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

Hammer Bounzer

If your opponent controls a card and you control no cards, you can Normal Summon this card without Tributing. If this card attacks an opponent’s monster, as long as you control no Spell/Trap Cards, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step.

Card Ratings
Traditional: 1.80
Advanced: 2.60 

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

Date Reviewed - June 22, 2012

Back to the main COTD Page



Closing the week is Hammer Bounzer.  Bounzer Decks can be very fun to play, and we have here a Level 6, Earth attributed, Warrior (although he sure seems to be pushing Beast-Warrior or even Zombie) with 2300 attack and 2000 defense.  If your opponent controls a card, and you control no cards, you can Normal Summon this Monster without Tributing.  That's good, but it's bad that you have to give up your Normal Summon in order to do so.  I really like the effect, if you control no Magic or Trap cards, your opponent cannot activate any Magic or Trap cards when this Monster attacks.  It would be nicer if it were any Monsters or even any Bounzer Monsters, but self protection, even restrictive as it may be, is a good thing.

3/5 in the Deck 
Art:  4/5

John Rocha

We have a pretty good Warrior monster to review today, called Hammer Bounzer. Looking at the artwork, I would have probably called this card a Beast-Warrior, but no matter, Warrior decks should have some fun with Hammer Bounzer. The ease of summoning a 2300 attack monster that can shut down spells and traps when it attacks a monster makes this card worth considering. The only drawback is that you cannot control any other cards.
Being a level 6 monster, you could also tribute summon Hammer Bounzer if you needed to. There is not a lot of support for Bounzer decks, so in all likelihood, your probably only playing this card in a deck that can support it. It works especially well in a dedicated Warrior deck with The Immortal Bushi and Solidarity, as you can always work around Hammer Bounzer’s draw backs and push its attack to 3100. It could also work well as a side deck card to punish Stun/Anti-Meta decks.
Traditional: 2/5
Advanced: 3/5


The last card of the week is Hammer Bounc...ummm Bounzer. Yeah..the Z thing again. Anyways, BounZer is a rather interesting monster. First, he has a weird Megalon thing going. Next, Bounzer is a handy little critter, as it is a level 6 Earth/Warrior-Type, and with 2300 ATK and 2000 DEF, it's a bit hard to overcome, but it can happen. His effect, If your opponent controls a card and you control none, you can normal summon this card from your hand without tributing. If this card attacks your opponent's monster, as long as you control not spells/trap card, your opponent cannot activate any spells/traps until the end of the damage step. The good, Bounzer can attack smaller monsters without too much worry, or you can special summon another level 6 monster to Xyz summon a Rank 6 monster, or a tuner monster to synchro summon, and you can get it back from your grave using Warrior Returning Alive. The bad, his protection effect only works when Bounzer attacks another monster, so direct attacks can end badly. It is also a target for Bottomless Trap Hole, and you're out your normal summon. Bounzer has its pros and cons. It doesn't hurt to try it out for fun.
Traditional: 1.5
Advanced: 2.5
Friday Fact: Heat + Humidity = Sucks


Every Effect Monster this week has been brought to you in light of Yuma's game against Gauche, who has yet to appear in English.
The Bouncer archetype (renamed Bounzers in English because of the previously-named Cactus Bouncer) is...well, I'm not too entirely sure what they're supposed to be. I really think the Bounzer archetype deserved to be Beast-Warriors. Gauche uses them. If I were to guess, I think it's to control the offensive front (suiting Gauche's personality), and as you can see with Hammer here, it has the Ancient Gear treatment by fending off any efforts of Magic Cylinder or Dimensional Prison.
That's...er...admittedly not bad. I admit it's not a terribly bad card, mostly "average." It doesn't Special Summon itself, but Normal Summoning itself when you have no other monsters is pretty acceptable (truthfully it's harder than that because Hammer requires you to have a completely empty field, but if you're really dedicated to the cause you should barely use any Traps anyway). It's a quality that definitely justifies an attempt to replace Goblin Attack Force in your generic Warrior Deck. More importantly, while no Hieratic Dragon of Tefnuit, it IS an easily-summonable Level 6, making it easy to Xyz Rank 6, namely Photon Strike Bounzer, a truly powerful monster. You can also use the Trap Bounzer Guard to force your opponent into ramming monsters into either of them, but Bounzer Guard isn't much of a good card at all (Bounzer Guard specifically targets one Bounzer monster, meaning it's impossible to use Guard effectively with Hammer, so you might as well use Waboku). Hammer can't use its effect if you have any Traps or Spells down, so might as well... (Treeborn Frog should come to mind as tribute fodder, so the fact that Treeborn Frog can mess up Hammer's "you control no cards" thing barely matters.) That said, if you really want to go with a Bounzer Deck, I would try using minimal Traps, and the Traps and Spells I do use intend to impose field control as much as possible, such as Ceasefire or 7 Tools of the Bandit (or perhaps something more chainable and less reliant on your opponents as is the norm with Counter Traps, so perhaps Trap Stun would be better). I would then try using Hammer Bounzer as my main offensive force until I can use it to Xyz Summon Photon Strike Bounzer.
Phantom Bounzer is a monster that searches out any two Bounzer monsters from your deck when destroyed. It's a good effect, but that's pretty much it for all the support Bounzers get. What's sad is that Blade Bounzer is designed to dispatch enemy monsters while Hammer Bounzer doesn't get its protection effect when direct attacking (maybe if you Creature Swap an Arcana Force 0 - The Fool?).  I don't think this is the last we'll see of them, though...
Traditional: 1/5
Advanced: 3.2/5 (similar to Gagaga Gardna: not exactly a bad card, but deserves more support)
Aesthetics: 3/5 Grandma, my, what sharp hammers you have. I think naming the archetype the "Bouncers" may have something to do with the fact that their theme seems to revolve around involving the opponent's monsters...
Philosophy Corner: Sometimes, you need to break something in order to fix it.


Hammer Bounzer

Well here we are again with the Final COTD... We've had some interesting picks for this week and let's not stop there. This is Shad0wslayer and BlackMarketYugioh from Team Sentinel bringing you, TGIF Les get to it.

Hammer Bounzer

Level 6, Earth,Warrior, 2300/2000

If your opponent controls a card and you control no cards, you can Normal Summon this card without Tributing. If this card attacks an opponent’s monster, as long as you control no Spell/Trap Cards, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step.

SS- Ok so lets get this straight, I have nothing on field I can normal summon a level 6 without a single tribute? On top of that he has a decent effect... intriguing I do say. As the bounzers do work together this one however, is the easiest to get out and the most efficent of them at that. will they see play? probably not on a big level but never know when you may run into a rogue deck that may be controlling one of these cards. 

BMY-Zzzz TGIF zzzzz whaca be said, zzzz

Advanced: 1/5

Traditional: 2/5 change of heart hurts..

Artwork: 3/5 It's a werewolf with hammer arms seriously? Its like TG warwolf meets MC Hammer...... nuff said

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