Forgotten Archetypes: Batteryman, a Battery-powered Archetype
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Ceteruler2
Chiaki
joshjones
TyagoHexagon
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Forgotten Archetypes: Batteryman, a Battery-powered Archetype
The first of my Forgotten Archetypes series is about an old, underused archetype, that isn't half bad and that powers everything.
So, Batteryman. You possibly have heard of them, although they are a pretty unknown, underused and old archetype.
ORIGINS AND COMMON ELEMENTS
Batteryman are based on...batterys. Yes, the ones you use to power you most things in your house. But they also have bigger and powerful monsters to use, that are not based small batterys. They are also Thunder-type monsters. The weaker Batteryman always have good effects and bad ATK / DEF. The stronger Batteryman have powerful ATK and effects. And they all love to swarm the field.
They also are all common cards. Yes, all Batteryman are either Commons or Rares. Only 3 Rares. And a Super, that isn't even a Batteryman. The others are all commons.
PLAY STYLE
Batteryman have a very unique play style: They start slow, but once you can have the right card in your hand and start swarming, your opponent will not even know what it them. This deck easily makes a OTK. And is better for it to do that. Its lack of support cannot allow them to last long on the field. On the other side, them support each other well (except for a few useless cards) and can be a real pain.
SETS
Batterymans were release in various packs, mostly separated from each other:
- The Lost Millennium - 2 card
- Cybernetic Revolution - 1 card
- Enemy of Justice - 1 card
- Light of Destruction - 6 cards
- The Shining Darkness - 3 cards
As you can see, they got support in various packs, but each one had few cards.
THE CARDS OF THE ARCHETYPE
Monsters --- 9
- Spoiler:
This card is the most powerful Batteryman. No questions asked. Its effect is simple: for each AA on the field, it gains 1000 ATK.
1 AA = 1000 ATK for each
2 AA = 2000 ATK for each
3 AA = 3000 ATK for each
AMAZING, isn't it? A Level 3 monster with 3000 ATK? That's why this is the base for the AA OTK strategy. Get 3 on the field and if your opponent has a clean field, attack and win. Simple, isn't it?
Run 3 of these unless you run a Xyz-oriented deck, in that case 0.
This is your wall. It has 1900 DEF. Its effect protects other Thunder-type monsters, with its effect similar to Marauding Captain's. However, it DOESN'T lock down your opponent from attacking with 2 on the field. It can always select a D to attack, even if you have 2. You need it, because there isn't an option.
Run 2- 3 of these.
Useless. This card is completely useless. It boosts Machines... and Batteryman are Thunder-types. WHY IS THERE A CARD THAT DOESN'T HELP ITS OWN ARCHETYPE? (Sorry about that) Its the first useless card in the group.
Run 0. Useless.
This guy is like Ancient Gear Gadjiltron Chimera. It gains 3 effects based on the monster tributed to summon it. AA gives it 1000 ATK, C (the useless guy) gives it piercing and D gives it immunity to Spells and Traps that target. And with 2400 ATK, its already a powerful monster. However, it isn't a Batteryman (a future reprint should fix that), so cards that support Batteryman monsters do not work. A real problem.
Run 0-1, because it's often a dead draw. And without C's and AA's effects (you don't probabily want to sacrifice a AA to summon this), it can be useless.
Now this is a good card. It has 2 important effects:
Its first effect is pretty much like Gravekeeper's Spy's: it brings AA, D or AAA. D to stall in the early game, AAA if you have another on your hand, let it be destroyed and summon both next turn, and AA if you have another AA or Charger in your hand. The FLIP has its advantages and disadvantages: It means that even if it isn't destroyed, you get the effect, however if you return it to the field from the Grave using other cards, you will not get its effect.
But you really want it to be destroyed, because after that, if it is destroyed by battle, you can draw 1 card. It is the only source of draw in the deck. And it can save you. Really.
Actually, this card is the backbone of the deck and one of the most useful. If you can't put this on the field early, you will probabily lose.
Run 3.
This card is the 2nd most important card that makes the deck running. When tributed, you can Special Summon a Batteryman from your deck. Any Level. And it gains 300 ATK for each Thunder on the field. So its ATK is 2100, 2400, 2700, 3000 and 3300 with 5 Thunders on the field. Powerful, isn't it?
Run 2-3. The 2 is because it is often a dead draw.
The big boss of Batteryman. Its only useful if you have 3 Batteryman in your grave, which usually happens in the late game. Special Summons itself by removing 2 Batteryman, then remove 1 and destroy 1 Spell/Trap and 1 monster on the field! And at 2600 ATK, it is the most powerful Batteryman. However, it is a nomi monster, which means that it can only be Special Summoned by the above effect. And don't forget: If your opponent doesn't have a monster / spell / trap on the field, you may need to destroy your own! Be aware.
Run 1-3, depending on the strategy, personal taste and draw engine (if you use Trade-In). Often a dead draw too.
This card is powerful and was a great support for the archetype. It Special Summons itself if you have 2 Batteryman on the field and by tributing 1, you can bounce an opponent's card. Avoid that stupid Stardust. It can be Special Summoned with Charger too, if needed (you will).
Run 2-3. Can be a dead draw.
This card is tricky to use. Its effect can be useful to start the swarm engine using Fuel Cell. And with the Xyz monsters coming, summoning Roach / Utopia will be even easier. HOWEVER, it can be a dead draw and has weak stats. Don't forget, its effect activates even when it is attacked while face-down.
Run 3, if you are using Xyzs.
Spells --- 3
- Spoiler:
This is it. The card that makes this deck a treat. Read the description again. THE WHOLE FIELD? That's right, the whole field. That's why AA OTK works. BROKEN!
Run 2-3. It can be a dead draw.
A unlimited Monster Reborn for 500 LP for Batteryman. Helpful in swaming the field.
Run 2-3.
They are together because they basicaly do the same thing, although Recycling is more useful because it can add non-Batteryman Thunder monsters you use.
Run 0-2. Again, depending on the draw engine.
Traps --- 1
- Spoiler:
It is a unlimited Call of the Haunted for 2 monsters. To summon 2 AA, 2 D, 2 Fuel Cell, 2 Charger and anything else to sacrifice or to simply swarm the field for Short Circuit and Fuel Cell. Has the advantage of only leaving the field when both monsters leave. Which also means it stays if just one leaves. This card can be easily be a life-saver (or duel-saver?)
Run 1-2.
OTHER CARDS TO USE
Other card that can help the deck. Batteryman are Thunder so ther recieve some support.
- Spoiler:
As it can Special Summon itself, it can be used for more power and with Use with Trade-In.
Run 2-3 with Trade-In or 0-1 without.
Lets be Honest: it may appear useful, but sometimes it can be a dead draw and stays in the hand.
If you want a powerful Level 4 monster. As it is a Thunder, it fits well in the deck. And you will do little deck search so...
Run 0-2
To search Micro-Cell. Can be a dead draw.
Run 0-1.
To Synchros with AA and Xyzs with AAA.
Run 0-1.
All of them work great with AAA and Debris.
IMPORTANT! The deck has a lot of dead draws, so these card are a must.
Run 1-3.
Search for Micro-Cell in the first turn.
Run 2-3.
You will usually have ways to Special Summon AA, so this card doesn't hurt.
Run 1-3.
If you only use Thunders
Run 0-1.
To put Batterymans in the grave to use Industrial Strength effect. You can always return the monsters to your hand using other cards or Special Summon them with other cards.
Extremely good card to summon D from your Deck, puts AAA in the Grave, etc.Helps Swarm the field, use with InfernoSpecial Summon 1 Level 4 or lower LIGHT monster from your hand in face-up Attack Position.
Run 1.
With Guardian of Order and Industrial Strength.
Run 2-3 with those Level 8's
1 of 1 destruction card. Simple.
Run 0-2.
More useful than Recycling Batterys and Quick Charger, as it can recover powerful monsters and leave others in the grave.
Run 0-1.
Very very useful to protect Micro-Cell for a turn..
Run 1-2.
Dangerous card, because it can make you lose if you don't have the right cards in the hand.
Run 0-3.
STRATEGIES
From my personal experience, I know of 2 ways of using Batteryman:Batteryman AA OTK
This strategy focus on getting AA on the field, use Short Circuit and attack for the win. Simple.
RECOMENDED CARDS:
- AA x3
- Charger x3
- Micro-Cell x3
- D x3
- (Trade - In + Industrial Strength + Guardian of Order all x3)
- Short Circuit x3
- Battery Charger x2-3
- Photon Lead x3
- Inferno Reckless Summon x3
- Hand Destruction x2-3
- Magical Mallet / Reload x3
- Pot of Duality x3
- (Reckless Greed x3)
- Threatning Roar x3
- Portable Battery Pack x1
The other Batteryman strategy
This really doesn't have a name... Instead of focusing only on AA, it uses other monsters. It is slower, but much more reliable. It fails as much as the other.
RECOMENDED CARDS:
- Charger x2-3
- Micro-Cell x3
- D x2-3
- Fuel Cell x2-3
- (AAA x 3 (with a way to place them in the Grave))
- Industrial Strength x2-3
- (Guardian of Order x1-3)
- (Debris Dragon)
- (Trade - In x2-3)
- Magical Mallet / Reload x1-3
- Short Circuit x3
- Photon Lead x1-2
- Inferno Reckless Summon x1-2
- Hand Destruction x2-3
- Pot of Duality x2-3
- Threatning Roar x2-3
- Portable Battery Pack x1-2
PERFECT PLAYS AND COMBINATIONS
To show what the deck can do.
Hand: Photon Veil, Batteryman D, Batteryman Charger, Inferno Reckless Summon, Short Circuit, Giant Trunade
- Activate Trunade (if you go seconds)
- Photon Veil to Special Summon D
- Sacrifice to summon Charger. Effect to bring AA.
- Activate Inferno (if your oppoent has a face-up monster, don't forget that!)
- Summon 3 AA
- Activate Short Circuit
- WIN!
Hand: Micro-Cell, Threatning Roar, Inferno, (Short Circuit)
Protect Micro-Cell with Roar, next turn summon AA and Inferno them.
Hand: Micro-Cell, Charger, (Fuel-Cell), (Short Circuit)
Protect Micro-Cell, summon AA or D with it, sacrifice Micro to summon Charger and bring another AA. Summon Fuel Cell and activate Short Circuit if you have them.
Hand: Micro-Cell, 2 Industrial Strength, Trade-In, Charger, (Fuel-Cell), (Short Circuit)
Send 1 Industrial Strength to the grave using Trade-In. Protect Micro-Cell, summon D or AA with it, sacrifice Micro to summon Charger and bring Fuel Cell. Summon Industrial Strength and Fuel Cell from your hand. Activate Short Circuit if you have.
PROS AND CONS
PROS:
- Short Circuit is you best ally. Its mass-destruction effect is completly devastating
- They attack quickly, your opponent may not be able to counter you at all.
- Your opponent will not expect this deck, so you have the surprise advantage.
CONS:
- Cards that banish - any card that sends monsters to the banished zone (or whatever its name is now) is killing these guys.
- Allys of Justice - Castator is a danger, but with Short Circuit, that won't be a problem.
- The deck itself - It is true, they lack support. A draw card, more monsters, etc. They can resist and with the new Light support, they may just hold stronger, but they continue to be a weak archetype. The fact is: they were created to a older, slower format. They cannot stand these quick duels, because of their lack of support.
And that's it!. If there are any questions about the archetype, other cards and ideas, say below.
Last edited by TyagoHexagon on 2011-09-11, 11:33; edited 14 times in total
TyagoHexagon- Posts : 155
Birthday : 1996-05-03
Join date : 2011-06-29
Re: Forgotten Archetypes: Batteryman, a Battery-powered Archetype
in my batteryman i run quickdraw syncron him and AA = chevlair de fleur a little less broken shi en and with the level ones you can sync into drill warrior and get back monsters you need ofc ;p
joshjones- Posts : 299
Join date : 2011-06-11
Re: Forgotten Archetypes: Batteryman, a Battery-powered Archetype
Industrial Strength + Trade-In = Nice
Some cards that return cards from the grave to the hand would be neat with such a combo... or something like Magical Merchant + Avarice for a draw engine. Or with Beckoning Light.
Just my random, uninformed Batteryman thoughts.
Some cards that return cards from the grave to the hand would be neat with such a combo... or something like Magical Merchant + Avarice for a draw engine. Or with Beckoning Light.
Just my random, uninformed Batteryman thoughts.
Chiaki- Posts : 236
Join date : 2011-07-03
Re: Forgotten Archetypes: Batteryman, a Battery-powered Archetype
Chiaki wrote:Industrial Strength + Trade-In = Nice
Some cards that return cards from the grave to the hand would be neat with such a combo... or something like Magical Merchant + Avarice for a draw engine. Or with Beckoning Light.
Just my random, uninformed Batteryman thoughts.
Industrial Strength, Guardian of Order and Trade-In work well, but you usually get more of those monsters than the Trade-In, so it isn't very effective. That's the main probleam of this archetype: no draw cards (except Micro-Cell)If Guardian of Order was Thunder, you could always remove him to power-up Industrial Strength. I.S. can remove another copy of itself and that is useful sometimes.
Avarice is useless (no offense, but it is true) alone, because any Batteryman that goes to the grave is better banished / removed from play or back to the field with Monster Reborn or Battery Charger.
TyagoHexagon- Posts : 155
Birthday : 1996-05-03
Join date : 2011-06-29
Re: Forgotten Archetypes: Batteryman, a Battery-powered Archetype
I've...I've seen the LIGHT!
Anyway (lol), great guide! I would sub if I could. I've never considered Batterymen to be anything special, but this shows me that I've been underestimating them all along...
Keep up the good work! I'd love to see another guide!
Anyway (lol), great guide! I would sub if I could. I've never considered Batterymen to be anything special, but this shows me that I've been underestimating them all along...
Keep up the good work! I'd love to see another guide!
Ceteruler2- Posts : 315
Birthday : 1994-08-29
Join date : 2011-06-29
Re: Forgotten Archetypes: Batteryman, a Battery-powered Archetype
Ceteruler2 wrote:I've...I've seen the LIGHT!
Anyway (lol), great guide! I would sub if I could. I've never considered Batterymen to be anything special, but this shows me that I've been underestimating them all along...
Keep up the good work! I'd love to see another guide!
Thanks a lot, I just felt like doing this, to show this archetype to others. I may do another about other archetypes I know.
TyagoHexagon- Posts : 155
Birthday : 1996-05-03
Join date : 2011-06-29
Re: Forgotten Archetypes: Batteryman, a Battery-powered Archetype
Just saying, this guide is missing some important stuff. Batteryman AAA is actually very good for exceeds, being the equivalent of a debris for it. Debris Dragon should also be mained for exceeds and synchros and for helping the swarm.
And I've played the inferno aa otk ever since I started ygo and it is actually quite incredibly easy to stop. From my experience short circuit + portable battery pack for damaging, but not nessesarily game ending pushes, are the way to go.
Source: the pojo battery thread and my personal experience.
And I've played the inferno aa otk ever since I started ygo and it is actually quite incredibly easy to stop. From my experience short circuit + portable battery pack for damaging, but not nessesarily game ending pushes, are the way to go.
Source: the pojo battery thread and my personal experience.
thmaninblack- Posts : 514
Join date : 2011-05-20
Re: Forgotten Archetypes: Batteryman, a Battery-powered Archetype
[quote="thmaninblack"]Just saying, this guide is missing some important stuff.[quote]
In the beginning I wrote that I could improve this guide. I doing just that.
Check any Batteryman builds on YouTube. None uses AAA (I know they were made before the Xyz). And I specificaly wrote that its possible that AAA have some use using Xyz, didn't I? I just haven't tested it yet.
In the beginning I wrote that I could improve this guide. I doing just that.
The probability of having a AAA in your hand and another in your grave/hand is very tiny (unless you use Foolish Burial). He is a weak monster (0 ATK and DEF), so if you don't have another in your hand / Grave, it is a dead draw. I honestly going to say that I haven't tried using it with Xyz monsters (waiting for their DN apperance), but unless a Batteryman Xyz monster is made, I don't see myself using this card.thmaninblack wrote:Batteryman AAA is actually very good for exceeds, being the equivalent of a debris for it.
Check any Batteryman builds on YouTube. None uses AAA (I know they were made before the Xyz). And I specificaly wrote that its possible that AAA have some use using Xyz, didn't I? I just haven't tested it yet.
Batteryman need to use Batteryman. Using any other monster in the deck (even Thunders) ruin the flow of the deck. Batteryman are made to swarm the field by themselves. Ok, imagine you use Debris to bring AA, D or AAA. You Synchro to summon Stardust (using AAA). During this, you can't summon a Fuel Cell in your hand, nor activate Short Circuit nor activate a face-down Portable Battery Pack, you can't summon Industrial Strength, etc (If you don't have any other monsters in the grave / field). I just can't see the advantages of using it.thmaninblack wrote:Debris Dragon should also be mained for exceeds and synchros and for helping the swarm.
I don't use AA OTK either. Its just very difficult to sustain itself. And the deck can run well without using Short Circuit during the duel.thmaninblack wrote:And I've played the inferno aa otk ever since I started ygo and it is actually quite incredibly easy to stop. From my experience short circuit + portable battery pack for damaging, but not nessesarily game ending pushes, are the way to go.
TyagoHexagon- Posts : 155
Birthday : 1996-05-03
Join date : 2011-06-29
Re: Forgotten Archetypes: Batteryman, a Battery-powered Archetype
Not sure what type of batteries you ran, but my version was a junk and debris one, aka it used ryko, debris, and in some versions junk synchron. Only noobs run aaa without a somewhat reliable way to get it into the grave. Sure the likelihood might be a bit low. Thats why you use ryko and card trooper to mill like crazy for it. Recycling batteries and the other spell act help get the batteries that you want that were milled.
1. You can't sync with debris with a level 4.
2. Batterymen are weak with the exception of industrial strength, which dead draws hard in early game. That's why we run outside support to help the deck.
3. Did stardust have some sort of pot of duality like clause? What do you mean that I can't use portable battery pack? If anything debris helps by putting another batteryman for short circuits activation condition.
4. Seriously, you want a batteryman specific xyz? Do you know why generic synchros are used the most? Because they are accessible. Viable generic exceeds for batterymen, off the top of my head, are steelswarm roach, gem-knight pearl, and utopia. Batterymen's main issue is pure brute attack power, and exceeds provide that.
The probability of having a AAA in your hand and another in your grave/hand is very tiny (unless you use Foolish Burial). He is a weak monster (0 ATK and DEF), so if you don't have another in your hand / Grave, it is a dead draw. I honestly going to say that I haven't tried using it with Xyz monsters (waiting for their DN apperance), but unless a Batteryman Xyz monster is made, I don't see myself using this card.
Multiple, multiple things wrong here.Batteryman need to use Batteryman. Using any other monster in the deck (even Thunders) ruin the flow of the deck. Batteryman are made to swarm the field by themselves. Ok, imagine you use Debris to bring AA, D or AAA. You Synchro to summon Stardust (using AAA). During this, you can't summon a Fuel Cell in your hand, nor activate Short Circuit nor activate a face-down Portable Battery Pack, you can't summon Industrial Strength, etc (If you don't have any other monsters in the grave / field). I just can't see the advantages of using it.
1. You can't sync with debris with a level 4.
2. Batterymen are weak with the exception of industrial strength, which dead draws hard in early game. That's why we run outside support to help the deck.
3. Did stardust have some sort of pot of duality like clause? What do you mean that I can't use portable battery pack? If anything debris helps by putting another batteryman for short circuits activation condition.
4. Seriously, you want a batteryman specific xyz? Do you know why generic synchros are used the most? Because they are accessible. Viable generic exceeds for batterymen, off the top of my head, are steelswarm roach, gem-knight pearl, and utopia. Batterymen's main issue is pure brute attack power, and exceeds provide that.
thmaninblack- Posts : 514
Join date : 2011-05-20
Re: Forgotten Archetypes: Batteryman, a Battery-powered Archetype
I don't like auto-mill effects, so I don't use them. Show me some plays with the card you suggested and I will place them in the guide (as I said, this guide is also for me to learn how to play with them better).thmaninblack wrote:Not sure what type of batteries you ran, but my version was a junk and debris one, aka it used ryko, debris, and in some versions junk synchron. Only noobs run aaa without a somewhat reliable way to get it into the grave. Sure the likelihood might be a bit low. Thats why you use ryko and card trooper to mill like crazy for it. Recycling batteries and the other spell act help get the batteries that you want that were milled.
1. That was a mistake...But if Debris cannot use AAA to sync, why use AAA at all? I am not saying that AAA hasn't potencial, but must have the right support. Batteryman now don't give it that support (e.g. sending cards to the Grave from the Deck / Hand).The probability of having a AAA in your hand and another in your grave/hand is very tiny (unless you use Foolish Burial). He is a weak monster (0 ATK and DEF), so if you don't have another in your hand / Grave, it is a dead draw. I honestly going to say that I haven't tried using it with Xyz monsters (waiting for their DN apperance), but unless a Batteryman Xyz monster is made, I don't see myself using this card.Multiple, multiple things wrong here.Batteryman need to use Batteryman. Using any other monster in the deck (even Thunders) ruin the flow of the deck. Batteryman are made to swarm the field by themselves. Ok, imagine you use Debris to bring AA, D or AAA. You Synchro to summon Stardust (using AAA). During this, you can't summon a Fuel Cell in your hand, nor activate Short Circuit nor activate a face-down Portable Battery Pack, you can't summon Industrial Strength, etc (If you don't have any other monsters in the grave / field). I just can't see the advantages of using it.
1. You can't sync with debris with a level 4.
2. Batterymen are weak with the exception of industrial strength, which dead draws hard in early game. That's why we run outside support to help the deck.
3. Did stardust have some sort of pot of duality like clause? What do you mean that I can't use portable battery pack? If anything debris helps by putting another batteryman for short circuits activation condition.
4. Seriously, you want a batteryman specific xyz? Do you know why generic synchros are used the most? Because they are accessible. Viable generic exceeds for batterymen, off the top of my head, are steelswarm roach, gem-knight pearl, and utopia. Batterymen's main issue is pure brute attack power, and exceeds provide that.
2. Batteryman aren't weak. Industrial Strength is a dead draw most of the times, that's why I use 2 or 3 if I run Trade-In + Guardian of Order.
3. I wrote that because Debris isn't a Batteryman, so Portable can't bring it. To summon Debris I must use my Normal Summon and that is usually needed to summon Charger and with it I can summon 2 Batteryman.
4. Yes I do. For the same reasons that I said before, Batteryman work very well with each other (my idea for them is in the link in my sig). And the problem of Batteryman isn't the ATK power, is getting them to the field. Charger has 3300 with 5 Thunders on the field, Fuel Cell has 2100 and 3 AA have 3000. They don't appear to be weak to me.
TyagoHexagon- Posts : 155
Birthday : 1996-05-03
Join date : 2011-06-29
Re: Forgotten Archetypes: Batteryman, a Battery-powered Archetype
All your assumptions are based on the fact that you will be able to maintain field presence. Batterymen, with the exception of industiral strength, are only strong when they are able to swarm. Gladiator beasts have field days against lonely batteries. If you can't swarm, all you will be able to do is set monster after monster while they kill you. The situations you have listed above depending on you not getting interrupted. Seriously, what good opponent will let you get 5 batteries on the field without a fight?Yes I do. For the same reasons that I said before, Batteryman work very well with each other (my idea for them is in the link in my sig). And the problem of Batteryman isn't the ATK power, is getting them to the field. Charger has 3300 with 5 Thunders on the field, Fuel Cell has 2100 and 3 AA have 3000. They don't appear to be weak to me.
Debris + aa = black roseThat was a mistake...But if Debris cannot use AAA to sync, why use AAA at all? I am not saying that AAA hasn't potencial, but must have the right support. Batteryman now don't give it that support (e.g. sending cards to the Grave from the Deck / Hand).
Debris + aa + micro cell (yes, i know its situaltional) = stardust
Debris + aaa = gem-knight pearl, utopia, steelswarm roach
Debris + batteryman = another batteryman for short circuit or fuel cell special summon
These are my reasons to run debris
thmaninblack- Posts : 514
Join date : 2011-05-20
Re: Forgotten Archetypes: Batteryman, a Battery-powered Archetype
[quote]
A few examples:
They can easily swarm, the problem is "starting" the engine. I use the first way to to it. Debris may be used to summon 1 from the grave, but that doesn't allow them to swarm (they need at least 2 monsters on the field, to summon fuel cell, for example.)
I just don't understand your last reason, it is too vague.
thmaninblack wrote:All your assumptions are based on the fact that you will be able to maintain field presence. Batterymen, with the exception of industiral strength, are only strong when they are able to swarm. Gladiator beasts have field days against lonely batteries. If you can't swarm, all you will be able to do is set monster after monster while they kill you. The situations you have listed above depending on you not getting interrupted. Seriously, what good opponent will let you get 5 batteries on the field without a fight?Yes I do. For the same reasons that I said before, Batteryman work very well with each other (my idea for them is in the link in my sig). And the problem of Batteryman isn't the ATK power, is getting them to the field. Charger has 3300 with 5 Thunders on the field, Fuel Cell has 2100 and 3 AA have 3000. They don't appear to be weak to me.
A few examples:
- Micro-Cell + Threatning Roar (in the beginning of the game): This actually works very well. Most people tend to MST my Roar and get it in the face. This combo always gives you a way to use short circuit:
*A monster to sacrifice for Charger (if your opponent doesn't have Warning). That gives you 3 Batteryman.
*A way to summon Fuel Cell - Battery Charger allows you to summon them from the grave, to sacrifice to Charger, etc.
- Portable Battery Pack gives you 2 monsters, that allows you to summon fuel cell then activate short circuit.
- Industrial Strength in the mid-game is pretty useful to.
They can easily swarm, the problem is "starting" the engine. I use the first way to to it. Debris may be used to summon 1 from the grave, but that doesn't allow them to swarm (they need at least 2 monsters on the field, to summon fuel cell, for example.)
Ok, that may be used, but as I said, running Debris could break the flow of the deck. When we get the Xyz, I will try it. I will re-write the guide to add this. Anyway, a Batteryman-specific Xyz is a good idea, a powerful card(s) to allow them to swarm even better.Debris + aa = black roseThat was a mistake...But if Debris cannot use AAA to sync, why use AAA at all? I am not saying that AAA hasn't potencial, but must have the right support. Batteryman now don't give it that support (e.g. sending cards to the Grave from the Deck / Hand).
Debris + aa + micro cell (yes, i know its situaltional) = stardust
Debris + aaa = gem-knight pearl, utopia, steelswarm roach
Debris + batteryman = another batteryman for short circuit or fuel cell special summon
These are my reasons to run debris
I just don't understand your last reason, it is too vague.
TyagoHexagon- Posts : 155
Birthday : 1996-05-03
Join date : 2011-06-29
Re: Forgotten Archetypes: Batteryman, a Battery-powered Archetype
Updated with new info and structure.
TyagoHexagon- Posts : 155
Birthday : 1996-05-03
Join date : 2011-06-29
Re: Forgotten Archetypes: Batteryman, a Battery-powered Archetype
Now this article recieved a new name to be part of the series "Forgotten Archetypes" and also recieve a companion: Check the article about Aliens!
TyagoHexagon- Posts : 155
Birthday : 1996-05-03
Join date : 2011-06-29
Re: Forgotten Archetypes: Batteryman, a Battery-powered Archetype
New structure matching the Aliens'.
TyagoHexagon- Posts : 155
Birthday : 1996-05-03
Join date : 2011-06-29
Re: Forgotten Archetypes: Batteryman, a Battery-powered Archetype
i never liked batterymen, i dont know why but it just wasnt to my personal liking
Phoenix- Posts : 108
Join date : 2011-07-31
Re: Forgotten Archetypes: Batteryman, a Battery-powered Archetype
Phoenix wrote:i never liked batterymen, i dont know why but it just wasnt to my personal liking
I always liked Batterymem. I liked how they played. Only problem with the deck is running it pure does not work. You have to run it with cards that are not Batteries. They have better cards than Aliens in my opinion.
DarkRiku- Keyblade Wielder
- Posts : 1463
Birthday : 1984-12-06
Join date : 2011-08-28
stardust breaker- Posts : 20
Join date : 2011-09-11
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