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DARK Machina


Darj

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Monsters: 21

x3 Salvo

x1 Dark Armed

x2 Dekoichi

x1 Machina Cannon

x2 Machina Fortress

x3 Gearframe

x3 Meklord Army Wisel

x2 Green Gadget

x2 Red Gadget

x2 Yellow Gadget

 

Spells: 7

x1 Dark Hole

x1 Heavy Storm

x1 Limiter Removal

x1 Reborn

x3 MST

 

Traps: 12

x3 Chaos Infinity

x2 Compulsory

x2 Fiendish Chain

x2 Mirror Force

x1 Solemn Judgment

x2 Warning

 

Extra Deck: 15

x1 Ancient Faerie Dragon

x1 X-Saber Urbellum

x1 Black Rose

x1 Burei

x1 Power Tool Mecha Dragon (takes out Catastor and gives me a card if I equip it with a Gearframe)

x1 Scrap Archfiend

x1 Abyss Dweller

x1 Gagaga Gunman

x1 Gear Gigant

x1 Maestroke

x1 Big Eye

x1 Utopia

x1 Drago-SAC

x1 Zenmaines (rarely Summoned; could drop it for a Shock Master)

 

 

A Machine Deck that is basically Salvo + Machina engine. The gimmick here is Chaos Infinity: It works as a searcher, but instead of adding the Meklord to the hand, it straight Special Summons it on the field. It is meant to work as a deck thinner, and of course as a Trap Card it is not as fast as a searcher Spell such as ROTA and the like. It is best used during your next turn after you Set the card (so you get to use Wisel for Xyz Summons) but if the card would be destroyed during the opponent's turn, it could still be activated (if there is a monster in DEF position) and work as a foolish Burial for Salvo plays.

A decent play is setting this in a turn, then the next turn Set Dekoichi and activate this, giving you a draw and 2 Machines ready to become Gigant.

 

Because a monster in your field is needed for Chaos Infinity to work effectively, the Trap line-up focuses on stopping the opponent from attacking (hence the Fiendish Chains, and Mirror Force over TT).

 

I don't know if this variant is actually at the level of Gadgets and Geargias and other tier Machine decks, since, altough it has access to Dark Armed Dragon (which is a big deal) and Summons Level 7 Synchros out of nowhere, the deck feels slow (mostly because of the defensive playstyle with Traps, Infinity, Dekoichis and Crushers) and Machina Fortress often stays dead in the hand. I enjoy playing with it anyways, as it is not a deck you see everywhere.

 

Now, I'm posting this because, as I mentioned above, the deck feels slow, and I was wondering if I there is some way to speed it up, or at least make Fortress more live. I tried replacing the Crushers with Traps but unfortunately Level 4 DARK machines are needed for Salvo plays and Fortress fuel. I could go Rabbit + Mechanicalchasers but I don't want to take that route since I am not a fan of Rabbit and also non-Machines could become a burden for Fortress.

And Duality looks promising but it might interfere with Chaos Infinity so I would rather go for other deck thinners.

 

Any suggestions?

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Hmm, I could be using the wrong word (perhaps the right word was "toolboxing"?), but I meant that if there is an opponent's Field Spell, the Fairy dragons allow me to either destroy the field or a big monster. They are not actually a combo.

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Yeah, I could fill those 6 slots with 2 of each Gadget, or Mechanicalchasers + Rabbits or something else, but I want to keep that "engine" because it is what makes the deck different; I don't want it to become into a yet-another Gadget or Salvo Rabbit Deck.

And while it is true that the Chaos Infinities are slow, I don't really mind; I don't expect this Deck to be top tier material; I just want to have fun with different playstyles for a change.

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BUMP

 

I decided to give it a try to the Gadget engine so I made a few changes to include 2 of each. Apparently it works better now but still needs more tests:

 

-3 Crusher: They were really situational because they required me to Normal Summon Dekoichi (and give up its flip effect) or a Wisel. I used them mostly as filler anyways, and Gadgets should work better.

-1 Allure: With less DARKs this has higher risks of being dead.

-1 Cannon: It is horrible when you draw 2 before a Gearframe/Fortress. Testing 2 Fortress/1 Cannon.

-1 Dekoichi: As newhat mentioned, 3 are not needed. I wanted 3 because I needed a high DARK count for Salvo and Dark Armed, and if I drew it I could discard it for Fortress, but I doesn't hurt to test it at 2.

 

+2 Yellow Gadget

+2 Green Gadget

+2 Red Gadget

 

I was thinking in dropping 2 Wisels for D-Prisons, but then I realized the Infinities would turn in situational Call of Haunteds, and the point of Infinities is deck thinning, so will stick with 3 Wisels for a while.

 

I will update the Screenshot in the OP.

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