Showing posts with label Ancient Gear. Show all posts
Showing posts with label Ancient Gear. Show all posts

19/09/2023

Edison Deep Dive: Machina Ancient Gear

I used to be into flashy, do-or-die OTK decks back when I played advanced format, but nowadays I'm more into the grindy decks, taking resources little by little and balancing your commital.

Let's go back to my roots with Machina Ancient Gear

Machina Ancient Gear is a Machina deck with the usual Geartown engine. The problem with Geartown decks is that they have finite resources. On the other hand, Machina Fortress is a recurring boss monster which can be summoned many times over the course of a game if the opponent doesn't banish it. In theory, their mish-mash should make for a deck with the ability to put a lot of damage on board without depleting all of the resources. In theory.

What if, instead, we went a bit more... extreme route?

This build has a lot of damage potential, and is very often able to close out games in the very first turns of the game. It can also, in theory, play the grind game with Fortress, but the lack of traps to support that playstyle means that more often than not you'll either run out of resources before the opponent does, since summoning Fortress has a relatively hefty cost.

But eh, enough of an intro, let's review the decklist piece-by-piece.

Duplication engine

3x Machina Peacekeeper
3x Cyber Valley
2x Machine Duplication

Machine Duplication is a card that does a lot of heavy lifting for the deck in the early game. Cyber Valley+Duplication gives you 3 extra draws (I usually do 2xValley to draw 2 and the last Valley to block an attack and draw off that) letting you dig quite deep into the deck, while Peacekeeper lets you search Gearframe to get your offense started, but can also put up quite the wall in the mean time. If you don't suspect Cyber Dragon, equipping the ATK position Peacekeeper to one of the other two leaves you with 2 Peacekeepers in defense of which one is also protected. If you do suspect Cyber Dragon, you can equip the peacekeepers one to the other to forcefully destroy one and trigger it, so that you still get at least one search even in case Cyber Dragon comes up.

At first, I had 3 Duplications, but I eventually removed 1 because drawing into Peacekeeper or Valley without Dupe is fine (they are usually the only okay discards to summon Fortress from the hand), but drawing Duplication without the targets is one more brick in a deck fundamentally made of bricks.

Machina engine

3x Machina Gearframe
3x Machina Fortress
3x Machina Force
(3x Machina Peacekeeper)

This is the consistency engine of the deck. 3 Force is my stance on Machina decks in almost any build. Summoning Fortress from the hand sucks, so the best way around that is having an efficient way to summon it from GY. It's fine if your hand is swaped with normal summons (i.e., Valley and Peacekeeper), but even then I rarely ever summon Fortress from the hand unless it's for a lethal push.

The only "exception" to this rule is summoning Fortress by discarding Fortress. This sets up a Fortress in grave to summon by discarding Force or Gadjiltron, so it's generally fine.

Drawing into Force is great if you have already setted Fortress up, so it's only ever a problem if the opponent keeps banishing your Fortress or if you just don't draw Fortress (which basically means not finding any of 3 Fortress, 3 Gearframe or 3 Peacekeepers).

Geartown engine

3x Ancient Gear Gadjiltron
1x Ancient Gear Beast
3x Geartown
3x Terraforming
1x Mausoleum of the Emperor
1x Gaia Power

The Geartown engine is relatively "standard". I went 3 Gadjiltron instead of the more common 2 for the same reasons why I play 3 Force (although the third Gadjiltron can often be sided out) and I'm playing 2 additional field spells instead of just one. Ancient Gear Beast is an awesome card that can deal with a lot of annoying threats, from Ryko to battle recruiters, and can be NS with no tributes under Geartown (although that requires actually activating Geartown, making you susceptible to MST).

The choice I'm the most content with is the 2 extra Fields. First of all, playing 8 total fields means that getting double Gadjiltron is actually relatively realistic. But, that aside, the two spells are also great on their own.

Mausoleum is more of an utility to get out of brick hands with multiple Gadjiltrons in hand, but can also NS Fortress in a pinch and set up a lot of goodies. Great card, but is often sided out G2 if playing against decks that can use it.

Gaia Power is part of a series of field spells for each attribute that increase that attribute's ATK by 500 and reduces the DEF by 400. I have always loved those cards (and, recently, I've been messing with a deck built around Mystic Plasma Zone), and having a deck in which one of them is finally really good is a win in my book. Gaia Power makes a lot of non-lethals into lethals, lets you run over opposing Tytannials with Fortress and lets you play around Gorz and Tragoedia in many occasions.

One of my pet peeves of the deck is that Gearframe+1 any machine+Limiter Removal is not an OTK through Gorz and Trag and doesn't let you play around them. 3600+5000=8600, so Limiter Removal should make it an OTK. However, dropping Gorz after the Gearframe attack means that you'll need to run over the token with Fortress and then in M2 equip Gearframe to Fortress to save it from destruction, leaving your Fortress against Gorz. However, if you wait for the Fortress attack to use Limiter, it's only 1800+5000=6800 damage. With Gaia Power, on the other hand, you can do 2300+6000=8300, and wait to see if the opponent drops gorz/trag to activate Limiter. 

In G2, Zombie World often makes the cut into the deck. Zombie World makes your machines immune to Chimeratech Fortress Dragon, and very often can be super-annoying to opposing decks (fairies, frogs, etc...).

OTK support

1x Limiter Removal
1x Brain Control
1x Giant Trunade
1x Heavy Storm
1x Mystical Space Typhoon
3x Phoenix Wing Wind Blast

Those cards enable your OTKs through opponent's backrow and, in general, "obstacles".

If you draw Limiter Removal, you more often than not have won the game. It's usually better to play a bit more conservatively with it, and figure out if you have a way to lethal without running into Gorz/Trag/Fader, but in general you can build your strategy around the card once you draw into it.

Trunade is the favourite cleaner, of course, but Heavy can also trigger your own Geartown in case you need it, although more often than not to effectively OTK the opponent you will need additional fields, so it might not be too useful (the notable exception is Gadjiltron+2 Fortress, which is not as unreasonable as it sounds).

Because of the sheer speed of this deck, it's not uncommon to setup an OTK on turn 2, so MST can often destroy the only S/T the opponent set to fully clear the road ahead. That aside, MST is often used to trigger a second (or third) Geartown for lethal pushes.

Brain Control is incredibly strong in this deck. Removing your opponent's (usually) only monster, makes it much easier to go for OTKs, often without even needing complex setups. Also, against BW, stealing your opponent's monster to turn off Icarus (or forcing it early, but to be honest you often have zero cards on field when activating Brain Control, so they might not have targets at all) is a great enabler, and with the tributes to support it you can get rid of threats for good (Catastor is one of the most relevant ones, but also Colossal Fighter and similar).

PWWB is a love of mine. As mentioned earlier, in this deck, costs that allow you to discard Fortress are pretty much free, and having chainable generic spot removal which also steals your opponent's draw phase in the deck is incredibly good both when playing offense and when playing defense.

Miscellaneous

  • 2x Cyber Dragon: CyDra is great against the thousands of hero beat decks swarming DB recently, but can also provide the extra push to OTK sometimes (usually, CyDra takes care of an opponent monster, while the rest of the field actually pushes for the OTK). That aside, CyDra is also one more out to Catastor which usually completely shuts off the deck, since you can go into Chimeratech Fortress with it without even wasting your NS.
  • Gorz: to prepare for OTK pushes it's very common to keep your field completely open, so Gorz acts both as defense and as offense.

As you can see, the deck is mostly 3 engines mashed together, and all 3 of them link with each other very well, so it's much more consistent than it actually looks.

Alternative card choices

One of the most common comments I get is "shouldn't you be playing more traps?". The answer is "probably? I don't wanna tho". Mirror Force and Torrential would definitely fit the deck to a T, but also Book of Moon for some protection. On the other hand, I wanted to go an all-in build, and chances are that the opponent is still going to play around Mirror and Torrential. Sure, this is the deck I'm bringing to locals, so this will definitely bite back in the near future, but eh, I didn't want to take anything away from the main engine and as you can see space is tight. 

Ancient Gear Golem is, weirdly, a valid card to play. It's an additional LV8 for Fortress, but it also lets you get around annoying defense position monsters or tokens. I eventually preferred Beast because it's easier to summon and to have some way to win against a set ryko.

Future Fusion is a card I wanted to play here. Chimeratech Overdragon with Future Fusion lets you dump all 3 Fortress and extra cards you don't want to draw (generally, all Peacekeepers and Cyber Valley, often also Ancient Gear Beast and depending on what else you have the Gadjiltrons can also go), wildly improving the average deck quality. Another target is Ultimate Ancient Gear Golem, but it doesn't help your gameplan if not by just summoning a stupidly big beatstick in 2 turns. I found that in general, Future Fusion turned out to be a win-more card, so I didn't include it.

The Black Salvo engine fits the deck very well: having access to BRD to nuke the field (and, in a pinch, trigger Geartown) or AFD for field spells shenaningans is very strong. On the other hand, the only way this could possibly fit the deck without clashing too much with the NS is substituting the Dupe engine with 3 Dekoichi and 2 Salvo (and 3 more cards). However, the Dekoichi early game is not as good as the Dupe early game, and even with Future Fusion (which meshes very well with the Salvo engine, since you can send Dekoichi from deck to grave directly) it turned out to be less consistent.

Scrap Recycler is a card I always wanted to like, but never made it into the deck in a stable manner. Setting up Fortress instantly is strong, but you aren't realistically going to use the draw effect (unless you have Future Fusion, in which case you don't need Recycler), so it's functionally a -1, so that you'd be better off using Foolish Burial. The only build it made sense in was in the Black Salvo build to send Dekoichi setting up for Salvo, but even then it was quite low-power in general.

I eventually settled on this build, but if you are interested in trying the Salvo build you can go -2 Dupe, -3 Valley, -3 Peacekeeper, +1 Future Fusion, +2 Salvo, +3 Dekoichi, +2 Recycler.

Conclusions

Machina AG is a cool deck to play. The combos aren't anything crazy, but you dropping beatsticks at a moment's notice is incredibly fun, and sometimes planning against opponent retaliation requires an unexpected amount of brain power. It's my first Edison deck IRL, and really happy with it.

04/07/2012

Kuraz Geartown




Monsters: [20]
2 Ancient Gear Gadjiltron Dragon
3 Effect Veiler
3 Genex Ally Birdman
3 Genex Blastfan
2 Kuraz the Light Monarch
2 Malefic Cyber End Dragon/Photon Thrasher
2 Sacred Crane
1 Sangan
2 Summoner Monk

Spells: [15]
3 Black Garden
1 Dark Hole
1 Foolish Burial
3 Geartown
1 Heavy Storm
1 Monster Reborn
1 Mystical Space Typhoon
3 Terraforming

Traps: [6]
2 Call fo the Haunted
1 Solemn Judgment
2 Solemn Warning
1 Vanity's Emptiness


Uhm, well, can't say if this deck is awesome or not, I'll tell why later. However, another creation of mine, let's see the deck:
Ya all know Black Garden, don't you? The one who halves the ATK of a monster that is summoned to generate a token on the summoned monster's opponent's field with 800 ATK. Sadly pretty much everyone tends to forget that this card has another effect, you can blow-up it and all of the plants monsters on the field to summon a monster from your grave with the same ATK of the sum of the monsters' ATKs.
Now that you know this, let's see the main monsters:
Summoner Monk, generates combo, casually he's 800 ATK, he's the one that let all of your combo work;
Sacred Crane, when SSed lets you draw a card, casually it's 1600 ATK, 800x2, and lv 4, summonable with monk;
Genex Blastfan, when SSed lets you draw a genex DARK tuner (more specifically Birdman), casually it's 1600 ATK, 800x2, and lv4, summonable with monk;
Kuraz, when summoned, including SSed, you got to destroy up to two cards on the field, and let the controllers of those cards drawing a card for every card you destroyed them, casually 2400, 800x3.
 I believe that all of those "casual" things could work together, couldn't they?
Even if Black Garden is the main card of the deck, I'd say, it isn't listed in the name, simply because I liked the name being Kuraz Geartown, and because the main win condition is gadjiltron.
2 Gadjiltron, not three because having 4 field spells which 3 of these are geartowns is a situation unlikely to happen, and since 3 aren't really needed, and they clog, 2 are good enough.
3 Effect Veiler are there to negate things en masse, stop meta decks like everyday's stuff and all of the decks that rely on monster's effects. Don't forget they're tuner, they won lots of games this way.
3 Birdman, searched with blastfan, provides a really easy arcanite, BRD, Ancient Fairy Dragon, Scrap Archfiend or whatever.
2 Malefic Cyber End Dragon, I know, if you have garden it will halve his ATK, and if you have a geartown you're hoping your opponent's going to destroy it, so it won't be good in most cases if you think of it like this. I think of it as a fast tribute for Kuraz, a token generator with garden and XYZ with gadjiltron (unlikely to happen, but still possible). Good Beater when needed, and punishes Skill Drain decks.
1 Sangan? What to say? Nothing at all, searcher for Monk, but that wasn't hard ot get, was it? At least you could search for Veiler.

2 Monk+2 Sacred Crane+3 Blastfan+2 Kuraz, monsters summonable with black garden, they all generates pluses. Monk, discard dead card, summon blastfan, search birdman, go into R4 XYZ/LV7 Synchro with Blastfan OR Monk into crane, draw 1, XYZ. Those two easy comboes if supported with Black Garden can lead to very good things. Let's suppose a first turn Monk+Black Garden+Pitchable Spell Card,
activate garden (yes, before monk)
NS monk, opponent gets a token
use monk's effect, SS Blastfan, Eff Blastfan, Opponent gets a token, Search Birdman
XYZ Blastfan and Monk into Lavalval Chain, opponent gets a token
Eff lavalval, send kuraz
Eff Garden, destroy the 3 tokens, 800x3=Kuraz (2400)
Kuraz's effect, destrsoy lavalval, draw 1
OR
You could use Crane in place of Blastfan, since Birdman isn't involved in the combo.

What happened? Let's see it in terms of pluses and minuses, activate Garden, NS monk, eff (-1), SS Crane (let's say crane, could be blastfan) (0), eff, draw (+1), XYZ into Lavalval (0), eff, get kuraz into the grave, eff garden, self-blow-up (-1), SS Kuraz (0), eff Kuraz, destroy Lavalval (-1), draw 1 (0).

Nothing changed in terms of advantages and disadvantages, but what really happened was us search for a birdman/draw a fresh card, getting a 2400 on the field, monk and blastfan/crane in the grave for more comboes and drawing another fresh card.
Obviously the comboes are a lot, this is a classic first turn move, but there are a lot of possibilities, including comboes in absence of Garden, by simply going into arcanite or other synchros lv7. The point of this deck is, then, getting more and more good cards without losing advantage.

Call of the Haunted is a +1 with Kuraz.

Why is there Vanity's Emptiness? Once again, tech card, see this post for all of the explanation you like.

Extra, as always, is pretty random, that's a sample one, but not totally good, lol.

I did good results with this, however, as said initially, I don't know if this is awesome or not, since I rarely do real pluses in here, I wonder if I can really tell if I'm winning or not. It is fun to combo, but since you don't see giant pluses once the combo is finished you could end the turn disappointed.

Cyber End Dragon and Photon Thrasher are up to the player, depending on what you want. Actually, I prefer Cyber End Dragon, but Thrasher XYZs easy with other monsters.

Well, this was what I was talking about in the Geartown's post, I feel this deck has some good potentials, too.


Hope you liked the deck, That's All Folks, looking forward to the next post.

02/07/2012

Card of the Week #7: Geartown

Both players can Tribute Summon "Ancient Gear" monsters with 1 less Tribute than required. When this card is destroyed and sent to the Graveyard: You can Special Summon 1 "Ancient Gear" monster from your hand, Deck, or Graveyard.


Random Rulings:
1.Typhoon chained to geartown's activation, will prevent the summon of the ancient gear monster.
2.Solemn Warning on Geartown's activation will make geartown's effect work.
3.Magical Hats will make Geartown's effect work, even if destroyed by battle or by an effect.
4.Using ancient fairy dragon's effect to destroy this card, will make this card's effect work, but if you choose to search, you won't be able to summon from geartown's effect.
5.If Geartown is on the field and:
you activate a new field spell card, you won't be able to use geartown's effect;
you set a new field spell card, you will be able to use geartown's effect;
your opponent activates a new field spell card, you will be able to use geartown's effect.

Explanations? Yeah, I'll do them.
Number 1, pretty easy, Chain Link 1, geartown, chain link 2, typhoon, resolving backward, typhoon'll destroy geartown, while geartown is still resoling. Last thing to happen is geartown resolving, not destroying, then you won't be able to use its effect.
Number 2, same thing as before, only that since warning/judgment/other negating-and-destroying cards, negate geartown, so it will be like: chain link1, geartown, chain link 2, warning, resolving backward, warning will negate geartown and destroying it, and geartown won't resolve since it is negated, so last thing to happen is geartown's destruction.
Number 3 doesn't need explanation, is only like that, while number 4 implies missing of timing, like number 1, gaining 1000 lps and destroying happen at the same time, so it'll work, but if you decide to search, last thing to happen will be searching, since it happens after that, and geartown will miss the timing.
Number 5 is easy, when you activate a field spell, you first destroy your field, then activate the new one, so you'll miss the timing, if you set it, you first destroy it, then set the new one, but since the new one hasn't nothing to resolve being face-down, you'll be able to use geartown's effect, when your opponent activates a field, he'll first activate his own field, then destroy yours, so geartown's destruction'll be the last thing happening.

Let's see the card, objectively, closely:
-Field Spell card, indipendent from the other spell/trap cards, as it'll have his own zone where to be played, and you'll never risk it being clogged, since you can destroy the previous spell card. Being a field, it's easiest to be destroyed, and you'll be able to use succesfully its effect easily. If your opponent doesn't know well this card's rulings, he will either solemn geartown triggering its effect, or WON'T chain typhoon to this card's activation, because he'll think that that would trigger its effect.
-First effect that most players forgot, is sometimes needed, you could even normal summon that gadjiltron with only a tribute, if you dont have anything to destroy geartown in that very moment.

This card is a great one, just destroy it and summon a 3000 attacker that won't permit your opponent activating mirror force/dimensional prison while attacking.
I have a project with this card, I won't talk about it because I want it to be a surprise, so the post may be shorter than expected.

I talked about this card in the scrap post, it had a lot of synergy in it, going into dragon, getting another big attacker.
This card is used in one of my favourite actual decks too, GearMaleficAntimeta, a deck that uses necrovalley to control and to summon gadjiltron with geartown, while keeping controlling the field with malefic if you don't draw into geartown. Having 5/6 field spell, will let you use 2/3 terraforming and never run out of targets, except expecially unlucked hands. Being stardust level 8, and gadjiltron too, you could sometimes go into some random and emergency rank 8 monsters. I think I'll post one day this deck, even if the actual build isn't even mine, since I'm not playing it in these days, I haven't changed nothing from the original one, took from a pojo user I'll be sure to ask his permission and credit him, but right now I don't remember his nick, LOL.

Another popular and good way to use it is by using Black Salvo, mainly to summon BRD to wipe out the field, destroying geartown and summoning gadjiltron while having a clear field, OR going into ancient fairy dragon if your opponent hasn't nothing dangerous or you have a good field you don't want to ruin, you'll get 1000 lps and a new beatstick, while summoning a 2100/3000 monster.

However this card's effect is not limited to gadjiltron, you could even use in a less competitive build, magical hats to summon two ancient gear of the same level and going into XYZ, mainly Gadjltron Chimera as level 6, going into the beloved and loop-generator ptolemys or the hated bounzer.

Well, sorry for the little post, but I'm going to post another thing that involves this, like I said before, so I didn't want to waste some resources for the other post in this one, if I did that it would have be boring reading the same things twice.