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Airride's Awful IRL - Machina Gadget Synchro Thing


Airride

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Side deck is stuff I don't have that I want to add once I can get them.[spoiler='Decklist']2 Cyber Dragon

2 Effect Veiler

2 Green Gadget

2 Karakuri Watchdog mdl 313 "Saizan"

1 Machina Cannon

3 Machina Fortress

3 Machina Gearframe

2 Red Gadget

1 Symphonic Warrior Basses

1 Unkown Synchron

2 Yellow Gadget

 

1 Dark Hole

1 Limiter Removal

2 Mystical Space Typhoon

2 Pot of Duality

 

1 Bottomless Trap Hole

3 Call of the Haunted

1 Compulsory Evacuation Device

2 Fiendish Chain

2 Mirror Force

1 Solemn Warning

1 Torrential Tribute

2 Trap Stun

 

1 Chimeratech Fortress Dragon

1 Ally of Justice Catastor

1 Gaia Knight, the Force of the Earth

1 HTS Psymuth

1 Vulcan the Divine

1 Black Rose Dragon

1 Karakuri Shogun mdl 00 "Burei"

1 Scrap Archfiend

1 Red Dragon Archfiend

1 Scrap Dragon

1 Stardust Dragon

1 Gear Gigant X

1 Gem-Knight Pearl

1 Maestroke the Symphony Djinn

1 Number 104: Masquerade

 

(Once I get the Appropriate cards:

-1 Unkown

-1 CyDra

-1 ???

+3 Tin Goldfish

 

-1 Gaia

-1 RDA

 

+1 Colossal

+1 Black Corn)[/spoiler]Mainly just need to tweak some things to make it run better.

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Fortress is the Main card of the deck. Makes level 8 synchros with Recycle or Unkown (Notably Axel which is a WinCon basically and Blader which kills the Dark Wrolds that everybody hates where I play) and can run over 99% of the stuff people play otherwise. Plus, he's easy to revivel with Cannon, call, etc. He's p. Cool guy.

Gear Gigant, I would play, if I had it. Tin Goldfish...eh.

Goblindbergh is dumb and kind of useless here.

The tuners were more of an after though, TBH. And besides, I don't have *Too* much room to add in more. Mainly I'd add more recycle and Synchron since they make the most useful things, typically.

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Would it be hard to get your hands on the third gadgets, and would it be worth it?


I dunno, the third set of Gadgets tend to be not worth it in most cases from what I remember...

I would personally cut a Call or a Chain for a third Trap Stun, which is shaping to be a pretty big card for this format. That's just me though, so don't feel like you have to...

Um, how's the Unknown Synchron been testing?
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TRAIN WRECK POWERS ACTIVATE

 

Would it be hard to get your hands on the third gadgets, and would it be worth it?

I have 5 sets of the gadgets, so getting them isn't't a problem.

It's just...3rd gadget's I don't feel are necessary, perse. Especially with how surprisingly tightly packed the deck is. I mean, the deck is more focused on Fortress and Saizan/Unkown than anything, ATM.



I would personally cut a Call or a Chain for a third Trap Stun, which is shaping to be a pretty big card for this format. That's just me though, so don't feel like you have to...

Um, how's the Unknown Synchron been testing?

I don't feel the 3rd one is all too necessary. 2 has been fine thus far. If Traps prove to be more of a problem, I'll cut chain for one.

Unknown's been alright. The main thing is that he makes 5s and 8s with most of my monsters and fortress respectively. The Summoning effect is more of a bonus, and I'm debating whether to keep him or Recycled, since Recycled gives me access to Axel. I

originally had birdman (Axel with CyDra) but didn't like him too much. I just wish there was a level 4 Genex tuner so I could make it with goldfish, once I get it.

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Edited with today's loot.

Still not sure on the 3rd card, besides 1 Cydra and Unkown (Basses' Utility is actually REALLY good. Might want another...) to get rid of for the 3rd goldfish, once I get it.

I might also swap Vulcan for AFD, since The summoning has actually helped me in the past, though I don't make 6 or 7 TOO reliably. Think I might add Birdman in again to fix that, at least with 7.

Level 8 is still the most common Synchro, but I still don't have many IRL options for it. Bleh.

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