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Mechquipped Angineer


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MechquippedAngineer-NUMH-EN-SR-1E.png

 

 

2 Level 3 monsters
Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up Attack Position monster you control; change it to face-up Defense Position, and if you do, it cannot be destroyed by battle or by card effects this turn.

 

I'm willing to go on the record and state that outside of lolZenmaity, this is far and away the best generic Rank 3 in the game. Ideally, the setups you can make with it in Mermails with Bahamut Shark, in Madolche with Tiaramisu, and honestly in any other combo deck with Rank 3 access is nuts. It allows you to keep combo pieces on the board to reuse, which is highly relevant in any format, but especially one where you need to maintain presence or die. A Quick effect means it can dodge entry hazards, chain to removal and force a minus, and etc. Even in the absolute worst case, it chump blocks better than Zenmaines or Fortune Tune because you can't get over it with 3 or more ways to destroy it. It also has a good attack stat that is relevant since the game is shifting away from 1900 and above down to 1600 and above but with much better effects and utility (see: Bear etc).

 

Discuss.

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I've never actually used it before, but I've heard many YCM peeps praise it as some sort of god.

 

I am not exaggerating one iota when I say it's the best generic Rank 3. The ability to make a play and ensure it sticks, and then doing it again is incredibly powerful.

 

It's the same sorta idea of Spark being good with Vanity's because you're ensuring they can't disrupt you.

 

As for Leviair, it can just as muany degenerate plays with less setup. It's generally better to ensure you have the ability to make plays next turn than to pull a combo piece from the banish pile that has no guarantee of surviving.

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No, it's just Leviair used to hold the post of best Level 3 and wasn't even mentioned. It's good though, as this is a way less degenerate card and still manages to be the best for its niche.

 

Why would anyone mention an irrelevant card?  If anything, this is compared to Zenmaines

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It's closer to Leviair because ideally you aren't using its effect on itself, but your Tiaramisu/*other really good boss monster here* to extend your plays past the one turn while Leviair was played for its ability to make plays and extend existent plays. This does much the same. You only chump block with Angineer if you're losing, and in that instance it's just the best chump block option because they can't just charge through it.

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It's closer to Leviair because ideally you aren't using its effect on itself, but your Tiaramisu/*other really good boss monster here* to extend your plays past the one turn while Leviair was played for its ability to make plays and extend existent plays. This does much the same. You only chump block with Angineer if you're losing, and in that instance it's just the best chump block option because they can't just charge through it.

So what you're saying is that this also makes Zenmaines irrelevant?

 

I can dig that, even though I find Zenmaines to be useful for its second effect.

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Yes. Zenmaines is an issue because it's weak to 3 or more attempts to kill it. Even with the lowered amount of backrow in the game the amount of monsters that can just ram 2100 defense, or stuff like e-con, or monster effects like Bear or Blaster all still exist and chew through 2 mats like nothing. This can chump block any amount of those, and is only really weak to stuff that's limited or PWWB.

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Zenmaines is too easy to bait the destruction or just straight up ignore it since monster effect removal is highly prevalent and Zenmaines has basically zero outs to it. This can chump block an infinite amount of times per turn, only really dies to PWWB, and in any deck with Rank 3 access lets you ensure your setup sticks. People don't realize how insane this thing is cuz the only meta deck that can use it well is Mermails, mostly in the OCG because of GAM, and this Dragons Format.

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Monster Removal: Angineer wins.

 

It's much harder to remove than Zenmaines, bar PWWB/a mostly outclassed generic R4/deck specific cards that hit both Zenmaines and Angineer equally.

 

Monster Negation: Angineer wins.

 

Angineer can outplay cards like Veiler/Breakthrough Skill/Fiendish Chain better than Zenmaines can. It's all up to the advantage both players have, but Zenmaines is moer likely to lose out to any of the above, seeing as it cannot chain to their activation. It's passive, leaving it rather defenseless in the face of them.

 

Payoff: Angineer wins.

 

1 generic pop when you're either ramming it and opening yourself up for death or they're planning to outplay it anyways in their turn

or

1-per-turn protection of any monster on your board, rangng from Madolche Bitch, to Hyper Librarian, to Bahamut Shark, to Judgment Dragon, and more. 

 

It's easy to see that any deck that Rank 3's is probably going to want to keep cards like these alive than a measly pop. Zenmaines is a good option for the extra, if you have space, but Angineer's utility and versatility is much higher than Zenmaines. It protects itself, it protects your bosses, it protects your weenies you want to survive until your next turn, and you can even combo it with Book of Moon /Ghostrick Roleshift/Etc. to force a monster's effect it gets when flipped.

 

Hell, even Fortune Tune's much less vulnerable than Zenmaines because it cannot be targeted. It even eats up 2-3 attacks in most situations, and then recycles. It's actually pretty difficult to get over in the decks that want it, considering what removing it entails. Sure, non-targetign removal kills it, but when are you really going to nuke + drop a ton to beat over it or waste Dark Hole when they have Stallbird out?

 

Zenmaines is the highest risk, "highest" reward; That's it. It's not more solid, it's actually much less so because its much more vulnerable than either of the other chump blockers.

 

Chrononaut does not count.

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Here's a fun (for you) and easy Madolche combo:

 

[spoiler=''spoiler']Hand: Mew, Hootcake, either ROTA or Spell Striker.

Grave: 1 monster, 1 spell if no ROTA

 

  1. Normal Mew, Special Hoot.
  2. Either use ROTA or fetch Striker ans Special it, or just special Striker
  3. Activate Hoot for Gelato
  4. Search Chateau and play it
  5. Overlay any 2 of Mew/Hoot/Striker for Invoker
  6. Detach a Madolche (Hoot if you have more monsters in Grave, Mew if not) from Invoker, Special Gelato
  7. Pull Ticket and play it
  8. Overlay your two Gelato for Tiaramisu
  9. Detach and target Gelato and whatever you detached during Step 6
  10. Ticket activates; pull another Mew
  11. Overlay Mew and whoever is left for Angineer
  12. Congratulations, you have just put 6100 damage on board, and have setup to do it again next turn, as well as being able to protect Tiara to ensure she can fire off again (while also giving her targets for her effect) or just ending it right there because with or without Chateau she's bigger than their Life Points.[/spoiler]
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