Hello my fellow Kaijudo Duel
Masters! This week we're taking a look at some of
the cards that can be found in the all new Triple
Strike decks! Today we're taking a look at a fan
favorite from the TV show and one of the exclusives
from the deck, Magnet Mech Glu-urrgle. Let's get
started!
Name: Magnet Mech Glu-urrgle
Civilization: Water
Type:
Creature
Race: Cyber Lord
Level: 6
Power: 6000
Flavor Text:
"Whoa, polarity pulverization, Brilliant!" -Gabe
Rarity:
Super Rare
Set Number:
D1/D3 l 8TRI
Abilities:
Double
Breaker (This creature breaks 2 shields.)
Magnetic
Grapple- Whenever this creature attacks and
isn't blocked, you may return target creature that
is level 5 or less from the battle zone to its
owner's hand.
Glu-urrgle is always up to
something. Whether that's stealing your cell phone
or making a monstrous machine, it's something that
is expected of the Reef-Prince and with Magnet Mech
there's no exception! Boasting 6000 power, this is
one of the strongest Cyber Lords in existence and it
adds Double Breaker to the mix!
His effect is very similar to
Forklift Tank Glu-urrgle since he has an effect that
activates when he attacks your opponent. Whether
he's swinging at your opponent's shields or another
creature, his effect allows him to bounce
any
creature back to the owners hand when he attacks!
This can reverse-pressurize your opponent into the
ground! Just keep in mind that if your attack is
blocked then you won't get this ability.
Overall this card has some
potential if you're able to keep the smaller
Blockers at bay. This card can essentially force
your opponent to block your attack unless they feel
like casting their Blockers over and over again! You
could even go the route of using a Water/Light deck,
this would allow you to tap down the potential
Blocker and allow you to attack it while bouncing
another one of your opponent's level 5 or less
creatures (or even yours if necessary) back to their
hand!
With every upside there is
usually a downside. Magnet Mech's effect balances it
out by making it activate only when it attacks,
leaving it susceptible to removal or providing
immediate advantage for your turn six play. Also,
you are restricted to bouncing a Level 5 or less
creature back to the hand. Generally by turn seven
(which is usually when this card will be attacking),
you'll want to be able to deal with Level 6 or
higher creatures, otherwise this card will be
leaving the battle zone very quickly. This card
isn't bad it just doesn't have enough power and
removal to be able to deal with the late game plays
as it was designed for. It does have some support
though... we do have Glu-urrgle 2.0!
Ratings:
Constructed: 2.75/5.00 (There are a ton of level six slots that this
card is competing for and there are just a lot of
better options at this time. This card can be great
if you can use your spells to remove bigger threats
and just leave the smaller ones to Magnet Mech
Glu-urrgle, we'll see...)
Limited:
3.00/5.00 (Not bad in the sealed deck as long as
you can keep him away from the removal cards in the
set.)
Stop back again tomorrow when
we continue to look at more cards from the Triple
Strike deck! Make sure to check out my channel for
new content and until next time my fellow Kaijudo
Duel Masters, keep calm and game on!