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

Breaker the Magical Warrior

Card Number - MFC-071

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

Date Reviewed - 10.20.03

Vodkam Monday 10/20/03: Breaker the Magical Warrior

4/1600/1000
Dark/Spellcaster
MFC-071
When this card is successfully Normal Summoned, put 1 Spell Counter on it (max. 1). Increase the ATK of this monster by 300 points for each Spell Counter on this card. Also you can remove 1 Spell Counter from this card to destroy 1 Spell Card or Trap Card on the field.


Breaker the Magical Warrior is one of the most anticipated cards in Magician's Force. It's not a monster staple (if that actually exists) but it is an extremely useful and versatile card. It does not disappoint.

Breaker is your standard everyday 1900 ATK beatstick when he's Normal Summoned. Having the option of using up his Spell Counter to destroy a Spell or Trap Card is extremely useful, especially against cards like Imperial Order.

Unfortunately, Breaker is a only a 1900 ATK monster when he's Normal Summoned. If he is Special Summoned in any way, he's a mere 1600 ATK monster. Breaker's ability can also be chained to by the Spell or Trap Card he's targeting so you might be burning up his counter for nothing.

Once Breaker uses his Spell Counter, he's pretty much an easy target. But that counter can be restored with cards like Apprentice Magician, Pitch-Black Power Stone and Magical Plant Mandragola.

Breaker is a gamebreaking card, especially when you and your opponent are both topdecking. He's extremely useful in most situations. There are very few decks that could do without a Breaker. He'll be restricted to 1 just like in Japan.

Rating-
Casual: 4.7
Tourney: 4.2
 
NickWhiz1
Monday: Breaker the Magical Warrior
 
Breaker, we love you
Destroy one Spell or Trap Card
That is really cool
 
Today we look at another of the most powerful monsters in the Magician's Force set and the game.
 
MFC-071
Breaker the Magical Warrior
Dark/Spellcaster/4/1600/1000
When this card is successfully Normal Summoned, put 1 Spell Counter on it (max. 1). Increase the ATK of this monster by 300 points for each Spell Counter on this card. Also you can remove 1 Spell Counter from this card to destroy 1 Spell Card or Trap Card on the field.
Ultra Rare
(Originally an Ultra Rare/Parallel Rare in the Japanese Champion of Black Magicians set (303))
 
By simply Normal Summoning him (and putting a Spell Counter on him by the effect), he becomes a Level 4 1900.  While not exceptional, that's the standard amount of power that decks will be running near or at.  What makes him special is that he can remove that counter and nuke any Spell or Trap card on the field.  Mirror Force?  Shattered.  Imperial Order?  Silenced.  Call of the Haunted?  Quieted.  Any triggered Trap is fair game for this guy.  Now, of course, if it hits a Mystical Space Typhoon, Waboku, or Ring of Destruction, it's basically a wasted use, but it's the same scenario for MST =\
 
For issues dealing with priority, here's a clip from DM7's original review of Breaker in his column:
Let’s take a look at one other thing.. Breaker vs. Ring of Destruction. Well, here’s the ruling on that. When Breaker is summoned, adding the Spell Counter to it is automatically triggered, and it can be chained. If your opponent activates a Ring of Destruction when you Summon Breaker, it is in response to Breaker actually receiving its Magic Counter, and therefore it has not been “put” on Breaker yet. So if RoD is activated in response to this, each player would receive 1600 damage, and not 1900. Same goes for if RoD is activated in response to Breaker actually removing the Magic Counter to destroy a M/T card. If that is the case, each player would also take 1600 damage each.
I'm sure that one of the other reviewers will probably go more in-depth with priority issues, so I won't bother repeating them.
 
The only problem with Breaker is that he is basically useless if Special Summoned.  Any of the recursions, Cyber Jar, Morphing Jar #2, Flip Summoning, or anything that puts him on the field outside of a Normal Summon will not give him his Spell Counter, basically making him a 1600 ATK sitting duck.  Oh, but that's why God created Pitch-Black Power Stone!  Just use that to toss a Spell Counter onto Breaker and all your problems are solved! (just remember that you can only have 1 Spell Counter on Breaker at a time)
 
Of course, he can be searched out by Witch, so that's always nice.  Definitely one of the better picks for Witch's effect.
 
Casual: 4.5
 
Just play him.
 
Tournament: 4.5
 
Just play him.
 
Draft: 10^9999999
 
S/T removal is very, very rare in Draft, so pounce on any that you can get.  In other words, just draft it.
SomeGuy
Monday - Breaker the Magical Warrior
 
Dark/Spellcaster/4/1600/1000
When this card is successfully Normal Summoned, put 1 Spell Counter on it (max. 1). Increase the ATK of this monster by 300 points for each Spell Counter on this card. Also you can remove 1 Spell Counter from this card to destroy 1 Spell Card or Trap Card on the field.
 
Uncounterable Spell/Trap removal packed with a 1600 ATK Monster seems pretty nice to me. Very versatile to say the least. Of course, we can all see that.
 
Whether your opponent has card(s) in his Spell/Trap Zone, or if he has a 1900 or lower ATK Monster distinguishes what Breaker the Magical Warrior will be used for. Oh? You have a Spell/Trap on the Field with no Monsters? Sure, I'll remove Breaker's Spell Counter to destroy it. Is that a Kycoo I see? I'll keep my Spell Counter for now and run over him.
 
Breaker the Magical Warrior's Effect isn't all good, though. Not only is it not a Multi-Trigger Effect, but it's only Spell Speed 1 as well. And to degrade Breaker a bit more, chainable cards such as Scapegoat and Waboku have a field day with him. There's nothing better than having your opponent drop 300 ATK points for absolutely no advantage what so ever. 1900 is the magic number, and going under it means trouble in the upcoming turn(s).
 
Is he worth the spot in your deck? Not in every deck, but a lot of them. Don't worry so much about fetching three of these guys because they will be restricted to one in the near future, just like in Japan. If you have the resources, or if the opportunity presents itself, then go ahead and pick up multiples. You'll definitely have an advantage over a lot of players.
 
Lastly, we now have another answer to an opposing Imperial Order. Sounds good to me.
 
Rating: 4.1/5
 
The other "chase" card.
DuelMonster Monday:

Breaker the Magical Warrior:
MFC-071-Ultra Rare
Dark/Spellcaster/4/1600/1000
Effect: When this card is successfully Normal Summoned, put 1 Spell Counter on it (max. 1). Increase the ATK of this monster by 300 points for each Spell Counter on this card. Also you can remove 1 Spell Counter from this card to destroy 1 Spell Card or Trap Card on the field.


Pros:
Built in MST
Lv.4 1900 attacker (while supplies last)
Searchable by WotBF

Cons:
The whole (Max. 1) thing
If Special Summoned via Cyber, MJ#2, etc he won't get a Spell Counter.
Exhausting Spell - Ownage, but not often used.

Combos:
Penguin Soldier/anything else that get's Monsters back to hand - Reuse Breakers MST Effect.
Anything to get Spell Counters - See notes.

Notes:
Breaker, what a wonderful name first of all, he breaks stuff, and loves doing it, and you will too once you get this guy into your deck. WIth him also being a Spellcaster he will fit nicely in Dark Magician/Spellcaster Decks that are going to become more popular with all the new cards out now.

His Effect can be confusing for some people, at least that's what I've noticed on the Message Boards, but once you get it, you got it. When you Normal Summon him, he's a Level 4 1900 attacker with an optional effect. Say the opponent pulls a Gravity Bind on you, or any other continuous Spells/Traps that have you locked or unable to attack, just remove the Spell Counter off Breaker (which cannot be countered yet) and destroy it, then continue with the attack.

If you do Normal Summon him and the opponent plays Trap Hole, Ro, BTH or something of that sort you DON'T get a chance to remove the Spell Counter and RoD will cause 1900 Damage not 1600. Another thing is that if he gets Special Summoned via Monster Reborn, Premature, CotH, Cyber Jar, Morphing Jar #2 or something else of that sort he won't get the Spell Counter, but will a few tricks will Penguin Soldier, Hane-Hane or whatever you can return him to your hand and Normal Summon him, and maybe even get a chance to do it over and over if you're lucky or skilled enough.

Breaker will shortly be restricted, since there are a few cards out and will be more that let you add and manipulate Spell Counters his Effect will become greatly abused. At the moment we have Apprentice Magician, Magical Plant Mandragola, and Pitch-Black Power Stone and if you built a Deck around Breaker and Spell Counters it becomes a bit sick and powerful. So yeah, he's going to be 1-Per-Deck whenever UDE updates their list or when the next set comes out.

Another thing I'd like to state is that Spell Counters cannot be removed on your opponents turn, the act of removing them cannot be chained to another card, and at the moment there isn't anyway to counter the act of removing Spell Counters, except Exhausting Spell but it still can't be chained to the removal but can be chained to something else before you get a chance to remove them, although Exhausting Spell isn't going to see much Main-Deck use but will be a nice Side Deck card for heavy Spell Counter Decks.

Ratings:
Casual: 4.0
Tourney: 3.5
ArtWork: 4.0 - Very, very cool and almost wicked looking knight. He puts Dark Magician to shame, but I still think Dark Paladin looks better. 
DM7FGD Breaker the Magical Warrior

Dark/Spellcaster/4/1600/1000
When this card is successfully Normal Summoned, put 1 Spell Counter on it (max. 1). Increase the ATK of this monster by 300 points for each Spell Counter on this card. Also you can remove 1 Spell Counter from this card to destroy 1 Spell Card or Trap Card on the field.


Breaker the Magical Warrior is a very powerful Monster card, one of, if not the best Monster card of the MFC set. When it's successfully Normal Summoned, you put one Spell Counter on it, to a max of 1.. (For information on Spell Counters, you can check out the following link. Just go down to where my review on Breaker starts - http://pojo.com/yu-gi-oh/FeaturedWriters/DM7FGD/2003/The Troublesome Monster Trio.shtml ) That Spell Counter not only increases Breaker's ATK to a strong 1900, but it may be removed for an MST-like Effect, destroying one S/T card on the Field, whether it be face-up or face-down. Now that's power.

The only real downside to Breaker is that it only gets its Counter when Normal Summoned. If Summoned any other way, it won't be getting its Counter, and once its Counter is removed, it won't be coming back, unless you use some other card that puts Spell Counters onto other cards. Breaker's 1600 ATK without the Spell Counter really isn't bad, but of course it's not great. It won't hurt you too much, so it's hardly a downside at all.

Breaker will be restricted to 1, and rightfully so. Having more than one Breaker in a deck is just too powerful.

- Breaker The Magical Warrior -
Overall Rating: 4.3/5 
dawnyoshi Breaker the magical warrior

Dark/Spellcaster/4/1600/1000
When this card is successfully Normal Summoned, put 1 Spell Counter on it (max. 1). Increase the ATK of this monster by 300 points for each Spell Counter on this card. Also you can remove 1 Spell Counter from this card to destroy 1 Spell Card or Trap Card on the field.


Our first COTD this week is one of the most useful magicians ever to hit Yu-gi-oh. Breaker starts out as a 1900 attacker searchable via the witch. However, if your opponent has a magic or trap that's irritating you or holding you back from an assault, use Breaker's ability, remove the spell counter, and destroy that thing. A 1900 attacker is almost always a good thing. Magic/trap removal is always a good thing.

What am I hinting at? I'm hinting that this card is awesome and should be played if you own it. The amount of spell counter recharging got this card restricted in Japan (down to 1), so you can guess this card is good. If you own this card and you aren't playing it, then you should b smacked across the face with Mattel duel disk (if it doesn't break from the impact).

Constructed: 4.5/5

Limited: 5/5 

If you get this card in a draft, take it. You'll suffer for not nabbing this card. In fact, NOT grabbing this card in a draft makes you stupid. ^_^ 

 

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