[AUTO](VC/RC):[Counter Blast (1) & Choose one «Spike Brother» from your hand, and put it into your soul] When this unit's attack hits a vanguard, you may pay the cost. If you do, search your deck for up to one «Spike Brothers», call it to a open (RC), and shuffle your deck.
Clan: Spike Brothers
Grade / Skill: Grade 2 / Intercept
This card will be a staple of every Spike Brothers deck the minute it enters English circulation. A quick and easy use of it is what all Spike Brothers decks attempt to do: get out Juggernaut Maximum as quickly as possible. However, it can also be used to force your opponent to guard an attack or to Superior call boosters. Either way, if you have two Dudley Masons on your second turn, you can almost guarantee a full field by the end of the battle phase.
Strategies and game play:
The most basic strategies of Dudley Mason is to call another Dudley Mason, then a boosting unit for whatever your final attack of the turn will be. Dudley Mason though is not a card that can fight on it's own unless the field is already set up.
Combos with other cards:
My favorite combo to use with Dudley Mason is right after you ride Demonic Lord Dudley Emperor on top of Bad End Dragger. With the extra 10k, your Mason's are almost unstoppable and since your opponent will likely be saving their hand to guard whatever cards you call with Emperor, you have free rain to deal several points of damage until they're backed into a corner. Once that happens, the Emperor attacks, if you have the ability to you call another two units, preferably a Juggernaut Maximum and another Mason. After the Juggernaut's attack, you go in with the Mason. Usually by now your opponent should be out of hand from guarding high level attacks.
Another fun combo, if risky and unlikely to succeed unless you're cheating is what I like to call Devil-Mason. In this combo, you attack with Dudley Mason, summon a Devil Summoner, and if you're lucky get another grade 2 unity to place replace Dudley Mason. If you're exceptionally lucky, (or running a simulation game to show why this is effective) and you pull a new Dudley Mason to replace your old one, then you can better set up Devil Summoner for an attack.
Ways to counteract it:
Counteracting this card is fairly simple when you get down to it as it is the same way to deal with any card that requires discard or counterblast. Either A, keep your opponent's damage low until you're ready to finish them or B, Continually attack them until they run out of hand and thus cannot activate it's effect.
• Decent attack power
• A soul charge to activate the effect of whatever you call.
• ability that can be used in Vanguard or Rearguard, something Spike Brothers has very little of.
• ability to be grabbed with Jelly Bean.
• It's ability is relatively low cost compared to some previous Spike Brothers units.
• severely lowers your hand size.
• needs open spaces.
• power within a range that even 2 grade 0s can have enough power to hit it.
So far there is only the Japanese version BT10-042, but it will soon be released in English.
Artwork and aesthetics:
The artwork is fantastic! the positioning of the monster on the card gives the illusion that you are looking up at it, making it seem like an actual giant. The strong arms, and in general confident appearance of the unit also shows that whoever invented it new it would be a staple of its clan. The color scheme is not the greatest, but it makes up for it in the shading and small details.
I'd give this card a 8 out of 10. It isn't something that on it's own is frightening like Kaiser Vermillion the BLOOD or something that can hit fast and hard like High Speed Brakki, but it fills a nitch that Spike Brothers was lacking: a grade 2 that can superior call.