Labyrinth Heavy Tank
Labyrinth Heavy Tank

Labyrinth Heavy Tank – #MAZE-EN001

You can Normal Summon this card without Tributing. Cannot attack the turn it is Normal Summoned. During your Main Phase: You can place 1 of your “Sanga of the Thunder”, “Kazejin”, or “Suijin” that is banished, or in your hand or Deck, face-up in your Spell & Trap Zone as a Continuous Spell, then, if you control a “Labyrinth Wall” card, you can destroy 1 monster your opponent controls. You can only use this effect of “Labyrinth Heavy Tank” once per turn.

Date Reviewed:  May 22nd, 2023

Rating: 3.37

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:


Crunch$G Avatar
Crunch$G

Gate Guardian finally got the legacy support it has been waiting for after so many other themes from the Duel Monsters era. Now, to make Gate Guardian into a playable Deck, you’d need a lot more, so let’s look at some retrains of monsters the Paradox Brothers used, starting with Labyrinth Heavy Tank.

Labyrinth Heavy Tank is a Level 7 DARK Machine with 2400 ATK and DEF. Stats are fine on a Level 7, but the combination of DARK and Machine is always nice. First effect lets you Normal Summon this card without tributing, which is a nice throwback to how Battle City basically worked where the Paradox Brothers just outright Normal Summoned this. It cannot attack the turn it was Normal Summoned, mainly to balance how you’ll always be doing it with no tributes. During your Main Phase, you can place a Sanga of the Thunder, Kazejin, or Suijin from your hand, Deck, or banished pile face-up in your Spell & Trap Zone, then if you control a Labyrinth Wall card, you can destroy a monster ther opponent controls. Thankfully we got better Labyrinth Wall cards than the classic Labyrinth Wall, so that part of the effect is actually useful. The main benefit for putting the Gate Guardian pieces into the Spell & Trap Zone is basically another anime throwback where they were put in the Spell & Trap Zone to build up towards summoning Gate Guardian, with here letting you get the pieces together to help summon the Gate Guardian Fusions that were released, thankfully not making you rely on summoning the pieces anymore. Hard once per turn effect on this card, which is fine, though I kinda wish it was a soft once per turn just so we could maybe get to the pieces of Gate Guardian with more speed. Either way, the card does what it needs to do for Gate Guardian, which is getting you a body on board that helps get the pieces of Gate Guardian on the field so you can summon the Fusion Monsters. It’s not an amazing card, but it does the job it is meant to do quite well.

Advanced Rating: 3.25/5

Art: 3.5/5 Sorry, always going to prefer the classic Labyrinth Tank.


Mighty Vee
Mighty
Vee

This week we’re looking at the currently TCG-exclusive Gate Guardian support from Maze of Memories. Despite being an iconic monster from the DM era, Gate Guardian hadn’t received proper support in over two decades, so this wave came as a pleasant surprise. Their first card is Labyrinth Heavy Tank, a level 7 DARK Machine monster like its original form, albeit as a regular Effect monster instead of being a Fusion monster. Also like its predecessor, it has balanced but relatively low stats of 2400 attack and defense, though it can still do damage in a pinch.

Labyrinth Heavy Tank can be Normal Summoned without tributing, and fortunately it doesn’t take a cut in stats like monsters with similar effects, though it can’t attack the same turn it is Normal Summoned to balance it out. Heavy Tank’s other effect is a hard once per turn, letting you place a Sanga of the Thunder, Kazejin, or Suijin directly into your Spell/Trap zone face-up as a Continuous Spell from your hand, deck, or from banished (oddly, not from the Graveyard). This effect might seem a little random, but it makes perfect sense when you consider that the Gate Guardian Fusion monsters (or at least the 2 material ones) require you to banish the materials from your field. As a bonus, if you control a Labyrinth Wall card (either the original, tomorrow’s card, or its Field Spell retrain) you can destroy one of your opponent’s monsters, making it helpful for boardbreaking as well. Being able to recycle banished Gate Guardian pieces, as well as operate as follow-up if it survives the first turn, makes Heavy Tank an instant 3-of in Gate Guardian decks. It doesn’t do particularly much generically, but as a combo piece for Gate Guardian, it’s practically irreplaceable. 

Advanced: 3.5/5

Art: 3.75/5 I kinda miss the lack of dynamic shadows from the original artwork, but it’s well-worth the massive improvement in proportions and posing.


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