 

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

Date Reviewed - 01.08.10

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Dark Paladin


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. I still don't entirely understand Tragoedia, and I have one...I'm just not sure what to do with it.

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 your Hand.

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 opponent.

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 your Hand.


Traditional: 3.25/5
Advanced: 4.25/5
Art: 5/5

General Zorpa

6 Tragoedia

This is one card that always puzzled me why it never saw play. Tragoedia is a ? ATK and DEF on a really high level DARK Fiend. The effect is that when you taje battle damage you can Special Summon him. His ATK and DEF are equal to the number of cards in your hand. You can discard a monster card from your hand to take control of an opponent's monster until the end of the game if the discarded monster has an equal level and you can make his level equal to that of an monster in your graveyard.

If you thought Gorz was bad, this guy is worse news. It is commonly used in a Zombie deck to block attacks as well as get fodder for Synchro Summons and discard key Zombies like Mezuki and Plaguespreader Zombie. It is also used in Ritual Decks to take control of opposing Synchro monsters, discarding level 7 and 8 Ritual monsters.

I find that he is a bit situational to be used in EVERY deck at 3, but should at least be in many decks at 1. Zombies, Twilight and Blackwings can all make use of him very easily. I just see this guy as going all the way as far as tournaments are concerned. Know what he does and how he does it, because eventually you WILL run into him.


Jeff Lang

6 - Tragoedia

Tragoedia is a sick card, was highly demanded to be released in America for years, but never started to take off until late 2009. The effect is amazing, and his purpose right now is to help block one turn kills, and he does a good job at it. Outside of that, he solidifies the Gadget deck, so they are now the best that they can be. I am just waiting for someone to abuse him in a deck built around him though. Some deck that get’s a bunch of cards in the hand would be cool. He has a permanent stealing effect(if you have the necessary monster in your hand), he can also change his level so you can Synchro with ease. That’s really it, he stop’s otk’s, aids gadgets, and has massive potential for the future

Trad: 3/5
Adv: 5/5


# 6 Tragoedia …

Hmmm … Top 10 Most INTERESTING monsters of 09? – Definitely. Top 10 BEST? – Debatable.

I liked Trag when he first came out, but I don’t feel he’s had the impact of what he should have been able to do. He’s better than Gorz in the sense that all u need to do is take battle damage to get him out … u don’t need a wide exposed field and u can potentially bring him out during your own battle phase … But Gorz will give u TWO monsters (himself and the token) … and he’ll do it by taking effect damage too … and Gorz’ll give u a give u a guaranteed 2700 ATK points … potentially more from the token. Tragoedia needs u to have at least 5 more cards in hand in order to rival Gorz’s attack power. More often than not, this won’t be the case. So Tragoedia’s value lies in his other abilities. Unfortunately, those abilities rely on the other monsters (particularly their levels) that u are playing … the ones in your hand and in your graveyard at the time that Tragoedia is on the field. That means he virtually sucks as a top deck, and as good as Tragoedia CAN be, he’ll only wind up really useful (as something more than just a turn stall from being finished off) about half the time … at best.

He’s ok, but just too unreliable at the end of the day. He’s too reliant upon other factors in order to make him useful, while the REALLY great cards usually stand on their own.

Traditional: 3/5
Advanced: 3.5/5




When this card was released, I had a conversation with a friend of mine about how I thought it would change the format... for the most part, I was wrong. BUT! It is making appearances in top decks, check out Vincent Ralambomiadana's decklist from Shonen Jump Columbus (he placed first) and you will see that he main decked three of these guys! The trouble with this guy, er... thing... uh... mutated crab... or the thing from Cloverfield... whatever the hell that thing is supposed to be is that you have really got to play smart to play him right. He does you little good when you've got no cards in your hand, or if that damage you are taking to get him out kills you. That said, his versatility is incredible, and if you are a patient player this card is for you. Tragoedia allows you to commit little and yet still protect yourself and it upsets your opponent's pace, which can be key in swinging the momentum your way. The ability to take your opponent's monsters while dumping your own is the perfect companion to lightsworn/twilight and zombies. I'm anxious to see what happens to this card next list and I'm ready to see more people abuse it until then...

Traditional: 3.0
Advanced: 4.0


COTD Tragoedia

Tragoedia is a conservative player's dream monster. It punishes the opponent for going on the offensive and can often gain card advantage through battle. With Trag in hand early/mid game, you just feel safe.

Trag's ability to permanently steal monsters is both a gain in card advantage as well as a shift in field presence...both great situations, all from one effect. The card advantage can grow even larger when pitching cards such as Mezuki...it's just sick.

As if it wasn't good enough, it can also help sync into high-level Synchros very easily.

Wow. Just...wow.

Of course, late game Trag can be a poor draw. Depending on your deck and your playstyle, you may not be able to properly support Trag. But if you can...you should run Trag.

Traditional: 2 (Too much hand disruption, I'd think).
Advanced: 5

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