I am still low on time this week, so I’ll try to
keep it to the point. Rocket Warrior is
another Joey Wheeler card. It has an
interesting effect, but one that is hard to
utilize well. During the Battle Phase of your
turn, Battle Damage (so the damage a Monster
does to another Monster and what a Monster does
to you) becomes 0. That means you can crash
into something bigger than Rocket Warrior
and not only survive, but you won’t take any LP
damage either. As an added bonus, after the
damage calculation, you can decrease the ATK of
the Monster Rocket Warrior attacks… but
only until the end of your turn.
Now, the main problem with this effect is
when it occurs: if it happened on your
opponent’s turn when they attacked you, it might
not fit the “story” behind the card, but it
would actually have a chance of mattering. As
is, you have to have another Monster out for it
to really be of any benefit. After that, I just
run him down with any normal beatstick and save
my Monster removal for the beatstick
accompanying it. After all, his ATK is low
enough (1500) that it isn’t likely to live
without some help but high enough that it can’t
be used with Messenger of Peace (if you
were wanting to use that with cards like Don
Zaloog. So it either needed to be about 200
ATK higher or 50 ATK lower. It also would be
nice as a Level 3 so it could attack under
Gravity Bind and Level Limit-Area B.
But it is a Level 4 so it can’t. Besides, a
direct attacker would probably be of more use to
you in those decks. I suppose you could add
Twin Flashing Swords –
Tryce: not only would you be able to
attack twice (making it much more useful since
it can now knock 1000 ATK off the opponent’s
Monster (or hit two for -500 ATK), but that
makes it so it can slip under Messenger of
Peace (which it would need, since Rocket
Warrior’s own attack would be dropped to
1000 by this combo).
The problem is that is a very, very big combo.
On your opponent’s turn, as I stated, Rocket
Warrior is a more or less a sitting duck.
So I might as well have just used some Monster
removal or an Equip for all the good Rocket
Warrior will be doing me the next turn, and
still have yet another Monster to play.
I guess I should mention that Rocket Warrior
does have a Tsukuyomi-proof 1300 DEF for
what it is worth, and is a Light/Warrior, having
some decent support (that all other
Light/Warrior Monsters have).
Now, just because I can’t resist, here are some
ways to salvage this card with future upgrades:
1). A Spell that lets you Summon more than one
at a time (I’d call it Rocket Warrior Salvo
myself).
2). Another Spell called Rocket Warrior Head
(warhead, get it?) that would let you zero out a
Monster you attack’s ATK/DEF (but all Rocket
Warriors would be Destroyed after they
attacked).
3. Rocket Warrior Launcher-a Continuous
Trap that would let you activate Rocket
Warriors effect on your opponent’s turn.
Yes, I like puns.
Can you tell I am doing it late at night and
suddenly instead of being short on time, had to
kill a few minutes? Hope you found that
entertaining. ;)
Ratings
Traditional :
1/5-To use this even close to correctly, you’d
need a huge set up that just couldn’t survive
here.
Advanced :
2/5-You could try it with Don Zaloog,
Messenger of Peace, and Twin Flashing
Swords – Tryce.
You might make your opponent laugh his or
herself to death, though. I guess you could use
it in general, but for the most part you might
as well just run Zombyra
the Dark Hero or Goblin Attack Force
or something like that since if your opponent
has monster bigger than those out, Rocket
Warrior probably wouldn’t have been much
help anyway.
Limited :
N/A-And again, it’d be half decent here, like
most of this week’s cards. Save it in hand
incase your opponent gets a good beatstick. As
long as you have at least one other good monster
of your own already out, Rocket Warrior
could then earn its keep by softening said
opposing beatstick up.