I tested this deck during our Geargia Podcast and discovered an arsenal of core monsters that reproduce themselves like a factory. As you’ll see, my deck is pretty basic, but by no means boring.
2 Geargiano MK2
3 Cardcar D
1 Thunder King Rai-Oh
2 Effect Veiler
1 Genex Ally Birdman
Pot of Duality
Mystical Space Typhoon
2 Mirror Force
2 Breakthrough Skill
2 Vanity’s Emptiness
2 Safe Zone
1 Fiendish Chain
1 Call of the Haunted
3 Geargigant X
1 Blackship of Corn
1 Exciton Knight
1 Silent Honors Ark
1 Gagaga Cowboy
1 Crazy Box
1 Diamond Dire Wolf
2 Gem-Knight Pearl
1 Daigusto Emeral
1 Leviathan Dragon
1 Black Rose Dragon
Anyone who’s listened to the last…50 or so podcasts probably knows that this card pisses me off. With 1900 defense, it’s a solid wall that’s hard to answer with the main-deck.
1900 defense would be forgivable, as stalling encourages resource generation for both players and makes for a more interesting game. The issue I have with Armor is that it can repeatedly gain its flip effect because the thing can put itself back face-down.
In this Walmart-build (read generic), stalling with a decent backrow set and Armor, plus Xyzing into Gear Gigant/Silent Honors is almost all you need to do to win.
As far as mind-games go, Armor creates a ton of pressure. Against someone familiar with the deck, it means very little, but against someone who’s not familiar, or gets frustrated by even seeing the deck, flipping an Armor forces people into a vulnerable mindset.
The funny thing about Armor, is that if it flips once, the chances of it flipping again are really, really high, so it’s like a guaranteed plus 2.
While Geargia Armor is good, without Accelerator, you’re not going to get the fast Rank 4 plays that this deck is capable of. After Armor gave me the search, Accelerator was always what I grabbed, unless I was looking to bait out opponent’s traps with Arsenal.
Since Geargias are a self contained toolbox, you can always get Accelerator early and draw/Armor into anything you need later (from anywhere).
I’m only running one by accident, I thought I was running 2 or 3. The deck was consistent enough to where Gear was just overkill, and I drew it enough because of this archetype’s deck thinning power.
Geargia Gear is an incredibly threatening card if played right, any card that can be used as offense and defense is that way. It’s a free combo extender, free Rank 4, and just more deck thinning.
After the first Armor is set, Arsenal becomes Xyz fodder and trap bait. He becomes a somewhat beatstick, which is all that matters. Since he can tribute himself to summon any Geargia monster from the deck, it’s easy for him to fulfill his purpose.
Geargiano MK1 and MK2
Both are Level 3s and both summon Geargia monsters from the graveyard, while MK2 can also summon one from the hand.
MK1 must tribute itself to activate its effect, but it can summon any Level 4 Machine. This gives it access to Karakuri and Gadget monsters for OTKs and other machine plays.
Both, of course, can be summoned with Geargiagear to WRECK FACE.
I wanted to test Cardcar because I saw that Geargia has such quick access to all of their monster material that I felt a Cardcar might help guarantee that I’d draw into my backrow.
It was a nice addition to start since it was reliable and searchable, but as I gained experience with the deck, the added cards weren’t instrumental in me winning. So over all, Cardcar is unneeded, but nice to have if you’re learning to play the deck.
Thunder King Rai-Oh – It complements and is protected by the backrow.
Breakthrough Skill – Successful as a chainable, double use card. A little more effective than Fiendish Chain.
Vanity’s Emptiness – Turned off with Cardcar D, and pairs well with the 1900 DEF Geargiarmor.
Safe Zone – Didn’t come in handy at all. I would replace these with a Geargiagear.
I had fun with such a simple, straightforward deck. It is one of the easiest to learn archetypes I’ve ever played. Till next time!
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