Building Batterymen!

HAT’s, SAT’s, BAT’s… deck names these days seem to be imitating the uniformity of 1st-grade rhyme books. But with Artifacts, Traptrix and Hands’ incredibly adaptable and easy to splash into other strategies, it’s almost difficult to avoid adopting at least some of those acronyms when you go to build a deck.

And it makes sense. Instead of traditional backrow, cards like the Artifacts supplement the role of traditional defensive spell and trap lineups for decks that can benefit heavily from cards like [ccProd]Call of the Haunted[/ccProd]. Reactionary traps exist chiefly to provide defensive support to your central strategy: they don’t synergize directly by helping you accomplish your own win conditions, but they keep your opponents from achieving theirs. With Artifact Sanctum’s secondary destruction effect punishes your opponent and wards off removal cards, and you don’t suffer the same drawbacks as you would with more conventional traps (which always run a heavy risk of being destroyed before they can become useful). That’s why players will often opt for actively chainable traps like [ccProd]Compulsory Evacuation Device[/ccProd] or [ccProd]Book of Moon[/ccProd], the power of which sets those cards apart and often sees them subsequently introduced to the F&L List.

Some players resent the notion of splashing suites of cards like that, referring to it as a “quick fix” or “deck band-aid” for concepts that would otherwise be unstable on their own. Consequently, they shy away from following the biggest trends amongst this format’s competitive decks. Regardless of those perspectives, the fact remains: these types of strategies are consistent. Artifacts, Traptrix, and Hands can fill in the missing portion of many half-baked archetypes, adding the finishing touch that brings them to life. Better yet, since these types of engines require very little deck space you’re making a low commitment for a very high reward. Whatever you’re playing or competing against, you can’t ignore the importance of these cards given the current shape of competition.

Lately there’s been a ton of buzz about Batterymen. We haven’t seen much from this theme in years, but with Batteryman 9-Volt’s debut in Duelist Alliance, alongside the helpful control toolbox of Artifacts and generic Xyz monsters, the Batteryman theme is brimming with potential. Let’s take a look!

Artifact Batterymen – 41 Cards
Monsters: 17
3 [ccProd]Batteryman 9-Volt[/ccProd]
3 [ccProd]Batteryman Micro-Cell[/ccProd]
3 [ccProd]Batteryman Fuel Cell[/ccProd]
3 [ccProd]Batteryman Charger[/ccProd]
3 [ccProd]Artifact Moralltach[/ccProd]
1 [ccProd]Thunder Sea Horse[/ccProd]
1 [ccProd]Batteryman Industrial Strength[/ccProd]

Spells: 11
3 [ccProd]Pot of Duality[/ccProd]
3 [ccProd]The Monarchs Stormforth[/ccProd]
1 [ccProd]Instant Fusion[/ccProd]
1 [ccProd]Soul Charge[/ccProd]
1 [ccProd]Book of Moon[/ccProd]
1 [ccProd]Artifact Ignition[/ccProd]

Traps: 13
3 [ccProd]Artifact Sanctum[/ccProd]
3 [ccProd]Call of the Haunted[/ccProd]
2 [ccProd]Fiendish Chain[/ccProd]
2 [ccProd]Wiretap[/ccProd]
1 [ccProd]Portable Battery Pack[/ccProd]
1 [ccProd]Solemn Warning[/ccProd]
1 [ccProd]Compulsory Evacuation Device[/ccProd]

Extra Deck: 15
1 [ccProd]Steelswarm Roach[/ccProd]
1 [ccProd]Abyss Dweller[/ccProd]
1 [ccProd]Number 101: Silent Honor Ark[/ccProd]
1 [ccProd]Evilswarm Exciton Knight[/ccProd]
1 [ccProd]Number 82: Heartlandraco[/ccProd]
1 [ccProd]Artifact Durendal[/ccProd]
1 [ccProd]Number 61: Volcasaurus[/ccProd]
1 [ccProd]Wind-Up Arsenal Zenmaioh[/ccProd]
1 [ccProd]Constellar Pleiades[/ccProd]
1 [ccProd]Constellar Ptolemy M7[/ccProd]
1 [ccProd]Gauntlet Launcher[/ccProd]
1 [ccProd]Number 72: Shogi Rook[/ccProd]
1 [ccProd]Photon Strike Bounzer[/ccProd]
1 [ccProd]Panzer Dragon[/ccProd]
1 [ccProd]Mavelus[/ccProd]

Side Deck: 15
3 [ccProd]Shadow Imprisoning Mirror[/ccProd]
3 [ccProd]Flying C[/ccProd]
2 [ccProd]Majestys Fiend[/ccProd]
2 [ccProd]Artifact Ignition[/ccProd]
2 [ccProd]Artifact Lancea[/ccProd]
2 [ccProd]Double Cyclone[/ccProd]
1 [ccProd]Thunder King Rai-Oh[/ccProd]

So what’s changed since the days of the old Batteryman OTK? The biggest difference in the Main Deck is the added stability provided by the search effect of [ccProd]Batteryman 9-Volt[/ccProd], alongside the disruption and threat control of [ccProd]Artifact Moralltach[/ccProd]. The latter’s really valuable because it clears the way for your plays and provides a sense of control when you’re otherwise open to attacks in the early game, when you’re trying to set up your plays. All you need to do to field a huge amount of damage is to Normal Summon [ccProd]Batteryman Charger[/ccProd]. When you Normal Summon it, you can Special Summon a different Batteryman from your hand or deck. It also gains 300 ATK and DEF for each Thunder monster you control.

The nutshell goal here is to create an aggressive board generated from just a single card. That’s where [ccProd]Batteryman Charger[/ccProd] comes in. If you don’t open with Charger, you can search it instantly with [ccProd]Batteryman 9-Volt[/ccProd] for a next-turn setup. [ccProd]Artifact Moralltach[/ccProd] and [ccProd]The Monarchs Stormforth[/ccProd] serve as suitable fodder for Charger’s Tribute Summon, the latter being an incredibly effective answer to problematic cards like Vanity’s Emptiness, Shaddoll Wynda, Vanity’s Ruler, Apex Avian and others. Once Summoned, Charger’s effect kicks in and you can Special Summon a 9-Volt from your deck. 9-Volt then gets its ATK bonus and searches [ccProd]Batteryman Fuel Cell[/ccProd], which you can Faultroll to the field with its own ability.

With the continuous portion of Charger’s effect, that play sequence fields a total of 6800 damage. With [ccProd]Call of the Haunted[/ccProd], [ccProd]Portable Battery Pack[/ccProd], a second Fuel Cell in hand, or a Sanctum’d Artifact from the previous turn, that becomes 8000 damage or more really easily. Whilst not a true OTK in the sense that Charger can only accomplish 6800 damage on its lonesome, that’s still a significant amount of hurt that you can follow up on later, or augment with other components of the deck to finish the game then and there.

This build is by no means a one-trick pony. It can end games even if it fails to hit that central combo, but I wanted to focus on that particular play to make a point: the Batteryman deck can easily unleash a critical mass of damage to the field, often with just a single card. Charger simply offers aggressive plays at no cost and you can continuously push that damage out, turn after turn. [ccProd]Batteryman Industrial Strength[/ccProd] pushes the strategy over the top; after you make an initial push with Charger, Industrial Strength clears the way with its effect and then swings with more than enough ATK to seal the game.

Assault And Batteries
[ccProd]Batteryman 9-Volt[/ccProd] is what makes this all possible. Batteryman Micro Cell, [ccProd]Pot of Duality[/ccProd] and [ccProd]Thunder Sea Horse[/ccProd] provide support by getting 9-Volt to the field – often as an immediate +1 – and then 9-Volt gets you another plus by searching out Charger. From there you know the rest. Each Batteryman card serves a synergistic purpose that connects them all together very directly.

The Side Deck showcases [ccProd]Artifact Lancea[/ccProd], an overlooked support card from Duelist Alliance. It’s a more flexible card than something like [ccProd]Chaos Hunter[/ccProd]: you can play it as both a hand trap or use it directly from the field, and it’s searchable with [ccProd]Artifact Sanctum[/ccProd]. Those qualities make it a superior anti-banishing option. Lancea’s ability can stop Bujins from using [ccProd]Bujingi Turtle[/ccProd]; keeps Infernities from playing otherwise dead Archfiends from their hand with [ccProd]Stygian Street Patrol[/ccProd]; and you can even use it preemptively against Shaddolls to shut down stuff like [ccProd]White Dragon Wyverburster[/ccProd], Black Luster Soldier – Envoy of the Beginning, Black Dragon Collaserpent and [ccProd]Dark Armed Dragon[/ccProd] for a turn. It’s also justification to side in extra copies of [ccProd]Artifact Ignition[/ccProd], helping you deal with counter sides or problematic backrow decks like Bujins.

With a decent amount of local testing, I’ve found promising success with this build thus far. Despite that, I’m also aware that many other variants of this strategy exist, including several versions that incorporate ‘hunder monsters. I’d love to know your thoughts on the deck, whether you have an opinion about its competitive potential, build choices or anything in between. Leave a comment below!


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