3 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card to declare a 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.
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - July 17, 2012
Number 16: Shock Master, another Level 4 XYZ
Monster requiring three Level 4 Monsters to be XYZ
Summoned...this XYZ Monster is also Rank 4, with
2300 attack and 1600 defense, again of the Light
attribute, but this time a Fairy (although it
certainly could be Thunder based on name alone, and
it looks like a Machine). So, what does Shock
Master hold in his bag of tricks for your opponent?
Well, once per turn, by discarding an XYZ Material
from Shock Master, you declare a card type:
Monster, Magic, or Trap. If it's a Magic or Trap
card, they cannot be activated until the end of your
opponent's next turn. OR if Monster, cannot
activate its effect(s) until the same amount of time
has passed. This is one of those interesting cards
that actually does seem fairly powerful, yet it is
The card effects both you, and your opponent, so I'm
thinking you might need a Deck constructed around
Shock Master where the ability can be used, yet not
effect your strategy or game play. Like yesterday
referring to Illumiknight, I'm again turned off at
the three required Monsters necessary for an XYZ
Summon. The effect I think could really be
annoying, and at the very least used to slow your
opponent down, could be a fun card in a Stall Deck.
We have a fun card to review for you today.
Number 16: Shock Master has the awesome ability to
stop any type of card from being activated or
getting its effect if it is a monster. Imagine if
you can get three of these monsters out in one turn!
You would have a virtual lock down on your opponent.
Can you say “Good Game”! Even if you can only get
one Shock Master out on a turn, you can still use
its effect on the type of card your opponent depends
most on. At 2300 attack, it is not very strong;
however you can still protect it with spells, traps,
or even Honest as it is a light monster providing
you did not call those types of cards. Yes, it
affects your cards as well.
The fastest way to get 3 Shock Masters to the field,
is to use Gadgets. Play Ultimate Offering and summon
all 9 of your Gadgets, Xyzing 3 Shock Masters along
the way. You can also try using Chain Summoning on
your first turn with one of your Gadgets and a
chainable card like MST to summon 3 Gadgets and then
special summon Shock Master. If you have Ultimate
Offering in hand, call Spell cards to protect it for
use on your next turn.
This single monster could make Gadgets top tier
again. Finding one may be tough however as you can
only get one if you had an Alpha subscription for
Shonen Jump digital. Keep in mind that Gadgets are
not the only decks that can summon Number 16: Shock
Master easily. Photon decks are another deck type
with tons of support and can special summon level 4
monsters like crazy. Three level 4 monsters may seam
like a lot, but the pay off can be game breaking.
Breaking through our review wall is Number 16:
Shock Master. A Rank 4, LIGHT, Fairy/Xyz monster,
needing 3 level four monsters. It has 2300 ATK and
1600 DEF, thus making it nothing to sneeze at.
Shock Master's effect is: Once per turn, you can
detach one Xyz material from this monster to declare
a card type (Monster, Spell or Trap); Spells or
Traps cannot be activated, or monsters cannot
activate their effects, until the end of your
opponent's next turn. This is a very handy little
effect. The down side is that this also applies to
you as well, so choose wisely. Shock Master's
ability to shut down one of the three things that
your opponent needs to win is very helpful. Overall,
SM can really interfere with you opponent's
strategies. If you're looking to figure out how to
get him out, because he needs 3 monsters to Xyz
summon, read up on yesterday's COTD on illuminknight.
Number 16: Shock Master
"3 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from
this card to declare a 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
Now we're talking. While it takes 3 Materials to
get him out, Shock Master is worth the effort as he
can shut down any type of card during this and the
opponent's next turn. Do note that effects CAN still
be chained to his effect, so he only locks out card
effects AFTER his effect resolves on the chain.
Also, Continuous Spells and Traps that were already
active cannot be prevented from being used by SM's
effect. Still, he's got a great effect and can
really turn the game in your favor if you can get
him into play. 3 Lv. 4 Materials can be tricky to
pull off, but this guy is worth the effort. His
Defense could be higher, but that and his needing 3
Materials to Summon are the only real downsides to
For July 17th, we are looking at Number 16. Like
yesterday's card, Shock Master requires three Level
4 monsters. Not every deck can do this, but those
that swarm fast and hard are known to make powerful
Xyzs, like Gadget Decks. If 1/5 is a score of 0%, I
gave Illumiknight a 5% approval rating, so how does
Shock Master compare?
In the decks that CAN summon Shock Master easily
(such as the aforementioned Gadgets), the robotic
angel can prove to be worth its summon. On the turn
you summon it, and for the next two turns (assuming
Shock Master survives, which is likely despite the
average ATK given the resources needed to bring it
out), you can completely shut down your choice of
your opponent's monsters, Traps, or Spells. It's
just like one of those Virus cards!
Assuming a deck that has summoned Shock Master can
swarm effectively, you can build a whole army of
powerful monsters and use SM to protect them all
from an untimely opponent's card. If your opponent's
backrow is scaring you, call Trap. If the opponent
has a facedown monster or if you're scared of a
sudden strong monster, disable monster effects.
Otherwise, calling Spell is good and handy. Shock
Master's potential is also further amplified when
combined with other lockdown-like cards, like Book
of Moon or Trap Stun.
One important thing to note is that Shock Master
will also disable your own cards, so make sure you
play all your effects and use SM's last. Also, if
you decide to block Traps with SM, you won't be able
to defend yourself using your own Traps for a turn.
Trad: 3/5 (although good for disruption, it does use
a lot of resources and can't refund itself easily)
Adv: 3.65/5 (powerful as it may be, a simple Solemn
Warning, or even worse, Bottomless Trap Hole, will
be very disastrous)
Aesthetics: 3/5 I can't tell if the very tip of its
head is actually a face, or if the orange things are
its eyes and that the nose...or maybe something
else. Ironically, this monster greatly reminds me of
the Fal'cie (fal-see) antagonists of Final Fantasy XIII. Fal'cie are
robotic-looking mortal gods that designate certain
mortals to carry out tasks for them; people
designated this way are called l'cie (luh-see). That
is how I make the greatest sense of Shock Master
being a Fairy...or rather, an Angel (it seems to me
that eight years ago, Fairy monsters resembled
actual fairies, but when Yu-Gi-Oh first came out and
now recently, Fairies started to resemble angels, as
how the Type is originally called in Japanese, and
fairy-like monsters are starting to be classified
more as Spellcasters). I dunno why the English
department keeps shortening all the Number's names,
but the Japanese name was extended to include "Ruler
of Colour." In Japanese, one is pronounced i and six
is pronounced ro, and color is 色
if you read it in kana). If you read it in kanji,
it's pronounced しょく (shoku), which sounds a lot like "Shock." Clearly, the
meaning got lost in translation.
I'm Popeye the Sailor Man.
I live in a caravan.
I open the door
And I fall through the floor.
I'm Popeye the Sailor Man.