Robbin' Goblin MRD-EN135/DB2-EN080

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
 
Hand advantage has and always will be an important aspect of this game. And being able to inflict damage to your opponent is always nice, lol. Robbin' Goblin takes both and rolls them into one.

However, as a continuous trap, Robbin' Goblin is a very easy target for spell/trap removal. However, the flip side of that is your opponent will have to use his/her valuable removal on it. This makes it nice bait if it's not a significant part of your deck strategy.

Any time you inflict damage to your opponent, he/she has to give up a random card. It's nice that it's random to help prevent any easy Sinister Serpent or Night Assailant discarding. This makes for a nice little surprise for your opponent. Get at their life points and make them discard when you do. Very nice.
However, it is still very succeptable to spell/trap removal so if you're expecting to seriously hurt your opponent with this, it may not last as long as you'd like and/or need.

It is still a nice surprise though and any advantage you can gain is still advantage. It's not for every deck, but it can fit most themes. It is best though in a deck focused on dealing damage (probably trample heavy or direct attacking), or a deck out style deck. Give it a shot though if you're feeling creative. It could come in handy.

Advanced: 2.5/5 - It won't last long, but it can still be helpful.
Traditional: 1.75/5 - Sorry, I'm just not feeling it here.
Limited: 4/5 - It could help your opponent deck out here. And with limited removal, it could be very handy.
 
Only one truly nasty combo? As easy as it is these days to clear the field of monsters, 4 sheep tokens + Gaia Power + Robin Gobli= -4 cards from your opponent's hand. That's nasty enough in my eyes!

One of the under played trains of thought with this delightful "Old School" card are 2000+ defense monsters with it. It's still battle damage when your opponent attacks with a lower atk monster than your def. of a def. position monster.
 
I'm afraid it's not happening right now. Not very high priority I'm afraid with GenCon Indy, the kids going back to school (and wife back to work since she's a teacher) It'll come eventually. I'm a patient man, hopefully others will have the same patience :)
 
John Danker said:
I'm afraid it's not happening right now. Not very high priority I'm afraid with GenCon Indy, the kids going back to school (and wife back to work since she's a teacher) It'll come eventually. I'm a patient man, hopefully others will have the same patience :)

Okay, that's cool. I wasn't being inquisitive, just curious... *shakes fist* I can be patient too! lol...

Back onto topic---

I think part of the reason this card isn't used so much (even with Scapegoat abuse) is that it's a continuous trap card. That can make a lot of people not really give it a second look.
 
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