XZ-Tank Cannon MFC-EN053

XZ-Tank Cannon
Fusion Monster (Machine / LIGHT / 6 Stars / ATK 2400 / DEF 2100)

"X-Head Cannon" + "Z-Metal Tank"
This card cannot be Special Summoned except by removing from play the above cards on your side of the field; then you can Special Summon this card from your Fusion Deck (You do not use "Polymerization"). Discard 1 card from your hand to destroy 1 face-down Spell or Trap Card on your opponent's side of the field.

"¢ There are no published rulings for "XZ-Tank Cannon".

This card, IMO, is the best of the 3 mini fusions, but in today's meta, you'll find more use from YZ-Tank Dragon. Most of people's face-downs today will chainable, or if you call priority, they'll chain it with Torrential Tribute, etc. This card will only truly function in an XYZ deck.

Best combo for this card is obviously Night Assailant. That takes away all discard drawbacks for this card.

This card has a nice 2400 ATK, Tsukuyomi-proof 2100 DEF, and it has the exact same stats as an X-Head Cannon Unioned with a Z-Metal Tank. I wonder why.....>>. Anyway, this card is a great beatstick and has a nice effect to boot.

This card, without Night Assailant, will lead to quick and self-destructive hand burning. Be weary of Tribe-Infecting Virus, D. D. Assailant, etc.

Be conservative. This card, in careless hands, can lose you games by draining your hand. Be weary of how much you discard.

The best deck for this card, once again, is a Fusion deck. It's a Fusion, come on now. But this card should be in the Fusion deck of every XYZ deck, or every deck, in case you Snatch Steal an X-Head Cannon and Brain Control a Z-Metal Tank.

Advanced: 5/5 No reason not to have it. In play, 3/5, cuz it has decent stats.
Traditional: 5/5 See above. In play, 1/5, too much mass removal owns this card.
Limited: 0/5 Probably not going to get both.
Sealed Pack: 0/5 Not working.

-chaosruler
 
Heh, the XZ- Tank Cannon. Personally I find this card to be the best one out of the mini-fusions but YZ-Tank Dragon effect that can rival it. Stats-wise, its at 2400 ATL and 2100 DEF. Those the best stats in the XYZ fusion set, second only to the grand XYZ-Dragon Cannon. The effect is what really makes it strong.

You're always going to be facing a lot of face-down Spells and Traps. Some times they're deadly traps that cost you the duel other times they're not but bait or bluffs. This card takes care of it either way. Toss a card and simply point to a face down card. Bang. One of two things happen. A) that card is destroy or B) your opponent activates it. Either way you'll find out what it was. Even if the opponent does activate it, he had to do it prematurely. This card ensures there are no hidden surprises and it prevent the opponent from haphazardly laying certain cards that he would won't to be destroyed.

Though the ability does carry a price. One card your hand to be precise (hey, it rhymes... okay I'll stop.)This easily taken care of by using Sinister Serpent or better still Night Assailants (preferably one in your hand and the other in the graveyard).

As a machine it benefits from Limiter Removal and more importantly Heavy Mech Support. By no means are the XYZ fusions in dire need of a power-up from Limiter but using it will cause quite an unexpected blow to the opponent. Heavy Mech is one of the cards vital to keep it on the field. As one of the XYZ fusions it has a little summoning condition that both its strength as well as its weakness. Although it does not require any variation of Polymerization to be summoned, it can't be summoned any other way than removing the pieces required for the fusions. This cause two problems.

One, no graveyard recursion for the fusion or the pieces. Once the fusion goes, its gone for good. As such your opponent simply needs to get it off the field to rid himself of its troubles. A Heavy Mech will save it from one destruction effect, including your own like Limiter Removal. Another way of preventing its destruction is using Interdimensional Matter Transporter. You can use Limiter Removal and then use this card to save from being destroyed as well.

The other problem is resource depletion. Both summoning it and using its effect depletes the cards in your hand or monsters that can be resurrected from the graveyard. In XYZ decks above all you must manage your resources carefully. Machines decks normally have costs in this manner of speaking but even more so in XYZ machine decks.

Getting it on the field is simply the matter of summoning X-Head Cannon and Z-Metal Tank. Many ways to go about this. One obvious way is Cyber Jar (preferably during your turn). Both are LV 4, each one reasonably strong enough to live at least a turn. Another manner designed specifically for Union monsters is Frontline Base. Note however, X- Head Cannon MUST be normal summoned if hasn't already. You cannot use Frontline Base with it unlike its other counterparts. In the case the parts were removed from play, use Dimension Fusion. In XYZ decks, this card will really help since it brings back the parts to summon the fusions and brings back the parts all at the same time. A hefty cost of 2000 but in machine decks, that and preamture burial will be the only cards that cost LP. If the price is really that much, use Spell Economics. In XYZ, Dimension Fusion will be more beneficial than Premature Burial or Call of the Haunted (although you should still carry either one if not both).

In sealed format, you practically got a worthless card unless by some divine intervention you get two more super rares from your packs AND they're X-Head Cannon and Z-Metal Tank. Even then you probably won't pull it off. 1/5

In advance format, its good card. Good stats and an even greater effect. Simply getting it on the field will be the hassle. 3.75/5

In traditional, face-down Spells/traps normally don't stay around anyway with Harpies' feather duster, CED, and non-Ban Spell/Trap removal constantly flying around. Its stats aren't too special here, and that Mystical Space Typhoon-effect depletes resources in a format you wouldn't want to. 3/5
 
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