[mailto:gardner@crosspaths.net]

 

How to Create Mechanical Mayhem

 

         

            Machines are some of the most powerful, and underused, cards in the game.  One devastating deck focuses on damaging the opponent directly, using the XYZ combination to clear a path. 

            Which machines attack life points directly?

 

Drillago

Dark/4 stars/Machine

ATK/1600  DEF/1100

Effect:  If the ONLY cards on your opponent’s side of the field are face up monsters with

ATK 1600 or more, this card may attack your opponent’s Life Points directly.

 

            The uninformed attempt to use Drillago’s effect,  even in the presence of opposition Spell and Trap cards. Only means only, so hold onto that Harpie’s Feather Duster,Giant Trunade, or Heavy Storm until you are ready to unleash Drillago. 

 

Gear Golem The Moving Fortress

Earth/4 stars/Machine

ATK/800  DEF/2200

Effect:  Pay 800 Life Points.  This card may attack your opponent’s Life Points directly. 

 

            Some think Jinzo #7 is a better candidate since you don’t have to pay to

attack directly.  Gear Golem has two major advantages over Mr. 7.

  1. Gear Golem has 300 more attack points.
  2. Gear Golem offers a superior defense.     

 

            Now that we have some direct attackers, let’s look at some raw muscle for this deck. 

 

Mechanicalchaser

Dark/4 stars/Machine

ATK/1850  DEF/800

 

Inpachi

Earth/4 stars/Machine

ATK/1600  DEF/1900

 

Machine King

Dark/6 stars/Machine

ATK/2200  DEF/2000

Effect:  Increase this card’s attack by 100 points for every Machine face-up on the field.

 

            Many machines provide effects that can turn a game

around.  I’ll list a few examples.

 

Jinzo

Dark/6 stars/Machine

ATK/2400  DEF/1500

Effect:  As long as this card remains face-up on the field, Trap cards cannot be activated.

The effects of all face-up Trap cards on the field are also negated.

 

Reflect Bounder

Light/4 stars/Machine

ATK/1700  DEF/1000

Effect:  When this face-up attack position card is attacked by a monster on your

opponent’s side of the field, before damage calculation is resolved in the Damage Step,

this card inflicts damage to your opponent’s Life Points equal to the attack of the

attacking monster.  Then, after damage calculation is resolved, this card is destroyed.

 

Barrel Dragon

Dark/7 stars/Machine

ATK/2600  DEF/2200

Effect:  Toss a coin three times.  If at least to of the coins are heads, destroy one monster

on your opponent’s side of the field.  This effect may only be used during your turn, once

per turn.

 

Blowback Dragon

Dark/6 stars/Machine

ATK/2300  DEF/1200

Effect:  Toss a coin three times.  If at least two of the results are heads, select and destroy

one card on your opponent’s side of the field.  This effect may only be used once per turn, during your Main Phase.

 

 

            For some support, Witch and Sangan are a must.  In addition, one or two Shining Angels might be good for a side deck, and perhaps some of the Chaos Monsters.

           

            Now that we have some interesting monsters, we need to support them with an

array of interesting Magic and Trap cards.  There are two things that machine decks

seriously fear:  Traps and Flip Effect Monsters.  To eliminate traps, we will put in four of

the six commonly used Spell/Trap removal (Harpie’s Feather Duster, Heavy Storm, and

two MSTs).  To get rid of Flip Effects, two Nobleman of Crossout and a Royal

Command should do the trick.  Now for the fun part, raising you mechanical army’s

attack to deliver that crushing blow.  United We Stand, Mage Power, and three Limiter Removals should be more than enough power.  Want to use the XYZ fusions multiple

times?  Use a Dimension Fusion.  This has helped me bring out an XYZ Dragon Cannon very quickly, but it depends on how well your Life Points are maintained. 

            Machine Decks can utilize a few more traps than most tournament level decks.

Here are two examples:

 

Forced Requisition

Permanent Trap

You can activate this card when you discard from your hand.  Every time you discard

from your hand, your opponent must also discard the same number of cards from his or

her hand. 

 

            This combines well with the XYZs, and it compliments Graceful

Charity. 

 

 

Interdimensional Matter Transporter

Normal Trap

Select one face-up Monster on your side of the field and remove it from play until the

End Phase of the turn this card is activated.

 

            This trap can work to keep extra Limiter ATK, or it can save a monster from the Raigeki, Mirror Force, or Change of Heart your opponent tries to use. 

 

            Here’s a model machine deck. 

 

Monsters:  19

 

X-Head Cannon x3

 

Y-Dragon Head x2

 

Z-Metal Tank x2

 

Drillago x2

 

Gear Golem x2

 

Mechanicalchaser x2

 

Reflect Bounder x1

 

Cannon Soldier x1

 

Sangan x1

 

Witch of the Black Forest x1

 

Jinzo x1

 

Blowback Dragon x1

 

 

Spell:  15

 

Pot of Greed x1

 

Graceful Charity x1

 

Change of Heart x1

 

Snatch Steal x1

 

Monster Reborn x1

 

Dimension Fusion or Premature Burial x1

 

Limiter Removal x3

 

Nobleman of Crossout x2

 

Harpie’s Feather Duster x1

 

Heavy Storm x1

 

MST x2

 

 

Traps:  7

 

Imperial Order x1

 

Ring of Destruction x1

 

Call of the Haunted x1

 

Waboku x1

 

Forced Requisition x1

 

Interdimensional Matter Transporter x1

 

Mirror Force x1

 

Total:  41

 

 

Side Deck:  15

 

Black Luster Soldier- Envoy of the Beginning x1

 

Chaos Emperor Dragon- Envoy of the End x1

 

Shining Angel x2

 

Barrel Dragon x1

 

Dimension Fusion or Premature Burial x1

 

United We Stand x1

 

Mage Power x1

 

MST x1

 

Fissure x1

 

Torrential Tribute x1

 

Waboku x1

 

Blast With Chain x1

 

Royal Command x1

 

Magic Cylinder x1

 

 

            Can your adversaries say, “Goodnight Gracie!” in binary?   Maybe they should learn.