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Old 03-13-2011, 12:07 PM   #1
Qwertyzone
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Default Malefic Machina Geartown OTK

trying out something new this time. You guys are welcome to critique, help, fix, and rate this build since I will be flexible.

The point of this deck is to do hard damage at a really quick pace. Here's an "often" situation in this build:

Activate Giant Trunade/Trap Stun
Activate Geartown
Remove Cyber End Dragon from Extra to special Malefic Cyber End Dragon\
attack for 4000, chain MST on Geartown
Malefic is destroyed, but Geartown effect's activates to SS Gadget Dragon
Gadget Dragon attacks for 3000 (excluding limiter)
= ll
an easy 7000 push that can be done at the right time for an OTK in turn 2-3

18 monsters

3x Malefic Cyber End Dragon
3x Machina Fortress
3x Machina Gearframe
2x Green Gadget
2x Red Gadget
2x Yellow Gadget
2x Ancient Gear Gadjiltron Dragon
1x Cyber Dragon

14 spells

3x Geartown
2x Smashing Ground
2x Terraforming
1x Mystical Space Typhoon
1x Limiter Removal
1x Monster Reborn
1x My Body as a Shield
1x Giant Trunade
1x Pot of Avarice
1x Dark Hole

9 traps

2x Bottomless Trap Hole
2x Dimensional Prison
1x Mirror Force
1x Solemn Judgment
1x Torrential Tribute
2x Trap Stun

feel free to help me thanks xD
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Old 03-13-2011, 12:18 PM   #2
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limiter removal is limited

+ 2 Dust Tornado - 1 seven tools - 1 Torrential tribute
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Old 03-13-2011, 12:23 PM   #3
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Quote:
Originally Posted by Tesoro View Post
limiter removal is limited

+ 2 Dust Tornado - 1 seven tools - 1 Torrential tribute
woopsie. mistype. thanks for telling me haha.

Why +2 Dust Tornado? I can't use it to destroy my own field spell, and it's not as good as MST in general since MST is at 2 now.

TT is like a staple in everydeck, and seven tools helps me go for an all-out push
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Old 03-13-2011, 12:34 PM   #4
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Originally Posted by Qwertyzone View Post
woopsie. mistype. thanks for telling me haha.

Why +2 Dust Tornado? I can't use it to destroy my own field spell, and it's not as good as MST in general since MST is at 2 now.

TT is like a staple in everydeck, and seven tools helps me go for an all-out push
TT is a card for when you're prepared to lose. I've come to realize that Dark Hole does TT's job but much better and if I'm playing right, having a last ditch card like TT is useless. I'd say add another Trap Stun instead of TT, I dislike Dust Tornado either way. You could throw in BoM instead of TT also. Is Pot of Avarice needed? OTKs are supposed to be quick aren't they? Avarice always felt like a card to use well into the game. If five of your monsters are in the grave, I would assume your opponent is well prepared for whatever they just destroyed.
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Old 03-14-2011, 12:57 PM   #5
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Originally Posted by Skyhound View Post
TT is a card for when you're prepared to lose. I've come to realize that Dark Hole does TT's job but much better and if I'm playing right, having a last ditch card like TT is useless. I'd say add another Trap Stun instead of TT, I dislike Dust Tornado either way. You could throw in BoM instead of TT also. Is Pot of Avarice needed? OTKs are supposed to be quick aren't they? Avarice always felt like a card to use well into the game. If five of your monsters are in the grave, I would assume your opponent is well prepared for whatever they just destroyed.
You're right about the Pot of Avarice. I only kept the Pot of Avarice in since my previous machina build had it. Since this is a more agressive fast-paced variant of machinas, it seems odd to keep running PoA

I totally forgot about bottomless, so I'll add 2 of those in.

TT is helpful because I can activate it on my opponent's turn. They can counter it, but anything can be countered. I'll keep this in as a staple.

I'll try to add in another Trap Stun, but I'm not sure if I have enough room...

-1 PoA
+2 Bottomless Trap Hole
+1 Trap Stun

Additional Comment:

EDIT:

So I tested this deck against my friend's GBs today, and I realized that I needed Pot of Avarice. I also have a slgiht problem with dead draws. Here are the changes I will be testing now:

-1 Seven Tools of Bandit
-2 Ancient Gear Gadjiltron Dragon
+1 Pot of Avarice
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Last edited by Qwertyzone : 03-14-2011 at 12:57 PM. Reason: Automerged Doublepost
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Old 03-14-2011, 01:04 PM   #6
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I'd run 2 Ancient Gear Dragons and I'd also consider Double Cyclone &/or Wild Tornado.

You can use both to take out your own geartowna and take out an opponents card(s).

Like say you have 2 Geartown and an MST in hand and Wild Tornado on the field. You play 1 Geartown face up then destry it with Wild Tornado. set the 2nd Geartown and us MST to take out the 2nd Geartown. You end up with 2 Ancient Gear Dragons. AND if you opponent takes out Wild Tornado while its set they go -1.

Similer things with Double Cyclone
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Old 03-15-2011, 11:03 AM   #7
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Quote:
Originally Posted by pyroblade650 View Post
I'd run 2 Ancient Gear Dragons and I'd also consider Double Cyclone &/or Wild Tornado.

You can use both to take out your own geartowna and take out an opponents card(s).

Like say you have 2 Geartown and an MST in hand and Wild Tornado on the field. You play 1 Geartown face up then destry it with Wild Tornado. set the 2nd Geartown and us MST to take out the 2nd Geartown. You end up with 2 Ancient Gear Dragons. AND if you opponent takes out Wild Tornado while its set they go -1.

Similer things with Double Cyclone
but the point is to have a malefic on the field and force THEM to choose btwn fighting against a malefic 4000 beater or the Ancient Gear gadjiltron dragon
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Old 03-15-2011, 01:45 PM   #8
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True but you cant rely on the strategy all the time. With this you can make your own big plays and not have to wait for your opponent to open up the door.
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Old 03-15-2011, 07:54 PM   #9
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Quote:
Originally Posted by pyroblade650 View Post
True but you cant rely on the strategy all the time. With this you can make your own big plays and not have to wait for your opponent to open up the door.
But if I run double cyclone or Wild Tornado, then that kills the whole point of running malefic cyber end in my deck... Anyways, both cards are mildly situational, as they require you to have the field spell Geartown, which in some cases you do not always draw.

Anyways, more suggestions are welcomed! (P.S. not running DC and WT are personal preferences, back then when I ran scraps I chose not to run them either)
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Old 03-15-2011, 08:14 PM   #10
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true, you wont always have it in hand but you have a 5 in 40 chance of drawing it which is higher then almost any other card in the deck.
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Old 03-21-2011, 09:28 PM   #11
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I like this deck. It's very straight forward. I was thinking you could add (or at least side) (2) Trade-In and (2) Jinzo. With all those gadgets, you will have a lot of field fodder. You have 9-10 tributes for Jinzo and Jinzo would be superior to your Trap Stuns to add to the field Control. However, it could potentially add to your dead draw as Jinzo's could not be used with Trade-In. So, here is what I would recommend experimenting with:

-2 Trap Stun (for +2 Jinzo's)
+2 Trade-In (-TT) To each his own, but I'd rather tribute a gadget and use Lightening Vortex than TT if I need to clear the field.

This would put your build at 41 if I am reading your deck list above right. I realize Jinzo does not fall in line with the OTK theme, but at least it would give you a Plan B if the OTK doesn't come together and you have to grind a bit until Malefic hits the field.

I like your deck. This is what I was thinking. Deck would be at 41, but not bad considering the deck acceleration with the Gadgets and Trade-Ins.

20 monsters

3x Malefic Cyber End Dragon
3x Machina Fortress
3x Machina Gearframe
2x Green Gadget
2x Red Gadget
2x Yellow Gadget
2x Ancient Gear Gadjiltron Dragon
1x Cyber Dragon
2x Jinzo


15 spells

3x Geartown
2x Smashing Ground
2x Terraforming
2x Trade-In
2x Mystical Space Typhoon
1x Limiter Removal
1x Monster Reborn
1x Giant Trunade
1x Dark Hole

6 traps

2x Bottomless Trap Hole
2x Dimensional Prison
1x Mirror Force
1x Solemn Judgment

Last edited by Yugi Dad : 03-21-2011 at 09:35 PM.
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Old 03-21-2011, 10:11 PM   #12
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Only 1 AGGD?, if 3 Geartown, 3 AGGD
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Old 03-21-2011, 10:48 PM   #13
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Quote:
Originally Posted by Yugi Dad View Post
I like this deck. It's very straight forward. I was thinking you could add (or at least side) (2) Trade-In and (2) Jinzo. With all those gadgets, you will have a lot of field fodder. You have 9-10 tributes for Jinzo and Jinzo would be superior to your Trap Stuns to add to the field Control. However, it could potentially add to your dead draw as Jinzo's could not be used with Trade-In. So, here is what I would recommend experimenting with:

-2 Trap Stun (for +2 Jinzo's)
+2 Trade-In (-TT) To each his own, but I'd rather tribute a gadget and use Lightening Vortex than TT if I need to clear the field.

This would put your build at 41 if I am reading your deck list above right. I realize Jinzo does not fall in line with the OTK theme, but at least it would give you a Plan B if the OTK doesn't come together and you have to grind a bit until Malefic hits the field.

I like your deck. This is what I was thinking. Deck would be at 41, but not bad considering the deck acceleration with the Gadgets and Trade-Ins.

20 monsters

3x Malefic Cyber End Dragon
3x Machina Fortress
3x Machina Gearframe
2x Green Gadget
2x Red Gadget
2x Yellow Gadget
2x Ancient Gear Gadjiltron Dragon
1x Cyber Dragon
2x Jinzo


15 spells

3x Geartown
2x Smashing Ground
2x Terraforming
2x Trade-In
2x Mystical Space Typhoon
1x Limiter Removal
1x Monster Reborn
1x Giant Trunade
1x Dark Hole

6 traps

2x Bottomless Trap Hole
2x Dimensional Prison
1x Mirror Force
1x Solemn Judgment
Thanks for the suggestion! I like how you are thinking. I will playtest the Jinzos, recently I've been running trap stuns with no effect. Your other edits are perfect!

+2 trade in
+1 gadgilt dragon
+2 Jinzo

-2 Trap Stun
-1 smashing ground
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Old 03-21-2011, 11:47 PM   #14
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2 Terreforming for 2 field spells aren't worth it.

-1 Terraforming
+1 Trap Stun

You won't always have Jinzo on the field and a 1 : 2 Terra/field spell search ratio is better than 1 : 1 because of dead draws
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Old 03-22-2011, 12:32 AM   #15
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I couldn't really understand what you were saying in the first post there. How do you attack for 7k? I get attacking with Malefic Cyber End, and swinging, but do you chain MST on the attack and get Dragon during the battle step, and can continue attacking?
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Old 03-22-2011, 03:50 AM   #16
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Quote:
Originally Posted by Demise14 View Post
Only 1 AGGD?, if 3 Geartown, 3 AGGD
This really isnt necessary. You can run 3 Geartown and 2 dragon. It works really well Imo with clogging everything up.
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Old 03-23-2011, 09:18 PM   #17
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I made one small tweak to the deck. Instead of running Dark Hole, I have substituted Lightening Vortex. It is a -1 for me, but since I don't destroy my own field with it I think I will end up being cards ahead. I should certainly gain some extra field control keeping a gadget or two alive waiting for Machina Fortress or Jinzo. But I do have a ruling question:

1. If I have Geartown on the field, can I Monster Reborn a Malefic if I still have Cyber End Dragon's in my extra deck?

Also, I think we need to discuss Side Decks and extra decks here to complete the offering. I am particularly interested in Side Decks for this deck and would like some suggestions. If the Gadgets are getting burned on the field, typically Shrink and Burden of the Mighty are handy cards, but am looking for a good machine side deck. I am looking for antidotes to cards that really shut machine decks down.

Finally, I just did (15) Test dumps of this deck. I consider a Test to be shuffling, having my son cut the deck, and then pulling the first 7 cards. I have to say, that in 15 Tests so far, I have not had one Dead Draw. I consider a dead draw as being unable to summon a Monster. I got a wide variety of hands, but when I got AGGD and Malefics I got a Trade-In also so I discarded a Malefic and drew 2 cards, which yielded either a gadget or a Gearframe. The beauty of Trade-In and the Machina Fortress effect is that it is merely a discard so if Macros Cosmos is on the field the cards are removed, but the effects still resolve the way you need them to.

I realize the deck won't always run so consistently, but I am very happy with the initial stats around the draws to start the game.
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Old 03-25-2011, 11:18 AM   #18
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From what I can tell, you have 2 level 8 monsters, are the Trade-In's working well with that?
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Old 03-25-2011, 11:25 AM   #19
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use 3 gear towns
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Old 03-25-2011, 03:13 PM   #20
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You have (5) level 8 Monsters. You also have the Machina Fortress which are level 8's. I have been testing the build above with the exception of having Lightening Vortex instead of Dark Hole. It has been testing out pretty well. I have run over my son's Lightsworn Deck, and it has fared well against the Macros Cosmos deck we run too. Macros slows it down (specifically Geartown) so I think a bit more antidote is needed to remove back row, but it is fast and has tested out well so far. I am hoping to take it the locals here soon and give it a field test against a wider variety of decks. It is nice to have that pitch when you have 1 Fortress and can't tribute it on the field or don't have the dragon, malefic, or other fortress to get it on the field.
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Old 03-25-2011, 03:42 PM   #21
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I think you missed something HUGE, Machina Fortress is level 7.... O.o
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Old 03-25-2011, 05:07 PM   #22
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Yes, I did miss it. My son just pointed that out to me. My bad. Will have to rethink the Trade-In now. For whatever reason, I just miscounted the level on those.
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Old 04-04-2011, 11:21 PM   #23
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Quote:
Originally Posted by Yugi Dad View Post
I made one small tweak to the deck. Instead of running Dark Hole, I have substituted Lightening Vortex. It is a -1 for me, but since I don't destroy my own field with it I think I will end up being cards ahead. I should certainly gain some extra field control keeping a gadget or two alive waiting for Machina Fortress or Jinzo. But I do have a ruling question:

1. If I have Geartown on the field, can I Monster Reborn a Malefic if I still have Cyber End Dragon's in my extra deck?

Also, I think we need to discuss Side Decks and extra decks here to complete the offering. I am particularly interested in Side Decks for this deck and would like some suggestions. If the Gadgets are getting burned on the field, typically Shrink and Burden of the Mighty are handy cards, but am looking for a good machine side deck. I am looking for antidotes to cards that really shut machine decks down.

Finally, I just did (15) Test dumps of this deck. I consider a Test to be shuffling, having my son cut the deck, and then pulling the first 7 cards. I have to say, that in 15 Tests so far, I have not had one Dead Draw. I consider a dead draw as being unable to summon a Monster. I got a wide variety of hands, but when I got AGGD and Malefics I got a Trade-In also so I discarded a Malefic and drew 2 cards, which yielded either a gadget or a Gearframe. The beauty of Trade-In and the Machina Fortress effect is that it is merely a discard so if Macros Cosmos is on the field the cards are removed, but the effects still resolve the way you need them to.

I realize the deck won't always run so consistently, but I am very happy with the initial stats around the draws to start the game.
Thanks for all th testing you've done on this deck so far!

Sorry I haven't been replying schools been my top priority these past few weeks.

Anyways 2 weeks ago I went to my locals and topped with this build. As I was unable to get the kindle I did not use them at all. I realized from testing this build against my locals that it is still incomplete.

1. I feel unable to do anything when maleoc is bottomless
2. Malefic doesn't let me attack all at once
3. It is somewhat easy to get around the malefic/ Aggd combo ( via mst and bot)

I topped mainly because I switched back into my dimensional machinas. Once I put out the fissures, there was little my opponents could do against smashings/ prisons/ fortresses. Overall, this deck will still be in it's testing format.

I may incorporate another trade in alongwith 2 malefic stardust. I may take out all the traps an add 3 royal decrees. Those are my ideas! Comments?
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Old 04-09-2011, 07:03 PM   #24
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i dont understand why theres 2 trade in and only 2 targets for trade in
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Old 04-10-2011, 04:28 PM   #25
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i dont understand why theres 2 trade in and only 2 targets for trade in
fixed 10char
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