3 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card to declare 1 card type (Monster, Spell, or Trap); that type of card (if Spell or Trap) cannot be activated, or (if Monster) cannot activate its effects, until the end of your opponent's next turn.
Card Ratings
Traditional: 3.90
Advanced:
4.75
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - Jan. 3, 2013
Number 16: Shock Master, another Level 4 XYZ
Monster requiring three Level 4 Monsters to be XYZ
Summoned...this XYZ Monster is also Rank 4, with
2300 attack and 1600 defense, again of the Light
attribute, but this time a Fairy (although it
certainly could be Thunder based on name alone, and
it looks like a Machine). So, what does Shock
Master hold in his bag of tricks for your opponent?
You should know by now I'm not a big fan of
Monsters that require three xYZ Material to be XYZ
Summoned, but Shock Master has a wide arsenal of
tricks, so it really helps here.
Well, once per turn, by discarding an XYZ Material
from Shock Master, you declare a card type:
Monster, Magic, or Trap. If it's a Magic or Trap
card, they cannot be activated until the end of your
opponent's next turn. OR if Monster, cannot
activate its effect(s) until the same amount of time
has passed. This is one of those interesting cards
that actually does seem fairly powerful, yet it is
also balanced. Shock Master, in my opinion, really
shines if you can get multiple copies of him on the
Field at a time for obvious reasons, most notably
using separate ones to use separate effects.
The card effects both you, and your opponent, so I'm
thinking you might need a Deck constructed around
Shock Master where the ability can be used, yet not
effect your strategy or game play. Like yesterday
referring to Illumiknight, I'm again turned off at
the three required Monsters necessary for an XYZ
Summon. The effect I think could really be
annoying, and at the very least used to slow your
opponent down, could be a fun card in a Stall Deck.
Ratings:
Traditional: 3.25/5
Advanced: 4.25/5
Art: 3.5/5
John Rocha
It should not be a shock to see Number 16: Shock
Master as one of the best cards of 2012. With the
ability to shut down the effects that make each deck
type powerful, Shock Master has a huge effect on top
tier decks. Decks like Wind-Ups, Rescue Rabbit,
Dragon, Mermail, and Six Samurai to name just a few,
all require monster effects to load the field and
overwhelm their opponents. Decks like HEROs, Exodia,
and Spellbooks all require spells to drive their
decks. Any deck that plays more than 10 traps like
T.G, Stun, and Burn decks are all hindered by Shock
Master.
Decks like Wind-Ups, HEROs, Six Sams, and
Geargias can drop 3 level 4 monsters to the field
with ease. With Ultimate Offerings legal at one per
deck, decks that run monsters that replace
themselves like Madolche and Gadgets can also use
Shock Master effectively. Shock Master is so
dominant that any deck that even has a chance of
getting 3 level 4 monsters to the field needs to
have it in their extra deck.
Traditional: 5/5
Advanced: 5/5
Miguel
Number 2 is a card that was a immediate must
have, because Number 16: Shock Master pretty much
wins games almost every time it hits the field. A
LIGHT/Fairy (Doesn't look like one to me), with the
pretty good stats of 2300 ATK and 1600 DEF. It needs
3 level 4 monsters to Xyz summon. Once per turn, you
can detach 1 Xyz material from this card and declare
one type of card, (Monster, Spell or Trap) and your
opponent cannot activate the declared card type or
get any effects until the end phase of their turn.
Shock Master can be 0/0 in stats and I would still
use this card. Being able to have your opponent not
use/activate Spell/Trap cards or monster effects is
huge, especially when you are going to attack.
Especially if you have a good idea what your
opponent is up to, you can use this card to shut
down their plans for the turn and run right over
them. And since Shock Master is a LIGHT monster,
that means it's a DARK monster away from Chaos.
Getting Shock Master out is not as hard as it seems.
3 copies of Daybreaker can make it so, Rescue Rabbit
as well as Gadgets, Batteryman, Crystal Beasts, and
even the Hunder monsters can get three level 4
monsters out in a turn. Now that Shock Master is
very easy to get (It's in a tin, no excuses)
everyone should be using this card, and most likely
is.
Traditional: 3.5
Advanced: 5
Tomorrow: Number 1!!!!!!!!