Mr. Yo Posted December 21, 2011 Report Share Posted December 21, 2011 [u][b]x24 Monsters[/b][/u] x1 Boot-up Soldier Dread Dynamo x2 Drillroid x3 Green Gadget x2 Jinzo x2 Karakuri Ninja mdl 919 "Kuick" x1 Karakuri Watchdog mdl 313 "Saizan" x3 Machina Fortress x3 Machina Gearframe x2 Machina Peacekeeper x1 Red Gadget x2 Scrap Recycler x2 Yellow Gadget [u][b]x16 Spells[/b][/u] x2 Creature Swap x1 Dark Hole x1 Fissure x2 Lightning Vortex x1 Limiter Removal x3 Machina Armored Unit x1 Monster Reborn x1 Mystical Space Typhoon x3 Solidarity x1 Swords of Revealing Light [u][b]x5 Traps[/b][/u] x1 Bottomless Trap Hole x1 Call of the Haunted x2 Raigeki Break x1 Solemn Judgement [u][b]x6 (x8)Extra Deck[/b][/u] x3 Karakuri Steel Shogun mdl 00X "Bureido" x3 Wind-Up Zenmaister (x2) (Stardust Dragon) I would like help on this since I will be adding two more MST, 1 Ninja, 1 Watchdog, [s]and thinking of either 1 more fissure OR 1 more bottomless[/s]. On second thought I will go for a Red Gadget. Also, thinking about adding x3 Tinplate Archduke if it ever comes out... Link to comment Share on other sites More sharing options...
Tomiix Posted December 21, 2011 Report Share Posted December 21, 2011 As someone who runs machines also, I skimed through this to see the point, and something didn't make sence right away. Why the hell are you running gadgets like that? Since this isnt a engine deck for tribs or heavy xyzin, then you should only run two of each. Link to comment Share on other sites More sharing options...
Mr. Yo Posted December 22, 2011 Author Report Share Posted December 22, 2011 Hmm... let me think I really don't know what you are getting at but let me explain how I play this. At first I only wanted to play just Machina Fortress and that is why I have tons of level 4 machines. Later I got a hold of karakuri and 3 xyz as extra Boss cards. The trump in this deck is Solidarity and Machina Armored Unit. Basically the main goal of this deck is to search out and summon Fortress then keep on adding fodder to supply the summon. The XYZ (Zenmaister) is bottomless trap hole bait and, or, anti-destruction towards Limiter Removal. The Karakuri Synchro is an extra draw engine and allows for the summon of another Karakuri Synchro for even more draw power. Creature swap is used to speed up the machina armored unit and well Jinzo just helps that process go by faster. Well the Reason I decided to run three of green is to get a gadget to my hand first turn more easily But it does seem like I neglected Red Gadget #2. Link to comment Share on other sites More sharing options...
Mr. Yo Posted December 27, 2011 Author Report Share Posted December 27, 2011 bump Link to comment Share on other sites More sharing options...
DARKPLANT RISING Posted December 27, 2011 Report Share Posted December 27, 2011 "Generic Machine Deck" isn't a theme. "Machina Gadgets" is one. So is "Karakuri". Fix on either and we'll help you. A lot. Link to comment Share on other sites More sharing options...
Brinolovania Posted December 27, 2011 Report Share Posted December 27, 2011 As a Machinas player, I feel obligated to respond to this. First, put the Gadgets at 2. Right now they're messed up, and will dead draw a lot. Take out Dynamo and Swords and Raigeki Break. Assuming this isn't IRL, add Warnings and Duality. And one Force because it's Reborn for Fortress. I'd also recommend teaching a Genex Ally Birdman, because it recycles Gearframe and makes Synchs. Speaking of which, expand your extra. There are plenty of machine Extra monsters. And add a couple Smashing Ground too. Also, Jinzo, Drillroid and the random Karakuris seem unneeded. Plus Lightning Vortex. You don't need that many monsters. If you want to throw in some more...Sreddder makes fun tech. Maybe one Machinas Sniper. And with all your unions, Roll Out! at 2 is good. More MST too, and some D-Prisons or Fiendish Chains. /wall of text Link to comment Share on other sites More sharing options...
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