Pojo's Yu-Gi-Oh! news, tips, strategies and more! | |||||
|
|||||
Card Game Featured Writers Releases + Spoilers Anime Video Games Other
Magic
This Space |
YGOmaster's Zone
Hey everyone, sorry I haven't done an article, I've
been pretty busy with school and New Years and
stuff. Okay, so I back again with a new article.
Today, I'll be looking at Gadget decks, and some
cards that might be able to take down the totally
hyped up Machines.
Gadgets aren't really that strong, but they have a
great effect. I reviewed them in my last article,
but I'll give you their effects one more time.
SD10-JP006
Green Gadget Earth/Machine/4/1400/600 When this card is summoned or special summoned, find the "Red Gadget" in your deck and add to your hand. SD10-JP007 Red Gadget
Earth/Machine/4/1300/1500
When this card is Normal Summoned or Special Summoned, select one "Yellow Gadget" in your deck and add to your hand. SD10-JP008 Yellow Gadget Earth/Machine/4/1200/1200 When this card is Normal Summoned or Special Summoned, select one "Green Gadget" in your deck and add to your hand.
Every time you summon one, you get to take another
one from your deck to your hand. They continue
though, because there are three of them. So, it
goes like Green Gadget, Red Gadget, Yellow Gadget,
with each of them having to search out a different
one. As you might notice, when you Summon one, you
automatically get free advantage. Most of the
Gadget decks are going to be called Fifth Gadget
decks, or decks that abuse the Gadgets by protecting
them. A TON of Monster Removal is needed in those
decks, because they really don't run anything that
strong. So, expect to see three copies of
Widespread Ruin, Sakuretsu Armor, Smashing Grounds,
Fissure, Hammer Shots, and sometimes even Lightning
Vortex. Since they provide free advantage for you
to abuse, some cards like Snipe Hunter might be seen
in them too. So, let's go over a quick standard
Fifth Gadget deck...
Monsters: 21
3 Green Gadget
3 Yellow Gadget
3 Red Gadget
3 Cyber Dragon
2 Snipe Hunter
1 Breaker the Magical Warrior
1 Sangan
1 D.D. Warrior Lady
1 Exiled Force
Spells: 14
3 Smashing Ground
2 Fissure
2 Hammer Shot
1 Premature Burial
1 Pot of Avarice
1 Nobleman of Crossout
1 Mystical Space Typhoon
1 Confiscation
1 Heavy Storm
1 Graceful Charity
Traps: 10
3 Sakuretsu Armor
3 Widespread Ruin
1 Ring of Destruction
1 Mirror Force
1 Torrential Tribute
1 Call of the Haunted
Total: 45
That's just a standard. There might be other Gadget
decks that could blend with Overload Fusion along
with the all popular Chimeratech Over Dragon, or the
everlasting Sacred Phoenix of Nephythys. I'm not
going to get into those right now, so let's stick
with the one above. Okay, as you can see, it does
run a lot of Monster Destruction, but that's a
pretty standard thing because you want to just keep
poking your opponent and creating advantage through
the Gadgets. As you might also notice as the sheer
bulk of the deck, a whoppin' 45 Cards actually.
This may seem like a lot, but it's really not.
Since the Gadgets search themselves out, it's good
to have 1 or 2 in your hand at one time. So, since
there are 9 Gadgets in the deck, 45 Cards prevents
you from having 3 or more in your hand at once. So,
that's why you can use that amount of the deck.
Gadgets are Monster obviously, and they also get
your hand bigger much faster. Cards that might hurt
them are cards that Japan has been using for a
while: Trap Dustshoot and Mind Crush. While Trap
Dustshoot relies on hand size, Mind Crush relies on
knowledge (or complete luck) of the hand. Gadgets
provide both of those very easily, so 3 of those
together can really hurt the Gadgets. They also do
work together also, because with Trap Dustshoot, you
can get knowledge of their hand to use with Mind
Crush.
My prediction is that Gadgets will be seeing more
play than any other deck we've ever seen. They are
ridiculousy easy to play, and fairly cheap. They
will definetely be seeing a ton of play, so we
really need to find a solution to them before they
get to that extent. Fortunately, we already have a
ton of un-used cards that can hurt their strategy,
you just got to know where to look.
What if we took away their Monster Destruction?
They wouldn't function, as you can see by looking at
the decklist, pretty much their only way to kill a
Monarch is a Spell or Trap card, battle means
nothing. Unfortunately for us, it's not easy to
take all that stuff away. However, we can leave a
dent, and then continue punching through that dent
until we break open a hole. To take care of their
Trap Cards, stuff that will negate Trap Cards will
be used, like Jinzo or Royal Decree. Other stuff
may be used to, like Mirage Dragon, Pitch-Black
Werewolf, Tenkabito Shien, and who can forget the
little hero? Elemental Hero Wildheart. They all
have the potential to destroy the strongest Gadget,
and make sure your opponent will let it go through.
There is also a card coming out of the Machine
Structure Deck, that is called Ancient Gear
Engineer. Here's it's stats:
SD10-JP003
Ancient Gear Engineer Earth/Machine/5/1500/1500 Negate the effect of a Trap Card that targets this card and destroy it. When this card destroys a monster as a result of battle and sends it to the Graveyard, destroy 1 Spell or Trap Card on the field. If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step.
Anyone see insane ability in this card. First off,
it's Attack and Defense both conquer all the
Gadgets. The other thing I like about this card is
it has a great effect too, the ability to not give
your opponent the chance of activating Spell or Trap
Cards while he's attacking, and then when he
destroys a Monster (Gadgets fall), he destroys a
Spell or Trap Card on the field. He also negates
and destroys a Trap Card that has him as its target,
so good bye Ring of Destruction. Also, to even add
more to him, he's a Machine, which means he can be
searched by UFORoid, or used with Overload Fusion
for Chimeratech Over Dragon. Plus, he doesn't have
the "No Special Summon" effect that a lot of the
other Ancient Gear Monsters do. The downside to
him, is he is a Level 5 Monster, which means
sometimes you aren't going to be able to get him out
without dragging another Monster down with you. We
can easily avoid this though, by simpl y looking at
its Attribute and Type. Earth and Machine. First
off, did anyone notice that you can search him out
and Special Summon him to the field via Giant Rat?
What about using your opponent's Monster for a
tribute? Protecting him with Cyber Phoenix?
There's so many possibilities with this card, and so
many ways you can use him to his greatest extent.
So, those are only a few of the cards that will take
down Traps. What about Spells though, because they
are still running the same amount of Spell and Trap
Monster Destruction. So, that's gonna bring me to
my next subject, taking down their Spells. As you
might've seen, I did a deck not to long ago with
Horus the Black Flame Dragon LV6, and Horus the
Black Flame Dragon LV8. Horus the Black Flame
Dragon LV6 on its own has the potential to shut down
most of their Spell Cards, because he is completely
immune to the one that affect him in any way. Horus
the Black Flame Dragon LV8 is in many ways just
plain unfair, because he shuts down ALL
Spell Cards that your opponent can
throw at you. You might not realize it, but those
aren't the only ones that will take down some
Spells. Look at the card Spell Canceller, it has
the ability to also negate every Spell Card put into
play, sadly though, even yours. This can be
countered though with a lack of Spell Cards, and
decks that run 7-9 Spell Cards shouldn't have that
much to worry about. Do you a similarity with Spell
Canceller and Ancient Gear Engineer? They are both
Machine Cards, which both can be supported by Cyber
Phoenix. Do you see where I'm going with this?
So, some of the maybe greatest cards to counter the
Gadgets are Machines. Ancient Gear Engineer and
Spell Canceller both are great choices, and can
really destroy the Gadgets. A Machine deck
utilizing these cards and a ton of other support,
like Jinzo, Giant Rats, and Cyber Phoenixes, could
really stand a very strong chance against the
Gadgets. So, Machines may start coming back and
clash against the Gadgets.
Final Word: Machine Decks have a very strong chance
against being our new Anti-Gadget solution. They
are extremely efficient, and have a lot of support
for their deck. Check out the next Shonen Jump
Championships if Gadgets do really become the next
CC. If they do, you might want to expect a bunch of
Anti-Gadget Machine decks popping up. We'll just
have to wait and see.
This is YGOmaster, signing off.
|
||||
Copyright© 1998-2005 pojo.com This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site. |