Jetroid CRV-EN011

Jetroid CRV-EN011

At the time this card is selected as an attack target by your opponent's monster, the controller of this card can activate Trap Card(s) from their hand.

"¢ Both players can chain to the Trap Card that is activated by the effect of "Jetroid" (the controller can activate several Trap Cards from his hand in a chain).

"¢ If "Ancient Gear Golem" attacks "Jetroid", the controller of "Jetroid" cannot use its effect.

Well, we have Jetroid. Not my favorite roid monster, but by far not the worst. It has a mini-Makyura effect, when it is declared as an attack target. It also has 1200 ATK, making it a little worse, if you want to get this effect immediately, you have to risk it dying easily, but if you get it's effect off, you shouldn't worry about that, now should you? It's 1800 DEF makes it a slight wall to go through. It has Machine support, so it isn't unsupported by any means.

This card has comboes with any trap card in the game that has timing for attacks.

This card has a nice DEF going for it, but 4 stars makes it vulnerable to all stall cards, except it's 1200 ATK goes under Messegner of Peace. It has a nice effect, but the effect is far too situational.

This card has several things going aginst it, it is only searchable by the 2 worst searchers in the game, UFOroid and Flying Kamakiri #1, so that hurts it. It has sub-par ATK, so it won't survive long.

This card needs a deck full of defensive traps in order to be effectively utilized. Otherwise, steer clear of him. Use him defensively when using him. If you splash this card, you should run at least 10 traps that you can utilize with him.

This card needs it own deck. A deck of chainable traps. Period.

Advanced: 2.5/5
Traditional: 2.25/5
Sealed Pack: 3/5
Limited: 1.75/5

-chaosruler
 
Jetroid is an interesting card that is very similar to another card called, Makyura the Destructor. Weighing in at a small 1200 attack and well rounded defense of 1800. This little machine monster can help dish out some serious damage to your opponent. Such as activating multiple trap cards from your hand. Such as Mirror Wall and Rising Energy to help deal more damage to your opponent than to yourself. It's a great card to use with Continuous Trap cards such as Gravity Bind if you forgot to set the card on a previous turn. It's great in a deck that abuses Mirror Wall or does some serious discarding with cards like Raigeki Break, Rising Energy, Cybernetic Magician, etc. It's probably best to use it in a Last Turn deck where its effect will be utilized the most effectively as possible. Overall it isn't a real bad card and it isn't all that great for the uses it has and the cards that can be used with it. Recommended to test before going to any kind of event or tournament where you pay to enter to play.

Jetroid probably is best used when it's in attack position and when you either have Mirror Wall on the field or in your hand with Rising Energy in your hand. Sure, you blow a possible two or three cards out of your hand, but a smart player will have Airknight Parshath, Night Assailants, Sinister, possible normal monsters with Dark Factory of Mass Production all to help abuse it along with Cybernetic Magician as well. It's great with Sakuretsu Armor and Widespread Ruin as those basically can annihilate your opponent's attacking monster. After all, the card is activate in response to a battle attack and there for will destroy the attacking monster or highest attack monster on their field. It works wonders with Needle Ceiling as well as Ring of Destruction and Mirror Force. Another neat idea to try out is in a Deckout deck where you use Desert Sunlight. Flip Cyber Jar and get out possibly Jetroid and some other Deckout material monsters such as Needle Worm, Morphing Jar, Morphing Jar#2, Hiro's Shadow Scout, etc. along with Jetroid possibly. Since Desert Sunlight changes all monsters to face up defense position, Jetroid's higher defense than it's attack might possibly allow it to survive for a turn or two. 1800 defense is pretty high for a monster that's used in a Deckout deck.

Jetroid doesn't have many advantages to it other than the possibility of activating multiple trap cards from the hand such as a series of Jar of Greed or Dust Tornado. The basic advantage that Jetroid offers is the possibility of activating just about any Trap card that can activate in response to a monster attacking. Such as Gravity Bind, Mirror Wall, Mirror Force, Rising Energy, Dust Tornado, Sakuretsu Armor, Needle Ceiling, etc.

One of the main problems with this card is that you have to have a trap heavy deck to make it at all effective. Using multiple trap cards and on top of that it destroys your own hand. As a result of using up so many cards at once you run out of options and you end up having dead draws with so many trap cards being used. The fact that your opponent can chain to those trap cards with Call of the Haunted to get out Jinzo from the Graveyard or activate Royal Decree makes this card increasingly worse to use.

Jetroid is a pretty interesting card with some good and bad points. The effect is what kills both you and your opponent. Try and get multiple traps of the same kind such as chainable ones that don't require a lot of activation requirement to use. Such as Ceasefire and Dust Tornado. Hand management usually is the key to some decks winning, but if you use cards like Blade Knight in multiple copies, it could help turn the tide of what Jetroid does to your hand. In that case you could continue to move forward with this tactic and use cards such as Mechanical Hound. It also might be a nice idea to use Conscription with Convulsion of Nature.

The best decks to use this card around are those that use an extra amount of trap cards to toss out from Jetroid's effect. Using a deck that uses possibly three Blade Knight and ways to fill your hand when the main stream tactic fails with cards like Reckless Greed, Elemental Hero Bubbleman, and possibly Morphing Jar and Cyber Jar. Using it in a Convulsion of Nature deck is another great idea as well as you can play Conscription from your hand.

This card really isn't that great in a Sealed Pack tournanment as well as well as in any tournament format really. It makes more for a casual play card in a fun deck rather than anything of serious competitive nature.

Advanced: 3/5
Traditional: 2/5
Sealed Pack: 2.5/5
Limited: 2.25/5
 
My second favorite roid (Gyroid>all of them...if Steamroid was a WIND I'd like him more...), and one that deffensive trap lovers everywhere can sing and chicken dance about. You don't have to set that Sakuretsu, Mirror Force, Compulsory, or Phoenix Wind bugger and risk it getting blown away. Intead, just wait for this guy to get attacked (and trust me...with 1200 ATK he's GOING to get attacked) and turn their reckless assault into field advantage! 1200 ATK isn't beasty, but that's still Newdoria level and can wittle down the opponent faster than a Sin can, albeit without as much recurability. 1800 DEF pretty much laughs in the collective faces of every commonly played level four monster that isn't modelled after King Kong, Neo from the Matrix, or King Arthur. Overall, I really like this guy. He provides some much needed utility to WIND decks, instead of beatstick, beatstick, beatstick, remove for beatstick that never gets it's effect off, searcher, beatstick, beatstick...this and Gyroid make Kamikiri actually look appealing now in a WIND deck. Now if only they had a decent RFP-SS summon monster...I mean, EARTH got Gigantes, FIRE got Flame Spririt, WATER got the Goat Eater (Aqua Spirit), and LIGHTS and DARKS got...oh what was his name...
 
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