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Machina Fortress


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[center][img]http://images4.wikia.nocookie.net/__cb20120531135751/yugioh/images/thumb/3/3c/MachinaFortress-BP01-EN-R-1E.png/300px-MachinaFortress-BP01-EN-R-1E.png[/img][/center]

[center]Would someone like to explain to me how a recurring, at worst, -1 2500 beater that forces your opponent to play around setting it off, most times, and belongs to a type FULL of hand-stocking monsters that completely circumvent is anything short of busted? Regardless of what it does in the metagame, it's still completely awful card design that people ignore and act like it's fine, and I really don't get it. /miniaturerantober[/center]

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idgi, seems balanced to me given the power creep of the game.

As I've said before, it's not 2005 anymore, the game's a lot faster, and the best cards are even better. Things like this set a standard, and because of that they're, quite frankly, not "broken".

People throw that word around more than they throw around blind MSTs and it's just silly.

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[quote name='Chris' timestamp='1352838435' post='6068468']
I'm sorry, but the thought of any Machina getting hit is absolutely hilarious.
[/quote]

I agree with this.

Gearframe is a good card that adds consistency but I don't think it's list worthy at all.

It's really not that difficult to play around a Machina Fortress.

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Sacky. I've played a guy multiple times where he's managed to pull of two+ in one turn. Even Dark Worlds have a little trouble doing that.

Even so, not really broken by any means. Think about it: Zenmaines is splashable, and better; Grapha comes back easier than this, and is a better beater; Prophecies can get rid of this anyway; and so on. It's decent, but it's not a huge problem. D-Prison and Bottomless are its worst enemies.

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