CXyz Gimmick Puppet Fanatix Machinix
CXyz Gimmick Puppet Fanatix Machinix

CXyz Gimmick Puppet Fanatix Machinix – #INFO-EN043

3 Level 9 monsters
If this card is Special Summoned: You can add 1 “Puppet” Trap from your Deck to your hand. You can detach 1 material from this card; Special Summon 1 monster from either GY to your opponent’s field in Defense Position. If a monster(s) is Special Summoned to your opponent’s field (except during the Damage Step): You can target 1 of them; destroy it, and if you do, inflict damage to your opponent equal to half its original ATK. You can only use each effect of “CXyz Gimmick Puppet Fanatix Machinix” once per turn.

Date Reviewed:  September 13th, 2024

Rating: xx

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:


KoL's Avatar
King of
Lullaby

Hello Pojo Fans,

CXyz Gimmick Puppet Fanatix Machinix ends the look at Gimmick Puppets and comes back to Machinix from a few days ago.

You are getting to the Chaos form using a Rank-Up Spell, no one pays attention to the summon materials unless they are actually feasible: three Level 9’s is asking for too much. Once Special Summoned, this Machinix searches out one of your three potential Puppet traps from the Deck and adds it to the hand. Had it immediately set it and allowed the card to be activated when set would have made this a better effect, however, this is the only effect that searches these traps in the archetype so we won’t bad mouth it too much. Monster Reborn in defense for a detach of a material sets up the Puppet Lock that is still existent in the game, or sets up this Machinix’s final effect. Either way you are getting a monster for yourself to continue making moves, or you’re locking your opponent down or burning them.

That final effect is a burn effect and destruction combo. Targeting and destroying an opponent’s monster upon its Special Summon, continues the strategy of the archetype. Being able to do it all within one card is even better, even if it is only half the ATK of the monster. On that note though, Giant Grinder does original ATK damage for each pop it can do, and up to twice per turn it can if it can detach materials. C15 Gimmick Puppet Giant Hunter does the same thing this card does except equal to original ATK and not half.

The best play I would say would be to set up the field where Giant Grinder can detach twice in a turn to destroy a Gimmick Puppet Xyz on the opponent’s field twice, dealing big damage, then get one more Gimmick Puppet Xyz onto their side of the field and Rank-Up into C15 to do it once more. Half the ATK balances out Machinix’s Chaos form because its DEF and ATK have flipped and now it presents tremendous ATK. You could also use this effect, then somehow get it to the opponent’s field for one of the two previously-mentioned monsters to pop for 3100LP damage. You will be going into this monster though: Machinix original searches the Rank-Up Spell to get you here, so make sure the monster you pop is big. It’s not the best to do LP damage within the archetype, but it does its job and can hurt the opponent outside of needing a Xyz Monster on the opponent’s side to pop.

Advanced- 3/5

Art- 4/5

Until Next Time,

KingofLullaby


Crunch$G Avatar
Crunch$G

We get a new Gimmick Puppet Xyz and it instantly gets a Chaos form for us to review to end the week off: CXyz Gimmick Puppet Fanatix Machinix.

Fanatix Machinix is a Rank 9 DARK Machine Xyz with 3100 ATK and 1500 DEF. The stat swap from the original is great, plus of course we remain a DARK Machine. Standard materials are 3 Level 9 monsters, but that especially isn’t happening in Gimmick Puppets, so Rank-Up-Magics are the way to go. If this is Special Summoned, you can search for any Puppet Trap from the Deck, great for getting to Service Puppet Play if the FTK doesn’t work out for you. You can detach a material from this card to summon a monster from either graveyard to either field in Defense Position, once again giving you the option to extend plays or give the opponent stuff to destroy for burn damage. Finally, if a monster(s) is Special Summoned to the opponent’s field, you can target one of the summoned monsters and destroy it to deal damage equal to half that monster’s original ATK, which can help add on burn. You likely won’t summon this to the opponent’s field unless you immediately plan to destroy it with Giant Grinder though, considering the Field Spell won’t protect you from this card’s effect when the opponent has it, but that’s fine. HOPT on each effect. Gimmick Puppets are one of few Decks to probably rely on their Number C and CXyz monsters, with this being a solid addition to the arsenal. It isn’t as good as its regular form, but you still need it for FTK combos. Play 2 alongside its regular form since you got space.

Advanced Rating: 3.5/5

Art: 5/5 Again, being designed off Quattro himself is pretty cool fanservice.


Mighty Vee
Mighty
Vee

Much like Quattro himself, Fantasix Machinix can’t keep up the friendly persona for long as it ranks up into its ultimate form as Gimmick Puppet’s newest boss monster, CXyz Gimmick Puppet Fanatix Machinix. A Rank 9 DARK Machine Xyz monster, Fanatix takes any three level 9 monsters. This is obviously almost impossible in Gimmick Puppet through conventional means, but fortunately, Fantasix searching a Rank-Up-Magic of choice will make summoning it trivial as long as you can make Fantasix. Its stats are fittingly inverted from Fantasix, trading its terrible 1500 attack for a much scarier 3100 attack in exchange for making its defense 1500 instead. You know me, I love when boss monsters have over 3100 attack to overcome other boss monsters, so Fanatix gives some nice offensive pressure– though if you want to really do some damage with Gimmick Puppet, you won’t be battling at all…

Fanatix has three hard once per turn effects, the first triggering if it’s Special Summoned to search any Puppet Trap. Don’t bother with Puppet Parade (which is so bad I forgot it existed a few days ago…); you’ll always be searching Service Puppet Play instead, which will give some disruption if the FTK fails and give some additional burn damage on turn 3 if Fanatix is still alive by then. Fanatix’s second effect lets you detach an Xyz material to Special Summon a monster from either Graveyard to your opponent’s field in defense position. Notice a pattern with all of these cards? That brings us to Fanatix’s final effect, triggering if a monster is Special Summoned to your opponent’s field, letting you target and destroy that monster (or one of them, if multiple) and burn your opponent for half of its original attack. Combined with your other burners (Number 15: Gimmick Puppet Giant Grinder and Number 40: Gimmick Puppet of Strings), you can repeatedly spam monsters to your opponent’s field using Fantasix, Fanatix, and Mansion then blow them up, before finally finishing them off after ranking up Strings into Gimmick Puppet of Dark Strings. Fanatix itself being solid disruption is just icing on the cake. With the recent quasi-emergency hit to Gimmick Puppet by limiting both of the Strings, the FTK is now much more difficult, but technically still possible with lucky hands. I think Gimmick Puppet is still a solid deck overall, but unfortunately I can’t see it staying rogue after the hits. Still, Fanatix is a fantastic (haha) new boss monster that finally makes Gimmick Puppet a cohesively playable deck alongside the other new cards; I hope Quattro fans appreciated the fanservice while it lasted.

+Solid double disruption from its own burn effect and through searching Service Puppet Play
+Enables strong burn plays that can potentially FTK
-Deck is still weak to anti-monster disruption and boardbreakers
-FTK is harder to do without good hands post banlist

Advanced: 4.25/5
Art: 4/5 This is Quattro’s brain on Giant Grinder!


Dark Paladin's Avatar
Alex
Searcy

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