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

 Drill Warrior

"Drill Synchron" + 1 or more non-Tuner monsters. Once per turn, during your Main Phase, you can halve this card's ATK (permanently). If you do, it can attack your opponent directly this turn. Once per turn, during your Main Phase, you can discard 1 card and remove this card from play. During your next Standby Phase, Special Summon this card, if removed by this effect. Then, add 1 Monster Card from your Graveyard to your hand.

Card Ratings
Traditional: 2.00
Advanced: 2.75 

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

Date Reviewed - 03.31.10

Back to the main COTD Page


Dark Paladin
Drill Warrior...doesn't this guy look like he could be an ally to Mega Man?  Anyway, we have a Level 6, Earth attributed, Warrior Type Synchro Monster, who is specifically Synchro Summoned with Drill Synchro and one or more non-Tuner monsters.
Drill Warrior has 2400 attack and 2000 defense, both terrific stats for a Synchro monster of his level.  Now, you can permanently half the attack of Drill Warrior, once per turn, to allow him to attack your opponent directly. 
Secondly, during the Main Phase, you can discard a card to the Graveyard, and remove this guy from play.  Then, during your next Standby Phase, Special Summon this card, if you had removed it by its own effect. 
Then, you get to add one Monster Card from your Graveyard to your Hand.
 So he likes to recycle, which is fun.  Drill Warrior I actually really like, and I'm going to assume that if you half his attack, but remove him, when he comes back, he's at 2400 again.
Traditional:  3.25/5 
Advanced:   4.25/5 
Art:  4.5/5
General Zorpa Drill Warrior
This little guy is the newest of the Synchron Warrior monsters. It is a level 6 Synchro that can only be Synchro Summoned with Drill Synchron, has 2400 ATK and 200 DEF on an EARTH Warrior. The stats are not the best, especially for using a hard to get to specific Tuner, but if the effect is good enough it might squeak by.
The effects are actually not that good. Once per turn you can halve it's ATK in order to Attack directly. Oh, and might I mention that this lasts as long as it is face-up on the field. Then, you can discard a card during your Main Phase to remove it from play until your next standby phase, at which point you can add a monster card from your graveyard to your hand.
This card is jank. I seem to be saying that a lot lately but it is true. It has very low ATK, so it cannot really make use of it's effect, and it doesn't actualy net you any advantage as you had to discard a card in the first place. I do want to add that after it fades back into play it has it's original 2400 ATK, but that is not really worth celebrating.
If you want to make a Yusei deck, this card might actually be of use to get back cards like Junk Synchron that can actually make good Synchros and combine it with thing like Ultimate Offering, but at that point, Dark Eruption or The Warrior Returning Alive are FAR superior.

Drill Warrior …
Aside from being tied to that stupid little Drill Synchron, the Drill Warrior is pretty good. 2400 ATK – a standard fair ATK for a level 6 monster … Synchro or otherwise. He’ll be able to fight over a lot, and whatever he can’t? – Well u can cut his ATK in half and be able to attack directly. Sucks that his attack STAYS cut in half … or DOES it?!?! Drill Warrior has an awesome little trick in his arsenal – u can discard a card from your hand to remove him from play. And then on your next Standby phase, u can special summon him back. And guess what – he’ll be back at 2400 ATK! It’s nice cuz DW can hide for the turn from whatever is going on on the field, and be back next turn to attack directly if u so need. And the best part is that u don’t really lose anything cuz once he comes back – u can then return a monster in your graveyard to your hand. Now I’m certain that there are couple devastating things that can be done with this little loop, and I’m certain people will be using and abusing this very soon.
He’s really cool … now if only that Drill Synchron was worth his weight … gah! It’s almost worth playing just to make use of Drill Warrior!
Traditional: 3.5/5
Advanced:  4/5

N o V a
Drill Warrior. Wow an amazing card believe it or not. Its a free once a turn direct attack card, that loses half its attack permanently. But once a turn you get a chance to reset its attack by discarding a card and removing Drill Warrior from play till your next turn. In top tier decks, this thing cant do anything. But in Quickdraw synchro based decks, its actually pretty good, even though Turbo Warrior is also a level 6 that you can bring out with Quickdraw Synchron. There really isn't much else to say about this, but if you should build a Quickdraw Synchron based deck, this is something you should use at least 1 or 2 of.

Traditional: 2/5
Advanced: 2.5/5
Greg Drill Warrior:

     This card has some combo potential, that's for sure.  The fact that he can hit the opponent every turn for 1200, disappear to protect himself, then come back next turn and can't be hit by bottomless (so says the rulings) makes him worth trying out.  Not to mention Quickdraw Synchron makes him insanely easy to get out (and Quickdraw decks were fun already anyway, check one out).  Also, the discard part of his effect is NOT a cost, so you can abuse cards that gain effects from being discarded from the hand... Dandylion and Broww are excellent choices.  The cool part is, when you bring him back the field by his own effect, you can reclaim the card that you discarded, creating a cycle of advantage.  I'm sure there are many other ways to abuse this cards effect, it just needs to see some love...  and a mechanic/doctor, doesn't he notice his arm is a big-ass drill?!

Traditional  2.0
Advanced:  3.0  (could rise once I get a chance to see what can really be done with this card)

That's all I have time for tonight, will send the rest tomorrow or Tuesday.


I touched on Drill Warrior when we reviewed its required Tuner monster, Drill Synchron: click the link to get an idea of what you have to deal with to run this card.  For running an iffy Tuner, you get a complicated direct attacker.  Now that I know you can run Broww, Huntsman of Dark World to get some extra draw, I like the card a little better.  Unfortunately, none of the Dark World monsters are Earth or Warrior, and that means the cards clash: there are several useful Dark World monsters to discard as part of this card’s effect, but Drill Synchron is really Earth/Warrior support.  That makes him dead weight in the deck.  Once we get Fabled Raven, Dark World decks will have a better suited Tuner that can discard them from hand, and as long as Card of Safe Return remains anything more than Semi-Limited, the deck as a whole suffers.


Drill Warrior: it’s complicated.  Leave it at that, and out of your Extra Deck.




Traditional: 1/5 

Advanced: 1.5/5

-SF- Drill Warrior:

At first glance, this card seems pretty bad. All it can do is attack directly, and it can remove itself from play for no apparent reason. However, if you look at the comboes with this card, it actually turns out to have some pretty cool potential. It can attack directly at the cost of it's attack being halved. So you may think "So what? I just inflicted 1200 damage and it's going to die next turn". But that's where it's second effect comes in. It allows itself to be removed from play, in other words protected from all harm, at the cost of a discard. Then, it comes back in your next standby phase, AND it's ATK is reset back to 2400. In addition, you get to add a monster from your Graveyard to your hand, basically making up for that discard you did to remove it. Overall, a very cool and balanced card from ABPF.

Traditional: 1/5
Advanced: 4/5

Drill Warrior
Yikes... This is an awful, awful Synchro, which doesn't surprise me because Yusei uses it. Its Synchron Tuner is nifty in Warrior decks, but not competitive. Drill Warrior has a big effect, but nothing good.
If you halve its attack forever, it gets one direct attack against the opponent. That's a terrible, useless effect right there because you're effectively killing your card. Keep in mind you're not getting 1200 damage like a DSF effect, and you can't change his position back after the attack.
This guy's second effect is just as bad. You ditch a card from your hand, and you also lose him. So, not only did you just lose a card from your hand, but you also just lost a 2400-attack body that you made using two other cards. In terms of card advantage, that's a -3, which is awful. In terms of gameplay, you're limiting your options and giving up a good attacker. However, he comes back at the start of your next turn, where you retrieve a monster back from your graveyard.
This means that you could discard a monster to allow him to hide from an opponent's bigger monster for a turn, then get both of them back for the following round. However useful this may sound, it's still pretty bad, because he's not getting any stronger when he comes back. Sure you could grab a Tuner and make a Level 8 Synchro, but you're already going through a lot of work, and why not summon something that's already strong, like Goyo or Brionac?
Art: Why does a robot need a scarf? Is he cold?
Fun Fact: Mega Man Battle Network 3 can't be beaten. Period.
Tomorrow: The longer you stare at this Synchro, the funnier it gets.

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