It's been a while since a card got reviewed here, with new sets popping up left and right I guess it's about time somebody wrote something to review about
Mazinger Z. Yeah, it may be the least powerful of all Mazingers but it has a proper cost to power ratio (4/0/4 for [2.4](0) seems fair to me). It can also switch between its other attack forms. The basic one has nothing to shout about, having only Battle Positions to brag about. All Mazinger Z versions have Hyper Alloy as well and cost the same. If anything, the same cost for the Ace 1 can really take Mazinger Z a long way. Oh and Iron Wall 1 is nifty too.
Lets talk about its other versions.
The Photon Beam version really relies on how you build the deck. It's really good in a deck with a decent amount of high TNP cards as well as reliable card draw. Luckily the base provides the much needed card draw but it's a double edged sword because your opponents can benefit from it as well (personally I don't have a problem with it but other people do).
If you're building a deck with a progressive curve, Photon Beam Mazinger Z could be a poor choice. Unless you're facing low to mid costed units, but the troublesome ones are about 7 TNP or so and you really want to get them out of your hair.
The only other version is the promo, Rocket Punch version. I like this one the most. The extra 2 damage can go a long way and it's simple. The fact that it can damage Nation as well is really what makes this card super fun and super efficient. Sure, it can't laser beam a unit to the junkyard but it doesn't have to rely on your deck composition either. It's a unit that can fit into any black deck without upsetting it too much. Basically it's a 6/0/4 for [2.4](0). I call that awesome.
So yeah, that's my short review about Mazinger Z. The robot is iconic, thankfully the card can come out reasonably fast to take advantage of its awesomeness. At least you get your opponents exclaiming "Oh wow, it's Mazinger Zetto!"
Its dangerous to think of the Rocket Punch as a 6/0/4.
You deal the damage as soon as it sorties, so on the offense, you have to pick what you are shooting before he decides who to sortie in defense.
If you make careful choices, you will be able to effect what he does or does not sortie.
You drop the 2 points on a 6 defense heavy, it won't sortie. Mazinger Z doesn't have Raid, so its easily chump blocked. On the other hand you may drop the 2 points onto a smaller unit that the Mazinger can easily defeat in hopes of luring out a bigger unit that can survive the Mazinger's damage. Once its in the Battle Area its vulnerable to other effects and commands.
The 2 points of Damage should not be considered offense, but rather control.
Try to use it to force your opponent to sortie the Units you want him to sortie.
The Photon Beam version is nice but will often end up in your G Zone. It's a two card combo that requires specific circumstances. If you are putting the Mazinkaizer in your deck then you might as well try. If you get both cards early on it could be useful, especially if you can switch in the Photon Beam as a surprise.
Swap it in and use the replaced Mazinger to power the effect and save it from mutual destruction
Truth be told, Mazinger Z is a fair, low-mid range card set. They are useful midgame but won't usually win it for you.
But everyone wants to get a Mazinger Z so making it Uncommon was a good choice.
The promo and photon beams are good but in the same range as that basic Uncommon.
Maybe a little disappointing for what can be considered the Daddy of Super Robots, but middle ground staples that have a place in any Dynamic themed deck.