Heart of metal - Part three by Tobias X

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Silver

Fusion monsters are usually kept far away from by CC players because they typically take 3 or more resources (the 2 monsters and [Polymerization]) to bring out only to be destroyed by a single card ([Sakuretsu Armor] / [Smashing Ground] / [Bottomless Trap Hole] / ...) even if they can be brought back at the cost of using another card ([Premature Burial], [Call of the Haunted], etc). However, there are 2 sets and 1 single monster which I think need to be mentioned here.

The Cyber Fusions

There are only 2 of these, but they number among the most powerful fusion monsters in the entire game. They both revolve around using multiple copies of [Cyber Dragon] as fusion-materials, and they are:

Cyber End Dragon

Fusion Monster (Machine / LIGHT / 10 Stars / ATK 4000 / DEF 2800)

Limiter ATK: 8000! O_O

"Cyber Dragon" + "Cyber Dragon" + "Cyber Dragon"

A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points.

Cyber Twin Dragon

Fusion Monster (Machine / LIGHT / 8 Stars / ATK 2800 / DEF 2100)

Limiter ATK: 5600! O_O

"Cyber Dragon" + "Cyber Dragon"

A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. This card can attack twice during the same Battle Phase.

Both of these monsters have an interesting like of text: "A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters." This restricts you to only using [Cyber Dragon], and having to use 3 copies of the same monster for [Cyber End Dragon] could be almost impossible. To help us out, we got this:

Proto-Cyber Dragon

Effect Monster (Machine / LIGHT / 3 Stars / ATK 1100 / DEF 600)

Limiter ATK: 2200!

This card's name is treated as "Cyber Dragon" while it is face-up on the field.

A unique effect similar to the "Harpy Lady" monsters, this monster becomes [Cyber Dragon] in name only while it's face-up on the field. This allows you to summon it, then use it together with any copies of [Cyber Dragon] in your hand to bring forth either of the above fusions. While this is still costly, a deck based around it is far more successful than you would at first expect.

Gatling Dragon

Fusion Monster (Machine / DARK / 8 Stars / ATK 2600 / DEF 1200)

Limiter ATK: 5200! O_O

"Barrel Dragon" + "Blowback Dragon"

Toss a coin 3 times. Destroy a number of monsters on the field equal to the number of Heads. This effect can only be used once per turn, during your Main Phase.

For every "Heads" you get from flipping a coin 3 times. While it's true you may miss completely it's very likely at least 1 flip will be "Heads" and allow you to wipe out a card of your choice. The problem comes when your opponent has 2 or less cards on their field and you get 2 or more "Heads"; the effect is mandatory, meaning you must destroy that many cards if there are that many cards on the field (so you may be forced to destroy [Gatling Dragon]). For this deck I'm sticking with [Blowback Dragon], but it's worth mentioning this monster anyway.

The V-Z Fusion

This is just a footnote; I'll discuss them in more depth at the end of the article.

In addition to [Limiter Removal], which I've covered already, there are 3 interesting spells that are unique to Machines in their uses.

Machine Duplication

Normal Spell

Select 1 Machine-Type monster with an ATK of 500 or less on your side of the field and activate this card. You can Special Summon up to 2 cards with the same name from your Deck.

You're probably asking yourself "why would I want a machine with 500 ATK on my field"? Well, the combo this was used for other than [Heavy Mech Support Platform]s rampaging was to reduce the ATK of a [Proto Cyber Dragon] and use this to special summon 2 [Cyber Dragon]s from your deck to the field. Charging in with the team or fusing them into [Cyber End Dragon] or [Cyber Twin Dragon] remained your choice. We won't be using any copies of this card as it really needs a deck based around it, but still an idea.

Magnet Circle LV2

Normal Spell

Special Summon 1 Level 2 or lower Machine-Type monster from your hand.

The annoying part? [Heavy Mech Support Platform] is a 3* -.-'

There are a few 2* or lower machines, but again I'd stay away from this outside a deck based around using it.

Power Bond

Normal Spell

Send, from your hand or your side of the field to the Graveyard, Fusion Material Monsters that are listed on a Machine-Type Fusion Monster Card, and Special Summon that Fusion Monster from your Fusion Deck. (This Special Summon is treated as a Fusion Summon). Increase the ATK of this Special Summoned Fusion Monster by an amount equal to its original ATK. During the End Phase of this turn, the player who activated this card takes damage equal to the original ATK of the Special Summoned monster.

I fell in love with this card the first time I saw Marafuji Ryo (4Kids don't dub anime, they just insult it) use it to bring out [Cyber End Dragon]. While my [Cyber Dragon] deck is currently "in the shop" at the moment, I still have 3 ultra rare copies and I'm looking forward to using them again some time. Again, this doesn't fit into any deck except one based around using it.

As a short explanation of it's effect: [Polymerization], bring out a fusion monster (must be Machine), double the Original ATK, and you take direct damage equal to the ATK value printed on the fusion at the end of the turn. Then again, if you play it right, there won't be an "end of the turn"

As per usual in beatdown-control decks we'll be playing a rather generic line-up for the spells with a few minor alterations to fit the theme:

Main Deck: 12

+ 1x Graceful Charity

+ 1x Pot of Avarice

+ 2x Smashing Ground

+ 2x Nobleman of Crossout

+ 1x Premature Burial

+ 1x Snatch Steal

+ 1x Book of Moon

+ 2x Enemy Controller

+ 1x Limiter Removal

Side Deck: 3

+ 3x Power Bond

[Enemy Controller] and [Book of Moon] are particularly important in this deck in addition to the trap line-up as you must do everything you can to keep your monsters safe (possibly even more than your life points) and they help you deal with attacks from your opponent's monsters. As an added bonus, [Enemy Controller] can be used to tribute your own monsters and steal opposing [Cyber Dragon]s to use for bringing out the fusions.

Bronze

There is only 1 trap in the whole of Yu-Gi-Oh! that includes the word "Machine" in it's text. It's good, but a shame

Rare Metalmorph

Continuous Trap

Increase the ATK of 1 Machine-Type monster on the field by 500 points. Only once, negate the effect of a Spell Card that designates the monster. When the selected monster is removed from the field, destroy this card.

First of all, most people who regularly attend tournaments will tell you that spell and traps cards that remain on the field are bad because they mean they can be destroyed and their effect disappears, as well as taking up valuable space in you spell/trap zones. While that's true, we'll be using 2 copies of [Rare Metalmorph] due to it's protection against [Snatch Steal], [Book of Moon] and [Enemy Controller]. In addition to 500 ATK boost, negating the effect of a spell that targets the same monster as this card can be very useful. Just so everyone knows the ruling:

• If you chain "Rare Metalmorph" to an effect like "Snatch Steal" that targets a monster, "Snatch Steal" is equipped but its effect is negated while "Rare Metalmorph" is active.

Again, due to the nature of beatdown-control decks (and the fact that specific support is limited) the trap line-up is going to be mostly generic:

Main Deck: 7

+ 1x Mirror Force

+ 1x Torrential Tribute

+ 1x Call of the Haunted

+ 2x Rare Metalmorph

+ 2x Sakuretsu Armor

Side Deck: 6

+ 2x Bottomless Trap Hole

+ 2x Forced Back

+ 2x Waboku

Polish

The final main and side deck look like this:

Monsters: 21

1x Jinzo

1x Blowback Dragon

3x Cyber Dragon

2x Reflect Bounder

2x Steamroid

1x Cannon Soldier

2x Dekoichi the Battlechanted Locomotive

1x Cyber Phoenix

2x Kinetic Soldier

2x Drillroid

2x Gear Golem the Moving Fortress

2x Heavy Mech Support Platform

Spells: 12

1x Graceful Charity

1x Pot of Avarice

2x Smashing Ground

2x Nobleman of Crossout

1x Premature Burial

1x Snatch Steal

1x Book of Moon

2x Enemy Controller

1x Limiter Removal

Traps: 7

1x Mirror Force

1x Torrential Tribute

1x Call of the Haunted

2x Rare Metalmorph

2x Sakuretsu Armor

Main Deck: 40

Ratio: 21(3:2:16):12:7

Side Deck: 15

1x Spell Canceller

3x Proto Cyber Dragon

1x Cyber Phoenix

1x Heavy Mech Support Platform

3x Power Bond

2x Bottomless Trap Hole

2x Forced Back

2x Waboku

Guide for Newbies to Machine decks

This deck is based around attacking, so attack. [Cyber Dragon] will help bring out your tribute monsters quicker while [Jinzo], [Spell Canceller] and [Blowback Dragon] will help cut down your opponent's options. Your spells and traps are designed to wipe out threats and prevent attacks to allow you to keep control of the duel.

Variations on a Theme

The [Cyber Dragon] Deck

A deck I enjoyed playing a lot; the aim is to get as many [Cyber Dragon]s to your hand with a copy of [Power Bond] or [Polymerization] (only if you don't have any [Power Bond]s) and bring out a BIG fusion and swing at your opponent for game.

V-Z Fusion Deck

I promised I'd do them, and here they are:

V: 4* LIGHT Normal Monster, 1600 ATK, 1800 DEF

W: 4* LIGHT Union Monster, 1300 ATK, 1500 DEF, can equip to 'V'

X: 4* LIGHT Normal Monster, 1800 ATK, 1500 DEF

Y: 4* LIGHT Union Monster, 1500 ATK, 1600 DEF, can equip to 'X'

Z: 4* LIGHT Union Monster, 1500 ATK, 1300 DEF, can equip to 'X' or 'Y'

While the monsters themselves are nothing to write home about, it's the fusions that are interesting; they each require you to remove the monsters from your field (face-up) to summon them rather than use [Polyemrization] or any copies of the monsters in your hand. Confusing, but in the end makes a very fun deck to play. Due to the numbers I'm going to explain each of them in brief:

V + W = VW

LIGHT / 6* / 2000 ATK / 2100 DEF

Limiter ATK: 4000!

Effect: Discard 1 card as a cost to change the battle position of 1 monster on your opponent's field (even face-down, and negate any FLIP effect that would activate)

Interesting effect, even if it costs a card from your hand. This is 1 of the 2 that can be special summoned from the graveyard.

X + Y = XY

LIGHT / 6* / 2200 ATK / 1900 DEF

Limiter ATK: 4400!

Effect: Cannot be Special Summoned from the graveyard. Discard 1 card as a cost to destroy 1 face-up spell/trap on your opponent's field.

Useful for getting rid of stall cards, but there are just better cards.

X + Z = XZ

LIGHT / 6* / 2400 ATk / 2100 DEF

Limiter ATK: 4800!

Effect: Cannot be Special Summoned from the graveyard. Discard 1 card as a cost to destroy 1 face-down spell/trap on your opponent's field.

If the card is chained, continuous or not, you don't destroy it.

Y + Z = YZ

LIGHT / 6* / 2100 ATK / 2200 DEF

Limiter ATK: 4200!

Effect: Cannot be Special Summoned from the graveyard. Discard 1 card as a cost to destroy 1 face-down monster on your opponent's field.

Basically turns any card in your hand into a version of [Nobleman of Crossout]. Realistically I'd save the monsters for this next card.

X + Y + Z = XYZ

LIGHT / 8* / 2800 ATK / 2600 DEF

Limiter ATK: 5600! O_O

Effect: Cannot be Special Summoned from the graveyard. Discard 1 card as a cost to destroy 1 card on your opponent's field.

YZ turned your cards into [Nobleman of Crossout], this turns them into free [Raigeki Break]s. Again, a nice effect, but having to RFG 3 face-up monsters is a heavy cost.

VW + XYZ = VWXYZ O_O

LIGHT / 8* / 3000 ATK / 2800 DEF

Limiter ATK: 6000! O_O

Effect: Once per turn, you must RFG 1 card on your opponent's field if they have card on their field. When this card declares an attack, you may change the battle position of the monster your attacking (and negate any FLIP effect).

[Magician of Faith]'s worst nightmare. If they don't RFG it, they attack it, change it's position, negate it's FLIP effect, and inflict damage. The cost for this monster is so high it's almost impossible, but luckily you can bring it back once you summon it by it's effect.

Ancient Gear Deck

Also known as the "Dr Crowler Character Deck", the aim is to summon the powerful 'Antique Gear' monsters as quickly as possible and stomp your opponent into the ground. As neither of the larger monsters can be special summoned they rely on card effects to help Normal Summon them quicker. As it's currently 12:22 in the morning, I'm just going to show you the 2 best monsters and their best support card:

Ancient Gear Beast

Effect Monster (Machine / EARTH / 6 Stars / ATK 2000 / DEF 2000)

Limiter ATK: 4000!

This card cannot be Special Summoned. The effects of your opponent's Effect Monster that this monster destroys as a result of battle are negated. If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step.

Ancient Gear Golem

Effect Monster (Machine / EARTH / 8 Stars / ATK 3000 / DEF 3000)

Limiter ATK: 6000! O_O

This card cannot be Special Summoned. When this card attacks with an ATK that is higher than the DEF of a Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points. If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step.

Ancient Gear Castle

Continuous Spell

Increase the ATK of each face-up monster on the field that includes "Ancient Gear" in its card name by 300 points. Each time a monster(s) is Normal Summoned or Set, put 1 counter on this card. If you Tribute Summon a monster that includes "Ancient Gear" in its card name, you can substitute this card for a Tribute(s), if the number of counters is equal to or greater than the number of required Tribute(s).

'Roid Deck

Also known as the "Syrus Truesdale Character Deck", it's a basic machine deck containing multiple monsters with the word "roid" in their name. Right now their best card is [Power Bond], but soon they'll be receaving their own much better cards.

OCG: The 'Gadget' Deck

The 'Gadget' is a deck using multiple copies of [Red Gadget], [Yellow Gadget] and [Green Gadget]. For a more details explanation of why they're so dangerous, look at my "Card of the Week" on them and their single support card here.

So that's machines done. Not sure what's in store for next week but I'm open to suggestions.

 

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yugioh

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