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All Aboard the Hope Train [Trains with a gimmick]


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[spoiler=Deck List]

3x Trolley Olley

3x Derricrane

3x Muzanichia

3x Haipa

3x Express Knight

3x Ruffian Railcar

2x Hustle Rustle

 

Foolish

2x Chalice

2x Galaxy Cyclone

2x MST

Raigeki

3x Switchyard

2x Special Schedule

3x Terraforming

 

BTH

CED

RoD

Warning

 

3x 81

99 Utopic Dragon

2x C9

2x S0

2x Gangaridai

2x Galaxy Destroyer

3x Gustav Max

[/spoiler]

so yeah. I figured I'd try out trains and I saw a gimmick and this happened. Originally, I thought Gangaridai was a Number (which would have helped this deck a lot imo), but I suppose this still works. CnC?

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A few problems with the build so far, and I'll start with the maindeck monsters. A lot of problems lie with Trolley Olley and the Karakuris mostly. So far, you don't appear to have any method for a single-turn Rank 4, and seeing as those monsters won't do much other than either walling or poking outside of the rank 10 plays, they will most certainly be dead draws quite often. I understand the synergy with Switchyard, but there are too many potential hands and setups where you can't really go into any kind of power play. If you want to work into the Rank 4 plays, I would suggest either Summoner Monk as a way of searching out Railcar for a generic rank-4, or Tin Goldfish to go into Gear Gigant X. Detaching Railcar with Gear Gigant instantly midigates the cost of the two monsters needed for its summon and is a very excellent play to work off of. Unless you plan on running Iron Call, I would take out Trolley Olley entirely and instead put in either Scrap Recyclers or Mathematicians to help with the deck's consistency and draw power. Mathman you can run at 3, but Recycler I wouldn't put at more than 2. In my own build, I actually run 2 Recyclers and 1 Mathematician.

The spell and trap lineup isn't looking too bad. I would maybe reconsider the 4 staple traps; a Number 81 with a Derricrane attached fulfills most disruptive needs you have whether you actually need the immunity effect or not. Being able to pop any card with Derricrane on your opponent's turn with the ace monster that this deck makes its darnedest effort to summon consistently. My suggestion would be to max out on the Chalices and have some anti-backrow protection like Royal Decree instead. The Trains monsters are all really strong, and most opponents won't be trying to beat over them and will instead rely on their monster effects to remove them. Because of this, cover the most used strategies and counter them; in the case of the beatdowns there's always ways out. Running a single Instant Fusion with Noden is also a really clutch card; even at 1. Makes for excellent plays, and reusing a Railcar is really good.

The Extra Deck needs some work. From my experience, you won't be summoning the triple-material Rank 10's very often, and definitely not each and every duel. I'd trim down the triple materials to just a single 99 and C9 at the most; or just C9. 81 covers all the effect-protection you need, and C9 is impossible to beat over without any kind of effect negation or immunity; and considering it doesn't target, destroy, or even remove from the field and the fact that it's a Rank 10 (sorry Qliphorts); there's not much that can actually achieve that. Now if you place some focus on Rank 4's in the deck, Number S0 becomes a little more viable especially with Instant Fusion plays; but otherwise you won't have that many monsters on the field at any given time. Still, I think using a Rank 4 engine in the deck using the cards I suggested, combined with how difficult Number 81 can be to remove, I think you would be able to make a better use out of S0 than this build already does.

It's a cool idea; but admittedly less efficient than the existing Utopia engine.

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