Here’s a quick deck profile for a deck I’ve been using as of late. It’s not exactly a “fun deck” as much as it is a competitive deck. I built it based of some decks I saw in the OCG running pure Machina deck builds with the idea of being really good against Mermail Atlanteans.
3 – Machina Fortress
3 – Machina Gearframe
3 – Machina Peacekeeper
2 – Machina Force
2 – Machina Cannon
2 – Card Trooper
3 – Maxx “C”
1 – Effect Veiler
1 – Gorz the Emissary of Darkness
2 – Tragoedia
1 – Cyber Dragon
2 – Pot of Duality
2 – Mystical Space Typhoon
1 – Limiter Removal
1 – Forbidden Lance
1 – Monster Reborn
1 – Dark Hole
1 – Pot of Avarice
3 – Call of the Haunted
2 – Compulsory Evacuation Device
2 – Torrential Tribute
1 – Roll Out!
1 – Chimeratech Fortress Dragon
1 – Superdreadnought Rail Cannon Gustav Max
1 – Hieratic Sun Dragon Overlord of Heliopolis
1 – Gaia Dragon, the Thunder Charger
2 – Number 11: Big Eye
1 – Adreus, Keeper of Armageddon
1 – Fairy King Albverdich
1 – Gear Gigant X
1 – Maestroke the Symphony Djinn
1 – Gachi Gachi Gantetsu
1 – Ally of Justice Catastor
1 – Stardust Dragon
1 – Scrap Dragon
1 – Colossal Fighter
Okay, so what’s going on here? It’s a pure Machina deck as opposed to the standard Machine decks where they are supported by the Machina archetype. The aim of this deck is to abuse Machina Fortress to its fullest extent; use him to put a significant presence on the board as well as to easily solve problems with his destruction effect. Also, since this deck can so easily summon Fortress you’ll be looking for lots of opportunities to get away with some pretty dirty OTKs.
Things to notice, first is Machina Peacekeeper. Most people might not even know what this card does in the first place. It’s a level 2 Union monster that can be equipped to any Machine type monster. If that Monster would be destroyed you can destroy Peacekeeper instead. If Peacekeeper is destroyed while on the field and sent to the graveyard you can add a Union monster from your deck to your hand. (the only 2 in the deck are Peacekeeper itself and Machina Gearframe, the ladder being the most desirable search target) You pretty much want to abuse this card’s search effect in order to spam Gearframes in order to make a ton of advantage.
Second thing to notice, there’s A LOT of cards in this deck that can revive Fortress. Initially we have some standard stuff, Monster Reborn and the triple Call of the Haunted. Then we have the double Machina Force and Cannon, making pretty much what we could call 8 Monster Reborns to be used on Machina Fortress. This makes swarming Fortress incredibly easy, especially considering you can search the Machina Force and Cannon with Gearframe. The reason you run 2 of each Force and Cannon is for 1st cards like Mind Crush and Deck Devastation Virus, 2nd for more versatile Tragoedia monster stealing. The Call of the Haunted’s also serve as a very strong advantage engine. They can be used as a toolbox either for searching with Peacekeeper when they may be destroyed or drawing with Trooper or the obvious reviving Fortress for offensive pushes.
At the end of the decklist is the 1 lone copy of Roll Out!. It’s a great card, but it’s very combo oriented, meaning it can cause dead draws, and that’s why it’s at 1 in the deck. Many people might feel comfortable running up to 3 copies of it in the deck, but I’ve opted for 3 Call of the Haunted as a opposed to more copies of Roll Out!. For those who don’t know what Roll Out! does, it’s a trap card that equips a Union monster from your graveyard to a monster you control that’s an appropriate target. (ex. you can’t use it to equip Peacekeeper to Gorz since Gorz isn’t a machine) The purpose of this card is usually offensive. You want to set this card preemptively and then special summon a Fortress when you think the opponent has a card like Bottomless Trap Hole, Torrential Tribute or Mirror Force. That way, you can chain Roll Out! to 1 of the 3 mentioned trap cards and Fortress wont be destroyed due to Peacekeeper being equipped and Peacekeeper will be destroyed instead allowing it to search your deck for a Gearframe. Once you summon that Gearframe and get his effect you’ll have netted an effective plus 2. (the opponent lost a card and you gained a card)
This is also good against Atlantean Mermails especially since they don’t have a whole lot of options when it comes to removing Fortress from the field. When they can kill it though it requires 1 of 2 things: a monster effect that destroys it or a stronger monster. Under both conditions it will activate one of Fortress’ effects. If they say target is with Heavy Infantry to destroy it, you can prevent his destruction with Roll Out! and then proceed to pluck a card from your opponent’s hand since he was target by a monster’s effect. If they want to simply attack over him, you can allow it and destroy there cards, or protect him with Roll Out! and likely use your new cards to pressure the field they presented to overcome Fortress.
Once again, triple Maxx “C” is to make sure Mermail Atlantean decks have to suffer a whole lot of grief in order to beat you. Use it on Diva, End Phase Sphere or even Abyssmegalo if you want to put the pressure on and get those Tragoedias lined up in your hand to stop their OTK attempts. It also gives a nice edge game 1 against Wind-Ups and at bare minimum is a 1 for 1 to thin your deck against other decks. Just about every deck is running Tour Guide so there’s a good chance you can get some advantage there especially when you run 3 Maxx “C”. If I had any Cardcar D I would drop 1 of the Maxx “C”s and a Peacekeeper for 2 of them, since they have excellent synergy with the deck. But alas that card isn’t worth its price tag to me.
To go along with the Maxx “C”s we’ve got the hand trap suite. Double Trag and Gorz to defend yourself, Tragoedia being a particular behemoth with the multitude of different levels you run in this deck as well as the amount of hand advantage the deck maintains. The lone Effect Veiler is quite nice, for it’s obvious purposes as well as its ability to make Synchro plays. Many people like to discount this ability of Veiler, but it’s very helpful in this deck. When you’re easily swarming level 7 monsters without normal summoning you get pretty easy access to level 8 Synchros, each with a specific purpose. Stardust because it’s really good in this deck and really good against Mermail Atlanteans, and I wanted this deck to hate on them really hard. Scrap Dragon for his all purpose removal and Colossal Fighter, who’s pretty much only for Darkworlds, which this deck sucks balls against.
The deck is fairly weak against Thunder King Rai-Oh so I tried to add in a couple things to help deal with that. Cyber Dragon is probably the best answer, I previously ran 2, but the opponent might be running Chimeratech which makes that dangerous. Tragoedia and Card Trooper are probably the next best answers both of which are backed up by the triple Call of the Haunted to revive them in case things go sour. Lastly, we’ve got Dark Hole and Torrential, don’t be afraid to use it on your own floaters, which you’ve got a lot of.
Most of the extra deck is pretty basic stuff and is rarely used. Most of the weird ones in there require Tragoedia taking a monster. (ex. Adreus, Heliopolis and Gustav Max, Heliopolis happens quite often) The most important monster though is Big Eye, since the deck spams 7’s with Fortress it’s really easy to get him out. It’s one of the deck’s best answers to Gorz and makes OTKing even easier.
As for any changes I’ve thought of making, I really wanted to try running Thunder King Rai-oh’s in the main deck since it’s really good right now. T-King is also very strong with Call of the Haunted and also would help even out the deck’s more inconsistent hands. I also thought about maining a couple copies of Ryko, but I’d likely opt to run them in the side deck for cards like Macro Cosmos and Dimensional Fissure and general removal options. As far as the side deck goes, siding into Ryko’s, the extra MST and cards like Dust Tornado are musts. Gemini Imps is a good idea for both Darkworlds and Atlanteans. (for Moulin Glacia, who’s a real jerk of a card) Double Prohibition are a nice addition for this deck since you’re usually only worried about select cards. Bottomless and D-Prison work nicely as well for specific match-ups. 2 Veilers is also smart since this deck kind of hates Inzektors and Chaos Monsters.
As always, any questions and such, feel free to ask them! I’ll be back again next week.