This is a fantastic card, and the most powerful ride break in the game. Along with the [Power] +10,000 that most break ride cards give, you also get [Critical] +1 and a draw of 2 cards. The combinations you can pull off with this card are staggering and make it the best set up for a Final Turn.
This card is of course a set up card, but on its own it puts on quite a lot of pressure. When you have it out and are not preparing for end game, use your rearguards to pick off your opponent's units, so that Spinodriver can get its [Power] +2,000 for having more rearguards. most of the time this +2,000 can be the difference between hitting and not hitting. Its most important job though is setting up for combinations plays though, as all Break Ride units are.
Strategies and game play:
Like all Break Ride units, it is a unit that forces you to play the long game. It lacks any real effect that makes it itself terrifying, but makes it so that your next turn your opponent is in a real jam. It does have 1 effect though that makes it harder to use than any other break ride though: its cost. In order to get any of the break ride effects, you must first retire 2 units. In other words, this unit forces you to play more defensively than any other break ride, because if you lose those units, you lose all chances of gaining such great power.
Combos with other cards:
Combo 1: Anti Link Joker, Or- the Destruction Dragon Dark Rex combo
To perform this combo you need A Spinodriver vanguard, a Spinodriver in your hand, 2 rearguards, a copy of Destruction Dragon, Dark Rex in hand or the bind zone, and at least 3 other cards in your hand.
First, you Ride Spinodriver on Spinodriver and pay cost, and call units until you have 5 rearguards on the field.
Then, you attack with both columns of rearguards. Finally, you attack with your vanguard.
At this point, your opponent has a choice: If they don't guard, they risk a minimum of 2 damage and maximum of 4 damage (more than enough to end the game in most scenarios.) But if they do guard, your combo continues.
If they guard, activate Destruction Dragon, Dark Rex's effect and retire 3 rearguards. Then you activate the Break Ride and retire 2 more. Now your opponent after guarding an attack that was most likely around [Power] 28,000 has to deal with a second vanguard attack This combo is especially good if one or more of the rearguards you retire has an effect that calls a new unit to the field, then you have new rearguards to attack with. If you're facing Link Joker though, it is a good way to remove all chances for them to lock your rearguards.
Combo 2: Ravenous Dragon, Gigarex
This combo is much simpler. Either by having Gigarex on the field when you activate Break Ride or by riding it, you get a unit with an additional [Power] +2000. It is especially good if you ride it though, because then your vanguard will have a base of [Power] 22,000 [Critical] 2. In either case though it makes it much easier to attack vanguard when you gain this bonus.
Combo 3: Cards that return or call
An important aspect of Spinodriver to remember is that it retires units in order to activate the Break Ride. Keeping that in mind, here are some units that are good to use with Spinodriver to mitigate the effect's cost:
Combo 4: TyrannoLegend
This is one of the more basic combos you can use with Spinodriver. By riding Tyrannolegend on Spinodriver, Tyrannolegend will have a base of [Power] 21,000 [Critical] 2. If you attack with a rearguard column first, and then with Tyrannolegend and activate Tyrannolegend's effect (Retire 3 ancient dragon Rearguards) you will have a base of [Power] 31,000 [Critical 3]. The best part about this combo is that you can use it in combination with Combo 1 if you use the right rearguards.
Ways to counteract it:
A simple way to counteract it is by using a Link Joker, Narukami, or Kagero deck. These 3 clans have the ability to destroy or lock opponent's rearguards fast enough that it would be easy for them to stop Spinodriver's abilities. Outside of this, the only thing that can be done is to attack and destroy the user's rearguards or to keep them at 3 damage and go for a deck out.
• Base 11k power, allowing it to hit almost any vanguard without boost.
• incredibly strong break ride ability.
• works well in almost any Tachikaze build.
• Cannot activate effect without rearguards.
• Cannot activate effect without 4 damage.
• Risk of decking out if used multiple times.
There are 2 versions in the Japanese version currently: the RRR rarity and the SP rarity.
Artwork and aesthetics:
The artwork and the flavor text are fantastic. I especially like the flavor text though, as it speak of evolution. As evolution works by the strong climbing up and the weak dying off, I think with Spinodriver's effect this is a perfect phrase to go with it.
Overall I would give this card a 9/10. It can be counteracted, but only by the most powerful clans or the smartest players.