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.