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Batteryman

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[[Batteryman AA]] is the main card in a Batteryman deck because getting three of it out means three 3000 ATK beatsticks which can potentially end the game. [[Batteryman Micro-Cell]] can be set to set up a free summon from the deck, usually AA or D. [[Batteryman D]] is useful because it can protect your other Batterymen with a high defense that most all level 4 monsters can't get through. [[Batteryman Charger]] is one of the most useful monsters because you can summon a Batteryman of any level from your deck when you normal summon it. It also makes a good attacker, as swarming Batterymen can get its ATK up to 2700 and higher with ease. [[Batteryman Industrial Strength]] is the most powerful Batteryman because he can destroy two of your opponents cards with an by simply removing one [[Thunder]] from the Graveyard. Another card many Batteryman decks use is [[Super-Electromagnetic Voltech Dragon]], because with one Batteryman tribute it could be a ''3400 attacker'', or a 2400 creature immune to Spells and Traps.
In [[The Shining Darkness]], two new monsters are released, [[Batteryman AAA]] and [[Batteryman Fuel Cell Batteryman]]. AAA is pure swarm material and you can use it with [[Lightwave Tuning]] to get out a level 8 Synchro Monster. But the real reason to use it is that it combos perfectly with Fuel Cell. Fuel Cell can special summon itself from the hand if you control two Batterymen, and you can tribute a Batteryman to [[Bouncing|bounce]] one of your opponents cards, preferably anything with more than 2100 ATK, particularly Synchros. Fuel Cell is also useful because you can also summon the level 6 monster with other Batteryman support, unlike Industrial Strength.
The [[Watt]]-archetype (also released in The Shining Darkness) can aid Batterymen decks with lockdown and synchro support. The Watts are also Thunder types.
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