Back To The Trenches
Coming in as this week's DCotW is . . . *inserts Jaws theme music here*
Looks pretty darn cool, doesn't he? I have to admire those Duelmaster artists; they make such detailed, and probably huge, paintings or drawings, just to put them on a card you can fit in the palm of your hand. But ramble on. Trenchdive Shark may seem to be an average creature, with 5000 power for 7 mana. Yet he offers a unique power that would seem to be more suited to a powerful Light creature. When you put him into the battle zone, you can add 2 cards from your hand to your shields, in exchange for putting two shields you already had down into your hand. Sure, you can't use the Shield Trigger abilities of the shields you withdrew, if they had it. However, you can use this to your advantage: if you have cards with Shield Trigger in your hand, you can put them into your Shield zone as the first two shields purposely. Then, when your opponent breaks those shields later on, you can summon or cast them for free!
Consequently, I find that a good Light/Water deck with a lot of spells suits Trenchdive Shark the best, although any good Water Deck will do. This works to a double advantage: not only are some of the best Light and Water spells Shield Triggers, but a few cheap Water or Light blockers also have the ability. So just send in Trenchdive Shark later on in the game, when you have fewer shields. Two could actually be the magic number, since your opponent has to take them after you perform the switch. And voila, if you summon the blockers you can provide your now-shieldless self some protection, and if you summon the spells you can use their great effects. Pity the Miraculous or Invincible spells don't have Shield Trigger . . .
Ballom's Rating: 3/5. While his power and ability can be useful, his high mana cost makes Trenchdive Shark less than perfect.