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Machina Engine


Darj

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MachinaGearframeSDMM-EN-SR-1E.jpgMachinaFortress-BP01-EN-R-1E.png

 

Machina Gearframe:

When this card is Normal Summoned, you can add 1 "Machina" monster, except "Machina Gearframe", from your Deck to your hand. Once per turn, during your Main Phase, you can equip this card to a Machine-Type monster you control as an Equip Card, OR unequip it to Special Summon this card in face-up Attack Position. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, destroy this card instead.)

 

Machina Fortress:

You can discard Machine-Type monster(s) whose total Levels equal 8 or more, then Special Summon this card (from your hand or Graveyard). When this card is destroyed by battle and sent to the Graveyard: Target 1 card your opponent controls; destroy that target. Before resolving an opponent's monster effect that targets this face-up card, look at your opponent's hand and discard 1 card from their hand.

 

I have played with this engine for a long time and I must admit that I have not yet found the optimal number of copies of Fortress and Cannon/Force.

I used to run 2 Fortress/2 Cannon but sometimes I got horrible hands with 2 Cannons and drew Gearframe/Fortress when it was too late to recover.

Lately I have been running 3 Fortress/1 Cannon, but I have this feeling that 3 Fortress is too much and getting 2 of them in hand feels like a waste when 1 of those could very well have been a Cannon (so you just Summon a Fortress at a -1 and later bring it back with the Cannon, instead of -2 yourself by Summoning each Fortress).

 

 

Discuss the engine and, from your experience, the optimal number of each member you should be running, or if it should vary depending on the Levels or amount of the other Machines in the deck.

 

 

P.D. Not including the images and descriptions of Machina Cannon and Force to keep the post short.

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I figured you run just as many copies of Gearframe as you do Fortress. It's worked for me before; I hardly ever use Cannon, but I know that it's a good card for instantly dropping Fortress. The question is, why would you waste precious Deck space for 1 card serving that ultimate purpose?

Depends on the deck. In KMG, I can drop it if need be to set up Heliopolis. In Gimmick Puppets, it can not only do that for free (feed Necro Doll), but is a Trade-In target as well. In Gadget Builds, you plus so much it doesn't matter. Beyond that, it's not always worth it, but at least it's miles ahead of Force.

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I figured you run just as many copies of Gearframe as you do Fortress. It's worked for me before; I hardly ever use Cannon, but I know that it's a good card for instantly dropping Fortress. The question is, why would you waste precious Deck space for 1 card serving that ultimate purpose?

I mostly play with experimental Machine decks (Genex, Black Salvo, etc.) so I get plenty of space for a Cannon or 2.

I have been testing 3 Fortress/2 Cannons lately. It has worked well, and that 2nd Cannon as backup has been really helpful, but still I am not sure if other cards such as TT or a CotH the deck is missing would be better than the extra Cannon.

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