I'm working on, like, three decks in addition to my old Machina Gadgets deck, so I figured I'd post 'em up for no reason.
My Machina Gadgets deck went 3-4 in today's tourney, and brought me TWO places away from a Nationals invite at my FIRST Regionals, which is... Kind of a big deal. So I'm proud of it.
Worth noting, I guess: I also have a lame Wetlands deck in the works, which is pretty much just a speedy beat-down down.
Machina Gadgets
--My first competitive deck. Very fast, very easy to use, and versatile. Machina Fortress is the deck's big boss monster- literally being the biggest, as well as the deck's main card. I've tweaked this deck almost literally to perfection. The only thing that could really make it better is a little more back row removal (spells and traps) and some staples like Solemn Warning ($40+ dollar card. Fuck that), or Mirror Force ($40+ dollar card, but coming out in the Marik precon deck soon!). Aside from that, all I really ever change here is the side deck so it can deal with new threats in each format. With good playing, this deck can run over anything.
Spaceships
--This deck's fun and interesting to play. It has a lot of annoying staying-power, and has a couple nasty card combos which can easily OTK (one-turn kill) an unprepared (or locked-down) player. Lord British + Honest completely mows through the enemy's field, and then swings one more time for huge damage. The real trick is keeping your otherwise small and meek spaceships alive before you can get off the combo. In addition to that, you may want to wait till you can get a Cold Wave or a Giant Trunade to lock up their backrow. This is easily one of my most entertaining decks to play, but it's not particularly competitive yet. It has no Extra or Side Deck, and still needs tweaking.
Amazoness
--Amazoness is fairly old, but also fairly interesting. They have a lot of innately strong monsters, good ability to swarm, and some REALLY ridiculous combos that can deal a bunch of damage quick, or even OTK. An Ojama Trio with an Amazoness Archers, Battle Mania, or All-Out Attacks (I run one of each for the benefits of each specific card) can force all the opponent's monsters- including the ZERO attack tokens- to ram into your generally much larger Amazoness monsters. On top of all this, they generally have an easy time removing large threats, or making the enemy hesitant to attack. I've tweaked this deck a lot with the help of proxies, and it's gotten a lot better, but it still has a ways to go. Just like the spaceships, this has no Extra or Side Deck.
Watt Stun
--Watts will be amazing given a little time and patience. They're not that great initially, but you've gotta show them some love... And they'll reward you. Watts can eventually completely shut down the opponent by keeping them from doing ANYTHING, as well as inevitably forcing them to draw the same card over and over again (Wattchimera + Robbin' Goblin). Wattgiraffe is the deck's boss monster though. Not only can Wattgiraffe swing directly, but it's a 1200 attacker and keeps them from special summoning, or activating any effects for the rest of the turn. Each Watt has a unique, and powerful ability which can be exploited when played properly. I don't actually have this deck together yet (Coming Soon!), so it hasn't been tweaked at all, but I have a lot of ideas to fix potential problems and make it more versatile and capable of dealing with competitive threats. Wish me luck!
My Machina Gadgets deck went 3-4 in today's tourney, and brought me TWO places away from a Nationals invite at my FIRST Regionals, which is... Kind of a big deal. So I'm proud of it.
Worth noting, I guess: I also have a lame Wetlands deck in the works, which is pretty much just a speedy beat-down down.
Machina Gadgets
--My first competitive deck. Very fast, very easy to use, and versatile. Machina Fortress is the deck's big boss monster- literally being the biggest, as well as the deck's main card. I've tweaked this deck almost literally to perfection. The only thing that could really make it better is a little more back row removal (spells and traps) and some staples like Solemn Warning ($40+ dollar card. Fuck that), or Mirror Force ($40+ dollar card, but coming out in the Marik precon deck soon!). Aside from that, all I really ever change here is the side deck so it can deal with new threats in each format. With good playing, this deck can run over anything.
- Spoiler:
Main Deck:
3 Machina Gearframe
3 Machina Fortress
2 Red Gadget
2 Yellow Gadget
2 Green Gadget
2 Cyber Dragon
2 Jinzo
2 Jinzo - Returner
1 Machina Force
3 Smashing Ground
2 Mystical Space Typhoon
2 Solidarity
2 Enemy Controller
1 Fissure
1 Giant Trunade
1 Limiter Removal
1 Future Fusion
2 Compulsory Evacuation Device
2 Bottomless Trap Hole
1 Royal Oppression
1 Torrential Tribute
1 Trap Dustshoot
1 Call of the Haunted
Extra Deck:
2 Chimeratech Fortress Dragon
1 Chimeratech Overdragon
Side Deck:
2 Consecrated Light
2 Thunder King Rai-Oh
2 System Down
2 Burden of the Mighty
There were seven more cards here, but since the format changed, I need to change my side deck some.
Spaceships
--This deck's fun and interesting to play. It has a lot of annoying staying-power, and has a couple nasty card combos which can easily OTK (one-turn kill) an unprepared (or locked-down) player. Lord British + Honest completely mows through the enemy's field, and then swings one more time for huge damage. The real trick is keeping your otherwise small and meek spaceships alive before you can get off the combo. In addition to that, you may want to wait till you can get a Cold Wave or a Giant Trunade to lock up their backrow. This is easily one of my most entertaining decks to play, but it's not particularly competitive yet. It has no Extra or Side Deck, and still needs tweaking.
- Spoiler:
3 Blue Thunder T-45
3 Jade Knight
2 Lord British Space Fighter
2 Cyber Dragon
2 Shining Angel
2 Honest
1 Victory Viper XX-03
1 Gorz The Emissary of Darkness
1 Sangan
1 Neo-Spacian Grand Mole
3 Book of Moon
2 Creature Swap
2 Mystical Space Typhoon
1 Limiter Removal
1 Cold Wave
1 Giant Trunade
2 Bottomless Trap Hole
2 Dark Bribe
2 Threatening Roar
2 Compulsory Evacuation Device
1 Royal Oppression
1 Trap Dustshoot
1 Call of the Haunted
1 Torrential Tribute
Amazoness
--Amazoness is fairly old, but also fairly interesting. They have a lot of innately strong monsters, good ability to swarm, and some REALLY ridiculous combos that can deal a bunch of damage quick, or even OTK. An Ojama Trio with an Amazoness Archers, Battle Mania, or All-Out Attacks (I run one of each for the benefits of each specific card) can force all the opponent's monsters- including the ZERO attack tokens- to ram into your generally much larger Amazoness monsters. On top of all this, they generally have an easy time removing large threats, or making the enemy hesitant to attack. I've tweaked this deck a lot with the help of proxies, and it's gotten a lot better, but it still has a ways to go. Just like the spaceships, this has no Extra or Side Deck.
- Spoiler:
3 Amazoness Swords Woman
2 Amazoness Paladin
2 Amazoness Trainee
2 Amazoness Sage
2 Amazoness Scouts
2 Giant Rat
2 Marauding Captain
1 Amazoness Tiger
1 Amazoness Queen
1 Koa'ki Meiru Bergzak
2 Amazoness Village
2 Amazoness Heirloom
2 Shrink
1 Giant Trunade
1 Mystical Space Typhoon
1 Monster Reborn
1 Dark Hole
1 Reinforcement of the Army
1 Terraforming
2 Bottomless Trap Hole
2 Ojama Trio
1 Amazoness Archers
1 Battle Mania
1 All-Out Attacks
1 Amazoness Shamanism
1 Desperate Tag
1 Dust Tornado
Watt Stun
--Watts will be amazing given a little time and patience. They're not that great initially, but you've gotta show them some love... And they'll reward you. Watts can eventually completely shut down the opponent by keeping them from doing ANYTHING, as well as inevitably forcing them to draw the same card over and over again (Wattchimera + Robbin' Goblin). Wattgiraffe is the deck's boss monster though. Not only can Wattgiraffe swing directly, but it's a 1200 attacker and keeps them from special summoning, or activating any effects for the rest of the turn. Each Watt has a unique, and powerful ability which can be exploited when played properly. I don't actually have this deck together yet (Coming Soon!), so it hasn't been tweaked at all, but I have a lot of ideas to fix potential problems and make it more versatile and capable of dealing with competitive threats. Wish me luck!
- Spoiler:
Main Deck:
3 Wattgiraffe
3 Wattpheasant
3 Wattfox
2 Wattlemur
2 Wattwoodpecker
2 Shining Angel
2 Honest
2 Thunder King Rai-Oh
3 Wattcube
3 Book of Moon
3 Messenger of Peace
1 Monster Reborn
1 Giant Trunade
1 Cold Wave
1 Wattcine
1 Recycling Batteries
3 D. Prison
2 Bottomless Trap Hole
1 Robbin' Goblin
1 Royal Oppression
Extra Deck:
3 Wattchimera