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Rj's Deck Garage
Metagame Shift: The Gadgets
January 4, 2007

By: Ricky
 
Gadgets are coming, and as a result, a huge shift in the game of Yu-Gi-Oh! Will result. This article was written to let you know what they do, how they win, and how to beat them. The Gadgets are set to be released in mid January, which in case you didn't know, is very soon :]. The Gadgets are three cards that changed the game of Yu-Gi-Oh! forever on the other side of the world, and they'll do just the same here. They have their own deck type as well, which we will look at later on in this article. First let's look at their effects.

Green Gadget
Earth/Machine - Level 4 - 1400/600
Effect: When this card is successfully Summoned or Special Summoned, you may search for a {Red Gadget} from your Deck and add it to your Hand.

Red Gadget
Earth/Machine - Level 4 - 1300/1500
Effect: When this card is successfully Summoned or Special Summoned, you may search for a {Yellow Gadget} from your Deck and add it to your Hand.

Yellow Gadget
Earth/Machine - Level 4 - 1200/1200
Effect: When this card is successfully Summoned or Special Summoned, you may search for a {Green Gadget} from your Deck and add it to your Hand.

(Note: All of these Gadget translations were taken from DM7FGD's article on them, you can find it here: http://www.pojo.com/yu-gi-oh/FeaturedWriters/DM7FGD/2004/News-05-03.shtml)

The basic way the Gadgets work, is that when you summon one, its effect activates immediately, allowing you to grab a specified Gadget card out of your deck (If I summon the Yellow Gadget, I will get myself a free Green Gadget, and so on.). As you can see, in raw card advantage terms, this is an great effect. A single summons of a Gadget is equal to the card advantage you'll get when you flip a Dekoichi the Battlechanted Locomotive, yet you don't have to wait a turn to set it and flip it!

The way the deck works is simple: Keep your opponents back to the wall, at all times. You'll summon a Gadget, and grab yourself another one. At this point, let's assume your opponent has a clear field except for Sakuretsu Armor. You attack. This gives your opponent two options, really.
 
  1. They activate Sakuretsu Armor to destroy your Gadget. You're perfectly fine with this, as your Gadget has already "paid" for itself by giving you another Gadget.
  2. They eat the damage (1200, 1300, or 1400 damage.), and are one step closer to losing the game.
So that's our main win condition, use the Gadgets, who pay for themselves upon summon to attack our opponent. The only problem would be protecting the gadget. Let's take a look at another scenario. Your opponent again has a face down Sakuretsu Armor trap card, and you attack with a Gadget. Your opponent takes the damage, but next turn summons a Cyber Dragon, and kills your Gadget card. Now, although you didn't lose anything out of this because that Gadget DID pay for itself by giving you another Gadget card in your hand, and you DID attack your opponent for a chunk of damage, you're really in a bad spot right now if you have no answer to that Cyber Dragon.

Hence the other cards in the Gadget Deck: Removal. The way the deck runs, is summoning Gadgets, and making sure your opponent has NO chance at destroying them. This is accomplished by running lots of traps such as Sakuretsu Armor and Widespread Ruin, and running straight monster removal spells like Smashing Ground and Fissure. This way, your Gadgets will almost always be hitting your opponent's life points unopposed!

Clearly the Gadgets are an undeniable presence in the game of Yu-Gi-Oh!, and we'll just have to see how they fair in their first Shonen Jump Championship, which will be held in Orlando, Florida, at the end of this month.
We're sure to have a follow-up article soon on how to counter the Gadget deck. Thanks for reading.

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