Armory Arm ———————————————— 1 Tuner + 1 or more non-Tuner monsters Once per turn, you can either: Target 1 monster on the field; equip this card to that target, OR: Unequip this card and Special Summon it in Attack Position. While equipped by this effect, that target gains 1000 ATK. If that target destroys a monster by battle and sends it to the Graveyard: Inflict damage to your opponent equal to the ATK of the destroyed monster in the Graveyard. ———————————————— Can Be Found In: Duelist Pack: Yusei (DP08-EN016), Turbo Pack: Booster Six (TU06-EN010), Legendary Colleciton 5D's Mega Pack (LC5D-EN034)
Monsters are overall divided in two groups. Those who will carry the Duel with their powerful stats and effects, and those that will assist our gameplay as well other cards. The latter is actually much more important than might look, as if wasn't for their assistance we couldn't obtain the powerful outcomes we will gain from our best monsters afterwards. This is not only limited to working as materials as many Decks focuses nowadays, but also with other abilities that range from disruptive to assisting our other monsters.
"Armory Arm" might be a Synchro Monster, but its more like an odd Equip card residing our Extra Deck. Similar to Union Monsters, "Armory Arm" will turn itself into equipment for a monster on the field, as well return back as a monster if needed to. When equipped, the target monster will gain 1000 ATK as well deal damage to the ATK of any monster that destroys in battle and goes to the Graveyard. Is overall a quite powerful effect when used on our best monsters or improve others to the point of becoming threats, and thanks to its low Level "Armory Arm" becomes quickly available to work in such purpose.
Due its low Level, "Armory Arm" is in a great position to assist players as soon we have a solid candidate for its abilities. Decks like Nimble and Ojama can easily gather small monsters along the proper Tuner. A good build to immediately obtain powerful results while summoning this monster is arround the effect of "Superancient Deepsea King Coelacanth", as will swarm the board with plenty materials to bring "Armory Arm" and equip it to this monster afterwards. However, due "Armory Arm" will usually require another monster on the field to function properly, in most circumstances will be brought to the field in mid to late game. In such situations things will be easier thanks to one of many revival effects available, with Tuners such as "Alien Ammonite" and "Junk Synchron" bringing back a proper material to Synchro Summon into "Armory Arm" immediately.
Obviously, "Armory Arm" will shine as long we have other monster(s) ready to be equipped with it. Its ATK boost will suffice for even the weakest monsters to stand out in battles, but clearly is recommended to aim for our strongest creatures so they can finish off Duels with their strikes. With the ability to deal additional damage when defeating monsters, its best candidates are monsters able to declare multiple attacks such as "Mataza the Zapper" or "Black Luster Soldier - Envoy of the Beginning", clearing the board as well dealing considerable damage for each successful battle. If we manage to bring a Link Monster to gain additional slots for our Extra Deck summons we can bring some powerful monsters to work Armory Arm, like "Evil HERO Inferno Wing" and "Elemental HERO Shining Flare Wingman" doubling the damage dealt, or atleast two copies of "Colossal Fighter" for "Armory Arm" equip to an opponent's monster and create an OTK loop by attacking the powered up enemy. However, remember that "Armory Arm" can summon itself back as a monster later on, so there's a chance we can spare the Extra Monster Zone for our strongest summons to then equip this Synchro Monster turns after.
Don't be fooled by its position as a Synchro Monster, as "Armory Arm" can easily provide the push needed to finish Duels by targetting the perfect monster. Some targets will suffice with the ATK boost and burn damage, but others such as "Black Luster Soldier - Envoy of the Beginning" will pretty much provide an easy OTK by combining their effects together. Unfortunately "Armory Arm" is mostly known for working with other Synchro Monsters and a few other Extra Deck strategies, which the introduction of the Extra Monster Zone damaged these setups considerably to the point of strategies such as the loop arround several copies of "Colossal Fighter" becoming extremely difficult to pull out smoothly. On the bright side, Link Monsters and many powerful creatures residing the Main Deck can still highly benefit from "Armory Arm" assistance right from early game, and with its easy availability when needed the most makes it a wonderful finishing tool to work along our best monsters.
Personal Rating: A-
+ Becomes equipment to provide 1000 ATK to the target monster + The target monster will deal damage equal to the ATK of the defeated monster in battle + Easy to summon + Several powerful targets with high OTK potential
- Must work along other monsters - The introduction of the Extra Monster Zone damaged many well-known setups












