Battlin' Boxer Guide
Welcome to the Battlin' Boxer Guide! In this guide, I will show you basically the in and outs of the Battlin' Boxer archetype and how a typical deck should run. I'm making this guide in regards to two things, 1) the lack of a Battlin' Boxer guide and 2) help players not only play them correctly, but also to construct their deck correctly as well. Despite being an easy-to-go archetype, multiple amounts of gameplay videos on Dueling Network or YGOPRO/DevPro has shown that players do not fully grasps the power of BBs and as such, I felt the need to make this guide to try and help players and newcomers from making the same mistakes.
So let's get started.
Battlin' Boxers are a series of FIRE Warrior monsters featured in the Yu-Gi-Oh! ZeXal anime, used by one of the evil Barians known as Alit. They were first introduced in Lord of the Tachyon Galaxy; the booster pack has been released in the OCG and TCG. Lord of the Tachyon Galaxy contains 8 monsters of the Battlin' Boxer archetype, 5 of them being Effect Monsters and 3 of the being Xyz Monsters. As of Shadow Specters, Battlin' Boxers has officially obtained one new Spell Card supporting them, 2 new Effect Monsters, and 1 Xyz Monster.
The Battlin' Boxers' main focus is to pack some punches at your opponent, tire them down, and deliver the final blow when their resources are unable to help them, hence their art and names based off of expert boxing techniques. As suggested, this guys shine best during the Battle Phase, such as Headgeared's once-per-turn invulnerability to destruction in battle or the use of Counterpunch's quick effect to give your Battlin' Boxer a 1000 ATK boost. This is only from a obvious standpoint of what they do...from a competitive standpoint, it's one thing and one thing only: make Lead Yoke and make more of him. His effect alone is what drives the Battlin' Boxer to be so fierce and competitive that even your Tier 1 decks can struggle and easily fall to the fists of the Battlin' Boxers!
What makes Battlin' Boxers so special? Their art may not be pretty looking, but their balance and unison with one other makes Battlin' Boxers more unique than most decks. BBs is possibly the only deck where every card in their category works almost perfectly with one other. Most set of combinations you use with the monsters themselves actually work and the cooperation between them is equal: it makes it so that each card has a role they can both do without the feeling that one is doing more work than the other. Because of the archetype's playability with one another, you could possibly run a deck with 3 of all monsters. It is highly advised that you don't do such a thing, but you would still get a really consistent build running 3 of all the BBs. They're also balanced amongst themselves: Switchitter can Special Summon a Battlin' Boxer monster from the Graveyard but you are unable to Special Summon anymore monsters, unless they are Battlin' Boxers monsters. Glassjaw has 2000 ATK that can run over things like Thunder King Rai-Oh, but if it is attacked, Glassjaw will destroy itself and allow the opponent a replay to possibly hit you with a direct attack. Sparrer can Special Summon himself from the hand if you control a Battlin' Boxer monster, but you will not be able to conduct your Battle Phase for the rest of this turn. These are just a few examples of the monster's mostly balanced effects that does not overwhelm your opponent, but also does not feel underpowered to you.
Battlin' Boxers are a really competitive deck and with right build and the right player piloting the deck, it can top in tournaments, regionals, and with enough dedication, one may possibly top in a YCS. Despite what the meta is currently offering with extremely powerful decks such as Dragon Rulers, Prophecies, Fire Fist, and Evilswarms, Battlin' Boxers can take a stand and fight for the heavyweight championship!
The Battlin' Boxers Themselves!
Battlin' Boxer Headgeared
When this card is Normal Summoned: You can send 1 "Battlin' Boxer" monster from your Deck to the Graveyard. Once per turn, this face-up Attack Position card cannot be destroyed by battle.
Headgeared is the first Battlin' Boxer shown and he is also one of your more valiable fighters. With his dumping effect, you can dump Glassjaw to activate Glassjaw's effect and retrieve a BB monster back to your hand, or you can dump Counterpunch so when this card battles, banishing Counterpunch will give Headgear 2000 ATK to run over some things. His second effect also allows him to prevent his destruction in battle once per turn so if he survives, he'll be able to help you make some Xyz monsters. Definitely a very defensive card and definitely useful if you open him first turn. I see no reason not to run 3 of this guy. He's just pretty good.
Battlin' Boxer Glassjaw
When this card is targeted for an attack: Destroy this card. When this card is sent to the Graveyard by a card effect: You can target 1 "Battlin' Boxer" monster in your Graveyard, except "Battlin' Boxer Glassjaw"; add that target to your hand.
Here we have the strongest of the Battlin' Boxer monsters with a whopping 2000 ATK, he'll be able to run over nuisances such as Thunder Kings and usually monsters with just 1900 ATK or lower. But this card is a catch 22. He can pack a punch against your opponent but if your opponent tries to attack him, he will be destroyed by his own effect which can lead to a replay and allow your opponent to get some damage on you. This is why he is called glassjaw. Strikes hard, but can't handle hits in the sweet spots (his jaw is even glass too lulz). On the bright side, his first effect can trigger his second effect if you have a BB monster in your Graveyard, and will allow you to recycle them back to your hand to continue the fight. His effect also triggers from things such as Foolish Burial, Lavalval Chain, to cards that destroy him like Solemn Warning and Torrential Tribute. But remember, he has a When...you can effect, so the possibility of missing timing is possible. Rullings of him will be talked about later.
Run 3, (if you feel like he's too cloggy, run 2).
Battlin' Boxer Sparrer
If you control a face-up "Battlin' Boxer" monster, you can Special Summon this card (from your hand), but you cannot conduct your Battle Phase for the rest of this turn.
Sparrer is an interesting one. He doesn't really focus in the boxing ring, but he does sure help out in making Rank 4 Xyzs if you control a Battlin' Boxer. The only downside is that if you do Special Summon him, you lose out on your Battle Phase, which BBs really love to be in. There is a way around it though if you Special Summon him Main Phase 2. His effect states "for the rest of this turn" instead of "You cannont conduct your Battle Phase the turn you Special Summon this card", allowing you to still conduct your BP, then MP2 Special Summon him. Rulling will be posted below. Anyways, this card is great first turn when you can't attack and making your Xyzs, and he is best paired up with Headgeared, so if you open up with both of them, make use of their combo. It's worth it.
Battlin' Boxer Switchitter
When this card is Normal Summoned: You can target 1 "Battlin' Boxer" monster in your Graveyard; Special Summon that target. You cannot Special Summon monsters the turn you activate this effect, except "Battlin' Boxer" monsters.
Ah yes the Scrap Chimera of BBs, this guy is extremely crucial in your deck. His effect allows you to Special Summon a Battlin' Boxer from your Graveyard. Like with Sparrer, his catch is that you will not be Special Summon monsters EXCEPT Battlin' Boxer. That seems like a bad idea, but once I reveal to you the Xyzs of this deck, you're forget all about this little disadvantage. So of course, like Sparrer, his main goal is to help you make Battlin' Boxer Xyzs, and trust me, you're going to want to stick with them anyway. His best partner for this deck is Glassjaw as you will be able to revive a 2000 beatstick from the Graveyard and combo him with one of the BB Xyzs will create a very powerful loop that your opponents will rage at you for doing.
Battlin' Boxer Counterpunch
During the Damage Step of either player's turn, when a "Battlin' Boxer" monster you control is attacking or being attacked: You can banish this card from your hand or Graveyard; that monster gains 1000 ATK, until the End Phase. You can only use the effect of "Battlin' Boxer Counterpunch" once per turn.
Last but not least of the regular BK monsters is Counterpunch and he functions a lot different from the rest of the gang. This is a card that doesn't do the fighting, but he sure does help his comrades do it. He is a straight-up Kalut that will give a battling BB 1000 extra ATK by banishing himself from the hand and Graveyard. I'm sorry, did you say hand AND Graveyard? You betcha. That's a perk of how versatile this card is. Whether he is in hand or Graveyard, he's going to be a little Trap Card that will effectively help out your BB. However, there are a few problems with him. First thing is that he's got 0 ATK and does nothing when summoned, so you definitely don't want to summon him at all. But if you have no other BB in your hand and your running low on LP...you're going to be forced to set him. Another problem is that he is Level 3 so you will definitely not Xyz using him. If he had been Level 4, this deck would be 20% stronger, but I digress. Level 3 helps keep his balance within the deck. But the last problem with this card is potential clogging if you're not drawing into your other BB monsters. That's why you may want to run 2 instead of 3, but if you feel like it's not clogging, and 3 works fine and/or is necessary, run 3. If you're running 1 of him, just drop him. Wouldn't be worth having just one.
Run 0 or 2-3.
Battlin' Boxer Leverage Gardna
During either player's turn: You can banish this card from your hand or Graveyard, then target 1 "Battlin' Boxer" monster you control; banish it until your next Standby Phase.
.... . What in the hell is THIS? This card is LITERARY the only card in Battlin' Boxers to be absolutely nerfed from the anime. Banish this card to banish one of your Battlin' Boxers until your next Standby Phase? How is this remotely even good? Ok, so my Battlin' Boxers may be able to avoid destruction from cards effects, that's all fine and dandy...but this is it? It's not even worth the trouble to run this card. You can't even effectively protect your Lead Yoke, because it'll just come back with no materials and just 2200 ATK. No matter how biased this will be, it's just pure crap. Was I expecting a really broken card? No, but I was expecting something better like banishing this card to protect a BB monster from being targeted or destroyed by card effects. If we had that, A+. Since we don't, F-. Get this out of my sight.
Run 0. No expections. Seriously, don't do it ._.
Battlin' Boxer Rabbit Puncher
At the start of the Damage Step, if this card attacks a Defense Position monster: Destroy that monster.
Well at least this is the better of the 2 new Battlin' Boxers. His effect is actually decent, as this card solves the deck's problem of stalling monsters. A quick Normal Summon of this guy, and you can sucker punch those Spirit Reapers and Marshmallons goodbye. Also helps get rid of high DEF monsters that Lead Yoke or your BB monsters are having trouble destroying. If this card was actually Level 4, I'd say he might have a spot at 1 in this deck (to combo right off of Switchitter), but instead he's Level 3, so you won't utilize this card in Xyzs, except that of Rank 3s (which you will probably never go into unless you're running Tour Guides or something). He's unnecessary, but you may like him as a tech in for your main deck or possibly just added as a Side Deck card, but stick with 1 if you know what's good for you.
Run 0-1, possible 1 to the Side Deck
Battlin' Boxer Lead Yoke
2 Level 4 "Battlin' Boxer" monsters
If a "Battlin' Boxer" monster(s) you control would be destroyed by battle or by a card effect, you can detach 1 Xyz Material from this card instead of destroying 1 of those monsters. When an Xyz Material(s) is detached from this card: This card gains 800 ATK.
THE MOTHERLOAD OF THIS DECK. This is what makes Battlin' Boxers strong. This is what makes Battlin' Boxers a struggle to fight against without the proper tools. This is what Battlin' Boxers...Battlin' Boxers, it's own title. Lead Yoke is going to be your best buddy when you play this deck. He has a Maestroke-like effect that when a BB monster would be destroyed (including himself), you can detach 1 Xyz material to prevent the destruction. But that's not all. Once a Xyz material is detached, he immediately gains 800 ATK. One detached makes him a 3000 beatstick, enough to run over just about everything, and detach another, he'll be at 3800 ATK!!!! This guy is a monster and he can be difficult to get rid of if you're not bouncing him back or banishing him. Do you think 1 Lead Yoke is hard to get out? If you said no, you were lying to yourself. With the Headgeared-Sparrer or Switchitter-Glassjaw combo, he can easily be made not only 1st turn, but relevantly easy and without really any resources wasted. But I'm just not just done there, I got to go into the Switch-Jaw Loop. You see, Lead Yoke's detaching effect is not a cost and you'll be able to take advantage of that with Glassjaw. If you use Switchitter into Glassjaw to make Lead Yoke, first get your opponent to try and destroy Lead Yoke, so detach Switchitter first. Then get him to try it again, and this time you'll be detaching Glassjaw. Because Glassjaw is being send to the Graveyard by a card effect and not by a cost, Lead Yoke ACTUALLY triggers Glassjaw, in which you can use Glassjaw to retrieve back your Switchitter and have the preparations to make another Lead Yoke! THAT. IS. AMAZING. Quite a mouth full, but if you keep doing this, you can easily make all 3 Lead Yokes. If your opponent was getting salty dealing with the first one, imagine how he feels about a second and even a third one. He won't be happy after that
Run 3. No exceptions. If anybody tells you to run 2, don't listen to them. RUN 3 FOR EVERYONE'S SAKES.
Number 105: Battlin' Boxer Boxer Star Cestus
3 Level 4 monsters
During either player's Battle Step, if a "Battlin' Boxer" monster you control battles an opponent's monster: You can detach 1 Xyz Material from this card; negate the effects of the opponent's monster until the end of the turn, that monster you control cannot be destroyed by that battle, also your opponent takes any battle damage you would have taken from that battle.
Cestus, Cestus, Cestus...what do we do with you? Cestus right here is a generic Rank 4 requiring 3 Level 4 monsters. So he's kind of a pain to get out because BBs are only really able to go into Rank 4s with 2 Level 4 monsters. Not that they can't, but they're not spammy enough to get 3 Level 4 monsters. You'd have to do Switchitter into a BK and then SS Spar from your hand to make this card with ease, but you'd had to skip your BP (if you didn't do it in MP2). Or you take it the slow way and wait until you get enough monsters. Well is his effect worth it? Well...I guess? Anytime a BB (including itself) battles with one of your opponent's monsters, you can detach a material from Cestus to not only negate the effects of the monster, but then the BB battling cannot be destroyed and all damage you take from it, your opponent takes it instead. His effect to negate is good against stalling monsters like Marshmallon, and his other effects to prevent BB destruction in battle and all damage to your opponent is only good when your opponent has a strong monster out and you feel like ramming into it with a weaker BB to try and possibly go for game. Yeah, he's not all amazing, but he's still a viable option in your deck. Use him or take him out, your choice.
Number C105: Battlin' Boxer Comet Cestus
4 Level 5 monsters
When this card destroys an opponent's monster by battle and sends it to the Graveyard: Inflict damage to your opponent equal to half the destroyed monster's original ATK. If this card has "Number 105: Battlin' Boxer Star Cestus" as an Xyz Material, it gains this effect.
● Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; destroy it, and if you do, inflict damage to your opponent equal to the destroyed monster's ATK on the field.
Oh wait, I am forgetting one last Xyz. This one is the Chaos version of Cestus. Anyways, his effect is actually AMAZING. His first effect alone can help out dishing some damage against your opponent, despite it being by half. And his second effect if you have Cestus as a Xyz Material, by detaching one material, you can Volcasaurus up on your opponent's monster AND STILL ATTACK. That's great and all...but there's a major problem. This card is only summonable by running Rank Up Magic - Barian's Force. By using Barian's Force, you have to give up either your Lead Yoke (which you should never do) or give up your Cestus if you want his second effect. And to me, that's not worth it at all. Not only that, but you're forced to run a few copies of Barian's Force, which not only means it being potential dead in your hand, but this can take up to 1-3 cards (depending on how many you run, probably 2 at most) that you could of used for some handy Spells, Traps, or a few Hand Traps. If you want a really competitive deck, you don't want to run Barian's Force, which means you won't be able to run this. It's just not worth it.
Run 0 in mostly competitive builds
Run 1-2 if you're running Barian's Force
Battlin' Boxer Cheat Commissioner
2 Level 3 monsters
All monsters your opponent controls must attack, if able. If you control other "Battlin' Boxer" monsters, this card cannot be targeted for an attack. When an attack is declared involving another "Battlin' Boxer" monster you control and an opponent's monster: You can detach 2 Xyz Materials from this card; look at your opponent's hand, then Set 1 Spell Card directly from their hand onto your side of the field.
Wow, an actual Battlin' Boxer monster that doesn't box, but is a manager? ...Ok, lol. I really like the artwork for him too, looks snazzy. Anyways, on to the actual discussion for this card. Well this card is perfect for the archetype, forcing your opponent to attack your monsters. And what better monster to have on your field is none other than the infamous Lead Yoke. With Lead Yoke and Cheat Commissioner on the field, your opponent is in hefty trouble. They cannot target CC for an attack, and have to attack Lead Yoke instead, in which their monsters will either die and take damage, or make Lead Yoke stronger. And since CC is a BB monster, Lead Yoke can protect him from card destruction and then Lead Yoke gets stronger. This duo is pretty cool...that is if you can get CC on the field. While this card's summoning requirements are generic (at least Konami got something right here), how will you get this card out consistently? You'll either have to run a lot of the Level 3s in your deck or run Tour Guide. You really should only run Counterpunch for Level 3s, and Tour Guide is just...Tour Guide, just makes Rank 3 Xyzs and doesn't provide much for you deck. So if you would like to run this card, you're going to have to run Tour Guide. If you like her, good, run this card then. If you don't, then I wouldn't bother.
Also, to mention this card's last effect, it's rather effective, as you'll be able to look at your opponent's hand and steal a Spell Card. Monster Reborn? Mine. Dark Hole? Gimmie gimmie. Heavy Storm? Bahaha, should of used it. Stealing a Spell Card is nice and all, but the fact that you'll be looking into your opponent's hand will net you a big advantage. It's a strange effect, but a good one it is (so long as your opponent battles a BB monster). I just hope Box of Friends doesn't disappoint.
Run 1 if you're running Tour Guide (and later, possibly Box of Friends).
Burning Knuckle Spirit (name subjected to change)
Send the top card of your Deck to the Graveyard, then target 1 "Battlin' Boxer" monster in your Graveyard; Special Summon that target in face-up Defense Position. You can only activate 1 "Burning Knuckle Spirit" per turn.
Yep, we finally got our first Spell card, Burning Knuckle Spirit. This is to be released in Shadow Specters, and it's just simply amazing. Like the BB monsters being buffed from the anime, this, as well, has also been buffed up. Instead of milling a Battlin' Boxer monster to get its effect to Special Summon another Battlin' Boxer monster from your Graveyard, you just need to mill a card, and if you have a BB in your Graveyard, you'll be able to Special Summon it in face-up Defense position. I can't stress enough how great this card is. This is great on three aspects. The first thing is that first turn Headgeared plays is 100% better. While Headgeared is great on the first turn, it's kind of a pain to only open up with him alone in the hand. Now with this card, you can use Headgeared to dump a Glassjaw, then use this card, Special Summon Glassjaw, and from there, you got your first turn Lead Yoke. Terrific. Now the second thing is that it now allows more playability in Rank 4 Xyzs than just Lead Yoke. Because of this card, it allows you to go into a variety of Rank 4 Xyzs as this archetype now has a few Reborns at its disposal. And finally, it's all based on the milling luck factor. While you won't get Glassjaw's effect if you mill him (because milling is a cost), it is still not bad if you dump a BB monster. This regards to a Glassjaw or a Counterpunch if you desire them in the Graveyard. If you dump Glassjaw, you'll still be able to target him for the effect to Special Summon, and possibly loop with Lead Yoke. Or if you dump Counterpunch, this just prepares for your BB monsters for battle in case anything is high on attack. Tested it, and while I liked it at 3, 2 can be ran. Either way, it didn't end up being too much of a dead draw, and it's SO GOOD when you open it with Headgeared. This card should be ran.
Indirect Support and Stables:
While Battlin' Boxers has a bit of monsters and a Spell Card to support them, you can still use some indirect support and stables, whether they are Monsters, Spells, or Traps, that can benefit your deck greatly. The cards in Italics are stables that you should more than likely run.
Newest addition from the latest booster pack, Judgment of the Light, comes out this slimetastic lizard that...wait a second....it's a Level 4 Tuner that can Special Summon a monster with 0 DEF? That's perfect for this deck! With this card, Glassjaw is now a second target for revival and it now allows the Extra Deck to be a ***** ton more flexible in not only in Xyzs but now in Synchros! But wait a minute, do we have more targets? Of course we do! Photon Thrasher and Goblindergh have 0 DEF as well! The only three downsides to this card is that you can't control a Level 5 or higher monster on the field (which is not even a disadvantage), you can't Special Summon monsters during the turn you activate this card (still not a problem if you got your monster still on the field) and the fact that this guy can't make Lead Yoke, but who cares? You have access to Stardust Dragon, Jewel Flare Dragon Stardust, Scrap Dragon, Crimson Blader, and hey, throw in some Colossal Figher to run over some things. What's that? He's searchable with King of the Feral Imps since your monsters are Level 4? Could this get any better? Of course it can, but I've now ran out of good things about this card...so uh...RUN THIS CARD!
Blue Mountain Butterspy
A brand new alternative to Kagetokage shown in the new Number Hunters Booster Pack (or Collector's Pack: Zexal Edition if you want to be technical, but it will be out in both). When you Normal Summon a Warrior Type Monster, you'll be able to Special Summon this card. While this card is a bit tricky to get to your hand unlike Kagetokage (unless you ROTA into this...which you probably shouldn't), it has an advantage of being a Warrior Type. Because this is Level 4, along with most of your BB monsters, this can easily help in making those powerful Warrior Xyzs such as Excalibur or Blade Armor Ninja, and depleting their LPs faster. Its 0 ATK is no problem as you'll be using it as materials for an Xyz Monster, but with Box of Friends coming soon, this might be an awesome card to run in unison with this.
Free 2100 beatstick, baits out Traps, keeps your Normal Summon, Warrior, can help in making Rank 4 Xyzs what's not to love about this card? Works really well and he's almost a stable in any BK deck for his usefulness. Try not run 3, he'll clog. I like 1 best since you'll have some Warrior support below. Target for Chamenleon.
Kind of like Photon Thrasher, instead when Normal Summon, he can Special Summon a Level 4 or lower monster from your hand. That's great and all, but if you do this on Headgear or Switchitter, you'll lose their chance for an effect. On the bright side, he'll help out in making quick Rank 4 Xyzs. Also a Warrior and can be supported with the Spells I'll mention below. You can choose to run him or not, I don't really run him because the BBs can do a fine job by themselves and Photon Thrasher also does the job for me. Target for Chamenleon.
Decided to throw this guy in, and he can work for this deck, that is if you want to use him. I think he's completely unnecessary, but this helps in fast Rank 4s, doesn't waste a Normal Summon, and he's searchable by King of the Feral Imps. Your choice.
Well you're running a bunch of Level 4s...I don't see why you can't run this guy. However, it's not really recommended to run this card since you do have to ditch a spell. Get hit with a Veiler or a Warning after you get rid of a Spell...it's going to hurt you a lot. I don't think this is really worth running, especially since most of your Spells are kinda valuable, but you can run if you want to go into quick Rank 4s.
Run 0 or 2.
Believe it or not, Firedog can work pretty well in here because he can Special Summon Glassjaw from your deck if you destroy a monster. Also makes Rank 4s. He's not half bad, just an interesting tech choice you like it. If you choose to run him, think about a Rekindling or two and possibly adding this behemoth which is the next card.
Fire King High Avatar Garunix
Yes, I ***** you not, you can run this guy as a tech. His destruction abilities are crazy if you can pull it off. However, this card forces you to run other cards like Circle of the Fire Kings and Onslaught of the Fire Kings, which don't support the BBs themselves. Plus if you draw into him...yeah you get the picture. You could make a hybrid of Fire Kings and BBs, but I just recommend sticking with pure BBs.
Run 1-2 if you're running Fire King hybrid.
Blaster, Dragon Ruler of the Infernos
-sigh- The Dragon Rulers also work e_e. But you'll find Blaster actually rather effective in BBs. His effect of discarding another Fire/Dragon monster can allow you to destroy a card. If your opponent's got something nasty for you, or have something annoying in play, this can work. Ditching a Glassjaw could help in setting for the Switch-Jaw Loop. He can also banish 2 Fire and/or Dragon type monsters to Summon this card from the hand or Graveyard, which right there is a 2800 beatstick. Not bad...except that banishing means banishing your BBs, that's something you REALLY don't want to do because the BBs in your hand and/or Graveyard are always useful and you're not going to have a lot of them in play, so you have to manage. Blaster is a tricky card, so if you think the banishing is not worth it, don't run it. But if you think you can work with this card, give it a shot.
Burner, Dragon Ruler of Sparks
Ah but if you're going to run Blaster, then you clearly have to run Burner. This chibi guy allows you to ditch a Fire/Dragon monster and himself to Special Summon Blaster from your deck to the field with the exception that he can't attack. It helps set yourself up with Blaster because once you have Blaster in possession, you can use him in a timely manner to use to your advantage. And Burner is just another way of helping you do that.
Run 1-2 only if you're running Blaster.
Pyrorex The Elemental Lord
Hey remember this guy? Neither do I. I think you'd be better off running the Dragon Rulers since this guy requires you to have 5 Fire monsters in the Graveyard. In BB, you're barely ever going to accomplish that, unless you have a long game. And if he gets destroyed...welp there goes your next BP. You guys know my opinion on this card.
Yeah I got to talk about Effect Veiler as a main essential to this deck, rather than just say "Oh he's a stable, add him in". Effect Veiler is important, and you REALLY need him...her...whatever. The meta consists of Dragon Rulers that can go into Big Eye to snatch up your Lead Yokes or Dragosacck to stall out/go for LADD (if they still run it), and that Veiler will help turn the tides in your favor. With the meta as it currently, Veilers are being dropped for Fiendish Chains and Breakthrough Skill since Mystical Space Typhoons are being dropped or side decked because of the meta's chaotic spammy nature. But maining those Veilers will help determine your matches if you have a Side Deck. If their deck is not affected by Veilers that much, side them out of and grab the card that will hurt them a lot. Main this or Fiendish Chain/Breakthrough Skill.
Gorz, Emissary of Darkness
Gorz is a pretty good option in BBs, assuming you're either not running a lot of Traps or rarely setting anything. He's not a bad option to run, but don't run him and something like Starlight Road together. That's just calling for some bad mojo. Starlight Road is more of a stable in this deck (it's not really, but Starlight Road is in a crap ton of decks, and it works just as well in BBs), so you'll have to pick about running this or Starlight Road.
Run 1 if you're not running Starlight Road
Tour Guide From the Underworld
Ok, this card...something I wouldn't like to run. But with Cheat Commissioner being Level 3, generic,and surprisingly how effective he can be, Tour Guide might not just be a bad addition to the deck if you run 2 copies of her. Not that running Tour Guide is bad in any deck, it just doesn't do much for Battlin' Boxers...or most decks for that matter. But it's not like you just have to run this card only for Cheat Commissioner, running Tour Guide allows for a Rank 3 engine to play in this deck, allowing choices for Leviair, Zenmaines (useless with Lead Yoke in the deck), Temtempo, and possibly Acid Golem. I don't know about the Rank 3 Xyzs in the Number Hunters set, but they can probably work as well for this deck too. Problem is that with the Rank 4 engine you got going here, and possibly Chamenleon for Level 8 Synchros, the Extra Deck will be REALLY tight. So if you want to run Tour Guide, you have to drop Chamenleon. Running both will be problematic. Bascially it comes down to this, do you want Cheat Commissioner with a few Rank 3 Xyzs, or do you want the Stardust Synchros, Scrap Dragon, and Crimson Blader? That's your choice, but for me, I'd stick with Synchros.
Alternative to Tour Guide, but see Tour Guide for most of the details about the Rank 3 engine and it's conflicts.
Reinfocement of the Army
All of the BB monsters are Warrior. This is your only searcher. It's a no brainer to auto-include it.
Run 1. No exceptions.
The Warrior Returning Alive
This card helps retrieve any BBs in your Graveyard back to your hand for use. Definitely great to use with Headgear and Switchitter, and maybe Spar if you need him. You can also use it to recycle Lead Yoke back to your Extra Deck if you were running up a Lead Yoke choo choo train. The trick here with this card is to run only 1 or 2 of these. You're doing most of your recycles with Glassjaw, and running multiples of this card makes for cloggy hands. However, with Chamenleon now in the picture, this card is almost unnecessary. Run if you want to, I recommand just using 1 copy though, it'll help in emergency situations.
You're probably wondering, why the hell am I going to need Lance and/or Dress when Lead Yoke can take on all the Traps? Well...not ALL of them because things like Compulses and D-Prisons will get rid of Lead Yoke completely by bouncing or banishing instead of destroying. The attack reduction shouldn't be too much since when Lead Yoke detaches, he'll gain 800 attack. Lance is probably the better option to use, but Dress also works too.
Circle of the Fire Kings
Someone asked me on my thoughts about this card and I thought about it. And as I thought about it, it started to be better and better. But truth to be told, this card is mostly useless. It's main effectiveness is using it on Glassjaw because Glassjaw can trigger from this card (which is confusing because I thought he could miss timing since the Targeting and Destroying, but they happen simultaneously, so Glassjaw gets his effect) and grab a BB, and also warrant another attack. You can also run with the Firedogs and a Garunix as I mentioned above if you choose to do so, but I do not recommend it. Try if you want, but determine whether or not it's useful for you.
Run 0-2 (don't think you need 3 but whatever).
Here's Foolish Burial in a nutshell. Dump Glassjaw, get effect. Dump Counterpunch, get ready for battle. I highly recommend it.
Pot of Duality
This is weird for me to mention Duality here but I had to mention it because some people may or may not want to run Duality. Duality will restrict you from Special Summoning, but you can at least get a decent card from its search. If you feel like you're Special Summoning every turn (and the necessitate to do so), you may not want to run this card. But if you got this card first turn, or you got Headgeared, or you're sitting on a Lead Yoke while your opponent cries about it, then you may want to run it. I would run it, I mean hey there are plenty of opportunities to use it, especially when you're opponent is playing a slow/fun/*****/etc. deck.
Run 0 or 2, it's your choice.
The Strongest Shield
This card is brand new and it too was revealed in Lord of the Tachyon Galaxy. It's an Equip Card that if you control a Warrior in Attack Position, it gains ATK to its original DEF and vice versa. This is something you can try out for a tech if you want to, but I don't think it's necessary. Use it at your own risk.
Rank Up Magic - Barian's Force
Rank Up Magic - Limited Barian's Force
Rank Up Magic - Numeron Force
These three cards are going to be the only cards that will help make Number C105. Number C105 has an amazing effect but he can only be summoned with these cards. At this point, it's not even worth it. But if you're not looking for 100% competitive deck, this card can be a fun tech. Also works in getting out Utopia Ray V and the newest one, Utopia Ray Victory (will be in a few).
You may want to focus on Barian's Force or Numeron Force. Limited Barian's Force would just be pointless since Lead Yoke/Utopia can be a target for the original one. Numeron Force (the newest RUM card in JOTL) will negate all face-up cards except the monster you're Special Summoning, so maybe run that? Your choice.
This card works when you Normal Summon a Level 4 or lower Warrior-Type monster. This will become a monster that has the same name and Level as the monster you summoned. You can take advantage of the same name to make Leadblows or some of your Warrior Xyzs. The only problem with this card is that this card is really slow. You have to set it and it's only able to activate when the condition is met. That means this card is very vulnerable to MSTs and other backrow hate cards. But overall, this card isn't bad to run.
This is a new card you may really like simply because it combos very well with Leadblow (being in Lord of the Tachyon Galaxy with this guy, it's no surprise). It's a War Chariot for Xyzs and Leadblow will be the target for this card. Detaching off of Leadblow, negate effect, destroy the monster, Leadblow gains 800 ATK. Not bad. It's also a Counter Trap, so even if they were to try and save their monster, they can't unless they have something like Dark Bribe or Seven Tools. Not bad...not bad at all. This card is optional though, but it works perfectly with this deck.
I'm not going to really talk about this card, but there's this, Breakthrough Skill, or Effect Veiler. You can use either of them, but try not try combinations of two, deck space will be tight. All three work really well regardless, you just have to watch out for Mystical Space Typhoons and Night Beams, but that won't be much of a problem since decks are now dropping MSTs, so you may want to use this card or Breakthrough Skull over Veiler now.
See Fiendish Chain.
Ok now this card....this card I have no words for. Recently found out this card, and while I denied it at first, I found that this card is simply amazing this deck. Absolutely amazing. Equip it to Lead Yoke, and he'll be protected from card effects and battle. This is great because even if Safe Zone is destroyed, you can just detach Lead Yoke to protect himself, allowing your Lead Yoke for lots of control. The only downside will be that you won't be able to direct attack, but you can save that for the other BBs. Speaking of the other BBs, use Safe Zone on them if you need to get a certain play it without much trouble. Try to find a place for this card if you can. This will help keep your Lead Yokes out longer or allow safer plays with just your regular BBs.
Heroic Champion Excalibur
Come on guys, this guy can turn himself into a 4000 beatstick. What's not to love about it? BBs are Warriors so they can make this guy. You definitely want to include this guy because his effect to 4000 will help go for game.
Heroic Champion Gandiva
This guy isn't all too bad, even if his 2100 ATK is lacklustering. Gandiva is used to stop Level 4 or lower monsters being Special Summoned, kinda of like the opposite of Steelswarm Roach, but better. Good thing to know is that he's REALLY good at stopping some Rabbit plays. Run if you want to.
Blade Armor Ninja
This is another Warrior Xyz that BBs can make and he goes hand-to-hand with Excalibur in terms of using him. Definitely want to use him when going for game since he can attack twice. Attack directly and that's 4400 ATK, which is half of their LP.
Another one of the Warrior Xyzs you can go into, except this one is generic. But being generic, it's only going to be used if you run Warriors. So it does make sense to run this card because you can equip something like Glassjaw and turn this guy into a 4000 beatstick. The other Warriors work, but Glassjaw will definitely be best, especially since if your opponent MSTs Glassjaw, he'll be trigger. You don't have to run it, but it probably wouldn't be bad of a choice if you did.
Dem Chain. This guy is so good here in BBs because of a quick combo. Normal Summon Headgeared, activate effect, dump Switchitter. Special Summon Sparrer from your hand, make Lavalval Chain, activate his effect, send Glassjaw from your deck to the Graveyard. Glassjaw triggers, and you can use that opportunity to retrieve that dumped Switchitter for a next turn Lead Yoke. This also allows you to dump Counterpunches to set up for your BBs in battle. He can also stack monsters, but the first option is much better. He's amazing first turn when you aren't attack and it'll provide some quick setup.
Number 39: Utopia
Keep this one short, use him to prevent some of your BBs from dying in battle. Not a bad addition. Also helps in....
Number C39: Utopia Ray V
...making this guy, assuming that you're running Barian's Force. His effect is exactly Number C105 but he's a bit easier to summon on Utopia. To be honest, it's probably better to run Number C105 over him anyway, so you can choose to run him or not, if you're looking for a fun build with RUM.
Run 0-1, depending if you run Rank-Up Magic.
Number C39: Utopia Ray Victory
If you're not a fan of Utopia Ray V, there's always Utopia Ray Victory to help you...grasps victory huehuehue...THAT WAS A DOUBLE JOKE. Ahem, this card allows you to attack with your opponents activating Spells/Traps, and if it does battle, you can turn your Victory into a one card Honest, which can deal a lot of damage. This card is SO much better than V, so if you do run Rank-Up Magic, this card will mostly be the better card to go into. One of V and Victory will be good.
0-1, depending if you run Rank-Up Magic.
Number 50: Black Ship of Corn
Helps get rid of stalling monsters, Zenmaines, and deals 1000 damage. Obvious stable is obvious.
Number 106: Giant Hand
Kinda wanted to mention him simply because he's not a bad card to go into when your opponent is focusing a lot on monster effects. It's not really worth going into him, but he's still not that bad.
Number 16: Shock Master
Sucks that he's a 3 Level 4 Monster card, but getting him out is worth it, especially for this format where you can call Monster effects on Dragon Rulers, Spell effects on Prophecy, and Trap effects on any other high tier deck that runs a lot of mean Traps. When you call an effect, those guys cannot activate those cards, so once you get this guy out and use an effect, this is your chance to push for game. Right now, you should run it.
Well...it's not a bad choice. You can steal monsters with this card, so long as they are an Effect Monster in ATK Mode, and then deal a bit of damage. This could be useful against certain cards like Yubel, Elemental Hero Absolute Zero, and everything that is particularly annoying on the field. Run it if you want.
King of Feral Imps
Get your Gremlins here! If you're running Chameleon (and Katetokage of your choice), then you have to run this card. This guys SEARCHES for them, which is super awesome. Really easy to make, and it is awesome first turn to get ready for Level 8 Synchros or Rank 4 Xyzs for your next turn, and make some big pushes.
Well I did have information about running this card if you ran Starlight Road, but with Chamenleon, you can ACTUALLY make this card. Even if you have Starlight Road, this card is still great to make with Chamenleon, but there is an issue with him and Chamenleon. Because you won't be able to Special Summon monsters during the turn you activate Chamenleon's effect, if you use Stardust Dragon's effect to negate something...well you're not going to get it back at the End Phase. So you definitely have to be careful when you make this card with Chameleon. You might be better off making Jewel Flare Dragon Stardust, if it finally comes out for TCG.
Jewel Flare Dragon Stardust
I like Stardust Radiance Dragon more. Anyways, this card is the counterpart of Stardust Dragon (being the manga version), which allows you to protect 1 face-up monster from being destroyed by battle or by card effects. But it's only ONCE, so use his effect wisely. Try it to use it mostly on himself at the right time so that he'll stay on your field for a long time. He'll be better to run in here instead of Stardust Dragon, as Chamenleon's Special Summoning restrict won't be much of an issue.
Possibly my favorite Level 8 Synchro and a card from one of my favorite played archetypes, Scraps. This guy can blow up a card. Alright. It works nicely in here. Target Glassjaw, target one of your opponent's cards. Blow them up, Glassjaw will activate and retrieve a BB of your choice from your Graveyard. Target Lead Yoke, target opponent's card, blow them up, Lead Blow activates, gets stronger, and may trigger Glassjaw if you have him as an Xyz Material. Target Jewel Flare Dragon Stardust, target opponent's card, activate Jewel's effect's to target itself and protect himself, blow up your opponent's card, and you still have Jewel, ready to get in some punches. Run. This. Card.
This, right here, is your answer to Dragon Rulers. All you got to do is hit a monster and send it to the Graveyard, and then now they can't Special Summon Level 5 or higher monsters for their next turn. Therefore they can't do anything, which is awesome. The only disadvantage to this card is that if you don't send it to the Graveyard....it won't work. So don't hit the Tokens, otherwise, they're going to Dragossack/Big Eye your monster. But with its impressive 2800 ATK, this guy works like a charm.
Hey, what do you know, you're running Warriors and Chamenleon, so why not run this card? He gains 100 ATK for each Warrior monster in your Graveyard, so he'll always be up around 2900-3100, which is enough to get over most things, like Lead Yoke. If he's destroyed by battle, you are able to Special Summon a Warrior Type monster from your Graveyard, which could be one of two things. First one can actually be Colossal Fighter himself. Now you're saying, "Wut...that don't make sense". It doesn't but because Colossal Fighter activates in the Graveyard, and he doesn't restrict which Warrior monster you summon, you can still target himself to summon. This is great if you want to take a strong monster's attack, then summon him up again to block the rest. The second option is your BBs, so Glassjaw can be your perfect target, if you need to get his effect or to just set up for a Lead Yoke/Rank 4 next turn. Sadly, this card does not protect against card effects so if your opponent gets it with a Dark Hole or something, it stays in the Graveyard. Not a bad addition to your Extra Deck, but only run him if you feel he's necessary (because he really isn't at this point). Fun fact: He's a Dark and 2800 ATK, so he's a target for Epidemic Eradicator Virus. You can use him hit your opponent hard in Spells or Traps.
Ally of Justice Catastor
Typical Synchro stable you may want to go into like Mermails or Fire Fist to get rid of those certain nuisances. If you're running Effect Veiler as I mentioned, you can make this card. I'd run him, why not?
And then just add your stables like Dark Hole, Heavy Storm, Monster Reborn, etc.
A lot of these cards that I mention may be terrible or idiotic suggestions, however, I thought that some of them could use some mentions in case anyone had an idea of running a certain card.
If I miss any cards or you think I should add a few cards, let me know below.
As such, there are few rulings that are very important to know when you play Battlin' Boxers or playing against them. These are things you want to remember in case you're unsure of anything.
Battlin' Boxer Glassjaw
- If this card is destroyed by its first effect, a monster can attack a different target or attack directly.
- Its second effect targets
- You can activate its second effect during the Damage Step
- Both its self-destruction and first effect are Trigger Effects.
- If this card is sent to the Graveyard by a card effect activated during the Damage Step, you can activate its second effect
Battlin' Boxer Sparrer
- Special Summoning this monster from your hand does not form a Chain Link.
- You can Special Summon this card by its own effect during your Main Phase 2 if you've conducted your Battle Phase.
Battlin' Boxer Switchitter
- Targets 1 "Battlin' Boxer" monster in the Graveyard.
- You can Target and Special Summon a "Battlin' Boxer" Xyz Monster in your Graveyard.
- During the turn you activate Switchitter's effect, you cannot activate Copy Knight. You cannot chain Copy Knight to the effect of Switch-Hitter.
- You cannot activate Switchitter's effect during a turn you activated Copy Knight.
Battlin' Boxer Counterpunch
- This card's effect can be negated by Debunk.
- Its effect can be used during Damage Calculation.
- This card does not target.
- Banishing this card from your hand or Graveyard is a cost.
Battlin' Boxer Lead Yoke
- If you send Battlin' Boxer Glassjaw to the Graveyard by this card's effect, you can activate Glassjaw's second effect.
- If a Battlin' Boxer would be destroyed during the Damage Step by a card effect, you can activate this card's effect.
- Its first effect is a Continuous effect. Its ATK gain effect is a Trigger effect.
- If this card has its effect negated by Forbidden Chalice, its ATK becomes 2200, then 2600 because of Chalice.
- If multiple Battlin' Boxer would be destroyed, you can only detach 1 Xyz Material from this card to protect exactly 1 Battlin' Boxer.
- Lead Yoke's effects can be activated multiple times per Chain.
- Its Detach 1 Xyz Material effect doesn't form a Chain Link.
- You can activate the Detach 1 Xyz Material effect during the Damage Step for Battle or Card Effects.
- This card's ATK gain effect activates during even the Damage Step.
Number 105: Battlin' Boxer Star Cestus
- Detaching 1 Xyz Material is a cost of its effect.
- This card does not target.
- The damage inflicted to your opponent is treated as Battle Damage.
Number C105: Battlin' Boxer Comet Cestus
- Its first effect is based on the field.
- If its first effect destroys a Set monster, no damage is inflicted.
- This card's first effect activates even if "Number 105: Battlin' Boxer Star Cestus" is detached.
If anyone tells you something that's not true or they think otherwise, use this as a reference. These are the rulings and nobody should tell you that you're wrong.
Of course this isn't a deck if it didn't have any weaknesses. While Lead Yoke leads off the Battlin' Boxers with such haste, a few things can take them down. The deck is not meta so you can expect no side deck cards being a nuisance, but regular mained/sided cards can hurt this deck if you can't stop it.
Bouncing back cards, whether it's hand or Deck, seems to be more relevant currently than is has been before. This is mostly because of Xyzs being the main mechanic and certain effects like our Lead Yoke here tend to get annoying. Since Lead Yoke's effect pertains to stopping it from being destroyed, if a card effect does anything but destroy it, then you can kiss your Lead Yokes goodbye. And well...bouncing back Lead Yoke is one of the main problems of the deck. Compulses, Grand Mole, Tiaramisu, Cardinal Commander (the new Fire FIst monster), and more. There isn't much on bouncing back stuff, so it's not all that bad. Your monsters being bounced back aren't a big of a deal and if it's your Lead Yoke, at least he's back in the Extra Deck. You can deal with the S/T with Lances and the monsters with just Traps or Veilers. But keep an eye out for them since they come at random.
Worse than bouncing back since unlike bouncing back, you can't reuse any resources. Not only that, but there are MORE support for banishing, which there a range from your typical BLS and Chaos Sorcerer, Spellbook of Fate, an occasional D-Prison, Bottomless (though not much of an issue with Lead Yoke), Hazy Flame Basiltrice, Cauis...yeah I can name more but you get the picture. Like I mention above, Lance, Traps, and Veilers will be key here but banishing is going to be more frequent and you really have to pay attention to not only what they're banishing, but with what.
3) Monster Stealing
With Dragon Rulers popping up, so is the use of Big Eye. Big Eye has the power to steal your Lead Yokes and use them against you. Taking on your own Lead Yoke will be very difficult and if they're successful, your chances of winning are lowered significantly. If you got the above mention Traps and Veilers, keep them ready for Big Eyes. Lances can be used if your opponent is playing Creature Swap, another monster stealing card. Creature Swap isn't played all that much but if you don't control another BK monster, they're going to snatch that Lead Yoke of yours. My suggestion is to ready a Side Deck against Lead Yoke in preparations of their derpy Big Eye shenanigans. That's how you should really handle it with Droll and Lock Bird and Imperial Iron Wall.
4) Effect Negation
Saved the worst for last, this will absolutely kill Battlin' Boxer. Skill Drain, Breakthrough Skill, Fiendish Chain/Veiler, mainly Traps that will either stop your Battlin' Boxer monster's effect from activating, or stop Lead Yoke from obtaining temporarily invulnerability and ATK gain. Skill Drain here is what will destroy this deck. With Dark Worlds, Malefics, and Anti-Meta being casually played, you will bump into these cards once in a while and they will be REALLY annoying. This is where S/T removal cards sided will come in handy, like Twister, Night Beam and grabbing your MSTs. You will need those ready if you want to get your effects off. These will be the matches that relying on Lead Yoke WILL NOT WIN YOU THE GAME. Patience and luck is key. Best advice here is side those backrow hate cards for them and best of luck to you.
Match Ups and Siding
It can't be helped if your deck isn't prepared for certain decks. A 40 card competitive deck cannot hold answers to everything, and we got to put in to what's really needed. As such, certain decks have an advantage over Burning Knucklers, which is why siding can help you take care of the thorns in your side. Here are some decks that you may face and a few cards to side against them (bold being the best, in my opinion).
Side Techs: Imperial Iron Wall, Deck Lockdown, Thunder King Rai-Oh, Droll and Lock Bird, Soul Drain, Mental Drain, Maxx "C"
This deck...Y U GOTTA MAKE DIS KONAMI. Actually, I'm not even mad, I just question the creation of little versions of these guys that helps add to the insanity of this deck. ...Ahem, anyways, the problem here is not what the deck can do, but the Rank 7s it can go into. Big Eye and Dragossack. Big Eye will steal your Lead Yokes and Dragossacks will just be using the Tokens for popping, stalling...and LADD, that is if they still run it. All hope is not lost just yet because siding in Imperial Iron Wall helps take care of these guys. While the discards from them and the chibi versions can still work, most of the banishing they do is completely stopped. Even their search power, Seven Star Sword and Gold Sarc, is unable to work. These guys will crumple as soon as this card goes up. So Game 1, rely on the Veilers to help stop Big Eye/Dragossacks, and Game 2/3, Imperial Iron Wall will stop them.
Side Techs: Droll and Lock Bird, Deck Lockdown, Anti-Spell Fragrence, Thunder King, Imperial Iron Wall, Respect Play
The one deck that Konami is just trying to push out, and of course, they manage to do when their abomination of a card known as Spellbook Judgment Day became revealed in Lord of the Tachyon Galaxy. Why they thought this was smart? Hell if I knew what these people smoke. The deck itself posses little problems for Burning Knucklers despite its chances of getting up to +10, but one card can hurt you if you don't have a Lance in responses to this: Spellbook of Fate. Yeah, this card can be searched out with too many cards, and this will keep banishing your Lead Yokes. That's why while the pluses they get aren't much of a problem, you're going to want to stop them from plussing IN GENERAL. This is where techs like Droll and Lock Bird come into play. With Secrets, Master, and SJD, they will keep searching out what they need to combat your Lead Yokes and DLB stops their searches. When they activate one of them, chain this card and after that, they won't be getting anymore cards, forcing them to be set back for a turn. This card is only a quick saver so you'll have to finish the opponent off quick. Play it smart and don't misplay. Anti-Spell Fragrence is good since you won't be using too many Spells and they're forced to set theirs. Imperial Iron Wall also works since Fate can't banish with it in play, and even High Priestess can't use her effect. Imperial Iron Wall works for both Elemental Dragons AND Prophecy so that's a good idea to side it. And the last one I want to mention is Respect Play. With Respect Play in play (punny), your hands will be revealed at all times. What that does is that any of their cards that tries to reveal a Spellbook will not work because the cards are already revealed. Not as good as the others, but it works.
Game 1, play it smart. Game 2/3: side in those Droll and Lock Birds to take them down.
Side Techs: Consecrated Light, Imperial Iron Wall, Thunder King Rai-Oh
You shouldn't have much of a problem with Evilswarms considering that Battlin' Boxers are Level 4s, and not Level 5s and higher. But a well constructed and well played Evilswarm can give BBs a run for their money. Ophion's search for Pandemic will make it a bit harder by card effect, and you'll be forced to ram it with Lead Yoke to gain 3000 ATK and get over Ophion. There's also Bahamut that acts as the Big Eye of this deck, so the opponent can take your Lead Yoke and use it against you. My suggestion is if Evilswarms a real big trouble...Consecrated Light. Kills them completely, and watch them try to use Veiler to kill this guy (which won't work since 0 ATK can't crash in 0 ATK). But honestly, you really shouldn't have to use this card to fight against Evilswarm. You really don't need to side against them except for maybe Thunder King. And again here, Imperial Iron Wall still works since Evilswarm Kerykeion can't banish, Allure of Darkness won't work, Dark Armed Dragon is a no no, and Rescue Rabbit cries its little bunny tears out. Man, Imperial Iron Wall is pretty effective a tech choice for BBs, eh?
Game 1 and 2/3: Just fight them how they are. If you want to side in Imperial Iron Wall or your Thunder Kings, go ahead.
Side Techs: Soul Drain
I put these two guys together because there's one card that kills two birds with one stone. Mermails spam and plus, Dark Worlds discard and plus. I don't really have to explain, since I'm sure you guys know how to kill these guys.They may give BKs some trouble, but if you side this card, you'll have an easier time. I could mention other cards, but this card is the best at killing them.
Game 1, hold out, Game 2/3: side this card and watch them struggle.
Side Techs: Rest of your Mystical Space Typhoons and Lances, Twister, Overworked, Thunder King Rai-Oh
Fire FIst, like Evilswarms, don't present much of an issue wtih BKs and Leadblow. It's just a matter of how your opponent is going to play it against them, and they have to play it smarter than you. To really get this deck on its knees, grab the rest of your MSTs and Lances (if you sided them) and use them when they activate their Fire Formation cards. Tenki, MST it. Your opponent chains their Tensen, Lance their monster. Simple cards like these to stop the effectiveness of their Fire Formation cards really makes a big difference. Add in Thunder King stopping Tenki and Chicken if they're running 3-Axis. A strange but effective tech you can probably use against them is Overworked, seeing as their Fire Formation cards increases their ATK even by 100, Overworked will kill all of their monsters. But this is an issue regarding two things. Starlight Road/Huge Revolution Is Over exists, and Lead Yoke does have a different ATK if they detach. While you can use Overworked to Lead Yoke's advantage to attack your opponent directly for 3800, this leaves Lead Yoke will not materials and then at that point, it'll be easy to kill it. Jut thought I point out that con.
Game 1, fight them smart, Game 2/3, MSTs and Lances will be the helping favtor
Side Techs: Rest of your Mystical Space Typhoons and Lances, Imperial Iron Wall, Thunder King Rai-Oh
You won't find much of these guys running around too much, but to be honest, the best way to really beat this deck is to rely on your side deck. You can try and go into Lead Yokes all you want to want but Laggia and a massive amount of Traps like Solemns, Bottomlesses, Compulses, D-Prisons, and yes, Macro Cosmos, are really going to hurt this deck. You really just need backrow hate, so like with Fire Fist, side out the rest of your MSTs and Lances, and thinking about it now, side out even Imperial Iron Wall. The thing with Imperial Iron Wall is that Macro Cosmos is rendered useless, D-Prison doesn't work, Bottomless Trap Hole can't activate, and yet again Rescue Rabbit cries it little rabbit tears. Why is this card so effective now?
Game 1, hold out if you can, Game 2, grab those MSTs and Lances.
These are just some honorable mentions, I'm not going to go through the entire meta.
Because of the repeated times I mention certain side techs, these are probably ones you want to keep there because of how great they work against the meta.
Imperial Iron Wall (without a doubt ;D)
Droll and Lock Bird
Thunder King Rai-Oh
Any remaining MSTs + Lances
The meta is going to change quickly, but these cards should support you currently.
Headgear works best with Spar and Switchitter works best with Glassjaw. Counterpunch is there for the surprise.
Know what you need to dump with Headgear! Dump Counterpunch if you know your opponent is maining things like Thunder King. If you have no idea what to dump, majority of the time you want to dump Switchitter so that way if you draw into a Foolish Burial or another Headgear, you can use either or to dump Glassjaw and retrieve that Switchiter. You can also do it if you draw into The Warrior Returning Alive. If you have a Swtichitter in hand, dump Glassjaw.
When you have Lead Yoke with Switchitter and Glassjaw are materials, detach Swtichitter first before Glassjaw so that Glassjaw can trigger last and retrieve that Switchitter. This helps to make more Lead Yokes.
If you use Swtichitter's effect to go for Glassjaw, try to go for an attack with them if you know it's safe. You don't always need go into Lead Yoke every time you summon him.
Remember: Sparrer can be SS in MP2 even if you conducted your BP. Make use of that with Glassjaw to destroy a monster or get in some damage, then go to MP2, SS Sparrer, and go for Lead Yoke.
Use Counterpunch wisely! You do have to banish him as a cost, and you won't be able to go into another like Kalut. Try to keep your Counterpunches saved for your opponent's BP if they don't think they suspect you of having it.
If you have Lead Yoke on the field, you may want to use Counterpunch if your opponent has a stronger monster only because while Lead Yoke will gain a boost, that monster they have will probably have a nasty/annoying effect during the BP or they'll take advantage of the monster in MP2. Also If you're opponent is low on LP but not enough to be finished by something like Lead Yoke, Counterpunch will come in hand with his 1000 ATK, so he'll help get in the last bit of damage for game.
While other Xyzs are great, focus on Lead Yokes. If you can make a second, make it, but make it at the right time. If you make another one when they have a Dark Hole or Torrential Tribute, you'll have to detach from both of them, and it'll be best to have one keep both materials so that if one goes down quick, you'll have another one in perfect shape.
At the same token, however, if you're not using Switchitter's effect, and you got two of your BBs on the field, you may want to go into another Rank 4 depending on the situation. If you're opponent has 800 or less LP, Gagaga Cowboy. If your opponent has a Marshmallon, Black Ship of Corn. If you opponent has less than half of their LP and they have no monsters to defend themselves, Blade Armor Ninja, and if you think or know they have Gorz or Trag, Excalibur.
If you're at your BP and you have Lead Yoke and another BB with your opponent having a stronger monster than Lead Yoke, ram your BK into it, then detach from Lead Yoke to save it, and Lead Yoke will be at 3000 to pretty much take care of anything.
Effect Veilers are key in this deck if you're using it (or if you got Fiendish Chain/Breakthrough Skill, that works too). Use them wisely, especially if you're going up against a deck that isn't affected by affected by Veilers/Chains/Breakthrough Skill all that much. Know when to use it.
If your opponent is running Evilswarms or Constellar, DON'T USE VEILER ON CASTOR/POLLUX. It doesn't work. Use it on their Xyzs when they are in MP1.
Side Decking is key for a couple of things. Typcial stuff like Compulses and D-Prisons will get rid of Lead Yoke completely. You may want to side deck some backrow hate such as MSTs and Twisters/Night Beams. If you're not running a full set of MSTs and Forbidden Lances, keep the rest of them in the Side Deck. You really won't have to rely on the Side Deck as much since these guys aren't meta and this deck has very few bad matchups because of how powerful Lead Yoke is and being able to easily summon him. But do focus on the ones that can easily dominate this deck, which includes the top played decks of the game as of right now: Dragon Rulers and Prophecies. Big Eyes in Dragon Rulers and Spellbook of Fate in Prophecies are REALLY annoying. Take this opportunity to help stop their plays with Thunder Kings and Droll and Lock Bird, and if you feel like you need to completely shutting them down, use things like Imperial Iron Wall for Dragon Rulers and Anti-Spell Fragrence for Prophecies. There are more options than the ones I mention so figure out what you think will take care of them. Mix and match your Side Deck with half taking care of really bad match ups and the other half being backrow hate for those certain non-destroying Traps.
Have fun with the deck! If you're not having fun with it, don't run it! No one is forcing you.
This is my current build. Comments are allowed on this thread, as I do not intend to make another thread for this deck profile.
Here are a few gameplay videos of me playing the deck in action
[Note that these videos are semi Pre-JOTL]
You know, I'll be honest. I thought it would be redundant to make a guide on this simple archetype. But as I keep thinking about it and kept on working with this deck, there was more to it. So much thought was put into the winning formula that it's actually complicated to do. And I had to share it with you guys because as I watched other people play this deck, I just kept seeing all the people misplay and make dumb moves, and it was driving me nuts. This won't stop people from incorrectly playing the deck, but to those who are newcomers or people already experiencing with this deck, it's simply something to look at and see the true potential of BBs. This deck is really powerful and it's something that can really shine if people got the chance to play it and play it right.
This is my first and probably my last guide I will ever write. Writing this took me a few days to do and it was a lot of work and thought put it. I probably messed up or said some stupid things within here (even though I proof read this like 10 times), but I think I did a decent job at writing this. Yes, you're going to say, "Yeah, I get it" a lot, but no matter, if I have to bring up the basics of the game, I will. I want to make sure every detail is kinked out and understood.
So I hope you enjoyed this little uh...guide of mine. Something I never did and I think it turned out well. If you want to like this, go ahead, I'm not really looking for likes, just trying to make BBs look less crappy, that's all
Credit for the rulings and some of the techs go to Pojo, from their Battlin' Boxer Guide (I edited their version of the rullings to my liking) and the pictures from the Yu-Gi-Oh! Wikia. The rest of the what you see are typed by me alone and nothing is copied and pasted, hence why it took a few days to make this.
If you want to add anything, let me know. I got probably 90% of everything there ever needs to be.
Thanks for reading, and enjoy playing with Battlin' Boxers! SHORYUKEN!
Edited by DeathSkull3000, 10 July 2013 - 12:20 PM.