Next at bat is Slugger and he is not playing little league. Slugger is one of the primary offensive weapons in the U.A. line-up. Batter up!
You can Special Summon this card (from your hand) by returning 1 “U.A.” monster you control to the hand, except “U.A. Mighty Slugger”. You can only Special Summon “U.A. Mighty Slugger” once per turn this way. If this card attacks, your opponent cannot activate cards or effects until the end of the Damage Step.
So Slugger is a natural Lv. 5 but carries the U.A. family effect to interchange between U.A.s once per turn.
But the real gold is that individual effect. Your opponent can’t activate cards and card effects when he’s battling. He’s like a watered down Armades, Keeper of Boundaries. I say watered down because Slugger’s effect only activates on his turn – Armades can activate during either turn. So a little weaker, but you can still make great use of this monster.
Also at 2300 Slugger matches Armades pound for pound in terms of ATK with one caveat: ideally you’re running Stadium (all the time) and as soon as you call in your switch hitter he’s picking up a 500 point boost. So expect more to the tune of 2800 and the +500 every additional turn he stays alive while you’re building.
Slugger is what you throw at anything that can’t be destroyed by battle or activates an effect or when you’re fretting about traps, quickplays, hand traps etc. Slugger is one of my go to guys to make sure we get that base hit to move through the rotation. It’s not often you run into troll-y stall cards like Marshmallon or Spirit Reaper, but he can make short work of them too.
2 is enough, some run 3 but I feel it’s a bit overkill, especially when setting up Rival Rebounder can bring him right back out anyway. Now if we just had something for him to wear…