As you can see, it's a nice deck, not really the best Chain Material deck because of the lot of space needed for the combo and searching, thus not a lot of Draw Power was affordable.
If you want to try this, let's start by saying that if you only want to damage with Sparks you'll need about 2 hours, if you do this without using Upstarts. Of course, given the extra deck space I went ahead and played a couple of Gustav Max so that, after you've shown how cool your combo is, you can end the game much faster.
The combo is to draw looping Worm Zero until you draw into Sparks, use it, then banish Gustaph and bring it back by making Leviair with two Fusionists, banish Spark with it so that Electrum can put it back into the deck later.
As long as you remember to correctly reset the field (read AEtherchild's Guide, it's a good read), this should keep going. When you get bored, go with Gustav Max and all's well.
I got quite the fun building this (but I played it only once, and only to try out the combo), so I decided I'd try other stuff.
I then built Hit Da Jackpot! (aka. JAKKUPOTTO SEBUN!)
Once again, the Worm Zero loop gets you all of the cards you need for the combo. Once you have 3 Jackpot 7, Morphing Jar, Book of Eclipse and Shien's Spy (and Double Summon, if you already summoned once this turn) you can go for the win.
Basically, you just summon Morphing Jar with 3 Jackpots in hand, use Shien's Spy on it and then Book of Eclipse. During the End Phase, Morphing Jar will flip and will just discards your Jackpots, giving you the win.
I don't know whether Jackpot 7 gives you the win before or after (I'll guess after) Morphing Jar resolves, so you'll need 5 cards in the deck in order not to lose. It's not hard at all, though, as long as you remember to play a last Electrum to bring back Worm Zero's materials accounting for 6 cards, more than enough.
This one was just for the sake of it and with a much more simple combo, I just wanted a more or less reliable way to use a new win condition, and so it was.
I then gave a look to some new cards, and a card which reminded me of one of my all-time favourite decks, Coelacanth FTK Infinite Trishulas, showed: Mirage Fortress Entereprisenir.
Needless to say, I built it: Deck Out Enterprise
This is, most likely, the most consistent amongst the three decks I posted because it has much draw power. I went for Double Lazuli+Zirconia just because. If you wanted the combo easier while still featuring Gem-Knights, 3 random Gem-Knights work, and you can do that by removing one Emergency Call which is, by the way, not that useful. Other options include Big Koala+Des Kangaroo or Summoned Skull+Red Eyes B. Dragon. I just went for them for a reminder (I will talk about that next).
The combo here is just going into double Master Diamond and then Enterprisenir, use its effect and repeat.
It'll leave the opponent with no cards in the deck left to draw for when you pass the turn, meaning they'll lose by deckout.
Although I said this deck is the most consistent of the three, it doesn't mean it's a competitive deck or the best Gate Material out there. Instead, those are most likely the worse ones, considering that they all pack a way to win, already (Gustav Max), so the cards are only extra cards for the show.
One of the best way to build a Gate Material deck is not building a Gate Material. This means that the best way is to de-centralize the deck from the combo and include other win conditions.
For example, consider the following engine:
As you can see, it only includes 10 cards (and only because 2 were maxed out for consistency, would become 14 cards if you used 2 copies of each EH to counter a single veiler) and 7 cards in the extra deck. An easier combo can be done while playing one less card in the extra deck and two more on the main deck by using Blaze Fenix. I will use this engine for my deck because I will be playing a machine monster for sure and Heat.
With this kind of engine, it shouldn't be hard to build a wannabe competitive deck. For example, I recently wanted to get back my HERO deck, but Stratos went ahead and got banned, killing my deck altogether. Considering how luck-based Gate Material decks generally are, the following phrase should sound strange to your ears: I played a Gate Material engine to make it more consistent.
But that's what I thought. Luckily, my HERO deck was a Gate HEROes, this means that Heat is already in my decklist, I'm interested in searching Fusion gate and my opponent will rather use his MSTs on Gate than on random face-downs hoping they are Chain Materials, because he has no real reason to fear a Chain Material.
This is what I came up with:
As you can see, this is a rough build, that's because I haven't gotten back into the game, yet, much less knowing the current meta, so I wouldn't really know how to properly counter it. This is, however, a generic build based off an old one. Probably the number of HEROes must be fixed, but this is the general idea. Also consider that if you happen to draw into Avian, Burstinatrix and Bubbleman, you can go into Electrum to recycle banished monsters or to retrieve, maybe, the two Cardcar D which got banished somehow or stuff like that.
I think I'll try to improve the deck, I'll post it back when it'll be finished. See Ya.
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