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Pojo's Yu-Gi-Oh Card of the Day

Pojo's Top 10 Cards of 2012

#2 - Number 16: Shock Master

- #CT09-EN014

3 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card to declare 1 card type (Monster, Spell, or Trap); that type of card (if Spell or Trap) cannot be activated, or (if Monster) cannot activate its effects, until the end of your opponent's next turn.

Card Ratings
Traditional: 3.90
Advanced: 4.75 

Ratings are based on a 1 to 5 scale
1 being the worst. 3 is average. 5 is the highest rating.


Date Reviewed - Jan. 3, 2013

Back to the main COTD Page

 

Dark

Paladin
Thursday
 
Number 16:  Shock Master, another Level 4 XYZ Monster requiring three Level 4 Monsters to be XYZ Summoned...this XYZ Monster is also Rank 4, with 2300 attack and 1600 defense, again of the Light attribute, but this time a Fairy (although it certainly could be Thunder based on name alone, and it looks like a Machine).  So, what does Shock Master hold in his bag of tricks for your opponent?  You should know by now I'm not a big fan of Monsters that require three xYZ Material to be XYZ Summoned, but Shock Master has a wide arsenal of tricks, so it really helps here.  

Well, once per turn, by discarding an XYZ Material from Shock Master, you declare a card type:  Monster, Magic, or Trap.  If it's a Magic or Trap card, they cannot be activated until the end of your opponent's next turn.  OR if Monster, cannot activate its effect(s) until the same amount of time has passed.  This is one of those interesting cards that actually does seem fairly powerful, yet it is also balanced.  Shock Master, in my opinion, really shines if you can get multiple copies of him on the Field at a time for obvious reasons, most notably using separate ones to use separate effects.
 
The card effects both you, and your opponent, so I'm thinking you might need a Deck constructed around Shock Master where the ability can be used, yet not effect your strategy or game play.  Like yesterday referring to Illumiknight, I'm again turned off at the three required Monsters necessary for an XYZ Summon.  The effect I think could really be annoying, and at the very least used to slow your opponent down, could be a fun card in a Stall Deck.
 
Ratings:

Traditional:  3.25/5 
Advanced:  4.25/5 
Art:  3.5/5  

John Rocha

It should not be a shock to see Number 16: Shock Master as one of the best cards of 2012. With the ability to shut down the effects that make each deck type powerful, Shock Master has a huge effect on top tier decks. Decks like Wind-Ups, Rescue Rabbit, Dragon, Mermail, and Six Samurai to name just a few, all require monster effects to load the field and overwhelm their opponents. Decks like HEROs, Exodia, and Spellbooks all require spells to drive their decks. Any deck that plays more than 10 traps like T.G, Stun, and Burn decks are all hindered by Shock Master.

Decks like Wind-Ups, HEROs, Six Sams, and Geargias can drop 3 level 4 monsters to the field with ease. With Ultimate Offerings legal at one per deck, decks that run monsters that replace themselves like Madolche and Gadgets can also use Shock Master effectively. Shock Master is so dominant that any deck that even has a chance of getting 3 level 4 monsters to the field needs to have it in their extra deck.

Traditional: 5/5
Advanced: 5/5

Miguel

Number 2 is a card that was a immediate must have, because Number 16: Shock Master pretty much wins games almost every time it hits the field. A LIGHT/Fairy (Doesn't look like one to me), with the pretty good stats of 2300 ATK and 1600 DEF. It needs 3 level 4 monsters to Xyz summon. Once per turn, you can detach 1 Xyz material from this card and declare one type of card, (Monster, Spell or Trap) and your opponent cannot activate the declared card type or get any effects until the end phase of their turn. Shock Master can be 0/0 in stats and I would still use this card. Being able to have your opponent not use/activate Spell/Trap cards or monster effects is huge, especially when you are going to attack. Especially if you have a good idea what your opponent is up to, you can use this card to shut down their plans for the turn and run right over them. And since Shock Master is a LIGHT monster, that means it's a DARK monster away from Chaos. Getting Shock Master out is not as hard as it seems. 3 copies of Daybreaker can make it so, Rescue Rabbit as well as Gadgets, Batteryman, Crystal Beasts, and even the Hunder monsters can get three level 4 monsters out in a turn. Now that Shock Master is very easy to get (It's in a tin, no excuses) everyone should be using this card, and most likely is.

Traditional: 3.5
Advanced: 5
Tomorrow: Number 1!!!!!!!!


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