- The Battlin' Boxer archetype will see it's release in the pack "Lord of the Tachyon Galaxy". The Battlin' Boxers are a Fire Attribute, and Warrior, group of Monsters that are named after Boxing equipment and terminology. The archetype seems like it was weakened from inception while also being quite linear. Maybe it's because they are of the highly supported Warrior Type, but even when the individual Monster's effect(s) would be nice effects, there is one condition that keeps them from truly delivering the KO in some cases.
- RUN 3 Glassjaw is the deck's beat stick.....but, he is a very fragile fighter indeed. 2000 ATK can be quite the resource, but his effect makes it quite easy for your opponent to deal with saying that it is still on your field in their next turn. Glassjaw allows the BK player to reuse Switchhitter which can be vital to the deck's success. Headgear, Lavalval Chain and Foolish Burial are all great ways to build resources or simply develop from using Glassjaw's effect.
- RUN 3 Switchhitter is probably your best Battlin' Boxer Monster in the Main Deck. While the other BB Monsters help in support of the deck's strategy, Switchhitter delivers the effect that creates the plays the other Monsters are in support of. As you will see, it is paramount that the deck get at least one Battlin' Boxwe Monster, preferably a Level 4, into the Graveyard as soon as possible. Making Switchhitter live is key to deck's success. Switchhitter gives the BB player easy access to the deck's Extra Deck Boss Monster: Battlin' Boxer Lead Yoke. Switchhitter helps you to not always have to hard summon your Rank 4 plays. The drawback to Switchhitter is that if you use his effect to grab a BB Monster from the Graveyard, you have relegated yourself to only Special Summoning Battlin' Boxer Monsters after doing so.
- RUN 0-2 Counterblow gives the Battlin' Boxer deck it's own sort of Honest/Kalut. While Headgear isn't as dynamic as the previoulsy mentioned cards, the cards attempts to make up for that with allowing the BB player to use him from either their hand or Graveyard. It's key to realize that Counterblow is the odd man out in regard to the Battlin' Boxer common Level. He is a Level 3 instead of Level 4. This ensures that if you are running him in the deck, which you should be, he will not assist in your important Rank 4 plays, he will just give you damage step trickery to combat your opponent's bid bodies.
- RUN 3 (2) Headgear is a fairly decent stand alone card. 1800 DEF is decent enough to defend in certain match-ups when required, but generally you will be using Headgear as a theme specific Foolish Burial that will help to activate Glassjaw's effect. His effect will also help to keep himself alive since you will have to Normal Summon him to get his effect. While he is in attack position, once per turn, he cannot be destroyed by battle. So there is a chance that he will be on your field in your next turn to use as an Xyz Matierial or simply turn to defense to use that 1800 DEF.
- RUN 3 (2) Spar's effect makes him a terrible Main Phase one option, unless you are going first. The fact that his effects states you cannot conduct your Battle Phase for the REST of the turn let's us know how we can best put him to use in any turn that is not our first when we are starting the game. Main Phase 2 puts Sparrer to work, but in gamestates when you need to create an Xyz play to address your opponent's through battle this is a card you hope to not see. The one bright light about Spar is that it gives you a second dynamic Rank 4 play versus having to hard summon your Rank 4's.
- I think the argument, in regards to the 2-3 spots given in the Main Deck to cards that facilitate generic/unnatural Extra Deck plays, comes down to these two cards. Although, there are definitely other cards that can fit the bill which have their own unique quality. For any of the next five cards, I find running them as two-of's gets the job down. No need for more, but any less would almost make 0 impact on your games.
- Goblindbergh isn't necessary himself in particular, but what he offers the deck should be addressed with any card you feel best does what it is that he does. What he does is offer the deck a more consistent way to make generic Rank 4's (As well as opening the Extra Deck up to the Level 5 Synchro play if you are Main Decking Effect Velier(s). Sure, the Battlin' Boxer deck can make generic Rank 4's on it's own, but it struggles at times due to the silly restrictions/conditions that are attached to most of them. I think Goblindbergh is the best of the lot. He is just live more than any of the other choices you can make here. Generically, with three copies of Glassjaw, Headgear, Sparrer, Switchhitter, the other copy of itself and 3 Veilers, you would have 16 potential targets for it's effect.
- Masked Chameleon seems to be the most popular talking point for this role in the Boxer deck, and I suppose that is down to the fact that it is hollow....????....Terrible reasoning if that indeed is the reason. But, there is some quality with the card: Chameleon opens the Level 8 Synchro play up as well as the much needed Generic Rank 4 play all by itself. The problem is that there is really only 3 targets for it's effect; 3 Glassjaw. Sure, you could get back an Effect Veiler, but what good does that do? Outside of a random, and completely awful scenario, it does nothing. So, you are running two, possibly three, copies of a card that require one of three copies of another card to deliver. That just doesn't cut it for me, especially when you compare the numbers of Goblindbergh.
3 4 5
- Kagetokage is another obvious choice, and the only real talking point here is that you will be running a lone copy of King of the Feral Imps in your Extra Deck. The problem here is that Lavalval Chain is the ONLY resource builder you will want to Xyz Summon. It's so valuable in game at times, you will most likely find yourself, at some point, or another, considering running two copies of it in your Extra Deck.
- Thrasher has just become a generic go-to for Warrior, Light, and/or Rank 4 based decks. Since he fits the qualifications for two of these stipulations he becomes a natural option for the deck. Thrasher can help make your generic Rank 4 plays as well as just be a big body. Thrasher isn't as commonly seen in Boxer decks at this point, but it is still a somewhat relevant option.
- And finally we get to Tin Goldfish. While Tin Goldfish can be live quite often in games with 12 potential targets for it's effect, the only time/scenario I would suggest this is when Mermail is big in your area. You would also want to add an additional copy of Abyss Dweller in your Extra Deck as well.
- Run 0-2 (3) Blaster offers the Battlin' Boxer an Attribute specific utility that is hard to overlook. While the discard for the destruction effect won't activate Glassjaw's effect, the ability to pop problem cards is quite good on it's own. Once the game has developed itself a bit, you can also start Special Summoning Blaster to put pressure on your opponent, and then if he is not dealt with he will return to your hand to potentially be used against your opponent again. Another aspect to consider is, since you will mostly/should be running Effect Veiler, you now have access to Level 8 Synchros. You won't run more than one, but having a Scrap Dragon or Crimson Blader could be quite vital.
- I don't really see Blue Flame Swordsman as anything more than a gimmick at this point. I'm not sold on the ATK boosting effect, or the SPecial Summoning effect. I just don't find that either one adds anything to the deck that bumps it's competitive value up.
- Effect Veiler will generally deliver more value than it's counterpart, Maxx "C", since Effect Veiler stops Number 11: Big Eye. Big Eye is in a lot of Extra Decks currently and it is probably the one card Battlin' Boxer players do not want to see hit the field. Maxx "C" is obviously a good card, but smart players will know they don't have to fear the Maxx "C" of a Battlin' Boxer player the same way they fear it from other decks. The deck doesn't have individually dynamic cards, or cards, for that matter, that combo into something much more than the individual card's worth in the same manner as say Dragons. The deck has an inherent problem with moving cards out of the way. I can't count how many games I have won due to my opponent stopping under Maxx "C". They didn't want to give a +1, or potential +2, due to the stigma attached to that, but it is exactly what they should have done. Hopefully you do not play every deck the same way, if so, it shows your lack of vision and in-game adjustment/understanding. Finish the play.
UPCOMING LEVEL 3 SUPPORT
- Rabbit Puncher just seems like a utility whose effect is out of date. Time will tell if these Level 3 oriented guys will ever have an impact on the archetype, it's just at this point, nothing leads me away from "No" being the answer to that.
- I am not quite sold on this Xyz at all. In an Extra Deck that can toolbox so many quality Rank 4's, including, but not limited to, Lead Yoke, it is hard for me to find a place for this guy.
- Of the new support from Shadow Specter, I think Rib Gardna has the most in-game potential. With that being said, a plausible application of said effect, and scenario-based use is still up in the air aside from generic "protection" from effects. Is that enough to warrant a spot; TBD.
RED / BLUE BATTLIN' BOXER
- Now here is a concept that I fin to be quite interesting, especially considering the possible rise of Mermail back into the Meta. Let's look:
- RUN 2-3 Thinking of the Mermail match-up, and how less explosive decks/strategies can often be overwhelmed by the consensus best deck at the moment, I wanted to see if I could develop a variation of the deck that could have a better match-up, while still be strong in regards to what it is the deck does naturally. This is one of the first ideas I had. You can take a look at the BETA version of the deck in the deck section. It is definitely in the beginning stages, but I think there may be something there. I liked the idea of making Abyss Dweller versus the Mermail deck with Bubbleman and having the Dweller at 2200. Other decks do it, but don't have a Water Monster to really make Dweller a presence on the field that is not easily remedied by the Mermail player. Also, Super Poly eating up a Gaios seemed nice as well as having an Absolute Zero play. Bubbleman also makes Super Poly a real utility versus another strong deck at the moment being Fire Fist. The deck could use a Miracle Fusion to make Nova Master naturally while also having the Nova Master for the Super Poly play as well.
- Cardcar D seems like a great card since the deck's opening strategy would also mirror HERO in some scenarios in regards to how you play the cards from your hand protected by Starlight Road(s) and defensive Traps.
- The obvious Spells you can add to the arsenal if you decide to test the Red / Blue concept.
- The Spell Line-Up for the Battlin' Boxer deck isn't that different from a lot of decks that we see these days, but there a few worth mentioning and those will be the ones we hit on.
- I generally do not like Foolish Burial as a card, but there a few decks that can benefit from it's inclusion and the Battlin' Boxers are one of those deck's Not only can you get your Counterblows to the Graveyard so the are ready to protect your battling BB Monsters, but there is also Glassjaw's effect waiting to add a BB Monster from your Graveyard to your hand. While there is synergy here with this card, it really is not needed. It's kind of a waste.
- Pot of Duality seems like a decent card for the under developed, or inherently weaker, decks in the game, so this may be an option for you to help you dig through your deck for combo pieces, especially since it is at three once again.
- Warrior Deck = Reinforcement of the Army.
- The Warrior Returning Alive is a card that has been seeing some play in the early stages of development for the Battlin' Boxer deck. Being able to add a Switchhitter back to your hand to make a Lead Yoke can be key, but also grabbing something like Glassjaw for a big body, or a Spar for a continuation play is a nice aspect the card delivers. This card is more key than I initially thought. Run 3.
- Forbidden Dress and Forbidden Lance are great cards to consider for your BB deck to help protect your Lead Yoke play. If the format takes the direction we think it may, meaning a bit slower and less dynamic, Forbidden Lance will be the go to for sure.
- Battlin' Boxer Spirits is definitely a quality card, but it's one that I haven't taken to at this point. There is the obvious points of synergy in the random situations where you would mill a Glassjaw, or even a Counterpunch for those of you who run the Boxers that way. But I don't think you can make the choice to run this card on the mill aspect alone since that is too far fetched, especially when there are better Utility Spells that you can add to the deck. Now it's value comes from the fact that it can give you an additional body for bigger plays, or an additional way to make your Rank 4 other than Switchitter, etc.
- Circle of the Fire Kings is a very interesting tech card for the Battlin' Boxer deck; and the fact that it is a Quickplay Spell delivers even more value. The reason you would run this is the fact that when you draw Battlin' Boxer Glassjaw he can be awkward at times, if not every time you draw him. Circle of the Fire Kings gives you utility for all of your Fire Monsters, sure, there just happens to be more value in combination with Glassjaw. Not only can you use Circle to dodge cards like Dimensional Prison and Phoenix Wing Wind Blast, but it will also allow you to activate/resolve Glassjaw's effect to grab a Battlin' Boxer from your Graveyard and add it to your hand via Glassjaw's effect. On top of the fact that you will be Special Summoning a Fire Monster from your Graveyard as well due to Circle's effect. This adds additional utility to the copies of Blaster, Dragon Ruler of Infernos that you may be running. A techy way to grab Blaster from the Graveyard is a welcome addition since you won't be Special Summoning him from the Graveyard as much as other decks that use him would. The only thing that would make this better is if Circle didn't have to Destroy the Monster in order to Special Summon the in Graveyard target; because Lead Yoke and Circle would make for one stupid combination.
- Run 0-2 Xyz Block is an awesome tech card for the Battlin' Boxer deck. Not only does it help you to address problem Monster effects, but the bi-product of doing so helps to detach a material from Lead Yoke which can help when your opponent is trying some tempo control and not rush into Lead Yoke's power. Just note that if Glassjaw is detached in this scenario his effect will not activate. Just to stress the fact of the value this card can add, is that smart players will hold and wait for the right answer since a 2200 ATK Lead Yoke isn't that scary. You will need to be able to force that ATK boost at times and this is a great way.
- RUN 0-2 (3) Safe Zone is an interesting talking point in regards to the Battlin' Boxer Trap line-up. It has been used in the BB deck to make Battlin' Boxer Lead Yoke and even bigger problem than he already is. Protecting Lead Yoke, who himself can protect himself to a certain extent, allows the BB player to put real pressure on an opponent. The only drawback to Safe Zone is that it makes Mystical Space Typhoon a real threat to your Monster's survival when he is down on XYZ Materials. I have come to the conclusion, at least for now, that if I am Main Decking Xyz Block, and am not Main Decking Safe Zone, and vice versa.
- RUN 2 (3) Vanity's Emptiness is probably a Main Deck staple for the Battlin' Boxer deck since the deck can create a kind of field that can't be broken. Lead Yoke can stop himself from being destroyed, which means he won't be sent to the Graveyard; which also means that Emptiness will stay on the field. The ability for the deck to sit on this two-card field and wait for the opponent to have the right answer, or lose, is just too good.
THE SYNCHRO MONSTERS
- Effect Veiler + any one of the many Level 4 bodies will give you access to Catastor and/or Armades. Catastor's use is quite generic, but Armades can offer a response to several decks including the likes of Blackwing and the mirror match.
- Effect Veiler + Blaster, Dragon Ruler of Infernos OR Masked Chameleon + Battlin' Boxer Glassjaw will give you access to the Level 8 Synchro play. I like running one of each of these guys since Scrap Dragon's removal can be quite decisive at times, and Crimson Blader's quality is extremely evident at this point in the game.
THE XYZ MONSTERS
- I feel we know the Rank 4 options quite well, so here we will just look into the archetype specific choices and maybe some other theme specific choices you can look at.
- RUN 3!
- There is no way around this. Lead Yoke is too good and too vital to the deck's strategy being successful. There are no big secrets, or little hidden plays here. It's all in the text and synergy with the Main Deck monsters.
- Blade Armor Ninja and Heroic Champion-Excalibur are player preference cards for the Extra Deck. They are theme relevant, but which you choose, unless you choose both, will come down to how you value their individual effects.
- Abyss Dweller is a standard in regards to an Extra Deck option versus Mermail, but it becomes better in the Red/Blue conecpt deck since it will also get it's inherent ATK boost due to Elemental HERO Bubbleman, or with the teching of Tin Goldfish.
- Lavalval Chain is an obvious choice due to it's synergy with the deck in combination with Battlin' Boxer Glassjaw. You may find yourself considering a second copy of this guy since there is real value in the resource building it offers. This is due to the fact that it is a rare occurrence to be able to use both of Lavalval Chain's Xyz Materials.
RED / BLUE CONCEPT
- Absolute Zero and Nova Master will be your targets for your HERO Spells to use in combination with your Main Deck and also your opponent's Monsters like in the Mermail and Fire Fist Match-Up.
SIDE DECKING FOR BATTLIN' BOXER
- Metaion, The Timelord is a nice tech for several decks, and it generally comes down to player preference, but there are some notable characteristics that keep it well suited for the Battlin' Boxer deck. First, it's a Fire-Attribute Monster which means if it happens to be in your Graveyard you can use it to Special Summon a copy of Blaster, Dragon Ruler of Infernos. Speaking of Blaster, if you are in need of Blaster's popping effect more-so than Metaion's effect, you can discard Metaion with Blaster to activate Blaster's effect. Generically, it's just another form of potential mass removal such as Dark Hole and Lightning Vortex, or "spot" removal for problem Monsters.
- Thunder King Rai-Oh fits quite well into most weaker deck's strategy as a way to slow the Meta down. This can have generic value in the Dragon match-ups, as well as the Prophecy match-up. And then there is the quality it can bring in the Rogue/Mirror Match. It's just unfortunate it's at one.
- Xyz Encore delivers another form of removal which would make you Side Deck a copy(s) of Metaion, The Timelord. Encore is just more specific in what it does, and cannot address large fields.
- If you are not Main Decking a copy of Lightning Vortex, it is definitely worth your consideration for the Side Deck. Maxx "C" needs to draw into answers, even if at times those answers would just be half-answers.
- Zombie World is a card I am enjoying right now since it's value is two-fold. Not only will it slow the tempo down of Dragon Ruler since they won't have their Graveyard to lean on, but it can also shut out the power cards of the Prophecy deck. The other big factor to consider is that your Mystical Space Typhoons will be very valuable in Game 2, if the weren't already in Game 1; Zombie World will allow you to battle in the Field Spell war without losing the quality of Mystical Space Typhoon.
- Debunk has proven value for just about every deck, and I am mainly mentioning it in the Side Deck section to stress the point of the card's current Meta quality.
- Gozen Match and Rivalry can both, potentially, see spots in your Side Deck since the Battlin' Boxer deck will still be able to play it's game quite well with these cards face-up in match-ups where they have a purpose. I'd say Gozen has the most value, but I have used two copies of each from time to time, but that will come down to where exactly you are playing the deck, and what you anticipate in regards to what you will be facing that day.
- Lavalval Chain / Rank 4
Headgear + Spar
Normal Summon Headgear and activate it's effect → Send Counterblow/Switchitter to the Graveyard.
Special Summon Spar via it's effect.
Overlay Headgear and Spar → Xyz Summon Lavalval Chain/Battlin' Boxer Lead Yoke.
- If you are setting up you can go for Lavalval Chain →
Activate Lavalval Chain's effect by detaching one Material → Send A) Counterblow to Graveyard B) Glassjaw to Graveyard activating it's effect to add Switchhitter back to your hand.
As you see, it is very basic, and not hard to comprehend, but the deck is all about setting up. Also, note other variations that lead to the same/similar result:
- Photon Thrasher + Level 4 (Switchhitter) → Lavalval Chain → Detach Switchitter → Send Glassjaw → Add Switchhitter back to hand.