Now here’s a funny one – while technically he’s the defensive counterpart to U.A. Dreadnought Dunker, he really isn’t that defensive. His DEF is just a hair better than his ATK and his speciality is recovering monsters.
You can Special Summon this card (from your hand) by returning 1 “U.A.” monster you control to the hand, except “U.A. Rival Rebounder”. You can only Special Summon “U.A. Rival Rebounder” once per turn this way. If this card is Special Summoned during your opponent’s turn, or Normal Summoned: You can Special Summon 1 “U.A.” monster from your hand or Graveyard, except “U.A. Rival Rebounder”. You can only use this effect of “U.A. Rival Rebounder” once per turn.
So there’s U.A.’s tag ability – staple, nothing new, bounce a U.A. monster on the field to special summon Rebounder from the hand (once per turn).
But Rebounder’s real talent is recovering. See, when Rebounder is normal summoned (or Special summoned by any means) on you opponent’s turn, you can special summon a U.A. from either your hand or graveyard.
Now Rebounder allows for steady field presence. If you had a fistful of U.A. monsters and a Signing Deal – you could use Signing Deal to pull Rebounder from the deck (sans effects), swap him for someone else, then normal summon Rebounder using the U.A. on the field (Lv.6 – so just 1 tribute). That U.A. goes to grave, Rebounder hits the field, his effect goes off, special summon the tribute back from grave and now we have a posse.
To get this effect on your opponent’s turn you could use such things as:
- Midfielder’s quick effect swap
- Call of the Haunted
- or U.A. Turnover Tactics
He isn’t lacking for ability but unfortunately like other U.A.s, Rebounder gets overlooked despite being the only source of natural recursion in the archetype and the only real way to get more than one monster on the field within U.A.
He also combos well with Playmaker and a beatstick like Slugger or Dunker for some scary damage output. But more about that next time.