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Pojo's Yu-Gi-Oh Card of the Day
"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.
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
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
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.
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
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
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!
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.
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?!
Advanced: 3.0 (could rise once I get a
chance to see what can really be done with this
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
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
That makes him dead weight in
Once we get
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.
Leave it at that, and out of
your Extra Deck.
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
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
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.
Tomorrow: The longer you stare at this Synchro, the
funnier it gets.