Z-Metal Tank
Union Monster (Machine / LIGHT / 4 Stars / ATK 1500 / DEF 1300)
Once per turn, during your Main Phase, if you control this card on the field, you can equip it to your "X-Head Cannon" or "Y-Dragon Head" as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, increase the ATK/DEF of the equipped monster by 600 points. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.)
"¢ If "Z-Metal Tank"'s ATK is doubled with "Limiter Removal", and then "Z-Metal Tank" is equipped to "X-Head Cannon", "Z-Metal Tank" is not destroyed at the end of the turn.
Ah, the 3rd part of the XYZ trilogy. I personally think this card is the worst of the 3, but it's still good. It's the most searchable of the 3 via Shining Angel, Last Will, Sangan, Witch of the Black Forest (traditional) and UFORoid. This card works wonders in XYZ decks, obviously.
The main comboes I see for this card involve X-Head Cannon and Y-Dragon Head, to bring out....you guess it, XYZ-Dragon Cannon, or any mixture of two of the parts. I can also see comboes for Limiter Removal + Covering Fire, as Covering Fire is at it's best, in my opinion, with Machines.
This card's overall advantages is it's versatility in an XYZ deck. It can be searched easily and can be used to summon an XYZ Fusion or to help another piece of XYZ survive. It's ATK and DEF won't let it survive for long, but should it, XYZ shouldn't be too far behind.
This card does have it's disadvantages, such as being a horrible topdeck when you have no field, when you are truly topdecking. It's stats force it's controller to be very protective of it, or lose it quickly. Also be weary of overextending yourself and dedicating yourself to your field, only to activate Limiter Removal, and undo all that work.
My best advice for playing Z-Metal Tank and any basic Machine deck is this: be conservative with your hand. Machines are GREAT at bluffing, as any set card could potentially be a Limiter Removal.
The best decks for Z-Metal Tank are XYZ decks. That's all. It shouldn't see much play elsewhere.
Advanced: 3.5/5 Not a bad card here. Lack of mass removal is a plus.
Traditional: 3.25/5 Mass removal kills XYZ decks.
Limited: 3/5 1500 ATK isn't bad, but there's a lot of better cards.
Sealed Pack: 2.75/5 See above.
Union Monster (Machine / LIGHT / 4 Stars / ATK 1500 / DEF 1300)
Once per turn, during your Main Phase, if you control this card on the field, you can equip it to your "X-Head Cannon" or "Y-Dragon Head" as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, increase the ATK/DEF of the equipped monster by 600 points. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.)
"¢ If "Z-Metal Tank"'s ATK is doubled with "Limiter Removal", and then "Z-Metal Tank" is equipped to "X-Head Cannon", "Z-Metal Tank" is not destroyed at the end of the turn.
Ah, the 3rd part of the XYZ trilogy. I personally think this card is the worst of the 3, but it's still good. It's the most searchable of the 3 via Shining Angel, Last Will, Sangan, Witch of the Black Forest (traditional) and UFORoid. This card works wonders in XYZ decks, obviously.
The main comboes I see for this card involve X-Head Cannon and Y-Dragon Head, to bring out....you guess it, XYZ-Dragon Cannon, or any mixture of two of the parts. I can also see comboes for Limiter Removal + Covering Fire, as Covering Fire is at it's best, in my opinion, with Machines.
This card's overall advantages is it's versatility in an XYZ deck. It can be searched easily and can be used to summon an XYZ Fusion or to help another piece of XYZ survive. It's ATK and DEF won't let it survive for long, but should it, XYZ shouldn't be too far behind.
This card does have it's disadvantages, such as being a horrible topdeck when you have no field, when you are truly topdecking. It's stats force it's controller to be very protective of it, or lose it quickly. Also be weary of overextending yourself and dedicating yourself to your field, only to activate Limiter Removal, and undo all that work.
My best advice for playing Z-Metal Tank and any basic Machine deck is this: be conservative with your hand. Machines are GREAT at bluffing, as any set card could potentially be a Limiter Removal.
The best decks for Z-Metal Tank are XYZ decks. That's all. It shouldn't see much play elsewhere.
Advanced: 3.5/5 Not a bad card here. Lack of mass removal is a plus.
Traditional: 3.25/5 Mass removal kills XYZ decks.
Limited: 3/5 1500 ATK isn't bad, but there's a lot of better cards.
Sealed Pack: 2.75/5 See above.