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super defense machina


werewolfjedi

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nFJ2iXz.png

 

it was a play around deck, but when I suddenly found it beig a very powerful build where I could sit on garbage dragon or machina fortress and just keep bashing in with the high monster of the table, I thought perhaps it could be improved into a greater piece of work than it is now.

mainly, I just want this deck to get machina fortress or garbage dragon out and then just recur them as much as possible. and it's not for this deck to do that already with the current monster lineup, but I would prefer to have it be optimized, as I have a very bad extra deck usage ability from the clashing levels, they are all over the place.

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I looked at machina cannon when I was originally making the deck, I felt like discarding for something besides fortress might be a sup par action, since the super defense robos can summon each other from hand, and if I'm holding onto the level 8, I get the garbage dragon, who is extremely hard to perminently get rid of, requiring one of the non kill removals, which is where my trap lineup comes in to protect it.

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-3 Peacekeeper

+1 Geartown (Maybe?)

+1 Cannon (Moreso for the Fortress Revival, though it can be used for making Garbage if you want)

+1 Redox

 

-1 Strings

-1 Gachi

-1 SHARK

-1 Garbage (I doubt you need 3)

-1 Zenmaister

+1 Tachyon

+1 Pearl

+1 104

+1 Felgrand Knight

+1 Emeral/Chain/Other Generic Rank 4 OR Trainer/Sylvan High Protector

 

How're Skill Prisoner and Breakthrough skill testing?

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-3 Peacekeeper

+1 Geartown (Maybe?)

+1 Cannon (Moreso for the Fortress Revival, though it can be used for making Garbage if you want)

+1 Redox

 

-1 Strings

-1 Gachi

-1 SHARK

-1 Garbage (I doubt you need 3)

-1 Zenmaister

+1 Tachyon

+1 Pearl

+1 104

+1 Felgrand Knight

+1 Emeral/Chain/Other Generic Rank 4 OR Trainer/Sylvan High Protector

 

How're Skill Prisoner and Breakthrough skill testing?

I feel he could keep it kinda like this and use Rivalry if he wanted to. Some of the E deck does need to leave though.

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-3 Peacekeeper

+1 Geartown (Maybe?)

+1 Cannon (Moreso for the Fortress Revival, though it can be used for making Garbage if you want)

+1 Redox

 

-1 Strings

-1 Gachi

-1 SHARK

-1 Garbage (I doubt you need 3)

-1 Zenmaister

+1 Tachyon

+1 Pearl

+1 104

+1 Felgrand Knight

+1 Emeral/Chain/Other Generic Rank 4 OR Trainer/Sylvan High Protector

 

How're Skill Prisoner and Breakthrough skill testing?

breakthrough let me faceroll a knight when he tried to blow it up and I still had to attack it to remove it, but the grave effect let me get around that.

prisoner is a bit more awkward, and kinda nitch. it's on the choping block, was considering something else to replace it to protect my  forts and my dragons from non destruction removal.

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And if he does, swap the Monkis for it.
Leo at least can form Gigant.

Also~
Swap 1 Typhoon and Peacekeeper for a 3rd Geartown and Terraforming

already have 3 geartowns in the deck, and I don't see the point in terra atm. the beartowns are just for gadget dragon, which I might want to remove if it wasn't for the fact the level 8 count needs to be kept where it is for trade ins.

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Redox is ungodly in this deck, if I draw it and get a fortress in the grave, it is practically game, I can just keep reviving it, and banish summoning Redox from the grave on turns I have no monsters in hand. so my deck got kinda banish heavy doing so.

any way I could take advantage of this? I was actually kinda looking at necroface for random drop into 2700 ATK.

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