The Official Machina Thread Part 1: The Terminators

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The Official Machina Thread Part 1: The Terminators

Post by Cyberzilla on Tue Feb 15, 2011 5:33 pm

This thread should be used primarily for discussion on any Machina deck. The most commonly used deck is the Machina Gadget variant, although there will most likely be a post-STOR rise in karakuri builds, and possibly black salvo builds (because of duradark's usefulness).

*GUIDE IN PROGRESS*

Machina Fortress
7 Stars
EARTH
Machine
2500/1600
You can discard Machine-Type monster(s) whose total Levels equal 8 or more to Special Summon this card from your hand or Graveyard. When this card is destroyed by battle and sent to the Graveyard, select and destroy 1 card your opponent controls. When this face-up card you control is targeted by an opponent's Effect Monster's effect, look at your opponent's hand and discard 1 card from their hand.

Basically, this thing is a -1 to Special Summon, not bad for a 2500 beater with TWO 1-4-1 effects.
The Summoning Condition requires a -1 Machine mosnter cost. Now, this often IS equalized through the use of Gearframe and Gadgets to generate 1's. The Graveyard revival also allows for Fortress to be ressurected in a 1-4-1 fashion by any Level 8 or higher Machines, such as "Machina Force" and "Ancient Gear Galjitron Dragon."
The second effect is a Trigger Effect that destroys one of your opponent's cards when destroyed in battle, makes Fortress menacing to your opponent's higher attack monsters. Fortress's already high attack makes it useful to clear out a powerful monster with little damage done to you. (Beware War Chariot, etc.)
The third effect, and probably the least commonly used, is a Continuous Effect that lets you see your opponent's hand and discard a card from it. It is useful for gathering information, and is yet another 1-4-1 effect. Unfortunately, the effect that targeted your Fortress means it's probably going to die.

A major question asked is how many Fortress to use: 2 or 3? The amount is based off of player preference and the amount of "Fortress fodder" in the deck. Inarguably, 3 is more common, but 2 is viable as well and needs more testing.

Machina Gearframe
4 Stars
EARTH
Machine
1800/0When 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.)
Looooooooong text is loooooooooooong. This thing is a floater that searches Machinas and saves Machines through Union equipping. 1800 beatstick is nice.
First effect, search for a Machina. That means a Fortress, Force, or Peacekeeper in most cases. In any case, it is a 1. That Fortress is now a 1-4-1 to bring out, that Force can 1 a dead Fortress, and that Peacekeeper is for whatever else.
And it's a Union! Protects Machines, pretty awesome. (Fun Fact: If you don't win with Limiter, Unioning saves Machines)

3. No exceptions. Unless you're doing one of those weird heavy Stun things, which I personally dislike.

Machina Peacekeeper
2 Stars
EARTH
Machine
500/400
When this card on the field is destroyed and sent to the Graveyard, you can add 1 Union Monster 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.)

Looooooooong text is loooooooooooong, again. This thing is a floater that searches Unions (mostly Gearframe) and saves Machines through Union equipping.
First effect, search for a "Machina Gearframe" when it dies. That means 1 more card advantage power point to ya. Best used by setting or Union equipping.
And it's a Union! Protects Machines, pretty awesome. This also assists its first effect, as it also gets it when it is destroyed as a Union. So if an equipped monster gets run over or Booked or D-Prisoned, etc., you get the effect, equalizing that loss in advantage.

Now, the usage of this card is iffy. Some people run 2. Some run 1. Some even run 3. Some don't even run the thing. It's a very good card, but it is a bit slow. Personally, I run 1 because it's nice being able to search it with Gearframe when searching a Fortress or Force would be useless. It's really up to player preference.
Also, if you're running Ultimate Aggro, 3 seems to work really, really well.

WARNING: PEACEKEEPER CAN MISS THE TIMING

Machina Force
10 Stars
EARTH
Machine
4600/4100
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with "Commander Covington". This card cannot declare an attack unless you pay 1000 Life Points. You can send this card from the field to the Graveyard to select and Special Summon one each of "Machina Soldier", "Machina Sniper", and "Machina Defender" from your Graveyard.

Whenever someone who has never played Machinas before looks though a decklist, this card is always the first card to be questioned. Why have such a huge monster if you can never bring it out?

Originally the first Machina boss card, it's cumbersome special summoning requirements has prevented it from being a playable card. Instead, however, it is now used to supplement the new Machina boss card, "Machina Fortress". By discarding a level eight or higher monster from the hand, "Machina Fortress" can be instantly summoned from the hand or graveyard. "Machina Force", being a level ten monster, easily special summons "Machina Fortress" from the grave with a single discard. Additionally, the fact that this card has "Machina" in its name allows it to be added to the hand by the effect of "Machina Gearframe". Essentially, "Machina Force" acts as a search-able "Monster Reborn" for Machina players.

Many players choose to have one copy in the deck, though it is not uncommon for some to run two or none.


Scrap Recycler
3 Stars
EARTH
Machine
900/1200
When this card is Normal or Special Summoned, you can select and send 1 Machine-Type monster from your Deck to the Graveyard. Once per turn, you can return 2 Level 4 Machine-Type EARTH monsters from your Graveyard to the Deck to draw 1 card.

Though sometimes overlooked by Machina players, "Scrap Recycler" is one of those cards that gets the job done. A combined "Foolish Burial" and mini "Pot of Avarice" on wheels, "Scrap Recycler" allows for Machina players to easily set up the grave or deck in their favor. It's first effect is the primary one, allowing Machina players to instantly make "Machina Fortress" accessible. Unfortunately, many players overlook the second effect, which allows them to return two level four earth machine type monster to the deck and draw a card. This effect can let Machina players to recycle Gadgets, "Machina Gearframe", or any additional cards that they may be running that fits the bill.

A majority of the time, this card is usually left out of the deck in preference for other cards, though certain decks, such as the "Solidarity" builds, can run up to two


Red Gadget/Green Gadget/Yellow Gadget
4 Stars
EARTH
1300/1500; 1400/600; 1200/1200 (respectively)
When you Normal or Special Summon this card, you can add 1 "'Yellow Gadget'/'Red Gadget'/'Green Gadget'" from your Deck to your hand.
The core of many Machina decks, Gadgets have proved to be a very successful and consistent engine. An instant 1 when summoned, Gadgets reassure a player by practically guaranteeing them something to summon the next turn. Though at low attack, Gadgets can quickly turn from cute to annoying to devastating. Many Machina decks can make the original 1 from a gadget into a X with control, protection, boosting, or annoyance cards. Ultimately, the opponent has to waste one or more resources to take out a gadget, knowing full well that another one will take it's place. Discard fodder for "Machina Fortress" doesn't hurt either.

Most decks run six gadgets (aka Mach6), whilst others prefer nine gadgets (aka Mach9). The drawback of running so many gadgets is that sometimes players may open with a gadget clogged hand. To alleviate this, Mach6 players often have a deck size of 42 cards rather than 40, to allow for the best possible chance of opening with exactly one gadget.


Thunder King Rai-Oh
4 Stars
Light
Thunder
1900/800

Neither player can add cards from their Deck to their hand except by drawing them. You can send this face-up card to the Graveyard to negate the Special Summon of 1 of your opponent monsters, and destroy it.
Whether you main or side this card comes down to personal preference. While it can cause you problems with your Gadgets and other searches it often draws removal and slows down decks that like to swarm so you don't have to worry about it sticking around too long. Perfectly justifiable in the main if you know how to play around it but should see play in the side at the very least given the fast pace of the format and its ability to disrupt the opponent's gameplan.

2 if you decide to main it, 2-3 in the side depending on how much space you have.


Spirit Reaper
3 Stars
Dark
Zombie
300/200

This card cannot be destroyed by battle. Destroy this card when it is targeted by the effect of a Spell, Trap, or Effect Monster. If this card successfully attacks directly, your opponent randomly discards 1 card.

A nice little card that can potentially provide your opponent with a rather annoying road block. Even if they do target it, it means they've wasted removal or a monster effect on your Reaper and not one of your more important cards. On the rare occassion that you manage to get damage through with it the ability to make your opponent discard an important card is also neat.

Run 0 in Aggro variants, 0-1 in Control or Stun depending on personal taste.


Drillroid
4 Stars
Earth
Machine
1600/1600
If this card attacks a Defense Position monster, destroy the monster with this card's effect without applying damage calculation.

This card sees less play than most of the other tech cards run in Machina, this however gives it the element of surprise. This card should be run if you find yourself up against opponent's who like to play stall cards like Spirit Reaper and Marshmallon. Being level 4 makes it a target for Scrap Recycler and having 1600 attack points makes it a threat in its own right. The downsides are that nothing in a typical Machina deck can search it out and the effect is mandatory so cards like My Body as a Shield will negate it.

Run 0-2 depending on personal preference.


Swift Scarecrow
1 Star
EARTH
Machine
0/0
When your opponent's monster declares a direct attack, you can discard this card to negate that attack and end the Battle Phase.

A common card from the latest set, Starstrike Blast. It helps Aggro Solidarity Machina Gadgets set up and also feeds Pot of Avarice and Solidarity. As the effect says: Your opponent declares to attack you directly and you can discard Swift Scarecrow and be like "No." It's also a 1 Star monster that you can pitch with a Machina Fortress. If you're going for a push, then do it. I recommend keeping it in hand at all times, but I find myself pitching it to special summon Machina Fortress for a good push.



Giant Trunade
Normal Spell
Return all Spell and Trap Cards on the field to their owners' hands.

Without "Heavy Storm", people tend to set a lot of cards. This card is a temporary solution, as you can activate it before your big push and not have to worry about spells or traps(beware of chainables, like "Book of Moon"). You can also reuse your Gearframe by equiping it, then activating "Giant Trunade" to get the search again. Don't forget that "Giant Trunade" "Machina Gearframe"
"Machina Fortress" "Limiter Removal" no monsters on your opponents side of the field no Gorz = game (it's not that situational).

Trunade is not needed, but running 1 definitely does not hurt, and opens up OTK opportunities and opportunities for huge pushes.


Pot of Avarice
Normal Spell
Select 5 Monster Cards in your Graveyard. Return those cards to the Deck, then draw 2 cards.

This card can reuse your Gadgets, Forces, Peacekeepers and Gearframes, while providing card advantage. It's rarely a dead draw and too good not to run. Don't run more than 1 Scrap Recycler with it.

Definitely not needed, based on player preference. 1 is recommended if run, more seems to be too cloggy.


Solidarity
Continuous Spell
If you have only 1 original (printed) Type of monster in your Graveyard, face-up monsters you control with the same Type gain 800 ATK.

As Gadgets are Machines, this becomes an interesting card to use in Machinas. Sure, it denies you the use of tech like D.D. Warrior Lady, Breaker and Spirit Reaper but it gives your monsters a huge attack boost in return. Under Solidarity, Scrap Recycler is passable, Gearframe can kill Monarchs, Gadgets are beatsticks that search each other and Machina Fortress can take down the mighty Blue-Eyes White Dragon.

Often seen at 2 or 3 in Aggro. 3 can be cloggy.


Limiter Removal
Quickplay spell
Double the ATK of all face-up Machine-Type monsters you control, until the end of this turn. During the End Phase, destroy all monsters that were affected by this effect.
The zenith--but by no means the center--of the deck, "Limiter Removal" is one of the cards that allow Machinas, and machines in general, to stay on par with other top tier decks.
To put it bluntly, Limiter is our OTK card. While other decks have "Judgment Dragon" or "Dark Armed Dragon", we have a modest quickplay that lets gadgets to beat face and "Machina Fortress" to easily run over Obelisk. It's one of the few cards in the deck that when played, the opponent scoops.
The downside to Limiter is obviously the destruction effect. Not only do we lose the boost to our monsters, but we lose the monsters themselves! Limiter somewhat justifies the use of "Cyber Dragon"; during the Main Phase Two, you can fuse your monsters into "Chimeratech Fortress Dragon" to ensure that a study monster remains on the field. Alternatively, you could equip an union monster to one of your machines and have the union destroyed during the endphase instead.
Always run at least one.


Compulsory Evacuation Device
Normal Trap
Return 1 monster on the field to its owner's hand.
This works surprisingly well. Removing Synchros/Fusions with one card, temporarily removing an opponents monster, protecting your own monsters and/or reusing their effects(in the case of Gearframe or, in the worst case, Gadgets), whatever you need, this monster-launcher is your card.

This card is useful, but other cards may better suit certain situations, such as Solemn Warning or D-Prison. Card runs best at 2, based on player preference.


Trap Stun
Negate the effects of all other Trap Cards on the field during this turn.
"Trap Stun" is one half of "Cold Wave". It shuts down all traps, often times the more potent of the two, for the turn and if played correctly, can make for OTKs while still allowing the use of cards like "Royal Oppression".
This card is both a defensive and an offensive card. You can protect a crucial summon from the likes of "Bottomless Trap Hole", or stop the now ubiquitous "Mirror Force". Often times, your opponent would be left to defend themselves with a lonely "Book of Moon". "Trap Stun" can also be used to bait out "Solemn Judgment" and the like, revealing a dangerous backrow.
Depending on the player preference, run 0-3.

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Re: The Official Machina Thread Part 1: The Terminators

Post by crazyninja3000 on Fri Feb 25, 2011 4:02 pm

Yay, a Machina thread! Oranges and apples all over again xD

Is it pronounced Mu-shee-na or Mo-kee-na?


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Re: The Official Machina Thread Part 1: The Terminators

Post by Sobia6464 on Fri Feb 25, 2011 4:27 pm

I say Mac-Keen-ah

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Re: The Official Machina Thread Part 1: The Terminators

Post by crazyninja3000 on Fri Feb 25, 2011 4:29 pm

Wasn't there a Machina is an FF game?

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Re: The Official Machina Thread Part 1: The Terminators

Post by Sobia6464 on Fri Feb 25, 2011 4:30 pm

YES! :They were Tabuu in FF X

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Re: The Official Machina Thread Part 1: The Terminators

Post by crazyninja3000 on Fri Feb 25, 2011 4:31 pm

Sobia6464 wrote:YES! :They were Tabuu in FF X

Thought so.

It seems you can always find something in an FF game xD

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Re: The Official Machina Thread Part 1: The Terminators

Post by Cyberzilla on Fri Feb 25, 2011 4:45 pm

it's ma-shee-na. I think....
Everyone i know says it that way.
If any of you mods want to work on this thread's first post, feel free. I don't have time to update it atm.

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Re: The Official Machina Thread Part 1: The Terminators

Post by crazyninja3000 on Fri Feb 25, 2011 4:50 pm

Better? Very Happy

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Re: The Official Machina Thread Part 1: The Terminators

Post by Cyberzilla on Sat Feb 26, 2011 3:36 pm

crazyninja3000 wrote:Better? Very Happy
much better, thank you.

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Re: The Official Machina Thread Part 1: The Terminators

Post by crazyninja3000 on Sun Feb 27, 2011 11:35 am

Cyberzilla wrote:
crazyninja3000 wrote:Better? Very Happy
much better, thank you.

No problem.

I made top 8 on Friday with Machina Gadgets. There were 20 people, but there were no prizes for top 8 ;__;

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Re: The Official Machina Thread Part 1: The Terminators

Post by Cyberzilla on Sun Feb 27, 2011 12:15 pm

Nice, but no prize stinks. I need to update my machina deck on this site. Have you taken a look at it yet ? I can't remember.

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Re: The Official Machina Thread Part 1: The Terminators

Post by crazyninja3000 on Mon Feb 28, 2011 11:08 am

Cyberzilla wrote:Nice, but no prize stinks. I need to update my machina deck on this site. Have you taken a look at it yet ? I can't remember.

Not recently.

The prizes were given $25 apiece to people in top 4...

They couldn't just give us $5...

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Re: The Official Machina Thread Part 1: The Terminators

Post by crazyninja3000 on Thu Jul 28, 2011 8:56 pm

I've got locals tomorrow. My question is: Should I run Wiseman's Chalice? It might give me a free Exceed with just a Gadget.

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