If your opponent controls a card and you control no cards, you can Normal Summon this card without Tributing. If this card attacks an opponent’s monster, as long as you control no Spell/Trap Cards, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step.
Card Ratings
Traditional: 1.80
Advanced:
2.60
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - June 22, 2012
Closing the week is Hammer Bounzer. Bounzer Decks
can be very fun to play, and we have here a Level 6,
Earth attributed, Warrior (although he sure seems to
be pushing Beast-Warrior or even Zombie) with 2300
attack and 2000 defense. If your opponent controls
a card, and you control no cards, you can Normal
Summon this Monster without Tributing. That's good,
but it's bad that you have to give up your Normal
Summon in order to do so. I really like the effect,
if you control no Magic or Trap cards, your opponent
cannot activate any Magic or Trap cards when this
Monster attacks. It would be nicer if it were any
Monsters or even any Bounzer Monsters, but self
protection, even restrictive as it may be, is a good
thing.
Ratings:
3/5 in the Deck
Art: 4/5
John Rocha
We have a pretty good Warrior monster to review
today, called Hammer Bounzer. Looking at the
artwork, I would have probably called this card a
Beast-Warrior, but no matter, Warrior decks should
have some fun with Hammer Bounzer. The ease of
summoning a 2300 attack monster that can shut down
spells and traps when it attacks a monster makes
this card worth considering. The only drawback is
that you cannot control any other cards.
Being a level 6 monster, you could also tribute
summon Hammer Bounzer if you needed to. There is not
a lot of support for Bounzer decks, so in all
likelihood, your probably only playing this card in
a deck that can support it. It works especially well
in a dedicated Warrior deck with The Immortal Bushi
and Solidarity, as you can always work around Hammer
Bounzer’s draw backs and push its attack to 3100. It
could also work well as a side deck card to punish
Stun/Anti-Meta decks.
Traditional: 2/5
Advanced: 3/5
Miguel
The last card of the week is Hammer Bounc...ummm
Bounzer. Yeah..the Z thing again. Anyways, BounZer
is a rather interesting monster. First, he has a
weird Megalon thing going. Next, Bounzer is a handy
little critter, as it is a level 6
Earth/Warrior-Type, and with 2300 ATK and 2000 DEF,
it's a bit hard to overcome, but it can happen. His
effect, If your opponent controls a card and you
control none, you can normal summon this card from
your hand without tributing. If this card attacks
your opponent's monster, as long as you control not
spells/trap card, your opponent cannot activate any
spells/traps until the end of the damage step. The
good, Bounzer can attack smaller monsters without
too much worry, or you can special summon another
level 6 monster to Xyz summon a Rank 6 monster, or a
tuner monster to synchro summon, and you can get it
back from your grave using Warrior Returning Alive.
The bad, his protection effect only works when
Bounzer attacks another monster, so direct attacks
can end badly. It is also a target for Bottomless
Trap Hole, and you're out your normal summon.
Bounzer has its pros and cons. It doesn't hurt to
try it out for fun.
Every Effect Monster this week has been brought
to you in light of Yuma's game against Gauche, who
has yet to appear in English.
The Bouncer archetype (renamed Bounzers in English
because of the previously-named Cactus Bouncer)
is...well, I'm not too entirely sure what they're
supposed to be. I really think the Bounzer archetype
deserved to be Beast-Warriors. Gauche uses them. If
I were to guess, I think it's to control the
offensive front (suiting Gauche's personality), and
as you can see with Hammer here, it has the Ancient
Gear treatment by fending off any efforts of Magic
Cylinder or Dimensional Prison.
That's...er...admittedly not bad. I admit it's not a
terribly bad card, mostly "average." It doesn't
Special Summon itself, but Normal Summoning itself
when you have no other monsters is pretty acceptable
(truthfully it's harder than that because Hammer
requires you to have a completely empty field, but
if you're really dedicated to the cause you should
barely use any Traps anyway). It's a quality that
definitely justifies an attempt to replace Goblin
Attack Force in your generic Warrior Deck. More
importantly, while no Hieratic Dragon of Tefnuit, it
IS an easily-summonable Level 6, making it easy to
Xyz Rank 6, namely Photon Strike Bounzer, a truly
powerful monster. You can also use the Trap Bounzer
Guard to force your opponent into ramming monsters
into either of them, but Bounzer Guard isn't much of
a good card at all (Bounzer Guard specifically
targets one Bounzer monster, meaning it's impossible
to use Guard effectively with Hammer, so you might
as well use Waboku). Hammer can't use its effect if
you have any Traps or Spells down, so might as
well... (Treeborn Frog should come to mind as
tribute fodder, so the fact that Treeborn Frog can
mess up Hammer's "you control no cards" thing barely
matters.) That said, if you really want to go with a
Bounzer Deck, I would try using minimal Traps, and
the Traps and Spells I do use intend to impose field
control as much as possible, such as Ceasefire or 7
Tools of the Bandit (or perhaps something more
chainable and less reliant on your opponents as is
the norm with Counter Traps, so perhaps Trap Stun
would be better). I would then try using Hammer
Bounzer as my main offensive force until I can use
it to Xyz Summon Photon Strike Bounzer.
Phantom Bounzer is a monster that searches out any
two Bounzer monsters from your deck when destroyed.
It's a good effect, but that's pretty much it for
all the support Bounzers get. What's sad is that
Blade Bounzer is designed to dispatch enemy monsters
while Hammer Bounzer doesn't get its protection
effect when direct attacking (maybe if you Creature
Swap an Arcana Force 0 - The Fool?). I don't think
this is the last we'll see of them, though...
Traditional: 1/5
Advanced: 3.2/5 (similar to Gagaga Gardna: not
exactly a bad card, but deserves more support)
Aesthetics: 3/5 Grandma, my, what sharp hammers you
have. I think naming the archetype the "Bouncers"
may have something to do with the fact that their
theme seems to revolve around involving the
opponent's monsters...
Philosophy Corner: Sometimes, you need to break
something in order to fix it.
abc_at_123.com@hotmail.com
Black
market
yugioh
& Shad0wslayr
Hammer Bounzer
Well here we are again with the Final
COTD... We've had some interesting picks for this
week and let's not stop there. This is Shad0wslayer
and BlackMarketYugioh from Team Sentinel bringing
you, TGIF Les get to it.
Hammer Bounzer
Level 6, Earth,Warrior, 2300/2000
If your opponent controls a card and you control no
cards, you can Normal Summon this card without
Tributing. If this card attacks an opponent’s
monster, as long as you control no Spell/Trap Cards,
your opponent cannot activate any Spell/Trap Cards
until the end of the Damage Step.
SS- Ok so lets get this straight, I
have nothing on field I can normal summon a level 6
without a single tribute? On top of that he has a
decent effect... intriguing I do say. As the
bounzers do work together this one however, is the
easiest to get out and the most efficent of them at
that. will they see play? probably not on a big
level but never know when you may run into a rogue
deck that may be controlling one of these cards.
BMY-Zzzz TGIF zzzzz whaca be said, zzzz
Advanced: 1/5
Traditional: 2/5 change of heart
hurts..
Artwork: 3/5 It's a werewolf with
hammer arms seriously? Its like TG warwolf meets MC
Hammer...... nuff said