In clear succession to my article about Batteryman 9V, here’s a deck profile of how I’ve been using the card.
If you’re aware of Batteryman monsters or the new 9V, please go check out my previous article and freshen up.
- 3 Batteryman Fuel Cell
- 3 Artifact Moralltach
- 3 Batteryman Charger
- 1 Artifact Beagalltach
- 3 Batteryman 9V
- 3 Batteryman Micro-Cell
- 1 Book of Moon
- 3 Artifact Ignition
- 1 Double Cyclone
- 3 The Monarchs Stormforth
- 3 Artifact Sanctum
- 1 Bottomless Trap Hole
- 1 Torrential Tribute
- 2 Trap Stun
- 2 Breakthrough Skill
- 1 Compulsory Evacuation Device
- 2 Fiendish Chain
- 3 Call of the Haunted
- 1 Solemn Warning
Extra Deck (15):
- 1 Gaia Dragon, the Thunder Charger
- 1 Constellar Ptolemy M7
- 1 Photon Strike Bounzer
- 1 Inzektor Exa-Beetle
- 1 Wind-Up Zenmaioh
- 1 Tiras, Keeper of Genesis
- 1 Adreus, Keeper of Armageddon
- 2 Constellar Pleiades
- 1 Number 61: Volcasaurus
- 1 Artifact Durendal
- 1 Castel, the Skyblaster Musketeer
- 1 Evilswarm Exciton Knight
- 1 Abyss Dweller
- 1 Gagaga Cowboy
This deck is very fast and very powerful. It arguably can be played at high teir events against the best decks, this format and the next. The deck consistently creates OTK scenarios with 2 to 3 cards, and even when these scenarios don’t produce an OTK, they can frequently put the opponent in such a bad position that the game will end in Batterymen’s favor in the end anyways.
The deck also is incredibly lean for how much it does, allowing it to run a very potent defense engine. In this particular build I decided to utilize Artifacts because Batteryman monster really like making plays into less backrow and Artifacts easily supply either direct destruction of Spells and Trap with Artifact Ignition or with baits due to plays using only Artifacts.
In general, the deck will only be performing 1 OTK. The OTK requires you to have Call of the Haunted and Batteryman 9V in the graveyard and a monster to tribute for a tribute summon, typically an Artifact or by using The Monarchs Stormforth. You revive the 9V in your opponent’s End Phase to add Batteryman Charger. Then Tribute summon Charger, special another 9V adding Fuel Cell. Then Special summon the Fuel Cell. This adds up to 9100 ATK (in before any “it’s over 9000!” jokes). In short, when you summon a Charger, you always special summon a 9V and add Fuel Cell. This play provides very versatile removal due to Fuel Cell.
To facilitate these plays, as I stated earlier, we have the Artifacts as well as a single Double Cyclone as well as Trap Stun. The Artifact engine pairs very nicely with the Batteryman engine because it has multiple synergy points. First, there’s Call of the Haunted, this has fairly evident plays with Moralltach to boost your disruption during the opponent’s turn. You can also use The Monarchs Stormforth to summon an Artifact monster from the hand, which seems not that great considering the potential of both cards, but it actually results in a 1 for 1, so it always breaks even. Artifacts also work very well with Trap Stun, since they don’t naturally make any plays during your own turn using Traps, so it makes making Rank 5 XYZ more devastating, especial Wind-Up Zenmaioh. Speaking of Rank 5 XYZ, they also synergize with Batteryman Charger because they’re both Level 5 LIGHT monsters. This makes more Pleiades, and who doesn’t want that?
Another interesting thing for this deck was an idea I had for the side. On my last article about Batteryman 9V, Drew posted his alternative Batteryman deck that was based more around using 9V and Batteryman AAA as a powerful Rank 4 XYZ engine. What’s great about that is, not only is it a good engine, it also is barely different cardwise to this deck. Given that, one could easily side into a more stun based variant by siding in 3 Batteryman AAA and 2 Quick Charger in the place of 2 Charger and The Monarchs Stormforth. The Extra Deck in my current build goes mostly unused, so in order to facilitate this side deck you could drop many of the lesser used Rank 5 and 6 XYZ for more prominent Rank 4 XYZ like Number 101: Silent Honor ARK and Starliege Paladynamo.
As a final side note, this deck is also quite potent against Shaddolls, which many decks cannot boast.
QOTW? Question of the Week:
Given the Yu-Gi-Oh! World Championship results, is Infernities the best deck? are the results not valid because of the strange World’s format? Also, do you think there is a future for Infernities? or perhaps the new meta will not bode well for them? or maybe even Konami will take corrective action on the next ban list?
Written by: Kyle Oliver
I like you build, its a little balls deep in the otk for me but i dont usually like otk decks… anyway ive been having some thought on my build and was thinking i wana drop the AAA i dont really use it and its often just another card in my hand. But then should i add another charger and a 3ed storm fourth? My current build is super consistant but the AAA thing is very meh and bein i only run 2 micro cell bump it to 3 and keep thunder sea horse? Im trying to find the best build for seattle as ill likely play this. Last why dont u run 1 industerial? You run enough fodder, and it baits out alota cards and pops 2
The reason I don’t run Industrial Strength is because I rarely get past 1 Batteryman in grave, it’s usually they’re all on the field and I won, or I didn’t draw them thus he doesn’t work. The condition of having 2 Batteryman in grave implies I’ve already made an OTK attempt, so it can’t exactly bait, it’d be more of a late game fall back, which I wouldn’t mind but it’s not exactly this deck’s goal. I’ll test it after I’m comfortable with the basics though.
Makes sence, industerial is kinda a grindy card (in terms of boss monsters) that requires slight set-up so its much more at home in my build thats more grindy and while it can otk, it isnt the decks focus… hows your build vs the chaos-shadoll deck that looks like will be the standard for now? You also gna play this in seattle?
It’s pretty good against Shaddolls, at least the Batteryman half of the deck. Breakthrough Skill, Monarchs Stormforth and Fuel Cell make pretty quick work of any Fusion monster, and most of there trap aren’t very great at preventing OTKs after that. Shaddolls by no means just sits and takes it from any deck though, bu Batteryman can effectively have a duel against Shaddolls, unlike many decks. The Artifacts are kind of dead against Shaddolls on the other hand, so if I were to use this I’d probably change it up a bit.
I’ll likely be running Ghostrick Frog Monarchs for Seattle or Lightsworns.
Or drop the duality, add 2 call and keep the AAA thing. I dont focus on rank 4s alot or as much as ud think. I usually do huge damage plays (not otk unless i can) then sit on like a strike bounzer plus backrow after i made my push. Idk what route to go