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Showing results for tags 'mill'.
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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.
Disclaimer: This deck is just for solitaire purposes only - it's not viable for a tournament setting. It pretty much autoloses if you go 2nd, or if they have Effect Veiler. That being said, going first, uninterrupted, it's been a lot more consistent than I had imagined when building it. I'd estimate it to FTK about 70% of the time based on the testing I've done, and in over 40 hands drawn I've only had 1 so far that was totally unplayable. [img]http://i.imgur.com/ZwoUO.png[/img] Monsters: 12 3 Thunder Dragon 3 Thunder Sea Horse 3 Volcanic Shell 3 Royal Magical Library Spells: 28 3 Hand Destruction 3 Dark World Dealings 2 Magical Stone Excavation 3 One Day of Peace 3 Upstart Goblin 3 Magical Mallet 1 Pot of Avarice 3 Into the Void 1 Card Destruction 1 Serial Spell 1 Pot of Duality 3 Toon Table of Contents 1 Reload How it works: Use Hand Destruction, Dark World Dealings, and One Day of Peace to whittle your opponent's deck down. Assuming they play 40 cards, you need to get them down to 24 cards in deck if you've activated 3 One Day of Peace, or 27 cards if you've activated One Day of Peace 4 times. With 8 cards in their hand from One Day you activate Card Destruction, reducing their deck down to 16 cards. Then you activate Magical Stone Excavation to retrieve Card Destruction and activate it again, this time chaining Serial Spell to cause them to draw their last 16 cards, decking out on their turn.