Welcome to the Machine - A Guide to Machines

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XYZ Dragon Cannon
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Welcome to the Machine - A Guide to Machines

Post by XYZ Dragon Cannon » Sun Nov 20, 2011 11:37 pm

Overview:
Machine monsters are extremely powerful, and sometimes scary to face in battle. They rely on high ATK to beat the enemy down, while also using a variety of amazing techniques, ranging from piercing damage, card destruction, deck searching and much more. Machines are usually DARK, EARTH or LIGHT attributes and have some of the best support in the game.

History:
In the first season of Yu-Gi-Oh!, Machines were immune to Magic cards, as well as Spellcaster attacks, can you image how broken that would be today? Its a good thing they didn't make those effects real.
Machines have only have three structure decks so far, all of which have some decent cards in them. Machine Re-Volt gave us the powerful Ancient Gear Gadjiltron Dragon, while Machina Mayhem gave us the Machina Archetype as well as Machina Fortress. Cyber Dragon Revolution turned the old fan favourite Cyber Dragon into a deadly OTK deck.

Table of Contents:
Ancient Gears
Gadgets
Cyberdark
VWXYZ
Machina
Meklords
Karakuri
Geargia
Ally of Justice
Morphtronic
Mecha Phantom Beasts
Cyber
Qliphort

Ancient Gears:
Quick Overview:
Ancient Gears were introduced when they were used by Dr. Vellian Crowler in the Yu-Gi-Oh! GX series. They are EARTH attribute and have an amazing effect that prevents the opponent from activating Spell or Trap Cards when they attack. No more Mirror Force, Dimension Prison, etc.
They were released in The Lost Millennium and Shadow of Infinity booster packs, and then received their very own structure deck, Machine Re-Volt.
Spoiler:
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Ancient Gear Gadjiltron Dragon
If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. This card gets extra effects if you Tribute Summon it by Tributing ● Green Gadget: During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. ● Red Gadget: When this card inflicts Battle Damage to your opponent, inflict 400 damage to your opponent. ● Yellow Gadget: If this card destroys your opponent's monster by battle, inflict 600 damage to your opponent.

This is the probably the best card of the deck. You should never tribute summon this guy, you always use Geartown for it. Being a level 8 also makes it a Trade-In target which is good.
Run 2-3

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Ancient Gear Beast
This card cannot be Special Summoned. The effects of your opponent's monsters that this card destroys by battle are negated. If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step.

Really good card. Floaters won't get there effects off if this card attacks. You can normal summon this guy with Geartown out which is really good.
Run 1

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Ancient Gear Knight
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:
● If this card attacks, your opponent cannot activate Spell or Trap Cards until the end of the Damage Step.


This is a really good card. Being a gemini is odd, but it's not bad either as it lets you run Gemini Spark.
Run 2-3

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Ancient Gear Engineer
Negate the effect of any Trap Card that targets this card, and destroy that Trap Card. If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step. When this card attacks, destroy 1 Spell or Trap Card on your opponent's side of the field at the end of the Damage Step.

Probably one of the best Ancient Gear monsters. You can normal summon it with Geartown. This card is basically immune to traps, and picks apart your opponents backrow. It's just a shame that his stats aren't that great, and he is a level 5.
Run 1-2

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Geartown
Both players can Tribute Summon "Ancient Gear" monsters with 1 less Tribute than required. When this card is destroyed and sent to the Graveyard, you can Special Summon 1 "Ancient Gear" monster from your hand, Deck, or Graveyard.

Fantastic card. Destroy and you get your Gadjiltron Dragon out, and it let's you summon all of your bigger monsters easier.
Run 3

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Ancient Gear Castle

Face-up "Ancient Gear" monsters gain 300 ATK. Each time a monster(s) is Normal Summoned or Set, put 1 counter on this card. If you Tribute Summon an "Ancient Gear" monster, you can substitute this card for a Tribute(s), if the number of counters is equal to or greater than the number of required Tribute(s).

This is a cool card. It lets you summon your bigger monsters easier. I would only use this card if you're running Ancient Gear Golem. If you are;
Run 2-3

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Ancient Gear Workshop
Add 1 "Ancient Gear" monster from your Graveyard to your hand.

Simple and good. Grab back a Gadjiltron and instantly dump it for Trade-In. Grab back a Knight and Gemini Spark it.
Run 2-3

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Ancient Gear Drill
Activate only while you control a face-up "Ancient Gear" monster. Discard 1 card from your hand. Select 1 Spell Card from your Deck and Set it. You cannot use that Spell Card this turn.

Decent card. Grabs ANY spell card, not just Ancient Gear ones. I wouldn't really bother running it, but that doesn't mean the card is bad.
Run 1-2
Spoiler:
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Ancient Gear Golem

This card cannot be Special Summoned. If this card attacks a Defense Position monster, inflict Piercing Battle Damage to your opponent. If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step.

This card is great. It's just a shame it can't be special summoned. Normally, don't run this card at all, but if you are going too;
Run 1-2

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Ancient Gear Soldier
If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step.

Good effect, but bad stats. Ancient Gear Knight is better.
Run 0

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Ancient Gear Cannon
By Tributing this card, inflict 500 damage to your opponent, and then neither player can activate Trap Cards during the Battle Phase of this turn.

Terrible effect. Why would you care if your opponent can't use trap cards? You're running Ancient Gears for crying out loud.
Run 0

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Ancient Gear
While an "Ancient Gear" is face-up on your side of the field, you can Special Summon this card from your hand in Attack Position.

People like running this card with Machine Duplication, but I don't see the point. Cool, you just summoned 3 useless monsters to the field, now they have to sit there until next turn before you can tribute them for a monster.
Run 0

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Ancient Gear Gadjiltron Chimera
If you Tribute Summon this card by Tributing 1 of the following monster(s), this card gets the appropriate effect: ● "Green Gadget": Increase this card's ATK by 300. ● "Red Gadget": When this card successfully attacks your opponent directly, inflict 500 points of damage to your opponent's Life Points. ● "Yellow Gadget": When this card destroys an opponent's monster in battle, inflict 700 points damage to your opponent's Life Points.

I really love this cards artwork, it's just a shame it's effects suck.
Run 0

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Spell Gear
Send 3 face-up "Ancient Gear" cards you control to the Graveyard. You can Special Summon up to 1 "Ancient Gear Golem" from your hand and 1 from your Deck, ignoring the Summoning Conditions. Then, destroy all monsters you control except "Ancient Gear Golems". You cannot Normal Summon or Set until the end of your next turn.

Terrible card. Sure 2 Ancient Gear Golems are nice, but the that's a lot of cards just for that.
Run 0

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Ancient Gear Fist
Equip only to an "Ancient Gear" monster. Destroy any monster that battles with it, at the end of the Damage Step.

Most archetypes have those bad equip cards. This is one of them.
Run 0

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Ancient Gear Tank
Equip only to an "Ancient Gear" monster. It gains 600 ATK. When this card is destroyed and sent to the Graveyard, inflict 600 damage to your opponent.

A better Black Pendant. Still not that good.
Run 0

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Ancient Gear Factory
Select 1 "Ancient Gear" monster in your hand and show it to your opponent. Remove from play "Ancient Gear" cards in your Graveyard whose total Levels are equal to double the selected card's. You can Normal Summon the selected card without Tributes this turn.

It's a very interesting card, I will give it that. You don't really run enough monsters to pull this off, and all your monsters levels are all over the place, so pulling this card off is hard.
Run 0
Spoiler:
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Giant Rat
When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 EARTH monster with 1500 or less ATK from your Deck, in face-up Attack Position.

Decent card. It's a floater that can grab Engineer. If you choose to run this card;
Run 1-2

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Malefic Stardust Dragon
Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by banishing 1 "Stardust Dragon" from your Extra Deck and cannot be Special Summoned by other ways. There can only be 1 face-up "Malefic" monster on the field. Face-up Field Spell Cards cannot be destroyed by effects. Other monsters you control cannot declare an attack. If there is no face-up Field Spell Card on the field, destroy this card.

You might be thinking why you should be running this card. It isn't for protecting Geartown, it's for the amazing rank 8 monsters this card can make. Geartown makes Gadjiltron super easily, so when you have Gadjiltron out, special summon this card, and overlay into something amazing like Divine Dragon Knight Felgrand. Malefic Stardust is also a Trade-In target.
Run 2-3

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Trade-In
Discard 1 Level 8 monster; draw 2 cards.

Pretty self explanatory.
Run 2-3

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Gemini Spark
Tribute 1 face-up Level 4 Gemini monster, then target 1 card on the field; destroy it, and if you do, draw 1 card.

Great card. Attack with Knight, bait out some backrow, then pop something else with this.
Run 2-3

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Magical Hats
During your opponent's Battle Phase: Choose 2 non-Monster Cards from your Deck and 1 monster you control. Shuffle those 3 cards and Set them on the field in Defense Position. The 2 cards chosen from your Deck are treated as Normal Monsters (ATK 0/DEF 0) and are destroyed at the end of the Battle Phase.

Fantastic card for the deck. Activate this if they try running over Engineer and set Geartowns. You can get real creative with this card and run cards like Breakthrough Skill as well.
Run 1-2
Gadgets:
Quick Overview:
Gadgets are a small archetype of EARTH Attribute Machines whose effects activate when summoned to add another Gadget of a differant colour to your hand. These cards are very splashable and work great with many other cards.
Spoiler:
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Green Gadget

When you Normal Summon or Special Summon this card, you can add 1 "Red Gadget" from your Deck to your hand.

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Red Gadget
When you Normal Summon or Special Summon this card, you can add 1 "Yellow Gadget" from your Deck to your hand.

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Yellow Gadget
When you Normal Summon or Special Summon this card, you can add 1 "Green Gadget" from your Deck to your hand.

Not really much to talk about with the Gadgets, its pretty self explanatory, you summon one and it searches another.
Run 2-3 of each.
Make sure you run the same number of each card though.
Spoiler:
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Tin Goldfish
When this card is Normal Summoned: You can Special Summon 1 Level 4 monster from your hand.

Fantastic card for the deck. It triggers all of the Gadgets search effects, as well as makes one turn Xyz monsters.
Run 3

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Kagetokage
Cannot be Normal Summoned/Set. When you Normal Summon a Level 4 monster: You can Special Summon this card from your hand. This card cannot be used as a Synchro Material Monster.

Another great card for the deck. Summon a Gadget and then special summon this guy. If you're going to run this card, make sure you run King of the Feral Imps as well.
Run 2-3

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Ultimate Offering
You can pay 500 Life Points to Normal Summon or Set 1 extra monster. You can only activate this effect during your Main Phase or your opponent's Battle Phase.

Even though this card is banned, i'm going to keep it here anyway. This card was stupid good with the Gadgets. Summon, search, summon, search, summon, search.
Cyberdark:
Quick Overview:
Cyberdarks are a small archetype of Machines that have the effect to be equip with Dragon monsters. They are very similar in that way to Dragunities. In Yu-Gi-Oh! GX, Zane started using Cyberdark's when he become an underground duelist.
Spoiler:
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CyberDark Horn

When this card is Normal Summoned, select 1 Level 3 or lower Dragon-Type monster in your Graveyard and equip it to this card. This card gains ATK equal to the equipped card's ATK. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. If this card would be destroyed by battle, the equipped monster is destroyed instead.

Piercing damage is alright. You don't really have much of a choice of running though.
Run 2

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CyberDark Edge
When this card is Normal Summoned, select 1 Level 3 or lower Dragon-Type monster in your Graveyard and equip it to this card. This card gains ATK equal to the equipped card's ATK. This card can attack your opponent directly. If it attacks using this effect, its ATK is halved during damage calculation only. If this card would be destroyed by battle, the equipped monster is destroyed instead.

Attacking directly is pretty neat, even if it is halved.
Run 2

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CyberDark Keel
When this card is Normal Summoned, select 1 Level 3 or lower Dragon-Type monster in your Graveyard and equip it to this card. This card gains ATK equal to the equipped card's ATK. If this card destroys an opponent's monster by battle, inflict 300 damage to your opponent. If this card would be destroyed by battle, the equipped monster is destroyed instead.

I don't know why Konami bothers with such low amounts of effect damage.
Run 2

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CyberDark Dragon
"Cyberdark Horn" + "Cyberdark Edge" + "Cyberdark Keel"
This monster cannot be Special Summoned except by Fusion Summon. When this monster is Special Summoned, select 1 Dragon-Type monster in your Graveyard and equip it to this card. This card gains ATK equal to the equipped card's ATK. This card gains 100 ATK for each Monster Card in your Graveyard. If this card would be destroyed by battle, the equipped monster is destroyed instead.


Great card. With the right equip monster, this card will became a massive beatstick.
Run 1-2

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CyberDark Impact!
Return 1 "Cyberdark Edge", "Cyberdark Keel" and "Cyberdark Horn" from your side of the field, hand, or Graveyard to your Deck. Special Summon 1 "Cyberdark Dragon" from your Extra Deck. (This Special Summon is treated as a Fusion Summon.)

Fantastic card. This will be your main fusion summoning card. It's just a shame the card is so expensive in real life.
Run 2-3
Spoiler:
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Black Salvo
When this card is Normal Summoned, you can select 1 Level 4 DARK Machine-Type monster from your Graveyard, and Special Summon it in face-up Defense Position. Its effect(s) is negated.

This card has great synergy with the deck. You can summon this card, grab back a Cyberdark, synchro into Black Rose Dragon and nuke the field, the proceed to Cyberdark Impact! and get a Cyberdark Dragon with a Black Rose Dragon as an equip.
Run 2-3

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Delta Flyer
Once per turn, you can select 1 other face-up monster you control and increase its Level by 1.

Being 1500 attack, he is probably the best low level monster to have for you Cyberdark monsters. Also being tuner is great.
Run 1-2

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Hunter Dragon
This dragon has taken down countless prey with its sharp fangs. It strikes very quickly, because if it does not strike first, it is vulnerable to a counter-attack.

Your strongest card to attached to your CyberDarks. Being a vanilla monster though, it's not recommended that you use it. Use it if you want though.
Run 0

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Twin-Headed Behemoth
If this card is destroyed and sent from the field to the Graveyard, Special Summon it during the End Phase of this turn with 1000 ATK and 1000 DEF. Each player can only use the effect of "Twin-Headed Behemoth" once per Duel.

The good thing about Twin-Headed Behemoth is that its effect can activate while its attached to a Cyberdark Monster.
Run 0-1

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Dragunity Aklys
When this card is Normal Summoned, you can Special Summon 1 "Dragunity" monster from your hand, then equip it with this card. When this card is sent to the Graveyard while equipped to a monster, select 1 card on the field, and destroy it.

Great card for your weaker Cyberdark monsters. Poping a card when it dies is fantastic.
Run 1-2

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Dragunity Corsesca
This effect can only be activated while this card is equipped to a monster. If the equipped monster destroys an opponent's monster by battle, you can add 1 Level 4 or lower monster from your Deck to your hand with the same Type and Attribute as the monster this card is equipped to.

This effect is fantastic. Every time your Cyberdark monsters destroy a monster, you can grab another Cyberdark monster from your deck to your hand which will make your fusion summons easier.
Run 2

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Dragunity Phalanx
Once per turn, while this card is equipped to a monster as an Equip Card by a card effect, you can Special Summon this card.

Another great card for your Cyberdark monsters. It makes level 6 synchros super easy.
Run 1
VWXYZ:
Quick Overview:
The "VWXYZ" Machines are all LIGHT Attribute monsters. They are not a archetype so have no support, so your going to have to be very creative if your using these cards. They do not need Polymerization, instead they combine with each other to form more power creations.
Spoiler:
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V-Tiger Jet
This ace fighter is unbeatable in a dogfight. It combines with other monsters to launch an array of encircling attacks.

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W-Wing Catapult
Once per turn, during your Main Phase, if you control this card on the field, you can equip it to your "V-Tiger Jet" as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, increase the ATK and DEF of the equipped monster by 400 points. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.)

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X-Head Cannon
A monster with a mighty cannon barrel, it is able to integrate its attacks. It attacks in many ways by combining and separating with other monsters.

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Y-Dragon Head
Once per turn, during your Main Phase, you can equip this card to "X-Head Cannon" you control as an Equip Card, OR unequip it to Special Summon this card in face-up Attack Position. While equipped to a monster by this effect, that monster gains 400 ATK and DEF. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, destroy this card instead.)

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Z-Metal Tank
Once per turn, during your Main Phase, you can equip this card to "X-Head Cannon" or "Y-Dragon Head" you control as an Equip Card, OR unequip it to Special Summon this card in face-up Attack Position. While equipped to a monster by this effect, that monster gains 600 ATK and DEF. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, destroy this card instead.)

They are all pretty self explanatory. The effect monsters equip to there corresponding vanilla monster and boost that monsters attack.
Run 2 of each.
Spoiler:
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XY-Dragon Cannon
"X-Head Cannon" + "Y-Dragon Head"
This card can only be Special Summoned from your Extra Deck by removing from play the above cards on your side of the field. (You do not use "Polymerization"). Discard 1 card from your hand to destroy 1 face-up Spell or Trap Card on your opponent's side of the field.


Destroying a face-up spell/trap isn't the best, but it can be helpful.
Run 1

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YZ-Tank Dragon
"Y-Dragon Head" + "Z-Metal Tank"
This card cannot be Special Summoned except by removing from play the above monsters on your side of the field; then you can Special Summon this card from your Extra Deck (You do not use "Polymerization"). Discard 1 card from your hand to destroy 1 face-down Monster Card on your opponent's side of the field.


Destroying face-down monsters is pretty good.
Run 1

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XZ-Tank Cannon
"X-Head Cannon" + "Z-Metal Tank"
This card cannot be Special Summoned except by banishing the above monsters on your side of the field; then you can Special Summon this card from your Extra Deck. (You do not use "Polymerization"). Discard 1 card from your hand to destroy 1 face-down Spell or Trap Card on your opponent's side of the field.


Much better then the previous two.
Run 1

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VW-Tiger Catapult
"V-Tiger Jet" + "W-Wing Catapult"
This card can only be Special Summoned from your Extra Deck by banishing the above cards on your side of the field. (You do not use "Polymerization"). By discarding 1 card from your hand, change the battle position of 1 monster on your opponent's side of the field. (Flip Effects are not activated at this time.)


The effect isn't that great unfortunately, but if you're going for VWXYZ, you need to run this card.
Run 1-2

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XYZ-Dragon Cannon
"X-Head Cannon" + "Y-Dragon Head" + "Z-Metal Tank"
This card can only be Special Summoned from your Extra Deck by removing from play the above cards you control. (You do not use "Polymerization".) This card cannot be Special Summoned from the Graveyard. You can discard 1 card to destroy 1 card your opponent controls.


Discard to destroy anything on the field? Now that's more like it. Amazing artwork. Only bad thing is its difficult to summon and can't be special summoned from the Graveyard.
Run 1-2

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VWXYZ-Dragon Catapult Cannon
"VW-Tiger Catapult" + "XYZ-Dragon Cannon"
This card can only be Special Summoned from your Extra Deck by removing from play the above cards you control (You do not use "Polymerization"). Once per turn, remove from play 1 card your opponent controls. When this card attacks, you can change the battle position of the attack target. (Flip Effects are not activated at this time.)


I will admit, this card is really cool, but that doesn't make it good. You need a grand total of 7 monsters to summon this card! So unless you're super lucky, or your opponent is just bad, the chances of you summoning this guy successfully aren't very high. You're better off just running XYZ-Dragon Cannon instead. If you are playing a VWXYZ build;
Run 1
Spoiler:
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Honest
During your Main Phase, you can return this card from the field to its owner's hand. During either player's Damage Step, when a face-up LIGHT monster you control battles, you can send this card from your hand to the Graveyard to have that monster gain ATK equal to the ATK of the opponent's monster it is battling, until the End Phase.

Honestly, this is an amazing card. All of your monsters are light, so you may as well.
Run 1

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Cyber Eltanin
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play all face-up LIGHT Machine-Type monsters from your side of the field and your Graveyard. This card's ATK and DEF are equal to the number of monsters removed from play for its Special Summon x 500. When this card is Special Summoned, send all other face-up monsters on the field to the Graveyard.

Again, your running lots of light monsters so this card is pretty good. This can also help combo with Cyber Network.
Run 0-1

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Shining Angel
When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 LIGHT monster with 1500 or less ATK from your Deck, in face-up Attack Position.

Decent searcher. Not really much else to say.
Run 0-2

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Summoner Monk
This card cannot be Tributed. When this card is Normal or Flip Summoned, it is changed to Defense Position. Once per turn, you can discard 1 Spell Card to Special Summon 1 Level 4 monster from your Deck. It cannot attack this turn.

Not bad for this deck as all of your monsters are level 4.
Run 0-1

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Morphing Jar
FLIP: Both players discard all the cards in their hands, then draw 5 cards.

This is a fantastic card for the deck. If you manage to get out XYZ-Dragon Cannon and have this face-down, you're going to have a lot of ammo to pull apart your opponents field.
Run 1

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Jade Knight
Face-up Machine-Type monsters you control with 1200 or less ATK cannot be destroyed by the effects of Trap Cards. When this face-up card is destroyed by battle and sent to the Graveyard, you can add 1 Level 4 LIGHT Machine-Type monster from your Deck to your hand.

Pretty much a worse version of Shining Angel. Run it if you want.
Run 0-2

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Elemental HERO Prisma
Once per turn: You can reveal 1 Fusion Monster from your Extra Deck, then send 1 of the Fusion Material Monsters listed on that card from your Main Deck to the Graveyard; this card's name becomes the sent monster's name until the End Phase.

Great card for the deck as you can fusion summon a lot easier using this card. Dumping a monster to the graveyard also combos really well with cards like Roll Out! You also have lots of different ways to search this card.
Run 2-3

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Phantom of Chaos
Any Battle Damage your opponent takes from battles involving this card becomes 0. Once per turn: You can target 1 Effect Monster in your Graveyard; banish that target, then, until the End Phase, this card's name and ATK become that monster's name and ATK, and it gains that monster's effects. You must control this face-up card to activate and to resolve this effect.

Pretty good. You can copy a card from the graveyard and the fusion summon with it.
Run 0-2

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Frontline Base
Once per turn, during your Main Phase, you can Special Summon 1 Level 4 or lower Union Monster from your hand.

Not a bad card. You can essentially summon twice per turn.
Run 0-2

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Machina Armoured Unit
Once per turn, when a Machine-Type monster is destroyed by battle and sent to your Graveyard, you can Special Summon 1 Machine-Type monster with lower ATK and the same Attribute from your Deck.

This card can be really helpful with bringing all your fusion materials to the field. Use it if you want.
Run 0-2

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Roll Out!
Select 1 Union Monster in your Graveyard and equip it to an appropriate monster you control

Fantastic card. If Call of the Haunted is ever limited, then this is the card you will want to use. Until then, run Call of the Haunted.
Run 0-2

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Return from the Differant Dimension
Pay half your Life Points. Special Summon as many of your removed from play monsters as possible. During the End Phase, remove from play all monsters that were Special Summoned by this effect.

Although this card is now banned, it was fantastic for the deck. You pay half you life points, bring back all your fusion materials that were banished, and then get a free VWXYZ monster.

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Cyber Network
Destroy this card during your 3rd Standby Phase after activation. Once per turn, if "Cyber Dragon" is on the field: You can banish 1 LIGHT Machine-Type monster from your Deck. When this card on the field is sent to the Graveyard: Special Summon as many of your banished LIGHT Machine-Type monsters as possible and destroy all Spell/Trap Cards you control. Those monsters cannot activate their effects. You cannot conduct your Battle Phase the turn you activate this effect.

This card is fantastic. Although you're going to have to run Cyber Dragon's, in 3 turns, you can banish all the parts you need, and then fusion summon for your big monsters. I would recommend running Cyber Dragon Core as it searches this card, as well as Cyber Dragon Drei is it will help keep Core alive when banished for Network.
Run 2-3
Machina:
Quick Overview:
Machina's are an archetype consisting of EARTH attribute monsters. They were released with their own Structure Deck, Machina Mayhem. Although it is almost impossible to actually make a functioning Machina deck, when splashed into other decks such as Geargia or Gadgets, they can be very good.
Spoiler:
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Machina Fortress
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.

This is hands down the best Machina card. It is super easy to summon as it can discard itself, and it is just a pain to get rid of.
Run 2-3

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Machina Gearframe
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.)

Searches out basically everything in the archetype.
Run 3

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Machina Peacekeeper
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.)


A decent card, not the best. It's better to put it in a deck that uses a lot of union monsters.
Run 0-2

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Machina Force
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.

It's going to be very difficult to summon this guy, and it's not even really worth it. This cards main job was to be discard fodder for Machina Fortress, but then Machina Cannon came out.
Run 0

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Machina Cannon
This card cannot be Normal Summoned or Set. This card can only Special Summoned by sending any number of Machine-Type monsters from your hand to the Graveyard. If this card is Special Summoned by its own effect, it gains 800 ATK for each monster sent to the Graveyard for its Special Summon.

The better Machina Fortress. It's better because it can actually be summoned if need be.
Run 1

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Machina Armored Unit
Once per turn, when a Machine-Type monster is destroyed by battle and sent to your Graveyard, you can Special Summon 1 Machine-Type monster with lower ATK and the same Attribute from your Deck.

Pretty good card. It's very splashable. I have run this in Gadgets, and it's hilarious.
Run 0-2
Spoiler:
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Commander Covington
You can send one face-up "Machina Soldier", "Machina Sniper", and "Machina Defender" you control to the Graveyard to Special Summon 1 "Machina Force" from your hand or your Deck.

Seeing as Machina Force isn't even that good, the cards used to summon it aren't good either. Don't run it. If you wanted to make a deck based around Machina Force though;
Run 1-2

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Machina Soldier
When this card is Normal Summoned while you control no monsters, you can Special Summon 1 "Machina" monster from your hand, except "Machina Soldier".

Pretty good as it helps fill your field quicker for Commander Covington. Same deal as Covington though, don't use it unless you're running a Machina Force themed deck, and if so;
Run 2-3

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Machina Sniper
"Machina" monsters cannot be attacked, except "Machina Sniper".


Summon Soldier, special Sniper. If you have a lot of backrow you might be able to pull Machina Force off with this. Don't use this card unless you're running a Machina Force themed deck, and if so;
Run 2

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Machina Defender
FLIP: Add 1 "Commander Covington" from your Deck to your hand.


Searches Covington which is alright I guess. Don't use this card unless you're running a Machina Force themed deck, and if so;
Run 2
Meklords:
Quick Overview:
Meklords were...actually, I think Zero would do a better job at explaining this. Thanks for making life a little bit easier Zero :lol:
Spoiler:
Last edited by XYZ Dragon Cannon on Tue Aug 26, 2014 9:16 am, edited 41 times in total.
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XYZ Dragon Cannon
Super Special Awesome Duelist
Posts: 11595
Joined: Sat Jan 22, 2011 2:47 am
Location: Australia

Re: Welcome to the Machine - A Guide to Machines

Post by XYZ Dragon Cannon » Sun Nov 20, 2011 11:37 pm

Karakuri:
Quick Overview:
Karakuri is another series of EARTH attribute Machine Monsters who first appearing in Starstrike Blast, and had many other cards released in later packs. Karakuri's rely on swarming the field with Karakuri Komachi mdl 224 "Ninishi", and gain massive amounts of advantage from their Synchro monsters.
Spoiler:
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Karakuri Komachi mdl 224 "Ninishi"
This card must attack if able. When this face-up card on the field is selected as an attack target, change its battle position. While this card is face-up on the field, once per turn during your Main Phase, you can Normal Summon a "Karakuri" monster in addition to your Normal Summon or Set. (You can only gain this effect once per turn.)

This is generally the card that's going to start off your synchro swarming. It is an instant level 7 synchro monster.
Run 3

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Karakuri Merchant mdl 177 "Inashichi"
This card must attack if able. When this face-up Attack Position card on the field is selected as an attack target, change it to Defense Position. When this card is Normal Summoned, you can add 1 "Karakuri" card from your Deck to your hand.

The searcher monster for the deck. Being level 2 is very nice as well as you can combo it with Ninishi to make Naturia Beast.
Run 3

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Karakuri Ninja mdl 919 "Kuick"
This card must attack if able. When this face-up card is selected as an attack target, change its battle position. When this card destroys an opponent's monster by battle and sends it to the Graveyard, select 1 Level 4 or lower "Karakuri" monster in your Graveyard, and Special Summon it in face-up Defense Position.

The recruiter of the deck. Kill a monster and grab something from the graveyard. Running over monsters is really easy because of cards like Nishipachi and Burei.
Run 2-3

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Karakuri Soldier mdl 236 "Nisamu"
This card must attack if able. When this face-up Attack Position card on the field is selected as an attack target, change it to Defense Position. When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 Level 4 or lower "Karakuri" monster from your Deck in face-up Attack Position.

The floater of the deck. Sometimes you just don't draw those explosive hands, so sitting on a Nisamu is sometimes all that you can do.
Run 2-3

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Karakuri Strategist mdl 248 "Nishipachi"
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.

Nishipachi is fantastic. It's another tuner for the deck, and a good one at that. It has the ability to change monsters battle positions. The best use for this card is after you have finished swamping the field with Bureido's, summon this guy, change its on battle position, and draw a bunch of cards.
Run 1-2

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Karakuri Watchdog mdl 313 "Saizan"
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.

Being a level 4 tuner is a big deal. It makes level 8 synchro players super easy, and with Burei, it can make Star Eater.
Run 1-2

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Karakuri Muso mdl 818 "Haipa"
This card must attack if able. When this face-up Attack Position card is selected as an attack target, change it to Defense Position. If this card attacks, change it to Defense Position at the end of the Battle Phase.

Haipa is generally only good because of it's high attack.
Run 0-1

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Karakuri Shogun mdl 00 "Burei"
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 select 1 monster on the field, and change its battle position.


The first of the two overpowered synchro monsters. Burei can essentially almost any monster over that he choices with his effect.
Run 2-3

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Karakuri Steel Shogun mdl 00X "Bureido"
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, draw 1 card.


The other really good synchro monster. Being able to gain hand advantage after you have complete field domination is insane.
Run 2-3

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Karakuri Cash Cache
Select 1 face-up "Karakuri" monster you control. Add 1 Level 4 or lower "Karakuri" monster from your Deck to your hand, and change the battle position of the selected monster.

The Reinforcements of the Army of the deck. Although it's a bit more situation as you need to control a Karakuri monster, it's still a powerful card.
Run 1-2

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Karakuri Anatomy
Each time a "Karakuri" monster's battle position is changed, place 1 Karakuri Counter on this card (max. 2). You can send this card from the field to the Graveyard to draw 1 card for each Karakuri Counter on this card.

If you're running multiple Nishipachi, this card is fantastic. Other then that, it's alright.
Run 0-1
Spoiler:
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Karakuri Ninja mdl 7749 "Nanashick"
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 this card is Normal Summoned, you can draw 1 card for each face-up Defense Position "Karakuri" monster you control.

This card use to be alright in OTK builds, but then better cards came out and replaced it.
Run 0

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Karakuri Barrel mdl 96 "Shinkuro"
This card must attack if able. When this face-up Attack Position card on the field is selected as an attack target, change it to Defense Position. Once per turn, this card cannot be destroyed by battle.

You have much better tuners. Being a level 2 is just weird as well.
Run 0

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Karakuri Bushi mdl 6318 "Muzanichiha"
This card must attack if able. When this face-up Attack Position card on the field is selected as an attack target, change it to Defense Position. If another "Karakuri" monster on the field is destroyed, this card gains 400 ATK.

Useless and does nothing for the deck.
Run 0

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Karakuri Ninja mdl 339 "Sazank"
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 flipped face-up, select 1 face-up monster on the field, and send it to the Graveyard. During the turn this card is flipped face-up, it can attack your opponent directly.

It's certainly an interesting card, and from what I have heard can be splashed into Ninja decks. Other than that;
Run 0

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Karakuri Spider
If this card attacks a DARK monster, destroy the attack target after damage calculation.

I'm not entirely sure why this card is even in the archetype.
Run 0

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Karakuri Gold Dust
Activate only during the Battle Phase. Select 2 face-up "Karakuri" monsters in Attack Position. Change 1 of the selected monsters to Defense Position, and the other gains ATK equal to the ATK of the monster changed to Defense Position, until the End Phase.

This cards use it to make your smaller monsters able to run over bigger monsters, but you have Burei and your other amazing extra deck cards for that.
Run 0

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Runaway Karakuri
Select 1 face-up "Karakuri" monster on the field. Until the End Phase, it gains 1000 ATK, but its effect(s) is negated.

Just a useless attack boosting card.
Run 0

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Karakuri Showdown Castle
When a face-up "Karakuri" monster you control selects an opponent's face-up monster as an attack target, you can change the target's battle position. When this face-up card on the field is destroyed and sent to the Graveyard, you can select 1 Level 4 or higher "Karakuri" monster in your Graveyard, and Special Summon it.

An interesting card that i'm half tempted to try. Changes battle positions and gets a Karakuri from the graveyard when it dies.
Run 0

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Golden Gearbox
Select 1 face-up "Karakuri" monster on the field. It gains 500 ATK and 1500 DEF, until the End Phase.

More pointless stat boosting cards.
Run 0

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Karakuri Trick House
Activate only when the battle position of a face-up "Karakuri" monster you control is changed . Select 1 card on the field, and destroy it.

A pretty funny card I will give it that. You could make a really interesting deck around this card.
Run 0

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Karakuri Klock
Activate only when a face-up Defense Position "Karakuri" monster is selected as an attack target. Destroy all face-up monsters your opponent controls.

It's basically a very situational Mirror Force. So just run Mirror Force instead.
Run 0

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Karakuri Cash Shed
Activate only if you control a "Karakuri" monster in face-up Defense Position. Negate the activation of an opponent's Spell/Trap Card and destroy it.

I really like this card. It's the Karakuri version of Infernity Barrier, but you need a defense position Karakuri monster, so it's a lot harder to pull off.
Run 0
Spoiler:
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Genex Neutron
During the End Phase of the turn that this card was Normal Summoned, you can add 1 Machine-Type Tuner monster from your Deck to your hand.

A great card. Back when the formats were slower, this card was amazing. It searches out Ninishi basically.
Run 0-3

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Cyber Dragon/Solar Wind Jammer
If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand).
If you control no monsters, you can Special Summon this card (from your hand), but its original ATK and DEF become halved. During each of your Standby Phases: Increase the Level of this card by 1. There can only be 1 "Solar Wind Jammer" on the field.

The point of either of these cards to to have an easily summonable level 5 so you can make your level 8 synchros super easily. Solar Wind Jammer is better, but if you don't have access to it, you can run Cyber Dragon
Run 0-3

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Naturia Beast
1 EARTH Tuner + 1 or more non-Tuner EARTH monsters
While this card is face-up on the field, you can send the top 2 cards of your Deck to the Graveyard to negate the activation of a Spell Card and destroy it.


As mentioned before, Ninishi and Inashichi make this card super easily. This card is just fantastic.
Run 1

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Naturia Barkion
1 EARTH Tuner + 1 or more non-Tuner EARTH monsters
While this card is face-up on the field, you can remove from play 2 cards in your Graveyard to negate the activation of a Trap Card and destroy it.


This card is a little trickier to get out, as the only way is for you to use Inashichi and Saizan. So if you have room in your extra deck;
Run 1

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Naturia Landoise
1 EARTH Tuner + 1 or more non-Tuner EARTH monsters
While this card is face-up on the field, you can send 1 Spell Card from your hand to the Graveyard to negate the activation of an Effect Monster's effect, and destroy that Effect Monster.


Landoise is great. It's level 7 so it's super easy to summon. It's fantastic against a lot of decks, the only problem is you have to have a lot of spell cards in your hand to ditch.
Run 1

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Instant Fusion/Cyber Saurus
Pay 1000 Life Points; Special Summon 1 Level 5 or lower Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon). The Fusion Monster Special Summoned by this effect cannot attack, and is destroyed during the End Phase. Only 1 "Instant Fusion" can be activated per turn.

Instant Fusion and Cyber Saurus are just easier ways to make level 8 synchros.
Run 2-3 Instant Fusions
Run 2 Cyber Saurus

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Machine Duplication
Select 1 face-up Machine-Type monster you control with 500 or less ATK. You can Special Summon up to 2 cards with the same name from your Deck.

If you're opting for a Machine Duplication OTK build of Karakuri's, then you need to run 3 Nishipachi. Machine Duplication gives you some cloggy hands though.
Run 0-2

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Emergency Teleport/Psychic Commander
Special Summon 1 Level 3 or lower Psychic-Type monster from your hand or Deck. During the End Phase this turn, remove from play that monster.
When a Psychic-Type monster you control battles, during the Damage Step you can pay Life Points in multiples of 100 (max. 500) to have the monster it's battling lose that much ATK and DEF, until the End Phase.

Sometimes you just can't draw those tuner monsters. That's were Emergency Teleport comes in. It helps make you synchro plays a lot easier.
Run 2-3 Emergency Teleport
Run 2 Psychic Commander

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De-Synchro
Target 1 face-up Synchro Monster; return that target to the Extra Deck, then, if all of the monsters that were used for the Synchro Summon of that monster are in your Graveyard, you can Special Summon them.

This card is great as it helps you generate a lot of advantage by re-summoning your Karakuri synchros.
Run 0-2
Geargia
Quick Overview:
Geargia are a relatively small archetype appearing in Return of the Duelist. They also had there first card, Geargiano, in Generation Force. All Geargia's are EARTH attribute, and they revolve around swarming the field (which they do extremely well) as well as Xyz'ing like crazy.
Spoiler:
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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 in face-up Defense Position, except "Geargiarsenal".

Incredible card. Geargia's need to have Geargiarmor out as soon as possible, so Arsenal does that job nicely. It gaining attack is pretty handy as well.
Run 2-3

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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".

Probably the main card of the deck. You basically have to play 'flip flop' with Armor until you can explode and OTK your opponent. The card you usually grab with Armor is Accelerator.
Run 3

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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.

Easily the star of the deck. Special summoning itself is incredible. This card opens up so many plays that there are to many to count.
Run 3

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You can Tribute this card to target 1 Level 4 Machine-Type monster in your Graveyard; Special Summon it from the Graveyard, but its effects on the field are negated.

Geargiano is alright. It's basically something to grab back when Geargigant X dies. If you're running Geargia Gear;
Run 1

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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.

Fantastic card. Opens up so many plays. This will be your main target with Geargia Gear.
Run 3

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When this card is Normal Summoned: You can add 1 Level 4 EARTH Machine-Type monster from your Deck to your hand, except "Geargiauger". If you activate this effect, you cannot Special Summon monsters, except Machine-Type monsters, nor declare an attack, for the rest of this turn.

This little guy is going to break the entire archetype. He searches ANYTHING in the deck to your hand. Not only is he great in Geargia either, he goes in Machina, Gadgets and even Karakuri!
Run 3

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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.


Amazing card, not only in Geargia but can be splashed into any Machine deck. This is the card that you're going to be Xyz summoning the most. It grabs any of your monsters from your deck OR graveyard.
Run 2

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Special Summon 2 "Geargiano" monsters from your Deck and increase their Levels by 1. You can only activate 1 "Geargiagear" per turn.

Great card. It grabs your Geargiano's for an instant Gigant or what ever other rank 4 you want.

Run 2-3
Spoiler:
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Once per turn: You can change this card to face-down Defense Position. When this card is flipped face-up: You can destroy Spell/Trap Cards on the field, up to the number of "Geargia" monsters you control, except this card.

It's a shame that most of the new Geargia cards are terrible. This guy is alright. Basically a bad version of Armour. You can run 1 if you want or if you have the room. He is a decent beater which is alright, but Arsenal can be even bigger AND searches every other monster in the deck.
Run 0-1

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When this card is Special Summoned by the effect of a "Geargia" card: You can Special Summon 1 "Geargia" monster from your hand or Graveyard in face-up Defense Position, except "Geargiano Mk-III". Its effects are negated. You can only use the effect of "Geargiano Mk-III" once per turn. You cannot Special Summon any monsters during the turn you activate this effect, except "Geargia" monsters.

Very situational. It works with MK-II. Nothing really else to be said, oh yes there is. It's a dead draw and is useless unless it's in the graveyard. Only run this if you're running MK-II.
Run 0-1

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3 Level 3 monsters
During either player's Battle Step, while an attack involving a Machine-Type monster you control is occurring: You can detach 1 Xyz Material from this card; negate the effects of all face-up cards your opponent currently controls, also your opponent cannot activate cards or effects. These changes last until the end of the Damage Step. When this card leaves the field: You can target 1 other "Geargia" card in your Graveyard; add that target to your hand.


When they first showed the image of this card, I was so excited for it. Turned out it was pretty bad though. I wouldn't even bother running this.
Run 0-1
Ally of Justice:
Quick Overview:
Ally of Justice is an archetype of DARK Machine monsters who first appeared in Duel Terminal but were later released in the Hiddern Arsenal series of booster packs. The Ally of Justice monsters accel at battle LIGHT monsters as most of there effects will banish them or straight up destroy them. I have found that it would be nearly impossible to make a decent deck based around these cards as so many of them are useless and they are completely useless if not put against a LIGHT deck, so let's start going through the cards.
Spoiler:
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If this card attacks or is attacked by a LIGHT monster, destroy that monster at the start of the Damage Step (without damage calculation).

Actually not bad. I wouldn't main deck it under any circumstance but it's a decent side deck if your meta is filled with Agents, Vallhalla Fairy's or some wierd LIGHT decks.

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During either player's turn, you can discard this card to select and remove from play up to 2 LIGHT monsters from your opponent's Graveyard.

Now this is a great side deck card. Great against a lot of things actually. Any form of Chaos would hate this card.

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Any LIGHT monster that has battled this card has its effects negated (starting after damage calculation).

A pretty troll card. Chaos Dragons would hate this. BLS would cry if it attacked this. Alright side deck card, but still very situational.

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When this card destroys a LIGHT monster by battle and sends it to the Graveyard, draw 1 card. If that card is a Level 4 or lower DARK monster, you can reveal that card to Special Summon it.

It's alright if your making an Ally of Justice deck. I can see it's uses but it's still not that great, like 80% of this archetype if you havn't noticed yet.

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Neither player can Special Summon LIGHT monsters.

Is it just me or do Ally of Justice monsters make a better side deck then a real deck?

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If there is a face-up LIGHT monster on the field, destroy this card. If this card attacks a face-down Defense Position monster, destroy the monster immediately with this card's effect without flipping it face-up or applying damage calculation.

Alright now im confused. This archetype loves batteling LIGHT monsters except this card? Other then that effect, it's actually a decent card. Great against something like Geargia as it will destroy Armour and can be used as Chimeratech food.

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When this card battles a LIGHT monster, remove that monster from play after damage calculation.

Stats are shocking but it's effect is decent. It's not bad but it's not good either.

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You can Tribute this card to double the original ATK of 1 face-up "Ally of Justice" monster you control until the End Phase.

Would be alright in an Ally of Justice deck, but outside of that it's useless.

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1 Tuner + 1 or more non-Tuner monsters
At the start of the Damage Step, if this card battles a non-DARK monster: Destroy that monster immediately (without damage calculation).


The card you have all been waiting to see. This card is terrific. A must in any Extra deck that has Tuner's. Just such a good card.

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1 Tuner + 2 or more non-Tuner monsters.
Once per turn, if your opponent controls a face-up LIGHT monster(s), you can activate 1 of these effects:
-Select 1 Set card your opponent controls and destroy it.
-Send 1 card from your hand to the Graveyard to destroy all Spell/Trap Cards your opponent controls.
-Send all cards in your hand to the Graveyard to look at your opponent's hand and send all LIGHT monsters in their hand to the Graveyard. Then, inflict damage to your opponent equal to the total ATK of the opponent's monsters sent to the Graveyard.


A pretty scary card. Amazing attack, great effects if you can actually use them. I would run this card if you can actually make a Level 10.

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1 Tuner + 2 or more non-Tuner monsters
This card cannot be Special Summoned except by Synchro Summon. When this card destroys a face-down Defense Position monster by battle and sends it to the Graveyard, draw 1 card.


A good card actually but even with Trishula gone, you have better Level 9's like Mist Wurm.
Spoiler:
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A mighty monster in Mist Valley, and the ultimate weapon designed from Claiomh Solias. Its surprise attacks from above baffle invaders.

A useless vanilla.

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If your opponent controls 2 or more monsters, including a LIGHT monster, you can Special Summon this card from your hand.

Not bad. Not good though. I would only ever run 1 if your actually making an Ally of Justice deck.

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Once per turn, you can discard 1 card from your hand to return Spell/Trap Cards from the field to the hand equal to the number of face-up Tuner monsters on the field.

Well, he's a Tuner so you at least get to bounce 1 card... I don't really see the point in this card at all.

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When this card is Normal Summoned, you can gain control of 1 face-down Defense Position monster your opponent controls until the End Phase.

Level 6 so you need to tribute summon it. It's only 1800 attack. You can only take control of a face-down monster. It's only until the End Phase...

I think it explains itself. Don't ever use this card.

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If this card battles a LIGHT monster, it gains 200 ATK during the Damage Step only.

Gain 200 attack when you battle a LIGHT monster. What is the point?

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If this card battles a LIGHT monster, it gains 700 ATK during the Damage Step only.

An attack boost against a LIGHT monster is not worth tributing for.

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Once per turn, you can discard 1 card to flip 1 face-down Defense Position monster your opponent controls to face-up Attack Position. Flip Effects are not activated at that time.

Very situational. I wouldn't even bother. You're better of running Nobleman of Crossout.

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This card can attack all face-up LIGHT monsters your opponent controls once each. If this card battles a non-LIGHT monster, destroy this card before damage calculation.

So situation it's not even funny. Don't bother with this.

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This card cannot be Special Summoned. When an "Ally of Justice" monster you control attacks a Defense Position monster, inflict Piercing Battle Damage to your opponent.

Hmmm, tribute 2 monsters for situational piercing damage. Nope.

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1 Tuner + 1 or more non-Tuner monsters
This card gains 200 ATK for each LIGHT monster in your opponent's Graveyard.


Useless. I would much rather a Stardust or Scrap Dragon.
Morphtronics:
Quick Overview:
Our very own LewieGee has written his own Morphtronic Guide, so I won't go into anything here, you can just take a look at his guide.
Spoiler:
Mecha Phantom Beasts:
Quick Overview:
Phazed has saved me the trouble by already writing an amazing guide that you should look at right now!
Spoiler:
Last edited by XYZ Dragon Cannon on Tue Aug 26, 2014 8:33 am, edited 15 times in total.
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XYZ Dragon Cannon
Super Special Awesome Duelist
Posts: 11595
Joined: Sat Jan 22, 2011 2:47 am
Location: Australia

Re: Welcome to the Machine - A Guide to Machines

Post by XYZ Dragon Cannon » Sun Nov 20, 2011 11:39 pm

Cyber:
Quick Overview:
"Cyber" is an archetype consisting of LIGHT Machines used by Zane Truesdale in Yu-Gi-Oh GX. They are one of the most popular Machine decks chosen by duelists and now have their very own Structure Deck; Cyber Dragon Revolution.
Spoiler:
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Cyber Dragon
If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand).

Fantastic card. It's a very easy to summon beater. This card runs the entire deck.
Run 3

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Cyber Dragon Drei
When this card is Normal Summoned: You can make all "Cyber Dragons" you currently control become Level 5. You cannot Special Summon any monsters during the turn you activate this effect, except Machine-Type monsters. If this card is banished: You can target 1 "Cyber Dragon" you control; it cannot be destroyed by battle or by card effects this turn. This card's name becomes "Cyber Dragon" while it is on the field or in the Graveyard.

Cyber Dragon Drei is fantastic. It changes the levels of ALL Cyber Dragons on the field to 5, so that includes Core as well as itself. This card makes rank 5's super easily. It also has fantastic synergy with Cyber Network.
Run 3

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Cyber Dragon Core
When this card is Normal Summoned: Add 1 "Cyber" Spell/Trap Card from your Deck to your hand. If your opponent controls a monster and you control no monsters: You can banish this card from your Graveyard; Special Summon 1 "Cyber Dragon" monster from your Deck. You can only use 1 "Cyber Dragon Core" effect per turn, and only once that turn. This card's name becomes "Cyber Dragon" while it is on the field or in the Graveyard.

Another terrific card. Core is essentially the Stratos of the deck. It searches Cyber Repair Plant and Cyber Network, which are both fantastic cards. Cyber Dragon Core also has an effect similar to Destiny HERO Malicious, which is just fantastic.
Run 3

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Cyber Valley
You can use 1 of these effects.
● When this card is targeted for an attack by an opponent's monster: You can banish this card; draw 1 card, then end the Battle Phase.
● You can target 1 face-up monster you control and this card; banish both that target and this card, then draw 2 cards.
● You can target 1 card in your Graveyard; banish this card and 1 card from your hand, then place that target on top of the Deck.


Good card. Great for stalling and with Machine Duplication, can be used as a draw engine of sorts.
Run 2-3

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Cyber Phoenix

While this card is in face-up Attack Position, negate any Spell/Trap effects that target exactly 1 Machine-Type monster you control. When this face-up card is destroyed by battle and sent to the Graveyard: You can draw 1 card.

A pretty cool card. It could be a nice tech. It will save your Nova from those deadly Compulsory Evacuation Devices/Bottomless Traps Holes.
Run 0-1

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Cyber Eltanin
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play all face-up LIGHT Machine-Type monsters from your side of the field and your Graveyard. This card's ATK and DEF are equal to the number of monsters removed from play for its Special Summon x 500. When this card is Special Summoned, send all other face-up monsters on the field to the Graveyard.

Fantastic card. It's basically a mini Chimeratech Fortress Dragon with an in-built Lightning Vortex effect. This card is a win condition in itself. The best part about Eltanin is that it sends the monsters on the field to the graveyard, not destroys them. There is a big difference.
Run 1

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Evolution Burst
Activate only while you control a face-up "Cyber Dragon"(s). Destroy 1 card your opponent controls. "Cyber Dragon" cannot attack the turn you activate this card.

Evolution Burst is now really good with the release of Cyber Dragon Revolution. Nowadays, Cyber Dragon isn't the monster doing the attacking. So if you have a Drei or a Core on the field, you can Evolution Burst, Xyz summon something good like Cyber Dragon Nova, then attack. It's a good card, but it's not necessary.
Run 0-2

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Cyber Repair Plant
If "Cyber Dragon" is in your Graveyard: You can activate 1 of these effects. If you have 3 or more "Cyber Dragons" in your Graveyard at activation, you can activate both effects and resolve in sequence. You can only activate 1 "Cyber Repair Plant" per turn.
● Add 1 LIGHT Machine-Type monster from your Deck to your hand.
● Target 1 LIGHT Machine-Type monster in your Graveyard; shuffle that target into your Deck.


Basically the Reinforcement of the Army of the deck. It searches ANY of your monsters, even Eltanin.
Run 3

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Cyber Network
Destroy this card during your 3rd Standby Phase after activation. Once per turn, if "Cyber Dragon" is on the field: You can banish 1 LIGHT Machine-Type monster from your Deck. When this card is sent from the field to the Graveyard: Special Summon as many of your banished LIGHT Machine-Type monsters as possible, and if you do, destroy all Spell and Trap Cards you control. Monsters that were Special Summoned by this effect cannot activate their effects. You cannot conduct your Battle Phase the turn you activate this effect.

This is the card that broke the deck. It is basically a Return from the Different Dimension in three turns. This card wins games when it goes off.
Run 2-3

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Cyber Twin Dragon
"Cyber Dragon" + "Cyber Dragon"
A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. This card can attack twice during each Battle Phase.


Cyber Twin Dragon is amazing. It's so easy to summon properly with cards like Power Bond now that the deck has Drei and Core, and you can easily summon it if Cyber Dragon Nova is destroyed by a card effect.
Run 1-2

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Cyber End Dragon
"Cyber Dragon" + "Cyber Dragon" + "Cyber Dragon"
A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. If this card attacks a Defense Position monster, inflict piercing Battle Damage to your opponent.


Usually, if you manage to get Cyber End Dragon to the field, whether it be via Power Bond or Cyber Dragon Nova, you will win the duel.
Run 1

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Chimeratech Overdragon
"Cyber Dragon" + 1 or more Machine-Type monsters
Must be Fusion Summoned and cannot be Special Summoned by other ways. When this card is Fusion Summoned: Send all other cards you control to the Graveyard. The original ATK and DEF of this card each become 800 x the number of Fusion Material Monsters used for its Fusion Summon. Each turn, this card can attack your opponent's monsters a number of times equal to the number of Fusion Material Monsters used for its Fusion Summon.


This card is amazing. I you can topdeck Overload Fusion late game and your opponent has little to no backrow, you will win. This card will become massive if your graveyard is full of monsters. Just a little side note, Chimeratech Overdragon can only attack MONSTERS up to the number of monsters you banished. So if you banish five monsters for Overload Fusion and your opponent only controls a single monsters, you can't attack that monster and then attack your opponent directly four times.
Run 1

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Chimeratech Fortress Dragon
"Cyber Dragon" + 1 or more Machine-Type monsters.
This monster cannot be used as a Fusion Material Monster. You can only Special Summon this card from your Extra Deck by sending the above cards from either side of the field to the Graveyard. (You do not use "Polymerization".) The original ATK of this card is equal to 1000 x the number of Fusion Material Monsters used to Special Summon it.


Chimeratech Fortress Dragon is a card that frankly, should never have been made. Although it is really handy for you to use, if you leave a Cyber Dragon out on the field while you have a field full of machines and your opponent sided this in against you game two, then you're going to have a very bad time. Be aware that it can use materials from ANYWHERE on the field.
Run 1

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Cyber Dragon Nova
2 Level 5 Machine-Type monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 "Cyber Dragon" in your Graveyard; Special Summon that target. Once per turn, during either player's turn: You can banish 1 "Cyber Dragon" from your hand or face-up from your Monster Card Zone; this card gains 2100 ATK until the End Phase. If this card in your possession is sent to your Graveyard by your opponent's card effect: You can Special Summon 1 Machine-Type Fusion Monster from your Extra Deck.


Cyber Dragon Nova completely changes the way the deck is played. The card is just fantastic. It is super easy to summon with Cyber Dragon Drei and other support cards, it has an Honest in-built effect, and when it happens to die by a card effect you get a free Cyber End/Twin Dragon.
Run 2-3
Spoiler:
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Cyber Ouroboros
When this card is removed from play, you can send 1 card from your hand to the Graveyard to draw 1 card.

It's a part of the Cyber archetype, but it doesn't really do anything.
Run 0

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Cyber Dragon Zwei
If this card attacks an opponent's monster, this card gains 300 ATK during the Damage Step only. Once per turn, you can reveal 1 Spell Card in your hand to treat this card's name as "Cyber Dragon" until the End Phase. This card's name is treated as "Cyber Dragon" while in the Graveyard.

With the release of Cyber Dragon Drei and Cyber Dragon Core, there is no need to run Zwei anymore.
Run 0

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Cyber Larva
If this face-up card is targeted for an attack: You take no Battle Damage for the rest of this turn. When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 "Cyber Larva" from your Deck.

Cyber Larva is the floater of the deck. It's alright, but doesn't really have any synergy with the deck.
Run 0

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

Proto Cyber Dragon has the same deal with Zwei. Drei and Core just do it's job so much better.
Run 0

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Cyber Barrier Dragon
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with "Attack Reflector Unit". Once per turn, while this card is in Attack Position, your opponent's next attack is negated.

Although this card is pretty cool, there isn't really much point to it. All it is is a wall, and if your opponent sided against you, it's going to die very quickly.
Run 0

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Cyber Laser Dragon
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with "Photon Generator Unit". Once per turn, you can destroy 1 monster with ATK or DEF equal to or higher than the ATK of this card.

Same deal with Barrier, it's a cool concept, but it just doesn't work.
Run 0

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Cyber Kirin
You can Tribute this card to make any effect damage you take this turn 0.

This cards use is to protect you from taking massive amounts of damage due to Power Bond, but nowadays in the game of Yugioh, the only time you card about life points is when you can't activate Solemn Warning.
Run 0

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Photon Generator Unit
Tribute 2 "Cyber Dragons". Special Summon 1 "Cyber Laser Dragon" from your hand, Deck, or Graveyard.

This is the card used to summon Cyber Laser Dragon. You shouldn't be running Cyber Laser Dragon anyway, so don't bother with this.
Run 0

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Attack Reflector Unit
Tribute 1 "Cyber Dragon". Special Summon 1 "Cyber Barrier Dragon" from your hand or Deck.

This is the card used to summon Cyber Barrier Dragon. Again, it's pretty self explanatory. Don't use it.
Run 0
Spoiler:
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Honest
During your Main Phase, you can return this card from the field to its owner's hand. During either player's Damage Step, when a face-up LIGHT monster you control battles, you can send this card from your hand to the Graveyard to have that monster gain ATK equal to the ATK of the opponent's monster it is battling, until the End Phase.

Your entire monster lineup is light, so there isn't a reason not to run this card.
Run 1

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Armored Cybern
Once per turn, during your Main Phase, you can equip this card to a "Cyber Dragon" you control, or to a Fusion Monster you control that lists "Cyber Dragon" as a Fusion Material Monster, OR unequip it to Special Summon this card in face-up Attack Position. Once per turn, while equipped to a monster by this effect, you can decrease the equipped monster's ATK by 1000 and destroy 1 face-up monster. (A monster can only by equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, destroy this card instead.)

Armored Cybern is technically Cyber Dragon support, so I have to list it. It's not very good at all.
Run 0

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The Light - Hex Sealed Fusion
You can substitute this card for any 1 Fusion Material Monster. The other Fusion Material Monster(s) must be the correct one(s). By Tributing Fusion Material Monsters on the field, including this card, Special Summon 1 LIGHT Fusion Monster from your Fusion Deck.

This card will make your fusion summoning a whole lot easier. If the type of Cyber Dragon deck you want is a fusion summoning deck, then you should be using this card.
Run 0-2

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Solar Wind Jammer
If you control no monsters, you can Special Summon this card (from your hand), but its original ATK and DEF become halved. During each of your Standby Phases: Increase the Level of this card by 1. There can only be 1 "Solar Wind Jammer" on the field.

Solar Wind Jammer is great. It's similar to Cyber Dragon in a way because it special summons itself, but it's better than Cyber Dragon in that way as your opponent doesn't need to control a monster to do so. It basically allows you to make first turn plays.
Run 1-2

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

Use this card very wisely, because if you don't, you may end up costing yourself the game. Power Bond is a game changer. If you manage to get out a Cyber Twin/End Dragon, AND double it's attack, you have pretty much won.
Run 0-2

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Future Fusion
Reveal 1 Fusion Monster in your Extra Deck and send, from your Main Deck to the Graveyard, the Fusion Material Monsters that are listed on that Fusion Monster Card. During your 2nd Standby Phase after this card's activation, Special Summon 1 of that Fusion Monster from your Extra Deck and target it with this card. (This Special Summon is treated as a Fusion Summon.) When this card leaves the field, destroy that target. When that target is destroyed, destroy this card.

Although Future Fusion is banned, i'm going to leave it here anyway. Chimeratech OTK used to be a thing when Future Fusion was still around. You would activate Future Fusion, dump your entire deck of machines and along with it three Jinzo Returners and three Jinzo, then you would get your three Jinzo out from the graveyard, and then just any other monster would make it game. After Future Fusion is activated, you could also just activate Overload Fusion to speed the process up.

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Overload Fusion
Banish, from your side of the field or your Graveyard, Fusion Material Monsters that are listed on a DARK Machine-Type Fusion Monster Card, then Special Summon that 1 Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.)

Overload Fusion is what gets out Chimeratech Overdragon. It's an amazing topdeck late game.
Run 1

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Machine Duplication
Target 1 face-up Machine-Type monster you control with 500 or less ATK; Special Summon up to 2 monsters from your Deck with the same name as that face-up monster.

Machine Duplication can be combo'ed with Cyber Dragon Core to get out two Cyber Dragons for free, or it can be combo'ed with Cyber Valley for some free draws. Either way, it's a really good card.
Run 2-3

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Instant Fusion/Panzer Dragon
Pay 1000 Life Points; Special Summon 1 Level 5 or lower Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon). The Fusion Monster Special Summoned by this effect cannot attack, and is destroyed during the End Phase. Only 1 "Instant Fusion" can be activated per turn.

If this card is destroyed and sent to the Graveyard: You can target 1 card on the field; destroy that target.

Instant Fusion is great in this deck, it way as well say Instant Xyz because Panzer Dragon along with Cyber Dragon/Solar Wind Jammer/Cyber Dragon Drei is essentially an instant Xyz.
Run 2-3 Instant Fusions
Run 2 Panzer Dragon
Qliphort:
Quick Overview:
Qliphort's are the latest EARTH Machine archetype to be released in Next Challengers. All of the Qliphort monsters are Pendulum monsters except their boss monster. Most of the current Qliphort monsters names are somewhat related to computer components which is especially interesting with Qliphort Tool's flavour text. The deck focuses around swarming the field with Pendulum monsters and then tributing them for bigger monsters to trigger their effects.
Spoiler:
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Qliphort Tool
Pendulum Effect You cannot Special Summon any monsters, except "Qliphort" monsters (this effect cannot be negated). Once per turn: You can pay 800 LP; add 1 "Qliphort" card from your Deck to your hand, except "Qliphort Tool".
Monster Effect System initializing Replica Mode…
Error: Cannot run C:\sophia\sefiroth.exe
Attempting to run the program from unidentified source.
Run C:\tierra\qliphoth.exe ? <Y/N>…[Y]
System initializing Automated Mode.


To start out this incredibly strong archetype, we have the star of the deck. This is easily the best card in the deck as it helps you search your deck and enables you to Pendulum summon. This is generally the card you always want in your Pendulum Zone.
Run 3

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Qliphort Archive
Pendulum Effect You cannot Special Summon any monsters, except "Qliphort" monsters (this effect cannot be negated). "Qliphort" monsters you control gain 300 ATK.
Monster Effect You can Normal Summon this card without Tributing. If this card was Special Summoned or Normal Summoned without Tributing, its Level becomes 4 and its original ATK becomes 1800. This Normal Summoned/Set card is unaffected by the activated effects of monsters whose original Levels or Ranks are lower than this card's Level. If this card is Tributed: You can target 1 monster on the field; return that target to the hand.


So as you will soon notice, almost all of the Qliphort monsters have the same effects in some way. Archive boosts your monster's ATK by 300 while he is in the Pendulum Zone, and when he is tributed, he bounces a card on the field. This card is amazing.
Run 3

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Qliphort Genome
Pendulum Effect You cannot Special Summon any monsters, except "Qliphort" monsters (this effect cannot be negated). Monsters your opponent controls lose 300 ATK.
Monster Effect You can Normal Summon this card without Tributing. If this card was Special Summoned or Normal Summoned without Tributing, its Level becomes 4 and its original ATK becomes 1800. This Normal Summoned/Set card is unaffected by the activated effects of monsters whose original Levels or Ranks are lower than this card's Level. If this card is Tributed: You can target 1 Spell/Trap Card on the field; destroy that target.


Genome is almost identical to Archive. The only difference is (not including his Pendulum Scale) that he debuffs your opponents monsters by 300 ATK, and that instead of bouncing monsters, he destroys backrow. Be aware that you can destroy your own backrow which is handy if you want to get rid of your own Skill Drain.
Run 3

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Qliphort Disk
Pendulum Effect You cannot Special Summon any monsters, except "Qliphort" monsters (this effect cannot be negated). "Qliphort" monsters you control gain 300 ATK.
Monster Effect You can Normal Summon this card without Tributing. If this card was Special Summoned or Normal Summoned without Tributing, its Level becomes 4 and its original ATK becomes 1800. This Normal Summoned/Set card is unaffected by the activated effects of monsters whose original Levels or Ranks are lower than this card's Level. When this card is Tribute Summoned by Tributing a "Qliphort" monster: You can Special Summon 2 "Qliphort" monsters from your Deck, but they are destroyed during the End Phase.


This is where things get interesting. So unlike the previous two Qliphort monsters, Disk doesn't get his effect when he is tributed, but instead he gets his effect when he is Tribute Summoned. His effect is a doozy as well as he can summon two Qliphort monsters from the deck! Through Skill Drain up after he's summoned, and if you have a clear field you have stolen the game from your opponent.
Run 2-3

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Qliphort Shell
Pendulum Effect You cannot Special Summon any monsters, except "Qliphort" monsters (this effect cannot be negated). Monsters your opponent controls lose 300 ATK.
Monster Effect You can Normal Summon this card without Tributing. If this card was Special Summoned or Normal Summoned without Tributing, its Level becomes 4 and its original ATK becomes 1800. This Normal Summoned/Set card is unaffected by the activated effects of monsters whose original Levels or Ranks are lower than this card's Level. If this card was Tribute Summoned by Tributing a "Qliphort" monster, it can make a second attack during each Battle Phase, also if it attacks a Defense Position monster, inflict piercing battle damage to your opponent.


Shell is one of the least attractive members of the archetype. He doesn't do anything when he is tributed, but when he is Tribute Summoned, he can attack twice with piercing. Don't get me wrong, it's not a bad effect, but there are better things to tribute for.
Run 1-2

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Apoqliphort Killer
Cannot be Special Summoned. Must be Normal Summoned/Set by Tributing 3 "Qliphort" monsters. This Normal Summoned/Set monster is unaffected by Spell/Trap effects and the activated effects of monsters whose original Levels or Ranks are lower than this card's Level. All Special Summoned monsters on the field lose 500 ATK and DEF. Once per turn: You can make your opponent send 1 monster from their side of the field or in their hand to the Graveyard (for no effect).

Here we are at last. Easily one of the best boss monsters in the entire game. This card in itself is a win condition as most decks just can't remove it from the field. It requires a hefty three monsters to Tribute Summon, but once it safely hits the field, it isn't going anywhere for a while. It is unaffected by Spells/Traps, it can't be touched by most monster effects, your opponents special summoned monsters lose 500 ATK and DEF, and once per turn you can make your opponent ditch a card from the hand or field. By definition this is a true Killer.
Run 1

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Saqliphort
Equip only to a "Qliphort" monster. It gains 300 ATK, also it cannot be destroyed by battle. The equipped monster can be treated as 2 Tributes for the Tribute Summon of a "Qliphort" monster. If this card is sent from the field to the Graveyard: You can add 1 "Qliphort" monster from your Deck to your hand.

Saqliphort is great. It makes it so your monsters can't die by battle and when it is send to the graveyard, you get to add a Qliphort card from your deck to your hand. However, the best effect is that it lets the equipped monster be treated as two tributes which makes it so much easier to bring out Disk or Killer.
Run 3

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Qliphortress
During your Main Phase, you can Normal Summon 1 "Qliphort" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) The Normal Summon of "Qliphort" monsters cannot be negated.

Field spells have been dead for a long time as most of them aren't very good. Qliphortress on the other hand isn't actually that bad. It let's you normal summon twice which is extremely handy if you want to summon Killer, and it makes it so your opponent can't negate the normal summon of your cards. So basically, it allows you to summon Killer without any interferences.
Run 1

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Apoqliphort
Add up to 3 face-up "Qliphort" Pendulum Monsters from your Extra Deck to your hand. You can only activate 1 "Apoqliphort" per turn.

Occasionally in a game you will find your opponent wants to fight back and disrupt your plays by destroying your Pendulum Monsters. Apoqliphort makes it so that they cannot. You basically grab back to your hand whatever will allow you to swarm the field again, so mainly it will be Qliphort Tool.
Run 0-1
Spoiler:
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Qliphortran
Normal Summoned "Qliphort" monsters on the field gain 300 ATK, their effects are negated, also they are unaffected by other Spell/Trap effects, until the end of this turn.

This is basically an Infestation Pandemic for the deck. The only downside is it's a trap.
Run 0
Spoiler:
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Odd-Eyes Pendulum Dragon
Pendulum Effect You can reduce the battle damage you take from a battle involving a Pendulum Monster you control to 0. During your End Phase: You can destroy this card, and if you do, add 1 Pendulum Monster with 1500 or less ATK from your Deck to your hand. You can only use each Pendulum Effect of "Odd-Eyes Pendulum Dragon" once per turn.
Monster Effect If this card battles an opponent's monster, any battle damage this card inflicts to your opponent is doubled.


Odd Eyes is great, as it is another means of searching Qliphort Tool if you don't have it already, and it allows you to search Performapal Trampolynx.
Run 0-2

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Performapal Trampolynx
Pendulum Effect When you Pendulum Summon a monster(s): You can target 1 card in a Pendulum Zone; return that target to the hand. You can only use this effect of "Performapal Trampolynx" once per turn.
Monster Effect When this card is Normal Summoned: You can target 1 card in a Pendulum Zone; return that target to the hand.


Along with Qliphort Tool, this is going to be the card that you want in your other Pendulum Zone. After you have used Tool's effect and Pendulum Summoned, Trampolynx allows you to bounce Tool for another use that same turn if you choose. It's an insane effect.
Run 2

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Summoner's Art
Add 1 Level 5 or higher Normal Monster from your Deck to your hand.

A worthless rare from Tactical Evolution that saw no play, too a $15 card that searches the best card in your deck. What more could you want, other than that price tag?
Run 3

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The Monarchs Stormforth
Once during this turn, if you would Tribute a monster(s) you control for a Tribute Summon, you can Tribute 1 monster your opponent controls as if you controlled it. You can only activate 1 "The Monarchs Stormforth" per turn. During the turn you activate this card, you cannot Special Summon monsters from the Extra Deck.

This is more of a side deck card. Everyone of your monsters can be summoned by Tribute Summon, this card let's your remove a pesky card from your opponents side of the field, while allowing you to summon a monster. Fantastic.
Run 2-3

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Skill Drain
Activate by paying 1000 Life Points. The effects of all face-up monsters on the field are negated while those monsters are face-up on the field (but their effects can still be activated).

Probably one of the most annoying cards to have played against you if you're not prepared. Well guess what, it's used in one of the best decks in the game. It reverts your level 4, 1800 ATK monsters back to there original selfs.
Run 2-3
Credits:
Zeronex - For helping me post the video, and having his Meklord Guide.
Awsomelink - I didn't forget you either. :lol:
JhonnyCees and everyone in The Thread - For modivating me to make this guide.
LewieGee - For having his own guide.
Phazed - For having his own guide.
Lord Dragon - For helping me with Cyberdark support.
Last edited by XYZ Dragon Cannon on Tue Aug 26, 2014 9:15 am, edited 7 times in total.
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Awsomelink
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Re: Welcome to the Machine - A Guide to Machines

Post by Awsomelink » Mon Nov 21, 2011 9:22 am

For youtube vids, you just need to put the last bit in thats after the watch?v=

Code: Select all

[youtube]DDdUg-5_K2s[/youtube]
Like so. To get this


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Zeronex
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Re: Welcome to the Machine - A Guide to Machines

Post by Zeronex » Mon Nov 21, 2011 10:49 am

Oh, I'd be glad to share my 10+ Kikou decklists. :D
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dedoombringer
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Re: Welcome to the Machine - A Guide to Machines

Post by dedoombringer » Mon Nov 21, 2011 12:04 pm

Well you can just link Zeronexs guide to Meklords if he says ok, can not wait for this to be done machines have always been my second favorite type.


EDIT: when you do the cyberdark are you going to have the BEWD engine to speed up the draw power?

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Re: Welcome to the Machine - A Guide to Machines

Post by XYZ Dragon Cannon » Mon Nov 21, 2011 6:48 pm

Im not sure actually dedoom, I will probably just talk a bit about the Cyberdarks and I might through in some good dragons that work with them. For Meklords I will just through in a link to Zeros guide. I will probably finish off Ancient Gears today or tomorrow.
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Re: Welcome to the Machine - A Guide to Machines

Post by XYZ Dragon Cannon » Mon Nov 21, 2011 6:59 pm

Still not working and its really annoying, I can concentrate on the guide know this isn't working. Heres the code I have if somebody can help.
[*youtube]http://www.youtube.com/watch?v=NCfVFxRsKQc[/youtube]
(That * at the beginning is so you can see the code.)
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Re: Welcome to the Machine - A Guide to Machines

Post by dedoombringer » Mon Nov 21, 2011 7:00 pm

I was asking so you could do a chaos version of the deck besides them normal, BEWD feeding Cyberdark Dragon and BLS = very happy

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Re: Welcome to the Machine - A Guide to Machines

Post by ParadiseNigh » Mon Nov 21, 2011 9:59 pm

Missing Gadgets,
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XYZ Dragon Cannon
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Re: Welcome to the Machine - A Guide to Machines

Post by XYZ Dragon Cannon » Mon Nov 21, 2011 11:02 pm

Yeah I know, I was going to add them in with Ancient Gears or Machinas, or should they just be on there own?
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Re: Welcome to the Machine - A Guide to Machines

Post by Zeronex » Mon Nov 21, 2011 11:03 pm


Code: Select all

[youtube]NCfVFxRsKQc[/youtube]
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Re: Welcome to the Machine - A Guide to Machines

Post by XYZ Dragon Cannon » Mon Nov 21, 2011 11:06 pm

Thanks Zero! You shall be credited. :P

If I had a cat I would give it to you.
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Re: Welcome to the Machine - A Guide to Machines

Post by dedoombringer » Mon Nov 21, 2011 11:09 pm

What about morphtronic since most are machine

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Re: Welcome to the Machine - A Guide to Machines

Post by XYZ Dragon Cannon » Mon Nov 21, 2011 11:11 pm

I would add Morphtronics, but I have absolutly no idea how they run. I would have to do a bit of research into them and try testing them out to see how they play. Pretty much everything on that list I have used at some point, so Morphtronics will probably be there soon.
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