Saturday, February 20, 2010

Machina Control by The Perplexed Duelist

Effect Monster (24)
1 Boot-Up Soldier - Dread Dynamo

1 Card Trooper

2 Green Gadget
2 Machiner Force

2 Machina Fortress

3 Machina Gearframe

2 Machina Peacekeeper

1 Oilman
1 Quick-Span Knight
1 Quillbot Hedgehog
2 Red Gadget
1 Scrap Recycler

2 Shreddder
1 Tragoedia
2 Yellow Gadget

Spells (11)
1 Brain Control

3 Creature Swap
1 Heavy Storm
1 Lightning Vortex
1 Limiter Removal
3 Machina Armored Unit

1 Mystical Space Typhoon


Trap (5)
2 Bottomless Trap Hole

2 Royal Oppression

1 Solemn Judgment

Extra Deck (15)
1 Ally of Justice - Catastor
1 Ally of Justice - Decisive Arms

1 Ancient Fairy Dragon

1 Blackwing Armor Master

1 Brionac, Dragon of the Ice Barrier

1 Colossal Fighter
1 Goyo Guardian

1 Magical Android

1 Naturia Balkion

1 Naturia Beast
1 Naturia Landoise

1 Red Dragon Archfiend

1 Stardust Dragon

1 Thought Ruler Archfiend

1 Trishula, Dragon of the Ice Barrier

Yesterday, I posted an article regarding how amazing the new Structure Deck would be. With a couple of hours play testing in the new Nintendo DS game "Yu-Gi-Oh! World Championship 2010: Reverse of Arcadia", I was able to tweak and adjust certain techs in the deck that makes it a lot more effective than what I had conjured yesterday.


The first card that needs explaining in this build is "Machina Force". Basically a dead draw early game, its purpose is just to become a discard fodder to Special Summon "Machina Fortress". The card is perfect for searching with using "Machina Gearframe", when you already have one "Machina Fortress" in your Graveyard. This might sound like a lame tech, but Special Summoning "Machina Fortress" by just discarding just one card is a force to be reckoned with.


"Machina Peacekeeper"'s count in the deck is reduced because it ends up becoming dead draw when drawn together in the open. The card is perfect at two for the right balance of being "Creature Swap" fodder and "Machina Gearframe" target. "Machina Sniper" and "Machina Soldier" were removed to make room for the better search candidate in "Machina Force". Be careful with timing issues faced in the deck with multiple search effects activating all at the same time-this will be discussed later in this article.


I personally wanted a Synchro Mechanic in the deck, so I teched a "Quick-Span Knight", the best EARTH Machine tuner in the whole game. He is a good search target for "Machina Armored Unit" after all. Coupled with it is "Quillbot Hedgehog", which can be sent from the Graveyard from the deck via "Scrap Recycler" as well as a "Machina Armored Unit" target, it also serve as boost for "Quick-Span Knight" for emergency Syncho-ing. With nearly every monster in the deck being EARTH attribute, "Naturia" Synchros are very easy to make. Since the TCG does not have "Quick-Span Knight" yet in their cardpool, they can opt to use "Iron-Chain Coil" as replacement instead. Hey, it runs over "Sangan". These sets of tech can be truncated if you wish, as I sometimes encounter it clashing with my face up "Royal Oppression".


With an a very large hand size all the time thanks to easy +1s, "Tragoedia" is a no brainer and is definitely a great addition to the deck. Those Gadgets can help feed "Tragoedia"'s effect to steal your opponent's level 4 monsters for free. He also stops OTKs as well. Three copies is definitely great in the deck, but with March 1's list, I left it at 1.

Since most of the deck's cards effects to search each other out are not mandatory effects, they might clash each other with timing, often one card missing the timing. A way to play around this is by choosing which effect you want to activate, and purposely missing the others. Please be careful on what effect you wish to activate. Also, "Machina Armored Unit" can only activate its effect once per turn. This is also worth noting to avoid making certain misplays.

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