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I won 3/5 rounds of the tournament with this deck. The two rounds I lost were directly to warrior beatdown/swarm. primarily injection fairy lilly was being a pain and in those two rounds creature swap seemed nearly useless.
swap was a great card for this deck but I'm thinking that if I can out tech the warrior beatdown with machine beatdown I might win the whole thing next week.
so I made some modifications and I want to know what you think.
I have a kenetic soldier but I'm not sure if it's worth puting him in here.
just so you know I'm not a nut for running 7 completed I just basicly needed any halfway decent equip for the slot and I wanted to use this standby stand it for limiter removal and the optional uses on cards like this one should be good. It beats any conventionally played monster in the game when partnered with x head cannon or mechanical chaser for 2500/2550 atk (eat it dark magician decks)
I'm giving more time to this exercise and blast with chain seems like nice 1 card tech against certain things. not only is it a power up with the same attack boost as rare metalmorph but it's chainable to m/t removal even when face down. on top of that once activated it becomes a equipment spell so if jinzo comes to the field and it's still out it's not negated.
the question is..should I use blast with chain or a dust tornado?
It looks like my successor is carrying on the fight as with the Machine Army, so looking at the deck that you've posted, it seems that PMK needs a FMC.... as in Fairy Meteor Crush, so try that one just in case you have those Goats standing in the way of victory. Good job!
8.9/10
just changed blast with chain to magic cylinder again.
you remember that thread we were in discussing the merits of
rare metalmorph vs. 7 completed.
both cards are essentially mirroring the manga machines that bandit keith ran.
in the manga machines had automatic resistance to magic (which justified them being so rare and tribute heavy) rare metalmorph or magic reflux armor which is far more fun to say gives machines the power they had in the manga. 7 completed is the power up system keith uses on slot machine.
after testing these out I decided it was really to hard to find room for rare metalmorph and easy to run 7 completed. so that's what I'm doing I went for 7 completed which as I recall you argued in favor of in that machine thread.
as for the fairy meteor crush suggestion I need to ask you:
-3 wave motion cannon
-2 7 completed
+3 big bang shot
+2 giant trunade
what do you think? the shots get equipped to a opponents monster I trunade the monster gets removed from play. then I equip my monster with shot it gains +400 attack and trample power.
Dark venom which of the above configurations do you think will play better?
wave motion damage and 7 completed or trunade and big bang shots?
just changed blast with chain to magic cylinder again.
you remember that thread we were in discussing the merits of
rare metalmorph vs. 7 completed.
both cards are essentially mirroring the manga machines that bandit keith ran.
in the manga machines had automatic resistance to magic (which justified them being so rare and tribute heavy) rare metalmorph or magic reflux armor which is far more fun to say gives machines the power they had in the manga. 7 completed is the power up system keith uses on slot machine.
after testing these out I decided it was really to hard to find room for rare metalmorph and easy to run 7 completed. so that's what I'm doing I went for 7 completed which as I recall you argued in favor of in that machine thread.
as for the fairy meteor crush suggestion I need to ask you:
-3 wave motion cannon
-2 7 completed
+3 big bang shot
+2 giant trunade
what do you think? the shots get equipped to a opponents monster I trunade the monster gets removed from play. then I equip my monster with shot it gains +400 attack and trample power.
Dark venom which of the above configurations do you think will play better?
wave motion damage and 7 completed or trunade and big bang shots?
Well, I'd say stick with the trunades and BBS.
Good luck.
behold as I've updated my machine deck with three cyber dragons!!
the rocket warrior a aide to their power I can use more techy cards like big bang shot with the presense of cyber around.
why no cyber fusion? rather pointless really. to conventionally fuse cyber dragons means putting in cards like power bond to serve only that purpose. I have big bang shots with makes them 2500 atk with trample. yes there is cyber twin but I'd rather have a decent attack cyber dragon on my field and another waiting in my hand then to hope 1 does'nt die on the field so hopefully I can draw the pieces and make cyber end pointless.
sorry cyber fusion fans my verdict is that cyber dragon fusion is'nt the best idea as your holding back or pushing your hand to far.
The greatest machines are at my command. They know how to dish out punishment. my most difficult deck for competitive play yet.
how are you gentlemen?
all your base are belong to us.
Monsters: 19
chaos sorcerer
chaos sorcerer
Jinzo
blowback dragon
drillago
mechanical chaser
mechanical chaser
mechanical chaser
cyber jar
reflect bounder
shining angel
shining angel
x head cannon
x head cannon
x head cannon
y dragon head
y dragon head
z metal tank
z metal tank
magic: 14
limiter removal
mystical space typhoon
Heavy storm
giant trunade
giant trunade
big bang shot
lightning vortex
smashing ground
dark hole
enemy controller
book of moon
swords of revealing light
snatch steal
premature burial
traps: 7
bottomless trap hole
magic cylinder
return from the different dimension
sakuretsu armor
sakuretsu armor
torrential tribute
call of the haunted
fusions: 5
xyz dragon cannon
xy dragon cannon
xz tank cannon
xz tank cannon
yz tank dragon