Yes, another week where due to my own
incompetence, I ran out of time and didn’t get a
single CotD in, except of course this one, which
is late, in an abridged format, and only the
desire to rant succeeded in prioritizing in.
So, as for Reflect Bounder-Level 4 is
good (no Tribute required), Light is good (good
Attribute support, including Chaos),
Machine is good (even with Limiter
limited to one per deck, Machines still have
some sweet support), 1700 ATK is good (about the
lowest you get for a beatstick with a good
effect), and 1000 DEF is bad (due to the effect,
it just makes a bad thing worse).
At one time, this card was a staple: namely
early Chaos where strong Light Monsters
were lacking. Now, this guy doesn’t see a lot
of play. Why is that exactly?
I notice that everyone is “counting cards”
anymore. That is, once again everyone’s all
about “+1 this” and “-1” that. Well, card
advantage does matter, of course: about the only
thing you want low on cards is your deck when
you need something specific. Reflect Bounder
gets ignored because so many people fail to
assign values to many key components of the
game. For the longest time, fools focused
exclusively on hand advantage. Hand advantage
is of course incredibly important, but unless
your hand consists of the needed Exodia
bits, stuff staying in your hand won’t win you
the game. Traps and Monsters need to get into
play to do any good, and even many Spell cards,
which I suspect is how this exaggeration came to
be thought of as truth for a while.
So, a lot of people don’t like Reflect
Bounder for the following reason: it blows
itself up. Of course, when it does this, unless
specific counters are used, it just inflicted a
minimum of 1700 points of damage, and reduced
the damage of an opponent’s attack by up to 1700
points. People tend to forget that, though, and
just focus on the ways to get around or reduce
the usefulness of the effect. The most obvious
example being Monster Removal effects, but those
effects aren’t limitless, so that’s okay, and
they apply to almost every Monster. There are
anti-Burn cards, but those aren’t often seen in
main decks.
The last technique is allowing a small Monster
to suicide into Reflect Bounder. The
main problem here comes from players treating
the inherent strengths of other cards as the
weakness of this one. You ram a Scapegoat
token into it. Okay, that means your opponent
was either stupid or in a bad position where
they had to Summon Reflect Bounder
knowing you had the tokens in play, or else the
person with Scapegoat got kinda lucky.
After all, that’s a one-per-deck card. It may
give you four tokens, but you can’t Summon
anything else the turn its Activated and those
tokens don’t last too long without additional
Support. Yes, the “no Summons” clause matters:
if you plan on using Scapegoat
defensively or in most combos, it’s harder to
get off. You either must chain it to the end of
your opponent’s turn or an attack. That gives
me time to destroy it when it can’t be
activated. Additionally, you’re giving up a
Monster Token (not as valuable as a Monster, but
still important) to destroy one of my Monsters
(good) and inflict 1700 points of burn damage to
yourself (that’s usually bad for you). I can’t
look at that, straight up, as any better than an
even trade. Of course, either player can add in
cards to gain the edge, but that becomes an
endless cycle of one-upmanship. In other words,
if I allow my opponent to have another Monster
in play to capitalize upon just having taken out
Reflect Bounder, it is only fair and
logical to allow the player of Bounder to
have another Monster, or a good set Trap, etc.
Then there is Spirit Reaper. Allowed in
threes and indestructible in battle, it is a
natural enemy of Reflect Bounder. But
again, people forget that ramming it into
Bounder means on the next turn, the opponent
has a nice opening to hit your Life Points. My
turn I Summon Bounder and set an S/T.
Your turn you Summon Spirit Reaper and
ram it into Bounder. You got rid of my
Monster, but so far it’s already cost you 1400
Life Points. Now you set a Sakurestu Armor
and End, at which point I activate my Dust
Tornado. Now I just need a Monster to
capitalize on Spirit Reaper. More over,
in this particular example, it opens up a
combination of Cyber Dragon and a friend
to attack “through” Spirit Reaper.
Hold it, is that fair? Didn’t I just say it was
pointless to add cards to an example? You’ll
notice I am speaking terms of “fresh” actions.
I also evened up the amount being used on each
side. It is still speculation, but if you can
champion Spirit Reaper for suiciding into
Bounder, you need to remember what
garbage can happen to it in response. If we
tweak the example, no Dust Tornado set
and Sakuretsu remains, then on my turn I
Summon and attack and my Monster dies… well
that’s just as much luck as me having the needed
Spell/Trap removal, or you having a Monster with
Spirit Reaper to capitalize on the open
field. In the end, much like the Scapegoat
example, you really only come out at best even
with Spirit Reaper countering Reflect
Bounder without adding cards to the pile.
Now, the most devastating counter to Reflect
Bounder would be the assorted Monsters with
searching abilities triggered by their deaths.
That’s really more to their advantages than
Bounders inadequacies, just like those
Monsters are much, much worse in performance
against Dark Ruler Ha Des. That’s a
little more specific a counter than what we’ve
been going through, so it doesn’t exactly
balance out, and I’ve taken that into account.
Then comes playing style: I personally try to
include at least one burn card in a deck.
Needless to say, late game Reflect Bounder
becomes incredible cause the opponent may not be
able to spare 1700 Life Points, or doing so
makes all those counter-counters even more
problematic. Now, I don’t usually classify
Reflect Bounder as my “burn card”, because I
can’t intentionally trigger his effect in most
decks. This means my opponent usually has to
contend with a Magic Cylinder or a
Ceasefire or the like, which means they can
never be sure how many Life Points they can
afford to lose.
So getting back to the actual review of the
card, Reflect Bounder is a fairly solid
beatstick with a nice burn effect. In order to
avoid the burn, the opponent has to use up some
of their Monster Removal options. With the
right cards and clever play, an opponent can
minimize the loss they take from suiciding a
smaller Monster into Reflect Bounder
which (outside of tokens or things like
Spirit Reaper) means you break even on
Monsters but they lose out on 1700 Life points.
That sounds worth a card to me. Of course, the
abundant removal in Traditional means that
Reflect Bounder scores as abysmally as most
cards. In Advanced, though, it’s nice for Burn,
Light, Chaos, and Machine decks:
nice, but not a staple. Outside of those decks,
it’s a solid choice, but there are probably a
lot better cards to run instead of it.
Ratings
Traditional:
1.25/5 – A composite score of course as it’s a
little better than this in Light, Machine, and
burn decks. No bonus due to Chaos-compatibility,
since it tends to have the most removal options.
Advanced:
3.25/5 – Again, a composite score. This is a
solid card that will usually be helpful to any
deck, but not necessarily more helpful than the
next best option. In general Burn, Chaos,
Light, and Machine decks it’s much more useful,
though still not a staple except perhaps in a
hybrid of two or more of the listed decks.
Limited:
4/5-A very nice pull for Limited. It is less
likely your opponent can afford to run a small
Monster into it, let alone do so and come out
ahead in the deal. Neither is Monster removal
as readily available. Perhaps most important of
all… 1700 ATK is just much stronger in this
format.