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Found 26 results

  1. KM 'S'

    Decklist: [spoiler] [/spoiler]   [spoiler] Monster(s): - 1 Machina Gearframe - 2 Karakuri Watchdog mdl 313 "Saizan" - 2 Speedroid Triy-Eyed Dice - 3 Machina Fortress - 3 Speedroid Double Yoyo - 3 Speedroid Red-Eyed Dice - 3 Speedroid Taketomborg - 3 Speedroid Terrortop   Spell(s): - 1 Book of Moon - 1 Foolish Burial - 1 Mind Control - 1 One for One - 1 Shock Surprise - 1 Soul Charge - 2 Iron Call - 3 Speed Recovery - 3 Upstart Goblin Trap(s): - 1 Bottomless Trap Hole - 1 Solemn Warning - 1 Vanity's Emptiness - 3 Fiendish Chain   Extra Deck: - 1 Old Entity Hastorr - 1 Hi-Speedroid Chanbara - 1 Hi-Speedroid Kendama - 1 Black Rose Dragon - 1 Clear Wing Synchro Dragon - 2 Karakuri Shogun mdl 00 "Burei" - 1 Karakuri Steel Shogun mdl 00X "Bureido" - 1 PSY-Framelord Omega - 1 Trishula, Dragon of the Ice Barrier - 1 Leviair the Sea Dragon - 1 Castel, the Skyblaster Musketeer - 1 Gear Gigant X - 1 Mecha Phantom Beast Dracossack - 1 Number 11: Big Eye [/spoiler]   People may know about the original KMP and this Speedroid variant builds somewhat on that idea. Come on guys, a Machine-archetype marrying another isn't something new, especially when it comes to Karakuri Machina.   Your goal is to quickly assemble an OTK with the Shoguns. You could go either for Bureido with Fortress + Red-Eyed Dice or use the countless ways, Speedroids have, to get out Burei. Either way, accumulating damage is your least problem, even if you use Upstart. That being said, unlike the Plant variant, your focus leans towards Burei, not Bureido. It is a lot harder to bring out Bureido, since the Speedroids aren't made to get out Level 8s efficient enough.     The Speedroid core should be pretty standard, even for regular builds.   - Playing any less Terrortop is a capital crime, since it gets you all kind of 1-card Synchro plays. You always want to hit it in some way, be it in your hand and graveyard. If you can make Gear Gigant and don't have it yet, you have your priority set.   - Double Yoyo is your Altair to Terrortop's Deneb. That's all, that needs to be said really.   - Taketomborg acts as free Level 3 fodder for Synchro or XYZ plays. The Lonefire effect should be used with caution, since the WIND restriction is pretty relevant as you are cut off from your Shogun plays from that point on. Still, a very vital card and gets the Tuners, in case, you don't have them.   - Red-Eyed Dice is your main Tuner. Level modulation comes in handy and being a Level 1 makes Bureido with Fortress. It sucks, to draw multiples of it, so cutting it to 2 and replace it with e.g. Jet Synchron could be a possible change.   - Tri-Eyed Dice may seem redundant, but it is a Level 3 target for Taketomborg and the additional protections comes quite handy several times. Not to mention, it isn't vulnerable to effect negation like its Red-Eyed brother.   Your Karakuri count should be kept low as possible. All of them are bad Normal Summons and you rather want to pitch Speedroids with Fortress than any of them. The lack of synergy between the main deck monsters is also an issue, as you can't summon Taketomborg besides them. 2 Watchdog are more than enough, as they provide the best Levels to get out another Shogun or Clear Wing alongside your countless Level 3s. Rank 4 plays into Castel or Gear Gigant are also a welcome addition. I am considering to play Strategist for the 2 draws from Bureido. While a Level 7 isn't possible from that point, you could overlay for Leviair and continue to spam from there, as the deck has several ways, to banish monsters.   The 1 Gearframe/3 Fortress ratio served me the best. You really need your Normal Summon for your Tuners, so playing multiple Gearframes did cause clogging and slowdowns to your OTK. The reason for not playing Jet Synchron alongside Fortress is the cost. It is incredibly taxing  and Jet hasn't any good interactions with the rest of the deck. With the same logic, Megaform is a really bad brick despite having that cool effect.   The Spell line-up is straight-forward. You really want the Upstarts to make your deck smaller, so hitting Terrortop becomes more likely. The additional LP isn't going to hinder your OTK that much.  Foolish Burial and One for One should be self-explainatory. 6 revival cards seems excessive and I bricked somewhat with that number, but they extend your combos and create much stronger field. I could see myself to cut Soul Charge, since that one doesn't really contribute to the OTK and this deck has no real protection, even in the Extra Deck.    The rest of the main deck are consists of a small Trap line-up and outs against common threats like Winda or Unicore. To be fair, I can see them replaced with more monsters, should I see the need of more Karakuri or potential Techs.   Is this the 'best' variant of Speedroids? Who knows? I only looked on the obvious synergy between Synchro-focused Machines. The explosive power they give to Speedroids are much appreciated, since outside of Burei, they aren't that good in expanding their field. Currently, a pure variant is hit Terrortop or die, which I really don't like about a deck. Whether new support through Yugo's presence helps this problem, is left to be seen, but for now, KMs are working pretty well.
  2.   -[ Introduction ]-   Geargias were released in Return of the Duelist (August 2012) giving further support to it's lone card, Geargiano (released in GenForce) and received later support in Lord of the Tachyon Galaxy. They are a machine-swarming based archetype, all level 3 and 4, and are mainly used to support the already existing machine decks such as Machina and Karakuri. Having a very aggressive playstyle, they excel in OTKing in the Karakuri variant and having an excellent grind and control game in the Machina variant.     After their debut in YCS Toronto 2012 with an exceptional showing, they did not manage to get their win despite being very hyped and represented. They eventually got their win during YCS Providence (karakuri variant) and eventually fell of the radar once Mermails came around as marksman would make resolving armor almost impossible. With the addition of Geargiagear and all it's previous competitors getting weakened, Geargias are looking like a promising choice leading up to LVAL where they will receive another piece of support in the form of Geargiauger. Geargiauger is thought to break Geargias with it's amazing applications with Machine Duplication and accelerator.    -[ The Monsters ]-   The Geargias     Geargiarmor Earth/4/Machine 1100 ATK 1900 DEF    Once per turn: You can change this card to face-down Defense Position. When this card is flipped face-up: You can add 1 "Geargia" monster from your Deck to your hand, except "Geargiarmor"  - Arguably the heart and soul of the deck. Armor is what gets the deck rolling, and if it manages to stay on the field for a few turns, it'll be a very one sided duel. The ability to reset himself is huge and what makes armor so unique, along with his massive 1900 ass.        Geargiarsenal Earth/4/Machine 1500 ATK 500 DEF    This card gains 200 ATK for each face-up "Geargia" monster you control. You can Tribute this card; Special Summon 1 "Geargia" monster from your Deck, except "Geargiarsenal", in face-up Defense Position.  - The main job of this guy is to get to Geargiarmor while also having a decent body. He gains 200 for each Geargia monster you control (including himself) and can get really big if you need to ram him into Thunder King or any problem card. He also does really cute plays to getting tuners, which will be discussed later.        Geargiaccelerator Earth/4/Machine 1400 ATK 800 DEF   If you control a "Geargia" monster, you can Special Summon this card (from your hand) in face-up Defense Position. When this card is sent from the field to the Graveyard: You can target 1 "Geargia" monster in your Graveyard, except "Geargiaccelerator"; add that target to your hand. - The themed Kizan of the deck. His ability to special summon himself instantly is what allows for the insane XYZ and Synchro plays. His second effect is also nothing to look past, the ability to bluff Armor mid/late game to bait dark holes and grab a Geargia back is amazing.         Geargiano Earth/3/Machine 500 ATK 1000 DEF   You can Tribute this card, then target 1 Level 4 Machine-Type monster in your Graveyard; Special Summon it, but its effects are negated. - Originally the underdog of the archetype, his effect to bring out a level 4 machine-type monster wasn't very good but with the release of Geargiagear, this card must be run. He also helps with great comeback plays, and is vital for the combos.       Geargiano MK-II Earth/3/Machine 1000 ATK 500 DEF   When this card is Normal or Flip Summoned: You can Special Summon 1 "Geargia" monster from your hand or Graveyard in face-up Defense Position. - The "Tour Guide" of the deck, he's used to further extend the karakuri combos, and is used for Geargiagear. His ability to revive arsenal/himself/Geargiano for rank 3 plays is great, and his ability to revive Armor is clutch. Using this card mid game with a Geargiano and Watchdog in grave can lead to 1 card level 7 synchro plays, including the game changing Black Rose Dragon.       The Tuners        Genex Ally Birdman Dark/3/Machine 1400 ATK 400 DEF   You can return 1 face-up monster you control to the hand to Special Summon this card from your hand, and this card gains 500 ATK if it was a WIND monster you returned. If this card is Special Summoned this way, remove it from play when it is removed from the field. - Almost as if it was made for Geargias, Birdman works amazingly well with Accellerator, being able to go off faster and without the use of your normal summon is fantastic. He is dark, so be weary if you aim to side Gozen Match.         Karakuri Strategist mdl 248 "Nishipachi" Earth/3/Machine 500 ATK 1600 DEF   This card must attack if able. When this face-up Attack Position card is selected as an attack target, change it to Defense Position. When this card is Normal or Special Summoned, select 1 monster on the field and change its battle position. - The level 3 Karakuri Tuner, used primarily for comboing and his interaction with flipping Geargiamor face up for free searches.          Karakuri Watchdog mdl 313 "Saizan" Earth/4/Machine 600 ATK 1800 DEF    This card must attack if able. When this face-up card on the field is selected as an attack target, change its Battle Position. When you take Battle Damage from a battle involving this card, all face-up "Karakuri" monsters you control gain 800 ATK and DEF until the End Phase. While this card is in face-up Attack Position, it cannot be destroyed by battle. - The level 4 Karakuri Tuner, drawing multiples is the worst feeling ever but bluffing it as armor is very crucial at times. Can obviously be used to XYZ rather than Synchro if needed, and has a cute interaction with Geargiano.         The Machinas       Machina Gearframe Earth/4/Machine 1800 ATK 0 DEF   When this card is Normal Summoned, you can add 1 "Machina" monster, except "Machina Gearframe", from your Deck to your hand. Once per turn, during your Main Phase, you can equip this card to a Machine-Type monster you control as an Equip Card, OR unequip it to Special Summon this card in face-up Attack Position. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, destroy this card instead.) - Stratos of the Machina build, used in order to search for your boss monster Fortress, and searchable off Gear Gigant X.       Machina Fortress Earth/7/Machine 2500 ATK 1600 DEF   You can discard Machine-Type monster(s) whose total Levels equal 8 or more, then Special Summon this card (from your hand or Graveyard). When this card is destroyed by battle and sent to the Graveyard: Target 1 card your opponent controls; destroy that target. Before resolving an opponent's monster effect that targets this face-up card, look at your opponent's hand and discard 1 card from their hand. - Probably one of the most annoying cards to get rid of, putting him on board almost gaurentees that your opponent will minus trying to get over him. With a solid 2500 attack and being level 7, Fortress is an amazing card.       Miscellaneous       Redox, Dragon Ruler of Boulders Earth/7/Dragon 1600 ATK 3000 DEF   If this card is in your hand or Graveyard: You can banish a total of 2 EARTH and/or Dragon-Type monsters from your hand and/or Graveyard, except this card; Special Summon this card. During your opponent's End Phase, if this card was Special Summoned: Return it to the hand. You can discard this card and 1 EARTH monster to the Graveyard, then target 1 monster in your Graveyard; Special Summon that target. If this card is banished: You can add 1 EARTH Dragon-Type monster from your Deck to your hand. You can only use 1 "Redox, Dragon Ruler of Boulders" effect per turn, and only once that turn. - This is to Geargias as Tidal is to Mermails. Having this card at the right time can just take you so far ahead of your opponent in the grind game with the ability to use the 1 card MK-II plays with him to make quick rank 7s. His 3000 ass is incredibly difficult to get over, and can stall mid to late game to draw some outs.           -[ The Spells ]-   As of now there is no direct Geargia spell support. None the less we have plenty of options that we can utilise where other decks cannot.       Limiter Removal Quick Play   Double the ATK of all Machine-Type monsters you controlled at both the activation and resolution of this card, until the End Phase. During the End Phase, destroy those monsters - The most obvious choice in machine decks, this card sees more play in the Machina build considering it's very easy to steal a game with Gearframe and Fortress backed with this card. It's considered winmore in the Karakuri version since all your monsters are already huge and once you combo off, it's usually game anyways.         Iron Call Normal    If you control a Machine-Type monster: Target 1 Level 4 or lower Machine-Type monster in your Graveyard; Special Summon that target. Its effects are negated. Destroy it during the End Phase. - Good tech that is used to reborn a combo piece to keep comboing off, or just to get a monster for an XYZ.   Other Spell cards to think about   Consistency Pot of Duality Upstart Goblin   Disruption Book of Moon Mind Control   Destruction Mystical Space Typhoon Dark Hole   Protection Forbidden Lance   - [ The Traps ]-       GeargiaGear Normal   Special Summon 2 "Geargiano" monsters from your Deck and increase their Levels by 1. You can only activate 1 "Geargiagear" per turn. - This card is what takes Geargia over the top; an instant XYZ card, you're gaurenteed to gain some sort of advantage off of it, either from your GGX or through GGX's second effect when it leaves the field. Can be dead sometimes, but can be easily made live with the use of Daigusto Emeral.        Call of the Haunted Continuous    Activate this card by targeting 1 monster in your Graveyard; Special Summon that target in face-up Attack Position. When this card leaves the field, destroy that target. When that target is destroyed, destroy this card. - Being able to revive a lost Armor during the end phase and then continuing off with your plays is huge. Can also be used defensively, and if chained to MST targetting Accelerator can net you a free plus.      Other Trap cards to think about   Against Summons Bottomless Trap Hole Torrential Tribute Solemn Warning Black Horn of Heaven   Against Attacks Mirror Force Dimensional Prison   Against Spell/Traps Trap Stun Seven Tools of the Bandit Dust Tornado   Other Compulsory Evacuation Device Fiendish Chain     -[ The Extra Deck ]-   Rank 4s     Gear Gigant X Earth/4/Machine 2300 ATK 1500 DEF   2 Level 4 Machine Type Monsters Once per turn: You can detach 1 Xyz Material from this card; add 1 Level 4 or lower Machine-Type monster from your Deck or Graveyard to your hand. When this card leaves the field: You can target 1 Level 3 or lower "Geargia" monster in your Graveyard; Special Summon that target. - The themed XYZ for this archetype, searches ANY machine (level 4 and lower) from your deck or graveyard. This is critical in the Machina variant and is used in the Karakuri variant to search for a tuner to go off or to recycle Accelerators and MK-IIs. When he leaves the field, he floats for a level 3 geargia monster which is usually Geargiano for his ability to recruit into a level 4 geargia/tuner.        Daigusto Emeral Wind/4/Rock 1800 ATK 800 DEF   2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then activate 1 of these effects. ● Target 3 monsters in your Graveyard; shuffle all 3 into the Deck, then draw 1 card. ● Target 1 non-Effect Monster in your Graveyard; Special Summon that target. - Amazing mid to late game since Geargias can load up the graveyard with ease. Being able to put Geargianos into the deck to make Geargiagears live is incredible.   Other Rank 4s to think about                       Rank 3s       Wind-Up Zenmaines Fire/3/Machine 1500 ATK 2100 DEF   2 Level 3 monsters If this face-up card on the field would be destroyed, you can detach 1 Xyz Material from this card instead. Once per turn, during the End Phase, if this effect was used this turn: Target 1 card on the field; destroy it. - Staple rank 3 to sit behind if you need to stall. Goes nice with scrap dragon.       Soul of Silver Mountain Earth/3/Rock 1800 ATK 2200 DEF   2 Level 3 EARTH monsters Once per turn: You can detach 1 Xyz Material from this card to target 1 Set card in your opponent's Spell & Trap Card Zone; it cannot be activated while this card is face-up on the field. If this card destroys an opponent's monster by battle while it has Xyz Material: You can target 1 EARTH monster in your Graveyard; Special Summon that target in face-up Defense Position. - Its first effect is useful in locking down backrow allowing you to push a play through. Its second effect is helpful to bring back fallen armors and allows to gain momentum in a simplified game state.    Other Rank 3s to think about Mecha Quipped Angineer Giga Brilliant Temtempo Leviair the Sea Dragon Rank 7s   Being able to make multiple level 7 synchros a turn paired with redox and call of the haunted leads to the ability to make rank 7s consistently. Geargia can churn out a rank 7 pretty much every game if you need to.       Mecha Phantom Beast Dracossack Wind/7/Machine 2600 ATK 2200 DEF   2 Level 7 monsters Once per turn: You can detach 1 Xyz Material from this card; Special Summon 2 "Mecha Phantom Beast Tokens" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). While you control a Token, this card cannot be destroyed by battle or card effects. Once per turn: You can Tribute 1 "Mecha Phantom Beast" monster, then target 1 card on the field; destroy that target. This card cannot attack during the turn you activate this effect. - We all know how good this is. When you combo off with birdman you can end with this and scrap dragon for free scrap dragon food and 2 pops a turn.       Number 11: Big Eye Dark/7/Spellcaster 2600 ATK 2000 DEF   2 Level 7 monsters Once per turn: You can detach 1 Xyz Material from this card to target 1 monster your opponent controls; take control of that monster. This card cannot attack the turn you activate this effect. - Used to steal threats or to limit your opponents plays. If you synchro'd burei and went into this card you could potentially synchro with the tuner you brought out and the monster you steal.       The Synchros       Karakuri Shogun mdl 00 "Burei" Earth/7/Machine 2600 ATK 1900 DEF   1 Tuner + 1 or more non-Tuner Machine-Type monsters When this card is Synchro Summoned: You can Special Summon 1 "Karakuri" monster from your Deck. Once per turn: You can target 1 monster on the field; change its battle position. - The most used Extra deck monster, he is what enables the combos and his ability to change battle positions can steal games. Being level 7 leads to Rank 7 plays with either another copy of itself or Redox.        Karakuri Steel Shogun mdl 00X "Bureido" Earth/8/Machine 2800 ATK 1700 DEF   1 Tuner + 1 or more non-Tuner Machine-Type monsters When this card is Synchro Summoned: You can Special Summon 1 "Karakuri" monster from your Deck. Once per turn, when the battle position of a face-up "Karakuri" monster you control is changed (and remains face-up): Draw 1 card. - A huge body with a great effect that can lead you to draw many cards in a stalled gamestate.    Other Synchros to think about            -[ The Side Deck ]-   One of the best thing about Geargia is the fact that it has the versatility to side into many hate cards without hurting it's engine, and even main the hate cards if needed to win a YCS! It isn't very graveyard oriented, and they are all the same type/attribute which is perfect for side decking.     Dimensional Fissure Macro Cosmos Imperial Iron Wall Gozen Match Rivalry of the Warlords DNA Surgery Light-Imprisoning Mirror Shadow-Imprisoning Mirror Overworked     -[ Combos and OTKs ]-     Now the best part about Geargias is it's ability to OTK with almost any hand including Geargiarmor/Geargiarsenal. Here are some of the most basic combos, which develop into more combos that aren't as obvious with the use of Geargiagear/COTH.   NOTE: These are all 2 turn OTKS, meaning it's assuming Geargiarmor survived a turn.   1)Geargiarmor + Watchdog   Flip armor to search and special summon accelerator Normal summon the watchdog Flip armor facedown Synchro accel+watchdog into Bureido Bureido's effect to special summon the strategist Strategist flips armor up to search and special accel#2 Synchro accel#2 and the strategist into Burei Burei's effect to get watchdog#2  Synchro the watchdog + armor into either:   Bureido#2 to draw 2 Scrap Dragon to pop a card Stardust Dragon if you're worried about backrow   (2800 + 2600 + 2600 = 8000)     2)Geargiarmor + Strategist   Flip armor to search and special summon accelerator Flip armor facedown Normal summon the strategist to flip armor up to search and special summon accel#2 Synchro strategist+ accel into Burei and keep using your tuners to end up like the previous combo     3)Geargiarmor + Accelerator OR MK-II (Karakuri)   Flip armor to search for either accel/MK-II (the one you DON'T have in hand) Special summon the accel  XYZ into GGX, detach ACCELERATOR to search birdman Normal summon MK-II to special summon accel Return accel to hand to special birdman Special summon accel again Synchro birdman + accelerator into Burei Burei's effect to special summon watchdog Synchro Watchdog and MK-II into Burei#2 Burei's effect to special summon either watchdog or strategist and attack for game   (2300 + 2600 + 2600 + 500 = 8000)     4)Geargiarmor + Genex Ally Birdman   Flip armor to search accel and special summon it Return accel to hand to special birdman Special accel again and flip armor facedown Synchro birdman and accel into Burei Burei's effect to special summon the strategist Strategist flip armor face up and search accel Special accel, synchro strategist and accel into Burei#2 Burei #2's effect to special summon watchdog Synchro watchdog and armor into Scrap/Buriedo/Stardust for game      *you do not use your normal summon for this combo, so you can continute the play with a 4th synchro if needed. 5)Geargiagear + Accelerator Flip Geargiagear to summon 2 targets Special accel and XYZ Gear Gigant X (MAKE SURE YOU LEAVE AN MK-II OUT) Detach accelerator to search for Birdman Return MK-II to hand to special Birdman Normal summon MK-II to special accel from grave Synchro Birdman + accel into Burei, special level 4 tuner Synchro level 4 tuner + MK-II for Burei#2 getting the level 4 tuner#2 (2600 + 2600 + 2300 + 800 = 8300)      6)Geargiarmor + Accelerator + any machine monster (Machina)   Flip armor to search accelerator, special summon both accelerators XYZ both accels into GGX, search Machina Gearframe Normal summon Gearframe to search for Fortress Discard a machine type mosnter to special summon Fortress Attack with all monster, MP2 Cowboy for game   (2300 + 1800 + 1100 + 2500 + 800 = 8500)   -[ Deck Examples + Tips ]-     Karakuri Geargia http://i.imgur.com/UBNAll8.png   Machina Geargia http://i.imgur.com/f8ZatZZ.png   Machina/Karakuri Hybrid http://i.imgur.com/U2b40nt.png       - If you have both armor and arsenal in hand, use armor rather than arsenal to hide what you're playing + arsenal can be versatile mid-late game - When GGX dies, you can get geargiano to get accelerator to float into a possible MK-II/Armor/Arsenal to continue your plays - Mk-II can become an instant level 7 synchro if you have watchdog in grave + arsenal/geargiano - Flipping Geargiagear during your opponent's end phase is better to play around possible Maxx C's / fresh traps - Typically you want to bring out 1 Mk-II and 1 Geargiano through Geargigear in order to avoid drawing Geargiano + Geargiano is best in the graveyard - Playing 3 accelerators can clog, however it leads to a better late/mid game and can open up plays you normally wouldn't be able to do   Credit to Saiko for the formatting, and Candela for combo#5
  3. http://www.youtube.com/watch?v=lF4iUt2IXOc   [spoiler][/spoiler]   Monsters 24 3 Armored Cybern 3 Geargiano MKII 3 Machina Force 3 Machina Fortress 3 Machina Gearframe 2 Card Trooper 2 Mecha Phantom Beast Tetherwolf 1 Debris Dragon 1 Geargiano 1 Gorz the Emissary of Darkness 1 Redox, Dragon Ruler of Boulders 1 Tempest, Dragon Ruler of Storms Spells 8 3 Mystical Space Typhoon 2 Machine Duplication 1 Book of Moon 1 Gold Sarcophagus 1 Limiter Removal Traps 8 3 Geargiagear 2 Mirror Force 1 Bottomless Trap Hole 1 Compulsory Evacuation Device 1 Solemn Warning   Extra 15 1 Temtempo the String Djinn 1 Wind-Up Zenmaines 1 Daigusto Emeral 1 Diamond Dire Wolf 1 Gagaga Cowboy 2 Gear Gigant X 2 Lightning Chidori 1 Maestroke the Symphony Djinn 1 Number 50: Blackship of Corn 2 Mecha Phantom Beast Dracossack 1 Number 11: Big Eye   The deck can spit out Rank 7s and Rank 4s very easily (once Legacy of the Valiant is released TCG side, you have access to Evilswarm Exciton Knight and Number 101: Silent Honors Arc Knight). From my limited testing, the deck is able to outpace the new E-Dragon/Mythic deck as well as Fire Fist. I haven't been able to test against Spellbooks, but I feel like the ability to flood monsters with large bodies on board to threaten any monster they have would tilt the match in this decks favor.   The only noteworthy poor matchup is against Evilswarm, but a single resolved Geargiagear into Gear Gigant or Limiter Removal on Trooper/Gearframe/Zenmaines/Tetherwolf allows you to deal with Ophion.   Also once the meta solidifies, the deck has plenty of space to main Maxx "C"s and has access to Gozen/Rivalry.
  4. You're a Lightning Bird, I'm a Machine

    http://www.youtube.com/watch?v=nJLmXCfYs9k     I think Machina Fortress is a really good card and I've always liked Lightning Chidori. I came up with this.     Monsters: 2x Maxx "C" 3x Machina Gearframe 3x Machina Fortress 1x Machina Force 1x Masked Chameleon 3x Armored Cybern 2x Card Trooper 2x Debris Dragon 2x Cockadoodledoo   Spells: 3x Pot of Duality 3x Forbidden Lance 2x Machine Duplication 3x MST 1x Dark Hole   Traps: 2x Waboku 2x Fiendish Chain 1x Bottomless Trap Hole 1x Compulsory Evecuation Device 1x Solemn Warning 2x Mirror Force   Side: 3x Imperial Iron Wall 12x Other Cards   Extra: 1x Wind-Up Zenmaines 2x Lightning Chidori 1x Fairy King Albverdich 1x King of the Feral Imps 1x Geargiant X 1x Photon Papilloperative 1x Maestroke 1x Gagaga Cowboy 1x Diamond Dire Wolf 1x Steelswarm Roach 1x Abyss Dweller 1xBlack Rose Dragon 1x Scrap Dragon 1x Mecha Phantom Beast Dragossack   Card Choices:   So from playing the deck one thing I learned is you really want to save the chidori play. The format is filled with lots of chainables and if you expend your resources too early, the late game gets really hard. If you save a chidori play for mid/late game, you get a lot more value and can lock your opponent out of making plays.   Card Explanations:   Masked Chameleon – A cool card. Targets Machina Gearframe for a Level 8 or Rank 4 play. Since they’re both EARTH you have access to Fairy Kind Albverdich who’s just a fucking boss sitting in that chair, just look at him (his effect is pretty good too). Chameleon is searched by King of the Imps too so I only run the one copy. It’s a great follow up play to keep churning out monsters to keep pressure on the opponent.   Cockadoodledoo – I was hated this card originally, but it’s ability to make momentum shifts is too good to pass up. After your opponent makes a push and kills your monsters, you SS him from you hand, then normal summon a WIND monster, make a chidori and just disrupt your opponents board. He's been really good at 2. Also he might be able to get around Blader/Ophion. Konami still has to get back to me on the ruling.   Forbidden Lance – The deck really needs 3 lances. There are so many chainable traps right now so I really have to use Lance as a way to make sure the chidori lands onto the field safely. Since he has such a low attack, your opponent typically won't kill him with a card effect and just wait to attack him in the battle phase, so lance can help  chidori survive for another turn.   Waboku - Same idea as Lance. I wanted a chainable way to keep my monsters on the field and also not get OTK'd. This card is great.   Extra:   Zenmaines: Trooper tends to be blader food, who hurts the deck a little bit. You can xyz into zenmaines and not lose the floating ability. Also XYZ encore is a card so access to a rank 3 is nice.   Fairy King Albverdich: Alexander Thomas who topped Nats with Madolche was raving about this card. It basically is a 2800 beater. You can use him with waboku and lance to kill more things too.       Rejected Cards:   Cyber Valley -  I figured that it fit in really well being a Dupe target, a Masked Chameleon target and a discard target for Fortress, but it kind of slowed me down. 3 Duality is better for consistency and the deck is a lot more streamlined without him.   Swift Scarecrow - You can use him with Masked Chameleon to make Naturia Beast, which is interesting, but first you have to get attacked directly and take the neg but at that point in the game, a Naturia Beast wouldn't really be that intimidating as it also suffers from Low Attack Syndrome like Chidori does so I figured it wasn't worth it and detracted from the decks overall consistency.   Transmodify - I thought it was cute that you could transmodify an Armored Cybern into Spell Canceller but again, it's just too gimmicky and I haven't really had a problem with Spellbooks anyway.   Harpies Pet Mirage Dragon - He always got Catastored or TT'd. You pretty much have to overextend to go into him and Papilloperative or Gagaga Cowboy can get pretty much the same end result as him anyway   Fixes:   I don't really know how to side deck in general so I'd like some help with that as well as some overall feedback!   One problem I've noticed with the deck is it grinds a LOT and when I'm in a really great winning position, I can't manage to kill them and I'd like to fix that.   Thoughts?
  5. Bad

    http://www.youtube.com/watch?v=v1cBks3-8c8   Monsters: 21   3 Machina Gearframe 3 Machina Fortress 3 Machina Cannon 3 Redox Dragon Ruler of Boulders 1 Grandsoil the Elemental Lord 3 Maxx "C" 1 Swift Scarecrow 3 Geargiano MK-II 1 Geargiano   Spells: 15 3 Trade-In 3 Sacred Sword of Seven Stars 2 Forbidden Lance 2 Pot of Duality 2 Upstart Goblin 1 Limiter Removal 1 Book of Moon 1 Gold Sarcophagus   Traps: 4   3 Geargiagear 1 Return from a Different Dimension Geargiagear acts like a better Rescue Rabbit and gives you fast access to Gear Gigant into Gearframe, which kind of is the core of this deck. No Dragon hate was added to the build, not because it is good enough or whatever, but just because I'm personnally tired of this format and I really don't feel like bothering about it anymore.   Thoughts maybe ?
  6. Gadgets

        Main Deck: 42   Monsters: 20 1 Cardcar D 2 Effect Veiler 2 Green Gadget 1 Machina Cannon 2 Machina Fortress 2 Machina Gearframe 1 Maxx "C" 2 Red Gadget 1 Redox, Dragon Ruler of Boulders 3 Tin Goldfish 1 Tragoedia 2 Yellow Gadget   Spells: 10 1 Book of Moon 1 Dark Hole 1 Forbidden Lance 1 Limiter Removal 3 Mystical Space Typhoon 3 Pot of Duality   Traps: 12 1 Bottomless Trap Hole 1 Call of the Haunted 1 Compulsory Evacuation Device 2 Dimensional Prison 2 Fiendish Chain 2 Mirror Force 1 Phoenix Wing Wind Blast 1 Solemn Warning 1 Torrential Tribute   Side Deck: 15 1 Cyber Dragon 2 D.D. Crow 1 Genex Ally Duradark 1 Kycoo the Ghost Destroyer 1 Thunder King Rai-Oh 1 Dimensional Fissure 2 Gozen Match 2 Imperial Iron Wall 1 Macro Cosmos 2 Mind Crush 1 Chimeratech Fortress Dragon   Extra Deck: 15 1 Abyss Dweller 1 Daigusto Emeral 1 Diamond Dire Wolf 1 Gagaga Cowboy 2 Gear Gigant X 1 Gem-Knight Pearl 1 Lavalval Chain 1 Maestroke the Symphony Djinn 1 Number 11: Big Eye 1 Number 39: Utopia 1 Number 50: Blackship of Corn 1 Number 74: Master of Blades 1 Photon Papilloperative  1 Steelswarm Roach     Alright you pros. Let's make my Gadget deck better. Needless to say, this is nowhere near Gadget format. The deck has lost it's two main game winners: Shock Master and Ultimate Offering. Unfortunately, for some odd reason, this deck has become my favorite deck in the game. However, it's also currently my only deck right now. So, due to lack of funds I'm stuck with this deck for the rest of the format.    My Gadget build transformed from 3 Double Summons and 3 Kagetokages for fast Xyz plays into a weird stun variant. Hopefully this post catches the eyes of current Gadget players. Not only do I want tips and suggestions, I want to hear opinions on which version of Gadgets are better this format. Is it the Double Summon, Kagetokage, and 9 Gadget build? Or is it the stunish 6 Gadget build?   Of course, I also want suggestions from anyone who sees this post. Any suggestions or constructive criticism will be considered, but in the end it's up to me which suggestions actually fit in my deck.
  7. Water Machina

    Top8'ed at a regionals in Portugal with this strategy:       I changed it around a bit after the regional, but that was pretty much the deck, minus a few changes that I now know better (I hadn't had much time to test prior to the regional).   The quick rundown of the strategy is: Summon Undine, pitch Treeborn, bring Controller (a machine) to hand. Fortress is now live, as are all your other tributes. Light and Darkness Dragon can bring back Fortress, which is really good. Quickdraw is a Machine for Fortress and lets you make Drill Warrior to reutilize LaDD, Gearframes, and Caius, or loop Cannons for infinite Fortresses. You can also make Junk Destroyer with Undine, which if you sent Marksman, is a +1 (by letting you destroy 2 cards). Jinzo is also a machine for Fortress, and it can just outright win the game.   Wasn't a very competitive regionals, and was mostly just looking to have fun (as I have an invite already), so I didn't feel like running top tier decks. It's a really fun deck to play with, and it does have -some- edge against the meta. The monarch part is good against Mermail, and the Machina part is good against FireFist.
  8. Machina Gadgets

    Main Deck: 42   Monsters:17 3x Green Gadget 1x Machina Cannon 2x Machina Fortress 2x Machina Gearframe 3x Red Gadget 3x Tin Goldfish 3x Yellow Gadget   Spells: 15 1x Book of Moon 1x Dark Hole 3x Double Summon 1x Forbidden Lance 1x Heavy Storm 1x Limiter Removal 1x Monster Reborn 2x Mystical Space Typhoon 1x Night Beam 1x Pot of Avarice 2x Pot of Duality Traps: 10 2x Bottomless Trap Hole 1x Dimensional Prison 1x Mirror Force 1x Solemn Judgment 1x Solemn Warning 1x Starlight Road 2x Torrential Tribute 1x Ultimate Offering   Side Deck: 15 1x Cyber Dragon 2x Effect Veiler 1x Genex Ally Duradark 1x Maxx "C" 1x Tragoedia 1x Mystical Space Typhoon 2x Soul Taker 1x Breakthrough Skill 2x Mind Crush 3x Soul Drain   Extra Deck: 15 1x Chimeratech Fortress Dragon 1x Stardust Dragon 1x Abyss Dweller 1x Daigusto Emeral 1x Evilswarm Ouroboros 1x Gagaga Cowboy 2x Gear Gigant X 1x Gem-Knight Pearl 1x Maestroke the Symphony Djinn 1x Number 11: Big Eye 1x Number 16: Shock Master 1x Number 39: Utopia 1x Number 50: Blackship of Corn 1x Number C39: Utopia Ray     I am trying to make this deck the best that I can before YCS Meadowlands comes around. I have no idea what's missing, I just feel like there's some aspect of this deck that I can improve on. Constructive criticism is greatly appreciated. I want as many opinions on this deck as possible so that it can be at it's full potential for Jersey. Thanks for your time.  
  9. 5th Machina Gadget

    Based off Dexter's build that won Nats Years ago....figured I'd mess around with it and it works really well, and has been consistent thus far.   MOnsters: 27   3 Green Gadget 3 Yellow Gadget 3 Red Gadget 3 Giant Rat 3 Machina Gearframe 3 Machina Fortress 3 Maxx "C" 2 Tragoedia 2 Grandsoil, the Elemental Lord 1 Neo-Spacian Grand Mole 1 Machina Cannon   Spells: 15   3 Smashing Ground 3 Fissure 3 Enemy Controller 2 Forbidden Lance 1 Heavy Storm 1 Monster Reborn 1 Pot of Avarice 1 Dark Hole   Traps: 3   3 Royal Decree   Extra Deck: 15   1 Maestroke 2 Utopia 2 Geargia 1 Roach 1 Emeral 1 Pearl 1 Corn 1 Photon Pap 1 Fairy King 1 Shock Master 1 Cowboy 1 Big eye 1 dweller   Deck is pretty self explanatory, slowly gain advantage with Gadgets/Machina, lots of one-for-one removal, decree shuts down defenses, Grandsoil is just.....well he's Grandsoil....but  any help is appreciated, thanks   -croc hunter
  10. Machine Mash

    3 Redox, Elemental Dragon of Crags 3 Gallis the Star Beast 2 Tragoedia 1 Gorz the Emissary of Darkness 3 Genex Ally Birdman 3 Geargiarsenal 3 Geargiarmor 3 Geargiaccelerator 3 Machina Fortress 3 Machina Force 3 Tin Goldfish 3 Karakuri Watchdog MDL 313 "Saizan" 3 Karakuri Strategist MDL 248 "Nishipachi" 2 Karakuri Barrel MDL 96 "Shinkuro" 1 Monster Reborn 1 Heavy Storm   3 Karakuri Steel Shogun 00X "Bureido" 2 Karakuri Shogun MDL 00 "Burei" 1 Crimson Blader 1 Stardust Dragon 1 Naturia Beast 1 Naturia Barkion 1 Leviair the Sea Dragon 1 Temtempo the Percussion Djinn 1 Mecha Phantom Beast Dragossack 3 Number 11: Big Eye   So, I was kicking around this idea for High Monster Beat with an Earth/Machine synergy. My goal is to match other decks' ability to setup some broken first-turn setup, but also play out of said setups. Naurias, Gallis Burn, and threatening Karakuris can obviously put someone on a short clock, but I figure Fortress/Temtempo can break a few solid locks too.   Effect + Fortress can crack a first turn LADD Temtempo can neuter Ophion Crimson Blader/Barkion/Beast can hold back a lot of decks   What I'm looking to do is clean up the ratios in the main/extra. There's about 20+ cards I'd like to have in the Extra, and it's hard to pare that down to a reasonable amount.
  11. Machina Trooper

        Monsters (17) 3 Armored Cybern 2 Card Trooper 2 Debris Dragon 1 Machina Force 3 Machina Fortress 3 Machina Gearframe 3 Machina Peacekeeper   Spells (9) 1 Dark Hole 1 Heavy Storm 3 Machine Duplication 1 Monster Reborn 3 Mystical Space Typhoon   Traps (14) 2 Bottomless Trap Hole 3 Breakthrough Skill 3 Call of the Haunted 1 Solemn Judgment 2 Solemn Warning 1 Starlight Road 2 Torrential Tribute   Side (15) 2 Cyber Dragon 1 Mind Control 2 Soul Taker 2 Dimensional Prison 2 Dust Tornado 2 Rivalry of Warlords 3 Soul Drain 1 CHimeratech Fortress Dragon   Extra (15) 1 Ancient Fairy Dragon 1 Black Rose Dragon 1 Iron Chain Dragon 1 Stardust Dragon 1 Abyss Dweller 1 Gagaga Cowboy 2 Gear Gigant X 2 Lightning Chidori 1 Maestroke the Symphony Djinn 1 Number 11: Big Eye 1 Number 16: Shock Master 1 Number 39: Utopia 1 Number 50: Blackship of Corn   Okay so I've been a huge fan of the trooper call engine this format (agents, inzektors, etc...) so i figured i could try it out in machinas as well. the chidori turbo deck in the garage a couple weeks ago also seemed really interesting and potentially has synergy with all the milling and debris shenanigans.   Non-Standard card choices:   Card trooper / call engine: I feel that this can speed up the deck and give more options. it helps fuel debris has chainable targets in the face of blind mst (trooper for the draw and peacekeeper for the search)   Peacekeeper - has a lot of synergy with the decks wackier cards. is a machine duplication target, debris target, and call target. my favorite play with him was revive peacekeeper with call, activate machine dupe, respond with torrential and search 3 union monsters.   Armored Cybern - machine for fortress to pitch, is a  debris target to go into chidori or any other rank 4, can make shock master with duplication, and is lulzy for equipping to cyber dragons that you side in.   Breakthrough Skill - imo  this is the perfect trap to run with a mill engine, can help deal with the mini-locks of next format (Shien, Laggia, AbyssGaios, etc) and helps for more control.   Cards I've considered or wanted to try and fit in:   Pot of Duality - obviously increases consistency in a control deck, just didn't have room   Pot of Avarice - Very powerful card, especially with a mill engine, but is dead when opened with   Cyber Valley - cool draw effect and is a machine dupe target, but has very little synergy with the deck and is generally too passive.   Forbidden Lance - Seems like a very good card right now, and even better next format, but there's space issues obviously.     
  12. Machina Gimmick Puppets

    Hello everyone. This will be my first post on this website, and hopefully the first of many more to come. Today, I would like to show you my build of Gimmick Puppets that has been testing exceptionally well as opposed to the Dark Grepher/Creator Turbo build posted here a short time ago that hasn't been testing well for me. I would like to give the creator of that deck credit though, I had completely forgot about Machine Duplication while originally creating my deck, and also its interactions with Card Trooper, Cyber Valley, and Gimmick Puppet - Necro Doll. So without any further ado, here is my list:  20 Monsters: 2 Card Trooper 3 Cyber Valley 3 Gimmick Puppet - Magne Doll 3 Gimmick Puppet - Necro Doll 3 Machina Fortress 3 Machina Cannon 3 Machina Gearframe   20 Spells: 3 Machine Duplication 3 Trade-In 3 Mystical Space Typhoon 3 Upstart Goblin 2 Junk Puppet 1 Limiter Removal 1 Dark Hole 1 Heavy Storm 1 Mind Control 1 Monster Reborn 1 Foolish Burial   Extra Deck, 15: 2 Number 11: Big Eye 1 Wind-Up Zenmaines 1 Leviair the Sea Dragon 1 Gimmick Puppet - Destiny Leo 1 Gimmick Puppet - Giant Killer 1 Gimmick Puppet - Heaven Strings 1 Zombiestien 1 Phantom Beastcraft Carrier 1 Number 7: Lucky Straight 1 Tomahawk Galaxy Photon 1 Gaia Dragon the Thunder Charger 1 Hieratic Sun Dragon Heliopolis 1 Lavalval Chain 1 Neo-Galaxy-Eyes Photon Dragon     So now let's get into why this build is, in my opinion, very good: 1. Easy access to Big Eye. 2. Rank 7 Access. 3. Nine different monsters that you can discard to immediately summon Machina Fortress from the grave. 4. Machina Cannon being another LV 8 target for Trade-In as well as a card you may want to summon in a lot of situations to make some of your rank 8's (or to put certain monsters in the graveyard.) 5. Machina Gearframe's interations with this deck as a union monster are very helpful for this deck outside of Machina Fortress as well because all of the Gimmick Puppet XYZ monsters are Machines. 6. Mind Control + Cyber Valley. 7. Versatility of Machine Duplication because it can be used on three different monsters in this deck that all are good cards to use Machine Duplication on. 8. Fast paced. 9. Ability to explode into a board of XYZ's. 10. Pretty decent consistency. 11. Foolish having two great options: Fortress or Necro Doll. Common problems that you may want to consider side-decking answers to (I have yet to create a side deck for this deck): 1. Losing to Cyber Dragon. 2. Losing to Macro Cosmos. 3. Losing to cards with the same ability as Macro Cosmos, namely Dimensional Fissure and Banisher of the Radiance. 4. A hard time dealing with decks that can easily OTK. 5. Trap cards in general. Some cards to consider in the side deck to help eliminate these problems: 1. Imperial Iron Wall 2. Royal Decree 3. Swift Scarecrow Other than that, a standard side deck for currently relevant decks should suffice, perhaps minimizing on traps because of Royal Decree but rather focusing on monsters and spells. Please give me feedback on the deck, I would appreciate it. ^_^
  13. The Rock Show

    http://youtu.be/z7hhDINyBP0     Monsters: 21 3x Machina Fortress 3x Machina Gearframe 3x Geargiarmor 3x Geargiaccelerator 3x Geargiano MK-II 2x Geargiarsenal 2x Machina Cannon Gorz the Emissary of Darkness Scrap Recycler Spells: 9 2x Mystical Space Typhoon 2x Soul Taker Heavy Storm Dark Hole Monster Reborn Pot of Avarice Limiter Removal Traps: 11 2x Mirror Force 2x Torrential Tribute 2x Bottomless Trap Hole 2x Trap Stun 2x Solemn Warning Solemn Judgment Total: 41 Side Deck 2x Effect Veiler 2x Maxx "C" 2x Snowman Eater 2x XX-Saber Pashuul 2x Gozen Match 2x Soul Drain 2x Reinforce Truth Mystical Space Typhoon Extra Deck 2x Gear Gigant X Number 11: Big Eye Number 50: Blackship of Corn Number 16: Shock Master Gagaga Cowboy Maestroke the Symphony Djinn Wind-Up Zenmaines Number 30: Acid Golem of Destruction Soul of Silvermountain Temtempo the Percussion Djinn Naturia Barkion Naturia Beast Ally of Justice Decisive Armor Ally of Justice Catastor
  14. Mecha-Rabbit

    Here is my first post to DGZ, which is my Mecha-Rabbit deck. This was my own original build and I tried to be a little creative with it. I will take suggestions, although I think it's as good as it can get for now. Monsters 3x Mechanicalchaser 3x Sabersaurus 3x Machina Gearframe 3x Machina Fortress 1x Machina Cannon 2x Tour Guide From the Underworld 1x Sangan 1x Night Assailant 1x Gorz the Emissary of Darkness 2x Rescue Rabbit 1x Spirit Reaper 1x Cyber Dragon 1x Cardcar D Spells 1x Limiter Removal 1x Book of Moon 1x Monster Reborn 1x Dark Hole 1x Pot of Avarice 1x Heavy Storm 1x Mind Control 2x Mystical Space Typhoon 2x Forbidden Lance Traps 1x Solemn Judgment 2x Solemn Warning 2x Torrential Tribute 1x Mirror Force 2x Bottomless Trap Hole Extra 1x Chimeratech Fortress Dragon 1x Wind-Up Zenmaines 1x Temtempo the Percussion Djinn 1x Number 17: Leviathan Dragon 1x Leviair the Sea Dragon 1x Gear Gigant X 1x Number 39: Utopia 1x Number 50: Blackship of Corn 1x Maestroke the Symphony Djinn 1x Gagaga Cowboy 1x Evolzar Laggia 1x Evolzar Dolkka 1x Photon Papilloperative 1x Fairy King Albverdich 1x Number 11: Big Eye
  15. 3 Go-go-gadget Green 3 Go-go-gadget Red 3 Go-go-gadget Yellow 2 Maxx "C" 2 Machina Fortress 2 Tragoedia 1 Machina Gearframe 1 Grandsoil the Elemental Lord 3 Double Summon 2 Forbidden Lance 2 MST 1 Pot of Avarice 1 Dark Hole 1 Heavy Storm 1 Monster Reborn 2 Fiendish Chain 2 Bottomless Trap Hole 2 Torrential Tribute 2 Mirror Force 2 Solemn Warning 1 Ultimate Offering 1 Solemn Judgement 1 Starlight Road 41 2 Gear Gigant X 1 Shock Master 1 Maestroke 1 Utopia 1 Utopia Ray 1 Black Corn 1 Pearl 1 Pappiloperative 1 Abyss Dweller 1 Steelswarm Roach 1 Gagaga Cowboy 1 Fairy King 1 Stardust Dragon 1 Big Eye SIDE 15 Tbd Still thinking about the side. Haven't decided to go anti meta or go for a full switch conversion side. Thoughts?
  16. Mothers of Men

    [media]http://www.youtube.com/watch?v=yg1UdbKJwMw[/media] I like this deck's ability to recover and it reminds me of Chaos Dragons in the way it plays. The only thing it really lacks of course is draw power, and I'm not sure on the side at all. Help is welcome. 3 Mechanicalchaser 3 X-Head Cannon 3 Machina Fortress 3 Machina Gearframe 3 Cyber Dragon 2 Tour Guide from the Underworld 2 Rescue Rabbit 2 Cyber Valley 2 Spirit Reaper 2 Effect Veiler 2 Tragoedia 1 Maxx "C" 1 Black Luster Soldier - Envoy of the Beginning 1 Chaos Sorcerer 1 Gorz the Emissary of Darkness 1 Sangan 3 Mystical Space Typhoon 2 Forbidden Lance 1 Monster Reborn 1 Dark Hole 1 Heavy Storm 1 Limiter Removal 1 Gear Gigant X 1 Wind-Up Zenmaines 1 Number 39: Utopia 1 Maestroke the Symphony Djinn 1 Photon Papilloperivative 1 Temtempo the Percussion Djinn 1 Number 16: Shock Master 1 Gagaga Cowboy 1 Abyss Dweller 1 Number 17: Leviathan Dragon 1 Steelswarm Roach 1 Number 50: Blackship of Corn 1 Tiras, Keeper of Genesis 1 Number 11: Big Eye 2 Maxx "C" 2 Kinetic Soldier 2 Soul Taker 2 Safe Zone 2 Solemn Warning 2 Bottomless Trap Hole 2 Dust Tornado 1 Solemn Judgment
  17. The Killing Joke

    [url="http://www.youtube.com/watch?v=HVCH8O-5DzI"]http://www.youtube.com/watch?v=HVCH8O-5DzI[/url] [img]http://i.imgur.com/KNXqK.png[/img]
  18. Morphing Geargias

    [color=#00ff00][size=4]My deck is designed to morph to karakuri if need be.[/size][/color] [color=#00ff00][size=4][font=tahoma, helvetica, arial, sans-serif]17[/font] [font=tahoma, helvetica, arial, sans-serif]3 Geargiarmor[/font] [font=tahoma, helvetica, arial, sans-serif]3 Geargiaccelerator[/font] [font=tahoma, helvetica, arial, sans-serif]3 Geargiarsenal[/font] [font=tahoma, helvetica, arial, sans-serif]3 Machina Gearframe[/font] [font=tahoma, helvetica, arial, sans-serif]2 Effect Veiler[/font] [font=tahoma, helvetica, arial, sans-serif]2 Machina Fortress[/font] [font=tahoma, helvetica, arial, sans-serif]1 Machina Cannon[/font] [font=tahoma, helvetica, arial, sans-serif]11[/font] [font=tahoma, helvetica, arial, sans-serif]2 Pot of Duality[/font][/size][/color] [color=#00ff00][size=4][font=tahoma, helvetica, arial, sans-serif]2 Soul Taker[/font][/size][/color] [color=#00ff00][size=4][font=tahoma, helvetica, arial, sans-serif]2 Mystical Space Typhoon[/font][/size][/color] [color=#00ff00][size=4][font=tahoma, helvetica, arial, sans-serif]1 Dark Hole[/font] [font=tahoma, helvetica, arial, sans-serif]1 Heavy Storm[/font] [font=tahoma, helvetica, arial, sans-serif]1 Monster Reborn[/font] [font=tahoma, helvetica, arial, sans-serif]1 Book of Moon[/font] [font=tahoma, helvetica, arial, sans-serif]1 Pot of Avarice[/font] [font=tahoma, helvetica, arial, sans-serif]12[/font] [font=tahoma, helvetica, arial, sans-serif]3 Dimensional Prison[/font] [font=tahoma, helvetica, arial, sans-serif]2 Solemn Warning[/font] [font=tahoma, helvetica, arial, sans-serif]2 Torrential Tribute[/font] [font=tahoma, helvetica, arial, sans-serif]2 Bottomless Trap Hole[/font] [font=tahoma, helvetica, arial, sans-serif]1 Compulsory Evacuation Device[/font] [font=tahoma, helvetica, arial, sans-serif]1 Solemn Judgment[/font] [font=tahoma, helvetica, arial, sans-serif]1 Starlight Road[/font][/size][/color] [color=#00ff00][size=4]15[/size][/color] [color=#00ff00][size=4]3 Gear Gigant X[/size][/color] [color=#00ff00][size=4]3 Karakuri Shogun mdl 00 "Burei"[/size][/color] [color=#00ff00][size=4]1 Chimeratech Fortress Dragon[/size][/color] [color=#00ff00][size=4]1 Karakuri Steel Shogub mdl 00X "Bureido"[/size][/color] [color=#00ff00][size=4]1 Stardust Dragon[/size][/color] [color=#00ff00][size=4]1 Photon Papilloperative[/size][/color] [color=#00ff00][size=4]1 Number 39: Utopia[/size][/color] [color=#00ff00][size=4]1 Steelswarm Roach[/size][/color] [color=#00ff00][size=4]1 Number 17: Leviathan Dragon[/size][/color] [color=#00ff00][size=4]1 Number 20: Giga-Brilliant[/size][/color] [color=#00ff00][size=4]1 Number 30: Acid Golem of Destruction[/size][/color] [color=#00ff00][size=4]15[/size][/color] [color=#00ff00][size=4]3 Genex Ally Birdman[/size][/color] [color=#00ff00][size=4]2 Karakuri Watchdog mdl 313 "Saizan"[/size][/color] [color=#00ff00][size=4]2 Karakuri Strategist mdl 248 "Nishipachi"[/size][/color] [color=#00ff00][size=4]2 Cyber Dragon[/size][/color] [color=#00ff00][size=4]2 Prohibition[/size][/color] [color=#00ff00][size=4]2 Snowman Eater[/size][/color] [color=#00ff00][size=4]1 Chimeratech Fortress Dragon[/size][/color] [color=#00ff00][size=4]1 Spirit Reaper[/size][/color]
  19. MechRabbit

    [img]http://i.imgur.com/ZO8CT.jpg[/img] M: 23 3 Rescue Rabbit 3 Tour Guide 1 Sangan 3 Mechanical Chaser 3 X-Head Cannon 3 Machina Gearframe 2 Machina Fortress 3 Effect Veiler 1 Gorz 1 BLS S: 12 2 Forbidden Lance 2 MST 2 Iron Call 1 Dark Hole 1 Heavy Storm 1 Monster Reborn 1 Pot of Avarice 1 Soul Taker 1 Book of Moon T: 8 2 Bottomless 2 Fiendish Chain 2 Warning 1 Solemn Judgment 1 Torrential E: 15 1 Zenmaines 1 Leviair 1 Acid Golem 1 Giga-Brilliant 3 Gear Gigant X 1 Utopia 1 Roach 1 Shock Master 1 Gemknight Pearl 1 Maestroke the Symphony Djinn 1 Lavalval Chain 1 Daigusto Emeral 1 Photon Papilloperative
  20. Geargiassault

    [IMG]http://i.imgur.com/oT5D6.jpg[/IMG] I run 3 mark II, even though it is considered the worst of the new geargias, because not only does it get back any I want from grave, it can also act as a pseudo tour guide, popping out rank 3s for no cost. It also is necessary as a target for Gigant's effect, and having it in hand to discard for fortress makes that more consistent. Gearframe is obviously the best thing to search at the end of a gigant play, setting up for aggressive comebacks, as well as allowing early game pushes if combos are not possible. This isn't the fastest version of Geargias, but I feel like it gains a bit of the old Machina Gadget control aspect, while keeping quite a bit of speed. Any suggestions would be great.
  21. Machina Gadget

    [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]3 Machina FOrtress[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]3 MAchina Gearframe[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]3 Effect Veiler[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]2 Red Gadget[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]2 Green Gadget[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]2 Yellow Gadget[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]1 Gorz the Emissary of Darkness[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]1 Machina Cannon[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]1 Jumbo Drill[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]3 Pot of Duality[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]2 Forbidden Lance[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]2 Mystical Space Typhoon[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]1 Pot of Avarice[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]1 Book of Moon[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]1 Heavy Storm[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]1 Dark Hole[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]1 Monster Reborn[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]2 Solemn Warning[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]2 Bottomless Trap Hole[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]2 Torrential Tribute[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]2 Compulsory Evacuation Device[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]2 Ultimate Offering[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]3 Number 39: Utopia[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]2 Chimeratech Fortress Dragon[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]1 Gem-Knight PEarl[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]1 Number C39: Utopia Ray[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]2 Steelswarm ROach[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]1 Tiras, Keeper of Genesis[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]1 Adreus, Keeper of Armageddon[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]1 Gaia Dragon, the Thunder Charger[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]1 Stardust Dragon[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]1 Brionac, Dragon of the ICe Barrier[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]1 Ally of Justice Catastor[/size][/font] [font=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif][size=3]Standard Side[/size][/font]
  22. Machine Concept

    [img]http://i.imgur.com/AxGBe.png[/img] Monsters (19) 3x Gearspring Spirit (Clockwork Shikigami) 3x Cyber Valley 2x Birdman 2x Green Gadget 2x Red Gadget 2x Yellow Gadget 2x Machina Cannon 3x Machina Gearframe Spells (13) 1x Hole 1x Heavy 3x Iron Call 1x Limiter Removal 2x Machine Duplication 1x Reborn 3x MST 1x Avarice Traps (9) 2x Bottomless 3x Chain 1x Mirror 1x Judgment 2x Warning Extra 1x Chimeratech 1x Catastor 1x Triforce 1x Burei 1x Bureido 1x Stardust 2x Geargianto X 1x Pearl 1x Neo Galaxy-Eyes Photon Dragon 1x Giant Killer 1x Utopia 1x Heavens' Strings 1x Galaxy Queen 1x Zenmaister This is something I've been working on ever since I saw Gearspring Spirit (Clockwork Shikigami) - ignore the Side Deck for now. As you all know, Gadgets and Gearframe generate pluses so I'll always have something in my hand. Machina Cannon is level 8, so it fuels Xyzing Rank 8 monsters. Getting Birdman's effect off is quite easy and lets me reuse my Gadgets or Gearframe after an Iron Call. The funnest play here is special summoning Spirit/Shikigami, using its effect to bring the opponent's monster to 0 ATK, play Machine Duplication and Xyz into Neo Galaxy for at least 4500 LP damage. Machine Duplication also works with Cyber Valley so I can stall + draw cards or Xyz into Galaxy Queen for protection as well. While the Deck is somewhat fun to play with, I have no idea how to make this better. Thanks for taking the time to read this and I look forward to your responses!
  23. 1st Place at Regs

    It was a month ago i know it is a bit late to write this but.. I hadn't got a good deck for regs but wanted to try my chance with machina gadgets lol. I flight to Istanbul on Sunday (tourny day) and went to Hobby Shop before 1 hour the tournament start. I was looking for 3 SIM and a solemn warning then found a warning but couldnt find 3 SIM so i played 1 dd crow 1 gemini imps and 1 divine wrath -.-. There was a guy that i would buy 3 sim but he didnt come. Round 1 vs random Agents G1: He summoned Venus and didnt use eff (when siding I saw his shine balls were in the side). He couldnt do anything much beat him with gadgets. At least of game, he topdecked a hyperion. My field was 1 Fortress and 2 Set. He hit wrong card and attacked into prison gg. G2:He activated Valhalla and sp summoned earth, then he tried to activate its eff lol. I said you cant and he took his card back (i know i couldnt allow but he was 10 i think) Drew good he couldnt do any thing. 1-0 Round 2 vs Lightsworn I saw his celestia when he was shuffling, so I know what I will play with. G1: He drew bad he couldnt summon a jd,bls,lumina. G2: He was milling wulf all the time, hopefully I draw gearframe, then summoned etc. After a while my field was 1 or 2 set and a gearframe and fortress. He summoned jd and used effect i discarded veiler then he attacked into my prison. 2-0 Round 3 vs Six Samurai (Shuren here) Before the tournament there was 4-5 Hero and Sams so I decided to play kinetic soldier in side. It worked a lot G1: Dont remember much but activated c. swap, he thought a while then flipped sj, i activated another c.swap and took his barkion when he had 3 sets. G2: He started with 2 or 3 sets, summoned Tkro he didnt give a resp, i attacked still no resp, i thought he drew bad. Then after 1-2 turn he had 3 cards in hand I had a set Tkro on the field(he bom’d it) and 2 sets(sj,torrent,. He flipped SSU and normal summon spirit, i flipped sj and everybody looked at me weirdly. Then he used reborn for spirit then sp summoned kizan i flipped torrent. He sent SSU and drew 2 cards and gave the turn. Summoned gadget and attacked, then he set a monster (kagemusha) I summoned another gadget and attacked. Then gave the turn. He set a card i think. Then i summoned kinetic soldier and attacked for game. 3-0 Round 4 vs Darkworld I was afraiding of that. Dw’s I couldnt find any SIM and playing with dw L G1: His graphas went to banish pile with prison and bth. He couldnt come back G2:He started with 4 sets then gave the turn. I summoned a gearframe he activated skill drain attacked with gearframe and set 3 cards. He flipped decree and 2 reckless’. I was like wtf,I couldnt come back this time G3: He drew terrible I think he just activated a dwd for discarding grapha. Then summoned snoww into my bth, I know he had nothing, so i won 4-0 Round 5 vs Disaster Yayyy I was very happy to getting the invite and if i won this i would be 1st. G1: I set two cards (bth,mst) and summoned gearframe, search for fortress. He used mst to my mst, then used future fusion -__-. (sent 2 redmd 2 wyvern and a delta flyer i think) he didnt summoned/set then summoned 2 redmd, i bth’d one of them and summoned fortress attacked to redmd then won from here. G2: I had just an Utopia with no materials he had a redmd and something more, even i summon ray he would win so 1-1 L G3: I started with 3 set he should know i had a starlight but he summoned brd, it was his last chance for game. 5-0 From packs I pulled dolkka,hanzo and a photon sabre tiger. I changed my list after the tournament so i dont remember the full list Props Prizes 1st Place Machina Packs Starlight Road Last minute warning and tkro Slops Couldnt find any SIM [font=Arial, sans-serif][size=2][/size][/font]
  24. German Nationals Report

    Edit: wow my 100th post. Friday after school I meet up with Paradoxx to take the train to Bochum (about 6h). We arrive at like 9 PM and miss the pre-registration. I plan to play Machina (Spaceman gave me the idea) because I didnt feel confident with Rabbit, GK or Inzektor. I still need 3 Cardcars, 1 Big Eye and 1 Heliopolis to finish the deck and I eventually get 2 Cardcars on friday. I then meet PROlinho and we talk about the event quite some time. Saturday: I get everything I still need and I have to change my decklist as I didnt expect to get the third Cardcar (Main Deck: -1 Heavy Storm + 1 Cardcar, Side Deck: -1 MST + 1 Heavy Storm). The tournament starts shortly afterwards Round 1: vs Wind-Up g1: I get him down to 4 cards in hand to my Barbaros, Fortress and Gearframe with Drain + Bottomless. He draws Heavy Storm, then activates Dark Hole and summons Hunter + Shark. I lose. g2: I wreck him with Barbaros + Drain. I eventually use Crow on his Pot of Avarice to win. g3 He has Decree and and goes for Zenmaioh instead of looping me (I had 1 card in hand: Machina Cannon) and destroys my useless BTH and Prison (he told me he was afraid that I have Chalice and could boost my 1900 Barbaros to 3400). I get back into the game with Fortress and win some turn later. 1:0 Round 2: vs Inzektor g1: He beats me down with Centipede and a 2400 Dragonfly and I couldnt draw a Machine g2: I start with Gearframe attached to Fortress and Skill Drain. He starts with Cyber Dragon and goes into Chimeratech. I activate Drain but I still lose some turns later due to a Mind Control. 1:1 Round 3: vs Chaos Dragon g1: I beat him with 2 Fortress + Roach. g2: He does what Chaos Dragon usually does and OTKs me with Trooper, BLS and Lightpulsar to my Gearframe on his second turn. g3: He reborns my Gearframe, then uses Electric Virus on my Fortress and i get to see his hand (Lyla, Sangan and Trag; I discard Lyla) and instead of attacking me he tributes both for a 600 Trag. I win. 2:1 Round 4: vs GK g1: He got the Road and I lose. g2: I win with Fortress Beatdown g3: He misplays and summons Malefic Cyber End before flipping to Spy and gets descandant, uses his eff to destroy my MST which I chain on Necrovalley to win 3:1 Round 5: vs DW g1: He has Card Destruction g2: I win with Barbaros + Fortress g3: He has double Reckless and beats me easily 3:2 Round 6: vs Hero Beat g1: He wastes some Heroes on his field and Miracle Fusion into Zero just to kill my Fortress g2: He opens with Raioh + Prohibition on Fortress but I use Soul Taker and beat him with Gearframe to win as he didnt draw any other monster for the rest of the duel. 4:2 Round 7: vs Chaos Dragon g1: He does what Chaos Dragons do g2: I win with Barbaros + Drain g3: He mills a spell, Ryko, Dark Hole and Lightpulsar first turn and sets a monster. I dark hole it (Trooper) and summon Raioh and attack + set BTH. He has the second Trooper and beats me turns later with REDMD + Lightpulsar 4:3 I'm still in the top256 and I continue because I need my EC Invite Sunday: Round 8: no opponent 5:3 Round 9: Ninja Hieratic g1: He summons Hanzo and gets NAST. I summon Fortress, he wants to NAST it and I chain Lance. He still sends Hanzo and has no target and i get to see his deck. I win afterwards g2: I go for game with Barbaros + 2 Fortress but he has a 3000 Trag. MP2 I go for Big Eye, take his Trag which copies Cannons level and I go with Barbaros + Trag into Heliopolis. I win. 6:3 Round 10: vs DW g1: He has Grapha, Zenmaines and Gates. I go for 2 Fortress into Big Eye, take Grapha, NS Barbaros and xyz into Heliopolis to destroy his Gates. He passes and i take Zenmaines too with Big Eye. I win. g2: It goes back and forth until he has too much advantage and a decree. g3: I wreck him with SIM, but we go into a topdeck war that I won when I drew a Peacekeeper and beat him with it. 7:3 I played the last round at table 44 yet I still get 90th but w/e. I get the Nationals Mat and my invite for european championship Afterwards I talk to some ppl and play sealed pack (but i drew garbage). After the event I go to get some food with Michel Grüner and the new Champion (two friends of mine) and some other ppl and I go back to the hotel where I'm writing this report [img]http://i45.tinypic.com/33lfgqo.jpg[/img] [img]http://i48.tinypic.com/2enxehh.jpg[/img] [img]http://i46.tinypic.com/of6cz6.jpg[/img] Decklist: 3 Machina Fortress 3 Machina Gearframe 3 Machina Cannon 3 Barbaros 3 Cardcar 2 Machina Peacekeeper 3 Pot of Duality 3 Trade In 3 Forbidden Lance 1 Monster Reborn 1 Book of Moon 1 Dark Hole 3 Skill Drain 2 Torrential Tribute 2 Bottomless Trap Hole 2 Solemn Warning 1 Solemn Judgment 1 Dimensional Prison Side Deck: 2 Kycoo 2 RaiOh 2 D.D. Crow 2 Soul Taker 2 MST 1 Heavy 3 SIM 1 Dimensional Prison Extra Deck: 1 Heliopolis 1 Big Eye 1 Utopia Ray 1 Utopia 1 Papilloperative 1 Zenmeister 1 Roach 1 Temtempo 1 Zenmaines 1 Gachi Gachi 1 Chimeratech Fortress Dragon 1 Scrap Dragon 1 Thought Ruler Archfiend 1 Stardust Dragon 1 Catastor I think i could have played some better cards over Lance. I sounded so good in theory on Fortress but I ended up siding it out like everytime except against Hero + GK. If I forgot anything else I'll edit it Thanks for reading and special thanks to Hitlist who helped me with the deck especially Spaceman / Kezia who gave me the idea.
  25. [img]http://i1110.photobucket.com/albums/h450/refuse2lose1985/Untitled.jpg[/img] [u][b]Main Deck (40)[/b][/u] [u][b]19 Monsters[/b][/u] Machina Peacekeeper 2 Red Gadget 2 Yellow Gadget 2 Green Gadget 2 Machina Cannon 2 Machina Fortress 2 Tragoedia 3 Effect Veiler 3 Machina Gearframe [u][b]11 Spells[/b][/u] Book of Moon Heavy Storm Monster Reborn 2 Pot of Duality 3 Forbidden Lance 3 Smashing Ground [u][b]10 Traps[/b][/u] Mirror Force Solemn Judgment 2 Solemn Warning 3 Dimensional Prison 3 Compulsory Evacuation Device [u][b]Extra Deck (15)[/b][/u] Chimeratech Fortress Dragon Ally of Justice Catastor Magical Android Brionac, Dragon of the Ice Barrier Black Rose Dragon Stardust Dragon Thought Ruler Archfiend Scrap Dragon Steelswarm Roach Photon Papilloperative Number C39: Utopia Ray Number 11: Big Eye 2 Maestroke the Symphony Djinn 2 Number 39: Utopia [u][b]Sideboard (15)[/b][/u] [u][b]Monsters(3)[/b][/u] 3 Photon Thrasher [u][b]Spells (6)[/b][/u] 3 Mystical Space Typhoon 3 Prohibition [u][b]Traps (6)[/b][/u] 3 Gozen Match 3 Shadow Imprisoning Mirror ------------------------------------------------------------------------------- This is the current configuration of MGX. The deck is sort of like a concept car or the concept of avant garde; I try out certain ideas en masse, see what sticks, and then incorporate finer tuned versions of those principles into my deck. The ideas I want to push for here are defensive play and an emphasis on versatility. Xyz monsters (usually in the form of defensive powerhouses Maestroke and Utopia) handle the bulk of the work, slowing the opponent down while being backed by S/T that are useful in a number of situations. There is just enough straightforward removal to put a hiccup into the opponent's tempo long enough for me to land an Xyz and then we're off to the races. Please let me know what you think. There are a lot of controversial choices, but I have really strong logic behind them. Thanks for reading.