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

T.G. Rush Rhino

If this card attacks, it gains 400 ATK during the Damage Step only. During the End Phase of the turn this card on the field was destroyed and sent to the Graveyard, you can add 1 "T.G." monster from your Deck to your hand, except "T.G. Rush Rhino".

Card Ratings
Traditional: 1.90
Advanced: 3.33 

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

Date Reviewed - May 17, 2011

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Tuesday: T.G. Rush Rhino

Ah today we start diving into the Tech Genus archetype. Rush Rhino is an Earth attributed level 4 beast-type monster with 1600 atk and 800 def. It also has 2 effects, the first increases its attack by 400 when it attacks. This is very good because it runs over Thunder King which can prove a problem for it's second effect. During the end phase of the turn Rush Rhino is destroyed and sent to the graveyard, you can add 1 Tech Genus monster from your deck to your hand except for itself. This is very handy for setting up combos with the other monsters. It also means you probably won't be heartbroken if it is killed unless it is by Thunder King. It's a great card for Tech Genus though. A nice beatstick when attacking. If it had 100 more attack it would be so much better though. 2000 is great but 2100 would be amazing so it could suicide with Cyber Dragon. All in all, this card needs to be run in 3s if you play Tech Genus and it isn't worth running anywhere else.

Traditional: 1.5/5 Better than yesterday's card, but still not good in this format.
Advanced: 4/5 For Tech Genus decks, 1/5 for everything else
Artwork: 4/5 I love this art for some reason, Angry Rhino is angry!

(David Post)

T.G. Rush Rhino
Traditional: 2
Advanced: 3
Before we get into this review let me just touch upon the T.G.
archtype. The Tech Genius archtype focuses on getting out synchros - shocking right- that have pretty decent effects; such as halbred cannon which negates summons. Everyone in the yugi loop has at least heard the term T.G. because of Hyper Librarian which is really just awesome and will have an impact on the meta as it does in the OCG. So back to the rhino, who I must admit looks pretty cool. Reminds me of rhynox from beast wars whos name I have undoubtedly mispelled. Anyhow. T.G. Rush Rhino is a 4 start 1600 atk/800 def earth monster. He gains 400 attack during the damage step when he attacks so...he becomes a possible 2000 beater which is...alright. During the endphase of the turn he gets the axe and hits the grave you can "add" one T.G. monster from your deck to your hand except himself. So if he dies you get a replacement which is pretty nice. So overall, not a terrible monster or effect. Having T.G.
monsters in your hand isn't awful because their cyber magician can synch from the hand. I haven't seen the deck played yet but the archtype has some potential.

Dark Paladin

T.G. Rush Rhino, something that looks like it could have been a villain in the Donkey Kong video game series perhaps, is a Level 4, Beast type monster, of the Earth attribute, with 1600 attack and 800 defense.  These guys kinda strike me as Six Samurai or even Gladiator Beast type monsters, or at least in the type of Archetype, but as opposed to swarming, or replacing on the Field, they cycle to and through the Hand.  

You see, if destroyed, and sent to the Graveyard, you can add another T.G. monster, other than himself, to your Hand from your Deck, during the End Phase.  Aside from that, Rhino does gain 400 attack (totaling 2000) when he attacks during the Damage Step, although the attack remains at 1600 when attacked, but that's hardly a reason to fault a monster.  This is one of those Archetypes that I actually think has some potential, maybe as a Tier 1.5 kinda thing, but I'm not sure how many people will play them, or if it's even the most viable thing to be played right now.


Traditional:  2/5
Advanced:  3/5
Art:  3.5/5

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