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Guns, Gears, & Guts - Rise of The Machines Version 2.0
Well say hello to my brand new machine deck. This deck is loaded with a few suprises of is own with some unusual cards, and since I havent seen to many machine decks in awhile, I thought why not post one. Here it is.
Deck Name: Rise of The Machines Version 2.0
Creator: Tyrant Dragon 06
Monsters:
1x Perfect Machine King
1x Barrel Dragon
1x Blowback Dragon
1x Jinzo
3x Fusilier Dragon, The Dual Mode Beast
2x X-Head Cannon
2x Y-Dragon Head
2x Z-Metal Tank
2x Helping Robo For Combat
2x Heavy Mech Support Platform
1x Wing Kuriboh
1x Cyber Jar
Spells:
1x Pot of Greed
1x Graceful Charity
1x Mystical Space Typhoon
1x Swords of Revealing Light
1x Heavy Storm
1x Premature Burial
2x Limiter Removal
1x Amplifier
1x Axe of Despair
1x Fusion Gate
2x Frontline Base
Traps:9
2x A Hero Emerges
1x Call of the Haunted
1x Ring of Destruction
1x Magic Cylinder
1x Bottomless Trap Hole
1x Magic Jammer
1x Big Burn
1x Return From The Different Diminsion
Monsters:2
1x Drillago
1x Tribe-Infecting Virus
Spells:3
1x Monster Reincarnation
1x Card Destruction
1x Snatch Steal
Traps:10
1x Torrential Tribute
1x Wall of Revealing Light
1x Barrel Behind the Door
1x Divine Wrath
2x Level Conversion Lab
1x DNA Surgery
1x Trap Jammer
2x Skill Drain
Now I'm very comfortable with this set up, and A Hero Emerges makes up for the Fusilier Dragons in my deck. As soon as I can get a Mirror Force from Dark Beginnings 2 Its going strait into this deck no question. Any Ideas are welcome.
reasoning : blowback is a much much better card than barrel dragon also could you r/f my deck its the thread called awesome warrior/e hero deck with no BLS thnx!
Machines aren't my ares of expertice, but I'll give it a shot. Your deck seems a little spell light and trap heavy, even with the Amplifier, you might want to even the odds a little. Other than that the deck looks pretty good to me.
As strange as looks it actually works. lol, I think what makes It look like its heavy on traps is the 2 A Hero Emerges, and the Big Burn. Funny thing is I don't use Jinzo asoften unless I need to stop some major traps my opponent has or when I need the attack power out of him. Big Burn has quickly become one of my favorite trap cards when it comes to stoping resurrection cards. I nomally have a 50/50 chance of that card backfiring on me. I think I mainly love the card when I have an upper hand on my opponent and just when he thinks he can make a comeback I activate it. ^_^
ok...from the original deck... i in NO way agree with the 19 monsters.... your going to end up with a lot of good monsters in your hand and no way to summon them...and you dont have many spells....which are key to many decks...
first off i suggest
-1 perfect machine king
-2 helping robot for combat
-2 heavy mech support platform
-1 winged kuriboh
this brings it down to 13 monsters
+ 2 Mechanical Chaser
+ 2 Cannon soldier
17 monsters now and 2 spaces to fill
+ 1 Limiter Removal
+ 1 Lightning Vortex
nice even monster line up ( though 17 is an odd number) the perfect machine king only adds on 2 tributes to the already 4 that you have in 3 monsters, the helping robo in many cases many not in face help, with 1600 attack and the fact that if you do draw with him you may have 0 cards in hand from the get go thus drawing and sending back to the bottom, the heavy mech are great to side deck in a stall deck but not main deck material in this deck that focuses on attacking, and the winged kuriboh.... idk why that was even in here.... its cute though..lol
mechanical chaser is a great attacker 1850 is nothing to scoff at, especially since beatdown usage is at an all time low, and with limiter hes at 3700, cannon soldier the same, he can hold his own in many situations and his effect that allows him to tribute and inflict damage is great in it self, if you limiter on him you can attack for 2800 and tribute him for 3300 damage.
a third limiter is self explanitory as is the vortex, which is for additional monster removal which is needed in these days ....
1- amplifier
too situation in it self... not needed to be maindecked,
+ 1 snatch steal
being able to take a monster is a great ability, as well with cannon soldier tributing for extra damage
-1 Fusion gate
+ 1 Scapegoat
you dont have much monster protection aside from the monsters you have already, goats provide damage control as well as being able to be launched with cannon soldier,
big burn is highly situational not many times will the graveyard be targeted, except for premature, call, or removing of monsters...which im not sure if the works in the first place, magic jammer is great in 2's in that it can be used to stop gracefuls, snatch steals, pot of greeds, and everything, it works well bottomline, return from the dd i see no need for... when you only have one fusion gate.... the monsters being removed ...will be few to none and fusion gates dont work well in 1's thus the monster removal and the bouncing in bttmless and compulsory