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Tele-Gadgets [THE DARK ONE]


The Dark One

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Tele-Gadgets

 

Monsters: 17

2 Red Gadget

2 Yellow Gadget

2 Green Gadget

3 Krebons

2 Psychic Commander

2 Rose, Warrior of Revenge

2 Marauding Captain

2 Exiled Force

 

Spells: 14

3 Reinforcement of the Army

1 Monster Reborn

1 Heavy Storm

1 Mystical Space Typhoon

1 Smashing Ground

3 Shrink

3 Emergency Teleport

1 Limiter Removal

 

Traps: 9

2 Phoenix Wing Wind Blast

1 Torrential Tribute

1 Mirror Force

2 Bottomless Trap Hole

3 Solemn Judgment

 

Extra Deck: 15

3 Goyo Guardian

3 Stardust Dragon

2 Thought Ruler Archfiend

2 Red Dragon Archfiend

1 Colossal Fighter

1 Psychic Lifetrancer

2 Black Rose Dragon

1 Magical Android

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I'm using Skill Drain because it shuts down other decks pretty well, and at the same time doesn't negate the effects of most of my monsters. However, when I put it in I was obviously hallucinating because I overlooked the fact that it would shut down the Gadgets themselves.

 

-3 Skill Drain

+1 Limiter Removal

+2 Phoenix Wing Wind Blast

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shrink is vital in gadgets---^

Less so when I will most likely be using them in Synchro Summons. Still, they're good Synchro tech.

 

-1 Limiter Removal

-2 Phoenix Wing Wind Blast

-1 Reinforcement of the Army

-1 Mystical Space Typhoon

+3 Royal Oppression

+1 Ultimate Offering

+1 Pot of Avarice

 

Ok, I replaced what was originally my Drains with Oppressions. Oppression negates the whole portion of this deck that deals with Synchro Summoning, true, but that's actually no too big of a problem. I still have the basic requirements of the standard Oppression Gadget Build in here. That means that when I draw Oppression, I would first obviosuly just wait until my opponent tries to Special Summon someting and then negate it. Then I would just sort of go into Oppression Gadget mode until my opponent manages to get rid of the Oppression, by which time I will have likely saved up enough Synchro-related cards to start pushing aggressively with them.

 

So, the result is a deck that would look like it conflicts terribly, but may actually be very good. (of course, I still have yet to test it)

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Smashing Ground is better because of the LP cost. When I'm using small monster for the most part, 1000 damage is the equivalent of an entire direct attack, thus Soul Taker basically takes away the usefulness of destroying that monster, since the only reason you wanted to destroy that monster was to clear the field for a direct attack.

 

Basic gadget theory, though it holds itself less true when I'm planning on Synching.

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