Darj Posted February 4, 2013 Report Share Posted February 4, 2013 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? Link to comment Share on other sites More sharing options...
Toffee. Posted February 4, 2013 Report Share Posted February 4, 2013 -1 Typhoon+Avarice??????????? Link to comment Share on other sites More sharing options...
newhat Posted February 4, 2013 Report Share Posted February 4, 2013 Urbellum over Power Tool, and you don't need 3 Dekoichi. Link to comment Share on other sites More sharing options...
Bringerofcake Posted February 7, 2013 Report Share Posted February 7, 2013 I don't understand what it is you mean by "utility" with the Ancient Fairy/Faerie combo. Could you elaborate a bit more on that? Link to comment Share on other sites More sharing options...
Darj Posted February 7, 2013 Author Report Share Posted February 7, 2013 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. Link to comment Share on other sites More sharing options...
Bringerofcake Posted February 7, 2013 Report Share Posted February 7, 2013 Actually, looking at wiki, the best reason to keep them is because you don't have any other 7s to go into. Link to comment Share on other sites More sharing options...
Zeppeli Gyro Supreme Posted February 7, 2013 Report Share Posted February 7, 2013 I personally wouldn't rely on Chaos Infinity, and just try something else for those 6 slots. Link to comment Share on other sites More sharing options...
Darj Posted February 7, 2013 Author Report Share Posted February 7, 2013 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. Link to comment Share on other sites More sharing options...
Darj Posted February 9, 2013 Author Report Share Posted February 9, 2013 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. Link to comment Share on other sites More sharing options...
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