Number 16: Shock Master
Number 16: Shock Master

Number 16: Shock Master – #JUMP-EN060

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.

Date Reviewed:  July 23rd, 2021

Rating: 4.92

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

Reviews Below:


KoL's Avatar
King of
Lullaby

Hello Pojo Fans,

Number 16: Shock Master shouldn’t come as a surprise as the #1 Xyz.

The cost may be 3 Level 4 monsters, but that can be done with Pendulum Summoning and in the right archetypes that is part of the strategy. 1-for-1 for a total lockout of either Monster, Spell, Trap effects for the turn is grossly overpowered. It may lock you out as well, but you can make your moves before locking out your choice of effects. Shock Master is one of the better control cards the game has seen. Every archetype has an abundance of one of those three choices, and Shock Master affords you the option to slow that archetype down for up to three turns (more if you attach Gossip Shadow to it with materials). Good ATK/DEF for a Rank 4 as well. It would be more balanced if it had something like 1000ATK, but nope, and the effect will carry over even if your opponent gets rid of Shock Master. With the abundance of monsters and archetypes that Special Summon, the larger pool of Level 4 monsters, Pendulum Summoning, and the amount of cards that Special Summon nowadays, Shock Master (minus an errata) ain’t comin back. This card allowed you to play without fear of a certain card, and in the later stages of the game or if your opponent was topdecking it was lethal. First-turn Shock Master will force out negation for sure, otherwise your opponent isn’t going to be doing much next turn. Number 16 is the equal to nowadays needing to stop your opponent from comboing on the first turn of the game and hoping you have Impermanence or Effect Veiler. Against decks that revolve around one of those three cards, decks like Sky Striker, this would be an auto win. Drytron depending heavily on monster effects, the game with Virtual World, this would also make even half-strength turns tough to come by, and you’d be wasting resources.

Shock Master made the game not fun for the opponent. Set up correctly, it was almost a win certainly for the player. You could argue it could come back because of all the negation in the game now, but we’ve seen that excuse put into practice with Drident.

Advanced-5/5     Art-4/5

Until Next Time
KingofLullaby


Crunch$G Avatar
Crunch$G

Coming in at first place for the best Xyzs in the game’s history, we got a card that of course had to be on this list being the best of the Numbers without much debate. As another Jump promo in 2012, we have Number 16: Shock Master.

Shock Master is a Rank 4 LIGHT Fairy with 2300 ATK and 1600 DEF. Fine stats, though dimmished by the fact you need 3 Level 4s to summon it, which is an investment. Besides that, LIGHT and Fairy are great. The lone effect is a once per turn to detach a material from this card and declare Monster, Spell, or Trap to prevent either player from activating the declared card type if Spell/Trap or activating monster effects if that was declared, and this lasts until the end of the opponent’s turn. This is such a wincon for specific matchups it isn’t even funny, especially as we no longer see as any Decks with a stronger balance of Monsters, Spells, and Traps. Call Spells against Sky Striker or Pendulum and auto win, monsters against combo and you auto win, or somehow call Traps against control and auto win considering you’re likely turning off the main win condition for the opponent 9 times out of 10 with this, or at least something to help the opponent get out of a bad situation. It gets a little more insane if you can somehow get 3 Shock Masters to declare all 3 card types, though Monster of course has to be last otherwise you can’t use the ohter Shock Masters. I think the most insane thing is that you’re free to use whatever card type you’re going to declare before you detach the material and lock both players from said type until the end of the opponent’s turn. I cannot fathom this returning ever, especially as the game speeds up and 3 Level 4s is almost nothing. The fact this needs 3 monsters instead of 2 might of been the best piece of balancing on this card, but it still isn’t enough to bring it back. I feel bad for the OCG playing this in their 2015 Performages and Pals Decks to put this on top of other cards like Infinity and Rafflesia. This card 100% deserves the number 1 slot in my opinion and this was a fun list to go over. See you in 3 years for Pendulums unless we decide to do Fusions or Rituals before then.

Advanced Rating; 5/5

Art: 2.5/5 The OCG name was Ruler of Color, and I would of expected more colors on a monster with this name.

My #1: Number 16: Shock Master


Dark Paladin's Avatar
Alex
Searcy

Shock Master gains the honor of being #1 on our XYZ Countdown.  A very old XYZ, another Banned card, a Rank 4, Light/Fairy, with 2300/1600 and needing 3 Generic Level 4s for an XYZ Summon.  This guys IS too good.  Being able to neutralize 1/3 of your opponent’s cards for a Turn simply by detaching a Material?  This guy is great on his own, but the more you have with him, to protect and even further hamper your opponent should make things very quick and even easier yet to be able to win.  It’s way too powerful for as simple a card as it is, at least in terms of its text.  Maybe it’ll come back some day, we’ve definitely seen stranger cards come and go.

Rating:  4.75/5

Art:  4/5  Not even to dump on a really powerful card, but this isn’t particularly great or inspiring to me.


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