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

Batteryman Industrial Strength

Card Number - LODT-EN031

Level 8
2600 atk 0 def
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 2 "Batteryman" monsters from your Graveyard. Once per turn, you can remove from play 1 Thunder-Type monster from your Graveyard to destroy 1 monster and 1 Spell or Trap Card on the field.

Card Ratings
Traditional: 1.60
Advanced: 3.10 

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

Date Reviewed - 07.09.08


Dark Paladin



For the mid-week, we shift gears to Batteryman Industrial Strength, a rather interesting monster, who is Level 8 with 2600 attack (a bit low, but relatively solid) and an incredibly paltry, miserably whopping 0 defense points.  Batteryman Industrial Strength (BIS for short) is also a Thunder monster, giving us a grand total of what...two?  (YES, I know there are more than two.)


However, Level 8, in this case, is irrelevant.  You cannot Normal Summon or Set BIS, nor can you Special Summon him except by removing from play two Batteryman monsters from your Graveyard. 


So, a 2600 attack simple Special Summon isn't anything to turn your head at.  Furthermore, you can remove one Thunder-type mosnter from your Graveyard once per turn, to destroy one monster and one Magic or Trap card on the Field. 


Now, that's a reliable monster destruction, that you can

(theoretically) use, every turn.  Now, sadly, Battery Decks aren't competitive, at all, in this, or any previous Format.  Probably, not in any Format to come soon either.  However, the guy who runs my Card Shop does run a fun Battery Deck and it's quite annoying.  Not the most successful, but it is a neat Deck.




Traditional:  1.5/5 


Advanced:    2.5/5  Not the worst card, it's great support for an under

supported theme.


Art:  3.5/5

General Zorpa Batteryman Industrial Strength
Well this card is amazing. Too bad the deck he goes in is not. Batterymen were supposed to be the next big, cheap deck. They never took off because all of the basic Batterymen suck. One of them even only helps machine monsters, leaving you with 3 choices; Micro Cell, AA, and D. And of those 3, only AA will be doing any attacking, and only when 3 of them are on the field.
Well anyway, he has 2600 ATK, which is pretty good and gets over anything short of the big guys. 0 DEF is just terrible. Even the Lightsworn monsters are laughing at it, but you won't be playing this guy as a defense. LIGHT Thunder is nothing to get excited about, except foe the fact that you can remove it from play for another Industrial Strength's effect.
Basically you Special Summon this guy by removing form play 2 Batterymen in the graveyard. As Batterymen like to be in the graveyard because of all of their recursion cards, this can be a problem. Then you remove one Thunder type from your graveyard from play in order to destroy one monster and one spell or trap on the field. You MUST remove one of each, so if your opponent doesn't have a monster and you do, you lose your own monster. The cost for the effect isn't that bad, as you can use Thunder Dragon, Zaborg and The Calculator to fulfill it's cost instead of the precious Batterymen. All in all a nice try to make Batterymen playable, but not quite. We need more Basic Batterymen first.

Tomas Mijares
Top 8 SJC
San Jose
THe ONe PG 16 on the Pojo Boards

Batteryman Industrial Strength
Level 8
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 2 "Batteryman" monsters from your Graveyard. Once per turn, you can remove from play 1 Thunder-Type monster from your Graveyard to destroy 1 monster and 1 Spell or Trap Card on the field.

Batteryman decks, here is the reason you work! First off, let's all not forget about Thunder Dragon is a Thunder-Type and so is Zaborg the Thunder Monarch. Yes you need 2 Batteryman monsters to Special Summon Batteryman Industrial Strength, but those monsters fit the destruction effect. With the synergy of all the Batteryman cards and this, Batteryman decks are finally competitive with this. Let's really get a in-depth look at his effect. By removing a Thunder-Type monster, you get not only th effect of destroying a monster, but a spell or Trap too. This card is the Thunder Version (well Batteryman Version) of Dark Armed Dragon, but you don't have to have exactly 3 Darks, you just need at least 2 Batteryman so you can bring it out. But having more is better to be able to pull off this momentum shifting card. The problem with this card, is that there has to be a Monster and a Spell or Trap card to be able to use the effect. Though, if the Spell or Trap card is chained to the effect, you still get the full effect and the monster is also destroyed. This card can be very tricky to play, but when played right, and with all the support that Batteryman decks have, this card can make this deck shine. Timing and control is everything, though this card is good in only one deck type, it's still amazing and the centerpiece of the deck.

Traditional: 1.5/5 If you REALLY wanted to play Batteryman decks here you can, just put in more darks and BLS-EotB and a CED and you're set.

Advanced; 3.5/5 This card is really really good when used correctly. It makes the deck work and can shift momentum for you and swing the game or match into your favour.

- Tomas Mijares

Jeff Lang
Batteryman Industrial Strength
Level 8
2600 atk 0 def

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 2 "Batteryman" monsters from your Graveyard. Once per turn, you can remove from play 1 Thunder-Type monster from your Graveyard to destroy 1 monster and 1 Spell or Trap Card on the field.

    Todayʼs card is Batteryman Industrial Strength. itʼs a staple for any battery deck . If only there were more battery cards, then we could see what this deck type could truly do. This card, in my opinion, is very easy to summon. Can you say Chaos for batteries? To be able to pop a monster and a spell/trap by removing a thunder type from your grave yard is broken. You can get this guy out really quick, by using cards like micro cell and then chaining inferno reckless summoning, you can get your batteries out rather quickly and press for big damage if you get the right hand. You can also fuel your grave with cards like Card Trooper and Morphing Jar. Then get your Industrial strength back via Monster Reincarnation or Pot Of Avarice. Until they release more support for this type,  I cannot see it being played at a competitive level. If you are looking for a fun deck to use with your friends, give batteries a try!

Traditional: 3/5
Advanced: 4/5

For anyone who has any comments or questions on any of my reviews, please donʼt hesitate to email me at jefflang88@yahoo.com

Velvet Jones

Batteryman Industrial Strength
Level 8
2600 atk 0 def

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 2 "Batteryman" monsters from your Graveyard. Once per turn, you can remove from play 1 Thunder-Type monster from your Graveyard to destroy 1 monster and 1 Spell or Trap Card on the field.

Special summons are currently welcomed in the world of Yu Gi Oh.  Removing 2 “Batteryman” monsters is not a difficult task.  Foolish Burial can always assist with getting things into the graveyard.  The fun comes in when you remove 1 Thunder-Type monster to destroy 1 monster and 1 S/T.  Great effect.  Trade a spent monster for 1 for 1 destruction.  The cost is specific enough to not make this monsters splashable so it when need it’s own deck.

Traditional 1

Advanced 2

Advanced Batteryman OTK 4

In Velvet Veritas


Batteryman Industrial Strength


Underestimated doesn't even begin to describe this card. While Batterymen have, in the past, been a very laughable archetype, the release of Light of Destruction gave the deck exactly what it needed to transform from a very casual "fun" deck into what could probably almost be competitive. Batteryman Industrial Strength is the linchpin of such a deck.


Playability; Obviously BIS is restricted to a Battery deck, so it will clearly loose points there. However, within the contexts of that deck, BIS is retardedly easy to summon. Batteryman Micro-Cell, in addition to adding some much needed draw-power also offers a GKSpy-like effect that will let you search for a quick Batteryman D, tributing your D for a Zaborg, Charger or Voltech Dragon will quickly give you the 2 Batterymen you need to perform your special summon. One aspect of the card that hurts the playability of this card however is the Removal cost to summon the card. Removing your 2x Batteryman can hurt your chances of using a Quick Charger or Battery Pack effectively.


Playability - 7/10 (Despite being theme specific, it's Special Summon requirements are very easy to fulfill)


Plus; This aspect of the card is what makes it so astonishing in my eyes. There is no other card, legal for use in advance format, that can so easily destroy both a monster and s/t simultaneously. There is no tribute summon required for this card, so even if it is met by a Solemn Judgment, you've gotten at least a 1 for 1. Bottomless Trap Hole, on the other hand will likely be a 2 for 1 or better, as you can call priority to destroy the two cards. I have addressed the issue of removing the 2x Battermen in order to summon this monster, but it is important to note that the Thunder Monsters used to remove for this card's effect are also very easy to get to the grave. In my opinion a well built Battery deck would include the use of Thunder Dragons, and could also include Calculators and Electric Viruses.


Plus - 15/20


Power; There is no doubt that this card is VERY amazing, with Heavy Destruction capabilities and Very easy Special summoning requirements, it is quite easy for this card to wreck face. One problem that a card like this faces is the ever prevalent D.D. Crow and Light-Imprisoning Mirror. If you are unable to activate his effect, your BIS will only be able to serve as a beatstick, and, while 2600 attack is not to shabby, the inability to at least trade with a DAD, JD or Herk really damages this card. However, what really hinders this card, in my opinion is the resurgence of cards like Book of Moon and Enemy Controller. BIS looses out due to it's 0 def, and the chainability of Book and Econ can lead to a big loss unless you've got some sort of protective followup.


All things considered, BIS is still a very unique monster with what can be a very effective ability.


Power - 15/20


Overall; 7+15+15 = 37/50 = Advanced: 3.7/5


Traditional: 1.1/5 (In Traditional play, DAD, CED, and BLS are all much better options)

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