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03-13-2011, 12:18 PM
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#2
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Registered User
Join Date: Apr 2009
Posts: 242
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limiter removal is limited
+ 2 Dust Tornado - 1 seven tools - 1 Torrential tribute
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03-13-2011, 12:23 PM
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#3
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Pojo Veteran
Join Date: May 2010
Posts: 515
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Quote:
Originally Posted by Tesoro
limiter removal is limited
+ 2 Dust Tornado - 1 seven tools - 1 Torrential tribute
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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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03-13-2011, 12:34 PM
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#4
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Registered User
Join Date: Dec 2010
Posts: 137
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Quote:
Originally Posted by Qwertyzone
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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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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03-14-2011, 12:57 PM
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#5
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Pojo Veteran
Join Date: May 2010
Posts: 515
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Quote:
Originally Posted by Skyhound
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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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
Last edited by Qwertyzone : 03-14-2011 at 12:57 PM.
Reason: Automerged Doublepost
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03-14-2011, 01:04 PM
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#6
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"The Deck Builder"
Join Date: Sep 2010
Location: Franklin Square, NY
Age: 22
Posts: 1,392
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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
Last edited by pyroblade650 : 03-14-2011 at 01:09 PM.
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03-15-2011, 11:03 AM
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#7
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Pojo Veteran
Join Date: May 2010
Posts: 515
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Quote:
Originally Posted by pyroblade650
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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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03-15-2011, 01:45 PM
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#8
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"The Deck Builder"
Join Date: Sep 2010
Location: Franklin Square, NY
Age: 22
Posts: 1,392
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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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03-15-2011, 07:54 PM
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#9
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Pojo Veteran
Join Date: May 2010
Posts: 515
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Quote:
Originally Posted by pyroblade650
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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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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03-15-2011, 08:14 PM
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#10
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"The Deck Builder"
Join Date: Sep 2010
Location: Franklin Square, NY
Age: 22
Posts: 1,392
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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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03-21-2011, 10:11 PM
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#12
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~ T4L3NT ~
Join Date: Aug 2010
Location: ExCeLLeNcE Is In Everybody!
Age: 17
Posts: 1,050
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Only 1 AGGD?, if 3 Geartown, 3 AGGD
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03-21-2011, 10:48 PM
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#13
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Pojo Veteran
Join Date: May 2010
Posts: 515
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Quote:
Originally Posted by Yugi Dad
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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
Last edited by Qwertyzone : 03-21-2011 at 11:09 PM.
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03-21-2011, 11:47 PM
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#14
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Registered User
Join Date: Mar 2011
Posts: 60
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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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03-22-2011, 12:32 AM
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#15
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Registered User
Join Date: Dec 2009
Posts: 466
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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?
__________________
Quote:
Originally Posted by 99939993
Btw Know why OCG agents dont play Cards from the sky? Cause in japan its called Treasure Of Heaven and they all play 3.
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03-22-2011, 03:50 AM
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#16
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"The Deck Builder"
Join Date: Sep 2010
Location: Franklin Square, NY
Age: 22
Posts: 1,392
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Quote:
Originally Posted by Demise14
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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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03-23-2011, 09:18 PM
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#17
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Registered User
Join Date: Apr 2009
Location: Wisconsin
Posts: 54
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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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03-25-2011, 11:18 AM
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#18
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Registered User
Join Date: Jun 2009
Location: United States
Posts: 127
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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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03-25-2011, 11:25 AM
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#19
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Pojo Veteran
Join Date: Sep 2010
Posts: 7,116
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use 3 gear towns
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03-25-2011, 03:13 PM
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#20
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Registered User
Join Date: Apr 2009
Location: Wisconsin
Posts: 54
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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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03-25-2011, 03:42 PM
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#21
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Registered User
Join Date: Jun 2009
Location: United States
Posts: 127
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I think you missed something HUGE, Machina Fortress is level 7.... O.o
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03-25-2011, 05:07 PM
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#22
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Registered User
Join Date: Apr 2009
Location: Wisconsin
Posts: 54
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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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04-04-2011, 11:21 PM
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#23
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Pojo Veteran
Join Date: May 2010
Posts: 515
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Quote:
Originally Posted by Yugi Dad
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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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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04-09-2011, 07:03 PM
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#24
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Junior Member
Join Date: Feb 2011
Posts: 47
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i dont understand why theres 2 trade in and only 2 targets for trade in
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04-10-2011, 04:28 PM
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#25
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Pojo Veteran
Join Date: May 2010
Posts: 515
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Quote:
Originally Posted by Rebornx3
i dont understand why theres 2 trade in and only 2 targets for trade in
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fixed 10char
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