Hello guys/girls (don't know or there are girls on this forum, but"¦ just in case), sorry to keep you waiting. The last 3 days I catched a cold, and I didn't want to risk getting even worse with my health.
Now, as promised: the next card, aka Command Knight. The Warrior-fanatics among us like this card. And it has a good reason: it has a nice effect and a nice ATK/DEF.
Oh! Almost forgot to tell about that.
Command Knight
CT-EN003 / DB2-EN114
Warrior / FIRE / Level 4 / 1200 ATK / 1900 DEF / Effect
As long as at least 1 other monster exists on your side of the field, your opponent cannot select this card as an attack target. Also, as long as this card remains face-up on the field, increase the ATK of all your Warrior-Type monsters by 400 points.
As I already said: it is a nice card. However, such a nice card has also some "˜nice' rulings.
1) If you control a "Command Knight" equipped with "Ring of Magnetism", and another monster, your opponent can and must select "Command Knight" as an attack target if he chooses to attack.
2) If you control 2 face-up "Command Knights", and no other monsters, and 1 of them is equipped with "Ring of Magnetism", your opponent cannot attack because the 2 "Command Knights" are preventing an attack from being declared. "Ring of Magnetism"'s effect forcefully leads the attack to the equipped monster only when the opponent declares an attack, which is impossible for your opponent to do.
3) If "Umi" is active and you have "The Legendary Fisherman" on the field, your opponent can attack directly. But if you have "Legendary Fisherman" and "Command Knight", and no other monsters, your opponent cannot attack directly because of "Command Knight", and cannot attack "Command Knight" because of his effect, and cannot attack "The Legendary Fisherman", so he cannot declare an attack (but can enter the Battle Phase to activate card effects).
4) If you control "Patrician of Darkness" and "Command Knight", and your opponent attacks, you cannot choose the "Command Knight" as the attack target.
5) If you control "Command Knight" equipped with "Raregold Armor", your opponent can attack "Command Knight".
6) If you control a "Command Knight" and another monster, and your opponent attacks the other monster, you can use "Shift" to select "Command Knight" as the new attack target.
7) You can choose your own "Command Knight" as the attack target when your opponent attacks your "Dreamsprite".
8) "Command Knight"'s effect increases its own ATK by 400 points, in addition to your other Warrior-Type monsters.
9) If you control multiple "Command Knights", their effects are cumulative so each will increase all of your Warrior-Type monsters' ATK by 400 points.
10) If "Command Knight" is Normal Summoned, Flip summoned, or Special Summoned, its ATK is at least 1600 so your opponent can activate "Bottomless Trap Hole".
11) If "King Tiger Wanghu" is on the field face-up, and "Command Knight" is Summoned, the effect of "Command Knight" is applied immediately because it is a Continuous Effect, so first change "Command Knight"'s ATK to 1600. After that, "King Tiger Wanghu"'s effect cannot activate because "Command Knight"'s ATK is not 1400 or lower.
12) If "Physical Double" creates a Mirage Token of a Warrior-Type monster while "Command Knight" is on the field, take the current ATK (including "Command Knight" Bonus), then apply all bonuses again if Appropriate. So a Mirage Token of a 1600 ATK Warrior-Type monster would be ATK 2000 (it copies the 1600 ATK and then gains "Command Knight"'s +400 ATK bonus).
13) [Re: King Tiger Wanghu] If a monster's ATK when it is Summoned is less than 1400 due to the effect of other cards, such as a Field Spell Card that reduces its ATK, it is destroyed by "King Tiger Wanghu"'s effect (so apply all existing modifiers before determining if the monster is destroyed). If "Command Knight" is Summoned, it increases its own ATK to 1600 before "King Tiger Wanghu" can destroy it.
So much rulings for such a card"¦ However, it is better to make all clear than to don't some things that are related to the cards.
Now.. on the 2nd page of my Worddocument"¦ continuous looking back at the first page, checking or what I am going to say is right"¦
As you can see, there are MUCH rulings about the sentence "As long as at least 1 other monster exists on your side of the field, your opponent cannot select this card as an attack target.". This sentence, used in other forms at other cards, is actually one of the most complex sentences in the game. Thinking of cards that direct attacks or say "You must attack the following card", cards like the Patrician of Darkness and the Ring of Magnetism. Also, of course the effect itself: what to do if there are 2 or more Command Knights on the field?
But the 2nd sentence is also nice. "Also, as long as this card remains face-up on the field, increase the ATK of all your Warrior-Type monsters by 400 points.". As you already see, it gives a boost of 400 ATK-points to ALL of your Warrior-monsters. Get 2 of those guys on the field, and you've got really strong monsters: Command Knight itself would become a 2000-ATK beatstick then.
Want to get him out of your Deck or your hand, towards the field, but you don't know how? Look around. Warriors are supported with some of the better cards around. Marauding Captain, as an example. Or UFO Turtle, however, it is not a Warrior. To get it to your hand? Freed the Matchless General. Or Reinforcement of the Army. Or good-old Sangan, however, it is again not a Warrior. Back from the Graveyard? The Warrior Returning Alive. Not to speak about Premature Burial or Call of the Haunted, Monster Reincarnation, Soul Ressurection and such cards.
Pro's:
- With his own effect, he becomes already 1600 ATK and 1900 DEF. With 2 of them on the field? Your opponent WILL start thinking about a way to kill them.
- Cannot be attacked when there is another monster on your side of the field (just like Soul-Absorbing Bone Tower).
- A level 4 and a Warrior, with 1200 ATK and being a FIRE-type, you can do much with him. For being FIRE type he can use the Molten Destruction Field Spell-card or UFO Turtle, also he can use Spiritual Fire Art "“ Kurenai or give the Ultimate Baseball Kid a boost. And see above to see the options for being Warrior.
Con's:
- Actually"¦ I can't come to think of a thing that would say DON'T! Maybe the fact that he has "˜just' 1200 ATK before his continuous effect hits the field, together with him?... O"¦ Now I know.. Bottomless will hurt him. But normally spoken, players don't "˜waste' a card like Bottomless Trap Hole on cards like the Command Knight.
My opinion about it:
In the Advanced format, I give it a 4/5. Nice effect, but because of his original stats, he is VERY underrated by the most players.
In Traditional: even then a 3/5, his effect is still worth it.
Graphics: a 3/5, looks good.
The kind of Deck he would fit in, is a Warriordeck. (I shouldn't have said that. Should be strange if you conclude that he fits more in another kind of Deck. However, I'm open towards suggestions.)
Tribute Monsters (3x)
Gilford the Lightning (1x) Strong ATK, strong effect
Freed the Matchless General (2x) 1 Tribute for a nice effect
Non-tribute monsters (17x)
Command Knight (3x) As already talked about
Marauding Captain (2x) A staple for Warriors
D. D. Assailant (2x) See comment above at Marauding Captain
D. D. Survivor (2x) See comment above at Marauding Captain
D. D. Warrior Lady (1x) See comment above at Marauding Captain
Don Zaloog (1x) Has a good effect
Getsu Fuhma (1x) Against Zombies
Exiled Force (1x) Too strong to ignore
Mataza the Zapper (1x) Nice effect, really strong with 2+ Command Knights on the field
Ninja Grandmaster Sasuke (1x) Very nice effect with a good effect
Zombyra the Dark (1x) Strong effect
Sangan (1x) To search Marauding Captain, Command Knight and others
Spell (13x)
The Warrior Returning Alive (2x) Getting the Warriors back alive in your hand
Giant Trunade (1x) To clear the field without destroying
Premature Burial (1x) Comment needed?
Mystical Space Typhoon (1x) Comment needed?
Heavy Storm (1x) Comment needed?
The A. Forces (3x) Also a underrated card with a GREAT effect
Fusion Sword Murasame Blade (2x) Increase the ATK of your monsters
Reinforcement of the Army (2x) Get some monsters to your hand when needed
Trap (7x)
Call of the Haunted (1x) Comment needed?
Bottomless Trap Hole (2x) To protect against cards like King Tiger Wanghu
Seven Tools of the Bandit (2x) Protecting against S/T
Magic Jammer (2x) Protecting against S/T
Greetings, BenjaminMS
Now, as promised: the next card, aka Command Knight. The Warrior-fanatics among us like this card. And it has a good reason: it has a nice effect and a nice ATK/DEF.
Oh! Almost forgot to tell about that.
Command Knight
CT-EN003 / DB2-EN114
Warrior / FIRE / Level 4 / 1200 ATK / 1900 DEF / Effect
As long as at least 1 other monster exists on your side of the field, your opponent cannot select this card as an attack target. Also, as long as this card remains face-up on the field, increase the ATK of all your Warrior-Type monsters by 400 points.
As I already said: it is a nice card. However, such a nice card has also some "˜nice' rulings.
1) If you control a "Command Knight" equipped with "Ring of Magnetism", and another monster, your opponent can and must select "Command Knight" as an attack target if he chooses to attack.
2) If you control 2 face-up "Command Knights", and no other monsters, and 1 of them is equipped with "Ring of Magnetism", your opponent cannot attack because the 2 "Command Knights" are preventing an attack from being declared. "Ring of Magnetism"'s effect forcefully leads the attack to the equipped monster only when the opponent declares an attack, which is impossible for your opponent to do.
3) If "Umi" is active and you have "The Legendary Fisherman" on the field, your opponent can attack directly. But if you have "Legendary Fisherman" and "Command Knight", and no other monsters, your opponent cannot attack directly because of "Command Knight", and cannot attack "Command Knight" because of his effect, and cannot attack "The Legendary Fisherman", so he cannot declare an attack (but can enter the Battle Phase to activate card effects).
4) If you control "Patrician of Darkness" and "Command Knight", and your opponent attacks, you cannot choose the "Command Knight" as the attack target.
5) If you control "Command Knight" equipped with "Raregold Armor", your opponent can attack "Command Knight".
6) If you control a "Command Knight" and another monster, and your opponent attacks the other monster, you can use "Shift" to select "Command Knight" as the new attack target.
7) You can choose your own "Command Knight" as the attack target when your opponent attacks your "Dreamsprite".
8) "Command Knight"'s effect increases its own ATK by 400 points, in addition to your other Warrior-Type monsters.
9) If you control multiple "Command Knights", their effects are cumulative so each will increase all of your Warrior-Type monsters' ATK by 400 points.
10) If "Command Knight" is Normal Summoned, Flip summoned, or Special Summoned, its ATK is at least 1600 so your opponent can activate "Bottomless Trap Hole".
11) If "King Tiger Wanghu" is on the field face-up, and "Command Knight" is Summoned, the effect of "Command Knight" is applied immediately because it is a Continuous Effect, so first change "Command Knight"'s ATK to 1600. After that, "King Tiger Wanghu"'s effect cannot activate because "Command Knight"'s ATK is not 1400 or lower.
12) If "Physical Double" creates a Mirage Token of a Warrior-Type monster while "Command Knight" is on the field, take the current ATK (including "Command Knight" Bonus), then apply all bonuses again if Appropriate. So a Mirage Token of a 1600 ATK Warrior-Type monster would be ATK 2000 (it copies the 1600 ATK and then gains "Command Knight"'s +400 ATK bonus).
13) [Re: King Tiger Wanghu] If a monster's ATK when it is Summoned is less than 1400 due to the effect of other cards, such as a Field Spell Card that reduces its ATK, it is destroyed by "King Tiger Wanghu"'s effect (so apply all existing modifiers before determining if the monster is destroyed). If "Command Knight" is Summoned, it increases its own ATK to 1600 before "King Tiger Wanghu" can destroy it.
So much rulings for such a card"¦ However, it is better to make all clear than to don't some things that are related to the cards.
Now.. on the 2nd page of my Worddocument"¦ continuous looking back at the first page, checking or what I am going to say is right"¦
As you can see, there are MUCH rulings about the sentence "As long as at least 1 other monster exists on your side of the field, your opponent cannot select this card as an attack target.". This sentence, used in other forms at other cards, is actually one of the most complex sentences in the game. Thinking of cards that direct attacks or say "You must attack the following card", cards like the Patrician of Darkness and the Ring of Magnetism. Also, of course the effect itself: what to do if there are 2 or more Command Knights on the field?
But the 2nd sentence is also nice. "Also, as long as this card remains face-up on the field, increase the ATK of all your Warrior-Type monsters by 400 points.". As you already see, it gives a boost of 400 ATK-points to ALL of your Warrior-monsters. Get 2 of those guys on the field, and you've got really strong monsters: Command Knight itself would become a 2000-ATK beatstick then.
Want to get him out of your Deck or your hand, towards the field, but you don't know how? Look around. Warriors are supported with some of the better cards around. Marauding Captain, as an example. Or UFO Turtle, however, it is not a Warrior. To get it to your hand? Freed the Matchless General. Or Reinforcement of the Army. Or good-old Sangan, however, it is again not a Warrior. Back from the Graveyard? The Warrior Returning Alive. Not to speak about Premature Burial or Call of the Haunted, Monster Reincarnation, Soul Ressurection and such cards.
Pro's:
- With his own effect, he becomes already 1600 ATK and 1900 DEF. With 2 of them on the field? Your opponent WILL start thinking about a way to kill them.
- Cannot be attacked when there is another monster on your side of the field (just like Soul-Absorbing Bone Tower).
- A level 4 and a Warrior, with 1200 ATK and being a FIRE-type, you can do much with him. For being FIRE type he can use the Molten Destruction Field Spell-card or UFO Turtle, also he can use Spiritual Fire Art "“ Kurenai or give the Ultimate Baseball Kid a boost. And see above to see the options for being Warrior.
Con's:
- Actually"¦ I can't come to think of a thing that would say DON'T! Maybe the fact that he has "˜just' 1200 ATK before his continuous effect hits the field, together with him?... O"¦ Now I know.. Bottomless will hurt him. But normally spoken, players don't "˜waste' a card like Bottomless Trap Hole on cards like the Command Knight.
My opinion about it:
In the Advanced format, I give it a 4/5. Nice effect, but because of his original stats, he is VERY underrated by the most players.
In Traditional: even then a 3/5, his effect is still worth it.
Graphics: a 3/5, looks good.
The kind of Deck he would fit in, is a Warriordeck. (I shouldn't have said that. Should be strange if you conclude that he fits more in another kind of Deck. However, I'm open towards suggestions.)
Tribute Monsters (3x)
Gilford the Lightning (1x) Strong ATK, strong effect
Freed the Matchless General (2x) 1 Tribute for a nice effect
Non-tribute monsters (17x)
Command Knight (3x) As already talked about
Marauding Captain (2x) A staple for Warriors
D. D. Assailant (2x) See comment above at Marauding Captain
D. D. Survivor (2x) See comment above at Marauding Captain
D. D. Warrior Lady (1x) See comment above at Marauding Captain
Don Zaloog (1x) Has a good effect
Getsu Fuhma (1x) Against Zombies
Exiled Force (1x) Too strong to ignore
Mataza the Zapper (1x) Nice effect, really strong with 2+ Command Knights on the field
Ninja Grandmaster Sasuke (1x) Very nice effect with a good effect
Zombyra the Dark (1x) Strong effect
Sangan (1x) To search Marauding Captain, Command Knight and others
Spell (13x)
The Warrior Returning Alive (2x) Getting the Warriors back alive in your hand
Giant Trunade (1x) To clear the field without destroying
Premature Burial (1x) Comment needed?
Mystical Space Typhoon (1x) Comment needed?
Heavy Storm (1x) Comment needed?
The A. Forces (3x) Also a underrated card with a GREAT effect
Fusion Sword Murasame Blade (2x) Increase the ATK of your monsters
Reinforcement of the Army (2x) Get some monsters to your hand when needed
Trap (7x)
Call of the Haunted (1x) Comment needed?
Bottomless Trap Hole (2x) To protect against cards like King Tiger Wanghu
Seven Tools of the Bandit (2x) Protecting against S/T
Magic Jammer (2x) Protecting against S/T
Greetings, BenjaminMS