Robbin' Goblin
Continuous Trap
Each time 1 monster on your side of the field inflicts Battle Damage to your opponent's Life Points, your opponent discards 1 random card from their hand.
"¢ If you have "Robbin' Goblin" on the field and attack with "Kycoo the Ghost Destroyer" or "The Bistro Butcher" both effects activate simultaneously. Since you control both effects you can choose the order that they go on a Chain, so you can have the opponent draw due to the effect of "The Bistro Butcher" and then discard for the effect of "Robbin' Goblin".
"¢ [Re: Amplifier] If the controller of "Jinzo" with "Amplifier" has activated the effects of "Regulation of Tribe", "Spatial Collapse", "Robbin' Goblin", "Robbin' Zombie", "Curse of Darkness", etc., their effects are not negated, but if the opponent activates them, they ARE negated.
"¢ [Re: Mind on Air] If "Mind on Air" is causing your opponent's hand to be revealed, and an effect that randomly selects a card is activated (like "Robbin' Goblin"), your opponent shuffles their hand and you must choose randomly without seeing the fronts of the cards.
"¢ [Re: The Eye of Truth] When "The Eye of Truth" is active and a card such as "Robbin' Goblin" requires that the opponent discard a card from their hand randomly, the opponent should hide and shuffle his hand, discard a random card, and then reveal their hand again.
"¢ [Re: Burning Beast] If a monster equipped with "Burning Beast" attacks your opponent's Life Points directly, and "Robbin' Goblin" is the only face-up Spell or Trap Card on the field, the turn player chooses whether to resolve "Robbin' Goblin"'s effect first or resolve "Burning Beast"'s effect first. If the effect of "Burning Beast" is resolved first and destroys "Robbin' Goblin", then "Robbin' Goblin"'s effect is not applied because it is a Continuous Trap Card that is no longer in play.
"¢ [Re: Magical Thorn] The effect of "Magical Thorn" is applied when the opponent discards during the End Phase to make their hand size 6, discarding for the cost of cards such as "Tribute to the Doomed", "Cost Down", or "Judgment of Anubis", and discarding for card effects such as "Delinquent Duo", "Confiscation", "Robbin' Goblin", "Morphing Jar" and "Mefist the Infernal General".
"¢ [Re: Pole Position] The opponent has "Blade Knight" (1600 ATK) equipped with "Butterfly Dagger - Elma" (+300 ATK; 1900 ATK total) and 2 cards in hand, along with "Marauding Captain" (1200 ATK). The turn player has "Robbin' Goblin", "Pole Position", and "Giant Orc" (2200 ATK). The turn player attacks "Marauding Captain" with "Giant Orc", inflicting 1000 points of damage. The opponent has to discard a card because of "Robbin' Goblin" and an infinite loop is created because "Blade Knight" now fluctuates between 2300 and 2000 ATK (either above or below "Giant Orc", making it the strongest monster on the field? or not). Therefore, "Pole Position" is destroyed.
Hehe, old school at its finest. We start this week with the old school hotness, Robbin' Goblin. This is that old school card that isn't actually half-bad. This card is the essence of hand advantage. You can easily gain a game-winning lead with just 1-2 damaging attacks. This and a card like Tuesday's will make for some quick hand advantage. Robbin' Goblin is continuous, so it'll kick in again and again. Even if they attack your Defense mode D. D. Assailant with D. D. Warrior Lady, you still discard a card from their hand.
This card has one truly nasty combo: Airknight Parshath. They discard 1, you draw 1. A +2 hand advantage when Airknight Parshath deals damage. Other than that, pair it with any card that involves discarding, and it gets better and better.
This card is continous, which is a good thing and a bad thing. This means you can activate it early on, but it is very vulnerable to s/t removal/negation. It's a rather horrible topdeck.
When playing with this card, try to establish an early field presence and press your advantage with Robbin' Goblin. However, this is dangerous, as overextension can lose you many, many games.
This card is best in decks based around piercing battle damage, and is also good in control decks.
Advanced: 3/5 Hand advantage is even more important here.
Traditional: 2/5 Too much mass removal for effectiveness. Harpie's is back, and Mirage of Nightmare allows them to draw to it faster.
Sealed Pack: 3/5
Limited: 3/5
-chaosruler
Continuous Trap
Each time 1 monster on your side of the field inflicts Battle Damage to your opponent's Life Points, your opponent discards 1 random card from their hand.
"¢ If you have "Robbin' Goblin" on the field and attack with "Kycoo the Ghost Destroyer" or "The Bistro Butcher" both effects activate simultaneously. Since you control both effects you can choose the order that they go on a Chain, so you can have the opponent draw due to the effect of "The Bistro Butcher" and then discard for the effect of "Robbin' Goblin".
"¢ [Re: Amplifier] If the controller of "Jinzo" with "Amplifier" has activated the effects of "Regulation of Tribe", "Spatial Collapse", "Robbin' Goblin", "Robbin' Zombie", "Curse of Darkness", etc., their effects are not negated, but if the opponent activates them, they ARE negated.
"¢ [Re: Mind on Air] If "Mind on Air" is causing your opponent's hand to be revealed, and an effect that randomly selects a card is activated (like "Robbin' Goblin"), your opponent shuffles their hand and you must choose randomly without seeing the fronts of the cards.
"¢ [Re: The Eye of Truth] When "The Eye of Truth" is active and a card such as "Robbin' Goblin" requires that the opponent discard a card from their hand randomly, the opponent should hide and shuffle his hand, discard a random card, and then reveal their hand again.
"¢ [Re: Burning Beast] If a monster equipped with "Burning Beast" attacks your opponent's Life Points directly, and "Robbin' Goblin" is the only face-up Spell or Trap Card on the field, the turn player chooses whether to resolve "Robbin' Goblin"'s effect first or resolve "Burning Beast"'s effect first. If the effect of "Burning Beast" is resolved first and destroys "Robbin' Goblin", then "Robbin' Goblin"'s effect is not applied because it is a Continuous Trap Card that is no longer in play.
"¢ [Re: Magical Thorn] The effect of "Magical Thorn" is applied when the opponent discards during the End Phase to make their hand size 6, discarding for the cost of cards such as "Tribute to the Doomed", "Cost Down", or "Judgment of Anubis", and discarding for card effects such as "Delinquent Duo", "Confiscation", "Robbin' Goblin", "Morphing Jar" and "Mefist the Infernal General".
"¢ [Re: Pole Position] The opponent has "Blade Knight" (1600 ATK) equipped with "Butterfly Dagger - Elma" (+300 ATK; 1900 ATK total) and 2 cards in hand, along with "Marauding Captain" (1200 ATK). The turn player has "Robbin' Goblin", "Pole Position", and "Giant Orc" (2200 ATK). The turn player attacks "Marauding Captain" with "Giant Orc", inflicting 1000 points of damage. The opponent has to discard a card because of "Robbin' Goblin" and an infinite loop is created because "Blade Knight" now fluctuates between 2300 and 2000 ATK (either above or below "Giant Orc", making it the strongest monster on the field? or not). Therefore, "Pole Position" is destroyed.
Hehe, old school at its finest. We start this week with the old school hotness, Robbin' Goblin. This is that old school card that isn't actually half-bad. This card is the essence of hand advantage. You can easily gain a game-winning lead with just 1-2 damaging attacks. This and a card like Tuesday's will make for some quick hand advantage. Robbin' Goblin is continuous, so it'll kick in again and again. Even if they attack your Defense mode D. D. Assailant with D. D. Warrior Lady, you still discard a card from their hand.
This card has one truly nasty combo: Airknight Parshath. They discard 1, you draw 1. A +2 hand advantage when Airknight Parshath deals damage. Other than that, pair it with any card that involves discarding, and it gets better and better.
This card is continous, which is a good thing and a bad thing. This means you can activate it early on, but it is very vulnerable to s/t removal/negation. It's a rather horrible topdeck.
When playing with this card, try to establish an early field presence and press your advantage with Robbin' Goblin. However, this is dangerous, as overextension can lose you many, many games.
This card is best in decks based around piercing battle damage, and is also good in control decks.
Advanced: 3/5 Hand advantage is even more important here.
Traditional: 2/5 Too much mass removal for effectiveness. Harpie's is back, and Mirage of Nightmare allows them to draw to it faster.
Sealed Pack: 3/5
Limited: 3/5
-chaosruler