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Pojo's Yu-Gi-Oh Card of the Day
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Command
Knight
Limited Edition Promo
Warrior / Effect Monster
As long as at least 1 other monster exists on your
side of the field, your opponent cannot select this
card as an attack target. Also, as long as this card
remains face-up on the field, increase the ATK of
all Warrior-Type monsters by 400 points.
Type
- Fire / 4 / 1200 / 1900
Card Number
- CT1-EN003
Ratings
are based on a 1 to 5 scale
1 being
the worst. 3 ... average. 5 is the highest rating
Date Reviewed - 9.13.04 |
Tranorix |
Command Knight
Command Knight is, simply put, a great monster. With
stats of 1200/1900, she's searchable via Sangan and
UFO Turtle (umm...you never know, right?), and being
a Warrior you can get her from RotA and Freed the
Matchless General. The DEF of 1900, far from being a
detriment due to un-Witchability, is a great
advantage; Command Knight in Defense Position can
withstand attacks from most monsters and may do a
bit of overflow damage in the process. 1200 ATK
isn't great, but her effect boosts it to an instant
1600, which is better.
It should be noted that the English Command Knight
was misprinted; she will only increase the ATK of
YOUR Warriors, not all Warriors on the field. Expect
errata shortly. That aside, it's really a great
effect for a Warrior deck. Since they revolve around
swarming and usually have multiple monsters on the
field at once, giving them all a boost of 400 can
definitely add up to massive damage.
The other effect is a lot like Marauding Captain's;
if you have two Command Knights on the field, it
creates a similar lock. The difference? Instead of
two 1200 attackers on the field, you'll have two
2000 attackers. Better, right? Granted, it's easier
to get two Captains onto the field because of his
summon effect; but you could always summon Captain
and one Command Knight, still protect your CK, and
have both monsters stand at a still-good 1600 ATK.
I say pretty confidently that Command Knight is the
best card in the 2004 Tins. She is, in my opinion,
an absolute Staple in a Warrior deck and can even
find a little use in standard decks, thanks to the
abundance of D.D. Warrior Ladies, and yes, BLS-EotB.
Typical tournament deck: 3/5
Warrior deck: 5/5
OVERALL RATING: 4/5 |
MerrilHess |
Command Knight
This will replace Marauding Captain, plain and
simple.
Pros:
Captain lock effect for next to nothing. All you
need is another creature. It could be this and
Sinister, and they'd be forced to kill Sinny. And
let's not forget that +400 ATK for all warriors.
Let's evaluate that a little deeper. 2x Command
Knights on field = Captain lock with 2 2000
attackers. Who else sees that as wrong? 1900 DEF is
great for him, too.
Cons:
He is Fire type, so he is kinda different. G-Bind
still stops him as he is 4 stars.
Overall, I give Command Knight a 8.7/10. He has the
potential for greatness. |
ExMinion OfDarkness |
Monday:
Command Knight
Welcome to 2004 Tin week! This week we'll be
reviewing most of the Tin cards. I can safely say
that in terms of gameplay, MerrilHess omitted the
correct card.
Command Knight is a great Warrior. This card would
signal originality vs. unoriginality in Warrior
decks -- those who play original Warrior decks use
this; those who play unoriginal ones are still maxed
or near-maxed on Zaloog and DD Warrior Lady.
The ATK is weak, but for a reason -- 1200 is
searchable, but it boosts itself. It's a nice way
around the 1500 search rule as it's 1600 on the
field. The defense is ideal -- 1900 blocks pretty
much every 4-star but the hairy monkey and a few
others with major drawbacks.
The first effect is the reverse of Marauding
Captain's -- Marauding Captain steps up and says
"ATTACK ME!" Command Knight cowers in the corner and
says "Don't attack me!" I'm fairly sure that the
Legendary Fisherman rule applies here -- if you only
have one Command down, they can attack LP directly;
if you have two down, they can't attack at all.
The combos are obvious; Marauding + Command (for two
1600 warriors quickly) and Command + Command (for
two 2000 monsters that can't be attacked.) All of
the regular Warrior cards help here -- I hesitate to
say to use The A. Forces with this -- usually you
want to be at 1600 or 2000 -- 1600 beats Control and
searched monsters...2000 beats effectless Beatdown.
1800 doesn't help you enough against effectless
Beats and doesn't do that much more against Control.
Warrior gets another asset to its OVERLOADED arsenal
here.
3.75/5 in Warrior
2.25/5 in Open Format
1.75/5 in Championship Format (There will be too
many people that aren't worried about attacking at
all (burn) in this format for his "don't attack"
effect to make a difference.) |
Omega |
When the contents of the 2004 tins were announced, I
was as giddy as a schoolgirl. However 2 cards in
particular made me sweat with anticipation. Command
Knight was one of them.
Now most people look at this card and see a
lackluster attack, good defense, and a half decent
power-up effect. But Command Knight (like Maruding
Captain) is best used in pairs.
Now where Maruding Captain's effect protects other
warriors, where as Command Knight pushes an attack
at other monsters. When 2 Maruding Captains, or 2
Command Knights are used, it creates a lock to where
your opponent cannot attack either of your monsters.
Unfortunately you can't mix and match Maruding
Captain and Command Knight's stall effects. With the
way Command Knight is worded summoning Command
Knight through Maruding Captain's effect won't
create any stall, as both effects would draw the
attack towards Maruding Captain.
But where Command Knight's lock is good, it's much
harder to pull off in the end. Where as 2 Maruding
Captain's can be summoned very easily and protect
all other Warriors, Command Knight protects only
herself, and has to be summoned 1 at a time (unless
outside interference is used). In Pairs is where
Command Knights second effect shines. The 2 Command
Knights power each other up. So with 2 on the field
you'll have two 2000 attack monsters that can't be
attacked!
Command Knight is an amazing tool to use in any
Stall, or Warrior Deck when used in pairs. However
it loses some points because getting 2 on the field
is no easy feat.
But it still deserves a score of 4.5/5. |
JAELOVE |
Monday: Command Knight
Rated For: Warrior Deck
Well there’s sufficient cause for excitement in the
Yu-Gi-Oh! community. The new tins have been
released, bringing us cards that will definitely
help original, themed decks.
As
we near the October ban-list, A BAD System
will begin reviewing cards under both the
Championship (ban list) and Open (non-ban) formats.
Check out information on the restricted/ban lists at
UDE’s
www.yugioh-card.com.
The
first card of the week is the highly anticipated
Command Knight, a card that contributes much to the
Warrior deck. Keep in mind that his effect is
apparently supposed to provide the attack boost to
only YOUR warriors; the translation error currently
makes him boost your opponent’s warriors as well!
Keep that in mind when mirror matching versus other
warrior decks. With that out of the way, on to the
review!
Advantage F/H:
1900 defense for a four star monster
is solid, making him directly destroyable only by
the venerable Berserk Gorilla. 1600 attack is decent
as well. He’ll make all of your warriors pack high
attacks, 1800 for Don Zaloog, 1900 for D.D Warrior
Lady, 1600 for Marauding Captain, and a whopping
2700 for Goblin Attack Force. He’s also unassailable
if any other creature is on the field. Command
Knight is an excellent support card for the Warrior
deck. He’ll definitely help field advantage, more so
in the post-ban format where mass field removal (Raigeki,
Dark Hole, Mirror Force) is gone.
Pre-Ban: 7/10 Post-Ban: 8.5/10
Best Draw for the Situation:
Command Knight is great in
conjunction with warriors such as Marauding Captain.
1900 defense is also a very solid wall against most
monsters. There’s not much you can hate about a card
that helps you dominate the field; as long as you’re
running mostly warriors, this guy will almost always
help.
Pre-Ban: 8/10 Post-Ban: 8/10
Attributes/Effect:
This is an example of good card
creation. His effect is well-balanced with his
below-average attack and such. The card shares many
similarities with Marauding Captain, and works great
in combination with it. The only knock on it is its
(previously mentioned) attack score.
Pre-Ban: 8.5/10 Post-Ban: 8.5/10
Dependability:
Simply put, far more dependable in a
post-ban environment. You can actually build up an
attack force and protect the progress you’ve made.
In duels without the ban list, a simple Raigeki or
Dark Hole can wipe out 3-4 cards at once. Still,
Command Knight fears Tribe Infecting Virus in both
formats. However, he’s far more durable and
dependable in the post-ban format.
Pre-Ban: 7/10 Post-Ban 8.5/10
The Bottom Line:
Warriors will be feared once more,
with Black Luster Soldier receiving Light support in
the form of Blade Knight. Command Knight will also
see a lot of play, creating “Warrior Locks” that
will prove difficult to conquer.
A BAD Score: Pre-Ban: 77/100
Post-Ban: 84/100
Cards it functions well with:
Reinforcements of the Army, Don
Zaloog, D.D Warrior Lady, Exiled Force, Marauding
Captain, Goblin Attack Force, other Warrior cards. |
Otaku |
Stats:
Command Knight is a Level 4 Fire/Warrior. Since
there are no restrictive effects coming up later
on, this Monster can enjoy being dropped into
play with ease. It’s nice for Fire to get a
little more love, though it really it’s probably
just incidental since Command Knight is a
Warrior. Being Fire helps diversify Warriors,
but doesn’t offer a lot in the way of
support-basically, some Fire monsters have nifty
tricks, but don’t really lend themselves to this
card. Warriors, as I was hinting, have a lot of
support available to them and only a few very
specific counters, though more may be on the
way. We have a 1200 ATK-this is low enough to
be searched out via Sangan, and if you really
wanted to, UFO Turtle. The DEF is a nice, solid
1900 though. That isn’t enough to stop most
serious Beatdown oriented decks, but it will
frustrate Control players.
Effect(s):
Command Knight has two nifty effects. It
increases the ATK of all Warrior-type monsters
by 400. Unfortunately, I have been informed
that the English version is misprinted so that
all Warriors, and not just your own get the
boost. I’ll score it based on how it works in
Japanese. Hopefully the errata will be swift in
coming. Note that the effect makes this card
act like it had a 1600 ATK, which is why I
didn’t mention it being Messenger of Peace
compatible.
In addition to the sturdy boost to
Warrior-types, it also cannot be targeted for an
attack so long as another Warrior is on your
side of the field. This second ability is what
allows the first to really “stick”. Think of
all the old “boost” monsters. Aside from being
weaker yet and going along Attribute lines
(which may actually be better) they were
completely exposed. You just nailed them with a
normal beatstick,
which dropped their normal
beatstick to a level you could handle
next turn. Command Knight has to be taken care
of last. I don’t know if two Command Knights,
on their own, lock out attacks.
Uses/Combinations:
Simply put, she can be used to spike the power
levels of Warrior decks. She fits into a lot of
“Grrl Power” decks,
since they tend to rely heavily on the
Amazoness cards that
are almost all Warriors.
If you wanted to, you could also use DNA Surgery
and Molten Destruction to attack with the
underpowered Fire/Pyro
Beatsticks (since those aren’t Warriors, DNA
Surgery makes them compatible anyway).
Ratings
Rated for the above deck types-general ratings
would be much lower, since it’s pretty useless
if your deck lacks DNA Surgery or Warriors.
Casual:
3.5/5, 3.75/5 with bans, 4/5 as of October 1st.
It’s a must have for Warrior decks.
Tournament:
3.25/5, 3.5/5 with bans, 3.75/5 as of October 1st.
Same as above, but as always, it faces a lot of
less specialized decks here.
Limited:
If you somehow can use it here, it’s average on
its own and great in a Warrior heavy set. :-P
Summary
A balanced, well made card. :D
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