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"Mechanical" Archetype


Bluvista

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A Machine-type deck that enjoys Fusion summoning, and discarding cards to activate a wide array of various effects. Despite its easy Fusion summoning potential, its final boss monster is actually a standard effect monster. Either way, its a fun archetype to use if you want to play mind games with your opponent. Its also a fun deck to use if you're into heavy negate spam, and super-specific card counter effects. (Essentially its just a totally balanced, extremely trolly, make your opponents life a living hell, Machine-type deck)

(We'll be starting this off with the Final Boss of the deck)

Mechanical Draconis - Veritas

Level: 12

LIGHT/Machine/Effect

This card cannot be Normal summoned/set. This card cannot be special summoned except by banishing 1 monster whose original name is "Mechanical Dragon Genesis" on your side of the field, or by its own effect. This card cannot be destroyed by battle. This card's special summoning cannot be negated. If this card were to leave the field, you can send 1 card in your banish zone to the GY, negate the activation of that card and banish it. When this card is successfully special summoned, banish all cards in both players GY's. This card's original ATK and DEF are equal to the number of banished cards x 500. Once per turn, during either players turn, when the opponent activates a card effect, you can banish 1 card in your GY, or in your hand, and if you do, negate the activation of that card and banish it. During the End Phase, the opponent must banish the top 5 cards of their deck. This card cannot attack directly. When this card leaves the field, during the next End Phase, You can shuffle 10 banished cards into your deck, then, special summon this card, and if you do, the opponent banishes the top 5 cards of their deck. 

ATK: ?

DEF: ?

(First off, this truly is the final boss of the deck. Secondly, I am well aware of how freaking OP this thing is)

(Next is the Extra Deck, the monsters are listed from highest Level to lowest level, which in this deck generally means most powerful to least powerful)

Mechanical Dragon - Genesis

Level: 10

LIGHT/Fusion/Machine/Effect

"Mechanical Dragon" + 2 other "Mechanical" monsters

This card cannot be destroyed by card effects. when there is at least 1 other "Mechanical" monster on the field, this card is unaffected by card effects, and cannot be selected as the target for an attack. Once per turn, during either players turn, when the opponent activates a spell or trap, you can discard 1 card from your hand, then negate the activation of that card and destroy it. Once per turn, you can discard 1 card from your hand,then destroy all cards on the opponents field, and for each one destroyed, inflict 500 damage to your opponent. you cannot conduct your battle phase the turn you activate this cards effect. 

ATK: 4000

DEF: 2800

(Ok, so that's Mechanical Dragon Genesis, the card required to be on the field for Veritas to be summoned.)

Mechanical Chimera - Aftermath

Level: 8 

LIGHT/Fusion/Machine/Effect

"Mechanical Lion" + 2+ other "Mechanical" monsters

Once per turn, you can destroy 1 card on the opponents field, then inflict 800 damage to your opponent.  when this card battles, if your opponent were to activate a card effect, you can negate that effect and destroy that card. This card gains 400 ATK for each fusion material used to fusion summon this card. This card can attack 1 additional time each turn for every 2 fusion materials that were used to fusion summon this card. 

ATK: 1500

DEF: 2500

Mechanical Twin - Superstriker

Level: 7

LIGHT/Fusion/Machine/Effect

2 "Mechanical" monsters with the same name

Twice per turn, this card cannot be destroyed by battle or by effect. This card can attack twice per turn. This card can inflict piercing damage to defense position monsters. Once per turn, you ca discard 1 card from your hand, then destroy 1 card on the opponents field. 

ATK: 2500

DEF: 2500 

Mechanical Bird of Prey - Supernova

Level: 7

LIGHT/Fusion/Machine/Effect

"Mechanical Falcon" + "Mechanical Phoenix"  + 1 level 4 or lower "Mechanical" monster

Once per turn, you can special summon 1 level 4 or lower "Mechanical" monster from your GY, negate its effects, and destroy it during your opponents next End Phase. While both this card and a level 4 or lower "Mechanical" monster that was special summoned from the GY are on the field, lower the ATK and DEF of all opponents monsters b the original ATK of the special summoned "Mechanical" monster. While this card is on the field, all damage dealt using a "Mechanical" monster is halved. 

ATK: 2100

DEF: 1600

Mechanical Heavy Cannon - Industrial

Level: 6

LIGHT/Fusion/Machine/Effect

"Mechanical Cannon" + 1 level 4 or lower "Mechanical" monster

This card cannot be targeted for attacks, but does not prevent your opponent from attacking directly. Once per turn, during either player's End Phase, you can increase this cards ATK by 500, and inflict 500 damage to your opponent. When this card battles an opponents monster, if that monsters original ATK is lower than this card's, you can destroy that monster before damage calculation. When this card destroys an opponents monster in battle, lower this card's ATK by 500, and inflict 500 damage to your opponent. 

ATK: 1500

DEF: 0

Mechanical Interrupter Gear - Interceptor

Level: 6

LIGHT/Fusion/Machine/Effect

"Mechanical Jammer" + 1 level 4 or lower "Mechanical" monster

 Once per turn, when the opponent activates a card effect, you can negate the activation of that card, then gain 1000 LP. When this card destroys an opponents monster in battle, after damage calculation, gain LP equal to the destroyed monsters original ATK.

ATK: 2200

DEF: 1000

(OK, that's the Extra deck)

(Main deck; Monsters only)

Mechanical Phoenix

Level: 4

LIGHT/Machine/Effect

Once per turn, you can banish this monster, then, draw 1 card. If this card is banished by its own effect, special summon it during your next standby phase. When this card is sent from your hand to the GY, draw 1 card. Once per turn, when the opponent activates a spell or trap that would inflict damage, you can discard 1 card, then you can negate the activation of that spell/trap and destroy it. 

ATK: 1500

DEF: 1100

Mechanical Angel

Level: 4

LIGHT/Machine/Effect

When this card is added to your hand outside of your draw phase, you can special summon it. Once per turn, monster you control cannot be destroyed by battle. When this card is sent from your hand to your GY, add 1 level 4 or lower "Mechanical" monster from your GY to your hand, other than "Mechanical Angel" Once per turn, when the opponent activates a monster effect that would send a card on the field to the GY, you can discard 1 card, then you can negate the activation of that monster effect and destroy it. 

ATK: 700

DEF: 1300

Mechanical Dragon

Level: 6

LIGHT/Machine/Effect

When there are no monsters on your field, you can special summon this card from your hand. Your opponent must control at least 1 monster for you to activate and resolve this effect. If this card is tribute summoned, you can special summon 1 level 4 or lower "Mechanical" monster from your hand. When this card is sent from your hand to your GY, you can banish 1 card in your GY, add this card to your hand. Once per turn, when the opponent activates a card effect that would negate the activation of a card effect on your side of the field, you can discard 1 card, negate the activation of that card, and destroy it. 

ATK: 2200

DEF: 1200

Mechanical Welder

Level: 3

LIGHT/Machine/Effect

Once per turn, you can substitute this card for any fusion material monster needed to fusion summon a "Mechanical" fusion monster. Once per turn you can fusion summon a "Mechanical" fusion monster using this card, and other "Mechanical" monster on your field and in your hand, without a fusion card. 

ATK: 1500

DEF: 900

(that's all for now folks!)

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All right, now the rest of the archetype:

(main deck monsters continued)

Mechanical Variable

Level: 4

LIGHT/Machine/Effect

This card cannot be destroyed by battle. When this card is sent from your hand to your GY, you can activate 1 of these effects:

- Add 1 level 4 or lower "Mechanical" monster from your deck to your hand.

- Add 1 "Mechanical" Spell or Trap from your deck to your hand. 

Once per turn, when the opponent activates a card effect that would target  a level 4 or lower "Mechanical" monster, you can discard 1 card from your hand, negate the activation of that card and destroy it. 

ATK: 0

DEF: 0

Mechanical Snake

Level: 4

LIGHT/Machine/Effect

While this card is in your GY, you can normal summon/set twice per turn. When this card is sent from your hand to the GY, you can discard 1 card from your hand, then, draw 2 cards. Once per turn, when the opponent activates a card effect that would change the ATK or DEF of 1 monster on the field, you can discard 1 card from your hand, negate the activation of that card and destroy it. 

ATK: 1500

DEF: 1000

Mechanical Jammer

Level: 5

LIGHT/Machine/Effect

Once per turn, this card cannot be destroyed by battle or card effects. Once per turn, while this card s in the GY, when the opponent activates a Spell or trap that would destroy a card on the field, you can discard 1 card from your hand, negate that cards activation and destroy it. When this card is sent from your hand to the GY, gain 800 LP. 

ATK: 800

DEF: 2000

Mechanical Falcon

Level: 4

LIGHT/Machine/Effect

while this card and another Machine type monster are on your field, this card cannot be destroyed by battle or by effect. Once per turn, when the opponent activates a monster effect that would destroy a card on the field, you can discard 1 card, negate the activation of the card and destroy it. When this card is sent from your hand to the GY, you can banish this card and 1 "Mechanical" monster from your GY, then, draw 2 cards. 

ATK: 1400

DEF: 1000

Mechanical Wyvern

Level: 4

LIGHT/Machine/Effect

Once per turn, during your End Phase, you can discard 1 card from your hand, then, draw 1 card, and if it is a Machine type monster, you can draw another card. Once per turn, when the opponent activates a card effect that would return a card on your field to your hand/deck, you can discard 1 card from your hand, negate the activation of that card, and destroy it. when this card is sent to the GY from your hand, you can add 1 card in your banish zone to your hand. 

ATK: 1100

DEF: 1600

Mechanical Cannon

Level: 5

LIGHT/Machine/Effect

Once per turn, you can lower the ATK or DEF of one opponents monster by 1000 until the End Phase. This card can inflict piercing damage to defense position monsters. When the opponent activates a card effect that would let them draw 2 or more cards at once, outside of their Draw Phase, you can discard 1 card from your hand, negate the activation of that card, and destroy it. When this card is sent to the GY from your hand, you can inflict 1000 damage to your opponent. 

ATK: 2000

DEF: 0

(That's the monsters, next are the Spells and Traps. FYI, there are 6 Extra deck monsters, and 11 Main deck monsters)

Mechanical Fusion

Quick-Play Spell

You can use "Mechanical" monsters in your hand, or on your field for the fusion summoning of a "Mechanical" fusion monster. The "Mechanical" fusion monster fusion summoned using this card cannot be destroyed by Spells or Traps. When a fusion monster fusion summoned using this card is destroyed, you can banish this card from your GY, draw 1 card for every "Mechanical" monster with a different name that was used to Fusion summon that fusion monster. You can only activate 1 "Mechanical Fusion" per turn. 

Mechanical Spiked Wall

Continuous Trap

All "Mechanical" monsters gain 300 ATK and DEF. Once per turn, when the opponent declares an attack, you can discard 1 card from your hand, negate that attack. When a "Mechanical" monster destroys an opponents monster by battle, after damage calculation, inflict 300 damage to your opponent. If a "Mechanical" monster were to be destroyed, you can send this card to the GY instead. 

Mechanical Repair yard 

Normal Spell

Discard 1 "Mechanical" monster, add 2 level 4 or lower "Mechanical" monsters from your GY to your hand. The monster added to your hand by this effect cannot be normal summoned/set this turn. You can only activate 1 "Mechanical Repair Yard" per turn.

Mechanical Miracle Construction

Normal Spell

Pay 800 LP, discard any number of "Mechanical" monster from your hand. For each card discarded by this effect, you can add 1 "Mechanical" monster from your deck to your hand. You cannot conduct your battle phase the turn you activate this effect. You can only activate 1 "Mechanical Miracle Construction" per turn. 

Mechanical Quick Build

Quick-Play Spell

Special summon 1 level 4 or lower "Mechanical" monster from your deck, its ATK and DEF become 0, and it is destroyed during the End Phase. 

Mechanical Draw

Normal Spell

Can only activate when you control exactly 1 level 4 or lower "Mechanical" monster, and no other cards. Discard 1 "Mechanical" monster from your hand, then draw 3 cards and discard 1. You cannot attack directly the turn you activate this card, you can only activate 1 "Mechanical Draw" per turn. 

(And that folks, if the archetype, there are 6 Extra Deck monsters, 11 Main monster cards, and 6 Spells and Traps. A total of 23 cards. That Makes this the smallest fully functional deck I have ever made. It also makes it smaller than most modern Archetypes. Salamangreat for example, has 8 Extra Deck monsters, 19 main deck monsters, and 24 Spells and Traps. )

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