VCR_CAT Posted May 13, 2015 Report Share Posted May 13, 2015 SO YOU WANNA FRICKIN' KNOW HOW TO DRIVE TRAINS WELL YOU'VE COME TO THE RIGHT PLACE [media='750 x 500']https://www.youtube.com/watch?v=7EKkAy-PfN4[/media] Welcome to the Trains Deck! Trains started WAY back when World Duel Carnival was released with only a few promos, and I WAS RIGHT THERE AT THE START, BUILDING AND PERFECTING TRAINS YEARS AGO BEFORE THE DAWN OF TIME *ahem* Anyways, information on this guide is subject to change as new cards and strategies are released. If you have any questions or comments feel free to post them and I might get to them. Heh. So, listen to some music and let's get this show on the road! https://www.youtube.com/watch?v=3CNPEWuckio [spoiler= Trains 101] The Train Deck refers to the best and possibly only Rank 10 engine. The deck focuses on very strong beaters dealing high amounts of damage with as few cards as possible. The deck itself may not boast the highest rate of swarming, but being able to summon possibly one of the strongest Xyz monsters with as much ease as your average Rank 4 monster is what really gives this deck a claim to fame. The main strategy here typically starts with summoning Number 81 Superior Dora as soon as possible (typically your first turn) and using that to protect additional massive beatsticks such as Gustav Max or Gangaridai; then using said beat sticks to PUMMEL YOUR OPPONENT INTO SUBMISSION. The initial design of the deck was based around Anna Kaboom (best waifu; I refuse to use the original Japanese name it's inferior to "Kaboom") and her playstyle of summoning gigantic beatsticks with absurd ease but with giant downsides. Unfortunately for everyone else, that "giant downside" part was dropped mysteriously. The deck still has hints of that high-risk high-reward mentality, but with recent cards it now plays a lot more defensively than just dropping a brick on the gas and hoping for the best. That said, I only mean "Defensively" in the way of using small plays to bait backrow and disruption plays before going all out and beating the crap out of your opponent. So sit back, relax, and enjoy one of the best Machine Beatdown Decks there is. All combos and information you should know is given with each card. You may want to read carefully, because there are some specifics a Trains player should know about some of their cards! All cards listed in this guide are either directly linked to the Trains monsters, or non-staple cards that most players may not consider. Most popular staple cards such as Big Eye, Dracosack, etc. will not be touched upon because their uses can be rather obvious. [/spoiler] [spoiler= Train Monsters] [spoiler= Night Express Knight] Cannot be Special Summoned from the Deck. You can Normal Summon this card without Tributing, but its original ATK becomes 0. Simple, yet elegant. Night Express Knight is, without a doubt, the bread and butter of the deck. With his ability to be Normal Summoned without tributes, Night Express Knight is the key instigator of almost all rank 10 combos this deck will be running. You have absolutely no excuse running this guy at less than 3 copies; his role in the deck is absolutely vital to its success. There are so many things you can do with this card alone, but the key uses we'll be focusing on are its key importance in rank 10 plays. For all intents and purposes, Night Express is the maindeck ace of this deck. One nice thing about his attack reduction effect is that it completely dodges cards like Bottomless Trap Hole, and this is a very useful aspect. However, keep an eye out for Solemn Warnings; if your Rank 10 play is disrupted, then this guy is a 0 attack sitting duck and that's no good. You absolutely need to run this guy at 3. [/spoiler] [spoiler= Heavy Freight Train Derricrane] If an EARTH Machine-Type monster(s) is Normal or Special Summoned to your side of the field (except during the Damage Step): You can Special Summon this card from your hand, but its original ATK and DEF are halved. You can only use this effect of "Heavy Freight Train Derricrane" once per turn. If this card is detached from an Xyz Monster and sent to the Graveyard to activate that monster's effect: You can target 1 card your opponent controls; destroy it. If Night Express Knight is Starsky, then Derricrane is Hutch. The first and most obvious role of Derricrane is to act as a level 10 Kage-to-Kage; this is the guy you chain to Night Express Knight to summon Rank 10 monsters. But that's not just it; Derricrane's effect when he's detached is absolutely NASTY; not only can you use him to pop an additional card with Gangaridai to get more bang for your buck, you can use him with Gustav Max to clear the field a little and get in some extra deck, and you can also use him with Dora in order to directly disrupt your opponent's plays during their turn, whether you need to actually protect Dora or not. However, there is one key thing you need to know: Derricrane's popping effect creates a new chain AFTER the chain that the Xyz Monster whose effect detaches him resolves. This means that you need to be preemptive with popping cards using Derricrane; activate Dora's effect the moment you need see something you need to pop, not at the last possible moment. Derricrane's stat reduction effect allows him to dodge Bottomless Trap Holes and similar cards, which is pretty nifty; but you seriously need to be wary of Solemn Warnings, Mind Crush, Vanity's Emptiness, and anything that may stop this guy from hitting the field and rendering your Night Express Knight vulnerable. It's also worth noting that because Derricrane does not care what level the Machine you summon is, he's not as dead as you think if you do not have a Night Express Knight on hand. A common play I use is summoning a Gearframe and chaining Derricrane to Gearframe while I have Revolving Switchyard on the field. Derricrane summons, Gearframe searches, and then when the chain is over I'm able to trigger Switchyard and summon a Railcar to use as a second material for a Rank 10 that I can attach Gearframe to. It's essentially a +2 play. So in short, you can get very creative with how you use this guy and how you get him on the field, so keep an open mind! You absolutely need to run this guy at 3. [/spoiler] [spoiler= Snow Plow Hustle Rustle] When your opponent's monster declares a direct attack, if you control a card(s) in your Spell & Trap Card Zone: You can Special Summon this card from your hand, then destroy as many cards in your Spell & Trap Card Zone as possible, and if you do, inflict 200 damage to your opponent for each destroyed card. You cannot Special Summon any monsters, except Machine-Type monsters. Now here's an interesting fellow. Snow Plow Hustle Rustle sees mixed reactions, and is often not run by the common Trains user. However, there is much value to be had in the old Hustle Rustle! Now the first thing to note is that Hustle Rustle's destruction and burn effects resolve last in its effect, your opponent CANNOT activate cards like Torrential Tribute because it forces them to miss timing with how its effect resolves. There is a way around this, but that's information that doesn't really need to be posted here. I can't reveal ALL of my secrets ;O. But that won't be enough to sell you on this card; here's what will. Special Schedule is indeed a thing, and Hustle makes its recycle effect actually very nifty. Further, you can couple this card with MST and pop anything your opponent already has on the field in the same chain as Hustle's summon, getting the same bang for your buck out of the card you set. And don't worry, most players are either not smart enough to know that setting spells and traps should be the absolute last thing you do in your turn or you're triggering this guy at a point where there's stuff to pop anyways. Further more, because this doesn't happen in the Damage Step, Revolving Switchyard triggers off of this guy's summon, allowing you to summon a Ruffian Railcar or something else during your opponent's turn and still maintain some card advantage from his use. This card is also searchable, which means you don't really need to run too many to have him be very useful; and adding him to your hand can throw your opponent off quite a bit. Most players will read the self-backrow-nuke effect and run right into his trigger anyways without realizing that you can actually get some nasty plays off of his use. If your opponent is adding a Hustle to your hand, do NOT underestimate his impact; you may very well be playing right into their hands. tl;dr Hustle Rustle isn't an immediately easy card to use, but playing him smart can lead to some very excellent plays and that's what makes this card very useful. If you're still not convinced and would rather use something a little less risky; don't worry, you still have options. Run either 0-2 of these guys. I recommend 2, but this is a preference thing. I enjoy the plays I can do with this guy. [/spoiler] [spoiler= Rocket Arrow Express] Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by controlling no cards, and cannot be Special Summoned by other ways. You cannot conduct your Battle Phase the turn you Special Summon this card. You cannot activate cards or effects, or Set any cards. During each of your Standby Phases, destroy this card unless you send your entire hand to the Graveyard (min.1). WOW now THAT is a bad card! Yet he's still in here, what's the big idea?! That's because, contrary to how clearly AWFUL its effect is, Rocket Arrow Express is still a somewhat useful card, and is absolutely HILARIOUS to use in a game. Now practically the only play you can make off of this guy is the fact that you can summon Night Express Knight still and overlay these two guys; giving you a Rank 10 monster at the cost of your Battle Phase. You can also use this guy in the late top-deck game as a potential threat; you can use him as a straight bluff (I mean look at him! Would you want to kill him or see if your opponent is crazy enough to pitch their hand?); or at the off-chance your opponent is running a Skill-Drain-esque card, you can really make them regret it. Rocket Arrow Express is bad, but he's not useless. That said, I would run this guy at 1 TOPS, or not at all. Run this guy at 0. If you REALLY want the lolz, then tech at 1 or side it. [/spoiler] [spoiler= Ruffian Railcar] Once per turn: You can inflict 500 damage to your opponent. You cannot conduct your Battle Phase the turn you activate this effect. During the End Phase, if this card is in the Graveyard because it was sent there this turn: You can add 1 Level 10 EARTH Machine-Type monster from your Deck to your hand. You can only use this effect of "Ruffian Railcar" once per turn. Most definitely a team player for the deck, and a guy that puts in a LOT of work for the deck's consistency. A lot of Trains decks focus on different creative ways of landing this guy in the grave by any means; whether that be by milling, detaching, or having killed. There's isn't much to say in regards to the plays you can do using this card alone, as his use is fairly obvious right from the get-go. Railcar's different combos with different cards will be explained with those respective cards. You absolutely need to run this guy at 3. [/spoiler] [spoiler= Lionhearted Locomotive] When this card declares an attack: Its ATK becomes half its original ATK until the end of the Damage Step. He's the train with the heart of the lion, and the usefulness of a Fusionist! All this guy is good for is walling up for and using as Switchyard fodder IF you're actually running this guy. His stats are REALLY good for a rank 4, but with Skill Drain at 1 and the fact that using Forbidden Chalice on this guy is waste of your resources, this guy is really a huge waste of your time. A fun card if you want to make a character deck! Run this guy at 0. He sucks. [/spoiler] [spoiler= Express Train Trolley Olley] An Xyz Monster that was Summoned using this card as Xyz Material gains this effect. ● If it is Xyz Summoned: It gains 800 ATK. Now here's a guy that's not totally useless. Because his stat boost effect is adding an effect to the monster and because of his stats and attributes working with Revolving Switchyard; this guy works with Dora for creating a 4K beatstick without losing the stat boost due to Dora's own effect. Unfortunately, even at 1 this guy hurts consistency quite a bit. If you're running a build more focused on Rank 4's, then I do recommend running this guy, because Iron Call and similar cards make cards like Gear Gigant X a big threat. If you're not running a build focused on Rank 4's, then I do not recommend running this guy. Run this guy at 0. Overall very cloggy and not useful outside of a Rank 4 build. [/spoiler] [spoiler= Construction Train Signal Red] When your opponent's monster declares an attack: You can Special Summon this card from your hand, and if you do, change the attack target to this card and proceed to damage calculation. This card cannot be destroyed by that battle. Now here's a card I actually really like, but don't use in Trains. Signal Red's lack of requirement for the attack to be direct allows for you to guard monsters on your field, and I get a lot of use out of this guy in other decks. Unfortunately, because he is Level 3, he lacks the synergy with the rest of the cards that would make this guy even better in Trains. Because of this lack of synergy, I do not recommend running this fellow in your average Trains build as he hurts consistency. You don't need to run this guy. Run at 0. [/spoiler] [/spoiler] [spoiler= Train Spells] [spoiler= Revolving Switchyard] If a Level 10 EARTH Machine-Type monster(s) is Normal or Special Summoned to your side of the field (except during the Damage Step): You can activate this effect; your opponent takes no further battle damage this turn, also Special Summon 1 Level 4 EARTH Machine-Type monster with 1800 or more ATK from your Deck, and if you do, its Level becomes 10. You can send 1 card from your hand to the Graveyard; add 1 Level 10 EARTH Machine-Type monster from your Deck to your hand. You can only use 1 "Revolving Switchyard" effect per turn, and only once that turn. This card is absolutely NUTS. Also known as "Train Ravine" in certain circles, Revolving Switchyard ramps up consistency considerably and makes for some stupidly cheap plays with some of your cards. Viable targets for its first effect include: Ruffian Railcar (first choice), Machina Gearframe, Express Train Trolley Olley, and (sigh) Lionhearted Locomotive. If you do not already have a Night Express Knight in hand, that is the card you search out first and foremost. If you DO have a Night Express Knight in hand, or are lucky enough to discard a Ruffian Railcar for its cost, then feel free to search out something else to suit the situation at hand best. It's also worth noting that the battle-damage restriction says "FOR THE REST OF THE TURN", which means you are perfectly capable of doing all of your attacking first, and then your summoning during your second Main Phase. You need to run this at 3 with 3 Terraformings. [/spoiler] [spoiler= Special Schedule] Target 1 Machine-Type monster with 3000 or more ATK in your Graveyard; Special Summon that target in face-up Defense Position. You can only activate 1 "Special Schedule" per turn. If this Set card is sent from the field to the Graveyard: You can target 1 Level 10 Machine-Type monster in your Graveyard; add that target to your hand. A type-specific Monster Reborn that works with Trains? Yup! Also useful with Hustle Rustle as stated before! Also useful as MST (or other S/T popping effect) bait! Great to run at 2! Useful card! Works with Switchyard! Can also summon Xyz Monsters! Xyz Monsters summoned with this effect still triggers Argent Chaos Force, giving you an instant rank-up play! Good card! Great job! Run from 0-2. I recommend 2; Night Express Knight is the monster you'll be summoning and using in 95% of your duels. The other 5% you're probably losing, so you're sure to have a target for this guy. Extends your plays and gives you options with Hustle Rustle. [/spoiler] [spoiler= Train Connection] Must be equipped to an EARTH Machine-Type monster, by banishing 2 Level 10 or higher Machine-Type monsters from your Graveyard, and cannot be equipped by other ways. The equipped monster's ATK becomes double its original ATK, also if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. Other monsters you control cannot attack. If you're GOING to run an equip, this guy's pretty dope when you pull it off. Of course, it's also a little inconsistent to run, but at least now with the advent of Train Ravine the Trains deck doesn't rely on Special Schedule as much, so banishing those level 10's isn't taboo anymore. As I said, it kinda hurts consistency, but if you wanna be a little goofy and take someone by surprise you can pull this sucker out and even Gearframe becomes a 3600 beatstick. I mean when you pull it off it's kinda nuts. If you REALLY want to, run this at 1. You don't need to, though. [/spoiler] [/spoiler] [spoiler= Extra Deck Trains] [spoiler= Number 81: Superdreadnought Rail Cannon Superior Dora] 2 Level 10 monsters Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster on the field; this turn, it is unaffected by other card effects, except its own. Say what you will, this is one of THE most powerful Xyz Monsters in the entire pool. I mean look at this beast! Coupled with Derricrane, this guy can turn Apoqliphort Towers into a little puddle of piss!! This guy is good against any deck exceeeeppppt Utopia Roots. But who runs him MIRITE? Aheh... aheh... Anyways, just a little housekeeping tip: Dora can't chain in the Damage Step. This is absolutely CRUCIAL since it means you have to be preemptive when it comes to stuff like Honest, the Hands, or even Machina Fortress. I mean, it's a weakness that a smart player like me *slicks my hair and winks* takes full advantage of in the mirror match, but it's also a weakness you need to be wary of and can actually mitigate entirely so long as you're a smart with when and how you use him. Things to be careful of: Solemn Warning (summon negations) and cards that chain to his effect (Yuki, Veiler, Breakthrough Skill, etc.) A lot of decks have a very difficult time dealing with this guy unless they have those delicious chainables, so be careful for when those crop up. You absolutely need to run this guy at 3. [/spoiler] [spoiler= Superdreadnought Rail Cannon Gustav Max] 2 Level 10 monsters Once per turn: You can detach 1 Xyz Material from this card; inflict 2000 damage to your opponent. Ah, look at that glorious, censored artwork. Gustav plays second-fiddle in the Rank 10 game in this deck. Despite not having quite the kick-ass stats and effect that his baby sibling Dora has; Gustav is still one mean customer. Thanks to that 2000 burn, Gustav can end a game very early and makes Gagaga Cowboy look like Gagaga Cowbaby. You can also accomplish some OTK moves with Dora if your opponent isn't suspecting it; using Derricrane to eliminate any light defenses they may have. Run from 1-3; preference taking account for. [/spoiler] [spoiler= Skypalace Gangaridai] 2 Level 10 monsters You can detach 1 Xyz Material from this card, then target 1 card your opponent controls; destroy that target, and if you do, inflict 1000 damage to your opponent. You can only use the effect of "Skypalace Gangaridai" once per turn. This card cannot attack the turn you activate this effect. Now here's an odd fellow. Gangaridai is the most "Meh" out of the two-material Rank 10's, but he's not useless. Thanks to Derricrane, Gangaridai's pop effect can actually be quite useful, and the 1000 burn is a nice bonus. Think of this guy as a beefier Dracossack that doesn't summon tokens, as that is his primary use. You won't be using him as much as the others, but you would be surprised how often the situations arise. It's also hilarious to pop Apoqliphort Towers with this guy's effect; like HILARIOUS. Run from 1-3; preference taken account for. [/spoiler] [/spoiler] [spoiler= Other Maindeck Monsters You Can Run] [spoiler= Machina Fortress and Gearframe] Machina Gearframe: When this card is Normal Summoned: You can add 1 "Machina" monster from your Deck to your hand, except "Machina Gearframe". Once per turn, you can either: Target 1 Machine-Type monster you control; equip this card to that target, OR: Unequip this card and Special Summon it 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). If 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. It's no stretch to say that Machina Fortress is one of THE best Machine-Type monsters in the game. I could do an entire thread on why Machina Fortress is so great, there's so much to talk about in terms of his use and potential! But, I'll instead talk about his impact with Trains. If you do not have a Switchyard to discard a Ruffian Railcar; Fortress is your next best thing. Because Fortress can discard himself when summoning from the hand, you can discard a Railcar as well and turn the effect into a +0 instead of a -1. If you don't have a Railcar to discard with Switchyard, Fortress is the next best thing as he's plenty live when in the grave thanks to his summoning effect. You can also discard any unwanted Hustle Rustles in your hand if you don't need them. In fact, I've been running these guys at 3 each in Trains. You don't NEED to, but I also run other cards that make 3 Gearframes pretty useful, and opening up Rank 7 plays offers more of a toolbox to the deck. Overall, even at 3 each these guys offer a lot to the deck and have a lot of synergy with Trains. If you manage to overlay Gearframe and Railcar to make Gear Gigant X; detaching Railcar makes you plus very well and it's a killer play. Gearframe is also compatible with Switchyard as a target to summon from the deck, so keep that in mind as well. These two guys are both very useful cards, and I would never underestimate how good Machina Fortress is at baiting out backrow. Seriously, would you want that mean SOB on the field? Run Machina Fortress from 0-3; preference accounted for, and run Machina Gearframe accordingly. [/spoiler] [spoiler= Malefic Cyber End Dragon] This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 1 "Cyber End Dragon" from your Extra Deck. There can only be 1 face-up "Malefic" monster on the field. Other monsters you control cannot declare an attack. If there is no face-up Field Spell Card on the field, destroy this card. Now here's a familiar face. Malefic Cyber End has been used many times with Trains; especially in the now-useless Train Drain deck. However, because Skill Drain is at 1 I'm hesitant to run this guy at all. Because you can't search this guy with Railcar or Switchyard, you have to draw into him while you have the field spell, and that's way too situational for my tastes. You can do some great plays with this guy, and the 4K beatstick is nothing to sneeze at; but overall he's inconsistent and can ruin your day as a dead draw. Fortress helps curve this, but not enough. Run from 0-2; but I do not recommend you run this guy. [/spoiler] [spoiler= Tragoedia] When you take Battle Damage: You can Special Summon this card from your hand. This card gains 600 ATK and DEF for each card in your hand. Once per turn: You can send 1 monster from your hand to the Graveyard to target 1 face-up monster your opponent controls with the same Level as the sent monster; take control of that target. Once per turn: You can target 1 monster in your Graveyard; this card's Level becomes the same as that target's, until the End Phase. Oh Trag, infamous Trag. How many people see this guy as useful is obvious, but I encourage you not to run him. Compared to Hustle, Trag requires to take damage first and then you pray your opponent doesn't destroy it during your next turn. Trag also cannot be searched in the deck, and because of his fragility as a monster (his stats depending on your hand), he's overall just not an optimal choice for the deck. Hustle is useful because you can search it and because of how much you can do with him thanks to his effect and the field spell, so even if he dies chances are you summoned a Railcar and got something useful out of that deal anyways; Trag just forces you to take a hit and then hope for the best. Hustle also has the benefit of the fixed 3000 booty. Your instinct may be to run this guy; but don't. There are better options and more stable plays for the deck. Do not run. He's inconsistent and slow. [/spoiler] [spoiler= Exodius] Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by shuffling all monsters in your Graveyard into the Deck, and cannot be Special Summoned by other ways. When this card declares an attack: Send 1 monster from your hand or Deck to the Graveyard. This card gains 1000 ATK for each Normal Monster in your Graveyard. If this face-up card would leave the field, banish it instead. If there are 5 different "Forbidden One" cards in your Graveyard that were sent there by this card's effect, you win the Duel. Speaking of inconsistent, here's Exodius. Think of Exodius as a Malefic Cyber End with no ATK but less situational uses. He's not as bad as Tragoedia in this deck, but his inconsistency is still something to be wary of. If you're running Machina Fortress, Train Connection, Special Schedule or Scrap Recycler (more on him later), then you might not actually want to run this guy as shuffling your grave can be counter productive. But, that's not to say it can't be useful. If you want to run this guy, you can if you want, but you don't need to. I would tech him at best. Of course, I actually recommend you run him in at least 1 in a Shaddoll Trains deck since they burn through the Extra Deck like a hot knife through butter and that deck isn't as reliant on the grave as other Trains decks can be, so keep that in mind. Do not run. He's inconsistent and can mess up any graveyard setups you have going. [/spoiler] [spoiler= Scrap Recycler and Mathematician] Scrap Recycler: When this card is Normal or Special Summoned: You can send 1 Machine-Type monster from your Deck to the Graveyard. Once per turn: You can shuffle 2 Level 4 EARTH Machine-Type monsters from your Graveyard into the Deck; draw 1 card. Mathematician: When this card is Normal Summoned: You can send 1 Level 4 or lower monster from your Deck to the Graveyard. When this card is destroyed by battle and sent to the Graveyard: You can draw 1 card. The first you may not know of, but the second you will. With Ol' Math looking at time on the banlist for the TCG, you may want to keep Recycler in mind. Both cards are excellent in the deck, so I'll break each down so you can choose which you want to run. Mathematician is fantastic for the early game. With alright stats and the draw effect when killed in battle, he sets up a good starting play that can usually grant you that bonus draw. Unfortunately, he only mills level 4 or lower so you will ONLY be using this guy to mill Railcars. Still, you're essentially getting a +2 off this card most of the time if your opponent kills him in battle, so he's a pretty safe play for some early advantage. Recycler, on the other hand, rules the mid and late game. With a similar effect, Recycler can get you that additional draw on your own terms the turn you summon him; which means you don't need to rely on whether your opponent kills him or not, and you get the additional draw right away (faster than Math in that respect). To top it off, you'll also be recycling your Railcars for use with Switchyard, so you're extending your lategame plays as well. Unfortunately, with weaker stats, there's no question on whether your opponent should or should not attack Recycler. In fact, once you've finished milling and drawing, he's a sitting duck, which can potentially be dangerous. Of course, this just means you need to be careful and smart with how you use him; and if you are, you're getting a lot out of this little guy. It's also worth mentioning that Recycler can mill ANY machine; you can use this guy to make Machina Fortress live, or if you have a Special Schedule and Derricrane or Switchyard in hand and don't want to wait for Railcar to go off, you can mill of a Night Express Knight for a faster play as well. What I like about Recycler is that there's more you can do with him than simply mill a Railcar and then be done with him, but there's always the risk of that measly 900 ATK. Thankfully, you can use that as bait so that your opponent won't attack something else you would rather keep on the field. Mathematician is Limited, and I would encourage you to run it if you can. Scrap Recycler is a strong alternative, but I wouldn't run more than 2. Ideally, if you have 6 Level 4 Machines or more in your deck, you're running 2 Scraps and 1 Math. If you're running something like Shaddoll Trains, you're better off with Maxx "C" than Scrap Recycler. [/spoiler] [spoiler= The Hands] Fire Hand: When this card in your possession is destroyed by your opponent's card (either by battle, or by card effect) and sent to your Graveyard: You can target 1 monster they control; destroy that target, then you can Special Summon 1 "Ice Hand" from your Deck. Ice Hand: When this card in your possession is destroyed by your opponent's card (either by battle, or by card effect) and sent to your Graveyard: You can target 1 Spell/Trap Card they control; destroy that target, then you can Special Summon 1 "Fire Hand" from your Deck. I post these guys here not as personal preference but because the OCG decks have often seen use with these guys in Trains. Good for Rank 4 plays and maintaining some field control while also thinning the deck, these guys don't have any direct synergy with Trains but can still be useful to run in the deck if you so please. You don't need to run these guys. If you must, refer to popular numbers for running these guys (usually around 3 Fires and 2 Ice iirc) [/spoiler] [/spoiler] [spoiler= Spells and Traps to Consider] [spoiler= Terraforming] Add 1 Field Spell Card from your Deck to your hand. I post this here simply to say this: ABSOLUTELY run this card at 3. No questions asked. If it's dead, either discard it for a search with Switchyard or use it as Hustle Rustle fuel. DO NOT run this at any less than 3. [/spoiler] [spoiler= Forbidden Chalice] Target 1 face-up monster on the field; until the end of this turn, that target gains 400 ATK, but its effects are negated. I use this guy for a few reasons. One, you can target your own monsters and if you really need to, a sudden 3400 Night Express Knight can really shock your opponent in the Battle Phase. Two, I run Royal Decree and this guy won't be negated if I use it while Decree is active. And three, I can activate this from the hand in a quick manner if my opponent activates a flip effect I don't like or something else on my turn. Also, the 400 boost can come in handy. I use this guy because it's a very versatile card in Trains, and it took the OCG forever to realize this. You can also use Breakthrough Skill or Skill Prisoner if you want to maximize on your Hustle Rustle plays. Run from 0-3; preference accounted for. [/spoiler] [spoiler= Instant Fusion and Norden] Instant Fusion: Pay 1000 Life Points; Special Summon 1 Level 5 or lower Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) It cannot attack, and is destroyed during the End Phase. You can only activate 1 "Instant Fusion" per turn. Elder Entity Norden: 1 Synchro or Xyz Monster + 1 Synchro or Xyz Monster When this card is Special Summoned: You can target 1 Level 4 or lower monster in your Graveyard; Special Summon it, but its effects are negated. When this card leaves the field, banish that target. I post Norden here because he will be the main target of Instant Fusion. This combo is really only useful for getting out Castel, 101, or some other staple Rank 4 for use in the deck and then re-using a Railcar for an additional search. Of course, that's a very good use and can help push for some very strong power plays. I would, however, only run this at 1; 2 at the absolute maximum. Chances are if you're running Machina Fortress, you won't have much room for Rank 4's so be careful choosing what monster you want to go into using this combo. If you do have the luxury of running more than 1 Rank 4 besides Gear Gigant X to use with this combo, then you can run 2 of these. I should also mention that if you CAN go for Gear Gigant X with your other machines (not using Instant Fusion), then you really NEED to go for GGX unless it's ABSOLUTELY NECESSARY to go for one of or your own only Noden target. Otherwise you could possibly be rendering your Instant Fusion useless, or you're passing up a great opportunity to plus. Tech at 1 a piece. If you run more level 4 monsters, then you could probably risk running more. But if you're running only 3 Railcars and 3 Gearframes, I would keep this at 1. [/spoiler] [spoiler= RUM Argent Chaos Force and Skypalace Babylon] Rank-Up-Magic Argent Chaos Force: Target 1 Rank 5 or higher Xyz Monster you control; Special Summon from your Extra Deck, 1 "Number C" or "CXyz" monster that is 1 Rank higher than that monster you control, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) When a Rank 5 or higher Xyz Monster is Special Summoned to your side of the field while this card is in your Graveyard (except during the Damage Step): You can add this card from your Graveyard to your hand. You can only use this effect of "Rank-Up-Magic Argent Chaos Force" once per Duel. CXyz Skypalace Babylon: 3 Level 11 monsters When this card destroys a monster by battle and sends it to the Graveyard: Inflict damage to your opponent equal to half the original ATK of the destroyed monster in the Graveyard. If this card has "Skypalace Gangaridai" as an Xyz Material, it gains this effect. ● Once per turn, if this card destroys a monster by battle: You can detach 1 Xyz Material from this card; it can make a second attack in a row. Skypalace Babylon is capable of dealing insane amounts of damage, and Argent is the RUM of choice for getting him out. Because ACF is useful with Hustle and as a discard with Switchyard, it's not going to be as much of a dead-draw as other RUMs can tend to be. If you want to run the absolute beast that Babylon is, then ACF is your RUM to RUN. Also note this little trick: You can use Special Schedule to revive a dead Gangaridai and Argent Chaos Force will still bounce back to your hand, then you can rank up that revived Gangaridai and possibly go for game. Tech at 1 if you want. Running more can hurt your consistency. [/spoiler] [spoiler= Foolish Burial] Send 1 monster from your Deck to the Graveyard. Wow, that image is dark. A staple in Trains for obvious reasons; always toss this guy in! [/spoiler] [spoiler= Shuffle Reborn] If you control no monsters: Target 1 monster in your Graveyard; Special Summon it, but its effects are negated, also banish it during the End Phase. You can banish this card from your Graveyard, then target 1 card you control; banish 1 card from your hand during the End Phase of this turn, also shuffle that target into the Deck, and if you do, draw 1 card. You can only use this effect of "Shuffle Reborn" once per turn. Now here's a card that has proven FANTASTIC in my testing so far. Shuffle Reborn essentially is like Special Schedule in this deck, but you get to resummon ANY monster in your grave. This is really big because not only does it open up Rank 4 plays a little better in the base deck, it also opens up much, much stronger Rank 10 plays. For instance, now you can summon Number 81 using TWO DERRICRANES in one turn! That's crazy! The draw effect can come in pretty clutch, but be wary of its costs and only use it if you absolutely need to. Unfortunately, this card doesn't outclass Special Schedule entirely. Special Schedule is still able to summon regardless of how many monsters you have on the field (This guy requires that you have no monsters) as well as having that second effect that can prove to be very useful in a variety of situations. Both cards are very solid, and this one can open up some very creative plays. Do not run more than 4 revival cards. If your preference is this card, you can run up to 3 if you so wish; but for consistency purposes, I do not recommend you run more than 4 revival cards. 5 is pushing it, but shouldn't prove to be terribly cloggy; but you will need to sacrifice some of your other techs. [/spoiler] [spoiler= Skill Drain] Activate by paying 1000 Life Points. The effects of all face-up monsters on the field are negated while those monsters are face-up on the field (but their effects can still be activated). Once the defining aspect of the Train Drain deck, Skill Drain has lost its luster. VERY useful with Trains, now Skill Drain is a side-deck card or maindeck tech at best. I used to only side this guy and I still do; but at 1, running him isn't really as worth it as it used to be. Activating this guy kills your Extradeck plays and forces you to run off the maindeck, which requires a different build; so I wouldn't recommend running this guy in the maindeck anymore. [/spoiler] [spoiler= Metal Reflect Slime] Special Summon this card in Defense Position as an Effect Monster (Aqua-Type/WATER/Level 10/ATK 0/DEF 3000). (This card is also still a Trap Card.) This card cannot attack. It baffles me my they required to put a cannot-attack clause on this card. Anyways, don't use this card. It's slow (Requires you to wait a turn to actually use it), inconsistent, and the engine itself doesn't actually need it all. You're much better occupying your trap-card slots with other things than this card. Heck, I'm only putting this guy here to tell you not to use him. I mean you could get into some shenanigans chaining this card to Hustle Rustle, since Hustle specifies the Spell and Trap Zones, but even then this guy still isn't really worth it. Do not run. Slow, fragile, and inconsistent. [/spoiler] [spoiler= Maximizing your Hustle Rustle] I won't be posting images and full effects here since there are a bunch, but if you really want to make use of that Hustle Rustle, consider these cards: Wild Tornado Pole Position (RISKY!) Dark Coffin Abyss-scorn (Sends, not destroy!) Mischief of the Yokai (better for the side-deck; can be combo'd with Proof of Powerlessness) Skill Successor Galaxy Cyclone Breakthrough Skill [/spoiler] [/spoiler] [spoiler= Other Extra Deck Options] [spoiler=Superdimensional Robot Galaxy Destroyer] 3 Level 10 monsters Once per turn: You can detach 1 Xyz Material from this card; destroy all Spell and Trap Cards your opponent controls. Your opponent cannot activate Spell/Trap Cards in response to this effect's activation. Triple-Material Rank 10's are very easy to do in Trains. The easiest combo is Normal Summoning a Night Express Knight, then using a Derricrane and Switchyard's material-summon effect. You may lose the ability to deal battle damage if you use this effect in your first main-phase, but the amount of swagger you get when summon this buster is absolute maximum. Overall, I only recommend you run 1 triple-material Rank 10 total since you won't be using them that often, but when you do it hits hard. Use this guy if you really just want the swagger of Galaxy Destroyer, but competitively the better triple-material option is coming up next. Do not run more than 1 triple-material Rank 10. [/spoiler] [spoiler=Number 99: Utopic Dragun] 3 Level 10 monsters You can also Xyz Summon this card by discarding 1 "Rank-Up-Magic" Spell Card and using a "Utopia" monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) Once per turn: You can target 1 "Number" monster in your Graveyard; Special Summon it in Defense Position, but its effects are negated. During either player's turn, when a monster effect is activated that targets this face-up card: You can detach 1 Xyz Material from this card; negate the activation, and if you do, destroy that card. Honestly not my first choice for a triple-material rank 10. With a beefy 4000 ATK, it still doesn't hold a candle to the utter muscle of Galaxy Destroy or how Number C9 completely ignores a monster's stats entirely. With three materials, this card can defend against monster effects that target this card. Unfortunately, it doesn't include spell or trap effects. It's an okay card; you can summon a Number 81, but it lacks the effects that make it truly beastly. If it's the late game, this monster will be the icing on the cake when placing pressure on your opponent; but it lacks the overall utility and usefulness that C9 presents and the utter, hammy muscle that Galaxy Destroyer presents. If you like this card, you can run at 1, but C9 is the much better competitive choice. Do not run more than 1 triple-material rank 10. [/spoiler] [spoiler=Number C9: Chaos Dyson Sphere] 3 Level 10 monsters At the start of the Damage Step, if this card battles an opponent's monster: You can attach that monster to this card as a face-up Xyz Material. Once per turn: You can inflict 300 damage to your opponent for each Xyz Material attached to this card. If this card has "Number 9: Dyson Sphere" as an Xyz Material, it gains this effect. ● Once per turn: You can detach any number of Xyz Materials from this card; inflict 800 damage to your opponent for each. Just let that effect soak in for a bit. He's got 101's jacking ability, BUT: it doesn't target, happens whenever he BATTLES, and doesn't matter if the monster in question is Special Summoned, Normal Summoned, or even FACE DOWN. Unless your opponent is packing effect negation or Mirror Force/D-Prison/etc. this guy does not care about what stats or effects its attack target has in the battle phase; and even if they do have effect negation that's still a BEEFY 3600. This guy laughs in the face of Aria lock. Hands? What Hands? Oh you have Honest in hand? That's cute. This is honestly the absolute BEST version of the Number 101/Cyber Dragon Infinity make-a-material effect, and can completely screw over so many decks and strategies. I highly recommend. But again, I only recommend you run 1 Triple-Material at the MOST. Do not run more than 1 triple-material Rank 10. [/spoiler] [spoiler= Numbers 35, 84, and 77] Number 35: Ravenous Tarantula: 2 Level 10 monsters All monsters you control gain ATK and DEF equal to the difference between both players' LP. While this card has Xyz Material, each time your opponent Special Summons a monster(s), inflict 600 damage to your opponent. Once per turn: You can detach 1 Xyz Material from this card; destroy all monsters your opponent controls with ATK less than or equal to this card's. Number 84: Pain Gainer: 2 Level 11 monsters You can also Xyz Summon this card by using a Rank 8, 9, or 10 DARK Xyz Monster you control that has 2 or more Xyz Materials as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) This card gains DEF equal to the total Ranks of all Xyz Monsters you control x 200. While this card has Xyz Material, each time your opponent activates a Spell/Trap Card, inflict 600 damage to your opponent immediately after it resolves. Once per turn: You can detach 1 Xyz Material from this card; destroy all monsters your opponent controls with DEF less than or equal to this card's. Number 77: The Seven Sins: 2 Level 12 monsters You can also Xyz Summon this card by using a Rank 10 or 11 DARK Xyz Monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) Once per turn, except the turn this card was Summoned this way: You can detach 2 Xyz Materials from this card; banish as many Special Summoned monsters your opponent controls as possible, and if you do, attach 1 of those banished monsters to this card as an Xyz Material. If this face-up card on the field would be destroyed by battle or card effect, you can detach 1 Xyz Material from this card instead. These are three cards, so I'll try to keep it as brief as possible. The main dude here is Number 35, as his application has pretty much made him the biggest boss right next to 81. His stat boost effect works whether you are winning or losing. If you're winning, it lets you push for game faster. If you're losing, it lets you completely steal the win away from them. The nuke is incredibly useful, but the burn doesn't come into use that much because you're either winning immediately, or ranking up into 77 in case things go sour. Run 2-3, depending on preference. Number 84 sucks. The lack of offensive stats and the need for his overlay to have 2 mats really hurts his application. Not nearly as good as 35. You can run 1 of these to use in case 35 goes sour or your lifepoints are close and you need the nuke, but that really won't be happening often. Run 1 if you want, I guess. Number 77 is pretty good. The banish-nuke won't come into use that often as this dude needs to live a turn, but that's not really what matters. You use this guy for the fat stats and the alright protection make this a great contingency plan. If your 35 gets negated, your OTK falls flat, or anything happens that leaves him as a low-stat sitting duck, you can plant this guy on top of him. You may not get to use the nuke immediately, but the strong stats allow you to stop you [/spoiler] [/spoiler] [spoiler= Train Decks] [spoiler= Machina Trains] The most basic of Trains decks is Machina Trains, but that does not mean it's the weakest. This is the build I usually run; comboing Machina Fortress and Gearframe in with Night Express Knight, Derricrane, Hustle Rustle, and Scrap Recycler. I recommend most new players to start here as this is probably the easiest Trains deck to learn on; but that doesn't mean it doesn't require thinking. The little tricks behind when Number 81 can and cannot chain, how to make the best use out of Derricrane, and what monsters to use when make this deck a lot more of a thinker than you realize. Keep your wits about you, and have an open mind regarding potential combos and plays! This may be an easy deck to learn on, but skill and smarts make a huge difference and a large skill-cap for this deck! The part of this deck that makes it my favorite is the versatility and wide range of options in plays; there is a LOT you can do with this deck, and not much this deck doesn't have answers to! Of course, the challenge is then picking the right combo for the right job; if you don't, there goes the game. [spoiler= Build and Numbers] Here's what a good starting build looks like. These are just staple cards for your typical Machina Trains deck with each card set at the minimum you can run them at. The only main optional part I would say is the Special Schedule that you can take out entirely if you so desire. You can run Gangaridai and Gustav Max at more than 1 for sure; but I wouldn't run Gangaridai at more than 2 personally. My other personal taste is I run the Machinas at 3 each, but you can run them at whatever number you desire. [/spoiler] [/spoiler] [spoiler= Shaddoll Trains] If you're already familiar with Shaddolls, then this is the deck for you. The priority here is to make use of Shek as a pseudo-Train and work your Rank 10 plays off of him as much as you do Night Express Knight. Compared to Machina Trains, this deck has a much easier time with the triple-material rank 10's and plays where you summon 2 rank 10's in one turn. While faster and very much deadly, you need to be very careful with how you handle your resources; this deck can run out of plays very quickly if you're too reckless and this can cost you the game. Another downside is how tight the Extra Deck is; compared to Machina Trains, the Extra Deck is not quite as much of a toolbox and can only have so many options. Mathematician is a better choice than Recycler in this deck, but with him facing Banlist time you can also consider Maxx "C". [spoiler= Build and Numbers] Well, this one is a little more restrictive than the Machina Trains build in terms of how much freedom you have. The Shaddoll Monsters themselves can be whichever ones you desire; these are just amounts based mostly on the typical OCG build; but around 7/8 is the number of Shaddoll Maindeck monsters I would run; but I wouldn't run less than 2 Hedgehogs. Mathematician is a staple in this deck for the reason of milling Shaddolls and Railcar and being an Earth monster for the Fusion. Scrap Recycler does not work well in a Shaddoll Trains build because of the lack of level 4 earth machines. [/spoiler] [/spoiler] [spoiler= Other Builds] The above two decks I would say are the most capable of Trains builds, but there are many other options for this deck that you can try if you want. Because the Train cards are technically generic support, there are a lot of different combinations and options you can work in with the deck. Other builds that I either have not tried or do not consider as viable but could work in the right hands are: Geargia Trains - A more rank-4 focus, but difficult to get going because of the space the Geargias take up and the weaker synergy. Volcanic Trains - They topped once or twice. Never tried them for myself; I hate Volcanics. Pure Trains - Really more of a for-fun deck than anything. Hand Trains - One of the more common OCG tournament builds, but the OCG sucks at building Trains IMO, so take this build with a grain of salt. And possibly main more! [/spoiler] [/spoiler] [spoiler= Match-Ups] Below are a list of match-ups based on either existing popular decks in either the TCG or OCG, or relevant decks in the OCG. Keep in mind that this is all based on my own experience, which as much as that is, is still limited. If any decks pop up or information changes with new cards, banlists, etc. I will change this accordingly. As well, if you have different experiences than my own and have a different opinion on the match-up then let me know and I'll take it into consideration. There are still a couple decks there that I haven't played against much, so if you have information regarding those please let me know as well! B.A. - Strong - B.A. can't do much, if anything, against Number 81. Lock down their traps and the deck is as good as dead. November list didn't change too much. Recommended Side: Shadow Imprisoning Mirror, 3 Royal Decrees Cyber Style - Strong - Chimeratech Fortress Dragon is a very good out to Number 81, but if you can see it coming then make sure to stop it ASAP. Cyber Dragon Infinity on its own cannot win against Number 81 with a Derricrane; the best case scenario is that they both die. Machina Fortress continues to be a fantastic out against Infinity. Just play smart and stop the plays when you see them coming. Recommended Side: Mirror Force, in case of OTKs. Infernoid - Neutral - Infernoids have some strong plays, and their grave-hating effects can really hurt your plays as well. That said, Infernoids are rather easy to side against, and as soon as you have an 81 on the field then they're going to start sweating. Be careful of their one continuous spell and make sure that Lilith doesn't hit the field. She can be a real problem. Recommended Side: Imperial Iron Wall Raid Raptors - Strong - Once again, RaidRaptors tend to have a very tough time against Number 81. Keep your monsters backed up, and don't let their combos intimidate you. Recommended Side: Royal Decrees to stop their sides. Atlantean/Mermail - Strong - I've often commented that Trains (pre-Switchyard) were like Machine Mermails in how they functioned, but the swarmability of Mermails can be a problem if you're not prepared. Chalice/BTS will be putting in overtime work against this deck. Recommended Side: Debunk Graydles - Strong - I hesitated to write "Strong", but after some further testing I realized something. Graydles have some very annoying plays, but you just need to know how to play against them. The trick is if you chain Number 81 to a Graydle's equip effect, you can not only deny them taking control of your 81, but you can destroy the Graydle without losing your monster. The other thing is that this deck is very easy to side against. If you find yourself having a hard time wrapping your mind around your plays, Skill Prisoner will shut them down right. These games go slow, and make sure you aren't playing terribly aggressive because this can bite you in the butt. Deal with threats as they appear, and be okay with dealing poke damage for several turns in a row. Recommended Side: Debunk. Holy crap Debunk. Majespecters - Neutral - Majespecters may win the Single, but Trains will win the match. If you're playing a single, there's one thing you need to know as your fighting these guys: Do not focus your efforts on their monsters. Instead, focus your efforts on their Pendulum Scales. Majespecters all have very strong immunities, but they lack any real muscle. Muscle that you have in abundance. Ignore their little monsters and focus on stopping them from setting up their end-game plays. In the side game, Mask of Restrict shuts down all of their spell and trap plays and keeps them from summoning their level 6 monster in a vanilla build. Fairy Wind will also be a very solid choice. In the side game, ditch your Forbidden Chalices; those will not be putting much use in these matches. The trick to this deck and Graydles is that you need to really rethink how you approach fighting them and change your strategies. Recommended Side: Fairy Wind, Mask of Restrict, Skill Drain, Galaxy Cyclone Kozmos - Strong - This match-up will not exist in the real world for quite some time, and for who knows how will will remain in the confines of the online world. That being said, Kozmos get royally screwed by Trains. Being able to spit out beatsticks exceeding the Kozmo stats is one thing, but having access to strong protection is another thing. Kozmos have a tough time dealing with a single 81, and matters only get nastier when you bring out a Number C9 with decent protection. I'll keep this brief here, but C9 absolutely decimates the Kozmo strategy. Side Imperial Iron Wall for the lolz. Dragons - Neutral - Dragons are able to keep up with the Muscle of Trains, but 35 adds a lot of problems for them when it comes to beating stuff down. Be ready for fast and aggressive plays, and if you're ready for what's to come you should be fine. Monarch - Strong - Monarchs have a lot of weaknesses to Trains. While Domain may shut you down, Machina Fortress is the absolute bane of their efforts. His inherent summon allows you to take care of Majesty's Fiend quite handily, and his destruction-death allows you to remove of pesky Domains. 81 can be very difficult for them to remove, and be ready to make good work of your Chalices. Dracopals - Weak - Dracopals are just simply too fast for Trains. While 81 is a beast, they're able to consistently and effectively remove of 81 despite Derricrane's best efforts. Don't let them go first, because a well-placed Solemn can cost you the entire game, and be ready for very fast and aggressive plays. If you can coordinate a fast kill with 35 or Gustav, take it. You'll need it. Phantom Knights - Neutral - Phantom Knights require some setup, and their backrow can be a pain, but they have to put out some effort in order to deal with larger beatsticks. Be ready for anything, because PK's can launch an attack from almost nowhere. Note: I am not building your side deck for you. These are just recommendations for those match-ups, then choose from those depending on what your weakest matchup is. [/spoiler] [spoiler= Misc. Information] - So why haven't they topped more often if there are that many good match-ups? Keep in mind that I'm not playing with the OCG playerbase, and that not only will the skill-level, mindset, and card pools differ but so will the banlists. On top of that, I honestly think the OCG sucks at building Trains. Shaddoll Trains have been the first OCG builds to actually be decent in my eyes since Trains have hit the meta, and that says a lot. I should also mention that I don't feel Trains are complete, but the latest Rank 10 support we got was already a huge surprise to me so I do not see any new support coming out at least in the near future. IF we were to actually get some support, what would be really nice is another card like Night Express Knight. The deck hinges too much on that card for its combos, and it would help consistency a lot if we got another card like it. Another nice thing would be a Level 10 Altair. That would be cool. Finally, Iron Draw is a card I've been drooling over for a LONG time, and that would be really good to have. [/spoiler] Link to comment Share on other sites More sharing options...
Spinny Posted May 13, 2015 Report Share Posted May 13, 2015 They never thought that i could teach a Llama to drive :^D No, Llama, No! The guide looks really in-detail and good but i dont think you actually say a recommended number of how many to play of the monsters. Like, Express night is an instant 2-3 of (I think, havent played them in ages) so it would be worth saying for people who want a base structure of the definite amounts of what to run so they can play around with the structure and stuff. Link to comment Share on other sites More sharing options...
VCR_CAT Posted May 13, 2015 Author Report Share Posted May 13, 2015 I actually say for Express Knight "You have absolutely no excuse running this guy at less than 3" and for many of the cards I do give general ideas of a max/min in their paragraphs. But, I understand that some people will want to skim. Once I get home from Vacation tomorrow I will be able to do up screenshots of skeleton builds for the two big decks and those will have ideas of how many of each card to run. Link to comment Share on other sites More sharing options...
VCR_CAT Posted May 15, 2015 Author Report Share Posted May 15, 2015 Updated with a new trick with Night Express Knight and Skeleton Builds to help you get started in making your own decks and what numbers to run the staples at. Link to comment Share on other sites More sharing options...
Premier Alexander Romanov Posted May 15, 2015 Report Share Posted May 15, 2015 https://www.youtube.com/watch?v=0AWBf0hbeMUExcellent job. Link to comment Share on other sites More sharing options...
CLG Klavier Posted May 15, 2015 Report Share Posted May 15, 2015 You can't Ring of Destruction your own monsters sadly, so you can't do the Night Express Knight trick. Main problem with Special Schedule is that it can't revive Derricrane, which completly eliminates it IMO since you only have 1 maindeck target for it. Rest however looks pretty good. Link to comment Share on other sites More sharing options...
Bringerofcake Posted May 15, 2015 Report Share Posted May 15, 2015 Main problem with Special Schedule is that it can't revive Derricrane, which completly eliminates it IMO since you only have 1 maindeck target for it. It revives your Xyz, which is mostly irrelevant without materials, but you pretty consistently have a NEK in grave to summon, so it's not dead 100% of the time. Have you considered trying out or at least talking about Marshalling Field? At best, it's a Dracossack/Gimmick Puppet Xyz, at worst it protects your machine-types from Yuki Usagi and other bad stuff and syngergizes pretty well with Hustle Rustle. Link to comment Share on other sites More sharing options...
VCR_CAT Posted May 15, 2015 Author Report Share Posted May 15, 2015 I should probably put Marshalling Field in the list of techs, but that card as a whole is very slow and difficult to work in consistency. It's not entirely worth it to build an Extra Deck around it. Night Express Knight is the absolute key monster in the deck, so for the revival effect alone Special Schedule is DEFINITELY not dead considering that if you're getting even a single Rank 10 play out, there's a very strong chance you have a NEK in the grave. Trust me as someone who's been playing Trains for a long time; even if it's only REALLY for one target, it's still live enough that I haven't taken it out of my deck once. But besides the revival effect, you can use its recycle effect to bring back any of your level 10 machines, so it's definitely still useful. Removed that little thing about Ring of Destruction; that's more of a tip for the opponent than anything. Link to comment Share on other sites More sharing options...
CLG Klavier Posted May 15, 2015 Report Share Posted May 15, 2015 Night Express Knight is the absolute key monster in the deck, so for the revival effect alone Special Schedule is DEFINITELY not dead considering that if you're getting even a single Rank 10 play out, there's a very strong chance you have a NEK in the grave. Trust me as someone who's been playing Trains for a long time; even if it's only REALLY for one target, it's still live enough that I haven't taken it out of my deck once. But besides the revival effect, you can use its recycle effect to bring back any of your level 10 machines, so it's definitely still useful. It is, but Express Knight himself doesn't do a lot of good. I never had any luck with this card, but if it works for you, then I guess it's good. It's just a little too dead for my tastes. Link to comment Share on other sites More sharing options...
VCR_CAT Posted May 15, 2015 Author Report Share Posted May 15, 2015 That's weird; because right now almost every rank 10 play hinges on Express Knight, and I've had a lot of good combos where I discard a Fortress to search NEK, then discard NEK to summon Fortress, then Special Schedule to resummon that NEK and use Derricrane to go into an additional Rank 10. But yeah, it's really weird seeing someone say that Express Knight doesn't do a lot of good, since he's the absolute key player of the deck and makes all of this so possible and good. I mean yeah, summoning Express Knight by himself is pretty much only good for walling up; but if you use Special Schedule instead as a combo-card for additional plays (like the one I described above), it's VERY good. Link to comment Share on other sites More sharing options...
CLG Klavier Posted May 15, 2015 Report Share Posted May 15, 2015 Exactly what I mean. ON ITS OWN it doesn't do a lot of good. Overally it's an amazing card since it enables Switchyard, but just reviving it doesn't do a thing unless you have something else to Xyz it with. Link to comment Share on other sites More sharing options...
VCR_CAT Posted May 15, 2015 Author Report Share Posted May 15, 2015 I should also mention that if you destroy Special Schedule with Hustle Rustle's effect while you have Switchyard on the field, it's basically a +1. Link to comment Share on other sites More sharing options...
VCR_CAT Posted July 6, 2015 Author Report Share Posted July 6, 2015 Updated this guide with one additional card in the Extra Deck options as well as suggested numbers for running each card in their respective descriptions. If your building based on the skeleton builds I provided, I would recommend you pay attention to what I have written for each; in particular Shaddolls. Each fusion is given at 2 because those builds have recommended MINIMAL numbers for running cards. You could run 6 fusions total, but I don't like running more than 5. Link to comment Share on other sites More sharing options...
VCR_CAT Posted July 18, 2015 Author Report Share Posted July 18, 2015 Updated to include Shuffle Reborn. Match-ups have also been updated to include 2 of the new decks as well as fill in the gaps I had left. Link to comment Share on other sites More sharing options...
~~~~ Posted September 1, 2015 Report Share Posted September 1, 2015 Thank you for making this guide VCR CAT. I currently use a trains + speedroid deck on DN. I can use Machina Fortress and Speedroid 3-Eyed Dice to Synchro Summon Deskbot Jet for use as an Xyz Material or to trigger Switchyard's effect. I run 3 Power Bond for use with Pair Cycroid, because it can be a very easy game winner, especially with Limiter Removal. I do run 1 Barbaroid but I haven't managed to summon it yet. What do you think? Is this kind of deck competitively viable? I am happy to give my decklist if you want. Link to comment Share on other sites More sharing options...
nons123 Posted September 16, 2015 Report Share Posted September 16, 2015 i've just created an account because i really liked your guide i have been playing trains for a bit (just trains and then volcanic trains). i decided to follow your guide and create a machina trains deck. just a few things that i would like to say I really don't understand why you use shuffle reborn and special schedule, i have been testing using them ot of ygopro as usually i use call of the haunted and found the draw backs with firstly shuffle reborn is that if you don't the monster for xyz its terrible i know that's not very logical but you may not have any monsters in your hand and field and may not have switchyard and so you need to special summon a night express knight to block the path as it has 3k attack and defense but with shuffle reborn you can't do this. also with special schedule it ony, allows you to summon night express knight again and not even in attack position so you will give your opponent a free turn where their monsters aren't being killed as NEK is in defense position. so special schedule only lets you summon a possible 3 monsters out of around 20 which are in your deck this limits your possibilities and reduces consistency. you could summon dead rank 10 xyz trains with it tho but they have to be in defense position. also it stops you summoning one of the rank 4s and 7s which makes it harder to summon rank 4 xyz and rank 7 xyz such as castel and big eye. what i usually use is call of the haunted which isn't so good as its a trap and has to be set before you can use it which wastes a turn. but it can be used on your opponents turn if you don't have any monsters and need to block your field. bad thing is that if they mst it the monster dies. i saw that you use royal decree and that's probably the reason you aren't using call of the haunted. say you are using 3 royal decrees, if you use call of the haunted before you use royal decree then you are safe the problem is that you won't be able to use it after royal decree has been used so i see why you aren't using call of the haunted i just wanted to explain that's it's a much more flexible card. with metal reflect slime you say it's slow, true its a trap and its slow but it can be used as a barrier to stop monsters as you can set it on your turn and use it on your opponents and they are unlikely to destroy it, also metal reflect slime doesn't have any harsh restrictions like NEK looses all its attack when summoned so it you don't have a derricrane or switchyard you are screwed, also if they stop the special summon on derricrane you are open with a 0 attack card in attack position. MRS cna be used without any restrictions, derricrane has to have a earth machine monsters summoned before it can be summoned which is a difficult restriction. also you say you are a fan of hustle rustle which i'm not such a big fan of but if you set metal reflect slime and use hustle's effect you can MRS before it is destroyed and it will still summon and count so MRS is a better combo with hustle than the cards you mentioned at the end of your post. overall, it can be chained onto snowplow and get you 2 lv 10 on the field on your opponents turn and overal a number 81, personally i'm still not a large plan of hustle rustle has its too situational and you shouldn't not have your field barricaaded with at least one monster or with MRS. exodius can be useful for recycling xyz and monsters i understand why you wouldn't use it, it's a special summon so it doesn't use up your normal summon of the turn, you can use it with NEK if you don't have a derricrane or a switchyard up same with cyber dragon but you have to have the switchyard. cyber dragon is a stand alone card as long as you have swithcyard, derricrane and NEK are not stand alone cards, train decks are very good when their combos go correctly (getting 81 on first turn) when they don't its' terrible that's why cyber end is imo a good card as its standalone and has really high attack and can be coupled with exoidus to produce 81 without needing to nromal summon a monster. a few tech cards: xyz burst if you have rank 6 or higher xyz destroy all set cards your opponent control, it's a normal spell cards which will destroy all set spell and traps and all set monsters whcih is good because if you only have a number 81 it takes a long time to kill many set monsters (the set monsters can quickly turn into hgih level xyz or synchro), also book of moon is good to use on the opponent to get rid of annoying effects like with the utopia xyz which increases it's attack to 5000 and you can't use effects till after the battle step which means you can't use number 81's effect, also you can it on your NEK as a worse version of forbidden chalice. also there's xyz reborn special summons a dead xyz monster and gives it one piece of xyz, a bit too specific but useful with number 81, shame it's a normal trap though. from what i tested of the deck it isn't that easy to summon rank 7 xyz when you only have 3 rank 7 monsters, also machina fortress is a very good card that i find i recycle alot as you can special summon him from the grave by dicarding rank 10 trains Link to comment Share on other sites More sharing options...
VCR_CAT Posted September 16, 2015 Author Report Share Posted September 16, 2015 Hey, thanks for the post and I'm flattered you liked the guide! Re: Special Schedule & Shuffle Reborn Special Schedule has been a solid choice of mine. While I admit its only revival target is Night Express Knight; the deck is also centered around Night Express Knight and there will very rarely be a duel where he isn't in the grave in some way. Besides that, the card also has incredible utility with its recycling effect which I typically make use of with Hustle Rustle; creating some very high-value plays. I have not used Special Schedule as a card to wall up in a long time, and its primary utility in the deck is for larger plays in conjunction with Machina Fortress, as insurance for more plays, as well as utility with Hustle. Shuffle Reborn has a similar utility, but allows me to go into Rank 4 as well. This card I use as sort of an insurance policy; it has more one-card plays guaranteed than Special Schedule, as I can use the revived monster to beat down. Shuffle Reborn's draw effect has also come in use, which can be used on the same turn. One example I can give is a duel where I used Shuffle Reborn to go into Castel. I was going to use Castel, but my opponent chained Fiendish Chain. So in turn, I used Shuffle's draw effect to send Castel back into the Extra Deck, and draw one card. This play ended up winning me the duel (and I may have luck-sacked a little from that draw). The other benefit of Shuffle Reborn is it allows me to make a Number 81 with 2 Derricranes, which is very, very good. I'll give Call a shot, though. My main choice with these 2 cards is partly because of the synergy with Royal Decree, but moreso because, as spells, they work faster and more safely than a continuous trap. With Call of the Haunted, many more things can go wrong before I can make use of the trap and use a play; such as the trap being destroyed before I use it, or as I use it. Shuffle and Schedule being spells remove that risk and allow me to do something not only more quickly, but the play is more guaranteed. The play with Hustle sounds very solid, but it still doesn't change my overall opinion on MRS. MRS is still slow as a card to kickstart plays, but its still very fragile as it falls pray to spell/trap removal just as it falls to monster removal. It's a very easy card for the opponent to deal with, and becomes too fragile of a card to rely any plays on. Defensively, Hustle still stands as a better option overall in terms of potential value and safety in its play. Using MRS doesn't fix the problem of a lone Night Express Knight, but that's one reason why I choose Forbidden Chalice over Breakthrough Skill: The ability to target my own monsters lets me mitigate NEK's attack drawback in case things go wrong. Overall, MRS doesn't fill a niche that the deck already fills with better and/or faster cards. Derricrane's restriction also isn't really that much of a restriction when you consider that 19/20 of the maindeck monsters I run are machines anyways. Exodius is a useful card for the recycling effect, but not being able to search him hurts consistency and overall makes the deck less optimal. I also make frequent use of Scrap Recycler and Machina Fortress along with my revival cards; so I cannot say I'm keen on ruining my grave setup. Overall, I've yet to run into a duel where I've run out Xyz options to use or really have needed something recycled. Xyz Burst is a strong card, but after testing it myself it just ended up being a dead-draw too much, so in interest of making the deck optimal I dropped the card so as to maximize on cards that aren't as situational. I already run Book of Moon so you don't need to convince me there (it's not in the guide since it's a staple card already). Finally, Extra Deck space has not been terribly tight, and the 3 Rank 7's aren't there so much because I go into them a lot, but they're there so I always have those options when I need to use them; and often times one of them has come in very useful in a pinch. Thanks a lot for the reply, though, and I really appreciate the feedback! Also, I'd give Hustle a try; those plays where you destroy your own Special Schedule while you have Switchyard on the field actually let you plus and really set up some powerful plays. Used smartly, it's a very potent card, and the best part is how most players will underestimate it; thinking that they're getting an easy way to remove your backrow. I only know so many people that have seen how I use Hustle and know that "forcing" my hand on it usually isn't very smart. Always happy to hear of people that enjoy the deck, and if you ever see me on Devpro (VCR_CAT); I can show you a thing or two if you like! Link to comment Share on other sites More sharing options...
nons123 Posted September 16, 2015 Report Share Posted September 16, 2015 Hey, thanks for the post and I'm flattered you liked the guide! Re: Special Schedule & Shuffle Reborn Special Schedule has been a solid choice of mine. While I admit its only revival target is Night Express Knight; the deck is also centered around Night Express Knight and there will very rarely be a duel where he isn't in the grave in some way. Besides that, the card also has incredible utility with its recycling effect which I typically make use of with Hustle Rustle; creating some very high-value plays. I have not used Special Schedule as a card to wall up in a long time, and its primary utility in the deck is for larger plays in conjunction with Machina Fortress, as insurance for more plays, as well as utility with Hustle. Shuffle Reborn has a similar utility, but allows me to go into Rank 4 as well. This card I use as sort of an insurance policy; it has more one-card plays guaranteed than Special Schedule, as I can use the revived monster to beat down. Shuffle Reborn's draw effect has also come in use, which can be used on the same turn. One example I can give is a duel where I used Shuffle Reborn to go into Castel. I was going to use Castel, but my opponent chained Fiendish Chain. So in turn, I used Shuffle's draw effect to send Castel back into the Extra Deck, and draw one card. This play ended up winning me the duel (and I may have luck-sacked a little from that draw). The other benefit of Shuffle Reborn is it allows me to make a Number 81 with 2 Derricranes, which is very, very good. I'll give Call a shot, though. My main choice with these 2 cards is partly because of the synergy with Royal Decree, but moreso because, as spells, they work faster and more safely than a continuous trap. With Call of the Haunted, many more things can go wrong before I can make use of the trap and use a play; such as the trap being destroyed before I use it, or as I use it. Shuffle and Schedule being spells remove that risk and allow me to do something not only more quickly, but the play is more guaranteed. The play with Hustle sounds very solid, but it still doesn't change my overall opinion on MRS. MRS is still slow as a card to kickstart plays, but its still very fragile as it falls pray to spell/trap removal just as it falls to monster removal. It's a very easy card for the opponent to deal with, and becomes too fragile of a card to rely any plays on. Defensively, Hustle still stands as a better option overall in terms of potential value and safety in its play. Using MRS doesn't fix the problem of a lone Night Express Knight, but that's one reason why I choose Forbidden Chalice over Breakthrough Skill: The ability to target my own monsters lets me mitigate NEK's attack drawback in case things go wrong. Overall, MRS doesn't fill a niche that the deck already fills with better and/or faster cards. Derricrane's restriction also isn't really that much of a restriction when you consider that 19/20 of the maindeck monsters I run are machines anyways. Exodius is a useful card for the recycling effect, but not being able to search him hurts consistency and overall makes the deck less optimal. I also make frequent use of Scrap Recycler and Machina Fortress along with my revival cards; so I cannot say I'm keen on ruining my grave setup. Overall, I've yet to run into a duel where I've run out Xyz options to use or really have needed something recycled. Xyz Burst is a strong card, but after testing it myself it just ended up being a dead-draw too much, so in interest of making the deck optimal I dropped the card so as to maximize on cards that aren't as situational. I already run Book of Moon so you don't need to convince me there (it's not in the guide since it's a staple card already). Finally, Extra Deck space has not been terribly tight, and the 3 Rank 7's aren't there so much because I go into them a lot, but they're there so I always have those options when I need to use them; and often times one of them has come in very useful in a pinch. Thanks a lot for the reply, though, and I really appreciate the feedback! Also, I'd give Hustle a try; those plays where you destroy your own Special Schedule while you have Switchyard on the field actually let you plus and really set up some powerful plays. Used smartly, it's a very potent card, and the best part is how most players will underestimate it; thinking that they're getting an easy way to remove your backrow. I only know so many people that have seen how I use Hustle and know that "forcing" my hand on it usually isn't very smart. Always happy to hear of people that enjoy the deck, and if you ever see me on Devpro (VCR_CAT); I can show you a thing or two if you like! atm my deck profile that i chose by reading your guide is:NEK x3ruffian x3hustle rustle x2machina fortress x3machina gearframe x3derricrane x3mathematician x1scrap recyler x1instant fusion x1galaxy cyclone x2 - to get destroyed for hustle rustle's effectshuffle reborn x1terraforming x3foolish burial x1Rank up magic chaos force x1 special schedule x2forbidden chalice x2switchyard - x3breakthrogh skill x2 - to get destroyed for hustle rustle royal decree x3 extranoden x1skyplace babylon x1chaos dyson sohere x1numbe r81 x2gustav max x1skypalace gang x1number 74 x1dracosack x1big eye x1exciton knight x1castel x1gear gigant x x1 not sure about last 2 could be number 80, dark xyz dragon, abyss dweller, another number 81, number 52, blackship, daigusto emeral, number 101, another castel or others. do you see any improvement that i could make? 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EndUser Posted September 16, 2015 Report Share Posted September 16, 2015 It's nice to see I'm not one of the only few who are delighted from Trains... I must say, when I started reading that MRS is too good for the Deck, I thought "But how?" but then, after testing it, I nearly woke up my parents from my surprise: It moves to the Monster Card Zone! :| I'm already thinking if I add it to any of my builds... Anyway, I also want to say this: What cards benefit more depends entirely to the build someone uses. If you use Hustle and/or Decree then not liking CotH in your Deck makes sense. In addition, CotH is great during your turn (if it survived) but especially during your opponent's turn, since not only can you revive a 2800+ ATK beast but you may trigger Switchyard and/or Derricane as well. However, Shuffle Reborn is better if you're aiming for instant plays or, if needed, for an attack with a 2800+ ATK monster. Special Schedule is more comparable with Reborn rather than CotH, I believe. I personally run Shuffle and CotH (for Schedule, I'd need to make a couple changes). Except for an emergency or if I could trigger Railcar as a last resort, both are generally used to do quick Xyz Summoning (the lolz when I attack with a 0 ATK NEK though), but Reborn was often the better choice (even taking advantage of its 2nd effect if it felt right). Oh and, as for Decree, I wouldn't use both this and CotH as well, and the reason is that Decree is a permanent Trap. Meaning, that a late draw of CotH will be a dead draw, so I should either:a) run more copies of CotH than Decree,b) run Hustle and/or more S/T removal support cards orc) leave it to chance. nons123, you said you use (or used?) Volcanic Trains. They don't really need many of the recommended cards. Exodius recycles your monsters (Tri-Blaze anyone?), so you already possess a monster(s) (Reborn) and there are no Trains to revive or add to your hand (Schedule). Lastly, about the Xyz Burst and Reborn cards: I too like the cards, but I have my reasons for not adding them to the Deck (this doesn't mean you don't have to either; if they work for you then fine! :D ). Burst is better as a Side Card, especially against decks that use Flip monsters and/or are S/T depended, so not running Book of Eclipse/Swords of Concealing Light/etc etc. makes it a not-that-good card to maindeck. Reborn is cool for No.81 and the other Xyzs, but what if there is none to revive? I mean, you may have Summoned 2 or more Trains, but the Xyz Summon (or of any of the Trains) is negated, or Vanity's prevents you to do so, or... so many reasons. In other words, CotH > Xyz Reborn, unless the deck can Xyz Summon quickly or heavily. Keep in mind: Don't feel like I'm against you or something. ;) [spoiler= ] atm my deck profile that i chose by reading your guide is:NEK x3ruffian x3hustle rustle x2machina fortress x3machina gearframe x3derricrane x3mathematician x1scrap recyler x1instant fusion x1galaxy cyclone x2 - to get destroyed for hustle rustle's effectshuffle reborn x1terraforming x3foolish burial x1Rank up magic chaos force x1 special schedule x2forbidden chalice x2switchyard - x3breakthrogh skill x2 - to get destroyed for hustle rustle royal decree x3 extranoden x1skyplace babylon x1chaos dyson sohere x1numbe r81 x2gustav max x1skypalace gang x1number 74 x1dracosack x1big eye x1exciton knight x1castel x1gear gigant x x1 not sure about last 2 could be number 80, dark xyz dragon, abyss dweller, another number 81, number 52, blackship, daigusto emeral, number 101, another castel or others. do you see any improvement that i could make? I like your build. A lot. The only cards I'd change are Instant Fusion and 1, or all, of the Decrees. Cyclone is there, but how many opponents will there be with reliance to Traps? I'd suggest you side them with 2-3 Typhoons (there are Pendulums to face and some considerable Spell Cards to worry about) or with some staples. Link to comment Share on other sites More sharing options...
nons123 Posted September 16, 2015 Report Share Posted September 16, 2015 It's nice to see I'm not one of the only few who are delighted from Trains... I must say, when I started reading that MRS is too good for the Deck, I thought "But how?" but then, after testing it, I nearly woke up my parents from my surprise: It moves to the Monster Card Zone! :| I'm already thinking if I add it to any of my builds... Anyway, I also want to say this: What cards benefit more depends entirely to the build someone uses. If you use Hustle and/or Decree then not liking CotH in your Deck makes sense. In addition, CotH is great during your turn (if it survived) but especially during your opponent's turn, since not only can you revive a 2800+ ATK beast but you may trigger Switchyard and/or Derricane as well. However, Shuffle Reborn is better if you're aiming for instant plays or, if needed, for an attack with a 2800+ ATK monster. Special Schedule is more comparable with Reborn rather than CotH, I believe. I personally run Shuffle and CotH (for Schedule, I'd need to make a couple changes). Except for an emergency or if I could trigger Railcar as a last resort, both are generally used to do quick Xyz Summoning (the lolz when I attack with a 0 ATK NEK though), but Reborn was often the better choice (even taking advantage of its 2nd effect if it felt right). Oh and, as for Decree, I wouldn't use both this and CotH as well, and the reason is that Decree is a permanent Trap. Meaning, that a late draw of CotH will be a dead draw, so I should either:a) run more copies of CotH than Decree,b) run Hustle and/or more S/T removal support cards orc) leave it to chance. nons123, you said you use (or used?) Volcanic Trains. They don't really need many of the recommended cards. Exodius recycles your monsters (Tri-Blaze anyone?), so you already possess a monster(s) (Reborn) and there are no Trains to revive or add to your hand (Schedule). Lastly, about the Xyz Burst and Reborn cards: I too like the cards, but I have my reasons for not adding them to the Deck (this doesn't mean you don't have to either; if they work for you then fine! :D ). Burst is better as a Side Card, especially against decks that use Flip monsters and/or are S/T depended, so not running Book of Eclipse/Swords of Concealing Light/etc etc. makes it a not-that-good card to maindeck. Reborn is cool for No.81 and the other Xyzs, but what if there is none to revive? I mean, you may have Summoned 2 or more Trains, but the Xyz Summon (or of any of the Trains) is negated, or Vanity's prevents you to do so, or... so many reasons. In other words, CotH > Xyz Reborn, unless the deck can Xyz Summon quickly or heavily. Keep in mind: Don't feel like I'm against you or something. ;) I like your build. A lot. The only cards I'd change are Instant Fusion and 1, or all, of the Decrees. Cyclone is there, but how many opponents will there be with reliance to Traps? I'd suggest you side them with 2-3 Typhoons (there are Pendulums to face and some considerable Spell Cards to worry about) or with some staples. thank you very much for the advice i'll make some changes now Link to comment Share on other sites More sharing options...
EndUser Posted September 16, 2015 Report Share Posted September 16, 2015 Sorry to say this late, but I forgot you had 6 targets for Noden, so you may consider keeping IF in the deck. Link to comment Share on other sites More sharing options...
Wildflame Posted September 17, 2015 Report Share Posted September 17, 2015 ...First time I'm reading this guide and I'm noticing that both my Machina and Shaddoll builds follow it to a t. Way to go, me. That said, any thoughts on Limiter Removal? Link to comment Share on other sites More sharing options...
VCR_CAT Posted September 17, 2015 Author Report Share Posted September 17, 2015 Limiter Removal is a neat card that you can do some serious damage with, but I've found that I'd rather not spend the Dora material unless it's for winning, and the fact it's a limited card made me basically put it aside since I wouldn't be relying on the card anyways. And nons, for your build, I'd reccomend this: - Get Royal Decree down to 2; 3 is asking for dead draws and 2 has been a nice sweet-spot from my experimentation.- Add in either a second Scrap Recycler OR a second Mathematician (your choice; up to preference)- Exchange the 2 Cyclones for either 2 MSTs or either like max out on either BTS or Chalice and toss in a Book of Moon. This isn't really a continuous-trap heavy format, so Cyclone is better off in the side-deck in case you go against anything big. And then for the Extra Deck; I think I'd just go 2 Gustavs and 3 81's to cap it off. Your R4 plays won't be happening that often, and right now you have a good selection for when you will be doing them; so it's probably best to max out on your primary monsters first and leave those as toolbox options. Other than that, you've got a solid deck in your hands right off the bat and I wish you luck! Link to comment Share on other sites More sharing options...
nons123 Posted September 17, 2015 Report Share Posted September 17, 2015 Limiter Removal is a neat card that you can do some serious damage with, but I've found that I'd rather not spend the Dora material unless it's for winning, and the fact it's a limited card made me basically put it aside since I wouldn't be relying on the card anyways. And nons, for your build, I'd reccomend this: - Get Royal Decree down to 2; 3 is asking for dead draws and 2 has been a nice sweet-spot from my experimentation.- Add in either a second Scrap Recycler OR a second Mathematician (your choice; up to preference)- Exchange the 2 Cyclones for either 2 MSTs or either like max out on either BTS or Chalice and toss in a Book of Moon. This isn't really a continuous-trap heavy format, so Cyclone is better off in the side-deck in case you go against anything big. And then for the Extra Deck; I think I'd just go 2 Gustavs and 3 81's to cap it off. Your R4 plays won't be happening that often, and right now you have a good selection for when you will be doing them; so it's probably best to max out on your primary monsters first and leave those as toolbox options. Other than that, you've got a solid deck in your hands right off the bat and I wish you luck! thanks for the advice i'll test some changes out. Link to comment Share on other sites More sharing options...
♪ ♪Aria ♪ ♪ Posted October 31, 2015 Report Share Posted October 31, 2015 Any advice on the monstrous "Rocket Arrow-Express" and sometimes referred as the "worst" of the trains? Solomon's Lawbook can prevent it negative effect once, but are there other combos this card can pull of? Link to comment Share on other sites More sharing options...
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