"Road Synchron" +
2 or more non-Tuner Monsters.
Once per turn, you can Special Summon 1 Level 2 or
lower Warrior or Machine-Type monster from your
Deck.
Card Ratings
Traditional: 1.50
Advanced:
1.90
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - 07.28.09
Road Warrior, another excellent drawn picture here,
is a Level 8 Warrior Synchro monster of the Light
attribute with a very powerful 3000 attack points
and a not so impressive 1500 defense points. Now
here, we have a Synchro requiring a specific Tuner,
in Road Synchron.
Then, you have to use TWO or more non-Tuner
monsters, so this is at least a three card Synchro
Summon. Now, Road Warrior allows you to Special
Summon one Level 2 or lower Warrior-type or
Machine-type monster from your Deck.
The point here is to speed along other Synchro
Summons you are playing hopefully to pay for the big
cost of the three or more cards used to bring out
the Road Warrior himself. The 3000 attack is nice,
and even Stardust Dragon won't get around that
unless it destroys itself to negate the effect.
Ratings:
Traditional: 2.5/5 He is Light
Advanced: 3.5/5
Art: 5/5
General Zorpa
Road Warrior
Here we have the main Synchro from the Starter Deck,
and this guy is a beast. He has 3000 ATK and 1500
DEF and is an EARTH Warrior of level 8. This is
good, as the only onther Synchro that has natural
3000 ATK is Red Dragon Archfiend, who is slightly
below favor nowadays due to the faster pace of the
game. However, in order to Synchro this guy, you
MUST use more than one non-Tuner, which makes him
almost unplayable.
The effect is what even makes me consider playing
him. Once per turn, you can Special Summon one level
1 or 2 Warrior or Machine from your deck. Let's go
through some of the best targets for this effect.
Black Sea Rescue (to come out in Ancient Prophecy),
Cyber Valley, Jitte Warrior, Tuningware, Turbo
Synchron and Quillbolt Hedgehog. All in all we do
not see very many game-changing effects among the
monsters assembled here.
Automatically, this guy goes into a fun deck, as you
have to jump through so many hoops in order to get
him to the field, although Road Synchron tries his
best to mitigate them by increasing in level
sometimes. Ideally, this card would go into an all-Yusei
deck, where Tuningware, Dark Sea Rescue and
Quillbolt mitigate the massive amounts of cards that
you are putting into him. Then, you get whatever
monster you need and Machine Duplication it in order
to get you more advantage.
I am working on a deck with this guy in it, but it
will be strictly a casual card.
Traditional-1/5
Advanced-1/5
Casual-2.5/5
Freeza
Road Warrior ...
I generally don't care much for these Synchro
monsters with such specific tuner stipulations ...
monster type? ok. monster sub group? fine. But only
able to tune with only ONE specific tuner monster
(Road Synchron)? Well Road Warrior loses tons of
points right there. On top of that, u still need at
least 2 other monsters to tune WITH in order to get
him out. Not impossible, but considering that he's
level 8, and Road Synchron in level 4, u'll need to
be stacking a sizable amount of level 2 monsters in
your deck to make this thing worthwhile ... and u'll
see that even moreso when u look at his effect.
Ok - he's a pain to get out. But is he worth it? -
Well 3000 ATK u can almost NEVER complain about. And
he gives u a free special summon from your deck for
machines and warriors level 2 or below ... a super
excellent effect, limited only by your imagination
and what is available ... and there are lots.
Basically - if u can ever get him out, he can help
swarm the field like mad and there's tons of fun to
be had ... except that in the deck u could play him
in, u will almost NEVER get him out.
Traditional: 2/5
Advanced: 3/5
- FREEZA
N o V a
Today we'll be looking
at the Starter Deck 2009 main monster, Road Warrior.
Road Warrior is a somewhat difficult monster to
summon but if you can summon it, the effect can
actually be worth it. Road Warrior needs Road
Synchron and 2 or more non-Tuner monsters, if you
are running a deck full of Tuningware, Cyber Valley
and so forth, being able to duplicate them with
Machine Duplication makes getting Road Warrior out
more easily, if you happen to already have a Road
Warrior out, you can easily pull Tuningware from
your deck to the field to duplicate it for another
Synchro Summon. Being able to pull some sweet
targets like Cyber Valley, Jutte Fighter, Tuningware,
and etc. makes synchroing a tad easier.
Traditional: 1.5/5
Advanced: 1.5/5
Parallel Fates
Road Warrior…. A level
8-synchro monster, with 2 summoning restrictions.
Not only do you need to use Road Synchron as the
tuner monster, you also need to use 2 non-tuner
monster. That alone is a turn off for anyone to use.
Its effect however, is somewhat good. Being able to
special summon a level 2 or lower warrior/machine
allows you to bring out a tuner every turn. But
let’s face it, you’re not likely to have that many
anyway, nor will your opponent let such a big
monster stay on the field for so long…and if they
don’t get rid of it, they’re going to lose anyway.
You don't have enough room in the extra deck to be
playing garbage like Road Warrior. And since this is
COTD instead of archetype of the day (Road Synchron
Beatdown I guess?), I won't comment further :P.