Cannot be Special Summoned. During your Main Phase 1, if this card was Normal Summoned this turn: You can Tribute this card; draw 2 cards, then it becomes the End Phase of this turn. You cannot Special Summon during the turn you activate this effect.
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - May 7, 2012
Skipping the boring speech of why I've been too
busy and what I've had going on in life as to why
I've been gone the last few weeks, I'm just hopping
back into the mix! Cardcar D, a card I'm sure you
have, will have, or at the very least are entirely
familiar with due to the phrase "Draw two cards."
Honestly, about everything related to this card that
doesn't involve the Draw effect and the end of the
Turn are about irrelevant. You can't Special Summon
this card (which is a nice balance even with the
forcable Turn end) and by Tributing it following a
Normal Summon, you Draw two cards. That's a +1, and
those are good things. Essentially you're giving up
the rest of your turn (obviously) but it's hardly
the end of the world. Play, abuse, enjoy =)
Traditional: 3.5/5 More combo oriented here,
without the Bans
This is going to be an exciting week as we are
reviewing the first 5 cards from Galactic Overlord
which is do to hit the shelves tomorrow. This first
card and probably the most anticipated card in the
set is Cardcar D. It is Pot of Greed reincarnated as
a monster. The only stipulation for playing this
card is that you cannot special summon the turn you
play it and you have to go directly to your end
phase. They added some more draw backs by requiring
you to normal summon Cardcar D to get it’s effect
and by not allowing you to special summon it. They
probably did not want this card turning into another
Destiny Hero – Disk Commander.
Card advantage normally equates to winning games.
Yes, you loose your summon for the turn, but the
plus one advantage can more than make up for the
lack of field advantage on the next turn. Cardcar D
also makes a nice complement to Pot of Duality as
both cards prevent you from special summoning and
both cards give you draw power. If you are looking
for just draw power, add in One Day of Peace,
Upstart Goblin, Reckless Greed, and a host of other
cards that allow you draw cards and we are just one
step closer to helping OTK and Exodia Decks become
viable. Chain Burn also gets a boost from Cardcar D
as it relies spells and traps so using a summon to
gain card advantage works perfectly with this
archetype. Just make all of your plays first before
summoning Mr. D.
As summoning and using the effect of Cardcar D.
leaves your monster field wide open, we would like
to use it in a deck that plays a good amount of
traps or effect monsters that we can use from the
hand like Gorz, Tragoedia, Battle Fader, and Swift
Scarecrow. One such deck is the Mystic Piper deck,
as it plays these cards. It also is very fond of
drawing cards and then dropping Tragoedia with a
very powerful attack.
It is still unknown how good Cardcar D will be.
Shard of Greed gave us draw power but its drawbacks
were too much for us. They are using Cardcar D in
the OCG, but they do not have Tour Guides to bring
out Sangan and help search for the card they need.
So the only question that remains is are we going to
see Mr. D. played in the current Meta decks or are
we going to see some other deck types spring out of
the ashes. Philly is in a few weeks, so we shall
Today we review a very hyped and beloved card,
Card Car D. I'll be the first *And probably only*
person to say this, I think this card is way
overrated. There, I said it. Is this card good and
useful, yes. In every deck? No. But that's me. Card
Car D is a neat little hot rod that let your tribute
it the turn you normal summoned it to draw two
cards, if you do, it becomes your end phase and you
cannot special summon during the turn you activate
this effect. Also Card Car D cannot be special
summoned in anyway. I think the best decks that can
utilize Card Car D are stall, various Exodia decks
and burn. I can see this card kinda backfiring in
other decks as you so straight to your endphase, not
allowing you to attack or special summon at all. I
will give it a 5 alone just for being a great top
deck if you're forced to live card by card at one
point during the duel. Overall, this card has it
uses, and good if your ahead in the duel and don't
mind skipping a turn to draw 2 cards.
Earth/ Machine/ Lv 2/ 800 ATK/
“Cannot be Special Summoned.
During your Main Phase 1, if this card was Normal
Summoned this turn: You can Tribute this card; draw
2 cards, then it becomes the End Phase of this turn.
You cannot Special Summon during the turn you
activate this effect.”
This card is easily the most
anticipated card from Galactic Overlord, and with
good reason. That single reason is that in the OCG,
this card is being run in triplicates in all of
their decks. This card is somewhat balanced. For the
simple cost of your entire rest of your turn you can
+1 and draw two cards. The best use of this card is
turn 1 Cardcar D.
The best decks that this card
can be used in are Chain Burn and Exodia decks
because it already acts like a Pot of Greed.
However, this card was hurt with the ignition
priority effect being changed. If it is Effect
Veilered, you have an 800 ATK scrap of metal that is
waiting to get ran over the following turn if you
can’t protect it.
Pros: Allows you to go through
your deck faster, searchable via sangan, and can’t
be special summoned at all.
Cons: You basically need to
play this after you do everything you can during
your main phase and be very afraid of Effect Veiler.
"Cannot be Special Summoned. During your Main Phase
1, if this card was Normal Summoned this turn: You
can Tribute this card; draw 2 cards, then it becomes
the End Phase of this turn. You cannot Special
Summon during the turn you activate this effect."
This card has been seeing some tournament play
and it's not too difficult to see why. Anything that
gets more cards into your hand is good, and CD does
that in an interesting fashion. Sadly, you basically
have to give up your summoning for the turn by not
Special Summoning and bringing this into play as
your Normal Summon (although you can get around that
with Double Summon), but you can still make use of
other monsters you already have on the field as well
as set Traps and Quickplay Spells to defend you
during the opponent's next turn.
Card advantage is key to the game and CD is a
2-for-1, which is always good.
I was flawed in my review of
Effect Veiler last Wednesday. Veiler cannot negate
an effect that activates in the Grave, such as
Sangan; Veiler can negate effects like Exiled Force
or Reescue Rabbit that technically activate on the
field even though they resolve elsewhere.
Yuma uses this card, so it must be great?
This is quite a good twist off a version of Pot of
Greed. Simply put, it won't let you summon anything
or continue into your Battle Phase. Is this lack of
versatility worth it over the card advantage (when
most Pot of Greed spinoffs require a discard cost of
Always remember that you can use Traps and Spells
(such as Ultimate Offering) BEFORE summoning and
using Cardcar. Pot of Duality is also especially
prominent as you won't be Special Summoning anyway,
giving you the best "mileage" off the non-Special
Summoning requirement. It is also possible to use
Cardcar in ways aside from its effect, just as the
case with Maxx C and Effect Veiler. Just like them,
Cardcar can be used for any of Synchro, Xyz, even
summoning it just for the sake of removing your
opponent's Cyber Dragon for the sake of bringing out
your own Chimeratech Fortress Dragon.
Cardcar is not for every Deck:
Offensive Decks such as Dark World will be hampered
by the lack of movement over the extra two cards
(and therefore Dark World prefers Reckless Greed
much more). No, the Cardcar rides in Decks that
appreciate much more setup, such as Burn, Exodia,
OTK, Final Countdown, Mystic Piper (basically any
Deck that does not rely heavily on attacking or
Special Summoning, simply put). Cardcar is a great
supplement to these milder playstyles. These more
defensive Decks are also less affected by Cardcar's
vulnerability by Effect Veiler, Book of Moon,
Forbidden Chalice, etc. due to their use of
defensive cards. The vulnerability offered by
Cardcar can also be covered slightly with Gorz or
Tragoedia. It also goes without saying that it's
better to have this card in your first turn rather
than somewhere more down along the road.
Traditional: 3.2/5 (drawing
cards is good, but we already have other broken draw
cards rampant here)
Aesthetics: 4/5 I don't see how
it's possible to drive a flat car, but otherwise
it's a very iconic card. Yuma must use it more
often, even though it has near no negative drawbacks
in the anime.
Philosophy Corner: I don't have
any questions. I just have problems.