Okay, today I promise to read through the CotD
spoiler and card scan three times before I begin
writing. If you don’t know why that matters,
check out yesterday’s CotD (and if my error is
still there, keep rechecking and hopefully the
corrected CotD will be up soon).
Stats:
Iron Chain Repairman is part of the new
Iron Chain family of Monsters. Because I
like puns, I tend to think of them as a gang.
If you didn’t get it, don’t feel bad as I am
sure the people who did catch that weak bit of
humor wish I hadn’t even mentioned it.
Iron Chain Repairman
is also an Earth/Warrior. Few combinations know
more or better support than Earth/Warrior
cards. More importantly, the Warrior portion of
the support contains two simple Spells that have
always done Warriors (and made Warrior Toolbox
decks work so well): Reinforcements of the
Army and The Warrior Returning Alive.
There are enough other Warrior cards to justify
running a copy of either (and probably two) in
an otherwise dedicated Iron Chain build.
Iron Chain Repairman
has a respectable 1600 ATK, which is where I
draw the line at being a beatstick (unless one
has an appropriate effect to make up for it) and
1200 DEF, which is small enough to be an issue
but better than many other beatsticks and even a
few high Level Monsters.
So this card has good stats that would be great
to obscene with higher ATK/DEF scores.
Effects:
The first effect is weak – you just get 300
pints of burn damage if you destroy a Monster in
battle and send it to the Graveyard with this
card. What really makes this card shine is that
once per turn it allows you to Special Summon an
Iron Chain Monster to the field from your
Graveyard, except for another copy of Iron
Chain Repairman. Doing so means this card
can’t attack this turn. If they didn’t add both
those clauses, we’ve seen how this kind of
effect can help too many decks and not its
intended theme. Easiest, off the top of my head
thought would be swarm decks (for both
restrictions) and Monarch decks (if it
could target it's self). For that matter, even
its intended beneficiary of the Iron Chain
decks might be broken: one Repairman
fetches another fetches another: only one needs
survive to next turn to repeat, and if two
survive, you can fill your Monster Zones no
problem. So again, I can completely see why the
effect has those two restrictions.
What is annoying is the third restriction
I almost missed: it can only fetch Level 4 or
less Iron Chain Monsters.
So no reviving Iron Chain
Dragon, which is irritating but not a deal
breaker.
This effect let’s use easily re-use Iron
Chain Monsters, and when we get to the next
section I’ll explain just how useful that is.
In general though, I can tell you this kind of
effect has almost always been good, even when
restricted to “related” cards and excluding
itself. So one weak effect and one good effect
are still good together.
Uses and
Combinations:
Facilitator of the Iron Chain deck, I’d
think. He is just big enough that Shrink
can punish most commonly played Monsters, and
Rush Recklessly can handle your standard
fair that isn’t a Synchro Summon, Tribute
Summon, etc. Easy to search and retrieve thanks
to the Warrior support cards mentioned earlier,
you should have an easy time keeping him in
play.
Now the question is “Why keep him in play?” Of
course, field presence is always valuable, and
he’s the biggest Iron Chain Monster that
isn’t a Synchro Summon. You can use him with
Card of Safe Return for some extra draw
power. Throw in an Elemental Hero
Wildheart and so
long as it or Iron Chain Repairman are
already in play, Iron Chain Snake becomes
really annoying to your opponent: you can safely
kill any opposing Monster with less than 2300
ATK, and suicide with actual 2300 ATK Monsters,
and discard some cards from their deck. If
Wildheart
seems random, remember he’s a Level 4
Earth/Warrior as well. You can also constantly
re-summon and reuse an Iron Chain Blaster
for 800 points of burn damage a turn.
Most important, though, is Inferno Reckless
Summon. Iron Chain Repairman only
targets Monster’s small enough to be Inferno
Reckless Summon friendly, so you can turn
two cards into four Monsters in play. Yes, your
opponent needs at least one Monster in play.
Yes, they then get up to another two copies of
that Monster Special Summoned to the field. Why
is that worth it? The
combos, of course. First, we have
Poison Chain. A vulnerable Continuous Spell
with a nasty discard effect: one card from the
top of the opponent’s deck for each Iron
Chain Monster of yours that didn’t attack.
Second, unless the timing is wrong you get a
card in hand from any copies of Card of Safe
Return you have in play once you start
getting Monsters from your Graveyard with
Inferno Reckless Summon. Third, we have a
Monster that Tributes other Monsters for decent
damage. If Iron Chain Repairman is your
Normal Summon, you can then use his effect to
get Iron Chain Blaster to the field,
activate Inferno Reckless Summon to get
two more copies of Blaster, then launch
it all 3200 points of damage. On its own, not a
game winning move. When repeated three times,
it is enough damage. Short term stall cards are
easy to find. Lightning Vortex or just
smart choices can handle whatever your opponent
gets from Inferno Reckless. Then let us
remember we can combine this with the occasional
attack and a lot of discarding: the above combo
would mean Poison Chain could discard 4
cards. Doesn’t sound like a lot, but if your
opponent is running low on cards, you can also
use Inferno Reckless Summon with Iron
Chain Repairman targeting Iron Chain
Snake. You’ll need another attacker
(preferably a multiple attack capable Monster),
but you could score an easy nine-card discard
with it.
As a quick note, I’ll remind people that the
discard effects must be used carefully due to
the number of decks that like cards in their
Graveyard right now. Fortunately, most decks
want specific cards they’ll mill from their
decks on their own. So Dark Armed Dragon
decks will be annoyed when you mess up their
Dark Monster count and/or throw away their
Spells or Traps, Zombies won’t like all their
Spell/Trap Support being flushed away, and
Lightsworn decks mill themselves so much
that you just need to survive long enough for
one or two major discards to finish them off.
Against anything else, and you probably will
only enable a Destiny Hero Malicious or
Treeborn Frog or a decent Monster
Reborn target, and that is well worth the
risk.
Ratings
Traditional:
2/5 – This deck like shaving Dark Hole,
Raigeki and many other things legal.
Unfortunately it isn’t an actual FTK, and only
occasionally could be a
OTK, and Harpie’s Feather Duster is a
problem.
Advanced:
4/5 – Key component of Iron Chain decks
and it shows in its score. It is nearly useless
without any of the other Iron Chain
Monsters, though, so it is most definitely a
dedicated deck score.
Art:
3.5/5 – Seems very appropriate, and it’s nice to
see a Warrior Monster that doesn’t have the
physique of a stock super-hero or bishonen.
Summary
Iron Chain Repairman
was crafted so he’d be useless without at least
one more Iron Chain Monster. He still
might be able to be added to off-theme decks,
but you’ll need at least one other Iron Chain
Monster he can revive to make it worthwhile, and
that’s a lot of slots. In the deck he’s meant
for, he allows the conservative player renewable
field presence and the daring player insane,
game winning combos.
-Otaku