Sadly, I’ve been late getting my CotDs in 
								recently, so if you think I missed anything this 
								week or last week, check again as they should be 
								up.
								
								
								
								 
								
								
								
								Batteryman C 
								is a good example of how not to make a “stat 
								booster”.  At least the old Metal Raider era 
								elemental boosting cards boosted themselves as 
								well.  Batteryman C boosts a fairly solid 
								Monster Type, Machines, but since it isn’t a 
								Machine it won’t help itself.  If it were a 
								solid Monster in its own right, that wouldn’t be 
								too bad, but this Level 2 Light/Thunder Monster 
								has a 0/0 ATK/DEF split and no built in 
								protection features.
								
								
								 
								
								
								There are some successful ATK boosters that are 
								small Monsters.  First, the classic Metal Raider 
								Monsters “Element ATK Boosters”  (EAB for short) 
								may not be great, but they weren’t totally 
								worthless: at least they were all small enough 
								to be searched out by the various 
								Attribute-based searchers that came in the next 
								set (Spell Ruler a.k.a. Magic Ruler for those 
								who don’t remember).  So yeah, it was possible 
								to swarm them without bizarre combos: Witch’s 
								Apprentice was never a brilliant card, but 
								summoning one via Mystic Tomato meant you 
								could drop another and both were 1550 Monsters.  
								If you managed all three, then you had an 
								impressive trio of beatsticks (though not as 
								impressive as yesterday’s Batteryman AA 
								is in triplicate).  Still, they mostly would be 
								for putting something else over the top while 
								acting as bait for attacks and some older forms 
								of removal (hello Fissure).  I can think 
								of only one that is important to a deck: 
								Milus Radiant which is needed for the 
								Rescue Cat OTK deck.
								
								
								 
								
								
								This first generation also reduced an “opposing” 
								Attribute’s ATK, but that never proved overly 
								useful.  The reason was until the advent of 
								Chaos, Attribute was an ignored 
								characteristic.  Then with Chaos, only 
								Light and Dark mattered, and even if either of 
								those EABs had been found useful, they’d have 
								clashed with half the deck.  A Legendary 
								Ocean decks and Earth decks haven’t ever 
								been CC, but they have had some success.  
								However, their elemental opposites rarely have 
								seen a lot of play, though some Pyro/Burn (and 
								thus Fire since so many Pyro Monsters are indeed 
								Fire as well) do but don’t care if you lower 
								their ATK scores.
								
								
								 
								
								
								The second generation of EABs are much less 
								uniform than the old ones.  First, they don’t 
								cover all Attributes: so far they only exist for 
								Water and Wind (Nightmare Penguin and 
								Harpy Lady 1, respectively.  Both effects 
								were added to Monsters that could see play for 
								other reasons: Nightmare Penguin has 
								“bounce” effect that goes off when it is flipped 
								(but isn’t an actual Flip Effect) and Harpy 
								Lady 1 of course compatible with other 
								Harpy themed cards.  While still remaining 
								small enough to be searched out by multiple 
								cards, Nightmare Penguin has a solid 1800 
								DEF score allowing it to also be a tiny “Wall” 
								while Harpie Lady 1 pumps itself up to a 
								respectable 1600 ATK with its effect.  Their 
								actual boost is smaller than the older ones as 
								well, but due to their much sturdier nature, 
								they actual see some play (when people actually 
								run the appropriate decks: a rare occurrence, I 
								confess).
								
								
								 
								
								
								More successful has been Command Knight, 
								who boost ATK by Type (Warrior) rather than 
								Attribute.  Her success may be hard to mimic, 
								though, since Warriors have such good support 
								even without her.  Still, she is a better 
								comparison for Batteryman C since he also 
								boosts according to Type.  Command Knight, 
								though her ATK boost is just a tad smaller, also 
								has respectable stats (especially after boosting 
								herself) and has a built in protection effect to 
								make it hard to attack her.  Batteryman C 
								has abysmal stats (0/0) and doesn’t boost itself 
								nor does it possess any protection effect.  
								While there is some support just for it… said 
								support in English currently consists of 
								Battery Charger, which for 500 LP lets you 
								Special Summon a Batteryman form the 
								Graveyard.  This doesn’t make it worth running 
								in Machine decks: I’ll just use Heavy Mech 
								Support Platform: it may only boost one 
								Monster, and becomes vulnerable to Spell/Trap 
								removal doing it, but its got that wonderful 
								“save the equipped Monster from destruction” 
								effect as well, and has a few combos that work 
								with other Machine deck candidates.
								
								
								 
								
								
								As for using it with Batteryman AA, the 
								question is why?  You’d have to use DNA 
								Surgery to make both Monsters into Machines, 
								at which point even three Batteryman C 
								aren’t really strong enough to defend 
								themselves.  Now, if you don’t want to know 
								about some upcoming cards stop reading here, and 
								just go to the Ratings.  That’s right, this is a
								
								
								 
								
								
								SPOILER ALERT!
								
								
								 
								
								
								Yes, avoiding angry e-mails is worth me doing 
								that.  For those still reading, you probably 
								know what I am going to say, since if you don’t 
								mind spoilers you’ve probably learned you have 
								to read them in this game to avoid wasted 
								money.  Batteryman D will protect 
								Thunder-Types from being attacked by forcing the 
								opponent to target itself.  While thankfully 
								only a Level 1 Monster, it has 0 ATK and only 
								1900 DEF.  So while it’s nice it makes it hard 
								to attack the other Batteryman Monsters 
								and will almost certainly be the target hit by
								Smashing Ground, it’s pretty flimsy 
								protection and prevents using DNA Surgery 
								to make Batteryman C less worthless.  As 
								for the upcoming Tribute Monster that gains 
								extra abilities based on what Batteryman, 
								if any, was offered as Tribute for its Normal 
								Summoning, without a Batteryman it’s just 
								a vanilla Light/Thunder Level 5 with 2400 ATK 
								and 1000 DEF.  With Batteryman AA it’s a 
								3400 ATK Level 5 (not bad), with Batteryman D 
								it’s immune to targeted Spells/Traps, and with
								Batteryman C it gets Trample.  Of course, 
								it’s only getting one of those effects at a 
								time, and after being summoned, only 
								Batteryman D can sort of help it (not that 
								it really needs to avoid being attacked most of 
								the time).  At least Battery Charger 
								keeps the Tribute cost from being a drag.  The 
								main point is, though, that even with future 
								support, Batteryman C has no useful role 
								in Batteryman decks.
								
								
								 
								
								
								END SPOILER
								
								
								
								 
								
								
								
								Ratings
								
								
								 
								
								
								
								All Formats: 
								1/5 – It requires far too much effort for far 
								too little gain.