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Machinatronic


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just a wild Idea I decided to fool around with. not the greatest idea. needs bug fixes... but here we go :D

 

Deck: x45

 

Monsters: x25

 

3x Machina Fortress

3x Machina Gearframe

2x Machina Sniper

2x Cyber Dragon

2x hyper synchron

2x Morphtronic Remotin

2x Cyber Valley

2x Morphtronic Boarden

2x Morphtronic Celphon

2x Gadget Driver

3x Heavy Mech Platform

 

Spells:x13

 

2x Morphtronic Map

2x Break Draw

2x Double Tool

2x Dark Core

2x Frontline Base

1x Lightning Vortex

3x Morphtronic Repair unit

 

Traps: x7

2x Dimenstional Prison

2x Dark Bribe.

3x Roll Out!

 

Extra: x15

x3 Power Tool Dragon

x12 Generic

 

Tell me what you think... and bug fixes pls :D

 

 

Playbook!: :D

 

Ok the main focus is to try and get out Fortress as soon as possible for a quick stall (or beat down)

 

Next we use all of our pretty Morphrtonics abilities to pull more to the field and to your hand and use Hyper Synchron with them to flop power tool onto the field.

 

With power tool out we can continue to bring important eqip cards to the hand... Break Draw and Morphtronic Repair unit are high priority over Double tool (seeing as they can add draw power and bring monsters back for more synchro summon fun.).

 

Unions are fun as awell in this deck... because no matter what... as long as power tool is equipped with something... he won't be destroyed at all. (fun right?)

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