Another card on its third review.
Limiter Removal
is a staple for Machine decks, with the possible
exception of a Machine deck that only used
Monsters with an ATK of 100 or less (in which
case, Graceful Dice would be better)…
don’t waste time looking, all Machines with 100
or less ATK are actually “variable” ATK Machines
and thus will almost never be that low.
Seriously though, every Machine deck should pack
this card: even if attacking is not normally an
option, the ability to double the ATK of every
Machine in play makes this an incredibly useful
Spell card. Yes, the Monsters affected by this
card end up being destroyed during your End
Phase, but there are some tricks, like Book
of Moon and Heavy Mech Support Platform.
Cannon Soldier is also nice since you can
Tribute everything to lessen the downside of the
card.
Additional fun comes from the fact that
Limiter Removal doubles the ATK as is. This
is bad if there is an effect decreasing your
attack, but wonderful if there is an effect
increasing it. Why? In addition to doubling
the bonus you are already receiving, it “locks”
the ATK at that new level, regardless of whether
or not the cards that were granting a bonus
leave. So if you use Limiter Removal on
a Jinzo with Heavy Mech Support
Platform equipped, it doubles the 2900 ATK
(base 2400 ATK for Jinzo with + 500 ATK
from Heavy Mech Support Platform) to 5800
ATK, and at the end of the turn, not only does
Heavy Mech Support Platform die in
Jinzo’s stead, but he remains at 5800 ATK.
An additional benefit occurs if you can afford
the room to include some Equips and Giant
Trunade (unlikely, but I might as well
mention it): use Trunade to reclaim the
Equip after you use Limiter, and then use
the Equip again.
As a Quick-Play Spell, it’s even more impressive
since you can use it when your opponent
attacks. Your Monster would have died anyway
(generally, opponent’s only attack Monsters they
can destroy), but this way you’ll either a)
reduce the damage you take and b) hopefully do
damage to them and destroy the attacking Monster
(since now you’re bigger than the attacker).
Now for why we are looking at this card yet
again: it was restricted to one. I don’t like
this. What? How hypocritical: I called this a
staple and then said I didn’t think it should be
Restricted, let alone Banned? This is a staple
for a specific type of deck. That is fine. In
a deck that doesn’t run enough Machines to
qualify as a Machine deck, it’s just not worth
running. While it has an incredible effect, you
have to wait until the Damage Step to activate
it with almost no fear of reprisal, and in that
case they can still activate the bane of this
card: protective Traps that block damage.
Nothing like blowing up all your Monsters in the
killing strike… only to find it was all for
naught. So there are definite draw backs, and
it can only be used in a key deck type.
The real problem is Cyber End Dragon.
Simply put, take the classic STKO Cyberstein
deck (which we didn’t see a lot of since we
haven’t had Cyberstein that long and
never got Blue-Eyes Ultimate Dragon)… but
have the option of using Limiter Removal
or Megamorph. I would have been even
more annoyed had they put restrictions on
Megamorph, since that card is key to one of
my favorite deck themes, Suicide Beatdown
(a.k.a. Velocity). Personally, I think they
should just bite the bullet and errata the card
to say that it can only be Fusion Summoned (but
allow Fusion substitutes).
Ratings
(For Machine decks only)
Traditional :
5/5-You can create a Machine/Chaos deck.
Advanced :
5/5-Stupid Cyber End Dragon.
Limited :
3/5-If you get a lot of Machines, even weenies,
it can be gold. If you get none its junk, hence
the score.