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 Improved Machina Gadgets

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PostSubject: Improved Machina Gadgets   Tue Nov 23, 2010 10:31 am

sorry to do another post of the sme type of deck but after a horrible defeat against the best xsaber deck ive ever seen i had to ge back to the drawing board, this deck runs a whole lot better than the last 1 and for some reason it works really well with 3 of each gadget. please comment i am eager for all inputs.

MONSTERS: 19
machina fortress x3
machina gearframe x3
machina peacekeeper x3
green gadget x3
red gadget x3
yellow gadget x3
swift scarcrow

SPELLS: 17
monster reincarnation x3
solidarity x3
shrink x3
burden of the mighty x2 (I decided to put it back in since im running 3 gadgets)
mst x2
giant trunade
swords of revealing light
monster reborn
limiter removal

TRAPS: 5
mirror force
starlight road
call of the haunted
royal oppression
solemn judgement
(i dont like to run a lot of traps because of decks with royal decree)

EXTRA DECK: 1
stardust dragon
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PostSubject: Re: Improved Machina Gadgets   Tue Nov 23, 2010 11:12 am

Remove the swords and all 3 monster reincarnations for Dark Hole,2 Machina Force and a Pot of Avarice. Monster Reincarnation looks odd. Does it work well for you?

Since you are arfraid of Decree,I suggest adding Book of Moons. You could take out the Shrinks for them.
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PostSubject: Re: Improved Machina Gadgets   Tue Nov 23, 2010 12:50 pm

When you change your deck, just edit the already existing topic you made, don't make a new one.

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PostSubject: Re: Improved Machina Gadgets   Tue Nov 23, 2010 4:37 pm

the monster reincarnation work really well i can just add a gadget back if I run out of monsters or add machina fortress ther are a lot of things actually its pretty much an emergency resort and i dont like running 2 forces anymore the keeps screwing me over and i like the pot of avarice iv just got 2 trade for 1 but how could book of moon be better than shrink? also im thinking of adding a scrap recycler or 2 is this a good idea since im running so many gadgets?
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PostSubject: Re: Improved Machina Gadgets   Tue Nov 23, 2010 6:59 pm

i like book better tha shrink cause i think its more of a versitle card
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PostSubject: Re: Improved Machina Gadgets   Tue Nov 23, 2010 11:53 pm

Agreed, Book is a lot better than Shrink!
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PostSubject: Re: Improved Machina Gadgets   Wed Nov 24, 2010 4:10 am

hmm the shrinks seem to be working very well for both attack and defense with the gadgets it protectsmy gadgets plus usually leaves an open attack for around 2500 points of damage lets say i hav green gadget on the field i hav a face down moon my opponent has stardust or some synchro lets say i have red gadget in my hand. He attacks i book him then lets say i draw a card that wont help me allthough ther are seventeen cards in my deck that would then help me at this point lets say i drew another gadget heres the big "WAT NOW?" gadgets cant usually fight on their own they giv the card advantage u need some steriods for them and if ur opponent has defense higher than 1400 none of ur gadgets will work with book of moon cause remember i do run 3 of each gadget
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PostSubject: Re: Improved Machina Gadgets   Wed Nov 24, 2010 4:31 am

if shrink is working well then continue with it either one is a good option for gadgets
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PostSubject: Re: Improved Machina Gadgets   Wed Nov 24, 2010 7:25 am

should i run scrap recycler?
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PostSubject: Re: Improved Machina Gadgets   Wed Nov 24, 2010 8:56 am

GADGET PRO wrote:
should i run scrap recycler?

Let's look at the chances:

You cannot Special Summon Recycler. That's why you'll need to Normal Summon him to get the first effect. IF you decide to Set him, you;re at a dissadvantage as he has 1200 DEF which is low.

If you normal summon Recycler:
  • You will use your Normal Summon/Set for the turn. No Gadgets this turn.
  • You are going to send a Machine to the Grave.
    1. If you send Fortress, you can summon him afterwards by sending another two Machines (could be almost any combination) from your hand.

      If you have 2 lvl4 Machines in your Grave, you can return them to the Deck to draw a card. That will put your hand dissadvantage from summoning Fortress back to 0.

    2. You can send a lvl4 Machine if you have only 1 in your grave. That will allow you to draw a card. But that card will not help you if your opponent already has the upper hand. (Where are the Smashings?!)


    In that case, leaving Recycler face-up will surely leave him vulnerable to anything, Shura/FV Dog being two of the worst possibilities. You're not running many Traps, so this option is not wise to follow, unless you've got a card up your sleeve.


Also, I'm against Monster Reincarnation as well. All your Gadgets give you a +1, while this card makes that 0 (considering you play 1 card discarding another one [-2] to get 1 card and another one IF you summon it [+2] tottaling to [0]). It can easily prove a dead-draw and it won;t help you surpassing your opponents' >1800ATK monsters.

And try putting those Smashings back on! Otherwise, if your opponent summons at least one monster with more than 2500 ATK, you're doomed!

Hope I helped a bit.

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Right... He was judging his sanity off the reaction of a Duel Monster
Spirit that only HE could see... That made PERFECT sense.
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PostSubject: Re: Improved Machina Gadgets   Wed Nov 24, 2010 9:13 am

thank you that was very helpful for the recycler but i dont like smashing cause it really sucks against swarm decks i used to run some lightning vortexs but thats still discarding a card and monster reincarnation really works well with this format but if u hav any other suggestions also i need to add 1 more monster to this deck wat would u suggest i was thinking cyber dragon to only use it wen i run out of any other options and wen i dont hav any machine on the field but again wat would u suggest?
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PostSubject: Re: Improved Machina Gadgets   Wed Nov 24, 2010 9:24 am

GADGET PRO wrote:
thank that was very helpful ofr the recycler but i dont like smashing cause it really sucks against swarm decks i used to run some lightning vortexs but thats still discarding a card

I'm not quite sure of what you mean.

BWs get some nasty Synchros. You will likely survive a first round of them, but not a second.

Sabers get too many nasty Synchros which you most likely wouldn't survive if you didn't have Scarecrow.

Monarchs could be annoying if they RFP your Fortress.

Um...plants...I really don't want to talk about it :P Hate plant decks.

If you survive all that, how will you kill the powerhouses?

You can kill powerhouses with Smashing or Hammer
You can kill lone powerhouses with Fissure
You can kill your opponent with a gun
Vortex is nice if you're dealing with at least 2 face-ups. You know, 2 for 2.

Stadust Dragon is the real problem.
Spoiler:
 

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The more deadly the lake monster, the shorter the tale.
Right... He was judging his sanity off the reaction of a Duel Monster
Spirit that only HE could see... That made PERFECT sense.
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PostSubject: Re: Improved Machina Gadgets   Wed Nov 24, 2010 9:29 am

well i usely like to run atleast 19 monsters i trying to think of a monster thats machine and very little to no cons just pros
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PostSubject: Re: Improved Machina Gadgets   Wed Nov 24, 2010 3:04 pm

maybe try out dekoichi, card trooper or cyber valley
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PostSubject: Re: Improved Machina Gadgets   Wed Nov 24, 2010 4:50 pm

the new deck is pro in some ways, but (no offense) slightly amateur in others. most decks this format are trap heavy and not monster heavy, so you for SURE don't need to worry about running out of monsters. also, gadgets aren't about making them as powerful as other monsters, they're about getting +1s each turn, and also thinning the deck of monsters so you can draw devastating traps. 3 gadgets is great for this, so you're on the right track for that. don't worry about their size, just smashing their monster next turn. for swarm decks... don't let them swarm xD. use oppression or solemns to stop big summons, and d-prison to stop stuff like stardust when they're already there. so:

-3 monster reincarnation (only needed in lightsworn variants. period.)
-3 shrink (good, but there are better things to run)
-2 burden of the mighty
-1 call of the haunted (you're not running big monsters, and reborn is enough anyway)
-1 swords pf revealing light (outdated)
-1 starlight road (side it)
-1 machina peacekeeper (it's overrated and you have only 3 targets)
+3 smashing ground
+2 book of moon
+2 dimensional prison
+2 solemn warning (if you can't afford 'em, use 2 compulsory evacuation devices)
+2 bottomless trap hole
+1 dark hole (what were you thinking not running this? :P jk bro)

as a personal preference to make it 40 i would

-2 machina peacekeeper
+1 machina force

but if peacekeeper works for you, that's fine
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PostSubject: Re: Improved Machina Gadgets   Thu Nov 25, 2010 4:37 am

wow lol this looks a lot like my old old deck but ill try it a pit it up against my current deck but iv got won major pet peeve every1 says peacekeeper slows u down and only to run 2 i just dont get it iv never lost a duel cause of peacekeeper it always protected my fortress or if i didnt have and other monsters got me a gearframe nd then a fortress or u can just discard it for fortress its eemed to be the most versitile card in the deck besides of course gearframe so why do only run 2 if it works so well for me?
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PostSubject: Re: Improved Machina Gadgets   Thu Nov 25, 2010 5:19 am

GADGET PRO wrote:
wow lol this looks a lot like my old old deck but ill try it a pit it up against my current deck but iv got won major pet peeve every1 says peacekeeper slows u down and only to run 2 i just dont get it iv never lost a duel cause of peacekeeper it always protected my fortress or if i didnt have and other monsters got me a gearframe nd then a fortress or u can just discard it for fortress its eemed to be the most versitile card in the deck besides of course gearframe so why do only run 2 if it works so well for me?
That's completely up to you. He just tried to help by posting fixes that work for him. And I'm agreeing with his fixes.

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Right... He was judging his sanity off the reaction of a Duel Monster
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PostSubject: Re: Improved Machina Gadgets   Thu Nov 25, 2010 6:30 am

i really dont like running the deck this wayim sorry im such a picky SOB lol but i usely like to hav a deck where the cards r almost exactly alike so i stick to 1 main strategy

especially if ur opponent runs royal decree this deck is broke
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PostSubject: Re: Improved Machina Gadgets   Thu Nov 25, 2010 6:40 am

GADGET PRO wrote:
i really dont like running the deck this wayim sorry im such a picky SOB lol but i usely like to hav a deck where the cards r almost exactly alike so i stick to 1 main strategy

especially if ur opponent runs royal decree this deck is broke
Your posts were edited to one. Please do not double post again, otherwise you will get a warning.

Can you explain why you prefer running the deck this way? Or maybe help me to help you fix it :P I need to know how you play (meaning what type of player you are, aggresive, defensive etc) and why you dislike solemns and monster removal.

What do you mean by "the monsters are more alike"?

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Right... He was judging his sanity off the reaction of a Duel Monster
Spirit that only HE could see... That made PERFECT sense.
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PostSubject: Re: Improved Machina Gadgets   Thu Nov 25, 2010 6:51 am

i play aggressively i like to first set up a decoy on my first turn like usely a gadget or peacekeeper then if they have a strong monster i use either shrink or if i have solidarity i would do something like play gearframe get fortress summon him and pummel my opponent on the second turn also starlight road helps cause i dont have to equip my gearframe to protect fortress for an extra 2600 atk power but i always protect fortress

I mainly get rid of monsters by attacking but i wait till the second or third turn to start attacking and i try to only use 1 monster per turn unless he starts to get past it i break out fortress and protect him
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PostSubject: Re: Improved Machina Gadgets   Thu Nov 25, 2010 8:33 am

Okay. I searched a bit around here and there and I have to say that the changes Harper suggested are for the best.

Now you could try some techs.
  • I have seen some builds with Snipe Hunter. Although I don't recomend it, the +1 generated from the Gadgets in this deck can be used as fodder to it's effect. Other than that, he ruins Solidarity's effect and can't be used with Recycler. An alternative is Fabled Gallabas, but he doesn't seem to be working well enough in this deck.

    An even better alternative is Shreddder. Being a lvl 4 Machine Earth Type, he does not affect Solidarity and is very good with Recycler. He can send 1 Machine-Type monster to destroy 1 face-upwhose Level is less than or equal to that monster's. He gives Machina Force another use, as with discarding it you can kill almost any monster!

  • Ultimate Offering can offer an average of 6500 damage if you have a gadget in your hand (and you surely will if you run 3 of each gadget). You must set it first though.

  • Machina Armored Unit has helped me in some duels, but I wasn't playing in any tournament, so I'm not sure about it...
    With Gadgets you gain a massive card advantage. If you control two of them, you get a monster for each. 1 Gadget down? +3 (two in your hand, two special summoned)
    You could even suicide a Shredder/Gadget to get another Gadget for a +1 at the cost of some LP. Then you could possibly summon a Fortress.
    This also works with Fusilier Dragon to fetch a monster with 2800 ATK or less.

  • Tragoedia cannot be used with Solidarity, but he can be used with the Gadgets' stability at 4 card in your hand or more and their low ATK which will most likely cost you life points via battle damage. With 4 cards he is 2400.

    Imagine having two machina armored units, one gadget and trago in your hand. Suicide the gadget, get +2 in your hand and summon Trago. If you keep your hand at a steady 4, with a +2 you have now 6 cards in hand. Trago will have 3600 ATK power. Period. :P

  • Ι wanted to mention that there is a card named Machine Assembly Line, but nobody uses it and you most likely won't need it. Notice that if a face-down Machine-Type monster is destroyed you do not place any Junk Counters.


I'm still concerned about your Spell/Traps. If you're aggressive, you must avoid your opponents' Hamsters, Rykos, Snowman Eaters, GKs etc etc...
Trago can kill those annoying synchros too, but only if you have 4-5 or more cards in your hand.

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Right... He was judging his sanity off the reaction of a Duel Monster
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PostSubject: Re: Improved Machina Gadgets   Thu Nov 25, 2010 8:52 am

ill check into these thank u so much uv been such a big help its really nice of u to go to this extent for a deck thats not even yours

ok since u said his corrections were probably for the best i changed it a bit tell me wat u think
-royal oppression (this i wasnt sure abt should i keep it in?)
-monster reincarnation x3
-swords of revealing light
-starlight road
-burden of the mighty x2

+trap hole x3
+compulsory evacuation unit x3
+bottomless trap hole (only hav 1)
+torrential tribute
i like the monsters right now im just having trouble with the spell and traps
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PostSubject: Re: Improved Machina Gadgets   Thu Nov 25, 2010 9:28 am

I didn't notice that your deck is for rl play. In that case, when you find another BTH swap it for Trap Hole. Keep the Oppresion in but use with caution. You'll have a hard time finding a Tragoedia, but, believe me, it's awesome. I believe that 3 Compulsories are overkill. Instead you could get 1-2 D.Prisons. And get that Dark Hole back on! :P

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PostSubject: Re: Improved Machina Gadgets   Thu Nov 25, 2010 10:49 am

Since you run 3 Peacekeepers and 3 Gearframes,a nice tech would be Roll Out!. It can be used as protection from destruction or as a Call of the Haunted for Gearframe/Peacekeeper.
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PostSubject: Re: Improved Machina Gadgets   Thu Nov 25, 2010 11:16 am

i used to run roll out wen i started playing with machinas but if u dont have any unions in ur graveyard then its a dead card

and ok ill switch out a compluse for a d prison

plus this deck seems to be working pretty well so far i just keep my opponent from getting a monster on the field and keep chopping away at their life points

also i was thinking since i have a severe phobia of royal decree :P maybe i should put 3 enemy controllers and 3 book of moons in my side deck so i can switch them out with the trap holes and compulses is that a good idea?
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