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Pojo's Yu-Gi-Oh Card of the Day

Rocket Warrior
Secret Rare

This effect is only active during the Battle Phase of your turn. Battle Damage to this card and this card's controller t they take from a battle involving this card becomes 0. After damage calculation, decrease the ATK of the monster that was attacked by this card by 500 points until the end of this turn.

Type - Warrior/Effect
Card Number - CT2-EN005

Card Ratings
Traditional: 2.6
Advanced: 3.58

Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.


Date Reviewed - 09.22.05

 

Lord
Tranorix
Rocket Warrior

Rocket Warrior’s a very interesting monster. It’s LIGHT, which is good; it’s a Warrior, which is good; and it has 1500 ATK, which is…not so great.

But he obviously has an effect; otherwise, we wouldn’t waste our time reviewing him. And what a rentsy effect it is! During your Battle Phase, any Battle Damage Rocket Warrior would take is reduced to 0 – the same goes for you. Basically, if you run this into a monster with more ATK, you won’t take any damage and Rocket Warrior won’t die (it’s kind of like Waboku).

And then, afterward, the monster that did battle with Rocket Warrior will lose 500 ATK for a while, which I suppose would make it easier for another of your monsters to kill it.

Is it a great effect? Not really. It could potentially make a little difference, but more often than not 500 ATK just won’t matter. Still, if you’re looking to make a deck a little more rentsy, toss in Rocket Warrior.

CCGCC: 3/5
Warrior Deck: 3.5/5
OVERALL RATING: 3.3/5
 

ExMinion OfDarkness
Rocket Warrior

Okay, this guy might actually have some hope if used right.

Rocket Warrior is a combo card -- it NEEDS another monster to function correctly, and sucks otherwise.

The effect isn't bad -- you ram him into a stronger monster and let something else kill it. Opposing Jinzo getting you down? Ram this into it, then let Berserk Gorilla finish the job. Have an Airknight ready to wail on your 2 remaining Goat tokens? This knocks the Airknight down to where almost any other monster can get rid of him. ...oh, and I think since that attack decrease targets, this thing can kill Spirit Reaper too.

In addition to that, his other properties figure in well -- Light-type is Chaos food now and still a good target for Shining Angel after October. 1500 ATK makes it a great target for Sangan as well; 1300 DEF survives the Tsuku flip-down. And finally, being an actual Warrior-type gives it access to the holy grail of themed support -- Reinforcements of the Army.

If you can protect Rocket Warrior with defensive traps, he can do quite a bit of damage to an off-guard opponent.

2/5 Traditional
3.25/5 Advanced
 

Coin Flip
Rocket Warrior is the polar opposite of yesterday's card. The effect can be used often (every one of your turns, in fact), but the effect isn't good and the stats are lackluster.

I like to look at cards like this. In order for a card to break through a metagame's protective bubble of playable cards, it has to have several of the following features.

Frequency of effect usage (Horus LV8)
Awesome stats (Skilled Dark Magician)
Searchability (Gravekeeper's Assailant)
Type support

Awesome effect (Black Luster Soldier - Envoy of the Beginning)
Versatility (Magical Scientist)

This card has an above average score in frequency, and a HIGH score in searchability. In fact, for something to be more searchable, it would have to be a Toon Gravekeeper's Elemental Mistress Doriado that could be special summoned from the deck but still counted as both a ritual monster card and a ritual spell card. However, its effect is pretty useless until you have two monsters on the field, one of which must be within 500 ATK of a stronger monster on your opponent's side of the field. It can't be used on your opponent's turn and the ability has no versatility at all. As well, it's a pretty weak effect. Consider Reinforcements, a crappy card. Imagine that Reinforcements weakened your opponent's monster by 500 ATK instead, and that you could only activate it during your battle phase, and that you had to lose an attack with one of your monsters to do it.

Dislike the comparison? Me too. This card is lackluster, and I am unhappy to report it.

General: 2.1/5
 

Dark Paladin
(Has anyone noticed we have, counting today, reviewed three cards in a row that are in Joey’s anime deck? I even put these cards in for this week, and didn’t realize it until now…)

Anyway, Rocket Warrior is a very good monster, in my opinion. He sports a respectable 1500 attack and 1300 defense for a Level 4 monster. He is also Light, which is good for now, hopefully meaningless next month.

The effect of Rocket Warrior is simple, yet sweetness, in a word. He can transform into “Invincible Mode” as Joey likes to say and strike an opponent’s monster. Afterward, the monster struck by Rocket Warrior loses 500 attack points for the duration of the turn.

So, your opponent has a Goblin Attack Force staring down your Rocket Warrior. You have a Vorse Raider in hand but nothing strong enough to destroy GAF. Oh, Rocket Warrior attacks GAF and Vorse Raider destroys GAF.

You like it? I thought so.

Ratings:

Traditional Warrior: 3.4/5

Advanced Warrrior: 4.1/5

Art: 3.5/5 Another good picture.

You stay classy, Planet Earth :)
 

Otaku

I am still low on time this week, so I’ll try to keep it to the point. Rocket Warrior is another Joey Wheeler card.  It has an interesting effect, but one that is hard to utilize well. During the Battle Phase of your turn, Battle Damage (so the damage a Monster does to another Monster and what a Monster does to you) becomes 0.  That means you can crash into something bigger than Rocket Warrior and not only survive, but you won’t take any LP damage either.  As an added bonus, after the damage calculation, you can decrease the ATK of the Monster Rocket Warrior attacks… but only until the end of your turn.

 

Now, the main problem with this effect is when it occurs: if it happened on your opponent’s turn when they attacked you, it might not fit the “story” behind the card, but it would actually have a chance of mattering.  As is, you have to have another Monster out for it to really be of any benefit.  After that, I just run him down with any normal beatstick and save my Monster removal for the beatstick accompanying it.  After all, his ATK is low enough (1500) that it isn’t likely to live without some help but high enough that it can’t be used with Messenger of Peace (if you were wanting to use that with cards like Don Zaloog.  So it either needed to be about 200 ATK higher or 50 ATK lower.  It also would be nice as a Level 3 so it could attack under Gravity Bind and Level Limit-Area B.  But it is a Level 4 so it can’t.  Besides, a direct attacker would probably be of more use to you in those decks.  I suppose you could add Twin Flashing Swords – Tryce: not only would you be able to attack twice (making it much more useful since it can now knock 1000 ATK off the opponent’s Monster (or hit two for -500 ATK), but that makes it so it can slip under Messenger of Peace (which it would need, since Rocket Warrior’s own attack would be dropped to 1000 by this combo).

 

The problem is that is a very, very big combo.  On your opponent’s turn, as I stated, Rocket Warrior is a more or less a sitting duck.  So I might as well have just used some Monster removal or an Equip for all the good Rocket Warrior will be doing me the next turn, and still have yet another Monster to play.

 

I guess I should mention that Rocket Warrior does have a Tsukuyomi-proof 1300 DEF for what it is worth, and is a Light/Warrior, having some decent support (that all other Light/Warrior Monsters have).

 

Now, just because I can’t resist, here are some ways to salvage this card with future upgrades:

 

1). A Spell that lets you Summon more than one at a time (I’d call it Rocket Warrior Salvo myself).

 

2). Another Spell called Rocket Warrior Head (warhead, get it?) that would let you zero out a Monster you attack’s ATK/DEF (but all Rocket Warriors would be Destroyed after they attacked).

 

3. Rocket Warrior Launcher-a Continuous Trap that would let you activate Rocket Warriors effect on your opponent’s turn.  Yes, I like puns.

 

Can you tell I am doing it late at night and suddenly instead of being short on time, had to kill a few minutes?  Hope you found that entertaining. ;)

 

Ratings

 

Traditional       : 1/5-To use this even close to correctly, you’d need a huge set up that just couldn’t survive here.

 

Advanced        : 2/5-You could try it with Don Zaloog, Messenger of Peace, and Twin Flashing Swords – Tryce.  You might make your opponent laugh his or herself to death, though.  I guess you could use it in general, but for the most part you might as well just run Zombyra the Dark Hero or Goblin Attack Force or something like that since if your opponent has monster bigger than those out, Rocket Warrior probably wouldn’t have been much help anyway.

 

Limited            : N/A-And again, it’d be half decent here, like most of this week’s cards.  Save it in hand incase your opponent gets a good beatstick.  As long as you have at least one other good monster of your own already out, Rocket Warrior could then earn its keep by softening said opposing beatstick up.


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