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

Batteryman AA
Common

If all "Batteryman AA"(s) on your side of the field are in Attack Position, increase the ATK of this card by 1000 points for each "Batteryman AA" on your side of the field. If all "Batteryman AA"(s) on your side of the field are in Defense Position, increase the DEF of this card by 1000 points for each "Batteryman AA" on your side of the field.

Type - Thunder/Effect
Card Number - TLM-EN030

Card Ratings
Traditional: 2
Advanced: 2.6

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


Date Reviewed - 04.17.06

 

ExMinion OfDarkness
Batteryman AA

Okay...just, ew.

1000/1000 if you have 1.

2000/2000 if you have 2.

3000/3000 if you have 3.

More than half of our decks are made up of restricted cards. It's difficult to get through to 3 of one card in a regular duel, let alone get all 3 out on the field at once.

I'm not even going to go into types. or that monster in the next set that gives you a bonus if this is the tributed card. Sorry, but there are much better cards we could be reviewing.

1/5 all
 

Dark Paladin
Welcome to a new week, of what seems to be a week full of Machine cards, however, with the exception of Friday's card, this really seems to be "play me in my own deck--ONLY" week.

Anyway, due to a fan request, today we're looking at Batteryman AA.
I'm not really fond of Batteries in general, but I am fond of trying to throw out new cards in an attempt to create a new deck or archtype.

Batteryman AA has a simple effect. If he, and any other like monsters you have on the field are face up, they gain 1000 attack points per AA Man on your field. (Even though they start with 0 each.) So, you have a potential to get 3 3000 attack monsters out failry easily.

Say, via Inferno Reckless Summon perhaps? Outside of the Battery deck, there's no reason to play him--AT ALL.

Ratings:

3/5 even in the battery deck, they don't have enough cards to make a competitive deck...yet

Art: 3/5

You stay classy, Planet Earth :)
 

Ryoga
Batteryman AA:
The things we do for fans...

This isn't particularly good. This card can hold ridiculous power if you manage to get three on the field (best done by getting one into Defense Position and using Machine Duplication), as 3 monsters with 3000 DEF or ATK are just wonderful (especially since they get under Level Limit - Area B).

However, an Enemy Controller chained to your attack leaves you with 3 Scapegoat-sized monsters that you had to summon properly. It's just not worth it.

Traditional: 1/5
Advanced: 2/5

Share and enjoy,
Ryoga
 

Dark Maltos

 

Battery Man AA

The first of the battery cards released to us, and arguably one of the best. Battery men all have power bonus abilities that they receive for the copies of themselves on the field, and this one in particular could be quite deadly, as it you have 3 on the field then they all become either 3000 attack or defenders, and quite able to easily deplete the opposing lp in one hit.

I’d say that the best way to get this off would be inferno reckless summon and Marauding Captain, but I guess its your choice. There are a few more battery men and battery oriented cards on the way, so in their own deck they could rival the Ojamas in terms of powerful comic relief.

Traditional 2/5
Advanced : 3/5

Art ; 4/5
MPS ; 4/5
 

Otaku

Stats                : Batteryman AA is a Level 3 Monster, allowing it to not only be dropped into play easily, but also to slip under two common stall cards: Level Limit-Area B and Gravity Bind.  Being a Light Monster is pretty good: while their support isn’t the best, it’s up there.  Being a Thunder Monster has little meaning, at least at the moment, and may matter with later Batteryman card releases.  The base ATK and DEF are… zero.  Needless to say, this card better have a good effect (though at least zeroes make it highly searchable: Last Will, Sangan, and Shining Angel can all fetch it).

 

Effect(s)            : Okay, for each Batteryman AA in play, the ATK or DEF of all Batteryman AA are boosted.  There are two important restrictions, though.  First, they must all be in the same Battle Position (face-up ATK or DEF) for the stat increase to occur.  So if one is in DEF mode and one is in ATK mode, there’s no bonus.  If two are in are in one position and the other is in the opposite, still no bonus.  If there is one, well it’s going to get only a small bonus, but at least it doesn’t have to worry.  The second restriction isn’t very important given the first: while all Batteryman AA are in DEF mode, they boost each of their DEF scores by 1000 and while all are in ATK mode they boost their ATKs by 1000.  The boost is cumulative, so while a single Batteryman AA is a puny 1000 ATK or DEF Monster, two (so long as their Battle Position is the same) are respectable 2000 ATK (or DEF) Monsters, given their low Level.  When you have a trio all in ATK mode, they are each 3000 ATK Monsters, and that is most impressive.

 

Uses and

Combinations  : Batteryman AA needs a deck built around it.  The thing is that isn't as hard as it might sound.  Since they are so low Level, as I implied earlier, you can have them hide under Level Limit-Area B and Gravity Bind (very important when they are small and puny).  Most important, they have a support Spell called Battery Charger.  For a mere 500 LP, you can Special Summon a card with Batteryman in its name from the Graveyard.  You should use this you’re your opponent has a single face up copy of a restricted card in play.  Why?  You see, after the summoning resolves, you will chain a copy of Inferno Reckless Summon, resulting in no more Monsters for them and two more Batteryman AA for you.  Congratulations, this three card investment yielded 3 Level 3 3000ATK Monsters.  Ideally, you should clear the field of Spell and Traps before hand (Heavy Storm and Giant Trunade make this fairly easy) then use a Snatch Steal, Smashing Ground, etc to clear out that lone Monster we mentioned.  The oft maligned Lightning Vortex actually is useful to clear out their field if you had to do this with a non-restricted Monster in play.  Now you can easily attack for game.

 

Sound too hard?  Well, it really isn’t, and there are many tricks to make it even more effective.  With all you have in the deck already, it’s quite easy to run it as a “not-quite” OTK.  Scoring a One Turn Kill is still pretty easy, (especially since you can combine other OTK cards with these guys), but you’ll also have a decent amount of brute force and fairly recyclable swarm going.  After all, Battery Charger is unrestricted, just like Inferno Reckless Summon.  So you can pull the trick of three times.

 

Of course, there is the extreme vulnerability to control change and position shifting cards, since the former weakens the trio a little and the latter instantly makes them all 0/0 Monsters again.  Small price to pay though and a Final Attack Orders can protect against the problem.

 

Ratings

 

Traditional       : 1/5 – Too many real OTK decks for this to be taken seriously.

 

Advanced        : 3.75/5 – A score that reflects their deck… though with the format change, it might go up just because it can function as a OTK and many others of that deck type are now gone.  I don’t think Batteryman AA decks will become a common sight, but one randomly popping up at major tournaments might be able to place high because it can be hard to prepare for them.

 

Limited            : 2/5 – Even if you get multiples, its tricky getting them into play in the same position at the same time.

 

Summary

 


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