Sadly, I’ve been late getting my CotDs in
recently, so if you think I missed anything this
week or last week, check again as they should be
up.
Batteryman C
is a good example of how not to make a “stat
booster”. At least the old Metal Raider era
elemental boosting cards boosted themselves as
well. Batteryman C boosts a fairly solid
Monster Type, Machines, but since it isn’t a
Machine it won’t help itself. If it were a
solid Monster in its own right, that wouldn’t be
too bad, but this Level 2 Light/Thunder Monster
has a 0/0 ATK/DEF split and no built in
protection features.
There are some successful ATK boosters that are
small Monsters. First, the classic Metal Raider
Monsters “Element ATK Boosters” (EAB for short)
may not be great, but they weren’t totally
worthless: at least they were all small enough
to be searched out by the various
Attribute-based searchers that came in the next
set (Spell Ruler a.k.a. Magic Ruler for those
who don’t remember). So yeah, it was possible
to swarm them without bizarre combos: Witch’s
Apprentice was never a brilliant card, but
summoning one via Mystic Tomato meant you
could drop another and both were 1550 Monsters.
If you managed all three, then you had an
impressive trio of beatsticks (though not as
impressive as yesterday’s Batteryman AA
is in triplicate). Still, they mostly would be
for putting something else over the top while
acting as bait for attacks and some older forms
of removal (hello Fissure). I can think
of only one that is important to a deck:
Milus Radiant which is needed for the
Rescue Cat OTK deck.
This first generation also reduced an “opposing”
Attribute’s ATK, but that never proved overly
useful. The reason was until the advent of
Chaos, Attribute was an ignored
characteristic. Then with Chaos, only
Light and Dark mattered, and even if either of
those EABs had been found useful, they’d have
clashed with half the deck. A Legendary
Ocean decks and Earth decks haven’t ever
been CC, but they have had some success.
However, their elemental opposites rarely have
seen a lot of play, though some Pyro/Burn (and
thus Fire since so many Pyro Monsters are indeed
Fire as well) do but don’t care if you lower
their ATK scores.
The second generation of EABs are much less
uniform than the old ones. First, they don’t
cover all Attributes: so far they only exist for
Water and Wind (Nightmare Penguin and
Harpy Lady 1, respectively. Both effects
were added to Monsters that could see play for
other reasons: Nightmare Penguin has
“bounce” effect that goes off when it is flipped
(but isn’t an actual Flip Effect) and Harpy
Lady 1 of course compatible with other
Harpy themed cards. While still remaining
small enough to be searched out by multiple
cards, Nightmare Penguin has a solid 1800
DEF score allowing it to also be a tiny “Wall”
while Harpie Lady 1 pumps itself up to a
respectable 1600 ATK with its effect. Their
actual boost is smaller than the older ones as
well, but due to their much sturdier nature,
they actual see some play (when people actually
run the appropriate decks: a rare occurrence, I
confess).
More successful has been Command Knight,
who boost ATK by Type (Warrior) rather than
Attribute. Her success may be hard to mimic,
though, since Warriors have such good support
even without her. Still, she is a better
comparison for Batteryman C since he also
boosts according to Type. Command Knight,
though her ATK boost is just a tad smaller, also
has respectable stats (especially after boosting
herself) and has a built in protection effect to
make it hard to attack her. Batteryman C
has abysmal stats (0/0) and doesn’t boost itself
nor does it possess any protection effect.
While there is some support just for it… said
support in English currently consists of
Battery Charger, which for 500 LP lets you
Special Summon a Batteryman form the
Graveyard. This doesn’t make it worth running
in Machine decks: I’ll just use Heavy Mech
Support Platform: it may only boost one
Monster, and becomes vulnerable to Spell/Trap
removal doing it, but its got that wonderful
“save the equipped Monster from destruction”
effect as well, and has a few combos that work
with other Machine deck candidates.
As for using it with Batteryman AA, the
question is why? You’d have to use DNA
Surgery to make both Monsters into Machines,
at which point even three Batteryman C
aren’t really strong enough to defend
themselves. Now, if you don’t want to know
about some upcoming cards stop reading here, and
just go to the Ratings. That’s right, this is a
SPOILER ALERT!
Yes, avoiding angry e-mails is worth me doing
that. For those still reading, you probably
know what I am going to say, since if you don’t
mind spoilers you’ve probably learned you have
to read them in this game to avoid wasted
money. Batteryman D will protect
Thunder-Types from being attacked by forcing the
opponent to target itself. While thankfully
only a Level 1 Monster, it has 0 ATK and only
1900 DEF. So while it’s nice it makes it hard
to attack the other Batteryman Monsters
and will almost certainly be the target hit by
Smashing Ground, it’s pretty flimsy
protection and prevents using DNA Surgery
to make Batteryman C less worthless. As
for the upcoming Tribute Monster that gains
extra abilities based on what Batteryman,
if any, was offered as Tribute for its Normal
Summoning, without a Batteryman it’s just
a vanilla Light/Thunder Level 5 with 2400 ATK
and 1000 DEF. With Batteryman AA it’s a
3400 ATK Level 5 (not bad), with Batteryman D
it’s immune to targeted Spells/Traps, and with
Batteryman C it gets Trample. Of course,
it’s only getting one of those effects at a
time, and after being summoned, only
Batteryman D can sort of help it (not that
it really needs to avoid being attacked most of
the time). At least Battery Charger
keeps the Tribute cost from being a drag. The
main point is, though, that even with future
support, Batteryman C has no useful role
in Batteryman decks.
END SPOILER
Ratings
All Formats:
1/5 – It requires far too much effort for far
too little gain.