DUCKER Mobile Cannon
One step at a time.
500 attack/defense: Not going to swing, not going
to take a hit. This is one of those cards that was
made purely for its effect.
Flip Effect: In most cases, a flip effect gives
you the element of surprise; something during their
battle phase that they likely didn't count on. As
this card's effect means nothing to the battle
itself, its a moot point.
The effect itself: Anything that adds cards to
your hand is a good thing, and 4 starred monsters
tend to make up the majority of our decks. A
reasonably helpful effect.
Light/Machine: Machines automatically can be
Overloadable, which is never a bad thing. Beyond
that, though, it doesn't add much to either type.
Now then, what we have here is a simple
replenisher. Look at your deck, and add up how many
4 star monsters you use. Compare that number to the
size of your deck (40?) and you get an idea for how
useful it can be. A few things that could use the
card...
1. Exodia. Recycle your Emmisaries to maximize
your Piece Grabbing Power.
2. "Honest" decks. Honest is level 4, this lets
you reuse level 4s... simple, right?
3. Beatdown decks. Lots of powerful level 4s,
lots of chances to bring them back. Good times.
Allright, kidding aside. Most would tell you that
the current format is too fast for flip effects to
survive, and I'm not entirely disagreeing with them.
However, any card that grants you access to
something you've already spent is a pretty darn good
deal. Being a flip, though... there's enough monster
destruction running around right now that a flipper
is likely going to be destroyed without being
flipped, and thus without paying for itself. Its a
gamble, and the payoff for this card won't generally
pay for the risk.
Traditional: 2/5 (far too slow to be stable, but
reusing a Breaker has the power to make a
difference)
Advanced: 3/5 (still slow, but fewer guaranteed
killers ups your chances slightly of getting it off
currently)
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