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Soundwave 2

Distinct Genius

PostPosted: Tue Apr 06, 2010 4:37 am


armycat jockamoe
Terror of the Dead
Pheso
Anata wa watashi ga zutto mae ni "sayounara" to yutta hito wo omoidasaseru.

The only real viable method of playing Machina is Fortress spam.

Something liiiike...

Tribute Monsters:
3 Machina Fortress
2 Cyber Dragon

Non-Tribute Monsters:
3 Machina Gearframe
3 Machina Peacekeeper
3 Scrap Recycler
2 Red Gadget
2 Green Gadget
2 Yellow Gadget

Spells:
3 Smashing Ground
2 Machina Armored Unit
2 Shrink
1 Pot of Avarice
1 Brain Control
1 Limiter Removal / Solidarity
1 Heavy Storm
1 Mystical Space Typhoon

Traps:
3 Dimensional Prison
2 Bottomless Trap Hole
1 Ultimate Offering
1 Solemn Judgment
1 Torrential Tribute

Extra Deck:
3 Chimeratech Fortress dragon
You remind me of someone I said goodbye to a long time ago.

I like your build, do you think I could Keep the Machina Soldier's in? With them, I can special Fortress from the had with no discard.


You know you can pitch fortress for itself. That usually works better than running soldiers.
I did know that, but I was thinking of other options for an opening move.
PostPosted: Tue Apr 06, 2010 6:49 am


Terror of the Dead
Do you have any suggestions just in case I decide to try mixing with Ancient Gears?
Please? Also, do you guys have any suggestions for subbing for Solemn?

Soundwave 2

Distinct Genius


Soundwave 2

Distinct Genius

PostPosted: Wed Apr 07, 2010 8:14 pm


God help me... bump.
PostPosted: Wed Apr 07, 2010 9:09 pm


Terror of the Dead
Alright, a couple of my friends bought the Machina Mayhem structure, took what they wanted, and gave me the leftovers. I made a deck out of what I had and would like some help/advice on additions/subtractions.

Monsters:
x2 Green Gadget
x2 Red Gadget
x2 Yellow Gadget
x2 Machina Defender
x2 Machina Sniper
x2 Machina Soldier
x2 Machina Gearframe
x2 Machina Peacekeeper
x2 Machina Fortress
x2 Scrap Recycler
x1 Cyber Dragon
x1 Cyber Valley
x1 Shredder

Spells:
x1 Solidarity
x1 MST
x1 Heavy Storm
x1 My Body as A Shield
x1 Prohibition
x1 Limiter Removal
x1 Brain Control
x1 Lightning Vortex

Traps:
x1 Dimensional Prison
x1 Bottomless Trap Hole
x2 Sakuretsu Armor
x2 Raigeki Break
x2 Dark Bribe

Again, any help would be wonderful.


Hmm... I've been toying around with the concept of a Machina deck for a while now. Here are some suggestions:

MONSTERS

Removals:

-2 Red Gadget (I personally do not see how Gadgets work in this archetype. But that's just me.)
-2 Green Gadget (...)
-2 Yellow Gadget (...)
-2 Machina Defender (You're not running Commander Covington nor Machina Force. There's no need for this card in your deck.)
-1 Shredder (Totally not worth it. There are better cards.)

Additions:

+1 Machina Soldier (It's sorta-kinda a Marauding Captain clone. Do it.)
+1 Machina Gearframe (You should not be running less than 3 in the deck unless the banlist says otherwise. It's a VERY good card.)
+1 Machina Peacekeeper (This card is incredibly useful for grabbing machine unions from the deck. Use it.)
+1 Machina Fortress (Read 'Machina Gearframe'. This card is too good to be run at 2)
+1 Cyber Dragon (It's up to 2 per deck now. Take advantage of that!)
+2 Cyber Valley (Don't underestimate its awesome.)
SITUATIONAL: If you want to keep your ratios, add this in and disregard other situationals:
+2 Oilman ( http://yugioh.wikia.com/wiki/Oilman )

SPELLS

Removals:

-1 Prohibition (Save it for the Side Deck.)
-1 My Body As A Shield (There are workarounds for this card.)

Additions:

+1 Overload Fusion (A fantastic end-game card. You shouldn't not be using this in a Machine deck.)
+1 Pot of Avarice (With the rate that you could be burning through monsters, this card definitely doesn't hurt. At all.)
SITUATIONAL: If you don't mind changing your ratios, add this in and disregard other situationals:
+2 Machina Armored Unit

TRAPS

Removals:

-1 Dimensional Prison (There are a ton of cards that react, or unaffected by, cards that target other cards. Unlike Sakuretsu Armor that does not target, this card does. Very dangerous.)

-2 Sakuretsu Armor (This card is, for lack of a better term, obsolete. There are better cards out now.)

-2 Raigeki Break (I do not like this card because it forces you to discard a card to use it. Don't like it one bit.)

Additions:

+1 Bottomless Trap Hole (With staple cards like this, always a good idea to run the maximum number. In this case, 2.)

+1 Dark Bribe (Negating a powerful spell/trap with a minor cost at best. Never hurts to throw another one in.)

+1 Mirror Force (Never hurts to throw this one in.)

+2 Roll Out! ( As you are currently running 4 Union Monsters and, if you followed any of my instructions, would then run 6-8 Union Monsters, this is actually a great card that can be used in a number of ways. Can be used as a free reborn on your turn for Gearframe, can be used as an offensive buff with Oilman, and can be used for defensive measures with Peacekeeper.)

FUSION DECK

+1 Chimeratech Overdragon (Seriously. This card will be your best friend in the entire world when all you got is a ton of machines in the graveyard and are holding on by a thread.)

DISCLAIMER: These are only suggestions. I am not telling you to "make these changes or you're a sucky duelist." I only wish to help and maybe plant an idea or two in your head. Nothing more.

Legendary Pirate Plasma

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Soundwave 2

Distinct Genius

PostPosted: Sat Apr 10, 2010 11:27 pm


Hakuro de Killer
Terror of the Dead
Alright, a couple of my friends bought the Machina Mayhem structure, took what they wanted, and gave me the leftovers. I made a deck out of what I had and would like some help/advice on additions/subtractions.

Monsters:
x2 Green Gadget
x2 Red Gadget
x2 Yellow Gadget
x2 Machina Defender
x2 Machina Sniper
x2 Machina Soldier
x2 Machina Gearframe
x2 Machina Peacekeeper
x2 Machina Fortress
x2 Scrap Recycler
x1 Cyber Dragon
x1 Cyber Valley
x1 Shredder

Spells:
x1 Solidarity
x1 MST
x1 Heavy Storm
x1 My Body as A Shield
x1 Prohibition
x1 Limiter Removal
x1 Brain Control
x1 Lightning Vortex

Traps:
x1 Dimensional Prison
x1 Bottomless Trap Hole
x2 Sakuretsu Armor
x2 Raigeki Break
x2 Dark Bribe

Again, any help would be wonderful.


Hmm... I've been toying around with the concept of a Machina deck for a while now. Here are some suggestions:

MONSTERS

Removals:

-2 Red Gadget (I personally do not see how Gadgets work in this archetype. But that's just me.)
-2 Green Gadget (...)
-2 Yellow Gadget (...)
-2 Machina Defender (You're not running Commander Covington nor Machina Force. There's no need for this card in your deck.)
-1 Shredder (Totally not worth it. There are better cards.)

Additions:

+1 Machina Soldier (It's sorta-kinda a Marauding Captain clone. Do it.)
+1 Machina Gearframe (You should not be running less than 3 in the deck unless the banlist says otherwise. It's a VERY good card.)
+1 Machina Peacekeeper (This card is incredibly useful for grabbing machine unions from the deck. Use it.)
+1 Machina Fortress (Read 'Machina Gearframe'. This card is too good to be run at 2)
+1 Cyber Dragon (It's up to 2 per deck now. Take advantage of that!)
+2 Cyber Valley (Don't underestimate its awesome.)
SITUATIONAL: If you want to keep your ratios, add this in and disregard other situationals:
+2 Oilman ( http://yugioh.wikia.com/wiki/Oilman )

SPELLS

Removals:

-1 Prohibition (Save it for the Side Deck.)
-1 My Body As A Shield (There are workarounds for this card.)

Additions:

+1 Overload Fusion (A fantastic end-game card. You shouldn't not be using this in a Machine deck.)
+1 Pot of Avarice (With the rate that you could be burning through monsters, this card definitely doesn't hurt. At all.)
SITUATIONAL: If you don't mind changing your ratios, add this in and disregard other situationals:
+2 Machina Armored Unit

TRAPS

Removals:

-1 Dimensional Prison (There are a ton of cards that react, or unaffected by, cards that target other cards. Unlike Sakuretsu Armor that does not target, this card does. Very dangerous.)

-2 Sakuretsu Armor (This card is, for lack of a better term, obsolete. There are better cards out now.)

-2 Raigeki Break (I do not like this card because it forces you to discard a card to use it. Don't like it one bit.)

Additions:

+1 Bottomless Trap Hole (With staple cards like this, always a good idea to run the maximum number. In this case, 2.)

+1 Dark Bribe (Negating a powerful spell/trap with a minor cost at best. Never hurts to throw another one in.)

+1 Mirror Force (Never hurts to throw this one in.)

+2 Roll Out! ( As you are currently running 4 Union Monsters and, if you followed any of my instructions, would then run 6-8 Union Monsters, this is actually a great card that can be used in a number of ways. Can be used as a free reborn on your turn for Gearframe, can be used as an offensive buff with Oilman, and can be used for defensive measures with Peacekeeper.)

FUSION DECK

+1 Chimeratech Overdragon (Seriously. This card will be your best friend in the entire world when all you got is a ton of machines in the graveyard and are holding on by a thread.)

DISCLAIMER: These are only suggestions. I am not telling you to "make these changes or you're a sucky duelist." I only wish to help and maybe plant an idea or two in your head. Nothing more.

The Gadgets are used for hand advantage, and with Solidarity become low level beat sticks, just FYI.
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