Light
Level 8
2600 atk 0 def
[Thunder/Effect]
This card cannot be Normal Summoned or Set. This
card cannot be Special Summoned except by removing
from play 2 "Batteryman" monsters from your
Graveyard. Once per turn, you can remove from play 1
Thunder-Type monster from your Graveyard to destroy
1 monster and 1 Spell or Trap Card on the field.
Card Ratings
Traditional: 1.60
Advanced:
3.10
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - 07.09.08
For the mid-week, we shift gears
to Batteryman Industrial Strength, a rather
interesting monster, who is Level 8 with 2600 attack
(a bit low, but relatively solid) and an incredibly
paltry, miserably whopping 0 defense points.Batteryman Industrial Strength (BIS for
short) is also a Thunder monster, giving us a grand
total of what...two?(YES, I know there are more than two.)
However, Level 8, in this case,
is irrelevant.You cannot Normal Summon or Set BIS, nor can
you Special Summon him except by removing from play
two Batteryman monsters from your Graveyard.
So, a 2600 attack simple Special
Summon isn't anything to turn your head at.Furthermore, you can remove one Thunder-type
mosnter from your Graveyard once per turn, to
destroy one monster and one Magic or Trap card on
the Field.
Now, that's a reliable monster
destruction, that you can
(theoretically) use, every turn.Now, sadly, Battery Decks aren't competitive,
at all, in this, or any previous Format.Probably, not in any Format to come soon
either.
However, the guy who runs my Card Shop does run a
fun Battery Deck and it's quite annoying.Not the most successful, but it is a neat
Deck.
Ratings:
Traditional:1.5/5
Advanced:2.5/5Not the worst card, it's great support for an
under
supported theme.
Art:3.5/5
General Zorpa
Batteryman Industrial Strength
Well this card is amazing. Too bad the deck he goes
in is not. Batterymen were supposed to be the next
big, cheap deck. They never took off because all of
the basic Batterymen suck. One of them even only
helps machine monsters, leaving you with 3 choices;
Micro Cell, AA, and D. And of those 3, only AA will
be doing any attacking, and only when 3 of them are
on the field.
Well anyway, he has 2600 ATK, which is pretty good
and gets over anything short of the big guys. 0 DEF
is just terrible. Even the Lightsworn monsters are
laughing at it, but you won't be playing this guy as
a defense. LIGHT Thunder is nothing to get excited
about, except foe the fact that you can remove it
from play for another Industrial Strength's effect.
Basically you Special Summon this guy by removing
form play 2 Batterymen in the graveyard. As
Batterymen like to be in the graveyard because of
all of their recursion cards, this can be a problem.
Then you remove one Thunder type from your graveyard
from play in order to destroy one monster and one
spell or trap on the field. You MUST remove one of
each, so if your opponent doesn't have a monster and
you do, you lose your own monster. The cost for the
effect isn't that bad, as you can use Thunder
Dragon, Zaborg and The Calculator to fulfill it's
cost instead of the precious Batterymen. All in all
a nice try to make Batterymen playable, but not
quite. We need more Basic Batterymen first.
Tradiitonal-1/5
Advanced-3/5
Tomas Mijares
Top 8
SJC
San Jose THe ONe PG 16 on the Pojo Boards
Batteryman Industrial Strength
Level 8
Light
[Thunder/Effect]
This card cannot be Normal Summoned or Set. This
card cannot be Special Summoned except by removing
from play 2 "Batteryman" monsters from your
Graveyard. Once per turn, you can remove from play 1
Thunder-Type monster from your Graveyard to destroy
1 monster and 1 Spell or Trap Card on the field.
2600/0
Batteryman decks, here is the reason you work! First
off, let's all not forget about Thunder Dragon is a
Thunder-Type and so is Zaborg the Thunder Monarch.
Yes you need 2 Batteryman monsters to Special Summon
Batteryman Industrial Strength, but those monsters
fit the destruction effect. With the synergy of all
the Batteryman cards and this, Batteryman decks are
finally competitive with this. Let's really get a
in-depth look at his effect. By removing a
Thunder-Type monster, you get not only th effect of
destroying a monster, but a spell or Trap too. This
card is the Thunder Version (well Batteryman
Version) of Dark Armed Dragon, but you don't have to
have exactly 3 Darks, you just need at least 2
Batteryman so you can bring it out. But having more
is better to be able to pull off this momentum
shifting card. The problem with this card, is that
there has to be a Monster and a Spell or Trap card
to be able to use the effect. Though, if the Spell
or Trap card is chained to the effect, you still get
the full effect and the monster is also destroyed.
This card can be very tricky to play, but when
played right, and with all the support that
Batteryman decks have, this card can make this deck
shine. Timing and control is everything, though this
card is good in only one deck type, it's still
amazing and the centerpiece of the deck.
Traditional: 1.5/5 If you REALLY wanted to play
Batteryman decks here you can, just put in more
darks and BLS-EotB and a CED and you're set.
Advanced; 3.5/5 This card is really really good when
used correctly. It makes the deck work and can shift
momentum for you and swing the game or match into
your favour.
This card cannot be Normal Summoned or Set. This
card cannot be Special Summoned except by removing
from play 2 "Batteryman" monsters from your
Graveyard. Once per turn, you can remove from play 1
Thunder-Type monster from your Graveyard to destroy
1 monster and 1 Spell or Trap Card on the field.
Todayʼs card is Batteryman Industrial Strength.
itʼs a staple for any battery deck . If only there
were more battery cards, then we could see what this
deck type could truly do. This card, in my opinion,
is very easy to summon. Can you say Chaos for
batteries? To be able to pop a monster and a
spell/trap by removing a thunder type from your
grave yard is broken. You can get this guy out
really quick, by using cards like micro cell and
then chaining inferno reckless summoning, you can
get your batteries out rather quickly and press for
big damage if you get the right hand. You can also
fuel your grave with cards like Card Trooper and
Morphing Jar. Then get your Industrial strength back
via Monster Reincarnation or Pot Of Avarice. Until
they release more support for this type, I cannot
see it being played at a competitive level. If you
are looking for a fun deck to use with your friends,
give batteries a try!
Traditional: 3/5
Advanced: 4/5
For anyone who has any comments or questions on any
of my reviews, please donʼt hesitate to email me at
jefflang88@yahoo.com
This card cannot be Normal Summoned or Set. This
card cannot be Special Summoned except by removing
from play 2 "Batteryman" monsters from your
Graveyard. Once per turn, you can remove from play 1
Thunder-Type monster from your Graveyard to destroy
1 monster and 1 Spell or Trap Card on the field.
Special summons are currently
welcomed in the world of Yu Gi Oh.Removing 2 “Batteryman” monsters is not a
difficult task.Foolish Burial can always assist with getting
things into the graveyard.The fun comes in when you remove 1
Thunder-Type monster to destroy 1 monster and 1 S/T.Great effect.Trade a spent monster for 1 for 1
destruction.The cost is specific enough to not make this
monsters splashable so it when need it’s own deck.
Traditional 1
Advanced 2
Advanced Batteryman OTK 4
In Velvet
Veritas
Clegg
Batteryman Industrial
Strength
Underestimated doesn't even begin
to describe this card. While Batterymen have, in the
past, been a very laughable archetype, the release
of Light of Destruction gave the deck exactly what
it needed to transform from a very casual "fun" deck
into what could probably almost be
competitive. Batteryman Industrial Strength is the
linchpin of such a deck.
Playability;
Obviously BIS is restricted to a Battery deck, so it
will clearly loose points there. However, within the
contexts of that deck, BIS is retardedly easy to
summon. Batteryman Micro-Cell, in addition to adding
some much needed draw-power also offers a GKSpy-like
effect that will let you search for a quick
Batteryman D, tributing your D for a Zaborg, Charger
or Voltech Dragon will quickly give you the 2
Batterymen you need to perform your special summon.
One aspect of the card that hurts the playability of
this card however is the Removal cost to summon the
card. Removing your 2x Batteryman can hurt your
chances of using a Quick Charger or Battery Pack
effectively.
Playability - 7/10 (Despite being theme specific,
it's Special Summon requirements are very easy to
fulfill)
Plus;
This aspect of the card is what makes it so
astonishing in my eyes. There is no other card,
legal for use in advance format, that can so easily
destroy both a monster and s/t simultaneously. There
is no tribute summon required for this card, so even
if it is met by a Solemn Judgment, you've gotten at
least a 1 for 1. Bottomless Trap Hole, on the other
hand will likely be a 2 for 1 or better, as you can
call priority to destroy the two cards. I have
addressed the issue of removing the 2x Battermen in
order to summon this monster, but it is important to
note that the Thunder Monsters used to remove for
this card's effect are also very easy to get to the
grave. In my opinion a well built Battery deck would
include the use of Thunder Dragons, and could also
include Calculators and Electric Viruses.
Plus - 15/20
Power; There is
no doubt that this card is VERY amazing, with Heavy
Destruction capabilities and Very easy Special
summoning requirements, it is quite easy for this
card to wreck face. One problem that a card like
this faces is the ever prevalent D.D. Crow and
Light-Imprisoning Mirror. If you are unable to
activate his effect, your BIS will only be able to
serve as a beatstick, and, while 2600 attack is not
to shabby, the inability to at least trade with
a DAD, JD or Herk really damages this card. However,
what really hinders this card, in my opinion is the
resurgence of cards like Book of Moon and Enemy
Controller. BIS looses out due to it's 0 def, and
the chainability of Book and Econ can lead to a big
loss unless you've got some sort of protective
followup.
All things considered, BIS is
still a very unique monster with what can be a very
effective ability.
Power - 15/20
Overall; 7+15+15 = 37/50 =
Advanced: 3.7/5
Traditional:
1.1/5 (In Traditional play, DAD,
CED, and BLS are all much better options)