From: Drake 
							Subject: Vehicroid Deck - Adam 
							
							
							
							Valiant Vehicroids
							
							
							
							Vehicroids are a set that anyone who watches the 
							anime knows Syrus Truesdale is fond of. The 
							Vehicroids are more or less Machine-versions of the 
							E-Heroes: weak stats, handy effects, reliance on 
							Fusion. But unlike the E-Heroes, Vehicroids got one 
							heck of a support card called Vehicroid Connection 
							Zone. It’s basically Polymerization for ‘roids. But 
							why use it when you could sue, say, Power Bond and 
							get an attack boost?
							
							
							
							Because the ‘roid summoned by VCZ can’t be destroyed 
							by card effects.
							
							
							
							Think about that for a minute. Immune to all forms 
							of destruction, meaning once it hits the field, you 
							only get rid of it through Removal or Bounce. Few 
							people play Bounce cards, except for maybe Forced 
							Back, and Removal? Bottomless and something with 2 
							D’s in the name are all that’s left with Chaos well 
							and truly dead. And as a result of Chaos’ ban, 
							another monster that laughs at card effects is 
							seeing play (cookie to anyone who gets that 
							reference).
							
							
							
							But the fiery chicken isn’t the only one laughing at 
							Exiled, Smashing, Force, Ring, etc, anymore. Now the 
							‘roids have a chuckle, and unlike Big Bird, their 
							big hitter probably won’t be hitting the Graveyard 
							due to battle, meaning that unless your opponent 
							top-decks a D.D. monster, they have a challenge. 
							Sure, you’ll be at a -3, but with a 3000-point brute 
							that’s immune to Spell, Trap and Monster 
							destruction, suddenly, you don’t care anymore. So 
							without further adieu, the Vehicroid deck!
							
							
							
							Monsters (16)
							
							
							
							2x Submarineroid
							
							3x Steamroid
							
							2x Gyroid
							
							2x Drillroid
							
							2x Ambulanceroid
							
							2x Rescueroid
							
							2x Patroid
							
							2x Blowback Dragon
							
							1x Magician if Faith
							
							1x Breaker the Magical Warrior
							
							1x Morphing Jar
							
							1x Jinzo
							
							
							
							Spells (16)
							
							
							
							2x Monster Reincarnation
							
							3x Vehicroid Connection Zone
							
							1x Pot of Avarice
							
							1x Power Bond
							
							2x De-Fusion
							
							1x Limiter Removal
							
							1x Heavy Storm
							
							1x Graceful Charity
							
							1x Nobleman of Crossout
							
							1x Mystical Space Typhoon
							
							2x Enemy Controller
							
							1x Premature Burial
							
							
							
							Traps (8)
							
							
							
							2x Forced Back
							
							1x Mirror Force
							
							1x Call of the Haunted
							
							1x Torrential Tribute
							
							1x Ring of Destruction
							
							2x Supercharge
							
							
							
							Fusion
							
							
							
							3x Super Vehicroid Jumbo Drill
							
							2x Steam Gyroid
							
							2x Ambulance Rescueroid
							
							
							
							Okay, the ‘roids are all self-explanatory. Steamroid 
							gives brute power, Drillroid gives a way around 
							defenders, Submarineroid gives pesky sneak attacks, 
							and so forth. Blowback Dragon clears away face-downs 
							that may be a way to get around VCZ- Remember that 
							Forced Back and Bottomless Trap Hole are things it 
							can’t deal with, fortunately, Jinzo can. And while 
							Patroid can’t get rid of face-down threats, his 
							effect can spot them, which helps. Morphing Jar 
							replenishes a dead hand when you’ve Fused into a 
							Jumbo Drill, and the rest is self-explanatory.
							
							
							
							Spells have 2 Monster Reincarnations, and you may 
							even want to run a third, or at least side one. Why? 
							Because of Ambulanceroid: nay ‘roid returned to the 
							hand from the Graveyard is Special Summoned. 
							Suddenly, Monster Reincarnation becomes Monster 
							Reborn with a minor discard cost for ‘roids. Not bad 
							at all, really. De-Fusion not only sets up for a 
							Limiter sweep with Jumbo Drill 
							(800+1800+1600x2=8400), and if we Fusion into a 
							Trap, we have a way to counter. Power Bond is 
							splash, and if you haven’t gathered yet that 
							Vehicroid Connection Zone is the card this deck is 
							built around, what have you been reading for the 
							last 5 minutes? As for Enemy Controller, it swaps a 
							monster to defense to set up for Jumbo Drill’s 
							massive Trample.
							
							
							
							Traps are standard. Supercharge is a marvelous 
							support for ‘roids. When your opponent attacks, if 
							you have only ‘roids, draw 2 cards. You may even 
							want to side a third one, it’s basically Pot of 
							Greed with a few set-backs. Monster Reborn, Pot of 
							Greed, wow, ‘roids seem to be re-breaking all the 
							good cards.
							
							
							
							Fusions are this deck’s forte. Ambulance Rescueroid 
							and Steam Gyroid are there for the ‘roid theme. They 
							don’t bog down the deck any, it can’t hurt. Jumbo 
							Drill is our big boy, the bad brute of the deck. 
							3000 Trample, and with VCZ, immunity to destruction. 
							Thus, battle would seem the obvious solution. But 
							with 3000 points, really, what can take him down? A 
							few things come to mind, mostly things with “Cyber” 
							in the name from the Big Brothers of the ‘roids (in 
							more ways than one you GX fans can be sure). And 
							maybe a Dogma from a D-Hero deck. But besides other 
							Fusions, what’s he have to fear from battle? 
							Besides, we’re packing the standard traps, so we’re 
							as set as we can be. And even if your opponent is 
							running something with enough power to beat our 
							Drill, with 3000 Trample and Limiter, odds are that 
							they’ll be beaten before they can play it.
							
							
							
							So, what DOES Jumbo Drill fear? He’s only immune to 
							destruction from effects, not effects period. SoRL 
							still stops his attacks, Brain still snatches him, 
							Bottomless and other Removal still RFGs him. He’s 
							not invincible, but he’s still a beast to deal with. 
							If you can avoid the possibility to a Trap stopping 
							his summon (Bottomless, Forced, and now that I think 
							of it, Solemn Judgment), your opponent has 3 
							options: top deck a D.D., snatch it and Tribute it 
							for a summon (not entirely impossible, but tricky), 
							or sit back and watch as you Trample their monsters. 
							So just be wary that while Jumbo Drill is tough, and 
							tougher with VCZ, he’s not indestructible.
							
							
							
							Immunity to effects is no laughing matter. If you’re 
							immune to effects, you’re good, and if you’re all 
							but immune to battle, you’re better. Sacred Phoenix 
							proves that: 2400 points means suicide with 
							Monarchs, but its revival effect is awesome. And now 
							we have Jumbo Drill, a 3000 Limiter-compatible 
							Trampler who can’t be destroyed by card effects, and 
							can De-Fuse into 4200 points of ATK power. Gulp.