Carrierroid
“When an opponent activates a card’s effect that targets and destroys a Spell or Trap Card(s) you control, you can discard 1 card to negate its activation and destroy the card.”

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Carrierroid
“When an opponent activates a card’s effect that targets and destroys a Spell or Trap Card(s) you control, you can discard 1 card to negate its activation and destroy the card.”
Carrierroid ———————————————— When an opponent activates a card's effect that targets and destroys a Spell or Trap Card(s) you control, you can discard 1 card to negate its activation and destroy the card. ———————————————— Can Be Found In: Premium Pack 2 (PP02-EN015)
Vehicroids are quite unique when compared to other archetypes. Despite having a focus on Fusion Summons, this goal wasn't the main focus until very recently. Instead Vehicroids tried to cover as many roles as possible, making them a flexible group of monsters providing the right member(s) for all kinds of builds and strategies. So while there are very few Vehicroids that truly focus on their expensive yet resistant Fusion Monsters, the rest can have a purpose in many Decks outside their own archetype.
"Carrierroid" is a weak monster that can actually save us from dangerous situations if we have a focus arround Spells and Traps. If the opponent uses an effect that targets and destroys one of our Spells or Traps (Even if is Set), "Carrierroid" allow us to discard a card to negate and destroy the source. This is a handy ability to save key cards and setups from many common dangers, and since "Carrierroid" effect has no restrictions beyond proper hand management it can shut down many threats with its mere pressence.
It took many years for Vehicroids to gain proper support of their own, making "Carrierroid" available when needed the most. The archetype offers several options to look for it from the Deck such as "Mixeroid" tributing a Machine which can be itself, "Megaroid City" if we destroy another card, or the Fusion "Super Vehicroid - Mobile Base" taking advantage of the many enemies stronger than "Carrierroid" to be brought to the field. The options aren't limited to the archetype as the Xyz "Gear Gigant X" can look for "Carrierroid" to be added in our hand, while "Machina Armored Unit" can replace any Machines defeated in battle immediately. When comes to the Graveyard "Carrierroid" is far from unsupported, as either "Expressroid" retrieves it back to our hand or cards like "Iron Call" and "Limit Reverse" will constantly summon it back to the field.
The ability of "Carrierroid" suits better when working along key cards which needs some protection against very common removal effects. Most players rely on cards such as "Mystical Space Typhoon" and "Galaxy Cyclone" among many others to immediately take care of Spells and Traps, in which "Carrierroid" can easily counter in exchange of a card in our hand. "Carrierroid" can go from protecting our backrow so we can time the proper counter against the opponent's actions, to protecting important cards on the field which can go from the archetype's Field Spell "Megaroid City" to stall the opponent for as many turns as possible with effects like "Messenger of Peace" or "Safe Zone". Don't worry much about discarding certain cards to counter dangerous effects, as by working along effects such as "Mixeroid" and "Iron Call" we can easily give them a vital use later on. Don't forget that "Carrierroid" is a very easy target of attacks, so try to defend it with effects like "Book of Moon" or overcome an enemy by "Limiter Removal" even if is destroyed afterwards.
"Carrierroid" might not have outstanding stats to survive for long unless with support, but with the proper field it can hold back many threats and keep us safe from very common removal effects. With the recent improvement of the archetype "Carrierroid" becomes easily available when needed the most, yet can become of great use for many other builds which relies on active Spells and Traps as well a heavy backrow to defend against the opponent. It might have some shortcomings like requiring to discard a card each time we deal with a removal effect, but in very rare cases will become a severe cost unless the opponent spends all their resources at once to deal with a single card. "Carrierroid" main problem is its poor stats to stand on its own, but once that is solved it can become a nasty Vehicroid protecting our setups and backrow with ease.
Personal Rating: B
+ Negates an effect targetting and destroying a Spell or Trap or ours + Well supported + Various cards to work along as are protected by its effect
- Very low stats - Requires some decent hand management
Best Level Four Machine - Round 1 Match 12
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