Overall Score: 3.5
(attack boosts are good)
Casual Play: 3.0
Tournament Play: 4.0
I introduce you to
Castle Wall's long-lost brother, Reinforcements.
Instead of increasing Defense, we get to increase
Attack. This is actually a quite popular card,
as it is normally used in BEWD-destroying combos
with Summoned Skull/Dark Magician. 500 extra
Attack points may give your monster the edge you
need to win a game. The only limitation is,
like all other Trap cards, you can't play it the
same turn you set it on the field, so you have to
wait.
It doesn't give any
other restrictions as to when you can play it, but
it is normally assumed that you are going to
activate it during a Battle Phase. Yes, you
can activate it on your opponent's Battle Phase.
You can goad your opponent into attacking your
Battle Ox with their La Jinn, only for you to flip
over Reinforcements and watch La Jinn and 400 LP go
straight to the Graveyard. This tactic can
also be used against you, so don't think that
Summoned Skull can't beat your big bad BEWD.
Combos:
Reinforcements + Yami +
Summoned Skull/Dark Magician = Toasted BEWD.
Reinforcements + Battle
Ox/Neo = Toasted La Jinn.
Reinforcements +
Man-Eater Bug = Rats, still 50 short of destroying
an attacking Wall of Illusion =(
Counters:
Remove Trap = You can't
play it if they destroy it first.
Casual Play:
It can never hurt to
throw 1 or 2 of these guys in your deck or Side
Deck. They may help you.
Tournament Play:
Play at least 2, either
in your deck or Side Deck. Tourneys will
probably rely on power, and 500 attack points added
on to any monster can help.
Verdict:
Power is good.
Remember that.
Metal Raiders:
This card gets slightly
weakened because of God's Declaration, Thieves'
Swiss Army Knife, and Tempest, but it's still fairly
useful. It'll be a little bit before we start
getting more useful Equipment cards.
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