Well we’ve made it to the end of the monster line-up and we’ve got a real number waiting for us here. Playmaker boasts a solid ATK and sports (eh?) a real team focused ability.
You can Special Summon this card (from your hand) by returning 1 “U.A.” monster you control to the hand, except “U.A. Playmaker”. You can only Special Summon “U.A. Playmaker” once per turn this way. When another “U.A.” monster you control declares an attack: You can have this card lose exactly 800 ATK, and if it does, your attacking monster gains 800 ATK.
So this will – WILL – swing the tide of a battle phase. He is also probably the only reason why you would keep Midfielder out. One per turn Playmaker can reduce his ATK permanently to increase another U.A.’s ATK permanently. And 800 is nothing to sneeze at, that’s a pretty healthy boost.
By why Midfielder? Well I know it’s been a while now since we looked at him, but Midfielder’s unique effect allows him to switch a U.A. on the field with one in your hand (quick effect). So you can have Midfielder out – battle phase – ATK shift – then swap Playmaker for someone else.
Provided Midfielder was on the field already for the Stadium bonus, Playmaker will push him to 2500. Then Playmaker is back safely in your hand to do it again next turn. And that’s just if Midfielder is the target. If you pull some Chain Summoning nonsense and you have this set up for Dreadnought Dunker… in a Jersey… Scoop!
He’s a better Blue Flame Swordsman. The attack shift is relevant and the archetype’s inherent design and shared ability theme makes it easily reusable. It seems like enormous ATK beaters like Blue-Eyes Ultimate Dragon are a thing of the past sometimes…
Until you’re looking at one. Thanks U.A. Playmaker! Your willingness to make that big pass to set up a teammate is what our team is all about. Don’t leave him out because turbo or because you don’t know about him. Its very useful and his 2600 ATK gets pretty scary in a Jersey as well.
As long as you don’t find yourself in the Penalty Box.