Steamroid CRV-EN008

Steamroid
Effect Monster (Machine / EARTH / 4 Stars / ATK 1800 / DEF 1800)

If this card attacks your opponent's monster, increase the ATK of this card by 500 points during the Damage Step only. If this card is attacked by your opponent's monster, decrease the ATK of this card by 500 points during the Damage Step only.

"¢ The effect of "Steamroid" is a Continuous Effect that cannot be chained to.

Ah Steamroid, this card is both an offensive beatstick and a defensive wall. He better be in defense when they attack him if you want a wall, however. It's a rentsy card, as it varies from being a 2300 ATK beatstick to a 1300 ATK target.

This card comboes very well with a Heart of Clear Water on an opposing monster, whereas it can't kill Steamroid regardless, sitting there punishing someone for going attack mode with a Sinister Serpent with a Final Attack Orders is just nasty. It also comboes well with Limiter Removal and Meteorain or Big Bang Shot, as it only gains the boost when it hits a monster.

This card has good stats for a Level 4 monster, both in ATK and DEF. You'll notice that most of the cards this week have identical ATK and DEF. It's a 1800 DEF wall, so non-pumped Level-4 mosnters can't normally kill it. It's ATK, however, is where it gets rentsy. It becomes a 2300 beatstick when it attacks a monster, the effect obviously referring to the momentum a train carries.

That same effect, however, is a bad thing. Following the same reasoning of momentum, once it's in motion, it can't change course, etc. so it loses it's ATK strength, as it wouldn't be aiming directly at its attacker, most likely, but enough theorizing.

This card is a great early game set, as most people will lead with or expect to hit into a set D. D. Assailant or D. D. Warrior Lady. They'll take a small amount of damage on attacking it, and then, they are sfated into taking additional damage when you hit it next turn.

This card is best in a Roid deck, a Machine deck, or a Power Bond deck. All of these decks utilize heavy amounts of machine support, so Steamroid fits right in.

Advanced: 4/5 A good beatstick that can even kill an Airknight.
Traditional: 3/5 Monster removal won't even have to be wasted to get rid of this thing normally.
Sealed Pack: 5/5 The more of these you pulled, the better.
Limited: 4/5 Draft this unless something even tastier comes along.

-chaosruler
 
Greetings all. We start off Roid week with Steamroid, a common card from CRV. I like it's original stats a lot, but it's effect, IMO, kills it most of the time. Seriously, I really think the 500 decrease hurts it more than the 500 increase helps it. You can't even chain Limiter Removal to it's effect to make it almost broken"¦ And on top of all of that, it's not searchable via UFOroid"¦ Or anything else for that matter.

However, as many cards do, this card does have a few very nice combos. No one said that you
couldn't use Limiter Removal just to protect it, or use Reverse Trap during your opponent's turn to turn the tables. And it is half of a fusion monster, though I don't see why you would fuse it
anyway. I can also see people equipping it with Twin Swords of Flashing Light "“ Tryce and
canceling out the 500 ATK decrease of the Swords to destroy your opponent's Enraged Battle Ox
and Tribe-Infecting Virus, or even two goats.

As biased against it as I may be, Steamroid does have a few good points, like being able to provide quick monster removal from the ever popular Cyber Dragon and The Fiend Megacyber, and
also from Vampire Lord and Airknight Parshath. It can even go head to head with Chaos Sorcerer, Goblin Attack Force, and just about every 4-star monster that's commonly used. And hey, it's immune to Tsukuyomi and Book of Moon, to an extent.

But what I hate about this card is that it can't destroy the main menaces of our tribute-environment, like Jinzo and the Monarchs. What's worse is that during your opponent's turn, it's a total sitting duck. The only advantage to it's negative effect is luring your
opponent away from other monsters.

If you do decide to runSteamroid, make sure you can make the most of it before your opponent's turn rolls around. If you can't immediately destroy a monster with it, don't summon it, unless you have protection for it. There's a very high chance that your opponent's next card will be a monster with an ATK of 1300 or more. Overall, be very careful with it.

Steamroid belongs in a Machine deck, since that kind of deck can give it the most support and protection with cards like Limiter Removal and Covering Fire. In any other deck, I see no point to it at all.

Ratings:
Advanced: 2.5/5. I do not like this card at all, but the 1800 DEF is a plus.
Traditional: 2/5. If it's bad in Advanced, chances are, it's bad here too.
Limited: 1.5/5. You have so many other choices, why this?
Sealed: 3/5. It'll be better here because your opponent's pulls may not be as good, so this can provide some backbone.
 
BUMP!

This card is in line to be reviewed for New Ban-List Week. I will echo the comments both gentlemen have already made and say this to make it relevant to a post 10/1 environment...

It kills Cyber Dragon.

Advanced: 3.85/5
Traditional: 2/5
Limited: 4.5/5
 
Back
Top