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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!

Shaddoll Core
- #DUEA-EN073 

Special Summon this card as an Effect Monster (Spellcaster-Type/DARK/Level 9/ATK 1450/DEF 1950). (This card is also still a Trap Card.) If Summoned this way, you can substitute this monster for 1 Fusion Material Monster that lists an Attribute, on a "Shaddoll" Fusion Monster Card. If this card is sent to the Graveyard by a card effect: You can target 1 "Shaddoll" Spell /Trap Card in your Graveyard, except "Shaddoll Core"; add it to your hand.

Card Ratings
Traditional: 2.20
Advanced: 3.20 

Ratings are based on a 1 to 5 scale
1 is Horrible. 3 is Average. 5 is the highest rating.

Date Reviewed:
Sep. 2, 2014

Back to the main COTD Page



Shaddoll Core


Let's break down the effects of this card piece by piece.


Effect #1 - It summons itself as an effect monster with stats of 1450/1950.  Not very strong.  The low ATK won't do you much good, but 1950 is decent defense points that could stall in some occasions.  You can use this as a monster on occasion for battle, its inadvisable most of the time. (Note, if this card is destroyed in battle, you don't get to add a card to your hand, via its other effect.)


Effect #2 – Its attribute becomes that of a Shaddoll Fusion card.  Right now, there are only two Shaddoll fusion monsters: Construct (LIGHT) and Winda (DARK).  In the next set (New Challengers), Fusion monsters of other attributes will come out for Shaddolls.  Until then, you have a limited variety.  But it still works as material.


Effect #3 – When it is sent to the graveyard via card effect, you can add a Shaddoll spell/trap from your deck to your hand.  This effect can be triggered if this card is: discarded by a card effect, dumped from your deck, destroyed on the field, or used as fusion material via a fusing spell card.  Since you can't add Core, you are left to add Shaddoll Fusion.  Perhaps if other Shaddoll/Spell traps come out (El Shaddoll Fusion is coming), this can have more use.


With Effect Veiler, you can tune this card to Synchro Summon Leo the Keeper of the Sacred Tree.


A good thing about this card is that its an additional target for Hedgehog/Winda/Construct when you want to search out a Shaddoll Spell/Trap, but already have or otherwise don't want Shaddoll Fusion.  Another good thing is it increases your field presence.  Cards like Super Polymerization don't work from in the hand.


The use of this card in a Shaddoll deck is optional.  I've seen some good Shaddoll decks with it, and some without it.  Of course when regionals come around, we might get a decisive answer.


In any event, you use one copy of this card maximum since its easily searchable and its not something you would want in every situation.




Power – 3 ; It will never be anything more than a semi-decent token.  Its a good alternative card to search rather than just pulling another Shaddoll Fusion when you don't need one.  Heck, it even pulls Shaddoll Fusion itself.


Versatility – 4 ; It's a monster.  It can attack, push for damage and Synchro into Leo.  Helps to fuse into cards. 


Dependability – 3 ; The card relies on combos to work.  You need to want to summon a Fusion monster at that time, or whatever else you plan to do with the monster.  On the plus side, there's no cost to using it and it searches if MST or something were to destroy it.


Card Advantage – 3 ; It replaces itself by adding a Shaddoll Fusion to your hand.  It breaks even, in a good way. 


Speed – 3/5 ; When it comes to summoning a monster, trap cards are slow at that. 




Traditional – 1.5/5 ; You want to keep the trap line-up light in this format, and there are much better ways to gain card advantage in Traditional.

Advanced – 3.5/5 ; Feels like a borderline case for Shaddolls right now, but its bound to get better in the future.  It's not like Shaddolls have a tight main deck and they can't afford the room anyway.

Mechanic Design – 4/5 ; A really interesting card with a wide variety of uses.  Since it acts as a monster, the player is sure to find many interesting ways to make use of that monster.


Artwork – 4/5 ; A simple concept but with detail in the art work.  The bright purple, with the thick dark shadows and the brown tangled monsters seem to go together well.



A pretty good (not amazing) card for now, but expect it to get better as more Shaddoll support comes out.


Shaddoll Core

Today is a whooping Three Review Tuesday and we are still looking at Shaddolls and main some of their support cards. One of our three reviews is this; Shaddoll Core.
Shaddoll Core is a Trap Monster which becomes a Level 9 DARK/Spellcaster which is great with 1450 ATK and 1950 DEF but are bad for a Level 9 monster but there is no summoning cost so that’s okay. If it is summoned as a Trap Monster (can’t think how else it could be summoned) is becomes a Attribute Fusion Substitute for any “Shaddoll” fusion monster. This is very good and important since while certain Shaddoll Fusions require certain Attribute currently all Shaddoll Main deck monsters are DARK and none have the power to change their Attribute.
Finally if this card is sent to the graveyard via a card effect (such as fusing) you can retrieve a “Shaddoll” Spell/Trap from your grave to your hand. This is a nice effect and it does allow you to recycle cards like “Shaddoll Fusion”.
Of course since this is a level 9 Trap Monster this isn’t just confided to Shaddoll Decks, card that you Rank 9 monster like Dyson Sphere will be snatching this card up. So it is also a bit splashable.
Overall a must for Shaddoll decks and also a must for decks that use Rank 9 monsters. Of course it is a continuous trap so it does have all those weaknesses.
Traditional: 3.5/5
Advanced: 4/5


Hello Pojo Fans,
The trap that will reach its full potential in the next set. With only two fusions out, Shaddoll Core will see much more playability once the next set releases two more fusions for the archetype. By itself, it is a level 9, 1450 ATK/1950 DEF trap/monster, able to be substituted for a fusion material for a “Shaddoll” fusion. If it goes to the grave because of a card, you can add a “Shaddoll” spell/trap that isn't “Shaddoll Core” and bring it to your hand. Again, with the lack of Shaddoll spell/traps released so far, Shaddoll Core would only be able to bring back a Shaddoll Fusion, which it would after the Shaddoll Fusion would be used on it for a Fusion Summon.
What makes this card really good right now is that it is a level 9 monster. It does have the slim possibility to be used in a Rank 9 Xyz Summon. It can be searched by Shaddoll Hedgehog, then combined with Falco it will make Star Eater, which is a pretty impressive monster as is. Its stats aren't impressive and won't hold up against most monsters, but the point of Shaddoll Core is to sub it in for a monster you don't have for a Fusion Summon.
When the EARTH and FIRE Shaddoll fusions are released, this card will for sure be run in 3's in any Shaddoll deck.
Until Next Time

Shaddoll Core is the latest in the trap-monster lineup. When activated it becomes a monster with 1450 atk and 1950 defense...which in my mind should make it an Evilswarm over a Shaddoll. It also becomes a fusion substitute for any attribute for a shaddoll fusion, meaning that outside of super poly vs satellars or bujins, and the fact there aren't any common fire monsters besides fire hand which is slowly seeing less play, this is how you'll go into construct or egrystal(coming in the november set).
Outside of Shaddolls though, it becomes a fun addition to the tiki-trap deck running the calculator(shout out to will preising on doing quite well with it a while ago at kissimmee regionals) because it adds an extra 2700 to the attack on The Calculator. It's also a level 9, so decks like the Gottoms loop can use this as a substitute to go into Enterblathnir at the end of the play. Show of hands, how many of you even thought of the last 2 possibilities?

Traditional 2.5/5
Advanced 3.5/5


Shaddoll Core, despite the name, is not really the core of the Deck (I think I already made a similar joke when I reviewed Shaddoll Fusion). The card is the newest Trap Monster, and upon activation summons itself as a Level 9 Monster with 1450 ATK and 1950 DEF. These stats are actually pretty useful; 1450 ATK means it just barely gets under Bottomless Trap Hole while 1950 DEF means that it is very hard to run over while it’s in Defense Position. Level 9 means with Falco you can make Star Eater, but you probably won’t do this often.


Because it is a Shaddoll card, Core can be used as the Shaddoll Monster in any Shaddoll Fusion Summon. In addition has the neat ability to be used as any Attribute in the Fusion. This isn’t too relevant right now since the only two Shaddoll Fusion Monsters in the TCG are of the two most common Attributes in the game, though it does make summoning Construct easier. As time goes on, this effect will become more important as we get more Shaddoll Fusion Monsters of the Attributes that aren’t quite as easy to splash into the Deck (FIRE, WIND, and WATER; for EARTH you have Mathematician).


The final effect of Shaddoll Core is currently its main selling point; upon going to the Graveyard by card effect it’ll add any Shaddoll Spell/Trap Card to your hand from your Graveyard, except Core itself. Currently this means the only target is Shaddoll Fusion, however that’s also a great target; if you use itself or Squamata to send it from the Deck as a Fusion Material, you can get Fusion back to your hand without your monster having to hit the Graveyard. Unfortunately this also means that drawing the card is pretty slow, so most people only run 1 copy if they run it at all.


In the current state of the Deck, Shaddoll Core is not entirely necessary, though it has a useful niche. As time goes on, the card will likely become more useful, though will likely stay as a one-of due to its slow speed.


Traditional: 2/5

Advanced: 2/5

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