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.