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 Trading Card Game Tips from fans
These views do not necessarily represent the opinions of Pojo.com

Geargia Rampage Structure Deck Review - by Baneful
October 20, 2014

Wow.  That last structure deck, Realm of Light, was an incredible deal for literally every duelist out there.  This new Geargia Rampage Structure Deck (SDGR) may find a niche among those who aspire to be Machine-type duelists, but otherwise is relatively lacking.

 

Geargias are far past their prime now, but can still be viable today.  They've sparsely topped lately.

 

Here's the list.

 

http://yugioh.wikia.com/wiki/Geargia_Rampage_Structure_Deck

 

Other cards in this deck I have not seen before.  Oilman tries to emulate Spirit of the Six Samurai for Machines.  Maybe you'll find good combos with it, but its also likely that it's a waste of a summon.  Minefieldriller may come in handy for other theme decks with Field Spells, but Geartown isn't that essential to the functioning of this deck, aside from being able to summon a big beater.  Jumbo Drill is where things get interesting as it can give you access to rank-5's depending on how play the deck.

 

 Gear Gigant X is a +1 staple XYZ for the deck, which you also get.  You get an Ultra Rare Geargiagear Gigant XG, which has a high cost of 3 LV3 monsters but its a 2500 beater that lightly negates effects and had a Warrior Returning Alive type of effect when it leaves the field.  Not exceptional, but some Geargia duelists might want to splash in 1 in the Extra Deck.

 

What is seriously lacking is the quality of the reprints.  Nearly every structure deck had quality staple cards that any duelist could appreciate.  Realm of Light had Breakthrough Skill, for example.

 

Most disappointing is the trap line-up.  Geargia decks have typically depended on trap cards to protect their Geargiarmor.  But slots are wasted on cards like Metalmorph, Rare Metalmorph, Roll Out and Stronghold the Moving Fortress, perfunctory Machine-type cards which were obsolete out the gate.

 

The spell line-up is full of questional choices as well, though Limiter Removal is great.  Both Fissure and Smashing Ground in an era when 1-for-1 spell removal is quite bad.  Double Summon is a -1.  There are also reprints like Card Trooper, Giant Rat, and the Gadgets which are nice to have but have been reprinted so many times past their demand.

 

If I had to change the deck, here's what I would do.

 

Cut (10): Heavy Mech Support Platform, Fissure, Smashing Ground, Double Summon, Terraforming, Creature Swap, Stronghold the Moving Fortress, Metalmorph, Rare Metalmorph, Roll Out

 

Add (10): Maxx "C", Effect Veiler, Mystical Space Typhoon, Pot of Duality, Forbidden Lance, Solemn Warning, Dimensional Prison, Compulsory Evacuation Device, Torrential Tribute, Bottomless Trap Hole.

 

Anyway, if you want to start playing Geargia's, buy 3 of these – no doubt.  You're still going to have to buy staple cards like MST and Solemn Warning, but oh well..  But if you aren't in that niche of players who want to build a Geargia deck, this won't be as good of a deal.  I would still take this decent Structure Deck over blindly buying 3 booster packs.

 

When all's said and done, it's not bad at all.  But it pales in comparison to Realm of Light.

 

 

 

 


 


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