Turbo Warrior
may be the ugliest Transformer I’ve ever seen.
And I’ve been obsessing with them since 1984.
Attributes:
First and foremost, it’s a Synchro Monster.
Definite benefit right there, since it just has
to fight for space in the Extra Deck… oh wait,
that is slowly filling up, isn’t it? It will
always be nice to be a Monster that can be
Synchro Summoned; it will become less and less a
serious advantage as time goes on. It is a
Level 6 Monster, which would be fine except we
see that the Synchro requirements are… Turbo
Synchron and 1 or more non-Tuner Monsters.
Ouch. Turbo Synchron is only a Level 1
Monster, so you’ll have to use two smaller
Monsters or a Level 5 to meet the requirement.
Of course, Turbo Synchron’s effect can
make that a little easier, but by banging your
head into something your opponent controls for
enough damage to Special Summon a Monster for
fodder. That means you’d have to Synchro Summon
Main Phase 2, and that means a turn of surviving
for your newly Summoned Synchro Monster.
Turbo Warrior
is a Wind/Warrior. It’s nice to see another
Wind Warrior, as far too often Warriors seem to
be Dark, Light, or Earth. Of course, given the
appearance I’d have expected a Machine. And
while it’s nice a lesser used Attribute was
given to it, it is still a Warrior. I know I’ve
been inactive for a while and am still catching
up on things, but aren’t Warriors still one of
the top three supported Types, if not the top?
Neither seems apt to affect this cards
performance, anyway.
It has a 2500 ATK score, which would be great if
this card was a standard Effect Monster in your
deck and is still good for a Synchro Monster.
It’ll power over anything played that isn’t a
higher Level or boosted by an effect of some
sort.
Effect(s):
Any Synchro Monster with a Level of 6 or higher
has its ATK halved when it is attacked by
Turbo Warrior. It also cannot be targeted
by the effects of Level 6 or lower Synchro
Monsters. No, wait… for once the opposite has
happened: instead of reading a card and missing
the restriction that makes an effect nearly
useless, I did the opposite: Turbo Warrior
is cannot be targeted by effects of any
Level 6 or lower Effect Monster. That is
actually a useful ability.
So basically Turbo Warrior can run over
all currently released Synchro Monsters (barring
their effects), and it will take Spell or Trap
removal to get him off the field… unless you’re
a high Level Monster. So Dark Armed Dragon
can still hit him, but the Monarchs,
Exiled Force, Snipe Hunter, etc.
can’t. It is still vulnerable to being attacked
back by anything “big” still falls prey to
Bottomless Trap Hole, Sakuretsu Armor,
Smashing Ground, and decent use of
Shrink or Rush Recklessly. Few cards
don’t fall prey to that, but it puts the
“immunity” effect into proper focus.
Uses and
Combinations:
Executioner. It is the “anti-Synchro” Monster,
but how well it’ll fulfill that purpose is
debatable. It requires a specific Tuner
Monster, and I didn’t see any other Turbo
Synchro Monsters. Turbo Synchron’s
effect can help get fodder, but you have to hurt
yourself, unless they are being generous and
counting no damage as “zero” damage. Given all
the past effects that didn’t trigger for “zero”
damage (like Don Zaloog and Spirit
Reaper), I find that doubtful. And if it
does, as I mentioned earlier… you’ll have to
Synchro Summon Main Phase 2, or keep Turbo
Synchron and its friend alive another turn.
Even if you are able to use it to get out zero
attack Level 5 Monsters, that requires you run
them and have them in hand. There are three
candidates for that tactic: Millennium Shield,
Labyrinth Wall, and Satellite Cannon.
The first two are vanilla Earth Monsters (Wall
being Rock and Shield being a Warrior)
with 3000 DEF. That can help them survive
through the next turn or force removal to be
wasted on them, but that’s about it.
Satellite Cannon is sort of the love child
of Spirit Reaper and Wave-Motion
Cannon. It can’t be destroyed in Battle
except by Level 7 or better Monsters, and during
each of your End Phases, it gains 1000 ATK (but
loses all its gained ATK after it attacks). It
is a Light/Machine. All three of these cards
could be brought out via the appropriate
Attribute based searcher (getting them to the
field at the same time) or Sangan (if for
some reason you want them in hand first). If we
focus on just Normal Monsters, you actually have
several other options because then you can use
Ancient Rules for the Special Summon and
Summoner’s Art to get them to hand from
the deck. A few actually border on useful, like
Summoned Skull with its 2500 ATK or you
could even match our featured card’s Attribute
with Cybertech Alligator (and again, gain
a beefy 2500 ATK beatstick when Synchro
Summoning isn’t an option). Satellite Cannon
is a nice card and has decent support… but it’s
more or less a win condition on its own: protect
it then attack for game. A well timed
Limiter Removal even lets you surprise the
opponent.
All of this seems far too complicated to base a
deck around to me. That means one of two
things: you add Turbo Warrior to your
Extra Deck when you already have an ample supply
of easy-to-summon Monsters (that will yield five
Levels) and can squeeze in a copy of Turbo
Synchron… or you add a copy of Turbo
Synchron to make it easier to Special Summon
a low ATK, high Level Monster, and as long as
its possible you’ll end up with the right Levels
from other cards in the deck, add Turbo
Warrior to your Extra Deck.
Ratings
Traditional:
1/5 – I’ve heard nothing indicating that Synchro
Monsters are tearing up Traditional, so a
counter-Synchro card isn’t apt to matter, unless
I missed where Turbo Synchron is helping
out Magical Scientist FTK. To be fair, I
guess it could… ;)
Advanced:
2/5 – This card can put the hurt on a lot of
Synchro Monsters if you can get it out in
a timely manner and take out the threat on your
turn, before they can attack it back. It can
also frustrate players who rely on Level 6 and
lower Monster effects for Monster removal to the
exclusion of Spell and Trap cards.
Art:
1.5/5 – I love Transformers… but that thing is
ugly. Most Go-Bots have a better design
aesthetic.
Summary
Turbo Warrior
is a “class counter” card, designed to beat up
on its fellow Synchro Monsters. Although I go
on and on about like destroying like for this
game, when it comes to countering, that doesn’t
lead to balance. If Synchro Monsters are
everywhere, then a Turbo Warrior deck
would just become another Synchro focused deck,
which wouldn’t restore balance to the metagame.
Its protection effect is nice, but not complete
enough to warrant building a deck around it.
The most devastating aspect of the card is that
it requires a specific Tuner; more over a
specific Level 1 Tuner whose effect just doesn’t
help Turbo Warrior enough.
Shrink
it when it attacks your Level 6+ Synchro Monster
for an ironic kill.
-Otaku