For part 5 of my GAOV preview I’m looking at yet another anime theme with only a small number of cards. Unlike the butterflies, these guys are all about hitting for heavy damage off their own strength, rather than requiring you to set up the field.
Hammer-Rush Bounzer: Level 6 2300/2000 Earth Warrior
If your opponent controls a card and you control no cards, you can Normal Summon this card without Tributing. If you control no Spell or Trap Cards when this card attacks, your opponent cannot activate Spell or Trap Cards until the end of the Damage Step.
Hammer-Rush Bounzer beats out Cyber Dragon (2100) and The Fiend Megacyber (2200) in terms of pure strength, but comes with the most restrictive summoning condition of these cards. Not only is it a normal summon, but it also requires you to control no cards, rather than just no monsters. However if you continue to control no Spell/Trap cards when he attacks the opponent will be at his mercy for that battle.
One use for this card could be forcing an even trade-off against Dolkka, or forcing something like Forbidden Lance to be used on him during your main phase. In fact he should be able to take down most things in battle nowadays without too much effort.
Blade Bounzer: Level 4 1800/1400 Earth Warrior
Once per turn, at the end of the Damage Step, if this card attacked and your opponent controls a monster: You can discard 1 card; this card can attack once again.
Blade Bounzer would be the main attack force for the deck, because it requires no additional set up. If Blade Bounzer successfully kills a monster you can go after another provided you discard a card. Overall you’d kill two cards for the price of one if this goes through, which isn’t too bad of a trade off. For sheer power in a level 4 it still can’t match Bergzak, but it comes with added consistency, which means he won’t be a dead top deck like Bergzak is.
Phantom Bounzer: Level 6 2400/1200 Dark Warrior
When this card is destroyed and sent from field to the Graveyard: You can add 2 “Bounzer” cards from your Deck to your hand.
Phantom Bounzer is the biggest of the effect Bounzers, just edging out Hammer-Rush by 100 points. Like the other two he makes it easier to beat your opponent down, but in this case by deterring them from making a play, rather than helping you make yours. If they destroy this Bounzer and send it to the graveyard you’ll get two more Bounzer cards. Unless it was destroyed by battle this will mean you’ll gain a card overall. You lose the Tribute and Phantom Bounzer, whilst gaining two more Bounzers, whilst they lose the card they used. If more Bounzer cards get made this becomes even better, since right now your choices are a tad limited.
Photon Streak Bounzer: Rank 6 2700/2000 Light Warrior
2 Level 6 monsters
Once per turn, when a monster your opponent controls activates its effect: You can detach 1 Xyz Material from this card; negate that effect, and inflict 1000 damage to your opponent.
Once again we have a dual archetype Xyz mixing Photons and Bounzers. If you’re playing Bounzers you could make him by combining Hammer-Rush and Phantom, but there are other decks which could benefit from this card. For example it gives Hieratics another Rank 6 choice, should they not want to make Atum. Photon Streak Bounzer is a similar card to Dolkka, in that he negates monster effects, however the range of effects he can negate is more limited. It can only be used on effects that activate on the field, because that’s where your opponent is considered to control a card. This limits his power compared to the smaller Evolzar. He also doesn’t destroy the card in question, which is another strike against him, since some cards will just use their effect again.
He does cause 1000 burn though, which could be quite significant once you get him on the field. If you summon him when the opponent is below 1000 LP you could effectively lock them out of their monster effects as long as he remains on the field, which is quite a big matter. Finally with a 2700 body he is very hard to get rid of in battle, with only a handful of monsters played at the moment able to topple him. This basically means they’ll have to resort to Spell and Trap cards to get rid of him.
Bounzer Guard: Normal Trap
Target 1 face-up “Bounzer” monster you control; this turn, that target cannot be targeted by card effects or be destroyed by battle, and your opponent’s monsters must target that monster for any attacks they declare this turn.
This is the only piece of support the Bounzers get, which makes them even harder to kill. Most of the time they won’t need to worry about dying by battle, but this can protect them when that situation does arise. It can also protect all your other monsters, since the opponent would have no choice but to attack that Bounzer. If the opponent has nothing to overcome your largest Bounzer you can even use this to stymie all their attack for the turn. The protection from targetting can be especially helpful against some decks, however you need to use this before he gets targetted the first time. This will sometimes result in you using up this card just to get a free hit in a single turn.
Right now the Bounzers can hit hard, but will need to be combined with other cards, such as the many warriors out there, in order to build a full deck from them. We’d need quite a lot more of them to come out before they could become a real threat though. Next time I’ll be looking at some of the new Evol cards, which hopefully give the deck another power boost.