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GeneralZorpa on Yugioh
February 3, 2009
It Just Keeps Going and Going and Going......
Batterymen are good. No doubt about it. However, they need
more time to set up than contemporary strategies such as
Gladiator Beasts, Lightsworn and Tele-DAD. They are more
like the old Monarch decks, but faster. Well, the thing that
I learned about Batterymen was that they have a 3 card OTK.
Cool Huh! Well, they only need to have 3 Batterymen on the
field and then they can play their amazing kill spell, Short
Traditionally, the way to get 3 Batterymen AA to the field
was through Inferno Reckless Summon. This is still going to
be the mode that we do the OTK, as it is a spell, allowing
us to play it whenever a Batteryman AA would be Special
Summoned. What is going to change is how the Batterymen AA's
are going to be Special Summoned.
Batterymen have the most Special Summon cards of any themed
type, even Zombies. It is not uncommon in a standard Battery
deck to Special Summon 3 times in a turn through monster
effects alone. That is some serious power. However, most of
it is far too slow. A lot of it isn't even Special Summoning
at all, but simply getting Batterymen back to your hand.
Battery Charger, a little known spell from TLM is going to
be most of what we are going to Special Summon Batterymen AA
with. Throw in some other trikcks and you have a deck that
can OTK on a fairly consistent basis, and then have some
power to slug it out with your opponent should they counter
it with a well timed Threatening Roar.
Batteries Are Included
3x Batteryman Industrial Strength
3x Batteryman AA
3x Batteryman Micro Cell
3x Batteryman D
2x Marauding Captain
3x Inferno Reckless Summon
3x Hand Destruction
3x Short Circuit
3x Battery Charger
3x Dark World Dealings
2x Foolish Burial
2x Recycling Batteries
2x Reinforcement of the Army
1x Monster Reborn
3x Threatening Roar
What a Shocker!
Now, this may seem like a bunch of mismatched cards, but
trust me, it all has a plan. The basic idea is to Special
Summon Batteryman AA, activate Inferno Reckless Summon,
Special Summoning 2 more copies from your hand,deck or
graveyard. All 3 of them in ATK position on the field means
that they have 3000 ATK.
Then you play Short Circuit, which destroys all cards on
your opponent's side of the field if you have 3 Batterymen
on your side of the field. 9000 combined ATK from the
Batterymen does the rest. The cards not used int his combo
are acceleration or at least work with the acceleration.
Batteryman Industrial Strength is a fallback option should
your initial attack fail. His ATK is huge and he can kill a
bunch of card for just removing stuff and still attack. He
can also be used to satisfy his own effect, so discarding
copies is rarely a problem.
Batteryman AA is the win condition of the deck. If you can
get 3 of him to the field in ATK position, you can fairly
easily win the game on a clear field barring Gorz. He also
works with all of the Battery support as well as
Batteryman Micro Cell is your best opening play. He
accelerates you to your cards when he is destroyed in battle
and then when he flips up you get a Special Summon to the
field. Batteryman D can block attacks and you can even dig
Batteryman AA out so that you do not have to search for him
anymore. All in all a solid card that rivals Ryko,
Lightsworn Hunter in usefulness for a Flip Effect.
Marauding Captain might be an odd choice, but hear me out.
When you Normal Summon him, you get to Special Summon a
monster from your hand. This means that you can add
Batteryman AA to the field as well as activate Inferno
Reckless Summon to get as many Batterymen to the field at
once. he can even create a lock with two copies, allowing
you time to get your combo into play while your opponent
tries to get out of the lock. He is searchable by
Reinforcement of the Army and can be used with Hand
Destruction and Dark World Dealings to accelerate your hand.
Batteryman D is just here as the only other Batteryman with
decent stats. 1900 DEF is pretty good, and it can direct
attacks away from your key cards like Batteryman AA and take
a few hits. He will mostly be discard fodder for Hand
Destruction and Dark World Dealings so that he can be
revived with Recycling Batteries to take the edge off of the
-1 cards that you will be playing a lot of.
Sangan can search out any card in the deck except for
Industrial Strength. He is great as a first turn set along
with Threatening Roar as a Celestia or Judgment Dragon/DAD
play will only leave them reeling from your search and
stopping all of their attacks. 1000 ATK is also great, as it
can get you more damage should you need it, as there are
precious few monsters in the deck with any ATK points on
Power Plant Power!
The spells ar ethe key to the deck. They will thin the deck,
Special Summon cards, search for cards as well as killing
your opponent's field off for the OTK and just general
setting up of the field.
Inferno Reckless Summon is one of the key spells that you
have to get in order for you to go for the OTK. That is all
it should do, as Special Summoning copies of Marauding
Captain and Batteryman D are not nearly going to be as
effective as bringing out Batteryman AA. It is pretty much a
one-trick pony, but so necessary for the deck that we have
it at 3 copies.
Hand Destruction is an enabler for the deck. It allows you
to get to the game state where you have a way to Special
Summon Batteryman AA, Short Circuit and Inferno Reckless
Summon in your hand. This will usually be acheived by
sneding AA to the graveyad through Hand Destruction's
effect, so then all you need is Inferno Reckless Summon,
Battery Charger/Monster Reborn and Short Circuit. This
effect is so good, I am even playing a playset of Dark World
Dealings, which further speeds up the deck, allowing you to
get to the cards that you need asap.
Short Circuit wins games. You nuke your opponent's field if
you have 3 Batterymen with the same name, kind of like the
Des Croaking from that disastrous Frog deck. However, this
card is far better, allowing you to set up an OTK that is
huge, and rather snappy nuking all of your opponent's secret
rares with your little commons.
Battery Charger is like a Premature Burial for Batterymen,
but at a lesser cost and without that messy Equip mechanic.
This is what is used most of the time to get Batteryman AA
out of the graveyard, although Monster Reborn serves the
same function, but for free. An ideal hand is this, Foolish
Burial, Inferno Reckless Summon and Short Circuit, so we
play as many copies as possible in order to reach that game
Foolish Burial is your backup plan to get Batteryman AA into
the graveyard. It allows you to discard the useless monster
from your deck so that you can concentrate on drawing the
other spells that you need to get the OTK going. It can also
be used to combo with Recycling Batteries to fetch any
Batteryman from your deck. Neat huh?
Recycling Batteries allows you to get back some of the
advantage that you have lost by playing Hand Destruction,
Dark World Dealings and Foolish Burial. It can also be
combod with Foolish Burial in order to search out any
Batteryman and add it to your hand, which is always a nice
thing to know.
Reinforcement of the Army does one thing, search out
Marauding Captain for the Special Summon of Batteryman AA.
As he can also create a lock, Reinforcements is at 2 to
fetch the other one. As it is a tutor, you also get to thin
the deck of one more card, making it more likely that you
will draw the one that you need in order to win.
Threatening Roar just stalls until you get the cards that
you need. When combined with Sangan, they make an effective
defense against pretty much any play that other decks can
make. It stops an opponent's OTK or massive swing and can
really foul an opponent up.
Shut Down! Shut Down!
Of course there are some serious threats to this deck.
Stardust Dragon is the main one, as he can completely kill
your strategy by negating Short Circuit. Fortunately, you
will have at least 3 3000 ATK monsters on the field by that
time, so if Stardust was alone you can start to swing with
your other cards for game. Of course, Stardust is rarely
alone, but fortunately, neither is Short Circuit. We play
the required 3 copies for the deck, so you can play a Short
Circuit even after your opponent negates the first one.
Threatening Roar and Waboku also shut you down pretty good,
forcing you to pretty much end the Battle Phase and allow
your opponente a comeback move. Fortunately, you have your
own Threatening Roars to stop your opponent's attacks. You
can also just do the OTK all over again, as many as 3 times
so you have no real limit on the amount of destruction you
can wreak upon your opponent.
Royal Oppression just shuts this deck down cold. If you
cannot Special Summon, you cannot win the game. I would
recommend siding Heavy Storm, Giant Trunade, Mystical Space
Typhoon and Spiritualism in order to get rid of it for your
OTK. They are not included here as your opponent will likely
not have them in their opening couple of hands, so you can
take advantage of that and destroy your opponents even
before they can do anything to you.
The cost is also not a major factor here. 6 holos that are
worth less than a dollar and commons an rares all will put
this deck at less than 15 dollars, something that even penny
pinchers cannot complain about. The problem is going to be
actually finding the cards. Not very easy as TLM is not
really in style right now, so people may not have it at all.
Inferno Reckless summon is fairly easy to get, as is DWD.
Hand Destruction is probably the hardest to get, as it is
actually seen as a good card.
As always, contact me at
firstname.lastname@example.org in order to get in touch with me
about anything YGO related, EXCEPT FOR THE FREAKING FROG
DECK!!!!! Now I feel better.
Thanx for reading!