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Old 03-24-2011, 07:49 PM   #1
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Default Official Machina Guide and Discussion - Thread 24

Quote:
That which water cannot rust, and swords cannot slice! That which destroys all who attempt to challenge you! Let this machine's parts arm thee for battle..

SPECIAL SUMMON, "Machina Fortress"!



*GUIDE IN PROGRESS*
Quote:
Machina Fortress
7 Stars
EARTH
Machine
2500/1600
You can discard Machine-Type monster(s) whose total Levels equal 8 or more to Special Summon this card from your hand or Graveyard. When this card is destroyed by battle and sent to the Graveyard, select and destroy 1 card your opponent controls. When this face-up card you control is targeted by an opponent's Effect Monster's effect, look at your opponent's hand and discard 1 card from their hand.
This thing is a -1 to Special Summon, not bad for a 2500 beater with TWO 1-4-1 effects.

The Summoning Condition requires a -1 Machine mosnter cost. Now, this often IS equalized through the use of Gearframe and Gadgets to generate 1's. The Graveyard revival also allows for Fortress to be ressurected in a 1-4-1 fashion by any Level 8 or higher Machines, such as "Machina Force" and "Ancient Gear Galjitron Dragon."

The second effect is a Trigger Effect that destroys one of your opponent's cards when destroyed in battle, makes Fortress menacing to your opponent's higher attack monsters. Fortress's already high attack makes it useful to clear out a powerful monster with little damage done to you. (Beware War Chariot, etc.)

The third effect, and probably the least commonly used, is a Continuous Effect that lets you see your opponent's hand and discard a card from it. It is useful for gathering information, and is yet another 1-4-1 effect. Unfortunately, the effect that targeted your Fortress means it's probably going to die.

A major question asked is how many Fortress to use: 2 or 3? The amount is based off of player preference and the amount of "Fortress fodder" in the deck. Inarguably, 3 is more common, but 2 is viable as well and needs more testing.


Quote:
Machina Gearframe
4 Stars
EARTH
Machine
1800/0
When this card is Normal Summoned, you can add 1 "Machina" monster, except "Machina Gearframe", from your Deck to your hand. Once per turn, during your Main Phase, you can equip this card to a Machine-Type monster you control as an Equip Card, OR unequip it to Special Summon this card 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 Gearframe" is a floater and 1800 beater that searches Machinas and saves Machines through Union equipping.

First effect, search for a Machina. That means a Fortress, Force, or Peacekeeper in most cases. In any case, it is a 1. That Fortress is now a 1-4-1 to bring out, that Force can 1 a dead Fortress, and that Peacekeeper is for whatever else.

And it's a Union! Protects Machines, pretty awesome. (Fun Fact: If you don't win with Limiter, Unioning saves Machines)

3. No exceptions. At all.


Quote:
Machina Peacekeeper
2 Stars
EARTH
Machine
500/400
When this card on the field is destroyed and sent to the Graveyard, you can add 1 Union Monster from your Deck to your hand. Once per turn, during your Main Phase, you can equip this card to a Machine-Type monster you control as an Equip Card, OR unequip it to Special Summon this card 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.)
This thing is a floater that searches Unions (mostly Gearframe) and saves Machines through Union equipping.

First effect, search for a "Machina Gearframe" when it dies. That means 1 more card advantage power point to ya. Best used by setting or Union equipping.

And it's a Union! Protects Machines, pretty awesome. This also assists its first effect, as it also gets it when it is destroyed as a Union. So if an equipped monster gets run over or Booked or D-Prisoned, etc., you get the effect, equalizing that loss in advantage.

Generally, though, this card isn't used. It is slow.


WARNING: PEACEKEEPER CAN MISS THE TIMING


Quote:
Machina Force
10 Stars
EARTH
Machine
4600/4100
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with "Commander Covington". This card cannot declare an attack unless you pay 1000 Life Points. You can send this card from the field to the Graveyard to select and Special Summon one each of "Machina Soldier", "Machina Sniper", and "Machina Defender" from your Graveyard.
Whenever someone who has never played Machinas before looks though a decklist, this card is always the first card to be questioned. Why have such a huge monster if you can never bring it out?

Originally the first Machina boss card, it's cumbersome special summoning requirements has prevented it from being a playable card. Instead, however, it is now used to supplement the new Machina boss card, "Machina Fortress". By discarding a level eight or higher monster from the hand, "Machina Fortress" can be instantly summoned from the hand or graveyard. "Machina Force", being a level ten monster, easily special summons "Machina Fortress" from the grave with a single discard. Additionally, the fact that this card has "Machina" in its name allows it to be added to the hand by the effect of "Machina Gearframe". Essentially, "Machina Force" acts as a search-able "Monster Reborn" for Machina players.

People have increasingly leaned towards 0, as it can be a horrific dead draw, but some still run 1.


Quote:
"Red Gadget"/"Green Gadget"/"Yellow Gadget"
4 Stars
EARTH
1300/1500; 1400/600; 1200/1200 (respectively)
When you Normal or Special Summon this card, you can add 1 "Yellow Gadget"/"Red Gadget"/"Green Gadget" from your Deck to your hand.
The core of many Machina decks, Gadgets have proved to be a very successful and consistent engine. An instant 1 when summoned, Gadgets reassure a player by practically guaranteeing them something to summon the next turn. Though at low attack, Gadgets can quickly turn from cute to annoying to devastating. Many Machina decks can make the original +1 from a gadget into a +X with control, protection, boosting, or annoyance cards. Ultimately, the opponent has to waste one or more resources to take out a gadget, knowing full well that another one will take it's place.

Having discard fodder for "Machina Fortress" doesn't hurt either.

Most decks run six gadgets (aka Mach6), whilst others prefer nine gadgets (aka Mach9). The drawback of running so many gadgets is that sometimes players may open with a gadget clogged hand. To alleviate this, Machina Gadget players often have a deck size of 42 cards rather than 40, to allow for the best possible chance of opening with exactly one gadget.


Quote:
"Genex Ally 'Awesome' Birdman"
3 Stars
DARK
Machine
1400/400
You can return 1 face-up monster you control to the hand to Special Summon this card from your hand. If that monster was a WIND monster, this card gains 500 ATK. If this card was Summoned this way, remove it from play when it is removed from the field.
Alright! We currently have a little card called.. "Genex Ally Birdman." He is a LV3 Machine/Tuner. He is Special Summoned by bouncing a monster, such as a Gadget or Gearframe. As such, you can reuse such cards and gain MOAR advantage, then Synchro away.

Options include: "Black Rose Dragon", "Ancient Fairy Dragon" (lol), "Genex Ally TRIFORCE" and Scrap Archfiend. Ideally, you'd want to go for Triforce. This allows not only a difficult to kill beatstick, but synergy with Solidarity builds.

1-3 is recommended, with 3 going more towards Solidarity and Mach9 builds.


Quote:
Scrap Recycler
3 Stars
EARTH
Machine
900/1200
When this card is Normal or Special Summoned, you can select and send 1 Machine-Type monster from your Deck to the Graveyard. Once per turn, you can return 2 Level 4 Machine-Type EARTH monsters from your Graveyard to the Deck to draw 1 card.
Though sometimes overlooked by Machina players, "Scrap Recycler" is one of those cards that gets the job done. A combined "Foolish Burial" and mini "Pot of Avarice" on wheels, "Scrap Recycler" allows for Machina players to easily set up the grave or deck in their favor. It's first effect is the primary one, allowing Machina players to instantly make "Machina Fortress" accessible.

Unfortunately, many players overlook the second effect, which allows them to return two level four earth machine type monster to the deck and draw a card. This effect can let Machina players to recycle Gadgets, "Machina Gearframe", or any additional cards that they may be running that fits the bill.

A majority of the time, this card is usually left out of the deck in preference for other cards, though certain decks, such as the "Solidarity" builds, can run up to two


Quote:
"Effect Veiler"
1 Star
Light
Spellcaster/Tuner
0/0
During your opponent's Main Phase, you can send this card from your hand to the Graveyard to select 1 face-up Effect Monster your opponent controls. Negate the effect(s) of that monster until the End Phase.
When you look at it, you see a Divine Wrath that doesn't destroy. It also can't be MST'd. Or 7 Tool'd. Or Trap Stunned. Or stopped by Jinzo (stops "Jinzo", LOL). It's a -1 that can STOP EXPLOSIONS. You can also Synchro with it, if you really wanted to. (Scrap Dragon for lulz?)

There is no reason not to run this card if you're not running Solidarity. 1-2, at least in the side.


Quote:
"Thunder King Rai-Oh"
4 Stars
Light
Thunder
1900/800
Neither player can add cards from their Deck to their hand except by drawing them. You can send this face-up card to the Graveyard to negate the Special Summon of 1 of your opponent monsters, and destroy it.
Whether you main or side this card comes down to personal preference. While it can cause you problems with your Gadgets and other searches it often draws removal and slows down decks that like to swarm so you don't have to worry about it sticking around too long. Perfectly justifiable in the main if you know how to play around it but should see play in the side at the very least given the fast pace of the format and its ability to disrupt the opponent's gameplan.

2 if you decide to main it, 2-3 in the side depending on how much space you have.



Quote:
"Spirit Reaper"
3 Stars
Dark
Zombie
300/200
This card cannot be destroyed by battle. Destroy this card when it is targeted by the effect of a Spell, Trap, or Effect Monster. If this card successfully attacks directly, your opponent randomly discards 1 card.
A nice little card that can potentially provide your opponent with a rather annoying road block. Even if they do target it, it means they've wasted removal or a monster effect on your Reaper and not one of your more important cards. On the rare occassion that you manage to get damage through with it the ability to make your opponent discard an important card is also neat.

Run 0 in Aggro variants, 0-1 in Control or Stun depending on personal taste.



Quote:
"Giant Trunade"
Normal Spell
Return all Spell and Trap Cards on the field to their owners' hands.
Without "Heavy Storm", people tend to set a lot of cards. This card is a temporary solution, as you can activate it before your big push and not have to worry about spells or traps(beware of chainables, like "Book of Moon"). You can also reuse your Gearframe by equiping it, then activating "Giant Trunade" to get the search again. Don't forget that "Giant Trunade" "Machina Gearframe"
"Machina Fortress" "Limiter Removal" no monsters on your opponents side of the field no Gorz = game (it's not that situational).

Trunade is not needed, but running 1 is highly recommended, as it opens up OTK opportunities and opportunities for huge pushes, as well as clearing out pesky Continuous backfield.


Quote:
"Pot of Avarice"
Normal Spell
Select 5 Monster Cards in your Graveyard. Return those cards to the Deck, then draw 2 cards.
This card can reuse your Gadgets, Forces, Peacekeepers and Gearframes, while providing card advantage. Don't run more than 1 "Scrap Recycler" with it.

Definitely not needed, based on player preference. 1 is recommended if run, more seems to be too cloggy.



Quote:
"Solidarity"
Continuous Spell
If you have only 1 original (printed) Type of monster in your Graveyard, face-up monsters you control with the same Type gain 800 ATK.
As Gadgets are Machines, this becomes an interesting card to use in Machinas. Sure, it denies you the use of tech like "D.D. Warrior Lady", Breaker and "Spirit Reaper" but it gives your monsters a huge attack boost in return.

Under "Solidarity", "Scrap Recycler" is passable, Gearframe can kill Monarchs, Gadgets are beatsticks that search each other and "Machina Fortress" can take down the mighty "Blue-Eyes White Dragon".

Often seen at 2 or 3 in Aggro.



Quote:
"Limiter Removal"
Quick-play Spell
Double the ATK of all face-up Machine-Type monsters you control, until the end of this turn. During the End Phase, destroy all monsters that were affected by this effect.
The zenith--but by no means the center--of the deck, "Limiter Removal" is one of the cards that allow Machinas, and machines in general, to stay on par with other top tier decks.

To put it bluntly, Limiter is our OTK card. While other decks have "Judgment Dragon" or "Dark Armed Dragon", we have a modest quickplay that lets gadgets to beat face and "Machina Fortress" to easily run over Obelisk. It's one of the few cards in the deck that when played, the opponent scoops.

The downside to Limiter is obviously the destruction effect. Not only do we lose the boost to our monsters, but we lose the monsters themselves! Limiter somewhat justifies the use of "Cyber Dragon"; during the Main Phase Two, you can fuse your monsters into "Chimeratech Fortress Dragon" to ensure that a study monster remains on the field. Alternatively, you could equip an union monster to one of your machines and have the union destroyed during the End Phase instead.

Always run one, except in KMP.



Quote:
"Compulsory Evacuation Device"
Normal Trap
Return 1 monster on the field to its owner's hand.
This works surprisingly well. Removing Synchros/Fusions with one card, temporarily removing an opponents monster, protecting your own monsters and/or reusing their effects(in the case of Gearframe or, in the worst case, Gadgets), whatever you need, this monster-launcher is your card.

This card is useful, but other cards may better suit certain situations, such as Solemn Warning or D-Prison. Card runs best at 2, based on player preference.



Quote:
"Trap Stun"
Normal Trap
Negate the effects of all other Trap Cards on the field during this turn.
"Trap Stun" is one half of "Cold Wave". It shuts down all traps, often times the more potent of the two, for the turn and if played correctly, can make for OTKs while still allowing the use of cards like "Royal Oppression".

This card is both a defensive and an offensive card. You can protect a crucial summon from the likes of "Bottomless Trap Hole", or stop the now ubiquitous "Mirror Force". Often times, your opponent would be left to defend themselves with a lonely "Book of Moon". "Trap Stun" can also be used to bait out "Solemn Judgment" and the like, revealing a dangerous backrow.

Depending on the player preference, run 0-2.
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Old 03-24-2011, 07:55 PM   #2
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Subbing/first/etc.

Still waiting for Birdman and that one Synchro that slips my mind right now.
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Old 03-24-2011, 07:57 PM   #3
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How many Spirit Reapers do you guys suggest for the Machina Gadgets?
I'm currently playing 1 but haven't been able to draw it out -.- So is 2 viable and preferred?
What is the general monster count? Around 17 since so many cards search, etc?
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Old 03-24-2011, 07:58 PM   #4
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subbing!!!
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Old 03-24-2011, 07:58 PM   #5
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Two Reapers are pretty solid. 17-18 monsters is pretty ideal I find, more than that if you're going really aggressive.
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Old 03-24-2011, 07:59 PM   #6
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Originally Posted by I<3KALUT View Post
How many Spirit Reapers do you guys suggest for the Machina Gadgets?
I'm currently playing 1 but haven't been able to draw it out -.- So is 2 viable and preferred?
What is the general monster count? Around 17 since so many cards search, etc?
I play 2 Reapers. 18 monsters, but I'm considering dropping to 16 or 17.

Generally, 16-18 monsters are run.

EDIT: Let's make this guide beautiful, guys.
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Old 03-24-2011, 07:59 PM   #7
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Subbing/first/etc.

Still waiting for Birdman and that one Synchro that slips my mind right now.
triforce ??
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Old 03-24-2011, 08:00 PM   #8
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Yeah, Triforce that's the one.

Birdman needs added to the guide since technically it is out now.
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Old 03-24-2011, 08:03 PM   #9
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subbing, yeah triforce is good.
I'm running 18 monsters, but 2 are effect veiler/maxx 'c', so they don't really count
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Old 03-24-2011, 08:12 PM   #10
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Who still uses a Drillroid? curious to know.
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Red gadget is not Thor lol
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Old 03-24-2011, 08:13 PM   #11
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Hey, guys, check out how the OP looks
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Old 03-24-2011, 08:14 PM   #12
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Originally Posted by UTurnMeOn View Post
Who still uses a Drillroid? curious to know.
no one .

Additional Comment:

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Originally Posted by Reapex View Post
Hey, guys, check out how the OP looks
Looks pretty good

I would like some color, but that takes some time, i know
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Old 03-24-2011, 08:20 PM   #13
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We should probably add a Synchro section or a Side Deck section. Seems like both would be pretty informative.
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Old 03-24-2011, 08:24 PM   #14
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The thing is, it was almost never worked on with each iteration of the thread >.>

The formatting not being preserved through pasteboard sites doesn't help :P

Lots of work to do.
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Old 03-24-2011, 08:26 PM   #15
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Yeah, we should probably put the finished formatting up on Pastebin or something. Although, there have been threads in the past where the starter decided to just completely ignore the previous guide. >_>
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Old 03-24-2011, 08:29 PM   #16
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Quote:
Originally Posted by Cyberzilla View Post
I would like some color, but that takes some time, i know
And God said "Let there be some reflection of white light after the absorption of some of the color in the spectrum."

COLOR MUTHA ****A XD
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Old 03-24-2011, 08:38 PM   #17
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Quote:
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We should probably add a Synchro section or a Side Deck section. Seems like both would be pretty informative.
Totally agree on this one and also some more tech choices
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Old 03-24-2011, 08:42 PM   #18
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subbing ing
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Old 03-24-2011, 08:42 PM   #19
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Good work on the OP Reapex
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Old 03-24-2011, 08:48 PM   #20
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Should I run 3x D Prison and 1 compulse, 2 of each, or 1 compulse 2 d prison 1 Mind Crush? I'm playing the 3 d prison and 1 compulse combo right now, but I see a lot of people play only 2 d prison. However I don't have warnings, so that's kind of why I'm playing this. You thoughts? Or is it irrelevent
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Old 03-24-2011, 08:56 PM   #21
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Mmm, here we go again!
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"Calling all Duelists! Brace yourselves as a new rarity hits the Yu-Gi-Oh! trading card game! Above Ultimate Rare and Ghost Rare, the new 'Photon Rare' has such a magnificent shine your retinal cells will implode upon seeing it!"
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Old 03-24-2011, 09:04 PM   #22
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huh...even thhough i dont play thi anymore ill sub cuase im thinking about playing malefictown...might go something like this tel me what u think.

monsters- 19
3x malefic Cyber End Dragon
3x Machina Fortress
3x Machina Gearframe
3x Ancient Gear "G" dragon
1x Machina Force
3x birdman
3x Cyber Dragon

spells-13
3x Geartown
2x MST
1x reborn
1x Dark Hole
1x Giant Trunade
3x Solidarity
1x Limiter Removal
1x PoA

traps- 9
2x Trap Stun
2x seven tools
2x warning
1x judgment
1x torrential
1x Mirror Force

ya i need suggestions so tell me what u think
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Add a third Upstart to make it 42 cards.
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3 maxx c is bad because you can only activate it once per turn


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Old 03-24-2011, 09:05 PM   #23
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I'll work morae on it tomorow, I'm kinda sleepy.
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Old 03-24-2011, 09:06 PM   #24
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Originally Posted by vahallo View Post
huh...even thhough i dont play thi anymore ill sub cuase im thinking about playing malefictown...might go something like this tel me what u think.

monsters- 19
3x malefic Cyber End Dragon
3x Machina Fortress
3x Machina Gearframe
3x Ancient Gear "G" dragon
1x Machina Force
3x birdman
3x Cyber Dragon

spells-12
2x Smashing Ground
2x MST
1x reborn
1x Dark Hole
1x Giant Trunade
3x Solidarity
1x Limiter Removal
1x PoA

traps- 9
2x Trap Stun
2x seven tools
2x warning
1x judgment
1x torrential
1x Mirror Force

ya i need suggestions so tell me what u think
you have no way to summon malefic CED, LOL

Also, OP looks great!
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A Pojo'er with common sense?!

.... Holy ****, I must have slipped into the twilight zone....

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Old 03-24-2011, 09:08 PM   #25
vahallo
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Originally Posted by Cyberzilla View Post
you have no way to summon malefic CED, LOL

Also, OP looks great!
lol i forgot gertown...
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Needs moar cowbell IMO.
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Originally Posted by imagm View Post
Add a third Upstart to make it 42 cards.
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Originally Posted by chile125 View Post

3 maxx c is bad because you can only activate it once per turn

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